Game machine

The gaming machine addresses monotony in slot machines by incorporating a winning type lottery, reel control, and effect state management to provide varied operation modes and enhanced game properties.

JP2025099718AActive Publication Date: 2025-07-03OLYMPIA KK
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Patent Information

Application Number
JP2023216602
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-12-22
Publication Date
2025-07-03
Estimated Expiration
2043-12-22

AI Technical Summary

Technical Problem

Existing slot machines lack variation in operation modes, leading to monotony and a need for improved game properties.

Method used

A gaming machine that includes a winning type lottery mechanism, reel control for symbol rotation and stopping, auxiliary effect execution for notifying advantageous operation modes, and effect state control to shift between normal and specific effect states, with restricted execution of auxiliary effects in certain conditions.

Benefits of technology

Enhances gaming experience by introducing varied operation modes and improving game properties through dynamic effect states and auxiliary effects.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To increase playability.SOLUTION: In a specific performance state (e.g., AT performance state), auxiliary performance execution means in a game machine may execute a first auxiliary performance to notify a player of a correct operation mode (e.g., batting order 3) when a selected winning type (e.g., winning type "batting order bell A1") is won in which a correct operation mode is set as a winning condition for a correct winning combination. In the specific performance state, when the selected winning type is won, the auxiliary performance execution means does not execute the first auxiliary performance, but may execute a second auxiliary performance (e.g., specific auxiliary performance) to limit a stop switch which should be stopped in a stop operation (e.g., first stop operation) in a predetermined order of the correct operation mode, to multiple candidates (e.g., stop switches 120b, 120c). In state in which an end condition of the specific performance state is satisfied or in a performance state in which the possibility of transition to a performance state more advantageous to the player than the specific performance state is indicated, the auxiliary performance execution means limits the execution of the second auxiliary performance.SELECTED DRAWING: Figure 14
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Description

Technical Field

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

Background Art

[0002] In a slot machine as a gaming machine, a plurality of production states with different gaming benefits for a player are provided during the progress of the game. For example, in an AT (Assist Time) production state among a plurality of production states, when winning a winning type in which a winning combination with a large gaming benefit overlaps with other winning combinations, the operation mode of a stop switch that becomes a winning condition for the winning combination with a large gaming benefit is notified. Patent Document 1 discloses a technique for notifying only the stop switch to be operated first. By operating the stop switch according to the operation mode, the player can display a symbol combination corresponding to the winning combination with a large gaming benefit on the active line.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] As described above, in a slot machine, the operation mode of a stop switch may be notified. The player can obtain a predetermined gaming benefit by operating the stop switch according to the notified operation mode. However, there is a possibility that the player may feel bored by repeating a monotonous operation of operating the stop switch according to the notified operation mode to obtain a gaming benefit. Therefore, it is required to increase the variations of the operation modes to be notified and improve the game properties.

[0005] In view of such problems, an object of the present invention is to provide a gaming machine capable of improving game properties.

Means for Solving the Problems

[0006] To solve the above problems, a gaming machine according to the present invention includes a winning type lottery means for determining the winning or losing of a plurality of winning types, a reel control means for rotationally controlling a plurality of reels in which a plurality of types of symbols are arranged respectively in response to an operation of a start switch, and for stoppingly controlling the reels corresponding to the operated stop switch respectively in response to an operation of a stop switch, an auxiliary effect execution means for executing an auxiliary effect for notifying a player of an advantageous operation mode, and an effect state control means for shifting to any one of a plurality of types of effect states including a normal effect state and a specific effect state more advantageous to the player than the normal effect state. The auxiliary effect execution means performs a first auxiliary effect for notifying the correct operation mode when winning a selected winning type in which the correct operation mode is set as a winning condition for a correct winning role in the specific effect state, and may perform a second auxiliary effect for limiting a plurality of candidates for the stop switch to be stopped in a predetermined order of the correct operation mode without performing the first auxiliary effect when winning the selected winning type in the specific effect state. In a state where an end condition of the specific effect state is satisfied, or in an effect state in which a possibility of shifting to an effect state more advantageous to the player than the specific effect state is shown, execution of the second auxiliary effect is restricted.

Advantages of the Invention

[0007] According to the present invention, it is possible to improve the gaming property.

Brief Description of the Drawings

[0008]

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Embodiments for Carrying Out the Invention

[0009] Hereinafter, preferred embodiments of the present invention will be described in detail with reference to the accompanying drawings. The dimensions, materials, and other specific numerical values shown in such embodiments are merely examples for facilitating the understanding of the invention, and do not limit the present invention unless otherwise specified. In the present specification and drawings, elements having substantially the same function and configuration are denoted by the same reference numerals to omit redundant description, and elements not directly related to the present invention are not shown.

[0010] (Mechanical Configuration of Slot Machine 100) As a gaming machine, there are slot machines 100 that conduct games with physical medals involved and those that conduct games without physical medals involved. The latter may be called smart pachislot. Here, as the slot machine 100, a smart pachislot will be taken as an example for explanation. In a smart pachislot, instead of physical medals, digitized medals are used as electronic game values for games.

[0011] FIG. 1 is an external view for explaining the schematic mechanical configuration of the slot machine 100. FIG. 2 is an external view in a state where the front door of the slot machine 100 is opened for explaining the schematic mechanical configuration, FIG. 2(a) views the front door from the back side, and FIG. 2(b) views the housing from the player side.

[0012] As shown in the external views of FIGS. 1 and 2, the slot machine 100 is provided with a housing 102 having an open front surface, and a front upper door 104 and a front lower door 106 that are rotatably arranged vertically side by side at one end of the front surface of the housing 102. A colorless and transparent symbol display window 108 made of a glass plate, a transparent resin plate, or the like is provided at approximately the center of the lower part of the front upper door 104. At a position corresponding to the symbol display window 108 in the housing 102, a left reel 110a, a middle reel 110b, and a right reel 110c are respectively provided so as to be independently rotatable. On the outer peripheral surfaces of the left reel 110a, the middle reel 110b, and the right reel 110c, as shown in the symbol arrangement of FIG. 3(a), a plurality of types of symbols are respectively arranged in each of the 20 equally divided regions. The player can visually recognize a total of nine consecutive symbols of the left reel 110a, the middle reel 110b, and the right reel 110c, which are located in the upper, middle, and lower stages, through the symbol display window 108. Incidentally, the left reel 110a, the middle reel 110b, and the right reel 110c may be collectively simply referred to as the reel 110. Among the symbols shown in FIG. 3(a), generally, a symbol decorated with the numerical value "7", which is generally regarded as a lucky number, a symbol decorated with the character string "BAR" derived from chewing gum, a symbol imitating a typical character of the slot machine 100, etc. may be formed with either or both of the vertical width and the horizontal width being larger than those of other symbols, may be represented in a hue that is easily distinguishable from others, or may be configured so that the backlight of the reel 110 passes through. When a large gaming profit is given, such symbols decorated with the numerical value "7" may be linearly displayed in the symbol display window 108 to notify the gaming profit.

[0013] An operation unit installation table 112 is formed on the upper part of the front lower door 106. The operation unit installation table 112 is provided with a bet switch 116, a start switch 118, stop switches 120a, 120b, 120c, a settlement switch 122, an effect switch 124, a count switch 126, a gaming medal number display device 128, a main segment display unit 130, and the like.

[0014] The bet switch 116 is composed of a push switch and detects an operation of inserting (betting, i.e., subtracting from the number of game medals) an electronically held medal that can be used for gaming into the slot machine 100. The bet switch 116 includes a max bet switch for inserting (betting) the specified number of electronically held medals required for one game and a 1 - bet switch for additionally inserting one electronically held medal within the range of the specified number. Here, the total number of electronically held medals that can be used for gaming, which is electronically held in the slot machine 100, is referred to as the "number of game medals", and the storage area for holding the number of game medals may be referred to as the "medal holding unit". Note that betting includes both the case of inserting a predetermined number of electronically held medals from the number of game medals held in the medal holding unit through the operation of the bet switch 116 and the case of automatically inserting electronically held medals based on, specifically as will be described later, the display of a replay role on the active line. Also, the entity performing such a bet is sometimes referred to as the input means.

[0015] The start switch 118 is composed of, for example, a lever capable of detecting a tilting operation and detects the start operation of the game by the player.

[0016] The stop switches 120a, 120b, and 120c are composed of push switches and are provided at positions corresponding to the left reel 110a, the middle reel 110b, and the right reel 110c respectively, and detect the stop operation of the player. Sometimes, the stop switches 120a, 120b, and 120c are collectively simply referred to as the stop switch 120. Here, in a state where the stop operation of the stop switch 120 is possible, when the player first stops any one of the stop switches 120a, 120b, and 120c, it is called the first stop operation. After the first stop operation, when the player stops any one of the two non - stopped stop switches 120, it is called the second stop operation. After the second stop operation, when the player finally stops the remaining stop switch 120, it is called the third stop operation.

[0017] The actuarial switch 122 detects an operation of returning (adding to the number of gaming medals) all of the digitized medals bet by the operation of the bet switch 116 to the medal holding unit.

[0018] The effect switch 124 is composed of, for example, a push switch or a cross switch, and detects a pressing operation or a rotating operation of the player.

[0019] The counting switch 126 is composed of a push switch and detects an operation of transferring (subtracting from the number of game medals) part or all of the number of game medals electronically held in the slot machine 100 to a dedicated unit 300 described later. For the operation of the counting switch 126, a "short press" with a pressing time of less than 500 msec and a "long press" with a pressing time of 500 msec or more are prepared. In the case of a short press of the counting switch 126, only one digitized medal is counted (transferred) from the number of game medals for each operation, and in the case of a long press, digitized medals are counted 50 at a time at the timing of counting notifications every 300 msec after the pressing time reaches 500 msec. In addition, when the number of game medals is less than 50 in the state of a long press, all the remaining number of game medals will be counted. When the counting switch 126 is operated while the game is possible, the counting process is always executed regardless of the game state at that time. Here, "while the game is possible" means a state in which the slot machine 100 and the dedicated unit 300 are connected and both are powered on (a state in which a player can borrow digitized medals, play a game on the slot machine 100, and count the results of the game). When the power of the slot machine 100 is on but the power of the dedicated unit 300 is off, or when the slot machine 100 and the dedicated unit 300 are not connected, if the slot machine 100 accepts the operation of the counting switch 126, the counted number of medals may disappear. Therefore, the operation of the counting switch 126 is invalidated and that period is not included in "while the game is possible". Also, during the initialization process after power-on, during setting change, during setting confirmation, and during an error state where a return process such as reset is required, when the slot machine 100 cannot proceed (play) as a single unit, it is not included in "while the game is possible".

[0020] The game medal number display device 128 includes 5- or 6-digit 7-segment LEDs and displays the total number of digitized medals held in the medal holding unit, that is, the number of game medals. However, the digitized medals bet are not included in the number of game medals. Therefore, the number obtained by subtracting the number of digitized medals bet from the digitized medals acquired by the player is displayed on the game medal number display device 128. Note that the numerical range of the game medal number is represented by 0 to 16382 (16368 + the maximum number of payout medals in one game (15) - the minimum number of input medals (1)) considering the maximum difference number of medals in one business day. When the upper digit of the significant number is 0, that numerical value is indicated by blank (extinguished). When the numerical value reaches a predetermined warning value, for example, 15000 or more, a holding number warning notification prompting the player to count is executed, the lending process of the digitized medals described later is restricted, and a test counting signal is output for about 3500 msec. Note that the warning value is not limited to 15000, and various values can be set. However, even if the holding number warning notification is executed, the player can continue the game. Therefore, the number of game medals may increase. When the numerical value reaches a predetermined holding upper limit value, for example, 16369 or more, an error notification (medal over error notification) is executed to restrict the progress of the game. Specifically, acceptance of the bet switch 116, start switch 118, and settlement switch 122 is prohibited. Also, the game medal number display device 128 displays the updated game medal number within approximately 300 msec after the game medal number held in the slot machine 100 is updated, reflecting the update.

[0021] The main segment display unit 130 is composed of two juxtaposed 7-segment displays, and an error code indicating the type of error managed by the main control board 200 is displayed. For example, when an error such as a door open error (error code "E8") that occurs by detecting that at least one of the front upper door 104 or the front lower door 106 is open and automatically returns by closing both the front upper door 104 and the front lower door 106 occurs, the error code is displayed on the main segment display unit 130, error information is displayed on the liquid crystal display unit 132 described later, and an error sound is output from the speaker 134 described later.

[0022] At approximately the center of the upper part of the front upper door 104, a liquid crystal display unit 132 for displaying various images associated with the presentation is provided. Also, at the left and right positions on the back surface of the front lower door 106, speakers 134 for performing auditory presentations such as sound effects and music are provided. Further, on the upper part and the left and right sides of the front upper door 104, for example, presentation lamps 136 constituted by high-brightness light-emitting diodes (LEDs) and a presentation prop device 138 for driving presentation props by a motor are provided.

[0023] Also, in the housing 102, a setting key and a setting change switch (collectively referred to as setting value setting means), not shown in the figure, are provided on the main control board 200 described later. In the slot machine 100, when a predetermined key (operation key) is inserted into the setting key and rotated from the off position to the on position, and the power is turned on via the power switch 144a of the power supply 144, the setting change mode is entered, and the setting value can be changed (simply referred to as setting change). The setting value represents the degree of advantage (machine ratio) of the player step by step, and is represented, for example, in 6 steps from 1 to 6. Generally, the larger the numerical value of the setting value, the higher the degree of advantage in the overall game (the higher the expected number of acquired medals) is set. Then, each time the setting change switch is pressed in the state where the setting change is possible, the setting value is incremented by 1. For example, it is changed to any one of the 6-step setting values. When the start switch 118 is operated, the setting value is determined, and by returning the setting key to the original position (off position), the setting change mode ends and the game becomes possible. Note that the setting change is possible only for a certain period after the power switch 144a is operated and the power is turned on.

[0024] In such a slot machine 100, since real medals are not required, it is possible to prevent acts such as pseudo-medal insertion or the use of illegally brought-in medals. Also, since there is no need to provide a mechanism for inserting and paying out game media inside the gaming machine, the design cost and manufacturing cost can be reduced. Furthermore, by centrally managing the lending of game media to players and the counting of acquired game media, etc., it is possible to prevent fraud. Also, by centrally managing data, it is possible to suppress the element of chance and, thus, strengthen measures against addiction.

[0025] FIG. 4 is a block diagram showing a schematic electrical configuration of the slot machine 100 and the dedicated unit 300. As shown in FIG. 4, the slot machine 100 and the dedicated unit 300 are electrically connected via a lending device connection terminal board 280 for game balls or the like. The slot machine 100 is provided with a plurality of control boards including a main control board 200 that controls the progress of the game, a sub-control board 240 that controls the effects according to the progress of the game, and a medal number control board 260 that controls the number of electronic medals (game medal numbers) held in the medal holding unit. Note that the transmission of electrical signals between the main control board 200 and the sub-control board 240 is limited to one direction from the main control board 200 to the sub-control board 240 from the viewpoint of fraud prevention and the like. On the other hand, the transmission of electrical signals between the main control board 200 and the medal number control board 260 is bidirectional.

[0026] (Main control board 200) The main control board 200 has a semiconductor integrated circuit including a main CPU 200a that is a central processing unit, a main ROM 200b in which programs and the like are stored, a main RAM 200c that functions as a work area, etc., and comprehensively controls the entire slot machine 100. Note that the main RAM 200c holds data without being erased even when the power is turned off, unless a setting change is made and RAM clear is executed.

[0027] In addition, the main control board 200 functions by the main CPU 200a cooperating with the main RAM 200c based on a program stored in the main ROM 200b, and has functional units such as an initialization means 210, a bet means 212, a winning type lottery means 214, a reel control means 216, a determination means 218, a payout control means 220, a game state control means 222, a production state control means 224, a command transmission / reception means 226, etc.

[0028] The main control board 200 receives various detection signals from the bet switch 116, start switch 118, stop switch 120, and settlement switch 122, and based on the received detection signals, the main CPU 200a executes various processes.

[0029] The initialization means 210 executes the initialization process in the main control board 200. The bet means 212 bets the electronic medals used for the game. The winning type lottery means 214 conducts a winning type lottery that determines the success or failure of the winning combination based on the operation of the start switch 118, and more specifically, determines the success or failure of the winning type including the winning combination, as will be described in detail later.

[0030] The reel control means 216 rotationally controls the left reel 110a, middle reel 110b, and right reel 110c according to the operation of the start switch 118, and stops the corresponding left reel 110a, middle reel 110b, and right reel 110c according to the operations of the stop switches 120a, 120b, and 120c corresponding to the rotating left reel 110a, middle reel 110b, and right reel 110c, respectively.

[0031] Further, the reel control means 216, in response to the operation of the start switch 118, extends the time from when the operation of the stop switch 120 was enabled in the previous game until the operation of the stop switch 120 by the player is enabled to display the lottery result of the winning type lottery (invalidated by the completion of the operation of the stop switch 120 in the previous game) beyond the specified time, and during that time, may perform a reel effect (freeze effect) for rotationally controlling the reels 110a, 110b, 110c in various modes. The reel effect can be realized by not enabling an arbitrary switch that should originally be valid for a predetermined time, postponing a process that should originally be executed for a predetermined time, or not transmitting or receiving a signal of an arbitrary switch that should originally be transmitted or received for a predetermined time.

[0032] Also, in the present embodiment, as a reel effect, in response to the operation of the start switch 118 in the basic game, the basic game is interrupted, the progress of the basic game is delayed, and during that time, the reels 110a, 110b, and 110c are rotationally controlled. In response to the operation of the stop switches 120a, 120b, and 120c, a pseudo game (simulated game) similar to the basic game is sometimes performed in which the reels 110a, 110b, and 110c corresponding to the stop switches 120a, 120b, and 120c respectively are temporarily stopped. Here, the basic game refers to a game in which a winning type lottery is executed and a single payout can be received with the winning of a winning combination. Note that the pseudo game ends on the condition that the start switch 118 is operated again or a predetermined time has elapsed since the temporary stop control, and thereafter, the rotational control of the reels 110a, 110b, and 110c in the basic game resumes. Further, as an example of the pseudo game, the reel control means 216 can automatically perform temporary stop control on a predetermined symbol (for example, a symbol constituting a bonus combination) on each of the reels 110a, 110b, and 110c in response to the operation of the stop switches 120a, 120b, and 120c. In such a pseudo game, an effect can be executed with a rotational control and a stop mode similar to or different from those of the basic game, so that the interest of the game can be enhanced. Note that the temporary stop appears to be stopped, but it indicates a state where it is not completely stopped by continuously changing the phase signal of the stepping motor 152 of the reels 110a, 110b, and 110c within 500 msec. The temporary stop control indicates control for temporarily stopping the reels 110a, 110b, and 110c. However, unless otherwise particularly distinguished, both the stop and the temporary stop are simply treated as a stop in the sense that the position is maintained without rotating in one direction. Also, in response to the operation of the start switch 118, the left reel 110a, the middle reel 110b, and the right reel 110c are rotationally controlled, and in response to the operation of the stop switches 120a, 120b, and 120c corresponding to the rotating left reel 110a, middle reel 110b, and right reel 110c respectively, the corresponding left reel 110a, middle reel 110b, and right reel 110c are stopped. In this sense, both the stop control and the temporary stop control are simply treated as stop control.

[0033] Further, a reel drive control unit 150 is connected to the main control board 200. This reel drive control unit 150 drives the stepping motor 152 based on the rotation start signals of the left reel 110a, the middle reel 110b, and the right reel 110c transmitted from the reel control means 216 in response to the operation signal of the start switch 118. Also, the reel drive control unit 150 stops the drive of the stepping motor 152 based on the stop signals of the left reel 110a, the middle reel 110b, and the right reel 110c transmitted from the reel control means 216 and the detection signal of the rotation position detection circuit 154 in response to the operation signal of the stop switch 120.

[0034] The determination means 218 determines whether or not the symbol combination corresponding to the winning combination is displayed on the effective line A. Here, the fact that the symbol combination corresponding to the winning combination is displayed on the effective line A may be simply referred to as a winning. Here, the effective line A is a line for determining the winning of the winning combination, and there is one in this embodiment. As shown in FIG. 3(b), among the nine symbols (3 reels × 3 upper, middle, and lower stages) facing the symbol display window 108, the effective line A is set to a line (one downward-sloping line) connecting the positions corresponding to the symbols that stop at the upper stage of the left reel 110a, the middle stage of the middle reel 110b, and the lower stage of the right reel 110c. The invalid line is a line other than the effective line A that is not used for determining the winning of the winning combination and displays other symbol combinations that facilitate the understanding of the winning combination when it is difficult to understand the winning combination only with the symbol combination displayed on the effective line A. In this embodiment, four invalid lines B1, B2, B3, and C shown in FIG. 3(b) are assumed. The payout control means 220 pays out (adds to the number of game medals) the electronic medals by the number (value amount) corresponding to the winning combination based on the fact that the symbol combination corresponding to the winning combination is displayed on the effective line A (winning).

[0035] The game state control means 222 refers to the result of the winning type lottery and the determination result of the determination means 218, and shifts the game state to any one of a plurality of types of game states. As will be described later, the game states include a non-internal game state, an internal middle game state that is shifted by winning a bonus combination, and a bonus game state that is shifted when a symbol combination corresponding to the bonus combination is displayed on the effective line in the internal middle game state.

[0036] The effect state control means 224 refers to the result of the winning type lottery, the determination result of the determination means 218, and the transition information of the game state, and shifts the effect state to any one of a plurality of types of effect states. The effect states include an AT (assist time) effect state in which an assist effect for notifying an operation mode (correct operation mode) that is a winning condition for a specific combination (correct combination) when winning a winning type (selected winning type) in which the specific combination (correct combination) and other winning combinations (incorrect combinations) overlap (assisting the winning of the specific combination) is executed, and a non-AT effect state in which the assist effect is not executed. In addition, there may be a case where a so-called ART game state in which the AT effect state and the RT (replay time) game state with a high winning probability of the replay combination are advanced in parallel is executed. The specific combination that is the target of the assist effect refers to a winning combination that is more advantageous than other winning combinations, including not only the payout of electronic medals due to the winning of the winning combination but also all game benefits obtained by the winning of the winning combination. In addition, the assist effect is not limited to the case of assisting the winning of the specific combination, and it is sufficient to notify an operation mode that is advantageous to the player.

[0037] The command transmission / reception means 226 sequentially transmits commands determined in accordance with the operations of the bet means 212, the winning type lottery means 214, the reel control means 216, the determination means 218, the payout control means 220, the game state control means 222, the effect state control means 224, etc. to the sub-control board 240 and the medal number control board 260.

[0038] In addition, a random number generator 200d is provided on the main control board 200. The random number generator 200d sequentially increments the count value and resets the count value (changes the number sequence and determines the initial value) when counting for a predetermined number of times, thereby looping the count value within a predetermined numerical range. In the main control board 200, a random number value is obtained by extracting the count value from the random number generator 200d at a predetermined time point. The random number value (hereinafter referred to as the winning type lottery random number) generated by the random number generator 200d of the main control board 200 is used for the gaming benefits given to the player, for example, for the winning type lottery means 214 to determine the winning type. Hereinafter, the specific processing in the main control board 200 will be described based on a flowchart.

[0039] (Main processing of the main control board 200) FIG. 5 is a flowchart showing the main processing (main loop processing) of the main control board 200. Here, first, according to the main processing of the main control board 200, an outline of one game after initialization will be described. Also, here, the processing related to the features of the present embodiment will be described in detail, and the description of the configuration unrelated to the features of the present embodiment will be omitted. Also, although the detailed description is omitted, when each processing is performed, the switches (bet switch 116, start switch 118, stop switch 120) used in each processing are enabled at the start of the processing and disabled at the end of each processing.

[0040] (Step S100) When the power of the slot machine 100 is turned on via the power switch 144a and it becomes energized, the initialization means 210 executes an initialization process in preparation for the start of the game. Also, the initialization means 210 can also make setting changes. The setting change is to change the set value indicating the degree of advantage in stages (for example, in 6 stages). Note that the setting change includes resetting to the same set value (a process of changing the current set value to the same set value as the current set value (overwriting, maintaining)). The initialization means 210 generates backup data at any time while the power is on, and causes the main RAM 200c to hold the backup data. Therefore, even if an unexpected power failure (power cut) occurs, in this initialization process, the backup data held before the power cut can be used to return to the state before the power cut. For example, even if an unexpected power cut occurs during the rotation of the reel 110, after the recovery operation, each reel 110 starts again from the rotating state. Therefore, in the initialization process, basically, the initialization (RAM clear) of the main RAM 200c is not performed. Also, the initialization means 210 generates an initialization command when the power is turned on, and the command transmission / reception means 226 transmits the generated initialization command to the sub-control board 240. Also, the initialization means 210 generates a startup command including transmission information necessary at startup, and the command transmission / reception means 226 transmits the generated startup command to the medal number control board 260.

[0041] (Step S110) Subsequently, in response to an operation of the bet switch 116 by the player, the bet means 212 bets the electronic medals. Also, the bet means 212 generates an insertion command indicating that the operation has been performed, and the command transmission / reception means 226 transmits the generated insertion command to the sub-control board 240. Also, the bet means 212 generates a game medal insertion command including transmission information indicating the required number of inserted medals, and the command transmission / reception means 226 transmits the generated medal insertion command to the medal number control board 260.

[0042] (Step S120) Next, when a prescribed number of digitized medals are bet, the winning type lottery means 214 enables the game start operation for the start switch 118 and shifts to the operation waiting state of the start switch 118. Here, the winning type lottery means 214 acquires, from the winning type lottery random numbers updated by the random number generator 200d of the main control board 200, one winning type lottery random number at the time when the start switch 118 is operated, in response to the operation of the start switch 118 by the player. Then, the winning type lottery means 214 determines one winning type lottery table corresponding to the currently set game state from the winning type lottery table, determines which winning area in the determined winning type lottery table the acquired winning type lottery random number corresponds to, and determines the winning type or non-winning of the determined winning area as the lottery result. Further, when a winning type including the winning combination "RBB" is determined in the winning type lottery, the game state control means 222 shifts the game state from the non-internal game state to the RBB internal middle game state. Also, after the lottery result is determined in response to the operation of the start switch 118, the winning type lottery means 214 generates a winning type command including information such as the lottery result (winning type or non-winning) of the winning type lottery and the game state, and the command transmission / reception means 226 transmits the generated winning type command to the sub-control board 240.

[0043] (Step S130) When the start switch 118 is operated, the reel control means 216 drives the stepping motor 152 to rotate the left reel 110a, the middle reel 110b, and the right reel 110c. In this reel rotation process, when a predetermined time (for example, 4.1 seconds) has elapsed since the start time of the rotation of the left reel 110a, the middle reel 110b, and the right reel 110c in the previous game (wait), the rotation of the left reel 110a, the middle reel 110b, and the right reel 110c in the current game is started, and when all of the left reel 110a, the middle reel 110b, and the right reel 110c have become steady rotation, the process proceeds to step S140.

[0044] (Step S140) Subsequently, when the reel control means 216 activates the stop switches 120a, 120b, and 120c and accepts the operations of the stop switches 120a, 120b, and 120c by the player, it performs stop control on any one of the left reel 110a, the middle reel 110b, and the right reel 110c corresponding to the operation. Further, when any one of the stop switches 120a, 120b, and 120c is operated, the reel control means 216 generates a stop command (first stop operation command, second stop operation command, third stop operation command) indicating the information of the operated stop switch 120a, 120b, or 120c each time an operation is performed, and the command transmission / reception means 226 sequentially transmits the generated stop command to the sub-control board 240. The reel control means 216 continues such reel stop processing until all of the stop switches 120a, 120b, and 120c are operated.

[0045] (Step S150) Next, the determination means 218 determines which of the predetermined combinations the symbol combination displayed on the effective line A shown in FIG. 3(b) corresponds to, and executes various processes required for changing the game state and replay according to the symbol combination. For example, if the determination means 218 is in the advantageous section and a minor winning combination has won, it updates the net increase count counter. Here, the advantageous section is a game section that is advantageous to the player, including a game section having the performance related to the instruction function, that is, a game section in which an auxiliary effect (instruction function) is executed. Also, a game section that is exclusive to the advantageous section and in which an auxiliary effect cannot be executed is called a non-advantageous section. Note that the advantageous section is a game section in which, as a result of a lottery or the like related to the operation of the auxiliary effect being performed on the main control board 200, information indicating the content of the instruction may be transmitted to a peripheral board such as the sub-control board 240 only when the content of the instruction can be identified and displayed on the notification means when the auxiliary effect is activated. Further, the game state control means 222, in the game state inside the RBB, if the symbol combination displayed on the effective line A corresponds to the winning combination "RBB", changes the game state from the game state inside the RBB to the game state during RBB operation. Also, the determination means 218 generates a winning command including the symbol combination displayed on the effective line A and the number of paid-out medals of the electronic medal when a symbol combination corresponding to a minor winning combination is displayed on the effective line A, and the command transmission / reception means 226 transmits the generated winning command to the sub-control board 240.

[0046] (Step S160) In addition, the payout control means 220, based on the symbol combination (stop mode of the reel 110) displayed on the active line A, for example, when a symbol combination corresponding to a minor winning combination is displayed on the active line A, executes the payout process of the electronic medals corresponding to the minor winning combination, and when a symbol combination corresponding to the replay winning combination is displayed on the active line A, executes the process for automatically placing a bet in the next game. Further, when the payout process of the electronic medals is performed, the payout control means 220 generates a payout command indicating that the payout process has been performed, and the command transmission / reception means 226 transmits the generated payout command to the sub-control board 240. Also, the payout control means 220 generates a payout end command including transmission information indicating the number of paid-out medals, and the command transmission / reception means 226 transmits the generated payout end command to the medal number control board 260.

[0047] (Step S170) When a predetermined number of electronic medals are paid out in the game state during RBB operation, the game state control means 222 changes the game state from the game state during RBB operation to the non-internal game state. Also, the effect state control means 224 performs the transition of the effect state and the switching between the advantageous section and the non-advantageous section. Further, when the game state or the effect state is changed, a game transition command including the changed game state or effect state, etc. is generated, and the command transmission / reception means 226 transmits the generated game transition command to the sub-control board 240. In this way, when the game transition process S170 ends, the current game ends.

[0048] Through a series of processes from the above step S110 to step S170, one game is executed. Thereafter, steps S110 to S170 are repeated. In this way, one game is started either by inserting a part of the game medals held in the medal holding unit in the form of electronic medals through the operation of the bet switch 116, or by automatically inserting electronic medals based on the replay symbol being displayed on the active line A. Then, in response to the player's operation of the start switch 118, the left reel 110a, the middle reel 110b, and the right reel 110c are rotationally controlled, and a winning type lottery is executed. According to the lottery result of the winning type lottery and the operations of a plurality of stop switches 120a, 120b, 120c by the player, the left reel 110a, the middle reel 110b, and the right reel 110c corresponding to the operated stop switches 120a, 120b, 120c are respectively stopped and controlled. When a winning combination that can receive a payout of electronic medals wins, the game until the payout of the electronic medals is executed is referred to. Also, when the winning type lottery results in a non-winning situation or when a winning combination is selected but does not win, one game ends when all of the left reel 110a, the middle reel 110b, and the right reel 110c stop. However, the start of one game may be reinterpreted as the player's operation of the start switch 118 instead of the above insertion of electronic medals or the winning of the replay symbol. Also, the number of times such one game is repeated is defined as the number of games. Here, whether the basic game, which is one game that can receive a single payout when the winning type lottery is executed, is played alone or in combination with a pseudo game, the completion of the basic game is regarded as the completion of one game. Therefore, the completion of the pseudo game does not affect the counting of the number of games in the slot machine 100. However, regarding the number of games managed by a hall computer (not shown), depending on the specifications, the pseudo game may or may not be converted into the number of games.

[0049] (Sub-control board 240) Similar to the main control board 200, the sub-control board 240 includes various semiconductor integrated circuits such as a sub-CPU 240a which is a central processing unit, a sub-ROM 240b storing programs and the like, and a sub-RAM 240c functioning as a work area. Based on commands from the main control board 200, it controls in particular the effects according to the progress of the game, for example, generates an effect pattern indicating a series of flows of the effects. Also, similar to the main RAM 200c, a backup power source (not shown) is connected to the sub-RAM 240c, and even when the power is cut off, the data is retained without being erased. Note that a random number generator 240d is also provided on the sub-control board 240, similar to the main control board 200, and the random number value generated by the random number generator 240d (hereinafter referred to as the effect lottery random number) is mainly used to determine the mode of the effect. Further, an image circuit 240e, an audio circuit 240f, and an effect circuit 240g are also provided on the sub-control board 240 to realize the effects.

[0050] The image circuit 240e includes an image IC, an image ROM, and an image RAM (VRAM). The image IC, also called a VDP (Video Display Processor), when receiving an image command capable of specifying image data (data corresponding to the image to be displayed on the liquid crystal display unit 132 among the effects indicated by the effect pattern) based on the effect pattern, reads the image data specified by the image command from the image ROM to the image RAM and sequentially outputs it to the liquid crystal display unit 132. Note that the image RAM has a plurality of different layers, and different image data can be held in each layer. Then, the image IC superimposes the image data held in the plurality of layers and outputs the superimposed image data to the liquid crystal display unit 132. Note that a priority order is provided for each layer, and when the image of the layer with a higher priority overlaps with the image of the layer with a lower priority, the image of the layer with a higher priority is superimposed closer to the player side than the image of the layer with a lower priority and is visually recognized by the player.

[0051] The voice circuit 240f includes a voice IC and a voice ROM. When the voice IC receives a voice command that can identify voice data based on a performance pattern (data corresponding to the sound including the voice output to the speaker 134 among the performances indicated by the performance pattern), it reads out the voice data specified by the voice command from the voice ROM, and sequentially outputs the sound based on the voice data to the speaker 134. Note that the voice IC has a plurality of different layers (which may be referred to as tracks or channels), and different voice data can be held in each layer. Then, the voice IC superimposes the voice data held in the plurality of layers, and outputs the sound based on the superimposed voice data to the speaker 134. The player can repeatedly listen to each of the superimposed voice data.

[0052] When the effect circuit 240g receives a command indicating an illumination pattern (content indicating a series of lighting states of the effect lamp 136 among the performances indicated by the performance pattern) and a drive pattern (content indicating a series of drive states of the effect device 138 among the performances indicated by the performance pattern) based on the performance pattern, it generates information related to light emission (light emission information) and information related to driving of the motor (drive information) according to the command, and transmits the generated light emission information and drive information to the effect lamp 136 and the effect device 138 through serial communication. Here, serial communication is used to suppress the number of harnesses and simplify the handling. In this way, each of the plurality of effect lamps 136 is independently controlled for lighting, and each of the plurality of effect devices 138 is independently controlled for driving. In addition, the effect circuit 240g acquires input information (such as the presence or absence of an operation, the operation timing, the number of operations, the operation time length, etc.) of the effect switch 124 and the like through serial communication.

[0053] Here, a series of functional units such as the sub-CPU 240a, the sub-RAM 240c, the random number generator 240d, the image circuit 240e, the voice circuit 240f, and the effect circuit 240g are integrated into one integrated circuit as an SoC (System-on-a-Chip). However, which functional units are integrated into such an SoC can be arbitrarily set.

[0054] Also, on the sub-control board 240, the sub-CPU 240a functions in cooperation with the sub-RAM 240c based on the program stored in the sub-ROM 240b, and has functional units such as an initialization means 250, a command reception means 252, and a presentation control means 254.

[0055] The initialization means 250 executes the initialization process on the sub-control board 240. The command reception means 252 receives commands from other control boards such as the main control board 200 and processes the commands. The presentation control means 254 receives a detection signal from the presentation switch 124 and determines the presentation pattern of the game presentation performed by each device of the liquid crystal display unit 132, the speaker 134, the presentation lamp 136, and the presentation prop device 138 based on the received command.

[0056] Specifically, the presentation control means 254 performs image display control to display an image on the liquid crystal display unit 132. Also, the presentation control means 254 performs audio output control through the speaker 134, lighting control of the presentation lamp 136, and drive control of the presentation prop device 138.

[0057] Note that the presentation executed by the presentation control means 254 includes the above-described auxiliary presentation. Hereinafter, the notification means for executing the auxiliary presentation such as the liquid crystal display unit 132, the speaker 134, and the presentation lamp 136 may be referred to as an auxiliary presentation execution means (instruction monitor). The presentation state control means 224 causes the auxiliary presentation execution means to execute the auxiliary presentation in the AT presentation state.

[0058] (Sub-process of the sub-control board 240) FIG. 6 is a flowchart showing the sub-process of the sub-control board 240. Here, the processes related to the features of the present embodiment will be described in detail, and the description of the configuration unrelated to the features of the present embodiment will be omitted.

[0059] (Step S200) When the power of the slot machine 100 is turned on via the power switch 144a and it enters the energized state, the initialization means 250 executes an initialization process in preparation for the start of the game. While the power is on, the initialization means 250 generates backup data at any time and holds the backup data in the sub-RAM 240c.

[0060] (Step S210) The command receiving means 252 determines whether an input command has been received. As a result, if an input command has been received, the process proceeds to step S212, and if no input command has been received, the process proceeds to step S220.

[0061] (Step S212) In step S210, if it is determined that an input command has been received, the effect control means 254 determines an effect pattern based on the input command on the assumption that the preparation for the start of the next game has been completed.

[0062] (Step S220) Subsequently, the command receiving means 252 determines whether a winning type command has been received. As a result, if a winning type command has been received, the process proceeds to step S222, and if no winning type command has been received, the process proceeds to step S240.

[0063] (Step S222) In step S220, if it is determined that a winning type command has been received, the effect control means 254 determines an effect pattern based on the winning type command. In addition, if the effect state is the AT effect state and the winning type indicated by the winning type command is the selected winning type, the effect control means 254 determines an auxiliary effect for notifying the correct operation mode.

[0064] (Step S240) Subsequently, the command receiving means 252 determines whether a stop command has been received. As a result, if a stop command has been received, the process proceeds to step S242, and if no stop command has been received, the process proceeds to step S250.

[0065] (Step S242) In step S240, if it is determined that a stop command has been received, the effect control means 254 determines an effect pattern based on which of the first stop operation, the second stop operation, and the third stop operation the stop command indicates, which stop switch 120a, 120b, or 120c the stop operation is for, and the rotational positions of the left reel 110a, the middle reel 110b, and the right reel 110c at which the stop operation was performed.

[0066] (Step S250) Subsequently, the command receiving means 252 determines whether a winning command has been received. As a result, if a winning command has been received, the process proceeds to step S252, and if no winning command has been received, the process proceeds to step S260.

[0067] (Step S252) In step S250, if it is determined that a winning command has been received, the effect control means 254 determines an effect pattern based on the winning command.

[0068] (Step S260) Subsequently, the command receiving means 252 determines whether a payout command has been received. As a result, if a payout command has been received, the process proceeds to step S262, and if no payout command has been received, the process proceeds to step S210 and repeats the process from step S210.

[0069] (Step S262) In step S260, if it is determined that a payout command has been received, the effect control means 254 determines an effect pattern based on the payout command and repeats the process from step S210.

[0070] (Medal Count Control Board 260) The medal count control board 260 is connected to the main control board 200 and has various semiconductor integrated circuits including a medal CPU 260a which is a central processing unit, a medal ROM 260b storing programs and the like, and a medal RAM 260c functioning as a work area, etc., and manages the electronic medals used for the game. Also, a backup power source (not shown) is connected to the medal RAM 260c in the same way as the main RAM 200c, and even when the power is cut off, the data is retained without being erased. Here, a part of the storage area of the medal RAM 260c serves as a medal holding section. Also, a medal segment display section 140 is integrally formed on the medal count control board 260. The medal segment display section 140 is composed of one 7-segment, and for example, an error code indicating the type of error managed by the medal count control board 260 is displayed. Also, the medal count control board 260 is connected to the dedicated unit 300 through a lending device connection terminal board 280 for game balls etc. Here, the lending device connection terminal board 280 for game balls etc. is a connection terminal board for connecting the slot machine 100 and the dedicated unit 300, and receives signals related to the lending of electronic medals, transmits the lending reception result of the electronic medals, transmits signals related to the counting of the electronic medals, and transmits each information of the slot machine 100. For example, the lending device connection terminal board 280 for game balls etc. receives the supply of power (VL) from the dedicated unit 300, uses the power as the input of an insulating element such as a photocoupler, generates a VL connection signal indicating the connection state with the dedicated unit 300, and outputs it to the medal count control board 260. The medal count control board 260 can determine, based on the ON / OFF of the VL connection signal, that power is being supplied from the dedicated unit 300, in other words, that the dedicated unit 300 is powered on and is properly connected to the dedicated unit 300.

[0071] Also, in the medal count control board 260, the medal CPU 260a has functional parts such as an initialization means 270, a command transmission / reception means 272, and a medal count update means 274 which function by cooperating with the medal RAM 260c based on the program stored in the medal ROM 260b.

[0072] The initialization means 270 executes the initialization process in the medal number control board 260. The command transmission / reception means 272 receives the command from the main control board 200 and performs the reply process for the command. Further, the command transmission / reception means 272 repeats the transmission and reception of the dedicated unit 300, the game machine information notification, the count notification, the lending notification, and the lending reception result response at a cycle of 300 msec from the start of activation. Specifically, the command transmission / reception means 272 transmits a game machine information notification including game machine performance information, game machine installation information, and hall control / illegal monitoring information as game machine information to the dedicated unit 300, and 100 msec after transmitting the game machine information notification, transmits a count notification including the counted medal number (the number of digitized medals transferred to the dedicated unit 300 at a time) to be counted. The command transmission / reception means 272, 170 msec after transmitting the count notification, when receiving a lending notification including the number of lent medals (the number of digitized medals transferred from the dedicated unit 300 at a time) to be lent from the dedicated unit 300, returns the lending reception result for the lending notification to the dedicated unit 300.

[0073] The medal number update means 274 mainly updates (adds or subtracts) the number of game medals held in the medal holding unit according to the command received from the main control board 200, the notification received from the dedicated unit 300, or the operation of the count switch 126 or the like. Further, the medal number update means 274 displays the number of game medals updated in this way on the game medal number display device 128.

[0074] FIG. 7 is a flowchart showing the medal process (main loop process) of the medal number control board 260. Here, the processes related to the features of the present embodiment will be described in detail, and the description of the configurations unrelated to the features of the present embodiment will be omitted.

[0075] (Step S300) When the power of the slot machine 100 is turned on via the power switch 144a and the medal number control board 260 is energized, the initialization means 270 executes an initialization process in preparation for the start of the game. While the power is on, the initialization means 270 generates backup data at any time and causes the medal RAM 260c to hold the backup data. Therefore, even if an unexpected power failure (power cut) occurs, in this initialization process, it is possible to return to the state before the power cut by using the backup data held before the power cut. For example, even if an unexpected power cut occurs while the number of game medals is held in the medal holding unit, the game starts from the state where the electronic medals are held after the return operation. Therefore, in the initialization process, basically, the initialization (RAM clear) of the medal RAM 260c is not performed.

[0076] (Step S310) When the initialization process ends, the medal number update means 274 determines whether or not an update event of the number of game medals held in the medal holding unit has occurred. If an update event of the number of game medals occurs, the update means 274 executes an update process for updating the number of game medals according to the update event. First, the medal number update means 274 determines whether or not it has received a game medal insertion command from the main CPU 200a. If it has received the game medal insertion command, the process proceeds to step S312. If it has not received the game medal insertion command, the process proceeds to step S320.

[0077] (Step S312) When the main CPU 200a receives a game medal insertion command, the medal count update means 274 determines whether the game medal insertion command indicates the insertion of digitized medals. If it indicates the insertion of digitized medals, the insertion process of subtracting the number of game medals by that number is executed. Also, if the game medal insertion command indicates the settlement of digitized medals instead of the insertion of digitized medals, the medal count update means 274 executes the settlement process of adding the inserted digitized medals to the game medal count by that number. Note that although the settlement process and the insertion process are different in terms of the player's operation, the processes themselves corresponding to the operations are the same. Therefore, in the following, it is also possible to replace the parts described using the insertion process with the settlement process under the interpretation of inserting negative digitized medals and apply them.

[0078] (Step S320) Next, the medal count update means 274 determines whether it has received an ejection end command from the main CPU 200a. If it has received the ejection end command, the process proceeds to step S322, and if it has not received the ejection end command, the process proceeds to step S330.

[0079] (Step S322) When the main CPU 200a receives an ejection end command, the medal count update means 274 executes an ejection process of adding the digitized medals ejected based on the ejection end command to the game medal count.

[0080] (Step S330) Subsequently, the medal count update means 274 determines whether it has received a lending notice of digitized medals from the dedicated unit 300. If it has received the lending notice, the process proceeds to step S332, and if it has not received the lending notice, the process proceeds to step S340.

[0081] (Step S332) When receiving a lending notice from the dedicated unit 300, the medal count updating means 274 determines whether the lending process is possible. If the lending process is possible, it executes a lending process of adding the lent digitized medals to the number of gaming medals and generates a lending receipt result response including "normal". On the other hand, when the lending process cannot be performed, that is, when the telegram length and the value of the command in the lending notice are normal but other information is abnormal, when the gaming machine information notice is abnormal, when the counted medal number in the counting notice is "1" or more, when the number of gaming medals displayed on the gaming medal number display device 128 is 15,000 or more, when the checksum of the received lending notice is abnormal, when the lending serial number of the received lending notice is not consecutive, when the lent medal number of the received lending notice is "51" or more, or when, in the gaming machine information notice transmitted from the medal CPU 260a to the dedicated unit 300, information other than the hall control / fraud monitoring information is notified, the medal count updating means 274 generates a lending receipt result response including "abnormal".

[0082] (Step S340) Next, the command transmission / reception means 272 determines whether the counting switch 126 has been operated by the player. If the counting switch 126 has been operated, the process proceeds to step S342. If the counting switch 126 has not been operated, the process from step S310 is repeated.

[0083] (Step S342) When the counting switch 126 is operated by the player, the medal count updating means 274 sends a counting notice to the dedicated unit 300 and executes a counting process of subtracting the counted digitized medals from the number of gaming medals, and repeats the process from step S310.

[0084] Note that when a lending notice is received or the counting switch 126 is operated, the medal count updating means 274 executes the lending process and counting process of the digitized medals. The command transmission / reception means 272 transmits a command to that effect to the main CPU 200a, and the main CPU 200a that has received the command transmits a command to that effect to the sub CPU 240a. Then, in the lending process and counting process, as the digitized medals are actually lent out or counted, the sub CPU 240a outputs a predetermined lending sound or counting sound representing the movement of the digitized medals from the speaker 134. In this way, the player can audibly confirm that the lending process and counting process are being properly executed. Also, the sub CPU 240a may notify that the lending process and counting process are being executed not only through the speaker 134 but also through each device such as the liquid crystal display unit 132 and the effect lamp 136.

[0085] (Dedicated unit 300) The dedicated unit 300 is installed near the slot machine 100 and can lend digitized medals to the player or count the digitized medals acquired by the player. The dedicated unit 300 is provided with a dedicated unit control board 310 that transmits and receives digitized medals to and from the slot machine 100. The dedicated unit control board 310 is connected to a cash input unit 312, a card insertion unit 314, a lending switch 316, a return switch 318, a game switch 320, a frequency display device 322, and an acquired medal count display device 324.

[0086] The cash input unit 312 functions as an inlet for inserting cash. The card insertion unit 314 enables the insertion and withdrawal of a card medium capable of storing electronic medals. The lending switch 316 is composed of a push switch and detects an operation of transferring electronic medals corresponding to the frequency of cash held in the dedicated unit 300 to the slot machine 100. In response to the operation of the lending switch 316, the medal number control board 260 executes a lending process. The return switch 318 is composed of a push switch and detects an operation of transferring the electronic medals held in the dedicated unit 300 to a card medium and pulling out the card medium from the dedicated unit 300 through the card insertion unit 314. The game switch 320 is composed of a push switch and detects an operation of transferring the electronic medals held in the dedicated unit 300 to the slot machine 100. The frequency display device 322 displays the frequency held in the dedicated unit 300, that is, the frequency corresponding to the cash inserted from the cash input unit. The acquired medal number display device 324 displays the total number of acquired medals, which is the total number of electronic medals held in the dedicated unit 300.

[0087] (Table used in the main control board 200) FIG. 8 is an explanatory diagram for explaining winning roles, and FIG. 9 is an explanatory diagram for explaining a winning type lottery table.

[0088] In the slot machine 100, as will be described in detail later, a plurality of types of game states and effect states are provided, and the game state and the effect state are shifted according to the progress of the game. In the main control board 200, a plurality of winning type lottery tables corresponding to the game states managed and controlled by the game state control means 222 are stored in the main ROM 200b. The winning type lottery means 214 extracts the corresponding winning type lottery table from the main ROM 200b according to the current set value stored in the main RAM 200c and the current game state, and determines which winning type in the extracted winning type lottery table the winning type lottery random number acquired according to the operation signal of the start switch 118 corresponds to.

[0089] Here, the winning roles that make up the winning type extracted by the winning type lottery table include bonus roles, replay roles, and minor roles. The bonus role can shift the game state managed by the game state control means 222 to the bonus game state (the RBB operation in-game state described later) when the symbol combination corresponding to the bonus role is displayed on the effective line A. The replay role is a role that allows the game to be executed again without the player making a new bet on the electronic medals when the symbol combination corresponding to the replay role is displayed on the effective line A. The minor role is a role that can receive a payout of a predetermined number of electronic medals according to the symbol combination when the symbol combination corresponding to the minor role is displayed on the effective line A.

[0090] As shown in FIG. 8, in this embodiment, as the bonus role, the winning role "RBB" is provided. Also, as the replay roles, the winning roles "Replay 1" to "Replay 9" are provided. Further, as the minor roles, the winning roles "Minor Role 1" to "Minor Role 50" are provided. In FIG. 8, one or more symbols constituting each winning role are associated with the left reel 110a, the middle reel 110b, and the right reel 110c, respectively. Hereinafter, the winning roles "Minor Role 1" to "Minor Role 8" may be abbreviated as the winning role "13-piece role", the winning roles "Minor Role 9" to "Minor Role 24" may be abbreviated as the winning role "3-piece role", and the winning roles "Minor Role 25" to "Minor Role 50" may be abbreviated as the winning role "1-piece role".

[0091] Here, in the present embodiment, when the stop switch 120 is operated by a player, if the symbols constituting the symbol combination corresponding to a winning combination are on the effective line A, the reel control means 216 performs stop control so that the symbols stop on the effective line A. Further, when the stop switch 120 is operated, if the symbols constituting the symbol combination corresponding to a winning combination are not on the effective line A but are within a range (drawing-in range) corresponding to four symbol frames in the direction opposite to the rotation direction of the reel 110, the reel control means 216 makes the number of symbols away become the number of sliding frames, and after maintaining the rotation for the number of sliding frames so as to draw the symbols constituting the symbol combination corresponding to the winning combination onto the effective line A, stop control is performed so as to stop. Further, when there are a plurality of symbols corresponding to a winning combination among the winning combinations, and all of them are within the drawing-in range of the reel 110, it is determined which symbol is to be drawn onto the effective line A according to a predetermined priority order, and after maintaining the rotation for the number of sliding frames so as to draw the prioritized symbol onto the effective line A, stop control is performed so as to stop. In addition, when the stop switch 120 is pressed and operated, if the symbols constituting the symbol combination corresponding to a winning combination other than the winning combination are on the effective line A, so-called kicking-out processing is also executed in parallel by the reel control means 216 so as not to stop the symbols on the effective line A. Further, as will be described later, when an operation mode (operation order and operation timing) is set as a winning condition for a winning combination included in the winning type, the reel control means 216 performs stop control so as to be able to display the symbol combination corresponding to the winning combination on the effective line A according to the operation mode of the player.

[0092] Then, for example, the symbols constituting the symbol combinations corresponding to winning roles "Replay 1" to "Replay 7", winning roles "Minor Role 13" to "Minor Role 15", "Minor Role 17", "Minor Role 18", "Minor Role 20", "Minor Role 22", "Minor Role 25", "Minor Role 46" to "Minor Role 48" are arranged on each reel 110 so as to be always displayable on the effective line A by the above stop control. Such winning roles may be represented as PB = 1. On the other hand, for example, the symbols constituting the symbol combinations corresponding to winning roles "RBB", winning roles "Replay 8", "Replay 9", winning roles "Minor Role 1" to "Minor Role 12", "Minor Role 16", "Minor Role 19", "Minor Role 21", "Minor Role 23", "Minor Role 24", "Minor Role 26" to "Minor Role 45", "Minor Role 49", "Minor Role 50" are not necessarily arranged on each reel 110 so as to be displayable on the effective line A by the above stop control, so so-called omission may occur. Such winning roles may be represented as PB ≠ 1.

[0093] As shown in FIG. 9, in the winning type lottery table, a plurality of winning areas are partitioned, and the winning types subject to lottery differ depending on each game state, and the presence or absence of non-winning (losing) also differs. In FIG. 9, the winning areas (winning types) assigned for each game state (non-internal game state (non-internal), RBB internal middle game state (RBB internal middle), RBB operating game state (RBB operating)) are represented by "◎" or "○", but actually, a winning type lottery table corresponding to each of the plurality of game states is stored in the main ROM 200b. Note that "◎" indicates that a lottery for shifting to an advantageous section is performed, and a lottery related to an auxiliary effect (instruction function) (for example, determination of the number of times of the auxiliary effect, addition (overlay) of the number of times of the auxiliary effect, continuation of the AT effect state, end of the advantageous section) is a winning type for which advantageous section lottery is possible, and "○" indicates that a lottery for shifting to an advantageous section cannot be performed, but a lottery related to an auxiliary effect is a winning type for which advantageous section lottery is not possible. For example, the winning probability of the winning type "Weak Cherry" in the winning area 24 in the RBB internal middle game state is higher than the winning probability in the non-internal game state by the amount of the winning type "RBB" in the winning area 42 (since the winning probabilities are different), so it is a winning type for which advantageous section lottery is not possible.

[0094] In the winning category lottery table, a predetermined number of placements (winning range values), which are numerical values indicating the winning range, and the winning category are associated with each of the partitioned winning areas. When the total number of placements of all the winning areas assigned for each gaming state is calculated, it becomes the total number of winning category lottery random numbers (65536). Therefore, the probability of each winning category being determined is the value obtained by dividing the number of placements associated with the winning area by the total number of winning category lottery random numbers. The winning category lottery means 214 sequentially acquires the number of placements from the higher numbered ones among the plurality of winning areas in the winning category lottery table based on the gaming state at that time, subtracts the number of placements from the winning category lottery random number, and when the value after subtraction becomes less than 0, the winning category associated with the winning area at that time is set as the lottery result of the winning category lottery. Also, if the number of placements of all the winning areas of 1 or more winning areas is subtracted from the winning category lottery random number and the value after subtraction is 0 or more, the winning category "loss" of the winning area 0 becomes the lottery result of the winning category lottery.

[0095] Here, a supplementary explanation about the winning combination "RBB" will be given. A predetermined first type of special accessory (RB) is an accessory that increases the number of combinations of symbols related to winning for each specified number or increases the probability of the condition device related to winning for each specified number. It operates when a predetermined condition is met and can continue to operate until the results of games not exceeding 12 times are obtained. Here, the condition device is a device whose operation is a condition necessary for the combination of symbols related to winning, replay, accessory, or the operation of the accessory continuous operation device to be displayed, and it operates when winning in the winning category lottery (a lottery by an electronic computer in the gaming machine), that is, it means a winning flag.

[0096] According to the winning category lottery table in FIG. 9, for example, the winning category "loss" is associated with the winning area 0. When winning in such a winning category, none of the symbol combinations corresponding to any of the winning combinations shown in FIG. 8 will be displayed on the valid line A, and no payout of electronic medals or the like will be made.

[0097] In each winning area in FIG. 9, a winning type in which a plurality of winning roles are included in duplicate is associated. When winning the winning type in which a plurality of winning roles are included in duplicate, winning conditions regarding which symbol combination corresponding to which winning role is preferentially displayed on the effective line A, for example, the order in which the stop switches 120a, 120b, 120c are operated, and the operation timing (operation position of the reel 110) of the stop switches 120a, 120b, 120c are set.

[0098] In the following description, the operation of the stop switches 120a, 120b, 120c for stopping the reels in the order of the left reel 110a, the middle reel 110b, and the right reel 110c is referred to as "batting order 1", and the operation of the stop switches 120a, 120c, 120b for stopping the reels in the order of the left reel 110a, the right reel 110c, and the middle reel 110b is referred to as "batting order 2", and the operation of the stop switches 120b, 120a, 120c for stopping the reels in the order of the middle reel 110b, the left reel 110a, and the right reel 110c is referred to as "batting order 3", and the operation of the stop switches 120b, 120c, 120a for stopping the reels in the order of the middle reel 110b, the right reel 110c, and the left reel 110a is referred to as "batting order 4", and the operation of the stop switches 120c, 120a, 120b for stopping the reels in the order of the right reel 110c, the left reel 110a, and the middle reel 110b is referred to as "batting order 5", and the operation of the stop switches 120c, 120b, 120a for stopping the reels in the order of the right reel 110c, the middle reel 110b, and the left reel 110a is referred to as "batting order 6".

[0099] For example, if the winning category of the winning area 4, which is the selected winning category, is the winning category "Batting Order Bell A1" and the operation in the correct operation mode (batting order 3) is performed, the pattern combination corresponding to the winning combination "Minor Combination 1" (winning combination "13 - coin combination"), which is the correct winning combination with a payout number of 13 coins, (as a result, the symbols "Bell A", "Bell A", "Bell A" or "Bell B" are aligned in a straight line on the invalid line B1), or the pattern combination corresponding to the winning combination "Minor Combination 11" or "Minor Combination 12" (winning combination "3 - coin combination"), which is the correct winning combination with a payout number of 3 coins, (as a result, the symbols "Bell A", "Bell B", "Bell A" or "Bell B" are aligned in a straight line on the valid line A) is subjected to stop control so as to be preferentially displayed on the valid line A by so - called number - priority control. When operating in the correct operation mode randomly, the winning combination "Minor Combination 1" wins with a probability of 1 / 2, and the winning combination "Minor Combination 11" or "Minor Combination 12" wins with a probability of 1 / 2. Also, when operations are performed in batting orders 1, 2, 4 to 6, stop control is performed so that the pattern combination corresponding to the winning combination "1 - coin combination", which is an incorrect winning combination with a payout number of 1 coin, is preferentially displayed on the valid line A by so - called number - priority control. However, when the operation is performed in batting order 4, the pattern combination corresponding to the winning combination "1 - coin combination" wins with PB = 1, but when operations are performed in batting orders 1, 2, 5, and 6, the pattern combination corresponding to the winning combination "1 - coin combination" wins only with a probability of 1 / 2.

[0100] Note that the winning probabilities (settings) of the selected winning types (winning types "Batting Bell A1" to "Batting Bell A8") in the winning areas 4 to 11 and the winning probabilities of the selected winning types (winning types "Batting Bell B1" to "Batting Bell B8") in the winning areas 12 to 19 are set to be equal. Since the player usually cannot know which winning type they have won, by providing the winning areas as described above, it is made difficult for the correct winning combination to win. Also, in the non-AT performance state described later, the operation of the player's stop switch 120 is restricted to batting orders 1 and 2 (regular operation modes (sequential pressing, sandwich hitting)), and a penalty is given if it is operated in other batting orders 3 to 6 (irregular operation modes), reducing the opportunity for the player to make the correct winning combination win and making it difficult for the player to increase the number of electronic medals they own. Here, the penalty refers to a process in which the game profit is suppressed as a result when the player progresses the game contrary to the intention of the designer (here, operating the stop switch 120a for the first stop operation), compared to when the game is progressed according to the intention of the designer. Also, as described above, even if the stop switch 120 is operated in an operation mode where the incorrect winning combination is preferentially displayed, it is not always the case that the symbol combination corresponding to the incorrect winning combination is displayed on the effective line A. Depending on the operation mode, there may be an omission (PB≠1). In the following, the 16 winning types in the winning areas 4 to 19 may be simply abbreviated as the winning type "Batting Bell".

[0101] In addition, when winning any of the above winning types, the internal winning flags corresponding to each winning type are set (ON), and stop control of each reel 110 is performed according to the setting status of this internal winning flag. At this time, if, although winning a winning type including a minor winning combination, the symbol combination corresponding to these winning combinations cannot be displayed on the effective line A within the game, the internal winning flag is turned off after the end of the game. That is, the right to win a minor winning combination is limited to only within the game in which a winning type including a minor winning combination is won, and this right cannot be carried over to the next game. On the other hand, when winning a winning type including the winning combination "RBB", the RBB internal winning flag is set (ON), and the RBB internal winning flag is carried over across games until the symbol combination corresponding to the winning combination "RBB" is displayed on the effective line A. In addition, when the internal winning flag corresponding to a winning type including a replay combination is set, the symbol combination corresponding to any one of the replay combinations included in the winning type is always displayed on the effective line A, and after the processing necessary to play the next game without requiring electronic medals is performed, the internal winning flag is turned off.

[0102] (Transition of game state) Here, with reference to FIG. 10, the transition of the game state will be described. Here, a plurality of game states such as a non-internal game state, an RBB internal mid-game state, and an RBB operating game state are prepared. As will be described later, each game state transitions according to the winning, winning (activation), and end of the bonus combination. Note that the winning types that can be won in each game state are represented by "◎" or "○" in FIG. 9.

[0103] The non-internal game state is a game state corresponding to the initial state among a plurality of game states. In such a non-internal game state, the winning probability of the replay combination is set to approximately 1 / 7.3. Also, in the non-internal game state, the winning combination "RBB" is determined with a predetermined probability (for example, approximately 1 / 30). The game state control means 222 transitions the game state in response to the winning of the winning combination "RBB". For example, in a game where the winning combination "RBB" is won, when the symbol combination corresponding to the winning combination "RBB" is displayed on the valid line A, the game state control means 222 transitions the game state to the RBB active game state (1).

[0104] In the RBB active game state, the winning probability of the replay combination is set to 0. In such an RBB active game state, as the winning types that can be won, "Small combination ALL" is set in winning area 1, the winning type "3 or fewer ALL" is set in winning area 2, and the winning type "1 ALL" is set in winning area 3. When winning the winning type "Small combination ALL", the stop control is performed so that the symbol combination corresponding to any one of the winning combinations "Small combination 1" to "Small combination 50" is displayed on the valid line A. When winning the winning type "3 or fewer ALL", the stop control is performed so that the symbol combination corresponding to any one of the winning combinations "Small combination 9" to "Small combination 50" is displayed on the valid line A. When winning the winning type "1 ALL", the stop control is performed so that the symbol combination corresponding to any one of the winning combinations "Small combination 25" to "Small combination 50" is displayed on the valid line A. Here, due to the configuration of such small combinations, the expected number of medals obtained per unit game in the RBB active game state is made low.

[0105] When the end condition of the RBB active game state is satisfied, that is, when the number of obtained medals exceeds a predetermined number (for example, 22), the game state control means 222 transitions the game state to the non-internal game state (2).

[0106] On the other hand, in a game where the winning combination "RBB" is won, when the symbol combination corresponding to the winning combination "RBB" cannot be displayed on the valid line A, the game state control means 222 transitions the game state to the RBB internal game state (3).

[0107] In the middle game state inside the RBB, the winning probability of the replay combination is set to approximately 1 / 7.3. Also, in the middle game state inside the RBB, it is impossible to win the winning type "LOSE". In other words, if the symbol combination corresponding to the winning combination "RBB" could not be displayed on the effective line A in the winning game of the winning combination "RBB", then afterwards, smaller combinations or replay combinations will be preferentially stopped and controlled on the effective line A over the winning combination "RBB", so the symbol combination corresponding to the winning combination "RBB" cannot be displayed on the effective line A. Therefore, once the game state transitions to the middle game state inside the RBB, afterwards, the game state will not transition and the middle game state inside the RBB will be maintained. Here, while maintaining such a middle game state inside the RBB, the AT production state is realized in that middle game state inside the RBB.

[0108] Here, in the middle game state inside the RBB, since multiple types of winning combinations win without overlapping each other, the number of opportunities to win with the winning combination can be increased. As a result, for example, in the AT production state in the middle game state inside the RBB, by performing auxiliary production, it becomes easier to obtain electronic medals. On the other hand, in the game state during RBB operation, multiple types of winning combinations are made to win overlappingly, reducing the number of opportunities to win with the winning combination and making it more difficult for the player to increase the number of electronic medals they own compared to the AT production state in other game states. Therefore, it is possible to realize a specification (Accelerator RBB) where the game state during RBB operation has a function where the winning probability of the winning combination related to winning is higher than in the middle game state inside the RBB, but is inferior to the middle game state inside the RBB in terms of the performance of obtaining electronic medals.

[0109] (Transition of Production State) FIG. 11 is an explanatory diagram for explaining the transition of the presentation states. Hereinafter, the presentation states transitioned by the presentation state control means 224 in the main control board 200 will be described in detail. Note that the plurality of presentation states will belong to either the advantageous section or the non-advantageous section which are game sections. In the present embodiment, almost all the presentation states belong to the advantageous section, and a non-advantageous section is realized in some presentation states (here, non-advantageous presentation states). Note that while staying in the advantageous section, it may be notified to that effect by lighting a section display (not shown).

[0110] Also, in the non-advantageous section, it is possible to vary the winning probability of the winning type for each set value, but the probability of determining the transition to the presentation state (AT presentation state) accompanied by the auxiliary presentation in the same winning type must not be varied for each set value. On the other hand, in the advantageous section, it is possible to vary both the winning probability of the winning type and the probability of determining the transition (or addition) to the presentation state (AT presentation state) accompanied by the auxiliary presentation in the same winning type for each set value.

[0111] Therefore, in addition to managing the transition of the production state, the production state control means 224 also manages the transition between the non-favorable section and the favorable section. Also, regardless of such management, the favorable section is forcibly terminated when the following termination conditions are satisfied. For example, in the slot machine 100, the favorable section is forcibly terminated based on the fact that the value counted in the favorable section has reached a predetermined value (for example, the number of staying games has reached 4000 games, or the MY has exceeded 2400 pieces). Note that MY indicates the difference in the number of medals since the start of the favorable section. Therefore, when 1000 medals have been inserted (consumed) since the start of the favorable section, it is possible to obtain 3400 medals during the favorable section. In the smart pachislot of this embodiment, since there is no need to set a limit on the number of staying games, even if the number of staying games reaches 4000 games, there is no need to end, and the favorable section is forcibly terminated based on the fact that the MY has exceeded 2400 pieces in the favorable section. In any case, the production state control means 224 resets all the information updated in the favorable section (all variables that affect the performance related to the instruction function) by transitioning the game section from the favorable section to the non-favorable section.

[0112] (Non-favorable section, favorable section) In the non-favorable section, since the auxiliary production is not executed, the number of medals that can be obtained is limited. Here, a non-favorable production state is provided as the production state of the non-favorable section.

[0113] In the advantageous section, by causing the auxiliary effect execution means to execute an auxiliary effect when a winning type is selected and won, it becomes possible to acquire many electronic medals while suppressing the consumption of electronic medals. Therefore, by shifting to the advantageous section, the player can progress the game more advantageously than in the non-advantageous section. Here, as the effect states in the advantageous section, a normal effect state, a precursor effect state, a normal AT effect state, a distribution effect state, a special precursor effect state, and a special effect state, each having different game properties, are provided. Note that, as described below, the normal AT effect state and the special effect state can be said to be AT effect states in that an auxiliary effect is executed. Also, the non-advantageous effect state, the normal effect state, the precursor effect state, the distribution effect state, and the special precursor effect state, which are other effect states, can be said to be non-AT effect states in that an auxiliary effect is not executed. Hereinafter, each effect state will be individually described.

[0114] (Normal effect state) The normal effect state belongs to the advantageous section and is an effect state that is likely to remain at the start of the game among a plurality of effect states. The effect state control means 224 conducts an AT lottery in the normal effect state. The AT lottery is a lottery that determines the transition to the normal AT effect state, and the effect state control means 224 conducts the AT lottery with a probability corresponding to the winning type determined by the winning type lottery. When the effect state control means 224 wins the AT lottery, it shifts the effect state to the precursor effect state corresponding to the stage before the normal AT effect state (1) and causes the effect control means 254 to execute a precursor effect that increases the expectation that the transition to the normal AT effect state has been determined. Also, even if the effect state control means 224 loses the AT lottery, it may cause the effect control means 254 to execute a precursor effect while maintaining the normal effect state, so that the player can be made to expect that the transition to the normal AT effect state has been determined. Further, the effect state control means 224 may execute a so-called chance zone (CZ) in which the winning probability of the AT lottery is increased over a plurality of games each time a predetermined number of games is completed in the normal effect state. Even when winning the AT lottery in such a chance zone, the effect state control means 224 shifts the effect state to the precursor effect state (1).

[0115] (Pre-stage performance state) The pre-stage performance state belongs to the advantageous section and is a performance state in which pre-stage performances are executed during a predetermined number of games (here, for example, a predetermined number of games of 32 games or less). Note that the pre-stage performance (this pre-stage performance) executed in the pre-stage performance state and the pre-stage performance (fake pre-stage performance) executed in the normal performance state are made similar in terms of the display mode and the number of continuous games. Therefore, just by watching the pre-stage performance, the player cannot tell which performance state they are staying in. However, the pre-stage performance executed in the pre-stage performance state is different from the pre-stage performance executed in the normal performance state in that the result indicating that the transition to the normal AT performance state has been finally determined is notified. Therefore, the player will hope that the pre-stage performance state is the one in which the result indicating that the transition to the normal AT performance state has been determined is notified. And when the pre-stage performance state ends, the performance state control means 224 always shifts the performance state to the normal AT performance state (2). That is, when the pre-stage performance is being executed in the pre-stage performance state, it will always shift to the normal AT performance state. In this regard, the pre-stage performance state is more advantageous to the player than the normal performance state. Also, the determination of the transition to the pre-stage performance state is synonymous with the determination of the subsequent transition to the normal AT performance state.

[0116] (Normal AT performance state) Normally, the AT performance state belongs to the advantageous section and is a performance state in which the auxiliary performance is executed. When the normal AT performance state is started, the performance state control means 224 first shifts to the continuous period determination performance state, and in the continuous period determination performance state, determines the continuous period (here, the number of continuous games) of the normal AT performance state. The performance state control means 224 continues the auxiliary performance until a predetermined end condition is satisfied, for example, until the number of games stayed in the normal AT performance state reaches the determined number of continuous games (for example, 50 games). Further, in the normal AT performance state, the performance state control means 224 performs a bonus draw of the number of continuous games with a probability corresponding to the winning type determined by the winning type lottery. When winning the bonus draw, the performance state control means 224 adds the number of games that won the number of continuous games which is the end condition. Thus, the end condition of the normal AT performance state changes. Then, when the predetermined end condition is satisfied, the performance state control means 224 shifts the performance state to the normal performance state (3).

[0117] In this way, in the present embodiment, the player expects to shift to the normal AT performance state while staying in the normal performance state, and when the omen performance is started, wishes that the omen performance is this omen, that is, the omen performance in the omen performance state. Here, when the transition to the normal AT performance state is not notified in the omen performance, the normal performance state continues, and when the transition to the normal AT performance state is notified in the omen performance, the normal AT performance state is executed after the end of the omen performance state.

[0118] When the normal AT performance state ends, the performance state control means 224 shifts the performance state to the normal performance state (3), but in order to realize the game properties such as continuing the normal AT performance state, the performance state may be shifted to the non-advantageous performance state (4) and the advantageous section may be reset. When the advantageous section is reset, as described above, the information updated in the advantageous section (all variables affecting the performance of the instruction function) is cleared. However, depending on the performance mode at the time of transition, it is possible to make it impossible for the player to know whether the performance state has shifted to the normal performance state or the non-advantageous performance state.

[0119] (Non - favorable performance state) The non - favorable performance state belongs to the non - favorable section and is the performance state in the initial state. The performance state control means 224, in the non - favorable performance state, for example, determines to shift to the favorable section with a probability of about 1 / 2 per game. When the shift to the favorable section is determined, the performance state is always shifted to the allocation performance state (5). Therefore, the number of games stayed in the non - favorable performance state is often short - term (several games).

[0120] (Allocation performance state) The allocation performance state belongs to the favorable section and is a performance state that is always passed through when shifting from the non - favorable section to the favorable section and stays for only 1 game, for example. In the allocation performance state, the performance state is allocated to either the normal performance state or the precursor performance state. Specifically, the performance state control means 224, for example, determines to shift to the precursor performance state with a probability of 7 / 10 and shifts the performance state to the precursor performance state (6), or determines to shift to the normal performance state with a probability of 3 / 10 and shifts the performance state to the normal performance state (7). By setting such an allocation ratio, the following game characteristics can be realized. That is, before MY reaches 2400 sheets (is forcibly reset) in the favorable section, if the favorable section is reset, the normal AT performance state can continue with a probability of 7 / 10. Thus, it is possible to substantially abolish the upper limit of MY. However, the ratio of such allocation is not limited to precursor performance state:normal performance state = 7:3 and can be arbitrarily determined. For example, it may be set to shift to the precursor performance state with a 100% probability.

[0121] If the omen performance state is determined in the distribution performance state, the performance state will surely shift to the normal AT performance state via the omen performance state (through the omen performance) that continues for a predetermined number of games. Also, if the omen performance state is not determined in the distribution performance state, the performance state will be the normal performance state. However, in the normal performance state, the winning probability of the AT lottery is varied depending on the route to the normal performance state. For example, as described above, when the performance state directly shifts from the normal AT performance state to the normal performance state (3), the performance state control means 224 conducts the AT lottery at a low probability (e.g., 1 / 4000) in the normal performance state that has shifted from the normal AT performance state (not shifted from the non-favorable performance state).

[0122] On the other hand, when the performance state shifts from the non-favorable performance state and the distribution performance state to the normal performance state (7) along with the shift from the non-favorable section to the favorable section, the performance state control means 224 conducts the AT lottery at a high probability (e.g., 1 / 8) in the normal performance state that has shifted from the non-favorable section. Therefore, in the normal performance state that has shifted from the non-favorable performance state (via the non-favorable section), one will surely win the AT lottery. Here, two patterns of a low probability (e.g., 1 / 4000) and a high probability (e.g., 1 / 8) are given as the winning probabilities of the AT lottery for explanation. However, three or more patterns may be set for the winning probability, and it may be assumed that the AT lottery is conducted at a relatively high winning probability in the normal performance state that has shifted from the non-favorable performance state. Also, such winning probabilities are not limited to 1 / 8 or 1 / 4000, etc. It is sufficient that the normal performance state that has shifted from the non-favorable performance state is more likely to be determined to shift to the normal AT performance state than the normal performance state that has not shifted from the non-favorable performance state. For example, if the winning probability of the AT lottery in the normal performance state that has shifted from the non-favorable performance state is set higher than the winning probability of the AT lottery in the normal performance state that has not shifted from the non-favorable performance state, the winning probability can be set arbitrarily.

[0123] However, even if the performance state control means 224 wins the AT lottery in the normal performance state that has shifted from the non-favorable performance state, it does not immediately shift to the precursor performance state. After the distribution performance state ends, for example, during the block period of 96 games, it stays in the normal performance state and prohibits the transition to the normal AT performance state. Specifically, when the performance state control means 224 wins the AT lottery in the normal performance state that has shifted from the non-favorable performance state, it turns on this precursor permission flag. This precursor permission flag is a flag indicating whether the transition to the precursor performance state is permitted, and when it is turned on, the transition to the precursor performance state is permitted. Once this precursor permission flag is turned on, the ON state is maintained until the transition to the precursor performance state, so even if it wins the AT lottery later, this precursor permission flag remains in the ON state. Note that when the performance state control means 224 transitions from the distribution performance state to the normal performance state, it determines the number of games within 96 games by lottery and sets it as the block period. However, the block period is set so that 96 games are often selected.

[0124] The performance state control means 224 counts the number of games after the distribution performance state ends, and during the block period, regardless of whether this precursor permission flag is turned on or not, it does not shift the performance state to the precursor performance state. Then, when the block period has elapsed (when the predetermined number of games corresponding to the block period has been reached) and this precursor permission flag is ON, the performance state control means 224 shifts the performance state to the precursor performance state (8) and resets this precursor permission flag. Therefore, in the normal performance state that has shifted from the non-favorable performance state, even if it wins the AT lottery early, it does not shift to the precursor performance state unless it completes at least 96 games corresponding to the block period.

[0125] In this way, when passing through the non-favorable performance state (non-favorable section), the player can obtain the following privileges. That is, with a probability of 7 / 10, the player immediately transitions to the omen performance state, and after passing through the omen performance state, transitions to the normal AT performance state. Or, with a probability of 3 / 10, the player transitions to the normal performance state, and after the block period elapses, the omen performance is executed, and after passing through the omen performance state, transitions to the normal AT performance state. Then, after the non-favorable performance state and the allocation performance state end, for example, the omen performance starts after 0 to 96 games have elapsed. After the omen performance ends, that is, after the non-favorable performance state and the allocation performance state end, for example, after 32 to 128 games have elapsed, it will transition to almost the normal AT performance state. Sometimes, winning the AT lottery with a high probability during a predetermined number of games like this is called "heaven" or "heaven mode". Therefore, the player will desire to transition to the non-favorable performance state (non-favorable section), that is, reset the favorable section.

[0126] Here, when passing through the non-favorable performance state, that is, when transitioning from the non-favorable section to the favorable section, while adopting the normal performance state where it is easy to transition to the normal AT performance state with a high probability, by setting a block period, the starting opportunity is biased to occur 128 games after the non-favorable performance state and the allocation performance state end. In other words, even if the normal AT performance state ends and degrades to the normal performance state, there is a high possibility that the normal AT performance state will be executed (restored) again until 128 games have elapsed. Therefore, the player will continue the game expecting the restoration of the normal AT performance state after the end of the normal AT performance state, so the operating rate of the slot machine 100 can be improved.

[0127] In addition, even in the normal performance state shifted from the disadvantageous performance state, similar to the normal performance state shifted from the normal AT performance state, every time a predetermined number of games are completed, the performance state control means 224 executes a chance zone with an increased winning probability of the AT lottery over a plurality of games. When winning the AT lottery in such a chance zone, regardless of whether it is the above-mentioned block period, the performance state control means 224 shifts the performance state to the precursor performance state. In the normal performance state shifted from the disadvantageous performance state, originally, it should be possible to shift to the precursor performance state after the block period has elapsed. Then, by determining to shift to the normal AT performance state on its own, instead, the normal AT performance state that should have been obtained originally will disappear, and there is a risk that the player's gaming motivation will decline. Therefore, when winning the AT lottery on its own in the chance zone in the normal performance state shifted from the disadvantageous performance state, the performance state control means 224 shifts the performance state back to the disadvantageous performance state again after the end of the subsequent normal AT performance state (4). In this way, the player can receive the gaming benefits obtained through the disadvantageous performance state without omission. In addition, the player can expect that the chance zone will start before 96 games, which are likely to be selected as the block period, so that the player can win the AT lottery in the chance zone, that is, the normal AT performance state will be executed at least twice.

[0128] In this embodiment, as described above, when the normal AT presentation state ends, the presentation state control means 224 may directly shift the presentation state to the normal presentation state (3), or may shift the presentation state to the non-favorable presentation state (4). Here, as a condition for shifting the presentation state to the non-favorable presentation state, winning a shift to a normal AT presentation state having a predetermined gaming profit in the AT lottery can be cited. For example, there are a plurality of types of normal AT presentation states with different continuation game numbers and additional probabilities of the number of difference cards in the normal AT presentation state. When winning a specific normal AT presentation state among them, the presentation state control means 224 always shifts the presentation state to the non-favorable presentation state (4) after the end of the normal AT presentation state. Further, even if not winning a specific normal AT presentation state, the presentation state control means 224 may shift the presentation state to the non-favorable presentation state with a predetermined probability after the end of the normal AT presentation state (4).

[0129] Also, in the present embodiment, as described above, after the end of the normal AT performance state, when winning the AT lottery in the normal performance state, the performance state control means 224 shifts the performance state to the precursor performance state (1). However, after the number of games played in the normal performance state reaches a predetermined number of games (for example, 1000 games) without shifting to the normal AT performance state, when winning the AT lottery in the normal performance state, the performance state control means 224 finally determines to shift to the non-favorable performance state, and without shifting the performance state to the precursor performance state, after notifying that the precursor performance (false precursor performance) has not been directly shifted to the normal AT performance state, first, it shifts to the special precursor performance state (9). Here, as a predetermined transition condition for determining the shift to the non-favorable performance state (non-favorable section), after the number of games played in the normal performance state reaches a predetermined number of games (for example, 1000 games), winning the AT lottery in the normal performance state has been described, but it is not limited to such a case. As a predetermined transition condition, after the number of games played in the favorable section reaches a predetermined number of games, winning the AT lottery in the normal performance state may also be acceptable. Further, as a predetermined transition condition, instead of or in addition to the above, the number of games played in the normal performance state reaching a predetermined number of games (for example, 1500 games) (so-called ceiling function), or winning the re-AT lottery based on not winning the AT lottery in the chance zone (CZ) may also be acceptable.

[0130] (Special precursor performance state) The special premonitory performance state belongs to the advantageous section and is a performance state that stays for a predetermined number of games (for example, 10 games). It conducts a special performance state lottery and executes a premonitory performance indicating the expected degree of transition to the special performance state. Here, the special performance state lottery is a bonus lottery for the continuous number of games, and when the number of games is increased by one or more times, the transition to the special performance state is determined. The performance state control means 224 conducts the special performance state lottery with a probability corresponding to the winning type determined by the winning type lottery. Here, the special performance state lottery is designed so that the game profit is stable and different step by step according to the set value. For example, among two arbitrarily extracted set values, the higher the set value, the higher the probability that the number of games is increased by the special performance state lottery compared to the lower set value. Therefore, for example, the number of bonus games is 30 games for setting 1 and 60 games for setting 6, and the higher the set value, the easier it is to obtain a relatively high game profit. When the performance state control means 224 wins the special performance state lottery, it sets the cumulative number of the increased games (continuous number of games) as the end condition of the special performance state and shifts the performance state to the special performance state (10). Also, if the performance state control means 224 has not won the special performance state lottery, it directly shifts the performance state to the non-advantageous performance state (11). Here, in the special performance state, an example has been given and explained where the continuous number of games is increased by the special performance state lottery. However, it is not limited to such a case, and a predetermined continuous number of games may be increased, or the continuous number of games may be increased by a lottery when a so-called rare combination such as the winning combination of "strong cherry", "watermelon", "chance target A", "chance target B", etc. is won. Also, here, an example has been given and explained where the continuous number of games is increased in the special performance state. However, it is not limited to such a case, and the number of acquired medals (payout medals) or the difference in the number of medals, which is the difference between the number of inserted medals (bet medals) of the electronic medals and the number of payout medals, may be increased.

[0131] (Special performance state) The special performance state belongs to the advantageous section, and the auxiliary performance is executed until a predetermined end condition is satisfied. Such an end condition is, for example, that the awarding of the game profit determined until the start of the special performance state, such as the number of games stayed in the special performance state reaching the continuous game number, is completed during the special performance state. For example, at the end of the special preliminary performance state (the start of the special performance state), the continuous game number is determined by the special performance state lottery in the special preliminary performance state. Then, in the special performance state, when the number of games stayed in the special performance state reaches the continuous game number, it is regarded that the end condition is satisfied, and the special performance state ends. Here, the end condition is not changed in the special performance state, and the bonus lottery is not executed. Then, when the performance state control means 224 satisfies a predetermined end condition, it shifts the performance state to the non-advantageous performance state (12).

[0132] When the player wins the AT lottery after the number of games stayed in the normal performance state exceeds a predetermined number of games (for example, 1000 games), the player always shifts to the non-advantageous performance state via the special preliminary performance state (11), (12), and as a result, can shift to the normal AT performance state.

[0133] Note that in the special performance state, the non-advantageous performance state, and the normal performance state via the distribution performance state, the winning probability of the AT lottery is higher than that of the normal performance state directly shifted from the normal AT performance state. Therefore, in order for the player to grasp this fact, a predetermined display is performed on the liquid crystal display unit 132 to suggest that there is a high possibility of shifting to the normal AT performance state.

[0134] However, in the case where the number of stay games exceeds a predetermined number of games (for example, 1000 games) in the normal performance state, the game profit is not very different from the viewpoint that the normal AT performance state can be executed once, although the advantageous zone is reset in the case where the AT lottery is won and the AT lottery is won before the predetermined number of games. In addition, in the latter case, the normal AT performance state starts after the end of the premonition performance state, that is, within 32 games, but in the former case, the normal AT performance state may start after waiting for the passage of a further block period. In that case, it can be said that the former case has a smaller game profit in that electronic medals are consumed in the normal performance state until the transition to the normal AT performance state. Therefore, if the AT lottery is won after the number of stay games in the normal performance state exceeds the predetermined number of games, the state transitions to a special premonition performance state, and a special performance state lottery is executed, and if it is won, an additional game profit is given by the special performance state. In this way, if the player wins the AT lottery after the number of stay games in the normal presentation state exceeds the predetermined number of games, the player will receive a larger gaming profit than if the player wins the AT lottery before the number of stay games reaches the predetermined number of games, and the player will feel satisfied. Therefore, if the number of stay games in the normal presentation state increases, the player can expect a larger gaming profit and will continue playing. In this way, the operation rate of the slot machine 100 can be improved.

[0135] In the special performance state executed here, as described above, the higher the set value, the easier it is to obtain a stable gaming profit. Also, only the gaming profit determined before the special performance state is started is awarded in the special performance state, and gaming profit is not added (topped up) during the special performance state. Therefore, in the special performance state, the fluctuation range of the expected number of coins to be won can be suppressed according to the set value. This makes it possible to increase the design value of the expected number of coins to be won in the normal AT performance state.

[0136] In addition, since the special effect state shifts after the number of continuous games in the normal effect state exceeds a predetermined number of games, compared to the normal AT effect state, the number of times of the special effect state is less likely to fluctuate and will be executed at a stable frequency. Then, even if the fluctuation range of the expected number of medals obtained in the normal AT effect state becomes large, in such a special effect state, it is possible to absorb such fluctuations, further suppress the fluctuation range of the expected number of medals according to the set value, and increase the designed value of the expected number of medals in the normal AT effect state.

[0137] Also, after the end of the normal AT effect state, it directly shifts to the normal effect state (3). Without shifting to the normal AT effect state, when the number of continuous games in the normal effect state reaches a predetermined number of games (for example, 1500 games), the effect state control means 224 resets the advantageous section and shifts the effect state to the non-advantageous effect state (13). Then, as described above, after the end of the non-advantageous effect state and the distribution effect state, for example, after 0 to 96 games have elapsed, the precursor effect starts. After the end of the precursor effect, that is, after the non-advantageous effect state and the distribution effect state have ended, for example, after 32 to 128 games have elapsed, it is possible to shift to almost the normal AT effect state. Therefore, if the game continues without shifting to the normal AT effect state in the normal effect state, within a predetermined number of games (for example, 1628 games), it will shift to the normal AT effect state. With such a ceiling function, even if the player unfortunately consumes a large number of electronic medals, they can obtain a sense of security that they can receive relief measures. Also, when the normal effect state is consumed to a certain extent, the expected number of medals obtained when the game continues increases, and the game will continue until the ceiling (for example, 1628 games), so the operating rate of the slot machine 100 can be improved.

[0138] In addition, the predetermined number of games (e.g., 96 to 1628 games) in such a ceiling function is determined at the following timing. For example, when directly transitioning from the normal AT performance state to the normal performance state (3), the performance state control means 224 determines the predetermined number of games (e.g., 96 to 1628 games) of the ceiling function in the normal performance state when transitioning from the normal AT performance state to the normal performance state. Also, when transitioning to the normal performance state via the non-favorable performance state and the distribution performance state (7), the performance state control means 224 determines the predetermined number of games (e.g., 96 to 1628 games) of the ceiling function in the normal performance state when transitioning from the distribution performance state to the normal performance state. However, unlike the case of transitioning from the normal AT performance state to the normal performance state, when transitioning to the normal performance state via the non-favorable performance state and the distribution performance state, since one wins the AT lottery with a high probability, one often waits for the passage of the block period and transitions to the precursor performance state, and the ceiling function is rarely executed.

[0139] Also, in the above-described embodiment, as the winning probability of the AT lottery in the normal performance state, when transitioning from the non-favorable performance state to the normal performance state, a high probability (e.g., 1 / 8) is given, and when directly transitioning from the normal AT performance state to the normal performance state, a low probability (e.g., 1 / 4000) is given as an example. However, it is not limited to such a case. For example, when directly transitioning from the normal AT performance state to the normal performance state, although the winning probability of the AT lottery at the start of the normal performance state is low, it may be assumed that there is a case where the probability transitions to a high probability by a promotion lottery, and further, it may be assumed that there is a case where the probability transitions to a low probability by a demotion lottery. Also, when directly transitioning from the normal AT performance state to the normal performance state, by satisfying a predetermined condition such as winning the lottery, the winning probability of the AT lottery may be a high probability from the start of the normal performance state.

[0140] (Auxiliary performance) Incidentally, as described above, the auxiliary effect execution means executes, for example, an auxiliary effect (first auxiliary effect) for notifying the correct operation mode when the correct operation mode wins the selected winning type set as the winning condition of the correct role during an AT effect state (specific effect state) such as a normal AT effect state or a special effect state. Hereinafter, an auxiliary effect that directly notifies the correct operation mode set for the selected winning type may be referred to as a "normal auxiliary effect". Note that the operation mode conceptually includes the operation order of the stop switch 120 and the operation timing of the stop switch 120. Here, the description will focus on the operation order of the stop switch 120.

[0141] FIG. 12 is an explanatory diagram for explaining the auxiliary effect. For example, it is assumed that the winning type lottery selects the winning type "Batting Order Bell A1" in the winning type lottery table of FIG. 9. The correct operation mode for such a winning type "Batting Order Bell A1" is the batting order 3, and the correct roles are the winning role "Minor Role 1" with a payout number of 13, or "Minor Role 11" and "Minor Role 12" with a payout number of 3. Therefore, in the AT effect state, the effect control means 254 as the auxiliary effect execution means displays the operation order of the batting order 3, which is the correct operation mode, on the liquid crystal display unit 132 as shown in FIG. 12(a). Specifically, the effect control means 254 shows the numerical value "1" at the position corresponding to the stop switch 120b to be operated for the first stop, shows the numerical value "2" at the position corresponding to the stop switch 120a to be operated for the second stop, and shows the numerical value "3" at the position corresponding to the stop switch 120c to be operated for the third stop on the liquid crystal display unit 132.

[0142] The player can visually recognize the normal auxiliary effect that notifies the batting order 3, which is the correct operation mode, and by operating the stop switch 120 according to the correct operation mode, as shown in FIG. 12(b), any one of the winning roles "Minor Role 1", "Minor Role 11", and "Minor Role 12" (here, the winning role "Minor Role 1") can be made to win.

[0143] When the slot machine 100 is composed of three reels 110a, 110b, and 110c as shown in FIG. 1, there are 6 (3P3) options for the operation order. Therefore, when there is only one operation order that meets the winning condition for the correct winning combination, such as the winning type "batting order bell", if the player randomly operates the stop switch 120, the correct winning combination can only be won with a probability of 1 / 6. On the other hand, even if there is only one operation order that meets the winning condition for the correct winning combination, as described above, if that one operation order is notified as a normal auxiliary effect, the player can surely win the correct winning combination. Further, when performing an auxiliary effect, the effect control means 254 not only notifies one option out of all the options (here, 6 options) like a normal auxiliary effect, but may also notify options limited (narrowed down) to a plurality of candidates.

[0144] For example, when winning the selected winning type during the AT effect state, the effect control means 254 may limit the stop switch to be stopped in the predetermined order of the correct operation mode to a plurality of candidates. Here, by limiting the stop switch to be stopped in the predetermined order of the correct operation mode to a plurality of candidates, the number of options becomes smaller than the maximum value (here, 6) and larger than the minimum value (here, 1 for the normal auxiliary effect). Here, the auxiliary effect (second auxiliary effect) in which the stop switch to be stopped in the predetermined order of the correct operation mode is limited to a plurality of candidates is referred to as a "specific auxiliary effect". Further, as a selected winning type for which the effect control means 254 can execute a specific auxiliary effect, it is sufficient if the gaming profit of the player differs depending on the operation mode. For example, the winning type "batting order bell" can be cited.

[0145] Suppose that, by lottery of winning categories, for example, the winning category "Batting Order Bell A1" is selected. As described above, the correct operation mode of the winning category "Batting Order Bell A1" is batting order 3. However, the production control means 254 does not directly show batting order 3 which is the correct operation mode, but shows that the correct operation mode is any one of batting orders 3 to 6. The production control means 254 notifies, for example, as shown in FIG. 12(c), only that the first stop switch 120 to be stopped is either the stop switch 120b or the stop switch 120c. Specifically, the production control means 254 shows the symbol "?" at the position corresponding to the stop switch 120b and the position corresponding to the stop switch 120c to be stopped for the first time on the liquid crystal display unit 132, and shows the symbol "×" at the position corresponding to the stop switch 120a which should not be stopped for the first time.

[0146] The player visually recognizes the specific auxiliary production that notifies such a symbol string "×??", and by performing the first stop operation on either the stop switch 120b or the stop switch 120c according to the operation mode, the winning possibility of any one of the winning roles "Minor Role 1", "Minor Role 11", and "Minor Role 12" can be left with a probability of 1 / 2. For example, the player can leave the winning possibility of the winning role "Minor Role 1" as shown in FIG. 12(d) by performing the first stop operation on the stop switch 120b. When the player performs the first stop operation on the stop switch 120, the production control means 254 erases the symbol string "×??" from the liquid crystal display unit 132 and ends the auxiliary production as shown in FIG. 12(d).

[0147] When the winning possibility of the winning role "Minor Role 1" remains, the player can win the winning role "Minor Role 1" with a further probability of 1 / 2, for example, as shown in FIG. 12(b), by performing the second stop operation on either the stop switch 120a or 120c that has not been operated yet. Therefore, the player can win any one of the winning roles "Minor Role 1", "Minor Role 11", and "Minor Role 12" with a probability of 1 / 4 (1 / 2 × 1 / 2) by operating the stop switch 120 in any operation order from batting order 3 to 6 according to the specific auxiliary production.

[0148] The reason for executing such specific auxiliary effects is as follows. That is, in the slot machine 100, through the specific auxiliary effects, the player can recognize that they are staying in the AT effect state and confirm whether they are operating the stop switch 120 appropriately according to the auxiliary effects. For example, in the above case, when the specific auxiliary effect is executed, if the player performs the first stop operation on the stop switch 120b or the stop switch 120c appropriately according to the specific auxiliary effect, the production state control means 224 determines that the player is playing the game according to the game properties (hereinafter referred to as "appropriate game properties") intended by the manufacturer, and appropriately continues the AT effect state thereafter.

[0149] Also, in such specific auxiliary effects, the reason for limiting the stop switch to be stopped in the predetermined order of the correct operation mode (for example, the first stop operation) to a plurality of candidates (for example, stop switches 120b, 120c) is as follows. In the example of the winning type lottery table in FIG. 9, the correct operation mode of the winning type "batting order bell" is evenly assigned to batting orders 3 to 6, and only when any operation of batting orders 3 to 6 is performed, that is, only when the first stop operation is performed on the stop switch 120b or the stop switch 120c, it is possible to win the correct winning combination. Therefore, through the specific auxiliary effects, the production state control means 224 can confirm that the player is playing the game according to the appropriate game properties, and although the probability is not 100%, it can increase the possibility that the player wins the correct winning combination. In order to leave the possibility of winning the correct winning combination in this way, the stop switch to be stopped in the predetermined order of the correct operation mode is limited to a plurality of candidates.

[0150] Here, when the specific auxiliary effect is executed, if the player performs a first stop operation on the stop switch 120a without following the specific auxiliary effect, the effect state control means 224 determines that the player is not playing the game according to the proper game performance and interrupts the AT effect state. Further, when the AT effect state is interrupted, the effect state control means 224 causes the effect control means 254 to repeatedly execute the specific auxiliary effect in response to the winning of the winning type "batter bell", for example, and determines again whether the player is playing the game according to the proper game performance. In this case, as long as the player continues to perform the first stop operation on the stop switch 120a without following the specific auxiliary effect, the AT effect state will not resume. On the other hand, if the player performs the first stop operation on the stop switch 120b or the stop switch 120c following the specific auxiliary effect, the AT effect state will resume. Note that even if the player continues to perform the first stop operation on the stop switch 120a without following the specific auxiliary effect, it may be assumed that the AT effect state resumes after a predetermined number of games (for example, 1000 games).

[0151] In such determination as to whether the player is following the proper game performance, the effect state control means 224 determines only whether the player has performed the first stop operation on the stop switch 120b or the stop switch 120c, for example, regardless of whether the player has operated in the correct operation mode for the symbol string "×??", which is the specific auxiliary effect, that is, regardless of whether the correct winning combination has won. Therefore, even if the correct winning combination does not win during the execution of the specific auxiliary effect, the effect state control means 224 determines that the player is following the proper game performance as long as the player has performed the first stop operation on the stop switch 120b or the stop switch 120c.

[0152] Incidentally, when the effect control means 254 performs a normal auxiliary effect, the player can win any one of the winning combinations with high gaming profits, "Minor Combination 1", "Minor Combination 11", and "Minor Combination 12", with a 100% probability. On the other hand, when the effect control means 254 performs a specific auxiliary effect, the player can only win any one of the winning combinations with high gaming profits, "Minor Combination 1", "Minor Combination 11", and "Minor Combination 12", with a probability of less than 100% (for example, 1 / 4). Therefore, in the AT effect state, the player hopes that the normal auxiliary effect, which can obtain a high gaming profit with a 100% probability, will be executed rather than the specific auxiliary effect that may not yield a high gaming profit. Although the slot machine 100 is configured to execute a specific auxiliary effect to determine whether the player is following the appropriate gaming properties, such a specification does not contribute to the player's gaming profit.

[0153] Therefore, in order to avoid the player's gaming profit from becoming too small by executing a specific auxiliary effect instead of a normal auxiliary effect, the effect state control means 224 may provide other gaming profits related to the auxiliary effect when executing the specific auxiliary effect. For example, when the specific auxiliary effect is executed and the player guesses the correct operation mode and can win the correct winning combination, the effect state control means 224 may extend the duration of the AT effect state (for example, the number of consecutive games), that is, perform a so-called bonus. Alternatively, instead of this, the effect state control means 224 may perform a two-stage bonus, for example, perform a bonus in response to the first stop operation of the stop switch 120b or the stop switch 120c when the specific auxiliary effect is executed, and perform an additional bonus in response to the winning of the correct winning combination. Further, when executing a specific auxiliary effect with a bonus set as the gaming profit, the effect control means 254 may notify that a bonus will be performed if the correct operation mode can be guessed.

[0154] Incidentally, in the above-described normal AT performance state, the duration was described by taking the number of continuous games, which is the number of games for which the AT performance state can be continued, as the duration. However, not limited to such a case, as the duration of the AT performance state, the difference in the number of medals inserted and paid out, the number of medals obtained (payout medals), the number of times of the navigation, which is the number of times of the auxiliary performance, or the number of times of the small winning combination (bell number), which is the number of times the winning combination "13-piece combination" or the winning combination "3-piece combination" wins, can also be adopted. In any case, when the set duration is completed, the performance state control means 224 ends the AT performance state. Thus, it is possible to avoid the player's gaming profit from becoming too small.

[0155] As described above, the player hopes that the normal auxiliary performance is executed in the AT performance state, and does not hope that the specific auxiliary performance is executed instead of the normal auxiliary performance. Therefore, if the specific auxiliary performance frequently appears in the AT performance state, there is a possibility that the gaming motivation will disappear. Also, when the specific auxiliary performance appears in a state indicating the possibility of shifting to a performance state advantageous to the player, the sense of exhilaration will decline. Therefore, the gaming performance is improved by suppressing the appearance of the specific auxiliary performance at such inappropriate timings.

[0156] Specifically, the performance state control means 224 restricts the execution of the specific auxiliary performance (1) until the AT performance state reaches a predetermined duration, (2) in a state where the end condition of the AT performance state is satisfied, or (3) in a performance state where the possibility of shifting to a performance state advantageous to the player is shown. In other words, the performance state control means 224 enables the execution of the specific auxiliary performance except at the timings of (1) to (3). Hereinafter, (1) to (3) will be described in detail.

[0157] FIG. 13 is an explanatory diagram for explaining the restriction mode of the specific auxiliary performance. The squares in FIG. 13 and FIGS. 14 and 15 shown below indicate each game during the AT performance state, and the numerical values in the squares indicate the number of games since the start of the AT performance state.

[0158] When the performance state transitions to the AT performance state, the performance control means 254 executes a normal auxiliary performance. By following the normal auxiliary performance, the player can increase the number of game medals. Therefore, when the AT performance state starts, the player expects to obtain many digital medals. However, at the start of such an AT performance state, for example, as shown in Fig. 13(a), if a specific auxiliary performance is executed instead of the normal auxiliary performance in the third game at the start, the player's motivation to play the game may disappear. Also, if a specific auxiliary performance is executed immediately after the start of the AT performance state, the player may even think that they are unlucky, and there is also a possibility that the sense of expectation of playing the game for a long time in the AT performance state will be interrupted.

[0159] Therefore, as shown in Fig. 13(b), the performance state control means 224 restricts (prohibits) the execution of the specific auxiliary performance until the AT performance state reaches a predetermined continuous period (for example, 200 continuous games). With such a configuration, the specific auxiliary performance is not executed until the AT performance state reaches a predetermined continuous period after it starts, and instead, the normal auxiliary performance is executed. In this way, the player can obtain a high game profit and it becomes possible to maintain the motivation to play the game. After the predetermined continuous period is reached, the specific auxiliary performance may be executed, but at that time, the player has obtained the game profit for the predetermined continuous period in the AT performance state. Therefore, the player's motivation to play the game does not disappear to the extent that the specific auxiliary performance is executed. As described above, in addition to the number of continuous games, the number of remaining cards, the number of acquired medals, the number of navigation times, and the number of small winning combinations can also be adopted as the continuous period.

[0160] FIG. 14 is an explanatory diagram for explaining another restricted mode of the specific auxiliary effect. When the AT effect state approaches the end, the player wants to obtain as many game medals as possible in the remaining number of games. If a specific auxiliary effect is executed instead of the normal auxiliary effect near the end of such an AT effect state, there is a risk that the player's enthusiasm for the game will disappear. Also, as shown in FIG. 14(a), if a specific auxiliary effect is executed in the final game of the AT effect state, the player may even think that they are unlucky, and there is also a risk of losing the possibility that the AT effect state will continue (restart) or the expectation of returning to the AT effect state early.

[0161] Therefore, as shown in FIG. 14(b), the effect state control means 224 restricts (prohibits) the execution of the specific auxiliary effect in the state where the end condition of the (2) AT effect state is satisfied. Here, the end condition indicates a predetermined number of games (for example, 5 games) from the final game of the AT effect state. Note that the final game is, for example, the 40th game when the continuous game count is set to 40, indicates the timing when the count value reaches 40 when counting the continuous game count with an addition counter, and indicates the timing when the counter value becomes 0 when counting the continuous game count with a subtraction counter. Also, the predetermined number of games is not limited to 5 games, and any number of games of 1 game (only the final game) or more can be set.

[0162] Note that even when the player recognizes that the end condition of the AT effect state is satisfied during the progress of the game, there may be cases where the AT effect state does not end as a result, such as when the continuation of the AT effect state is determined. However, the end condition shown here is based on the final game of the AT effect state recognized by the player. Therefore, even when the AT effect state does not end and continues, the effect state control means 224 restricts the execution of the specific auxiliary effect at the end of the AT effect state before the continued AT effect state starts.

[0163] With such a configuration, the specific auxiliary effect is not executed at the end of the AT effect state, and instead, the normal auxiliary effect is executed, so the player can obtain a high game profit and maintain the enthusiasm for the game.

[0164] FIG. 15 is an explanatory diagram for explaining another restricted mode of the specific auxiliary effect. During the AT effect state, there may be a display indicating the possibility of transitioning to an advantageous effect state for the player. Note that examples of advantageous effect states for the player include, for example, a higher-level AT effect state (hereinafter simply referred to as the upper-level AT effect state) in which the expected number of acquired medals is greater than that in the AT effect state, or the duration of the AT effect state is likely to be extended. Also, the display of the possibility of transitioning to such an effect state means that, for example, in response to winning a so-called rare combination, etc., it has shifted to a precursor effect that suggests the possibility of transitioning to the upper-level AT effect state. The precursor effect is an effect that is executed over a plurality of games and notifies whether or not the transition to the upper-level AT effect state is determined in the final game.

[0165] When thus shifting to the precursor effect, the player expects to transition to the upper-level AT effect state through that precursor effect. However, during the precursor effect in which the player is expecting to transition to such an upper-level AT effect state, if, for example, as shown in FIG. 15(a), a specific auxiliary effect is executed instead of the normal auxiliary effect, there is a risk that the player's gaming motivation will disappear. Also, when the specific auxiliary effect is executed, it may not be possible to necessarily win with the correct combination, so the player may think that the game result does not contribute to the possibility of transitioning to the upper-level AT effect state and may no longer be able to have an expectation of transitioning to the upper-level AT effect state.

[0166] Therefore, as shown in FIG. 15(b), the effect state control means 224 restricts (prohibits) the execution of the specific auxiliary effect during the display state (3) in which the possibility of transitioning to an advantageous effect state for the player is shown, that is, during the stay of the precursor effect. With such a configuration, the specific auxiliary effect is not executed in the precursor effect, and instead, the normal auxiliary effect is executed, so the player can obtain a high gaming profit. Also, since the player can win with the correct combination according to the normal auxiliary effect, the player can expect that the game result will increase the possibility of transitioning to the upper-level AT effect state.

[0167] Also, as a case where the possibility of transitioning to a production state advantageous to the player is shown, there is a so-called high-probability production state where the probability of transitioning to a preliminary production or a higher-level AT production state is high. The high-probability production state is executed over a plurality of games until its end condition is satisfied, and as long as it continues, a lottery for transitioning to a preliminary production or a higher-level AT production state is conducted with a high probability in each game.

[0168] When transitioning to such a high-probability production state in this way, the player expects to transition to a preliminary production or a higher-level AT production state through that high-probability production state. However, in such a high-probability production state where the player is expecting to transition to a preliminary production or a higher-level AT production state, if, for example, as shown in FIG. 15(c), a specific auxiliary production is executed instead of a normal auxiliary production, the player's gaming motivation may disappear. Also, when a specific auxiliary production is executed, it may not be possible to necessarily award the winning combination, so depending on the game result, the player may no longer be able to expect to transition to a preliminary production or a higher-level AT production state.

[0169] Therefore, as shown in FIG. 15(d), the production state control means 224 restricts (prohibits) the execution of a specific auxiliary production in a production state (i.e., a high-probability production state) where the possibility of transitioning to a production state advantageous to the player is shown. With such a configuration, in the high-probability production state, a specific auxiliary production is not executed, and instead, a normal auxiliary production is executed, so the player can obtain a high gaming profit. Also, since the player can award the winning combination according to the normal auxiliary production, the player can expect that the transition to a preliminary production or a higher-level AT production state will be determined by the game result.

[0170] In this way, by restricting the appearance timing of the specific auxiliary production, it is possible to suppress the appearance of the specific auxiliary production at an inappropriate timing, and it becomes possible to improve the gaming performance.

[0171] Incidentally, in the above description, an example was given in which the effect state control means 224 causes the specific auxiliary effect to be executed when the AT effect state starts and the effect state is the AT effect state. However, not limited to such a case, the effect state control means 224 may cause the specific auxiliary effect to be executed when the effect state is a preparation state (hereinafter referred to as a preparation effect state) before the start of the AT effect state. For example, during the preparation effect state, the effect state control means 224 causes the symbol string "×??" to be displayed on the effect control means 254 as a specific auxiliary effect. At this time, if the player performs a first stop operation on the stop switch 120b or the stop switch 120c appropriately according to the specific effect state, it is considered that the player is playing in accordance with the proper game playability, and the AT effect state is started.

[0172] On the other hand, when the specific auxiliary effect is executed, if the player performs a first stop operation on the stop switch 120a without following the specific effect state, the effect state control means 224 determines that the player is not playing in accordance with the proper game playability and does not start the AT effect state. Also, when the AT effect state is not started, the effect state control means 224 causes the specific auxiliary effect to be repeatedly executed on the effect control means 254, for example, in response to the winning of the winning type "batting order bell", and determines again whether the player is playing in accordance with the proper game playability. In this case, as long as the player continues to perform the first stop operation on the stop switch 120a without following the specific auxiliary effect, the AT effect state is not started. On the other hand, if the player performs a first stop operation on the stop switch 120b or the stop switch 120c in accordance with the specific auxiliary effect, the AT effect state is started.

[0173] As described above, when the effect state control means 224 determines whether the player is playing in accordance with the proper game playability in the preparation effect state, the following events may occur. For example, some players may perform operations in batting orders 3 to 6, which are irregular operation modes, even though no auxiliary effect is being executed in the preparation effect state, and receive a penalty. This is because even if the player receives a penalty in the preparation effect state and the probability of transitioning to the AT effect state in that game decreases, since the transition to the AT effect state has already been determined, the influence of the penalty is considered to be limited.

[0174] Therefore, in the preparation performance state, the player may operate the stop switch 120 in an irregular operation mode, being aware that a penalty will be imposed, and force the winning combination to win. Naturally, when the player operates in an irregular operation mode in the preparation performance state, a penalty will be imposed on the player. Here, when a penalty is imposed, not only for the game in which the irregular operation mode is performed, but also in the next game, the expectation of obtaining a game profit related to the auxiliary performance is suppressed. For example, in the next game, the winning probability of the additional lottery after shifting to the AT performance state is suppressed, or the increase in the probability of performing the additional lottery is suppressed. In addition to this, as a penalty, it can also be set that when winning the selected winning type in the next game, a specific auxiliary performance is not executed.

[0175] Specifically, assume that during the preparation performance state, the player operates the stop switch 120 in an irregular operation mode. Then, even if the player wins the selected winning type in the next game, the performance control means 254 does not execute the specific auxiliary performance. In this case, even if the player performs the first stop operation on the stop switch 120b or the stop switch 120c, the performance state control means 224 does not start the AT performance state because it is in a penalty state. Such a preparation performance state has a lower expected number of obtained medals than the AT performance state. Therefore, the player cannot quickly shift to the AT performance state with a high expected number of obtained medals and has to continue the preparation performance state with a low expected number of obtained medals, resulting in a reduction in game profit.

[0176] However, not limited to such cases, when the player operates the stop switch 120 in an irregular operation mode, a penalty is imposed to suppress the expectation of obtaining gaming benefits related to the auxiliary effect, but the specific auxiliary effect in the next game may be executed. This is because the player may accidentally operate the stop switch 120 in an irregular operation mode unintentionally. In this case, since it is just a mistake, there is also an idea that the transition to the AT effect state should not be delayed. Therefore, even if the player operates the stop switch 120 in an irregular operation mode during the preparation effect state, if the player wins the selected winning category in the next game, the effect control means 254 may execute the specific auxiliary effect. In this case, when the player performs the first stop operation on the stop switch 120b or the stop switch 120c according to the specific auxiliary effect, the effect state control means 224 starts the AT effect state. In this way, the player can transition to the AT effect state at an appropriate timing when the specific auxiliary effect is executed.

[0177] Also, even when the specific auxiliary effect is executed in the preparation effect state in this way, it may be possible to limit the execution of the specific auxiliary effect. For example, the effect state control means 224 restricts the execution of the specific auxiliary effect in the effect state (3) where the possibility of transitioning to an effect state advantageous to the player is shown. With such a configuration, the specific auxiliary effect is not executed in the effect state where the possibility of transitioning to an effect state advantageous to the player is shown, and instead, the normal auxiliary effect is executed. Therefore, the player can obtain high gaming benefits. In addition, since the player can make the correct winning combination win according to the normal auxiliary effect, the player can expect that the game result will increase the possibility of transitioning to the upper AT effect state.

[0178] As described above, in the slot machine 100, a winning type lottery means 214 for determining the winning or losing of a plurality of winning types, a reel control means 216 for rotationally controlling a plurality of reels 110 in which a plurality of types of symbols are arranged respectively in response to an operation of a start switch 118, and for stop-controlling the reels 110 corresponding to the operated stop switch 120 respectively in response to an operation of a stop switch 120, an auxiliary effect execution means for executing an auxiliary effect for notifying the player of an operation mode advantageous to the player, and an effect state control means 224 for shifting to any one of a plurality of types of effect states including a normal effect state and a specific effect state (for example, an AT effect state) more advantageous to the player than the normal effect state. The auxiliary effect execution means performs a first auxiliary effect for notifying the correct operation mode (for example, batting order 3) when winning a selected winning type (for example, winning type "batting order bell A1") in which the correct operation mode is set as a winning condition for the correct role in the specific effect state. In the specific effect state, when winning the selected winning type, a second auxiliary effect may be performed that limits the stop switches to be stopped in the predetermined order of stop operations (for example, the first stop operation) of the correct operation mode to a plurality of candidates (for example, stop switches 120b, 120c). In a state where the end condition of the specific effect state is satisfied, or in an effect state where the possibility of shifting to an effect state more advantageous to the player than the specific effect state is shown, the execution of the second auxiliary effect is restricted.

[0179] Note that the specific performance state is an AT performance state in which auxiliary performances are possible, such as a normal AT performance state or a special performance state. Also, the stop operation of the predetermined order is not limited to the first stop operation, and may be a subsequent stop operation. Further, the plurality of candidates are not limited to the stop switches 120b and 120c, and are not all of the stop switches 120, and can be arbitrarily set as long as they are one or more stop switches 120 selected from all of the stop switches 120. Also, in the above, when the player performs a first stop operation on the stop switch 120 for the second auxiliary performance, an example was given in which the second auxiliary performance is erased and no suggestion is made regarding the second stop operation. However, not limited to such a case, when the player performs a first stop operation on the stop switch 120 according to the second auxiliary performance, the stop switch 120 to be subjected to the second stop operation may be limited to a plurality of candidates.

[0180] By restricting the appearance timing of the specific auxiliary performance in this way, it is possible to suppress the appearance of the specific auxiliary performance at an inappropriate timing, and it becomes possible to improve the game performance.

[0181] (Reel Stop Control) When the privilege awarding is determined, such as winning the AT lottery, and a predetermined winning type is determined by the winning type lottery, the performance control means 254 may notify the player that the privilege awarding is determined. Specifically, for example, when winning a predetermined winning type, the performance control means 254 performs an auxiliary performance that prompts the reel control means 216 to stop a predetermined symbol in the symbol display window 108 according to batting orders 5 and 6. When the player operates the stop switch 120 according to batting orders 5 and 6, the reel control means 216 controls the stop of the reel 110 so that the predetermined symbols are aligned linearly. In this way, the player grasps that a predetermined privilege has been awarded.

[0182] FIG. 16 is an explanatory diagram for explaining the stop of the reels 110. FIG. 16(a) extracts a part of the winning type lottery table shown in FIG. 9, and FIGS. 16(b) to 16(e) show the stop modes of the reels 110a, 110b, and 110c. Here, the winning types "Normal replay 1", "Normal replay 2", and "Normal replay 3" are assigned to the winning areas 20 to 22. In the following, the winning types "Normal replay 1", "Normal replay 2", and "Normal replay 3" may be abbreviated as the winning type "Normal replay".

[0183] For example, assuming that the winning type "Normal replay 1" in the winning area 20 is won by the winning type lottery in a state where the granting of a predetermined privilege is determined. At this time, the effect control means 254, as an auxiliary effect, displays on the liquid crystal display unit 132 a display 402 that prompts to stop the symbol "Symbol" in the symbol display window 108 by operating according to the batting orders 5 and 6. Here, when the player performs a first stop operation on the stop switch 120c corresponding to the right reel 110c according to the auxiliary effect, the reel control means 216 performs stop control so that the winning combination "Replay 8" in the winning type "Normal replay 1" wins. As a result, as shown in FIG. 16(b), the symbols in the upper, middle, and lower stages of the right reel 110c become the symbols "Symbol", "Symbol", and "Bell A" respectively. Such a stop mode is a stop mode in which it is determined (1 certainty) that the symbols "Symbol" are aligned linearly and there are two such linearly aligned lines. Therefore, when the player operates the stop switch 120 so as to stop the symbol "Symbol" in the symbol display window 108 according to the auxiliary effect by batting orders 5 and 6, the winning combination "Replay 8" wins, and as shown in FIG. 16(c), the symbol "Symbol" is linearly displayed on either the invalid line B1 or the invalid line C1.

[0184] Also, for example, assume that in a state where the granting of a predetermined privilege has been determined, the winning type "Normal Replay 2" of the winning area 21 is selected by the winning type lottery. At this time, as an auxiliary effect, the effect control means 254 displays, on the liquid crystal display unit 132, a display 402 prompting to stop the symbol "Symbol" in the symbol display window 108 by operating in batting orders 5 and 6. Here, when the player operates the stop switch 120 to stop the symbol "Symbol" in the symbol display window 108 by operating in batting orders 5 and 6 according to the auxiliary effect, the winning combination "Replay 9" of the winning type "Normal Replay 2" wins, and as shown in FIG. 16(d), the symbol "Symbol" is linearly displayed on either the valid line A or the invalid line B1.

[0185] Also, for example, assume that in a state where the granting of a predetermined privilege has been determined, the winning type "Normal Replay 3" of the winning area 22 is selected by the winning type lottery. At this time, as an auxiliary effect, the effect control means 254 displays, on the liquid crystal display unit 132, a display 404 prompting to stop the symbol "White 7" in the symbol display window 108 by operating in batting orders 5 and 6. Here, when the player operates the stop switch 120 to stop the symbol "White 7" in the symbol display window 108 by operating in batting orders 5 and 6 according to the auxiliary effect, the winning combination "Replay 7" of the winning type "Normal Replay 3" wins, and as shown in FIG. 16(e), the symbol "White 7" is linearly displayed on the valid line A. Hereinafter, the fact that the symbol "Symbol", the symbol "White 7", and the symbol "Red 7" are displayed on the valid line A or the invalid line may be simply referred to as "symbol alignment".

[0186] Here, even if the winning type "Normal Replay" is selected while the awarding of a predetermined privilege has not been determined, by restricting the player's operations to batting orders 1 and 2, the reel control means 216 causes the winning combination "Replay 1" to win. Then, after the awarding of a predetermined privilege is determined, when the winning type "Normal Replay" is selected, by prompting operations according to batting orders 5, 6 or batting orders 3, 4, the reel control means 216 can execute symbol alignment. Therefore, when the production state control means 224 determines the awarding of a predetermined privilege, thereafter, it waits for the winning type "Normal Replay" to be determined by the winning type lottery means, and only when the winning type "Normal Replay" is determined, can the production control means 254 and the reel control means 216 be made to execute symbol alignment.

[0187] In this way, if the execution of symbol alignment is limited to only when the winning type "Normal Replay" is selected, there is a possibility that a large number of games may be required before the winning type "Normal Replay" is selected. This is because the winning probability of the replay combination is restricted to be 1 / 7.3 or less even when all the replay combinations are combined. For example, on average, 7.3 games are required until winning a replay combination with a winning probability of 1 / 7.3, and during that time, symbol alignment cannot be executed. Therefore, symbol alignment is realized by using other winning types.

[0188] FIG. 17 is a diagram extracting a part of the winning type lottery table shown in FIG. 9. Here, as winning types in which the winning combination "RBB" and the winning combination "Three-of-a-kind" overlap in the winning areas 33 to 37, the winning types "RBB + Common Three-of-a-kind 1", "RBB + Common Three-of-a-kind 2", "RBB + Common Three-of-a-kind 3", "RBB + Common Three-of-a-kind 4", "RBB + Common Three-of-a-kind 5" are assigned. In this way, by providing a plurality of winning types that include the winning combination "RBB" overlappingly, the winning probability of the winning combination "RBB" in the non-internal game state can be increased. In the following, the winning types "RBB + Common Three-of-a-kind 1", "RBB + Common Three-of-a-kind 2", "RBB + Common Three-of-a-kind 3", "RBB + Common Three-of-a-kind 4", "RBB + Common Three-of-a-kind 5" may be abbreviated as the winning type "RBB + Common Three-of-a-kind".

[0189] Here, symbol alignment is performed by the winning type "RBB + common 3 cards". The symbol alignment is realized by the winning type in which the combination of symbols displayed on the effective line A is different depending on the operation mode, but the resulting game profit (payout number of coins) is equal. Such game profit should be set to be a specified number (3 cards) or more so that the expected number of coins to be obtained does not become a negative value in the AT effect state, and should be set to 3 cards or less from the relationship of the game profit with the winning combination "RBB". Therefore, as the winning combination that realizes symbol alignment, here, the winning combination "3 - card combination" with a payout number of 3 cards is adopted. Also, as the winning combination "3 - card combination", for example, winning combinations "minor combination 9" to "minor combination 13" etc. are adopted, in which the symbols "Bell A" and "Bell B", which are recognized by the player as minor combinations with relatively low game profit but high appearance frequency, can be stopped within the symbol display window 108. Therefore, as a minor combination overlapping with the winning combination "RBB", the winning mode "common 3 cards" in which the winning combination "3 - card combination" can win in common for all batting sequences regardless of the player's operation mode is used. Note that, different from the winning mode "common 3 cards", for winning types such as the winning type "batting sequence bell" in which the game profit varies depending on the operation mode, it is impossible to manage independently the correct operation mode and the operation mode capable of performing symbol alignment, and it is difficult to equally allocate the correct operation mode with a higher game profit. So, it is difficult to make it the object of realizing symbol alignment.

[0190] Here, for example, assume that the winning category "RBB + common 3 cards 1" in the winning area 33 is selected by the winning category lottery. In a state where the awarding of a predetermined privilege has not been determined, in the non-AT performance state, no auxiliary performance is performed, and in the AT performance state, an auxiliary performance for any of batting orders 1 to 4 is performed. When the player operates the stop switch 120 in batting orders 1 to 4, the reel control means 216 causes the winning combination "minor combination 13" with a payout number of 3 in the winning category "RBB + common 3 cards 1" to win, and displays the symbol "Bell A" or "Bell B" on the invalid line B2. Also, in a state where the awarding of a predetermined privilege has been determined, an auxiliary performance is performed to prompt the player to stop the symbol "Symbol" within the symbol display window 108 by operating in batting orders 5 and 6. When the player operates the stop switch 120, for example, in batting orders 5 and 6, the reel control means 216 causes the winning combination "minor combination 18" with a payout number of 3 in the winning category "RBB + common 3 cards 1" to win, and linearly displays the symbol "Symbol" on the invalid line B1.

[0191] Also, assume that the winning category "RBB + common 3 cards 2" in the winning area 34 is selected by the winning category lottery. In a state where the awarding of a predetermined privilege has not been determined, in the non-AT performance state, no auxiliary performance is performed, and in the AT performance state, an auxiliary performance for any of batting orders 1 to 4 is performed. When the player operates the stop switch 120 in batting orders 1 to 4, the reel control means 216 causes any one of the winning combinations "minor combinations 9" to "minor combinations 12" with a payout number of 3 in the winning category "RBB + common 3 cards 2" to win, and displays the symbol "Bell A" or "Bell B" on the valid line A. Also, in a state where the awarding of a predetermined privilege has been determined, an auxiliary performance is performed to prompt the player to stop the symbol "Symbol" within the symbol display window 108 by operating in batting orders 5 and 6. When the player operates the stop switch 120, for example, in batting orders 5 and 6, the reel control means 216 causes the winning combination "minor combination 20" with a payout number of 3 in the winning category "RBB + common 3 cards 2" to win, and linearly displays the symbol "Symbol" on the invalid line B1.

[0192] Also, assume that the winning category "RBB + common 3 cards 3" of the winning area 35 is won by the winning category lottery. In a state where the awarding of a predetermined privilege has not been determined, in the non-AT performance state, no auxiliary performance is performed, and in the AT performance state, an auxiliary performance for any of batting orders 1 to 4 is performed. When the player operates the stop switch 120 in batting orders 1 to 4, the reel control means 216 causes the winning combination "small combination 13" with a payout number of 3 out of the winning category "RBB + common 3 cards 3" to win, and displays the symbol "Bell A" or "Bell B" on the invalid line B2. Also, in a state where the awarding of a predetermined privilege has been determined, an auxiliary performance is performed to prompt the player to stop the symbol "Symbol" within the symbol display window 108 by operating in batting orders 5 and 6. When the player operates the stop switch 120 in batting orders 5 and 6, for example, the reel control means 216 causes the winning combination "small combination 20" with a payout number of 3 out of the winning category "RBB + common 3 cards 3" to win, and linearly displays the symbol "Symbol" on the invalid line B1.

[0193] Also, assume that the winning category "RBB + common 3 cards 4" of the winning area 36 is selected by the winning category lottery. In a state where the granting of a predetermined privilege has not been determined, in the non-AT performance state, no auxiliary performance is performed, and in the AT performance state, an auxiliary performance for either batting order 1 or 2 is performed. When the player operates the stop switch 120 in batting order 1 or 2, the reel control means 216 causes any one of the winning combinations "minor combination 9" to "minor combination 12" with a payout number of 3 out of the winning category "RBB + common 3 cards 4" to win, and displays the symbol "bell A" or "bell B" on the valid line A. Also, in a state where the granting of a predetermined privilege has been determined, an auxiliary performance is performed to prompt the symbol "white 7" to stop within the symbol display window 108 by operating in batting order 3 or 4. When the player operates the stop switch 120 in batting order 3 or 4, for example, the reel control means 216 causes the winning combination "minor combination 24" with a payout number of 3 out of the winning category "RBB + common 3 cards 4" to win, and linearly displays the symbol "white 7" on the invalid line B1. Also, in a state where the granting of a predetermined privilege has been determined, an auxiliary performance is performed to prompt the symbol "symbol" to stop within the symbol display window 108 by operating in batting order 5 or 6. When the player operates the stop switch 120 in batting order 5 or 6, for example, the reel control means 216 causes the winning combination "minor combination 19" with a payout number of 3 out of the winning category "RBB + common 3 cards 4" to win. In this case, the symbol "symbol" is linearly displayed on the invalid line B1 or the invalid line C1 until the second stop operation, but the symbol "symbol" does not stop within the symbol display window 108 in the third stop operation.

[0194] Also, assume that the winning category "RBB + common 3 reels 5" of the winning area 37 is selected by the winning category lottery. In a state where the awarding of a predetermined privilege has not been determined, in the non-AT performance state, no auxiliary performance is performed, and in the AT performance state, an auxiliary performance for either batting order 1 or 2 is performed. When the player operates the stop switch 120 in batting order 1 or 2, the reel control means 216 causes the winning combination "minor combination 13" with a payout number of 3 out of the winning category "RBB + common 3 reels 5" to win, and displays the symbol "Bell A" or "Bell B" on the invalid line B2. Also, in a state where the awarding of a predetermined privilege has been determined, an auxiliary performance is performed to prompt the player to stop the symbol "White 7" within the symbol display window 108 by operating in batting order 3 or 4. When the player operates the stop switch 120 in batting order 3 or 4, for example, the reel control means 216 causes the winning combination "minor combination 24" with a payout number of 3 out of the winning category "RBB + common 3 reels 5" to win, and linearly displays the symbol "White 7" on the invalid line B1. Also, in a state where the awarding of a predetermined privilege has been determined, an auxiliary performance is performed to prompt the player to stop the symbol "Symbol" within the symbol display window 108 by operating in batting order 5 or 6. When the player operates the stop switch 120 in batting order 5 or 6, for example, the reel control means 216 causes the winning combination "minor combination 19" with a payout number of 3 out of the winning category "RBB + common 3 reels 5" to win. In this case, until the second stop operation, the symbol "Symbol" is linearly displayed on the invalid line B1 or the invalid line C1, but at the third stop operation, the symbol "Symbol" does not stop within the symbol display window 108.

[0195] In this way, as a minor combination overlapping with the winning combination "RBB", by adopting the winning pattern "common 3 reels" in which the winning combination "3-reel combination" can win in all batting orders regardless of the player's operation mode, it is possible to achieve symbol alignment. Also, as shown in FIG. 16, if trying to achieve symbol alignment only with the replay combination, the winning probability becomes as low as 1 / 7.3 or less. However, by using the winning combination "3-reel combination" for symbol alignment, it is possible to raise the winning probability to 1 / 2.8 or less. Therefore, in a state where the awarding of a predetermined privilege has been determined, it is not necessary to spend a large number of game plays until symbol alignment is executed.

[0196] However, in order to increase the winning rate of the winning combination "RBB" and the probability of getting the same symbols, simply increasing the number of bets for the winning type "RBB + 3 common symbols" will also increase the probability of the execution of the payout of 3 symbols. Specifically, when winning the winning type "RBB + 3 common symbols", even if the player operates the stop switch 120 in batting orders 1 and 2 which are regular operation modes, the winning combination "3-symbol combination" will win with PB = 1, and the player can receive the payout of 3 symbols. Then, the expected number of acquired symbols in the non-AT effect state will increase. Therefore, an attempt is made to reduce the expected number of acquired symbols in the non-AT effect state while maintaining or increasing the winning rate of the winning combination "RBB" and the probability of getting the same symbols.

[0197] FIG. 18 is a diagram in which a part of the winning type lottery table shown in FIG. 9 is extracted. Here, in the winning areas 38 to 41, the winning types "RBB + batting order 3 symbols 1", "RBB + batting order 3 symbols 2", "RBB + batting order 3 symbols 3", and "RBB + batting order 3 symbols 4" are assigned as the winning types in which the winning combination "RBB", the winning combination "1-symbol combination", and the winning combination "3-symbol combination" overlap. In this way, by providing a plurality of winning types in which the winning combination "RBB" is included repeatedly, the winning rate of the winning combination "RBB" can be increased. Hereinafter, the winning types "RBB + batting order 3 symbols 1", "RBB + batting order 3 symbols 2", "RBB + batting order 3 symbols 3", and "RBB + batting order 3 symbols 4" may be abbreviated as the winning type "RBB + batting order 3 symbols".

[0198] Such a winning type "RBB + batting order 3 symbols" is a winning type in which when the stop switch 120 is operated in a predetermined correct operation mode similar to the winning type "batting order bell" in the winning areas 4 to 19, the symbol combination corresponding to the correct combination wins with PB = 1. In addition, different correct operation modes (batting orders 3 to 6) are assigned to the winning types "RBB + batting order 3 symbols 1", "RBB + batting order 3 symbols 2", "RBB + batting order 3 symbols 3", and "RBB + batting order 3 symbols 4", and their winning rates are equal. Since the player usually cannot know which winning type they have won, even if the player wins the winning type "RBB + batting order 3 symbols" and operates any of the batting orders 3 to 6 randomly, the probability of winning the correct combination is 1 / 4.

[0199] Also, since the winning combination for the winning type "RBB + Batting Order 3 Cards" is the winning combination "3 - Card Combination", even if the player operates the stop switch 120 in the correct operation mode, the maximum number of payouts received can only be 3 cards. Also, when winning the winning type "RBB + Batting Order 3 Cards" and the player randomly operates the stop switch 120, the expected number of winning cards is (3 (winning combination)+1 + 1×1 / 2 (probability)×4 (for 4 batting orders)) / 6 = 1 card. Therefore, by providing the winning type "RBB + Batting Order 3 Cards", it is possible to reduce the expected number of winning cards. In the AT performance state, since the winning combination "3 - Card Combination" can be won by the auxiliary performance, the expected number of winning cards will not be less than the specified number (3 cards).

[0200] Also, in the non - AT performance state, the operation mode of the player is restricted to the regular operation mode (batting orders 1, 2). Therefore, when winning the winning type "RBB + Batting Order 3 Cards" and randomly operating the stop switch 120 in the regular operation mode, the winning combination "1 - Card Combination" wins with a probability of 1 / 2, so the expected number of winning cards is 0.5 cards. Therefore, by providing the winning type "RBB + Batting Order 3 Cards", it is possible to particularly reduce the expected number of winning cards in the non - AT performance state.

[0201] In this way, even if the number of arrangements of the symbol alignment (winning type "RBB + Common 3 Cards") is increased, by increasing the number of arrangements of the winning type "RBB + Batting Order 3 Cards" that can reduce the expected number of winning cards accordingly, the expected number of winning cards can be offset.

[0202] When using the winning category "RBB + batting order 3 cards", specifically, the following effects occur. (1) Even when the expected number of winning cards is determined, by adjusting the ratio between the winning category "RBB + common 3 cards" and the winning category "RBB + batting order 3 cards", the expected number of winning cards can be maintained. Therefore, the winning probability of the winning category "RBB + common 3 cards" can be increased, and consequently, the winning probabilities of the winning combination "RBB" and the symbol alignment can be increased. (2) Even when the winning probability of the symbol alignment is determined, that is, when the winning probability of the winning category "RBB + common 3 cards" is determined, the expected number of winning cards can be adjusted by adjusting the ratio between the winning category "RBB + common 3 cards" and the winning category "RBB + batting order 3 cards". Therefore, while maintaining the winning probability of the symbol alignment, the winning probability of the winning combination "RBB" can be increased. (3) Even when the winning probability of the winning combination "RBB" is determined, by adjusting the ratio between the winning category "RBB + common 3 cards" and the winning category "RBB + batting order 3 cards", the winning probability of the symbol alignment can be preferentially increased or the expected number of winning cards can be preferentially decreased.

[0203] In this way, in the slot machine 100, there are a winning type lottery means 214 for determining any one of a plurality of types of winning types by a winning type lottery, a reel control means 216 for rotationally controlling a plurality of reels 110 in which a plurality of types of symbols are arranged respectively based on the operation of a start switch 118, and stopping and controlling the reels 110 corresponding to the operated stop switches 120 according to the operation of the stop switches 120 corresponding to the rotating reels 110, and a game state control means 222 for shifting to any one of a plurality of types of game states including a non-internal game state and an internal middle game state that shifts based on winning a bonus combination in the non-internal game state. The winning types include a first winning type (for example, winning type "batting order bell"), a second winning type (for example, winning type "RBB + common 3 cards"), and a third winning type (for example, winning type "RBB + batting order 3 cards"). The first winning type (for example, winning type "batting order bell") does not overlap with the bonus combination in the non-internal game state, and overlaps with a minor combination of a first payout (for example, 13 cards) (for example, winning combination "13-card combination") and a minor combination of a second payout lower than the first payout (for example, 1 card) (for example, winning combination "1-card combination"). The second winning type (for example, winning type "RBB + common 3 cards") overlaps with the bonus combination in the non-internal game state and overlaps with a minor combination of a third payout (for example, 3 cards) higher than the second payout (for example, winning combination "3-card combination"). Regardless of the operation mode of the stop switch by the player, the minor combination of the third payout wins. When the stop switch is operated in a specific operation mode (for example, batting order 5, 6), specific minor combinations of the third payout (for example, winning combinations "minor combination 18", "minor combination 20", "minor combination 24" capable of achieving symbol alignment) win. The third winning type (for example, winning type "RBB + batting order 3 cards") overlaps with the bonus combination in the non-internal game state and overlaps with the minor combination of the third payout. An operation mode in which the minor combination of the third payout can win and an operation mode in which it cannot win are set, and regardless of the operation mode of the stop switch, a specific minor combination of the third payout does not win.

[0204] With such a configuration, it is possible to reduce the expected number of acquired coins while maintaining or increasing the winning probabilities of the winning combination "RBB" and symbol alignment.

[0205] Here, as an example of symbol alignment, it has been described that the symbols "Symbol", "White 7", and "Red 7" are displayed on the valid line A or the invalid line. However, the symbols are not limited to "Symbol", "White 7", and "Red 7", and it is sufficient if the player can recognize them as special symbols, such as the symbol "BAR". Also, the display mode is not necessarily linear and may be a so-called "V", "small V", or "small mountain".

[0206] Also, here, as an example of the winning type that realizes symbol alignment, the winning type "RBB + common 3 cards" in the winning areas 33 to 37 has been described. However, the winning combination "RBB" does not necessarily have to be non-duplicated. Also, as an example of a minor winning combination in the winning type that realizes symbol alignment, the minor winning combinations where the symbols "Bell A" and "Bell B" can stop within the symbol display window 108 have been described. However, it is not limited to such cases, and for example, other symbols such as the symbol "Watermelon" and the symbol "Cherry" may be minor winning combinations that can stop within the symbol display window 108.

[0207] Also, here, as an example of a winning type that can suppress the expected number of winning coins in relation to the winning type that realizes symbol alignment, the winning type "RBB + batting order 3 cards" in the winning areas 38 to 41 has been described, where the payout is less than 3 cards at least in batting orders 1 and 2 and 3 cards in other correct operation modes. However, it is not limited to such cases, and as long as the payout is less than 3 cards at least in batting orders 1 and 2, it may be configured such that the payout is 4 cards or more in other correct operation modes.

[0208] (Sound output mode) Incidentally, the effect control means 254 outputs operation sounds based on operations of operation means such as the bet switch 116, start switch 118, stop switch 120, etc. through the speaker 134 according to the progress of the game. Specifically, when the electronic medal is inserted or when the bet switch 116 is operated, the effect control means 254 outputs a setting sound (insertion sound indicating insertion) indicating the setting of the bet number (number of inserted medals), and when the start switch 118 is operated, it outputs a standby sound (wait sound) indicating the rotation standby of the reel 110, and also outputs a start sound indicating the start of rotation of the reel 110. When each stop switch 120 is operated, the effect control means 254 outputs a stop sound indicating the rotation stop of the reel 110 corresponding to each stop switch 120, and when the electronic medal is paid out in response to the completion of the operation of all the stop switches 120 (by turning off all the stop switches 120), it outputs a winning sound (payout sound) indicating that a predetermined winning combination has won. Regarding the bet switch 116, start switch 118, and stop switch 120, when the switch is turned ON (operated), an ON edge from OFF to ON is detected, and processing corresponding to each switch (for example, output of an operation sound) is effectively executed in response to the ON edge. Also, regarding the third stop operation of the stop switch 120, when the switch is turned OFF (the operation is released), an OFF edge from ON to OFF is detected, and predetermined processing (for example, output of a winning sound) is effectively executed in response to the OFF edge. The effect control means 254 outputs sounds in the order of first, the setting sound; second, the standby sound; third, the start sound; fourth, the stop sound; and fifth, the winning sound. The setting sound, standby sound, start sound, stop sound, and winning sound regarding such basic operations of the game are managed separately from effect sounds and BGM sounds as system sounds accompanying the progress of the game. Incidentally, when there is no payout of the electronic medal, that is, when a minor winning combination has not won, the effect control means 254 can output a system sound different from the winning sound according to the winning and non-winning of the bonus winning combination and replay winning combination.

[0209] Here, the output of sound based on voice data will be described in detail. As described above, when the production control means 254 determines voice data by lottery, the production control means 254 transmits the determined voice data to the voice circuit 240f, so that the sound based on the voice data is output from the speaker 134.

[0210] In such a voice circuit 240f, a plurality of voice data such as FM tone color data and ADPCM sound data can be stored in the storage areas respectively assigned to the access codes (SAC: Simple Access Code). Further, the voice circuit 240f receives a command indicating an access code from the sub-CPU 240a, and according to the command, assigns the voice data specified by the access code to a layer and outputs it at an appropriate volume through the speaker 134. Furthermore, when a plurality of such access codes are specified, the voice circuit 240f can assign the voice data corresponding to the plurality of access codes to different layers (tracks) respectively. The voice circuit 240f starts the output of sound from the timing when the voice data is assigned to the layer, and completes the output of sound when the output time predetermined in the voice data is reached. Also, when the voice circuit 240f assigns voice data to the same layer, it ends the output of the voice data that has been output so far.

[0211] FIG. 19 is an explanatory diagram for explaining the layers provided in the audio circuit 240f. In the audio circuit 240f, audio data corresponding to each access code is read out and assigned to a layer provided in the audio circuit 240f itself. At this time, a plurality of layers are provided in the audio circuit 240f, and the audio data is assigned to one of the layers. The layers are classified into a plurality of layer types such as, for example, system, BGM, production (SE (Sound Effect)), production (VO (Voice)), composite, auxiliary production (VO), auxiliary production (SE), etc., and furthermore, one or more layers are associated with each layer type. Here, the system refers to a confirmation sound accompanying the progress of the game. BGM is background music that is maintained for a relatively long time in the background. Production (SE) and production (VO) are mainly sounds emitted in conjunction with production. Auxiliary production (VO) and auxiliary production (SE) indicate sound effects accompanying auxiliary production.

[0212] Here, as shown in FIG. 19, ten layers related to six layer types of system, BGM, production (SE), production (VO), auxiliary production (VO), and auxiliary production (SE) will be described. For example, system audio is assigned to layers 0 and 1, BGM audio is assigned to layers 2 and 3, production (SE) is assigned to layers 5 to 7, production (VO) is assigned to layer 8, auxiliary production (VO) is assigned to layer 14, and auxiliary production (SE) is assigned to layer 15.

[0213] At each timing based on the progress of the game, as shown in FIG. 19, various voice data are assigned to each layer. For example, when an electronic medal is inserted by an insertion means, that is, when an electronic medal is inserted from the number of game medals held in the medal holding unit through the operation of the bet switch 116, or when an automatic insertion of an electronic medal is performed based on the winning of a replay role, the effect control means 254 assigns a setting sound to layer 0 of the voice circuit 240f. Also, when the start switch 118 is operated by the player, the effect control means 254 assigns a standby sound to layer 1 of the voice circuit 240f. Further, when the reel 110 starts rotating in response to the operation of the start switch 118, the effect control means 254 assigns a start sound to layer 1 of the voice circuit 240f. Also, when the stop switch 120 is first stopped by the player, the effect control means 254 assigns a stop sound to layer 0 of the voice circuit 240f at the start of the stop operation. Also, when the stop switch 120 is second stopped by the player, the effect control means 254 assigns a stop sound to layer 0 of the voice circuit 240f at the start of the stop operation. Also, when the stop switch 120 is third stopped by the player, the effect control means 254 assigns a stop sound to layer 0 of the voice circuit 240f at the start of the stop operation. Also, when the third stop operation of the stop switch 120 is released by the player and the determination means 218 determines that a winning role accompanied by the payout of an electronic medal has won, the effect control means 254 assigns a winning sound to layer 1 of the voice circuit 240f at the release of the stop operation. Note that at each timing based on the progress of the game, voice data is not necessarily assigned to layer 0 or layer 1. For example, in a non-AT effect state, when the start switch 118 is operated by the player, the effect control means 254 assigns a standby sound to layer 1 of the voice circuit 240f, but in an AT effect state, the standby sound is not assigned to layer 1 of the voice circuit 240f. Also, instead of not assigning the standby sound, the effect control means 254 may assign the standby sound but set its volume to 0. With such a configuration, it becomes easier for the player to hear sounds specific to the AT effect state such as the first auxiliary voice and the first auxiliary effect described later, and it is possible to improve the effect of the effect.

[0214] Incidentally, as described above, in a non-AT performance state such as a normal performance state, setting sounds, standby sounds, start sounds, stop sounds, and winning sounds are output in that order according to each trigger such as switch operation and payout. The relationship between the volumes (sound levels) of each sound is set such that winning sound > start sound > stop sound > setting sound > standby sound. Here, the start sound, stop sound, and winning sound after the rotation of the reel 110 starts are made louder than the setting sound and standby sound before the rotation of the reel 110 starts, and by gradually enhancing the performance effect from the start to the end of one game, it becomes possible to improve the player's gaming motivation. Also, before the rotation of the reel 110 starts, by setting the setting sound > standby sound, it becomes possible to emphasize to the player that the game has started. Further, after the rotation of the reel 110 starts, by setting the winning sound > start sound > stop sound, while emphasizing to the player that the reel 110 has started rotating, it is possible to further emphasize with a louder sound that a winning combination accompanied by the payout of electronic medals has won or that a so-called rare combination has won. In this way, it becomes possible to accentuate the fact that the player has obtained a profit and more effectively elevate the player's spirits.

[0215] In the AT performance state, in addition to the above-mentioned layers 0 and 1, effects sounds associated with auxiliary performances are assigned to layers 14 and 15. For example, when the start switch 118 is operated by the player, the performance control means 254 assigns the first auxiliary voice to layer 14 of the audio circuit 240f and assigns the first auxiliary effect to layer 15. Here, the first auxiliary voice, and the second and third auxiliary voices described later are performance sounds indicating the stop switch 120 to be operated or indicating the position where the stop switch 120 to be operated is arranged. For example, they are the voices of "left", "middle", and "right" which are the positional relationships among the stop switches 120a, 120b, and 120c. Also, the first auxiliary effect is a performance sound indicating that the start switch 118 has been operated, for example, a sound such as "Pironn". As described above, in the AT performance state, even if the start switch 118 is operated, a standby sound is not assigned to layer 1. When the player performs the first stop operation on the stop switch 120, the performance control means 254 assigns the second auxiliary voice to layer 14 of the audio circuit 240f and assigns the second auxiliary effect to layer 15 at the start of the first stop operation. Here, the second auxiliary effect assigned to layer 15 is a performance sound indicating that the stop switch 120 has been operated. Here, the second and third auxiliary effects when the stop switch 120 is subjected to the first stop operation or the second stop operation are short sounds such as "Don", and the fourth auxiliary effect when the stop switch 120 is subjected to the third stop operation is a long sound such as "Dohn". Also, when the player performs the second stop operation on the stop switch 120, the performance control means 254 assigns the third auxiliary voice to layer 14 of the audio circuit 240f and assigns the third auxiliary effect to layer 15 at the start of the stop operation. Also, when the player performs the third stop operation on the stop switch 120, the performance control means 254 assigns the fourth auxiliary effect to layer 15 at the start of the stop operation.Note that at the timing when the stop switch 120 is operated for the third time, since there is no stop switch 120 to be further operated, an auxiliary voice indicating the stop switch 120 to be operated cannot be assigned. Further, when the third stop operation of the stop switch 120 is canceled by the player and the determination means 218 determines that a winning combination accompanied by the payout of electronic medals has won, the effect control means 254 assigns the fourth auxiliary voice to layer 14 of the voice circuit 240f at the time of cancellation of the third stop operation. Here, the fourth auxiliary voice is a sound for notifying the winning result of the winning combination, for example, a voice such as "Well done" notifying that the player has operated the stop switch 120 according to the auxiliary effect and the correct combination has won.

[0216] Also, regardless of whether it is in the AT effect state, at each opportunity based on the progress of the game, the effect control means 254 may assign the background BGM to layer 2 of the voice circuit 240f, assign the effect BGM to layer 3, assign the effect SE to layers 5 to 7, or assign the effect VO to layer 8, in addition to layers 0 and 1 of the system. For example, when winning the winning type in the winning areas 33 to 37, in response to the operation (first stop operation, second stop operation) of the stop switch 120 by the player, when the symbols "White 7" or "Red 7" are linearly displayed on the invalid line B1 with respect to the two reels 110, the effect control means 254 assigns a stop sound to layer 0 of the voice circuit 240f at the start of the second stop operation, and assigns an effect sound different from the stop sound (for example, a tenpai sound) to layer 5 or layer 8 to enhance the effect of the operation of the stop switch 120.

[0217] Here, the multiple layers in the audio circuit 240f have the following characteristics. First, all the audio assigned to different layers is output in parallel. Regarding the output of sound, as described above, the audio data of multiple layers can be output in parallel and simultaneously, so there is no priority order among the layers. Therefore, when the background BGM is assigned to layer 2, the stop sound is assigned to layer 0, the second auxiliary voice is assigned to layer 14, and the second auxiliary effect is assigned to layer 15, all the audio will be output in parallel. The player can listen to the sounds based on the audio data assigned to each of the multiple layers simultaneously.

[0218] On the other hand, only one audio data can be assigned to the same layer. Therefore, for example, when the background BGM has already been assigned to layer 2 and another background BGM is newly attempted to be assigned, the background BGM will be overwritten, and the background BGM before overwriting will be interrupted.

[0219] Therefore, if the production sound is simply managed in one layer, there is a possibility that the output of another sound will start before the output of a predetermined sound is completed, and the predetermined sound may be blocked in the middle. On the other hand, if multiple sounds are simply distributed to multiple layers, there is a possibility that the sounds will overlap unnecessarily, making it difficult for the player to hear each sound. Therefore, the output mode of the production sound is appropriately managed to improve the player's gaming motivation.

[0220] Incidentally, when the game progresses in this way and the player obtains an electronic medal, the player may count the obtained electronic medal. The player adjusts the pressing time of the counting switch 126 and selectively performs operations such as "short press" and "long press". Also, when the counting switch 126 is operated, the command transmission / reception means 272 of the medal number control board 260 transmits information indicating that the counting switch 126 has been operated to the main control board 200, and the command transmission / reception means 226 of the main control board 200 transmits information indicating that the counting switch 126 has been operated to the sub-control board 240. In this way, the effect control means 254 of the sub-control board 240 displays on the liquid crystal display unit 132 that counting processing is being performed in response to the operation of the counting switch 126, and outputs a counting sound indicating that the counting processing is being performed from the speaker 134.

[0221] Such counting sounds include a counting update sound that is continuously output while the counting process is being executed, for example, a sound like "pururun", and a counting completion sound that is output after the counting process is completed, for example, a voice like "thank you for your hard work". Here, the relationship between the volumes (loudness) of each sound is set such that the counting completion sound > the counting update sound. Here, by making the counting completion sound louder than the counting update sound, it becomes possible to emphasize to the player that the counting process has ended, and thus, that the game has ended or that the game has reached a certain stage.

[0222] Also, the relationship between the count completion sound and the sound volumes (loudness) of the above-described setting sound, standby sound, start sound, stop sound, and winning sound may be set, for example, such that the count completion sound > stop sound > setting sound > standby sound. Also, it may be set such that the count completion sound > start sound > stop sound > setting sound > standby sound. Furthermore, it may be set such that the count completion sound > winning sound > start sound > stop sound > setting sound > standby sound. The above-described setting sound, standby sound, start sound, and stop sound are merely performance sounds during one game, and even the winning sound indicating that a winning combination accompanied by the payout of electronic medals has won is merely a performance sound indicating the result of one game. In contrast, the count completion sound indicates major milestones such as the completion of the counting process and, ultimately, the determination of the player's final gaming profit in the game. Here, for example, by setting the count completion sound > winning sound > start sound > stop sound > setting sound > standby sound, it is possible to emphasize to the player that the counting process has ended, and thus the game has ended or has reached a certain stage. Generally, a player does not perform the counting process while the number of gaming medals is small, and executes the counting process when the number of gaming medals has reached a certain level. In other words, the fact that the counting process has been performed serves as an indicator that a certain amount of gaming profit has been obtained in the slot machine 100 where the counting process has been performed. Here, by setting the count completion sound > winning sound > start sound > stop sound > setting sound > standby sound, it is possible to emphasize to those around that the counting process has been performed on that slot machine 100, and other players can easily identify (consider playing on) the slot machine 100 that may have obtained a large amount of gaming profit.

[0223] As described above, when the counting switch 126 is operated while the game is possible, the counting process is always executed. Therefore, regardless of whether the game state is a non-internal game state, an RBB internal game state, or an RBB operating game state, or regardless of whether the production state is a normal production state, a precursor production state, a normal AT production state, a distribution production state, a special precursor production state, a special production state, or a non-favorable production state, the player can execute the counting process. However, even when such game states and production states are different, the volume (loudness) of the counting sound (counting update sound, counting completion sound) is set to be the same. Therefore, whether the player operates the counting switch 126 in the normal production state or in the normal AT production state, the player will hear the counting sound at the same volume. Also, the player can execute the counting process even when an error has occurred. However, as described above, even when an error has occurred, the volume (loudness) of the counting sound (counting update sound, counting completion sound) is set to be the same as when no error has occurred. Therefore, even when the player operates the counting switch 126 in a situation where an error such as a door opening error (error code "E8") or a stop error (error code "Ey") has occurred, the player will hear the counting sound at the same volume as when the counting switch 126 is operated in a situation where no error has occurred. In this way, by preventing the volume of the counting sound from changing according to the game state (game state and production state) and the presence or absence of an error, it is possible to prevent the player and the administrator from feeling uncomfortable due to differences in the volume of the counting sound.

[0224] FIG. 20 is a timing chart for explaining the switching of sounds in a non-AT performance state. Here, in particular, the switching of the sounds of layers 0 and 1 will be explained. For example, when an electrified medal is inserted by an insertion means, a set sound is assigned to layer 0. Subsequently, when the start switch 118 is operated by the player, a standby sound is assigned to layer 1. Subsequently, when the reel 110 starts rotating in response to the operation of the start switch 118, a start sound is assigned to layer 1. Subsequently, when the stop switch 120 is first stopped, a stop sound is assigned to layer 0. Subsequently, when the stop switch 120 is second stopped, a stop sound is assigned to layer 0. Subsequently, when the stop switch 120 is third stopped, a stop sound is assigned to layer 0. Subsequently, when a winning combination with a payout of an electrified medal wins and the third stop operation of the stop switch 120 is released, a winning sound is assigned to layer 1.

[0225] Here, the set sound and each stop sound are assigned to the same layer 0. Therefore, when another stop switch 120 is operated when a stop sound has already been assigned to layer 0, the stop sound based on the operation of that stop switch 120 is overwritten, and the stop sound before being overwritten is interrupted. Then, the stop sounds can be output exclusively at different timings. By doing so, it is possible to effectively prevent the stop sounds, which are equal in nature in terms of the operation of the stop switch 120, from overlapping and sounding annoying. Also, although they are assigned to the same layer 0, there is at least a wait time between the set sound and the stop sound, and they do not overlap. Therefore, the player can appropriately grasp through hearing that the insertion of the electrified medal and the operation of the stop switch 120 have been received. In this way, by assigning voice data with separated output trigger timings to the same layer, it is possible to prevent an increase in the number of layers.

[0226] Also, here, the standby sound, the start sound, and the winning sound are assigned to the same layer 1. Therefore, when the reel 110 starts rotating when the standby sound has already been assigned in layer 1, the start sound is overwritten and the standby sound before being overwritten is interrupted. Then, the standby sound and the start sound can be output exclusively with different timings. By doing so, it is possible to effectively prevent the standby sound and the start sound, which are similar in nature in terms of the start of the game, from overlapping and sounding annoying. Note that if the player is not playing the game in the so-called full weight described later, the reel 110 will immediately start rotating in response to the operation of the start switch 118. In that case, since the start sound starts immediately after the start of the standby sound, the standby sound is output for only a short time, and the player can continue the game without being aware of the standby sound. Also, although they are assigned to the same layer 1, between the start sound and the winning sound, at least the wait time and the operation time of the player's stop switch 120 are included, and the two do not overlap. Therefore, the player can appropriately grasp through hearing that the reel 110 has started rotating and that the operation of the stop switch 120 has been accepted. In this way, by assigning voice data with separated output trigger timings to the same layer, it is possible to prevent an increase in the number of layers.

[0227] Also, here, the setting sound is assigned to layer 0, and the standby sound and the start sound are assigned to layer 1. Therefore, even if the output of the standby sound or the start sound is started before the output of the setting sound is completed, the setting sound will not be overwritten by the standby sound or the start sound, and the setting sound and the standby sound can be output simultaneously. The player can appropriately recognize through hearing that the insertion of the electronic medal and the operation of the start switch 118 have been accepted. Also, here, the start sound is assigned to layer 1, and the stop sound is assigned to layer 0. Therefore, for example, even if an effect such as delaying the start sound from the start of the reel rotation (so-called delay) is performed and the output of the stop sound is started before the output of the start sound is completed, the start sound will not be overwritten by the stop sound, and the start sound and the stop sound can be output simultaneously. The player can appropriately recognize through hearing that the reel 110 has started rotating and that the operation of the stop switch 120 has been accepted. Also, here, the stop sound is assigned to layer 0, and the winning sound is assigned to layer 1. Therefore, even if the output of the winning sound is started before the output of the stop sound is completed, the stop sound will not be overwritten by the winning sound, and the stop sound and the winning sound can be output simultaneously. The player can appropriately recognize through hearing that the stop switch 120 has been accepted and that there has been a payout of the electronic medal.

[0228] Figs. 21 to 23 are timing charts for explaining the switching of sounds in the AT performance state. Regarding the switching of the sounds of layers 0 and 1, since it is the same as Fig. 20 except that the standby sound is not output, the detailed explanation thereof is omitted, and here, in particular, the switching of the sounds of layers 14 and 15 will be explained. For example, when the start switch 118 is operated by the player, the first auxiliary voice is assigned to layer 14, and the first auxiliary effect is assigned to layer 15. Subsequently, following the first auxiliary voice, when the stop switch 120 is first stopped by the player, the second auxiliary voice is assigned to layer 14, and the second auxiliary effect is assigned to layer 15. Subsequently, following the second auxiliary voice, when the stop switch 120 is second stopped by the player, the third auxiliary voice is assigned to layer 14, and the third auxiliary effect is assigned to layer 15. Subsequently, following the third auxiliary voice, when the stop switch 120 is third stopped by the player, the fourth auxiliary effect is assigned to layer 15. Subsequently, when the third stop operation of the stop switch 120 by the player is released, and the determination means 218 determines that the winning combination accompanied by the payout of the electronic medal has won, the fourth auxiliary voice is assigned to layer 14.

[0229] Here, the first auxiliary voice, the second auxiliary voice, the third auxiliary voice, and the fourth auxiliary voice are assigned to the same layer 14. Therefore, when another stop switch 120 is operated when an auxiliary voice has already been assigned to layer 14, the auxiliary voice based on the operation of that stop switch 120 is overwritten, and the auxiliary voice before being overwritten is interrupted. Then, the auxiliary voices can be output exclusively with different timings. Also, here, the first auxiliary effect, the second auxiliary effect, the third auxiliary effect, and the fourth auxiliary effect are assigned to the same layer 15. Therefore, when another stop switch 120 is operated when an auxiliary effect has already been assigned to layer 15, the auxiliary effect based on the operation of that stop switch 120 is overwritten, and the auxiliary effect before being overwritten is interrupted. Then, the auxiliary effects can be output exclusively with different timings.

[0230] For example, as shown in Fig. 22(a), after the stop switch 120 is first stopped by the player, the second auxiliary voice is assigned to layer 14 and the second auxiliary effect is assigned to layer 15, and before the output of the second auxiliary voice and the second auxiliary effect is completed, if the stop switch 120 is second stopped by the player, that is, if the time from when the stop switch 120 is first stopped to when the stop switch 120 is second stopped is less than the predetermined time (the time until the output of either the second auxiliary voice or the second auxiliary effect is completed), in layer 14, the second auxiliary voice is overwritten (converted) by the third auxiliary voice, and in layer 15, the second auxiliary effect is overwritten (converted) by the third auxiliary effect, and the second auxiliary voice and the second auxiliary effect before being overwritten are interrupted. By doing so, it is possible to effectively prevent the auxiliary voices and the auxiliary effects, which are equal in nature in terms of the operation result of the stop switch 120, from overlapping and sounding cumbersome.

[0231] Also, as shown in Fig. 22(b), after the stop switch 120 is secondarily operated by the player, the third auxiliary voice is assigned to layer 14 and the third auxiliary effect is assigned to layer 15, if the stop switch 120 is thirdarily operated by the player before the output of the third auxiliary voice and the third auxiliary effect is completed, that is, if the time from when the stop switch 120 is secondarily operated to when the stop switch 120 is thirdarily operated is less than the predetermined time (the time until the output of the third auxiliary effect ends), in layer 15, the third auxiliary effect is overwritten by the fourth auxiliary effect, and the third auxiliary effect before being overwritten is interrupted. By doing so, it is possible to effectively prevent auxiliary effects with the same nature in terms of the operation of the stop switch 120 from overlapping and sounding troublesome. However, at the start of the third stop operation of the stop switch 120 by the player, the sound is not overwritten in layer 14, so the third auxiliary voice is continuously output.

[0232] Also, as shown in Fig. 23(a), after the stop switch 120 is thirdarily operated by the player and the fourth auxiliary effect is assigned to layer 15, if the third stop operation of the stop switch 120 by the player is canceled before the fourth auxiliary effect is completed, that is, if the time from when the stop switch 120 is thirdarily operated to when the third stop operation of the stop switch 120 is canceled is less than the predetermined time (the time until the output of the fourth auxiliary effect ends), the fourth auxiliary voice is output in layer 14. Here, since a new sound is not overwritten in layer 15, the fourth auxiliary effect is continuously output. Therefore, even if the output of the fourth auxiliary voice starts before the output of the fourth auxiliary effect is completed, the fourth auxiliary effect is not overwritten by the fourth auxiliary voice, and the fourth auxiliary effect and the fourth auxiliary voice can be output simultaneously, and the player can appropriately grasp through hearing that the operation of the stop switch 120 has been accepted and that the payout of the electrified medal has occurred.

[0233] Also, as shown in FIG. 23(b), after the stop switch 120 is secondarily operated by the player, the third auxiliary voice is assigned to layer 14 and the third auxiliary effect is assigned to layer 15, and before the third auxiliary voice is completed, if the stop switch 120 is thirdly operated and released by the player, that is, if the time from when the stop switch 120 is secondarily operated until the third operation of the stop switch 120 is released is less than a predetermined time (the time until the output of either the third auxiliary effect or the third auxiliary voice ends), first, in response to the start of the third operation of the stop switch 120 by the player, the fourth auxiliary effect is overwritten in layer 15, and the third auxiliary effect before being overwritten is interrupted. Subsequently, in response to the release of the third operation of the stop switch 120 by the player, the third auxiliary voice is overwritten by the fourth auxiliary voice in layer 14, and the third auxiliary voice before being overwritten is interrupted. By doing so, it is possible to effectively prevent auxiliary effects or auxiliary voices having the same nature in terms of the operation result of the stop switch 120 from overlapping and sounding cumbersome. Also, it is possible to appropriately notify the player of the fourth auxiliary voice indicating that the player has obtained a benefit.

[0234] However, at least a wait time is included between the first auxiliary voice and the second auxiliary voice, and between the first auxiliary effect and the second auxiliary effect, and they do not overlap. Therefore, the player can appropriately recognize through hearing that the operations of the start switch 118 and the stop switch 120 have been received. In this way, by assigning voice data with separated output timings to the same layer, it is possible to prevent an increase in the number of layers.

[0235] In addition, each of the first auxiliary voice, the second auxiliary voice, the third auxiliary voice, and the fourth auxiliary voice corresponds to each of the first auxiliary effect, the second auxiliary effect, the third auxiliary effect, and the fourth auxiliary effect, and the former and the latter are assigned to different layers. Therefore, for example, even if the second auxiliary voice and the second auxiliary effect are output simultaneously, the player can hear both sounds, so that the player can appropriately grasp through hearing that there has been a notification of the stop switch 120 to be operated for the second time and that the operation of the stop switch 120 has been accepted.

[0236] Here, since the first auxiliary voice and the first auxiliary effect correspond to each other and are assigned to different layers, it has been explained that the player can hear both sounds. However, although both the first auxiliary voice and the first auxiliary effect are started with the start switch 118 as a trigger, strictly speaking, the start timing of the first auxiliary voice is set to be, for example, about 2 frames later than the start timing of the first auxiliary effect. Therefore, the player first hears the first auxiliary effect, for example, a sound such as "Pironn", and then hears the first auxiliary voice indicating the position of the stop switch 120 to be operated for the first time, for example, "middle (naka)". In this way, by outputting both the first auxiliary voice and the first auxiliary effect in response to the operation of the start switch 118 while making their start timings different, the player can recognize the position of the stop switch 120 to be operated for the first time clearly while grasping that the start switch 118 has been operated. With such a sound output mode, the first auxiliary voice can appropriately play a role as a voice supplementing the auxiliary performance.

[0237] Also, in the AT performance state, the second auxiliary effect corresponds to the stop sound in response to the first stop operation of the stop switch 120, and is assigned to different layers respectively. Also, the third auxiliary effect corresponds to the stop sound in response to the second stop operation of the stop switch 120, and is assigned to different layers respectively. Also, the fourth auxiliary effect corresponds to the stop sound in response to the third stop operation of the stop switch 120, and is assigned to different layers respectively. Also, the fourth auxiliary voice corresponds to the winning sound in response to the cancellation of the third stop operation of the stop switch 120, and is assigned to different layers respectively. Therefore, for example, even if the fourth auxiliary voice and the winning sound are output simultaneously, the player can hear both sounds, so the player can appropriately grasp through hearing that a predetermined winning combination has won and the winning result of the winning combination.

[0238] Here, it has been explained that since the fourth auxiliary voice corresponds to the winning sound and the fourth auxiliary voice and the winning sound are assigned to different layers respectively, the player can hear both sounds. However, although both the fourth auxiliary voice and the winning sound start triggered by the cancellation of the third stop operation of the stop switch 120, strictly speaking, the start timing of the fourth auxiliary voice is set to be, for example, about 2 frames later than the start timing of the winning sound. Therefore, the player first hears the winning sound, for example, a sound like "dada dada dada dada", and then hears the fourth auxiliary voice, for example, the voice "good job", which notifies the player that the correct combination has won according to the auxiliary performance after the player operates the stop switch 120. In this way, by winning a predetermined winning combination and outputting both the fourth auxiliary voice and the winning sound in response to the cancellation of the third stop operation of the stop switch 120 while making their start timings different, the player can grasp that a predetermined winning combination has won and clearly recognize that the correct combination has won. With such an output mode of the sound, the fourth auxiliary voice can appropriately play the role of a voice supplementing the winning sound.

[0239] Incidentally, in the above description, an example was given in which when the reel 110 starts rotating in response to an operation of the start switch 118 regardless of whether the production control means 254 is in the AT production state or the non-AT production state, a start sound is assigned to layer 1 of the audio circuit 240f. Here, the volume of the start sound may be made different between the AT production state and the non-AT production state. For example, in the AT production state, in order to emphasize that a game advantageous to the player is being executed, the volume of the background BGM or the production BGM may be larger than that in the non-AT production state. In this case, by making the volume of the start sound assigned to layer 1 in the AT production state larger than the volume of the start sound assigned to layer 1 in the non-AT production state, the player can appropriately perceive the start sound without it being buried in the background BGM or the production BGM. With such a configuration, for example, even if a so-called delayed production sound, which intentionally delays the start sound from the actual start of rotation of the reel 110, occurs, the player can more easily hear the delayed production sound, and the gaming performance can be improved.

[0240] Also, here, in the AT production state, the fourth auxiliary voice and the winning sound correspond to each other, and the fourth auxiliary voice and the winning sound are assigned to different layers, respectively, so it was explained that the player can hear both sounds. The relationship between the loudness (volume) of the fourth auxiliary voice and the winning sound is set such that the winning sound > the fourth auxiliary voice. Therefore, the player will hear the winning sound, for example, a sound like "dadadadadadada" at a high volume. In this way, when winning a predetermined winning combination and in response to the release of the third stop operation of the stop switch 120, by outputting both the fourth auxiliary voice and the winning sound while making their sizes different, the player can recognize that they have obtained a predetermined number of electronic medals as a gaming profit by the loudness and the repetition number of the sound ("da"), and can clearly recognize that the correct combination has won. With such an output mode of the sound, the winning sound can appropriately play the role of emphasizing the gaming profit.

[0241] Also, here, in the AT performance state, it has been explained that the first auxiliary effect, the second auxiliary effect, the third auxiliary effect, and the fourth auxiliary effect are assigned to the same layer 15. The relationship between the volume (loudness) of such a first auxiliary effect and other auxiliary effects is set such that the first auxiliary effect > (the second auxiliary effect, the third auxiliary effect, and the fourth auxiliary effect). Therefore, the player will hear the first auxiliary effect, for example, a sound like "Pironn" at a high volume. In the slot machine 100, a winning type lottery is conducted based on the operation of the start switch 118. Also, based on such an operation of the start switch 118, a lottery for transitioning to the AT performance state is also conducted. Further, in the AT performance state, when winning the winning type "batter's bell" based on the operation of the start switch 118, it is determined that an auxiliary performance will be executed and that a large gaming profit can be obtained according to the auxiliary performance. Thus, in the progress of the game, whether a gaming profit can be obtained depends greatly on the operation of the start switch 118. Therefore, the player can recognize by the loudness that the start switch 118, in which various lotteries are conducted in this way, has been operated at the desired timing. With such a sound output mode, it becomes possible to appropriately build up one game from the start point of the game.

[0242] In addition, in the AT performance state, when the player operates the start switch 118, the first auxiliary voice and the first auxiliary effect are output. Then, when the player operates the stop switch 120 according to the auxiliary performance, while each auxiliary voice and each auxiliary effect are output, the output of each stop sound is restricted (muted or volume-reduced). Specifically, an example is given where, in response to the player's operation of the start switch 118, the winning category "batting order bell A1" is won, and the performance control means 254 notifies the correct operation mode "batting order 3" as the auxiliary performance. At this time, in response to the player's operation of the start switch 118, the first auxiliary voice and the first auxiliary effect are output. In response to the player's first stop operation of the stop switch 120b, the second auxiliary voice and the second auxiliary effect are output. In response to the player's second stop operation of the stop switch 120a, the third auxiliary voice and the third auxiliary effect are output. In response to the player's third stop operation of the stop switch 120c, the fourth auxiliary effect is output. Here, in order to relatively emphasize the second auxiliary effect, the third auxiliary effect, and the fourth auxiliary effect, the stop sound is restricted. However, if the player does not follow the auxiliary performance, the output of subsequent auxiliary voices and auxiliary effects is restricted, and instead, the stop sound is output. For example, if the player mistakenly performs the first stop operation on the stop switch 120a, assuming it is an operation mode different from the correct operation mode, in response to the first stop operation, the output of the second auxiliary voice and the second auxiliary effect that should originally be output is restricted, and only the stop sound corresponding to the first stop operation that should not originally be output is output. In this way, due to the restricted output of the second auxiliary voice and the second auxiliary effect, the player realizes that they may have made an operation different from the correct operation mode and may not obtain the gaming benefits that they should have originally obtained. Here, it is possible to give the player a sense of disappointment from the time when the stop switch 120 is operated and prompt the player to operate according to the correct operation mode. In addition, even in the AT performance state, if the player does not win the winning category targeted by the auxiliary performance and the auxiliary performance is not executed, each auxiliary voice and each auxiliary effect are not output. Instead, each stop sound is output.

[0243] (Presentation mode) In the AT performance state, the performance control means 254 performs an auxiliary performance through the image circuit 240e in addition to the above-described audio circuit 240f.

[0244] FIG. 24 is an explanatory diagram for explaining an example of the auxiliary performance in the AT performance state. Here, it is assumed that, in response to the operation of the start switch 118 by the player, the winning category "batter bell A1" of the winning area 4 is determined in the winning category lottery. The performance control means 254 notifies the correct operation mode, which is the batting order 3, by the auxiliary performance, and the player can win either the winning role "minor role 1" or the winning roles "minor role 11" or "minor role 12" by operating the stop switch 120 according to the auxiliary performance.

[0245] In the sub-performance, the performance control means 254 causes the liquid crystal display unit 132 to display the first sub-image 410, the second sub-image 412, the third sub-image 414, and the fourth sub-image 416 through the image circuit 240e. Here, the first sub-image 410, the second sub-image 412, and the third sub-image 414 indicate the order in which the stop switch 120 should be operated. Specifically, the first sub-image 410 is represented by, for example, the numerical value "1", indicating the first stop operation of the stop switch 120, and is arranged at a position corresponding to the stop switch 120 (here, for example, the stop switch 120b) that should be subjected to the first stop operation in the correct operation mode on the liquid crystal display unit 132. Also, the second sub-image 412 is represented by, for example, the numerical value "2", indicating the second stop operation of the stop switch 120, and is arranged at a position corresponding to the stop switch 120 (here, for example, the stop switch 120a) that should be subjected to the second stop operation in the correct operation mode on the liquid crystal display unit 132. The third sub-image 414 is represented by, for example, the numerical value "3", indicating the third stop operation of the stop switch 120, and is arranged at a position corresponding to the stop switch 120 (here, for example, the stop switch 120c) that should be subjected to the third stop operation in the correct operation mode on the liquid crystal display unit 132. Further, the fourth sub-image 416 is an image for notifying the winning result of the winning role, and is, for example, the character string "GET" that notifies that the player has operated the stop switch 120 according to the sub-performance and the correct role has won.

[0246] When the start switch 118 is operated by the player, as shown in FIG. 24(a), the effect control means 254 starts displaying the first auxiliary image 410, the second auxiliary image 412, and the third auxiliary image 414, and then enlarges the first auxiliary image 410 to a predetermined first size, and enlarges the second auxiliary image 412 and the third auxiliary image 414 to a predetermined second size. Here, the first size is larger than the second size. Therefore, the player can visually recognize the relatively large first auxiliary image 410 and perform the first stop operation of the stop switch 120. Then, the effect control means 254 varies the first auxiliary image 410, the second auxiliary image 412, and the third auxiliary image 414 until the stop switch 120 is operated. Here, the variation is to periodically swing the front of the first auxiliary image 410, the second auxiliary image 412, and the third auxiliary image 414 left and right without changing their substantial sizes. However, not limited to such a case, it is sufficient if it is recognized that the first auxiliary image 410, the second auxiliary image 412, and the third auxiliary image 414 are not stopped, and various variation modes can be applied, such as changing the size and shape of the first auxiliary image 410, the second auxiliary image 412, and the third auxiliary image 414, swinging them up and down, rotating them left and right or up and down, rotating or rotating and swinging them clockwise or counterclockwise around the center of the image, and further combining these.

[0247] As shown in FIG. 24(b), when the stop switch 120b is first stopped by the player, the effect control means 254 stops the fluctuations of the first auxiliary image 410, the second auxiliary image 412, and the third auxiliary image 414. By stopping the first auxiliary image 410, the second auxiliary image 412, and the third auxiliary image 414, the player can appropriately recognize that the operation of the stop switch 120 has been accepted. Then, the effect control means 254 shifts the first auxiliary image 410 from the display state to the non-display state (a state where it is not displayed). In this way, the fact that the first auxiliary image 410, the second auxiliary image 412, and the third auxiliary image 414 shift from the display state to the non-display state over a predetermined time (gradually disappear) may be referred to as "non-display". Here, as an example of non-display, the transmittance of the first auxiliary image 410 is gradually increased until the transmittance reaches 100%, and the first auxiliary image 410 is erased. In parallel with the non-display of the first auxiliary image 410, the effect control means 254 enlarges the second auxiliary image 412 to the first size while maintaining the size of the third auxiliary image 414. Here, by making the first auxiliary image 410 corresponding to the operated stop switch 120b non-display and then enlarging the second auxiliary image 412 corresponding to the stop switch 120a to be operated next, the player can appropriately recognize the stop switch 120a to be operated without repeatedly operating the stop switch 120b. Note that here, as an example of the non-display mode of the first auxiliary image 410, an example of gradually increasing the transmittance is given. However, it is not limited to such a case, and it is sufficient if the image gradually becomes less noticeable and is finally erased. For example, the size of the image may gradually decrease, the shape may gradually become round, the image may be combined to become smaller overall by splitting, or it may be switched to another image, or various combinations thereof may be adopted. For example, the effect control means 254 may switch the first auxiliary image 410 to another image that abstracts the concept of the slot machine 100, enlarge the other image once, and then gradually increase the transmittance. Then, the effect control means 254 fluctuates the second auxiliary image 412 and the third auxiliary image 414 again until the stop switch 120 is operated next.

[0248] As shown in FIG. 24(c), when the stop switch 120a is secondarily operated by the player, the effect control means 254 stops the fluctuations of the second auxiliary image 412 and the third auxiliary image 414. Then, the effect control means 254 gradually increases the transmittance of the second auxiliary image 412 and finally erases it. In parallel with this, the effect control means 254 enlarges the third auxiliary image 414 to the first size. Then, the effect control means 254 fluctuates the third auxiliary image 414 again until the stop switch 120 is operated next.

[0249] As shown in FIG. 24(d), when the stop switch 120c is thirdarily operated by the player, the effect control means 254 stops the fluctuation of the third auxiliary image 414, gradually increases its transmittance, and finally erases it. Then, when the third stop operation of the stop switch 120 by the player is released, the effect control means 254 displays the fourth auxiliary image 416 on the liquid crystal display unit 132.

[0250] FIGS. 25 and 26 are timing charts for explaining the switching of sounds and images in the AT effect state. Since the switching of the sounds of layers 0, 1, 14, and 15 is the same as that in FIGS. 21 and 22(b), the detailed description thereof is omitted here. Here, in particular, the switching of the first auxiliary image 410, the second auxiliary image 412, the third auxiliary image 414, and the fourth auxiliary image 416 will be described. Also here, it is assumed that the start switch 118 is operated by the player and the winning category "Batting Order Bell A1" in the winning area 4 is won in the winning category lottery. The effect control means 254 notifies the batting order 3, which is the correct operation mode, by the auxiliary effect, and the player can win the winning role "Minor Role 1", or the winning role "Minor Role 11" or "Minor Role 12" by operating the stop switch 120 according to the auxiliary effect.

[0251] As shown in FIG. 25, when the player operates the bet switch 116, the effect control means 254 outputs a setting sound from the speaker 134. Subsequently, when the player operates the start switch 118, the effect control means 254 outputs the first auxiliary voice and the first auxiliary effect from the speaker 134, and starts displaying the first auxiliary image 410 on the liquid crystal display unit 132. Then, the effect control means 254 enlarges the first auxiliary image 410, stops the enlargement when the first auxiliary image 410 reaches the first size, and starts displaying the second auxiliary image 412 on the liquid crystal display unit 132. Then, the effect control means 254 enlarges the second auxiliary image 412, stops the enlargement when the second auxiliary image 412 reaches the second size, and starts displaying the third auxiliary image 414 on the liquid crystal display unit 132. Then, the effect control means 254 enlarges the third auxiliary image 414, stops the enlargement when the third auxiliary image 414 reaches the second size, and when the enlargement of all of the first auxiliary image 410, the second auxiliary image 412, and the third auxiliary image 414 is completed, starts the variation of the first auxiliary image 410, the second auxiliary image 412, and the third auxiliary image 414. At this time, the timing at which the enlargement of all of the first auxiliary image 410, the second auxiliary image 412, and the third auxiliary image 414 is completed is set to be later than the timing at which the output of the first auxiliary voice and the first auxiliary effect is completed. Here, although the enlargement completion timing of the first auxiliary image 410 is earlier than the output completion timing of the first auxiliary voice and the first auxiliary effect, the enlargement completion timing of the first auxiliary image 410 may be set to be later than the output completion timing of the first auxiliary voice and the first auxiliary effect.

[0252] Incidentally, the player cannot start the next game unless the game time from the previous game has elapsed for a predetermined wait time (e.g., 4.1 seconds). Here, the player can play the game at a so-called full weight so that the game time in one game does not exceed the wait time (4.1 seconds) by shortening the operation intervals of the bet switch 116, the start switch 118, and the stop switch 120. In this way, when the player executes the game at full weight, the reel 110 starts rotating after the enlargement of all of the first auxiliary image 410, the second auxiliary image 412, and the third auxiliary image 414 is completed. When the reel 110 starts rotating, the effect control means 254 outputs a start sound from the speaker 134.

[0253] In this way, when the start switch 118 is operated at the timing of full weight, the effect control means 254 starts outputting the first auxiliary effect and the first auxiliary voice in response to the operation, and also starts enlarging the first auxiliary image 410, the second auxiliary image 412, and the third auxiliary image 414. Then, after the output of the first auxiliary effect and the first auxiliary voice is completed, the effect control means 254 completes the enlargement of all of the first auxiliary image 410, the second auxiliary image 412, and the third auxiliary image 414 in response to the operation of the start switch 118. The effect control means 254 starts outputting the start sound after the enlargement of all of the first auxiliary image 410, the second auxiliary image 412, and the third auxiliary image 414 in response to the operation of the start switch 118 is completed. With such a configuration, the player can appropriately grasp by hearing and vision that the start switch 118 has been received and the reel 110 has started rotating accordingly.

[0254] Subsequently, when the stop switch 120 is first stopped by the player, the effect control means 254 outputs a stop sound, a second auxiliary voice, and a second auxiliary effect from the speaker 134, stops the fluctuations of the first auxiliary image 410, the second auxiliary image 412, and the third auxiliary image 414, gradually increases the transmittance of the first auxiliary image 410, and enlarges the second auxiliary image 412 to the first size. Then, the effect control means 254 varies the second auxiliary image 412 and the third auxiliary image 414 again. Also, when the stop switch 120 is second stopped by the player, the effect control means 254 outputs a stop sound, a third auxiliary voice, and a third auxiliary effect from the speaker 134, stops the fluctuations of the second auxiliary image 412 and the third auxiliary image 414, gradually increases the transmittance of the second auxiliary image 412, and enlarges the third auxiliary image 414 to the first size. Then, the effect control means 254 varies the third auxiliary image 414 again. Further, when the stop switch 120 is third stopped by the player, the effect control means 254 outputs a stop sound and a fourth auxiliary effect from the speaker 134, stops the fluctuation of the third auxiliary image 414, and gradually increases the transmittance of the third auxiliary image 414.

[0255] Subsequently, when the third stop operation of the stop switch 120 is released by the player, the effect control means 254 outputs a winning sound and a fourth auxiliary voice from the speaker 134, and displays the fourth auxiliary image 416 on the liquid crystal display unit 132.

[0256] In FIG. 25, an example is described in which the transmittance of the second auxiliary image 412 is gradually increased in accordance with the operation of the stop switch 120, and after the second auxiliary image 412 becomes invisible, the gradual decrease in the transmittance of the third auxiliary image 414 is started in accordance with the operation of the next stop switch 120. However, if the operation interval of the stop switch 120 by the player is short and the next stop switch 120 is operated before the second auxiliary image 412 becomes completely invisible, the gradual increase in the transmittance of the second auxiliary image 412 may be interrupted and it may be made invisible immediately.

[0257] For example, as shown in FIG. 26, after the stop switch 120 is secondarily operated by the player and the transmittance of the second auxiliary image 412 starts to gradually increase, before the transmittance of the second auxiliary image 412 reaches 100% (becomes non-displayed), if the player operates the stop switch 120 for the third time, that is, if the time from when the stop switch 120 is secondarily operated to when the stop switch 120 is thirdly operated is less than a predetermined time (the time until the display of the second auxiliary image 412 ends), the effect control means 254 stops the variation of the third auxiliary image 414, starts the gradual increase of the transmittance of the third auxiliary image 414, and as shown by the broken-line circle in FIG. 26, interrupts the gradual increase of the transmittance of the second auxiliary image 412 and immediately makes the second auxiliary image 412 non-displayed. In this way, by immediately making the second auxiliary image 412 corresponding to the operated stop switch 120 non-displayed, the player can appropriately recognize the stop switch 120 that was most recently operated. Also, as shown in FIG. 26, since the stop sound of layer 0 and the interruption of the third auxiliary effect of layer 15 are at the same timing as the interruption of the gradual increase of the transmittance of the second auxiliary image 412, the balance of the effect expressions of sound and image can be achieved.

[0258] However, unlike the case where the stop switch 120 is primarily or secondarily operated by the player, when the stop switch 120 is thirdly operated by the player, the operation of the player in one game is completed, and the player does not need to operate another stop switch 120. Therefore, after the stop switch 120 is thirdly operated by the player and the transmittance of the third auxiliary image 414 starts to gradually increase, even if the third operation of the stop switch 120 is cancelled by the player before the transmittance of the third auxiliary image 414 reaches 100% (becomes non-displayed), the effect control means 254 does not interrupt the gradual increase of the transmittance of the third auxiliary image 414 and continues to gradually increase it.

[0259] Here, an example has been described in which when the stop switch 120 is thirdly operated by the player, the gradual increase in the transmittance of the second auxiliary image 412 is interrupted. However, not limited to such a case, even if the stop switch 120 is thirdly operated by the player, the gradual increase in the transmittance of the second auxiliary image 412 may be continued.

[0260] Thus, in the slot machine 100, there are a start switch 118, a stop switch 120, sound output means (e.g., voice circuit 240f, speaker 134), display means (e.g., image circuit 240e, liquid crystal display unit 132), and effect control means 254 for controlling effects performed by the sound output means and the display means. The effect control means 254 causes the sound output means and the display means to perform predetermined auxiliary effects related to the operation sequence of the stop switch 120 (e.g., effects related to the first stop operation, the second stop operation, the third stop operation) and the operation result (e.g., effects related to the cancellation of the third stop operation). In the auxiliary effects, the sound output means outputs a plurality of auxiliary voices (e.g., the first auxiliary voice, the second auxiliary voice, the third auxiliary voice, the fourth auxiliary voice) and a plurality of auxiliary effects (e.g., the first auxiliary effect, the second auxiliary effect, the third auxiliary effect, the fourth auxiliary effect), and the display means displays a plurality of auxiliary images (e.g., the first auxiliary image 410, the second auxiliary image 412, the third auxiliary image 414, the fourth auxiliary image 416). In the auxiliary effects, when the stop switch 120 to be operated second is turned on, the sound output means starts outputting the third auxiliary voice and the third auxiliary effect. When the stop switch 120 to be operated third is turned on, the sound output means starts outputting the fourth auxiliary effect. When the stop switch 120 to be operated third is turned off, the sound output means starts outputting the fourth auxiliary voice. In the auxiliary effects, when the stop switch 120 to be operated second is turned on, the display means starts displaying a gradual erasure of the displayed second auxiliary image 412. When the stop switch 120 to be operated third is turned on, the display means starts displaying a gradual erasure of the displayed third auxiliary image 414. When the stop switch 120 to be operated third is turned off, the display means starts displaying the fourth auxiliary image 416. In the auxiliary effects, when the time from when the stop switch 120 to be operated second is turned on until the stop switch 120 to be operated third is turned on is less than the first predetermined time (the time until the earlier of the end of the third auxiliary effect and the end of the second auxiliary image 412), in response to the turning on of the stop switch 120 to be operated third, the output of the third auxiliary effect is interrupted and the output of the fourth auxiliary effect is started.Interrupt the display that gradually erases the second auxiliary image 412 and erase it, and start the display that gradually erases the third auxiliary image 414.,

[0261] Also, in the slot machine 100, in the auxiliary effect, the sound output means and the display means are such that the time from when the second stop switch 120 to be operated is turned on until the third stop switch 120 to be operated is turned off is the second predetermined time (the notification of the fourth auxiliary effect has not ended, the notification of the third auxiliary image has not ended, the time is longer than the first predetermined time, and the time until the third auxiliary voice ends). If it is not satisfied, in response to the OFF of the third stop switch 120 to be operated, the output of the third auxiliary voice is interrupted and the output of the fourth auxiliary voice is started, the output of the fourth auxiliary effect is not interrupted, and the display that gradually erases the third auxiliary image 414 may not be interrupted.,

[0262] Also, in the slot machine 100, there are a start switch 118, a reel 110, a stop switch 120, sound output means (e.g., voice circuit 240f, speaker 134), display means (e.g., image circuit 240e, liquid crystal display unit 132), and effect control means 254 for controlling the effects performed by the sound output means and the display means. The effect control means 254 causes the sound output means and the display means to perform a predetermined auxiliary effect related to the operation sequence of the stop switch 120 (e.g., an effect related to the first stop operation, the second stop operation, and the third stop operation). In the auxiliary effect, the sound output means outputs a rotation start sound (e.g., start sound), a plurality of auxiliary voices (e.g., first auxiliary voice, second auxiliary voice, third auxiliary voice), and a plurality of auxiliary effects (e.g., first auxiliary effect, second auxiliary effect, third auxiliary effect, fourth auxiliary effect), and the display means displays a plurality of auxiliary images (navi "1", "2", "3"). In the auxiliary effect, when the start switch 118 is turned ON, the sound output means starts outputting the first auxiliary voice and the first auxiliary effect, and when the reel 110 starts rotating, it starts outputting the rotation start sound. In the auxiliary effect, when the start switch 118 is turned ON, the display means starts a display of enlarging the first auxiliary image 410, the second auxiliary image 412, and the third auxiliary image 414. In the auxiliary effect, when the time from when the start switch 118 was turned ON in the previous game to when the start switch 118 is turned ON in the current game is less than a third predetermined time (a so-called full weight wait time (4.1 seconds)), in response to the start switch 118 being turned ON, after the output of the first auxiliary voice and the first auxiliary effect is completed, the enlargement of the first auxiliary image 410, the second auxiliary image 412, and the third auxiliary image 414 is completed, and after the enlargement of the first auxiliary image 410, the second auxiliary image 412, and the third auxiliary image 414 is completed, the output of the rotation start sound is started.

[0263] Also, in the slot machine 100, there is provided an effect state control means for determining one of the effect states including an AT effect state in which an auxiliary effect can be executed and a non-AT effect state in which an auxiliary effect cannot be executed. The rotation start sound in the AT effect state may be different from the rotation start sound in the non-AT effect state, and the volume of the rotation start sound in the AT effect state may be larger than the volume of the rotation start sound in the non-AT effect state.

[0264] Also, in the slot machine 100, in the auxiliary effect, after the enlargement of the first auxiliary image 410 is completed, the display means starts to display the first auxiliary image 410 fluctuating periodically. When the first stop switch 120 to be operated first is turned on while the first auxiliary image 410 is fluctuating periodically, the fluctuation of the first auxiliary image 410 is stopped, and in the state where the fluctuation of the first auxiliary image 410 has stopped, the display means may start to gradually erase the first auxiliary image 410 that was being displayed.

[0265] (Effect on the liquid crystal display unit 132) As described above, the effect state control means 224 may execute a so-called chance zone each time a predetermined number of games are completed in the normal effect state. Here, each time the number of games is completed, a randomly determined number of points is decreased, and when the number of points becomes 0 or less, the player is given an opportunity to shift to the chance zone.

[0266] For example, the effect state control means 224 has a point counter for counting the number of points. The initial value of the point counter is, for example, 1000 points. The effect state control means 224 determines the number of points by lottery in units of one game according to the progress of the game. Such a number of points may be different values (however, 1 or more) according to the result of the winning type lottery. For example, when winning the winning type "normal replay 1", a small number of points are often selected, but when winning the winning type "strong cherry" corresponding to a so-called rare combination, a large number of points are often selected.

[0267] Also, in this embodiment, the reel control means 216, in response to the operation of the start switch 118, extends the time from when the operation of the stop switch 120 was enabled in the previous game until the operation of the stop switch 120 by the player is enabled to display the lottery result of the winning combination lottery (which was disabled by the completion of the operation of the stop switch 120 in the previous game) beyond the specified time (wait time, for example, 4.1 seconds). During this time, the reels 110a, 110b, 110c are rotated together in the reverse or forward direction by a predetermined angle, and this is repeated one or more times, performing a so-called reel lock effect. The performance state control means 224 determines the number of points based on whether or not the reel lock effect is executed when the execution of the reel lock effect is determined according to the progress of the game. Therefore, for example, even when winning the same winning category, there is a higher possibility that a larger number of points will be selected when the reel lock effect is executed at the start of the rotation of the reel 110 than when the reel lock effect is not executed.

[0268] The performance state control means 224 subtracts the points determined from the value held in the point counter, and when the value becomes 0 points or less, determines whether to shift to the chance zone by lottery. Here, if it is not determined to shift to the chance zone, the performance state control means 224 resets the point counter to the initial value (for example, 1000 points). If it is determined to shift to the chance zone, the performance state control means 224 shifts to the chance zone. The performance state control means 224 conducts an AT lottery with a higher probability in the chance zone than in the normal performance state outside the chance zone. Here, if not winning the AT lottery, the performance state control means 224 resets the point counter to the initial value (for example, 1000 points) after the end of the chance zone. If winning the AT lottery, the performance state control means 224 shifts the performance state to the precursor performance state.

[0269] In this way, the points determined from the value of the point counter are subtracted. When the value becomes 0 points or less, the production state control means 224 determines whether or not to shift to the chance zone, and the production control means 254 performs a notification production for notifying whether or not the shift to the chance zone has been determined. In such a notification production, not only the determination of the shift to the chance zone but also the determination of the shift to the precursor production state may be notified. Note that the notification production is not limited to the case of notifying whether or not the shift to the chance zone or the precursor production state has been determined, and is executed when notifying whether or not any gaming profit has been obtained. Further, before the start of the notification production, the production control means 254 executes a start production for emphasizing the start of the notification production. Hereinafter, the start production will be described as an example of the production executed by the production control means 254.

[0270] FIG. 27 is a timing chart showing the timing of the production by the production control means 254, and FIG. 28 is an explanatory diagram showing the specific content of the production by the production control means 254. Here, it is assumed that the value of the point counter is close to 0 points, for example, 10 points.

[0271] At time point a in FIG. 27, it is assumed that the player operates the start switch 118, and the number of points of 10 points or more is determined according to the game result of the game (depending on the winning type selected), and the value of the point counter is subtracted to become 0 points or less. In response to the value of the point counter becoming 0 points or less, the production state control means 224 performs a lottery for shifting to the chance zone. The production control means 254 displays a video A indicating that there is a high possibility of obtaining some gaming profit in the game. However, at time point a, as shown in FIG. 28(a), the display value 450 of the point counter in the lower right region of the liquid crystal display unit 132 has not been updated yet, and the point value "10" which is the result of the previous game is shown. Here, the display value 450 of the point counter is the value of the point counter displayed on the liquid crystal display unit 132, but for the convenience of production, it is not always equal to the value of the point counter.

[0272] At time points b and c in FIG. 27, when the player performs the first stop operation and the second stop operation on the stop switch 120, the effect control means 254 updates the effect image to video B and video C at the timings of time points b and c, respectively.

[0273] At time point d in FIG. 27, when the player performs the third stop operation on the stop switch 120 and then releases the third stop operation, the effect state control means 224 updates the display value 450 of the point counter to "0" as shown in FIG. 28(b), and then the start effect is executed.

[0274] As the start effect, first, at time point e in FIG. 27, the effect control means 254 displays the start image 452 over the entire screen of the liquid crystal display unit 132 (at least the horizontal width is equal to the screen) as shown in FIG. 28(c). The start image 452 is, for example, the green character string "Development". However, the start image 452 is not limited to the character string "Development", and other characters, numerical values, or symbols may be used as long as it can be recognized that the notification effect is started. By visually recognizing the start image 452, the player can grasp that the value of the point counter has become 0 points or less and that there is a possibility of shifting to the chance zone. Thus, here, an example is given to explain that when the value of the point counter becomes 0 points or less, the start image 452 is displayed to start the notification effect indicating the possibility of shifting to the chance zone. However, the start image 452 is not limited to such a case, and it can be displayed on various occasions, such as the start timing of the notification effect (this precursor effect, fake precursor effect) for notifying whether to shift to the normal AT effect state, or the start timing of the notification effect for notifying whether to shift to the chance zone, which starts at a timing independent of the point counter regardless of the value of the point counter.

[0275] In addition, the performance control means 254 may display a suggestion image 454 in response to the point counter value becoming 0 points or less. Therefore, the start image 452 and the suggestion image 454 may be displayed in parallel. At the time f in FIG. 27, the performance control means 254 displays a small-sized suggestion image 454 near the display value 450 of the point counter in the lower right area of ​​the liquid crystal display unit 132, as shown in FIG. 28(d). Then, the performance control means 254 moves the suggestion image 454 toward the start image 452 while enlarging it, and stops it at a position where it overlaps with a part of the start image 452 (for example, the character "展" of the character string "発"), as shown in FIG. 28(e). At this time, the suggestion image 454 is displayed preferentially in front of the start image 452 in its maximum size. The performance control means 254 performs a performance in which a background color (effect) spreads radially from the suggestion image 454 at the timing of stopping, as shown in FIG. 28(f), to emphasize that the suggestion image 454 has stopped. Furthermore, after freezing the suggestion image 454 for a predetermined time, at time point g in Fig. 27, the performance control means 254 moves the suggestion image 454 to the lower right region of the liquid crystal display unit 132 while shrinking it, stops the suggestion image 454 near the display value 450 of the point counter as shown in Fig. 28(g), and deletes the suggestion image 454 as shown in Fig. 28(h). Note that the start image 452 continues to be displayed even at the timing when the suggestion image 454 is deleted.

[0276] Here, the suggestion image 454 is, for example, an image imitating a bill offered to a shrine when praying. However, the suggestion image 454 is sufficient if it suggests some expectation, such as the expectation of moving to the chance zone, and the image is not limited to a bill, and any image can be applied.

[0277] The base material (wooden board) part of such a ticket is decorated in beige, and characters and praying words are displayed on the base material. Also, in Suggestion Image 454, the hues, sizes, characters, and character strings to be decorated may be different. For example, in Suggestion Image 454, the colors of the characters, the colors of the words, the background (effect) color of the base material, etc. are represented by any of the three colors red, green, and blue. Here, depending on the hue, the expected degree of determining the transition to the chance zone is different. For example, the expected degree is high in the order of red > green > blue. Also, Suggestion Image 454 is represented in multiple sizes. Here, depending on the size, the expected degree of determining the transition to the chance zone is different. For example, the expected degree is high in the order of large > small. Also, in Suggestion Image 454, any one of a plurality of characters (Character A, Character B, Character C) is displayed. Here, depending on the displayed character, the expected degree of determining the transition to the chance zone is different. For example, the expected degree is high in the order of Character A > Character B > Character C. Also, in Suggestion Image 454, any one of a plurality of character strings ("Red Prayer", "Green Prayer", "Blue Prayer") is displayed. Here, depending on the displayed character string, the expected degree of determining the transition to the chance zone is different. For example, the expected degree is high in the order of "Red Prayer" > "Green Prayer" > "Blue Prayer". By visually recognizing Suggestion Image 454 in addition to Start Image 452, the player can estimate the expected degree of transitioning to the chance zone.

[0278] Here, the performance control means 254 first guides the player's gaze to the liquid crystal display unit 132 by displaying the start image 452 on the entire screen of the liquid crystal display unit 132, and emphasizes that the point counter value has become 0 points or less and that there is a possibility of moving to the chance zone by having the player recognize the character string "development". After that, the performance control means 254 moves the suggestive image 454 from the vicinity of the display value 450 of the point counter while enlarging it, thereby guiding the player's gaze to the suggestive image 454, and superimposes the suggestive image 454, which has reached its maximum size, on the character "development", which is part of the start image 452. The player will pay more attention to the suggestive image 454 because the suggestive image 454 blocks part of the character string "development" and because of the difference in hue between the character color (green) of the suggestive image 454 and the base material color (beige) of the suggestive image 454. Furthermore, the performance control means 254 emphasizes the expectation of moving to the chance zone by the display mode (decorated hue, size, character, and text) of the suggestive image 454 that has reached its maximum size. Then, when the time has passed during which the player can fully recognize the display mode of the suggestive image 454, the performance control means 254 shrinks the stopped suggestive image 454, moves it to the vicinity of the display value 450 of the point counter, and deletes it. At this time, since the start image 452 continues to be displayed, the player can clearly view the start image 452 again without it being obstructed by the suggestive image 454.

[0279] In this way, the player's gaze is first guided to the start image 452, and then at a different timing to the suggestive image 454. Through this two-stage gaze movement, the player can be reliably informed of the likelihood of transitioning to the chance zone in the start performance.

[0280] When the player operates the start switch 118 for the next game at time point h in FIG. 27, the start effect ends, the start image 452 is deleted, and the notification effect is started. The player can grasp whether or not the transition to the chance zone has been determined based on the result of the notification effect. Therefore, for example, if the color of the suggestion image 454 is red or the suggestion image 454 is large, the player will expect to have shifted to the chance zone.

[0281] In this way, the slot machine 100 includes main control means (for example, main CPU 200a) for controlling the progress of the game, effect control means 254 capable of displaying images, and a liquid crystal display unit 132. The main control means may give a predetermined privilege (for example, transition to the chance zone) according to the progress of the game. The effect control means can display an effect image on the liquid crystal display unit 132. The effect image includes a first image (for example, start image 452), a second image (for example, suggestion image 454), and a third image (for example, a suggestion image 454 different from the second image). The first image is larger than the second image and the third image. The second image is not displayed at the same time as the third image. When the second image is displayed, the expectation of being given a privilege is higher than when the third image is displayed. The second image does not overlap the first image at the first time point (for example, time point e) after the start of display of the first image, overlaps the first image at the second time point (for example, time point f) after the first time point, and does not overlap the first image at the third time point (for example, time point g) after the second time point. The third image does not overlap the first image at the fourth time point (for example, time point e) after the start of display of the first image, overlaps the first image at the fifth time point (for example, time point f) after the fourth time point, and does not overlap the first image at the sixth time point (for example, time point g) after the fifth time point.

[0282] Also, the second image and the third image overlap a part of the first image, and the overlapping area between the second image and the first image is larger than the overlapping area between the third image and the first image.

[0283] Here, an example where the suggestion image 454 overlaps the start image 452 has been described. However, in some cases, a warning image 456, which will be described later, may be further overlapped on either one or both of the start image 452 and the suggestion image 454.

[0284] As described above, when the number of game medals reaches a predetermined warning value, for example, 15,000 or more, a holding number warning notification that prompts the player to count is executed, and the lending process of the electronic medals is restricted. Such a holding number warning notification is canceled by performing a counting process. Also, even if the holding number warning notification is executed, if the player continues the game and the number of game medals reaches a predetermined holding upper limit value, for example, 16,369 or more (medal over error), an error notification (medal over error notification) is executed, and the progress of the game is restricted. Such a medal over error is canceled by performing a counting process.

[0285] FIG. 29 is an explanatory diagram showing the specific content of the effect by the effect control means 254. For example, the effect control means 254 displays a warning image 456 as a holding number warning notification or an error notification. At this time, if the start image 452 and the suggestion image 454 are being displayed, the start image 452, the suggestion image 454, and the warning image 456 will be displayed in parallel as shown in FIG. 29(a). The warning image 456 is composed of, for example, a character string "CREDIT has reached 15,000 or more. Please perform a count." and a pattern imitating the game medal number display device 128, and is generally displayed in a size of about 1 / 2 of the horizontal width and 1 / 2 of the vertical height of the liquid crystal display unit 132. The relationship of the occupied areas of the start image 452, the suggestion image 454, and the warning image 456 in the liquid crystal display unit 132 is such that start image 452 > warning image 456 > suggestion image 454. Also, the warning image 456 repeats display and non-display, for example, at a cycle of 1 second, asynchronously with other effect timings. However, the cycle is not limited to 1 second, and any time can be set. Also, it is not limited to repeating display and non-display periodically, and it may be always displayed.

[0286] Then, at the periodic display timing, the warning image 456 is superimposed on a part of the start image 452 and a part of the suggestive image 454 as shown in Fig. 29(a), and is preferentially displayed in front of the start image 452 and the suggestive image 454. Also, at the periodic non-display timing, the warning image 456 is hidden as shown in Fig. 29(b), so that the player can clearly view the start image 452 and the suggestive image 454. In this way, the player's line of sight is guided to the warning image 456, and the player can be encouraged to count.

[0287] In this way, even when the warning image 456 is superimposed on the start image 452 and the suggestive image 454, for example, as shown in Fig. 29(a), it is not superimposed on part of the characters "発" and "展" in the start image 452, or the character string "RED PRAYER" in the suggestive image 454, and the player can see part of the start image 452 and part of the suggestive image 454 without being obstructed by the warning image 456. In this way, by not superimposing the warning image 456 on part of the start image 452 and part of the suggestive image 454, even when the warning image 456 is displayed, the player can understand that the value of the point counter has reached 0 points or less, that there is a possibility of transition to the chance zone, and the expectation of transition to the chance zone in the start performance.

[0288] Therefore, at a second time point (e.g., time point f), a fourth image (e.g., warning image 456) is superimposed on a first image (e.g., start image 452) and a second image (e.g., suggestion image 454), but at the second time point, the information display of the second image (e.g., the character strings "RED PRAYER", "GREEN PRAYER", "BLUE PRAYER") is not superimposed on the fourth image. Note that the information display is not limited to character strings, and may be, for example, numbers or symbols that have significant information other than their shape.

[0289] (Performance during a penalty 1) As described above, in the non-AT performance state, the operation of the player's stop switch 120 is restricted to batting orders 1 and 2 (regular operation modes). Therefore, if the player operates in batting orders 3 to 6 (irregular operation modes) other than the regular operation mode, a penalty is imposed, and as a result, the expected number of acquired electronic medals is suppressed compared to the case of operating in the regular operation mode. However, the performance control means 254 must appropriately progress the performance without contradiction regardless of whether such a penalty has occurred.

[0290] Figure 30 is a timing chart for explaining the process when operated in the irregular operation mode. Here, in the progress of the game, the game in which an operation in the irregular operation mode has been made as a result is referred to as "the said game", and the next game of the said game is referred to as "the next game" for explanation.

[0291] First, when the player operates the start switch 118 at time point a in Figure 30 in the non-AT performance state, the winning type lottery means 214 conducts a winning type lottery in response to the operation of the start switch 118. Also, the performance state control means 224 conducts a lottery related to auxiliary performances (instruction functions) such as an AT lottery based on the result of the winning type lottery. Such lottery results are effectively processed (not subject to restrictions) regardless of the presence or absence of a penalty that will occur later in the said game.

[0292] Subsequently, the player operates the stop switch 120. At this time, assume that the player makes a first stop operation on the stop switch 120b instead of the stop switch 120a that should originally be operated, mistakenly or intentionally, at time point b. Then, an operation in the irregular operation mode has occurred at time point b. However, the performance state control means 224 does not impose a penalty at time point b.

[0293] Subsequently, when the player operates another stop switch 120 at time points c and d, the effect state control means 224 executes a penalty according to the irregular operation mode when releasing the third stop operation at time point d. When releasing after operating the third stop operation, as the first penalty, the effect state control means 224 does not update the count of the number of games related to the auxiliary effect.

[0294] Specifically, when the number of games until shifting to the AT effect state is determined, or when the number of games until shifting to an effect state where the probability of shifting to the AT effect state is high in the AT lottery is determined, the game is not regarded as the consumption of the number of games. For example, as described with reference to FIG. 11, when shifting to the AT effect state without shifting to the normal AT effect state by reaching the predetermined number of games (for example, 1500 games) of the staying games in the normal effect state (so-called ceiling function), or when a precursor effect is executed during a predetermined number of games (for example, a predetermined number of games of 32 games or less), and after the result indicating that the shift to the normal AT effect state is determined is notified and then shifting to the normal AT effect state, the number of games related to the game is not a consumption target and the count value of the number of games is not updated. Further, for example, as described with reference to FIG. 28, according to the progress of the game, the number of points is determined by lottery in units of one game, and by subtracting the number of points from the value of the point counter to be 0 or less, when determining whether to shift to the chance zone for performing the AT lottery with a higher probability than the normal effect state, the number of points is not determined and the value of the point counter is not updated. Therefore, internally, the number of games and the number of points are maintained without increasing or decreasing.

[0295] Subsequently, when the player operates the start switch 118 of the next game at time point e, the winning type lottery means 214 conducts a winning type lottery according to the operation of the start switch 118. The result of such a winning type lottery is effectively processed regardless of the presence or absence of a penalty in the game.

[0296] In addition, the effect state control means 224 conducts a lottery related to an auxiliary effect, such as an AT lottery, based on the result of the winning type lottery. However, when a player performs an operation in an irregular operation mode during the previous game (the current game), the effect state control means 224 suppresses the expectation of obtaining a game profit related to the auxiliary effect as a second penalty when the start switch 118 is operated.

[0297] Specifically, when the effect state control means 224 conducts an AT lottery based on the result of the winning type lottery or conducts an AT lottery based on the lottery result of whether to execute a reel lock effect, the probability of winning the AT lottery is suppressed as compared with the case where a regular operation mode is performed. In addition, when the effect state control means 224 conducts an AT lottery during the chance zone, the probability of winning the AT lottery is suppressed as compared with the case where a regular operation mode is performed. Further, when the effect state control means 224 determines the duration when shifting from a non-AT effect state to an AT effect state by lottery, the length of the duration is shortened as compared with the case where a regular operation mode is performed. Therefore, internally, the expectation of the lottery related to the auxiliary effect becomes low.

[0298] FIG. 31 is a timing chart for explaining the effect mode during a penalty. In FIG. 31, among the penalties due to an irregular operation mode being performed, in particular, the first penalty for not updating the count of the number of games related to the auxiliary effect is explained, and for the second penalty, for the sake of convenience of explanation, its detailed explanation is omitted. Here, it is assumed that before the start of the game, the value of the elapsed game number counter is 50 and the value of the point counter is 10. The elapsed game number counter is a counter that counts the number of games executed in the normal effect state without shifting to the normal AT effect state. In addition, the display value 458 of the elapsed game number counter indicating the value of the elapsed game number counter is shown in the lower left area of the liquid crystal display unit 132. However, the display value 458 of the elapsed game number counter is not necessarily equal to the value of the elapsed game number counter for convenience of the effect.

[0299] As shown in FIG. 31, when the player operates the start switch 118 at time point a, the effect control means 254 adds 1 to the display value 458 of the elapsed game number counter and displays "51" as shown in FIG. 31(a). However, here, a temporary addition process is performed on the premise that one game is appropriately completed, and the actual value of the elapsed game number counter remains 50. Further, the effect control means 254 starts a predetermined independent effect 460 according to the result of the winning type lottery corresponding to the operation of the start switch 118. Here, the independent effect 460 is an effect in which an effect performed continuously (related) to the game is not set for the next game, and for example, an effect that is completed in one game.

[0300] Subsequently, when the player operates the stop switch 120 in an irregular operation mode and releases the third stop operation of the stop switch 120 at time point b, the effect state control means 224 gives a first penalty. For example, the effect state control means 224 does not update the value of the elapsed game number counter and the value of the point counter. That is, the value of the elapsed game number counter is 50, and the value of the point counter is 10. Therefore, as shown in FIG. 31(b), the effect control means 254 maintains "10" without updating the display value 450 of the point counter. However, since the display value 458 of the elapsed game number counter has already been updated to "51" at time point a, and the player would feel distrust if the numerical value is decreased, the effect control means 254 maintains "51" as the display value 458 of the elapsed game number counter. Further, the effect control means 254 advances the independent effect 460 according to the operation of the stop switch 120.

[0301] Subsequently, when the player operates the start switch 118 at time point c of the next game, the effect control means 254 attempts to increment the display value 458 of the elapsed game count by 1. However, since the value of the elapsed game count remains at "50" without being updated, the effect control means 254 displays "51", which is the value of the elapsed game count counter (50) incremented by 1, as the display value 458 of the elapsed game count counter as shown in Fig. 31(c). That is, the effect control means 254 maintains "51" as the display value 458 of the elapsed game count counter. Further, the effect control means 254 ends the independent effect 460 according to the result of the winning type lottery corresponding to the operation of the start switch 118 and starts a new effect (for example, the default effect).

[0302] Subsequently, when the player operates the stop switch 120 in a regular operation mode and releases the third stop operation of the stop switch 120 at time point d, the effect state control means 224 appropriately updates the value of the elapsed game count counter and the value of the point counter. In this way, the value of the elapsed game count counter is incremented by 1 to become 51, and the value of the point counter is, for example, decremented by 1 to become 9. Therefore, the effect control means 254 updates the display value 450 of the point counter to "9" as shown in Fig. 31(d). Since the value of the display value 458 of the elapsed game count counter has already been updated to "51" at time point a, no further update is performed at time point d.

[0303] In Fig. 31, an example is given and explained in which a first penalty is given by an operation in an irregular operation mode and the values of the elapsed game count counter and the point counter are not updated. Therefore, the value of the display value 458 of the elapsed game count counter and the display value 450 of the point counter are maintained across the current game and the next game. Also, even if an operation in an irregular operation mode is performed in the current game, since the independent effect 460 is not set for the next game as an effect that is performed continuously (related) to the current game, the effect control means 254 can end the independent effect 460 in the current game as shown in Fig. 31(c).

[0304] However, if the effect that is to be performed continuously with the game is set for the next game, and the operation in the irregular operation mode causes the effect to end in that game, the intended continuity of the effect will be interrupted, giving the player a sense of discomfort. Therefore, the effect control means 254 may not end the effect according to the effect of the game in which the operation in the irregular operation mode is performed, and may continue it until the next game.

[0305] FIG. 32 is a timing chart for explaining the effect mode during a penalty. In FIG. 32 as well, the first penalty for which the count of the number of games related to the auxiliary effect is not updated will be described, and for the second penalty, for the sake of convenience of explanation, its detailed description will be omitted. Here, it is assumed that before the start of the game, the value of the elapsed game count counter is 31 and the value of the point counter is 10. Also, here, it is assumed that after the end of the normal AT effect, the game has shifted from 0 games to the premonitory effect state, and the normal AT effect state starts from the 33rd game after 32 games are completed.

[0306] As shown in FIG. 32, when a player operates the start switch 118 at time point a of the 32nd game, which is the final game in the premonitory performance state, the effect control means 254 adds 1 to the display value 458 of the elapsed game count counter and displays "32" as shown in FIG. 32(a). However, here, a temporary addition process is performed on the premise that one game is appropriately completed, and the actual value of the elapsed game count counter still remains at 31 games. Therefore, the premonitory performance state during 32 games has not yet satisfied the end condition. Further, the effect control means 254 starts a predetermined stage effect 462 according to the result of the winning type lottery corresponding to the operation of the start switch 118. Here, the stage effect 462 is an effect set for the next game that is performed continuously (related) to the current game, and is an effect used for suggesting or notifying a part of the continuous effect having a story or an effect starting from the next game. For example, as the stage effect 462, it includes a part of the continuously changing continuous effect, a character string "confirmed" notifying that it is determined to shift to the AT effect state from the next game, a character string "continue" notifying that the current effect state such as the AT effect state continues to the next game, a character string "development" suggesting that the above-described notification effect is started, and the like. Note that the stage effect 462 ...

Claims

【Claim 1】 Winning type lottery means for determining the success or failure of a plurality of winning types; Reel control means for rotationally controlling a plurality of reels on which a plurality of types of symbols are respectively arranged in response to an operation of a start switch, and for stoppingly controlling the reels corresponding to the operated stop switch respectively in response to an operation of the stop switch; Auxiliary effect execution means for executing an auxiliary effect for notifying a player of an operation mode advantageous to the player; Effect state control means for shifting to any one of a plurality of types of effect states including a normal effect state and a specific effect state more advantageous to the player than the normal effect state; Comprising: The auxiliary effect execution means: In the specific effect state, when winning the selected winning type in which the correct operation mode is set as the winning condition for the correct role, perform a first auxiliary effect for notifying the correct operation mode; In the specific effect state, when winning the selected winning type, there may be a case where a second auxiliary effect is performed to limit the stop switches to be stopped in the predetermined order of stop operations of the correct operation mode to a plurality of candidates without performing the first auxiliary effect; A gaming machine that restricts the execution of the second auxiliary effect in a state where the end condition of the specific effect state is satisfied or in an effect state in which the possibility of shifting to an effect state more advantageous to the player than the specific effect state is shown.

Citation Information

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