Game machine

The gaming machine introduces a dual-game state system with point-based transitions and enhanced notifications to improve player engagement and gaming value in slot machines.

JP2025109778AActive Publication Date: 2025-07-25KITA DENSHI CORP
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Patent Information

Application Number
JP2025077752
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-05-08
Publication Date
2025-07-25
Estimated Expiration
2041-01-15

AI Technical Summary

Technical Problem

Conventional gaming machines lack mechanisms to enhance player engagement and provide varied gaming experiences, particularly in slot machines, where the notification of winning combinations is limited to LED lighting and does not offer additional game value.

Method used

A gaming machine with a first and second game state, where the first state allows for game value through variable display and point accumulation, and the second state is a pseudo-game with enhanced notifications based on stored points, featuring a point awarding and storage system, and a determination mechanism to shift between states.

Benefits of technology

Enhances player engagement by offering a dynamic gaming experience with variable displays and point-based transitions, providing additional game value and increased player interaction through enhanced notification mechanisms.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a game machine with unprecedentedly high amusement properties.SOLUTION: The game machine includes: point giving means capable of giving points in a first game state, based on a winning combination determined by winning combination determining means; point storage means capable of storing points given by the point giving means; determination means capable of determining as to whether or not to cause a shit to a second game state, based on the points stored in the point storage means; and notification means capable of performing a specific notification based on the points stored in the point storage means. Based on being determined by the determination means that a shift is to be made to the second game state, variable display means is capable of stop-displaying, in a specific mode, identification information being variably displayed. In the second game, the notification means is configured such that the specific notification can be performed when making a notification regarding the operation to stop-display, in the specific mode, identification information being variably displayed by the variable display means.SELECTED DRAWING: Figure 38
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Description

Technical Field

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

Background Art

[0002] Conventionally, as a gaming machine, there is known a pachinko gaming machine provided with a variable display device capable of displaying a variable display game based on a plurality of identification information, and generating a specific gaming state advantageous to a player according to the result of the variable display game. Further, there is known a slot machine provided with a plurality of reels, executing a game by variably displaying the plurality of reels based on a start operation of a player, stopping the plurality of reels based on a stop operation of the player, and generating a specific gaming state according to a stop display mode of the plurality of reels. Further, in recent slot machines, when a specific gaming state occurs, the stop order of the reels for establishing the winning combination is notified by lighting of an LED or the like, and when the player stops the reels in the notified stop order, there are an increasing number of machines configured to stop the combination of symbols corresponding to the winning combination (Patent Document 1).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] However, there has been room for improvement in conventional gaming machines.

Means for Solving the Problems

[0005] In order to solve the above problems, a gaming machine according to the present invention includes a game state control means capable of controlling a first game state and a second game state that can be shifted from the first game state, a variable display means capable of variably displaying identification information, a first game control means capable of executing a first game for which a game value for executing the game can be imparted, along with the variable display of the variable display means, a second game control means capable of executing a second game, which is a pseudo game for which the game value cannot be imparted, along with the variable display of the variable display means, a winning combination determination means capable of determining a winning combination when the first game is executed, a point awarding means capable of awarding points based on the winning combination determined by the winning combination determination means in the first game state, a point storage means capable of storing the points awarded by the point awarding means, a determination means capable of determining whether or not to shift to the second game state based on the points stored in the point storage means, and a notification means capable of executing specific notification based on the points stored in the point storage means. The variable display means is capable of stopping and displaying the identification information being variably displayed in a specific manner based on a determination by the determination means that a shift to the second game state has been made. The notification means is configured to be capable of executing specific notification when executing notification regarding an operation for stopping and displaying the identification information being variably displayed by the variable display means in the specific manner in the second game.

Brief Description of the Drawings

[0006]

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Best Mode for Carrying Out the Invention

[0007] <First Embodiment> Hereinafter, the first embodiment of the present invention will be described with reference to the drawings. Here, a slot machine as an exemplary gaming machine according to the first embodiment of the present invention will be described.

[0008] First, the overall configuration of the slot machine 1 will be described with reference to FIGS. 1 to 2. The slot machine 1 is installed in a game arcade or the like. As shown in FIGS. 1 to 2, the slot machine 1 includes a front door 1a, a bet button 2a, a payout button 2c, an effect button 2d, an upper effect button 2f, a medal insertion slot 2, a start lever 3, reels 4, a stop button 5, a display window 6, a medal payout device 7, a medal payout opening 7b, a main display 8, a speaker 9, a front panel 19, a lamp 11, a navigation lamp 12, a favorable section lamp 13, a probability setting device 14, a display decoration frame 15, a drum unit 4d, a main control device 10, and a sub-control device 20.

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

[0010] [Schematic front view showing the appearance of the gaming machine] As shown in FIG. 1, a front door 1a is disposed on the front surface of the slot machine 1. The front door 1a is pivotally attached to one side (the left side when viewed from the front) of a main body (not shown) that is disposed on the rear side of the front door 1a and attached to island equipment (not shown), and is configured to be openable and closable in a single-opening form to the front side. Hereinafter, the left-right direction is shown in the state where the slot machine 1 is viewed from the front side.

[0011] When the slot machine 1 is viewed from the front side, the main display 8 is arranged at the center in the left - right direction at the upper part of the front door 1a. The main display 8 is composed of a liquid crystal display or the like capable of displaying a plurality of information such as information related to effects (effect images) as described later, and constitutes a display means. In front of the main display 8 at the upper part of the front door 1a, a display - decoration frame 15 having an opening at the center is arranged, and the main display 8 is arranged in a state where the display surface faces forward through the opening of the display - decoration frame 15.

[0012] Speakers 9 are arranged on each of the left and right sides of the main display 8, and for example, they can output sound effects corresponding to the effects displayed on the main display 8. Also, lamps 11 made of LEDs or the like are arranged on each of the left and right sides of the main display 8, and for example, they can output light in a light - emitting mode corresponding to the light at the time of winning of a role or the effects displayed on the main display 8.

[0013] An upper - effect button 2f, which is an example of an operation means, is arranged on the right side of the main display 8. The upper - effect button 2f is a push - type button that moves in the front - rear direction. The pressing operation of the upper - effect button 2f is detected by a non - contact sensor or the like and output to the sub - control device 20 as operation information of the upper - effect button 2f. Also, inside the upper - effect button 2f, a light - emitting source (not shown) made of an LED or the like is provided, and it can notify that the operation of the upper - effect button 2f is valid by the light emission of the light - emitting source.

[0014] A flat - plate - shaped front panel 19 with decorations and various function displays on its surface is arranged at the center in the up - down direction of the front door 1a in the slot machine 1. A drum unit 4d having a reel 4 as a variable - display means is arranged behind the front panel 19. Also, a display window 6 made of a translucent member through which the symbols attached to the reel 4 can be visually recognized from the front is formed at approximately the center of the front panel 19.

[0015] The reel 4 is composed of a left reel 4a, a middle reel 4b, and a right reel 4c arranged side by side in the left - right direction. The rotation axes of each of the reels 4a to 4c extend in the left - right direction and are set to have the same rotation center. The reel 4 (4a - 4c) has a pattern (identification information) continuous on its circumferential surface, and these patterns are configured to be identifiable from outside the machine through the display window 6. When the reel 4 rotates in one direction, for example, in the display window 6, the pattern can be variably displayed from top to bottom. A plurality of patterns (for example, 20) are represented on each of the reels 4a to 4c, and the types of patterns are, for example, "replay", "watermelon", "cherry", "bell", "7", etc. Note that the form of the reel 4 is not limited to this. For example, the number of patterns on the circumferential surface may be other than 20.

[0016] Above the display window 6 on the front panel 19, navigation lamps 12a, 12b, 12c capable of notifying the stop order of the stop buttons 5 described later are arranged corresponding to each of the reels 4a, 4b, 4c. Also, on the lower left side of the display window 6 on the front panel 19, for example, an advantageous - interval lamp 13 composed of an LED is arranged. The advantageous - interval lamp 13 is controlled to light during the advantageous interval (described later). Note that the slot machine 1 may control, instead of the advantageous - interval lamp 13, for example, the "dot" part of a 7 - segment display (also referred to as "7 - seg") that constitutes a payout - number display unit for displaying the number of medals paid out, etc., to light.

[0017] On the right side of the display window 6 (reel 4) on the front panel 19, a sub - display 17 is arranged. The sub - display 17 is composed of a liquid - crystal display or the like capable of displaying a plurality of information such as information related to effects (effect images) as described later, and constitutes a display means. Also, although the display area of the sub - display 17 is smaller than that of the main display 8, it is arranged at a position closer to the reel 4 than the main display 8, making it easy to visually recognize the displayed image while observing the rotation and stop states of the reel 4. Note that the sub-display 17 may be provided on the left side of the display window 6 (reel 4). Further, the sub-display 17 may be configured as a touch panel type display.

[0018] Below the front panel 19, a stepped portion protruding forward is formed, and a medal insertion slot 2, a bet button 2a exemplified as an operation means, and an effect button 2d are arranged on the upper surface of the stepped portion. The medal insertion slot 2 is a part where a player inserts a medal (game medium). Inside the medal insertion slot 2, a medal selector 2b (medal detection means), which is a sensor or the like for detecting the medal inserted into the medal insertion slot 2, is provided. The bet button 2a is a push-button for a player to input the number of bets that is a start condition of the game, and it is possible to input the maximum number of bets allowed in the slot machine 1 by one operation.

[0019] The effect button 2d is a push-button that moves in the vertical direction. The pressing operation of the effect button 2d is detected by a non-contact type sensor or the like and output to the sub-control device 20 as operation information of the effect button 2d. Further, inside the effect button 2d, a light-emitting source (not shown) made of an LED or the like is provided, and it is possible to notify that the operation of the corresponding effect button 2d is valid by the light emission of the light-emitting source. The effect button 2d is arranged at a position closer to the reel 4 than the upper effect button 2f described above.

[0020] On the front surface of the stepped portion, a start lever 3, a return button 2c, and a stop button 5 exemplified as an operation means (stop operation means) are arranged. The start lever 3 is a lever that a player operates to start the game. After the number of bets is input, the start lever 3 becomes valid and the game can be started. The return button 2c is composed of a push-button that moves in the front-rear direction, and it is a button that is operated when canceling the set number of bets or paying out the medals stored as credit medals. The stop button 5 is a button for stopping the rotating reel 4, and is composed of a push-type button that moves in the front-rear direction. The left stop button 5a, the middle stop button 5b, and the right stop button 5c are arranged at a predetermined interval in the horizontal direction corresponding to the left reel 4a, the middle reel 4b, and the right reel 4c.

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

[0022] [Block diagram showing the control configuration of the gaming machine in the first embodiment] FIG. 2 shows a block diagram of the control system in the slot machine 1 in the first embodiment. As shown in FIG. 2, the slot machine 1 includes a main control device 10 that performs lottery of winning combinations, control of game progress, etc., and a sub-control device 20 that is configured to be communicable with the main control device 10 and performs various effect controls, etc. based on control information from the main control device 10. The transmission of control information between the main control device 10 and the sub-control device 20 is limited to one direction from the main control device 10 to the sub-control device 20, preventing unauthorized signals from being input from the sub-control device 20 to the main control device 10.

[0023] The main control device 10 is connected to the bet button 2a, the medal selector 2b, the return button 2c, the start lever 3, the stop button 5, the probability setting device 14 (setting means), the external output terminal 18, the medal payout device 7, the drum unit 4d, and the advantageous section lamp 13 by communication cables, enabling control of each device. The main control device 10 is also provided with a storage unit (storage means) and a control unit.

[0024] The probability setting device 14 as the setting means enables the degree of advantage for the player to be set and changed in multiple stages by changing the winning probability of a specific game state (for example, a pseudo-bonus state) in multiple stages (for example, six stages). The main control device 10 performs a process of setting the winning probability of a specific game state to any one of a plurality of probability values with different probabilities based on the probability setting operation in the probability setting device 14. The set value set by the probability setting device 14 has the lowest probability value for setting 1, and the probability value increases as the number gets larger, with setting 6 having the highest probability value. Therefore, setting 1 is the most disadvantageous setting for the player (the setting with the lowest degree of advantage), and the larger the number, the more advantageous it is for the player, with setting 6 being the most advantageous setting for the player (the setting with the highest degree of advantage).

[0025] Note that the winning probability of a specific game state may be controlled with a fixed probability value without being affected by the set value of the probability setting device 14. Also, by changing the transition probability between the CZ state and the AT state according to the set value in the probability setting device 14, it is possible to change the degree of advantage for the player in multiple stages. Also, in addition to the specific game state, the winning probability of a predetermined minor winning combination (for example, the bell winning combination) may be made changeable in multiple stages (for example, 6 stages).

[0026] The external output terminal 18 outputs information related to the game in the slot machine 1 to a management device (not shown) or a calling device (not shown) installed in the game parlor, and outputs information for collecting various data such as the number of executed games, the number of medal insertions, the number of medal payouts, and the number of occurrences and transition periods of game states advantageous to the player (for example, the pseudo bonus state and the AT state described later) under the control of the main control device 10.

[0027] The drum unit 4d is a device integrally provided with the reels 4a to 4c and a stepping motor (not shown) for rotating each of the reels 4a to 4c. The medal payout device 7 has a medal storage section (not shown) that collects the medals inserted into the medal selector 2b as medals before payout, and is a device that pays out the medals stored in the medal storage section to the medal payout port 7b. The medal payout device 7 is provided with a sensor for detecting the paid-out medals. The medal selector 2b is provided on the downstream side of the medal insertion port 2 and is provided with a sensor for detecting the medals inserted from the medal insertion port 2.

[0028] The storage unit of the main control device 10 stores various information such as a game program related to the game, tables for performing lotteries for minor roles and AT states, and the like. In addition, the main control device 10 operates by a control unit and a storage unit in which a program is stored, and thereby performs processes related to the progress of the game of the slot machine 1.

[0029] Based on the signal from the start lever 3, the main control device 10 performs game start processing, processes for sampling random numbers from a random number generator (not shown), and the like. Then, a lottery process for roles is performed based on the sampled random numbers. Also, according to the control program of the storage unit, for example, by updating the random numbers at a predetermined timing, a random number generation process is performed, and based on the generated random numbers, a transition lottery process for a pseudo-bonus state, a continuous lottery process during the AT state, a topping-up lottery process during the AT state, and the like, which will be described later, are performed.

[0030] That is, the main control device 10 is provided with lottery means for lottery (determination) as to whether or not to grant benefits such as minor roles, pseudo-bonus states, and AT states in response to the execution of the game. In addition, the lottery pattern using random numbers may be other than the patterns described above. The lottery for roles may be performed based on randomly generated random numbers, and the transition lottery and topping-up lottery for the pseudo-bonus state and the AT state may be performed based on the random numbers generated by the random number generator. Or, all lotteries may be performed using randomly generated random numbers or random numbers generated by the random number generator.

[0031] In addition, the main control device 10 performs rotation control of the reels 4 based on the signal from the start lever 3. The main control device 10 detects the rotational positions of the respective reels 4a, 4b, 4c based on signals from sensors (not shown) provided on the respective reels 4a, 4b, 4c, and can grasp the rotational positions of the symbols on the respective reels 4a, 4b, 4c. Then, based on the signal from the stop button 5, control is performed to stop a desired symbol in the display window 6.

[0032] In addition, the main control device 10 realizes the game of the slot machine 1 by performing game progress processing involving internal lottery processing and the like, managing various information stored in the storage unit, and controlling devices such as the medal payout device 7 according to the operation of an operation unit such as the start lever 3.

[0033] The sub-control device 20 is connected to the effect button 2d, the upper effect button 2f, the speaker 9, the main display 8, the lamp 11, the navigation lamp 12, and the sub-display 17 by a communication cable and can communicate. The sub-control device 20 controls these devices according to the control information from the main control device 10. Further, the sub-control device 20 is provided with a storage unit and a control unit.

[0034] The storage unit of the sub-control device 20 stores various information such as programs related to effects, effect image data, and voice data. The sub-control device 20 operates by the control unit and the storage unit in which the program is stored, and performs processes such as effects synchronized with the game of the slot machine 1 according to commands (control information) from the main control device 10. For example, an effect image indicating the transition of the game state, the output of an effect sound, a lamp effect, etc. are performed by controlling the main display 8, the lamp 11, the speaker 9, etc.

[0035] In addition, the sub-control device 20 can control the switching timing of each effect based on the signal from the effect button 2d. Either one or both of the main control device 10 and the sub-control device 20 constitute the specific stop control means (first specific stop control means, second specific stop control means), stop operation notification means (first stop operation notification means, second stop operation notification means), first specific game state control means, second specific game state control means, first specific game state lottery means, notification control means, lottery means, effect control means, change control means, first game control means, second game control means, stop symbol determination means, privilege granting means, and notification means in the present invention.

[0036] [Arrangement of Reels in the First Embodiment] Next, the arrangement of the reel 4 exemplified as the variable display means will be described with reference to FIG. 3. The reel 4 as the variable display means is composed of a left reel 4a, a middle reel 4b, and a right reel 4c as individual variable display means. On each of the reels 4a to 4c, a plurality (20) of symbols related to winning combinations and transitions of the gaming state are represented, and the symbol arrangements are different from each other.

[0037] First, as shown in FIG. 6(a), on the left reel 4a, in the order of arrangement numbers 0 to 19, "Blank", "Bell B", "Watermelon", "Bell A", "Replay", "BAR", "Cherry", "Watermelon", "Bell A", "Replay", "Red 7A", "Red 7B", "Watermelon", "Bell A", "Replay", "White 7", "Bell B", "Watermelon", "Bell A", "Replay" are represented.

[0038] Also, as shown in FIG. 6(b), on the middle reel 4b, in the order of arrangement numbers 0 to 19, "Blank", "Bell B", "Replay", "Cherry", "Watermelon", "BAR", "Bell B", "Replay", "Cherry", "Watermelon", "Red 7A", "Bell A", "Replay", "White 7", "Watermelon", "White 7", "Bell A", "Replay", "Cherry", "Watermelon" are represented.

[0039] Also, as shown in FIG. 6(c), on the right reel 4c, in the order of arrangement numbers 0 to 19, "Blank", "Replay", "Bell A", "Cherry", "Watermelon", "BAR", "Replay", "Bell A", "Cherry", "Red 7B", "Red 7A", "Replay", "Bell A", "Cherry", "Watermelon", "White 7", "Replay", "Bell A", "Cherry", "Watermelon" are represented.

[0040] Note that in the illustration, it is notation for identifying each symbol, but on the actual reel 4, a predetermined design corresponding to each combination is applied. Also, "Bell A" and "Bell B", and "Red 7A" and "Red 7B" are set as symbols of the same system, respectively. The overall design is the same, but some internal designs are different. In addition, each of "Blank", "BAR", "Red 7A", and "White 7" is set as a special symbol, and the arrangement intervals of the special symbols on the left reel 4a are larger than the drawing-in range for the stop control of the drawings described later, making it impossible to perform a stop operation aiming at a plurality of special symbols simultaneously on the winning line.

[0041] In addition, each special symbol is designed so that a so-called pressing operation aiming at the special symbol is easier than other symbols, and it has a larger outer shape and a relatively prominent color scheme than other symbols. Furthermore, in order to make it easier to perform a pressing operation for distinguishing each of the symbols "Blank", "BAR", "Red 7A", and "White 7", for example, "Blank" is colored blue, "BAR" is colored black, "Red 7A" is colored red, and "White 7" is colored white. Note that "Red 7B" is also colored the same as "Red 7A", and by arranging "Red 7A" and "Red 7B" side by side, it makes the pressing easier. However, as will be described later, "Red 7B" has nothing to do with winning of the role. The symbol arrangement of the reel 4 is set as described above.

[0042] Such a slot machine 1 is configured to be able to execute the following slot machine game under the control of the main control device 10.

[0043] At the start of the game, medals are inserted from the medal insertion slot 2, or the number of bets is set from credit medals by operating the bet button 2a. Then, when the number of bets reaches a predetermined number (for example, three), one of the game start conditions is satisfied, and it becomes a game startable state in which the right to execute one game is held.

[0044] In the state where this game can be started, the operation of the start lever 3 becomes effective. In this effective state, when the start lever 3 is tilted, all the start conditions of the game are satisfied, the game starts, the reels 4a to 4c representing a plurality of symbols start to vary, and an internal lottery process is executed to pre-determine the lottery result of this game for the transition to a plurality of roles (including losing) such as replay roles and minor roles, pseudo-bonus states, and AT states before the stop of the reel 4. In the internal lottery process, the winning role of this game is determined by lottery from among a plurality of winning roles based on a predetermined winning probability. For example, lottery results such as a replay role or a bell role are derived by lottery.

[0045] Also, even when the main control device 10 receives a signal from the start lever 3, if the elapsed time from the start of rotation of the reel 4 in the previous game has not exceeded a predetermined time (for example, 4.1 seconds), the start of rotation of the reel 4 is temporarily waited for (a waiting time is inserted) to delay the start of rotation of the reel 4, thereby performing limit control to limit the number of games so that the number of games executed per unit time (for example, 1 minute) is within a predetermined number (for example, 14 times). That is, the main control device 10 is provided with game number limiting means capable of limiting the number of games executed per unit time within a predetermined number. By this control, the shortest execution time required for one game is defined as a predetermined time (for example, 4.1 seconds). Note that the period for monitoring the shortest execution time may be set based on other criteria than the start time of rotation of the reel 4 between games. For example, it may be based on the time when the stop button 5 is made effective, or any time point may be used as long as the number of games per unit time can be monitored.

[0046] When the game starts, each of the reels 4a to 4c gradually increases its rotation speed from the stopped state and reaches a steady rotation at a constant speed. When such a steady rotation is reached, the stop buttons 5a to 5c provided corresponding to each of the reels 4a to 4c become in a state where they can be pressed.

[0047] When each of the stop buttons 5a to 5c is pressed in this state, the reels 4a to 4c are stopped under control so as to stop at a combination of symbols permitted by the operation timing and the lottery result of the internal lottery process. For the stop control of each of the reels 4a to 4c, a draw-in range is set for each. When a stop operation is performed, a predetermined number (for example, four) of symbols in the reverse rotation direction (upward direction) from the symbol at the time of the stop operation can be drawn in, and it is possible to stop on any of the symbols within this draw-in range on the valid line.

[0048] In the stopped state, the reels 4a to 4c stop (stop display) so that three symbols consecutive in the vertical direction shown on each of them face outside the machine through the display window 6, and the presence or absence of a winning is determined based on the stop display mode at this time. The determination of winning is made based on the combination of symbols that stop on the middle winning line connecting the middle symbols of each reel 4 in the display window 6.

[0049] The winning of small winning combinations, replay combinations, etc. is determined based on the combination of symbols on such a winning line. Examples of small winning combinations include the bell combination, watermelon combination, and cherry combination.

[0050] For the bell combination, two different bell combinations with corresponding symbol combinations are provided. For example, there is a push-order bell combination in which the symbol combinations of "Bell A" and "Bell B" are formed in the display window 6, and a color bell combination in which any one of the special symbols and one are on the left reel 4a and the symbol combination of "Bell A" is on the middle reel 4b and the right reel 4c.

[0051] Furthermore, for the push-order bell combination, when the stop buttons 5a to 5c are operated in one push order (specific push order) out of six push orders (for example, "5a → 5b → 5c", "5c → 5b → 5a", etc.), and predetermined symbols stop on each of the reels 4a to 4c (individual variable display means), six push-order bell combinations 1 to 6 are provided in which the corresponding symbol combinations stop and are displayed in a predetermined order in the display window 6.

[0052] Push Order Bell Role 1 is a push order bell role that can only win if the push order is "5a → 5b → 5c", and when the push order is correct, either "Bell A" or "Bell B" will stop on the upper line in the display window 6. For example, as shown in FIG. 4(a), the symbols "Bell A", "Replay", and "BAR" in the range of sequence numbers 3 to 5 are displayed in the display window 6 on the left reel 4a, the symbols "Bell B", "Replay", and "Cherry" in the range of sequence numbers 1 to 3 are displayed in the display window 6 on the middle reel 4b, and the symbols "Bell A", "Cherry", and "Watermelon" in the range of sequence numbers 2 to 4 are displayed in the display window 6 on the right reel 4c, and the symbol combination of "Bell A - Bell B - Bell A" is displayed on the top line when the button press sequence is correct. However, since the winning decision is made on the middle winning line, the winning combination is actually determined to be the "Replay Replay Cherry" symbol combination that stops on the middle winning line.

[0053] The push order bell role 2 is a push order bell role that can only win if the push order is "5a → 5c → 5b", and when the push order is correct, either "Bell A" or "Bell B" will stop on the lower right diagonal line in the display window 6. For example, as shown in FIG. 4(b), the symbols "Bell A", "Replay", and "BAR" in the range of sequence numbers 3 to 5 are displayed in the display window 6 on the left reel 4a, the symbols "Red 7A", "Bell A", and "Replay" in the range of sequence numbers 10 to 12 are displayed in the display window 6 on the middle reel 4b, and the symbols "Blank", "Replay", and "Bell A" in the range of sequence numbers 0 to 2 are displayed in the display window 6 on the right reel 4c, and the symbol combination "Bell A - Bell A - Bell A" is displayed on the diagonally lower right line when the pressing sequence is correct. However, in reality, the winning combination is determined to be the "Replay Bell A Replay" symbol combination that stops on the middle winning line.

[0054] The push order bell combination 3 is a push order bell combination in which a winning is established only when the push order is "5b → 5c → 5a". When the push order is correct, either "Bell A" or "Bell B" stops on the middle winning line in the display window 6, and this symbol combination is determined to be a winning combination. For example, as shown in FIG. 4(c), on the left reel 4a, the symbols "Watermelon", "Bell A", and "Replay" in the range of arrangement numbers 2 to 4 stop in the display window 6. On the middle reel 4b, the symbols "Red 7A", "Bell A", and "Replay" in the range of arrangement numbers 10 to 12 stop in the display window 6. On the right reel 4c, the symbols "Replay", "Bell A", and "Cherry" in the range of arrangement numbers 1 to 3 stop in the display window 6, and the symbol combination "Bell A·Bell A·Bell A" stops on the middle line when the push order is correct.

[0055] The push order bell combination 4 is a push order bell combination in which a winning is established only when the push order is "5b → 5a → 5c". When the push order is correct, either "Bell A" or "Bell B" stops on the small mountain-shaped line connecting the lower, middle, and lower parts in the display window 6. For example, as shown in FIG. 4(d), on the left reel 4a, the symbols "Bell B", "Watermelon", and "Bell A" in the range of arrangement numbers 1 to 3 stop in the display window 6. On the middle reel 4b, the symbols "Red 7A", "Bell A", and "Replay" in the range of arrangement numbers 10 to 12 stop in the display window 6. On the right reel 4c, the symbols "Blank", "Replay", and "Bell A" in the range of arrangement numbers 0 to 2 stop in the display window 6, and the symbol combination "Bell A·Bell A·Bell A" stops on the small mountain-shaped line when the push order is correct. However, actually, the symbol combination "Watermelon·Bell A·Replay" that stops on the middle winning line is determined to be a winning combination.

[0056] The push order bell combination 5 is a push order bell combination in which a winning is established only when the push order is "5c → 5a → 5b". When the push order is correct, either "Bell A" or "Bell B" stops on the upper right diagonal line in the display window 6. For example, as shown in Fig. 4(e), on the left reel 4a, the symbols "Cherry", "Watermelon", and "Bell A" in the range of array numbers 6 to 8 stop within the display window 6, on the middle reel 4b, the symbols "Red 7A", "Bell A", and "Replay" in the range of array numbers 10 to 12 stop within the display window 6, and on the right reel 4c, the symbols "Bell A", "Cherry", and "Watermelon" in the range of array numbers 2 to 4 stop within the display window 6, and the symbol combination of "Bell A·Bell A·Bell A" stops on the upper right diagonal line when the pressing order is correct. However, in reality, the symbol combination of "Watermelon·Bell A·Cherry" that stops on the middle winning line is determined to be a winning combination.

[0057] The pressing order bell role 6 is a pressing order bell role in which a win is established only when the pressing order is "5c→5b→5a", and when the pressing order is correct, either "Bell A" or "Bell B" stops on the small V-shaped line connecting the upper, middle, and upper parts within the display window 6. For example, as shown in Fig. 4(f), on the left reel 4a, the symbols "Bell A", "Replay", and "BAR" in the range of array numbers 3 to 5 stop within the display window 6, on the middle reel 4b, the symbols "Red 7A", "Bell A", and "Replay" in the range of array numbers 10 to 12 stop within the display window 6, and on the right reel 4c, the symbols "Bell A", "Cherry", and "Watermelon" in the range of array numbers 2 to 4 stop within the display window 6, and the symbol combination of "Bell A·Bell A·Bell A" stops on the small V-shaped line when the pressing order is correct. However, in reality, the symbol combination of "Replay·Bell A·Cherry" that stops on the middle winning line is determined to be a winning combination.

[0058] As described above, when any of the pressing order bell roles 1 to 6 is selected, the symbol combination that establishes the selected pressing order bell role stops on the winning line only when the stop buttons 5a to 5c are operated in the corresponding pressing order. That is, the main control device 10 constitutes first specific stop control means capable of deriving, as a first specific stop mode in which a predetermined number (for example, six) of medals can be awarded as a first privilege, a winning symbol combination of the push-order bell combination corresponding to the selected push-order bell combination based on the operation of the push order corresponding to the selected push-order bell combination for the player.

[0059] When winning the push-order bell combination, regardless of the stop button 5 operated second and third, as long as only the stop button 5 operated first follows a specific push order, the stop control of the reel 4 may be performed so that the symbol combination corresponding to the push-order bell combination stops. Also, the push-order bell is not limited to six types, and three types of push-order bells 1 to 3 may be provided. In addition, as a bell combination, a common bell combination that wins without restrictions on the push order may be provided in addition to the push-order bell combination.

[0060] On the other hand, the color bell combination includes a color bell combination 1 in which a winning combination is established when the symbol combination of "blank · bell A · bell A" stops on the middle winning line, a color bell combination 2 in which a winning combination is established when the symbol combination of "BAR · bell A · bell A" stops on the middle winning line, a color bell combination 3 in which a winning combination is established when the symbol combination of "red 7A · bell A · bell A" stops on the middle winning line, and a color bell combination 4 in which a winning combination is established when the symbol combination of "white 7 · bell A · bell A" stops on the middle winning line.

[0061] Specifically, as shown in Fig. 5(a), for the color bell combination 1, it is essential that the symbols of "replay", "blank", and "bell B" in the range of arrangement numbers 19 to 1 stop in the display window 6 on the left reel 4a. For the middle reel 4b, for example, the symbols of "red 7A", "bell A", and "replay" in the range of arrangement numbers 10 to 12 stop in the display window 6. For the right reel 4c, for example, the symbols of "replay", "bell A", and "cherry" in the range of arrangement numbers 1 to 3 stop in the display window 6, and when the symbol combination of "blank · bell A · bell A" stops on the middle winning line, it is a color bell combination that wins.

[0062] In addition, as shown in Fig. 5(b), for the color bell combination 2, it is essential that the symbols of "REPLAY", "BAR", and "CHERRY" in the range of arrangement numbers 4 to 6 stop in the display window 6 on the left reel 4a. For example, the symbols of "RED 7A", "BELL A", and "REPLAY" in the range of arrangement numbers 10 to 12 stop in the display window 6 on the middle reel 4b, and the symbols of "REPLAY", "BELL A", and "CHERRY" in the range of arrangement numbers 1 to 3 stop in the display window 6 on the right reel 4c. When the symbol combination of "BAR·BELL A·BELL A" stops on the middle winning line, it is a color bell combination that wins a prize.

[0063] In addition, as shown in Fig. 5(c), for the color bell combination 3, it is essential that the symbols of "REPLAY", "RED 7A", and "RED 7B" in the range of arrangement numbers 9 to 11 stop in the display window 6 on the left reel 4a. For example, the symbols of "RED 7A", "BELL A", and "REPLAY" in the range of arrangement numbers 10 to 12 stop in the display window 6 on the middle reel 4b, and the symbols of "REPLAY", "BELL A", and "CHERRY" in the range of arrangement numbers 1 to 3 stop in the display window 6 on the right reel 4c. When the symbol combination of "RED 7A·BELL A·BELL A" stops on the middle winning line, it is a color bell combination that wins a prize.

[0064] In addition, as shown in Fig. 5(d), for the color bell combination 4, it is essential that the symbols of "REPLAY", "WHITE 7", and "BELL B" in the range of arrangement numbers 14 to 16 stop in the display window 6 on the left reel 4a. For example, the symbols of "RED 7A", "BELL A", and "REPLAY" in the range of arrangement numbers 10 to 12 stop in the display window 6 on the middle reel 4b, and the symbols of "REPLAY", "BELL A", and "CHERRY" in the range of arrangement numbers 1 to 3 stop in the display window 6 on the right reel 4c. When the symbol combination of "WHITE 7·BELL A·BELL A" stops on the middle winning line, it is a color bell combination that wins a prize.

[0065] In addition, for the color bell combination, unlike the pressing-order bell combination, winning is possible regardless of the pressing order. However, as described above, each of the special symbols has an arrangement interval that exceeds the attracting range. Therefore, in order to achieve a win, an aiming press operation for any one of the special symbols is required on the left reel 4a as a predetermined individual variation display means.

[0066] As described above, when any one of the color bell roles 1 to 4 is selected, the symbol combination that establishes the selected color bell role will stop on the winning line only when a pressing operation aiming at the corresponding special symbol is performed on the left reel 4a. That is, the main control device 10 constitutes second specific stop control means capable of deriving the symbol combination for winning the color bell role as a second specific stop mode in which a predetermined number (for example, 15 medals) of medals can be awarded as a second privilege based on an operation aiming at the special symbol corresponding to the selected color bell role as the second stop operation mode by the player. In addition, an operation aiming at a special symbol may be performed on a predetermined reel 4, and the winning symbol combination may be derived only when the reel 4 stops in a preset pressing order for the other reels 4.

[0067] The watermelon role is a minor role (rare role) in which the corresponding symbol combination is "watermelon · watermelon · watermelon". There are a weak watermelon role in which "watermelon · watermelon · watermelon" stops on the upper line or the lower line, and a strong watermelon role in which "watermelon · watermelon · watermelon" stops on the upper right diagonal line or the lower right diagonal line. The cherry role is a minor role (rare role) in which the corresponding symbol combination is "cherry · ANY · ANY". There are a weak cherry role in which "cherry" stops on the upper or lower stage of the left reel 4a, and a strong cherry role in which "cherry" stops in the middle stage of the left reel 4a.

[0068] For the replay role, two replay roles with different corresponding symbol combinations are provided. A normal replay role (hereinafter referred to as the replay role) in which the corresponding symbol combination is "replay · replay · replay" and a chance replay role (chance role) in which the corresponding symbol combination is "replay · bell · bell" are provided. "Replay · bell · bell" (chance symbol) is the symbol combination that stops and is displayed when the chance replay role is selected. Together with the watermelon role and the cherry role, it is set as a so-called rare role with a relatively low winning probability in the internal lottery process. Regarding the watermelon symbol, cherry symbol, and replay symbol, similar to the bell symbol in the pressing order, the winning determination is made based on the symbol that stops on the middle winning line when each of the above-mentioned symbol combinations stops. Also, the cherry symbol and watermelon symbol may be regarded as a type of replay symbol.

[0069] The symbols corresponding to the replay symbol and the symbols corresponding to the bell symbol in the pressing order (either "Bell A" or "Bell B") are provided so as to always be within the drawing range regardless of the timing of the stop operation of each reel 4, and so-called aiming operations for the "Replay" symbol, "Bell A" symbol, or "Bell B" symbol are not required. On the other hand, the "Cherry" symbol on the left reel 4a and the "Watermelon" symbol on the middle reel 4b are arranged with a part having an interval wider than the drawing range. Therefore, when winning the cherry symbol, an aiming operation for the "Cherry" symbol is required during the stop operation of the left reel 4a, and similarly, when winning the watermelon symbol, an aiming operation for the "Watermelon" symbol is required during the stop operation of the middle reel 4b. Note that when winning the cherry symbol and watermelon symbol, if an aiming operation is required, the arrangement of the "Cherry" symbol and "Watermelon" symbol on each reel 4 may be any.

[0070] In addition, the main control device 10 and the sub-control device 20 can execute a pressing order navigation for each game as a notification state regarding the bell symbol in the pressing order. The pressing order navigation is a state in which when any one of the bell symbols 1 to 6 in the pressing order wins, the pressing order of the winning bell symbol in the pressing order is notified (the pressing order navigation is executed) by the main display 8 and the navigation lamp 12. Therefore, when the pressing order navigation is executed, the player can win the winning bell symbol in the pressing order as long as the reel 4 is stopped along the instructed pressing order.

[0071] That is, in a game where the sub-control device 20 can stop the winning symbol combination of the push-order bell role as the first specific stop mode, the sub-control device 20 constitutes first stop operation notification means capable of notifying the player in a recognizable manner of a first stop operation mode for stopping the winning symbol combination. Also, as the first stop operation mode, the sub-control device 20 notifies the stop operation order for each of the reels 4a to 4c as a plurality of individual variable display means.

[0072] Similarly, as a notification state regarding the color bell role, a color navigation can be executed for each game. The color navigation is a state in which when any one of the color bell roles 1 to 4 wins, the type of special symbol on the left reel 4a corresponding to the winning color bell role is notified (color navigation is executed) by the main display 8. Therefore, when the color navigation is executed, if the player performs a target pressing operation aiming at the notified special symbol on the left reel 4a, it is possible to win the winning color bell role.

[0073] That is, in a game where the sub-control device 20 can stop the winning symbol combination of the color bell role as the second specific stop mode, the sub-control device 20 constitutes second stop operation notification means capable of notifying the player in a recognizable manner of a second stop operation mode for stopping the winning symbol combination. Also, as the second stop operation mode, the sub-control device 20 notifies a stop operation mode for deriving a predetermined symbol on the left reel 4a as a predetermined individual variable display means. In this way, it is possible for the player to easily acquire medals by executing the push-order navigation and the color navigation, and either the push-order navigation or the color navigation is executed (activated) during a pseudo-bonus state and an AT state, which will be described later.

[0074] Based on the symbol combination as described above, the winning of small roles and replay roles is respectively determined (determination means). As a result of the determination, when the symbol combination is the symbol combination corresponding to each of the above, a winning is established and a game value corresponding to the establishment of each winning is given. For example, when the combination of symbols corresponding to small winning combinations such as the bell combination, the cherry combination, and the watermelon combination stops, it is determined that a small winning combination has been achieved, and when the medal payout device 7 is driven and controlled, a predetermined number of medals are paid out through the medal payout opening 7b.

[0075] Specifically, in the case of the push-order bell combination, when the corresponding combination of symbols stops and is displayed, 6 medals are paid out. Also, when the push-order bell combination wins, if the stop buttons 5a to 5c are operated in a push order other than the specific push order (5 push orders) and the corresponding combination of symbols does not stop and is displayed, a number of medals less than 6 (for example, 1 medal) are paid out.

[0076] Also, in the case of the color bell combination, when the corresponding combination of symbols stops and is displayed, 15 medals are paid out. Also, when the color bell combination wins, if none of the special symbols stops and is displayed on the middle winning line of the left reel 4a, no medals are paid out. Note that for the push-order bell combination and the color bell combination, during the pseudo-bonus state and the AT state described later, the winning probability is set such that the number of medals held by the player increases.

[0077] Also, when the combination of symbols corresponding to the weak watermelon combination and the strong watermelon combination stops and is displayed, 2 medals are paid out. Also, when the combination of symbols corresponding to the weak cherry combination and the strong cherry combination stops and is displayed, 1 medal is paid out. Note that the number of medals paid out when the combination of symbols corresponding to each winning combination stops and is displayed may be other than the number of medals described above.

[0078] Also, when the combination of symbols corresponding to the replay combination and the chance replay combination (chance combination) stops and is displayed, the replay combination and the chance replay combination are determined, and in the next game, a game can be played with the same bet number as the bet number set in the previous game without inserting medals (without setting the bet number).

[0079] In addition, for the winning probabilities of each role, at each set value, the relationship is as follows: the push-order bell role > the color bell role > the replay role > the weak cherry role > the weak watermelon role > the chance replay role > the strong watermelon role > the strong cherry role. That is, it is assumed that the bell role is most likely to win, and the strong cherry role is least likely to win. However, the winning probability of the push-order bell role here is the sum value of each push-order bell role, and the same applies to the color bell role. Note that the relationship of the winning probabilities of each role may be other than the above. In addition, the weak cherry role, the weak watermelon role, the chance replay role (chance role), the strong cherry role, and the strong watermelon role are referred to as rare roles in the sense of winning roles that are difficult to win.

[0080] [Flow of the game in the gaming machine of the first embodiment] Next, the flow of the game of the slot machine 1 will be described with reference to FIG. 6. FIG. 6 is a diagram for explaining the gaming state in the slot machine 1 according to the first embodiment. The main control device 10 and the sub-control device 20 can control the slot machine 1 into a plurality of gaming states, and perform various processes in each gaming state, control of the transition between gaming states (hereinafter simply referred to as "transition"), etc. as follows.

[0081] As shown in FIG. 6, the game of the slot machine 1 according to the first embodiment is composed of a plurality of gaming states including a normal gaming state, a CZ state, a pseudo-bonus state, and an AT state. The main control device 10 and the sub-control device 20 can be controlled to transition from one gaming state to another based on the establishment of a predetermined transition condition.

[0082] In addition, the game of the slot machine 1 has a normal section and an advantageous section. These sections are divided by the gaming state, and further divided by the winning state for the gaming state that is advantageous to the player, such as the AT state. For the winning state for the gaming state that is advantageous to the player, as will be described later, a normal probability state and a high probability state are set. The normal section is a section in which gaming is possible in the normal gaming state, and includes a section in which the pseudo-bonus state can be played by a lottery with the lottery probability in the normal probability state in the normal gaming state. Note that in the normal section, lottery control may be performed so as not to win the pseudo-bonus state. Also, in the normal section, the lottery probability of the pseudo-bonus state may be set to an ultra-high probability state that is even higher than the high probability state. For example, in the normal section, when winning a predetermined rare combination, it may be ensured that the pseudo-bonus state is always won. The advantageous section continues to stay continuously from when it transitions from the normal section to another gaming state until it returns to the normal section again.

[0083] The advantageous section includes sections in which gaming is possible in the CZ state, the precursor state of the CZ state, the pseudo-bonus state, the normal probability state and the high probability state of the pseudo-bonus state, the precursor state of the pseudo-bonus state, and the AT state. The main control device 10 counts the number of games continuously executed while staying in the advantageous section. When the gaming state is in the advantageous section, the advantageous section lamp 13 is lit. Note that the advantageous section lamp 13 may be lit only while the player can actually recognize the state such as the CZ state, the pseudo-bonus state, and the AT state as advantageous. For example, the advantageous section lamp 13 may not be lit during the high probability state of the pseudo-bonus state.

[0084] After transitioning to the advantageous section, in order to end the advantageous section, in addition to the case of transitioning to the normal section due to the lottery result of the game or the like, the establishment of either of the conditions of "the number of consecutive games in the advantageous section has reached a predetermined number" or "the number of medals obtained during the advantageous section has reached a predetermined number" is set, and a limiting means (so-called limiter) is provided to limit the number of medals that can be obtained during a series of advantageous sections specified as the advantageous section.

[0085] Note that the above end condition for the advantageous section is just an example, and for example, it may include "the fact that the notification of the push order bell has been made at least once". Further, the above end condition for the advantageous section may include, for example, "the fact that the combination of symbols corresponding to the bonus combination has stopped being displayed", "the fact that the combination of symbols corresponding to the winning combination of the first special accessory (so-called regular bonus) has stopped being displayed", etc. Also, the upper limit of the number of consecutive games in the advantageous section may be any number such as 1000 times or 1500 times, and the upper limit of the number of acquired medals may be any number such as 1000 pieces or 2400 pieces.

[0086] Next, each game state (normal game state, CZ state, pseudo-bonus state, AT state) executed under the control of the main control device 10 and the sub-control device 20, the transition process between the game states, and various effects generated along with the transition process will be described in detail for each game state.

[0087] Hereinafter, unless otherwise specified, the transition timing from each game state to another game state is basically after the third reel stop operation of the game in which the transition condition is satisfied (or after the end of the medal payout). However, it is not limited to this, and it may be transferred from the next game after the transition condition is satisfied. In addition, examples of the effects include the foreshadowing effects (this foreshadowing effect or fake foreshadowing effect) and continuous effects described later, and are composed of notifications of the granting of privileges such as images (videos) on the main display 8 and the sub-display 17, sound effects from the speaker 9, and light emission from the lamp 11, and prior notifications before the privileges are granted, etc., which enhance the player's sense of expectation for the granting of privileges.

[0088] (Normal game state) The normal game state is a game state that stays when the main control device 10 of the slot machine 1 is reset, and is an unfavorable state for the player. As shown in FIG. 6, while staying in the normal game state, the main control device 10 performs a transition lottery process to the CZ state, the pseudo-bonus state, and the AT state. Note that depending on the specifications of the slot machine 1, etc., it may be configured not to directly transfer from the normal game state to the AT state.

[0089] During the normal gaming state, individual effects that are completed within one game are executed on the main display 8 or the sub-display 17 with a predetermined probability. Individual effects are mainly effects executed to enhance the player's anticipation, and include winning effects executed based on the result of role lottery in the main control device 10 described later. In addition, other individual effects include those executed based on the probability state (normal probability state or high probability state) at that time, those executed to explain the game, and the like. The winning effect is mainly an effect executed to notify the result of role lottery, and includes displaying an item that can notify the rare role won along with the appearance of a predetermined character, or displaying character information such as "Chance" or "Extremely Hot" that indicates the degree of anticipation for the occurrence of the AT state along with the appearance of a predetermined character. It is an effect in which an image corresponding to the type of the rare role won and the result of the transition lottery for the AT state triggered by the won rare role is displayed.

[0090] · Transition process from the normal gaming state to the pseudo-bonus state (arrow a in Fig. 6) In the normal gaming state, based on the fact that the determination result of whether to grant a privilege by the main control device 10 has become a predetermined special determination result, a pseudo-bonus state (privilege) is granted as the second specific gaming state.

[0091] More specifically, the main control device 10 performs a transition lottery process to the pseudo-bonus state in advance based on the winning of a predetermined rare role as a specific lottery result. For example, a transition process to the pseudo-bonus state is performed with a predetermined probability (e.g., 20%) when the Chance role or the Strong Cherry role is won. The pseudo-bonus state is a gaming state that continues until a predetermined number of games are executed, and during which a transition lottery for the AT state is performed. Details of the pseudo-bonus state will be described later.

[0092] Also, in the normal game state, the probability of winning the pseudo-bonus state when a predetermined rare combination is won can be changed according to the setting value in the probability setting device 14 as the setting means. For example, when a chance combination is won, the probabilities of shifting to the pseudo-bonus state are 20% for setting 1, 22% for setting 2, 24% for setting 3, 26% for setting 4, 28% for setting 5, and 30% for setting 6, respectively.

[0093] Note that the transition to the pseudo-bonus state, that is, the determination of whether to grant a privilege, may be made other than by the lottery of the rare combination by the lottery means. For example, when the winning (or the actual number of occurrences) of a predetermined combination (for example, the bell combination) reaches a predetermined number, the transition to the pseudo-bonus state may be determined, or a lottery for the pseudo-bonus state may be conducted at that time. Alternatively, when the number of games executed after the end of the previous pseudo-bonus state or AT state reaches a predetermined number, the transition to the pseudo-bonus state may be determined. Points may be added according to the lottery of the combination, and the type of the winning combination and the points to be added may be made changeable according to the state of winning the combination. When the points reach a predetermined number, the transition to the pseudo-bonus state may be determined, or a lottery for the pseudo-bonus state may be conducted at that time.

[0094] Also, a pseudo-bonus state may be generated during the AT state described later. In this first embodiment, the lottery trigger combinations for the pseudo-bonus state are set to the chance combination and the strong cherry combination, but a lottery for the pseudo-bonus state may be conducted when other combinations are won.

[0095] When winning the lottery for the transition to the pseudo-bonus state, before the transition to the pseudo-bonus state, in order to enhance the player's expectation of the transition to the pseudo-bonus state, a predetermined number of games (for example, 18 games) of this premonitory performance (the first specific performance) that finally notifies the transition to the pseudo-bonus state is executed on the main display 8.

[0096] That is, even when the main control device 10 as the lottery means determines in advance to shift to the pseudo-bonus state, it does not immediately shift to the pseudo-bonus state. Instead, after a predetermined number (for example, 30 times) of games are executed from that point, the pseudo-bonus state is generated. The sub-control device 20 controls the main control device 10 to execute this premonitory effect as a premonitory effect during a predetermined number of game execution periods before shifting to the pseudo-bonus state based on the fact that the generation of the pseudo-bonus state has been determined in advance. Therefore, when the shift to the pseudo-bonus state is predetermined as a privilege, the sub-control device 20 can execute this premonitory effect as a specific effect (first specific effect) over a plurality of games during a predetermined period before the privilege is granted.

[0097] Also, a waiting period for a predetermined number of games (for example, 12 games) is set from the winning of the lottery for shifting to the pseudo-bonus state until this premonitory effect is executed, and this premonitory effect is executed after the end of this waiting period. Therefore, even if one wins the lottery for shifting to the pseudo-bonus state, one does not immediately shift to the pseudo-bonus state but will shift after the waiting period and after the execution of this premonitory effect.

[0098] During this premonitory effect, on the main display 8, the image switches to a stage with a background different from that during the normal game state, and an effect image on the premonitory stage where the characters that appear perform actions different from those during the normal game state is executed. For example, an effect on the premonitory stage where the character is advancing into a cave is performed over a plurality of games. These effects do not change the content of the effect itself even when one game ends. For example, even if the screen is switched due to the occurrence of various events or the like in a predetermined game, the content of the effect where the character is advancing into a cave continues to be performed in the next game without changing. Therefore, this premonitory effect is a series of effects executed over a plurality of games (spanning multiple games). In addition, in the precursor stage, a plurality of patterns with different backgrounds and the like are prepared, and under the control of the sub-control device 20, depending on whether or not there is a win in the pseudo-bonus state at that time, one of the patterns of the precursor stage is selected.

[0099] Also, even when a rare role (for example, a chance role) that triggers a transition to the pseudo-bonus state is won but the lottery for the transition to the pseudo-bonus state is not won, in the same way as when winning the pseudo-bonus state, a fake precursor effect (second specific effect) for a predetermined number of games (for example, 18 games) that finally does not transition to the pseudo-bonus state is executed on the main display 8. Note that the fake precursor effect may be executed at a predetermined probability (for example, 50%) or always executed when a rare role that triggers a transition to the pseudo-bonus state is won but the lottery for the transition to the pseudo-bonus state is not won.

[0100] That is, the sub-control device 20 can execute a fake precursor effect as a specific effect (second specific effect) over a plurality of games based on the fulfillment of predetermined conditions when the main control device 10 has not predetermined the transition to the pseudo-bonus state in advance. Therefore, regardless of whether the main control device 10 as a privilege granting means has predetermined the transition to the pseudo-bonus state or not, when specific conditions such as winning the chance role are fulfilled, the sub-control device 20 can execute a specific effect (this precursor effect or fake precursor effect) that can suggest whether or not a privilege is granted over a plurality of games.

[0101] Also, even when executing the fake precursor effect, in the same way as when winning the pseudo-bonus state, a fake waiting period for a predetermined number of games (for example, 12 games) is set from the winning of the rare role that triggers the transition to the pseudo-bonus state until the fake precursor effect is executed. This premonitory effect performance and the fake premonitory effect performance basically consist of a series of performances with the same settings for the performance images (such as the stage or the characters appearing) across a plurality of games, and by varying the content to be finally notified, it is possible to attract the player's sense of anticipation until the end.

[0102] Also, during the premonitory effect performance (this premonitory effect performance or the fake premonitory effect performance) and the standby period (or the fake standby period), although the details will be described later, the occurrence rate of the winning performance executed in each game is increased compared to during other normal gaming states. In particular, during the standby period (or the fake standby period), since the premonitory effect performance will occur afterwards, each winning performance that occurs in a state where the occurrence rate is increased becomes a so-called exciting performance for the occurrence of the pseudo-bonus state, and the player's sense of anticipation is enhanced. Also, as exciting performances, in addition, during the winning performance, the appearance rate of a specific character increases, the color scheme of the character's dialogue image becomes different from that other than the exciting performance (for example, blue), the background is changed, etc.

[0103] Also, in this premonitory effect performance and the fake premonitory effect performance, it is notified whether or not it will finally shift to the pseudo-bonus state. In this case, on the main display 8, a continuous performance (continuous performance) is executed several games before the final game of the premonitory effect performance (for example, 2 games before). The continuous performance is executed, for example, by a battle performance consisting of an image in which the main character and the enemy character battle for a predetermined number of games (for example, 3 games).

[0104] In the continuous performance, performance images in which the main character and the enemy character repeat offense and defense are executed for each game, and a performance is executed such that the content of the performance of each game is carried over to the next game. For example, when the main character given in a predetermined game receives damage, a performance (for example, a performance that changes a meter indicating the amount of damage) is executed so that the damage is carried over to the next game. In addition, based on whether or not there is a transition to a pre-determined pseudo-bonus state, the offensive and defensive states of the protagonist character and the enemy character in each game are set. When transitioning to the pseudo-bonus state, the number of games in which the protagonist character attacks is set to be more than when not transitioning. That is, the continuous performance is a series of performances executed across multiple games. In addition, in the continuous performance, button performances may also be executed concurrently.

[0105] When winning the pseudo-bonus state (in the case of this premonition performance), as an image notifying the winning of the pseudo-bonus state, an image in which the protagonist character ultimately wins is displayed. When not winning the pseudo-bonus state (in the case of the fake premonition performance), as an image notifying the non-winning of the pseudo-bonus state, an image in which the protagonist character ultimately loses is displayed. Note that instead of the continuous performance, a performance that is completed only in the final game of this premonition performance and the fake premonition performance may be executed, and notification regarding the transition to the pseudo-bonus state may be made based on the result of that performance.

[0106] In addition, this premonition performance and the fake premonition performance may be immediately triggered when winning a rare role that triggers the transition to the pseudo-bonus state. Also, the fake premonition performance may be triggered necessarily or with a predetermined probability when winning a rare role that triggers the transition to the pseudo-bonus state. In addition, the number of games in this premonition performance and the fake premonition performance may be any number of games, or may be selectively determined from a plurality of numbers of games (for example, 15 to 20 games). Similarly, the waiting period may also be selectively determined from a plurality of numbers of games (for example, 10 to 15 games) so that the waiting period changes.

[0107] Note that, as the execution periods of this premonition effect and the fake premonition effect, the number of games that can be selected may be set to be the same. However, during this premonition effect, it may be possible to select the number of games that are not selected in the fake premonition effect. By doing so, when the premonition effect ends with a small number of games that are impossible in the fake premonition effect, or when the premonition effect continues until a large number of games that are impossible in the fake premonition effect, this premonition effect will be determined, so it becomes possible to improve the player's sense of anticipation.

[0108] Also, in the normal game state, there are a normal probability state and a high probability state in which the winning probability state for the pseudo-bonus state is different. The winning probability of the lottery for transitioning to the pseudo-bonus state is higher in the high probability state than in the normal probability state. The transition of the probability state is controlled, for example, with a 30% probability when a weak watermelon combination or a weak cherry combination is won, to transition from the normal probability state to the high probability state. On the other hand, as a predetermined falling condition, for example, when a replay combination is won, when a bell combination is won, and at a 5% probability when losing, control is performed to transition from the high probability state to the normal probability state.

[0109] The winning probability of the pseudo-bonus state is set at a 20% probability, for example, when a chance combination or a strong cherry combination is won in the normal probability state, and is set at a 50% probability when a chance combination or a strong cherry combination is won in the high probability state. When the probability state changes from the normal probability state to the high probability state, under the control of the sub-control device 20, the main display 8 notifies that it is in the high probability state. For example, when a stage where the main character character is advancing through the grassland is being displayed during the normal game state, the background of the stage is changed from the daytime background to the evening background to notify that it is in the high probability state.

[0110] However, instead of definitely changing the stage when it becomes the high probability state, a stage change lottery is performed with a predetermined probability (for example, 30%) in the games during the high probability state, and control is performed to change the stage only when the result of this change lottery is won. Also, even in the game in the normal probability state, a stage change lottery is conducted with a predetermined probability (2%), and when winning this change lottery, control is performed to change to a stage showing a high probability state.

[0111] On the other hand, even when staying on a stage with an evening background, a lottery for changing to a daytime background is conducted. In the game in the normal probability state, the lottery for change is won with a relatively high probability (for example, 20%), and in the game in the high probability state, control is performed so that the lottery for change is won with a relatively low probability (for example, 5%). Therefore, even when on a stage with an evening background, it is not necessarily staying in the high probability state. The stage with an evening background is only suggestive of the high probability state.

[0112] In addition, when the set value in the probability setting device 14 is changed or when the main control device 10 is reset, after shifting to the advantageous section through the normal section, a substantial game can be started in the normal game state in the normal probability state. However, for each set value in the probability setting device 14, the normal game state may be started in the high probability state with a predetermined probability. Also, it may be set to win the pseudo-bonus state with different probabilities when winning the chance combination and the strong cherry combination.

[0113] · Transition process from the normal game state to the CZ state (arrow c in FIG. 6) In the normal game state, the main control device 10 performs a transition lottery process to the CZ state based on winning a predetermined rare combination. For example, the transition process to the CZ state is performed with a predetermined probability (for example, 10%) when winning the strong watermelon combination. The condition for transitioning to the CZ state is winning this transition lottery.

[0114] In the normal gaming state, the main control device 10 may change the winning probability state of the CZ state, for example, triggered by the winning of a weak cherry combination. Further, the sub-control device 20 may perform notification control for the winning probability state. When performing the notification control, instead of directly notifying each probability state, it may be performed to such an extent that the player can predict which state the probability state is at that time by changing the display content of the main display 8. Also, in the normal gaming state, the probability of winning the CZ state when a predetermined rare combination is won may be made changeable according to the set value in the probability setting device 14 as the setting means.

[0115] Also, even when winning the lottery for transitioning to the CZ state, instead of immediately transitioning to the CZ state, a CZ state standby state (delay period) is generated for a predetermined number of games (for example, 5 to 8 games), and after waiting for the transition to the CZ state during this period, the transition to the CZ state is made. Also, during the CZ state standby state, control is performed to make the production content on the main display 8 different from other states, similar to the standby period of the pseudo-bonus state described above.

[0116] That is, by increasing the occurrence rate of the winning production executed in each game compared to during other normal gaming states, the winning production becomes a so-called teaser production for the subsequent CZ state, enhancing the player's anticipation. Also, as the teaser production, among others, the appearance rate of a specific character increases during the winning production, the color scheme of the character's dialogue image becomes different from that other than the teaser production (for example, blue), the background is changed, etc. Then, at the end of the game when the CZ state standby state ends, it is notified on the main display 8 that the transition to the CZ state is made.

[0117] Note that, in order to enhance the player's anticipation for the transition to the CZ state, a continuous production of the CZ state for a predetermined number of games (for example, 2 games) that notifies the final transition to the CZ state may be executed on the main display 8 during the CZ state standby state.

[0118] Also, even when a player wins a predetermined rare combination (e.g., a strong cherry combination) but does not win the transition lottery to the CZ state, control is performed to produce an effect (so-called exciting effect) such that the content of the effect on the main display 8 is different from other states for a predetermined number of games (e.g., 5 to 8 games) in the same manner as the above-mentioned delay period. Therefore, when a player wins a predetermined rare combination (e.g., a strong cherry combination), the player's expectation is heightened for a predetermined period regardless of whether or not the transition to the CZ state occurs.

[0119] Note that a fake continuous effect of the CZ state for a predetermined number of games (e.g., 3 games) that notifies that the transition to the CZ state does not finally occur may be executed on the main display 8. In this case, the continuous effect of the CZ state and the fake continuous effect may be basically set with the same characters and the like appearing, and the content to be finally notified may be made different to attract the player's expectation until the end. For example, as the continuous effect (or fake continuous effect) of the CZ state, an effect image in which a character challenges a sports competition may be executed through each game. In this case, during the continuous effect (or fake continuous effect), the sports competition is continuously executed through the intervening games. When the player wins the CZ state, the player finally succeeds in the competition (e.g., scores a goal in soccer), and when the player does not win the CZ state, an effect image in which the player fails in the competition is executed.

[0120] Also, during the CZ state standby state, a precursor effect of the CZ state (CZ main precursor effect or CZ fake precursor effect) similar to the precursor effect (this precursor effect or fake precursor effect) may be executed on the main display 8, or a continuous effect or fake continuous effect may be executed at the final stage of the precursor effect of the CZ state (CZ main precursor effect or CZ fake precursor effect). In addition, the period during which the excitement production is performed when winning a predetermined rare combination (for example, a strong cherry combination) may be any period during which a plurality of games are executed. One game number may be determined from a plurality of game numbers based on the extraction of a random number, or it may be determined with a fixed number of games.

[0121] · Transition process from the normal game state to the AT state (arrow g in FIG. 6) In the normal game state, the main control device 10 performs a transition lottery process to the AT state as the first specific game state based on winning a predetermined rare combination. For example, when winning the strong cherry combination, a transition process to the AT state is performed with a predetermined probability (for example, 1%). The condition for transitioning to the AT state is winning this transition lottery. In addition, the transition from the normal game state to the AT state may be performed with a predetermined probability (for example, 1%) when a losing lottery result in which no winning in any minor combination is derived, in addition to performing the transition on the condition of winning a predetermined rare combination.

[0122] In this first embodiment, since the transition to the AT state is mainly executed via the pseudo-bonus state in order to enhance the player's expectation, the probability of directly transitioning from the normal game state to the AT state is set to an extremely low probability. In addition, the probability of directly transitioning from the normal game state to the AT state may be made changeable according to the set probability in the probability setting device 14, or it may be made possible to win the transition lottery from the normal game state directly only in the case of a relatively high set value (for example, set 4 to 6). Also, in the normal game state, when winning the transition lottery to the AT state, a precursor production similar to that at the time of occurrence of the aforementioned pseudo-bonus state is executed, and the AT state occurs after the end of the precursor production.

[0123] In addition, when winning the transition lottery from the normal game state directly to the AT state, selection control of a precursor effect different from that at the time of the pseudo-bonus state occurrence may be performed. For example, when transitioning directly to the AT state, the selection rate of a precursor effect composed of characters or backgrounds with a low appearance rate (or not appearing) in the fake precursor effect may be increased compared to the time of the pseudo-bonus state occurrence. Also, a precursor effect that is not executed at the time of the pseudo-bonus state occurrence may be executed only when transitioning to the direct AT state.

[0124] (CZ state) In the CZ state, when the push-order bell role is won, the push-order navigation is not performed, but since the transition lottery process to the pseudo-bonus state is performed with a higher probability in each game than in the normal game state, it is a game state where it is easier to transition to the pseudo-bonus state than when staying in the normal game state. Note that the push-order navigation is not performed when the push-order bell role is won, but the push-order navigation may be executed when the push-order bell role is won, or the push-order navigation may be executed at a predetermined probability (for example, 40%) when the push-order bell role is won, that is, a part of the time when the push-order bell role is won.

[0125] While staying in the CZ state, it is easier to transition to the pseudo-bonus state than when staying in the normal game state, so the CZ state is positioned as a chance zone in the flow of a series of games. The maximum number of playable games in the CZ state is 10 games. During the CZ state, control information regarding the CZ state is transmitted from the main control device 10 to the sub-control device 20, and various effects and the remaining number of games during the CZ state are displayed on the main display 8 under the control of the main control device 10 and the sub-control device 20.

[0126] ·Transition process from the CZ state to the pseudo-bonus state (arrow e in Fig. 6) In the CZ state, a transition lottery process to the pseudo-bonus state is performed in each game. The winning probability of the transition lottery process for the suspected bonus state is set according to the winning roles of each game. For example, the winning probability of the transition lottery process for the suspected bonus state is 50% when a rare role is won, 10% when a bell role or a replay role is won, and 5% when a loss occurs. The transition lottery for the suspected bonus state is performed for each game during the CZ state. However, the presence or absence of the transition to the suspected bonus state is determined in the final game of the CZ state. If it is notified in the final game that the game state will transition to the suspected bonus state, the game state will transition to the suspected bonus state as in the case of the normal game state. In addition, since the transition lottery for the suspected bonus state is executed when each role is internally won, the transition lottery for the suspected bonus state is executed even if the symbol corresponding to the won role does not stop on reel 4 (when it is missed).

[0127] Note that the winning probability of the transition lottery process for the suspected bonus state for some or all of the winning roles may be other than the above. Also, although the transition lottery process for the suspected bonus state is performed when the bell role is won, it may be performed based on the winning of the symbol corresponding to the bell role.

[0128] Also, during the CZ state, in order to enhance the interest of the game, a CZ production in which a predetermined character appears is displayed on the main display 8. In the CZ production, for example, during the first few games (e.g., 7 games), a production image in which the protagonist character prepares for a battle is displayed, and during the last few games of the CZ state (e.g., 3 games), a production image in which the protagonist character battles against the enemy character is displayed as a series of productions spanning multiple games. And if the transition lottery for the suspected bonus state is won, it is notified in the final game that the protagonist character wins and the game state transitions to the suspected bonus state.

[0129] Also, during the CZ state, depending on the winning results of the games executed during that period, the background during the battle preparation presentation and the offense / defense content during the battle presentation change, so as to give a change in the sense of anticipation for the transition to the pseudo-bonus state. Also, the remaining number of games in the CZ state is displayed on the main display 8, and the remaining number of games is subtracted every time a game is executed. Also, even during the preparation presentation before the battle presentation in the CZ presentation, since the presentation images in which the protagonist character makes battle preparations are continuously executed throughout each game, it becomes a series of presentations spanning multiple games even during the preparation presentation.

[0130] Note that during the CZ state, it may be configured to notify whether or not there is a transition to the CZ state without executing the battle presentation. For example, when winning the pseudo-bonus state in a predetermined game during the CZ state, it may be configured to execute a presentation notifying the transition to the pseudo-bonus state during that game. In this case, when not winning the pseudo-bonus state in any game during the CZ state, the CZ state ends without a presentation notifying the transition to the pseudo-bonus state being performed.

[0131] ·Transition process from the CZ state to the normal game state (arrow d in FIG. 6) In the CZ state, when not winning the lottery for the transition to the pseudo-bonus state, after executing a specified number of games during the CZ state, it transitions to the normal game state. At this time, in the CZ presentation, it is notified that the protagonist character loses and does not transition to the pseudo-bonus state.

[0132] In addition, when shifting from the CZ state to the normal game state, setting-related information (setting suggestion information) that can suggest the set value set by the probability setting device 14 may be notified by the notification means (main display 8, speaker 9) under the control of the main control device 10 and the sub-control device 20. For example, on the main display 8 or the sub-display 17, a predetermined character is displayed from among a plurality of characters. And since the character to be displayed is selected according to the selection probability preset according to each set value of the probability setting device 14, it becomes possible to predict the set value to some extent based on the displayed character.

[0133] (Pseudo-bonus state) The pseudo-bonus state as the second specific game state is a game state in which, during the game in the pseudo-bonus state, as notification of an operation mode advantageous to the player, both the push-order navigation for the push-order bell combination and the color navigation for the color bell combination are executed, making it an extremely easy game state to obtain medals. Also, although details will be described later, the AT state, different from the pseudo-bonus state, does not execute the color navigation for the color bell combination and only executes the push-order navigation for the push-order bell combination. Therefore, the pseudo-bonus state is a game state in which it is easier to obtain medals than the AT state.

[0134] In addition, the pseudo-bonus state continues for a predetermined period (for example, 18 games to 20 games), and during the predetermined games executed during that period, a transition lottery to the AT state is carried out. Therefore, if the player wins the transition lottery to the AT state during the pseudo-bonus state where a large number of medals can be obtained, the AT state will occur after the end of the pseudo-bonus state. Thus, while the player obtains a certain number of medals, it becomes possible to execute a game for generating the next pseudo-bonus state, resulting in a synergistically advantageous state for the player.

[0135] Note that the winning probability of the push-order bell combination and the winning probability of the color bell combination are set to be the values by which the number of medals increases during a predetermined period when any one of the navigation states continues for the predetermined period. However, it is preferable to set the winning probability of the push-order bell combination (for example, about 57%) to a higher value than the winning probability of the color bell combination (for example, about 30%). In addition, the period during which the pseudo-bonus state continues may be defined not only by the number of games executed, but also by the number of times any one of the push-order navigation and the color navigation, or both navigations are executed, the number of medals paid out (payout number of medals), the number of medals actually increased due to the payout of medals (net increase number of medals), etc.

[0136] Also, in the first game in which the pseudo-bonus state is entered, under the control of the main control device 10, the period from the operation of the start lever 3 until the operation of the stop button 5 becomes effective is extended compared to a normal game. During this period, after the reel 4 is rotated in the reverse direction, a so-called reel effect is performed in which a specific symbol combination ("red 7A, red 7A, red 7A") is once stopped on the reel 4 and then rotated forward again, and it is notified that the pseudo-bonus state has occurred.

[0137] The reel effect period during which the reel effect is performed is set to, for example, 15 seconds. During this period, the operation of the stop button 5 is invalid, so even if the reel 4 is operating, the game cannot proceed. Then, at the end of the reel effect period, a specific symbol combination (for example, "red 7A, red 7A, red 7A") will once stop (automatically stop). Therefore, the pseudo-bonus state is a state in which navigation is executed in the same way as the AT state in terms of the game content, but visually it appears as if a so-called big bonus state (real bonus state) has occurred, and differentiation from the AT state is achieved.

[0138] Also, when the reel effect period ends, the reel 4 automatically starts rotating in the forward direction and the operation of the stop button 5 becomes effective. From this point on, the stop operation of the first game in which the pseudo-bonus state is entered becomes possible in the same way as in a normal game. Also, during the reel presentation, under the control of the sub-control device 20, on the main display 8, a display for notifying the occurrence of a pseudo-bonus state is performed as a presentation image corresponding to the reel presentation.

[0139] · Transition process from the pseudo-bonus state to the AT state (arrow f in Fig. 6) In the pseudo-bonus state, in a predetermined number of games (1 to 3 games) executed at the end stage of the pseudo-bonus state, a transition lottery process to the AT state is performed. In the first embodiment, the transition lottery process to the AT state is executed across a lottery game period set during the last three games of the pseudo-bonus state at the longest, and whether to transition to the AT state is determined based on the result pattern of the battle lottery executed in each game during the lottery game period. And when all the results of the battle lottery in each game during the lottery game period are winning, it is determined that special conditions are satisfied and the transition to the AT state is determined, and the game state will transition to the AT state after the end of the pseudo-bonus state.

[0140] That is, the main control device 10 can determine whether to transition to the AT state in relation to the execution of a plurality of games during the lottery game period as a predetermined period, and is configured to be able to determine to grant a predetermined privilege when the lottery results related to the transition to the AT state in the plurality of games satisfy a predetermined special condition. In the first embodiment, the transition lottery process to the AT state is performed in a predetermined number of games executed at the end stage of the pseudo-bonus state. However, after the end of the pseudo-bonus state, a period of a predetermined number of games for performing the transition lottery process to the AT state may be provided, and games for determining whether to transition to the AT state after the end of the pseudo-bonus state may be executed.

[0141] Also, the battle lottery in each game executed during the lottery game period is executed separately from the lottery of the combination of symbols, and the winning probability is not always constant, and a lottery pattern is set such that the probability is different between each game. For example, in the first game during the lottery game period, the winning probability of the battle lottery is 50%, in the second game it is 60%, and in the third game it is 70%, and the battle lottery for each game is executed.

[0142] Note that the lottery mode may be other than the probabilities of the above-mentioned battle lotteries as long as it transitions to the AT state with a predetermined probability. Also, a plurality of lottery modes may be set, and any lottery mode may be configured to be changeable based on the establishment of a predetermined condition. For example, a lottery mode in which the winning probability of the battle lottery in three games during the lottery game period is all 50% and the battle lottery for each game is executed, and a lottery mode in which the winning probability of the battle lottery is 25% in the first game, 50% in the second game, and 100% in the third game, and any lottery mode may be switched. However, in this case, it is preferable that the total probability of transitioning from the pseudo-bonus state to the AT state is the same for any lottery mode.

[0143] Also, the change of the above lottery mode may be made executable based on the operation of the player, and the lottery mode may be selectable according to the preference of the player. Also, the total probability of transitioning from the pseudo-bonus state to the AT state may be made changeable according to the set value in the probability setting device 14 as the setting means.

[0144] Also, the total probability of transitioning from the pseudo-bonus state to the AT state may be set to vary according to the lottery mode. For example, based on predetermined conditions that are satisfied during the normal gaming state or the pseudo-bonus state, such as the establishment of a predetermined rare combination (e.g., a strong cherry combination), the total probability of transitioning to the AT state may be switched from a low lottery mode to a high lottery mode. Further, in this case, when winning the AT state in a lottery mode with a low total probability, a privilege more advantageous to the player than when winning the AT state in a lottery mode with a high total probability may be provided. For example, when winning the AT state in a lottery mode with a low total probability, multiple continuation rights of the AT state may be stored (stocked), or an AT state with a larger number of continuation times (upper-level AT state) may be generated.

[0145] Also, during the above lottery game period, in response to the execution of the game, based on the reception of control information from the main control device 10, a continuous performance by a character is executed as a predetermined performance on the main display 8 under the control of the sub-control device 20 as the effect control means. The continuous performance during the pseudo-bonus state has a different performance content from the continuous performance executed during the above-described main precursor performance (or fake precursor performance), and the content is such that the battle performance is completed for each game.

[0146] That is, in the continuous performance executed during the main precursor performance (or fake precursor performance), the protagonist character battles with the enemy character as it is over three games, and the battle result is derived in the final game. However, in the continuous performance during the pseudo-bonus state, the battle performance is executed with content such that the battle result is derived for each game according to the battle lottery in each game. Also, in the battle performance for each game, since the battle performance is executed based on the winning probability set for each game, the characters on the player's side (including the protagonist character) that battle with the enemy character for each game can appear in different types corresponding to the winning probability.

[0147] For example, in the first game during continuous performances, ally character A appears corresponding to a battle lottery with a winning probability of 50%. In the second game, ally character B appears corresponding to a battle lottery with a winning probability of 60%. In the third game, ally character C (e.g., the protagonist character) appears corresponding to a battle lottery with a winning probability of 70%.

[0148] And when the battle lottery in each game is a winning one, the ally character that appears wins at the end of the game. When the battle lottery is not a winning one, the ally character that appears loses at the end of the game. Such an effect is completed for each game. As a result, if the battle lottery in all games is a winning one, all ally characters win, and finally, the transition to the AT state is notified. On the other hand, if the battle lottery during the lottery game period is not a winning one even once, the lottery game period ends at that point, and the pseudo-bonus state also ends at that point. Therefore, the period of the pseudo-bonus state changes according to the result of the battle lottery.

[0149] Also, during the period other than the lottery game period in the pseudo-bonus state, in order to enhance the interest of the game, an effect during the pseudo-bonus state (pseudo-bonus effect) in which a predetermined character appears is displayed on the main display 8 or the sub-display 17. In the pseudo-bonus effect, for example, an introduction image of each character that appears is displayed, and a predetermined piece of music is output from the speaker 9.

[0150] On the other hand, during the lottery game period of the pseudo-bonus state, according to each battle lottery, the background during the battle effect and the offensive and defensive content during the battle effect change to give a change to the sense of expectation for the transition to the AT state. Also, the remaining number of games in the pseudo-bonus state is displayed on the main display 8, and the remaining number of games is subtracted every time the game is executed.

[0151] Note that in this first embodiment, the period for conducting the transition lottery of the AT state in the pseudo-bonus state is set to the last three games of the pseudo-bonus state. However, any number of consecutive games can be used as long as the transition lottery is conducted. For example, four games, five games, etc. are also acceptable. Also, the condition for the transition to the AT state is set when all the battle lotteries in a plurality of games are won. However, other conditions can also be used. For example, it may be determined to transition to the AT state with one or two wins.

[0152] Also, if a non-win occurs even once in the battle lottery during the lottery game period, the lottery game period (pseudo-bonus state) ends at that point. However, all three games in the lottery game period may be executed regardless of the lottery results in each game. In this case, if all the battle lotteries in all the games result in non-wins, it may be possible to transition to the AT state as a special privilege. However, in this case, it is a condition that a game with a 100% probability of winning the battle lottery is not executed.

[0153] Also, the transition lottery of the AT state during the pseudo-bonus state may be executed outside the above-mentioned lottery game period. For example, when the reel 4 is stopped by an operation in a normal operation mode (e.g., an operation mode where the left reel 4a is stopped first), the symbol combination corresponding to the replay role stops. However, when the reel 4 is stopped by an operation in an irregular operation mode different from the normal operation mode (e.g., an operation mode where the right reel 4c is stopped first), a specific replay role (e.g., "Red 7A, Red 7A, Red 7A") can be made lotteryable, and when a specific replay role is won during a period outside the lottery game period in the pseudo-bonus state, it may be possible to transition to the AT state unconditionally (with a 100% probability). In this case, when a specific replay role is won, it is preferable to display an image on the main display 8 that prompts aiming for the irregular operation mode and the specific symbol combination.

[0154] Also, when winning a rare hand (e.g., a strong cherry hand) during a period other than the lottery game period in the pseudo-bonus state, a right to shift to the AT state may be granted at a predetermined probability (e.g., 10%) at that time. Also, when winning a rare hand (e.g., a strong cherry hand) during a period other than the lottery game period in the pseudo-bonus state, instead of granting the right to shift to the AT state, a right to win a head-to-head lottery for a predetermined number of games (one game or two games) during the lottery game period may be granted at a predetermined probability (e.g., 20%) at that time. In this case, when winning a rare hand, it is preferable to execute a winning presentation that is completed in one game on the main display 8.

[0155] Also, when the right to shift to the AT state is granted when winning a rare hand during a period other than the lottery game period in the pseudo-bonus state, it is preferable to perform a continuous presentation that always results in a complete victory regardless of the head-to-head lottery in the games during the lottery game period. Also, during the lottery game period, a tie lottery may be executed separately from the head-to-head lottery. If a player fails to win the head-to-head lottery and wins the tie lottery, the head-to-head lottery for that round may be invalidated, and an additional game with a new head-to-head lottery may be executed during the lottery game period. Also, when winning all of the head-to-head lotteries during the lottery game period, the lottery game period may be extended so that the lottery game period is not ended until failing to win the head-to-head lottery. In this case, when winning the head-to-head lottery in the extended game, the right to continue the AT state may be granted each time.

[0156] Also, a button presentation may be executed during the head-to-head presentation of each game during the lottery game period in the pseudo-bonus state. The button effect as an operation performance first displays an operation image consisting of an image imitating an operation button that prompts the operation of the effect button 2d on the main display 8 (or the sub-display 17), character information indicating the operation (e.g., "PUSH"), etc. Then, when the indicated effect button 2d (or the upper effect button 2f) is operated, it is a series of effects that display a predetermined image on the main display 8 (or the sub-display 17). For example, at the end of a game where a battle effect is executed, an image imitating an operation button or an operation image is displayed, and then, when the indicated effect button 2d is operated, it is an effect that displays an image notifying the result of a predetermined battle lottery on the main display 8. In this case, when the result of the battle lottery is a winning, it is preferable to increase the probability of executing the button effect compared to the case of non-winning.

[0157] · Transition process from the pseudo-bonus state to the normal game state (arrow b in Fig. 6) In the pseudo-bonus state, when special conditions are not satisfied and the right to transition to the AT state is not granted, that is, when all the battle lotteries in each game during the lottery game period in the pseudo-bonus state are not winning, it transitions to the normal game state after the pseudo-bonus state ends. In this first embodiment, in the games during the lottery game period, if the battle lottery is non-winning even once, it is determined that the special conditions are not satisfied. Therefore, when the battle lottery is non-winning in any game during the lottery game period, the end condition of the pseudo-bonus state is satisfied, and it is assumed that the game state transitions to the normal game state from the next game.

[0158] Therefore, the duration of the pseudo-bonus state changes according to the result of the battle lottery in the games during the lottery game period. For example, if the battle lottery in the 18th game, which is the first game during the lottery game period, is non-winning, the duration of the pseudo-bonus state is 18 games. However, if it is non-winning for the first time in the 20th game, which is the last game, the duration is 20 games. Also, since the push order navigation and color navigation are performed even in the games during the lottery game period, even if the special conditions are not satisfied in the pseudo-bonus state finally, as long as the battle lottery does not result in a non-winning and the lottery game period continues, the chance of obtaining medals increases, and it becomes an advantageous state for the player accordingly. Note that, even in the games during the lottery game period, it is possible to execute the push order navigation for the push order bell combination and the color navigation for the color bell combination. However, in the games during the lottery game period, it is also possible not to perform the push order navigation or the color navigation, or to perform the push order navigation or the color navigation only with a predetermined probability (for example, 50%).

[0159] Note that, when shifting from the pseudo-bonus state to the normal game state, setting-related information (setting suggestion information) that can suggest the set value set by the probability setting device 14 may be notified by the notification means (main display 8, sub-display 17, speaker 9) under the control of the main control device 10 and the sub-control device 20. For example, on the main display 8 or the sub-display 17, a predetermined character is displayed from among a plurality of characters, and by selecting the displayed character according to the selection probability preset according to each set value of the probability setting device 14, it becomes possible to predict the set value to some extent based on the displayed character.

[0160] (AT state) The AT state is a game state in which, during the games in the AT state, as notification of an operation mode advantageous to the player, the push order navigation for the push order bell combination is continuously performed during the period, making it easy to obtain medals. However, unlike the pseudo-bonus state, during the AT state, the color navigation for the color bell combination is not executed, and only the push order navigation is executed. Therefore, the amount of medals obtained is less than that during the pseudo-bonus state.

[0161] During the AT state, a predetermined number of games (for example, 30 games) given at the initial transition of the AT state are managed as the remaining number of games for which the AT state can continue. The remaining number of games is subtracted for each game, and the AT state continues until the remaining number of games runs out. When the number of remaining games reaches zero in the AT state, the AT state ends.

[0162] During the AT state, control information regarding the AT state is transmitted from the main control device 10 to the sub-control device 20. Under the control of the sub-control device 20, various effect images during the AT state are displayed on the main display 8. Also, during the AT state, the number of remaining games, the total number of medals acquired during a series of AT states, and the total number of games executed during the AT state are displayed on the main display 8.

[0163] Also, in the AT state, a continuation lottery process for the AT state is performed in a predetermined number of games (2 to 3 games) executed at the end of the AT state. In this first embodiment, the continuation lottery process for the AT state is executed across the lottery game period set during the last 3 games of the AT state at the longest. Whether to continue the AT state is determined based on the result pattern of the battle lottery executed in each game during the lottery game period. When the result of the battle lottery in each game during the lottery game period is a win twice, it is determined that special conditions are met, and the continuation of the AT state is determined. After the end of the currently executing AT state, a new AT state will start. That is, the main control device 10 can determine whether to grant a predetermined privilege (continuation of the AT state) in relation to the execution of a plurality of games during the lottery game period as a predetermined period. The lottery result related to the grant of the predetermined privilege in the plurality of games is configured to be able to determine to grant the predetermined privilege when it meets a predetermined special condition.

[0164] Also, in the new AT state, the continuation of the AT state itself is managed in the same way as at the initial transition of the AT state. When a predetermined number (for example, 30 times) of games are executed, the AT state ends. However, in a predetermined number of games (2 to 3 games) executed at the end of this new AT state, the continuation lottery process for the AT state is also performed in the same way as at the initial transition. Therefore, due to the fulfillment of special conditions in the continuous lottery process during each AT state, the AT state will be repeatedly executed.

[0165] In addition, the battle lottery in each game executed during the lottery game period in the AT state is set such that its winning probability is not always constant, similar to during the pseudo-bonus state. Note that the winning probability of each battle lottery during the lottery game period in the AT state may be the same as or different from that during the pseudo-bonus state. Also, a plurality of lottery modes for the lottery game period in the AT state may be set and made changeable based on the fulfillment of predetermined conditions, or made changeable based on the player's operation so that it can be selected according to the player's preference.

[0166] Also, similar to during the pseudo-bonus state, during the lottery game period in the AT state, corresponding to the execution of the game, based on the control of the sub-control device 20 based on the reception of control information from the main control device 10, a continuous performance by characters is executed on the main display 8. Regarding the continuous performance during the AT state, similar to during the pseudo-bonus state, the content is such that the battle performance is completed for each game. The battle performance is executed based on the winning probability set for each game, and the friendly characters (including the protagonist character) that battle against the enemy characters for each game will appear in different types corresponding to the above winning probability.

[0167] And when the battle lottery in each game is a winning one, the friendly character that appeared will win at the end of the game, and when the battle lottery is not a winning one, a performance such that the friendly character that appeared will lose at the end of the game is completed for each game. However, in the continuous lottery process during the AT state, the conditions are set to be partially different from those in the transition lottery process during the pseudo-bonus state. In the pseudo-bonus state, when the results of the battle lotteries in all three games are all winning, the transition to the AT state is determined. In contrast, in the AT state, when two out of the three games result in winning in the battle lottery, the continuation of the next AT state is determined.

[0168] Therefore, the continuation condition of the AT state is less difficult than the transition condition, which is the entry condition of the AT state. For example, if one wins in the battle lotteries of the first and second games, the continuation of the next AT state is determined at that time. Even if one loses in the battle lottery of the third game, after deriving the result that the battle performance in that game is lost, the continuation of the AT state is finally notified and a transition is made to a new AT state.

[0169] Also, in this first embodiment, when the results of the battle lotteries in all games executed during the lottery game period in the AT state are all winning, in addition to granting the right to continue the next AT state, the right to continue the AT state for the game after the next is also granted. That is, in the battle lottery during the lottery game period in the AT state, when two winning results are derived, the right to continue the next AT state is granted as a predetermined privilege. When three winning results are derived, in addition to the above-mentioned predetermined privilege, the right to continue is stored (stockpiled) so that the AT state for the game after the next is also continued as another privilege.

[0170] When the right to continue the AT state is stored (stockpiled), since the AT state will continue unconditionally, it is preferable to execute, on the main display 8, a presentation image that can notify that it is determined to continue without performing the above-mentioned battle presentation in the game during the lottery game period in the next AT state.

[0171] Also, even when the right to continue the AT state is stored (stocked) in memory retention, instead of unconditionally determining the AT state, a normal continuous lottery process may be performed in the next AT state, and the AT state may be continued using the stored memory information of the right to continue the AT state only when special conditions are not met. Therefore, in this case, a battle lottery is also performed in the game during the lottery game period in the next AT state. If special conditions are met at this time, the AT state will continue in a state where its use is reserved for the future without using the stored memory information of the right to continue the AT state. Furthermore, the main control device 10 can store (stock) multiple rights to continue the AT state granted by deriving the winning results three times. For example, if the derivation of the winning results three times is consecutive, two rights to continue may be additively stored. In this case, when the AT state is continued using the stored memory information of the right to continue the AT state, the stored memory information of the right to continue will be subtracted each time.

[0172] Also, during periods other than the lottery game period in the AT state, in order to enhance the interest of the game, an effect during the AT state in which a predetermined character appears is displayed on the main display 8 or the sub-display 17. In the effect during the AT state, for example, an introduction image of each character that appears is displayed, and a predetermined piece of music is output from the speaker 9.

[0173] On the other hand, during the lottery game period of the AT state, depending on the type of battle lottery, the background during the battle effect and the offensive and defensive content during the battle effect change, so as to change the sense of expectation for the continuation of the AT state.

[0174] Note that in this first embodiment, the period for performing the continuous lottery for the AT state in the AT state is set to the last three games of the AT state. However, any number of consecutive games in which a transition lottery is performed may be used, such as four games or five games. In addition, the special condition for the continuation of the AT state, which is a condition for the continuation of the AT state, is set when the battle lottery in multiple games wins twice, but other conditions may also be used. For example, it may be determined that the AT state continues with one win or three wins. Also, when the battle lottery in the lottery game period results in a non-win even once, the lottery game period (AT state) ends at that point. However, it may be set to execute all three games in the lottery game period regardless of the lottery results in each game. Also, in this case, when the battle lottery in all games results in a non-win, it may be continued to the next AT state as a special privilege. However, in this case, it is a condition that a game with a 100% probability of winning the battle lottery is not executed.

[0175] In addition, the continuation lottery for the next AT state during the AT state may be executed outside the above-mentioned lottery game period. For example, similar to during the pseudo-bonus state, when a specific replay role is won during a period other than the lottery game period during the AT state, the AT state may be continued unconditionally (with a 100% probability).

[0176] Also, when a rare role (e.g., a strong cherry role) is won during a period other than the lottery game period during the AT state, the right to continue the AT state at that time may be granted with a predetermined probability (e.g., 10%). Also, when a rare role (e.g., a strong cherry role) is won during a period other than the lottery game period during the AT state, instead of granting the right to continue the AT state, a right to win the battle lottery for a predetermined number of games (1 to 3 games) in the lottery game period may be granted at that time with a predetermined probability (e.g., 20%). In this case, when a rare role is won, it is preferable to execute a winning performance that is completed in one game on the main display 8. Also, similar to during the pseudo-bonus state, a button performance may be executed during the battle performance of each game during the lottery game period of the AT state.

[0177] Also, when winning a predetermined rare role (e.g., weak cherry role, weak watermelon role, strong watermelon role, strong cherry role) during the AT state, a bonus lottery for the number of games in the AT state may be conducted. When winning the bonus lottery, a predetermined number of games corresponding to the rare role that triggered the win may be added (bonused) to the remaining number of games in the ongoing AT state.

[0178] Also, during the AT state, when winning a specific rare role (e.g., strong cherry role), in addition to the above bonus lottery, a bonus-specialized zone where the probability of adding the number of games for a specific period (e.g., 10 games) is increased compared to other states may be made possible to occur. The bonus-specialized zone occurs with a predetermined probability (e.g., 10%) when winning a specific rare role (e.g., strong cherry role). In the bonus-specialized zone, in addition to rare roles with a low winning probability, for example, all roles other than the replay role are set as the trigger roles for the bonus, and a large number of games are likely to be granted (bonused) as a predetermined privilege.

[0179] Also, in the bonus-specialized zone, a right (stock) to continue the AT state may be granted with a predetermined probability (e.g., 15%) when winning a predetermined role (e.g., rare role). Also, multiple rights (stocks) to continue the AT state may be granted (stocked) each time the above conditions are met. In this case, when the number of rights (stock numbers) to continue the AT state remains, special conditions will unconditionally hold in the continuous lottery process during the AT state.

[0180] Also, in the battle lottery during the lottery game period in the AT state, when three winning results are derived, in addition to awarding a predetermined privilege, as another privilege, the continuation right is stored (stockpiled) so as to continue for the next and subsequent AT states. As another privilege, a predetermined number (for example, 20) of games may be added to the number of remaining games in the AT state being executed at that time or in the next AT state. As another privilege, the above-mentioned bonus-added zone may be executed after the end of the AT state being executed at that time.

[0181] Also, during the lottery game period in the AT state, a separate lottery is executed separately from the battle lottery. If a player loses in the battle lottery and wins in the separate lottery, the battle lottery for that round may be invalidated, and a new battle lottery game may be added and executed during the lottery game period. Also, if a player wins in all the battle lotteries during the lottery game period, the lottery game period may be extended so that the lottery game period is not ended until the player loses in the battle lottery. In this case, if a player wins in the battle lottery of the extended game, the right to continue the AT state may be granted each time.

[0182] ·Transition process from the AT state to the pseudo-bonus state (arrow i in Fig. 6) Even during the AT state, similar to the normal game state, the main control device 10 performs a transition lottery process to the pseudo-bonus state in advance based on the winning of a predetermined rare combination as a specific lottery result. For example, the transition process to the pseudo-bonus state is performed with a predetermined probability (for example, 20%) when a chance combination or a strong cherry combination is won.

[0183] If a player wins in the transition lottery to the pseudo-bonus state during the AT state, the ongoing AT state is temporarily interrupted, and the game state transitions to the pseudo-bonus state. Therefore, the number of remaining games in the AT state is suspended when transitioning to the pseudo-bonus state, and when the game resumes to the AT state again, the AT state resumes based on the suspended number of remaining games. Also, when transitioning to the pseudo-bonus state during the AT state, similar to the above, the pseudo-bonus state will be executed for a predetermined period (e.g., 20 games). The navigation state will change from a state where only the push-order navigation is executed to a state where both the push-order navigation and the color navigation are executed, and the acquisition of medals will increase accordingly.

[0184] However, when transitioning to the pseudo-bonus state during the AT state, different from the case of transitioning to the pseudo-bonus state during the normal game state, the AT state transition lottery process is not performed. When a predetermined number of games are executed, the pseudo-bonus state ends and the game returns to the AT state.

[0185] In addition, even when transitioning to the pseudo-bonus state during the AT state, a lottery process for the AT state may be performed to increase the right to continue the AT state by providing a continuous lottery period similar to the above. Also, when winning the transition lottery to the pseudo-bonus state during the AT state, instead of immediately transitioning to the pseudo-bonus state, a battle performance (a battle performance where the protagonist side wins) may be executed for a predetermined period (e.g., 3 games) as described above, and then transition to the pseudo-bonus state. Also, even when winning a predetermined rare combination during the AT state and losing the transition lottery to the pseudo-bonus state, a battle performance (a battle performance where the protagonist side loses) may be executed.

[0186] ·Transition process from the AT state to the normal game state (arrow h in Fig. 6) In the AT state, when special conditions are not met and the right to continue to the next AT state is not granted, that is, when no two winning results are derived in the battle lottery for each game during the lottery game period in the AT state, the game will transition to the normal game state after the AT state ends. In the first embodiment, in the game during the lottery game period, if the result of the battle lottery is a non-winning result twice, it is determined that the special condition is not satisfied. Therefore, when the result of the battle lottery is a non-winning result twice in any game during the lottery game period, the end condition of the AT state is satisfied, and it is assumed that the gaming state will shift to the normal gaming state from the next game.

[0187] Therefore, according to the result of the battle lottery in the game during the lottery game period, the duration of the ongoing AT state will change. For example, if the battle lottery in the 28th game, which is the first game during the lottery game period, is a non-winning result, and furthermore, the battle lottery in the 29th game, which is the second game, is also a non-winning result, the duration of the AT state will be 29 games. However, if the battle lottery in this second game is a winning result and the non-winning result occurs in the 30th game, which is the last game, the duration will be 30 games.

[0188] Also, since the push order navigation is performed in the game during the lottery game period, even if the special condition is not satisfied in the continuous lottery process in the AT state finally, the more the lottery game period continues without the non-winning result of the battle lottery being derived twice, the more opportunities there are to obtain medals, which is more advantageous for the player. Note that although the push order navigation for the push order bell combination is performed in the game during the lottery game period, in the game during the lottery game period, the push order navigation may not be performed, or it may be performed only at a predetermined probability (for example, 50%).

[0189] When shifting from the AT state to the normal gaming state, the winning probability state of the pseudo-bonus state is controlled to be the normal probability state. At this time, for each setting in the probability setting device 14, it may be shifted to the high probability state at a predetermined probability. Also, when shifting to the high probability state after the end of the AT state, there is a possibility that the restriction control by the above-described restriction means is performed during the high probability state. However, if the restriction control is performed during the high probability state, it is shifted to the normal probability state.

[0190] Also, at the end of the AT state, an ending state for a predetermined period (e.g., 5 seconds) is set. During the ending state (ending period), the progress of the game becomes temporarily impossible, and after the ending state ends, the game shifts to the normal game state. During the ending state, setting-related information that can suggest the set value set by the probability setting device 14 is notified by the notification means under the control of the main control device 10 and the sub-control device 20. For example, a predetermined image is displayed by the main display 8 and the sub-display 17, and a predetermined sound is output by the speaker 9. As described above, the game state transitions in the slot machine 1 of the first embodiment.

[0191] [Transition of game states and display contents on the main display in the first embodiment] Next, with reference to the timing chart of FIG. 7, regarding the transition of the game states realized by the control of the main control device 10 and the sub-control device 20 in the slot machine 1 of the first embodiment, and the display contents on the main display 8, in particular, the transition of the game states and the display contents on the main display 8 when the game states transition in the order of normal game state → pseudo-bonus state → AT state will be described. FIG. 7 shows the correspondence between the transition of the game state from the normal game state to the pseudo-bonus state, the transition from the pseudo-bonus state to the AT state, and the change in the display contents on the main display 8 therebetween. Specifically, under the control of the main control device 10, the transition to the pseudo-bonus state is determined with a predetermined probability (e.g., 20%) when a predetermined combination (e.g., a chance combination) is won in the normal game state. Then, as the game progresses, the game state transitions from the normal game state to the pseudo-bonus state. Further, when winning the transition lottery to the AT state during the pseudo-bonus state and transitioning to the AT state, the navigation state and the production content (production image) displayed on the main display 8 are shown. Note that FIG. 7 shows the period after the continuous production executed at the final stage of this premonitory production during the normal game state, and the period before that is omitted.

[0192] In this embodiment, the main control device 10 performs control related to the lottery of various privileges and the change of various game states (including the time of change), and transmits control information related to the control to the sub-control device 20 from the main control device 10, so that the sub-control device 20 performs control related to various corresponding displays. Note that the start time and execution period of an effect not directly related to the change of the game state (for example, a fake precursor effect, etc.) may be controlled by the sub-control device 20 based on the reception of control information from the main control device 10, or may be controlled independently by the sub-control device 20 without receiving control information from the main control device 10. However, it is necessary to receive control information that triggers the effect (for example, winning information of a rare combination, etc.).

[0193] First, as shown in FIG. 7, during the normal game state when the transition to the pseudo-bonus state has not been determined, if a pseudo-bonus state is won together with the chance combination win, as described above, this precursor effect will be executed. In the final game (the second game shown in the figure) of the continuous effect executed at the final stage of this precursor effect, an image of the protagonist character winning or an image notifying the transition to the pseudo-bonus state will be displayed on the main display 8. Note that during the normal game state, the push-order navigation and color navigation on the main display 8 are not executed.

[0194] Then, starting from the start of the third game (timing t0), the game state will transition from the normal game state to the pseudo-bonus state. When the game state transitions to the pseudo-bonus state, based on the control information from the main control device 10, the sub-control device 20 activates the control of the push-order navigation and the control of the color navigation. When any of the push-order bell combinations is won, the corresponding push-order navigation is executed, and when any of the color bell combinations is won, it is controlled to execute the corresponding color navigation. Therefore, during the pseudo-bonus state, both the push-order navigation and the color navigation are executed, and it becomes a state where medals can be obtained extremely easily. When the game state shifts to the pseudo-bonus state, the main control device 10 continuously outputs information indicating the shift to the pseudo-bonus state to the management device side via the external output terminal 18.

[0195] Then, when shifting to the 20th game, as described above, it becomes the transition lottery period in the AT state, and a continuous effect (battle effect) of whether to shift to the AT state is executed on the main display 8. Since FIG. 7 illustrates the case of shifting to the AT state, all the transition lotteries at the 20th game (timing t1), 21st game (timing t2), and 22nd game (timing t2) are won, and an effect image notifying the shift to the AT state at the end of the 22nd game is displayed on the main display 8.

[0196] Then, starting from the start point of the 23rd game (timing t4), the game state shifts to the AT state, and an effect image during the AT state is displayed on the main display 8. When the game state shifts to the AT state, based on the control information from the main control device 10, the sub-control device 20 activates only the control of the push order navigator among the push order navigator and the color navigator, and when any of the push order bell roles is won, it controls to execute the push order navigator corresponding to that role.

[0197] Therefore, the control of the color navigator that was activated during the pseudo-bonus state is deactivated by the shift to the AT state, and even when any of the color bell roles is won, the color navigator corresponding to that role is not executed. During the AT state, medals can be obtained easily, but since the color navigator is not executed compared to during the pseudo-bonus state, the medal acquisition amount becomes small. However, since the transition lottery for the pseudo-bonus state is also conducted during the game in the AT state, with the shift to the AT state, the transition lottery for the next pseudo-bonus state is conducted while obtaining a certain number of medals, which can enhance the player's sense of anticipation. Also, when the game state shifts to the AT state, the main control device 10 continuously outputs information indicating the shift to the AT state to the management device side via the external output terminal 18.

[0198] As described above, in the slot machine 1 according to the first embodiment, when the pseudo-bonus state occurs, both the push order navigation and the color navigation are executed during the pseudo-bonus state. That is, the main control device 10 constitutes a second specific game state control means capable of generating a pseudo-bonus state as a second specific game state advantageous to the player by causing the sub-control device 20 as the first stop operation notification means and the second stop operation notification means to execute (activate) the push order navigation and the color navigation.

[0199] Therefore, due to the occurrence of the pseudo-bonus state, a player can acquire a large number of medals, and it becomes possible to enhance the player's sense of expectation. In addition, particularly by executing the color navigation, a larger number of medals can be acquired during the pseudo-bonus state. On the other hand, it forces an operation that requires relatively more effort from the player, such as an eye-pushing operation aiming at a special symbol. However, since the pseudo-bonus state has a limited duration compared to the AT state, a larger number of medals can be acquired in a short period that does not give the player a sense of dissatisfaction.

[0200] Also, when the AT state occurs, only the push order navigation is executed during the AT state, so that the player can acquire a large number of medals, although fewer than during the pseudo-bonus state. That is, the main control device 10 constitutes a first specific game state control means capable of generating an AT state as a first specific game state advantageous to the player by causing the sub-control device 20 as the first stop operation notification means to execute (activate) the push order navigation.

[0201] Therefore, due to the occurrence of the AT state, a player can acquire a large number of medals, and it becomes possible to enhance the player's sense of expectation. In addition, since push order navigation requires less effort from the player than color navigation, even if the AT state continues for a long time, the player can win medals without feeling dissatisfied.

[0202] In addition, during the pseudo bonus state, a lottery process for transition to the AT state is executed, and if the AT state transition lottery is won at that time, the AT state will occur after the pseudo bonus state ends. In other words, the main control device 10 constitutes a first specific gaming state lottery means capable of executing a lottery for generating an AT state as a first specific gaming state in a game during a pseudo bonus state as a second specific gaming state. Therefore, when the pseudo-bonus state occurs, it is possible to not only win a large number of medals, but also to increase the anticipation of the occurrence of the AT state. Furthermore, if a player wins the AT state lottery, he or she will receive a certain number of medals and will also have increased anticipation for the next occurrence of the pseudo-bonus state, thereby synergistically increasing the player's anticipation.

[0203] Also, during the pseudo bonus state, for example, a continuous presentation corresponding to the transition lottery to the AT state will be executed. That is, the sub-control device 20 constitutes an effect control means capable of executing a continuous effect as a predetermined effect in a game during a pseudo bonus state as the second specific gaming state. Therefore, during the pseudo bonus state, a presentation for the transition to the AT state is executed, making it possible to increase the entertainment value of the game.

[0204] The push order navigation may be any type that allows the player to recognize the order in which to push the reels 4 to achieve the winning push order bell role, and similarly, the color navigation may be any type that allows the player to recognize the type of color bell role that has been won and the type of reel 4 that should be pushed, and may notify the player using an image on the main display 8, as well as the sub-display 17, a specified light-emitting means, and speaker 9. In addition, both the push order navigation and the color navigation are executed during the pseudo bonus state, and only the push order navigation is executed during the AT state, but the manner in which which navigation is activated may be other than the above; for example, only the color navigation may be executed during the pseudo bonus state and only the push order navigation may be executed during the AT state, or both the push order navigation and the color navigation may be executed during the AT state and only the push order navigation may be executed during the pseudo bonus state.

[0205] Furthermore, the main control device 10 may be provided with a function for generating multiple types of pseudo bonus states. For example, it may be possible to generate a first pseudo-bonus state that lasts for a predetermined number of games (e.g., 20 games) and a second pseudo-bonus state that lasts for a number of games greater than the predetermined number of games (e.g., 30 games), and either pseudo-bonus state may be selectively generated based on the result of a lottery such as a random number.

[0206] In addition, a first pseudo-bonus state in which only the push order navigation is activated and a second pseudo-bonus state in which both the push order navigation and the color navigation are activated may be selectively generated in the same manner as described above. Furthermore, the AT state transition lottery may be performed so that the probability of transitioning to the AT state differs between the first pseudo bonus state in which only the push order navigation is activated and the second pseudo bonus state in which both the push order navigation and the color navigation are activated. For example, the probability of transitioning to the AT state is made higher when the second pseudo bonus state occurs than when the first pseudo bonus state occurs. In this way, a pseudo-bonus state is created in which the player has different expectations regarding the amount of medals won and the transition to the AT state, making it possible to further increase the interest of the game.

[0207] In addition, when providing a limiter function in the advantageous zone described above, the sub-control device 20 may be provided with an ending performance control means that determines in advance that the limiter will be reached during the AT state, and executes a predetermined ending performance on the main display 8 based on the result of that advance determination. The ending effect is to display an effect image that is only executed when reaching the limiter, which is different from the effect image during the normal AT state, and is an effect that enhances the player's sense of achievement.

[0208] At this time, it is preferable to determine the pre-judgment of the limiter based on the number of medals to be obtained by winning the push-order bell combination. For example, among the remaining games in the AT state, when the number of medals that can be obtained if the push-order bell wins in all remaining games reaches the limiter value, it is preferable to execute the pre-judgment of the limiter (determine the start of the ending effect). This is because there is a possibility of generating a pseudo-bonus state in which the color navigation is executed during the AT state. If the pre-judgment is made taking into account the number of medals that can be obtained by winning the color bell combination, and then the pseudo-bonus state does not occur, a situation may occur where the ending effect is executed but the limiter is not reached. This is to prevent such a situation.

[0209] Therefore, when the ending effect is executed, it is possible to surely reach the limiter, and since the pre-judgment is made based on the push-order bell combination with relatively few medals obtained, it is possible to extend the period during which the ending effect is executed, and it is possible to further enhance the player's sense of achievement.

[0210] Also, in a game in which any navigation is executed during the AT state or the pseudo-bonus state in which the ending effect is being executed, when a stop operation mode different from the executed navigation is performed (when a winning is missed), similar to the end of the pseudo-bonus state described above, setting-related information (setting suggestion information) that can suggest the set value set by the probability setting device 14 may be notified by the notification means (main display 8, sub-display 17, speaker 9). By doing so, when the ending effect is performed, it becomes possible to give another privilege such as providing useful information to the player, and it becomes possible to enhance the player's gaming motivation. Also, in this case, restrictions may be imposed on the number of times of notifying the setting-related information, such as limiting it to only once, or the setting-related information may be notified when a winning is missed multiple times (for example, three times).

[0211] Also, when the color bell role wins, among the four pressing orders other than the pressing order that first stops the left reel 4a (for example, "5b → 5a → 5c", "5c → 5b → 5a", etc.), when the stop buttons 5a to 5c are operated by one pressing order (special pressing order), a predetermined symbol combination (for example, "REPLAY · BELL A · BELL A") is stopped on the effective line in the middle stage, and a predetermined number (for example, three) of medals may be paid out by the stop of this symbol combination.

[0212] For example, when the pressing order of "5b → 5a → 5c" is executed when the color bell role 1 with "BLANK · BELL A · BELL A" as the winning symbol combination wins, when the pressing order of "5b → 5c → 5a" is executed when the color bell role 2 with "BAR · BELL A · BELL A" as the winning symbol combination wins, when the pressing order of "5c → 5a → 5b" is executed when the color bell role 3 with "RED 7A · BELL A · BELL A" as the winning symbol combination wins, and when the pressing order of "5c → 5b → 5a" is executed when the color bell role 4 with "WHITE 7 · BELL A · BELL A" as the winning symbol combination wins, three medals may be paid out in each case.

[0213] And when any of the color bell roles wins during the AT state, the main control device 10 and the sub-control device 20 may execute a special pressing order navigation that navigates the special pressing order for paying out three medals. In this way, even when a color bell role wins during the AT state where the color navigation is not executed, the special pressing order navigation is executed, and medals can be obtained to the extent that the current number of held medals is maintained, preventing the number of medals obtained by the player from becoming small due to frequent wins of the color bell role during the AT state. In addition, it is also possible to prevent the establishment of a color bell combination (15 - tile combination) on the condition that the left reel 4a is stopped first. As a result, it is possible to prevent the medal acquisition amount during the AT state from becoming extremely large and to stabilize the medal acquisition amount.

[0214] In addition, in the above - mentioned case, it is preferable to execute the display mode of the special push - order navigation during the AT state in the same way as the push - order navigation. In this way, even when the special push - order navigation is executed during the AT state where the push - order navigation is mainly executed, it is possible to execute the navigation without any sense of discomfort.

[0215] Also, during the pseudo - bonus state, both the push - order navigation and the color navigation are executed. However, until a predetermined number of games are executed during the pseudo - bonus state, both the push - order navigation and the color navigation may be executed, and in the subsequent games, only the push - order navigation may be executed. In addition, when executing the pseudo - bonus state, the number of games in which both the push - order navigation and the color navigation are executed and the number of games in which only the push - order navigation is executed may be determined so that the number of games at which the navigation mode changes is made different.

[0216] In addition, when starting a specific game state in which only one of the navigations is executed, the main control device 10 and the sub - control device 20 may be provided with a relief means for specially executing the other navigation until the one navigation is first executed. For example, when the AT state in which only the push - order navigation is executed is started, in the games until the push - order navigation is first executed, if the color bell combination is won, the color navigation is executed. In this way, even though a specific game state has occurred, it is possible to prevent forcing the player to re - lend medals due to the inability to acquire medals at the initial stage and the depletion of the held medals.

[0217] In addition, the display modes of the push - order navigation and the color navigation executed on the main display 8 may be made clearly different. For example, when executing the push order navigation, an image indicating the push order may be displayed at the lower part of the screen of the main display 8. On the other hand, when executing the color navigation, an image indicating a special symbol may be displayed at approximately the center of the screen of the main display 8. Or, when executing the push order navigation, an image of a predetermined size indicating the push order may be displayed at a predetermined part of the screen of the main display 8. On the other hand, when executing the color navigation, an image indicating a special symbol that is larger than the image indicating the push order may be displayed at a predetermined part of the screen of the main display 8. By doing so, it is possible to prevent operational mistakes by the player. In particular, even during a pseudo-bonus state where operational mistakes are more likely to occur due to the coexistence of the push order navigation and the color navigation, it becomes possible to prevent operational mistakes by the player.

[0218] Also, in a predetermined game during the AT state, when winning any one of the push order bell roles 1 to 6, a so-called push order guessing game may be executed in which the player is allowed to select the push order at that time without executing the push order navigation. In this case, in the push order guessing game, when the push order corresponding to the winning push order bell role is operated, a predetermined number of additional games (for example, 10 games) may be added as a predetermined privilege.

[0219] Also, in a predetermined game in which the push order bell role or the color bell role during the pseudo-bonus state is won, a game may be executed in which the player is allowed to select the winning bell role without executing the navigation, and a predetermined privilege may be given when the winning bell role is won. In this case, since the player may not know whether they have won the push order bell role or the color bell role, the number of choices becomes wider, and it becomes possible to enhance the level of interest accordingly.

[0220] Also, in this embodiment, when it is notified that the game shifts to the pseudo-bonus state, the game immediately shifts to the pseudo-bonus state in the next game. However, after it is notified that the game shifts to the pseudo-bonus state, as a predetermined combination, for example, when the reels 4 other than the left reel 4a stop, the game may shift to the pseudo-bonus state upon winning of a replay combination in which a predetermined combination pattern (for example, "Red 7A · Red 7A · Red 7A") can stop.

[0221] In this case, after it is notified that the game shifts to the pseudo-bonus state, since the player's medals may decrease during the preparation period until a predetermined combination is won, a compensatory function may be provided to suppress the decrease of the medals. For example, when the order-of-push bell combination is missed because only the stop order of the first reel 4 is correct, the order-of-push navigation may be executed so that it becomes easier to acquire medals in the next game, or the navigation may be limited to the next game in which the so-called simple bonus stops. By doing so, it is possible to prevent the player's dissatisfaction. As described above, the slot machine 1 in the first embodiment is configured.

[0222] 〔Modification Example 1 of the First Embodiment〕 Next, modification example 1 of the first embodiment will be described with reference to FIG. 8. In the slot machine 1 in the first embodiment described above, the duration of the pseudo-bonus state is defined by a preset number of games (for example, 20 games). However, in modification example 1 of the first embodiment, the duration of the pseudo-bonus state is defined by the number of times the color navigation is executed. Therefore, only the definition of the duration of the pseudo-bonus state is different from that in the first embodiment described above, and the other configurations are the same as those in the first embodiment described above.

[0223] That is, when the pseudo-bonus state occurs, the main control device 10 determines the upper limit number of times of the color navigation that will terminate the pseudo-bonus state in advance, and when the actual color navigation is executed for the determined upper limit number of times of the color navigation, the pseudo-bonus state is terminated. Therefore, the duration of the pseudo-bonus state will change according to the winning state of the randomly selected color bell role. In addition, since the number of executions of the push order navigation is independent of the duration of the pseudo-bonus state, if the duration of the pseudo-bonus state is prolonged without the number of executions of the color navigation reaching the upper limit number, the possibility of the push order navigation being executed during that period will increase, and the period for obtaining medals will be extended accordingly.

[0224] Also, the main control device 10 determines one of a plurality of preset upper limit numbers of times (5 times, 10 times, 15 times) of the color navigation during the pseudo-bonus state when the pseudo-bonus state occurs, and changes the duration of the pseudo-bonus state according to the determined upper limit number of times. Note that the determination of the upper limit number of times of the color navigation can be any. For example, when winning the transition lottery of the pseudo-bonus state, the upper limit number of times can be determined based on the lottery of a predetermined random number, or when the first game is executed at the start of the pseudo-bonus state, the upper limit number of times can be determined based on the lottery of a predetermined random number. Also, according to the set value of the probability setting device 14, the determination content of the upper limit number of times of the color navigation can be changed.

[0225] FIG. 8 shows the effect images on the main display 8 at the start, during the execution, and after the end of the first game when the pseudo-bonus state starts. As described above, in the main control device 10, when the pseudo-bonus state occurs, the upper limit number of times of the color navigation is determined. However, in the sub-control device 20 as the effect control means, based on the control information from the main control device 10, a selection effect is executed on the main display 8 as a predetermined effect corresponding to the determination of the upper limit number of times of the color navigation.

[0226] As shown in Fig. 8(a), when the first game in the pseudo-bonus state starts, on the main part of the screen of the main display 8, a first color navigation selection image 31a including character information of "Color Navigation × 5" corresponding to the upper limit number of times of color navigation of 5 times, a second color navigation selection image 31b including character information of "Color Navigation × 10" corresponding to the upper limit number of times of color navigation of 10 times, and a third color navigation selection image 31c including character information of "Color Navigation × 15" corresponding to the upper limit number of times of color navigation of 15 times are arranged side by side and displayed on a substantially triangular shape.

[0227] Also, on the upper part of the screen of the main display 8, a game content image 30 composed of character information of "Color Navigation Acquisition Game", which notifies that the selection effect of the upper limit number of times of color navigation is executed, is displayed. Although not shown in the figure, when winning any bell role in the first game in the pseudo-bonus state, the corresponding navigation is displayed on the main display 8 in parallel with the selection effect. In the first game in the pseudo-bonus state, any navigation may not be executed so as not to inhibit the visibility of the selection effect.

[0228] During the execution of the first game, the surrounding frames of each selection image move at high speed in sequence, and at the end of the game, the high-speed light-emitting movement of the surrounding frame of the selection image stops at the position of the selection image corresponding to the upper limit number of times of color navigation determined in advance by the main control device 10, and the determination result of the upper limit number of times of color navigation is notified. In Fig. 8, when 10 times is determined as the upper limit number of times of color navigation, the high-speed light-emitting movement of the surrounding frame stops at the position of the second color navigation selection image 31b.

[0229] Fig. 8(b) shows the effect image of the main display 8 when the first game in the pseudo-bonus state ends. As shown in Fig. 8(b), when 10 times is determined as the upper limit number of times of color navigation, after the stop of the high-speed light-emitting movement of the surrounding frame, only the second color navigation selection image 31b is displayed at the substantially central part of the screen, and the upper limit number of times of color navigation this time is notified. Then, after a predetermined time (e.g., 2 seconds) has elapsed since the end of the first game, as shown in FIG. 8(c), a result notification image 32 including character information of "Game Result, Color Navigation: 10" is displayed at approximately the center of the screen of the main display 8, and it will be notified in detail that the upper limit number of times of the current color navigation is 10 times.

[0230] When the next game is started in this state, the result notification image 32 is erased, and an effect image and various navigations during the pseudo-bonus state are executed, and the remaining number of times of the determined color navigation is displayed at a predetermined part of the screen.

[0231] As described above, in Modification Example 1 of the first embodiment, when the pseudo-bonus state occurs, the upper limit number of times of color navigation that can be executed during the pseudo-bonus state is determined, and the pseudo-bonus state continues for that upper limit number of times. That is, the main control device 10 as the second specific game state control means can determine the upper limit number of times that the main control device 10 as the second stop operation notification means notifies the color navigation (the second stop operation mode) when generating the pseudo-bonus state as the second specific game state, and when a game that reaches that upper limit number of times is executed in the pseudo-bonus state, the pseudo-bonus state can be terminated. Therefore, the number of games that can continue in the pseudo-bonus state is not fixed but varies variously, and a diverse execution mode of the pseudo-bonus state is formed, making it possible to generate a highly interesting pseudo-bonus state.

[0232] Also, the duration of the pseudo-bonus state is defined only by the number of executions of the color navigation, and the number of executions of the push order navigation does not affect the duration. Therefore, when the game progresses without an increase in the number of executions of the color navigation during the pseudo-bonus state, there is a possibility that the push order navigation will be executed during that time, and the number of medals obtained during the pseudo-bonus state will increase accordingly. It becomes possible to execute a game with high interest that changes the number of medals obtained according to the execution mode of the navigation and changes the player's expectation.

[0233] In addition, the sub-control device 20 as the effect control means executes a selected effect as a predetermined effect in the game during the pseudo-bonus state as the second specific game state, so that it is possible to enhance the interest during the pseudo-bonus state. Note that the continuation period of the pseudo-bonus state may be defined only by the number of executions of the push-order navigation. As described above, Modification Example 1 of the first embodiment is realized.

[0234] 〔Modification Example 2 of the First Embodiment〕 Next, Modification Example 2 of the first embodiment will be described with reference to FIG. 9. In the slot machine 1 in the first embodiment described above, the continuation period of the AT state is defined by a preset number of games (for example, 30 games). However, in Modification Example 2 of the first embodiment, the continuation period of the AT state is defined by the number of medals (net increase) acquired by the player during the AT state.

[0235] Furthermore, in Modification Example 2 of the first embodiment, the navigation state is also different from that in the first embodiment described above. In the main control device 10, similar to the first embodiment described above, a type 1 navigation state in which only the push-order navigation is executed (activated) during the AT state and a type 2 navigation state in which both the push-order navigation and the color navigation are executed (activated) during the AT state can be generated, and the other configurations are the same as those in the first embodiment described above.

[0236] Therefore, when the type 1 navigation state is executed during the AT state, only the push-order navigation is executed, and the color navigation is not executed when the color bell combination wins, and the increase amount of medals per unit game becomes relatively small. When the type 2 navigation state is executed during the AT state, both the push-order navigation and the color navigation are executed, and the increase amount of medals per unit game becomes relatively large. However, in Modification Example 2 of the first embodiment, the end condition of the AT state is set when the number of medals acquired by the player during the AT state reaches a predetermined number (for example, 200 medals) as described above. Therefore, even if the increase amount of medals per unit time is different, the number of medals that the player can obtain by the occurrence of one AT state is the same.

[0237] Also, the type of the navigation state during the AT state is selectable by the player. As a predetermined operation means, for example, based on the operation of the bet button 2a by the player, the main control device 10 determines one of the types.

[0238] FIG. 9 shows the effect images on the main display 8 at the start of the first game when the AT state starts and during the game execution. As described above, the main control device 10 determines the type of the navigation state when the AT state occurs. However, the sub-control device 20 executes a selection effect corresponding to the determination of the type of the navigation state on the main display 8 based on the control information from the main control device 10.

[0239] As shown in FIG. 9(a), when the first game of the AT state starts, on the main part of the screen of the main display 8, a first operation selection image 34a including character information of "Type 1, Pressing Order Navigation" for selecting the type 1 of the navigation state and a second operation selection image 34b including character information of "Type 2, Pressing Order Navigation + Color Navigation" for selecting the type 2 of the navigation state are displayed side by side in the horizontal direction.

[0240] In addition, on the upper right side of the screen of the main display 8, a remaining medal number image 33 for notifying the number of medals that can be acquired during the AT state is displayed. In the first game during the AT state, numerical information of "200 medals", which is the initial number of medals, is displayed as the remaining medal number image 33. Each time a medal is acquired during the AT state, the numerical information is subtracted corresponding to the acquired number of medals. In addition, at the lower part of the screen of the main display 8, a game selection instruction image 35a consisting of character information of "Selection of Game Type" is displayed, which prompts the selection of the type of the navigation state (game) during the AT state.

[0241] Also, although not shown in the figure, when winning the role of the push order bell in the first game in the AT state, the corresponding push order navigation will be displayed on the main display 8 in parallel with the selection effect. However, only for the first game in the AT state, even if type 2 is selected later, it is preferable not to execute the color bell navigation when winning the role of the color bell. In the first game in the pseudo-bonus state, none of the navigations may be executed.

[0242] During the execution of the first game, as an initial state, the surrounding frame of the first operation selection image 34a emits light, and at that time, it is notified that the first operation selection image 34a is valid. By alternately switching the operation selection images that emit light for each operation of the bet button 2a by the player, the player can select the type of the navigation state desired. After that, when the game is ended (the last reel 4 is stopped) with the operation selection image corresponding to the type of the navigation state desired by the player emitting light, the type of the navigation state corresponding to the emitting operation selection image will be selected.

[0243] In addition, in FIG. 9, the case where the navigation state of type 1 is selected is illustrated. Therefore, as shown in FIG. 9(b), after the game ends, only the first operation selection image 34a is displayed at the approximate center of the screen, and the type of the navigation state selected this time is notified. Also, after the game ends, a game selection result image 35b consisting of character information of "Determination of Game Type 1" that notifies that the navigation state of type 1 has been selected this time will be displayed at the lower part of the screen.

[0244] When the next game is started in this state, the first operation selection image 34a and the game selection result image 35b are erased, and the production image during the AT state or any selected navigation is executed, and the remaining medal number image 33 is subtracted and displayed according to the acquisition of medals.

[0245] As described above, in the second modification of the first embodiment, when the AT state occurs, the type of the navigation state executed during the AT state is determined by the player's selection, and the AT state is executed according to the selected type. That is, the slot machine 1 of the second modification of the first embodiment includes a selection means that enables the player to select whether to activate the color navigation (second stop operation notification means) in addition to activating the push order navigation (first stop operation notification means) when the AT state as the first specific game state occurs. Thereby, for example, when the navigation state of type 1 is selected, the amount of medals acquired per unit game is small, but an AT state with a longer continuous period occurs, and when the navigation state of type 2 is selected, the continuous period is short, but an AT state in which the amount of medals acquired per unit game increases occurs.

[0246] Therefore, it becomes possible to generate an AT state according to the player's preference, and it becomes possible to enhance the player's satisfaction. In addition, according to the selected navigation state of the AT state, the medal acquisition mode and the continuous period during the AT state vary variously, and it becomes possible to improve the interest of the game by executing more diverse game modes.

[0247] Note that the function of the first modification of the first embodiment described above may be provided in the slot machine 1 of this second modification. For example, the continuous period of the pseudo bonus state may be defined by the number of executions of the color navigation, and when the AT state occurs, the type of the navigation state may be made selectable.

[0248] Further, the main control device 10 may be provided with a periodic privilege granting means for executing a game in which privileges can be periodically granted according to the progress of the game in the AT state. For example, a lottery may be conducted every 20 games to add a predetermined number of games to the remaining number of games in the AT state. In this way, when Type 1 is selected, a large number of medals cannot be obtained in a short period of time, but the duration of the AT state becomes relatively long, so that more opportunities for additional lotteries can be obtained, and it becomes possible to enhance the player's expectation for the addition of the number of games.

[0249] On the other hand, when Type 2 is selected, the duration of the AT state becomes relatively short, so the opportunities for additional lotteries decrease, but a large number of medals can be obtained in a short period of time, and it becomes possible to enhance the player's gaming motivation. Therefore, both types have advantages and disadvantages, and the game content becomes attractive for the player to select. As described above, Modification Example 2 of the first embodiment is realized.

[0250] <Second Embodiment> Next, a second embodiment of the present invention will be described. In the slot machine 1 according to the second embodiment of the present invention, only a part of the configuration and control of the slot machine 1 is different from that of the above-described first embodiment, and the rest is the same as that of the first embodiment. Therefore, only the differences from the above-described first embodiment will be described below.

[0251] First, in the slot machine 1 according to the second embodiment, the types of symbols on the reels 4 are different from those in the above-described first embodiment. A plurality of symbols (for example, 20) are shown on each of the reels 4a to 4c, and the types of symbols are, for example, "Replay", "Watermelon", "Cherry", "Bell", "BAR", "7", etc. The symbols of "Replay" and "Bell" are arranged on each of the reels 4a to 4c so as not to require pressing, and the symbols of "Cherry", "Watermelon", "BAR", and "7" are arranged on a predetermined reel 4 so as to require pressing. Note that the reels 4 that require pressing for the symbols of "cherry", "watermelon", "BAR", and "7" may be all the reels 4 or some of the reels 4. Note that the form of the reel 4 is not limited to this. For example, the number of symbols on the circumferential surface may be other than 20.

[0252] Also, the composition of the roles in the second embodiment includes minor roles, replay roles, and bonus roles. Among the minor roles, there are the bell pressing order role, watermelon role, and cherry role. For the bell pressing order role, similar to the first embodiment described above, out of the six bell pressing orders (for example, "5a → 5b → 5c", "5c → 5b → 5a", etc.), when the stop buttons 5a to 5c are operated according to one of the pressing orders (specific pressing order), six bell pressing order roles 1 to 6 in which the corresponding symbol combination ("bell · bell · bell") is stopped and displayed on the active line are provided.

[0253] Note that when winning the bell pressing order role, regardless of the stop buttons 5 operated second and third, as long as only the stop button 5 operated first follows a specific pressing order, the stop control of the reel 4 may be performed so that the symbol combination corresponding to the bell pressing order role stops. Also, the bell pressing order is not limited to six, and three bell pressing orders 1 to 3 may be provided. Also, different from the first embodiment described above, the color bell role is not provided in the second embodiment, but the color bell role may be provided in the second embodiment, or a common bell role may be provided.

[0254] For the watermelon role and the cherry role, similar to the first embodiment described above, strong / weak watermelon roles and strong / weak cherry roles are provided, and the winning symbol combinations are the same as described above. The replay role is also provided with a normal replay role and a chance replay role (chance role), similar to the first embodiment described above, and the winning symbol combinations are the same. Note that the benefits (such as the number of medals) given when winning the minor role and the replay role are the same as those in the first embodiment.

[0255] The bonus role is a role that causes the game state to shift to a bonus state (described later) when winning. When the bonus role is won, the stop control of reel 4 is performed so that the symbol combination of "7·7·7" is allowed on the active line. When the symbol combination of "7·7·7" stops on the active line and the bonus role wins, the game state will shift to the bonus state. Note that, unlike the start of the pseudo-bonus state accompanied by winning of a predetermined role, when the bonus role wins, there is no giving of game value such as payout of medals, and the right to win the bonus role is maintained until the bonus role wins.

[0256] [Flow of the game in the gaming machine of the second embodiment] Next, the flow of the game of the slot machine 1 will be described with reference to FIG. 10. FIG. 10 is a diagram for explaining the game state in the slot machine 1 according to the second embodiment. The main control device 10 and the sub-control device 20 can control the slot machine 1 into a plurality of game states, and perform various processes in each game state, control of transitions between game states (hereinafter also simply referred to as "transitions"), etc. as follows.

[0257] As shown in FIG. 10, the game of the slot machine 1 of the second embodiment is composed of a plurality of game states including a normal game state, a bonus state, and an AT state. The main control device 10 and the sub-control device 20 can be controlled to transition from one game state to another based on the establishment of predetermined transition conditions.

[0258] Hereinafter, each game state (normal game state, bonus state, AT state) executed by the control of the main control device 10 and the sub-control device 20, the transition process between game states, and various effects generated along with the transition process will be described in detail for each game state.

[0259] Hereinafter, unless otherwise specified, the transition point from each gaming state to another gaming state is basically after the third reel stop operation of the game in which the transition condition is satisfied (or after the payout of medals is completed). However, it is not limited to this, and it may transition from the next game after the transition condition is satisfied.

[0260] (Normal gaming state) The normal gaming state is a gaming state that stays when the main control device 10 of the slot machine 1 is reset, and it is an unfavorable state for the player. As shown in FIG. 10, while staying in the normal gaming state, the main control device 10 performs a transition lottery process to the bonus state and the AT state. Note that depending on the specifications of the slot machine 1, etc., it may be configured not to directly transition from the normal gaming state to the AT state.

[0261] During the normal gaming state, similar to the first embodiment, based on the lottery result of the combination, etc., individual effects including a winning effect that is completed in one game are executed on the main display 8 or the sub-display 17 with a predetermined probability.

[0262] Also, in the normal gaming state, there are a normal probability state and a high probability state with different winning probabilities for transitioning to the AT state. The winning probability of the transition lottery to the AT state is higher in the high probability state than in the normal probability state, and the transition of the probability state is controlled, for example, with a 30% probability when a weak watermelon combination or a weak cherry combination wins, to transition from the normal probability state to the high probability state. On the other hand, as a predetermined falling condition, for example, with a 5% probability when a replay combination wins, a push-order bell combination wins, and when losing, control is performed to transition from the high probability state to the normal probability state. Note that corresponding to the change of the probability state, similar to the first embodiment described above, stage change processing is performed, and a change to a stage that suggests the high probability state in a part of the high probability state is made.

[0263] · Transition process from the normal gaming state to the bonus state (arrow a in FIG. 10) In the normal gaming state, based on the determination result that whether to grant a privilege by the main control device 10 has become a predetermined special determination result, it is possible to grant a bonus state (privilege) as a special gaming state.

[0264] More specifically, when the main control device 10 performs stop control to allow a special symbol combination (“7·7·7”) on the reel 4 based on the winning of a bonus combination as a special lottery result, and when a special symbol combination is derived on the reel 4 based on the player's operation, it is determined that the special conditions are met, and the gaming state is shifted to a bonus state, which is a special gaming state advantageous to the player. Therefore, in the slot machine 1 of the first embodiment described above, a pseudo-bonus state could be generated, but in the slot machine 1 of the second embodiment, a bonus state (so-called real bonus) can be generated without generating a pseudo-bonus state.

[0265] In addition, in the second embodiment, a pseudo-bonus state may also be generated in addition to the bonus state. Also, the bonus combination may be set to win simultaneously (duplicate win) with the winning of a predetermined rare combination (for example, a strong cherry combination), or may be set to win independently separately from other combinations, or both duplicate win and independent win patterns may be provided. Also, since the bonus combination gives the player an opportunity to obtain a large number of medals, it is preferable to set the winning probability lower than that of small combinations or replay combinations (for example, set to a probability of about 1 / 250). Also, the winning probability of the bonus combination may be made changeable in multiple stages according to the set value of the probability setting device 14.

[0266] Also, in the normal gaming state, when the bonus combination is won, a continuous effect spanning a predetermined number of games executed immediately before the transition to the pseudo-bonus state in the first embodiment is executed on the main display 8, for example, to enhance the player's anticipation. When a continuous performance is executed, an image showing the protagonist character winning as a result of the battle performance is displayed, and an image notifying that the player has finally won the bonus role is displayed, and an image prompting the player to stop a special symbol combination is displayed on the main display 8. However, even in the game during the continuous performance, since a special symbol combination can be derived, when a special symbol combination is derived in the game during the continuous performance, the continuous performance will end at that time.

[0267] Also, based on the fulfillment of predetermined conditions, even in a game where the player has not won the bonus role, a performance similar to the continuous performance is executed on the main display 8. For example, when the bonus role is configured to be able to overlap and be won with a predetermined rare role, when a predetermined rare role that the player has not won the bonus role is won, a continuous performance in which the protagonist character finally loses will be executed.

[0268] · Transition process from the normal game state to the AT state (arrow c in Fig. 10) In the normal game state, the main control device 10 performs a transition lottery process to the AT state as a specific game state based on winning a predetermined rare role. For example, when winning the strong cherry role, a transition process to the AT state is performed with a predetermined probability (e.g., 1%). The condition for transitioning to the AT state is winning this transition lottery. Also, in the game during the high-probability state, control is performed so that the transition lottery probability to the AT state increases. For example, when winning the strong cherry role, a transition process to the AT state is performed with a probability (e.g., 2%) higher than the winning probability in the normal probability state. Note that the transition to the AT state in the normal game state may be performed with a predetermined probability (e.g., 1%) when a losing lottery result in which the player has not won any minor role is derived, in addition to being conditional on winning a predetermined rare role.

[0269] In this second embodiment, since the transition to the AT state is mainly executed via the bonus state in order to enhance the player's anticipation, the probability of directly transitioning from the normal gaming state to the AT state is set to an extremely low probability. Note that, depending on the set probability in the probability setting device 14, it may be possible to change the probability of directly transitioning from the normal gaming state to the AT state, or it may be possible to win the lottery for directly transitioning from the normal gaming state to the AT state only when the set value is relatively high (for example, set 4 to 6).

[0270] Also, in the normal gaming state, when winning the lottery for transitioning to the AT state, similar to when the pseudo-bonus state occurs in the first embodiment, a precursor effect (including continuous effects) is executed after the elapse of the waiting period, and the AT state occurs after the end of the precursor effect. Also, when winning a predetermined rare combination (for example, a strong cherry combination) but not winning the AT state, a fake precursor effect similar to when the pseudo-bonus state occurs in the first embodiment is executed.

[0271] Note that when winning the lottery for directly transitioning from the normal gaming state to the AT state, it may be possible to execute a continuous effect immediately without executing a precursor effect and transition to the AT state after the execution of the continuous effect. Also, similar to when transitioning to the pseudo-bonus state in the first embodiment, a CZ state that allows transition to the AT state may be provided.

[0272] (Bonus state) The bonus state as a special gaming state is a state in which the control related to the combination lottery by the main control device 10 is performed more advantageously for the player than in the normal gaming state. That is, in the slot machine 1 in the first embodiment, a pseudo-bonus state is generated as a state advantageous to the player, but in the slot machine 1 in the second embodiment, a bonus state, which is a so-called real bonus, is generated as a state advantageous to the player.

[0273] In the bonus state, it continues until a predetermined number of games (e.g., 40 times) are executed. During that time, the lottery control of the combination is changed. For example, in the games in the bonus state, the winning probability of the bell-by-push order combination is made higher than that in the games during the normal gaming state. Also, in the second embodiment as well, similar to the first embodiment described above, when any one of the bell-by-push order combinations 1 to 6 is won, the main control device as the specific stop control means performs stop control such that the corresponding bell-by-push order combination wins only when a stop operation is performed according to the push order (specific stop mode) corresponding to the won bell-by-push order combination.

[0274] In addition, as control advantageous to the player during the bonus state, it may be other than the above. For example, the winning probability of a predetermined rare combination may be made higher than that in the games during the normal gaming state, or the winning probability of the replay combination may be made lower than that in the games during the normal gaming state, so as to increase the chance of winning the bell-by-push order combination accordingly. Also, the winning probability of the bell-by-push order combination may not be increased.

[0275] Also, the number of medals paid out when the bell-by-push order combination wins may be set differently between the bonus state and other gaming states. For example, when the bell-by-push order combination wins during the normal gaming state, 6 medals are paid out, but when the bell-by-push order combination wins during the bonus state, 15 medals may be paid out.

[0276] During the bonus state, based on the control information from the main control device 10, the sub-control device 20 as the specific operation notification means executes the push order navigation for the bell-by-push order combination described above as the notification of an operation mode advantageous to the player, so that the state is such that it is easy to acquire medals. However, the push-order navigation is not executed during all periods of the bonus state. Instead, the push-order navigation is enabled during the first half of the bonus state in which a predetermined number (e.g., 20 times) of games are executed as the first period, and the push-order navigation is disabled during the second half of the bonus state in which a predetermined number (e.g., 20 times) of games are executed as the second period.

[0277] Therefore, in the game until the bonus state starts and a predetermined number of games are executed, if any of the push-order bell roles 1 to 6 is won, a specific push order corresponding to the won push-order bell role is notified and the push-order navigation is executed. In the games after a predetermined number of games are executed, regardless of which of the push-order bell roles 1 to 6 is won, the specific push order corresponding to the won push-order bell role is not notified and the push-order navigation is not executed.

[0278] Also, in the second half of the bonus state, the main control device 10 performs the transition lottery process to the AT state advantageously for the player, and control is performed so as to win the AT state with a predetermined probability (e.g., 5%) for each game. Note that the winning probability of the AT state may be any value as long as it is advantageous for the player to transition to the AT state. For example, it is preferably a value higher than the winning probability of the AT state (e.g., 1%) during the normal probability state in the normal game state.

[0279] Also, in the game during the bonus state, if a rare role is won, the winning probability of the AT state may be set higher than when other roles (e.g., push-order bell roles) are won. For example, when the strong cherry role is won, control may be performed so as to win the AT state with a 25% probability. Also, the transition lottery to the AT state may not be performed during the normal game state and may be performed only during the bonus state. Also, in the first half of the bonus state, the transition lottery to the AT state may be performed with a lower probability (e.g., 1%) than in the second half, or the transition lottery to the AT state may not be performed in the first half.

[0280] When winning the lottery for the transition to the AT state in the bonus state as described later, the gaming state will transition to the AT state after the end of the bonus state. During the bonus state, various effects based on the lottery for the transition to the AT state will be executed on, for example, the main display 8 by the sub-control device 20 as the effect control means. In addition, when the bonus state occurs, the lamp 11 emits light in a predetermined manner to notify that it is in the bonus state, and a predetermined sound effect for notifying that it is in the bonus state is output from the speaker 9.

[0281] First, in the first half of the bonus state, as an effect during the bonus state, for example, an effect image introducing the characters that appear is displayed, and when winning the push-order bell role, the push-order navigation is executed on the main display 8. When transitioning to the second half of the bonus state, an effect during the high-probability state for notifying the player that the lottery for the transition to the AT state is being conducted with a high probability is executed on the main display 8. For example, as a pre-effect of the subsequent battle effect, an effect image in which the main character and the enemy character confront each other is displayed to enhance the player's sense of expectation. In addition, when transitioning to the second half of the bonus state, the lamp 11 is changed to a lighting mode for notifying that it is in the high-probability state from the lighting mode of the bonus state, and the sound effect from the speaker 9 is also changed from the sound effect of the bonus state to the sound effect in the high-probability state.

[0282] In addition, in the pre-effect, which is an effect during the high-probability state, an expectation-increasing effect is executed. By executing the expectation-increasing effect, for example, the image mode of the main character (for example, the aura image surrounding the main character) changes to a higher level among the images set in multiple levels, notifying that the possibility of the main character winning in the subsequent battle effect, that is, transitioning to the AT state, has increased. Note that the expectation-boosting effect is executed with a predetermined probability for each game. When winning the AT state transition lottery, it is executed with a higher probability than when not winning. When the image state of the protagonist character actually changes to a higher level, the probability of transitioning to the AT state increases.

[0283] Also, in the last few games (for example, three games) before the end of the bonus state, which is the second half of the bonus state, continuous effects are executed in the same way as during the precursor effect of the pseudo-bonus state in the first embodiment described above. The continuous effect (battle effect) executed at the end of the second half of this bonus state is executed based on the result of the AT state transition lottery that has already been executed. When winning the AT state transition lottery, it is reported that the protagonist character finally wins and transitions to the AT state in the battle effect. When not winning the AT state transition lottery, it is reported that the protagonist character finally loses and does not transition to the AT state in the battle effect.

[0284] Therefore, regardless of winning or not winning the AT state transition lottery executed during the bonus state, the bonus state is executed for a preset period (for example, 40 games). Even when transitioning to the AT state, the transition will wait for this period to elapse.

[0285] Also, when transitioning to the bonus state of the gaming state, information indicating that it is the bonus state is output from the external output terminal 18. However, even when transitioning to the bonus state, the period during which the player can obtain a large number of medals is only the first half when the push-order navigator is executed. Therefore, the output of the information indicating that it is the bonus state ends together with the end of the first half of the bonus state.

[0286] Therefore, even when the slot machine 1 notifies, via a lamp, an image display device, etc., that it is in a bonus state based on the output of information indicating that it is in a bonus state in the island equipment calling device (not shown) on the game parlor side, the notification will end when transitioning to the second half of the bonus state, and will switch to the same notification as during the normal game state.

[0287] In the second embodiment, in the second half of the bonus state, a production image in which the main character and the enemy character face each other is displayed on the main display 8. However, an image (stage) similar to the image suggesting the high probability state during the normal game state may be displayed. That is, in the second half of the bonus state, since the push order navigation is not executed, the medal acquisition state is substantially equivalent to that during the normal game state. Therefore, by displaying an image similar to that during the normal game state, it may be possible to accurately notify the player of the medal acquisition status corresponding thereto.

[0288] Also in the slot machine 1 of the second embodiment, similar to the slot machine 1 of the first embodiment described above, a color bell combination may be provided, and a color navigation corresponding to the color bell combination may be executed in the first half of the bonus state, or both the push order navigation and the color navigation may be executed in the first half of the bonus state, and only the push order navigation may be executed in the second half.

[0289] · Transition process from bonus state to AT state (arrow e in Fig. 10) The bonus state ends when a predetermined end condition is satisfied. The end condition of the bonus state can be any of them. For example, it may be the case where the number of medals paid out during the bonus state exceeds a predetermined number (e.g., 100), or it may be the case where the number of games during the bonus state reaches a predetermined number of times (e.g., 40). Also, if the establishment of the end condition of the bonus state is not notified to the player in advance without notifying the number of medals paid out or the number of games during the bonus state, the number of games in the continuous effect executed at the end of the bonus state cannot be recognized in advance, so it is also possible to improve the player's sense of expectation. And when winning the transition lottery to the AT state executed during the bonus state at the end of the bonus state, the gaming state will transition from the bonus state to the AT state. As described above, in the final stage of the bonus state, a continuous effect will be executed over a predetermined number of games. However, when winning the transition lottery to the AT state, an effect image in which the main character wins as a result of the continuous effect will be displayed after the end of the final game of the bonus state, and an image notifying the transition to the AT state will be displayed on the main display 8, and the gaming state will transition from the next game to the AT state.

[0290] · Transition process from the bonus state to the normal gaming state (arrow b in Fig. 10) When not winning the transition lottery to the AT state executed during the bonus state at the end of the bonus state, after executing the specified number of games during the bonus state, the gaming state will transition from the bonus state to the normal gaming state. At this time, after the end of the final game of the bonus state, an effect image in which the main character loses as a result of the continuous effect and an image notifying that the transition to the AT state will not occur will be displayed on the main display 8, and the gaming state will transition from the next game to the normal gaming state.

[0291] In addition, when shifting from the bonus state to the normal game state, setting-related information (setting suggestion information) that can suggest the set value set by the probability setting device 14 may be notified by the notification means (main display 8, sub-display 17, speaker 9) under the control of the sub-control device 20 based on the control information from the main control device 10. For example, on the main display 8 or the sub-display 17, a predetermined character is displayed from among a plurality of characters, and the displayed character is selected according to the selection probability preset according to each set value of the probability setting device 14, so that the set value can be predicted to some extent by the displayed character.

[0292] Also, although the bonus state is set to end when a preset number of games have been executed, the bonus state may be ended when the number of medals paid out during the bonus state reaches a specified number, or it may be ended based on the fulfillment of either one of the conditions of executing the specified number of games and paying out the specified number of medals. Also, when the bonus state is to be ended when the number of medals paid out during the bonus state reaches a specified number, it is preferable to continue the first half of the bonus state for a fixed number of games. In this case, in the second half of the bonus state, when the total number of medals paid out due to the winning of the accidental push-order bell combination reaches the specified number, the bonus state will end. Therefore, the number of continuous games in the second half can vary for each bonus state, and the possibility of shifting to the AT state will change.

[0293] (AT state) The AT state is a game state in which, during the games in the AT state, as notification of an operation mode advantageous to the player, a push-order navigation for the push-order bell combination is continuously performed during that period, making it easy to obtain medals. However, unlike the bonus state, the lottery control of the combinations is the same as in the normal game state, so the lottery control of the push-order bell combination that is the target of the push-order navigation is executed in the same manner as in the normal game state.

[0294] During the AT state, similar to the first embodiment described above, a predetermined number of games (e.g., 30 games) given at the initial transition of the AT state are managed as the remaining number of games for which the AT state can be continued. The remaining number of games is subtracted for each game, and the AT state is continued until the remaining number of games becomes zero. And when the remaining number of games becomes zero in the AT state, the AT state will end.

[0295] During the AT state, control information regarding the AT state is transmitted from the main control device 10 to the sub-control device 20. Under the control of the sub-control device 20, various effect images during the AT state are displayed on the main display 8. Also, the remaining number of games, the total number of medals acquired during a series of AT states, and the total number of games executed during the AT state are displayed on the main display 8.

[0296] Also, the continuation lottery process for the AT state is the same as that of the first embodiment described above, and the continuation lottery process for the AT state is performed in a predetermined number of games (2 to 3 games) executed at the end of the AT state. And when the result of the battle lottery in each game during the lottery game period is a win twice, it is determined that the continuation condition is satisfied and the continuation of the AT state is determined, and a new AT state will start after the end of the currently executing AT state.

[0297] Also, in the new AT state, the continuation of the AT state itself is managed in the same way as at the initial transition of the AT state, and when a predetermined number (e.g., 30 times) of games are executed, the AT state will end. However, in the predetermined number of games (2 to 3 games) executed at the end of this new AT state, the continuation lottery process for the AT state is also performed in the same way as at the initial transition. Therefore, due to the satisfaction of the continuation condition in the continuation lottery process during each AT state, the AT state will be repeatedly executed. Also, the battle lottery in each game executed during the lottery game period in the AT state is set such that its winning probability is not always constant, similar to the first embodiment described above.

[0298] In addition, the winning probabilities of each battle lottery during the lottery game period in the AT state may be made the same. Also, a plurality of lottery modes for the lottery game period in the AT state may be set and made changeable based on the fulfillment of predetermined conditions, or may be made changeable based on the operation of the player so that it can be selected according to the player's preference.

[0299] Also, similar to the first embodiment described above, during the lottery game period in the AT state, corresponding to the execution of the game, based on the control of the sub-control device 20 based on the reception of control information from the main control device 10, a continuous performance by characters is executed on the main display 8. Regarding the continuous performance in the AT state, the content is such that the battle performance is completed for each game. The battle performance is executed based on the winning probability set for each game, and the character on the ally side (including the protagonist character) that battles the enemy character for each game appears in different types corresponding to the above winning probability.

[0300] And when the battle lottery in each game is a winning one, the ally character that appeared wins at the end of the game, and when the battle lottery is not a winning one, an effect is completed for each game such that the ally character that appeared loses at the end of the game. And among the results of the battle lotteries in three games, when two games are winning, the continuation of the next AT state is determined.

[0301] Also, during the period other than the lottery game period in the AT state, in order to enhance the interest of the game, a performance during the AT state in which a predetermined character appears is displayed on the main display 8 or the sub-display 17. In the performance during the AT state, for example, an introduction image of each character that appears is displayed, and a predetermined music piece is output from the speaker 9.

[0302] On the other hand, during the lottery game period in the AT state, depending on the type of battle lottery, the background during the battle performance and the offense and defense content during the battle performance change, so as to change the sense of expectation for the continuation of the AT state. In addition, the execution control of the push order navigation during the AT state may be made different from that during the bonus state. For example, when winning the push order bell role during the bonus state, the push order navigation is executed with a predetermined probability (for example, 100%), and when winning the push order bell role during the AT state, the push order navigation is executed with a lower probability (for example, 60%) than during the bonus state, so that the number of medals that can be obtained during the bonus state and the AT state may change.

[0303] ·Transition process from the AT state to the bonus state (arrow f in Fig. 10) Even during the AT state, similar to the normal game state, based on the lottery result of whether or not to grant a privilege by the main control device 10 being a predetermined special lottery result, it is possible to grant a bonus state (privilege) as a special game state.

[0304] Therefore, in the game during the AT state, when winning the bonus role in the role lottery by the main control device 10, stop control that allows a special symbol combination ("7·7·7") on the reel 4 is performed. When a special symbol combination is derived on the reel 4 based on the player's operation, the game state shifts to a bonus state as a special game state advantageous to the player. In addition, when winning the bonus role during the AT state, it is preferable to temporarily stop (disable) the execution of the push order navigation until the game state shifts to the bonus state.

[0305] And when winning the lottery for the transition to the bonus state during the AT state, the ongoing AT state is temporarily interrupted, and the game state shifts to the bonus state. Therefore, the remaining number of games in the AT state is held when transitioning to the bonus state, and when returning to the AT state again, the AT state is resumed (arrow e in Fig. 10) based on the held remaining number of games.

[0306] However, when shifting from the AT state to the bonus state, unlike when shifting from the normal game state to the bonus state, the transition lottery process for the AT state is not performed. When a predetermined number of games have been executed, the bonus state ends and the game returns to the AT state.

[0307] Note that even when shifting from the AT state to the bonus state, a continuous lottery period similar to the above may be provided, and a lottery process for the AT state may be performed to increase the right to continue the AT state. Also, when winning the lottery for the transition to the bonus state during the AT state, instead of immediately notifying the transition to the bonus state, after performing a battle performance (a battle performance where the protagonist side wins) for a predetermined period (for example, between 3 games) as described above, the transition to the bonus state may be notified. However, also in this case, if a special symbol combination is derived on reel 4 during the battle performance, the battle performance is aborted and the game shifts to the bonus state. Also, even when winning a rare role that may overlap with the bonus role during the AT state and not winning the bonus role, a battle performance (a battle performance where the protagonist side loses) may be executed.

[0308] Also, when shifting from the AT state to the bonus state, the push order navigation may be executed during all periods of the bonus state. That is, when shifting from the normal game state to the bonus state, the push order navigation is executed only in the first half of the bonus state, but when shifting from the AT state to the bonus state, the push order navigation may be executed in both the first half and the second half of the bonus state. By doing so, it becomes possible to increase the number of medals obtained when shifting from the AT state to the bonus state. Therefore, the total number of medals obtained when the AT state and the bonus state occur continuously increases further, and it becomes possible to extremely enhance the player's sense of expectation. Also, when shifting from the AT state to the bonus state, a predetermined number of games (for example, 10 times) may be added to the remaining number of games in the AT state.

[0309] ·Transition process from the AT state to the normal game state (arrow d in FIG. 10) In the AT state, if the continuation condition of the AT state is not satisfied and the right to continue to the next AT state is not granted, that is, if no winning results are derived in the battle lottery for each game during the lottery game period in the AT state, the game state will transition to the normal game state after the end of the AT state. Also in this second embodiment, since it is determined that the special condition is not satisfied when the result of the battle lottery becomes a non-winning result twice in the games during the lottery game period, the end condition of the AT state is satisfied when the result of the battle lottery becomes a non-winning result twice in any of the games during the lottery game period, and it is assumed that the game state will transition to the normal game state from the next game. Therefore, the continuation period of the ongoing AT state will change according to the result of the battle lottery of the games during the lottery game period.

[0310] Also, since the push order navigation is performed in the games during the lottery game period, even if the special condition is not satisfied in the final continuation lottery process in the AT state, the more the lottery game period continues without the non-winning result of the battle lottery being derived twice, the more the opportunity to obtain medals increases, which is an advantageous state for the player. Although the push order navigation for the push order bell combination is performed in the games during the lottery game period, in the games during the lottery game period, the push order navigation may not be performed, or may be performed only with a predetermined probability (for example, 50%).

[0311] When transitioning from the AT state to the normal game state, the winning probability state of the AT state is controlled to become the normal probability state. At this time, it may be set to transition to the high probability state with a predetermined probability for each setting in the probability setting device 14. Also, when transitioning to the high-probability state after the end of the AT state, during the high-probability state, there is a possibility that limit control (limiter control) by the above-described limiting means is performed. However, if limit control is performed during the high-probability state, it is shifted to the normal-probability state.

[0312] Also, at the end of the AT state, an ending state for a predetermined period (for example, 5 seconds) is set. During the ending state (ending period), the progress of the game becomes temporarily impossible, and after the end of the ending state, it shifts to the normal game state. During the ending state, setting-related information capable of suggesting the set value set by the probability setting device 14 is notified by the notification means under the control of the main control device 10 and the sub-control device 20. For example, a predetermined image is displayed on the main display 8 and the sub-display 17, and a predetermined sound is output from the speaker 9. As described above, the transition of the game state is performed in the slot machine 1 of the second embodiment.

[0313] [Transition of game state and display content on the main display in the second embodiment] Next, referring to the timing chart of FIG. 11, regarding the transition of the game state realized by the control of the main control device 10 and the sub-control device 20 in the slot machine 1 of the second embodiment, and the display content on the main display 8, in particular, when the game state transitions in the order of normal game state → bonus state → AT state, the transition of the game state and the display content on the main display 8 will be described.

[0314] FIG. 11 shows the correspondence between the transition of the game state from the normal game state to the bonus state, the transition from the bonus state to the AT state, and the change in the display content on the main display 8 therebetween. Specifically, under the control of the main control device 10, when a bonus combination is won in the normal game state and a special symbol combination stops on the reel 4 in the subsequent game, the game state transitions from the normal game state to the bonus state. Further, when the game state transitions to the AT state by winning the AT state transition lottery during the bonus state, the navigation state and the production content (production image) displayed on the main display 8 are shown. Note that Fig. 11 shows the period after winning the bonus combination during the normal game state, and the period before that is omitted.

[0315] Also in this second embodiment, the main control device 10 performs control related to the lottery of various benefits and the change of various game states (including the change timing), and transmits control information related to the control to the sub-control device 20 from the main control device 10, so that the sub-control device 20 performs control related to various corresponding displays. Note that the start timing and execution period of an effect (for example, a fake precursor effect, etc.) not directly related to the change of the game state may be controlled by the sub-control device 20 based on the reception of control information from the main control device 10, or may be controlled independently by the sub-control device 20 without receiving control information from the main control device 10. However, it is necessary to receive control information (for example, winning information of a rare combination, etc.) that triggers the effect.

[0316] First, as shown in Fig. 11, during the normal game state when the transition to the bonus state has not been determined, if a bonus combination is won, as described above, a continuous effect is executed on the main display 8, and in the final game of this continuous effect (the first game shown in the figure), an image of the protagonist character winning or an image notifying the transition to the pseudo-bonus state is displayed on the main display 8. Note that during the normal game state, the push order navigation on the main display 8 is not executed.

[0317] Then, in the second game, a stop promotion effect that prompts the stop of a special symbol combination corresponding to a bonus combination is executed on the main display 8. When a special symbol combination corresponding to a bonus combination stops on reel 4 due to the player's stop operation, as an image for notifying the occurrence of a bonus state on the main display 8, for example, character information such as "Congratulations on the big bonus" or a predetermined character image is displayed. Note that the winning state of the bonus combination is maintained until the bonus state is entered, and stop control of reel 4 where a special symbol combination can be stopped is performed while the maintained state continues. However, when performing control to prioritize the winning of other combinations (for example, replay combination) in the maintained state, the special symbol combination cannot be stopped even in the maintained state when other combinations are won.

[0318] And when a special symbol combination stops on reel 4 in the second game, from the start of the third game (timing t5), the game state will shift from the normal game state to the bonus state. When the game state shifts to the bonus state, first, the first half of the bonus state is started. Based on the control information from the main control device 10, the sub-control device 20 activates the control of the push order navigation. When any of the push order bell combinations is won, it is controlled to enter a state where the push order navigation corresponding to that combination is executed. Therefore, in the first half of the bonus state, the push order navigation is continuously executed, and it becomes a state where medals can be obtained extremely easily. Also, when the game state shifts to the bonus state, the main control device 10 continuously outputs information indicating the shift to the bonus state to the management device side via the external output terminal 18.

[0319] The first half of the bonus state is set until a predetermined number (for example, 20 times) of games are executed. When any of the push order bell combinations is won during this period, the push order navigation corresponding to that combination is executed on the main display 8 and the navigation lamp 12. Also, in the first half of the bonus state, as described above, as an effect during the bonus state, for example, an effect image introducing the characters that appear is displayed on the main display 8 together with the push order navigator.

[0320] When the 33rd game starts (timing t6), the game shifts to the second half of the bonus state, the control of the push order navigator is disabled, and even if a player wins any of the push order bell roles, the corresponding push order navigator will not be executed. Also, when shifting to the second half of the bonus state, the transition lottery for the AT state is executed with a high probability, and as an effect during the high probability state of notifying the player that the transition lottery for the AT state is being performed with a high probability, as a pre-effect of the battle effect, an effect image in which the main character and the enemy character confront each other is displayed on the main display 8.

[0321] Also, when shifting to the second half of the bonus state, the lamp 11 is changed to a light emission mode that notifies that it is in the high probability state from the light emission mode of the bonus state, and the sound effect from the speaker 9 is also changed from the sound effect of the bonus state to the sound effect in the high probability state. Also, due to the shift of the game state to the second half of the bonus state, the output information from the external output terminal 18 is changed from the information indicating the bonus state to the information indicating the normal game state.

[0322] When the 40th game, which is part of the second half of the bonus state, starts (timing t7), a continuous effect (battle effect) based on the transition lottery for the AT state executed during the high probability state will be executed on the main display 8. The continuous effect is executed across the 40th to 42nd games. Since FIG. 11 illustrates the case of shifting to the AT state, after the end of the final game of the bonus state, an image in which the main character wins or an image notifying the shift to the AT state will be displayed on the main display 8. When the 42nd game ends, the end condition of the bonus state is satisfied and the current bonus state ends.

[0323] Then, starting from the start time of the 43rd game (timing t8), the game state will shift to the AT state, and an effect image during the AT state will be displayed on the main display 8. Also, when the game state shifts to the AT state, based on the control information from the main control device 10, the sub-control device 20 will activate the control of the push order navigation. When any of the push order bell roles wins, it will be controlled to execute the push order navigation corresponding to that role.

[0324] Therefore, the control of the push order navigation that was deactivated in the second half during the bonus state will be reactivated by the transition to the AT state. Also, when the game state shifts to the AT state, the main control device 10 will continuously output information indicating the transition to the AT state to the management device side via the external output terminal 18.

[0325] As described above, in the slot machine 1 according to the second embodiment, similar to the first embodiment described above, when any of the push order bell roles 1 to 6 wins, the main control device 10 performs control to award the winning push order bell role only when the stop operation is performed in a specific push order corresponding to the winning push order bell role. That is, the main control device 10 constitutes specific stop control means capable of causing the variable display means to derive a symbol combination for awarding the winning push order bell role as a specific stop mode that can grant a predetermined privilege based on the stop operation in a specific push order as a predetermined stop operation mode by the player.

[0326] Also, based on the control information from the main control device 10, the sub-control device 20 performs control to notify the main display 8 and the navigation lamp 12 of a specific push order for awarding the winning push order bell role during the first half of the bonus state and during the AT state. In other words, the sub-controller 20 constitutes a stop operation notification means capable of notifying the player of a specific push order in a recognizable manner as a predetermined stop operation mode in a game in which the winning push order bell role can be won.

[0327] Furthermore, when a bonus state occurs, push order navigation is executed in the first half of the bonus state. In other words, the main control device 10 constitutes a notification control means that executes (activates) push order navigation by the sub-control device 20 as a stop operation notification means during the first half of the bonus state, as the first period during the special game state.

[0328] Therefore, since the push order navigation is executed only for a specified period during the bonus state, it becomes possible to generate an unprecedented and innovative bonus state, thereby making it possible to increase the entertainment value of the game.

[0329] In addition, in the latter half of the bonus state, the lottery for transition to the AT state is executed with a higher probability than in the normal game state. In other words, the main control device 10 as a lottery means is capable of executing a lottery to generate an AT state as a specific bonus based on the execution of the game in the latter half of the bonus state as a second period different from the first period during the special gaming state.

[0330] Therefore, in the latter half of the bonus state, a lottery for the AT state is carried out, which can increase the player's sense of anticipation. Furthermore, in the latter half of the bonus state, the AT state lottery is executed with a higher probability than in the normal game state, which can further heighten the player's sense of anticipation.

[0331] In addition, in the latter half of the bonus state, effects and consecutive effects that are typical of the high probability state are executed. That is, the sub-controller 20 constitutes an effect control means capable of executing a predetermined effect in a game in the latter half of the bonus state as the second period in the special gaming state. Therefore, in the latter half of the bonus state, it becomes possible to execute a highly interesting game that effectively enhances the player's sense of anticipation.

[0332] Also, in the latter half of the bonus state, the push order navigation will not be executed. That is, the main control device 10 as the notification control means performs control to make the push order navigation by the sub-control device 20 as the stop operation notification means not executable (disabled) in the latter half of the bonus state which is the second period of the special game state.

[0333] Therefore, in the latter half of the bonus state, the push order navigation will not be executed and will only be executed in the first half, making it possible to generate a bonus state with a balanced profit between the game parlor and the player. Also, even if the push order navigation is not executed, the AT state lottery is still conducted. Therefore, when a bonus state occurs, it becomes possible to create a state advantageous to the player and enhance the player's sense of anticipation.

[0334] Also, in the latter half of the bonus state, if the player wins the transition lottery to the AT state, the AT state will occur after the end of the bonus state. That is, when the main control device 10 as the lottery means derives the result of the transition lottery to the AT state as a specific privilege, it becomes possible to generate the AT state as a specific game state advantageous to the player after the end of the bonus state which is the special game state. Therefore, when a bonus state occurs, the possibility of the occurrence of the AT state also increases, making it possible to extremely enhance the player's sense of anticipation.

[0335] Also, in the first half of the bonus state, for example, an effect that introduces the characters that appear is executed, while in the latter half of the bonus state, effects during the high-probability state or continuous effects are executed. That is, the sub-control device 20 as the effect control means can execute different effects in the first half (first period) and the second half (second period) of the bonus state. Therefore, appropriate effects are executed for various controls that change during the bonus state, and it becomes possible to execute highly interesting effects that do not bore the player throughout the bonus state.

[0336] Note that each of the first half and the second half of the bonus state may be set to any number of games as long as it is within the duration of the bonus state. Also, although the bonus state ends when the number of executed games reaches a predetermined number, it may end when the number of medals acquired or paid out as prize medals during the bonus state reaches a predetermined number. In this case, in the first half of the bonus state, if the number of medals acquired or paid out satisfies the end condition of the bonus state, the bonus state ends in the middle of the first half without shifting to the second half. Therefore, it is preferable to set the number of games in the first half so that the end condition based on the number of medals does not hold in the first half.

[0337] Also, it may be possible to generate a plurality of bonus states with different durations. For example, it may be possible to generate a regular bonus state with a duration of 20 games and a condition of winning a regular bonus combination, and a big bonus state with a duration of 40 games and a condition of winning a big bonus combination. In this case, during all periods of the regular bonus state, the push order navigation may be executed, and during a predetermined period (for example, 20 games) in the normal game state immediately after the end of the regular bonus state, although it is in the normal probability state, an effect (fake high probability effect) in the high probability state similar to the second half of the big bonus state may be executed.

[0338] In this way, even when the regular bonus state occurs, the actual number of medals won is the same as in the big bonus state. However, in the transition lottery to the AT state, the big bonus state is more advantageous to the player. Therefore, it is possible to create a special game state with a sense of tension. Furthermore, since the fake high-probability effect is executed even in the regular bonus state, it is also possible to give the player a certain degree of expectation. Also, in the regular bonus state as well as in the above-described bonus state, the push order guidance and lottery control may be performed separately for the first half and the second half, or the ratio of the first half to the second half may be set to different values for the regular bonus state and the big bonus state.

[0339] The main control device 10 may also execute control to make the execution mode of the bonus state occurring during the normal game state different from the execution mode of the bonus state occurring during the AT state. For example, when a bonus state occurs during the normal game state, as described above, the push order guidance is executed only for the first half by dividing it into the first half and the second half. However, when a bonus state occurs during the AT state, the push order guidance may be executed for the entire period of the bonus state, or the first half may be extended.

[0340] That is, when the bonus state as the special game state occurs during the AT state as the specific game state, the main control device 10 as the notification control means executes the push order guidance (activates the stop operation notification means) in the second half (the second period), while when the bonus state occurs outside the AT state, it performs control not to execute the push order guidance (deactivate the stop operation notification means) in the second half. Therefore, when the AT state and the bonus state occur in succession, the push order guidance is executed in all periods during the bonus state, making it possible to realize a very exciting game in which a large number of medals can be obtained multiplicatively.

[0341] Conversely, when a bonus state occurs during the AT state, the first half may be shortened, or the push-order navigation may not be executed throughout the entire bonus state period. By doing so, when the AT state and the bonus state occur, the period during which the right to continue the AT state is raffled becomes longer, so the possibility of the AT state continuing increases, and it is possible to further enhance the player's sense of expectation.

[0342] Also, when executing control to make the execution mode of the bonus state occurring during the normal game state different from the execution mode of the bonus state occurring during the AT state, the execution probability of the push-order navigation may be made different. For example, when a bonus state occurs during the normal game state, the push-order navigation is always executed when the push-order bell combination is won. However, when a bonus state occurs during the AT state, the push-order navigation may be executed with a predetermined probability (e.g., 60%) when the push-order bell combination is won.

[0343] By doing so, it becomes possible to suppress the medal acquisition amount when the AT state and the bonus state occur in succession. Also, if the execution probability of the push-order navigation during the AT state is set lower than that during the bonus state occurring during the normal game state, and the push-order navigation during the bonus state occurring during the AT state is executed with the same execution probability as this value, even when transitioning from the AT state to the bonus state, the push-order navigation will be executed with the same execution probability, and it becomes possible to execute the bonus state without giving the player any sense of discomfort.

[0344] Also, when executing the ending effect based on the pre-judgment of the limiter, in the bonus state occurring during the ending effect, the push-order navigation may be executed throughout all periods. By doing so, it becomes possible to prevent the player from feeling dissatisfied, such as a period occurring during the ending effect where the push-order navigation is not executed.

[0345] Also, a so-called freeze state may be provided to temporarily interrupt the progress of the game during the bonus state game. For example, after the end of the final game in the first half, the progress of the game is interrupted for a predetermined period (for example, 3 seconds), and an effect image is displayed on the main display 8 or the like to notify that the push order navigation ends during this interruption period, or that the lottery in the AT state is performed with a high probability after this.

[0346] Also, when executing the game, in addition to 3 bets, 1 bet can be set, and in a predetermined game during the bonus state, a game is executed in which only a predetermined line (for example, the middle line) by setting 1 bet is valid, and on this predetermined line, a symbol that disables the draw stop control is stopped (so-called JAC removal), and by deriving a winning result in which a predetermined number (for example, 14) of medals are paid out, the number of medals paid out during the bonus state may be adjustable. In this way, when ending the bonus state according to the number of medals paid out during the bonus state, it becomes possible to reduce the number of games for adjusting the number of medals paid out and obtain the maximum number of medals. As described above, the slot machine 1 in the second embodiment is configured.

[0347] 〔Modification Example 1 of the Second Embodiment〕 Next, Modification Example 1 of the second embodiment will be described with reference to FIG. 12. In the slot machine 1 in the second embodiment described above, the bonus state is fixedly provided with a first half in which the push order navigation is executed and a second half in which the push order navigation is not executed, but in Modification Example 1 of the second embodiment, the periods of the first half and the second half of the bonus state can be changed. Therefore, only the settings of the first half and the second half in the bonus state are different from those in the second embodiment described above, and the other configurations are the same as those in the second embodiment described above.

[0348] As shown in FIG. 12, in Modification 1 of the second embodiment, as bonus states generated by the main control device 10, a bonus 1 state and a bonus 2 state can be generated. However, the duration of the bonus state is the same for the bonus 1 state and the bonus 2 state, and the lottery state of the combination is also controlled identically. The difference is that between the bonus 1 state and the bonus 2 state, it is the ratio of the first half and the second half, and by the main control device 10 changing the switching timing between the first half and the second half, for example, in the bonus 1 state, the first half ends at the time (timing t9) when 20 games have been executed from the start, whereas in the bonus 2 state, the first half ends at the time (timing t10) when 25 games have been executed from the start. Therefore, since the push order navigation during the bonus state is executed only in the first half as described above, for the amount of medals obtained, the bonus 2 state (large number of obtained medals) has more medals obtained than the bonus 1 state (number of obtained medals during) because the first half during which the push order navigation is executed is set longer.

[0349] On the other hand, since the transition lottery for the AT state during the bonus state is also executed with a high probability in the second half as described above, the probability of transitioning to the AT state is higher for the bonus 1 state than for the bonus 2 state because the second half is set longer for the bonus 1 state. Also, in the second half of the bonus 1 state and the bonus 2 state, in the same manner as the slot machine 1 of the second embodiment described above, an effect during the high probability state that notifies that the transition lottery for the AT state is being performed in the high probability state is executed. Note that since the degree of advantage to the player is set such that it becomes higher as the first half becomes longer, even if the lottery period for the AT state becomes shorter, the bonus 2 state has a higher degree of advantage.

[0350] In addition, the selection of whether to generate the Bonus 1 state or the Bonus 2 state is controlled by the main control unit 10 when a bonus role is won, and when a predetermined condition is met and the lottery probability state of the AT state during the normal game state is a high probability state, the probability of the Bonus 2 state being selected is controlled to be higher than when it is in the normal probability state. For example, when the normal probability state is established, the bonus 2 state is selected with a predetermined probability (e.g., 40%), whereas when the high probability state is established, the bonus 2 state is selected with a probability higher than the predetermined probability (e.g., 60%).

[0351] As described above, in the slot machine 1 in variant example 1 of the second embodiment, when a bonus state is generated, the length of the first half of the bonus state in which the push order navigation is activated during the bonus state is configured to be changeable. That is, the main control device 10 constitutes a change control means capable of changing the length of the first half as the first period during the bonus state as the special gaming state. Therefore, a wider variety of bonus states can be generated, which can change the player's expectations and increase the entertainment value of the game.

[0352] In addition, the ratio between the first and second halves when generating bonus states with different execution modes may be other than those described above, and may be any value as long as the occurrence of different bonus states changes the player's degree of advantage. In addition, in a bonus state in which the duration of the first half is relatively short, the first half may not be generated, i.e., the entire period of the bonus state may be the second half in which the AT state is selected with a high probability, and conversely, in a bonus state in which the duration of the first half is relatively long, the second half may not be generated, i.e., the entire period of the bonus state may be the first half in which the push order navigation is executed.

[0353] Also, based on the winning of the same bonus role, different bonus states in different execution modes are generated. However, bonus roles may be set for each bonus state with different execution modes.

[0354] Also, as a condition for selecting bonus states with different execution modes, the probability state at the time of winning the bonus role is used. However, other conditions may also be used. For example, when winning the bonus state, if the number of games played after the end of the previous bonus state or the number of games played after the end of the previous AT state reaches a predetermined number (e.g., 300 times), a bonus state with a higher degree of advantage may be generated.

[0355] Also, regardless of the probability state of the lottery in the AT state, bonus states with different execution modes may be selectively generated at a predetermined probability. Also, according to the probability setting value in the probability setting device 14, the selection rate when selecting bonus states with different execution modes may be changed. For example, in the case of a relatively high probability setting value, control may be performed so that a bonus state with a higher degree of advantage is selected more than in the case of a low probability setting value.

[0356] Also, based on the player's selection operation, it may be possible to select bonus states with different execution modes. However, in this case, it is preferable to equalize the degree of advantage in each bonus state.

[0357] Also, the execution probability of the push order navigation may be changed for each bonus state with different execution modes. For example, in the first half of the bonus 1 state, the push order navigation is executed at a predetermined probability (e.g., 70%) when the push order bell role wins, but in the first half of the bonus 2 state, the push order navigation may be executed at a predetermined probability (e.g., 100%) when the push order bell role wins.

[0358] Also, when generating a bonus state during the normal gaming state, the bonus 1 state and the bonus 2 state are selectively generated as described above. However, when generating a bonus state during the AT state, as a bonus state with an execution mode different from the bonus 1 state and the bonus 2 state, the push order navigation is executed during all periods, that is, a bonus state in which the push order navigation is also executed (activated) in the latter half may be generated.

[0359] Also, although the execution mode of the bonus state is determined when the bonus combination is won, a lottery may be performed to continue or not continue the first half during the execution of a predetermined game in the first half of the bonus state, and based on the lottery result, it may be determined whether to continue the first half. In this case, it is preferable to perform a lottery such that a bonus state with a higher degree of advantage has a higher probability of continuing the first half than a bonus state with a lower degree of advantage.

[0360] Also, by extremely increasing the lottery for the AT state in the latter half of the bonus state compared to during the normal gaming state, it may be set such that a bonus state with a longer latter half period has a higher degree of advantage. As described above, the slot machine 1 of Modification Example 1 of the second embodiment is configured.

[0361] [Effect at the start of the bonus 1 state in Modification Example 1 of the second embodiment] Next, with reference to FIG. 13, the effect executed on the main display 8 when the bonus 1 state in Modification Example 1 of the second embodiment is started will be described. FIG. 13 shows the effect images on the main display 8 executed during and after the execution of a game in which a special symbol combination corresponding to the bonus combination can be stopped on the reel 4 after the bonus combination is won.

[0362] First, as shown in FIG. 13(a), when a game in which a special symbol combination can be stopped is executed, the variable display on the reel 4 as the variable display means is started, and at the same time, on the main display 8, the image variable display by the image symbols is started. The image variation display is executed, for example, by scrolling each of the image reels 40a to 40c, which consists of image symbols similar to the symbols and symbol arrangements shown on the reels 4a to 4c, downward from top on the main display screen of the main display 8.

[0363] Therefore, corresponding to the variation display on the reels 4a to 4c, the image variation display is executed on the main display 8. The scroll speed of the image variation display (the moving speed of the image symbols) can be any speed, but a high speed at which the player cannot identify the image symbols is preferable. After that, when the reels 4 can be stopped, the stop operation of the stop button 5 becomes valid, and corresponding reel 4 stops according to the stop operation of the stop button 5.

[0364] FIG. 13(b) shows the stop state of the reel 4 and the effect image of the main display 8 when all of the reels 4 stop due to the stop operation of the stop button 5 and a special symbol combination corresponding to the bonus combination stops on the reel 4. As shown in FIG. 13(b), at the end of the game, when the 7 symbols 50 stop on each of the reels 4a to 4c as a special symbol combination, the image variation display by the image symbols on the main display 8 also stops, and on the main display 8, the bonus 1 symbol combination image 40d corresponding to the special symbol combination on the reel 4 also stops.

[0365] In FIG. 13, the case where the bonus 1 state occurs is shown, so as the bonus 1 symbol combination image 40d, the image symbol of "BAR·BAR·BAR" corresponding to the bonus 1 state stops. At this time, the image symbols of "BAR·BAR·BAR" stop individually corresponding to the stop of each of the reels 4a to 4c. Also, above the bonus 1 symbol combination image 40d, a bonus 1 notification image 40e consisting of character information of "REGULAR BONUS" for notifying the occurrence of the bonus 1 state is displayed. In a game where a special symbol combination can be stopped, if the special symbol combination does not stop on the reel 4 due to a player's stop operation mistake or the like, a non-winning symbol combination image different from the bonus 1 symbol combination image 40d is displayed. As the non-winning symbol combination, any image other than the bonus 1 symbol combination image 40d may be used. For example, when only the 7 symbols 50 on the right reel 4c cannot stop, a non-winning symbol combination image of "BAR·BAR·-" may be displayed.

[0366] "BAR·BAR·BAR" in the bonus 1 symbol combination image 40d and "REGULAR BONUS" in the bonus 1 notification image 40e generally correspond to symbol combinations and their values in a bonus state with a relatively low degree of advantage. Therefore, when the bonus 1 symbol combination image 40d or the bonus 1 notification image 40e is displayed, it is possible to make the player recognize that a bonus 1 state with a relatively low degree of advantage has occurred.

[0367] In this way, when generating a bonus state, the main control device 10 determines whether to generate a bonus 1 state or a bonus 2 state. When generating a bonus 1 state, corresponding to the stop of the special symbol combination on the reel 4, the bonus 1 symbol combination image 40d and the bonus 1 notification image 40e that notify the occurrence of the bonus 1 state are displayed. Therefore, the player can execute the game in the bonus 1 state while surely recognizing the occurrence of the bonus 1 state.

[0368] Then, the game state shifts to the bonus 1 state by executing the next game, and the bonus 1 symbol combination image 40d and the bonus 1 notification image 40e on the main display 8 are erased. As an image during the bonus 1 state, for example, the remaining number of games in the first half of the bonus 1 state (e.g., 20 times) is displayed. As described above, the effect at the start of the bonus 1 state in the first modification of the second embodiment is executed.

[0369] [Effect at the start of Bonus 2 state in Modification 1 of the Second Embodiment] Next, referring to FIG. 14, the effect executed on the main display 8 when the Bonus 2 state in Modification 1 of the Second Embodiment is started will be described. FIG. 14 shows the effect images on the main display 8 executed during the execution of a game in which a special symbol combination corresponding to a bonus role can be stopped on the reel 4 after winning the bonus role and after the end of the game.

[0370] First, as shown in FIG. 14(a), when a game in which a special symbol combination can be stopped is executed, similar to the case where the above-described Bonus 1 state occurs, the variable display on the reel 4 as the variable display means is started, and also on the main display 8, the image variable display by the image reels 40a to 40c is started.

[0371] Next, FIG. 14(b) shows the stop mode of the reel 4 and the effect image of the main display 8 when all of the reel 4 stops due to the stop operation of the stop button 5 and a special symbol combination corresponding to the bonus role stops on the reel 4. As shown in FIG. 14(b), at the end of the game, when the 7 symbols 50 stop on each of the reels 4a to 4c as a special symbol combination, the image variable display by the image symbols on the main display 8 also stops, and on the main display 8 as well, the bonus 2 symbol combination image 41b corresponding to the special symbol combination on the reel 4 stops.

[0372] In FIG. 14, since the case where the Bonus 2 state occurs is shown, as the bonus 2 symbol combination image 41b, the image symbol of "7·7·7" corresponding to the Bonus 2 state stops. At this time, the image symbols of "7·7·7" stop individually corresponding to the stop of each of the reels 4a to 4c. Also, above the bonus 2 symbol combination image 41b, a bonus 2 notification image 41a composed of character information of "BIG BONUS" for notifying the occurrence of the bonus 2 state is displayed. In a game where a special symbol combination can be stopped, if the special symbol combination does not stop on the reel 4 due to a player's stopping operation mistake or the like, a non-winning symbol combination image different from the bonus 2 symbol combination image 41b will be displayed. As the non-winning symbol combination, any image other than the bonus 2 symbol combination image 41b may be used. For example, when only the 7 symbols 50 on the right reel 4c cannot stop, a non-winning symbol combination image of "7·7·-" may be displayed.

[0373] "7·7·7" in the bonus 2 symbol combination image 41b and "Big Bonus" in the bonus 2 notification image 41a generally mean symbol combinations corresponding to highly advantageous bonus states among bonus states and their values. Therefore, when the bonus 2 symbol combination image 41b or the bonus 2 notification image 41a is notified, it becomes possible to make the player recognize that a highly advantageous bonus 2 state has occurred.

[0374] In this way, when generating a bonus state, the main control device 10 determines whether to generate a bonus 1 state or a bonus 2 state. When generating a bonus 2 state, corresponding to the stop of a special symbol combination on the reel 4, the bonus 2 symbol combination image 41b and the bonus 2 notification image 41a that notify the occurrence of the bonus 2 state are displayed. Therefore, the player can execute the game during the bonus 2 state while surely recognizing the occurrence of the bonus 2 state.

[0375] Then, the game state will shift to the bonus 2 state by executing the next game, and the bonus 2 symbol combination image 41b and the bonus 2 notification image 41a on the main display 8 will be erased. As an image during the bonus 2 state, for example, the remaining number of games in the first half during the bonus 2 state (e.g., 25 times) will be displayed.

[0376] Note that although the execution of the image variation display on the main display 8 is used to notify the execution mode of the bonus state, it may also be notified by other effects on the main display 8. For example, the execution mode of the bonus state may be notified by a roulette effect, a battle effect, or the like. Also, after stopping the special symbol combination on the reel 4, a so-called reel effect may be executed in which the progress of the game is temporarily stopped and the reel 4 is re-varied, and the execution mode of the bonus state may be notified by the symbols stopped on the effective line (for example, "7" or "BAR") at the end of the reel effect.

[0377] Further, when the occurrence of the bonus 2 state is determined in advance, a bonus 1 symbol combination image 40d or a bonus 1 notification image 40e that notifies the bonus 1 state once may be displayed, and then a so-called upgrade effect may be executed in which a predetermined image that notifies the bonus 2 state is displayed in a predetermined game executed in the first half. As described above, the effect at the start of the bonus 2 state in the first modification of the second embodiment is executed.

[0378] 〔Second Modification of the Second Embodiment〕 Next, a second modification of the second embodiment will be described with reference to FIG. 15. The slot machine 1 in the second modification of the second embodiment can change the periods of the first half and the second half in the bonus state, similar to the first modification of the second embodiment described above, and the effect content executed in the second half is different from that of the first modification. Furthermore, in the second modification of the second embodiment, in addition to the bonus 1 state with the medium number of medals acquired and the bonus 2 state with the maximum number of medals acquired, a bonus 3 state with the shortest period in the first half of the bonus state and the minimum number of medals acquired can be generated. Therefore, only the effect executed in the second half of the bonus state is different from that of the first modification of the second embodiment, and the other configurations are the same as those of the first modification.

[0379] First, Fig. 15(a) is a diagram comparing the first half and the second half during the bonus state in the bonus 1 state where the number of medals acquired is medium and the bonus 2 state where the number of medals acquired is maximum. As shown in Fig. 15(a), in Modification 2 of the second embodiment, based on the winning of the same bonus role by the main control device 10, the bonus 1 state and the bonus 2 state can be selectively generated as bonus states. However, the duration of the bonus state controlled by the main control device 10 is set the same for the bonus 1 state and the bonus 2 state, and the period between the illustrated timings t11 to t13a is controlled as the bonus state.

[0380] Also, the ratios of the first half and the second half are different between the bonus 1 state and the bonus 2 state. By the main control device 10 changing the switching timing between the first half and the second half, for example, in the bonus 1 state, the first half ends at the time when 20 games have been executed from the start (timing t12a), while in the bonus 2 state, the first half ends at the time when 25 games have been executed from the start (timing t12b). Therefore, since the push order navigation during the bonus state is executed only in the first half as described above, the number of medals acquired in the bonus 2 state (large number of acquired medals) is larger than that in the bonus 1 state (medium number of acquired medals) because the first half during which the push order navigation is executed is set longer.

[0381] On the other hand, the second half during which the transition lottery of the AT state during the bonus state is executed with a high probability is set between timings t12a to t13a in the bonus 1 state and between timings t12b to t13a in the bonus 2 state, respectively. Therefore, the probability of transitioning to the AT state is higher in the bonus 1 state than in the bonus 2 state because the second half is set longer in the bonus 1 state.

[0382] Also, in the latter half of the bonus 1 state and the bonus 2 state, similar to the slot machine 1 of the second embodiment described above, an effect during the high-probability state (high-probability effect) that notifies that the transition lottery to the AT state is performed in the high-probability state is executed for each. Also, in the bonus 2 state, since the length of the first half is longer than that of the bonus 1 state serving as a reference, the timing when the effect during the high-probability state ends for that amount (for 5 games) is shifted to a time later than the actual end time of the latter half.

[0383] Specifically, in the bonus 2 state, the effect during the high-probability state is executed during the timings t12b to t13b, which is until the same number of games (20 games) as the number of games executed between the timings t12a to t13a in the bonus 1 state are executed. However, also in the bonus 2 state, since the latter half ends at the timing t13a, the effect during the high-probability state is performed during the period between the timings t13a to t13b (extended period), but actually, since the game state has shifted to the normal game state, the transition lottery to the AT state is executed in the normal probability state.

[0384] Note that the degree of advantage to the player is set so that the longer the first half is, the higher it is, similar to the first modification example of the second embodiment described above. Therefore, even if the lottery period for the AT state becomes shorter, the bonus 2 state has a higher degree of advantage than the bonus 1 state.

[0385] Also, the selection of whether to generate either the bonus 1 state or the bonus 2 state is also controlled by the main control device 10 when the bonus combination is won, similar to the first modification example of the second embodiment described above. As a condition for the establishment of a predetermined condition, when the lottery probability state of the AT state during the normal game state is the high-probability state, the probability of selecting the bonus 2 state is increased compared to when it is the normal probability state. For example, when in the normal probability state, the bonus 2 state is selected with a predetermined probability (e.g., 20%), whereas when in the high probability state, it is controlled such that the bonus 2 state is selected with a probability higher than the predetermined probability (e.g., 30%).

[0386] And, when not winning the transition lottery to the AT state in the bonus 2 state, the continuous effect ends at the end point of the extended section (timing t13b), and the game returns to the effect during the normal game state from the next game. On the other hand, when winning the transition lottery to the AT state in the bonus 2 state, the continuous effect ends at the end point of the extended section (timing t13b), and the game state transitions to the AT state from the next game. Therefore, when extending the effect during the high probability state, the transition timing to the AT state is also changed to a timing later than the reference bonus state corresponding to the extension of the effect. Note that when transitioning to the AT state, it may be configured to transition to the AT state at the end point (timing t13a) of the original bonus state.

[0387] Next, FIG. 15(b) is a diagram comparing the first half and the second half during the bonus state in the bonus 1 state with the median number of medals acquired and the bonus 3 state with the minimum number of medals acquired. In Modification 2 of the second embodiment, based on winning the same bonus combination by the main control device 10, as bonus states, in addition to the bonus 1 state and the bonus 2 state, the bonus 3 state can be selectively generated. However, as described above, the duration of the bonus state controlled by the main control device 10 is set the same for the bonus 1 state, the bonus 2 state, and the bonus 3 state, and the period between the timings t11 to t13a shown in the figure is controlled as the bonus state.

[0388] As shown in FIG. 15(b), the ratios of the first half and the second half are different between the bonus 1 state and the bonus 3 state. By changing the switching timing between the first half and the second half by the main control device 10, for example, in the bonus 1 state, the first half ends at the time (timing t12a) when 20 games have been executed from the start, while in the bonus 3 state, the first half ends at the time (timing t12c) when 15 games have been executed from the start. Therefore, since the push order navigation during the bonus state is executed only in the first half as described above, the number of medals obtained in the bonus 1 state (medium number of obtained medals) is larger than that in the bonus 3 state (small number of obtained medals) because the first half in which the push order navigation is executed is set shorter.

[0389] On the other hand, the second half in which the transition lottery to the AT state during the bonus state is executed with a high probability is set between timings t12a to t13a in the bonus 1 state and between timings t12c to t13a in the bonus 3 state, respectively. Therefore, the probability of transitioning to the AT state is higher in the bonus 3 state than in the bonus 1 state because the second half is set longer.

[0390] Also, in the second half of the bonus 1 state and the bonus 3 state, similar to the slot machine 1 of the second embodiment described above, an effect during the high probability state (high probability effect) that notifies that the transition lottery to the AT state is being performed with a high probability is executed. Further, in the bonus 3 state, since the length of the first half is shorter than that of the bonus 1 state which is the reference, the timing when the effect during the high probability state ends for that portion (equivalent to 5 games) is advanced to a time earlier than the actual end time of the second half.

[0391] Specifically, in the bonus 3 state, the effect during the high probability state is executed between timings t12c to t13c, which is until the same number of games (20 games) as those executed between timings t12a to t13a in the bonus 1 state are executed. However, even in the bonus 3 state, the latter half will continue until the timing t13a. Therefore, during the period between t13c and t13a (the shortened period), the effects during the high-probability state will not be performed. However, since the game is actually still in the latter half of the bonus state, the transition lottery for the AT state will be executed in the high-probability state.

[0392] Note that the degree of advantage to the player is set such that the first half being longer results in a higher degree of advantage, similar to the first modification example of the second embodiment described above. Therefore, the bonus 1 state has a higher degree of advantage than the bonus 3 state.

[0393] Also, the selection of whether to generate any one of the bonus 1 state, the bonus 2 state, and the bonus 3 state is controlled by the main control device 10 when the bonus combination is won, similar to the first modification example of the second embodiment described above. As a predetermined condition, when the lottery probability state of the AT state during the normal game state is the high-probability state, the control is performed so that the probability of selecting a more advantageous bonus state increases. For example, when it is in the normal probability state, the bonus states are selected so as to form the relationship of bonus 2 state (large number of acquired medals: high degree of advantage) < bonus 1 state (medium number of acquired medals: medium degree of advantage) < bonus 3 state (small number of acquired medals: low degree of advantage). On the other hand, when it is in the high-probability state, the bonus states are selected so as to form the relationship of bonus 3 state < bonus 1 state < bonus 2 state.

[0394] And when not winning the transition lottery to the AT state in the bonus 3 state, the continuous effect ends at the end of the shortened period (timing t13c), and the game returns to the effect during the normal game state from the next game. However, since the transition lottery for the AT state is also executed with a high probability even during the shortened period, if winning the AT state during the shortened period, it is notified that the game will transition to the AT state without going through the continuous effect after the end of the game in which the original bonus state ends, and the game state will transition to the AT state from the next game.

[0395] On the other hand, when winning the transition lottery to the AT state in the bonus 3 state, the continuous effect is executed so as to end at the end point (timing t13c) of the shortened section. After the end of the game in which the shortened section ends, the transition to the AT state is notified, and then the notification continues until the original end time (timing t13a) of the bonus state, and the game state will transition to the AT state from the next game. That is, even when transitioning to the AT state, since the shortened section is still in the bonus state, the game waits until the end time of the original bonus state and then transitions to the AT state.

[0396] As described above, in the slot machine 1 according to the second modification of the second embodiment, even when bonus states with different execution modes occur, the effect is controlled so that the length of the second half of the bonus state appears to be the same. That is, the sub-control device 20 as the effect control means has a function (means) of extending and executing the effect corresponding to the second half after the end point of the bonus state when the length of the second half as the second period during the bonus state as the special game state is shorter than the reference predetermined bonus state (bonus 1 state). On the other hand, when the length of the second half as the second period during the bonus state as the special game state is longer than the reference predetermined bonus state (bonus 1 state), it has a function (means) of shortening the effect corresponding to the second half after the end point of the bonus state.

[0397] Therefore, even when a bonus state occurs in which the length of the second half is shortened or extended compared to the reference bonus state, the effect during the high-probability state is executed for the same period as the reference bonus state, and the transition lottery period to the AT state for the player will not become shorter or longer, etc., so the player will not have a sense of distrust or a decrease in the sense of expectation. Also, even if the effects during the high-probability state are extended or shortened, since the actual transition lottery period in the AT state is not always fixedly set, it is possible to prevent a situation where the profit balance between the game parlor and the player is disrupted.

[0398] In addition, the period (number of games) for shortening or extending the latter half may be other than those described above, and bonus states with different periods in the latter half may be provided in four or more types other than the three types described above. In this case, an extended section or a shortened section of the effect in the high-probability state may be provided for the period during which the latter half is shortened or extended.

[0399] Also, a plurality of bonus roles may be provided, and after setting the total length of the bonus state to be different for each establishment of the bonus role, the ratio of the first half to the second half in the bonus state generated by winning the same bonus role may be made different. Also, when outputting information indicating that it is a bonus state from the external output terminal 18, it is preferable not to output the information in the above-described extended section and shortened section.

[0400] Also, when ending the bonus state based on the number of medals paid out (prescribed number of medals) during the bonus state, in actuality, the bonus state is ended by paying out the same prescribed number of medals in each bonus state, but visually, the prescribed number of medals may be changed for each type of bonus state, and the effect during the high-probability state may be executed according to the changed prescribed number of medals.

[0401] Next, with reference to FIG. 16, in the slot machine 1 of Modification 2 of the second embodiment, a case where the execution mode of the push order navigation in the first half is changed will be described. In the slot machine 1 in Modification 2 of the second embodiment, bonus 1 state to bonus 3 states with different lengths in the first half can be generated, but a predetermined period in the first half of these bonus states may be set as a section in which the push order navigation is not executed, as shown in FIG. 16.

[0402] First, FIG. 16(a) shows a case where, in the slot machine 1 according to Modification 2 of the second embodiment, during a predetermined period in the middle of the first half of a predetermined bonus state (for example, the bonus 2 state), a non-operation section for the push order navigation is provided to disable the push order navigation under the control of the main control device 10. The non-operation section for the push order navigation is set while a predetermined number (for example, 1 to 2 times) of games are being executed.

[0403] As shown in FIG. 16(a), up to the point in time (timing t16) until a predetermined number of games (for example, 25 games) are executed in the entire period (timing t14 to t17) of the bonus 2 state is defined as the first half. In this first half, basically, when the push order bell combination is won, the push order navigation is executed. And during a predetermined period (timing t15a to t15b) in the middle of the first half, it is set as a non-operation section for the push order navigation where the push order navigation is not executed. Therefore, during this non-operation section for the push order navigation, even if the push order bell combination is won, the push order navigation is not executed.

[0404] The non-operation section for the push order navigation is set based on the point in time when the first half of each bonus state ends. For example, in the first half of the bonus 2 state, the non-operation section for the push order navigation is set at either, or both, the point in time when the first half of the bonus 3 state ends (when 15 games are executed) and the point in time when the first half of the bonus 1 state ends (when 20 games are executed). Therefore, the start point in time (timing t15a) of the non-operation section for the push order navigation shown in FIG. 16(a) is the point in time when the first half of the bonus 3 state ends (when 15 games are executed) or the point in time when the first half of the bonus 1 state ends (when 20 games are executed).

[0405] Also, in the non-operation section for the push order navigation, under the control of the sub-control device 20, for example, on the main display 8, a continuation determination effect for whether the first half of the bonus state continues is executed. The continuation determination effect is executed, for example, by a roulette game. When a result of continuation is derived by the roulette game, the first half then continues. When a result of non - continuation (ending) is derived, the first half then ends without continuing and shifts to the second half. In addition, when providing an interval without push - order navigation in the middle of the first half, it is a condition that the type (length of the first half) of the bonus state is not notified at the start of the bonus state.

[0406] The result of the continuation determination effect is determined according to the type of bonus state being executed at that time. As shown in FIG. 16(a), in the case of the bonus 2 state, at the end point (timing t15b) of the interval without push - order navigation, a result of the first half continuing is derived, and the game returns to a state where the push - order navigation is executed again from the next game. On the other hand, at the end point of the first half of the bonus 1 state and at the end point of the first half of the bonus 3 state, the continuation determination effect is also executed. In each case, a result of the first half ending is derived, and the second half continues without returning to the state where the push - order navigation is executed. Therefore, in this case, in the bonus 1 state and the bonus 3 state, the continuation determination effect is performed in the second half.

[0407] As described above, during a predetermined period in the middle of the first half of the bonus state, an interval without push - order navigation is provided, the continuation determination effect is executed by this interval without push - order navigation, and the push - order navigation is re - activated according to the result of the continuation determination effect. Therefore, it is possible to improve the interestingness of the game. Also, it is possible to enhance the satisfaction and sense of achievement of the player compared to the case of first notifying the length of the first half of the bonus state. Furthermore, even if winning the push - order bell combination during the continuation determination effect, the push - order navigation on the main display 8 is not executed. Therefore, it is possible to prevent a situation where it is impossible to accurately recognize the presence or absence of continuation because one cannot concentrate on the continuation determination effect due to focusing on the push - order navigation.

[0408] Also, for example, even at the initial stage of the latter half in the bonus 1 state or the bonus 3 state, since the continuation determination effect that derives the result of the end of the first half is executed, even if the first half ends, it is possible to extend the player's expectation, and it is possible to improve the interest of the game.

[0409] Note that the non-navigation section of the pressing order can be any period as long as it is a period during which the continuation determination effect can be executed, and the continuation determination effect can be any effect as long as it can notify the player of the presence or absence of the continuation of the first half.

[0410] Next, FIG. 16(b) shows a case where in the slot machine 1 in the second modification of the second embodiment, a non-navigation section for disabling the pressing order navigation is provided in the initial predetermined period of the first half of a predetermined bonus state (for example, the bonus 2 state) under the control of the main control device 10. The non-navigation section of the pressing order is set during the execution of a predetermined number (for example, 1 to 2) of games as described above.

[0411] As shown in FIG. 16(b), up to the time point (timing t16) until a predetermined number of games (for example, 25 games) are executed in the entire section (timing t14 to t17) of the bonus 2 state is regarded as the first half. In this first half, basically, the pressing order navigation is executed when the pressing order bell combination wins. And in the initial predetermined period (timing t14 to t15c) of the first half, it is set as a non-navigation section where the pressing order navigation is not executed. Therefore, during this non-navigation section of the pressing order, even if the pressing order bell combination wins, the pressing order navigation is not executed.

[0412] The non-navigation section of the pressing order is set at the beginning of the first half in all bonus states. In the non-navigation section of the pressing order, under the control of the sub-control device 20, for example, on the main display 8, a first half determination effect for determining the continuation period (length) of the first half of the bonus state is executed. The first half determination effect is executed, for example, by a roulette game, and the duration of the first half of the current bonus state is derived by the roulette game. Therefore, the type of the current bonus state is notified by the roulette game.

[0413] The result of the first half determination performance is determined according to the type of bonus state being executed at that time, and as shown in Figure 16 (b), in the case of the Bonus 2 state, at the end of the section without push order navigation (timing t15c), the duration of the first half (25 games) is announced by the roulette game, and the state transitions to one in which push order navigation is executed from the next game. On the other hand, in the Bonus 1 and Bonus 3 states, the first half determination performance is executed in the initial section without push order navigation in the first half, and the duration of each first half is announced.

[0414] As described above, a section without push order navigation is provided in a predetermined period at the beginning of the first half of the bonus state, and the first half determination performance is executed in this section without push order navigation, and the duration of the first half is notified according to the result of the first half determination performance, so that it is possible to improve the entertainment value of the game. Also, since the duration is reliably notified at the beginning of the first half, the player can proceed with the game while accurately recognizing the type of the current bonus state. Furthermore, even if the push order bell role is won during the first half determination performance, the push order navigation on the main display 8 will not be executed, so it is possible to prevent a situation in which the player is unable to concentrate on the first half determination performance because they are staring at the push order navigation, and are therefore unable to accurately recognize the duration of the first half.

[0415] In addition, the section without push order navigation may be any period during which the first half determination performance can be executed, and the first half determination performance may be any performance that can inform the player of the duration of the first half. The slot machine 1 of the second modification of the second embodiment is configured as described above.

[0416] [Modification 3 of the second embodiment] Next, a third modification of the second embodiment will be described with reference to FIG. 17. In the slot machine 1 according to the second embodiment described above, when winning the transition lottery to the AT state in the latter half of the bonus state, the transition to the AT state was made after waiting for the end of the bonus state. Therefore, even when winning the transition lottery to the AT state, the push order navigation was not executed until the entire latter half of the bonus state where the push order navigation is not executed had elapsed.

[0417] On the other hand, in the slot machine 1 according to the third modification of the second embodiment, when winning the transition lottery to the AT state in the latter half of the bonus state, the push order navigation is executed without waiting for the end of the bonus state. Therefore, the execution mode of the push order navigation when winning the transition lottery to the AT state in the latter half of the bonus state is different from that of the second embodiment described above, and the other configurations are the same as those of the second embodiment.

[0418] FIG. 17 is a timing chart showing the navigation state and the effect state when a predetermined bonus state (for example, bonus 1 state) occurs, winning a predetermined rare combination (for example, chance combination) in the latter half, and winning the transition lottery to the AT state triggered by the winning. As shown in FIG. 17, when the bonus state occurs and the period of the first half (timings t18 to t19) in which the push order navigation is activated ends, the game shifts to the latter half from the next game and the push order navigation is deactivated.

[0419] Then, when winning a predetermined rare combination at the execution timing (timing t20) of a predetermined game in the latter half and also winning the transition lottery to the AT state at that time, a continuous effect of whether to transition to the AT state is executed on the main display 8 under the control of the sub-control device 20. The continuous performance is executed for a predetermined number of games (for example, 3 games), and a result is derived that notifies a transition to the AT state after the end of the final game of the continuous performance. From the start of the next game (timing t21), the fake AT state is started under the control of the main control device.

[0420] The fake AT state is a state that appears as if the AT state is occurring in the latter half of the bonus state. Similar to the normal AT state, the push-order navigator is activated, and the same performance as the normal AT state is also executed on the main display 8. Therefore, although the actual gaming state is the latter half of the bonus state, for the player, it transitions to a state where it seems to transition to the AT state from the end point of the continuous performance (timing t21).

[0421] Then, when the actual bonus state ends and the next game starts (timing t22), the gaming state transitions to the AT state (this AT state). At this time, since the fake AT state has already occurred, it transitions to the real AT state along with the end of the fake AT state. Also, since the execution of the push-order navigator and the performance on the main display 8 continue from the end of the fake AT state to the transition to the real AT state, visually, it appears that a series of AT states are occurring during this period.

[0422] In addition, since the duration of the fake AT state (timing t21~t22) is set regardless of the specified number of games (duration) of the AT state (this AT state), a specific gaming state that is advantageous to the player is extended for the duration of the fake AT state. That is, the earlier the fake AT state occurs in the bonus state, the longer the duration of the specific gaming state, and the more advantageous it is for the player. Incidentally, at the start of the fake AT state, it is preferable to notify the number of games by which the specific gaming state is extended, and it is also preferable that the remaining number of games in the AT state on the main display 8 is set to a value obtained by adding the number of games by which the state is extended.

[0423] As described above, in the slot machine 1 according to the third modification of the second embodiment, when winning the transition lottery to the AT state in the latter half of the bonus state, a fake AT state that appears to be the AT state is generated in the middle of the latter half. Therefore, it is possible to generate the AT state without any discomfort. In addition, when the fake AT state occurs, the period during which the player is advantaged is extended, so it is possible to enhance the player's sense of anticipation.

[0424] Incidentally, even when winning a rare combination in the latter half of the bonus state and not winning the transition lottery to the AT state, a continuous effect may be executed to finally notify that the fake AT state is not entered. Also, even when winning a rare combination in the latter half of the bonus state and winning the transition lottery to the AT state, a pattern in which the fake AT state is not entered may be provided. In this case, similar to the second embodiment described above, a continuous effect is executed at the final stage of the bonus state, and after the end of this continuous effect, that is, after the end of the bonus state, the transition to the AT state is made.

[0425] Also, when providing a pattern in which the fake AT state is not entered, a distribution lottery may be executed at the time of winning a rare combination to determine whether to generate the fake AT state or to transition to the AT state after the end of the bonus state. Also, when winning a rare combination in the latter half of the bonus state, a waiting period may be set or a precursor effect may be executed. As described above, the slot machine 1 according to the third modification of the second embodiment is configured.

[0426] <Third Embodiment> Next, a third embodiment of the present invention will be described. In the slot machine 1 according to the third embodiment of the present invention, only a part of the configuration and control of the slot machine 1 is different from that of the aforementioned first embodiment, and the rest is the same as that of the first embodiment. Therefore, hereinafter, only the parts different from the aforementioned first embodiment will be described.

[0427] [Game flow regarding bonus state and RT state in the gaming machine according to the third embodiment] First, the game flow regarding the bonus state and RT state in the slot machine 1 according to the third embodiment will be described with reference to FIG. 18. In the slot machine 1 according to the third embodiment, a 2 - bet game that executes a game by consuming two medals and a 3 - bet game that executes a game by consuming three medals can be executed. FIG. 18 shows the game flow during the execution of the 2 - bet game and the 3 - bet game.

[0428] As shown in FIG. 18, the main control device 10 can control three game states, namely, a non - RT state (RT0), an RT state (RT1), and a bonus state, as the game states during the execution of the 2 - bet game and the 3 - bet game. In the slot machine 1 according to the third embodiment, similar to the aforementioned second embodiment, a bonus state, which is a so - called real bonus, can be generated. In the bonus state, a bonus A state and a bonus B state are set. The bonus A state occurs only in the 2 - bet game, and the bonus B state occurs only in the 3 - bet game.

[0429] The non - RT state (RT0) is a non - RT (non - replay time) game state in which the winning state of the replay combination is executed with a normal probability, and in the initial state of the slot machine 1, it is controlled to be non - RT. When a 2 - bet game is executed in the non - RT state (RT0), a bonus A hand is drawn with a predetermined probability. When a 3 - bet game is executed, a bonus B hand is drawn with a predetermined probability. When winning the bonus A hand, the winning state of the bonus A hand is maintained, and when winning the bonus B hand, the winning state of the bonus B hand is maintained, and the game state transitions to the RT state (RT1) (arrow a2 in Fig. 18(a)).

[0430] The RT state (RT1) is a game state of RT (replay time) in which the winning state of the replay hand is executed with a high probability. While the winning state of the bonus hand is maintained, the game state is controlled to the RT state (RT1). When a 2 - bet game is executed in the RT state (RT1) where the winning state of the bonus A hand is maintained, a predetermined symbol combination (e.g., "red 7·white 7·blue 7") that wins the bonus A hand becomes possible. When a 3 - bet game is executed in the RT state (RT1) where the winning state of the bonus B hand is maintained, a predetermined symbol combination (e.g., "red 7·blue 7·white 7") that wins the bonus B hand becomes possible. When the predetermined symbol combination stops on reel 4, the game state transitions to the bonus state (arrow a3 in Fig. 18(a)).

[0431] The bonus state is a game state that is advantageous to the player, and the winning state of a predetermined hand (e.g., the bell hand) is enhanced compared to the non - RT state. Then, by executing the game in the bonus state, when the predetermined end condition of the bonus state is satisfied (e.g., either winning 8 times on a predetermined hand or executing 12 games), the game state transitions to the non - RT state (arrow a1 in Fig. 18(a)). Note that the three game states of the non - RT state (RT0), the RT state (RT1), and the bonus state transition only in 2 - bet games for the bonus A hand and only in 3 - bet games for the bonus B hand. Therefore, for example, when a 3-bet game is executed after winning the bonus A combination in a 2-bet game and transitioning to the RT state, the transition process of the game state is not performed, and the 3-bet g...

Claims

【Claim 1】 Game state control means capable of controlling a first game state and a second game state that can be shifted from the first game state; Variable display means capable of variably displaying identification information; First game control means capable of executing a first game for which a game value for executing a game can be given, along with the variable display of the variable display means; Second game control means capable of executing a second game, which is a pseudo game for which the game value cannot be given, along with the variable display of the variable display means; Winning combination determination means capable of determining a winning combination when the first game is executed; Point awarding means capable of awarding points based on the winning combination determined by the winning combination determination means in the first game state; Point storage means capable of storing the points awarded by the point awarding means; Determination means capable of determining whether to shift to the second game state based on the points stored in the point storage means; Notification means capable of executing specific notification based on the points stored in the point storage means; Comprising: The variable display means: Based on being determined by the determination means to shift to the second game state, it is possible to stop displaying the identification information being variably displayed in a specific manner; The notification means: In the second game, when executing notification regarding an operation for stopping the identification information being variably displayed by the variable display means in the specific manner, it is possible to execute specific notification A gaming machine characterized by the above.

Citation Information

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