Game machine

The gaming machine enhances player engagement by using lottery and control mechanisms to transition between game states, offering more advantageous conditions and increased rewards, addressing the limitations of conventional gaming machines.

JP2025133899APending Publication Date: 2025-09-11KITA DENSHI CORP
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Patent Information

Application Number
JP2025114305
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-07-07
Publication Date
2025-09-11

AI Technical Summary

Technical Problem

Conventional gaming machines lack variety and player engagement, with limited opportunities for advantageous game states and benefits, leading to a need for improved game state control and benefit association mechanisms.

Method used

The gaming machine incorporates lottery means to derive various lottery results and game states, including first and second benefits, with control means to transition between game states based on awarded benefits, and storage means to associate lottery results with corresponding benefits, enhancing player advantage and engagement.

Benefits of technology

This approach increases player engagement and variety by allowing transitions to more advantageous game states, such as pseudo-bonus and RUSH states, with higher chances of winning and increased medal rewards, thereby improving the overall gaming experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To execute setting suggestion in a first situation and not to execute it in a second situation.SOLUTION: A game machine includes: setting means capable of setting any setting value including a first setting value (setting 1) and a second setting value (setting 6) that allows a game to proceed more advantageously than the first setting value; first determination means capable of determining specific information to output in a first situation (result) from among multiple pieces of specific information (characters) including first specific information (character E) on the basis of the setting value set by the setting means; second determination means capable of determining special information to output in a second situation (normal game state) different from the first situation from among multiple pieces of special information (characters) including first special information (character E); and output means capable of outputting the specific information determined by the first determination means in the first situation and capable of outputting the special information determined by the second determination means in the second situation. The first specific information is at least partially identical to the first special information.SELECTED DRAWING: Figure 1
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Description

[Technical Field]

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

[0002] Conventionally, if you win a specific small role during the AT state, you can receive a bonus for the AT state game. A gaming machine that awards game numbers has been disclosed (for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2017-169625 Summary of the Invention [Problem to be solved by the invention]

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

[0005] In order to solve the above problem, the gaming machine of the present invention comprises: lottery means capable of deriving any one of a plurality of lottery results including a first lottery result (e.g., watermelon) and a second lottery result (e.g., cherry); control means capable of control to any one of a plurality of game states including a first game state (e.g., specialized zone) advantageous to a player, a second game state (e.g., pseudo bonus) advantageous to a player, and a third game state (e.g., main part); storage means capable of storing the first lottery result and a first benefit (e.g., specialized zone) in association with each other, and storing the second lottery result and a second benefit (e.g., pseudo bonus) in association with each other; and awarding means capable of awarding the first benefit when the first lottery result is derived by the lottery means in the third game state, and awarding the second benefit when the second lottery result is derived by the lottery means in the third game state; Writing The control means is configured to be able to control the game state to the first game state when the first benefit is awarded by the awarding means in the third game state, and to be able to control the game state to the second game state when the second benefit is awarded by the awarding means. [Brief explanation of the drawings]

[0006] [Figure 1] FIG. 2 is a front view showing the appearance of the gaming machine. [Figure 2] FIG. 2 is a perspective view showing the internal configuration of the gaming machine. [Figure 3] FIG. 2 is a block diagram showing the control configuration of the gaming machine. [Figure 4] FIG. 1 is a diagram showing the reel arrangement of a gaming machine. [Figure 5] A diagram showing the pay lines and the inactive lines in the display window of the gaming machine. [Figure 6] FIG. 10 is a diagram showing an internal lottery table used when performing lottery processing for winning combinations. [Figure 7] FIG. 10 is a diagram showing winning combinations and benefits associated with the winning combinations. [Figure 8] FIG. 10 is a transition diagram of the game state. [Figure 9] FIG. 10 is a diagram showing a pseudo bonus lottery table. [Figure 10] FIG. 10 is a diagram showing a RUSH lottery table. [Figure 11] FIG. 10 is a diagram showing an arrangement pattern 1 lottery table. [Figure 12] FIG. 10 is a diagram showing the basic arrangement patterns of small winnings. [Figure 13] FIG. 10 is a diagram showing a synthesis lottery table. [Figure 14] FIG. 10 is a diagram showing an arrangement pattern 2 lottery table. [Figure 15] FIG. 10 is a diagram showing a bonus arrangement pattern. [Figure 16A] A diagram showing the relationship between composite items and their granted states when a replay role is won. [Figure 16B] A diagram showing the relationship between composite items and their granted status when a bell role is won. [Figure 16C] A diagram showing the relationship between composite items and their granted status when the watermelon role is won. [Figure 16D] A diagram showing the relationship between composite items and their granted status when a cherry role is won. [Figure 16E] A diagram showing the relationship between composite items and their granted status when a chance symbol role is won. [Figure 17] FIG. 10 is a diagram showing a high probability lottery rate table. [Figure 18] FIG. 10 is a diagram showing a bonus award lottery table according to the award status. [Figure 19] FIG. 10 is a diagram showing a benefit type lottery table. [Figure 20] FIG. 10 is a diagram showing a lottery table for determining the continuation rate of a continuing part-time job. [Figure 21] FIG. 10 is a diagram showing a bonus lottery table. [Figure 22] A figure showing an additional lottery table in a specialized zone. [Figure 23] FIG. 10 is a diagram showing a pseudo-game number lottery table. [Figure 24] A figure showing an additional pattern lottery table. [Figure 25] FIG. 10 is a diagram illustrating a top-up pattern. [Figure 26]FIG. 10 is a diagram showing a pseudo game result lottery table. [Figure 27] FIG. 10 is a diagram showing an RF lottery table. [Figure 28A] FIG. 10 is a diagram showing an example of a lighting effect caused by a reel flash during the first simulated game. [Figure 28B] FIG. 10 is a diagram showing an example of a lighting effect caused by reel flash during the second simulated game. [Figure 28C] FIG. 10 is a diagram showing an example of a lighting effect caused by a reel flash during the third simulated game. [Figure 28D] FIG. 10 is a diagram showing an example of the operation mode of the main game after the third simulated game. [Figure 29] FIG. 10 is a diagram showing a lottery table of odds. [Figure 30] FIG. 10 is a diagram showing an example of a presentation in the small win zone. [Figure 31] FIG. 10 is a diagram showing an example of a presentation in a bonus acquisition zone. [Figure 32] FIG. 10 is a diagram showing an example of a performance during the main part. [Figure 33] FIG. 10 is a diagram showing an example of a performance during a continuing part. [Figure 34] FIG. 10 is a diagram showing an example of a presentation in a specialized zone. [Figure 35] FIG. 10 is a diagram showing an example of a presentation in a premium specialized zone. DETAILED DESCRIPTION OF THE INVENTION

[0007] Hereinafter, a preferred embodiment of the gaming machine of the present invention will be described with reference to the drawings. Although gaming machines are installed in gaming parlors and the like and there are various types, the case where the present invention is applied to a slot machine 1 will be described as an example of this embodiment.

[0008] [Slot Machine] As shown in FIGS. 1 to 3, the slot machine 1 is a gaming machine that is composed of a cabinet 1b that is open on the front side, and a front door 1a that covers the front side of the cabinet 1b so that it can be opened and closed. The upper part of the front door 1a is provided with a display 8, which is made up of, for example, a liquid crystal display, and which displays effects and information according to the game and functions as an example of a notification means. The information displayed by the display 8 includes information about the symbols that the player is aiming to stop, the order in which the stop buttons 5 are operated (hereinafter referred to as the "push order"). On the left and right sides of the display 8, there are built-in speakers 9 for outputting sound and lamps 11 equipped with lighting means such as LEDs for producing light effects.

[0009] A display window 6 is formed in the center of the front door 1a, through which the rear can be seen, and through this display window 6 the patterns displayed on the reels 41, which function as an example of an identification information display means, can be seen. Below the display window 6, a step is formed that protrudes forward, and the upper surface of this step is provided with a medal insertion slot 2 for inserting medals (game value, game medium), a bet button 2a that the player presses to set the bet amount when the game starts, and an effect button 2d that the player presses to change the effects on the display 8. The front of the stepped portion is equipped with a start lever 3 that the player operates to start the game, and a stop button 5 that the player presses to stop the reels 41, functioning as an example of a stop operation means.

[0010] Below the display window 6, there is provided an advantageous zone lamp 13 that notifies the player that an advantageous zone is in effect. A medal payout opening 7b through which medals are paid out is provided at the bottom of the front door 1a.

[0011] The upper part of the cabinet 1b is provided with a main control unit 10 that performs overall control of the game, and a sub-control unit 20 that, under the control of the main control unit 10, controls aspects of the game such as presentation. The main control unit 10 includes a CPU that performs various arithmetic processing, a ROM that stores control programs and control data, and a storage means such as a RAM that includes a storage area for temporarily storing various data and a working area for the CPU. The main control unit 10 is connected to a bet button 2a, a medal selector 2b, a start lever 3, a drum unit 4, a stop button 5, a medal payout device 7, a favorable zone lamp 13, etc., and is configured to receive various signals from sensors built into each device. Furthermore, the main control unit 10 functions as an example of a lottery means, and performs processes such as starting a game and sampling random numbers from a random number generator, and performs internal lottery processing for winning combinations based on the sampled random numbers.

[0012] The sub-controller 20 is connected to the effect button 2d, the display 8, the speaker 9, the lamp 11, the navigation lamp 12, etc., and is configured to be able to transmit various signals to each device. The sub-controller 20 controls these based on control information received from the main controller 10. A drum unit 4 that rotates a reel 41 is provided in the center of the housing 1b. The drum unit 4 includes reels 41a, 41b, and 41c arranged side by side in the horizontal direction, and these reels 41a to 41c are configured to be rotatable by being driven by a stepping motor (not shown). A plurality of symbols are displayed on the outer peripheral surface of each of the reels 41a to 41c, and when the reels 41 are stopped, a predetermined number of consecutive symbols (for example, three) can be seen through the display window 6 for each of the reels 41a to 41c. The lower part of the housing 1b is provided with a medal payout device 7 that pays out medals and a hopper 7a that stores medals, and the medals paid out from this medal payout device 7 are paid out to the player through a medal payout opening 7b. In the slot machine 1 configured as above, the main control unit 10 controls the following game.

[0013] First, when a player inserts a medal into the medal insertion slot 2, the medal is detected by the medal selector 2b, and a detection signal is input to the main control unit . When the bet button 2a is operated, an operation signal is input to the main control unit 10. The main control unit 10 monitors the number of medals available for the game based on the presence or absence of input of these signals, and also monitors the operation of the start lever 3. Then, when the number of medals reaches the number required to start the game and the start lever 3 is operated, the main control unit 10 drives the drum unit 4 to perform control to rotate each of the reels 41a to 41c. As a result, the symbols displayed on the reels 41a to 41c are displayed in a variable manner.

[0014] At this time, the main control unit 10 performs an internal lottery process for each game of the normal game (hereinafter also referred to as the main game) from among a plurality of winning combinations including a "miss" that are the subject of the lottery when the start lever 3 is operated. In the internal lottery process, a winning combination is determined by lottery from among a plurality of combinations based on a predetermined probability of winning each time a game is played.

[0015] The reels 41 have a number of symbols on the periphery of each reel 41a to 41c that serve as identification information, such as "bell," "watermelon," "cherry," "replay," "red 7," and "blue 7," as shown in Figure 4, and the rotation speed gradually increases from a stopped state, before reaching a steady rotation where the reels rotate at a constant speed. When such steady rotation is reached, each stop button 5a to 5c provided corresponding to each reel 41a to 41c can be pressed, and when each stop button 5a to 5c is operated to stop, each reel 41a to 41c is controlled to stop with a combination of patterns that is allowed based on the timing of the operation and the lottery results of the internal lottery process.

[0016] For example, if the left stop button 5a is operated first, the left reel 41a will stop, if the center stop button 5b is operated second, the center reel 41b will stop, and if the right stop button 5c is operated third, the right reel 41c will stop. In the following explanation, the reel 41 that stops first will be referred to as the first reel 41, the reel 41 that stops after the first stop operation will be referred to as the second reel 41, and the reel 41 that stops after the second stop operation will be referred to as the third reel 41.

[0017] As shown in FIG. 5, a combination of symbols on each of the reels 41a to 41c visible through the display window 6 defines a plurality of lines including active lines and inactive lines. There are five types of lines: "Top a, top b, top c," "Middle a, middle b, middle c," "Bottom a, bottom b, bottom c," "Top a, middle b, bottom c," and "Bottom a, middle b, top c." Of these, only one line, "Top a, middle b, bottom c," is considered valid, and the other lines are invalid. Although only one line, "top a, middle b, bottom c," is active, other lines may also be active. Furthermore, the number of active lines is not limited to one, but can be any number of lines. Similarly, the number of invalid lines can also be any number of lines.

[0018] The main control unit 10 displays the symbols on this line in a variable manner, and also displays them in a stopped state in response to a stopping operation by the player. Then, medals are awarded according to the combination of symbols stopped and displayed on the valid line, but medals are not awarded according to the combination of symbols stopped and displayed on the invalid line. Therefore, in response to the player's stopping operation, three consecutive patterns displayed in the vertical direction on each of the reels 41a to 41c stop so that they can be seen from outside the machine through the display window 6, and a win is determined based on the combination of patterns that stop on the active line at that time. In other words, the main control unit 10 determines the patterns and their combinations that are stopped and displayed on each reel 41a, 41b, 41c, and when the winning pattern combination is aligned on an active line, it determines that a prize has been won and controls the medal payout device 7 to pay out a predetermined number of medals, which are then paid out from the medal payout opening 7b.

[0019] In addition, the main control unit 10 outputs predetermined signals and information to the sub-control unit 20 at predetermined game timings (for example, operation of the start lever 3, the stop button 5, etc.). For example, when any of the stop buttons 5a to 5c is operated to stop, the main control unit 10 outputs to the sub-control unit 20 information such as the order in which the stop buttons 5 are pressed and the operation timing. Therefore, when each reel 41a to 41c is stopped by operating the stop button 5, the main control unit 10 outputs information to the sub-control unit 20 regarding which reel 41 stopped in what order and at what timing, along with information that enables identification of the patterns on the upper, middle, and lower rows.

[0020] Next, with reference to FIG. 6, an internal lottery table used in lottery processing for winning combinations will be described. The roles can be broadly divided into "minor roles" that award medals, "replay roles" that allow you to play without inserting medals, and "bonus roles" that transition to a bonus state. Small roles include, for example, the bell role, the common 1-piece role, the cherry role, the watermelon role, and the chance eye role. Among these, the cherry role, the watermelon role, and the chance eye role are also called "rare roles" which have a relatively low probability of winning in the internal lottery process. Furthermore, among the rare roles, the weak cherry role and the watermelon role, which have a relatively high probability of winning, are set as "weak rare roles," while the strong cherry role and the chance eye role, which have a relatively low probability of winning, are set as "strong rare roles."

[0021] The bell role includes a push order bell role, and for example, there are six different push orders for the three stop buttons (left stop button 5a, middle stop button 5b, right stop button 5c), and when the stop buttons 5 are operated in one of six different push orders, a corresponding combination of symbols ("bell, bell, bell") is displayed on the active line, and there are six different push order bell roles. For example, if the player wins the Push Order Bell 1 role, the player will operate the stop buttons 5a to 5c in the following order to press the left stop button 5a → middle stop button 5b → right stop button 5c, and the corresponding combination of symbols will be aligned. In this type of push order bell role, when each of the stop buttons 5a to 5c is operated in the other five push orders, the corresponding symbol combination is not stopped, and other symbol combinations such as "bell-bell-replay" (hereinafter also referred to as "bell spill") are stopped. In addition, the push order bell role is not limited to six possibilities, but can also be three possibilities such as push order bells 1 to 3, and furthermore, the first stop pattern (red 7, blue 7) can also be added to the combination, making it possible to have 12 or more possibilities.

[0022] The common 1-piece role is a small role with the corresponding symbol combination being "Bell Bell Replay" etc., and when the common 1-piece role is won, the same symbol combination as the bell spill mentioned above stops.

[0023] The cherry combination includes a weak cherry combination and a strong cherry combination, and in both combinations, the cherry symbol stops on the active line on the left reel 41a. A weak cherry role is a small role where a combination of symbols such as "cherry, cherry, non-cherry" stops on an active line, and a strong cherry role is a small role where a combination of symbols such as "cherry, cherry, cherry" stops on an active line. The watermelon role is a small role with the corresponding symbol combination "watermelon, watermelon, watermelon" and the like, and the chance eye role is a small role with the corresponding symbol combination "bell, watermelon, watermelon" and the like.

[0024] A replay role is a role in which the corresponding symbol combination is "replay, replay, replay", etc.

[0025] The bonus symbol is a symbol that allows you to carry over the winning right unless a combination of corresponding symbols such as "Red 7 / Blue 7·Red 7 / Blue 7·Red 7 / Blue 7" stops on the valid line. The bonus role can be won only in a bonus carryover state in which the bonus winning state is maintained, and when the bonus role is won, the state shifts to a bonus state in which an upper limit of medal payout is set. During the bonus state, a lottery is held to determine the winning combination (so-called zero bonus) so that the number of medals does not increase or decrease. The right to win the bonus role is maintained (during bonus carryover) until the bonus role is won, and in this game, the game is played during the bonus carryover period for most of the time. Based on the combination of symbols as explained above, the winning of a small win, a replay win, or a bonus win is determined, and when the result of the determination is that the corresponding combination of symbols stops on an active line, a win is made and a bonus is awarded according to the winning combination.

[0026] The main control unit 10 draws the above-mentioned winning combinations based on the sampling of predetermined random numbers when each game is executed. The slot machine 1 is equipped with a probability setting device that can change the advantageous degree for the player in multiple stages (for example, six stages). The probability setting device as a setting means changes the probability (winning probability) of transitioning to a specific game state (for example, AT state) in multiple stages, thereby making it possible to change the degree of advantage for the player in multiple stages. The main control unit 10 performs processing to set the transition probability of a specific game state to one of a plurality of different probability values ​​based on a setting operation in the probability setting device. The setting values ​​set by the probability setting device are determined internally by lottery, with setting 1 being the lowest advantage, the higher the number, the higher the advantage, and setting 6 being the highest advantage.

[0027] As shown in FIG. 6, for example, when the setting value in the probability setting device is setting 1, the probability of winning each role is as follows: Replay role has a winning probability of 8982 / 65536, Common 1-piece role has a winning probability of 14400 / 65536, Weak Cherry role has a winning probability of 650 / 65536, Strong Cherry role has a winning probability of 164 / 65536, Watermelon role has a winning probability of 919 / 65536, Chance Eye role has a winning probability of 491 / 65536, Push Order Bell role 1-2 has a winning probability of 6981 / 65536, and Push Order Bell role 3-6 has a winning probability of 6492 / 65536. In addition, the winning probability of each role in settings 2 to 6 is set to the values ​​shown in the figure, although detailed explanations will be omitted. The winning probability of each role shown in FIG. 6 is a value during the bonus carryover, but the winning probability is the same even when the bonus role is not won (bonus not carried over). However, during the non-carryover period of the bonus, since the replay role and the bonus role are both won at the same time, the probability of winning the bonus role overlaps with the replay role.

[0028] Then, based on the symbol combination that stops at the end of the game involving the lottery of each of the above roles, it is determined whether a small role, a replay role, or a bonus role has been won, and if the symbol combination is a corresponding symbol combination as a result of the determination, a win is made and a special benefit according to the establishment of each win is awarded. For example, the establishment of a small win is determined by the stopping of a symbol combination corresponding to a small win such as a bell win, a cherry win, or a watermelon win.

[0029] Specifically, as shown in Figure 7, if a winning replay role is achieved by the stopped display of a pattern combination corresponding to the replay role, it becomes possible to play (replay) the next game with the same number of bets as the number of bets set in the previous game without inserting medals (without setting the number of bets). When a symbol combination corresponding to a common 1-piece role, a weak cherry role, a strong cherry role, or a chance eye role is stopped and displayed, one medal is paid out. When a symbol combination corresponding to the watermelon role is displayed, six medals are paid out.

[0030] When Push Order Bell Roles 1 to 2 are won, if the corresponding symbol combination stops and is displayed, 3 medals will be paid out, and when Push Order Bell Roles 3 to 6 are won, if the corresponding symbol combination stops and is displayed, 10 medals will be paid out. When the push order bell combinations 1 to 6 are won, if the stop buttons 5a to 5c are operated in a push order other than the specific push order (five push orders), one medal will be paid out. For the push order bell roles 3 to 6, the winning probability and the number of medals paid out are set so that the medals held by the player increase during the AT state described below. The number of medals paid out when a symbol combination corresponding to each winning combination is stopped and displayed may be other than the above-mentioned number.

[0031] [Game state transition] Next, the transition of the gaming state in the slot machine 1 in this embodiment will be described. The main control unit 10 controls the transition from one game state to another game state based on the establishment of a predetermined transition condition, thereby increasing the variety of the game and the sense of expectation. As shown in Figure 8, the slot machine 1 of this embodiment has multiple gaming states, including a normal state, a pseudo bonus state, and a RUSH state consisting of a red RUSH, a blue RUSH, and a specialized zone (including a premium specialized zone). Furthermore, these game states are divided into a normal section (non-advantageous section) and an advantageous section that is more advantageous to the player than the normal section. The main control unit 10 controls the transition between the sections based on whether the transition conditions shown below are met.

[0032] The normal section is a section in which the push order notification for winning the "Push Order Bell" is not executed when the "Push Order Bell" role is won. The transition from the normal zone to the advantageous zone occurs when a role other than a common 1-piece role is won in the internal lottery process, and when a common 1-piece role is won, the normal zone is maintained. Therefore, the player will only stay in the normal zone during some of the normal states described above (after changing the setting value, after the AT state ends, etc.), and will generally stay in the advantageous zone otherwise. Therefore, under normal circumstances, there are cases where you will be staying in both the normal zone and the advantageous zone. In addition, if you win anything other than the common 1-piece role, you will move from the normal zone to the advantageous zone, but other transition conditions are also possible.

[0033] On the other hand, the advantageous zone is a zone in which the push order to win the "Push Order Bell" is announced when the "Push Order Bell" role is won. In the advantageous zone, the advantageous zone lamp 13 is controlled to be lit. In addition, the advantageous period ends when the slot machine 1 (main control unit 10) is reset (including when the settings are changed), or when at least one of the following conditions (a) and (b) is met after entering the advantageous period. <Conditions for ending the advantageous period> (a) The number of games played in the advantageous zone reaches a certain number (for example, 4,000 games). (b) The number of coins won (the difference in number of coins) in the advantageous zone reaches a certain number (for example, 2,400 coins). The condition for ending the advantageous period may be that the number of games played is infinite (no upper limit on the number of games played), or that the number of coins won exceeds a specific number.

[0034] The conditions for ending the advantageous periods (a) and (b) are explained below. The main control unit 10 has an advantageous zone counter that counts the number of games played during the advantageous zone and the number of medals won during the advantageous zone, and counts these. Specifically, when a transition to the advantageous zone occurs, the advantageous zone counter is set with a specific number of games to be played during the advantageous zone and a specific number of coins to be won during the advantageous zone. The advantageous zone counter is counted each time a game is played (a game start operation is accepted) or each time a player wins a medal. If either of the conditions (a) or (b) is met, the player cannot stay in the advantageous zone and moves to the normal zone (normal state), and the number of plays and the number of coins won managed by the advantageous zone counter are reset to "0" (arrow q in Figure 8). In other words, the advantageous zone is a zone in which a player can continue to stay until they transition from the normal zone and then transition back to the normal zone, and the main control unit 10 functions as a counting means, counting the number of games played during the advantageous zone and the number of coins won by the player. In addition, the specific number of times to play during this advantageous period may be changed to any number of games as appropriate, and further, the specific number of coins to be won during the advantageous period may also be changed to any number as appropriate. In addition, the main control unit 10 counts the number of times the game has been played up to a specific number of times and the number of coins won up to a specific number of times for this game only, but does not count the number of times the game has been played or the number of coins won for the pseudo game that is executed separately from the normal game described below.

[0035] In addition to the limiter function for limiting the number of coins (net increase) won by the player, the slot machine 1 of this embodiment also has a complete function (stop function) for limiting the number of coins actually won by the player from when the slot machine 1 is turned on until it is turned off. For example, if the number of coins (MY) won from when the slot machine 1 is turned on until it is turned off reaches a predetermined number (a complete value of +19,000 coins), the slot machine 1 is controlled to a game stop state in which subsequent games are disabled. In other words, the number of coins that a player can win is limited while the gaming center is open. Furthermore, even if the difference in the number of medals during one advantageous period during business hours of the gaming establishment is extremely small (when the number of medals inserted is extremely large and the number of medals paid out is extremely small) and a player can acquire an extremely large number of medals before the limiter function is activated, the complete function is activated before the limiter function is activated, so that even if the difference in the number of medals is extremely small, the gaming establishment is prevented from suffering an extremely large disadvantage.

[0036] [Normal state] The normal state is a gaming state that is maintained when the power is turned on with the operation of a predetermined initialization switch or the like, and is a gaming state that accounts for the majority of games on the slot machine 1. The normal state is controlled as a non-AT state, so as the player continues playing, the number of medals in his / her possession gradually decreases, making it a disadvantageous gaming state for the player. On the other hand, the pseudo bonus state and RUSH state are controlled as AT states, so by continuing to play, medals tend to increase, which is advantageous for the player. Therefore, the player will play the game with the aim of transitioning from the normal state to the pseudo bonus state or the RUSH state, and staying in that state for as long as possible.

[0037] The main control unit 10 executes a lottery process for transition to the pseudo bonus state in each game during the normal state. The process for transitioning to the pseudo-bonus state is to transition from the normal state to the pseudo-bonus state based on winning the lottery process for transitioning to the pseudo-bonus state while remaining in the normal state (arrow a in FIG. 8).

[0038] In the normal state, when a rare role is won, a lottery is held to transition to a pseudo-bonus state. When a rare role is won, the main control unit 10 refers to the "pseudo bonus lottery table (weak rare role won)" and "pseudo bonus lottery table (strong rare role won)" shown in Figure 9 to determine whether or not to win the transition to the pseudo bonus state based on the type of rare role and the setting value set by the probability setting device, and stores the result in the RAM of the main control unit 10.

[0039] For example, if you win a weak rare role, if setting 1 is set, the probability of winning is 16 / 256, and if setting 6 is set, the probability of winning is 32 / 256. If you win a strong rare role, the probability of winning is 32 / 256 if setting 1 is set, and 64 / 256 if setting 6 is set.

[0040] In this way, as a general trend, the probability of winning the pseudo-bonus state is set higher when a higher setting value is set in the probability setting device. In addition, the probability of winning the pseudo-bonus state is set to be higher when a strong rare role is won than when a weak rare role is won. A high setting value is set in the probability setting device, and when a strong rare role is won, the player is more likely to win the pseudo bonus state, so that the player can increase his / her expectations of transitioning to the pseudo bonus state.

[0041] [AT state] The main control unit 10 and the sub-control unit 20 generate an AT (assist time) as a gaming state related to the push order bell role. The AT state is a state in which, when the push order bell role is won, the push order of the winning push order bell role is announced by the display 8 and the navigation lamp 12. For example, as an example of notification of the pressing order, when the pressing order bell 1 role is won, the pressing order is notified via the display 8, speaker 9, navigation lamp 12, etc. At this time, the notification of the push order bell 1 role is displayed on the display 8 by the numbers "1 (left) → 2 (center) → 3 (right)" so that the push order corresponding to the stop button 5 can be identified. The speaker 9 outputs the respective sounds in the order of "left", "center", and "right". When the navigation lamps 12 are used, the navigation lamps 12 are turned on in the order of "12a → 12b → 12c." Therefore, the speaker 9, the navigation lamp 12, etc. other than the display 8 can also function as the notification means. The AT state usually continues for a predetermined number of plays, and when it is decided to notify, the order in which to press all three stop buttons (left stop button 5a, middle stop button 5b, right stop button 5c) is notified, making it a state in which even beginner players can easily win medals. In this way, the main control unit 10 provides the player with the privilege of assisting in stopping the push order bell role or preventing the bell spill role from stopping. That is, the main control unit 10 functions as a control means capable of controlling the game to any one of a plurality of game states including an AT state that is more advantageous than the normal state. Therefore, the occurrence of the AT allows the player to easily acquire medals, and the AT state is controlled to be either a pseudo bonus state or a RUSH state.

[0042] The pseudo bonus state is controlled in an AT state, and the push order for the push order bell role is announced, so it is a gaming state in which an increase in medals can be expected. The pseudo bonus state continues for a predetermined number of games (for example, 20 games) and ends after the number of games has been played (arrow b in FIG. 8).

[0043] In addition, in the pseudo bonus state, when a rare role is won, a RUSH lottery is held to determine whether a player will be selected to transition to the RUSH state. When a rare combination is won, the main control unit 10 refers to the "RUSH lottery table (when RUSH is not determined)" and the "RUSH lottery table (when RUSH is determined)" shown in FIG. Specifically, based on whether or not a RUSH has been determined and the setting value set by the probability setting device, the main control unit 10 determines whether or not to transition to the RUSH state when the transition to the RUSH state has not been determined (hereinafter also referred to as when the RUSH has not been determined), and when the transition to the RUSH state has been determined (hereinafter also referred to as when the RUSH has been determined), it determines how many games to add (add) to the number of games in the RUSH state, and stores the result in the RAM of the main control unit 10. In other words, when a rare role is won during the pseudo bonus state, the main control unit 10 refers to the "RUSH lottery table (when RUSH is not determined)" when the RUSH is not determined, and refers to the "RUSH lottery table (when RUSH is determined)" when the RUSH is determined.

[0044] For example, when the RUSH is not confirmed, if setting 1 is set, there is a 16 / 256 chance of winning the "Red RUSH" and an 8 / 256 chance of winning the "Blue RUSH", and if setting 6 is set, there is a 32 / 256 chance of winning either the "Red RUSH" or the "Blue RUSH". When RUSH is confirmed, if setting 1 is set, there is a 24 / 256 chance of winning "Main + 10G" and an 8 / 256 chance of winning "Main + 20G", and if setting 6 is set, there is a 32 / 256 chance of winning "Main + 10G" and a 32 / 256 chance of winning "Main + 20G". Note that "Main + XXG" indicates the number of games added to the remaining number of games in the main part when the RUSH state is entered after the pseudo-bonus state ends, and all added games are added together, but this also applies to the following explanation.

[0045] In this way, in the RUSH lottery table, when a high setting value is set in the probability setting device, the probability of winning the RUSH state is higher, and the number of additional games in the main part when the RUSH state is entered is also set to be larger. The player can have a higher expectation of transitioning to the RUSH state if a high setting value is set in the probability setting device.

[0046] The RUSH state is controlled by the AT state, and is an advantageous gaming state for the player in which an increase in medals can be expected. The RUSH state can be broadly divided into a red RUSH consisting of a small win zone, a composite zone, a main part, and a continuation part, a blue RUSH consisting of a small win zone, a bonus zone, a main part, and a continuation part, and a specialized zone (including a premium specialized zone). Among these, the Red RUSH composite zone (e.g., 1G), the Red RUSH and Blue RUSH main part (e.g., 20G), the continuation part (e.g., 8G), and the (premium) specialized zone (3G) are managed with the number of games granted at the time of initial transition as the remaining number of games, so the zone (part) will continue until the remaining number of games, which is deducted each time the game is played, is used up. This type of RUSH state is entered when the RUSH lottery is won during the pseudo-bonus state, or when the pseudo-bonus state entered from the RUSH state ends, since the main part is entered after the pseudo-bonus state entered from the RUSH state ends (arrow c in Figure 8). The RUSH state consists of four zones (parts) in one set: the small win zone, the composite zone (the bonus zone in the case of blue RUSH), the main part, and the continuation part. The start of one set is the first game of the small win zone, and the end of one set is the final game of the continuation part. Therefore, when it is decided that the continuation of the continuing part (RUSH state) will occur, the number of sets will increase by "1".

[0047] Next, various lottery processes executed during the RUSH state will be described. During the RUSH state, the main control unit 10 functions as a lottery means and a determination means, thereby executing the lottery processes shown in (1) to (14) below. (1) Array Pattern 1 Lottery (Small Win Zone [Red / Blue]) (2) Synthesis Lottery (Synthesis Zone [Red]) (3) Array Pattern 2 Lottery (Specific Acquisition Zone [Blue]) (4) High probability lottery (main part [red]) (5) Bonus Lottery 1 (Main Part [Red]) (6) Prize type lottery (main part [red]) (7) Continuation rate lottery for continuing parts (Continuation part [red / blue]) (8) Bonus Lottery 2 (Main Part [Blue]) (9) Specialized Zone Extra Lottery (Premium Specialized Zone, Specialized Zone [Red / Blue]) (10) Pseudo-play lottery (premium special zone, special zone [red / blue]) (11) Add-on pattern lottery (Premium Specialized Zone, Specialized Zone [Red / Blue]) (12) Pseudo-game lottery (premium special zone, special zone [red / blue]) (13) RF Lottery (Premium Specialized Zone [Blue]) (14) Multiplier Lottery (Premium Specialized Zone [Blue])

[0048] (1) Array Pattern 1 Lottery (Small Win Zone [Red / Blue]) In the small win zones of Red RUSH and Blue RUSH, a sequence pattern 1 lottery is carried out to determine the "basic sequence pattern of small wins" in the small win zone. At the end of the previous game controlled by the small win acquisition zone, the main control unit 10 refers to the "arrangement pattern 1 lottery table" shown in Figure 11, and determines one of patterns 1 to 4 by lottery based on the setting value set by the probability setting device, and stores the result in the RAM of the main control unit 10. In the Array Pattern 1 lottery, for example, when setting 1 is set, there is a 200 / 256 chance of winning "Pattern 1," a 32 / 256 chance of winning "Pattern 2," a 16 / 256 chance of winning "Pattern 3," and an 8 / 256 chance of winning "Pattern 4." When setting 6 is selected, there is a 170 / 256 chance of winning "Pattern 1," a 42 / 256 chance of winning "Pattern 2," a 26 / 256 chance of winning "Pattern 3," and an 18 / 256 chance of winning "Pattern 4." In this way, in the array pattern 1 lottery table, the probability of winning "Pattern 3" and "Pattern 4" is higher when a high setting value is set in the probability setting device, and therefore the table is set up so that there is a higher chance of winning the small prize elements (hereinafter also referred to as small prizes or items) described below.

[0049] In addition, the small winning combination corresponding to the pattern determined in the array pattern 1 lottery is displayed on the display 8 during the small winning combination acquisition zone, and, for example, when the game corresponding to the small winning combination in a specific order (for example, the third game) in the basic array pattern of the small winning combination determined during the small winning combination acquisition zone is completed, the basic array pattern of the small winning combination is determined again (see Figure 30(a)). This allows the small win to be displayed seamlessly in the small win acquisition zone.

[0050] Here, the basic arrangement patterns of small winning combinations will be explained. The slot machine 1 has four basic arrangement patterns of small winnings in the Red RUSH and Blue RUSH, for example, "Pattern 1," "Pattern 2," "Pattern 3," and "Pattern 4," and the main control unit 10 controls the specifications so that each of these four patterns has different specifications. The basic arrangement pattern of small winnings indicates the arrangement pattern of small winnings displayed in the small winnings acquisition zone, and is set so that the order of small winnings that can be acquired differs for each pattern. Figure 12 is a diagram showing the basic arrangement patterns of small winning combinations, where "purple" corresponds to a chance combination, "red" corresponds to a cherry combination, "green" corresponds to a watermelon combination, "yellow" corresponds to a bell combination, "blue" corresponds to a replay combination, and "end" corresponds to the end of the small winning combination zone. For example, when pattern 1 is determined, the basic arrangement pattern of the small winning combination is selected as purple (chance eye) → end (end of zone) → red (cherry) → end (end of zone) → green (watermelon) → yellow (bell) → end (end of zone) → blue (replay) → end (end of zone), and is displayed on the display 8 so that it can be acquired in this order. The displayed small winning combination can be obtained by winning one of the push order bell combinations 1 to 6 (specific combinations) through an internal lottery. For example, if "Pattern 1" is selected, if you win the push order bell role in the first game, you will win the chance eye role, and if you win the push order bell role in the third game, you will win the cherry role. Also, if you win the push order bell role in the second game, the small win zone will end and you will move to the synthesis zone (the bonus win zone in the case of blue RUSH) (arrows e and l in Figure 8).

[0051] If the elemental arrangement pattern of the small win has already been acquired in the small win acquisition zone, the elemental arrangement pattern of the small win to be displayed is displayed as "End". In the Red RUSH, the targets to be acquired are always displayed according to the basic arrangement pattern of the small winnings shown in Figure 12, but in the Blue RUSH, until one small winning is acquired, "End" becomes "Continued," indicating the continuation of the small winning acquisition zone. In other words, in Blue RUSH, the small win zone continues until one small win is acquired. In the Red RUSH, the small win acquisition zone will end even if all small wins are acquired before the "End" is acquired, and in the Blue RUSH, the small win acquisition zone will end even if four small wins are acquired before the "End" is acquired.

[0052] (2) Synthesis Lottery (Synthesis Zone [Red]) In the Red RUSH synthesis zone, a synthesis lottery is held to determine whether or not to add additional small winning combinations. The main control unit 10 refers to the "Synthesis Lottery Table (Winning of Non-Rare Role)" and "Synthesis Lottery Table (Winning of Rare Role)" shown in Figure 13 to determine whether or not to add and synthesize additional small roles based on whether or not a rare role has been won and the number of small roles acquired in the small role acquisition zone (current number acquired), and stores the result in the RAM of the main control unit 10. The synthesis lottery refers to a different table depending on whether the winning role in the synthesis zone is a rare role or not, and is a lottery that determines whether to add a small role to the small role acquired in the small role acquisition zone and synthesize it. In other words, even if you have not won a small win in the small win zone, you will have a chance to win a small win in the synthesis zone. This allows the player to continue playing without losing interest in the game.

[0053] In the composite lottery, for example, if a rare role is not won and the number of small roles won in the small role winning zone is 0, there is a 231 / 256 probability of winning "0 (no additional)", a 16 / 256 probability of winning "1", an 8 / 256 probability of winning "2", and a 1 / 256 probability of winning "3". If the number of small wins acquired in the small win zone is 5, all small wins have already been acquired, so no additional small wins will be added, and there is a 1 / 256 chance of winning "Pseudo Boss, Main + 20G".

[0054] For example, when a rare symbol is won and the number of small symbols won in the small symbol winning zone is 0, there is a 101 / 256 probability of winning "0 (no additional symbols)", a 128 / 256 probability of winning "1", an 8 / 256 probability of winning "2", a 1 / 256 probability of winning "3", "4", or "5", and a 16 / 256 probability of winning "Pseudo Boss, Main + 20G". If the number of small wins acquired in the small win zone is 5, all small wins have already been acquired, so no additional small wins will be acquired, and there is a 64 / 256 chance of winning "Pseudo Boss, Main + 20G". Therefore, when a rare combination is won, the player can have higher expectations for the game compared to when a rare combination is not won. In this case, "pseudo bonus, main + 20G" indicates winning the pseudo bonus state (arrow d in Figure 8) and adding 20 games to the remaining number of games in the main part to which the pseudo bonus state transitions after the end of the state. Therefore, for example, if you win "Main + 20G" in the first synthesis zone during RUSH mode, the number of games in the main part will be at least 40 games (initial value 20G + additional value).

[0055] The priority for obtaining small winning symbols is yellow (bell) > purple (chance symbol) > green (watermelon) > red (cherry) > blue (replay). The player can acquire a small winning combination based on the result of the composite lottery in accordance with the acquisition priority order. For example, if you have already won purple (chance symbol) in the small win zone and the result of the composite lottery is "2", you will be able to win (add) two small wins. Therefore, since you have already won yellow (bell), which has the highest priority of winning, and purple (chance symbol), which has the second highest priority of winning, you will be able to win green (watermelon), which has the third highest priority of winning. As a result, purple (chance eye), yellow (bell), and green (watermelon) are combined. In other words, the number of small winning combinations indicated by the lottery results here and the small winning combinations acquired in the small winning combination zone are combined, and can be used as combined items in the main part of the Red RUSH, which is entered when the remaining number of games in the combination zone is exhausted (arrow f in Figure 8).

[0056] (3) Array Pattern 2 Lottery (Specific Acquisition Zone [Blue]) In the specific acquisition zone of Blue RUSH, an array pattern 2 lottery is held to determine the "bonus array pattern" in the bonus acquisition zone. The main control unit 10 refers to the "arrangement pattern 2 lottery table" shown in Figure 14 at the end of the previous game controlled by the bonus acquisition zone, and determines one of patterns A to D by lottery based on the setting value set by the probability setting device, and stores the result in the RAM of the main control unit 10. In the Array Pattern 2 lottery, for example, when setting 1 is set, there is a 200 / 256 chance of winning "Pattern A," a 32 / 256 chance of winning "Pattern B," a 16 / 256 chance of winning "Pattern C," and an 8 / 256 chance of winning "Pattern D." When setting 6 is selected, the probability of winning "Pattern A" is 170 / 256, the probability of winning "Pattern B" is 42 / 256, the probability of winning "Pattern C" is 26 / 256, and the probability of winning "Pattern D" is 18 / 256. In this way, in the array pattern 2 lottery table, the probability of winning "Pattern C" and "Pattern D" is higher when a high setting value is set in the probability setting device, and therefore the possibility of winning the benefits described below is increased.

[0057] In addition, the bonus corresponding to the pattern determined in the array pattern 2 lottery is displayed on the display 8 during the bonus acquisition zone, and, for example, when the game corresponding to the bonus in a specific order (e.g., the third game) in the bonus array pattern determined during the bonus acquisition zone is completed, the bonus array pattern is determined again (see Figure 31(a)). This allows the rewards to be displayed seamlessly in the reward acquisition zone.

[0058] Here, the bonus arrangement pattern will be explained. In the Blue RUSH, the slot machine 1 has four bonus arrangement patterns, for example, "Pattern A," "Pattern B," "Pattern C," and "Pattern D," and the main control unit 10 controls the specifications so that each of these four patterns has different specifications. The bonus arrangement pattern indicates a bonus arrangement pattern displayed in the bonus acquisition zone, and is set so that the order of bonuses (hereinafter also referred to as items) that can be acquired differs for each pattern. Figure 15 is a diagram showing the bonus arrangement pattern, where "Ue" corresponds to the main +10G, "Bo" corresponds to the pseudo-bonus state, "Toku" corresponds to the specialized zone, "Pu" corresponds to the premium specialized zone, and "End" corresponds to the end of the bonus acquisition zone. In other words, in the reward zone, you can earn rewards to extend the AT state. For example, if "Pattern B" is selected, the bonus arrangement pattern will be selected as follows: Up (Main + 10G) → End (End of Zone) → Bonus (Pseudo Bonus) → End (End of Zone) → Special (Specialized Zone) → End (End of Zone), and will be displayed on the display 8 so that they can be obtained in this order. The displayed bonuses can be obtained by winning one of the push order bell roles 1 to 6 (specific roles) through an internal lottery. For example, if "Pattern A" is determined, if the push order bell role is won in the first game, the player will receive "Main + 10G", and if the push order bell role is won in the seventh game, the player will receive the "Premium Specialized Zone", which cannot be entered from the red RUSH, but can only be entered from the blue RUSH. Also, if the push order bell role is won in the second game, the bonus acquisition zone ends and the game moves to the main part (arrow m in Figure 8).

[0059] If a bonus has already been acquired in the bonus acquisition zone, the displayed bonus arrangement pattern is displayed as "End." Until you acquire one reward, the rewards displayed in the reward acquisition zone will change from "End" to "Continued," indicating that the reward acquisition zone continues. In other words, the reward acquisition zone will continue until you acquire one reward. In addition, the bonus acquisition zone may be continued until a bonus corresponding to the number of acquired small winning combinations is acquired, and the bonus acquisition zone may be ended when the number of small winning combinations and the number of bonuses become equal.

[0060] In Blue RUSH, at the end of the bonus acquisition zone, the small winnings acquired in the sequence pattern 1 lottery executed in the above-mentioned small winnings acquisition zone and the bonus acquired in the sequence pattern 2 lottery executed in the bonus acquisition zone are combined. The small winning combinations and bonuses acquired are then combined one-to-one in the order in which they were acquired. For example, if you get small wins in the small win zone in the order of blue (replay) and red (cherry), and get bonuses in the bonus win zone in the order of "Upper (main + 10G)" and "Special (specialized zone)", you can get a composite item made up of blue (replay) and "Upper (main + 10G)", and a composite item made up of red (cherry) and "Special (specialized zone)".

[0061] However, there are cases where the number of acquired small winning combinations and the number of special benefits are not the same. In this case, for example, if you get three small roles and then two bonuses, one small role will disappear and you will be able to get two composite items, but if you get three small roles and then only one bonus, two small roles will disappear and you will only be able to get one composite item. In other words, the maximum value of the composite item is limited to the number of small winning combinations obtained. Therefore, when a player acquires many small winning combinations, the player can play the game more advantageously. In addition, the number of small winnings acquired in the small winning zone may be configured to always be the same as the number of composite items (benefits) acquired.

[0062] FIG. 16 shows the correspondence between composite items and their granted states. Figure 16A shows the relationship between the composite item and the granted state when a replay role is won, Figure 16B shows the relationship between the composite item and the granted state when a bell role is won, Figure 16C shows the relationship between the composite item and the granted state when a watermelon role is won, Figure 16D shows the relationship between the composite item and the granted state when a cherry (weak cherry) role is won, and Figure 16E shows the relationship between the composite item and the granted state when a chance eye role is won. In the main part of the Red RUSH, the system is controlled to a grant state corresponding to five small winning combinations: blue (replay), yellow (bell), green (watermelon), red (cherry), and purple (chance eye). The main control unit 10 controls the awarding states (game states) with different awarding rates to a low probability state (hereinafter referred to as low probability) with a relatively low awarding rate and a high probability state (hereinafter referred to as high probability) with a relatively high awarding rate. The display 8 displays lamp images for each small win that turn off when the probability of winning is low and turn on when the probability of winning is high. In the figure, the lamps are shown as off when the probability of winning is low and lit when the probability of winning is high (see Figures 30(b) and (c)). In Figure 16, for each composite item acquired by the player, a column marked "O" indicates a flag that allows for a high probability additional lottery, and a column marked "X" indicates a flag that does not allow for a high probability additional lottery. For example, if a player wins a weak cherry combination when the composite items are blue (replay), yellow (bell), and red (cherry), an "O" indicates that additional draws corresponding to blue, yellow, and red will be executed if there is a high probability (see the columns for composite items blue, yellow, and red in Figure 16D).

[0063] Specifically, when yellow (bell) and purple (chance eyes) are highly probable (lit) and all others are low probable (unlit), if a weak cherry role is won when a composite item of blue (replay), yellow (bell) and red (cherry) is acquired, since the composite item contains red (cherry), bonus lottery 1 (hereinafter also referred to as bonus lottery 1 based on winning role) will be executed for the minor role contained in the composite item, but in this case, when the yellow is highly probable, the same lottery as when the push order bell role is won (hereinafter also referred to as bonus lottery 1 based on composite item) will also be executed. This is because, of the small winning combinations contained in the composite item, only yellow (bell) is controlled to a high probability when it is granted, while blue (replay) and red (cherry) are controlled to a low probability. In other words, when a combination corresponding to a small combination that constitutes a composite item is won, a bonus lottery 1 based on the composite item is executed only for the high probability combination corresponding to the small combination. This allows players to take part in a lottery for small winning combinations that have not been won, providing an element of surprise in the game and increasing interest. Furthermore, even if a small winning combination constitutes a composite item, it will not be included in the lottery unless it corresponds to a high probability, so it is possible to prevent the player from gaining an extreme advantage. In addition, if the composite item contains red (cherry) and other roles, and the other roles are won with a high probability of red, an additional lottery will be held that is the same as when a weak cherry role is won during a high probability of red, but the same lottery may also be held when a strong cherry role is won. As a result, the composite item red (cherry) is treated as a weak cherry role, but can also be treated as a strong cherry role.

[0064] (4) High probability lottery (main part [red]) In the main part of the Red RUSH, a high probability lottery is conducted to determine the probability of winning the high probability state for the main part's grant state. The main control unit 10 determines the high probability of winning based on the current number of sets in the RUSH state and the setting value set by the probability setting device by referring to the "High Probability Lottery Rate Table (2 to 6 sets, 8 to 9 sets, 11 sets or more)" and "High Probability Lottery Rate Table (1, 7, 10 sets)" shown in Figure 17, and stores the result in the RAM of the main control unit 10. For the high probability lottery, different tables are referenced depending on the current number of sets, and the tables that are favored for the 1st, 7th, and 10th sets are referenced. The determined winning probability becomes the high winning probability, and based on this winning probability, a high probability lottery is executed in the order of blue (replay) → yellow (bell) → green (watermelon) → red (cherry) → purple (chance eye), and in the main part, only the winning state is controlled to high probability, and when not winning, it is controlled to low probability.

[0065] In the high probability lottery, for example, in the second set, when setting 1 is set, there is a 128 / 256 probability of winning a 10% chance, an 80 / 256 probability of winning a 25% chance, a 32 / 256 probability of winning a 50% chance, and an 8 / 256 probability of winning a 66% or 80% chance; and when setting 6 is set, there is an 80 / 256 probability of winning a 10%, 25%, or 50% chance, and an 8 / 256 probability of winning a 66% or 80% chance. In the first set, when setting 1 is set, there is a 128 / 256 chance of winning "25%", a 96 / 256 chance of winning "50%", and a 16 / 256 chance of winning "66%" or "80%". When setting 6 is set, there is a 6 / 256 chance of winning "10%", a 128 / 256 chance of winning "25%", a 98 / 256 chance of winning "50%", a 16 / 256 chance of winning "66%", and an 8 / 256 chance of winning "80%". Also, if 10% is determined in the high probability lottery, the lottery with a 10% chance of winning will be held in the order of blue (replay) → yellow (bell) → green (watermelon) → red (cherry) → purple (chance eye).For example, if yellow (bell) and green (watermelon) are won in that order, the main part will be controlled to high probability yellow and high probability green.

[0066] In addition, even if a composite item is acquired in the Red RUSH synthesis zone, if the high probability lottery is not won and the high probability corresponding to the small role that makes up the composite item cannot be controlled, the high probability corresponding to the small role that makes up the composite item will be controlled, but in this case, only one will be controlled to high probability in the following order: purple (chance eye) → red (cherry) → green (watermelon) → yellow (bell) → blue (replay). For example, if a player acquires a composite item of blue (replay) and yellow (bell), but does not win the high probability lottery and is not controlled to blue high probability or yellow high probability, the main control unit 10 controls only to yellow high probability for yellow (bell), which has a higher priority than blue (replay). Also, if a high probability is won that is not included in the composite item, all of the high probability wins will be changed to non-high probability, and just one will be controlled to high probability in the same order as above: purple (chance eye) → red (cherry) → green (watermelon) → yellow (bell) → blue (replay). For example, if a player wins a high probability of blue and a high probability of yellow despite having acquired a composite item of red (cherry) and purple (chance eye), the main control unit 10 controls the game to only the high probability of purple (chance eye), which has a higher priority than red (cherry). In addition, if the composite item and the high probability do not match, the composite item may be eliminated, or all of the small winning combinations that make up the composite item may be controlled to be high probability.

[0067] (5) Bonus Lottery 1 (Main Part [Red]) In the main part of the Red RUSH, the Bonus Lottery 1 is executed based on the winning probability of the "Bonus Lottery Table by Status of Award." The winning combination and the awarded state have the relationship shown in (a) to (e) below. <Relationship between winning roles and awarded status> (a) For replay roles, low probability is blue low probability, and high probability is blue high probability. (b) For the push order bell role, low probability is yellow low probability, and high probability is yellow high probability. (c) For the watermelon role, the low probability is green low probability, and the high probability is green high probability. (d) For weak / strong cherry combinations, low probability is red low probability, and high probability is red high probability. (e) For chance combinations, low probability is purple low probability, and high probability is purple high probability.

[0068] In the main part of the Red RUSH, the main control unit 10 determines the probability of winning based on the winning role and the award state by referring to the "Benefit Award Lottery Table by Award State" shown in Figure 18, and stores the result in the RAM of the main control unit 10. In the bonus lottery 1, for example, if the replay role is won with a low probability of blue, the bonus lottery 1 will be executed with a probability of winning of "0.1%", and if the replay role is won with a high probability of blue, the bonus lottery 1 will be executed with a probability of winning of "5.0%". In other words, in the main part of the Red RUSH, a bonus lottery 1 based on the winning role and a bonus lottery 1 based on the composite item are each executed based on the winning probability determined in the bonus lottery table by bonus status. At this time, in the benefit granting lottery 1 based on the composite item, only a lottery based on high probability is executed, and a lottery based on low probability is not executed. For example, if yellow (bell) and purple (chance symbol) have high probability and all others have low probability, and when a strong cherry symbol is won when obtaining a composite item of blue (replay), yellow (bell), and red (cherry), bonus lottery 1 based on the low probability of red and the strong cherry symbol (bonus lottery 1 based on winning symbol) and bonus lottery 1 based on the high probability of yellow and the push order bell symbol (bonus lottery 1 based on composite item) will be executed. This prevents players from receiving excessive benefits.

[0069] (6) Prize type lottery (main part [red]) In the main part of the Red RUSH, a prize type lottery is held to determine the type of prize to be awarded. By referring to the "Benefit Type Lottery Table" shown in Figure 19, when a player wins the Benefit Granting Lottery 1, the main control unit 10 determines the type of benefit to be granted based on the winning combination that triggered the winning of the Benefit Granting Lottery 1, and stores the result in the RAM of the main control unit 10. The "Benefit Type Lottery Table" is set so that the type of benefit varies depending on the winning combination. In the bonus type lottery for Bonus Granting Lottery 1 based on the winning role, for example, if the winning trigger for Bonus Granting Lottery 1 is a replay role, there is a 255 / 256 probability of winning "Main + 5G" and a 1 / 256 probability of winning "Pseudo Bonus", and if the winning trigger for Bonus Granting Lottery 1 is a strong cherry role, there is a 192 / 256 probability of winning "Main + 5G", a 32 / 256 probability of winning "Main + 10G", and a 32 / 256 probability of winning "Pseudo Bonus". Also, if multiple composite items are acquired, a bonus type lottery will be held for each composite item, but the number of additional games acquired will all be added together. In the benefit type lottery for benefit granting lottery 1 based on the composite item, the benefit to be granted is determined depending on the granting status that triggered the winning of benefit granting lottery 1. For example, if red (cherry) is highly probable (lit) and all others are low probable (unlit), and when a composite item of blue (replay), yellow (bell) and red (cherry) is acquired, if the replay role is won and it is decided that a special benefit will be awarded, a lottery will be held when a weak cherry role is won to determine the special benefit to be awarded. Therefore, the main control unit 10 functions as a granting means for granting a benefit to extend the AT state based on the winning combination and the composite item. The bonus decided here will be implemented in the pseudo-bonus state, the main part of the Red RUSH.

[0070] (7) Continuation rate lottery for continuing parts (Continuation part [red / blue]) In the continuation parts of the Red RUSH and Blue RUSH, a lottery is held to determine the continuation rate of the continuation part. After the final game of the main part is completed, the main control unit 10 determines the continuation rate based on the number of continuing games of the main part that has just been completed by referring to the "Continuation Rate Lottery Table for Continuation Part" shown in Figure 20, and stores the result in the RAM of the main control unit 10 (arrows g and o in Figure 8). In the lottery for the continuation rate of the continuing part, for example, if the number of continuing games in the main part is 20G, there is a 250 / 256 probability of winning "10%", a 3 / 256 probability of winning "20%", a 1 / 256 probability of winning "30%,", "50%", or "100%", and if the number of continuing games in the main part is 100G, there is a guarantee of winning "100%". The continuation rate determined here is referenced when the push order bell role is won in the continuation parts of the Red RUSH and Blue RUSH, and a continuation lottery is held within a preset number of games (e.g., 8G) based on the determined continuation rate. If the continuation lottery is won with a set other than a multiple of "5", the player will return to the small win zone (arrows h and p in Figure 8), and if the continuation lottery is won with a set that is a multiple of "5" in the case of a red RUSH, the player will move to the specialized zone (arrow i in Figure 8). On the other hand, if the player does not win the continuation lottery, the continuation part (RUSH state) ends and the player transitions to the normal state (arrow q in Figure 8). Furthermore, in the continuation part, when a weak rare role such as a weak cherry role or a watermelon role is won, or a strong rare role such as a strong cherry role or a chance eye role is won, a continuation lottery for the RUSH state is executed. In this case, the probability of winning the continuation lottery in the RUSH state is as follows (a) and (b), and both the weak rare role and the strong cherry role are higher in the blue RUSH than in the red RUSH. <Probability of winning the continuation lottery when winning a rare role> (a) Red RUSH: Weak rare 25%; strong rare 50% (b) Blue RUSH: Weak rare role 50%; strong rare role 100% The continuation lottery executed in the continuation part may be configured to be executed all at once at the end of the final game of the continuation part.

[0071] (8) Bonus Lottery 2 (Main Part [Blue]) In the main part of the Blue RUSH, Bonus Lottery 2 is conducted based on the winning probability of the "Bonus Lottery Table." The main control unit 10 determines the bonus award rate based on the winning combination and the minor combinations (hereinafter also referred to as acquired items) that make up the composite item acquired by the player by referring to the "bonus awarding lottery table" shown in Figure 21, and stores the result in the RAM of the main control unit 10. In Bonus Lottery 2, for example, if you have obtained Synthesis Item 1, which is a combination of blue (replay) and "Upper (Main + 10G)", and Synthesis Item 2, which is a combination of yellow (Bell) and "Special (Specialized Zone)", when you win the Push Order Bell role, a lottery will be held with a 1% chance of winning "Upper (Main + 10G)" (Bonus Lottery 2 based on Synthesis Item 1) and a 3% chance of winning "Special (Specialized Zone)" (Bonus Lottery 2 based on Synthesis Item 2). In addition, if a player acquires five small winning combinations and all of the small winning combinations are combined with a bonus, the player can acquire up to five combined items, and can therefore participate in the Bonus Lottery 2 up to five times. In this way, if a small winning combination that constitutes a composite item is won, the bonus is awarded with a higher probability than other small winning combinations. For example, when a small win and a "Special (Specialized Zone)" composite item are acquired, a bonus lottery 2 based on the small win is executed, and if the bonus is awarded in this lottery, the bonus of the "Specialized Zone" is awarded. In other words, when a specialized zone or the like is acquired, the player will also transition from the main part of the blue RUSH to the specialized zone or the like (arrow n in Figure 8).

[0072] (9) Specialized Zone Extra Lottery (Premium Specialized Zone, Specialized Zone [Red / Blue]) In the specialized zones of Red RUSH and Blue RUSH (including the premium specialized zone), an additional lottery is held in the specialized zone to determine the number of games to be added to the remaining number of games in the main part. The main control unit 10 refers to the "specialized zone additional lottery table" shown in Figure 22 for each game in the specialized zone, and determines the number of games to be added to the remaining number of games in the main part based on the winning role obtained in the internal lottery, and stores the result in the RAM of the main control unit 10. In the special zone bonus lottery, for example, when a non-rare role is won, there is a 128 / 256 probability of winning "3G", a 96 / 256 probability of winning "10G", and a 16 / 256 probability of winning "20G" or "30G". When a weak rare role is won, there is a 192 / 256 chance of winning "10G", a 32 / 256 chance of winning "20G" or "30G", and when a strong rare role is won, there is a 128 / 256 chance of winning "20G" or "30G". In this way, if you win a rare role, you are more likely to win more additional games than if you win a non-rare role, and even among rare roles, if you win a strong rare role, you are more likely to win more additional games than if you win a weak rare role. Therefore, when a strong rare combination is won, the player's expectations can be increased.

[0073] [Pseudo-game] Here, the simulated game will be explained. In the slot machine 1 of this embodiment, in addition to the main game (first game) in which medals are awarded, a pseudo game (second game) in which medals are not awarded is executed during the specialized zone (including the premium specialized zone). (The main game is executed after the pseudo game is executed a predetermined number of times in one game.) The pseudo game is a presentation that makes the player feel as if the game is in progress by operating and stopping the reel 41 as if it were a real game, even though the game is not actually in progress. Therefore, the main control unit 10 functions as a first game execution means capable of executing a real game in which the lottery result (specific lottery result) by the lottery means causes a specific pattern combination (first combination) to stop on an effective line, and a second game execution means capable of executing a pseudo game in which the judgment result (specific judgment result) by the judgment means causes a specific pattern combination (second combination) to temporarily stop on an ineffective line.

[0074] Specifically, in this game, the main control unit 10 rotates the reel 41 by operating the start lever 3, and stops the rotating reel 41 by operating the stop button 5 (specific stop operation mode), thereby deriving the result of one game.However, in a game in which a pseudo game is executed, the reel 41 is temporarily stopped (pseudo stop, special stop operation mode) before the final game result is derived, just like in this game, so that the game result is derived pseudo even during the game. That is, when a pseudo game is executed, multiple game results are derived by consuming medals (betting input) for executing one real game.

[0075] Furthermore, pseudo games are classified into operational pseudo games that require player operation and non-operational pseudo games that do not require player operation. The pseudo game is executed by first operating the start lever 3 to rotate the reels 41, and then operating the stop button 5 during the game to temporarily stop the rotating reels 41 and derive the pseudo game result. After the pseudo game result is derived, the reel 41 is rotated again by operating the start lever 3 again, and a game similar to the actual game is executed.

[0076] When the player temporarily stops the rotating reel 41 by operating the stop button 5, the pull-in stop control in this game is not performed, and the predetermined pattern always temporarily stops regardless of the number of pull-in frames at any stop timing. In addition, when reel 41 is temporarily stopped, by performing retraction stop control in this game, in an operation pseudo game in which a specific pattern combination can be temporarily stopped as described below, unless a stop operation is performed at a specific timing, a pattern combination other than the specific pattern combination may be stopped.

[0077] On the other hand, in the non-operation pseudo game, the reels 41 are automatically temporarily stopped without requiring the operation of the stop button 5 when the reels 41 are temporarily stopped during the execution of the game. In this embodiment, a pseudo-operation game is adopted, and therefore in the following description, the pseudo-operation game executed in the specialized zone (including the premium specialized zone) during the AT state refers to the pseudo-operation game.

[0078] (10) Pseudo-play lottery (premium special zone, special zone [red / blue]) In the Red RUSH and Blue RUSH specialized zones (including the Premium specialized zone), a pseudo play count lottery is held. The main control unit 10 determines the number of pseudo games based on the added number determined by the special zone add-on lottery table described above, by referring to the pseudo game number lottery table shown in FIG. In other words, the number of pseudo games determined here is executed during the specialized zone. In the pseudo number of plays lottery, for example, if the added number is 3G, there is a 224 / 256 probability of winning "1 play," a 16 / 256 probability of winning "2 plays" or "3 plays," and if the added number is 30G, there is a guaranteed chance of winning "3 plays." In this way, the pseudo-game number lottery is set so that the greater the number of added-on numbers determined in the special zone add-on lottery table, the greater the number of pseudo-games that can be played, and therefore the greater the number of added-on numbers, the more the player can feel excited about the pseudo-games. The number of pseudo games determined here is the number of pseudo games in which an additional display occurs, and does not include the number of pseudo games (0G) in which an additional display does not occur (see Figure 34(a)).

[0079] (11) Add-on pattern lottery (Premium Specialized Zone, Specialized Zone [Red / Blue]) In addition, in the specialized zones of Red RUSH and Blue RUSH (including the premium specialized zone), a lottery for additional patterns in pseudo-games is conducted. 24(a) to 24(d) are diagrams showing an add-on pattern lottery table for determining an add-on pattern in a pseudo game. The main control unit 10 executes a pseudo game based on the add-on pattern determined by the add-on pattern lottery by referring to the add-on pattern lottery table shown in the same figure. In the add-on pattern lottery, for example, if the add-on number determined in the pseudo play number lottery is 3G, when the pseudo play number is 1, "add-on pattern 1" is always won, when the pseudo play number is 2, "add-on pattern 2" is always won, and when the pseudo play number is 3, "add-on pattern 3" is always won. In addition, if the number of added games determined by the pseudo play count lottery is 30G, when the number of pseudo plays is 3, there is a 64 / 256 probability of winning "Add-on Pattern 14," "Add-on Pattern 15," or "Add-on Pattern 16," and a 32 / 256 probability of winning "Add-on Pattern 17" or "Add-on Pattern 18."

[0080] Next, with reference to Figure 25, we will explain the additional pattern determined by the additional pattern lottery. FIG. 25 is a diagram showing the correspondence between the order of pseudo games and the number of additions for each addition pattern. The slot machine 1 has, for example, 18 additional patterns, ie, additional patterns 1 to 18. The main control unit 10 controls the 18 patterns so that the specifications are different for each pattern. The add-on patterns can be categorized according to the add-on number determined by the pseudo-play count lottery: "Add-on Patterns 1-3" with an add-on number of 3G, "Add-on Patterns 4-8" with an add-on number of 10G, "Add-on Patterns 9-13" with an add-on number of 20G, and "Add-on Patterns 14-18" with an add-on number of 30G. For example, if "Add-on Pattern 1" is selected, "3G" will be added on the first pseudo-game, and "no addition (0G)" will be added on the second pseudo-game. Furthermore, when "addition pattern 18" is determined, "1G" is added to the first pseudo game, "2G" is added to the second pseudo game, and "27G" is added to the third pseudo game.

[0081] Specifically, the add-on patterns consist of "Add-on Patterns 1 and 4," in which two pseudo games are played and the bonus is added on the first pseudo game but not on the second pseudo game (0G); "Add-on Patterns 2, 5, 6, and 9," in which three pseudo games are played and the bonus is added on the first and second pseudo games but not on the third pseudo game (0G); and "Add-on Patterns 3, 7, 8, 10-18," in which three pseudo games are played and the bonus is added on all pseudo games. That is, the slot machine 1 executes the pseudo game until either "a pseudo game in which no additional display occurs (0G)" or "a pseudo game in which three additional displays occur (other than 0G)" is satisfied. Therefore, the main control unit 10 controls so that two pseudo games are executed even when the number of pseudo games is determined to be one, so that three pseudo games are executed even when the number of pseudo games is determined to be two, and so that three pseudo games are executed even when the number of pseudo games is determined to be three. In this way, the added patterns are set so that the nature of the pseudo-game differs depending on the pattern, which can add variety to the pseudo-game and increase interest. Although an example in which the pseudo game is executed two or three times has been described, this is not limited to this, and if the execution of the pseudo game (number of times added) is determined to be three times, the configuration may also be such that a fourth pseudo game (a pseudo game (0G) in which no added display occurs) is executed.

[0082] (12) Pseudo-game lottery (premium special zone, special zone [red / blue]) In the Red RUSH and Blue RUSH specialized zones (including the Premium specialized zone), when a symbol temporarily stops during a simulated game, a pseudo game result lottery is held to determine the symbol that will temporarily stop (hereinafter also referred to as the pseudo game result). The main control unit 10 determines the pseudo game outcome based on the number of additions per pseudo game by referring to the "pseudo game outcome lottery table" shown in Figure 26, and stores the result in the RAM of the main control unit 10. In the pseudo game result lottery, for example, if the added number is 0G, you will always win the ``upper row watermelon miss,'' and if the added number is 1 to 3G, there is a 128 / 256 probability of winning the ``lower row cherry'' or ``upper row watermelon.'' Therefore, the invalid lines correspond to the number of additions per pseudo game, so for example, if "Add-on Pattern 1" is determined, "3G" will be added to the first pseudo game, so "Lower Cherry" or "Upper Watermelon" will temporarily stop in the first pseudo game, and since "no addition (0G)" will be added to the second pseudo game, "Upper Watermelon Miss" will stop in the second pseudo game. Also, as shown in Figure 26, the expected number of additional games is set to be high based on the relationship of upper watermelon miss < lower cherry < upper watermelon < lower watermelon < middle watermelon < middle cherry, and if the middle cherry is won, the additional number of games is confirmed to be "20 to 28G". In the specialized zone of the Red RUSH, if you win the "middle cherry", you will be promoted to the Blue RUSH, so the condition for promotion to the Blue RUSH is to derive a specific pseudo-game result in the pseudo-game (arrow k in Figure 8). On the other hand, if you do not win the "middle cherry" during the specialized zone of the red RUSH, you will not be promoted to the blue RUSH, but will move to the small winning zone (arrow j in Figure 8). The condition for promotion to Blue RUSH may be that a specific number of additions (for example, 20 to 28G) are confirmed, or further, that a lottery to transition to Blue RUSH is held for some or all games, and that this lottery is won once.

[0083] (13) RF Lottery (Premium Specialized Zone [Blue]) In the specialized zones of the Blue RUSH (including the premium specialized zones), a RF lottery is held to determine whether or not a reel flash (hereinafter also referred to as RF) that differs from the normal lighting pattern will be performed. By referring to the "RF lottery table" shown in Figure 27, the main control unit 10 determines whether or not to execute a reel flash based on the pseudo game result determined in the pseudo game result lottery during the period from when the operation of the start lever 3 is accepted until the pattern is temporarily stopped, and stores the result in the RAM of the main control unit 10. Therefore, the RF lottery is executed upon the determination of the pseudo game outcome by the pseudo game outcome lottery. As can be seen from the RF lottery table, when a reel flash occurs, it is when a cherry role such as a "bottom cherry" or "middle cherry" or a watermelon role such as an "upper watermelon," "lower watermelon," or "middle watermelon" is won. As can be seen from the pseudo game result lottery table described above, when these winning combinations are won, the number of pseudo games is also increased. In other words, when a reel flash occurs, it means that an additional bonus has been confirmed, and so the occurrence of a reel flash can increase the player's interest in the game.

[0084] In an RF lottery, for example, if the pseudo game result is a "missing watermelon on the top row," you will always win a "miss (no RF)" (reel flash will not be executed), if the pseudo game result is a "watermelon on the top row," there is a 192 / 256 probability of winning a "miss (no RF)" and a 64 / 256 probability of winning a "normal RF," and if the pseudo game result is a "cherry on the middle row," there is a 224 / 256 probability of winning a "miss (no RF)" and a 16 / 256 probability of winning a "normal RF" or "promoted RF."

[0085] The slot machine 1 also has two types of reel flashes, namely, normal RF and promotion RF, which have different lighting patterns. Normally, RF simply lights up the invalid lines where watermelon symbols and the like stop as pseudo game results, or the invalid areas where cherry symbols and the like stop, but promotion RF lights up invalid lines or invalid areas with a low rank (relatively few added numbers), and then lights up invalid lines or invalid areas where symbols temporarily stop. The promoted RF has the lighting modes shown in (a) to (c) below, for example. <Promotion RF lighting pattern> (a) If the pseudo game result is a lower watermelon, light up the upper lines ("upper a, upper b, upper c"), then light up the lower lines ("lower a, lower b, lower c"). (b) If the pseudo game result is a middle watermelon, the bottom lines ("bottom a, bottom b, bottom c") are lit up, and then the middle lines ("middle a, middle b, middle c") are lit up. (c) If the pseudo game result is a middle cherry, the lower area of ​​the left reel ("lower a") is lit, and then the middle area of ​​the left reel ("middle a") is lit. Therefore, when a promotion RF reel flash occurs, the lighting effect of the reel flash can be made interesting and create a sense of anticipation. The lighting pattern of the promotion RF has been described as an example of a two-stage lighting pattern in which an invalid line or invalid area with a lower rank is lit, and then an invalid line or invalid area where the pattern temporarily stops is lit, but it may also be a lighting pattern with three or more stages.

[0086] (Reel flash effect) Here, the lighting effects during the pseudo game will be described with reference to FIGS. 28A to 28D. 28A to 28D are diagrams showing an example of lighting effects by reel flash when three pseudo games are executed. Reel flash (specific mode) is a lighting effect in which the area where the patterns are displayed in a changing manner is illuminated in front of the player using lighting means such as an LED (area lighting means) to indicate to the player the area (including the line) where a specific pattern combination will stop.

[0087] Figure 28A(a) shows the state in which the player has input the number of bets required to start the first simulated game, and has accepted the operation of the start lever 3, with multiple symbols displayed on each of the reels 41a to 41c being in a stopped state. When the main control unit 10 receives the operation of the start lever 3, it lights up the inactive lines (for example, "up a, up b, up c") as shown in FIG. 28A(b) before the reels 41a to 41c start to spin. Thereafter, the main control unit 10 rotates the reel 41 by rotating the stepping motor, and displays the multiple patterns displayed on each of the reels 41a to 41c in a variable manner, but also lights up the same invalid line (for example, "up a, up b, up c") while the reel 41 is rotating, as shown in Figure 28A(c).

[0088] When the player operates the stop button 5, the spinning reels 41 are temporarily stopped, and a symbol (for example, a watermelon symbol) is temporarily stopped on the same line as the lit invalid line. At this time, the pull-in stop control in this game is not performed, and the symbol determined by the pseudo game result lottery is temporarily stopped at any timing when the stop button 5 is stopped.

[0089] In the example shown in FIGS. 28A(a) to (d), since the watermelon combination is stopped on the upper row, it is shown that the "upper row watermelon (second combination)" has been won in the pseudo game result lottery. In addition, since this is a lighting effect that simply lights up the invalid line where the watermelon role stops (for example, "up a, up b, up c", the area on a specified line), it indicates that you have won the regular RF (reel flash) in the RF lottery.

[0090] Figure 28B(e) shows the state in which the player has again operated the start lever 3 during the second simulated game, and the multiple symbols displayed on each of the reels 41a to 41c are in a stopped state. When the main control unit 10 accepts operation of the start lever 3, it lights up the invalid lines (e.g., "Down a, Down b, Down c") as shown in Figure 28B(f) before each reel 41a to 41c spins, just as in the first pseudo game. Before spinning the reel 41, the main control unit 10 further lights up different inactive lines (for example, "Medium a, Medium b, Medium c") as shown in FIG. 28B(g). Thereafter, the symbols displayed on the reels 41a to 41c are displayed in a variable manner, and as shown in FIG. 28B(h), the inactive lines (for example, "Medium A, Medium B, Medium C") are lit up while the reel 41 is spinning. When the player operates the stop button 5, the spinning reel 41 temporarily stops, and a symbol (for example, a watermelon symbol) determined by the pseudo game result lottery temporarily stops on the same line as the lit invalid line, as shown in Figure 28B(i).

[0091] In the example shown in FIG. 28B(e) to (i), since the watermelon combination is stopped in the middle row, it is shown that the "middle row watermelon (second combination)" has been won in the pseudo game result lottery. Also, after an invalid line (for example, "Down A, Down B, Down C," an area on a line different from the designated line) lights up, an invalid line of a higher rank (with a relatively larger added number) (for example, "Middle A, Middle B, Middle C," an area on the designated line) lights up, which indicates that the player has won the promotion RF in the RF lottery.

[0092] FIG. 28C(j) shows the state in which the operation of the start lever 3 has been accepted from the player during the third pseudo game, and the multiple symbols displayed on the reels 41a to 41c are in a stopped state. When the main control unit 10 receives the operation of the start lever 3, it does not light up the invalid lines as shown in FIG. 28C(k), and variably displays the multiple symbols displayed on each reel 41a to 41c as shown in FIG. 28C(l). Then, when the player operates the stop button 5, the symbol determined by the pseudo game result lottery (for example, a losing watermelon) temporarily stops as shown in FIG. 28C(m). The simulated game is completed within one game of the actual game.

[0093] In the example shown in FIG. 28C(j) to (m), since the watermelon losing combination is stopped on the upper row, it is shown that the "upper row watermelon losing combination" has been won in the pseudo game result lottery. Also, since the invalid line (the area on a specified line) does not light up, it indicates that the RF lottery result was a "miss (no RF)".

[0094] FIG. 28D(n) shows a state in which the operation of the start lever 3 has been accepted from the player after the third pseudo game has ended, and the multiple symbols displayed on the reels 41a to 41c are in a stopped state. When the main control unit 10 receives operation of the start lever 3, it causes the multiple symbols displayed on each reel 41a to 41c to change as shown in Figure 28D(o), and when the player operates the stop button 5, the spinning reel 41 stops. Then, the pull-in stop control is performed, and the symbols determined by the internal lottery (for example, the watermelon combination, the first combination) stop on the pay line (FIG. 28D(p)). After the pseudo game is completed, the actual game is executed in which medals are awarded.

[0095] In this way, during a simulated game, the slot machine 1 can suggest an area where a specific symbol combination will stop by using a reel flash lighting effect that lights up an area different from normal times. Furthermore, the lighting effects of the reel flashes executed during such pseudo games have multiple patterns. This can improve the presentation effect during the simulated game, thereby increasing the interest in the simulated game.

[0096] (14) Multiplier Lottery (Premium Specialized Zone [Blue]) In the premium specialized zone of Blue RUSH, a multiplier lottery is held to determine the added multiplier. During the premium specialized zone, each time the game is played, the main control unit 10 determines the multiplier by which the number of games will be increased by referring to the "multiplier lottery table" shown in Figure 29, and stores the result in the RAM of the main control unit 10. Furthermore, the main control unit 10 controls the premium specialized zone so that it is more advantageous to the player than the specialized zone. In a multiplier lottery, for example, there is a 128 / 256 chance of winning a "multiplier of 1 (x1)", an 80 / 256 chance of winning a "multiplier of 2 (x2)", a 32 / 256 chance of winning a "multiplier of 3 (x3)", and a 16 / 256 chance of winning a "multiplier of 4 (x4)". The multiplier lottery is only conducted in the premium specialized zone, not in the specialized zone. Therefore, in the specialized zone, the maximum number of bonuses that can be added to one actual game (three pseudo games) through the bonus lottery within the specialized zone is 30G, but in the premium specialized zone, there is a possibility that four times that amount (=30G x 4), or 120G, can be added. Therefore, the premium specialized zone is designed to give players a greater sense of expectation regarding additional bonuses than the specialized zone. After the premium specialized zone ends, the game moves to the main part (arrow r in Figure 8).

[0097] [Various performances] Next, various effects that are displayed on the display 8 during the RUSH state will be described with reference to FIGS. The main control unit 10 notifies (displays) the player of the difference between the RUSH and the zone (part) in which the player is staying so that the player can distinguish the difference. For example, different RUSH identification information (for example, logos) for red RUSH and blue RUSH are displayed in a predetermined location such as the upper left of the display 8 to distinguish between them. In addition, the difference between the zones is indicated by the background image of the display 8, with a "morning" background image being displayed during the small win acquisition zone, a "daytime" background image being displayed during the synthesis zone (the bonus acquisition zone in the case of Blue RUSH), an "evening" background image being displayed during the main part, and a "night" background image being displayed during the continuation part. In the specialized zone, an "underwater" background image may be displayed, and in the premium specialized zone, a "space" background image may be displayed, to distinguish between the specialized zone and the premium specialized zone.Furthermore, by unifying the background image of both zones to "space," the type of specialized zone cannot be recognized from the background image, creating a sense of anticipation about staying in the premium specialized zone. These various effects are executed under the control of the sub-controller 20 based on control information from the main controller 10. Note that this notification mode is just one example, and instead of the background images for the time periods of "morning," "daytime," "evening," and "night," background images for the seasons of "spring," "summer," "autumn," and "winter" can also be used, and any notification mode can be adopted as long as it is associated with the stage.

[0098] (composite effect) First, the composite effect will be described. FIG. 30 shows an example of a composite effect displayed on the display device 8 during the red RUSH. The elements of the small winning combination according to the pattern determined by the arrangement pattern 1 lottery are displayed on the display 8 during the small winning combination acquisition zone. FIG. 30(a) shows an example of a presentation that is displayed at the start of the small win zone when "Pattern 4" is determined in the array pattern 1 lottery. The display 8 displays six elements of small winning combinations that can be obtained: purple (chance eye) → red (cherry) → green (watermelon) → yellow (bell) → blue (replay) → end (end of zone), and a performance is performed in which these elements rotate and change in order for each game. If you win the push order bell role, you can win the small role in the center.

[0099] As mentioned above, in the synthesis zone, even if you do not win a small win in the small win acquisition zone, you can still win a small win, so you have two chances to win a small win. Therefore, in the synthesis zone, the small winning combination zone and the small winning combination acquired in the synthesis zone are displayed, and the display 8 displays a synthesis effect that synthesizes these small winning combinations. Specifically, at the start of the synthesis zone, an effect is executed using the small win acquired in the small win acquisition zone, and if a small win is acquired in the synthesis zone, an effect is executed using the small win acquired in the synthesis zone at the end of the synthesis zone. Then, the composite effect is displayed for a predetermined time (for example, 5 seconds) or until the next game is started. For example, the main control unit 10 displays the green (watermelon) acquired in the small win acquisition zone at the start of the synthesis zone as shown in Figure 30(b), and then displays the red (cherry) acquired in the synthesis zone as shown in Figure 30(c), and then executes a synthesis effect that combines these small wins (see Figure 30(d)). In addition, above the display 8, lamp images for each small role that light up when the probability is high are displayed. After that, a composite item image in which green (watermelon) and red (cherry) are combined is displayed as shown in FIG. 30(e). This allows the player to enjoy wondering what kind of performance will be performed later when many small wins are acquired in the small win acquisition zone, etc., which leads to further improvement in the entertainment value of the performance. When all the small winning combinations are acquired, a special synthesis effect may be displayed on the display 8, such as synthesizing the synthesis items in rainbow colors, to create a sense of anticipation in the player.

[0100] Next, with reference to FIG. 31, a description will be given of the composite effects displayed on the display 8 during the Blue RUSH. FIG. 31(a) shows an example of the effect displayed at the start of the bonus acquisition zone when "Pattern C" is determined in the bonus arrangement pattern lottery. For example, in "Pattern C," eight prizes that can be won are displayed, and the prizes rotate in order with each game. If you win the push order bell role, you can win the prize in the center. On the display 8, "End" is displayed as "Continued" because the player has not yet acquired any bonuses, but once the player acquires one bonus, "Continued" is changed to "End" and displayed. In "Pattern C," until one bonus is acquired, the following order is displayed on the display 8: Ue (main + 10G) → Bonus (pseudo bonus) → Toku (specialized zone) → Zoku (zone continuation) → Zoku (zone continuation) → Zoku (zone continuation) → Zoku (zone continuation) → Pu (premium specialized zone). That is, the bonuses are displayed in a pattern determined by bonus arrangement pattern lottery, and are displayed in a manner that changes with each game.

[0101] In the Blue RUSH bonus acquisition zone, at the end of the bonus acquisition zone, a Blue RUSH synthesis effect is displayed on the display 8, which synthesizes the small winning combination acquired in the small winning combination zone and the bonus acquired in the bonus acquisition zone. Specifically, an effect is produced using the small win acquired in the small win acquisition zone and the bonus acquired in the bonus acquisition zone, and when both the small win and the bonus are acquired, a composite effect is displayed. For example, if a green (watermelon) is acquired during the small win acquisition zone and a bonus (pseudo bonus) is acquired during the bonus acquisition zone, the main control unit 10 performs a synthesis effect in which the color corresponding to the watermelon role is synthesized with the bonus identification information (e.g., 7) corresponding to the pseudo bonus state as shown in Figure 31(b), and then displays a synthesis item image (e.g., a green ball with "7") in which the green (watermelon) (the blacked-out part is green) and the bonus (pseudo bonus) are synthesized as shown in Figure 31(c). This allows the player to look forward to what kind of performance will be performed later when they acquire a composite item that combines many small roles and benefits, leading to further increased interest in the performance. The bonus identification information may be the same as the characters displayed at the start of the bonus acquisition zone shown in FIG. 31(a).

[0102] During the main part, for example, the composite items acquired by the player are displayed on the display 8 as shown in FIG. In the main part of the Red RUSH, a composite item is displayed that is a combination of the small wins acquired in the small win acquisition zone and the synthesis zone, and in the main part of the Blue RUSH, a composite item is displayed that is a combination of the small wins acquired in the small win acquisition zone and the bonus acquired in the bonus acquisition zone. In the main part of the Red RUSH, the main control unit 10 displays, for example, a composite item image composed of green (watermelon) and red (cherry) and lamp images for each small winning combination that light up when the probability is high, as shown in Figure 32(a), and in the main part of the Blue RUSH, it displays, for example, a composite item image composed of green (watermelon) and 7 (pseudo bonus), as shown in Figure 32(b). In other words, in the main part of the red RUSH, a composite item image made up of colors is displayed, and in the main part of the blue RUSH, a composite item image made up of colors and bonus identification information (e.g., numbers, letters) is displayed, allowing you to instantly determine the status of the RUSH. Furthermore, the upper left corner of the display 8 also displays RUSH identification information that distinguishes between red RUSH and blue RUSH states. In this way, the display 8 displays two composite item images with different properties for each RUSH, which prevents the presentation from becoming monotonous and allows the player to distinguish between the red RUSH and the blue RUSH.

[0103] During the continuing part, for example, a presentation screen such as that shown in FIG. In the continuation part, based on the winning push order bell role, a navigation effect is displayed to encourage the player to stop the push order "center" → "left" → "right" (Figure 33(a)). In the continuation part, if the player does not win the continuation lottery by the final game, a result screen with "TOTAL," "SET," "GAME," etc. added will be displayed in the display area below the presentation screen of the display device 8, as shown in Figure 33(b). The result screen is a presentation screen that is displayed when the AT state ends, and is displayed after the player releases his / her finger from the stop button 5 that was operated to stop the third reel 41 in the final game of the continuation part. "TOTAL" indicates the number of medals won by the player, "SET" indicates the number of sets in the AT state, and "GAME" indicates the number of games remaining in the AT state. On the other hand, if the continuation lottery is won, a continuation image is displayed to notify the player that they will move to the small win acquisition zone in order to continue the RUSH state, and then the main control unit 10 controls the player to move to the small win acquisition zone (Figure 33 (c)).

[0104] FIG. 34 shows an example of the effects displayed on the display 8 during the specialized zone of the Red RUSH. In the specialized zone of the Red RUSH, a pseudo-game is executed in every game, but the condition for promotion to the Blue RUSH is that a specific pseudo-game result (for example, a middle cherry) stops on an invalid line. The main control unit 10 determines whether or not a specific pseudo game outcome has been determined. The determination of whether or not a specific pseudo game outcome has been determined here is used to mean the same as the determination of whether or not a player has won the promotion lottery. If it is determined that the promotion condition has been met, the effect shown in FIG. 34(b) is displayed on the display 8, and the game moves from the Red RUSH specialized zone to the Blue RUSH small win zone. On the other hand, if it is determined that a specific pseudo-game result does not stop on an invalid line and the promotion condition is not met, the game will move from the Red RUSH specialized zone to the Red RUSH small win zone (Figure 34(c)). Therefore, if a specific pseudo game result temporarily stops during the pseudo game, the game can be promoted to Blue RUSH, which can increase the player's expectations. In addition, in the pseudo game, the pseudo game result (symbol combination) that is temporarily stopped is determined in advance when the pseudo game is executed, as described above, and when a stop operation is performed during the pseudo game, the reel 41 temporarily stops so that the predetermined pseudo game result is obtained. At this time, the reel 41 may be stopped by controlling the number of reel-in frames to be greater than in the actual game, and if the player does not perform a stop operation within a predetermined time during the pseudo game, the reel 41 will automatically stop to achieve a predetermined pseudo game outcome. Furthermore, if the player does not operate the start lever 3 again within a predetermined time after the temporary stop, the reels 41 will automatically rotate.

[0105] FIG. 35 shows an example of an effect screen displayed on the display device 8 during the premium specialized zone. In the premium specialized zone of the Blue RUSH, each lottery related to the above-mentioned pseudo game is executed upon operation of the start lever 3 of the game, and the lottery results are displayed during the pseudo game. For example, during a pseudo game, an additional display is executed every time a pseudo game result determined by a pseudo game result lottery stops on an invalid line. In the example shown in Figure 35(a), when the third reel 41 is stopped, the number of bonuses determined for this game (for example, +10G) is displayed (bonus display) in the center of the screen of the display 8.

[0106] Furthermore, this added number may increase by a multiplier determined by a multiplier lottery held for each game of this game, and the number of games calculated by multiplying the "initial added number" by the "multiplier" is displayed. In Figure 35(b), the game results are displayed in the display area at the top of the presentation screen, and the initial added number multiplied by a multiplier (for example, x2) determined by a multiplier lottery held for each game of this game is displayed on one screen in the display area at the bottom of the presentation screen. In this way, the added number determined during the simulated game is displayed, but the multiplier determined by the multiplier lottery is not displayed. This is because by not displaying the multiplier, the player is forced to guess the multiplier from the initial added number that is displayed, and it also has the added benefit of allowing players who know the specifications of the gaming machine to identify the multiplier. In this way, although it is difficult for the player to clearly identify the added multiplier, the gameplay is enhanced by being able to guess the current added multiplier from the notified initial number of games for which the added multiplier is confirmed, which can increase the enjoyment of the game. In addition, the display of the added number is not limited to the timing when the third reel 41 is stopped, but may also be displayed when the first reel 41 is stopped or when the second reel 41 is stopped.

[0107] As described above, the gaming machine of this embodiment determines the small winning combination (replay, watermelon, cherry, etc.) to be drawn, and determines the bonus to be awarded (number of added bonuses, pseudo-bonus state, specialized zone, etc.), and generates a composite item that combines the determined small winning combination and bonus. Then, in a predetermined game state (for example, AT state), if a player wins a small prize that constitutes a composite item, a lottery is held, and if the player wins the lottery, a benefit that constitutes the composite item is granted to the player. This allows various types of benefits to be awarded, increasing the variety of games and enhancing the interest in the awarding of benefits in the AT state. Furthermore, when a composite item is generated that combines a highly probable winning combination (such as a replay) with a highly beneficial bonus (such as a specialized zone), it can give the player an extremely high sense of happiness.

[0108] On the other hand, in conventional gaming machines, as disclosed in Patent Document 1, the bonus awarded is limited to a predetermined number of games, so it was not possible to sufficiently increase the interest in the bonus awarding in the AT state. The gaming machine of the present invention can solve all or part of the problems that need to be improved in conventional gaming machines.

[0109] The above describes a preferred embodiment of the gaming machine of the present invention, but the gaming machine of the present invention is not limited to the above-described embodiment, and various modifications can be made within the scope of the present invention. (1) The present invention can also be applied to so-called medal-less gaming machines, which play games using pseudo gaming media in the form of data, without using actual gaming media such as medals. (2) The winning values ​​and the classification of the winning values ​​in the various lottery tables described above are merely examples, and other winning values ​​and the classification of the winning values ​​may also be used. Furthermore, the winning values ​​and the classification of the winning values ​​in the various lottery tables can be changed for each setting value set in the gaming machine. (3) Although the configuration is such that an extension of the AT state (AT) is granted as a benefit, ART or RT may also be granted. (4) The management of some zones (parts) of the pseudo bonus state and the RUSH state has been described as a game number type management in which the number of games is managed, but this is not limited to this, and management may also be based on other numerical values, such as the difference in number of coins, the number of times a specific small win has been made, the number of medals won, the number of medals paid out, etc. (5) All AT states are set to 100% navigation (always navigation when the push order bell is won), but partial navigation may be used in some or all AT states (for example, navigation is used 50% of the time when the push order bell is won), or multiple types of navigation rates may be set for partial navigation (80%, 50%, 30%, etc.), and different navigation rates may be used for each AT state. (6) The slot machine 1 has been described as having an example in which a favorable zone lamp 13 is provided that lights up during a favorable zone, but this is not limited to this, and the favorable zone lamp 13 does not have to be provided, and if a favorable zone lamp 13 is provided, the favorable zone lamp 13 does not have to be lit. If the advantageous zone lamp 13 is not provided, it is preferable to provide a separate lamp such as an AT lamp controlled by the main control unit 10 instead of the advantageous zone lamp 13 so that the player can understand that he or she is in the AT state. (7) Synthesis items may be applied in other game states, such as the CZ (chance zone) state, regardless of the AT state. (8) Although reel flashing is performed only on the lines that are aligned during the pseudo game, this is not limitative, and reel flashing may not be performed only on the lines that are aligned during the pseudo game. (9) The small win zone in the RUSH state may be a game in which "small wins are collected by points" or "small wins are collected by the 1st position." The term "collecting small winning combinations with points" as used herein refers to a game in which points are awarded for winning combinations, and the type and number of small winning combinations to be awarded are determined based on the cumulative total of points awarded during a specified period. For example, when a non-rare role is won, 1 point is awarded, and when a rare role is won, 10 points are awarded, and when the cumulative value of points awarded during 10G reaches 10 points, a small role can be won. In addition, "collecting small wins based on the 1st position" refers to a gameplay feature in which whether or not you can acquire a small win is determined by the position of the 1st navigation of the push order bell role. For example, when the left reel 41a is a miss, the middle reel 41b is yellow (bell), and the right reel 41c is green (watermelon) as displayed on the display 8, if push order bell role 1 or 2 is won, a miss will be obtained, if push order bell role 3 or 4 is won, yellow (bell) will be obtained, and if push order bell role 5 or 6 is won, green (watermelon) will be obtained. By playing such a game a predetermined number of times, multiple small winning combinations can be obtained. (10) The small win zone and / or the special prize zone in the RUSH state may be configured to win a small win or a special prize when a rare win is won. (11) In the main part of the RUSH state, if a combination included in a composite item is won, a bonus lottery 1 may be executed for all the minor combinations that make up the composite item. In this case, low probability and high probability may be taken into consideration, or all may be drawn as low probability or high probability. (12) In the red RUSH in the RUSH state, no upper limit (for example, 3 or less) is set for the number of small combinations, but it may be set. (13) In the blue RUSH state, the correspondence (combination ratio) between the small wins and the bonuses is one to one, but it may be one to multiple or multiple to one. (14) In the Blue RUSH, at the end of the bonus acquisition zone, the small win acquired in the small win acquisition zone and the bonus acquired in the bonus acquisition zone are combined, but a separate combination zone may be set up as in the Red RUSH. (15) The small wins displayed in the small win acquisition zone and the rewards displayed in the reward acquisition zone are displayed as “End” if they have already been acquired in each zone, but they may also be displayed as “Continued.” Furthermore, it may be possible to make it possible to acquire rewards only for some push order bell roles (push order bell roles 3 to 6) rather than for all push order bell roles, or it may be possible to make it possible to acquire rewards for other roles. (16) Although only one of the same small prize can be acquired in the small prize acquisition zone of the Red RUSH, it is also possible to configure the system so that multiple of the same small prize can be acquired, and multiple synthetic items are synthesized.Furthermore, if only one small prize can be acquired, the synthetic items may not be synthesized. (17) In the small win acquisition zone of the Blue RUSH, until one small win is acquired, “End” becomes “Continued” indicating the continuation of the small win acquisition zone. However, similar to the small win acquisition zone of the Red RUSH, regardless of whether a small win is acquired, by setting the small win element arrangement pattern to “End” from the beginning, it is possible to make it impossible to acquire even one small win, and to configure it so that no composite items are synthesized. In addition, the composite item may be a combination of one small win with a plurality of benefits, or a combination of a plurality of small wins with one benefit. For example, when one benefit is compounded with a plurality of small winning combinations, it is preferable to separately provide a benefit-granting lottery table for a plurality of small winning combinations instead of the benefit-granting lottery table described above. In this case, an example of a bonus lottery table for multiple small winning combinations would be, when a composite item of blue (replay), yellow (bell), and green (watermelon) is obtained, the probability of a bonus being awarded could be increased overall by setting the bonus as "5%" when a replay combination is won, "3%" when a bell combination is won, "100%" when a watermelon combination is won, "10%" when a weak Charlie combination is won, "20%" when a chance eye combination is won, and "30%" when a strong Charlie combination is won. (18) In the Blue RUSH, a maximum of five synthesis items can be acquired, so a maximum of five bonus lotteries 2 are executed. However, it is also possible to execute a lottery less than the maximum number of times. In this case, this can be achieved by the following methods (a) and (b). (a) A method of holding a lottery with a 50% chance of winning as many times as the number of synthesis items obtained, and then holding a bonus lottery 2 only for the synthesis items that are won. (b) A method of only executing the bonus lottery 2 based on the composite item corresponding to the color of the winning small role. (For example, if a replay role is won, only the bonus lottery 2 based on the blue (replay) of the acquired item is executed, regardless of the number of acquired composite items.) [Explanation of symbols]

[0110] 1. Slot machines (gaming machines) 5 Stop button (stop operation means) 8. Display (notification means) 9. Speaker (notification means) 10 Main control unit (control means, determination means, lottery means, storage means, awarding means, first game execution means, second game execution means) 12 Navigation lamp (notification means) 20 Sub-controller 41 Reel (identification information display means)

Claims

1. a lottery means capable of deriving any one of a plurality of lottery results including a first lottery result and a second lottery result; a control means capable of controlling the game to any one of a plurality of game states including a first game state advantageous to a player, a second game state advantageous to a player, and a third game state; a storage means capable of storing the first lottery result and the first benefit in association with each other, and storing the second lottery result and the second benefit in association with each other; a granting means for granting the first benefit when the first lottery result is derived by the lottery means in the third gaming state, and for granting the second benefit when the second lottery result is derived by the lottery means in the third gaming state; Equipped with The control means, in the third gaming state, When the first benefit is awarded by the awarding means, the game can be controlled to the first gaming state; When the second benefit is awarded by the awarding means, the game can be controlled to the second gaming state. A gaming machine characterized by:

2. a display means for displaying specific information relating to the information stored in the storage means in the third gaming state; The display means displays, as the specific information, First identification information indicating that the first lottery result and the first benefit are associated with each other; Second identification information indicating that the second lottery result and the second benefit are associated with each other; It is possible to display 2. The gaming machine according to claim 1 .

3. The lottery means A third lottery result can be derived; The storage means The third lottery result and the third benefit can be stored in association with each other, The applying means is In the third gaming state, when the third lottery result is derived by the lottery means, the third benefit can be awarded; The control means When the third benefit is awarded by the awarding means in the third gaming state, the third gaming state can be extended and controlled.

3. The gaming machine according to claim 1 or 2.

4. The lottery means A third lottery result can be derived; The storage means The first lottery result and the third lottery result can be stored in association with the first benefit, The applying means is In the third gaming state, when the third lottery result is derived by the lottery means, the first benefit can be awarded.

2. The gaming machine according to claim 1 .

5. The control means It can be controlled to a fourth gaming state, In the fourth gaming state, when a predetermined termination condition is met, the gaming state can be controlled to the third gaming state; a correlation means for correlating a lottery result that can be derived by the lottery means with a benefit that can be awarded by the awarding means in the fourth gaming state; The storage means When the first lottery result and the first benefit are associated with each other by the associating means, the first lottery result and the first benefit can be stored in association with each other; When the second lottery result and the second benefit are associated by the associating means, the second lottery result and the second benefit can be stored in association with each other.

3. The gaming machine according to claim 1 or 2.

Citation Information

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