Gaming machine

The gaming machine addresses player dissatisfaction by aligning specific symbols in the reel control mechanism and managing presentation states to clarify game results, enhancing player satisfaction.

JP2026004724APending Publication Date: 2026-01-15OLYMPIA KK
View PDF 1 Cites 0 Cited by

Patent Information

Application Number
JP2024102632
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-06-26
Publication Date
2026-01-15

AI Technical Summary

Technical Problem

Gaming machines face challenges in preventing player dissatisfaction due to misinterpretations of advantageous events, leading to frustration.

Method used

The gaming machine incorporates a reel control mechanism that aligns specific symbols upon a specific result in the internal lottery, accompanied by a presentation state control to manage player expectations and prevent misunderstandings through misidentification prevention controls.

Benefits of technology

This configuration effectively manages player expectations, preventing dissatisfaction by ensuring clear communication of game outcomes and reducing frustration.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2026004724000001_ABST
    Figure 2026004724000001_ABST
Patent Text Reader

Abstract

To provide a game machine capable of preventing a player from being dissatisfied by appropriately executing a performance.SOLUTION: The game machine includes reels, an internal lottery means for performing internal lottery, a reel control means, a performance state control means, a granting means capable of granting a predetermined privilege related to a specific performance state on the basis of obtaining a specific result in the internal lottery, and a performance control means for controlling execution of a performance including an instruction performance. A performance control unit is capable of executing a performance of urging a player to perform a stop operation aiming at stopping a plurality of reels in a mode in which a specific type of symbol is aligned when a specific result is obtained in a first situation in which a predetermined privilege is granted based on the fact that the specific result is obtained in an internal lottery, and executing two or more types of false recognition prevention control when the specific result is obtained in a second situation in which the predetermined privilege is not granted even if the specific result is obtained in the internal lottery.SELECTED DRAWING: Figure 26
Need to check novelty before this filing date? Find Prior Art

Description

[Technical Field]

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

[0002] Slot machines, which have multiple reels with multiple symbols arranged on the outer periphery, have been known as gaming machines. In slot machines, the reels begin to spin when a game starts, and an internal lottery is held using a lottery table. When the reels stop, a symbol combination corresponding to a winning combination selected in the internal lottery is displayed on the multiple reels. If this winning combination results in a win, a process corresponding to the winning combination is carried out, such as a medal payout process that pays out medals (game value) or a replay process that allows the player to play again without consuming any more medals.

[0003] Also, slot machines that have an instruction function to assist in winning a specific combination are known. In this type of gaming machine, the instruction function is activated in a so-called AT presentation state (assist time presentation state: instruction presentation state), and the player is notified of the batting order, etc., for winning a specific combination, making it easier for the player to win the specific combination (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Japanese Patent Application Publication No. 2018-122056 Summary of the Invention [Problem to be solved by the invention]

[0005] Incidentally, gaming machines are required to execute effects appropriately to prevent players from becoming dissatisfied.

[0006] The present invention has been made in consideration of the above circumstances, and aims to provide a gaming machine that can properly execute presentations and prevent players from becoming dissatisfied. [Means for solving the problem]

[0007] In order to solve the above problems, the gaming machine of the present invention comprises: A plurality of reels (e.g., reels 20a to 20c) on which a plurality of symbols are arranged, An internal lottery means (for example, the internal lottery means 42) for performing an internal lottery to determine whether a winning combination is achieved; a reel control means (for example, a reel control means 43) that controls the reels to rotate based on a game start operation and to stop the reels in a manner corresponding to the result of the internal lottery based on a stop operation; A presentation state control means (for example, a presentation state control means 81) that transitions the presentation state between a plurality of presentation states including a specific presentation state (for example, an AT presentation state) in which an instruction presentation that assists the winning of a predetermined role is executed; A granting means (e.g., a benefit granting means 82) capable of granting a predetermined benefit related to the specific performance state based on a specific result obtained in the internal lottery; A performance control means (for example, performance control means 100) for controlling the execution of the performance including the instruction performance, the reel control means stops the reels in a manner that a specific type of symbol (for example, a 7 symbol) is aligned when a stop operation is performed in a specific operation manner in a game in which the specific result is obtained in the internal lottery; The performance control means In a first situation in which the predetermined benefit is awarded based on the specific result being obtained in the internal lottery, when the specific result is obtained, an effect (for example, an aim effect) is executed to encourage a player to perform a stopping operation with the aim of stopping the plurality of reels in a manner in which the specific type of symbols are aligned; In a second situation in which the predetermined benefit is not awarded even if the specific result is obtained in the internal lottery, two or more types of misidentification prevention control can be executed when the specific result is obtained; The misconception prevention control is a control that prevents the player from misunderstanding the occurrence of an advantageous event related to the specific presentation state by executing or not executing a predetermined presentation.

[0008] With this configuration, when a specific result is obtained in the second situation, it is possible to prevent the player from mistakenly believing that an event advantageous to the player will occur based on the specific result. Therefore, with the gaming machine of this embodiment, it is possible to appropriately execute the presentation and prevent the player from becoming dissatisfied. [Effects of the Invention]

[0009] According to the gaming machine of the present invention, the effects can be executed appropriately to prevent players from becoming dissatisfied. [Brief explanation of the drawings]

[0010] [Figure 1] 1 is a perspective view showing an example of a gaming machine according to a first embodiment of the present invention. [Figure 2] FIG. 2 is a block diagram showing the general configuration of the gaming machine. [Figure 3] FIG. 10 is a diagram for explaining the internal lottery table. [Figure 4] 10 is a diagram for explaining predetermined winning patterns. [Figure 5] FIG. 10 is a diagram for explaining the payout for small winnings. [Figure 6] FIG. 10 is a state transition diagram of the game state. [Figure 7] This is a state transition diagram of the game area and presentation state. [Figure 8] 10 is a diagram for explaining the reel backlight of the same. FIG. [Figure 9] 10A and 10B are diagrams for explaining a liquid crystal display according to the first embodiment. [Figure 10] 10A and 10B are diagrams for explaining the liquid crystal display, in which (a) shows the liquid crystal panel and (b) shows the liquid crystal backlight. [Figure 11]10 is a diagram for explaining the layer structure that constitutes the screen. FIG. [Figure 12] 10A and 10B are diagrams for explaining the arrangement of the masks. [Figure 13] FIG. 10 is a diagram illustrating a case where a specific effect and a reel flash effect overlap. [Figure 14] 10 is a flowchart illustrating a process relating to display of the first display area. [Figure 15] 10 is a diagram relating to a gaming machine according to a second embodiment of the present invention, and is a flowchart for explaining main loop processing. [Figure 16] 10 is a diagram for explaining notification of a door opening error. FIG. [Figure 17] 10 is a diagram illustrating a case where the door is opened during the execution of the notification. FIG. [Figure 18] This is a diagram to explain what happens when a small win occurs while the door is open. [Figure 19] FIG. 10 is a diagram relating to a gaming machine according to a third embodiment of the present invention, and is a diagram for explaining notification of symbols on an active line and full-screen effects. [Figure 20] 10 is a diagram illustrating a case where the door is opened during the execution of the notification. FIG. [Figure 21] This is a diagram to explain what happens when a small win occurs while the door is open. [Figure 22] FIG. 10 is a diagram relating to a gaming machine according to a fourth embodiment of the present invention, and is a diagram for explaining a dialogue display effect and a dialogue sound effect. [Figure 23] 10A and 10B are diagrams for explaining volume adjustment notification and light intensity adjustment notification. [Figure 24] 10 is a diagram illustrating a case where the door is opened during the execution of the notification. FIG. [Figure 25] This is a diagram to explain what happens when a small win occurs while the door is open. [Figure 26]FIG. 10 is a diagram relating to a gaming machine according to a fifth embodiment of the present invention, and is a perspective view of the gaming machine. [Figure 27] 10 is a diagram showing the arrangement of symbols on the reels. [Figure 28] FIG. 2 is a block diagram showing the general configuration of the gaming machine. [Figure 29] FIG. 10 is a diagram for explaining the internal lottery table. [Figure 30] 10 is a diagram for explaining the relationship between the manner of stop operation when each winning area is won and the winning combination. FIG. [Figure 31] 10 is a diagram for explaining the relationship between the manner of stop operation when each winning area is won and the winning combination. FIG. [Figure 32] FIG. 10 is a diagram for explaining the relationship between winning combinations and symbol combinations. [Figure 33] FIG. 10 is a diagram for explaining the relationship between winning combinations and symbol combinations. [Figure 34] FIG. 10 is a diagram for explaining the relationship between winning combinations and symbol combinations. [Figure 35] FIG. 10 is a state transition diagram of the game state. [Figure 36] This is a state transition diagram of the game area and presentation state. [Figure 37] 10 is a diagram for explaining the relationship between the manner of stop operation and the manner of reel stop when each winning area is won. DETAILED DESCRIPTION OF THE INVENTION

[0011] (First embodiment) Hereinafter, an embodiment of the present invention will be described with reference to the drawings. In this embodiment, the present invention will be described by taking as an example a case where the present invention is applied to a slot machine, which is one type of gaming machine. Note that the gaming machine according to the present invention is not limited to a slot machine, but may be a gaming machine such as a medal-less gaming machine. For example, the gaming machine may be a gaming machine that does not use gaming medals as gaming media but uses gaming value as electronic information, and plays games by consuming or awarding the gaming value. Unlike slot machines in which physical medals are inserted to play and physical medals are paid out when winning combinations are achieved, this gaming machine is a gaming machine that does not use physical medals but uses gaming value as electronic information, and consumes or awards the gaming value through play. In the following explanation, "front and back" basically means that when a player is in front of the slot machine, the player side is "front" and the slot machine side is "rear," "up and down" means the top side of the slot machine is "up" and the bottom side is "down," and "left and right" means the left-hand side of the player playing the slot machine is "left" and the right-hand side is "right." Note that the present invention allows for free combinations of each component, or any modification of each component, or omission of each component, within the scope of the invention.

[0012] As shown in FIG. 1, a slot machine 10 (gaming machine) includes a box-shaped housing 11 with an open front side facing the player, and a front door 12 (front door 12) for opening and closing the front opening of the housing 11. The housing 11 houses a reel unit in which a rotatable first reel 20a, a second reel 20b, and a third reel 20c are unitized, a hopper device for dispensing medals, and the like. The front door 12 can be opened and closed freely relative to the housing 11. The front door 12 may be divided into an upper door and a lower door.

[0013] The front door 12 is provided with a liquid crystal display device 200, a speaker 14, a lighting device 15, and other performance devices, as well as a display window 16 (reel window). The liquid crystal display device 200 displays images (moving images, still images) for various performances. The speaker 14 outputs sounds (music, sound effects, voice, etc.) for various performances. Note that in addition to the liquid crystal display device 200, the speaker 14, and the lighting device 15, movable parts that can be operated by actuators, etc., may also be provided as performance devices.

[0014] Behind the display window 16, a reel unit including reels 20a to 20c is arranged so that a portion of the reel unit is visible from outside the display window 16. Multiple types of symbols are arranged in a row on the outer periphery of each of the reels 20a to 20c. When each of the reels 20a to 20c stops, three symbols (top, middle, and bottom symbols) per reel are displayed (visibly recognized) through the display window 16, for a total of nine symbols. The display window 16 also has upper, middle, and lower display positions for visually recognizing the symbols on each of the reels 20a to 20c. A winning line is defined by the combination of the display positions of the reels 20a to 20c. In the gaming machine of this embodiment, a winning line is defined by the middle of the first reel 20a, the middle of the second reel 20b, and the middle of the third reel 20c. In addition, in the gaming machine of this embodiment, the number of medals required for one game (prescribed number) is set to three, and when the prescribed number of medals are inserted, an active line is activated.

[0015] In the slot machine 10, when a game starts, each of the reels 20a to 20c starts to spin, and an internal lottery is executed to determine whether any of the winning combinations will be a win or a loss (non-win). Next, when the reels 20a to 20c stop, if a symbol combination corresponding to the winning combination selected in the internal lottery is displayed on an active line, this winning combination will be a win, and a process corresponding to the winning combination (a prize-winning process) will be executed.

[0016] The front door 12 is provided with a medal insertion slot 22 for inserting medals, a bet button 23 for betting credited medals, a start lever 24 that is operated to start a game, stop buttons 26 (first stop button 26a, second stop button 26b, third stop button 26c) for stopping the spinning reels, a payout slot 27 from which medals are paid out by a hopper device, and a medal tray 28 for receiving medals paid out from the payout slot 27. In addition, a medal sensor 29 (see FIG. 2) is provided at the back of the medal insertion slot 22 for detecting the passage of medals inserted from the medal insertion slot 22.

[0017] Although not shown, the front door 12 is provided with a game information display unit and a favorable zone indicator. The game information display unit is made up of an LED, a lamp, a 7-segment display, etc., and displays various game information such as the number of medal credits, the number of medals paid out or won in one game, error information, etc. The favorable zone indicator also has an LED, and by turning this LED on and off, it is possible to notify whether or not the player is in the favorable zone.

[0018] In the slot machine 10, operation of the start lever 24 is enabled when medals are inserted into the medal insertion slot 22 or when a specified number of medals are bet by operating the bet button 23. Furthermore, a game starts when the enabled start lever 24 is operated. When a game starts, each of the reels 20a to 20c starts to rotate, and when the rotation speed of each of the reels 20a to 20c reaches a certain speed and reaches a steady rotation, operation of the stop buttons 26a to 26c is enabled. Furthermore, when an enabled stop button 26a to 26c is operated, the reel 20a to 20c corresponding to the operated stop button 26a to 26c stops.

[0019] As shown in Fig. 2, the slot machine 10 is provided with a main control board 31 (main control means) and a sub-control board 32 (sub-control means). The main control board 31 receives input signals from input means such as the bet button 23, start lever 24, stop buttons 26a-26c, and medal sensor 29, performs various calculations to execute a game, and controls output means such as the reel unit and hopper device based on the calculation results. The sub-control board 32 receives signals sent from the main control board 31, performs various calculations to execute effects, and controls effect devices such as the liquid crystal display device 200 (liquid crystal display), speaker 14, and lighting device 15 based on the calculation results.

[0020] Furthermore, the main control board 31 and the sub-control board 32 are electrically connected, and various information (signals) such as information indicating the game status can be transmitted from the main control board 31 to the sub-control board 32, but information cannot be transmitted from the sub-control board 32 to the main control board 31. The functions of each board, such as the main control board 31 and the sub-control board 32, are realized by hardware such as various processors (CPU, DSP, etc.), ICs, or information storage media such as ROM and RAM, or by software consisting of a predetermined program pre-stored in ROM, etc.

[0021] The main control board 31 includes a deposit acceptance means 40, a random number generation means 41, an internal lottery means 42 that performs an internal lottery to determine whether a winning combination is achieved, a reel control means 43 that controls the rotation of the reels, a winning determination means 44 that determines whether a winning combination has been achieved when all the reels have stopped, a payout control means 45, a setting change means 47, an initialization means 48, a game status control means 49, an instruction function control means 51, a main effect control means 52, and a storage means 60. The storage means 60 includes a ROM and a RAM. The sub-control board 32 includes a sub-effect control means 70 and a sub-side storage means 72. The sub-side storage means 72 includes a ROM and a RAM.

[0022] The main effect control means 52 and the sub-effect control means 70 constitute the effect control means 100. The main effect control means 52 determines whether or not to perform a batting order navigation effect based on the game status, the effect status, etc. The sub-effect control means 70 controls the effect devices using the effect data stored in the sub-side storage means 72 based on the game status, the effect status information transmitted from the main effect control means 52, or the decision on whether or not to perform a batting order navigation effect. Note that the control performed by the main effect control means 52 described in this embodiment may be performed by the sub-effect control means 70, and the control performed by the sub-effect control means 70 may be performed by the main effect control means 52.

[0023] The insertion acceptance means 40 accepts the insertion of medals for each game, and performs processing to validate a game start operation on the start lever 24 based on the insertion of a specified number of medals. Specifically, when medals are inserted into the medal insertion slot 22, the medal sensor 29 detects the medals, and the insertion acceptance means 40 sets the inserted medals to an inserted state (bet state) up to a specified number. Furthermore, when the bet button 23 is pressed with medals credited, the insertion acceptance means 40 sets the credited medals to an inserted state up to a specified number. Note that in the gaming machine of this embodiment, the first pressing operation of the start lever 24, which has been validated based on the insertion of a specified number of medals, is accepted as a game start operation, and this operation triggers the start of rotation of the reels 20a to 20c, and a lottery such as an internal lottery is held.

[0024] Furthermore, the insertion acceptance means 40 controls so that medals owned by the player are not newly set to an inserted state in the next game after the game in which a replay was won. Specifically, if a replay was won in the previous game, even if medals are inserted into the medal insertion slot 22 while the insertion of medals is being accepted, the inserted medals are not set to an inserted state, and the inserted medals are credited up to the credit upper limit (for example, 50 medals). Furthermore, while the insertion of medals is being accepted, operation of the bet button 23 is not accepted, so that credited medals are not set to an inserted state even if the bet button 23 is pressed.

[0025] The random number generating means 41 generates random numbers for the lottery. The random numbers can be generated based on the count value of an increment counter (a counter that counts numbers so as to circulate within a predetermined count range), for example. In this embodiment, the term "random numbers" includes not only values ​​that are generated randomly in the mathematical sense, but also values ​​that are generated regularly but whose acquisition timing is irregular, and therefore can essentially function as random numbers.

[0026] The internal lottery means 42 performs an internal lottery using an internal lottery table when the activated start lever 24 is operated (i.e., when a game starts). The internal lottery table associates various winning combinations, including small combinations, replays, and bonuses, and losing combinations (non-winning combinations), with each of a plurality of random numbers (for example, 65,536 random numbers from 0 to 65,535), and a plurality of internal lottery tables are stored in an internal lottery table storage area 61 provided in the ROM of the storage means 60. Specifically, the gaming machine of this embodiment has a plurality of internal lottery tables, including three types of internal lottery tables, namely, internal lottery table 1 to internal lottery table 3 shown in FIG. 3. The internal lottery means 42 selects an internal lottery table according to the game status and a set value, and performs an internal lottery. A small win is a win that allows a player to receive a payout of a predetermined number of medals according to the small win. A replay is a win that allows a player to play again without consuming any more medals. When a replay is won, the operation of the start lever 24 is enabled without the player using any medals, and the player can start playing by operating the start lever 24.

[0027] In the internal lottery, a random number value for the lottery is obtained from the random number generating means 41, and this random number value is compared with the internal lottery table to determine whether or not a winning combination has been achieved, and the winning combination corresponding to the random number value is the winning combination. Also, there are cases where each random number value is associated with one winning combination and cases where multiple winning combinations are associated with each random number. Therefore, there are cases where one combination is achieved by the internal lottery, and cases where multiple combinations are achieved by the same combination.

[0028] In the gaming machine of this embodiment, the following small roles are available: Bell A, Bell B, Bell C, Special Small Role A1, Special Small Role A2, Special Small Role A3, Special Small Role A4, Special Small Role B, Weak Cherry, Strong Cherry, and Watermelon. The winning modes of the small roles in which multiple types of small roles overlap are set as batting order bells (batting order bell 1 to batting order bell 8), JAC1, and JAC2. Hereinafter, the winning areas "Weak Cherry", "Strong Cherry", and "Watermelon" may be referred to as rare roles.

[0029] The batting order bell will be specifically described with reference to FIG. 4. As shown in FIG. 4(a), batting order bell 1 to batting order bell 4 indicate that bell A, bell B, any one of special small wins A1 to A4, and special small win B overlap and are won. As such, in the gaming machine of this embodiment, batting order bell 1 to batting order bell 4, bell A, bell B, and two types of special small wins overlap and are won, and the combinations of bell A and bell B and the two types of special small wins that overlap and are won are different. Also, as shown in FIG. 4(a), batting order bell 5 to batting order bell 8 indicate that bell A, bell C, any one of special small wins A1 to A4, and special small win B overlap and are won. In this way, in the gaming machine of this embodiment, in batting order Bell 5 to batting order Bell 8, Bell A, Bell C, and two types of special small winning combinations are won in combination, and the combinations of Bell A and Bell C and the two types of special small winning combinations are different.

[0030] In addition, to explain JAC in detail with reference to Figure 4, JAC1 indicates that Bell A, Bell B, Bell C, special small win B, watermelon, weak cherry, and strong cherry are overlapping and winning, as shown in Figure 4(a). In addition, JAC2 indicates that special small win A1 to special small win A4, special small win B, and Bell A are overlapping and winning, as shown in Figure 4(b).

[0031] In the gaming machine of this embodiment, the winning probability of a small role is the same on the internal lottery table 1 and the internal lottery table 2. Also, the winning probability of a replay is the same on the internal lottery tables 1 to 3. Also, on the internal lottery table 3, the small role is won in a manner different from that on the internal lottery table 1 and the internal lottery table 2. And on the internal lottery table 1 and the internal lottery table 2, the batting order bells 1 to 8 cause bells B and C to be won without overlapping, and on the internal lottery table 3, the batting order bells 1 to 8 cause bells B and C to be won in an overlapping manner by JAC1.

[0032] Furthermore, in the gaming machine of this embodiment, a big bonus (BB) is provided as a bonus, and the big bonus is set as a lottery target in the internal lottery table 1, but the big bonus is excluded from the lottery targets in the internal lottery table 2 and the internal lottery table 3. Note that, in the gaming machine of this embodiment, a bonus is assumed to be a continuous operation device for a so-called first-class special feature, but it may also be a continuous operation device for a first-class special feature or a second-class special feature. Furthermore, the bonus is not limited to one type, and multiple bonuses may be provided.

[0033] In addition, in the gaming machine of this embodiment, the replay and the bonus are set to be wins independently, but it may be set that they are wins together. For example, it may be set that a replay and a bonus are wins together, a small combination and a bonus are wins together, or multiple types of replays are wins together.

[0034] The internal lottery means 42 sets the winning flag corresponding to the winning combination from a non-winning state (OFF state) to a winning state (ON state) as a result of the internal lottery. In addition, when multiple winning combinations are won at the same time, the internal lottery means 42 sets the winning flag corresponding to each of the winning combinations from a non-winning state to a winning state. In addition, the setting information of the winning flag is stored in a winning flag storage area 62 provided in the RAM of the storage means 60.

[0035] Furthermore, there are two types of winning flags: a winning flag (carry-over flag) whose winning state can be carried over to the next game or thereafter until a win is achieved, and a winning flag (non-carry-over flag) whose winning state is not carried over to the next game or thereafter and is reset to a non-winning state regardless of whether a win is achieved or not (non-carry-over flag). A big bonus is a winning combination associated with a carry-over flag. A small bonus and a replay are also winning combinations associated with a non-carry-over flag. For example, when a big bonus is won in the internal lottery, the internal lottery means 42 carries over the winning state of the big bonus winning flag until the big bonus is won. At this time, the internal lottery means 42 also carries out an internal lottery to determine whether a small bonus and a replay are won or not, even in a game in which the winning state of the big bonus winning flag is carried over. That is, when a small bonus or a replay is won in a game in which the winning state of the big bonus winning flag is carried over, the internal lottery means 42 sets winning flags corresponding to two or more types of combinations, namely, the winning flag of the big bonus already won and the winning flag of the small bonus or replay won in the internal lottery, to a winning state.

[0036] The slot machine 10 has six setting values, from setting 1 to setting 6, and the winning probabilities of winning a winning combination vary depending on the setting value. Specifically, when the setting is changed, the group of internal lottery tables consisting of internal lottery tables 1 to 3 is changed to a group of internal lottery tables associated with each setting, and the group of internal lottery tables changes to a group of internal lottery tables with different winning probabilities for small winning combinations, replays, and bonuses depending on the setting.

[0037] The setting change means 47 controls changing of the setting values ​​stored in the setting value storage area 63 provided in the RAM of the storage means 60. Specifically, when a setting change key is inserted into a setting change key cylinder provided inside the slot machine 10 and the slot machine 10 is powered on with the setting change key (setting change key cylinder) rotated 90 degrees clockwise from its initial position, the setting change means 47 starts the slot machine 10 in setting change mode. The setting value can be selected from six setting values, from Setting 1 to Setting 6, and the winning probability of the internal lottery varies so that the expected payout rate increases sequentially from Setting 1 to Setting 6. In the setting change mode, the setting change means 47 changes the setting value in the following order each time a setting change button provided inside the slot machine 10 is pressed: Setting 1 → Setting 2 →... Setting 6 → Setting 1 →... Each time the start lever 24 is pressed, the setting value is confirmed and stored in the setting value storage area 63. In addition, by returning the setting change key inserted into the setting change key cylinder to its initial position, it is possible to switch from the setting change mode to the game mode. In this embodiment, the setting values ​​are expressed in the order of setting 1<setting 2<setting 3<setting 4<setting 5<setting 6.

[0038] Furthermore, when the power is turned on with the setting change key cylinder in the initial position, the slot machine 10 is started in the game mode. In the gaming machine of this embodiment, in the game mode, it is possible to play games but it is not possible to change the setting values, and in the setting change mode, it is possible to change the setting values ​​but it is not possible to play games.

[0039] When the setting value is changed, the initialization means 48 performs an initialization process to initialize at least a portion of the information stored in the RAM of the storage means 60. Specifically, when the setting value is changed, the initialization means 48 performs a process to return the game state, game interval, and presentation state (described below) to their initial states. That is, when the setting value is changed, the game state becomes the normal state, the game interval becomes a non-advantageous interval, and the presentation state becomes the normal presentation state, and these states become the same as when the power was first turned on after shipping from the factory. During the initialization process, the initialization means 48 also initializes other information related to presentation stored in the RAM of the storage means 60. The sub-control board 32 also includes initialization means (not shown). When a signal indicating that the setting value has been changed is transmitted from the main control board 31, the initialization means of the sub-control board 32 initializes the information related to presentation stored in the RAM of the sub-side storage means 72. Note that the game state, game interval, and presentation state may not be returned to their initial states even when the setting value is changed.

[0040] The reel control means 43 starts the rotation of each reel 20a to 20c when the activated start lever 24 is operated (i.e., the start of play) under the control of the main control board 31, and when the activated stop button 26a to 26c is operated, it controls the stopping of the reel corresponding to the operated stop button.

[0041] Each time one of the stop buttons 26a to 26c is operated, the reel control means 43 determines the stop position of the reel corresponding to the operated button among the first reel 20a to the third reel 20c, and controls the reel to stop at the determined stop position. In the slot machine 10, when the stop button 26a is operated, the first reel 20a stops spinning, when the stop button 26b is operated, the second reel 20b stops spinning, and when the stop button 26c is operated, the third reel 20c stops spinning. Therefore, the stop order of the first reel 20a to the third reel 20c changes depending on the order in which the stop buttons 26a to 26c are operated.

[0042] In the following, the order of stop operations (operation order of stop buttons 26a to 26c) will be referred to as the "batting order," which is the order of all stop operations performed among stop buttons 26a to 26c. Of the stop operations that make up the batting order, the first stop operation will be referred to as the "first stop operation," the second stop operation will be referred to as the "second stop operation," and the third stop operation will be referred to as the "third stop operation."

[0043] In the following description, the operation of the stop buttons 26a, 26b, 26c to stop the rotating reels in the order of the first reel 20a, the second reel 20b, and the third reel 20c will be referred to as "batting order 1," the operation of the stop buttons 26a, 26b, 26c to stop the rotating reels in the order of the first reel 20a, the third reel 20c, and the second reel 20b will be referred to as "batting order 2," and the operation of the stop buttons 26a, 26b, 26c to stop the rotating reels in the order of the second reel 20b, the first reel 20a, and the third reel 20c will be referred to as "batting order 3." ", and the operation of the stop buttons 26a, 26b, 26c that stops the rotating reels in the order of the second reel 20b, the third reel 20c, and the first reel 20a is designated as "batting order 4", the operation of the stop buttons 26a, 26b, 26c that stops the rotating reels in the order of the third reel 20c, the first reel 20a, and the second reel 20b is designated as "batting order 5", and the operation of the stop buttons 26a, 26b, 26c that stops the rotating reels in the order of the third reel 20c, the second reel 20b, and the first reel 20a is designated as "batting order 6".

[0044] In the stop control when the stop buttons 26a to 26c are operated, the reel control means 43 stops the reels 20a to 20c so that a winning combination whose win flag is set to a winning state will be awarded. Specifically, when the win flag for one winning combination is set to a winning state, the reels 20a to 20c are stopped so that this winning combination will be awarded. Furthermore, when the win flags for multiple winning combinations are set to a winning state, the reels 20a to 20c are stopped so that a predetermined winning combination will be awarded according to the priority order set for each combination. In the gaming machine of this embodiment, the priority order is set as "replay > small combination > bonus." The reel control means 43 stops the reels 20a to 20c so that the symbols constituting the winning combination with a higher priority are displayed on the pay line in preference to the symbols constituting the winning combination with a lower priority.

[0045] Furthermore, when multiple types of small winning combinations are won in the internal lottery, the priority of the candidate stop positions may be determined according to the number of symbol combinations that can be displayed on the active line, or according to the number of medals to be paid out based on the predetermined payout for the small winning combination. When determining the priority of the candidate stop positions according to the number of symbol combinations that can be displayed on the active line, the priority of each candidate stop position is determined so that the higher the number of symbol combinations that can be displayed on the active line and indicate a winning form, the higher the priority. When determining the priority of the candidate stop positions according to the number of medals to be paid out, the priority of each candidate stop position is determined so that the higher the number of medals to be paid out based on the payout for the small winning combination corresponding to the symbol displayed at the display position on the active line (the stop position that can win a small winning combination with a high payout) the higher the priority. However, when determining the priority of the candidate stop positions according to the number of medals to be paid out, if multiple small winning combinations with the same payout are won, the priority of the candidate stop positions that can win each small winning combination is treated as being the same.

[0046] Furthermore, each of the batting order bells 1 to 8 is set to a correct batting order and a specific batting order, and an order that differs from either the correct batting order or the specific batting order is treated as an incorrect batting order. In particular, in this embodiment, the correct batting order and the specific batting order have the same reel that should be stopped first, and the second reel that stops is branched into two cases: the correct batting order and the specific batting order. If any of the batting order bells is selected and the type of stop button pressed first corresponds to the correct batting order and the specific batting order, the first reel to stop is prioritized so that the candidate stop position that will pay out the most medals and display the most symbol combinations on the pay line has the highest priority. For the second and subsequent reels, the candidate stop position is prioritized so that the candidate stop position that will display the most symbol combinations on the pay line has the highest priority. In addition, if any of the batting order bells is won and the stop buttons 26a to 26c are pressed in an incorrect batting order, the priority is determined so that the candidate stop position that can display the symbol combination that constitutes the most winning form has the highest priority.

[0047] In the gaming machine of this embodiment, if any of the batting order bells is won, when the stop buttons 26a to 26c are pressed in a specific batting order, the priority is determined so that the candidate stop position that can win Bell A has the highest priority, when the stop buttons 26a to 26c are pressed in the correct batting order, the game order is determined so that the candidate stop position that can win Bell B or Bell C has the highest priority, and when the stop buttons 26a to 26c are pressed in an incorrect batting order, the priority is determined so that the candidate stop position that can win special small symbol A1 to special small symbol A4 or special small symbol B has the highest priority.

[0048] Furthermore, if you win JAC1, you can win Bell B or Bell C regardless of the batting order you play in, and if you win JAC2, you can win Bell A regardless of the batting order you play in.

[0049] The winning determination means 44 is activated when the rotation of the reels 20a to 20c is stopped, and determines whether or not a winning combination has been achieved based on the stopping state of the reels 20a to 20c. Specifically, the symbol combination displayed (stopped display) on the pay line when the reels 20a to 20c are stopped is compared with a winning determination table stored in the ROM of the storage means 60. The winning form (the symbol combination that will win when stopped and displayed) of each winning combination is stored in the winning determination table, and the above-mentioned comparison determines whether or not a winning combination has been achieved and the type of winning combination that has been achieved. When a winning combination is achieved, the main control board 31 executes a winning process corresponding to the winning combination. Specifically, the winning process involves a payout process when a small combination is achieved, a replay process (replay process) when a replay is achieved, and a process to transition the game state (game state transition control process) when a bonus is achieved.

[0050] The payout process is a process of paying out a number of medals determined based on the payout determined for each role when a small winning combination is achieved, and is performed by the payout control means 45. When a small winning combination is achieved, the payout control means 45 determines the number of medals to be paid out based on the payout determined for each role, and causes the hopper device to pay out the determined number of medals to be paid out. Note that when credits are permitted, instead of actually paying out medals using the hopper device, a credit addition process is performed in which the number of payouts is added to the number of credits (number of credited medals) stored in a credit storage area provided in the RAM of the storage means 60, and medals are virtually paid out.

[0051] In the gaming machine of this embodiment, as shown in Figure 5, one medal is paid out when Bell A, special small symbols A1 to A4 or special small symbol B is won, seven medals are paid out when Bell B or Bell C is won, three medals are paid out when Watermelon is won, and two medals are paid out when Weak Cherry or Strong Cherry is won.

[0052] Furthermore, replay processing is a process in which, when a replay wins, the next game is set to the same game start standby state as the previous game without the player having to insert any medals owned by the player, and is performed by the replay processing means 46. When a replay wins, an automatic insertion process is performed in which the same number of medals as those set to be inserted in the previous game (the game in which the replay won) are automatically inserted without using any medals held by the player (including credited medals), and the system waits for the next game start operation using the start lever 24 with an active line set corresponding to the number of medals inserted by the automatic insertion process. Furthermore, when the automatic insertion process is performed, it is not possible to insert additional medals.

[0053] As shown in Fig. 6, the gaming state control means 49 performs a gaming state transition control process that transitions the gaming state among the normal state, the bonus establishment state, and the bonus state. The gaming state transition condition may be a single condition or multiple conditions. When multiple conditions are established, the gaming state may be transitioned based on the establishment of one of the multiple predetermined conditions, or based on the establishment of multiple or all of the multiple predetermined conditions.

[0054] The internal lottery means 42 selects an internal lottery table from the internal lottery tables shown in Fig. 3 according to the gaming state and performs an internal lottery. Specifically, in the normal state, the internal lottery is performed by referring to the internal lottery table 1 in which the big bonus (BB) is set as the object of the lottery. In addition, in the bonus established state, the internal lottery is performed by referring to the internal lottery table 2 in which the big bonus is excluded from the object of the lottery. In addition, in the bonus state, the internal lottery is performed by referring to the internal lottery table 3 in which the big bonus is excluded from the object of the lottery. In addition, the slot machine 10 may be provided with multiple internal lottery tables with different winning probabilities for replay, and the game state control means 49 may be configured to transition the game state between multiple game states (RT states) with different winning probabilities for replay at a predetermined trigger (for example, based on the winning of a predetermined role).

[0055] The gaming state is initially in a normal state. Furthermore, it is possible to transition from the normal state to a bonus state. When a big bonus is won in the normal state, the gaming state control means 49 transitions the gaming state to a bonus state.

[0056] The bonus established state is a gaming state to which the game transitions when a big bonus is won in an internal lottery. In the bonus established state, the lottery flag corresponding to the big bonus is maintained in a winning state until the big bonus is won, and when a symbol combination indicating the winning form of the big bonus is displayed on the pay line, the gaming state control means 49 transitions the gaming state from the bonus established state to the bonus state.

[0057] The bonus state is a gaming state that is entered when a symbol combination indicating a big bonus winning mode is displayed on an active pay line. In the bonus state, the total number of medals paid out during the bonus state determines whether or not a termination condition is met. When a predetermined number of medals (e.g., 100 medals) has been paid out, the gaming state control means 49 terminates the bonus state and transitions the gaming state to the normal state. In this embodiment, the termination condition for the bonus state is determined by the total number of medals paid out. However, the termination condition may also be determined by the number of games played in the bonus state, the number of wins of small winning combinations, or the like. The termination condition for the bonus state may also be determined so that the bonus state ends after one game.

[0058] As shown in FIG. 2, the instruction function control means 51 includes a game zone control means 80, a presentation state control means 81, and a bonus lottery means .

[0059] As shown in FIG. 7, the game zone control means 80 performs a game zone transition control process that transitions the game zone between a non-advantageous zone and an advantageous zone depending on the progress of the game. The non-advantageous zone is a game zone that corresponds to the initial state among multiple types of game zones. In the non-advantageous zone, the bonus lottery means 82 performs a advantageous zone transition lottery, and if the advantageous zone transition lottery is won, the game zone control means 80 transitions the game zone to an advantageous zone. The advantageous zone is a game zone in which an upper limit (e.g., 4,000 times) is set for the number of times that a game can be played. Furthermore, when the game zone is set as a non-advantageous zone, the batting order navigation effect (navigation effect that indicates the batting order) cannot be executed, and can only be executed when the game zone is set as an advantageous zone. When the number of times that a game has been played in the advantageous zone reaches the upper limit of 4,000 times, the game zone control means 80 terminates the advantageous zone and transitions the game zone to a non-advantageous zone.

[0060] In the non-advantageous zone, the bonus lottery means 82 performs a lottery (advantageous zone transition lottery) to determine whether or not to transition to the advantageous zone based on the winning of a rare combination (watermelon, weak cherry, or strong cherry). Then, when the advantageous zone transition lottery is won, the game zone control means 80 transitions the game zone from the non-advantageous zone to the advantageous zone.

[0061] The game zone control means 80 performs an increment process, triggered by the operation of the start lever 24 to start a game, to add "1" to the advantageous zone game number counter 65 stored in the RAM of the storage means 60 as a value corresponding to one game each time a game is played in the advantageous zone. The game zone control means 80 does not add to the advantageous zone game number counter 65 in the non-advantageous zone. Furthermore, at the time of transition from the non-advantageous zone to the advantageous zone, the stored value of the advantageous zone game number counter 65 is "0." When the stored value of the advantageous zone game number counter 65 reaches a threshold value (upper limit) of "4000," the game zone control means 80 determines that the advantageous zone termination condition is met and transitions the game zone from the advantageous zone to the non-advantageous zone. In other words, the upper limit for the number of games played in the advantageous zone is set to 4000, preventing more than 4000 consecutive games from being played in the advantageous zone.

[0062] Furthermore, in the advantageous zone, the gaming zone control means 80 updates the value of a difference number counter (not shown) provided in the RAM of the storage means 60 by the difference number of medals, subtracts a value corresponding to the number of medals inserted in the game (for example, "3" if three medals are inserted) from a value corresponding to the number of medals paid out (for example, "7" if seven medals are paid out, and "0" if no winning combination is achieved and no payout is made), to obtain the calculation result of the difference number for the game, and performs an update process in which this calculation result is added to the value of the difference number counter. Note that the gaming zone control means 80 does not add to the difference number counter in the non-advantageous zone. Also, at the time of transition from the non-advantageous zone to the advantageous zone, the stored value of the difference number counter is "0." Then, when the value of the difference number counter exceeds a threshold value (for example, 2400), the gaming zone control means 80 determines that the end condition of the advantageous zone is met and transitions the gaming zone from the advantageous zone to the non-advantageous zone. The value of the difference number counter is controlled so that it does not fall below the initial value of "0." For example, if the value of the difference number counter at the start of a game is "2," and as a result of playing the game, no winning combination is achieved and no medals are paid out, the calculation result of the difference number for that game will be "-3," and adding the calculation result of the difference number to the value of the difference number counter will make it fall below the initial value of "0." However, the updated value of the difference number counter is set to the initial value of "0" as its lower limit and is stopped from counting. An upper limit is set for the number of medals that can be won in the advantageous zone, and the point when the number of medals has decreased the most in the advantageous zone is set to the reference value of "0," and the advantageous zone ends when the number of medals has increased by more than 2,400 from that reference value. In addition, if a replay is won in a game, the game in which the replay was won may be treated as having been paid out with medals equivalent to the specified number of medals inserted for that game, and the difference in the number of medals may be calculated.For the next game that is provided free of charge due to the replay being won, even if no actual medals are inserted, the difference in the number of medals may be calculated by treating it as having been paid out with medals equivalent to the specified number of medals inserted for that game. Furthermore, the gaming zone control means 80 may determine that the condition for ending the advantageous zone is met when the value of the MY counter, not the difference number of medals counter, exceeds a threshold value (for example, 2400) in the advantageous zone, and may transition the gaming zone from the advantageous zone to a non-advantageous zone. In other words, an upper limit may be set for the number of medals that can be acquired in the advantageous zone, and the advantageous zone may end when the increase in the number of medals from the reference value at the time of transition to the advantageous zone (the start of the advantageous zone) exceeds 2400 medals.

[0063] In addition, the advantageous zone indicator is turned off in a non-advantageous zone and turned on in an advantageous zone. Note that the advantageous zone indicator does not need to be turned on at the same time as the transition to the advantageous zone, but only needs to be turned on before the first batting order navigation performance is executed. In addition, once the advantageous zone indicator is turned on, it will not be turned off until the advantageous zone ends.

[0064] As shown in Fig. 7, the presentation state control means 81 performs a presentation state transition control process that transitions the presentation state between a plurality of presentation states, including a non-advantageous zone presentation state, a normal presentation state, and an AT presentation state. A single condition or a plurality of conditions may be defined as the presentation state transition condition. When a plurality of conditions are defined, the presentation state may be transitioned when one of the plurality of predetermined conditions is satisfied, or when a plurality of or all of the plurality of predetermined conditions are satisfied.

[0065] The non-advantageous zone presentation state is a presentation state that corresponds to the initial state among a plurality of types of game states. In the non-advantageous zone, the presentation state control means 81 sets the presentation state to the non-advantageous zone presentation state. In the non-advantageous zone presentation state, the bonus lottery means 82 performs a lottery for transition to an advantageous zone as described above, and when a transition to an advantageous zone is determined in the lottery for transition to an advantageous zone, the presentation state control means 81 transitions the presentation state to the normal presentation state.

[0066] In the normal performance state, the bonus lottery means 82 performs a lottery (AT lottery) to determine whether or not to transition to the AT performance state. Specifically, the bonus lottery means 82 performs an AT lottery when a rare combination (watermelon, weak cherry, or strong cherry) is won in the normal performance state.

[0067] When the AT lottery is won, the presentation state control means 81 determines to transition the presentation state to the AT presentation state. When the AT lottery is won and it is determined to transition the presentation state to the AT presentation state, the presentation state control means 81 sets a predetermined value to the stored value of the AT play count counter 67 provided in the RAM of the storage means 60, and transitions the presentation state to the AT presentation state. In this embodiment, the AT play count counter 67 is set to a value of "50," for example, corresponding to 50 plays. In addition, in the AT presentation state, when a rare combination (watermelon, weak cherry, or strong cherry) is won, the bonus lottery means 82 performs a lottery (additional lottery) to determine whether to increase the number of plays in the AT presentation state (determines whether to increase the duration of the AT presentation state), and a value corresponding to the number of plays determined based on the lottery result is added to the AT play count counter 67. The value set in the AT play count counter 67 at the start of the AT presentation state may be determined by lottery or the like.

[0068] The presentation state control means 81 performs a decrement process to subtract a value "1" corresponding to the number of times one game is played from the stored value of the AT game number counter 67 each time a game is played in the AT presentation state. Then, when the stored value of the AT game number counter 67 reaches the threshold value "0", it determines that the termination condition for the AT presentation state is met, terminates the AT presentation state, and transitions the presentation state to a non-advantageous section presentation state or a normal presentation state.

[0069] The AT presentation state may be set according to the game state to which the transition is made based on the winning of a bonus or winning a prize. For example, the game state may transition to the AT presentation state when a bonus is established, and may not transition to the AT presentation state in the normal state or bonus state. In other words, in the normal state or bonus state, for example, even if the AT lottery is won, the transition to the AT presentation state may not be made, and the AT lottery may not be held.

[0070] In addition, if a bonus is won when the presentation state is the AT presentation state and the game state is the bonus establishment state, the AT presentation state (updating of the AT game number counter 67) may be suspended until the state transitions back to the bonus establishment state via the normal state after the bonus state transitions due to the winning of this bonus ends. In other words, the batting order navigation presentation may be stopped when a bonus is won, and may be resumed when the state transitions back to the bonus establishment state.

[0071] When the advantageous zone ends and the game zone transitions to a non-advantageous zone, the instruction function control means 51 performs a navigation information initialization process to initialize information stored in the RAM of the storage means 60 as information related to the batting order navigation effect. Specifically, the instruction function control means 51 initializes the stored value of the advantageous zone game count counter 65, the stored value of the difference number counter, the stored value of the AT game count counter 67, etc. Information related to the batting order navigation effect (instruction function) is not carried over across multiple advantageous zones. In addition, when the initialization means 48 performs the above-mentioned initialization process when the setting value is changed, the information related to the batting order navigation effect shown here is also initialized.

[0072] When the presentation state is the AT presentation state, if any of batting order bells 1 to 8 is won, the presentation control means 100 causes the presentation devices such as the liquid crystal display device 200 and the speaker 14 to execute a batting order navigation presentation that notifies the player of the correct batting order and assists in the winning of bells B and C. When the stop buttons 26a to 26c are pressed in accordance with the correct batting order notified in the batting order navigation presentation, bells B or C will always win, allowing the player to win seven medals. When the batting order navigation presentation is executed, information indicating the correct batting order is also displayed on the 7-segment display of the game information display unit.

[0073] Based on the performance data stored in the sub-side memory means 92, the performance control means 100 can execute a reel flash performance (backlight performance) that causes the backlight 300 (Figure 8) to light up in a predetermined manner, a winning sound performance that causes a predetermined winning sound to be output from the speaker 14, a lamp performance that causes a predetermined lighting device (lighting means, lamp) on the front door 12 to light up in a predetermined manner, and the like.

[0074] 8, the reel unit includes a backlight 300 that illuminates reels 20a to 20c from the back side of the reel tape of each reel (the inner peripheral surface side of each reel). The backlight 300 includes a first light group 301 that illuminates reel 20a, a second light group 302 that illuminates reel 20b, and a third light group 303 that illuminates reel 20c. Each of the first light group 301, second light group 302, and third light group 303 includes lights 301a, 302a, and 303a that illuminate the upper display position of each reel, lights 301b, 302b, and 303b that illuminate the middle display position of each reel, and lights 301c, 302c, and 303c that illuminate the lower display position of each reel. Furthermore, the lights 301a to 301c, the lights 302a to 302c, and the lights 303a to 303c are each configured with a plurality of LEDs (light sources). Note that the light sources are not limited to LEDs and may be, for example, incandescent bulbs. Furthermore, the lights 301a to 301c, the lights 302a to 302c, and the lights 303a to 303c may each be configured with a single light source.

[0075] In this embodiment, the LEDs (light sources) that make up the lights 301a-301c, 302a-302c, and 303a-303c are each white (monochromatic) LEDs (chip LEDs) that illuminate the reels 20a-20c with white light. Note that each light is not limited to a monochromatic LED, and may be a full-color LED (an LED that can emit light in multiple colors) that can emit light in various colors, such as red, green, or blue, or a combination of these colors.

[0076] (Reel flash effect) When the winning area is determined as a result of an internal lottery and all of the reels 20a to 20c subsequently stop (when the winning combination is determined), the performance control means 100 causes the backlight 300 to emit light in a light-emitting mode (light-emitting pattern) according to the stopping mode (display result, winning combination) of the reels 20a to 20c (executes a reel flash performance).

[0077] The backlight 300 basically remains lit at a predetermined brightness while waiting for a game start operation on the start lever 24, while the reels 20a to 20c are spinning, while the reels 20a to 20c are stopped and no light is emitted in each light-emitting mode, etc. Hereinafter, this state will be referred to as the normal light-emitting state.

[0078] On the other hand, when light is emitted in each light-emitting mode, the backlight 300 blinks (flickers) according to a rule determined for each light-emitting mode. Specifically, the backlight 300 may blink uniformly as a whole, or may blink only in a portion corresponding to a display position (for example, a portion corresponding to a display position where a linear array of patterns is located), or may blink so that light appears to flow from a predetermined portion (predetermined display position) of the backlight 300 to another portion (another display position). Note that blinking here includes not only switching the lighting state of the light source between two states, lighting at a predetermined brightness and lighting off, but also changing the light-emitting intensity (brightness) over time. In addition, the light-emitting color of the backlight 300 (each light source) may be changed in each light-emitting mode.

[0079] The backlight 300 has a plurality of light emission modes, including a weak cherry flash, a strong cherry flash, a watermelon flash, a bell flash, a replay flash, and a suggestion flash (a flash that suggests the awarding of a special benefit). The weak cherry flash is a light emission pattern that corresponds to a stop pattern that can be obtained when a "weak cherry" is won, and is a light emission pattern that notifies that a "weak cherry" has been won (a prize). The strong cherry flash is a light emitting pattern that corresponds to a stop pattern that can be obtained when a "strong cherry" is won, and is a light emitting pattern that notifies that a "strong cherry" has been won (a prize). The watermelon flash is a light emission pattern associated with a stop pattern that can be obtained when a "watermelon" is won, and is a light emission pattern that notifies that a "watermelon" has been won (a prize). Bell flash is a stop pattern that can be obtained when the winning area of ​​the batting order bell is won, and is a light emission pattern that corresponds to a stop pattern that allows for the payout of more than a predetermined number of medals (for example, more than three medals (or three or more medals)), and is a light emission pattern that notifies that a role that allows for the payout of more than a predetermined number of medals (for example, a seven-coin role) has been won. The replay flash is a light emitting pattern associated with a stop pattern that can be obtained when a "replay" is won, and is a light emitting pattern that notifies that a replay has been won (a prize). The suggestive flash is a light emitting mode that can make the player recognize that a special benefit has been granted. In this embodiment, the suggestive flash is a light emitting mode that suggests that the player has been granted the right to transition to the AT performance state as a special benefit. Note that in the AT performance state, the backlight 300 does not emit a suggestive flash.

[0080] When a "weak cherry" is won and a stop pattern related to the "weak cherry" is obtained, the performance control means 100 causes the backlight 300 to emit a weak cherry flash (or a suggestion flash). When a "strong cherry" is won and a stop pattern related to the "strong cherry" is obtained, the performance control means 100 causes the backlight 300 to emit a strong cherry flash (or a suggestion flash). When "watermelon" is won and a stop pattern related to "watermelon" is obtained, the performance control means 100 causes the backlight 300 to emit a watermelon flash (or a suggestion flash). When the winning area of ​​the batting order bell is selected and a stop pattern related to the bell (a stop pattern in which the bell pattern is displayed in a predetermined order) is obtained, the performance control means 100 causes the backlight 300 to emit a bell flash (or a suggestion flash). When "replay" is won and a stop pattern related to "replay" is obtained, the performance control means 100 causes the backlight 300 to emit a replay flash (or a suggestion flash).

[0081] In this embodiment, each flash has a different blinking pattern. Note that different blinking patterns are not limited to different blinking patterns, but may also mean different blinking intensities or different flashing durations.

[0082] (Winning sound effect) When all the reels 20a to 20c have stopped, the performance control means 100 outputs a winning sound (a sound based on the winning of a predetermined role) according to the stopping state (display result, winning role) of the reels 20a to 20c from the speaker 14 (executes the winning sound performance).

[0083] There are several types of winning sounds, including a weak cherry sound, a strong cherry sound, a watermelon sound, a bell sound, and a replay sound. The weak cherry sound is a winning sound that corresponds to the stopping pattern that can be obtained when a "weak cherry" is won (the winning role when a "weak cherry" is won), and is a sound that notifies you that a "weak cherry" has been won (a prize). The strong cherry sound is a winning sound that corresponds to the stopping pattern that can be obtained when a "strong cherry" is won (the winning role when a "strong cherry" is won), and is a sound that notifies you that a "strong cherry" has been won (a prize). The watermelon sound is a winning sound that corresponds to the stopping pattern that can be obtained when "watermelon" is won (the winning role when "watermelon" is won), and is a sound that notifies you that "watermelon" has been won (a prize). The bell sound is a winning sound that corresponds to a stopping pattern (a role that allows for a payout of more than the specified number of medals) that can be obtained when the winning area of ​​the batting order bell is won, and that allows for a payout of more than the specified number of medals (for example, more than 3 medals (or 3 or more)), and is a sound that notifies that a role that allows for a payout of more than the specified number of medals (for example, a 7-coin role) has been won. The replay sound is a winning sound that corresponds to the stopping pattern that can be obtained when "Replay" is won (the winning role when "Replay" is won), and is a sound that notifies that "Replay" has been won (a prize).

[0084] When a "weak cherry" is won and a stop pattern related to the "weak cherry" is obtained, the performance control means 100 causes the speaker 14 to output a weak cherry sound. When a "strong cherry" is won and a stop pattern related to the "strong cherry" is obtained, the performance control means 100 causes the speaker 14 to output a strong cherry sound. When "watermelon" is won and a stop pattern relating to "watermelon" is obtained, the performance control means 100 causes the speaker 14 to output the sound of a watermelon. The performance control means 100 causes the speaker 14 to output a bell sound when the winning area of ​​the batting order bell is won and a stop pattern related to the bell is obtained (when a seven-coin combination is won). When "replay" is won and a stop mode related to the replay is obtained, the performance control means 100 causes the speaker 14 to output a replay sound.

[0085] (lamp effects) The reel flash effect and winning sound effect described above are performed based on the determination of the stopping pattern (determination of the winning combination). The reel flash effect and winning sound effect can also be said to be effects (winning combinations) that notify a winning combination. In conjunction with the reel flash effect and winning sound effect, the effect control means 100 may execute a lamp effect that lights up a predetermined lighting device (winning lamp) on the front door 12 in a manner that corresponds to the stopping pattern (winning combination) of the reels 20a to 20c. In other words, the effect control means 100 may execute a lamp effect as a winning combination. In other words, when the reels 20a to 20c stop, the effect control means 100 may light up a lamp in a color that corresponds to the stopping pattern.

[0086] The effect control means 100 may cause the lamp to emit red light when a "weak cherry" or a "strong cherry" is won and all the reels 20a to 20c stop. The effect control means 100 may cause the lamp to emit green light when "watermelon" is won and all the reels 20a to 20c stop. The effect control means 100 may cause the lamp to emit yellow light when the winning area of ​​the batting order bell is won and a stop mode related to the bell is obtained. The effect control means 100 may cause the lamp to emit blue light when "Replay" is won and all the reels 20a to 20c stop.

[0087] (Transparent LCD) The gaming machine of this embodiment will be described below assuming that it includes the liquid crystal display 200 shown in FIG. 9 as the liquid crystal display device 200. A plate-shaped liquid crystal protective glass (not shown) is disposed on the front side of the liquid crystal display 200. The liquid crystal display 200 is capable of executing effects by displaying display objects (effect images) in its display area 210. The liquid crystal display 200 is capable of displaying display objects related to game effects and game information. Examples of display objects (objects) include people, animals, vehicles, buildings, natural objects (e.g., rocks, trees, etc.), characters, backgrounds, patterns, and designs. As shown in FIG. 9, the display area 201 includes a first display area 211 and a second display area 212.

[0088] First display area 211 is provided in approximately the lower half of display area 201, and is made up of three areas formed in front of reels 20a to 20c. Specifically, first display area 211 is made up of area 211a corresponding to reel 20a, area 211b corresponding to reel 20b, and area 211c corresponding to reel 20c. Note that first display area 211 does not have to be divided into three areas, and may instead be a single area formed in a horizontally long rectangular shape (rectangular shape).

[0089] The liquid crystal display 200 is a transmissive liquid crystal display (doughnut-shaped liquid crystal), and the first display area 211 can be transmitted through, allowing the components behind it (the reels 20a to 20c) to be visible. Behind the first display area 211, reel units are arranged so that parts of them can be seen through the first display area 211. Multiple types of symbols are arranged on the outer periphery of each of the reels 20a to 20c, and when the reels 20a to 20c stop, three consecutive symbols per reel (upper row symbols, middle row symbols, and lower row symbols) are displayed through the first display area 211. The first display area 211 may also be referred to as a reel window.

[0090] The first display area 211 has an upper row, a middle row, and a lower row as display positions for visually viewing the symbols on each of the reels 20a to 20c, and a winning line is set by the combination of the display positions of each of the reels 20a to 20c. In the gaming machine of this embodiment, the number of game values ​​(prescribed number) required for one game is set to three, and when the prescribed number of game values ​​is inserted, the winning line formed by the middle row of each of the reels 20a to 20c is activated. Furthermore, when the game starts, each of the reels 20a to 20c starts to spin, and an internal lottery is executed to determine whether any of the winning combinations will be a win or a loss (no win). Furthermore, when the reels 20a to 20c stop, if a symbol combination corresponding to a winning combination selected by the internal lottery is displayed on the winning line, this winning combination will be a win, and a process (winning process) corresponding to the winning combination will be executed. That is, when the reels 20a to 20c come to a stop, the symbol combination displayed via the first display area 211 indicates whether or not a winning combination has been achieved.

[0091] The first display area 211 has a plurality of states (the states can be switched), including a transparent state and a state in which display objects (effect images) are displayed. When the first display area 211 is in a transparent state, no display objects are displayed in the first display area 211, and only the reels 20a to 20c are visible. When the first display area 211 displays display objects, the display objects are displayed in front of the reels 20a to 20c. In other words, the display objects and the reels 20a to 20c are visible overlapping each other. The first display area 211 can be said to be an area in which display objects can be displayed while still allowing the reels 20a to 20c (their symbols) located behind them to be visible. When display objects are displayed in the first display area 211, the visibility of the (symbols on) the reels 20a to 20c changes.

[0092] The second display area 212 is the portion of the display area 210 excluding the first display area 211. In this embodiment, the second display area 212 is composed of a wide horizontally elongated rectangular area above the first display area 211, a narrow horizontally elongated rectangular area below the first display area 211, narrow vertically elongated rectangular areas on the left and right sides of the first display area 211, a narrow vertically elongated rectangular area between areas 211a and 211b, and a narrow vertically elongated rectangular area between areas 211b and 211c. The second display area 212 is provided to surround the first display area 211. Note that in this embodiment, the area between the reels is the second display area 212, but this area may also be the first display area 211.

[0093] The second display area 212 is capable of displaying display objects. Unlike the first display area 211, the second display area 212 does not become transparent; in other words, the second display area 212 does not allow components behind it to be seen through. The second display area 212 may be called a display area (non-transparent area) that does not overlap with the reels 20a to 20c when viewed from the front (front), and the first display area 211 may be called a display area (transparent area) that overlaps with the reels 20a to 20c when viewed from the front (front).

[0094] In the gaming machine of this embodiment, an effect can be executed in which a single unified display object (effect image) is displayed across the second display area 212 and the first display area 211 (details will be described later).

[0095] Figure 10(a) shows the liquid crystal panel 230 in the liquid crystal display 200. Figure 10(b) shows the liquid crystal backlight 240 in the liquid crystal display 200. The liquid crystal backlight 240 illuminates the liquid crystal panel 230 from the rear side.

[0096] The liquid crystal panel 230 is formed in a substantially rectangular shape and includes a first region 231, which is a portion (area) that overlaps with the reels 20a to 20c when viewed from the front (front), and a second region 232, which is a portion (area) that does not overlap with the reels 20a to 20c when viewed from the front. The liquid crystal panel 230 has a multi-layer structure formed with a liquid crystal layer, an alignment film, a transparent electrode, a color filter, a glass substrate, a polarizing filter, etc. The color filter may be, for example, one in which R (red), G (green), and B (blue) regions are provided for each pixel.

[0097] Although not shown, the LCD backlight 240 includes a rectangular light guide plate and a light source (LED) that inputs light to the light guide plate. The light source is arranged, for example, along the edge of the light guide plate. When light from the light source enters the light guide plate, the light guide plate emits light from its surface. The LCD backlight 240 also includes an opening 241 formed to penetrate the LCD backlight 240 in the thickness direction in a region corresponding to the first region 231 of the liquid crystal panel 230. In other words, the region of the LCD backlight 240 corresponding to the first region 231 is hollowed out with approximately the same shape and size as the first display region 231. Therefore, the LCD backlight 240 is present on the rear side of the second region 232 of the liquid crystal panel 230, but the LCD backlight 240 is not present on the rear side of the first region 231 of the liquid crystal panel 230.

[0098] Reel backlights 300 (see FIG. 8) are provided inside the reels 20a to 20c, emitting light toward the upper, middle, and lower symbols on each stopped reel. The reel backlights 300 also illuminate the first area 231 of the liquid crystal panel 230 from behind. The reel backlights 300 also function as a backlight for the liquid crystal panel 230 (first area 231), illuminating the first area 231 from the rear side.

[0099] The displayed object displayed on the liquid crystal display 200 is a composite image formed by overlapping multiple layers in which drawing materials (material images) are arranged. FIG. 11 is a diagram showing the concept of layers in which material images corresponding to each effect are arranged. The effect screen displayed on the liquid crystal display 200 is made up of, for example, 30 frames (hereinafter referred to as frames) per second (a so-called frame rate of 30 fps). Therefore, in the case of an effect pattern having a length of, for example, one minute, the effect screen is made up of a total of 1,800 frames, i.e., 60 seconds x 30 frames. FIG. 11 shows the layer structure that makes up one frame, which is the smallest unit.

[0100] Each frame is essentially a composite image in which multiple material images are superimposed. N virtual transparent layers exist within each frame, and various material images are placed on each layer. Priorities are assigned to the individual material images to be superimposed, with material images with lower priorities being placed on lower layers and material images with higher priorities being placed on higher layers. While the composite image for each frame can be constructed by placing material images on all N layers, the number of material images constituting each composite image varies depending on the content of the performance, and the composite image is not necessarily constructed by placing material images on all N layers. Furthermore, when the material images that make up the composite image are placed, the layers are not necessarily used from the bottom up without any vacant numbers; rather, layers are used taking into account the efficiency of the frame image composition process, and therefore, unused layers may occur in the middle.

[0101] When drawing one frame, the material images are drawn one by one in the corresponding layer, starting with the lowest priority. For example, if one frame is made up of five material images, the material image with the lowest priority (fifth priority) is first arranged in the lowest layer and drawn at a predetermined position. Next, the material image with the second lowest priority (fourth priority) is arranged in a layer higher than the layer on which the material image with the fifth priority is drawn and drawn at a predetermined position. In this way, the material images are drawn one after another according to priority, and finally, the material image with the highest priority (first priority) is arranged in a layer higher than the layer on which the material image with the second priority is drawn and drawn at a predetermined position. When all the material images have been drawn on each layer, a composite image of these layers viewed from the upper side (front side) is displayed on the liquid crystal display 200 as a composite image corresponding to the frame. In other words, when the composite image is viewed on the liquid crystal display 200, the material images arranged in the lower layers are covered by the material images arranged in the higher layers. In other words, the higher the layer, the higher the display priority on the liquid crystal display 200.

[0102] The drawing process for each composite image is performed using a frame buffer, which is an area in the VRAM of the sub-side storage means 72. Drawing a new material image on a higher layer means drawing the new material image on top of the image buffered in the frame buffer. The material images that make up a frame are drawn in the frame buffer in order of lowest priority, and when all material images have been drawn, the completed composite image on the frame buffer is displayed on the liquid crystal display 200 as the image (display) of that frame. The material images are stored in the material image storage area (ROM) of the sub-side storage means 72. A material image with a lower priority may be partially or completely invisible because a material image with a higher priority is drawn on top of it.

[0103] It should be noted that one material image may be arranged on one layer, or multiple material images may be arranged on one layer.

[0104] In accordance with the execution of a predetermined performance, the performance control means 100 (performance sub-control means 70) arranges a predetermined image (material image) on a predetermined layer and displays the display object on the liquid crystal display 200. The "arrangement" here can also be said to mean that when displaying on the liquid crystal display 200, drawing is performed using the corresponding layer.

[0105] (Control of display in first display area 211) In this embodiment, a mask (transparent material) is used to control the transparency of the display object displayed in the first display area 211 (liquid crystal area within the reel). As shown in Fig. 12, the mask C has a size corresponding to the first display area 211. The mask C is a white image.

[0106] When the first display area 211 is made transparent, that is, when the transmittance of the display objects displayed in the first display area 211 is made 100%, the performance control means 100 places a mask C on a predetermined layer (upper layer). At this time, images that are placed on a layer lower than the layer on which the mask C is placed and that are covered by (overlap with) the mask C become transparent (transmittance 100%). The range in which the mask C is placed (i.e., the first display area 211) is controlled so that the RGB of each pixel has maximum brightness (R: 255, G: 255, B: 255). In other words, the liquid crystal is controlled to have the highest light transmittance (maximum transmittance state). As a result, the transmittance of the display objects in the first display area 211 becomes 100%, making the first display area 211 transparent, and (only) the reels behind it can be seen.

[0107] When displaying an object in the first display area 211 (executing an in-reel liquid crystal display), the performance control means 100 does not arrange a mask C in the layer. When a mask C is not arranged, the object is displayed in the first display area 211, and the reels 20a to 20c (their symbols) arranged behind it (behind it) become visible. At this time, the object displayed in the first display area 211 is a transparent object, and the reels 20a to 20c behind it can be seen by seeing through the object.

[0108] In this embodiment, the display objects displayed in the first display area 211 are transparent, but the first display area 211 may be configured to display non-transparent display objects (transparency 0%). When a display object with a transparency of 0% (opaque display object) is displayed in the first display area 211, it becomes difficult to see the reels located behind it.

[0109] In this embodiment, the effect control means 100 places the mask C on a predetermined layer and makes the first display area 211 transparent while the reels (at least one reel) are spinning based on the start of a game (from the start of a game to the third stop operation). In other words, no display objects are displayed in the first display area 211 while the reels are spinning. If a display object were displayed in the first display area 211 while the reels are spinning, the visibility of the reels would be impaired, which could result in the player suffering a disadvantage, such as stopping the spin of the reels by aiming for a symbol other than the symbol the player was aiming for (mistaking the timing). In this embodiment, no display objects are displayed in the first display area 211 while the reels are spinning, so the visibility of the reels is not impaired and it is possible to prevent the player from suffering a disadvantage.

[0110] (Specific performance) The effect control means 100 is capable of executing a specific effect (first effect) that displays a specific display object X on the entire screen of the liquid crystal display 200 at a predetermined trigger (predetermined game). In the specific effect, the specific display object X (for example, character X) is displayed across the first display area 211 and the second display area 212. The specific display object X has a size that does not fit within the range of either the first display area 211 or the second display area 212. The specific display object X can also be called a full-screen object.

[0111] A predetermined trigger for the execution of a specific effect may be, for example, when a specific effect lottery is executed based on a predetermined result (for example, winning a rare role) obtained in an internal lottery, and the lottery is won. The specific effect is, for example, an effect that suggests the expectation of a special benefit being awarded. Such special benefits include the right to transition to a favorable effect state (AT effect state), an increase in the duration of the favorable effect state (AT effect state) (so-called extra).

[0112] The specific effect may be an effect in which a specific display object that appears varies depending on the expectation of the award of a special benefit. For example, the effect may be configured such that character X appears when it indicates that the expectation of the award of a special benefit is relatively high (including 100% expectation), and a character different from character X appears when it indicates that the expectation of the award of a special benefit is relatively low (including 0% expectation). In addition, when the effect is configured such that the expectation of the award of a special benefit varies depending on the winning combination (result of an internal lottery), the effect control means 100 may determine which character to execute the specific effect for depending on the winning combination.

[0113] In the gaming machine of this embodiment, a situation may occur in which a specific effect and a reel flash effect overlap (compete) with each other during a predetermined game. Control when this situation occurs will be described with reference to FIG.

[0114] The effect control means 100 executes a process of displaying a specific display object X on the liquid crystal display 200 based on a game start operation (operation of the start lever 24) (based on a decision to execute a specific effect), and making the first display area 211 transparent (placing a mask C on a predetermined layer) based on the start of rotation of the reels. Note that the specific display object X is not limited to a still image and may be a moving image.

[0115] On the liquid crystal display 200, the portion of the specific display object X that is displayed in the second display area 212 is displayed, but the portion that is displayed in the first display area 211 is not displayed. The first display area 211 becomes transparent, allowing the reels to be seen. Hereinafter, this state will be referred to as the "reel-front non-display state." In the reel-front non-display state, no display objects are displayed in front of the reels, and only the reels can be seen through the first display area 211.

[0116] Although the first reel stops spinning based on the first stop operation, the effect control means 100 continues the process of making the first display area 211 transparent (placement of the mask C) based on the fact that at least one reel continues spinning. As a result, the non-display state in front of the reels continues.

[0117] Although the second reel stops spinning based on the second stop operation, the effect control means 100 continues the process of making the first display area 211 transparent (placement of the mask C) based on the fact that at least one reel continues spinning. As a result, the non-display state in front of the reels continues.

[0118] When the third stop operation is performed, it is determined whether or not a winning role (winning role) has been achieved based on the fact that all reels 20a to 20c have stopped (based on the stopping pattern of reels 20a to 20c), and the performance control means 100 receives information indicating the result of the game (information indicating whether or not a predetermined role has been achieved) from the main control board 31.

[0119] When a predetermined winning combination is achieved, the effect control means 100 executes a reel flash effect in a light emission pattern corresponding to the winning combination based on the release of the third stop operation. Note that the reel flash effect may be configured to start after a predetermined time has elapsed since the release of the third stop operation is detected. The predetermined time is, for example, about 4 frames (1 frame is about 0.03 seconds).

[0120] Here, using the flowchart shown in Figure 14, we will explain what happens when a specified role is won during the execution of a specific effect (when a reel flash effect is executed) and what happens when a specified role is not won during the execution of a specific effect (when a reel flash effect is not executed).

[0121] (Step S1) The performance control means 100 determines whether a predetermined combination has been won based on the received game result information. If it is determined that the predetermined combination has been won (step S1: YES), the process proceeds to step S2. On the other hand, if it is determined that the predetermined combination has not been won (step S1: NO), the process proceeds to step S4.

[0122] (Step S2) The effect control means 100 executes the reel flash effect in a light emission mode according to the winning combination, and continues the process of making the first display area 211 transparent (arrangement of the mask C). This prevents display objects from being displayed in the first display area 211 during the execution of the reel flash effect, which would hinder the visibility of the reel flash effect. After the process of step S2, the process proceeds to step S3.

[0123] (Step S3) The effect control means 100 determines whether the reel flash effect currently being executed has ended. If it is determined that the reel flash effect has ended (step S3: YES), the process proceeds to step S4. On the other hand, if it is determined that the reel flash effect has not ended (step S3: NO), the process of step S3 is repeated.

[0124] (Step S4) The effect control means 100 ends the process of making the first display area 211 transparent (the placement of the mask C). In other words, the display object (specific display object X) is displayed in the first display area 211. That is, the non-display state in front of the reels is ended. As shown in FIG. 13, the liquid crystal display 200 is in a state in which the specific display object X is displayed across the first display area 211 and the second display area 212. Hereinafter, this state will be referred to as the "full display state." The full display state can also be referred to as a full-screen effect. Note that in the full display state, the portion of the specific display object X displayed in the first display area 211 is transparent (semi-transparent). Therefore, the reels (their patterns) located behind this portion can be seen from the front.

[0125] The effect control means 100 continues the all display state until a game start operation for the next game is executed. Note that the effect control means 100 may end the all display state and switch to the non-display state in front of the reels when a predetermined time (for example, 10 seconds) has elapsed since the start of the all display state. By returning to the non-display state in front of the reels, the player can more easily grasp the stopping state of the reels (the result of the game).

[0126] The reel flash effect is an effect that notifies a player of a win (a prize) of a predetermined combination, but when an effect that displays an object in the first display area 211 together with the reel flash effect is executed, the visibility of the reel flash effect is reduced (impeded) by the object. In other words, the effect of the reel flash effect is reduced.

[0127] In the gaming machine of this embodiment, when a reel flash effect and a special effect overlap, the display objects related to the special effect are not displayed in the first display area 211 while the reel flash effect is being executed. In other words, the priority of the reel flash effect is set higher than the priority of the special effect. This prevents the effect of the reel flash effect from being reduced.

[0128] In the gaming machine of this embodiment, when a specific effect is being executed, if a predetermined combination is not won (if the reel flash effect is not executed), the timing at which the full screen effect starts is earlier than if a predetermined combination is won (if the reel flash effect is executed). Therefore, if a predetermined combination is not won, the player can view the full screen effect earlier (for longer).

[0129] In FIG. 13, the full-screen effect may be configured to start immediately upon the end of the reel flash effect. By starting the full-screen effect immediately upon the end of the reel flash effect, the player can view the full-screen effect earlier (for a longer period of time). Alternatively, the full-screen effect may be configured to start a predetermined time after the end of the reel flash effect. The predetermined time is, for example, 1 to 5 frames (1 frame is approximately 0.03 seconds). The predetermined time is a period during which the reels 20a to 20c (backlights) do not flash and the specific display object X is not displayed in the first display area 211. By providing the predetermined time, it is possible to prevent screen flicker that may occur when the reel flash effect is immediately switched to the full-screen effect. Furthermore, by providing the predetermined time, the player can bask in the afterglow of the game (the player can confirm the stopping state of the reels).

[0130] In this embodiment, the reel flash effect (flashing of the reels) can be referred to as "a light-emitting effect that emphasizes the reels (symbols)" (second effect). In this embodiment, the light-emitting effect that emphasizes the reels (symbols) is realized by the backlights 300 in the reels, but this is not limited to this. For example, a reel illumination board having a plurality of LEDs aligned in the left-right direction may be provided on at least one of the upper front side or lower front side of the reels 20a to 20c, and the light emitted from the LEDs (light emitted from outside the reels toward the reels) may cause the reels to emit light (flashing) and emphasize the reels (symbols) (i.e., a light-emitting effect that emphasizes the reels (symbols) may be performed).

[0131] Furthermore, instead of light emitted from an LED, the light effect that highlights the reels (patterns) may be achieved by displaying (for example, blinking) a predetermined display object in a predetermined manner in the first display area 211. For example, the reels (patterns) may be highlighted by controlling the placement of a black image or effect at a predetermined position (for example, on a predetermined line) in a layer higher than the layer in which the mask C is placed, and making the image or the like blink rapidly.

[0132] (Variation) In this embodiment, the timing at which the full-screen effect starts is earlier when the reel flash effect is not executed than when the reel flash effect is executed during execution of the specific effect. However, the full-screen effect may be configured to start at the same timing regardless of whether the reel flash effect is executed or not. In other words, the effect control means 100 may start the full-screen effect when a specific time has elapsed since the release of the third stop operation is detected during execution of the specific effect. The specific time is longer than the execution time of the longest reel flash effect. The specific time is, for example, approximately 50 frames.

[0133] The gaming machine of this embodiment is A plurality of reels (reels 20a to 20c) on which a plurality of types of symbols are arranged, Start lever (start lever 24), A plurality of stop buttons (stop buttons 26a to 26c), Display means (liquid crystal display 200); and a performance control means (performance control means 100) for controlling the display of the display means, the display means includes a first display area (first display area 211) formed in a range overlapping the reels when viewed from the front, and a second display area (second display area 212) formed in a range not overlapping the reels when viewed from the front, the effect control means is capable of executing a first effect in a predetermined game, in which a specific display object (specific display object X) spanning the first display area and the second display area is displayed; the effect control means is capable of executing a second effect of illuminating the reels to highlight them when a predetermined stop pattern relating to the reels is obtained based on a third stop operation of the stop button; When the specific display object is displayed based on the execution of the first performance, While the second performance is being performed based on the fact that the predetermined stop mode has been obtained, the part of the specific display object that is displayed in the second display area is displayed, but the part that is displayed in the first display area is not displayed, When the second performance is finished, the specific display object is displayed in the first display area and the second display area.

[0134] While the second effect is being executed, the specific display object is not displayed in the first display area, and is displayed in the first display area upon completion of the second effect. This prevents the visibility of the second effect from being impaired by the specific display object being displayed in the first display area during execution of the second effect. This prevents a decrease in the effect of the effect (the second effect) that is executed upon the reels stopping in a predetermined manner.

[0135] (Second embodiment) Next, a second embodiment of the present invention will be described. The gaming machine of this embodiment basically has the same configuration as the gaming machine of the first embodiment, so the description of the similar configuration will be omitted or simplified.

[0136] First, the main loop process for controlling the progress of the game, which is performed by the main control board 31, will be described with reference to the flowchart shown in FIG.

[0137] An insertion acceptance process is performed to accept the insertion of the number of medals required to play a game (a specified number of medals) (step S100), and it is determined whether the insertion of the specified number of medals (three medals), which is set as a game start condition, has been accepted (step S101). In the insertion acceptance process, the inserted medals are set to an inserted state based on the player inserting the medals into the medal insertion slot 22. Furthermore, the medals credited to the gaming machine are set to an inserted state based on the pressing of the bet button 23. Furthermore, if a replay is won in the previous game, the same number of medals as the number inserted in the previous game (the same number of medals inserted as in the previous game) are automatically set to an inserted state.

[0138] In step S101, if it is determined that the insertion of the specified number of medals has been accepted (if it is determined that the specified number of medals has been set to the inserted state) (step S101: YES), operation of the start lever 24 is validated (step S102). On the other hand, in step S101, if it is determined that the insertion of the specified number of medals has not been accepted (step S101: NO), the process returns to step S100.

[0139] Next, it is determined whether the start lever 24 has been operated (step S103). If it is determined in step S103 that the start lever 24 has been operated (step S103: YES), an internal lottery is conducted (step S104), and the first to third reels 20a to 20c start to rotate (step S105). On the other hand, if it is determined in step S103 that the start lever 24 has not been operated (step S103: NO), the process of step S103 is repeated.

[0140] Next, it is determined whether the rotation speed of each reel is equal to or greater than a predetermined speed (step S106). If it is determined in step S106 that the rotation speed of each reel is equal to or greater than the predetermined speed (step S106: YES), operation of the stop buttons 26a to 26c is validated (step S107). On the other hand, if it is determined in step S106 that the rotation speed of each reel is not equal to or greater than the predetermined speed (step S106: NO), the processing of step S106 is repeated.

[0141] Next, it is determined whether a predetermined stop button has been operated (step S108). If it is determined in step S108 that a predetermined stop button has been operated (step S108: YES), the rotation of the reel corresponding to the operated stop button is stopped (step S109), and it is determined whether all reels have stopped (step S110). On the other hand, if it is determined in step S108 that a predetermined stop button has not been operated (step S108: NO), the processing of step S108 is repeated.

[0142] If it is determined in step S110 that all the reels have not stopped (step S110: NO), the process returns to step S108. On the other hand, if it is determined in step S110 that all the reels have stopped (step S110: YES), it is determined whether or not a winning combination obtained by the internal lottery has been achieved, based on the stopped state (stop mode) of each reel (step S111). If it is determined in step S111 that a winning combination obtained by the internal lottery has been achieved (step S111: YES), a process corresponding to the winning combination (winning process) is executed (step S112), and a series of processes (one game) ends. On the other hand, if it is determined in step S111 that a winning combination obtained by the internal lottery has not been achieved (or if the result of the internal lottery is a miss (non-win)) (step S111: NO), the series of processes (one game) ends when each of the reels 20a to 20c has stopped.

[0143] Next, we will explain the errors that can be detected by the main control board 31 and the sub-control board 32. As shown in Fig. 2, the main control board 31 is equipped with a main error control means 91. The main error control means 91 monitors the signal states of various sensors, determines whether the error detection conditions are met, and identifies and detects the main error that has occurred based on whether the error detection conditions are met.

[0144] The main error control means 91 can detect main errors such as backflow errors, empty errors, dispensing jam errors, abnormal dispensing errors, over errors, retention errors, and abnormal insertion errors based on the signal states of various sensors. When the main error control means 91 detects a main error, it sets a corresponding error detection flag in the storage means 60 (main storage means).

[0145] The backflow error is the main error caused by medals flowing backward in the flow path. The empty error is a main error that occurs when the medals stored in the hopper unit (hopper device), which stores and dispenses medals, run out. The payout jam error is a main error that occurs when medals that should be paid out are jammed in the hopper unit (hopper device) and cannot be discharged. An abnormal payout error is a main error that occurs when medals are paid out in a situation where they should not be paid out. The over error is a main error that occurs when the amount of surplus medals stored in the cash box, from which medals are sent out from the hopper unit when the amount of medals in the hopper unit exceeds a predetermined amount. The retention error is a main error caused by medals being stuck in the medal selector through which medals inserted through the medal insertion slot 22 pass. The abnormal insertion error is a main error caused by a medal being stuck near the medal insertion port 22, etc.

[0146] When any error detection flag is set in the storage means 60, the main error control means 91 performs an error wait process and waits for a predetermined release operation to be performed. During this error wait process, the main error detected by the main error control means 91 is notified via the game information display unit, and based on the predetermined release operation, an error recovery process (error release process) is performed to clear (erase) error-related information such as the error detection flag and timer timing information set in the storage means 60. Examples of the predetermined release operation (error release operation) include inserting a door key into the door key cylinder and rotating (twisting) the door key counterclockwise, and pressing a setting change button. In this embodiment, an error release operation is set for each type of error.

[0147] In this embodiment, information is transmitted from the main control board 31 to the sub-control board 32 by sending commands via serial communication. Information contained in the commands transmitted from the main control board 31 to the sub-control board 32 includes setting values, game status (presentation status), number of medals inserted and paid out, results of internal lottery, signal status of various switches, etc., details of reel stop control, results of winning determination, and information related to the main error that has occurred.

[0148] In this embodiment, when a main error occurs, the main control board 31 sends to the sub-control board 32 an error occurrence command corresponding to the error type for which the error detection flag is set, or an error cancellation command indicating that a cancellation operation has been performed.

[0149] When there is a change in the signal state of the door opening / closing switch 74, which can detect the opening or closing of the front door 12, the main control board 31 transmits a command (information) to the sub-control board 32. Specifically, the main control board 31 transmits a door open command to the sub-control board 32 when the signal state of the door opening / closing switch 74 is in the ON state (signal state indicating that the front door 12 is open), and transmits a door close command to the sub-control board 32 when the signal state is in the OFF state (signal state indicating that the front door 12 is closed).

[0150] As shown in FIG. 2, the sub-control board 32 is equipped with sub-error control means 92. The sub-error control means 92 determines whether or not an error detection condition is met based on a command (information) transmitted from the main control board 31, and identifies and detects an occurring sub-error based on whether the error detection condition is met. When the sub-error control means 92 detects a sub-error, it sets a corresponding error detection flag in the sub-storage means 72. Furthermore, when the sub-error control means 92 receives an error occurrence command (an error occurrence command related to a main error) from the main control means 31, it sets an error detection flag corresponding to the main error in the sub-storage means 72. Furthermore, when an error detection flag corresponding to a sub-error is set in the sub-storage means 72, the sub-error control means 92 causes the game information display unit to display an error code corresponding to the type of error detection flag.

[0151] When an error detection flag is set in the sub-storage means 72, the sub-error control means 92 determines the error to be notified and performs error notification processing in which the performance devices (liquid crystal display 200, speaker 14, lighting device 15) execute a performance in a performance mode corresponding to the error. Specifically, the sub-error control means 92 causes the performance control means 100 to execute an error notification (error notification performance). In addition, the sub-error control means 92 notifies the error to be notified in the error notification processing, and waits to receive a command (an error reset command or a door close command) from the main control board 31. In addition, the sub-error control means 92 receives a command from the main control board 31, and performs error recovery processing (error recovery processing) in which the error detection flag and the like set in the sub-storage means 72 are cleared based on the establishment of the error recovery condition, and the state of the performance devices is restored to the original state.

[0152] The sub-error control means 92 can detect a door open error as a sub-error. A door open error is a sub-error caused by the front door 12 being open. The sub-error control means 92 detects a door open error, for example, when the door open / close switch 74 remains ON for a certain period of time (for example, 47.68 ms) or more (when a door open command is received for a certain period of time or more). The door open error is released (resolved) when the front door 12 is closed (the door open / close switch 74 is turned OFF) and the sub-control board 32 receives a door close command from the main control board 31.

[0153] In this embodiment, a door open error is not treated as a main error, but as a sub-error. In this embodiment, no information is sent from the sub-control board 32 to the main control board 31, and the occurrence of a sub-error (door open error) does not affect the progress of the main loop processing in the main control board 31. In other words, in the gaming machine of this embodiment, if a main error does not occur, the main loop processing is executed (i.e., the game can proceed) even if a door open error, which is a sub-error, occurs.

[0154] The performance control means 100 notifies the occurrence of a door open error (performs an open notification) based on the detection of a door open error. As shown in FIG. 16, based on the occurrence of a door open error, a display related to the door open error (door open error display) is displayed on the liquid crystal display 200. In addition, a sound related to the door open error (door open error sound) is output from the speaker 14. The door open error sound is, for example, a voice saying "The door is open" that is repeatedly output (looped playback). Note that the door open error sound may include a warning sound in addition to the voice.

[0155] The performance control means 100 can read sound data (sound material) stored in the sub-storage means 72 (ROM) into a sound buffer provided in the sub-storage means 72, and output sound based on the sound data read into the sound buffer from the speaker 14. The performance control means 100 (performance sub-control means 70) also has a plurality of tracks (layers, channels), and is capable of reproducing sound data on each track. In this embodiment, an output (announcement) priority is set for each track, and sound reproduced on a track with a higher priority (upper layer) is output with priority over sound reproduced on a track with a lower priority (lower layer).

[0156] For example, if playback of second sound data is started in an upper layer while first sound data is being played back in a lower layer and a first sound is being output, the second sound associated with the second sound data will be output in priority over the first sound associated with the first sound data. In other words, while the second sound is being output, the first sound will not be output (announced). Note that when "the first sound will not be output (announced)," playback of the first sound data in the lower layer may continue, or playback of the first sound data in the lower layer may itself be terminated. Note that when the second sound is being output and playback of the first sound data in the lower layer is continuing, if playback of the second sound data is terminated, the first sound will be output again.

[0157] When a door opening error is detected, the performance control means 100 reads out sound data relating to the door opening error sound, starts playing it on a predetermined layer, and outputs the door opening error sound. The layer on which the sound data relating to the door opening error sound is played is a layer with a high priority (higher layer).

[0158] As in the first embodiment, the effect control means 100 can execute a winning effect based on the winning of a small winning combination, and the winning effect includes a reel flash effect (first notification) and a winning sound effect (second notification). Below, the winning effect executed based on the winning of a small winning combination will be explained, but the winning effect may also be executed based on the winning of a replay (the above-mentioned replay flash and replay sound). In other words, "when the reels 20a to 20c stop in a predetermined stopping pattern" is not limited to when a small winning combination is won, but may also be when a replay is won.

[0159] As shown in the first embodiment, the reel flash effect is an effect in which, when the reels 20a to 20c stop in a predetermined stopping pattern (when a small winning combination is won), the reels (reel backlights) light up in a pattern corresponding to the stopping pattern (winning combination). The winning sound effect is an effect in which, when the reels 20a to 20c stop in a predetermined stopping pattern (when a small winning combination is won), a winning sound (a sound based on the winning of a predetermined combination) corresponding to the stopping pattern (winning combination) is output. An example of the winning sound is a "ping-pong" sound. The reel flash effect (first notification) and the winning sound effect (second notification) can be said to be effects whose execution periods may overlap.

[0160] Here, a case where the front door 12 is opened while a winning effect is being executed and a door open error is detected will be described with reference to Figure 17. As described above, the gaming machine of this embodiment is capable of progressing the game (playing is possible) even when a door open error is detected.

[0161] (Reel flash effect) If the front door 12 is opened during execution of the reel flash effect and a door open error is detected, the execution of the reel flash effect is not canceled (interrupted) but continues. In other words, the effect control means 100 does not cancel the reel flash effect based on the detection of the door open error, but continues the execution of the reel flash effect.

[0162] (Winning sound effect) If the front door 12 is opened while the winning sound effect is being executed and a door opening error is detected, the winning sound effect will not be announced. "The winning sound effect will not be announced" may mean that the winning sound effect is canceled (interrupted), or that the winning sound effect is executed (played) inside the gaming machine but the winning sound is not output (expressed). The presentation control means 100 will not announce the winning sound effect based on the detection of a door opening error. The dashed lines in the figure indicate that the sound will not be announced. Furthermore, the presentation control means 100 will output a door opening error sound based on the detection of a door opening error. As mentioned above, the door opening error sound is a predetermined sound (for example, "The door is open") that is repeatedly output (looped), but there may be a silent interval (for example, about 1 second) between successive sounds, in which case the winning sound may not be announced even during the silent interval (silent state).

[0163] The layer in which data relating to the door-opening error sound is played has a higher notification priority than the layer in which data relating to the winning sound is played. In other words, the door-opening error sound is set to have a higher notification priority than the winning sound. Therefore, when the door-opening error sound is output, the winning sound is not notified. Furthermore, the output time (length) of the door-opening error sound is longer than the output time (length) of the winning sound. Therefore, while the door-opening error sound is being output, the playback (one time) of the data relating to the winning sound in the lower layer ends. The output of the winning sound ends based on the single playback of the corresponding data (i.e., it is not looped).

[0164] In addition, the sound output based on the winning of a small prize includes a sound related to the payout of game value (payout sound: sound output in conjunction with payout). In this embodiment, if the front door 12 is opened during the execution of the payout sound effect and a door open error is detected, the payout sound effect will not be notified. In other words, it is controlled in the same way as the winning sound. The second notification may be the payout sound effect.

[0165] Next, a case where the front door 12 is opened, a door open error is detected, a game is played, and a small winning combination is achieved will be described with reference to Fig. 18. The performance control means 100 outputs a door open error sound based on the detection of the door open error.

[0166] (Reel flash effect) If a small win is won while a door open error is detected, a reel flash effect is executed based on the winning of the small win. In other words, the execution of the reel flash effect is not restricted (prohibited). If a small win is won while a door open error is detected, the effect control means 100 executes a reel flash effect based on the winning of the small win.

[0167] (Winning sound effect) If a small winning combination is won while a door opening error is detected, the winning sound effect based on the winning of that small winning combination is not announced. "The winning sound effect is not announced" may mean that the winning sound effect is not executed, or that the winning sound effect is executed (played) inside the gaming machine but the winning sound is not output (expressed). If a small winning combination is won while a door opening error is detected, the presentation control means 100 does not announce the winning sound effect based on the winning of that small winning combination. The door opening error sound has a higher announcement priority than the winning sound. Therefore, even if data related to the winning sound is played in a lower layer, the winning sound is not output, and the door opening error sound is announced.

[0168] In addition, if a small win occurs while the door open error is detected, the payout sound effect based on the small win is not announced. That is, it is controlled in the same way as the winning sound.

[0169] The gaming machine of this embodiment is Front door (front door 12) and a housing (housing 11); Display means (liquid crystal display 200); a sound output means (speaker 14); A plurality of reels (reels 20a to 20c) on which a plurality of types of symbols are arranged, a start lever (start lever 24) capable of performing a game start operation to start the rotation of the plurality of reels; a plurality of stop buttons (stop buttons 26a to 26c) that can perform a stop operation to stop the rotation of the plurality of reels; An internal lottery means (internal lottery means 42) for performing an internal lottery to determine whether a winning combination is achieved; reel control means (reel control means 43) for controlling the stopping of the plurality of reels in a manner according to the result of the internal lottery based on the stopping operation; A winning determination means (winning determination means 44) for determining whether a winning combination has been achieved; A performance control means (performance control means 100) for controlling the execution of the performance, It is possible to proceed with the game even when the front door is open, When the front door is opened, an open notification is executed to indicate that the front door is open; The notifications whose execution periods may overlap include a first notification and a second notification, If the front door is opened and the open notification is executed while both the first notification and the second notification are being executed, the first notification will continue, but the second notification will not be issued.

[0170] If the front door is opened and the open notification is executed while both the first and second notifications are being issued, the first notification continues, but the second notification is not issued. Therefore, if the front door is opened while both the first and second notifications are being issued, the opening of the front door can be recognized based on the open notification, and the first notification can be confirmed. The existence of a notification that continues even when the front door is open makes it easier to understand the situation and improves work convenience.

[0171] (Third embodiment) Next, a third embodiment of the present invention will be described. The gaming machine of this embodiment has basically the same configuration as the gaming machines of the first and second embodiments, so the description of the similar configuration will be omitted or simplified.

[0172] (Valid line symbol notification) 19(a) shows a case where the third stop operation of the stop button is performed and the reels 20a to 20c stop in a predetermined manner. In this embodiment, an active line is formed by the middle row of the reel 20a, the middle row of the reel 20b, and the middle row of the reel 20c.

[0173] As shown in Figure 19(b), the performance control means 100 notifies the player of the symbols on the activated line at a predetermined position on the liquid crystal display 200 (for example, a position below the reel window) based on the third stop operation of the stop button (based on detection of the release of the press of the third stop operation). The symbol notification on the activated line is a display showing the symbols (three symbols) that have stopped (aligned) on the activated line. Note that the symbol notification on the activated line may be displayed on a liquid crystal display (mini liquid crystal, sub-liquid crystal) separate from the liquid crystal display 200.

[0174] As shown in FIG. 19(c), the effect control means 100 may notify the player of symbols on the pay line and may also execute a full-screen effect based on the third stop operation of the stop button. The full-screen effect can be said to be an effect in which display objects are displayed on the entire screen (first display area 211 and second display area 212) of the liquid crystal display 200. FIG. 19(c) shows a case in which a specific display object X is displayed across the first display area 211 and the second display area 212. When the full-screen effect is executed, display objects are displayed in the first display area 211 (reel window), making it difficult to grasp the stopping state (outcome) of the reels 20a to 20c through the first display area 211. However, by notifying the player of symbols on the pay line, the player can grasp the stopping state of the reels 20a to 20c. The visibility of the symbol notification on the pay line is not reduced even when the full-screen effect is executed. The period during which the symbol notification on the pay line and the winning effect are executed may overlap.

[0175] Here, a case where the front door 12 is opened while a winning effect or a symbol notification on an active line is being executed and a door open error is detected will be described with reference to Figure 20. The gaming machine of this embodiment can continue the game (play is possible) even when a door open error is detected.

[0176] (Winning sound effect) If the front door 12 is opened during execution of the winning sound effect and a door opening error is detected, the execution of the winning sound effect is not canceled (interrupted) but continues. That is, the effect control means 100 does not cancel the winning sound effect based on the detection of the door opening error, but continues the execution of the winning sound effect. Furthermore, the effect control means 100 outputs a door opening error sound based on the detection of the door opening error. In this embodiment, data related to the winning sound and data related to the door opening error sound are played on separate tracks, making it possible to output both sounds.

[0177] (Symbol notification on valid lines) If the front door 12 is opened during the execution of the symbol notification on the valid line and a door open error is detected, the execution of the symbol notification on the valid line is not canceled (not interrupted) but continues (is visible). That is, the performance control means 100 does not cancel the symbol notification on the valid line based on the detection of the door open error, but continues the execution of the symbol notification on the valid line.

[0178] (Reel flash effect) If the front door 12 is opened while the reel flash effect is being executed and a door open error is detected, the reel flash effect will not be executed (notified). The effect control means 100 will not notify the reel flash effect based on the detection of the door open error.

[0179] Next, a case where the front door 12 is opened, a door open error is detected, a game is played, and a small winning combination is achieved will be described with reference to Fig. 21. The performance control means 100 outputs a door open error sound based on the detection of the door open error.

[0180] (Winning sound effect) If a small win is won while a door opening error is detected, a winning sound effect is executed based on the winning of the small win. In other words, the execution of the winning sound effect is not restricted (prohibited). If a small win is won while a door opening error is detected, the effect control means 100 executes a winning sound effect based on the winning of the small win. As described above, in this embodiment, it is possible to output both the door opening error sound and the winning sound.

[0181] (Symbol notification on valid lines) If the third stop operation of the stop button is performed while a door opening error is detected, the notification of the pattern on the effective line is executed based on the third stop operation. In other words, the execution of the notification of the pattern on the effective line is not restricted (prohibited). If the third stop operation of the stop button is performed while a door opening error is detected, the performance control means 100 executes the notification of the pattern on the effective line based on the third stop operation.

[0182] (Full screen production) If a third stop operation of the stop button is performed while a door opening error is detected, a symbol on the valid line is notified based on the third stop operation, and a full screen effect can be executed on the liquid crystal display 200. In other words, the execution of the full screen effect is not restricted (prohibited). If a third stop operation of the stop button is performed while a door opening error is detected, the effect control means 100 can notify a symbol on the valid line based on the third stop operation, and execute a full screen effect.

[0183] (Reel flash effect) If a small winning combination is won while a door open error is detected, the reel flash effect based on the winning of the small winning combination is not announced. If a small winning combination is won while a door open error is detected, the effect control means 100 does not execute (announce) the reel flash effect based on the winning of the small winning combination.

[0184] The winning sound effect, the notification of the symbols on the active line, the full screen effect, and the reel flash effect can be said to be effects that are executed after the third stop operation of the stop button.

[0185] The gaming machine of this embodiment is Front door (front door 12) and a housing (housing 11); Display means (liquid crystal display 200); a sound output means (speaker 14); A plurality of reels (reels 20a to 20c) on which a plurality of types of symbols are arranged, a start lever (start lever 24) capable of performing a game start operation to start the rotation of the plurality of reels; a plurality of stop buttons (stop buttons 26a to 26c) that can perform a stop operation to stop the rotation of the plurality of reels; An internal lottery means (internal lottery means 42) for performing an internal lottery to determine whether a winning combination is achieved; reel control means (reel control means 43) for controlling the stopping of the plurality of reels in a manner according to the result of the internal lottery based on the stopping operation; A winning determination means (winning determination means 44) for determining whether a winning combination has been achieved; A performance control means (performance control means 100) for controlling the execution of the performance, It is possible to proceed with the game even when the front door is open, When the front door is opened, an open notification is executed to indicate that the front door is open; The notifications whose execution periods may overlap include a first notification and a second notification, If the front door is opened and the open notification is executed while both the first notification and the second notification are being executed, the first notification will continue, but the second notification will not be issued.

[0186] In addition, in the gaming machine of this embodiment, the first notification is a notification in which, when the plurality of reels have stopped in a predetermined stop mode based on a third stop operation of the stop button, a sound corresponding to the stop mode is output; The second notification is a notification in which, when the plurality of reels stop in a predetermined stopping pattern based on the third stop operation of the stop button, the reels light up in a pattern corresponding to the stopping pattern.

[0187] When the front door is opened while both the first and second notifications are being issued, the player can know that the front door has been opened and can confirm the first notification based on the opening notification. In other words, when the front door is opened, the player can audibly know through the first notification that the reels have stopped in a predetermined manner.

[0188] (Fourth embodiment) Next, a fourth embodiment of the present invention will be described. The gaming machine of this embodiment basically has the same configuration as the gaming machines of the first, second, and third embodiments, so the description of the similar configuration will be omitted or simplified.

[0189] (Dialogue display effects, dialogue audio effects) 22 shows a case where a third stop operation of the stop button is performed and the reels 20a to 20c stop in a predetermined stopping pattern (for example, when a small winning combination is won). Based on the fact that the reels 20a to 20c have stopped in a predetermined stopping pattern (for example, when a small winning combination is won), the effect control means 100 is capable of executing (notifying) a line display effect in which a predetermined line (a line corresponding to the stopping pattern, for example, "Hehe, what's the matter?") is displayed at a predetermined position on the liquid crystal display 200, and is also capable of executing (notifying) a line audio effect in which a voice (line sound) corresponding to the line, "Hehe, what's the matter," is output from the speaker 14. The execution periods (notification periods) of the line display effect and the line audio effect may overlap with the winning effect or the notification of a symbol on an activated line.

[0190] (Volume adjustment notification, light adjustment notification) Although not shown in Fig. 1, a performance button that can be pressed is provided on the front door 12. The performance button is operated to progress the performance (to change the mode of the performance), etc. In addition to the performance button, a cross key, a volume adjustment button, a light intensity adjustment button, etc. may also be provided as a performance button.

[0191] 23, the performance control means 100 can display (notify) the volume adjustment display S or the light intensity adjustment display T at a predetermined position on the liquid crystal display 200 based on the operation of the performance button. Furthermore, the performance control means 100 can display the volume adjustment display S or the light intensity adjustment display T based on the operation of the performance button even while the reels are spinning (situation). The volume adjustment display S and the light intensity adjustment display T can be said to be screens for making adjustments related to the performance settings.

[0192] The volume adjustment notification and light intensity adjustment notification may have an execution period (notification period) that overlaps with the winning effects (reel flash effect, winning sound effect), the notification of a pattern on an effective line, the dialogue display effect or the dialogue audio effect.

[0193] Here, a case where the front door 12 is opened and a door open error is detected while a winning effect, a symbol notification on an active line, a dialogue display effect, a dialogue voice effect, or a volume adjustment effect is being executed will be described with reference to Figure 24. The gaming machine of this embodiment allows the game to proceed (play is possible) even when a door open error is detected. Hereinafter, the volume adjustment notification (volume adjustment display S) may be read as a light intensity adjustment notification (light intensity adjustment display T).

[0194] (Reel flash effect) If the front door 12 is opened during execution of the reel flash effect and a door open error is detected, the execution of the reel flash effect is not canceled (interrupted) but continues. In other words, the effect control means 100 does not cancel the reel flash effect based on the detection of the door open error, but continues the execution of the reel flash effect.

[0195] (Symbol notification on valid lines) If the front door 12 is opened during the execution of the symbol notification on the effective line and a door open error is detected, the execution of the symbol notification on the effective line is not canceled (interrupted) but continues. In other words, the performance control means 100 does not cancel the symbol notification on the effective line based on the detection of the door open error, but continues the execution of the symbol notification on the effective line.

[0196] In addition, since the reel flash effect is an effect in which the reels light up depending on the stopping state of the reels, and the pattern notification on the valid line is an effect that notifies the stopping state of the reels, the reel flash effect and the pattern notification on the valid line may be collectively referred to as ``notification regarding the stopping state of multiple reels obtained based on the third stop operation of the stop button.''

[0197] (Dialogue display effect) If the front door 12 is opened while the dialogue display performance is being executed (while the dialogue is being displayed) and a door open error is detected, the dialogue display performance is not canceled (interrupted) but continues. In other words, the performance control means 100 does not cancel the dialogue display performance based on the detection of a door open error, but continues the execution of the dialogue display performance.

[0198] (Winning sound effect) If the front door 12 is opened while the winning sound effect is being executed and a door opening error is detected, the winning sound effect will not be announced. "The winning sound effect will not be announced" may mean that the winning sound effect is canceled (interrupted), or that the winning sound effect is executed (played) inside the gaming machine but the winning sound is not output (not displayed). The presentation control means 100 will not announce the winning sound effect based on the detection of a door opening error. Furthermore, the presentation control means 100 will output a door opening error sound based on the detection of a door opening error. In this embodiment, as in the second embodiment, when the door opening error sound is output, the winning sound will not be announced.

[0199] (Dialogue voice production) If the front door 12 is opened while a dialogue voice effect is being executed and a door open error is detected, the dialogue voice effect will not be notified. "The dialogue voice effect will not be notified" may mean that the dialogue voice effect is canceled (interrupted), or that the dialogue voice effect is executed (played) inside the gaming machine but the dialogue sound is not output (expressed). The effect control means 100 sets the dialogue voice effect to a state in which it is not notified based on the detection of a door open error. In this embodiment, when a door open error sound is output, the dialogue voice effect will not be notified.

[0200] (Volume adjustment notification) If the front door 12 is opened while the volume adjustment display S is displayed based on the operation of the effect button (volume adjustment button) while at least one reel is spinning, and a door open error is detected, the volume adjustment display S is not notified (displayed). The effect control means 100 sets the volume adjustment notification to a state in which it is not notified based on the detection of the door open error.

[0201] Next, a case where the front door 12 is opened, a door open error is detected, a game is played, and a small winning combination is achieved will be described with reference to Fig. 25. The performance control means 100 outputs a door open error sound based on the detection of the door open error.

[0202] (Reel flash effect) If a small win is won while a door open error is detected, a reel flash effect is executed based on the winning of the small win. In other words, the execution of the reel flash effect is not restricted (prohibited). If a small win is won while a door open error is detected, the effect control means 100 executes a reel flash effect based on the winning of the small win.

[0203] (Symbol notification on valid lines) If the third stop operation of the stop button is performed while a door opening error is detected, the notification of the pattern on the effective line is executed based on the third stop operation. In other words, the execution of the notification of the pattern on the effective line is not restricted (prohibited). If the third stop operation of the stop button is performed while a door opening error is detected, the performance control means 100 executes the notification of the pattern on the effective line based on the third stop operation.

[0204] (Dialogue display effect) If a small win is won while a door opening error is detected, a dialogue display effect is executed based on the winning of the small win. In other words, the execution of the dialogue display effect is not restricted (prohibited). If a small win is won while a door opening error is detected, the effect control means 100 can execute a dialogue display effect based on the winning of the small win.

[0205] (Winning sound effect) If a small win is won while a door opening error is detected, the winning sound effect based on the winning of the small win is not announced. "The winning sound effect is not announced" may mean that the winning sound effect is not executed, or that the winning sound effect is executed (played) inside the gaming machine but the winning sound is not output (expressed). If a small win is won while a door opening error is detected, the presentation control means 100 does not announce the winning sound effect based on the winning of the small win. In this embodiment, the door opening error sound has a higher announcement priority than the winning sound. Therefore, even if data related to the winning sound is played in a lower layer, the winning sound is not output and the door opening error sound is announced.

[0206] (Dialogue voice production) If a small win is won while a door opening error is detected, the dialogue sound effect based on the winning of the small win is not announced. "The dialogue sound effect is not announced" may mean that the dialogue sound effect is not executed, or that the dialogue sound effect is executed (played) inside the gaming machine but the dialogue sound is not output (expressed). If a small win is won while a door opening error is detected, the presentation control means 100 does not announce the dialogue sound effect based on the winning of the small win. In this embodiment, the door opening error sound has a higher notification priority than the dialogue sound. Therefore, even if data related to the dialogue sound is played in a lower layer, the dialogue sound is not output and the door opening error sound is announced.

[0207] (Volume adjustment notification) If the effect button (volume adjustment button) is operated while a door open error is detected, the volume adjustment notification (volume adjustment display S) is not issued. If the effect button is operated while a door open error is detected, the effect control means 100 does not issue a volume adjustment notification based on the operation.

[0208] The gaming machine of this embodiment is Front door (front door 12) and a housing (housing 11); Display means (liquid crystal display 200); a sound output means (speaker 14); A plurality of reels (reels 20a to 20c) on which a plurality of types of symbols are arranged, a start lever (start lever 24) capable of performing a game start operation to start the rotation of the plurality of reels; a plurality of stop buttons (stop buttons 26a to 26c) that can perform a stop operation to stop the rotation of the plurality of reels; An internal lottery means (internal lottery means 42) for performing an internal lottery to determine whether a winning combination is achieved; reel control means (reel control means 43) for controlling the stopping of the plurality of reels in a manner according to the result of the internal lottery based on the stopping operation; A winning determination means (winning determination means 44) for determining whether a winning combination has been achieved; A performance control means (performance control means 100) for controlling the execution of the performance, It is possible to proceed with the game even when the front door is open, When the front door is opened, an open notification is executed to indicate that the front door is open; The notifications whose execution periods may overlap include a first notification and a second notification, If the front door is opened and the open notification is executed while both the first notification and the second notification are being executed, the first notification will continue, but the second notification will not be issued.

[0209] In addition, in the gaming machine of this embodiment, the first notification is a notification in which a predetermined line is displayed when the plurality of reels have stopped in a predetermined stop pattern based on a third stop operation of the stop button; The second notification is a notification in which a dialogue sound corresponding to the dialogue is output when the plurality of reels have stopped in a predetermined stopping pattern based on a third stop operation of the stop button.

[0210] When the front door is opened while both the first and second notifications are being issued, the player can know that the front door has been opened based on the opening notification, and can also confirm the first notification. In other words, when the front door is opened, the player can visually know through the first notification that the multiple reels have stopped in a predetermined manner.

[0211] In addition, in the gaming machine of this embodiment, the first notification is a notification regarding a stop state of the plurality of reels obtained based on a third stop operation of the stop button, The second notification is a notification in which a screen for adjusting the settings of the effect is displayed.

[0212] When the front door is opened while both the first and second notifications are being issued, the opening of the front door can be recognized based on the opening notification, and the first notification can be confirmed. In other words, when the front door is opened, the stopping state of the multiple reels can be recognized through the first notification.

[0213] (Fifth embodiment) A fifth embodiment of the present invention will be described below with reference to the drawings. In this embodiment, the present invention will be described as being applied to a slot machine, which is one type of gaming machine, but the present invention is not limited to slot machines and may be applied to other gaming machines such as pachinko gaming machines and medal-less gaming machines.

[0214] As shown in Figure 26, a slot machine (gaming machine) 10 of the present invention includes a box-shaped housing 11 with an open front side facing the player, and a front door 12 for opening and closing the front opening of the housing 11. The housing 11 houses a reel unit in which a rotatable first reel 20a, a second reel 20b, and a third reel 20c are unitized, a hopper device for paying out medals (game value), and the like. The front door 12 is divided into an upper door 12a and a lower door 12b, and the upper door 12a and the lower door 12b can be opened and closed freely relative to the housing 11.

[0215] The upper door 12a is provided with devices for effects such as a liquid crystal display (display means) 13 and a speaker (sound output means) 14, as well as a display window 16. The liquid crystal display 13 displays images (moving images, still images) for various effects. The speaker 14 outputs sounds (music, sound effects, voice, etc.) for various effects. In addition to the liquid crystal display 13 and the speaker 14, other devices for effects may include illumination devices such as lamps (LEDs), movable props that can be operated by actuators, etc.

[0216] A reel unit is arranged behind the display window 16 so that a portion of it can be seen from outside the display window 16. The outer periphery of each of the reels 20a to 20c is divided into 20 frames (20 regions) at regular intervals, and one of a plurality of types of symbols is arranged in each frame. In other words, a plurality of types of symbols are arranged in a line on the outer periphery of each of the reels 20a to 20c. When each of the reels 20a to 20c stops, three symbols (top, middle, and bottom symbols) are displayed per reel through the display window 16. The display window 16 is provided with an upper, middle, and bottom row as display positions for visually viewing the symbols on each of the reels 20a to 20c, and a winning line is set by combining the display positions of each of the reels 20a to 20c. In this embodiment, an active line is formed by the middle of the first reel 20a, the upper part of the second reel 20b, and the middle of the third reel 20c. In this embodiment, the number of medals required for one game (prescribed number) is set to three, and when the prescribed number of medals is inserted, the active line is activated.

[0217] As shown in Fig. 27, the following symbols are arranged on the outer periphery of each of the reels 20a to 20c: a bell symbol "BL," a replay symbol A "RPA," a replay symbol B "RPB," a watermelon symbol "WM," a cherry symbol "CH," a red 7 symbol "RED 7," a white 7 symbol "WHITE 7," a BAR symbol "BAR," a special symbol A "SPA," and a special symbol B "SPB." Symbol numbers 0 to 19 are assigned to the symbols on each of the reels 20a to 20c.

[0218] In the slot machine 10, when a game starts, each of the reels 20a to 20c starts to spin, and an internal lottery is executed to determine whether any of the winning combinations will be a win or a loss (non-win). Next, when the reels 20a to 20c stop, if a symbol combination corresponding to the winning combination selected in the internal lottery is displayed on an active line, this winning combination will be a win, and a process corresponding to the winning combination (a prize-winning process) will be executed.

[0219] Below the display window 16, there are provided a game information display section 17 and a favorable zone indicator 18. The game information display section 17 is made up of an LED, a lamp, a 7-segment display, etc., and displays various game information such as the number of medal credits, the number of medals paid out or won in one game, error information, etc. The favorable zone indicator 18 also has an LED, and by turning this LED on and off, it is possible to notify whether or not the player is in the favorable zone.

[0220] The lower door 12b is provided with a medal insertion slot 22 for inserting medals, a bet button 23 for betting credited medals, a start lever (game start operating means) 24 that is operated to start a game, stop buttons (stop operating means) 26a, 26b, 26c for stopping the spinning reels, a payout outlet 27 from which medals are paid out by a hopper device, and a medal tray 28 that receives medals paid out from the payout outlet 27. In addition, a medal sensor 29 (see FIG. 28) that detects the passage of medals inserted from the medal insertion slot 22 is provided at the back of the medal insertion slot 22.

[0221] In the slot machine 10, operation of the start lever 24 is enabled when medals are inserted into the medal slot 22 or when a specified number of medals are bet by operating the bet button 23. Furthermore, a game starts when the enabled start lever 24 is operated. When a game starts, each of the reels 20a to 20c starts to rotate, and when the rotation speed of each of the reels 20a to 20c reaches a certain speed and reaches a steady rotation, operation of the stop buttons 26a to 26c is enabled. Furthermore, when an enabled stop button 26a to 26c is operated, the reel 20a to 20c corresponding to the operated stop button 26a to 26c stops.

[0222] In addition, the lower door 12b is provided with an effect button (effect operation means) 25. The effect button 25 is operated by the player, and when pressed, it changes the mode of the effect image displayed on the liquid crystal display 13, thereby increasing the player's sense of participation in the game and enhancing the player's interest. Note that the effect button (effect operation means) 25 does not have to be button-shaped, and may be anything that can detect the player's operation.

[0223] As shown in Figure 28, the slot machine 10 is provided with a main control board (main control device) 31 and a sub-control board (sub-control device) 32 inside. The main control board 31 receives input signals from input means such as the bet button 23, start lever 24, stop buttons 26a-26c, and medal sensor 29, performs various calculations to execute a game, and controls output means such as the reel unit and hopper device based on the calculation results. The sub-control board 32 receives signals sent from the main control board 31 and input signals from input means such as the effect button 25, performs various calculations to execute effects, and controls devices for effects such as the liquid crystal display 13 and speaker 14 based on the calculation results.

[0224] In addition, the main control board 31 and the sub-control board 32 are electrically connected, and various information (signals) such as information indicating the game status can be transmitted from the main control board 31 to the sub-control board 32, but information cannot be transmitted from the sub-control board 32 to the main control board 31.

[0225] In addition, the functions of each board, such as the main control board 31 and the sub-control board 32, are realized by hardware such as various processors (CPU, DSP, etc.), ICs, or information storage media such as ROM and RAM, or by software consisting of a predetermined program pre-stored in ROM, etc.

[0226] The main control board 31 includes an input receiving means 40, a random number generating means 41, an internal lottery means 42 that performs an internal lottery to determine whether a winning combination has been achieved, a reel control means 43 that controls the rotation of the reels, a winning determination means 44 that determines whether a winning combination has been achieved when all the reels have stopped, a payout control means 45, a replay control means 46, a setting change means 47, an initialization means 48, a game status control means 49, a pseudo game control means 50, an instruction function control means 51, a main effect control means 52, and a storage means 60. The storage means 60 includes a ROM and a RAM.

[0227] The sub-control board 32 also includes a sub-effect control means 70 and a sub-side storage means 72. The sub-side storage means 72 also includes a ROM and a RAM.

[0228] Furthermore, the main effect control means 52 and the sub-effect control means 70 constitute the effect control means 100. The main effect control means 52 issues instructions to the sub-effect control means 70 based on the game status, the effect status, etc. Furthermore, the sub-effect control means 70 controls the effect devices using the effect data stored in the sub-side storage means 72 based on the information on the game status, the effect status, or information on whether or not to perform an effect instruction transmitted from the main effect control means 52. Note that the control performed by the main effect control means 52 described in this embodiment may be performed by the sub-effect control means 70, and the control performed by the sub-effect control means 70 may be performed by the main effect control means 52. Furthermore, the control performed by the effect control means 100 described in this embodiment may be performed by the instruction function control means 51, and the control performed by the instruction function control means 51 may be performed by the effect control means 100.

[0229] The insertion acceptance means 40 accepts the insertion of medals for each game, and performs processing to validate a game start operation on the start lever 24 based on the insertion of a specified number of medals. Specifically, when medals are inserted into the medal insertion slot 22, the medal sensor 29 detects the medals, and the insertion acceptance means 40 sets the inserted medals to an inserted state (bet state) up to a specified number. Furthermore, when the bet button 23 is pressed with medals credited, the insertion acceptance means 40 sets the credited medals to an inserted state up to a specified number. In this embodiment, the first pressing operation on the start lever 24, which has been validated based on the insertion of the specified number of medals, is accepted as a game start operation, and this operation triggers the start of rotation of the reels 20a to 20c, and a lottery such as an internal lottery is held.

[0230] Furthermore, the insertion acceptance means 40 controls so that medals owned by the player are not newly set to an inserted state in the next game following the game in which a replay was won. Specifically, if a replay was won in the previous game, even if medals are inserted into the medal insertion slot 22 while the insertion of medals is being accepted, the inserted medals are not set to an inserted state, and the inserted medals are credited up to the credit upper limit (for example, 50 medals). Furthermore, while the insertion of medals is being accepted, operation of the bet button 23 is not accepted, so that credited medals are not set to an inserted state even if the bet button 23 is pressed.

[0231] The random number generating means 41 generates random numbers for the lottery. The random numbers can be generated based on the count value of an increment counter (a counter that counts numbers so as to circulate within a predetermined count range), for example. In this embodiment, the term "random numbers" includes not only values ​​that are generated randomly in the mathematical sense, but also values ​​that are generated regularly but whose acquisition timing is irregular, and therefore can essentially function as random numbers.

[0232] The internal lottery means 42 performs an internal lottery using an internal lottery table when the activated start lever 24 is operated (i.e., when a game starts). The internal lottery table associates various winning combinations, including small winning combinations, replays, and bonuses, and losing combinations (non-winning combinations), with each of a plurality of random numbers (for example, 65,536 random numbers from 0 to 65,535), and a plurality of internal lottery tables are stored in an internal lottery table storage area 61 provided in the ROM of the storage means 60. In this embodiment, as will be described later, a normal in-game state, an RBB in-game state, and an RBB operating state can be set as the game state, and six setting values, from Setting 1 to Setting 6, can be set as the setting value, and the internal lottery means 42 selects an internal lottery table according to the game state and the setting value to perform an internal lottery.

[0233] A small win is a win that allows a player to receive a payout of a predetermined number of medals according to the small win. A replay is a win (activation) that allows a player to play again without consuming any more medals. When a replay is won, the operation of the start lever 24 is enabled without the player using any medals, and the player can start playing by operating the start lever 24.

[0234] In the internal lottery, a random number value for the lottery is obtained from the random number generating means 41, and this random number value is compared with the internal lottery table to determine whether or not a winning combination has been achieved. The winning combination associated with the random number value is determined as a winning combination. Specifically, the internal lottery table is provided with a plurality of winning areas as shown in FIG. 29, and each random number value obtained from the random number generating means 41 is corresponding to one of the winning areas. The winning areas include winning areas that contain one or more winning combinations (associated with winning combinations), and winning areas that do not contain any winning combinations (associated with losing combinations). Each winning area contains a different combination of winning combinations. All winning combinations that belong to the winning areas associated with the random number value obtained from the random number generating means 41 are determined as winning combinations in the internal lottery. Hereinafter, when a combination that belongs to a winning area is achieved in the internal lottery, this will also be referred to as "the winning area is winning." When no combination is achieved, this will also be referred to as "the winning area 'non-winning' is winning."

[0235] As shown in Fig. 29, in this embodiment, small prizes 1 to 95 are prepared as small prizes. In addition, as winning areas including small prizes, "1 coin ALL", "8 RBB coins", "small prize ALL", "left center bell 1A" to "left center bell 4A", "left center bell 1B" to "left center bell 4B", "left and right bell 1A" to "left and right bell 4A", "left and right bell 1B" to "left and right bell 4B", "center left bell 1" to "center left bell 4", "center right bell 1" to "center right bell 4", "right left bell 1" to "right left bell 6", "right center bell 1" to "right center bell 6", "common 1 coin 1A" to "common 1 coin 4A", "common 1 coin 1B" to "common 1 coin 4B", "reach eye 7 match 1" to "reach eye 7 match 9", "reach eye REG match 1" to "reach eye REG match 3", "1 cherry", "3 cherries", and "common watermelon" are prepared. In addition, small prizes 1 to 71 are 1-coin prizes where 1 medal is paid out when won. In addition, small prizes 72 and 73 are 3-coin prizes where 3 medals are paid out when won. In addition, small prizes 74 and 75 are 8-coin prizes where 8 medals are paid out when won. In addition, small prizes 76 to 95 are 15-coin prizes where 15 medals are paid out when won.

[0236] In the following, the winning areas "Left-center Bell 1A" to "Left-center Bell 4A," "Left-center Bell 1B" to "Left-center Bell 4B," "Right-left Bell 1A" to "Right-left Bell 4A," and "Right-left Bell 1B" to "Right-left Bell 4B" are collectively referred to as the "8-card batting order bell." The winning areas "Center-left Bell 1" to "Center-left Bell 4," "Center-right Bell 1" to "Center-right Bell 4," "Right-left Bell 1" to "Right-left Bell 6," and "Right-center Bell 1" to "Right-center Bell 6" are collectively referred to as the "15-card batting order bell." The 8-card batting order bell and the 15-card batting order bell are collectively referred to as the "batting order bell." The winning areas "Common 1 Card 1A" to "Common 1 Card 4A" and "Common 1 Card 1B" to "Common 1 Card 4B" are collectively referred to as the "Common 1 Card." The winning areas "Reach 7 Match 1" to "Reach 7 Match 9" are collectively referred to as the "7-match combination."

[0237] The winning area "1 piece ALL" is a winning area where small role 1 to small role 71 are overlapping and can be won. Also, "RBB 8 pieces" is a winning area where small role 1 to small role 75 are overlapping and can be won. Also, the winning area "Small role ALL" is a winning area where all small roles (small role 1 to small role 95) are overlapping and can be won. Also, the winning area for the 8 piece batting order bell is a winning area where one type of 8 piece role and multiple types of 1 piece role are overlapping and can be won. Also, the winning area for the 15 piece batting order bell is a winning area where one type of 15 piece role and multiple types of 1 piece role are overlapping and can be won. Also, the winning areas "Common 1 piece 1A" to "Common 1 piece 4A" and "Common 1 piece 1B" to "Common 1 piece 4B" are winning areas where multiple types of 1 piece roles are overlapping and can be won. Also, the winning area for the 7 matching role is a winning area where multiple types of 15 piece roles are overlapping and can be won. In addition, the winning areas "Reach Eye REG Alignment 1" to "Reach Eye REG Alignment 3" are winning areas where multiple types of 15-piece roles overlap and are won. In addition, the winning area "1 Cherry" is a winning area where multiple types of 1-piece roles overlap and are won. In addition, the winning area "3 Cherries" is a winning area where a 3-piece role (small role 72) is won alone. In addition, the winning area "Common Watermelon" is a winning area where a 3-piece role (small role 73) is won alone.

[0238] In this embodiment, replays are provided as Replay 1 and Replay 2. Also, "Replay 1" and "Replay 2" are provided as winning areas that include replays.

[0239] The winning area "Replay 1" is a winning area where one type of replay (Replay 1) can be won alone. The winning area "Replay 2" is a winning area where multiple types of replays can be won together.

[0240] In this embodiment, a big bonus (RBB: special combination) is provided as a bonus. A winning area "RBB" in which a big bonus can be won alone is provided as a winning area associated with the bonus. The winning areas "Common 1 coin 1B" to "Common 1 coin 4B," "Reach 7 combination 1" to "Reach 7 combination 9," "Reach REG combination 1" to "Reach REG combination 3," "1 cherry," "3 cherries," and "Common watermelon" are set to win the big bonus multiple times. The winning areas "Common 1 coin 1B" to "Common 1 coin 4B," "Reach 7 combination 1" to "Reach 7 combination 9," "Reach REG combination 1" to "Reach REG combination 3," "1 cherry," "3 cherries," and "Common watermelon" are set to win the big bonus multiple times when the game state is in the normal mode. However, the big bonus cannot be won multiple times when the game state is in the RBB mode.

[0241] In this embodiment, a bonus is assumed to be a continuous operation device for a so-called first-class special bonus, but other bonuses may also be used. Other bonuses may also be installed. The installed bonuses may be set to be won independently, or may be set to be won in combination with a replay or small bonus.

[0242] In addition, a "no win" area is provided as a winning area associated with a losing win.

[0243] Each winning area is set to be winable or non-winable depending on the game state. In other words, the internal lottery means 42 selects an internal lottery table depending on the game state and performs an internal lottery, thereby changing the winning combinations that can be won. In other words, in each game state, an internal lottery is performed using an internal lottery table that includes winning areas that can be won in that game state as the lottery targets. In Figure 29, a "○" indicates whether each winning area can be won in each game state. In other words, the winning areas "No Win," "1 Coin All," "8 RBB Coins," and "Small Win All" are winable when the game state is in the RBB operating state, but are not winable in the normal state or the RBB internal state. In addition, the winning areas "Replay 1", "Replay 2", "Left-center Bell 1A" to "Left-center Bell 4A", "Left-center Bell 1B" to "Left-center Bell 4B", "Left-right Bell 1A" to "Left-right Bell 4A", "Left-right Bell 1B" to "Left-right Bell 4B", "Center-left Bell 1" to "Center-left Bell 4", "Center-right Bell 1" to "Center-right Bell 4", "Right-left Bell 1" to "Right-left Bell 6", "Right-center Bell 1" to "Right-center Bell 6", "Common 1 Card 1A" to "Common 1 Card 4A", "Common 1 Card 1B" to "Common 1 Card 4B", "Reach Eye 7 Match 1" to "Reach Eye 7 Match 9", "Reach Eye REG Match 1" to "Reach Eye REG Match 3", "1 Cherry", "3 Cherries", and "Common Watermelon" will be won when the game is in the normal mode or RBB internal mode, but will not be won when the RBB is operating. In addition, the winning area "RBB" is won when the game state is in the normal state, and cannot be won when the RBB is inside or the RBB is operating.

[0244] In addition, in this embodiment, the probability of winning a small win is the same in the normal state and the RBB internal state. Also, in the RBB operating state, it is not possible to win a replay. In other words, in the normal state and the RBB internal state, the probability of winning a replay is higher than in the RBB operating state.

[0245] The internal lottery means 42 sets the winning flag corresponding to the winning combination as a result of the internal lottery from a non-winning state (OFF state) to a winning state (ON state). In addition, when multiple winning combinations are won at the same time, the winning flag corresponding to each of the winning combinations is set from a non-winning state to a winning state. In addition, the setting information of the winning flag is stored in a winning flag storage area 62 provided in the RAM of the storage means 60.

[0246] Furthermore, there are two types of winning flags: a winning flag (carry-over flag) whose winning state can be carried over to the next game or thereafter until a win is achieved, and a winning flag (non-carry-over flag) whose winning state is not carried over to the next game or thereafter and is reset to a non-winning state regardless of whether a win is achieved or not (non-carry-over flag). A big bonus is a winning combination associated with a carry-over flag. A small bonus and a replay are also winning combinations associated with a non-carry-over flag. For example, when a big bonus is won in the internal lottery, the internal lottery means 42 carries over the winning state of the big bonus winning flag until the big bonus is won. At this time, the internal lottery means 42 also carries out an internal lottery to determine whether a small bonus and a replay are won or not, even in a game in which the winning state of the big bonus winning flag is carried over. That is, when a small bonus or a replay is won in a game in which the winning state of the big bonus winning flag is carried over, the internal lottery means 42 sets winning flags corresponding to two or more types of combinations, namely, the winning flag of the big bonus already won and the winning flag of the small bonus or replay won in the internal lottery, to a winning state.

[0247] Furthermore, the slot machine 10 is configured so that the winning probabilities of winning combinations differ depending on the setting values ​​for the six settings from Setting 1 to Setting 6. Specifically, when the setting is changed, the internal lottery table group consisting of multiple internal lottery tables selected according to the game state is changed to an internal lottery table group associated with each setting, and the winning probabilities of small combinations, replays, and bonuses change to a different internal lottery table group depending on the setting.

[0248] The setting change means 47 controls changing of the setting values ​​stored in the setting value storage area 63 provided in the RAM of the storage means 60. Specifically, when a setting change key is inserted into a setting change key cylinder provided inside the slot machine 10 and the slot machine 10 is powered on with the setting change key (setting change key cylinder) rotated 90 degrees clockwise from its initial position, the setting change means 47 starts the slot machine 10 in setting change mode. The setting value can be selected from six setting values, from Setting 1 to Setting 6, and the winning probability of the internal lottery varies so that the expected payout rate increases sequentially from Setting 1 to Setting 6. In the setting change mode, the setting change means 47 changes the setting value in the following order each time a setting change button provided inside the slot machine 10 is pressed: Setting 1 → Setting 2 →... Setting 6 → Setting 1 →... Each time the start lever 24 is pressed, the setting value is confirmed and stored in the setting value storage area 63. In addition, by returning the setting change key inserted into the setting change key cylinder to its initial position, it is possible to switch from the setting change mode to the game mode. In this embodiment, the setting values ​​are expressed in the order of setting 1<setting 2<setting 3<setting 4<setting 5<setting 6.

[0249] Furthermore, when the power is turned on with the setting change key cylinder in the initial position, the slot machine 10 is started in the game mode. In this embodiment, in the game mode, it is possible to play games but it is not possible to change the setting values, and in the setting change mode, it is possible to change the setting values ​​but it is not possible to play games.

[0250] When the setting value is changed, the initialization means 48 performs an initialization process to initialize at least a portion of the information stored in the RAM of the storage means 60. Specifically, when the setting value is changed, the initialization means 48 performs a process to return the game state, game zone, and presentation state (described below) to their initial states. That is, when the setting value is changed, the game state becomes a normal state, the game zone becomes a non-advantageous zone, and the presentation state becomes a non-advantageous zone presentation state, and these states become the same as when the power was first turned on after shipping from the factory. Furthermore, during the initialization process, the initialization means 48 also initializes information related to presentation stored in the RAM of the storage means 60. The sub-control board 32 also includes initialization means (not shown). When a signal indicating that the setting value has been changed is transmitted from the main control board 31, the initialization means of the sub-control board 32 initializes information related to presentation stored in the RAM of the sub-side storage means 72. Note that the game state, game zone, and presentation state may not be returned to their initial states even when the setting value is changed.

[0251] The reel control means 43 starts the rotation of each reel 20a to 20c when the activated start lever 24 is operated (i.e., the start of a game) under the control of the main control board 31, and when the activated stop button 26a to 26c is operated, it controls the stopping of the reel corresponding to the operated stop button.

[0252] That is, each time one of the stop buttons 26a to 26c is operated, the reel control means 43 determines the stop position of the reel among the first reel 20a to the third reel 20c corresponding to the operated button, and controls the reel to stop at the determined stop position. In the slot machine 10, when the stop button 26a is operated, the rotation of the first reel 20a is stopped, when the stop button 26b is operated, the rotation of the second reel 20b is stopped, and when the stop button 26c is operated, the rotation of the third reel 20c is stopped. Therefore, the stop order of the first reel 20a to the third reel 20c changes depending on the operation order (play order) of the stop buttons 26a to 26c.

[0253] In the following, the order of stop operations (operation order of stop buttons 26a to 26c) will be referred to as the "batting order," which is the order of all stop operations performed among stop buttons 26a to 26c. Of the stop operations that make up the batting order, the first stop operation will be referred to as the "first stop operation," the second stop operation will be referred to as the "second stop operation," and the third stop operation will be referred to as the "third stop operation."

[0254] In the following description, the operation of the stop buttons 26a, 26b, 26c to stop the rotating reels in the order of the first reel 20a, the second reel 20b, and the third reel 20c will be referred to as "batting order 1," the operation of the stop buttons 26a, 26b, 26c to stop the rotating reels in the order of the first reel 20a, the third reel 20c, and the second reel 20b will be referred to as "batting order 2," and the operation of the stop buttons 26a, 26b, 26c to stop the rotating reels in the order of the second reel 20b, the first reel 20a, and the third reel 20c will be referred to as "batting order 3." " Batting order 4 is the operation of the stop buttons 26a, 26b, 26c that stop the rotating reels in the order of the second reel 20b, the third reel 20c, and the first reel 20a. Batting order 5 is the operation of the stop buttons 26a, 26b, 26c that stop the rotating reels in the order of the third reel 20c, the first reel 20a, and the second reel 20b. Batting order 6 is the operation of the stop buttons 26a, 26b, 26c that stop the rotating reels in the order of the third reel 20c, the second reel 20b, and the first reel 20a. Furthermore, "batting order 1" and "batting order 2" are collectively referred to as "left push," "batting order 3" and "batting order 4" are collectively referred to as "center push," and "batting order 5" and "batting order 6" are collectively referred to as "right push." ​​Furthermore, "center push" and "right push" are sometimes collectively referred to as "irregular push."

[0255] In this embodiment, the first reel 20a to the third reel 20c are stopped within 190 ms of the moment the stop button 26a to 26c is pressed. The reels can rotate a maximum of four frames (four symbols) from the moment the stop button 26a to 26c is pressed until the reels 20a to 20c stop. The reel control means 43 controls the reels 20a to 20c corresponding to the stop button 26a to 26c whose stop operation is performed to stop so that the symbols corresponding to the winning combination whose win flag is set to a winning state are displayed on the winning line when the symbols on the outer periphery of the reel 20a to 20c whose stop button 26a to 26c whose stop operation is performed are located within a range of 0 to 4 frames (a predetermined pull-in range) from the display position on the winning line at the time the stop operation is performed. In other words, the reel control means 43 stops the reels 20a to 20c corresponding to the stop button 26a to 26c for which the stop operation has been performed so that any one of the symbols from the symbol located on the pay line at the time the stop operation was performed to the symbol four symbols adjacent thereto is displayed on the pay line.

[0256] Furthermore, in the stop control when the stop buttons 26a to 26c are operated, the reel control means 43 stops each of the reels 20a to 20c so that a winning combination whose win flag is set to a winning state will be awarded. Specifically, when the win flag for one winning combination is set to a winning state, the reels 20a to 20c are stopped so that this winning combination will be awarded. Furthermore, when the win flags for multiple winning combinations are set to a winning state, the reels 20a to 20c are stopped according to the priority order set for each winning combination so that a predetermined winning combination will be awarded. In this embodiment, the priority order is set as "replay > small combination > bonus." The reel control means 43 stops the reels 20a to 20c so that the symbols constituting the symbol combination representing the winning mode of a winning combination with a higher priority are displayed on the pay line in priority to the symbols constituting the symbol combination representing the winning mode of a winning combination with a lower priority.

[0257] Furthermore, when multiple types of small winning combinations are won in the internal lottery, the priority of the candidate stop positions can be determined by two methods: a method of determining the priority based on the number of symbol combinations that can be displayed on the active line (number priority control), and a method of determining the priority based on the number of medals paid out (number priority control). When executing number priority control, which determines the priority of the candidate stop positions based on the number of symbol combinations that can be displayed on the active line, the priority of each candidate stop position is determined so that the priority increases as the number of symbol combinations that can be displayed on the active line and indicate winning forms increases. When executing number priority control, which determines the priority of the candidate stop positions based on the number of medals paid out, the priority of each candidate stop position is determined so that the priority increases as the number of medals paid out based on the payout of the small winning combination corresponding to the symbol displayed at the display position on the active line increases (a stop position that can win a small winning combination with a large payout). Note that when determining the priority of the candidate stop positions based on the number of medals paid out, if multiple small winning combinations with the same payout are won, the priority of the candidate stop positions that can win each small winning combination is treated as being the same.

[0258] Figures 30 and 31 show the relationship between the stop operation mode and the winning combination when each winning area is won in the RBB internal state.

[0259] As shown in FIG. 30, each winning area of ​​the batting order bell is set to a correct batting order and an incorrect batting order. Specifically, when each winning area of ​​the batting order bell is won in the RBB internal state, if the operation is performed in the correct batting order, a correct role will be awarded, and if the operation is performed in the incorrect batting order, an incorrect role will be awarded. Here, in the winning area of ​​the 8-coin batting order bell, a correct role is an 8-coin role and an incorrect role is a 1-coin role. Also, in the winning area of ​​the 15-coin batting order bell, a correct role is a 15-coin role and an incorrect role is a 1-coin role. In other words, when one of the 8-coin batting order bells is won in the RBB internal state, if the stop buttons 26a-26c are pressed in the correct batting order, the priority is determined so that the candidate stop position that can win the 8-coin role is the highest priority, and if the stop buttons 26a-26c are pressed in the incorrect batting order, the priority is determined so that the candidate stop position that can win the 1-coin role is the highest priority. In addition, when one of the 15-coin batting order bells is won in the RBB internal state, if the stop buttons 26a to 26c are pressed in the correct batting order, the priority is determined so that the candidate stop position that can win a 15-coin role has the highest priority, and if the stop buttons 26a to 26c are pressed in the incorrect batting order, the priority is determined so that the candidate stop position that can win a 1-coin role has the highest priority.

[0260] Each winning area of ​​the batting order bell has one correct batting order, and the other five are incorrect. Also, each winning area of ​​the batting order bell has a different correct batting order depending on the winning area.

[0261] The contents in parentheses in Figures 30 and 31 indicate the winning rate of a 1-piece role when a stop operation is performed in that batting order. For example, the notation "1 piece (1 / 2)" indicates that there is a 1 / 2 probability that a 1-piece role will win, and a 1 / 2 probability that the 1-piece role will be missed (the 1-piece role will not win). Also, the notation "1 piece (1 / 4)" indicates that there is a 1 / 4 probability that a 1-piece role will win, and a 3 / 4 probability that the 1-piece role will be missed (the 1-piece role will not win).

[0262] The winning area of ​​the 8-card batting order bell is designed to win an 8-card role if the operation is performed in the correct batting order. Also, the winning area of ​​the 8-card batting order bell is designed to win a 1-card role or no role if the operation is performed in the incorrect batting order. Also, the winning area of ​​the 15-card batting order bell is designed to win a 15-card role if the operation is performed in the correct batting order. Also, the winning area of ​​the 15-card batting order bell is designed to win a 1-card role or no role if the operation is performed in the incorrect batting order.

[0263] In addition, when the winning area of ​​the 8-coin batting order bell is won in the general middle state, if the RBB internal middle state, even if the stopping operation is performed in the batting order in which an 8-coin role will win (the correct batting order), the 8-coin role will not win, but a 1-coin role will win with a predetermined probability, and the 1-coin role will be missed with a predetermined probability (the 1-coin role will not win). Also, when the winning area of ​​the 15-coin batting order bell is won in the general middle state, if the RBB internal middle state, even if the stopping operation is performed in the batting order in which a 15-coin role will win (the correct batting order), the 15-coin role will not win, but a 1-coin role will win with a predetermined probability, and the 1-coin role will be missed with a predetermined probability (the 1-coin role will not win).

[0264] As shown in Figure 31, when the common 1 winning area is won in the RBB internal middle state, if the stop operation is performed by pressing the left, a 1-coin role will be won. Also, when the common 1 winning area is won in the RBB internal middle state, if the stop operation is performed by pressing the center or right, a 1-coin role will be won or no role will be won.

[0265] The winning determination means 44 is activated when the rotation of the reels 20a to 20c is stopped, and determines whether or not a winning combination has been achieved based on the stopping state of the reels 20a to 20c. Specifically, the symbol combination displayed (stopped display) on the pay line when the reels 20a to 20c are stopped is compared with a winning determination table stored in the ROM of the storage means 60. The winning form (the symbol combination that will win when stopped and displayed) of each winning combination is stored in the winning determination table, and the above-mentioned comparison determines whether or not a winning combination has been achieved and the type of winning combination that has been achieved. The correspondence relationship between the symbol combination displayed on the pay line and the winning combination in this embodiment is shown in Figures 32 to 34. As shown in Figures 32 to 34, for example, if the red 7 symbol "RED 7" or the BAR symbol "BAR" stops in the middle of the first reel 20a, the bell symbol "BL" stops in the top of the second reel 20b, and the bell symbol "BL" stops in the middle of the third reel 20c, small win 1 will be won.

[0266] When a winning combination is achieved, the main control board 31 executes a winning process corresponding to the winning combination. Specifically, the winning process involves a payout process when a small combination is achieved, a replay process (replay process) when a replay is achieved (activated), and a process to transition the game state (game state transition control process) when a bonus is achieved (activated).

[0267] Here, the payout process is a process of paying out a number of medals determined based on the payout determined for each role (see Figures 32 to 34) when a small winning combination is achieved, and is performed by the payout control means 45. When a small winning combination is achieved, the payout control means 45 determines the number of medals to be paid out based on the payout determined for each role, and causes the hopper device to pay out the determined number of medals to be paid out. Note that when credits are permitted, instead of actually paying out medals using the hopper device, a credit addition process is performed in which the number of medals to be paid out is added to the number of credits (number of credited medals) stored in a credit storage area provided in the RAM of the storage means 60, and medals are virtually paid out.

[0268] In this embodiment, one medal is paid out when small prize 1 to small prize 71 are won, three medals are paid out when small prize 72 or small prize 73 are won, eight medals are paid out when small prize 74 or small prize 75 are won, and 15 medals are paid out when small prize 76 to small prize 95 are won.

[0269] Furthermore, the replay process is a process that, when a replay wins, sets the next game to the same game start standby state as the previous game without requiring the player to insert any medals owned by the player, and is performed by the replay control means 46. When a replay wins, an automatic insertion process is performed in which the same number of medals as the number set to the insertion state in the previous game (the game in which the replay won) are automatically inserted without using any medals held by the player (including credited medals), and the system waits for the next game start operation of the start lever 24 with an active line set corresponding to the number of medals inserted by the automatic insertion process. Furthermore, when the automatic insertion process is performed, it is not possible to insert additional medals.

[0270] As shown in Figure 35, the gaming state control means 49 performs a gaming state transition control process that transitions the gaming state between the normal state, the RBB internal state (bonus established state), and the RBB operating state (bonus state). The gaming state transition condition may be one condition or multiple conditions. When multiple conditions are established, the gaming state may be transitioned based on one of the multiple predetermined conditions being established, or based on multiple or all of the multiple predetermined conditions being established.

[0271] As described above, the internal lottery means 42 selects an internal lottery table according to the gaming state and performs an internal lottery. Specifically, in the normal state, the internal lottery is performed by referring to an internal lottery table in which the big bonus is set as a lottery target. In the RBB internal state, the internal lottery is performed by referring to an internal lottery table in which the big bonus is excluded from the lottery targets. In the RBB operation state, the internal lottery is performed by referring to an internal lottery table in which the big bonus is excluded from the lottery targets.

[0272] The initial gaming state is the normal state. In the normal state, an internal lottery is performed by referring to an internal lottery table in which all winning areas except for the winning areas "No Win," "1 Coin All," "8 RBB Coins," and "All Small Wins" are set as the lottery targets. In addition, it is possible to transition from the normal state to the RBB internal state. When a big bonus is won in the normal state, the gaming state control means 49 transitions the gaming state to the RBB internal state.

[0273] The RBB internal state is a gaming state to which the game enters when a big bonus is won in an internal lottery. In the RBB internal state, the internal lottery is performed by referring to an internal lottery table in which all winning areas except for the winning areas "No Win," "1 Coin All," "8 RBB Coins," "All Small Bonuses," and "RBB" are set as the lottery targets. Also, in the RBB internal state, the lottery flag corresponding to the big bonus is maintained in a winning state until the big bonus is won, and when a symbol combination indicating the winning form of the big bonus is displayed on the pay line, the gaming state control means 49 transitions the gaming state from the RBB internal state to the RBB operating state.

[0274] The RBB operating state is a game state that is entered when a symbol combination indicating a big bonus winning mode is displayed on an active pay line. In the RBB operating state, an internal lottery is conducted by referring to an internal lottery table in which the winning areas "No Win," "1 Coin All," "8 RBB Coins," and "All Small Bonuses" are set as the lottery targets. In the RBB operating state, the game state control means 49 determines whether the termination condition is met based on the total number of medals paid out during the RBB operating state. If the number of medals paid out exceeds a predetermined number, the game state control means 49 terminates the RBB operating state and transitions the game state to the normal state. In this embodiment, the termination condition of the RBB operating state is determined by the total number of medals paid out, but the termination condition may be determined by the number of games played in the RBB operating state, the number of small wins, etc. Also, the termination condition of the RBB operating state may be determined so that it ends after one game.

[0275] As shown in FIG. 28 , the instruction function control means 51 includes a game zone control means 80, a presentation state control means 81, and a bonus granting means 82. The instruction function control means 51 performs processing related to the activation of an instruction function that assists a specific winning combination in a favorable zone. Specifically, when a specific winning combination is achieved, the instruction function control means 51 determines whether to perform an instruction presentation that assists the winning combination. More specifically, when a batting order bell is achieved, for example, the instruction function control means 51 determines whether to perform an instruction presentation (batting order navigation presentation) that notifies the player of the correct batting order and assists the player in winning the correct combination. When the instruction function control means 51 determines to perform the batting order navigation presentation, the presentation control means 100 causes presentation devices such as the LCD display 13 and the speaker 14 to execute the batting order navigation presentation. When the batting order navigation presentation is performed, information indicating the correct batting order is also displayed on the 7-segment display of the game information display unit 17.

[0276] As shown in FIG. 36, the gaming zone control means 80 performs a gaming zone transition control process that transitions the gaming zone between a non-advantageous zone and an advantageous zone depending on the progress of the game. The non-advantageous zone is a gaming zone that corresponds to the initial state among multiple types of gaming zones. In the non-advantageous zone, the bonus granting means 82 conducts a lottery for transition to an advantageous zone, and if the lottery for transition to an advantageous zone is won, the gaming zone control means 80 transitions the gaming zone to an advantageous zone. The advantageous zone is a gaming zone in which an upper limit (here, 4000 times) is set for the number of times that a game can be played. Furthermore, when the gaming zone is set as a non-advantageous zone, instruction effects cannot be performed, and instruction effects can only be performed when the gaming zone is set as an advantageous zone. When the number of times that a game has been played in the advantageous zone reaches the upper limit of 4000 times, the gaming zone control means 80 terminates the advantageous zone and transitions the gaming zone to a non-advantageous zone.

[0277] In the non-advantageous zone, the bonus granting means 82 conducts a lottery (advantageous zone transition lottery) to determine whether or not to transition to an advantageous zone at a predetermined trigger. Specifically, the bonus granting means 82 conducts a lottery (advantageous zone transition lottery) to determine whether or not to transition to an advantageous zone based on the result of the internal lottery (winning a predetermined role (winning area)). Then, when the advantageous zone transition lottery is won, the game zone control means 80 transitions the game zone from the non-advantageous zone to the advantageous zone.

[0278] Furthermore, the gaming zone control means 80 performs an increment process, triggered by the operation of the start lever 24 to start a game, to add "1" to the stored value of the advantageous zone play count counter 65 stored in the RAM of the storage means 60 as a value corresponding to one play, as an increment process each time a game is played in the advantageous zone. The gaming zone control means 80 does not increment the stored value of the advantageous zone play count counter 65 in the non-advantageous zone. At the time of transition from the non-advantageous zone to the advantageous zone, the stored value of the advantageous zone play count counter 65 is "0." When the stored value of the advantageous zone play count counter 65 reaches a threshold value (upper limit) of "4000," the gaming zone control means 80 determines that the advantageous zone termination condition is met and transitions the gaming zone from the advantageous zone to the non-advantageous zone. In other words, the upper limit for the number of plays in the advantageous zone is set to 4000, preventing more than 4000 consecutive plays from being played in the advantageous zone.

[0279] Furthermore, in the advantageous zone, the gaming zone control means 80 performs an update process in which it updates the stored value of the difference number counter 64 provided in the RAM of the storage means 60 with the difference number of medals, subtracts a value corresponding to the number of medals inserted in the game (for example, "3" if three medals are inserted) from a value corresponding to the number of medals paid out (for example, "8" if eight medals are paid out, and "0" if no winning combination is achieved and no payout is made) to obtain a calculation result of the difference number of medals in the game, and adds this calculation result to the stored value of the difference number counter 64. Note that the gaming zone control means 80 does not add to the difference number counter 64 in the non-advantageous zone. Furthermore, at the time of transition from the non-advantageous zone to the advantageous zone, the stored value of the difference number counter 64 is "0". When the stored value of the difference number counter 64 exceeds a threshold value (e.g., "2400"), the game zone control means 80 determines that the condition for ending the advantageous zone is met and transitions the game zone from the advantageous zone to a non-advantageous zone. The stored value of the difference number counter 64 is controlled so as not to fall below the initial value "0." For example, if the stored value of the difference number counter 64 at the start of a game is "2" and, as a result of playing, no winning combination is achieved and no medals are paid out, the calculation result of the difference number in that game becomes "-3." Adding the calculation result of the difference number to the stored value of the difference number counter 64 results in a value below the initial value "0." However, the updated stored value of the difference number counter 64 is configured to stop counting with the initial value "0" as the lower limit. In other words, an upper limit is set for the number of medals that can be won in the advantageous zone. The point at which the number of medals is lowest in the advantageous zone is set as the reference value "0," and the advantageous zone ends when the number of medals increases by more than 2400 from that reference value. In addition, if a replay is won in a game, the difference in the number of medals may be calculated by treating the game in which the replay was won as having paid out medals equivalent to the specified number of medals inserted for that game, and for the next game that is provided free of charge as a result of the replay being won, even if no actual medals are inserted, the difference in the number of medals may be calculated by treating the next game that is provided free of charge as having paid out medals equivalent to the specified number of medals inserted for that game, even if no actual medals are inserted.

[0280] In addition, the advantageous zone indicator 18 is turned off in a non-advantageous zone and turned on in an advantageous zone. Note that the advantageous zone indicator 18 does not need to be turned on at the same time as the transition to the advantageous zone, but only needs to be turned on before the first instruction performance is performed. Also, once turned on, it will not be turned off until the advantageous zone ends.

[0281] As shown in Fig. 36, the presentation state control means 81 performs a presentation state transition control process that transitions the presentation state between multiple types of presentation states, including a non-advantageous zone presentation state, a non-AT presentation state, and an AT presentation state (instruction presentation state). The presentation state transition condition may be one condition or multiple conditions. When multiple conditions are defined, the presentation state may be transitioned when one of the multiple predetermined conditions is met, or the presentation state may be transitioned based on the fulfillment of multiple or all of the multiple predetermined conditions.

[0282] The non-advantageous zone presentation state is a presentation state that corresponds to the initial state among multiple types of presentation states. In the non-advantageous zone, the presentation state control means 81 sets the presentation state to the non-advantageous zone presentation state. In the non-advantageous zone presentation state (non-advantageous zone), the bonus granting means 82 performs a lottery to transition to an advantageous zone as described above, and when a transition to an advantageous zone is determined in the lottery to transition to an advantageous zone, the presentation state control means 81 transitions the presentation state to a non-AT presentation state.

[0283] The non-AT presentation state is a presentation state that is basically transitioned to when an advantageous zone starts, and at the start of an advantageous zone, the probability of transitioning to the non-AT presentation state is set higher than the probability of transitioning to other presentation states. Also, in the non-AT presentation state, the batting order navigation presentation is executed less frequently than in the AT presentation state, and the batting order navigation presentation is rarely or never performed.

[0284] Furthermore, in a non-AT effect state, the benefit granting means 82 grants the user a predetermined benefit related to the AT effect state (for example, the right to transition to the AT effect state) based on the establishment of a predetermined condition. Specifically, the benefit granting means 82 may grant the user a predetermined benefit related to the AT effect state based on the achievement of a specific result in an internal lottery in a non-AT effect state. Here, "based on the achievement of a specific result in an internal lottery" may mean, for example, granting a predetermined benefit when a specific winning area is won in the internal lottery, or granting a predetermined benefit when a specific winning area is won in the internal lottery and a specific combination is achieved. Furthermore, "granting a predetermined benefit when a specific winning area is won in the internal lottery (or a specific combination is achieved)" may mean, for example, holding a lottery to grant a benefit when a specific winning area is won (or a specific combination is achieved), and granting a benefit according to the result of the lottery, or may mean granting a benefit without holding a lottery. Specifically, in the case of "granting the right to transition to the AT presentation state when a specific winning area is won in the internal lottery (or when a specific role is won)," for example, a lottery (AT lottery) is held to determine whether or not to transition to the AT presentation state when a specific winning area is won (or when a specific role is won), and the right to transition to the AT presentation state may be granted depending on the result of the AT lottery (in other words, when the AT lottery is won), or the right to transition to the AT presentation state may be granted without holding an AT lottery. When the right to transition to the AT presentation state is granted, the presentation state control means 81 transitions the presentation state to the AT presentation state (for example, a special AT presentation state).

[0285] In the AT performance state, when the batting order bell is won, the instruction function control means 51 determines to execute a batting order navigation performance that notifies the player of the correct batting order. Also, when the execution of the batting order navigation performance is determined, the performance control means 100 causes the liquid crystal display 13 to display the correct batting order.

[0286] The continuation of the AT presentation state is managed based on the stored value of an AT end determination counter 67 provided in the RAM of the storage means 60. When it is determined to transition to the AT presentation state, the instruction function control means 51 sets a predetermined initial value to the AT end determination counter 67.

[0287] Furthermore, in the AT presentation state, the presentation state control means 81 performs an update process in which, each time medals are paid out, a value corresponding to the number of medals paid out (for example, "15" if 15 medals are paid out) is subtracted from the stored value of the AT end determination counter 67. Then, when the stored value of the AT end determination counter 67 reaches the threshold value "0" in the AT presentation state, the presentation state control means 81 determines that an end condition for the AT presentation state (one of the end conditions) has been met, and transitions the presentation state from the AT presentation state to a non-AT presentation state. That is, in this embodiment, the AT presentation state is terminated when the number of medals acquired by the player in the AT presentation state reaches a predetermined number (a number set as an initial value). Note that, when an end condition for the AT presentation state is met, the presentation state control means 81 may transition the presentation state to a non-advantageous zone presentation state.

[0288] In this embodiment, the continuation of the AT presentation state is managed based on the number of medals acquired in the AT presentation state, but it may also be managed based on, for example, the number of games played in the AT presentation state or the number of batting order navigation presentations. Furthermore, the number of medals acquired in the AT presentation state may be the number of payouts or the difference in the number of medals. That is, the stored value of the AT termination determination counter 67 may represent the number of medals that can be acquired in the AT presentation state, the number of games that can be played in the AT presentation state, or the number of batting order navigation presentations that can be played in the AT presentation state (the number of batting order navigation presentations). In other words, the AT presentation state may end when a predetermined number of medals are acquired, when a predetermined number of games are played, or when a predetermined number of batting order navigation presentations are played.

[0289] It is also possible to transition directly from a non-advantageous zone presentation state to an AT presentation state. For example, in the advantageous zone transition lottery, rather than simply determining whether or not to transition to an advantageous zone (non-AT presentation state), it is also possible to draw a lottery to determine whether to transition the presentation state to an AT presentation state, to transition to a non-AT presentation state, or to remain in the non-advantageous zone presentation state without transitioning. In other words, the AT lottery may be performed in a non-advantageous zone presentation state.

[0290] Furthermore, the AT presentation state may be set according to the gaming state to which the transition is made based on the winning of a bonus or winning a prize. For example, transition to the AT presentation state may be possible when the gaming state is in the RBB internal state, and transition to the AT presentation state may be impossible in the general state or the RBB operating state. In other words, in the general state or the RBB operating state, for example, the right to transition to the AT presentation state may not be granted, or even if the right to transition to the AT presentation state is granted, transition to the AT presentation state may not be made.

[0291] When the advantageous zone ends and the play zone transitions to a non-advantageous zone, the instruction function control means 51 performs an instruction function information initialization process to initialize information stored in the RAM of the storage means 60 as information related to the instruction function. Specifically, the instruction function control means 51 initializes the stored value of the advantageous zone play count counter 65, the stored value of the difference number counter 64, the flag (lottery result) related to the lottery related to the instruction function, and the stored value of the AT end determination counter 67. In other words, information related to the instruction function is not carried over across multiple advantageous zones. In addition, when the initialization means 48 performs the above-mentioned initialization process when the setting value is changed, the information related to the instruction performance shown here is also initialized.

[0292] When the presentation state is the AT presentation state, if the batting order bell is won, the presentation control means 100 controls the presentation devices such as the liquid crystal display 13 and the speaker 14 to execute an instruction presentation (batting order navigation presentation) that notifies the player of the correct batting order and assists in winning the correct role. If the batting order bell is won and the stop buttons 26a to 26c are pressed according to the correct batting order notified by the instruction presentation, the correct role will win and the player can acquire the number of medals according to the payout set for the correct role.

[0293] Next, the 7-match combination will be described. When a stop operation is performed in a specific operation mode in a game in which the 7-match combination is won, the reel control means 43 stops the reels 20a to 20c so that a specific type of symbol, specifically, 7 symbols, is aligned. In other words, when a stop operation is performed in a specific operation mode in a game in which the 7-match combination is won, the reels 20a to 20c stop so that 7 symbols are aligned. Here, aligning 7 symbols can also be said to mean that three 7 symbols are aligned in a straight line within the display window 16. In other words, aligning 7 symbols can also be said to mean that 7 symbols are aligned in a straight line across all of the multiple reels within the display window 16. Note that aligning the 7 symbols may mean that the red 7 symbols "Red 7" are aligned in a straight line within the display window 16, or that the white 7 symbols "White 7" are aligned in a straight line within the display window 16, or that the red 7 symbols "Red 7" and the white 7 symbols "White 7" are aligned in a straight line. In other words, the specific type of symbols may include only one of the red 7 symbols "Red 7" and the white 7 symbols "White 7", or may include both. In other words, aligning the specific type of symbols may include one or both of the same symbols and the same or similar symbols. Furthermore, the specific type of symbols may include the bar symbol "BAR", etc.

[0294] For each of the seven-matching roles, a sequence of stop operations that can stop the reels 20a to 20c so that the seven symbols are lined up is set, and in a game in which the seven-matching role is won, the reel control means 43 stops the reels 20a to 20c in a first stop pattern in which the seven symbols are lined up if stop operations are performed on each reel in that sequence and at a timing that allows the seven symbols to stop at a specific display position. Also, in a game in which the seven-matching role is won, the reel control means 43 stops the reels 20a to 20c in a second stop pattern in which the seven symbols are not lined up if stop operations are not performed in that sequence, or if stop operations are performed in that sequence but the stop operations on each reel are not performed at a timing that allows the seven symbols to stop at a specific display position. In this embodiment, whether the reels 20a to 20c stop in the first stop mode or the second stop mode, a small prize (specifically, a 15-coin prize) is awarded and a predetermined number of medals (specifically, 15 medals) are paid out. In other words, the first stop mode and the second stop mode are stop modes corresponding to the small prizes, respectively. In other words, in a game in which a 7-match prize is won, a small prize (specifically, a 15-coin prize) is always awarded regardless of the mode of the stop operation.

[0295] Hereinafter, a stop mode in which the seven symbols line up will be referred to as a first stop mode, and a stop mode different from the first stop mode (in other words, a stop mode in which the seven symbols do not line up) will be referred to as a second stop mode.

[0296] FIG. 37 shows the relationship between each of the seven-matching roles and the stop patterns obtained according to the batting order in this embodiment. In the winning area "Reach 7 Match 1," if a win occurs, the reels 20a to 20c will stop in the first stop pattern when a stop operation is performed in the batting order 1 to 5. In addition, in the winning area "Reach 7 Match 1," if a win occurs, the reels 20a to 20c will not stop in the first stop pattern but will stop in the second stop pattern when a stop operation is performed in the batting order 6. In addition, in the winning area "Reach 7 Match 2," if a win occurs, the reels 20a to 20c will stop in the first stop pattern when a stop operation is performed in the batting order 1 to 4. In addition, in the winning area "Reach 7 Match 2," if a win occurs, the reels 20a to 20c will not stop in the first stop pattern but will stop in the second stop pattern when a stop operation is performed in the batting order 5 or 6. Furthermore, in the winning areas "Reach 7 Match 3" and "Reach 7 Match 4," if a winning combination is achieved, the reels 20a to 20c will stop in the first stop pattern when a stop operation is performed in the batting order 1, 2, 5, or 6. In the winning areas "Reach 7 Match 3" and "Reach 7 Match 4," if a winning combination is achieved, the reels 20a to 20c will not stop in the first stop pattern but will stop in the second stop pattern when a stop operation is performed in the batting order 3 or 4. In addition, in the winning areas "Reach 7 Match 5" to "Reach 7 Match 9," if a winning combination is achieved, the reels 20a to 20c will stop in the first stop pattern when a stop operation is performed in the batting order 3 or 4. In addition, in the winning areas "Reach 7 Match 5" to "Reach 7 Match 9," if a winning combination is achieved, the reels 20a to 20c will not stop in the first stop pattern but will stop in the second stop pattern if the stop operation is performed in the batting order 1, 2, 5, or 6. That is, the batting orders that can stop the reels 20a to 20c in the first stop pattern are different for each of the seven-match combinations. Note that "possibly stopping in the first stop pattern" may mean that the reels always stop in the first stop pattern, or there may be cases where the reels do not stop in the first stop pattern.In other words, in this embodiment, even if a seven-match combination is won and a stopping operation is performed in a playing order that allows the reels to stop in the first stopping mode, depending on the timing of the operation of each stop button 26, there may be cases where the reels 20a to 20c do not stop in the first stopping mode (in other words, stop in the second stopping mode), but regardless of the timing of the operation of each stop button 26, the reels may always stop in the first stopping mode.

[0297] In this embodiment, the bonus granting means 82 grants a player a predetermined bonus related to the AT presentation state based on the winning of a 7-match combination in the non-AT presentation state. Specifically, the bonus granting means 82 grants the player the right to transition to the AT presentation state based on the winning of a 7-match combination in the non-AT presentation state.

[0298] Specifically, when a seven-matching combination is won in a non-AT presentation state, the bonus granting means 82 grants the player the right to transition to an AT presentation state. Also, when a seven-matching combination is won in a non-AT presentation state and the player performs a stop operation in a first operation mode (in other words, a specific operation mode), causing the reels 20a to 20c to stop in the first stop mode, the presentation state control means 81 transitions the presentation state from the non-AT presentation state to the AT presentation state. Also, when a seven-matching combination is won in a non-AT presentation state and the player performs a stop operation in the first operation mode, causing the reels 20a to 20c to stop in the first stop mode, the presentation control means 100 displays on the liquid crystal display 13 a message informing the player of the start of the AT presentation state.

[0299] Furthermore, when a seven-match combination is won in a non-AT presentation state and the player performs a stop operation in the second operation mode, causing the reels 20a to 20c to stop in the second stop mode, the pseudo game control means 50 executes a pseudo game in the next game. Specifically, the pseudo game control means 50 executes a pseudo game in which the reels 20a to 20c are rotated and then stopped in the first stop mode based on a predetermined operation by the player (for example, a game start operation for starting the next game or a third stop operation in the next game). Then, when the reels 20a to 20c stop in the first stop mode as a result of the pseudo game, the presentation state control means 81 transitions the presentation state from the non-AT presentation state to the AT presentation state. Furthermore, when the reels 20a to 20c stop in the first stop mode due to the pseudo game, the presentation control means 100 displays a display on the liquid crystal display 13 notifying the start of the AT presentation state. The pseudo game is a game that is performed in a pseudo manner to imitate a normal game, in which the reels 20a to 20c spin and then temporarily stop (for example, temporarily stop based on operation of the stop buttons 26a to 26c), and in this embodiment, they temporarily stop in the first stop mode. Note that no winning process (payout process or replay process) is executed based on the result of the pseudo game. In other words, although the first stop mode is a stop mode corresponding to a small winning combination (15-coin winning combination), no medals are paid out based on the reels 20a to 20c stopping in the first stop mode due to the pseudo game. Furthermore, the pseudo game is a type of effect, and the reel stop control differs from that of the normal game described above, and the reels 20a to 20c always temporarily stop in a predetermined stop mode (for example, the first stop mode) regardless of the timing of the operation of the stop buttons 26a to 26c, etc. The pseudo game can give the player the feeling that he or she is playing a normal game.

[0300] In this way, the instruction function control means 51 grants the player the right to transition to the AT presentation state based on the winning of the seven-match combination, and transitions the presentation state to the AT presentation state based on the player being granted the right to transition to the AT presentation state. Furthermore, the instruction function control means 51 transitions the presentation state to the AT presentation state based on the reels 20a-20c stopping in the first stop mode when the player has been granted the right to transition to the AT presentation state. In other words, the presentation control means 100 notifies the player of the start of the AT presentation state (in other words, that the transition to the AT presentation state has been confirmed) based on the reels 20a-20c stopping in the first stop mode when the player has been granted the right to transition to the AT presentation state. Here, the reels 20a-20c stopping in the first stop mode may be based on a stop operation being performed in the first operation mode in a game in which the seven-match combination is won, or may be based on the execution of a pseudo game.

[0301] In the first situation, the benefit granting means 82 always grants the player the right to transition to the AT presentation state (a predetermined benefit related to the AT presentation state) when a seven-match combination is won. On the other hand, in the second situation, the benefit granting means 82 does not grant the player the right to transition to the AT presentation state (a predetermined benefit related to the AT presentation state) even when a seven-match combination is won. Also, in the first situation, the presentation state control means 81 starts the AT presentation state when the reels 20a to 20c stop in the first stopping pattern. On the other hand, in the second situation, the presentation state control means 81 does not start the AT presentation state even when the reels 20a to 20c stop in the first stopping pattern.

[0302] In other words, the first situation can be said to be a situation in which the right to transition to the AT presentation state (a predetermined benefit related to the AT presentation state) is granted based on the winning of a 7-match combination. The second situation can also be said to be a situation in which the right to transition to the AT presentation state (a predetermined benefit related to the AT presentation state) is not granted based on the winning of a 7-match combination. In other words, the first situation can be said to be a situation in which the probability of granting the right to transition to the AT presentation state (a predetermined benefit related to the AT presentation state) based on the winning of a 7-match combination is higher than the second situation. In this embodiment, the probability in the first situation is 100% and the probability in the second situation is 0%, but the probability in the first situation may be lower than 100%, and the probability in the second situation may be higher than 0%. In other words, "high probability" and "low probability" may refer to the higher probability as 100% and the lower probability as 0%.

[0303] The first situation can also be said to be a situation in which the gaming machine transitions to an AT presentation state when the reels 20a to 20c stop in the first stop pattern (in other words, a situation in which the gaming machine transitions to a state advantageous to the player). The second situation can also be said to be a situation in which the gaming machine does not transition to an AT presentation state even if the reels 20a to 20c stop in the first stop pattern. In other words, the first situation can be said to be a situation in which the probability of transitioning to an AT presentation state is higher than the second situation when the reels 20a to 20c stop in the first stop pattern.

[0304] The second situation may be, for example, a situation in which a right to transition to the AT presentation state (a predetermined benefit related to the AT presentation state) is not granted even if a seven-match combination is won, based on the imposition of a penalty based on the imposition of a stop operation based on a predetermined operation mode. In other words, the second situation may be a situation in which a transition to the AT presentation state is not granted even if the reels 20a to 20c stop in the first stop mode, based on the imposition of a penalty based on the imposition of a stop operation based on a predetermined operation mode. Here, the penalty will be explained. In the gaming machine of this embodiment, it is recommended to perform a stop operation by pushing left in a game in which an instruction presentation is not executed. Then, the instruction function control means 51 is configured to impose a penalty on a player who plays a game in which an instruction presentation is not executed using an operation mode other than pushing left as a predetermined operation mode (i.e., an irregular push). The penalty may be such that, when a stop operation is performed using an operation mode other than the predetermined operation mode in the predetermined game, the granting of a right to transition to the AT presentation state based on the winning of a seven-match combination is not executed for the game following the game in which the stop operation was performed. That is, when a predetermined game is played using irregular button presses, the instruction function control means 51 may perform control to bring about a second situation for the next game of the predetermined game. Alternatively, the penalty may be such that, when a stop operation is performed using an operation mode other than the specified operation mode in the predetermined game, the right to transition to the AT presentation state based on the winning of a 7-match combination is not granted for the game in which the stop operation was performed. That is, when a predetermined game is played using irregular button presses (for example, when the stop button 26b or the stop button 26c is operated in the first stop operation), the instruction function control means 51 may perform control to bring about a second situation for the predetermined game. Note that control to prevent the granting of the right to transition to the AT presentation state includes control to prevent the execution of an AT lottery. The second situation can also be referred to as a situation in which transition to the AT presentation state is not determined. Note that the first situation can also be referred to as a situation in which control disadvantageous to the player based on the granting of such a penalty is not executed.

[0305] The second situation may also be a situation in which the number of games executed in the advantageous zone exceeds a predetermined number (a situation in which the stored value of the advantageous zone game number counter 65 exceeds a predetermined value). In other words, it may be a situation in which the number of games executed in the advantageous zone approaches the upper limit (4000 times) and the number of times remaining until the upper limit (the number of times games can be executed) is equal to or less than a predetermined number. In other words, in a situation in which the number of times remaining until the upper limit is equal to or less than a predetermined number, even if the AT presentation state is started, there is a possibility that the AT presentation state will end immediately. In such a situation, the instruction function control means 51 may not grant the right to transition to the AT presentation state (a predetermined benefit related to the AT presentation state) even if a 7-match combination is won, or may not transition to the AT presentation state.

[0306] The second situation may also be a situation in which the number of medals acquired by the player in the advantageous zone exceeds a predetermined number (a situation in which the stored value of the difference medal counter 64 exceeds a predetermined value). In other words, it may be a situation in which the number of medals acquired in the advantageous zone approaches the upper limit (2400 medals) and the number of medals remaining until the upper limit (the number of medals that can be acquired) is equal to or less than a predetermined number. In other words, in a situation in which the number of medals remaining until the upper limit is equal to or less than the predetermined number, even if the AT presentation state is started, there is a possibility that the AT presentation state will end immediately. In such a situation, the instruction function control means 51 may not grant the right to transition to the AT presentation state (a predetermined benefit related to the AT presentation state) even if a seven-match combination is won, or may not transition to the AT presentation state.

[0307] Whether the situation is the first situation or the second situation is determined based on information (flag) that indicates the current situation and is stored in the storage means 60.

[0308] In the second situation, in a game in which a seven-match combination is won, the effect control means 100 executes an evasive operation notification effect that notifies of a stopping operation mode that can prevent the reels 20a to 20c from stopping in the first stopping mode (in other words, a stopping operation mode that does not stop the reels 20a to 20c in the first stopping mode). The evasive operation notification effect may be, for example, an effect that causes the liquid crystal display 13 to display a stopping operation mode that does not stop the reels 20a to 20c in the first stopping mode (for example, a batting order). In other words, the evasive operation notification effect may be, for example, an effect that causes the liquid crystal display 13 to display a stopping operation mode that causes the reels 20a to 20c to stop in the second stopping mode (for example, a batting order). Furthermore, the evasive operation notification effect may be, for example, an effect in which the speaker 14 outputs a sound informing the user of a stop operation mode (for example, a batting order) in which the reels 20a to 20c do not stop in the first stop mode. In other words, the evasive operation notification effect may be, for example, an effect in which the speaker 14 outputs a sound informing the user of a stop operation mode (for example, a batting order) in which the reels 20a to 20c stop in the second stop mode. That is, in the second situation, when the evasive operation notification effect is executed in a game in which a seven-match combination is won and a stop operation is performed in accordance with the evasive operation notification effect, the reels 20a to 20c do not stop in the first stop mode.

[0309] On the other hand, in the first situation, the effect control means 100 does not execute the evasive operation notification effect in a game in which the 7-match combination is won. In other words, in the first situation, the evasive operation notification effect is not obstructed from matching the 7 symbols.

[0310] In addition, in the first situation, when a seven-matching combination is won and sevens are in a ready state, the effect control means 100 causes the speaker 14 to output a ready sound to notify the player that sevens are in a ready state. Here, "ready state" refers to a state in which the remaining reel stops at a specific stop position, causing multiple (three in this embodiment) reels 20a to 20c to stop in a first stop pattern. In other words, "ready state" refers to a state in which there are still spinning reels and a predetermined number (two in this embodiment) of specific types of symbols (seven symbols) are lined up in a straight line. That is, in the first situation, when a seven-matching combination is won in a game and the remaining reel stops at a specific stop position, causing multiple reels 20a to 20c to stop in the first stop pattern, the effect control means 100 causes the speaker 14 to output a specific effect sound to notify the player that this state has occurred (in other words, "ready state").

[0311] On the other hand, in the second situation, even when a seven-matching combination is won and sevens are ready, the presentation control means 100 does not cause the speaker 14 to output a ready sound. That is, in the second situation, in a game in which a seven-matching combination is won, if the remaining reel stops at a specific stop position and the plurality of reels 20a to 20c stop in the first stop pattern, the presentation control means 100 does not cause the speaker 14 to output a specific presentation sound.

[0312] Furthermore, in the first situation, when a seven-matching combination is won and a predetermined combination is won, the performance control means 100 causes the speaker 14 to output a sound based on the winning of the predetermined combination. On the other hand, in the second situation, when a seven-matching combination is won and the predetermined combination is won, the performance control means 100 does not cause the speaker 14 to output a sound based on the winning of the predetermined combination. In this embodiment, the predetermined combination is a small combination (specifically, a 15-coin combination). However, the predetermined combination may also be a replay, etc. In addition, in this embodiment, the predetermined combination includes a combination corresponding to a first stop pattern and a combination corresponding to a second stop pattern, but may include only one of them. That is, in this embodiment, in the first situation, when a seven-matching combination is won and the reels 20a to 20c stop in a first stop pattern, the performance control means 100 causes the speaker 14 to output a sound based on the winning of the combination corresponding to the first stop pattern. Furthermore, in the first situation, when a sevens combination is won and the reels 20a to 20c stop in the second stop pattern, the performance control means 100 causes the speaker 14 to output a sound based on the winning of the role corresponding to the second stop pattern. On the other hand, in the second situation, when a sevens combination is won and the reels 20a to 20c stop in the first stop pattern, the performance control means 100 does not cause the speaker 14 to output a sound based on the winning of the role corresponding to the first stop pattern. Furthermore, in the second situation, when a sevens combination is won and the reels 20a to 20c stop in the second stop pattern, the performance control means 100 does not cause the speaker 14 to output a sound based on the winning of the role corresponding to the second stop pattern.

[0313] Here, the sound based on the winning of a predetermined combination may be a payout sound corresponding to the payout of medals. The payout sound may be, for example, a predetermined sound (e.g., the sound "da") such as "dadadadadada" sounded continuously (e.g., sounded continuously a number of times corresponding to the payout of the combination). The sound based on the winning of a predetermined combination may also be a winning sound corresponding to the type of winning combination. That is, for example, combinations include a combination corresponding to a stop pattern in which a watermelon symbol "WM" stops at a specific display position (watermelon combination), a combination corresponding to a stop pattern in which a cherry symbol "CH" stops at a specific display position (cherry combination), and a combination corresponding to a stop pattern in which a bell symbol "BL" stops at a specific display position (bell combination). The sound based on the winning of a predetermined combination may be a winning sound corresponding to the type of combination, such as a cherry combination, a bell combination, or a watermelon combination, which is output when various combinations are won.

[0314] Furthermore, in the second situation, when a seven-matching combination is won and the reels 20a to 20c stop in the first stop mode, the effect control means 100 causes the speaker 14 to output a specific sound. In this embodiment, a voice (in other words, a line) saying "It's a small win" is output as the specific sound. That is, the specific sound may be a sound that notifies the type of winning combination. On the other hand, in the first situation, when a seven-matching combination is won and the reels 20a to 20c stop in the first stop mode, the effect control means 100 does not cause the speaker 14 to output the specific sound. The specific sound functions as a sound that indicates that the seven symbols have lined up but that the game will not transition to the AT effect state. That is, even in the second situation where a transition to the AT presentation state does not occur, if seven symbols are lined up, there is a risk that the player will mistakenly believe that a transition to the AT presentation state will occur (in other words, that a pseudo bonus has been acquired), but by outputting a specific sound such as "It's a small win," it is possible to inform the player that the line-up of seven symbols does not indicate that a transition to the AT presentation state has been confirmed (in other words, that a pseudo bonus has been acquired), and it is possible to prevent the player from making a mistake. Note that in this embodiment, since the first stop mode is a stop mode corresponding to a small win (specifically, a 15-piece win), a sound announcing that a small win has been won is output as a sound announcing the type of winning role, but if the first stop mode is a stop mode corresponding to a replay, a sound such as "It's a replay" (in other words, a line) may be output as a sound announcing the type of winning role. In addition, in the second situation, when a seven-matching combination is won and the reels 20a to 20c stop in the second stopping pattern, the performance control means 100 does not cause the speaker 14 to output the specific sound, but may cause it to be output.

[0315] In the first situation, the effect control means 100 may execute an effect (hereinafter referred to as "aim effect") that encourages a player to perform a stop operation with the aim of stopping the reels 20a-20c in a state where 7 symbols are lined up, in a game in which a 7 symbol combination is won. The aim effect may be an effect that displays a display, such as the words "aim for 7" or a 7 symbol, on the liquid crystal display 13 to encourage a player to perform a stop operation with the aim of lining up 7 symbols. The aim effect may also be an effect that outputs a sound, such as a voice saying "aim for 7," from the speaker 14 to encourage a player to perform a stop operation with the aim of lining up 7 symbols. The aim effect may also be a display or effect that notifies a player that a 7 symbol combination is possible. In other words, the aim effect is not limited to an effect that explicitly instructs a player to line up 7 symbols, but may also be an effect that suggests a state in which 7 symbols are possible to line up. The aim effect may also be an effect that causes a specific lamp (light-emitting portion) to emit light in a predetermined light-emitting pattern (for example, in a predetermined color). Furthermore, in the gaming machine of this embodiment in which left pressing is recommended during normal times (in other words, when the aim effect is not being executed), the aim effect may be an effect that notifies that a state in which it is possible to play with irregular pressing (in other words, a state in which no penalty is given even if a game is played with irregular pressing) is possible. In other words, the aim effect may be an effect that is executed in a game in which a seven-match combination is won and in which a stop operation can be performed with irregular pressing. Note that in a gaming machine that executes the aim effect in the first situation as described above, the effect control means 100 may not execute the aim effect in a game in which a seven-match combination is won in the second situation (in other words, it may not be executed).

[0316] As described above, in this embodiment, the presentation control means 100 is capable of executing misconception prevention control in a game in which a seven-match combination is won in the second situation. The misconception prevention control is control that prevents a player from misunderstanding the occurrence of an advantageous event related to the AT presentation state by executing or not executing a predetermined presentation. In this embodiment, the predetermined benefit granted based on the winning of a seven-match combination is the right to transition to the AT presentation state, and the misconception prevention control is control that prevents a player from misunderstanding the transition to the AT presentation state. However, for example, if the predetermined benefit granted based on the winning of a seven-match combination is a benefit related to an extension of the duration of the AT presentation state (for example, when the matching of seven symbols adds to the number of sets, number of games, or number of medals that can be won in the AT presentation state), the misconception prevention control can be control that prevents a player from misunderstanding the extension of the duration of the AT presentation state.

[0317] The misrecognition prevention control includes control to execute an evasion operation notification effect. That is, the effect control means 100 controls to execute an evasion operation notification effect that is not executed in a first situation in a second situation. This prevents the seven symbols from lining up, and prevents the player from misunderstanding that the seven symbols have lined up and that a transition to the AT presentation state has been confirmed (in other words, that a transition to the AT presentation state will now occur). Note that this control can also be said to be control executed based on a game start operation. Also, this control can also be said to be control executed before a stop operation (specifically, a first stop operation) is performed.

[0318] The misidentification prevention control also includes control that prevents the speaker 14 from outputting a ready-to-win sound even when a seven-matching symbol is ready. That is, the effect control means 100 controls the output of the ready-to-win sound, which is executed when a seven-matching symbol is ready in the first situation, but not to execute the sound even when a seven-matching symbol is ready in the second situation. This prevents a player from misidentifying that the arrival of seven symbols will confirm a transition to an AT presentation state. This control can also be considered to be control executed based on a predetermined stop operation (e.g., a second stop operation). This control can also be considered to be control executed before a predetermined stop operation (e.g., a third stop operation) is performed. This control can also be considered to be control executed before all reels 20a to 20c are stopped. This control can also be considered to be control executed when a player performs a stop operation while ignoring the avoidance operation notification effect (or when a ready-to-win symbol is achieved in a situation where no target effect is being performed). By performing this control, a player can gradually prevent a player from misidentifying a transition to an AT presentation state.

[0319] The misconception prevention control also includes control to prevent the speaker 14 from outputting a sound based on the winning of a predetermined role when a seven-match combination is won and a predetermined role is achieved. That is, the performance control means 100 controls the output of a sound based on the winning of a predetermined role, which is executed when the predetermined role is achieved in a first situation, but not executed even when the predetermined role is achieved in a second situation. This prevents the player from misunderstanding that the winning of the predetermined role or the result of an internal lottery that allows the predetermined role to be achieved will lead to a transition to an AT performance state (in other words, that it will have a beneficial effect). Note that this control can also be said to be control executed based on a predetermined stop operation (e.g., a third stop operation). This control can also be said to be control executed after all reels 20a to 20c have stopped. Furthermore, this control can also be said to be executed when a player ignores the avoidance operation notification display and performs a stop operation (or when a specific stop pattern is obtained in a situation where an aim display is not being displayed), and by performing this control, it is possible to gradually prevent the player from misunderstanding the transition to the AT display state.

[0320] The misidentification prevention control also includes control to output a specific sound (e.g., a voice saying "This is a small win") from the speaker 14 when a seven-match combination is won and the reels 20a to 20c stop in a first stop pattern. That is, the effect control means 100 controls the output of a specific sound that is not executed even when the first stop pattern is obtained in the first situation to be executed in the second situation. This prevents the player from misidentifying that a transition to the AT performance state has been confirmed (in other words, that a transition to the AT performance state will soon occur) when seven symbols are lined up in the second situation. Note that this control can also be said to be control executed based on a predetermined stop operation (e.g., a third stop operation). This control can also be said to be control executed after all the reels 20a to 20c stop. Furthermore, this control can also be said to be executed when a player ignores the avoidance operation notification display and performs a stop operation (or when the first stop pattern is obtained in a situation where an aim display is not being displayed), and by performing this control, it is possible to gradually prevent the player from misunderstanding the transition to the AT display state.

[0321] The misconception prevention control also includes control not to execute the target effect. That is, the effect control means 100 controls the target effect to be executed when a 7-match combination is won in the first situation, but not to be executed even if a 7-match combination is won in the second situation. This prevents the 7 symbols from lining up, and prevents the player from misunderstanding that the 7 symbols have lined up and that a transition to the AT effect state has been confirmed (in other words, that a transition to the AT effect state will now occur). This control can also be said to be control executed based on a game start operation. This control can also be said to be control executed before a stop operation (specifically, a first stop operation) is performed.

[0322] In this embodiment, each misidentification prevention control is performed in response to a plurality of operations during a single game. In other words, multiple types of misidentification prevention control are performed at different times (in other words, in response to different operations) during a single game. This prevents misidentification by the player in stages.

[0323] In this embodiment, whether the current situation is the first or second situation is determined before the first stop operation is performed in a game in which a seven-match combination is won (more specifically, before the seven-match combination is won). That is, for example, in a game in which a specific operation mode (left push) is recommended, whether the next game will be a game in the first situation or the second situation is determined depending on whether the stop operation is performed in an operation mode other than the specific operation mode. However, whether the current situation is the first or second situation may also be determined after the first stop operation in a game in which a seven-match combination is won. That is, if a stop operation is performed in an operation mode other than the specific operation mode in a game in which a seven-match combination is won, the instruction function control means 51 may determine not to grant the right to transition to an AT presentation state (a predetermined benefit related to the AT presentation state) in that game based on the winning of a seven-match combination. Even in this case, various types of misidentification prevention control may be performed after the first stop operation is performed. That is, for example, the evasive operation notification effect may be one that, for the second stop operation, encourages a stop operation in a manner in which the reels 20a to 20c do not stop in the first stop manner, etc. Specifically, for example, the effect control means 100 may execute an evasive operation notification effect that encourages an operation on the stop button 26b in the second stop operation (in other words, encourages a stop operation at batting order 6) based on the fact that the winning area "1 with 7 reach marks" is won and the stop button 26c is operated in the first stop operation (see FIG. 37).

[0324] As described above, the gaming machine of this embodiment: A plurality of reels (e.g., reels 20a to 20c) on which a plurality of symbols are arranged, An internal lottery means (for example, the internal lottery means 42) for performing an internal lottery to determine whether a winning combination is achieved; a reel control means (for example, a reel control means 43) that controls the reels to rotate based on a game start operation and to stop the reels in a manner corresponding to the result of the internal lottery based on a stop operation; A presentation state control means (for example, a presentation state control means 81) that transitions the presentation state between a plurality of presentation states including a specific presentation state (for example, an AT presentation state) in which an instruction presentation that assists the winning of a predetermined role is executed; A granting means (e.g., a benefit granting means 82) capable of granting a predetermined benefit related to the specific performance state based on a specific result obtained in the internal lottery; A performance control means (for example, performance control means 100) for controlling the execution of the performance including the instruction performance, the reel control means stops the reels in a manner that a specific type of symbol (for example, a 7 symbol) is aligned when a stop operation is performed in a specific operation manner in a game in which the specific result is obtained in the internal lottery; The performance control means In a first situation in which the predetermined benefit is awarded based on the specific result being obtained in the internal lottery, when the specific result is obtained, an effect (for example, an aim effect) is executed to encourage a player to perform a stopping operation with the aim of stopping the plurality of reels in a manner in which the specific type of symbols are aligned; In a second situation in which the predetermined benefit is not awarded even if the specific result is obtained in the internal lottery, two or more types of misidentification prevention control can be executed when the specific result is obtained; The misconception prevention control is a control that prevents the player from misunderstanding the occurrence of an advantageous event related to the specific presentation state by executing or not executing a predetermined presentation.

[0325] According to the gaming machine of this embodiment, when a specific result is obtained in the second situation, it is possible to prevent the player from mistakenly believing that an event advantageous to the player will occur based on the specific result. Therefore, according to the gaming machine of this embodiment, it is possible to appropriately execute the presentation and prevent the player from becoming dissatisfied.

[0326] In the above-described embodiment, games are played using medals as game value, but the game value may be electronic information (so-called medalless). In this case, when a winning combination is achieved, the amount of value corresponding to the winning combination is awarded to the player in the form of electronic information. That is, in the above-described embodiment, the payout of medals can be rephrased as the awarding of game value, and the awarding of game value includes the awarding of the amount of value corresponding to the winning combination to the player in the form of electronic information.

[0327] The present invention is not limited to the above-described embodiments, and various modifications can be made without departing from the spirit of the present invention. For example, the game control mode and configuration of the slot machine are not limited to those of the above-described embodiments. Furthermore, the above-described control operation can be applied not only to slot machines, but also to other gaming machines such as pachinko gaming machines and medal-less gaming machines. The present invention can be applied to gaming machines, and gaming machines include slot machines, pachinko gaming machines, medal-less gaming machines, etc.

[0328] Furthermore, within the scope of the present invention, the embodiments may be freely combined, or any of the components of the embodiments may be modified, or any of the components of the embodiments may be omitted. [Explanation of symbols]

[0329] 20a, 20b, 20c reels 42 Internal lottery procedures 43 Reel control means 51 Indication function control means 81 Production state control means 82 Benefit Granting Means 100 Production control means

Claims

[Claim 1] a plurality of reels on which a plurality of symbols are arranged; An internal lottery means for performing an internal lottery to determine whether a winning combination is achieved; a reel control means for controlling the reels to spin based on a game start operation and to stop the reels in a manner corresponding to the result of the internal lottery based on a stop operation; A presentation state control means for shifting the presentation state between a plurality of types of presentation states including a specific presentation state in which an instruction presentation for assisting the winning of a predetermined combination is executed; a granting means for granting a predetermined benefit related to the specific performance state based on the specific result obtained in the internal lottery; A performance control means for controlling the execution of the performance including the instruction performance, the reel control means stops the reels in a manner that a specific type of symbol is aligned when a stop operation is performed in a specific operation manner in a game in which the specific result is obtained in the internal lottery; The performance control means In a first situation in which the predetermined benefit is awarded based on the specific result being obtained in the internal lottery, when the specific result is obtained, an effect is executed to encourage a player to perform a stop operation with the aim of stopping the plurality of reels in a manner that the specific type of symbols are aligned; In a second situation in which the predetermined benefit is not awarded even if the specific result is obtained in the internal lottery, two or more types of misidentification prevention control can be executed when the specific result is obtained; The misconception prevention control is a control that prevents a player from misunderstanding the occurrence of an advantageous event related to the specific presentation state by executing or not executing a predetermined presentation. Gaming machine.

Citation Information

Patent Citations

  • Game machine

    JP2018122056A