Gaming machine

The gaming machine enhances entertainment value by integrating features for varied pattern display and awarding game value based on winning areas, improving player engagement through dynamic state transitions.

JP2026014766AInactive Publication Date: 2026-01-29KYORAKU IND CO LTD
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Patent Information

Application Number
JP2024116201
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-07-19
Publication Date
2026-01-29
Estimated Expiration
Not applicable · inactive patent

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Abstract

To provide a game machine for improving the interest of the shift of a ball discharge state.SOLUTION: This game machine is provided with a game value imparting means for imparting a game value corresponding to a pattern combination, a state control means for controlling the game to various states including an advantageous state advantageous to a player, and a counter capable of being updated in each game, the winning area includes a specific winning area where the game value imparted by a stop operation mode is different, the counter can be updated based on the winning area determined by a winning area determination means, and the state control means ends the advantageous state when the counter is updated to an end value.SELECTED DRAWING: Figure 11
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Description

[Technical Field]

[0001] The present invention relates to a gaming machine capable of shifting the ball dispensing state. [Background technology]

[0002] BACKGROUND ART Gaming machines capable of shifting the ball output state have been proposed (for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent Publication No. 2024-7571 Summary of the Invention [Problem to be solved by the invention]

[0004] The present invention aims to improve the entertainment value of the transition of the ball output state. [Means for solving the problem]

[0005] In order to solve the above problems, the gaming machine of the present invention comprises game start means for starting a game using game value, stop operation means for enabling a stop operation, pattern display means for variably displaying a plurality of types of patterns in each game and for capable of stopping and displaying a pattern combination resulting from the game in response to a stop operation, winning area determination means for determining one of the winning areas, pattern change control means for stopping and displaying a pattern combination in response to the winning area and the stop operation mode, game value awarding means for awarding game value of a value number corresponding to the pattern combination, state control means for controlling to various states including advantageous states that are advantageous to the player, and a counter that can be updated in each game, the winning areas include specific winning areas to which different game value is awarded depending on the stop operation mode, the counter can be updated based on the winning area determined by the winning area determination means, and the state control means ends the advantageous state when the counter is updated to an end value. [Effects of the Invention]

[0006] According to the present invention, the transition of the ball output state becomes more interesting. [Brief explanation of the drawings]

[0007] [Figure 1] FIG. [Figure 2] FIG. 10 is a diagram showing the symbols arranged on each reel. [Figure 3] FIG. 10 is a diagram for explaining a design display area. [Figure 4] FIG. 2 is a functional block diagram of the gaming machine. [Figure 5] FIG. 10 is a conceptual diagram of a winning area lottery table. [Figure 6] FIG. 10 is a conceptual diagram of a winning combination determination table. [Figure 7] FIG. 10 is a conceptual diagram of a symbol combination table. [Figure 8] FIG. 10 is a diagram for explaining a specific example of an expected acquisition value. [Figure 9] A diagram for explaining the transition of the ball output state. [Figure 10] A diagram to explain the transition of ball output status during the instruction period. [Figure 11] 10 is a flowchart of a process for updating a real difference number and a virtual difference number. [Figure 12] FIG. 10 is a conceptual diagram of an instruction determination table. [Figure 13] FIG. 10 is a diagram for explaining commands transmitted from the main control board. [Figure 14] FIG. 2 is a diagram for explaining each piece of display information. [Figure 15] FIG. 10 is a conceptual diagram of an instruction / performance determination table. [Figure 16] FIG. 10 is a diagram illustrating a specific example of an instruction performance. [Figure 17] 10A and 10B are diagrams for explaining specific examples of instruction presentations in a preparation state. [Figure 18] FIG. 10 is a diagram for explaining a bonus lottery in the preparation state. [Figure 19]FIG. 10 is a diagram for explaining an overview of a preferential mode. [Figure 20] 10A and 10B are diagrams for explaining each process related to preferential mode A. FIG. [Figure 21] 10 is a diagram for explaining each process related to preferential mode B. FIG. [Figure 22] FIG. 10 is a diagram for explaining the ceiling mode lottery. [Figure 23] FIG. 10 is a diagram for explaining a trophy lottery. [Figure 24] FIG. 10 is a diagram illustrating a custom operation. [Figure 25] 10 is a flowchart of the game control process of the main CPU. [Figure 26] This is a flowchart of the main CPU's processing during non-advantageous periods. [Figure 27] This is a flowchart of the main CPU's advantageous zone control processing. [Figure 28] 10 is a flowchart of a sub startup process of a sub CPU. [Figure 29] 10 is a flowchart of each effect process of the sub-CPU. DETAILED DESCRIPTION OF THE INVENTION

[0008] The present invention will be described in detail below with reference to the embodiments shown in the drawings. <Gaming machine structure> The structure of the gaming machine 1 in the first embodiment will be described using Figure 1. Figure 1 is an example of a front view of the gaming machine 1. A player plays on the gaming machine 1 using gaming media (for example, medals or gaming balls). In this embodiment, a gaming machine 1 (a slot machine) in which medals are used as gaming media is exemplified. Note that the gaming machine 1 may also be configured to use electrically stored points as gaming media (see, for example, JP 2020-116297 A).

[0009] The gaming machine 1 is configured to include a box-shaped cabinet with an opening on the front side (player side) and a front door 3. The cabinet is provided with a hinge mechanism. The front door 3 is pivotally supported by the hinge mechanism so that the opening of the cabinet can be opened and closed.

[0010] As shown in Fig. 1, a plurality of (14 in the example of Fig. 1) cabinet lamps 5 are provided on the periphery of the front door 3. Each cabinet lamp 5 is composed of a light-emitting element such as a light-emitting diode (LED) and a light-transmitting lens that covers the light-emitting element. The cabinet lamps 5 emit light in a manner corresponding to each performance in the gaming machine 1.

[0011] As shown in FIG. 1, a lower panel 6 is provided on the front door 3. The name of the gaming machine 1 and the like are written on the lower panel 6. A tray unit 7 for storing medals is provided below the lower panel 6. The tray unit 7 is provided so that the player can freely take out the stored medals.

[0012] The front door 3 is provided with a medal insertion section 8 having an opening through which medals are inserted, and a medal payout outlet 9 through which medals are ejected from inside the gaming machine 1. When a specified number of medals (3 medals) are inserted into the medal insertion section 8, play can begin. The specified number is set according to the state of the game. The medals ejected from the medal payout outlet 9 are stored in the receiving tray unit 7.

[0013] A panel 10 is provided at the center of the front of the front door 3. A substantially rectangular display window 11 is formed in the center of the panel 10. From the display window 11, a plurality of reels 12 (12L, 12C, 12R) inside the cabinet can be seen.

[0014] Each reel 12 is configured to include a substantially cylindrical drum portion and a strip-shaped sheet member attached to the outer peripheral surface of the drum portion. The sheet member of the reel 12 is optically transparent and has a variety of designs drawn on it. The reels 12 are rotatably mounted and arranged horizontally adjacent to one another. Specifically, the reels 12 are arranged so that their rotation axes are positioned on the same straight line. A stepping motor 101 (101L, 101C, 101R) is mounted on each of the reels 12 (not shown), and each reel 12 is rotated by the respective stepping motor 101.

[0015] FIG. 2 is a diagram showing the symbols arranged on each reel 12 in this embodiment. As shown in FIG. 2, the outer periphery of each of the multiple reels 12 is divided into 20 frames. As shown in FIG. 2, one symbol is depicted on each frame. In this embodiment, the Nth frame (N is an integer from 0 to 19) from the bottom of the symbol arrangement shown in FIG. 2 may be referred to as symbol position "N." As shown in FIG. 2, a replay symbol, a bell symbol, a red seven A symbol, a red seven B symbol, a white seven A symbol, a white seven B symbol, a disc A symbol, a disc B symbol, a cherry symbol, and a bar symbol are arranged on each reel 12.

[0016] Specifically, replay symbols are arranged at symbol positions "4," "9," "12," "14," and "19" on the left reel 12L, symbol positions "3," "8," "13," and "18" on the center reel 12C, and symbol positions "0," "5," "10," and "15" on the right reel 12R. Bell symbols are arranged at symbol positions "0," "5," "10," and "15" on the left reel 12L, symbol positions "0," "5," "10," and "15" on the center reel 12C, and symbol positions "4," "9," "14," and "19" on the right reel 12R. Red Seven A symbols are arranged at symbol position "1" on the left reel 12L, symbol position "2" on the center reel 12C, and symbol position "3" on the right reel 12R. The Red Seven B symbol is arranged at symbol position "3" on the left reel 12L and symbol position "1" on the right reel 12R. The White Seven A symbol is arranged at symbol position "11" on the left reel 12L and symbol position "6" on the center reel 12C. The White Seven B symbol is arranged at symbol positions "7" and "17" on the center reel 12C and symbol positions "8" and "18" on the right reel 12R. The Disc A symbols are arranged at symbol positions "2," "8," and "18" on the left reel 12L, symbol positions "4," "9," "14," and "19" on the center reel 12C, and symbol positions "2," "7," "12," and "17" on the right reel 12R. The Disc B symbols are arranged at symbol positions "6" and "16" on the left reel 12L and at symbol position "11" on the right reel 12R. The Cherry symbols are arranged at symbol positions "7" and "13" on the left reel 12L, at symbol positions "1", "11", and "16" on the center reel 12C, and at symbol positions "6" and "16" on the right reel 12R. The BAR symbols are arranged at symbol position "17" on the left reel 12L, at symbol position "12" on the center reel 12C, and at symbol position "13" on the right reel 12R.

[0017] 2, each symbol is shown in a color different from the actual color of each symbol. Furthermore, each symbol on each reel 12 is generally recognizable by the player even while the reel 12 is spinning. Therefore, the player can perform an operation to stop the reel 12 (so-called "eye-pressing") at the timing when a specific symbol passes through the display window 11. A symbol arrangement table (not shown) indicating the arrangement of symbols on each reel 12 is stored in the main ROM 302.

[0018] In the display window 11 of the front door 3 shown in Fig. 1, three symbols are displayed stopped for each reel 12. In other words, when all the reels 12 are stopped, a total of nine symbols are displayed stopped in the display window 11. In this embodiment, the area where each symbol is displayed is referred to as a "symbol display area."

[0019] FIG. 3 is a diagram illustrating the symbol display area. As shown in FIG. 3, the symbol display area is configured to include unit areas U (L, C, R). Each unit area U displays one symbol. Each unit area U includes a unit area UL where the symbols on the left reel 12L are displayed, a unit area UC where the symbols on the center reel 12C are displayed, and a unit area UR where the symbols on the right reel 12R are displayed. Each unit area UL includes a unit area UL1 located in the upper row, a unit area UL2 located in the middle row, and a unit area UL3 located in the lower row. Furthermore, each unit area UC includes a unit area UC1 located in the upper row, a unit area UC2 located in the middle row, and a unit area UC3 located in the lower row, and each unit area UR includes a unit area UR1 located in the upper row, a unit area UR2 located in the middle row, and a unit area UR3 located in the lower row.

[0020] When a specified number of medals are inserted into the medal insertion port 8, an active line is set. The active line is an area made up of one unit area U of the reel 12L, one unit area U of the reel 12C, and one unit area U of the reel 12R among the unit areas U. In this embodiment, the active line is a line connecting the unit area UL2 of the reel 12L, the unit area UC2 of the reel 12C, and the unit area UR2 of the reel 12R.

[0021] A symbol combination resulting from a game is displayed frozen on an active line. When a predetermined symbol combination is displayed frozen on an active line, the player is awarded a profit according to the symbol combination that has been stopped. For example, when a symbol combination related to a winning prize is displayed frozen on an active line, the player is awarded a medal. Furthermore, when a symbol combination related to a replay is displayed frozen on an active line, the player is granted the right to play again. Specifically, when a symbol combination related to a replay is displayed in the current game, the next game can be started without the need to insert a medal. The symbol combination that can be displayed frozen on an active line is determined for each game according to the results of an internal lottery process, which will be described later.

[0022] In this embodiment, a line connecting the upper unit area UL1 of the reel 12L, the upper unit area UC1 of the reel 12C, and the upper unit area UR1 of the reel 12R may be referred to as an "upper line." Similarly, a line connecting the middle unit area UL2 of the reel 12L, the middle unit area UC2 of the reel 12C, and the middle unit area UR2 of the reel 12R (an activated line in this embodiment) may be referred to as a "middle line." Furthermore, a line connecting the lower unit area UL3 of the reel 12L, the lower unit area UC3 of the reel 12C, and the lower unit area UR3 of the reel 12R may be referred to as a "lower line." Furthermore, a line connecting the lower unit area UL3 of the reel 12L, the middle unit area UC2 of the reel 12C, and the upper unit area UR1 of the reel 12R may be referred to as an "upper right-upward line." Similarly, a line connecting the upper unit area UL1 of the reel 12L, the middle unit area UC2 of the reel 12C, and the lower unit area UR3 of the reel 12R may be referred to as a "right-downward line."

[0023] Each reel 12 is provided with a backlight (not shown) that illuminates the sheet member of the reel 12 from the inside. Specifically, each reel 12 is provided with a backlight that illuminates the unit area U of the upper line of the reel 12, a backlight that illuminates the unit area U of the middle line, and a backlight that illuminates the unit area U of the lower line.

[0024] 1, the panel 10 is provided with a plurality of indicators (hereinafter referred to as "indicators ML") including a slot available indicator lamp 13, bet lamps 14 (14a, 14b, 14c), a start lamp 15, an instruction indicator 16, a number of reserved coins indicator 17, a replay indicator lamp 18, a wait lamp 19, and a bet stop lamp 20. Each lamp of the indicator ML is controlled by a main CPU 301, which will be described later.

[0025] The insertion readiness indicator lamp 13 indicates whether or not it is possible to accept medals from the medal insertion port 8. The BET lamp 14 indicates the number of bet medals. The BET lamp 14 also includes a 1 medal lamp 14a, a 2 medal lamp 14b, and a 3 medal lamp 14c. When one bet medal is placed, the 1 medal lamp 14a lights up, when two bet medals are placed, the 1 medal lamp 14a and the 2 medal lamp 14b light up, and when three bet medals are placed, the 1 medal lamp 14a, the 2 medal lamp 14b, and the 3 medal lamp 14c light up. The start lamp 15 indicates whether or not it is possible to accept a game start operation (operation of the start lever 24, which will be described later).

[0026] The instruction display 16 is controlled by the main CPU 301 and displays instruction information instructing the operation mode (pressing sequence) of the stop buttons 25. As will be described in detail later, the main CPU 301 causes the instruction information to be displayed on the instruction display 16 during each game during the instruction period. In addition, the instruction display 16 displays the number of medals to be awarded to the player when a symbol combination related to a winning role is displayed on an active line. For example, when the symbol combination "Bell-Bell-Bell" is stopped and displayed on an active line, seven medals are awarded to the player, and the instruction display 16 displays the number "7."

[0027] The number of medals awarded to a player can be electrically stored (stored) in the gaming machine 1 (main RAM 303 described below). In this embodiment, the number of stored medals is referred to as the "number of credits." The number of credits is added when medals are awarded as a result of a game. The number of credits is also added when a specified number of bet medals have been inserted and further medals are inserted from the medal insertion port 8. The stored number display 17 displays the number of credits. Specifically, the stored number display 17 variably displays a number ranging from "0" to "50," which is the upper limit of the number of credits, depending on the number of credits stored.

[0028] The replay indicator lamp 18 indicates that a replay is in progress. Specifically, the replay indicator lamp 18 remains lit from the time when the symbol combination related to the replay is stopped and displayed on the pay line in the current game until the next game ends. The replay indicator lamp 18 lights up to notify the player that the next game can be started without using medals. The wait lamp 19 remains lit during the wait period from the time when the game start operation (operation of the start lever 24 described below) is performed until the rotation of each reel 12 begins. The wait period is set so that the average time required for one game is equal to or longer than a predetermined value (approximately 4.1 seconds). The stop-play lamp 20 indicates that a game is stopped and play is no longer possible.

[0029] 1, the front door 3 is provided with a plurality of operation units including a 1-bet button 21, a max-bet button 22, a settlement button 23, a start lever 24, a plurality of stop buttons 25 (25L, 25C, 25R), an effect button 26, and a direction designation button 27. Each operation unit is operated by the player.

[0030] The 1BET button 21 is operated when setting one bet medal using stored medals. The MAX-BET button 22 is operated when setting a specified number of bet medals using stored medals. The settlement button 23 is operated when settling the medals stored as the number of credits and the bet medals. When the settlement button 23 is operated, the total number of medals equal to the credits and the bet medals is paid out from the medal payout opening 9. In this embodiment, operation of the MAX-BET button 22 or the 1BET button 21 may be referred to as a BET operation.

[0031] The start lever 24 is operated by the player when starting a game. When the game is ready to start, the player can command the start of the game by operating the start lever 24. In this embodiment, the start lever 24 can be tilted in any direction through 360 degrees from a position that is approximately perpendicular to the front door 3. The grip portion of the start lever 24 is made of a translucent resin and has a built-in lever effect lamp 42. The lever effect lamp 42 lights up during a predetermined effect.

[0032] The stop button 25 is operated by the player when stopping the reels 12. The stop buttons 25 include stop button 25L, stop button 25C, and stop button 25R. The stop button 25L corresponds to the reel 12L, the stop button 25C corresponds to the reel 12C, and the stop button 25R corresponds to the reel 12R. When the stop button 25 corresponding to the reel 12 is operated (hereinafter referred to as the "stop operation") while the reel 12 is spinning, the reel 12 stops (normal stop, pseudo stop).

[0033] Hereinafter, in this embodiment, the first stop operation in each game will be referred to as the first stop operation. Similarly, 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. In addition, the first stop operation of the left stop button 25L will be referred to as the "left first stop operation," the first stop operation of the center stop button 25C will be referred to as the "center first stop operation," and the first stop operation of the right stop button 25R will be referred to as the "right first stop operation."

[0034] Furthermore, the control by the gaming machine 1 (main CPU 301 described below) to stop the reels 12 based on the first stop operation is referred to as the first stop control. Similarly, the stop control of the reels 12 based on the second stop operation is referred to as the second stop control, and the stop control of the reels 12 based on the third stop operation is referred to as the third stop control. Furthermore, the symbol position of the reels 12 located on the middle line of the display window 11 at the time of the stop operation is referred to as the stop operation position. The symbol position located on the middle line during rotation of each reel 12 is stored in a symbol counter, and the symbol position on the symbol counter at the time of the stop operation is acquired as the stop operation position. The symbol counter is provided, for example, in the main RAM 303.

[0035] When all the reels 12 have stopped, the symbol combination resulting from the game is displayed on the pay line, and the game ends. When a game starts, each reel 12 accelerates to a constant rotation speed. During the period when each reel 12 is rotating at a constant rotation speed (the period when the reels 12 are rotating steadily), a stop operation is possible to stop the reels 12 and display the game result on the pay line. On the other hand, during the acceleration period from when each reel 12 starts to rotate until it reaches the steady rotation, a stop operation to display the game result is not accepted, even if the reels 12 are rotating.

[0036] The stop button 25 of this embodiment can be controlled to have a plurality of display modes. Specifically, each stop button 25 is provided with an illuminant (e.g., an LED) capable of emitting red, blue, and green light. During the period when the illuminant of the stop button 25 emits red light, the stop button 25 appears to emit red light. Similarly, during the period when the illuminant of the stop button 25 emits blue light, the stop button 25 appears to emit blue light, and during the period when the illuminant of the stop button 25 emits green light, the stop button 25 appears to emit green light. The stop button 25 emits green light when a specific setting value (setting value "1") is set among the setting values ​​described below. With the above configuration, it can be ascertained from the state of the stop button 25 that a specific setting value has been set. Note that the state of the stop button 25 is not limited to the above example.

[0037] The effect button 26 is operated by the player when giving instructions regarding the effect. For example, the player can instruct the execution of a specific effect by operating the effect button 26. In other words, the specific effect is executed when the effect button 26 is operated (triggered). It is also possible to make the MAX-BET button 22 have the function of the effect button 26. With the above configuration, the effect button 26 is omitted, and the number of parts can be reduced.

[0038] In addition, if the effect button 26 is operated during the period from the end of the current game until the insertion of a betting medal to start the next game (hereinafter referred to as the "non-game period"), a menu image is displayed on the liquid crystal display device 30.

[0039] The operation of the effect button 26 is detected by the effect button switch 26SW. For example, when the effect button 26 is not pressed, the effect button switch 26SW outputs an OFF signal. On the other hand, when the effect button 26 is pressed, the effect button switch 26SW outputs an ON signal. When the effect button switch 26SW changes from the OFF state to the ON state during a non-play period, a menu image is displayed on the liquid crystal display device 30.

[0040] The direction designation button 27 is operated by the player, for example, when a menu image is displayed on the liquid crystal display device 30. The direction designation button 27 is composed of an up button, a down button, a right button, and a left button. For example, by operating the direction designation button 27, a cursor designating an option displayed on the menu image can be moved. Specifically, when the up button is operated, the cursor on the menu image moves upward. Similarly, when the down button is operated, the cursor moves downward, when the right button is operated, the cursor moves right, and when the left button is operated, the cursor moves left.

[0041] When the direction designation button 27 is operated during a non-play period, the master volume of the gaming machine 1 is changed. Also, when the direction designation button 27 is operated appropriately during a non-play period, the effect control mode of the gaming machine 1 can be changed. In this embodiment, three types of effect control modes are provided: enjoy mode, normal mode, and simple mode. The frequency with which effects are executed differs among the above effect control modes. Specifically, enjoy mode is the effect that is easiest to execute among the effect control modes. Also, simple mode is the effect that is hardest to execute among the effect control modes.

[0042] As shown in FIG. 1, the panel 10 of the front door 3 is provided with, in addition to the above-mentioned display device ML (start lamp 15, etc.), a plurality of performance lamps 28 (28a to 28e) and a plurality of stop operation sequence display lamps 29 (29L, 29C, 29R). Each lamp of the display device ML is controlled by the main CPU 301, while each performance lamp 28 and each stop operation sequence display lamp 29 is controlled by a sub-CPU 412, which will be described later. Of the plurality of performance lamps 28, performance lamps 28a and 28b are provided on the left side of the display window 11 when viewed from the front, and performance lamps 28c to 28e are provided on the right side of the display window 11 when viewed from the front. Each performance lamp 28 notifies the current game status, etc.

[0043] Each stop operation sequence indicator lamp 29 is provided in an area of ​​the panel 10 below the display window 11, and indicates the sequence of operation of each stop button 25. As shown in FIG. 1, a liquid crystal display device 30 that displays various images is provided above the display window 11 of the front door 3. The liquid crystal display device 30 displays moving images and still images according to the effects executed by the gaming machine 1. Specifically, the liquid crystal display device 30 indicates information related to the results of an internal lottery process described below, information suggesting the ball output status, and the like.

[0044] Furthermore, each effect execution means including the liquid crystal display device 30 is controlled in a plurality of different effect modes. Each effect execution means can execute an effect according to the effect mode. For example, the liquid crystal display device 30 displays various images (background images, etc.) according to the effect mode. Furthermore, the speaker 31 plays music according to the effect mode. The sub-CPU 412 determines the execution of an effect according to the effect mode.

[0045] As shown in FIG. 1, upper lamps 35 (L, R) are provided on the upper end side of the front door 3. The upper lamps 35 are configured to include, for example, light-emitting diodes that can emit light in various colors (blue, yellow, green, red, etc.) and lenses that cover the light-emitting diodes. For example, when a winning combination is displayed stopped on an active line, the upper lamps 35 emit light in a manner (color) that corresponds to the winning combination. Furthermore, in each performance, the upper lamps 35 emit light in a manner that corresponds to the performance.

[0046] As shown in FIG. 1 , the front door 3 is provided with speakers 31 (31L, 31R) and speakers 32 (32L, 32R). The speakers 31 are provided on the lower end of the front door 3, and include speaker 31L attached to the left side as viewed from the player and speaker 31R attached to the right side. The speakers 32 are provided on the upper end of the front door 3, and include speaker 32L attached to the left side as viewed from the player and speaker 32R attached to the right side. The speakers 31 and 32 output sounds (music, voice, and sound effects) according to the effects. For example, the speakers 31 and 32 output sounds related to the effects executed by the liquid crystal display device 30, the effect lamps 28, the cabinet lamps 5, the stop operation sequence display lamps 29, or the lever effect lamps 42. The speakers 31 and 32 are attached to the back side of the front door 3, and a plurality of sound emission holes are formed on the surface of the front door 3 at positions corresponding to the speakers 31 and 32, respectively.

[0047] As shown in Fig. 1, a return button 33 is provided on the front door 3. The return button 33 is operated to clear medals that have become clogged in the medal flow path inside the gaming machine 1. By operating the return button 33, medals that have become clogged in the medal flow path are discharged from the medal payout outlet 9.

[0048] The front door 3 is provided with a locking device 4 having a keyhole formed therein. The front door 3 is locked by the locking device 4 of the front door 3 engaging with a locking piece (not shown) of the cabinet. As shown in FIG. 1, the keyhole of the locking device 4 is located on the front of the front door 3, and a key (not shown) for unlocking the front door 3 can be inserted into it. As will be described later, various operating units (e.g., setting change button 37) are provided inside the cabinet. Each operating unit inside the cabinet is operated by a person in charge of the key that unlocks the front door 3 (e.g., a staff member at the amusement facility where the gaming machine 1 is installed).

[0049] A main control board 300 is provided inside the cabinet. Specifically, the main control board 300 is housed in a transparent board case and attached to the back panel of the cabinet. Various electronic components including a main CPU 301 (described later) are mounted on the main control board 300. The main control board 300 is also electrically connected to various boards including a reel board 100, a relay board 200, a sub-control board 400, and a power supply board 500 (described later) via connectors (not shown). The various boards described above may be configured as a single board or multiple boards.

[0050] A setting display unit 36 ​​and a setting change button 37 are provided inside the cabinet. The setting display unit 36 ​​displays the setting value of the gaming machine 1. The setting value is a numerical value related to the payout rate of the gaming machine 1, and various lotteries are executed in each game with a probability according to the setting value. For example, setting values ​​range from "1" to "6," with the setting value "6" having the highest payout rate. In this embodiment, when the setting change key is inserted into the setting change keyhole and turned, the setting display unit 36 ​​displays the setting value.

[0051] The setting change button 37 is operated to change the numerical value on the setting display unit 36. Each time the setting change button 37 is operated, the setting display unit 36 ​​increments the numerical value by one and displays it. If the start lever 24 is operated while the setting value is displayed on the setting display unit 36, the numerical value displayed on the setting display unit 36 ​​at the time of the operation is stored as the setting value.

[0052] However, in this embodiment, the numbers "1," "2," "3," "4," "5," and "6" are displayed on the setting display unit 36. Specifically, when the power is turned on with the setting change key rotated, the setting value change process starts and the device transitions to setting change mode. In the setting change mode, if the start lever 24 is operated during the period when the number "1" is displayed on the setting display unit 36, the setting value "1" is set. Also, if the start lever 24 is operated during the period when the number "2" is displayed on the setting display unit 36, the setting value "2" is set. Furthermore, if the start lever 24 is operated during the period when the number "3" is displayed on the setting display unit 36, the setting value "3" is set.

[0053] Similarly, when the start lever 24 is operated during the period when the number "4" is displayed on the setting display unit 36, the setting value "4" is set, when the start lever 24 is operated during the period when the number "5" is displayed on the setting display unit 36, the setting value "5" is set, and when the start lever 24 is operated during the period when the number "6" is displayed on the setting display unit 36, the setting value "6" is set. Once the setting value is set, the setting change mode ends, all information including the game status (game status flag) and ball output status (ball output status flag) is initialized, and the game becomes executable.

[0054] If the power is turned on without using the setting change key, the setting value change process will not be executed. In the above cases, various information, including the game status flag and ball payout status flag at the time of power cut, will be retained even after power is turned on. Also, if the setting change key is operated while the power is already on, the machine will transition to setting confirmation mode. In setting confirmation mode, the setting value set in the setting value change process will be displayed on the setting display unit 36.

[0055] A sub-control board 400 is provided on the back surface of the front door 3. The sub-control board 400 is configured to include various boards including a performance control board 410, an image control board 420, and a sound board 430.

[0056] A power supply device 510 is provided inside the cabinet. The power supply device 510 includes an AC-DC converter and a DC-DC converter (both not shown), generates a DC voltage from an AC voltage supplied from outside the gaming machine 1, and generates multiple types of DC voltages from the generated DC voltage. For example, the power supply device 510 generates a 32V DC voltage used to drive motors and solenoids, a 12V DC voltage supplied to the liquid crystal display device 30, and a 5V DC voltage supplied to an electronic circuit board (e.g., the main control board 300).

[0057] The power supply device 510 is provided with a power button 511 and a reset button 512. When the power button 511 is operated to the ON state, power is supplied to the gaming machine 1, and when the power button 511 is operated to the OFF state, power is cut off. The reset button 512 is operated when resetting the ball output state, etc. Specifically, when the reset button is operated, a predetermined storage area of ​​the main RAM 303, which will be described later, is reset to an initial value.

[0058] Various electronic components are provided on the main control board 300. Specifically, various electronic components including a main CPU 301, a main ROM 302, a main RAM 303, resistors, capacitors, connectors, a setting display unit 36, and a main display 40 are mounted on the main control board 300. The connectors are used to electrically connect the main control board 300 to other control devices.

[0059] <Amusement machine circuitry> This concludes the explanation of the structure of the gaming machine 1. Below, the function of each circuit provided in the gaming machine 1 will be explained using Figure 4. As shown in Figure 4, the gaming machine 1 is provided with a reel board 100, a relay board 200, a main control board 300, a sub-control board 400, and a power supply board 500.

[0060] <Main control board> 4, the main control board 300 is configured to include a main CPU 301, a main ROM 302, a main RAM 303, a random number generator 304, and an I / F (interface) circuit 305. The main CPU 301, main ROM 302, and main RAM 303 may be provided as separate electronic devices, or may be provided as a one-chip microcomputer in which each element is integrally configured.

[0061] The main ROM 302 stores, in a non-volatile manner, control programs and various data (for example, a winning area lottery table) executed by the main CPU 301. The main RAM 303 stores various data used in each process executed by the main CPU 301.

[0062] The main CPU 301 reads the control program stored in the main ROM 302 and performs predetermined processing in accordance with the progress of the game, thereby controlling various devices including the sub-control board 400, each reel 12, the hopper 520 that pays out medals, and the display ML.

[0063] The random number generator 304 generates a random number value R1 used in the internal lottery process described below. The random number generator 304 of this embodiment is equipped with a counter circuit, a sampling circuit, and a pulse generation circuit (all not shown), and generates hardware random numbers. Specifically, the pulse generation circuit outputs a signal to the counter circuit at a predetermined cycle. The value of the counter circuit is incremented by "1" each time a signal is input from the pulse generation circuit. When a player performs an operation to start a game, the sampling circuit stores the value of the counter circuit as the random number value R1. The random number value R1 is generated within the range of "0" to "65535." Note that a software random number may also be used as the random number value R1.

[0064] In this embodiment, a random number value R2 is generated in addition to the random number value R1. The random number value R2 is a software random number obtained from a register built into the main CPU 301, and is generated within the range of values ​​"0" to "255." As will be described later, the random number value R2 is used in the reel effect determination process. In the reel effect determination process, the type of reel effect (pseudo game) is determined by lottery. In the reel effect, each reel 12 is controlled in a manner different from that in normal games. Furthermore, the main CPU 301 generates a random number value R3. The random number value R3 is generated within the range of values ​​"0" to "255."

[0065] The I / F circuit 305 inputs signals from each switch SW (e.g., the start switch 24SW) of various operation units (e.g., the start lever 24) and each sensor SE (e.g., the medal sensor 34SE) to the main CPU 301. The signals from each switch SW and each sensor SE are high-level or low-level signals. For the sake of explanation, in this embodiment, a signal of a first level (high-level or low-level) is referred to as an ON signal, and a signal of a second level (low-level or high-level) is referred to as an OFF signal. Whether the first level, which is an ON signal, is high or low is set according to the type of switch SW or sensor SE. In addition, the output of an ON signal (OFF signal) from a switch SW may be described as "the switch SW is in the ON state (OFF state)."

[0066] The I / F circuit 305 outputs various signals to the outside of the main control board 300 to drive the display ML, the hopper 520, and each reel 12. The I / F circuit 305 also outputs various commands to the sub-control board 400. Note that to prevent unauthorized commands from being input to the main control board, commands from the sub-control board 400 are not received by the main control board 300.

[0067] A signal is input to the reel board 100 from the main control board 300. In response to the signal from the main control board 300, the reel board 100 outputs a drive pulse to each reel 12. In response to the drive pulse from the reel board 100, each stepping motor 101 of each reel 12 is driven.

[0068] The stepping motor 101 has multiple (four) coils. The combination of excited coils among the coils is switched sequentially each time a drive pulse is input from the reel board 100, and the reels 12 rotate as the combination of excited coils is switched sequentially. Specifically, each time the combination of excited coils of the stepping motor 101 is switched, the reels 12 rotate by a predetermined angle. For example, when 24 pulses are applied, the reels 12 rotate by an angle equivalent to one frame (unit area U), and when 504 pulses are applied, the reels 12 rotate once. In the above configuration, the shorter the time interval at which drive pulses are applied, the faster the rotation speed of the reels 12 becomes.

[0069] ON / OFF signals from multiple reel sensors 111 (111L, 111C, 111R) are input to the main control board 300 via the reel board 100. Of the reel sensors 111, reel sensor 111L corresponds to reel 12L, reel sensor 111C corresponds to reel 12C, and reel sensor 111R corresponds to reel 12R. Each reel sensor 111 outputs an ON signal when the rotation angle of the corresponding reel 12 is at a reference position. On the other hand, when the rotation angle of each reel 12 is other than the reference position, each reel sensor 111 outputs an OFF signal. The main CPU 301 of the main control board 300 can determine the rotation angle of each reel 12 from the signal from each reel sensor 111 and the number of times drive pulses are output to each stepping motor 101.

[0070] The relay board 200 relays signals from the main control board 300 to the display unit ML. The display unit ML is driven in response to signals output from the main control board 300. The relay board 200 also relays ON / OFF signals input to the main control board 300 from sensors (such as a start switch 24SW, described below) that detect the operation of each operating unit (such as the start lever 24). Specifically, as shown in FIG. 4, the relay board 200 relays ON / OFF signals from the 1BET switch 21SW, the MAX-BET switch 22SW, the settlement switch 23SW, the start switch 24SW, the stop switch 25SW, and the medal sensor 34SE. As shown in FIG. 4, the power supply board 500 also relays ON / OFF signals from various sensors or switches, including a reset switch 512SE and a payout sensor 112SE.

[0071] The 1BET switch 21SW detects the operation of the 1BET button 21 by the player. Furthermore, an ON signal from the 1BET switch 21SW is input to the I / F circuit 305 of the main control board 300 via the relay board 200. When an ON signal is input from the 1BET switch 21SW, the main CPU 301 adds one medal to the bet medals.

[0072] The MAX-BET switch 22SW detects the player's operation of the MAX-BET button 22. An ON signal from the MAX-BET switch 22SW is input to the I / F circuit 305 of the main control board 300 via the relay board 200. When an ON signal is input from the MAX-BET switch 22SW, the main CPU 301 sets a specified number of medals as the bet medals.

[0073] The settlement switch 23SW detects the player's operation of the settlement button 23. The ON signal from the settlement switch 23SW is input to the I / F circuit 305 of the main control board 300 via the relay board 200.

[0074] When an ON signal is input from the settlement switch 23SW, or when a winning symbol combination is displayed on an active line, the main CPU 301 outputs a hopper drive signal to the hopper 520. The hopper drive signal is input to the hopper 520 from the main control board 300 via the power supply board 500. When the hopper drive signal is input, the hopper 520 pays out medals.

[0075] Payout sensor 112SE outputs a payout signal to main control board 300 each time one medal is paid out from hopper 520. Specifically, payout sensor 112SE is provided at a position where medals passing through discharge slit 521b of hopper 520 are detected. When payout sensor 112SE detects a medal, it outputs a payout signal. The payout signal is input to main control board 300 via power supply board 500. Main CPU 301 can determine the number of medals paid out by counting the number of times the payout signal is input.

[0076] The power switch 511SW is switched between the ON state and the OFF state by operating the power button 511. When the power switch 511SW is in the ON state, power is supplied from the power supply device 510 to the gaming machine 1, and when the power switch 511SW is in the OFF state, power from the power supply device 510 to the gaming machine 1 is cut off. When power is supplied, the power supply device 510 generates a DC voltage. The DC voltage generated by the power supply device 510 is supplied to various devices including the hopper 520 via the power supply board 500.

[0077] The reset switch 512SW is provided on the power supply device 510, and outputs a reset signal to the main control board 300 when the reset button 512 is operated. The reset signal is input to the main control board 300 via the power supply board 500. When the main CPU 301 receives the reset signal, it initializes a predetermined storage area in the main RAM 303, and cancels, for example, an error state. Note that a configuration may be adopted in which multiple reset switches 512SW (reset buttons 512) are provided. For example, in addition to the reset switch 512SW provided on the power supply device 510, a reset switch may be provided on the locking device 4. In the above configuration, for example, a configuration is preferably adopted in which the front door 3 is unlocked when a key is inserted into the keyhole of the locking device 4 and turned clockwise, and a reset signal is output from the reset switch when the key is turned counterclockwise.

[0078] The setting change switch 37SW shown in Figure 4 detects operation of the setting change button 37. An ON signal from the setting change switch 37SW is input to the main control board 300. When an ON signal is input from the setting change switch 37SW, the main CPU 301 updates the display on the setting display unit 36. Furthermore, if an ON signal is input from the setting change switch 37SW during a period when the setting value is not displayed on the setting display unit 36, the main CPU 301 displays the instructed role ratio (described below) on the stored number display 16. The medal sensor 34SE detects medals inserted from the medal insertion unit 8.

[0079] ON / OFF signals from a plurality of stop switches 25SW (25SWL, 25SWC, 25SWR) are input to the main control board 300 via the relay board 200. Of the stop switches 25SW, the stop switch 25SWL corresponds to the stop button 25L, the stop switch 25SWC corresponds to the stop button 25C, and the stop switch 25SWR corresponds to the stop button 25R. The main CPU 301 controls the stop of the reel 12 corresponding to the stop switch 25SW to which an ON signal has been input. Specifically, when an ON signal is input from the stop switch 25SWL, the main CPU 301 controls the stop of the reel 12L. Similarly, when an ON signal is input from the stop switch 25SWC, the main CPU 301 controls the stop of the reel 12C, and when an ON signal is input from the stop switch 25SWR, the main CPU 301 controls the stop of the reel 12R.

[0080] The start switch 24SW detects the operation of the start lever 24 by the player. An ON signal from the start switch 24SW is input to the I / F circuit 305 of the main control board 300 via the relay board 200. When the ON signal is input from the start switch 24SW, the main CPU 301 controls, for example, each stepping motor 101 to rotate each reel 12. In addition, an ON signal from the setting change switch 37SW is input to the main control board 300.

[0081] The start switch 24SW in this embodiment is configured to detect the direction in which the start lever 24 is operated. Specifically, the start switch 24SW can individually detect any of the following operations: pushing up the start lever 24, pushing down the start lever 24, rightward operation, and leftward operation, as viewed from the player's side. For example, the start switch 24SW is configured with multiple sensors including a start switch 24SWU that outputs an ON signal when the start lever 24 is pushed up, a start switch 24SWD that outputs an ON signal when the start lever 24 is pushed down, a start switch 24SWR that outputs an ON signal when the start lever 24 is pushed rightward, and a start switch 24SWL that outputs an ON signal when the start lever 24 is pushed leftward. With this configuration, for example, different effects can be executed depending on whether the start lever 24 is pushed down or up.

[0082] The main CPU 301 calculates various types of game information (consecutive win ratio, special feature ratio, most recent consecutive win ratio, most recent special feature ratio, special feature ratio with instruction, bonus game ratio) according to the progress of the game, and displays display information according to the game information on the main display 40. The display information includes each identification information corresponding to each piece of game information and ratio information indicating the size of the game information.

[0083] The main display 40 is configured to include a first display unit 40X and a second display unit 40Y. The first display unit 40X displays the above-mentioned identification information. The second display unit 40Y displays the above-mentioned ratio information. The first display unit 40X is configured with two 7-segment displays, and the second display unit 40Y is configured with two 7-segment displays. When the gaming machine 1 is powered on, the main display 40 starts displaying display information and continues to do so until the power is turned off. As will be described in detail later, the main display 40 displays a plurality of display information corresponding to various types of game information. Each piece of display information is switched and displayed at a predetermined time interval (approximately 5 seconds).

[0084] <Sub-control board> The sub-control board 400 controls the liquid crystal display device 30, the speakers (31, 32), and each lamp (for example, the performance lamp 28). As shown in Fig. 4, the sub-control board 400 is composed of multiple boards including a performance control board 410, an image control board 420, and a sound board 430. In addition, the sub-control board 400 is electrically connected to various sensors including the performance button switch 26SW and the direction designation switch 27SW, and various lamps including the housing lamp 5, the performance lamp 28, the stop operation sequence display lamp 29, the lever performance lamp 42, and the upper lamp 35.

[0085] As shown in FIG. 4, a volume adjustment switch 44 is electrically connected to the sub-control board 400. The volume adjustment switch 44 is used to adjust the master volume of the gaming machine 1. A dip switch, for example, is preferably used as the volume adjustment switch 44. As described above, the master volume can also be adjusted by operating the direction designation button 27. That is, the master volume is adjusted by operating either the direction designation button 27 or the volume adjustment switch 44.

[0086] In this embodiment, the adjustable master volume differs when the direction specification button 27 is operated from when the volume adjustment switch 44 is operated. Specifically, when the direction specification button 27 is operated, the master volume can be adjusted to any of the values ​​"1" to "5" (five levels). On the other hand, when the volume adjustment switch 44 is operated, the master volume can be adjusted to any of the values ​​"1", "3", and "5" (three levels). Note that the adjustable master volume may be the same when the direction specification button 27 is operated and when the volume adjustment switch 44 is operated.

[0087] 4, the performance control board 410 is configured to include an I / F circuit 411, a sub-CPU 412, a sub-ROM 413, and a sub-RAM 414. The performance control board 410 (sub-CPU 412) controls various lamps including the cabinet lamp 5, the performance lamp 28, the stop operation sequence display lamp 29, and the lever performance lamp 42, as well as the sound board 430. The performance control board 410 also issues commands to the image control board 420 to cause the liquid crystal display device 30 to display each image.

[0088] The sub-ROM 413 stores various data and a control program executed by the sub-CPU 412. For example, the sub-ROM 413 stores an effect lottery table for determining the type of effect and lamp data indicating the blinking patterns of various lamps.

[0089] The sub-RAM 414 functions as a work area for volatilely storing various data. The I / F circuit 411 receives commands from the main control board 300 (I / F circuit 305). However, the main control board 300 is configured not to be able to receive commands from the sub-control board 400. The command received by the I / F circuit 411 is supplied to the sub-CPU 412. The command received by the I / F circuit 411 is, for example, a display winning combination command that indicates the type of winning combination that has stopped on the activated line.

[0090] The sub-CPU 412 executes a control program stored in the sub-ROM 413 and controls various lamps (e.g., the case lamp 5) and the sound board 430 based on the data stored in the sub-ROM 413. For example, the sub-CPU 412 reads data indicating the blinking pattern of the case lamp 5 from the sub-ROM 413 and causes the case lamp 5 to blink. The sub-CPU 412 also generates a random number value R4 used in the performance control process described below. A random number in the range of 0 to 65535, for example, is preferably used as the random number value R4. The sub-ROM 413 may be configured from a single electronic component or multiple electronic components (storage devices).

[0091] The image control board 420 displays various images on the liquid crystal display device 30 in response to commands from the performance control board 410. As shown in FIG. 4, the image control board 420 includes an image control CPU 421, an image control ROM 422, a VDP (Video Display Processor) 423, a CGROM 424, and a VRAM 425.

[0092] The image control CPU 421 executes a control program stored in the image control ROM 422 and provides instructions to the VDP 423 in response to commands from the performance control board 410. The CGROM 424 stores compressed and encoded image data (e.g., texture data). The VDP 423 includes an image decoder and a drawing circuit (both not shown). When an instruction from the image control CPU 421 is input to the VDP 423, the image decoder reads image data from the CGROM 424 in response to the instruction. The image decoder expands (decodes) the read image data and stores it in the RAM 425. The drawing circuit displays various images on the liquid crystal display device 30 in response to the image data stored in the RAM 425. The RAM 425 also stores various data generated by each process of the image control CPU 421. The RAM 425 is provided with a command storage area for storing sound control commands to be sent to the sound source IC 431.

[0093] The sound board 430 generates an audio signal under the control of the image control CPU 421. The audio signal generated by the sound board 430 is supplied to the speakers 31 and 32 and output as sound waves. As shown in FIG. 4, the sound board 430 includes a sound source IC 431 and a sound source ROM 432. The image control CPU 421 controls the sound board 430 (sound source IC 431) in response to commands from the sub-CPU 412.

[0094] The sound source ROM 432 stores compressed sound data. Each sound data represents a sound, such as a tune for a specific ball dispensing state, a sound output each time the player operates the stop button 25, or an error sound output in an error state.

[0095] The sound source IC 431 generates an audio signal from audio data stored in the sound source ROM 432. The sound source IC 431 includes a decoder, a control register, and an A / D converter (all of which are not shown). The decoder of the sound source IC 431 reads audio data from the sound source ROM 432 in response to an instruction from the sub-CPU 412. The decoder of the sound source IC 431 adjusts the volume of the read audio data and then stores the audio data in the control register. The control register stores multiple audio data, and the audio data stored in the control register is supplied to the A / D converter in the order in which it was stored. The A / D converter generates an audio signal from the audio data and supplies it to the amplifier 433. The amplifier 433 amplifies the audio signal supplied from the sound source IC 431 (A / D converter) and supplies it to the speaker 31 and the speaker 32. Note that a CPU that controls the sound source IC 431 may be provided separately from the sub-CPU 412 and the image control CPU 421.

[0096] <Data used by the main CPU> This concludes the explanation of each circuit of the gaming machine 1. Hereinafter, various types of data stored in the main ROM 302 will be explained with reference to the drawings.

[0097] FIG. 5 is a conceptual diagram of a winning area lottery table. In the internal lottery process described below, the main CPU 301 determines a winning area using the winning area lottery table and a random number value R1. As shown in FIG. 5, each winning area lottery table includes a plurality of winning areas and lottery values ​​corresponding to each winning area. The name of each winning area is shown in FIG. 5. The winning area lottery table is stored in the main ROM 302 for each set value.

[0098] FIG. 5 shows an example of the winning area lottery table referenced when the setting value is "1." Each winning area in the winning area lottery table specifies a winning role defined in the winning role determination table shown in FIG. 6. For example, assume that "Replay A" in winning area number "01" is determined by the internal lottery process. As shown in FIG. 6, winning area number "01" specifies winning roles "REP1," "REP2," and "REP7." In other words, in a game in which the winning area "Replay A" is won, multiple types of winning roles are specified in duplicate. The combination of symbols of the winning role specified in the winning area is allowed to stop on an active line.

[0099] Each lottery value in the winning area lottery table is subtracted by a random number value R1 in the internal lottery process. Specifically, in the internal lottery process, the main CPU 301 subtracts each lottery value corresponding to each winning area from the random number value R1 in ascending order of the winning areas. In the internal lottery process, a winning area is determined for which the result of subtracting the lottery value from the random number value R1 is a negative number. Since the probability that the number will be negative when subtracted from the random number value R1 increases as the lottery value increases, the probability of winning increases for winning areas with larger lottery values.

[0100] As shown in FIG. 5, the winning area lottery table includes each lottery value for each gaming state. Each gaming state includes a non-internal state, an internal state, and a bonus activation state. In this embodiment, the specified number of coins in each gaming state is three coins in the non-internal state and the internal state, and two coins in the bonus activation state. Of each gaming state, the non-internal state is entered when a set value is set (changed) or after the bonus activation state ends. Note that if the set value is changed in the internal state, the internal state may be maintained.

[0101] The internal state is a game state in which the winning state of the RBB role is carried over (hereinafter simply referred to as "the RBB role is carried over"). Specifically, in this embodiment, various winning roles including the RBB role are determined in each game. Winning roles other than the RBB role are not carried over to the next game, regardless of whether the symbol combination of the winning role is stopped and displayed. On the other hand, if the symbol combination of the RBB role is not stopped and displayed in the current game, the RBB role is carried over to the next game and thereafter.

[0102] For example, as shown in FIG. 6, in a game in which the winning area "Strong Disk C" is determined, in addition to the RBB combination, the winning combinations "NML4", "NML15", and "NML24" to "NML27" can be displayed as a stop symbol. If the RBB combination is not displayed as a stop symbol in a game in which the winning area "Strong Disk C" is determined, the RBB combination is carried over to the next game (transition to the internal state), and other winning combinations are not carried over to the next game. The internal state described above is maintained until the bonus activation state is started. Note that the internal state in this embodiment includes a game in which the RBB combination is won.

[0103] The bonus activation state is entered when a symbol combination related to the RBB role is stopped and displayed on an active line. The bonus activation state ends when more than 23 medals are paid out. When the bonus activation state ends, the main CPU 301 enters a non-internal state. In each game in the bonus activation state, as shown in FIG. 5, either the winning area "all 1 coin" or the winning area winning area "all roles" is won.

[0104] In a game where the winning area "All Coins" is won, the winning role "NML7" is stopped and displayed. When the bonus is activated and the specified number of coins is 2, the payout number for the winning role "NML7" is 2. Also, when the specified number of coins is 2, the payout number for roles other than the winning role "NML7" is 1. In a game where the winning area "All Coins" is won, a winning role with a payout number of 1 coin is stopped and displayed on the active line. When the bonus is activated, each of the above winning roles is stopped and displayed on the active line regardless of the stop operation order or stop operation position.

[0105] In this embodiment, the RBB combination can be displayed only when the winning area "RBB" is won (when the RBB combination is won alone) in the non-internal state. Also, once the RBB combination is missed, another winning combination will be won in the subsequent internal state, so the RBB combination cannot be displayed. In other words, in this embodiment, the game is basically played in the internal state.

[0106] FIG. 7 is a conceptual diagram of a symbol combination table. The symbol combination table specifies the symbol combinations that are permitted to stop on a valid line in a game in which each winning combination is won. For example, in a game in which the winning combination "RBB" is won, the symbol combination "Red Seven B-Replay-Replay" is permitted to stop on a valid line. Also, in a game in which the winning combination "REP2" is won, the symbol combinations "Bell-Disc A-Red Seven B," "Bell-Disc A-Disc B," and "Bell-Disc A-Cherry" are permitted to stop on a valid line.

[0107] As shown in FIG. 7, the symbol combination table is composed of the permission bit number of each symbol combination and the number of medals to be paid out when the symbol combination for each winning role stops on an active line. FIG. 7 shows the number of medals to be paid out when the symbol combination for each winning role stops on an active line. For example, when the symbol combination "Bell-Bell-Bell" of the winning role "NML1" stops on an active line, the number of medals to be paid out is "7". Also, when the symbol combination for the RBB role stops on an active line, the number of medals to be paid out is "0".

[0108] As shown in FIG. 7, when a symbol combination associated with any of the winning roles including the winning role "NML1, 2" (7-bell role), the winning role "NML3" (13-bell role), the winning role "NML4-6" (1-bell role), and the winning role "NML7-40" (1-bell role) is displayed on an active line, a payout number of medals corresponding to the winning role is awarded to the player. In this embodiment, a winning role that results in a payout of medals when displayed on an active line is referred to as a "winning role." In addition, the stopped display of a symbol combination of a winning role on an active line may also be simply referred to as a "winning role."

[0109] When any of the winning combinations "REP1 to 15" is displayed on an active line, the next game is set to a replay. In this embodiment, winning combinations that, when displayed on an active line, result in the next game being a replay, are sometimes collectively referred to as "replays." When multiple winning combinations are won at the same time, replays are stopped and displayed on the active line in preference to other winning combinations, and RBB combinations have a lower priority than other winning combinations. However, a configuration may be adopted in which a bonus combination has a higher priority than a prize winning combination.

[0110] Each permission bit number in the symbol combination table specifies a display permission bit in the display permission bit storage area of ​​the main RAM 303. The display permission bit storage area is configured to include multiple display permission bits, and each display permission bit corresponds to a winning combination. For example, assume that "REP1" is a win and the symbol combination of "replay-replay-replay" is permitted to stop on a valid line. In the above case, the display permission bit specified by permission bit number "01" in the display permission bit storage area is set to "1," and the others are set to "0."

[0111] The main RAM 303 stores a display combination storage area that is compared with the display permission bit storage area in the display determination process described below. The display combination storage area includes multiple display enable bits, and each display enable bit corresponds to a winning combination (similar to the display permission bit storage area). Each display enable bit is set to "1" if there is a possibility that the symbol combination associated with the winning combination corresponding to the display enable bit will stop on a winning line, and is set to "0" if there is no possibility that the symbol combination associated with the corresponding winning combination will stop on a winning line. For example, when each reel 12 starts spinning, all of the symbol combinations associated with winning combinations have a possibility of stopping on a winning line, so all of the display enable bits are set to "1." Each display enable bit in the display combination storage area is updated each time each reel 12 stops. When all of the reels 12 have stopped, only the display enable bit corresponding to the symbol combination associated with the winning combination that actually stopped on a winning line is set to "1."

[0112] A winning combination obtained through the internal lottery process stops on an active line according to the operation mode of each stop button 25 by the player. Specifically, each winning combination stops on an active line according to the combination of the stop operation position and stop operation sequence of each stop button 25 (hereinafter, sometimes referred to as the "stop operation mode"). For example, symbols located within a range of four frames from the stop operation position (five frames including the stop operation position) (hereinafter, referred to as the "draw-in range") can stop on an active line, and symbols located outside the draw-in range cannot stop on an active line even if they constitute a winning combination (so-called "missed wins" occur). However, if a symbol of a winning combination that can win a prize is located within the draw-in range, that symbol is always stopped on an active line (if multiple symbols are located within the draw-in range, any one of them is stopped on an active line).

[0113] As described above, multiple types of winning combinations may be won in one game. In a game in which multiple types of winning combinations are won, for example, a symbol combination associated with the winning combination according to the order and position of the stop operation is stopped on an active line. In this embodiment, the type of winning combination won in the current game, the combination of the order and position of the stop operation, and the symbol combination to be stopped and displayed are associated one-to-one with each winning area.

[0114] As described above, the type of winning combination that results in a prize varies depending on the stop operation sequence. As will be described in detail later, in this embodiment, it is possible to transition to a game state (non-internal state, internal state) in which a stop operation sequence that is unilaterally advantageous in the number of medals paid out is provided. Hereinafter, a stop operation sequence that is unilaterally advantageous in the number of medals paid out will be referred to as a "favorable push order," and a stop operation sequence other than an advantageous push order will be referred to as an "unfavorable push order." Furthermore, when the stop operation position is random, the expected number of medals paid out when playing with a specific stop operation sequence will be referred to as the "expected gain A" for that stop operation sequence. The expected gain A described above is higher when playing with a favorable push order than when playing with an unfavorable push order. However, as will be described in detail later, depending on the ball payout state, when playing with a favorable push order, penalty control is executed, which reduces the performance of the indication function of the above-mentioned indication display 16.

[0115] FIG. 8 is a diagram for explaining the symbol combinations that are stopped and displayed in each game. FIG. 8 shows the symbol combinations that are stopped and displayed in the internal state among the various game states (internal state, non-internal state, bonus operation state). As described above, in this embodiment, the game progresses in the internal state as a rule. FIG. 8 shows the winning combinations that can be stopped and displayed on the pay line (subject to being drawn) in the game in which each winning area is won, for each stop operation order.

[0116] Hereinafter, for the sake of explanation, the stop operation sequence of "left first stop, center second stop, right third stop" may be simply referred to as "left center right." The same applies to other stop operation sequences. In this embodiment, the six stop operation sequences, "left center right," "left left center," "center left left," "center right left," "right left center," and "right center left," may be referred to as "Order 1," "Order 2," "Order 3," "Order 4," "Order 5," or "Order 6." Furthermore, any one of the above stop operation sequences may be simply referred to as "Order m." "m" is an integer ranging from "1" to "6." Furthermore, as shown in FIG. 8 , the expected gain A for "left center right" (Order 1) may be referred to as "expected gain A1." Similarly, the expected gain A for each stop operation sequence from "left left center" (Order 2) to "right center left" (Order 6) may be referred to as "expected gain A2" to "expected gain A6."

[0117] In addition, in this embodiment, among the stop operation sequences, "left center right" and "left right center" may be referred to as left 1st. Similarly, among the stop operation sequences, "center left right" and "center right left" may be referred to as center 1st, and "right left center" and "right center left" may be referred to as right 1st. Furthermore, center 1st and right 1st may be referred to as "irregular push order."

[0118] In a game in which Bell A (1-6) is won, a 1-coin or 7-coin bell combination is won depending on the stop operation order (push order). For example, in a game in which Bell A1 or Bell A2 is won, if the stop operation is performed on the 1st button from the left, one of the 7-coin bell combinations will be won regardless of the stop operation position. On the other hand, in a game in which Bell A1 or Bell A2 is won, if the stop operation is performed in an irregular push order, a 1-coin combination will be won regardless of the stop operation position. In FIG. 8, the winning combination simply described as "1-coin combination" means a 1-coin combination in which, when the winning combination is won, a symbol combination consisting of symbols common to each line (for example, "bell-bell-bell") is not stopped and displayed (a so-called "scattered combination" is stopped and displayed).

[0119] In a game in which Bell A3 is won, if the reel is stopped on the 1st left, 1st right, or "center, right, left," one of the 1-coin roles will be won regardless of the stop position. On the other hand, in a game in which Bell A3 is won, if the reel is stopped on "center, left, right," one of the 7-coin bell roles will be won regardless of the stop position. Similarly, in a game in which Bell A4 is won, if the reel is stopped on the 1st left, 1st right, or "center, left, right," one of the 1-coin roles will be won regardless of the stop position. On the other hand, in a game in which Bell A4 is won, if the reel is stopped on "center, right, left," one of the 7-coin bell roles will be won regardless of the stop position.

[0120] In a game in which Bell A5 is won, if the reel is stopped on the 1st left, 1st center, or "right-center-left," one of the 1-coin roles will be awarded regardless of the stop position. On the other hand, in a game in which Bell A5 is won, if the reel is stopped on "right-left-center," one of the 7-coin bell roles will be awarded regardless of the stop position. Similarly, in a game in which Bell A6 is won, if the reel is stopped on the 1st left, 1st center, or "right-left-center," one of the 1-coin roles will be awarded regardless of the stop position. On the other hand, in a game in which Bell A6 is won, if the reel is stopped on "right-center-left," one of the 7-coin bell roles will be awarded regardless of the stop position.

[0121] In a game in which Bell B1 is won, if the reels are stopped on the left 1st, one of the 1-coin roles will win regardless of the stop operation position. Also, in a game in which Bell B1 is won, if the reels are stopped on the right 1st, one of the 1-coin roles will win or a miss will occur depending on the stop operation position. Specifically, if the stop operation position of each reel is random, the 1-coin role will win with a probability of approximately 6000 / 8000. Furthermore, in a game in which Bell B1 is won, if the reels are stopped on the "center, right, left" position, one of the 1-coin bell roles will win regardless of the stop operation position. On the other hand, in a game in which Bell B1 is won, if the reels are stopped on the "center, left, right" position, one of the 13-coin bell roles will win regardless of the stop operation position.

[0122] In a game in which Bell B2 is won, if the reels are stopped on the left 1st, one of the 1-coin roles will win regardless of the stop position. Also, in a game in which Bell B2 is won, if the reels are stopped on the right 1st, one of the 1-coin roles will win or a miss will occur depending on the stop position. Specifically, if the stop position of each reel is random, the 1-coin role will win with a probability of approximately 2000 / 8000. Furthermore, in a game in which Bell B2 is won, if the reels are stopped on the "center, left, right" position, one of the 1-coin bell roles will win regardless of the stop position. On the other hand, in a game in which Bell B2 is won, if the reels are stopped on the "center, right, left" position, one of the 13-coin bell roles will win regardless of the stop position.

[0123] In a game in which Bell B3 is won, if the reels are stopped on the left 1st, one of the 1-coin roles will win regardless of the stop position. Also, in a game in which Bell B3 is won, if the reels are stopped on the middle 1st, one of the 1-coin roles will win or a miss will occur depending on the stop position. Specifically, if the stop position of each reel is random, the 1-coin role will win with a probability of approximately 2000 / 8000. Furthermore, in a game in which Bell B3 is won, if the reels are stopped on the "right, center, left" position, one of the 1-coin bell roles will win regardless of the stop position. On the other hand, in a game in which Bell B3 is won, if the reels are stopped on the "right, left, center" position, one of the 13-coin bell roles will win regardless of the stop position.

[0124] In a game in which Bell B4 is won, if the reels are stopped on the left 1st, one of the 1-coin roles will win regardless of the stop position. Also, in a game in which Bell B4 is won, if the reels are stopped on the middle 1st, one of the 1-coin roles will win or a miss will occur depending on the stop position. Specifically, if the stop position of each reel is random, the probability of a 1-coin role winning is approximately 6000 / 8000. Furthermore, in a game in which Bell B4 is won, if the reels are stopped on the "right, left, center" position, one of the 1-coin bell roles will win regardless of the stop position. On the other hand, in a game in which Bell B4 is won, if the reels are stopped on the "right, center, left" position, one of the 13-coin bell roles will win regardless of the stop position.

[0125] In a game in which Bell B5 is won, if the reels are stopped on the left 1st, one of the 1-coin roles will win regardless of the stop position. Also, in a game in which Bell B5 is won, if the reels are stopped on the right 1st, one of the 1-coin roles will win or a miss will occur depending on the stop position. Specifically, if the stop position of each reel is random, the 1-coin role will win with a probability of approximately 6000 / 8000. Furthermore, in a game in which Bell B5 is won, if the reels are stopped on the "center, right, left" position, one of the 1-coin bell roles will win regardless of the stop position. On the other hand, in a game in which Bell B5 is won, if the reels are stopped on the "center, left, right" position, one of the 13-coin bell roles will win regardless of the stop position.

[0126] In a game in which Bell B6 is won, if the reels are stopped on the left 1st, one of the 1-coin roles will win regardless of the stop position. Also, in a game in which Bell B6 is won, if the reels are stopped on the right 1st, one of the 1-coin roles will win or a miss will occur depending on the stop position. Specifically, if the stop position of each reel is random, a 1-coin role will win with a probability of approximately 2000 / 8000. Furthermore, in a game in which Bell B6 is won, if the reels are stopped on the "center, left, right" position, one of the 1-coin bell roles will win regardless of the stop position. On the other hand, in a game in which Bell B6 is won, if the reels are stopped on the "center, right, left" position, one of the 13-coin bell roles will win regardless of the stop position.

[0127] In a game in which Bell B7 is won, if the reels are stopped on the left 1st, one of the 1-coin roles will win regardless of the stop position. Also, in a game in which Bell B7 is won, if the reels are stopped on the middle 1st, one of the 1-coin roles will win or a miss will occur depending on the stop position. Specifically, if the stop position of each reel is random, the 1-coin role will win with a probability of approximately 6000 / 8000. Furthermore, in a game in which Bell B7 is won, if the reels are stopped on the "right, center, left" position, one of the 1-coin bell roles will win regardless of the stop position. On the other hand, in a game in which Bell B7 is won, if the reels are stopped on the "right, left, center" position, one of the 13-coin bell roles will win regardless of the stop position.

[0128] In a game in which Bell B8 is won, if the reels are stopped on the left 1st, one of the 1-coin roles will win regardless of the stop position. Also, in a game in which Bell B8 is won, if the reels are stopped on the middle 1st, one of the 1-coin roles will win or a miss will occur depending on the stop position. Specifically, if the stop position of each reel is random, the 1-coin role will win with a probability of approximately 2000 / 8000. Furthermore, in a game in which Bell B8 is won, if the reels are stopped on the "right, left, center" position, one of the 1-coin bell roles will win regardless of the stop position. On the other hand, in a game in which Bell B8 is won, if the reels are stopped on the "right, center, left" position, one of the 13-coin bell roles will win regardless of the stop position. For the sake of explanation, the stop operation sequence in which 7 bells are awarded in a game in which Bell A is won, and the stop operation sequence in which 13 bells are awarded in a game in which Bell B is won, may be referred to as the "correct button press sequence."

[0129] As can be understood from the above explanation, in a game in which Bell B (for example, Bell B1) is won, if the correct button press sequence (center left / right) is followed by the stop operation, a 13-bell combination will be won. When the above 13-bell combination is won, the symbol combination "Bell-Bell-Bell" will be stopped and displayed on the upper right-upward line. Also, in a game in which Bell B (for example, Bell B1) is won, if the correct button press sequence is followed until the first stop (center 1st), and the incorrect button press sequence is followed from the second stop onwards (when the stop operation is "center right left"), a 1-bell combination will be won. When the above 1-bell combination is won, the symbol combination "Bell-Bell-Bell" will be stopped and displayed on the upper line or the downward right-downward line.

[0130] As can be understood from the above explanation, in a game in which Bell B is won, if the first stop coincides with the correct button press sequence, the symbol combination "Bell-Bell-Bell" is displayed as a stop, regardless of whether the stop operation is performed in the correct button press sequence thereafter. Details will be described later, but in this embodiment, in a game in which Bell B is won, an effect (instruction effect Y) can be executed in which the correct button press sequence is instructed up to the first stop. By following the instructions of the instruction effect Y described above, the symbol combination "Bell-Bell-Bell" is displayed as a stop, regardless of whether the second stop operation and subsequent operations are in the correct button press sequence. In a game in which Common Bell A or Common Bell B is won, one of the seven bells will win, regardless of the stop operation sequence and stop operation position.

[0131] In a game where a Strong Disc C to E is won, if you stop the reel on the first left or first center reel, one of the Disc roles will be won, and if you stop the reel on the first right reel, one Bell role will be won. Also, in a game where a Strong Cherry is won, if you stop the reel on the first left reel, a Cherry Disc role will be won, if you stop the reel on the first center reel, one of the Disc roles will be won, and if you stop the reel on the first right reel, one Bell role will be won. The above Disc roles include multiple types of one-piece roles. The same applies to the Cherry Disc role. Disc roles will not be won in games other than those where a Strong Disc C to E or a Strong Cherry is won. Also, the Cherry Disc role will not be won in games other than those where a Strong Cherry is won.

[0132] In addition, in a game in which a weak disc (A, B) or a strong disc (A, B) is won, when the stop operation is performed on the left 1s or right 1st, the display replay is stopped and displayed. The display replay is a pattern combination that can be distinguished from other replays. Furthermore, in a game in which replays A to D are won, when the stop operation is performed in the irregular pressing sequence corresponding to the replay, the display replay is stopped and displayed. For example, in the case of a CZ state chance (such as high probability) in the normal state or premonition state described below, a disc navigation effect is executed that indicates the pressing sequence in which the display replay is stopped and displayed in a game in which replays A to D are won (however, the instruction indicator 16 described below does not operate).

[0133] In a game in which the eye-pressing role is a winning combination, one of the 1-coin roles will be awarded regardless of the stop operation order and stop operation position. However, in this embodiment, if the eye-pressing role is a winning combination when the payout state is the RUSH state described below, the stop operation order and stop operation position may be instructed. Specifically, in the RUSH state, a target effect lottery is executed in a game in which the eye-pressing role is a winning combination. If the target effect lottery is won, the aim effect Z is executed, instructing the player to "aim for the symbol position "3" on the left reel with the first right reel." If the stop operation is performed according to the instructions of the aim effect Z, a hold role among the 1-coin roles will be awarded, and the game will be controlled in the hold period described below. During the hold period, the deduction of the remaining number of games in the RUSH state is stopped. On the other hand, if the stop operation cannot be performed according to the instructions of the aim effect Z, a 1-coin role other than the hold role will be awarded, and the game will not be controlled in the hold period. Furthermore, even in a game in which the eye-pressing role is won, in a game in which the aim performance Z is not executed, the game is not controlled during the hold period regardless of the stop operation mode.

[0134] In a game where BAR Fake A or BAR Fake B is won, if you stop the reels on the first left or first center reel, one of the 1-coin combinations will win, regardless of the stop operation order or stop operation position. Also, in a game where BAR Fake A or BAR Fake B is won, if you stop the reels on the first right reel, one of the BAR Fake combinations will win. BAR Fake combinations include 1-coin combinations where the symbol combination "ANY-BAR-BAR" ("ANY" means any symbol other than BAR) is stopped and displayed. Specifically, in a game where BAR Match A or BAR Match B is won in the winning area, if you aim for the BAR symbol on each reel using an irregular press order, the symbol combination "BAR-BAR-BAR" (BAR replay) will be stopped and displayed. In RUSH mode, in a game where BAR Fake (A, B) or BAR Match (A, B) is won, the BAR targeting effect may be executed. In the BAR targeting effect, the first reel from the right tells you to aim for the BAR symbol on each reel. When the BAR targeting effect is executed in a game where a BAR combination (A, B) is won, you are granted the right to transition to the RUSH state again (continuation stock) or the right to transition to the bonus state (bonus stock).

[0135] In a game where a spill role is won, a spill occurs if any of the 1-coin roles wins depending on the stop operation position, regardless of the stop operation order. Specifically, if the stop operation position of each reel is random, any of the 1-coin roles wins with a probability of approximately 7000 / 8000. In the above configuration, the expected winning values ​​A1 to A6 are all less than 3 (the specified number).

[0136] FIG. 9 is a diagram for explaining the transition of the ball dispensing state of the main CPU 301. The main CPU 301 controls the game in either a non-advantageous zone or an advantageous zone. When the ball dispensing state transitions, the game state (non-internal state, internal state, bonus activation state) is generally maintained. When the game state transitions, the ball dispensing state is generally maintained.

[0137] A non-advantageous zone is a zone in which, in principle, processing related to instruction functions (processing related to the transition of ball output status (update processing, lottery processing), processing for executing instructions on the instruction indicator 16, etc.) is not executed, except for the advantageous zone transition processing described below. In other words, a non-advantageous zone is a zone in which instructions on the instruction indicator 16 are not executed. On the other hand, an advantageous zone is a zone in which processing related to instruction functions is executed. In other words, an advantageous zone is a zone in which instructions on the instruction indicator 16 can be executed.

[0138] In this embodiment, a payout status flag indicating the current payout status and a game status flag indicating the current game status are stored in the main RAM 303. The main CPU 301 transmits a payout status command indicating the payout status flag to the sub-CPU 412 for each game. The sub-CPU 412 determines the presentation according to the payout status indicated by the payout status command. The game status flag is referenced when determining the current game status.

[0139] In this embodiment, provided that it is in a favorable zone, it can be controlled to the normal state, premonition state, CZ state, preparation state, introduction AT state, main AT state, special AT state, and special AT state (ball output state other than the non-favorable zone). In this embodiment, among the ball output states, the ball output state in which the instruction on the instruction display 16 (hereinafter sometimes referred to as "push order navigation") is executed may be collectively referred to as the "instruction period." In addition, the ball output state in which the instruction on the instruction display 16 is not executed may be collectively referred to as the "non-instruction period."

[0140] In the non-instruction period of this embodiment, a penalty is generally imposed if a stop operation is performed in an irregular pressing order, except in a non-advantageous zone. Specifically, if a stop operation is performed in an irregular pressing order during a game in a non-instruction period, the penalty flag is changed to the ON state at the end of that game. The above penalty flag remains ON until a stop operation is performed on the first button from the left in a subsequent game. Therefore, the penalty flag is turned ON in the next game in which a stop operation is performed in an irregular pressing order. In a game in which the penalty flag is ON, processing related to the instruction function, including the bonus lottery described below, is not executed (the advantageous zone control processing described below is executed).

[0141] Note that a high probability flag may be provided instead of the penalty flag. The high probability flags described above are updated in each game according to the push order in that game, similar to the penalty flag. For example, in each game, a high probability flag control process may be executed after the stop processing described below, and the high probability flag may be updated in the high probability flag control process. Specifically, when the high probability flag control process is started, the high probability flag is temporarily changed to the OFF state (numerical value "0") regardless of the push order in the current game, and the push order in that game is determined. For example, if the stop operation was performed on the first left button in that game, the high probability flag is changed to the ON state (numerical value "1"). On the other hand, if the stop operation was performed in an irregular push order in that game, the high probability flag is maintained in the OFF state. However, in games during the instruction period, the high probability flag is updated to the ON state regardless of the push order in that game. In the above configuration, if a stop operation is performed in an irregular pressing order during a game in a non-instruction period, the high probability flag will be in the OFF state until the stop operation is performed on the first button on the left in the next game onwards. In a game in which the high probability flag is in the OFF state, processing related to the instruction function, including the bonus lottery, will not be executed (the advantageous zone control processing described below will be executed).

[0142] However, as mentioned above, there are cases where the disc navigation is executed during the non-instruction period. In the above-mentioned disc navigation, there are cases where an irregular button press sequence is instructed. In this embodiment, in a game where the disc navigation is executed, the penalty exemption flag is turned ON. In a game where the penalty exemption flag is ON, the penalty flag is not turned ON even if a stop operation is performed in an irregular button press sequence during the non-instruction period.

[0143] As will be described in detail later, in each ball dispensing state during the instruction period in this embodiment, it is controlled to one of several instruction modes (a to c). Also, the expected value (hereinafter referred to as "increase value") of the net increase in the number of coins (number of coins paid out - number of coins inserted) in each game when the stop operation is performed according to the push order navigation in each ball dispensing state changes depending on the instruction mode of that ball dispensing state. In this embodiment, the preparation state, introduction AT state, main AT state, special AT state, and special AT state are instruction periods, and the other ball dispensing states are non-instruction periods. Also, among each instruction period, the ball dispensing states with a positive increase value (ball dispensing states in which the ball dispensing rate when following the push order navigation exceeds 100%) are the introduction AT state, main AT state, special AT state, and special AT state.

[0144] For the sake of explanation, each ball output state in which the increase value is positive may be collectively referred to as the "increase period." In each ball output state in the non-command period (such as the normal state), the increase value will be negative. Also, even in the command period, the increase value will be negative in the preparation state. The above configuration will be explained in detail using Figure 10(b).

[0145] When the setting value is changed, the game will transition to a non-advantageous zone among the ball output states. In this embodiment, if a winning area other than Replay A is won in a non-advantageous zone, the game may transition to a normal state among the advantageous zones from the next game (arrow (A) in Figure 9). In the normal state, the below-described role CZ lottery, mode CZ lottery, and periodic CZ lottery (hereinafter sometimes collectively referred to as "CZ lottery") are executed. If the CZ lottery is won, the game will transition to the CZ state (arrow (C) in Figure 9) via the premonition state (arrow (B) in Figure 9).

[0146] The premonition state is a ball-dispensing state that shares the same presentation mode (background image and types of presentation that can be performed) as the normal state, and ends after a predetermined number of plays. For example, the number of plays in the premonition state is determined by lottery to be 4, 5, 8 to 13, 16, or 17. In these premonition states, specific presentations are more likely to be performed than in the normal state. The premonition state may also be configured to transition to a special presentation mode. However, a period (fake premonition) during which specific presentations are more likely to be performed, similar to the premonition state, may also be set in the normal state. The CZ state is a ball-dispensing state in which transition to the instruction period is more likely than in the normal state, and whether or not to transition to the instruction period is determined by AT lottery.

[0147] As shown in Figure 9, when transitioning from a non-instruction period to an increase period, there are cases where the transition to the increase period occurs via a preparation state (arrow (D) in Figure 9), and cases where the transition to the increase period occurs without going through the preparation state (arrow (E) in Figure 9). For example, if the AT lottery is won in the above-mentioned CZ state, the transition to the increase period (introducing AT state) occurs via the preparation state. Also, if the transition to the instruction period does not occur over a predetermined ceiling number of plays (e.g., 777 times) in the non-instruction period, the transition to the increase period occurs via the preparation state. Note that in the normal state, a direct hit lottery is executed with a probability according to the winning area, and if the direct hit lottery is won, the CZ state may be omitted and the transition to the increase period (introducing AT state) may occur via the preparation state.

[0148] For example, if a direct lottery is won, the remaining number of plays up to the ceiling number of times may be reduced to 15. As described above, when the number of plays in the non-instruction period reaches the ceiling number of times, the game transitions to the preparation state (instruction period), and then transitions to the increase period (introduction AT state) via the preparation state. Note that the same presentation mode may be used for the normal state after winning the CZ state and the normal state after winning the direct lottery. This configuration allows the player to enjoy predicting whether they have won the direct lottery or the CZ lottery. Furthermore, if a direct lottery is won, the preparation state may be omitted, and the game may transition directly from the non-instruction period (normal state, CZ state) to the increase period (e.g., introduction AT state or RUSH state).

[0149] As shown in Figure 9, when the preparation state ends, the system transitions to the introduction AT state during the increase period. The above preparation state continues until the instruction effect H, described below, is executed. Specifically, the instruction effect H is an effect that notifies the player that the first button on the left is not recommended. In other words, the instruction effect H can also be said to be an effect that instructs the player to perform a stop operation using an irregular button press sequence. In a game in which the instruction effect H is executed, if a stop operation is performed using an irregular button press sequence, the system transitions to the introduction AT state from the next game. On the other hand, in a game in which the instruction effect H is executed, if a stop operation is performed on the first button on the left, the preparation state continues.

[0150] As shown in Figure 9, when transitioning to the increase period without going through the preparation state, the non-instruction period transitions to the special AT state. Specifically, in this embodiment, a special AT lottery can be executed in the non-instruction period before transitioning to the CZ state. If the special AT lottery is won, the game transitions to the CZ state via the premonition state, just as if the CZ lottery was won. If the AT lottery in the CZ state is won, the game transitions directly to the special AT state instead of the preparation state. Furthermore, the premonition state when the special AT lottery is won has a different presentation mode from the premonition state when the special AT lottery is not won. Therefore, when the player is notified that the AT lottery has been won in the CZ state, the player can understand that the game will then transition to the special AT state.

[0151] The special AT state is a ball output state that is more advantageous to the player than the ball output states during other increase periods. However, the special AT state is a ball output state that is more difficult to transition to than the ball output states during other increase periods. Let's assume a configuration in which the above special AT state is initiated via a preparation state. In the above configuration, even if the player has acquired the right to transition to the long-awaited special AT state, the special AT state cannot be initiated immediately. Therefore, some players may find the preparation state annoying, which is inconvenient. According to this embodiment, the transition to the special AT state is made without going through the preparation state, thereby suppressing the above inconvenience.

[0152] When the game transitions from the preparation state to the introduction AT state, it transitions to the main AT state when the introduction AT state ends. It is also possible to transition to the special AT state from other payout states during the increase period. The transition of payout states during the increase period will be explained in detail using Figures 10(a) and 10(b).

[0153] Figure 10(a) is a diagram for explaining the details of the transition of the ball output state. Figure 10(a) shows a specific example of the transition of each ball output state during the specified period among each ball output state. As shown in Figure 10(a), among the above-mentioned ball output states, the main AT state is composed of a RUSH state, a challenge state, and a bonus state.

[0154] As mentioned above, there are cases where the non-instruction period transitions to a preparation state, and cases where the non-instruction period transitions directly to a special AT state. In the above preparation states, in a game where Bell B is won in each winning area, instruction effect H is executed. As mentioned above, instruction effect H instructs that the stop operation should be performed in an irregular pressing order, and if the stop operation is performed according to the instruction, the next game will transition to the introduction AT state (arrow (1) in Figure 10(a)).

[0155] The introduction AT state ends when the net increase in the number of coins in the introduction AT state reaches a predetermined value. Specifically, the introduction AT state ends when the virtual difference number Sk reaches a predetermined value (for example, 50 coins). The virtual difference number Sk is the net increase in the number of coins when the push order navigation is followed in a game in which the push order navigation is executed by the instruction display 16, and when the push order navigation is not executed, the stop operation is performed at the timing when the number of coins paid out is maximized on the left 1st.

[0156] For example, assume that in a game in which Bell B is won, the correct button press sequence for Bell B (the stop operation sequence that results in a 13-coin bell combination) is instructed. In the above case, if the correct button press sequence is used to stop the game, the net increase in coins for that game is "+10 coins." On the other hand, if the button press sequence is used to stop the game, a 1-coin combination will be won or a miss will occur. Therefore, if the button press sequence is used to stop the game incorrectly, the net increase in coins for that game is "-3 coins" (the specified number) or "-2 coins." Since the virtual difference Sk is the net increase in coins assumed to be achieved by following the button press sequence navigation, if the button press sequence navigation occurs in a game in which Bell B is won, the number of coins paid out will increase by 10 regardless of the actual number of coins (13 coins, 1 coin, or 0 coins).

[0157] Also, for example, assume a game in which a spill role is won. In the above cases, depending on the timing of the stop operation, a 1-coin role may be won or a spill may occur. The virtual difference number Sk is the net increase in coins when the stop operation is performed at the timing when the number of coins paid out is maximum on the 1st from the left, so it will decrease by 2 coins regardless of the actual number of coins paid out (1 coin, 0 coins).

[0158] As will be described in detail later, in each ball output state during the specified period, a continuation stock lottery, a bonus lottery, and a challenge transition lottery may be held. If you win the continuation stock lottery, you will be awarded continuation stocks, and by consuming the continuation stocks, you will be able to transition to the RUSH state. Also, if you win the bonus lottery, you will be awarded bonus stocks, and by consuming the bonus stocks, you will be able to transition to the bonus state. Similarly, if you win the challenge transition lottery, the challenge transition flag will be changed to ON, and you will be able to transition to the challenge state. For the sake of explanation, the "continuation stock lottery, bonus lottery, and challenge transition lottery" may be collectively referred to as the "bonus lottery."

[0159] The introduction AT state is a ball-dispensing state in which a bonus lottery is executed. Specifically, a continuation stock lottery is executed during each game in the introduction AT state. Instead of a configuration in which the introduction AT state ends when the virtual difference Sk reaches a predetermined value (50 coins), a configuration (hereinafter referred to as the "comparison") in which the introduction AT state ends when the actual net increase in coins since the transition to the introduction AT state (hereinafter referred to as the "actual difference Sj") reaches a predetermined value is assumed. In the above comparison, for example, by ignoring the push order navigation and performing a stop operation with an incorrect push order, the number of games until the actual difference Sj reaches the predetermined value can be extended. Therefore, there is room for an unfair increase in the number of times the bonus lottery is executed. In this embodiment, because the introduction AT state ends when the virtual difference Sk is reached, the number of games in the introduction AT state cannot be extended even if the push order navigation is ignored. The above embodiment has the advantage of suppressing the above-mentioned fraudulent behavior, compared to a comparison in which the introduction AT state ends when the actual difference Sj is reached.

[0160] As described above, when the introduction AT state ends, the state transitions to the RUSH state (arrow (2) in Figure 10(a)). Note that the configuration may be such that a bonus stock lottery can be executed in the ball output state (such as the introduction AT state) before the transition to the RUSH state. In the above configuration, if bonus stock is awarded before the introduction AT state ends, the state may transition from the introduction AT state to the bonus state. Similarly, the configuration may be such that a challenge transition lottery can be executed before the transition to the RUSH state. In the above configuration, if the challenge transition flag is ON before the introduction AT state ends, the state may transition from the introduction AT state to the challenge state.

[0161] The RUSH state ends after a predetermined number of plays (for example, 31 plays). In addition, the continuation stock lottery described above is executed during each play in the RUSH state. Note that, as will be described in detail later, one of the RUSH types (A to F) is determined when the RUSH state starts. Depending on the RUSH type, the probability of winning the continuation stock lottery in the RUSH state (continuation rate) changes. The RUSH type described above is determined by a probability according to the AT level described later.

[0162] When the RUSH state ends, if there is one or more remaining continuation stocks, one continuation stock is consumed and a new RUSH state begins (arrow (3) in Figure 10(a)). Also, in the RUSH state, the above-mentioned challenge transition lottery is executed. Specifically, the challenge transition lottery is executed in the final game of the RUSH state. When the RUSH state ends, if the challenge transition flag is ON, the challenge transition flag is changed to OFF and the challenge state begins (arrow (4) in Figure 10(a)).

[0163] Furthermore, if the above-mentioned BAR line-up (A, B) is won during the RUSH state, the BAR aiming effect is executed, and either continuous stocks or bonus stocks are awarded by lottery. If bonus stocks are awarded during the RUSH state, the game will transition to the bonus state after the RUSH state ends. Note that there may be one or more bonus stocks and continuous stocks remaining at the time the RUSH state ends. In such cases, when the RUSH state ends, one bonus stock is consumed and the game will transition to the bonus state. However, the continuous stocks will be maintained and will be used when the RUSH state ends.

[0164] As described above, if the eye-pressing symbol is successful in the RUSH state, the Aim symbol lottery is executed. Furthermore, if the Aim symbol lottery is successful, the Aim symbol Z is executed. If the stop operation is performed according to the instructions of the Aim symbol Z, a hold symbol among the 1-coin symbols will be won, and control will be exercised during the hold period. The number of plays during the above hold period is determined by lottery. Furthermore, during the hold period, the continuous stock lottery and the Aim symbol lottery are executed, just as during the non-hold period. During the hold period, if the Aim symbol Z is executed and a hold symbol is won, the hold period is extended. During the above hold period, the deduction of the remaining number of plays in the RUSH state is stopped. On the other hand, if the stop operation is not performed according to the instructions of the Aim symbol Z, a 1-coin symbol other than the hold symbol will be won, and control will not be exercised during the hold period. As will be described in detail later, the instruction mode during the RUSH state changes depending on whether or not the hold period is in progress (see Figure 12(b)).

[0165] In the challenge state, it is easier to determine whether to transition to the bonus state compared to other instruction periods (except the special AT state). Specifically, a bonus lottery is held for each game in the challenge state. If the bonus lottery is won, bonus stocks are awarded. The challenge state ends after a predetermined number of games (for example, 10 games). If there is one or more bonus stocks remaining when the challenge state ends, one bonus stock is consumed and the game transitions to the bonus state (arrow (6) in Figure 10(a)).

[0166] The bonus state is a state in which the ball output value is greater than that of the RUSH state (excluding the hold period) and the challenge state. The bonus state ends when the virtual difference number Sk in the bonus state reaches a predetermined value (for example, 100). In this embodiment, when the bonus state ends, the state transitions again to the challenge state (a state in which bonus stocks are awarded with a high probability) (arrow (7) in Figure 10(a)). In this embodiment, the RUSH state is continued while the state transitions to the challenge state, and bonus stocks are acquired in the challenge state. After that, many medals can be acquired by alternating between the bonus state and the challenge state.

[0167] In the bonus state, a lottery is held to determine the number of games to be played in the subsequent challenge state. Specifically, if the player wins the lottery for the additional game, an additional period is set at the beginning of the challenge state. The number of games to be played during this additional period (3 or 5 games) is determined by lottery. Furthermore, if the player wins the lottery for the additional game multiple times in a single bonus state, the additional period is extended. For example, if the player wins the additional game period of 3 games in the first lottery and the additional game period of 5 games in the second lottery, an additional period of 8 games will be set in the subsequent challenge state. During these additional periods, the remaining number of games to be played in the challenge state (10 games) is not subtracted.

[0168] In addition, if a player wins the bonus lottery during the added-on period, the configuration may be such that the player is more advantageous than if the player wins the bonus lottery in the subsequent challenge state. For example, a configuration is assumed in which a normal bonus state and a super bonus state, which is more advantageous than the normal bonus state, are provided as bonus states. In the above super bonus state, for example, more virtual difference numbers Sk can be obtained (which trigger the end of the bonus state) than in the normal bonus state. In the above configuration, a configuration in which a player can easily transition to the super bonus state (including a case in which a transition is guaranteed) is preferable in the case in which a player wins the bonus lottery during the added-on period, compared to if the player wins the bonus lottery in the subsequent challenge state.

[0169] The special AT state is a ball output state in which bonus stocks are more likely to be awarded than in other ball output states. As described above, the special AT state is entered directly (without going through the preparation state) from the non-instruction period. In this embodiment, one bonus stock is awarded (bonus stock is guaranteed) at the time of entering the special AT state.

[0170] The above special AT state ends after a predetermined number of plays (for example, 10 times). When the special AT state ends, bonus stocks are consumed and the game transitions to the bonus state. Note that multiple bonus stocks may be awarded in the special AT state and challenge state. In the above cases, when the bonus state ends, there will be one or more bonus stocks remaining. If there are bonus stocks remaining when the bonus state ends, one more bonus stock is consumed and the game transitions to the bonus state again (one game in a row). In other words, the bonus state is repeated until the bonus stocks run out.

[0171] The special AT state is entered from each payout state during the specified period. Specifically, the special AT state is entered from the RUSH state, challenge state, and bonus state. Note that the special AT state may also be entered from the preparation state, introduction AT state, and special AT state. This embodiment is configured so that the special AT state ends when the actual difference Sj after entering the special AT state increases by a predetermined number (approximately 200 coins).

[0172] Figure 10(b) is a diagram for explaining the details of each ball-dispensing state (preparation state, etc.) included in the instruction period. Figure 10(b) shows the end trigger of each ball-dispensing state, instruction mode (a to c), increase value, push order navigation when bell (A, B) is won, and whether or not there is a bonus lottery (continuation stock lottery, bonus lottery, challenge transition lottery).

[0173] As will be described in detail later, in instruction mode a, the correct button press sequence for bell B is instructed partway through. For example, the correct button press sequence (the button press sequence for winning a 13-bell combination) when bell B1 is won is "center left / right." In instruction mode a, when bell B1 is won, "center 1st" is instructed, but the button press sequence from the second stop operation onwards is not instructed. For the sake of explanation, instructing the correct button press sequence partway through may be referred to as "partial navigation." On the other hand, instructing the correct button press sequence to the end may be referred to as "complete navigation." For example, in the complete navigation for a game in which bell B1 is won, "center left / right" is instructed.

[0174] As shown in Figure 10(b), the preparation state is instruction mode c. In the above instruction mode c, the correct button press sequence for Bell A (the button press sequence that results in a 7-bell winning combination) is fully navigated. On the other hand, in instruction mode c, if Bell B is won, an irregular button press sequence is instructed (the above-mentioned instruction effect H is executed). In a game in which Bell B is won, if the stop operation is performed in the irregular button press sequence, the preparation state ends. In the above preparation state, the increase value is larger compared to the non-instruction period in a game in which Bell is won, in which button press sequence navigation is not executed. However, the increase value in the preparation state is a slightly negative value. Furthermore, as will be described in detail later, in each game in the preparation state, a continuation stock lottery is executed as part of the bonus lottery.

[0175] The introduction AT state is instruction mode b. In the above instruction mode b, the correct button press order for bell A is fully navigated. Also, in instruction mode b, the correct button press order for bell B (the button press order that results in a 13-coin bell role) is fully navigated. The increase value of the above instruction mode b is approximately 4.3 coins. Also, in each game in the introduction AT state, a continuation stock lottery is executed as part of the bonus lottery. As mentioned above, the introduction AT state ends when the virtual difference number Sk reaches 50 coins.

[0176] In principle, the RUSH state will be instruction mode a. Specifically, as mentioned above, a hold period may be set in the RUSH state. In principle, the RUSH state will be instruction mode a, but as an exception, instruction mode b will be set during the hold period. In instruction mode a, the correct press order for Bell B is partially navigated. In other words, the correct press order for Bell B is instructed up to the first stop, but the correct press order from the second stop onwards is not instructed. Therefore, in instruction mode a, even if you follow the press order navigation, you may not be able to win the 13-bell role. The increase value for instruction mode a above is approximately 1.3 coins, which is less than the increase value for instruction mode b (approximately 4.3 coins). As mentioned above, a bonus lottery is held in the RUSH state. Specifically, the bonus lottery is held with the same probability of winning regardless of whether or not it is in a hold period.

[0177] The bonus state is in instruction mode b, just like the introduction AT state. Therefore, in the bonus state, both the correct pressing order for Bell A and the correct pressing order for Bell B are fully navigated, and the increase value is approximately 4.3 coins. Also, the bonus state ends when the virtual difference number Sk reaches 100 coins. In the above bonus state, the continuation stock lottery is executed as part of the bonus lottery. Also, in the bonus state, the above-mentioned additional lottery is executed.

[0178] The challenge state is instruction mode a, just like the RUSH state. Therefore, in the challenge state, the correct pressing order for Bell B is partially navigated, and the correct pressing order for Bell A is not navigated. The increase in the challenge state above is approximately 1.3 coins. Also, the challenge state ends after 10 plays. However, if you win the additional lottery in the bonus state, an additional period will be set in the subsequent challenge state. In the above cases, the challenge state will continue for more than 10 plays. In the above challenge state, a bonus lottery is executed as part of the bonus lottery.

[0179] The special AT state is instruction mode b. In the above special AT state, the correct pressing order for bell B and the correct pressing order for bell A are fully navigated, and the increase value is approximately 4.3 coins. In addition, in each game in the special AT state, a bonus lottery is executed as part of the bonus lottery. The special AT state ends after 10 games. The special AT state is instruction mode b, and the correct pressing order for bell B and the correct pressing order for bell A are fully navigated. Therefore, the increase value in the special AT state is approximately 4.3 coins. As described above, this embodiment is configured so that the special AT state ends when the actual difference number Sj after transitioning to the special AT state increases by a predetermined number (approximately 200 coins).

[0180] Let us assume a configuration (such as the present embodiment) in which the special AT state ends with the actual difference number Sj, but also a configuration (hereinafter referred to as the "comparison") in which a bonus lottery is executed even in the special AT state. However, the actual difference number Sj decreases if the push order navigation is not followed. Therefore, by intentionally not following the push order navigation, the number of times the special AT state can be played can be extended compared to when the push order navigation is followed. For these reasons, in the above-mentioned comparison, there is still room for fraudulent behavior, such as intentionally not following the push order navigation in the special AT state to increase the number of times the bonus lottery is executed. Taking these circumstances into consideration, the present embodiment employs a configuration in which a bonus lottery is not executed in the special AT state. In the above-mentioned present embodiment, for example, compared to the above-mentioned comparison, the above-mentioned fraudulent behavior can be suppressed.

[0181] FIG. 11(a-1) is a flowchart of the actual difference number update process. The main CPU 301 executes the actual difference number update process during the stop processing described below. When the actual difference number update process starts, the main CPU 301 acquires the specified number of medals (number of medals used) in the current game (Sa1), and acquires the number of medals to be paid out in that game (Sa2). Thereafter, the main CPU 301 executes a calculation process (Sa3). In the calculation process, the number of medals used in the current game acquired in step Sa1 is subtracted from the number of medals to be paid out acquired in step Sa2.

[0182] The main CPU 301 updates the actual difference number Sj using the calculation result of the calculation process (Sa4). Specifically, in step Sa4, a predetermined counter is updated. As the above counter, for example, a counter may be adopted which is set to the numerical value "0" as an initial value and to which the calculation result of the calculation process (the net increase in the number of coins in that game) is added in each game. The above counter indicates the actual difference number Sj itself. However, for example, when counting the actual difference number Sj of up to N coins (N is a natural number), a counter may be adopted which is set to the numerical value "N" as an initial value and to which the calculation result of the calculation process is subtracted. When the above counter is used, "N - current value of the counter" becomes the actual difference number Sj.

[0183] Figure 11 (a-2) is a flowchart of the virtual difference number update process. The virtual difference number update process is executed by the main CPU 301 during stop processing, similar to the above-mentioned real difference number update process. As described above, the ball output state that ends based on the virtual difference number Sk is the introduction AT state and bonus state of instruction mode b. The virtual difference number update process is executed in each game in the introduction AT state and each game in the bonus state.

[0184] When the virtual difference update process is started, the main CPU 301 acquires the "number of repetitions" for the current game. As will be described in detail later, the "number of repetitions" is the same as the net increase in coins (hereinafter referred to as "virtual net increase") that would occur if the push order navigation in instruction mode b were followed. For the sake of explanation, the winning combination that would be displayed as stopped if the push order navigation in instruction mode b were followed may be referred to as the "virtual stopping combination." For example, if Bell A is won, the virtual stopping combination is a 7-coin bell combination.

[0185] After obtaining the number of repetitions, the main CPU 301 determines whether or not a bell (bell A, bell B, common bell) has been won in this game (Sb4). In this embodiment, in games in which a bell is won, the number of payout coins is less than the specified number (3 coins). Therefore, in games in which a bell is won, the virtual difference number Sk decreases. On the other hand, in games in instruction mode b (introduced AT state, bonus state) in which a bell is won, the number of payout coins, assuming that the push order navigation is followed, is more than the specified number. Therefore, in games in which a bell is won, the virtual difference number Sk increases.

[0186] If the virtual difference number Sk increases in the current game (if a bell is won) (Sb2: Yes), the main CPU 301 determines whether the number of repetitions acquired in step Sb1 is the value "0" (Sb3). In the first step Sb3, the number of repetitions becomes greater than the value "0" (Sb3: Yes), and the main CPU 301 increases the virtual difference number Sk by one (Sb4). Thereafter, the main CPU 301 subtracts the value "1" from the number of repetitions and repeats steps Sb3 to Sb5 until the number of repetitions reaches the value "0" (Sb3: No). In the above configuration, in a game in which a bell is won in instruction mode b, the virtual difference number Sk increases by the virtual net increase (positive value).

[0187] On the other hand, if the virtual difference number Sk decreases in the current game (if something other than Bell is won) (Sb2: No), the main CPU 301 determines whether the number of repetitions acquired in step Sb1 is the value "0" (Sb6). If Replay is won in the current game, the first step Sb6 determines "No" and the virtual difference number update process ends. On the other hand, if something other than Replay is won (Sb6: Yes), the main CPU 301 decreases the virtual difference number Sk by one (Sb7) and subtracts the value "1" from the number of repetitions. The above steps Sb6 to Sb8 are repeated until the number of repetitions reaches the value "0". In the above configuration, in a game in which something other than Bell is won in instruction mode b, the virtual difference number Sk decreases by the virtual net increase (negative value).

[0188] Specifically, the virtual difference counter is updated in the above-mentioned steps Sb4 and Sb7. For example, when the introduction AT state starts, an initial value of "50" is set to the virtual difference counter. Also, when a bell is won in the introduction AT state, a value of "1" is subtracted from the virtual difference counter in step Sb4. On the other hand, when a symbol other than a bell is won in the introduction AT state, a value of "1" is added to the virtual difference counter in step Sb7. In the above configuration, when the virtual difference Sk in the introduction AT state reaches 50, the virtual difference counter is subtracted to a value of "0", and the introduction AT state ends. Note that the virtual difference counter may also be configured to be set to an initial value of "0" when the introduction AT state starts. In the above configuration, when a bell is won in the introduction AT state, a value of "1" is added to the virtual difference counter in step Sb4. On the other hand, when a symbol other than a bell is won in the introduction AT state, a value of "1" is subtracted from the virtual difference counter in step Sb7. In addition, the introduction AT state ends when the virtual difference counter reaches the value "50".

[0189] Similarly, when the bonus state begins, the virtual difference counter is set to an initial value of "100," and when a bell is won in the bonus state, the value "1" is subtracted from the virtual difference counter in step Sb4. On the other hand, when a symbol other than a bell is won in the bonus state, the value "1" is added to the virtual difference counter in step Sb7. In the above configuration, when the virtual difference Sk in the bonus state reaches 100, the virtual difference counter is subtracted to the value "0," and the bonus state ends. Note that the virtual difference counter may be set to an initial value of "0" when the bonus state begins, and the bonus state may end when the virtual difference counter reaches the value "100." In the above configuration, when a bell is won in the bonus state, the value "1" is added to the virtual difference counter in step Sb4. On the other hand, when a symbol other than a bell is won in the bonus state, the value "1" is subtracted from the virtual difference counter in step Sb7.

[0190] FIG. 11(b) is a conceptual diagram of the repetition count table. As shown in FIG. 11(b), the repetition count table specifies the repetition count for each winning area. As described above, the repetition count is referenced in the virtual difference update process (Sb1 in FIG. 11(a-2)) executed in instruction mode b (introduced AT state, bonus state). In addition, FIG. 11(b) shows the virtual stop role and virtual net increase number in instruction mode b for each winning area.

[0191] As shown in FIG. 11(b), when a replay is won in instruction mode b, the number of repetitions is "0 times." Therefore, in a game in which a replay is won, the virtual difference Sk does not increase or decrease. On the other hand, when Bell A is won in instruction mode b, the virtual stopping role is a 7-piece bell role, the virtual net increase is plus 4 pieces (= 7 pieces - 3 pieces (prescribed number)), and the number of repetitions is "4 times." Also, when Bell B is won in instruction mode b, the virtual stopping role is a 13-piece bell role, the virtual net increase is plus 10 pieces (= 13 pieces - 3 pieces (prescribed number)), and the number of repetitions is "10 times." Similarly, when a common bell is won in instruction mode b, the virtual stopping role is a 7-piece bell role, the virtual net increase is plus 4 pieces (= 7 pieces - 3 pieces (prescribed number)), and the number of repetitions is "4 times."

[0192] As shown in Figure 11(b), if any of the strong discs (C-E), strong cherries, eye-pressing roles, or BAR fakes (A, B) are won, the number of repetitions is 2, the virtual stopping role is a 1-piece role, and the virtual net increase is minus 2. Also, if any of the above winning areas are won, the push order navigation is not executed, and regardless of the push order used to stop the operation, a 1-piece role will be won regardless of the timing of the stop operation. In other words, the winning role that actually wins is the same as the virtual stopping role (1-piece role), and the virtual net increase and the actual net increase will match.

[0193] As shown in FIG. 11(b), when the spill role is won, the number of repetitions is 2, the virtual stop role is a 1-coin role, and the virtual net increase is minus 2. When the above spill role is won, the push order navigation is not executed, and depending on the timing of the stop operation, a 1-coin role may be won or a miss may occur. However, in a game in which the spill role is won, the virtual number Sk decreases by 2, assuming that a 1-coin role has been won. Note that in a game in which the spill role is won, the virtual difference number Sk may decrease by 2 when a 1-coin role is won, while the virtual difference number Sk may decrease by 3 when a miss occurs. Also, in a game in which the spill role is won, the virtual difference number Sk may decrease by 3 regardless of whether a 1-coin role is won or a miss occurs.

[0194] The configuration for updating the virtual difference Sk is not limited to the above example. For example, a virtual net increase table may be provided instead of the above-mentioned repetition count table. The above virtual net increase table stores a winning area and a virtual net increase when the winning area is won, corresponding to each other. For example, "+4 coins" is stored corresponding to Bell A. Similarly, "+10 coins" is stored corresponding to Bell B, "+4 coins" is stored corresponding to Common Bell, and "-2 coins" is stored corresponding to each 1-coin role (such as Strong Disc C). In each game in the introduction AT state or bonus state, the main CPU 301 uses the virtual net increase table to identify the virtual net increase corresponding to the winning area that is won in that game, and updates the virtual difference Sk (virtual difference counter) with the identified virtual net increase.

[0195] 12(a) and 12(b-1) to 12(b-3) are conceptual diagrams of the respective instruction determination tables (X, Ya, Yb, Yc). In each game, the main CPU 301 determines an instruction number using the instruction determination table, and displays instruction information ("1," "3," to "10") corresponding to the instruction number on the instruction display 16. The main CPU 301 also transmits a command (a second command, described later) indicating the instruction number determined in each game to the sub-control board 400 (sub-CPU 412).

[0196] Each instruction determination table includes an instruction determination table X (Fig. 12(a)) and an instruction determination table Y (Fig. 12(b-1) to Fig. 12(b-3)). The instruction determination table X is used to determine the instruction number for each game in the non-instruction period. Also, the instruction determination table Y (Ya, Yb, Yc) is used to determine the instruction number for each game in the instruction period. As shown in Fig. 12, each instruction determination table is configured to include each instruction number for each winning area.

[0197] The instruction determination table Y includes an instruction determination table Ya, an instruction determination table Yb, and an instruction determination table Yc. The instruction determination table Ya is used in instruction mode a (RUSH state (non-hold period), challenge state) during the instruction period. The instruction determination table Yb is used in instruction mode b (introduction AT state, RUSH state (hold period), bonus state, special AT state, special AT state) during the instruction period, and the instruction determination table Yc is used in instruction mode c (preparation state).

[0198] As shown in FIG. 12(a), in the non-instruction period, regardless of which winning area is won, the instruction number "99" is determined. When the instruction number "99" is determined, the instruction display 16 does not display instruction information. Specifically, when the instruction number "99" is determined, the instruction display 16 displays the number "0" during the period in which the instruction information is displayed. According to the above configuration, in the non-instruction period, the instruction display 16 does not indicate the stop operation mode (stop operation position, stop operation sequence).

[0199] 12(b-1) is a conceptual diagram of the instruction determination table Ya. As described above, the instruction determination table Ya is used in the instruction mode a. That is, the instruction determination table Ya is used in the RUSH state (non-hold period) and the challenge state.

[0200] As shown in FIG. 12(b-1), in each game of instruction mode a, when bell B1 or bell B5 of the bells B is won, the main CPU 301 determines the instruction number "07." When the instruction number "07" is determined, the main CPU 301 displays the number "7" (hereinafter referred to as "instruction information "7") as instruction information on the instruction display 16. As described above, the correct pressing order when bell B1 or bell B5 is won is "center left right." In the above configuration, in a game in which the instruction information "7" is displayed, performing a stop operation on the center first st is more advantageous than performing stop operations in any other order. Therefore, when the instruction information "7" is displayed on the instruction display 16, the player performs a stop operation on the center first st. In other words, the above configuration instructs the player to perform a stop operation on the center first st by displaying the instruction information "7." In each game of instruction mode a, if bell B2 or bell B6 is won (the correct pressing order is "middle, right, left"), the instruction number "07" is determined, just as when bell B1 or bell B5 is won, and the instruction information "7" is displayed on the instruction display 16.

[0201] As shown in FIG. 12(b-1), in each game of instruction mode a, when bell B3 or bell B7 of the bells B is won, the main CPU 301 determines the instruction number "08." When the instruction number "08" is determined, the main CPU 301 displays the number "8" (hereinafter referred to as "instruction information "8") as instruction information on the instruction display 16. As described above, the correct pressing order when bell B3 or bell B7 is won is "right, left, center." In the above configuration, in a game in which the instruction information "8" is displayed, performing a stop operation on the first right button is more advantageous than performing stop operations in any other order. Therefore, when the instruction information "8" is displayed on the instruction display 16, the player performs a stop operation on the first right button. In each game of instruction mode a, if bell B4 or bell B8 is won (the correct pressing order is "right, center, left"), the instruction number "08" is determined, just as when bell B3 or bell B7 is won, and the instruction information "8" is displayed on the instruction display 16.

[0202] As shown in FIG. 12(b-1), in each game of the instruction mode a, when the eye-pressing role is successful, the main CPU 301 may determine the instruction number "09" or the instruction number "99" (no instruction). Specifically, in the RUSH state, in a game in which the eye-pressing role is successful, the aim effect determination process is executed. If the aim effect determination process is successful, the instruction number "09" is determined, and the instruction information "9" is displayed on the instruction display 16. As described above, if the aim effect determination process is successful, by "aiming for the symbol position "3" on the left reel with the first right move," a hold role is won, and a hold period is granted. Therefore, when the instruction information "9" is displayed on the instruction display 16, the player "aims for the symbol position "3" on the left reel with the first right move." The above configuration can also be said to instruct the stop operation mode of "aiming for the symbol position "3" on the left reel with the first right move" by displaying the instruction information "9."

[0203] As shown in Figure 12 (b-1), when bell A (1 to 6) is won in instruction mode a, instruction number "00" is determined, and no instruction information is displayed on the instruction display 16. Also, in a game in which a winning area other than the above (bells (A, B) and pressing buttons) is won in instruction mode a, instruction number "00" is determined, and no instruction information is displayed on the instruction display 16.

[0204] In this embodiment, except for games in which Bell B is won, the expected win value A is the same regardless of the push order used to perform the stop operation. Specifically, the probability of the correct push order for the 7-bell combination in a game in which Bell A is won is the same (approximately 1 / 6) for each push order. Taking the above into consideration, in instruction mode a, even if the stop operation is performed in an irregular push order in a game in which push order navigation is not executed (a game in which something other than Bell B is won), the penalty flag described above will not be turned ON. Furthermore, in instruction mode b and instruction mode c, as in instruction mode a, the penalty flag will not be turned ON even if the stop operation is performed in an irregular push order.

[0205] 12(b-2) is a conceptual diagram of the instruction determination table Yb. As described above, the instruction determination table Yb is used in the instruction mode b. That is, the instruction determination table Yb is used in the introduction AT state, the RUSH state (hold period), the bonus state, the special AT state, and the special AT state.

[0206] As shown in FIG. 12(b-2), in each game of instruction mode b, when bell A1 or bell A2 wins, the main CPU 301 determines the instruction number "01." When the instruction number "01" is determined, the main CPU 301 displays the number "1" (hereinafter referred to as "instruction information "1") as instruction information on the instruction display 16. As described above, the correct pressing order when bell A1 or bell A2 wins is the first button pressed from the left. In the above configuration, in a game in which the instruction information "1" is displayed, performing a stop operation on the first button from the left is more advantageous than performing stop operations in any other order. Therefore, when the instruction information "1" is displayed on the instruction display 16, the player performs a stop operation on the first button from the left. In other words, the above configuration instructs the player to perform a stop operation on the first button from the left by displaying the instruction information "1."

[0207] In each game of instruction mode b, when bell A3 of the bells A wins, the main CPU 301 determines the instruction number "03." When the instruction number "03" is determined, the main CPU 301 displays the number "3" (hereinafter referred to as "instruction information "3") as instruction information on the instruction display 16. As described above, the correct button press order when bell A3 wins is "center, left, right." In the above configuration, in a game in which the instruction information "3" is displayed, performing stop operations in the order of "center, left, right" is more advantageous than performing stop operations in any other order. Therefore, when the instruction information "3" is displayed on the instruction display 16, the player performs stop operations in the order of "center, left, right." In other words, the above configuration can be said to instruct the player to perform stop operations in the order of "center, left, right."

[0208] In each game of instruction mode b, when bell A4 wins among bells A, the main CPU 301 determines the instruction number "04." When the instruction number "04" is determined, the main CPU 301 displays the number "4" (hereinafter referred to as "instruction information "4") as instruction information on the instruction display 16. As described above, the correct button press order when bell A4 wins is "center, right, left." In the above configuration, in a game in which the instruction information "4" is displayed, performing stop operations in the order of "center, right, left" is more advantageous than performing stop operations in any other order. Therefore, when the instruction information "4" is displayed on the instruction display 16, the player performs stop operations in the order of "center, right, left." In other words, the above configuration can be said to instruct the player to perform stop operations in the order of "center, right, left" by displaying the instruction information "4."

[0209] In each game of instruction mode b, when bell A5 wins among bells A, the main CPU 301 determines the instruction number "05." When the instruction number "05" is determined, the main CPU 301 displays the number "5" (hereinafter referred to as "instruction information "5") as instruction information on the instruction display 16. As described above, the correct button press order when bell A5 wins is "right, left, center." In the above configuration, in a game in which the instruction information "5" is displayed, performing stop operations in the order of "right, left, center" is more advantageous than performing stop operations in any other order. Therefore, when the instruction information "5" is displayed on the instruction display 16, the player performs stop operations in the order of "right, left, center." In other words, the above configuration can be said to instruct the player to perform stop operations in the order of "right, left, center" by displaying the instruction information "5."

[0210] In each game of instruction mode b, when bell A6 wins among the bells A, the main CPU 301 determines the instruction number "06." When the instruction number "06" is determined, the main CPU 301 displays the number "6" (hereinafter referred to as "instruction information "6") as instruction information on the instruction display 16. As described above, the correct pressing order when bell A6 wins is "right, center, left." In the above configuration, in a game in which the instruction information "6" is displayed, performing stop operations in the order of "right, center, left" is more advantageous than performing stop operations in any other order. Therefore, when the instruction information "6" is displayed on the instruction display 16, the player performs stop operations in the order of "right, center, left." In other words, the above configuration can be said to instruct the player to perform stop operations in the order of "right, center, left" by displaying the instruction information "6."

[0211] In each game of the instruction mode b, when bell B1 or bell B5 of the bell B wins, the main CPU 301 determines the instruction number "03" and displays the instruction number "3" (center, left, right) on the instruction display 16. Also, in each game of the instruction mode b, when bell B2 or bell B6 of the bell B wins, the main CPU 301 determines the instruction number "04" and displays the instruction number "4" (center, right, left) on the instruction display 16. In each game of the instruction mode b, when bell B3 or bell B7 of the bell B wins, the main CPU 301 determines the instruction number "05" and displays the instruction number "5" (right, left, center) on the instruction display 16. In each game of the instruction mode b, when bell B4 or bell B8 of the bell B wins, the main CPU 301 determines the instruction number "06" and displays the instruction number "6" (right, center, left) on the instruction display 16. In the above configuration, in a game in which Bell B in instruction mode b is won, the correct pressing order for the 13-bell combination is instructed.

[0212] As described above, a hold period may be set in the RUSH state. The hold period in the RUSH state is instruction mode b, and instruction determination table Yb is referenced. Furthermore, during the hold period in the RUSH state, the aim effect determination process is executed, just like in the non-hold period. In a game in which a pressing role during the hold period (instruction mode b) is won, if the aim effect Z is won, the instruction number "09" is determined. On the other hand, if the aim effect Z is not won in the aim effect determination process, the instruction number "99" is determined. In a game in which a role other than a bell (A, B) or a pressing role is won during instruction mode b, the instruction number "00" is determined, and no instruction information is displayed on the instruction display 16.

[0213] Fig. 12(b-3) is a conceptual diagram of the instruction determination table Yc. As described above, the instruction determination table Yc is used in the instruction mode c. In other words, the instruction determination table Yc is used in the preparation state. As shown in Fig. 12(b-3), when Bell A (1 to 6) is won in each game of the instruction mode c, the instruction information "1", "2" to "6" is displayed, and the correct pressing order for the 7-bell combination is indicated, just as when Bell A (1 to 6) is won in each game of the instruction mode b.

[0214] As shown in Figure 12 (b-3), when Bell B (1 to 8) is won in instruction mode c, the instruction number "10" is determined, and the number "10" (hereinafter referred to as "instruction number "10"") is displayed on the instruction display 16. In a game in which Bell B (1 to 8) is won, a 1-coin role is won if the stop operation is performed on the 1st button press from the left, and a 13-coin bell role can be won if the stop operation is performed in an irregular pressing sequence. In other words, in a game in which Bell B (1 to 8) is won, the expected winning value (expected number of coins to be paid out) is greater if the stop operation is performed in an irregular pressing sequence than if the stop operation is performed on the 1st button press from the left. In addition, the preparation state of instruction mode c can be transitioned to the introduction AT state by performing the stop operation in an irregular pressing sequence in a game in which Bell B is won.

[0215] In the above configuration, when the instruction information "10" is displayed on the instruction display 16, the player performs a stop operation in an irregular button press sequence. In other words, the above configuration instructs the player to perform a stop operation in an irregular button press sequence by displaying the instruction information "10." In a game in which anything other than bells (A, B) is won in instruction mode c, the instruction number "00" is determined, and no instruction information is displayed on the instruction display 16.

[0216] FIG. 13 is a diagram for explaining each command (first command, second command) transmitted from the main CPU 301 to the sub CPU 412. As shown in FIG. 13, the main CPU 301 transmits a first command (such as "A00") to the sub CPU 412 according to the winning area. For example, if the winning area for the current game is a miss, the main CPU 301 transmits the command "A00" to the sub CPU 412. Furthermore, if Replay A is a win, the main CPU 301 transmits the command "A01."

[0217] As can be seen from Figure 13, in principle, one first command corresponding to each winning area is provided. That is, there is a one-to-one correspondence between the winning area and the first command. Therefore, when the first command is received by the sub-CPU 412, the winning area can be identified from the first command. Therefore, the sub-CPU 412 can determine the effect according to the winning area corresponding to the first command.

[0218] However, as shown in FIG. 13, in games where a bell (A, B) or a pressing role is won, the first command "A13" is commonly sent (the first commands are grouped). Therefore, it is not possible to determine from the first command "A13" whether a bell (A, B) or a pressing role has won. In the above configuration, it is not possible to identify an advantageous stop operation sequence (for example, the correct pressing sequence) from the first command.

[0219] In addition to the first command, the main CPU301 transmits to the sub-CPU412 a second command (such as "B01") corresponding to the instruction number (instruction information) of the current game. Specifically, if the instruction number "99" (no instruction) is determined in the current game, the main CPU301 transmits the command "B99" to the sub-CPU412, as shown in FIG. 13. As described above, the instruction number "99" is determined in each game during the non-instruction period. Therefore, during the non-instruction period, the command "B99" is transmitted regardless of the winning area.

[0220] 13, in the instruction mode a during the instruction period, in a game in which Bell A (1 to 6) is won, the main CPU 301 determines the instruction number "0" and transmits the second command "B99." In the instruction mode a described above, in a game in which Bell A is won, the correct pressing order for the 7-bell combination is not instructed.

[0221] On the other hand, in a game in which bells B1 and B2 (the correct pressing order is "center left right") or bells B5 and B6 (the correct pressing order is "center right left") are won in instruction mode a, the second command "B07" corresponding to instruction number "7" (center 1st) is transmitted. In a game in which bells B3 and B4 (the correct pressing order is "right left center") or bells B7 and B8 (the correct pressing order is "right center left") are won in instruction mode a, the second command "B08" corresponding to instruction number "8" (right 1st) is transmitted. Also, in instruction mode a, if the eye-pressing role is won in a game and the aim effect determination process is won, instruction number "9" is determined and the second command "B09" is transmitted. On the other hand, if the aim effect determination process is a miss, instruction number "0" is determined and the second command "B99" is transmitted.

[0222] As shown in FIG. 13, in a game in which bell A1 or bell A2 (the correct pressing order is "left 1st") is selected in command mode b or command mode c, a second command "B01" corresponding to the command information "1" (left 1st) is transmitted. Also, in a game in which bell A3, bell B1, or bell B5 (the correct pressing order is "center left / right") is selected in command mode b or command mode c, a second command "B03" corresponding to the command information "3" (center left / right) is transmitted. In a game in which bell A4, bell B2, or bell B6 (the correct pressing order is "center right left") is selected in command mode b or command mode c, a second command "B04" corresponding to the command information "4" (center right left) is transmitted. In a game in which bell A5, bell B3, or bell B7 (the correct pressing order is "right left center") is selected in command mode b or command mode c, a second command "B05" corresponding to the command information "5" (right left center) is transmitted. In a game in which bell A6, bell B4 or bell B8 (the correct pressing order is "right, center, left") is won in instruction mode b or instruction mode c, the second command "B06" corresponding to the instruction information "6" (right, center, left) is sent.

[0223] During the hold period of the RUSH state (instruction mode b), if the eye-pressing role wins and the target effect determination process is won, the instruction number "9" is determined and the second command "B09" is sent. On the other hand, if the target effect determination process is a miss, the instruction number "0" is determined and the second command "B99" is sent. As shown in Figure 13, when Bell B (1 to 8) is won in instruction mode c, the instruction number "10" is determined and the second command "B10" is sent. As mentioned above, the instruction number "10" instructs an irregular button press sequence. If Bell B is won in the preparation state of instruction mode c, when the stop operation is performed in the irregular button press sequence, the preparation state ends and the game transitions to the introduction AT state.

[0224] The main CPU 301 calculates various types of game information (consecutive win ratio, special feature ratio, most recent consecutive win ratio, most recent special feature ratio, special feature ratio with instruction, bonus game ratio) according to the progress of the game, and displays display information according to the game information on the main display 40. In order to calculate the above game information, the main CPU 301 counts the number of games played during the period from when the gaming machine 1 is first powered on until the number of games reaches 175,000 (hereinafter referred to as the "total game counting period").

[0225] 14 is a diagram illustrating each storage area (G1 to G3, g1, g2) of the main RAM 303. Each of the storage areas is provided to store the above-mentioned game information (consecutive win ratio, etc.), and includes storage area G1, storage area G2, storage area G3, storage area G4, storage area g1, and storage area g2. For example, each of the storage areas can store 1 byte of information.

[0226] For the sake of explanation, the period during which the so-called "continuous operation device for a special feature of the first type" operates may be referred to simply as the "first series of series." Similarly, the period during which the so-called "continuous operation device for a special feature of the second type" operates may be referred to simply as the "second series of series." The first series and the second series of series end with the payout of a predetermined number of medals. Furthermore, the period during which the so-called "special feature of the first type" operates may be referred to simply as the "first series of series," and the period during which the so-called "special feature of the second type" operates may be referred to simply as the "second series of series." The first series of series ends after eight plays, and the second series of series ends after one play. Furthermore, the period during which the so-called "normal feature" operates may be referred to as the "normal series of series." The normal series of series ends after one play.

[0227] The bonus activation state in this embodiment is the first role sequence, and all games are during the first role sequence. It is also possible to provide a "first role sequence general" during the first role sequence. During the first role sequence general, it is easier to win a winning role (RB role) that activates the first type special role, compared to game states other than the first role sequence general. Furthermore, if a second role sequence is provided, it is also possible to provide a "second role sequence general" during the second role sequence. During the second role sequence general, it is easier to win a winning role (CB role) that activates the second type special role, compared to game states other than the second role sequence general.

[0228] The consecutive win ratio is the ratio of the number of medals won in the first role (including the first role in the first series of roles) (hereinafter "number of consecutive win medals B") to the total number of medals won from the time the power was first turned on to the present (hereinafter "total number of medals A") (consecutive win ratio = B / A). In this embodiment, the number of consecutive win medals B is the number of medals won in the bonus activation state (in the first role in the first series of roles). As shown in Figure 14, the consecutive win ratio is stored in memory area G1.

[0229] The main CPU 301 calculates the consecutive win ratio every 400 games and stores the calculation result in the memory area G1. If the calculation result includes a decimal part, the main CPU 301 truncates the decimal part and stores only the integer part as the consecutive win ratio in the memory area G1.

[0230] The role ratio is the ratio of the total number of medals A to the total number of medals acquired in the first role, the second role, and the normal role (hereinafter referred to as "number of role medals C"). As shown in Figure 14, the role ratio is stored in memory area G2. In this embodiment, the number of role medals C is the number of medals acquired in the first role (bonus activation state), as it is not set in the second role or the normal role.

[0231] The main CPU 301 calculates the role ratio for every 400 plays and stores the calculation result in the memory area G2. If the calculation result includes a decimal portion, the main CPU 301 discards the decimal portion and stores only the integer portion as the role ratio in the memory area G2. The role ratio including instructions is the ratio of the total number of medals (C+D) obtained by adding the total number of medals acquired in the play instructed by the instruction display 16 (hereinafter referred to as the "instructed game medal number D") and the number of role medals C to the total number of medals A (the role ratio including instructions = (C+D) / A). In this embodiment, even if the instruction display 16 instructs a button press sequence and the stop operation is performed in a sequence other than the specified sequence (the player misses the button press sequence), a one-coin role may be displayed as a stopped role. In the above cases, the value "1" is added to the instructed game medal number D.

[0232] The main CPU 301 calculates the instruction-inclusive feature ratio every 400 games and stores the calculation result in the memory area G3. If the calculation result includes a decimal part, the main CPU 301 discards the decimal part and stores only the integer part as the instruction-inclusive feature ratio in the memory area G3.

[0233] The most recent consecutive role ratio is the ratio of the number of medals won in the first role (including the first role in the first consecutive role) (hereinafter "number of medals in the most recent consecutive role b") to the number of medals won in the most recent 6,000 plays (hereinafter "total number of medals in the most recent consecutive role a") (most recent consecutive role ratio = b / a). In this embodiment, the number of medals in the most recent consecutive role b is the number of medals won in the bonus activation state (in the first role in the first consecutive role) in the most recent 6,000 plays. As shown in Figure 14, the most recent consecutive role ratio is stored in memory area g1. Note that if the number of plays in the total play period is 6,000 or less, the consecutive role ratio and the most recent consecutive role ratio will be the same (B / A = b / a).

[0234] The main CPU 301 calculates the most recent consecutive win ratio every 400 games and stores the calculation result in the memory area g1. If the calculation result includes a decimal part, the main CPU 301 truncates the decimal part and stores only the integer part as the most recent consecutive win ratio in the memory area g1.

[0235] The most recent role ratio is the ratio of the total number of medals acquired in the first role, the second role, and the normal role (hereinafter referred to as "number of role medals c") to the most recent total number of medals a (role ratio = c / a). In this embodiment, the number of role medals c is not set in the second role or the normal role, so it is the number of medals acquired in the first role (bonus activated state) in the most recent 6,000 plays. As shown in Figure 14, the most recent role ratio is stored in memory area g2. Note that if the number of plays in the total play period is 6,000 or less, the role ratio and the most recent role ratio will be the same (C / A = c / a).

[0236] The main CPU 301 calculates the nearest combination ratio every 400 plays and stores the calculation result in the memory area g2. If the calculation result includes a decimal part, the main CPU 301 discards the decimal part and stores only the integer part as the nearest combination ratio in the memory area g2.

[0237] The bonus game ratio is the ratio of the number of bonus games F, which is the sum of the number of games played with the first role sequence (including the first role sequence), the number of games played with the second role sequence (including the second role sequence), the number of games played with the first role sequence (excluding the first role sequence), the number of games played with the second role sequence (excluding the second role sequence), and the number of games played with the normal role, out of the total number of games E during the total game period (bonus game ratio = F / E). The number of bonus games F in this embodiment is the total number of games played in the bonus operating state.

[0238] 14, the bonus game ratio is stored in the memory area G4. The main CPU 301 calculates the bonus game ratio for each game and stores the calculation result in the memory area G4. If the calculation result includes a decimal portion, the main CPU 301 discards the decimal portion and stores only the integer portion as the bonus game ratio in the memory area G4.

[0239] The total number of medals A, the number of consecutive medals B, the number of accessory medals C, the number of instructed game medals D, the total number of games E, the number of bonus games F, the most recent total number of medals A, the most recent number of consecutive medals B, and the number of accessory medals C are stored separately in dedicated counters provided in the main RAM 303 and are added up at each of the above-mentioned triggers. For example, when medals are awarded in each game for which an instruction has been executed, the instructed number of game medals D is added up. Also, when medals are awarded in a bonus activation state, the number of accessory medals C is added up. Furthermore, when game media are awarded in each game, the total number of medals A is added up, regardless of whether or not a stop operation sequence instruction has been given.

[0240] In this embodiment, when the total number of games E reaches 175,000, the update of the consecutive role ratio, the special feature ratio, the special feature ratio with instructions, and the bonus game ratio is stopped. On the other hand, the most recent consecutive role ratio and the most recent special feature ratio are updated even after the total number of games E reaches 175,000.

[0241] 14 is a schematic diagram of the main display 40 displaying the display information HA. When the display information HA is displayed, the first display section 40X of the main display 40 displays the character string "6A" corresponding to the consecutive win ratio, and the second display section 40Y displays the current value of the memory area G1 (the magnitude of the consecutive win ratio).

[0242] Furthermore, when the display information HA is displayed and the ratio information of the second display unit 40Y is equal to or greater than the number "60" (G1≧60), the second display unit 40Y displays the ratio information by blinking. Furthermore, when the display information HA is displayed and the number of games played in the total game period is less than 17,500, the first display unit 40X displays the identification information by blinking.

[0243] 14 is a schematic diagram of the main display 40 displaying the display information HB. When the display information HB is displayed, the first display section 40X of the main display 40 displays the character string "7A" corresponding to the bonus ratio, and the second display section 40Y displays the current value of the memory area G2.

[0244] Furthermore, when the display information HB is displayed and the ratio information of the second display unit 40Y is equal to or greater than the number "70" (G2≧70), the second display unit 40Y displays the ratio information by blinking. Furthermore, when the display information HB is displayed and the number of games played in the total game period is less than 17,500, the first display unit 40X displays the identification information by blinking.

[0245] 14 is a schematic diagram of the main display 40 displaying the display information HC. When the display information HC is displayed, the first display section 40X of the main display 40 displays the character string "7P" corresponding to the instructed role ratio, and the second display section 40Y displays the current value of the memory area G3.

[0246] Furthermore, when the display information HC is displayed and the ratio information of the second display unit 40Y is equal to or greater than the number "70" (G3≧70), the second display unit 40Y displays the ratio information by blinking. Furthermore, when the display information HC is displayed and the number of games played in the total game period is less than 175,000 (E<175,000), the first display unit 40X displays the identification information by blinking.

[0247] 14 is a schematic diagram of the main display 40 displaying the display information HD. When the display information HD is displayed, the first display section 40X of the main display 40 displays the character string "6Y" corresponding to the most recent consecutive win ratio, and the second display section 40Y displays the current value of the memory area g1.

[0248] Furthermore, when the display information HD is displayed and the ratio information of the second display unit 40Y is equal to or greater than the number "60" (g1≧60), the second display unit 40Y displays the ratio information by blinking. Furthermore, when the display information HD is displayed and the number of games played in the total game period is less than 6000, the first display unit 40X displays the identification information by blinking.

[0249] 14 is a schematic diagram of the main display 40 displaying the display information HE. When the display information HE is displayed, the first display section 40X of the main display 40 displays the character string "7Y" corresponding to the most recent combination ratio, and the second display section 40Y displays the current value of the memory area g2.

[0250] When the display information HE is displayed and the ratio information of the second display unit 40Y is equal to or greater than the number "70" (g2≧70), the second display unit 40Y displays the ratio information by blinking. Also, when the display information HE is displayed and the number of games played in the total game period is less than 6000, the first display unit 40X displays the identification information by blinking.

[0251] 14 is a schematic diagram of the main display 40 displaying the display information HF. When the display information HF is displayed, the first display portion 40X of the main display 40 displays the character string "5F" corresponding to the bonus game ratio, and the second display portion 40Y displays the current value of the memory area G4.

[0252] When the display information HF is displayed and the ratio information of the second display unit 40Y is equal to or greater than the number "50" (G4≧50), the second display unit 40Y displays the ratio information by blinking. Also, when the display information HF is displayed and the number of games played in the total game period is less than 175,000, the first display unit 40X displays the identification information by blinking.

[0253] As described above, the above display information is displayed by switching between them at predetermined time intervals (approximately 5 seconds). Specifically, when the main display 40 is powered on, it displays a test pattern for approximately 5 seconds. In the above test pattern, all segments of the main display 40 flash. Thereafter, the main display 40 displays each piece of display information for approximately 5 seconds in the following order: display information HC, display information HD, display information HE, display information HA, display information HB, and display information HF. After displaying display information HF, it repeatedly displays each piece of display information from the beginning (starting with display information HC).

[0254] The main display 40 may be configured to display a test pattern during other periods as well as immediately after power is turned on. For example, the main display 40 may be configured to display a test pattern during a period in which a setting value can be changed. The main display 40 may also be configured to display a test pattern during a period in which a setting value can be confirmed. The test pattern may be different between the period immediately after power is turned on and other periods.

[0255] <Data used by the sub-CPU> Hereinafter, various data stored in the sub ROM 413 will be described with reference to the drawings. The sub ROM 413 stores various data including an instruction effect determination table.

[0256] When the sub-CPU 412 receives a second command (other than B99 (no instruction)) indicating an instruction number (instruction information), it determines one of the instruction effects based on the instruction effect determination table. When an instruction effect is determined, the sub-CPU 412 transmits an effect control command indicating the instruction effect to the image control board (image control CPU 421) 420.

[0257] When the image control CPU 421 receives a presentation control command indicating an instruction presentation, it causes each image of the instruction presentation to be displayed on the liquid crystal display device 30. In this embodiment, when the sub-control board (sub-CPU 412) 400 receives a second command specifying a stop operation sequence advantageous to the player (when the main CPU 301 transmits the second command), the sub-CPU 412 always notifies the player of the stop operation mode (stop operation sequence) corresponding to the second command.

[0258] 15(a) to 15(c) are conceptual diagrams of an instruction effect determination table. The sub-CPU 412 determines one of the instruction effects using the instruction effect determination table based on the command (first command, second command) from the main CPU 301. The instruction effect is an effect that allows the player to play in an advantageous stop operation sequence. In this embodiment, aside from (in parallel with) the instruction effect, a notification effect or the like may be executed to notify the player of the winning area that has been won in the current game.

[0259] As shown in Figures 15(a) to 15(c), an instruction performance determination table is provided for each instruction mode (a to c). Figure 15(a) is a conceptual diagram of the instruction performance determination table for instruction mode a. Figure 15(b) is a conceptual diagram of the instruction performance determination table for instruction mode b. Figure 15(c) is a conceptual diagram of the instruction performance determination table for instruction mode c.

[0260] As shown in FIG. 15(a), in instruction mode a, when the sub-CPU 412 receives a combination of the first command "A13" (bell A, bell B) and the second command "B99," "B07," "B08," or "B09," instruction effect Y (1, 2) may be executed, instructing the stop operation sequence corresponding to the second command. For example, in a game in which bell A of bells (A, B) is won, the combination of the first command "A13" and the second command "B99" is received. In the above games, instruction effect is not executed.

[0261] On the other hand, for example, in a game in which bell B is won, there are cases in which a combination of the first command "A13" and the second command "B07" is received (in the case in which bells B1, 2, 5, and 6 are won), and cases in which a combination of the first command "A13" and the second command "B08" is received (in the case in which bells B3, 4, 7, and 8 are won). In a game in which the second command "B07" is received, an instruction effect Y1 instructing "middle 1st" is executed. In a game in which the second command "B08" is received, an instruction effect Y2 instructing "right 1st" is executed.

[0262] When the combination of the first command "A13" and the second command "B09" is received (when the aim effect determination process is won in a winning game of the eye-pressing role), the aim effect Z is executed. In the aim effect Z, the player is instructed to aim for the symbol position "3" on the left reel in the first press order on the right. On the other hand, if the aim effect determination process is a miss, the combination of the first command "A13" and the second command "B99" is received, and the instruction effect is not executed.

[0263] As shown in Figure 15(b), in instruction mode b, when the sub-CPU 412 receives a combination of the first command "A13" (bell A, bell B) and the second commands "B01" to "B06", instruction performance X (1 to 6) is executed, instructing the stop operation sequence corresponding to the second command.

[0264] For example, when the sub-CPU 412 receives a combination of the first command "A13" and the second command "B01" (left 1st), an instruction effect X1 instructing "left 1st" is executed. Furthermore, when the sub-CPU 412 receives a combination of the first command "A13" and the second command "B03" (center left / right), an instruction effect X3 instructing "center left / right" is executed. Similarly, when the sub-CPU 412 receives a combination of the first command "A13" and the second command "B04" (center right left), an instruction effect X4 instructing "center right left" is executed. When the sub-CPU 412 receives a combination of the first command "A13" and the second command "B05" (right left center), an instruction effect X5 instructing "right left center" is executed. When the sub-CPU 412 receives a combination of the first command "A13" and the second command "B06" (right center left), an instruction effect X6 instructing "right center left" is executed. In the above configuration, in a game in which Bell A is won, the correct button press order for the 7-bell combination is indicated by the instruction effect X (1, ​​3 to 6). Also, in a game in which Bell B is won, the correct button press order for the 13-bell combination is indicated by the instruction effect X (3 to 6).

[0265] As shown in Figure 15(a), in instruction mode c, when the sub-CPU 412 receives a combination of the first command "A13" (bell A, bell B) and the second commands "B01" to "B06" and "B10", an instruction performance (X1 to X6, H) is executed in which the stop operation sequence corresponding to the second command is instructed.

[0266] For example, in instruction mode c, in a game in which Bell A is won, a combination of the first command "A13" and the second commands "B01" to "B06" is received. In the above instruction mode c, as in the above instruction mode b, in a game in which Bell A is won, an instruction effect X (1, ​​3 to 6) instructing the correct button press order for the 7-bell combination is executed. Also, when the sub-CPU 412 receives a combination of the first command "A13" and the second command "B10" (irregular button press order), an instruction effect H instructing the irregular button press order is executed.

[0267] Figure 16(a) is a diagram for explaining a specific example of instruction effect X in instruction mode b or instruction mode c. The specific example in Figure 16(a) assumes that instruction effect X3 is executed in the introduction AT state. In the introduction AT state, an introduction effect is executed in parallel with instruction effect X. The above introduction effects include, for example, the display of an effect image that notifies or suggests the winning area that has been selected.

[0268] In the introduction AT state, the remaining virtual difference Sk that can be acquired in that introduction AT state is displayed. In the bonus state, just like in the introduction AT state, the remaining virtual difference Sk that can be acquired in that bonus state is displayed. In the special AT state, the remaining actual difference Sj that can be acquired in that special AT state is displayed. Also, during the specified period, the number of medals acquired during that specified period (net increase in medals) is displayed in the total display image Gg. For example, the total number of medals acquired in the preparation state, introduction AT state, RUSH state, etc. is displayed. The actual difference Sj (special AT state) or the remaining number of plays (special AT state) is displayed.

[0269] As mentioned above, the introduction AT state is instruction mode b, and instruction effect X (1, ​​3 to 6) is executed in a game in which bells (A, B) are won. In instruction effect X, instruction image Gsx is displayed. Instruction image Gsx is an image for indicating the correct button press order for the 13-bell role. Figure 16(a) assumes the case in which instruction effect X3 of instruction effect X is executed.

[0270] As shown in FIG. 16(a), in instruction performance X3, an instruction image Gsx is displayed indicating the stop operation sequence of "center, left, right." In instruction performance X4, an instruction image Gsx is displayed indicating the stop operation sequence of "center, right, left." Similarly, in instruction performance X5, an instruction image Gsx is displayed indicating the stop operation sequence of "right, left, center," and in instruction performance X6, an instruction image Gsx is displayed indicating the stop operation sequence of "right, center, left." In instruction performance X1, an instruction image Gsx indicating left 1st (for example, an image displaying "1, -, -") is displayed.

[0271] The above instruction image Gsx starts to be displayed immediately after the start operation of the game. Moreover, the instruction image Gx is displayed in front of other effect images. The above effect images are expected to be images for notifying a winning area, images for notifying whether or not an additional number of games will be awarded, etc. Furthermore, when the instruction effect X is executed, instruction information corresponding to the stop operation sequence instructed by the instruction effect X is displayed on the instruction display 16. For example, in the specific example of FIG. 16(a), instruction information "4" corresponding to "center left / right" is displayed on the instruction display 16.

[0272] FIG. 16(b) is a diagram for explaining a specific example of the instruction effect Y(1, 2) in the instruction mode a. In the instruction mode a, the instruction effect Y(1, 2) is executed in a game in which the bell B is won. The specific example of FIG. 16(b) assumes that the instruction effect Y1 is executed in the RUSH state. In the RUSH state, the number of remaining games in the RUSH state is displayed. In the challenge state, the number of remaining games in the challenge state is displayed, similar to the RUSH state.

[0273] As shown in Figure 16(b), in the instruction effect Y, an instruction image Gsy is displayed. The instruction image Gsy is an image for instructing (partial navigation) the correct pressing order for the 13-bell role up to a certain point (up to the first stop operation). In the specific example of Figure 16(b), it is assumed that the instruction effect Y1 indicating "middle 1st" is executed among the instruction effects Y(1, 2). In the above case, the instruction information "7" corresponding to "middle 1st" is displayed on the instruction display 16.

[0274] However, even if you play according to the partial navigation, depending on the push order after the second stop operation, there are cases where the 13-bell combination does not win. Let's assume that even if you stop according to the partial navigation, so-called scattered numbers are displayed. In this configuration, depending on the player, there may be an inconvenience that makes them distrust the push order navigation.

[0275] Considering the above circumstances, in this embodiment, when the stop operation is performed according to the partial navigation, even if the stop operation is not performed in the correct order of the 13-bell combination, a 1-bell combination is won. As mentioned above, when the 1-bell combination is won, the "bell-bell-bell" symbol combination is stopped and displayed on one of the lines, just like when the 13-bell combination is won. Therefore, there is an advantage that the above-mentioned inconvenience can be suppressed.

[0276] The specific example in Figure 16(b) assumes a non-hold period in the RUSH state. During the hold period in the RUSH state, the word "HOLD" is displayed in the display area for the remaining number of plays in the RUSH state, and the subtraction display of the remaining number of plays is stopped. As described above, the hold period is in instruction mode b, and the above-mentioned instruction effect X is executed instead of instruction effect Y. However, during the hold period in the RUSH state, the aim effect determination process is executed, just like during the non-hold period. Furthermore, the aim effect Z can be executed during the hold period in the RUSH state, and if the stop operation is performed according to the instruction, the number of plays during the hold period is extended.

[0277] FIG. 16(c) is a diagram for explaining a specific example of the winning effect of this embodiment. The winning effect is executed when a bell role is won according to the push order navigation (instruction effect X, instruction effect Y). Specifically, in the winning effect, an acquired coin number image Gk is displayed. The acquired coin number image Gk displays the number of coins paid out for the winning bell role. For example, in the specific example of FIG. 16(c), it is assumed that a 13-coin bell role is won. In the specific example above, the acquired coin number image Gk displays the number "13" (the number of coins paid out for the 13-coin bell role).

[0278] However, even if the stop operation is performed according to the push order navigation, in a game in a preparation state in which the instruction effect H is executed in the instruction mode c, the winning effect will not be executed regardless of the winning combination that is won. Note that in the instruction mode c, even if a 7-bell combination is won according to the instruction effect X, the winning effect may not be executed, just as when the instruction effect H is executed.

[0279] Furthermore, it is preferable that the winning effect is not executed when a 1-bell combination is won among the bell combinations. Specifically, the winning effect may be executed when a 13-bell combination is won among the bell combinations, and the winning effect may not be executed when a 1-bell combination or a 7-bell combination is won. In the above configuration, the winning effect may be executed when a 7-bell combination is won. Furthermore, when a 13-bell combination is won, the winning effect may be executed in both the game in which instruction effect X is executed and the game in which instruction effect Y is executed, or the winning effect may not be executed in the game in which instruction effect Y is executed.

[0280] FIG. 16(d) is a diagram for explaining specific examples of each image displayed during the period before and after the instruction effect X is executed. FIG. 16(d) assumes the case where the instruction effect X is executed in instruction mode b (for example, in the introduction AT state). Specifically, FIG. 16(d) assumes the case where the instruction effect X3 (center left / right) is executed in a game in which bell B is won (similar to FIG. 16(a) above). In the above case, immediately after the time tx1 when the game start operation (operation of the start lever 24) is executed, the instruction image Gsx (see FIG. 16(a) above) instructing "center left / right" is displayed.

[0281] Furthermore, from time tx2 after the start operation is executed, the instruction information "4" is displayed on the instruction display device 16. Specifically, in this embodiment, the instruction image Gsx starts to be displayed approximately simultaneously with the start operation, and the instruction information starts to be displayed after the wait period described below has ended. If the wait period is approximately 0 seconds, the instruction image Gsx and the instruction information start to be displayed approximately simultaneously. On the other hand, if the wait period is longer than 0 seconds, the instruction image Gsx is displayed before the instruction information. Note that the instruction image Gsx may start to be displayed approximately simultaneously with the start operation, and the instruction information may start to be displayed when the reels begin to rotate steadily.

[0282] In the specific example of Figure 16(d), it is assumed that the stop operation is performed according to the push order navigation, and a 13-bell combination is won at time tx3. When a 13-bell combination is won, the acquired image Gk is displayed (see Figure 16(c) above). The acquired image Gk is displayed for a predetermined time (for example, about 2 seconds), and then disappears.

[0283] In addition, in a game in which the instruction image Gsx is displayed, the state of the instruction image Gsx may be configured to change with each stop operation. Specifically, the instruction image Gsx is configured to include an image representing the number "1" displayed in an area corresponding to the stop button 25 to be operated as the first stop operation, an image representing the number "2" displayed in an area corresponding to the stop button 25 to be operated as the second stop operation, and an image representing the number "3" displayed in an area corresponding to the stop button 25 to be operated as the third stop operation (see FIG. 16(a) above). In the above configuration, the image representing the number "1" may be hidden in response to the first stop operation, the image representing the number "2" may be hidden in response to the second stop operation, and the image representing the number "3" may be hidden in response to the third stop operation.

[0284] However, in the above configuration, even if the state of the instruction image Gsx changes in response to the stop operation, it is preferable that the displayed instruction information does not change. Also, if the stop operation is not performed according to the push order navigation (if the push order is incorrect), the entire instruction image Gs may be hidden at that point. For example, if the stop operation is performed on the left 1st in a game in which the push order navigation instructs "center left and right," the entire instruction image Gsx may be hidden immediately after the first stop operation.

[0285] FIG. 17(a) is a diagram for explaining a specific example of instruction effect H in instruction mode c. As described above, the preparation state among the ball output states becomes instruction mode c. In instruction mode c, instruction effect H is executed in a game in which Bell B is won. As shown in FIG. 17(a), in the preparation state, for example, a string of characters saying "preparing" is displayed. Also, in the preparation state, the above-mentioned effect image is displayed. However, the effect mode differs depending on each ball output state. When the effect mode differs, the effect image displayed may change.

[0286] As shown in FIG. 17(a), in the instruction effect H, an instruction image Gsh is displayed. The instruction image Gsh is an image for instructing an irregular button press sequence (informing the player that the first left button is not recommended). Specifically, the instruction image Gsh is composed of an image representing an "X" displayed in the area corresponding to the left stop button 25L and an image representing two "?"s displayed in the areas corresponding to the center stop button 25C and the right stop button 25R. The instruction image Gsh is displayed in a larger area than the other instruction images Gs(x, y). In addition, in a game in which the instruction effect H is executed, the instruction information "10" is displayed on the instruction display 16. In this embodiment, when a stop operation is performed on the first left button in a game in which the instruction effect H is executed, various effects are executed to prompt the player to perform a stop operation in an irregular button press sequence. For example, when a stop operation is performed on the first left button in a game in which the instruction effect H is executed, part or all of the screen of the liquid crystal display device 30 is darkened, and a predetermined warning sound is output.

[0287] Figures 17(b-1) and 17(b-2) are diagrams for explaining specific examples of each image displayed during the period before and after the execution of instruction performance H. In addition to the period during which each image (Gsh, Gk) is displayed, Figures 17(b-1) and 17(b-2) also show the instruction information displayed on instruction display device 16 during each period.

[0288] Figure 17(b-1) assumes the case where instruction effect H is executed in instruction mode c (preparation state). As described above, the preparation state among the ball output states becomes instruction mode c. In the preparation state, instruction effect H is executed in a game in which bell B is won. Figure 17(b-1) assumes the case where bell B is won in the preparation state. In the above case, immediately after the time ty1 when the start operation for the game is executed, an instruction image Gsh (see Figure 17(a) above) instructing an irregular button press sequence is displayed. Furthermore, at the time ty2 after the start operation is executed, instruction information "10" (irregular button press sequence) is displayed on the instruction display 16.

[0289] In a game in which the instruction effect H is executed, when the first stop operation is performed, the instruction image Gsh is hidden. For example, in the specific example of FIG. 17(b-1), it is assumed that the center stop button 25C is stopped at time ty3. In the above case, the instruction image Gsh is hidden immediately after time ty3. However, as shown in FIG. 17(b-1), even after the instruction image Gsh is hidden, the instruction display 16 continues to display the instruction information "10". Note that, as will be described in detail later, when the stop operation is performed on the left 1st in a game in which the instruction effect H is executed, special control is executed. The above special control is not executed when the stop operation is performed in an irregular button pressing sequence.

[0290] In a game in which instruction effect H is executed, if the stop operation is performed in an irregular pressing order, a 13-coin bell role may be won, a 1-coin bell role may be won, or a 1-coin role may be won. In the specific example of FIG. 17(b-1), a 13-coin bell role is assumed to be won at time ty4 in a game in which instruction effect H is executed. As explained above with reference to FIG. 16(d), if a 13-coin bell role is won in accordance with instruction effect X of instruction mode b, the winning image Gk is displayed. On the other hand, even if a 13-coin bell role is won in a game in which instruction effect H of instruction mode c is executed, the winning image Gk is not displayed. Specifically, in a game in which instruction effect H is executed, no special effect announcing the number of coins to be paid out is executed, regardless of the type of winning role that is won.

[0291] Let us assume that in a game in which instruction performance H is executed, similar to a game in which instruction performance X is executed, if a 13-coin bell role is won, the winning image Gk is displayed, but if a role other than a 13-coin bell role (a 1-coin bell role, a 1-coin role) is won, the winning image Gk is not displayed (hereinafter referred to as "comparison"). In the above comparison, in a game in which instruction performance H is executed, the player is more likely to be aware that he or she has missed out on the 13-coin bell role. However, the next game in which instruction performance H is executed will transition to the introduction AT state.

[0292] In the above-mentioned comparative example, the player is likely to become aware that he or she has missed the 13-bell combination just before the introduction AT state begins, which can cause inconvenience and reduce the player's motivation to play. Compared to the above-mentioned comparative example, this embodiment has the advantage that the player is less likely to become aware that he or she has missed the 13-bell combination in a game in which the instruction effect H is executed, thereby suppressing the above-mentioned inconvenience. It is also possible to configure the winning image Gk to be displayed when a 13-bell combination is won in a game in which the instruction effect H is executed. However, in the above-mentioned configuration, it is preferable that the winning image Gk displayed in a game in which the instruction effect H is executed be displayed smaller than the winning image Gk when a 13-bell combination is won in accordance with the instruction effect X.

[0293] FIG. 17(b-2) is a diagram for explaining another specific example when instruction effect H is executed in instruction mode c. In the specific example of FIG. 17(b-2), it is assumed that the stop operation is performed on the left 1st in a game in which instruction effect H is executed. In other words, it is assumed that the push order navigation of instruction effect H (irregular push order) is not followed. In the above cases, the payout state is maintained in the ready state (it does not transition to the introduction AT state). Also, as mentioned above, if the push order navigation of instruction effect H is not followed, special control is executed. FIG. 17(b-2) shows a specific example of the period during which special control is executed.

[0294] In the specific example of FIG. 17(b-2), it is assumed that a start operation is executed at time tz1, the instruction image Gsh starts to be displayed, and the instruction information "10" is displayed at time tz2. It is also assumed that the left stop button 12L is subjected to the first stop operation at a subsequent time tz3. In a game in which the instruction effect H is executed, when the left stop button 12L is subjected to the first stop operation, the instruction image Gsh is hidden, just as when the center stop button 12C or the right stop button 12R is subjected to the first stop operation.

[0295] As shown in FIG. 17(b-2), in a game in which instruction effect H is executed, special control is executed immediately after time tz3 when the left stop button 12L is operated to perform the first stop. The above special control is executed to prompt the player to perform the stop operation in an irregular pressing sequence in a game in which instruction effect H is executed. For example, when special control is executed, part or all of the screen of the liquid crystal display device 30 is darkened. Furthermore, when special control is executed, a predetermined warning sound is output. However, the special control is not limited to the above example. The above special control is executed until time tz4 when the third stop operation is executed, and then ends.

[0296] 17(b-2), in a game in which the instruction effect H is executed, the instruction information "10" is displayed until the third stop operation is executed, regardless of the stop operation order of the game (regardless of whether special control is performed or not). According to the above configuration, it becomes possible to grasp that the instruction effect H has been executed in the current game during the period from when the instruction image Gsh becomes invisible due to the first stop operation until the third stop operation is executed.

[0297] 18(a-1), 18(a-2), 18(b-1) and 18(b-2) are diagrams for explaining a specific example of a benefit lottery (continuous stock lottery) in the preparation state.

[0298] As described above, a continuation stock lottery is executed in each game in the preparation state. However, the preparation state ends when a stop operation is performed in an irregular push order in a game in which instruction effect H is executed, but does not end when a stop operation is performed on the first left in that game. In the above configuration, there is a situation where, by defying the push order navigation in instruction effect H, the preparation state is intentionally extended and the continuation stock lottery is executed fraudulently. In consideration of the above circumstances, this embodiment employs a configuration capable of suppressing such fraudulent behavior. The above configuration is described in detail below.

[0299] 18(a-1) and 18(a-2) are conceptual diagrams of specific examples of the continuous stock lottery table T(a, b). The main CPU 301 executes a continuous stock lottery using the continuous stock lottery table Ts in each game in the preparation state. The continuous stock lottery table Ts(a, b) of this embodiment includes the continuous stock lottery table Tsa shown in FIG. 18(a-1) and the continuous stock lottery table Tsb shown in FIG. 18(a-2).

[0300] The continuous stock lottery table Tsa is used until the first instruction effect H is executed in the preparation state. Specifically, when transitioning to the preparation state, the preparation flag Fj is updated to the value "2". The above preparation flag Fj is stored, for example, in the main RAM 303, and is maintained at the value "2" until the first instruction effect H is executed in the preparation state. The main CPU 301 executes the continuous stock lottery using the continuous stock lottery table Tsa while the preparation flag Fj is the value "2".

[0301] On the other hand, the continuation stock lottery table Tsb is used in the preparation state after the stop operation on the first left in a game in which the instruction effect H is executed. The above-mentioned preparation flag Fj becomes the value "1" in the preparation state after the stop operation on the first left in a game in which the instruction effect H is executed. The main CPU 301 executes the continuation stock lottery using the continuation stock lottery table Tsb while the preparation flag Fj is the value "1". As described above, if the push order navigation (irregular push order) of the instruction effect H is followed, the next game will transition to the introduction AT state. Therefore, when the preparation flag is in the value "1" state, the game is not normally executed. The preparation state in which the preparation flag Fj is the value "1" is the preparation state after the push order navigation of the instruction effect H is not followed. In the preparation state, the instruction effect X and the instruction effect H are executed regardless of the current value of the preparation flag Fj.

[0302] The continuous stock lottery table Ts(a, b) defines the combination of the "non-winning" lottery value and the "winning" lottery value for each winning area. Note that "Cherry" in Figure 18(a-1) and Figure 18(a-2) means "Weak Cherry" in each winning area. Also, "Chance Eye" means "Weak Disc A" and "Weak Disc B" in each winning area. Similarly, "Strong Chance" means "Strong Disc A-E" and "Strong Cherry" in each winning area. "Other" in Figure 18(a-1) and Figure 18(a-2) means winning areas other than the above winning areas.

[0303] For example, assume that "Cherry" is won in the preparation state (Fj=2) before the instruction performance H is executed. In the above case, a continuation stock lottery is executed based on the continuation stock table Tsa, and the continuation stock is won with a probability of approximately 32 / 256. Furthermore, if "Chance Eye" is won, the continuation stock is won with a probability of approximately 128 / 256, and if "Strong Chance" is won, the continuation stock is won with a probability of approximately 256 / 256. In other words, if "Strong Chance" is won, the continuation stock is awarded in principle.

[0304] On the other hand, in a game in which the instruction effect H is executed, in the preparation state after the stop operation is performed on the first left (Fj=1), even if a "cherry" is won, the probability of winning the continuation stock is approximately 0. Similarly, even if a "chance eye" is won, the probability of winning the continuation stock is approximately 0. On the other hand, in a game in which the instruction effect H is executed, if a "strong chance" is won in the preparation state after the stop operation is performed on the first left, the continuation stock will be won in the same way as if a "strong chance" was won in the preparation state before the first instruction effect H was executed.

[0305] 18(b-1) and 18(b-2) are specific examples of a configuration for updating the preparation flag Fj. The preparation flag Fj at each time point is shown in FIG. 18(b-1) and FIG. 18(b-2). The ball dispense state at each time point is also shown in FIG. 18(b-1) and FIG. 18(b-2). As described above, when the state transitions to the preparation state, the preparation flag Fj is set to the initial value "2."

[0306] FIG. 18(b-1) shows a specific example of the preparation flag Fj when following the push order navigation for the first instruction effect H in the preparation state. The specific example of FIG. 18(b-1) assumes that the first instruction effect H is executed in a game that starts at time ta1. In the above case, immediately after time ta1, the preparation flag Fj is updated from the value "2" to the value "1." Also, the specific example of FIG. 18(b-1) assumes that the center stop button 25C or the right stop button 25R is operated to perform the first stop operation at time ta2 in the game in which the first instruction effect H is executed.

[0307] In the above cases, the preparation flag Fj is initialized to the value "0" in the stop processing executed at the time ta3 when all the reels 12 have stopped. When the preparation flag Fj is initialized, the game will transition to the introduction AT state from the next game.

[0308] FIG. 18(b-2) shows a specific example of the preparation flag Fj when the push order navigation for the first instruction effect H in the preparation state is not followed. The specific example of FIG. 18(b-2) assumes that the first instruction effect H is executed in a game that starts at time tb1. In the above case, immediately after time tb1, the preparation flag Fj is updated from the value "2" to the value "1." Furthermore, the specific example of FIG. 18(b-2) assumes that the left stop button 25L is operated to perform the first stop at time tb2 in the game in which the first instruction effect H is executed.

[0309] In the above cases, the preparation flag Fj is not initialized to the value "0" in the stop processing executed at time tb3 when all reels 12 have stopped. Therefore, in the preparation state after the instruction effect H is executed, the preparation flag Fj becomes the value "1." Note that if the stop operation is performed on the first button from the left in the first instruction effect H, the preparation flag Fj is then stopped in an irregular button press sequence in a game in which the instruction effect H is executed again, and the value "1" is maintained until the game ends.

[0310] FIG. 19(a) is a diagram for explaining the preferential mode. In this embodiment, a transition to the preferential mode may occur at a predetermined opportunity. For the sake of explanation, a period when the preferential mode is not in effect may be referred to as "non-preferential mode." As shown in FIG. 19(a), the preferential mode includes preferential mode A, preferential mode B, and MIX mode.

[0311] In preferential mode A, as shown in Figure 19(b), the transition rate to CZ mode (short, medium, long) is favored. As mentioned above, in the normal state, if you win the CZ lottery, you can transition to the CZ state. In the normal state of CZ mode, it is easier to win the CZ lottery compared to the normal state that is not CZ mode (hereinafter referred to as "non-CZ mode"). In preferential mode A, it is easier to transition to CZ mode compared to when you are not in preferential mode (for details, see Figure 20(b-3) described below). The above preferential mode A can also be said to be a mode in which the transition rate to the CZ state is favored.

[0312] In preferential mode B, the AT level is favored as shown in FIG. 19(b). Specifically, as described above, this embodiment has a RUSH state with multiple types of RUSH types (A to F). The winning rate of continuous stock in the above RUSH states changes depending on the RUSH type of the RUSH state. The above RUSH types are determined based on the AT level. The AT level is determined when transitioning to the instruction period, and the higher the AT level, the more likely it is that a RUSH type with a higher winning rate of continuous stock will be determined (see FIG. 21(b) described below). In preferential mode B, a high AT level is more likely to be determined compared to when not being favored. In other words, the above preferential mode B is a mode in which the winning rate of continuous stock in the RUSH state is favored.

[0313] As described above, in the challenge state, a bonus lottery is executed with a probability according to the challenge level. In this embodiment, the higher the AT level, the more likely it is that a favorable challenge level will be determined (see FIG. 21(c-1) described later). Therefore, the preferential mode B can also be said to be a mode in which the winning rate of the bonus state in the challenge state is favored.

[0314] As shown in Figure 19(b), MIX mode is a mode in which the transition rate to CZ mode is favored like preferential mode A, and the AT level is favored like preferential mode B. The above preferential modes may be transitioned to, for example, when transitioning from a non-advantageous zone to an advantageous zone. Also, once transitioned to preferential mode, the preferential mode is maintained during non-instruction periods (such as normal states).

[0315] In this embodiment, a suggestion effect A that suggests that the game is in preferential mode A and a suggestion effect B that suggests that the game is in preferential mode B are executed. Specifically, in preferential mode A, the suggestion effect A is executed more frequently compared to a period when the game is not in preferential mode A (during non-preferential treatment, preferential mode B). Also, in preferential mode B, the suggestion effect B is executed more frequently compared to a period when the game is not in preferential mode B (during non-preferential treatment, preferential mode A). In MIX mode, the suggestion effect A is executed more frequently, as in preferential mode A, and the suggestion effect B is executed more frequently, as in preferential mode B.

[0316] It should be noted that multiple types of suggestive effects A may be provided. Furthermore, each suggestive effect A may be configured to include a suggestive effect A that confirms preferential mode A or MIX mode when executed. Similarly, multiple types of suggestive effects B may be provided. Furthermore, each suggestive effect B may be configured to include a suggestive effect B that confirms preferential mode B or MIX mode when executed. Furthermore, a suggestive effect C that suggests that the game is in MIX mode may be provided separately from suggestive effects A and B. In the above configuration, multiple types of suggestive effects C may be provided, and each suggestive effect C may include a suggestive effect C that confirms MIX mode.

[0317] 19(c) is a diagram for explaining a specific example of a trigger for transitioning to the preferential mode. As described above, transitioning to the preferential mode may occur when transitioning from a non-advantageous zone to an advantageous zone (such as a normal state). Specifically, as shown in FIG. 19(c), when transitioning from a non-advantageous zone to an advantageous zone, an initial preferential mode A lottery and an initial preferential mode B lottery are executed.

[0318] FIG. 19(d-1) is a conceptual diagram of an initial preferential mode A lottery table. The main CPU 301 executes the above-described initial preferential mode A lottery using the initial preferential mode A lottery table. As shown in FIG. 19(d-1), the initial preferential mode A lottery table defines the combination of the "non-winning" lottery value and the "winning" lottery value for each setting value. As can be seen from FIG. 19(d-1), when the setting value is "1 to 3," the initial preferential mode A lottery is won with a probability of approximately 2 / 256. Furthermore, when the setting value is "4 or 5," the initial preferential mode A lottery is won with a probability of approximately 8 / 256, and when the setting value is "6," the initial preferential mode A lottery is won with a probability of approximately 12 / 256. If the initial preferential mode A is won, the subsequent advantageous zone becomes preferential mode A.

[0319] FIG. 19(d-2) is a conceptual diagram of the initial preferential mode B lottery table. The main CPU 301 executes the above-mentioned initial preferential mode B lottery using the initial preferential mode B lottery table. As shown in FIG. 19(d-1), the initial preferential mode B lottery table defines the combination of the "non-winning" lottery value and the "winning" lottery value for each setting value. As can be seen from FIG. 19(d-2), when the setting value is "1 to 3," the initial preferential mode B lottery is won with a probability of approximately 8 / 256. Also, when the setting value is "4 to 5," the initial preferential mode B lottery is won with a probability of approximately 13 / 256. If the initial preferential mode B is won, the subsequent advantageous zone becomes preferential mode B. Also, if both the initial preferential mode A lottery and the initial preferential mode B lottery are won, the subsequent advantageous zone becomes MIX mode.

[0320] Returning to FIG. 19(c), the explanation returns to FIG. 19(c). As described above, once a transition to the preferential mode has occurred, that preferential mode is maintained thereafter until the end of the instruction period. As shown in FIG. 19(c), the preferential mode AB lottery and the preferential mode A lottery are executed when the instruction period ends. Specifically, when the RUSH state ends, if there are 0 continuation stocks (rights to transition to the RUSH state), there are 0 bonus stocks (rights to transition to the bonus state), and the challenge transition flag is in the OFF state (no right to transition to the RUSH state), then the system transitions to the non-instruction period (normal state). The main CPU 301 executes the preferential mode AB lottery and the preferential mode A lottery when the system transitions from the RUSH state to the normal state.

[0321] FIG. 19(e-1) is a conceptual diagram of the preferential mode AB lottery table. The main CPU 301 executes the preferential mode AB lottery described above using the preferential mode AB lottery table. As shown in FIG. 19(e-1), the preferential mode AB lottery table defines a combination of the "non-winning" lottery value and the "winning" lottery value for each current preferential mode. For example, if the current preferential mode is A, in the preferential mode AB lottery, the preferential mode ends (transitions to non-preferential mode) with a probability of approximately 128 / 256, and preferential mode A continues with a probability of approximately 128 / 256. Also, if the current preferential mode is B, in the preferential mode AB lottery, the preferential mode ends with a probability of approximately 128 / 256, and preferential mode B continues with a probability of approximately 128 / 256.

[0322] As shown in Figure 19 (e-1), if the current mode is MIX mode, the preferential mode AB lottery ends the preferential mode with a probability of approximately 64 / 256, transitions (falls) to preferential mode A with a probability of approximately 64 / 256, transitions (falls) to preferential mode B with a probability of approximately 64 / 256, and continues in MIX mode with a probability of approximately 64 / 256. Also, if the current mode is non-preferential, the preferential mode AB lottery does not win. With the above configuration, if the game transitions to a non-preferential zone when transitioning to a non-preferential zone, the game will generally proceed in non-preferential mode until the game transitions from the non-preferential zone to a favorable zone again (until the initial preferential mode A lottery and initial preferential mode B lottery are executed). However, even if the game transitions to non-preferential mode, if the above-mentioned preferential mode A lottery is won, the game can transition to preferential mode A among the preferential modes.

[0323] Figure 19 (e-2) is a conceptual diagram of the preferential mode A lottery table. The main CPU 301 executes the preferential mode A lottery described above using the preferential mode A lottery table. As shown in Figure 19 (e-2), the preferential mode A lottery table specifies the combination of the "non-winning" lottery value and the "winning" lottery value for each current value of the CZ through counter. The above CZ through counter is incremented by a value of "1" each time the CZ state ends without winning the AT lottery.

[0324] For example, if the current CZ through counter is the number "0" (if the CZ state has not been passed even once since the end of the previous instruction period), the probability of winning Preferential Mode A in the Preferential Mode A lottery is approximately 39 / 256. Also, if the current CZ through counter is the number "1", the probability of winning Preferential Mode A in the Preferential Mode A lottery is approximately 13 / 256. Similarly, if the current CZ through counter is the number "2", the probability of winning Preferential Mode A in the Preferential Mode A lottery is approximately 8 / 256, and if the current CZ through counter is the number "3", the probability of winning Preferential Mode A in the Preferential Mode A lottery is approximately 19 / 256.

[0325] In this embodiment, the maximum value of the CZ through counter is set to the number "3", but the CZ through counter may also be configured to increment to a number "4" or greater. Also, if the CZ through counter is set to a number "4" or greater, the larger the value of the CZ through counter, the easier it is to win preferential mode A. When the preferential mode A lottery is executed, the CZ through counter is initialized. Also, if the preferential mode A lottery is won, the normal state thereafter becomes preferential mode A (preferential mode A is maintained until the specified period ends again).

[0326] 20(a) is a diagram for explaining the details of each lottery in preferential mode A. As described above, in preferential mode A, the transition rate to CZ mode is more favorable than during non-preferential mode.

[0327] As described above, in the normal state, the CZ lottery is executed. The above CZ lottery includes the role CZ lottery and the mode CZ lottery. If you win the role CZ lottery or the mode CZ lottery, you can then transition to the CZ state. As shown in Figure 20(a), in the role CZ lottery, it is easier to win the CZ state in the CZ mode than in non-CZ mode (see Figure 20(b-1) below). Also, in the mode CZ lottery, it is easier to win the CZ state in the CZ mode than in non-CZ mode (see Figure 20(b-2) below). As described above, preferential mode A is a mode that makes it easier to transition to CZ mode compared to non-preferential mode (see also Figure 20(b-3) below). Therefore, in preferential mode A, it is easier to win the CZ state in the role CZ lottery and the mode CZ lottery.

[0328] As shown in Figure 20(a), in the normal state, in addition to the above CZ lotteries, a mode fall lottery, a state transition lottery, and a periodic CZ lottery are executed. The mode fall lottery is a lottery to determine whether or not to fall during a non-CZ mode. The above mode fall lottery is executed, for example, in a game in which a replay is won. Specifically, the CZ modes of this embodiment include "short CZ mode," "middle CZ mode," and "long CZ mode."

[0329] For example, if a replay is won during non-CZ mode, the CZ mode will not be entered. On the other hand, if a replay is won during short CZ mode, the probability of falling into non-CZ mode is approximately 128 / 256. Also, if a replay is won during middle CZ mode, the probability of falling into non-CZ mode is approximately 48 / 256. Similarly, if a replay is won during long CZ mode, the probability of falling into non-CZ mode is approximately 26 / 256. Note that immediately after entering CZ mode (immediately after the CZ state ends), the CZ mode may not fall out (a guarantee period may be provided) until a predetermined number of plays have been played.

[0330] The state transition lottery draws the state (low probability, high probability) in the normal state. Specifically, the normal state is either "low probability" or "high probability." In the "high probability" normal state, even in non-CZ mode, it is easier to win the CZ state in the role CZ lottery, just as it is in CZ mode. Note that the above configuration can also be said to mean that in CZ mode, it is easier to win the CZ state even in the "low probability" normal state, just as it is in the "high probability" normal state. The main CPU 301 executes a state transition lottery for each game in the normal state. Specifically, in the state transition lottery, "low probability" or "high probability" is determined based on the current state (low probability, high probability), the winning area for this game, and a probability according to a set value.

[0331] In the above configuration, the probability of winning "high probability" in the state transition lottery and the probability of falling to "low probability" do not depend on whether or not the preferential mode A is in effect. However, as described above, once a transition to non-preferential mode has occurred, transition to preferential mode A is not possible as long as the current non-instruction period continues. Therefore, if a configuration in which it is difficult to transition to the normal "high probability" state unless in preferential mode A is in effect, there is the disadvantage that if a transition to non-preferential mode occurs, the player is more likely to stop playing. According to this embodiment, regardless of whether the mode is preferential mode A or non-preferential mode, transition to the normal "high probability" state occurs with the same probability, which has the advantage of suppressing the above disadvantages.

[0332] The periodic CZ lottery is executed (periodically) every predetermined number of games, and whether or not to transition to the CZ state is determined by lottery. Specifically, the periodic CZ lottery is executed in the normal state, for example, every 100 games. As will be described in detail later, the normal state ends when the number of games reaches the ceiling number, and transitions to the preparation state (instruction period). In addition, in this embodiment, multiple types of ceiling modes (A to C, heaven) are provided (see Figures 22(a) and 22(b) described later), and the ceiling number of times changes depending on the ceiling mode.

[0333] For example, if the ceiling mode is "Heaven," the ceiling number of times is 111. In the above cases, even if 100 games are played in normal mode, the periodic CZ lottery will not be executed. Furthermore, if the ceiling mode is "A," the ceiling number of times is 777. In the above cases, the periodic CZ lottery will be executed on the 100th, 200th, 300th, 400th, 500th, and 600th games in normal mode, but the periodic CZ lottery will not be executed on the 700th game. Furthermore, if the ceiling mode is "B," the ceiling number of times is 555. In the above cases, the periodic CZ lottery will be executed on the 100th, 200th, 300th, and 400th games in normal mode, but the periodic CZ lottery will not be executed on the 500th game. Similarly, if the ceiling mode is "C," the ceiling number of times is 444. In the above cases, the periodic CZ lottery is executed on the 100th, 200th, and 300th games under normal conditions, but the periodic CZ lottery is not executed on the 400th game.

[0334] As can be understood from the above explanation, the periodic CZ lottery is not executed in the game just before the number of games reaches the ceiling number of times. With the above configuration, the inconvenience of winning the CZ state just before the ceiling number of times and not being able to move to the instruction period (not being able to get the benefit of reaching the ceiling) is suppressed.

[0335] Figure 20(b-1) is a conceptual diagram of the role CZ lottery table. The main CPU 301 executes the role CZ lottery described above using the role CZ lottery table in each game in the normal state. As shown in Figure 20(b-1), the role CZ lottery table specifies a combination of "non-winning" lottery values ​​and "winning" lottery values ​​for each winning area. Specifically, even if the winning area is the same, each lottery value in the role CZ lottery table changes depending on whether it is in the "low probability" normal state or the "high probability" normal state or during CZ mode (regardless of whether it is low probability or high probability).

[0336] For example, in the normal "low probability" state, if a replay is won, the CZ state will be won with a probability of approximately 2 / 256. On the other hand, in the normal "high probability" state, if a replay is won, the CZ state will be won with a probability of approximately 8 / 256. Similarly, regardless of whether it is "low probability" or "high probability," if a replay is won during CZ mode, the CZ state will be won with a probability of approximately 8 / 256. As can be seen from Figure 20(b-1), compared to the normal "low probability" state, the probability of winning the CZ state in the hand CZ lottery is higher in the normal "high probability" state or CZ mode.

[0337] Note that "replay" in Figure 20 (b-1) refers to replays A to E among the winning areas. Also, "cherry," "chance eye," and "strong chance" in Figure 20 (b-1) refer to the winning areas that are common to "cherry," "chance eye," and "strong chance" in Figure 18 (a-1). In a game in which a winning area other than the above (such as Bell A) is won, the CZ state will not be won in the winning CZ state. Note that in a configuration in which the above-mentioned direct lottery is executed in the normal state, it is possible to win the direct lottery in a game in which the strong chance among the winning areas is won, while it is possible to configure so that the direct lottery will not be won in a game in which the other winning areas are won.

[0338] Figure 20 (b-2) is a conceptual diagram of the mode CZ lottery table. The main CPU 301 executes the above-mentioned mode CZ lottery using the mode CZ lottery table during each game in the normal state. As shown in Figure 20 (b-2), the mode CZ lottery table specifies the combination of "non-winning" lottery values ​​and "winning" lottery values ​​for each current mode (non-CZ mode, CZ mode).

[0339] As shown in Figure 20 (b-2), in the mode CZ lottery, regardless of the winning area, if you are in CZ mode, you will win the CZ state with a probability of approximately 13 / 256. On the other hand, if you are in non-CZ mode, you will not win the CZ state in the mode CZ lottery. As mentioned above, if a predetermined winning area (such as a cherry) is not won, you will not win the CZ state in the role CZ lottery. In the above configuration, if you win the CZ state during a period when no winning area that could win you the CZ state in the role CZ lottery is won, it is presumed that you have won the mode CZ lottery. In other words, it can be presumed that you are in CZ mode.

[0340] Returning to Figure 20(a), the explanation goes on to Figure 20(a). As shown in Figure 20(a), if the AT lottery is not won in the CZ state and the state transitions to the normal state, a CZ mode promotion lottery is held. In the CZ mode promotion lottery, whether or not to transition (promote) to CZ mode is determined by lottery. Specifically, in the CZ mode promotion lottery, when in preferential mode A, it is easier to transition to CZ mode than when in non-preferential mode. With the above configuration, in preferential mode A, it is easier to transition to CZ mode than when in non-preferential mode, and as a result, it is easier to win the CZ state.

[0341] Figure 20(b-3) is a conceptual diagram of the CZ mode promotion lottery table. When the CZ state ends, the main CPU 301 executes a CZ mode promotion lottery using the CZ mode promotion lottery table. As shown in Figure 20(b-3), the CZ mode promotion lottery table specifies combinations of "non-winning" lottery values ​​and "winning" lottery values ​​for each current CZ mode (non-CZ mode, short CZ mode, middle CZ mode, long CZ mode). Specifically, even if the current CZ mode is the same, each lottery value in the CZ mode promotion lottery table changes depending on whether it is not preferential mode A (in non-preferential mode, in preferential mode B) or in preferential mode A or MIX mode.

[0342] Specifically, in the CZ mode promotion lottery when not in preferential mode A, if in non-CZ mode, there is a transition (promotion) to short CZ mode with a probability of approximately 9 / 256. Also, if not in preferential mode A and in non-CZ mode, there is a promotion to middle CZ mode with a probability of approximately 3 / 256, and there is a promotion to long CZ mode with a probability of approximately 1 / 256. On the other hand, if in preferential mode A or MIX mode, if in non-CZ mode, there is a promotion to short CZ mode with a probability of approximately 51 / 256, there is a promotion to middle CZ mode with a probability of approximately 16 / 256, and there is a promotion to long CZ mode with a probability of approximately 8 / 256. As described above, in this embodiment, transition to CZ mode is easier when in preferential mode A or MIX mode than when not in preferential mode A.

[0343] In this embodiment, if the player is already in a CZ mode (short, middle, or long), the CZ mode is maintained in the CZ mode promotion lottery. However, even if the player is already in a CZ mode, the CZ mode promotion lottery may allow the player to be promoted to a more advantageous CZ mode than the CZ mode. For example, the CZ mode promotion lottery in the short CZ mode may allow the player to be promoted to the middle CZ mode or the long CZ mode. Furthermore, in the above configuration, if the player is in the preferential mode A or MIX mode, the player may be more likely to be promoted to the more advantageous CZ mode than when the player is in a non-preferential mode.

[0344] 21(a-1), 21(a-2), 21(b), 21(c-1), and 21(c-2) are diagrams for explaining the processes related to the above-mentioned preferential mode B. As described above, in preferential mode B (including MIX mode), the AT level is given preferential treatment.

[0345] 21(a-1) and 21(a-2) are conceptual diagrams of AT level lottery tables. When the instruction period starts, the main CPU 301 executes an AT level lottery using the AT level lottery table. The AT level is determined by the above AT level lottery. Specifically, the AT level lottery table includes an AT level lottery table (during non-preferential treatment) used in non-preferential treatment or preferential treatment mode A, and an AT level lottery table (during preferential treatment B) used in preferential treatment mode B or MIX mode.

[0346] Figure 21 (a-1) is a conceptual diagram of the AT level lottery table (non-preferential treatment), and Figure 21 (a-2) is a conceptual diagram of the AT level lottery table (preferential treatment B). Each of the above AT level lottery tables specifies the combination of the lottery value of AT level "1" and the lottery value of AT level "2" for each set value. Details will be described later, but the player will have an advantage when AT level "2" is determined rather than when AT level "1" is determined.

[0347] As shown in Figures 21(a-1) and 21(a-2), the higher the set value, the more likely it is that AT level "2" will be determined. Also, even if the set value is the same, AT level "2" is more likely to be determined in preferential mode B or MIX mode compared to non-preferential mode or preferential mode A. For example, when the set value is "1", AT level "2" will be determined with a probability of approximately 26 / 256 during non-preferential mode, while AT level "2" will be determined with a probability of approximately 68 / 256 in preferential mode B.

[0348] FIG. 21(b) is a conceptual diagram of a RUSH type lottery table. When transitioning to the RUSH state, the main CPU 301 executes a RUSH type lottery using the RUSH type lottery table. As shown in FIG. 21(b), the RUSH type lottery table specifies the lottery value corresponding to the RUSH type for each AT level (1, 2). As described above, the RUSH type in the RUSH state is determined to be one of RUSH types A to F. The probability of being awarded a continuation stock (continuation rate of the RUSH state) increases in the order of RUSH type A to RUSH type F.

[0349] For example, when the AT level is "1," RUSH type A, which has the lowest continuation rate, is determined with a probability of approximately 45 / 256. On the other hand, when the AT level is "2," RUSH type A is determined with a probability of approximately 33 / 256. In other words, the probability that RUSH type A is determined is higher when the AT level is "1" than when the AT level is "2." Also, when the AT level is "1," RUSH type F, which has the highest continuation rate, is determined with a probability of approximately 13 / 256. On the other hand, when the AT level is "2," RUSH type F is determined with a probability of approximately 18 / 256. In other words, the probability that RUSH type F is determined is higher when the AT level is "2" than when the AT level is "1." In the above configuration, the continuation rate of the RUSH state increases according to the AT level. Also, as described above, in preferential mode B (including MIX mode), the AT level is favored, so the continuation rate of the RUSH state is more likely to be advantageous.

[0350] Figures 21(c-1) to 21(c-3) are conceptual diagrams of challenge level lottery tables. When transitioning to the challenge state, the main CPU 301 executes a challenge level lottery using the challenge level lottery table. As described above, a bonus lottery is executed in the challenge state. The probability of winning the above bonus lottery varies depending on the challenge level of the challenge state. Specifically, in the challenge level lottery, one of the challenge levels "0" to "4" is determined by lottery. Furthermore, the higher the challenge level of the challenge state, the higher the probability of winning the bonus lottery.

[0351] As described above, in this embodiment, many medals can be earned by repeatedly transitioning between the bonus state and the challenge state. Hereinafter, for the sake of explanation, the challenge state transitioned to from the RUSH state may be referred to as the "first challenge state." If you win the bonus lottery in the first challenge state and transition to the first bonus state, the challenge state transitioned to from that bonus state may be referred to as the "first consecutive challenge state." Similarly, the challenge state transitioned to from the second bonus state may be referred to as the "second consecutive challenge state," the challenge state transitioned to from the third bonus state may be referred to as the "third consecutive challenge state," and so on.

[0352] However, let us assume a configuration in which the challenge level in the initial challenge state is also used in the first consecutive challenge state and thereafter. In the above configuration, if the challenge level in the initial challenge state is determined to be the maximum value "4," the challenge level in the first consecutive challenge state and thereafter will also be the maximum value "4." This may result in an inconvenience in which the player has an excessive advantage. In consideration of the above circumstances, this embodiment employs a configuration that suppresses the above inconvenience.

[0353] Specifically, the challenge level in this embodiment is determined by lottery each time a transition to a challenge state occurs. That is, the challenge level may change for each challenge state. The challenge level lottery table includes a challenge level lottery table Ta (FIG. 21(c-1)), a challenge level lottery table Tb (FIG. 21(c-2)), and a challenge level lottery table Tc (FIG. 21(c-3)).

[0354] As will be described in detail later, the challenge level lottery table Ta is used to determine the challenge level for the initial challenge state. Furthermore, the challenge level for the first consecutive challenge state and thereafter is determined using the challenge level lottery table Tb or the challenge level lottery table Tc. When the challenge level lottery table Tb or the challenge level lottery table Tc is used, a challenge level lower than the previous challenge level is determined. With the above configuration, the above-mentioned inconveniences are suppressed.

[0355] Figure 21(c-1) is a conceptual diagram of the challenge level lottery table Ta. As described above, the challenge level lottery table Ta is used when determining the challenge level in the initial challenge state. As shown in Figure 21(c-1), the challenge level lottery table Ta specifies the lottery values ​​of each challenge level (0 to 4) for each AT level. As can be seen from Figure 21(c-1), the challenge level "0" (minimum value) is not determined in the initial challenge state. As will be described in detail later, the challenge level "0" can be determined from the first consecutive challenge state onwards. Therefore, the minimum value of the challenge level in the initial challenge state is "1".

[0356] For example, for an AT level of "1," the minimum challenge level of "1" in the initial challenge state is determined with a probability of approximately 172 / 256. On the other hand, for an AT level of "2," the challenge level of "1" is determined with a probability of approximately 79 / 256. In other words, the probability that the minimum challenge level of "1" in the initial challenge state is determined is higher for an AT level of "1" than for an AT level of "2." Also, for an AT level of "1," the maximum challenge level of "4" is determined with a probability of approximately 1 / 256. On the other hand, for an AT level of "2," the maximum challenge level of "4" is determined with a probability of approximately 5 / 256. In other words, the probability that the maximum challenge level of "4" is determined is higher for an AT level of "2" than for an AT level of "1." In the above configuration, the higher the AT level, the more favorable the challenge level in the initial challenge state. As described above, in preferential mode B (including MIX mode), the AT level is favored, resulting in a more favorable winning rate in the bonus lottery in the challenge state.

[0357] 21(c-2) is a conceptual diagram of the challenge level lottery table Tb. The challenge level from the first challenge state onwards is determined with a probability according to the challenge level in the previous challenge state. Specifically, the challenge level lottery table Tb defines the lottery value of the challenge level for each previous challenge level.

[0358] The above challenge level lottery table Tb is used when determining the challenge levels for the first to third consecutive challenge states. As will be described in detail later, the challenge levels for the fourth to seventh consecutive challenge states are determined by the challenge level lottery table Tc. However, when determining the challenge levels for the eighth consecutive challenge state and beyond, the challenge level lottery table Tb is used again.

[0359] When the challenge level lottery table Tb is used, the challenge level in the current challenge state will be equal to or lower than the challenge level in the previous challenge state. For example, if the previous challenge level was "0," the challenge level will be determined to be "0." Also, if the previous challenge level was "1," there is a probability of approximately 205 / 256 that the challenge level will be maintained at "1," and there is a probability of approximately 51 / 256 that the challenge level will be downgraded to "0." However, if the initial challenge state is challenge level "4" (the highest value), the first to third consecutive challenge states will also be maintained at challenge level "4."

[0360] 21(c-3) is a conceptual diagram of the challenge level lottery table Tc. The above challenge level lottery table Tc is used when determining the challenge levels from the fourth consecutive challenge state to the seventh consecutive challenge state.

[0361] When the challenge level lottery table Tc is used, the challenge level in the current challenge state will be equal to or lower than the challenge level in the previous challenge state. Specifically, as can be seen from FIG. 21(c-3), the challenge levels from the fourth to seventh consecutive challenge states will be either one level lower than the previous challenge level or the lowest challenge level of "0," unless the previous challenge level was "4." However, if the previous challenge level was "4," the challenge level will be either one level lower, "3," or the challenge level "4" will be maintained.

[0362] In the above embodiment, if the third consecutive challenge state is at challenge level "3" or lower, the eighth consecutive challenge state and beyond will have a challenge level of "0." This prevents the player from receiving excessive profits. On the other hand, if the challenge level is maintained at "4" up to the eighth consecutive challenge state, the challenge level will be "4" from that point on. This can increase the player's motivation to play, compared to a configuration in which the challenge level is always "0" from the eighth consecutive challenge state onwards.

[0363] Figures 22(a) and 22(b) are conceptual diagrams of ceiling mode lottery tables. As described above, the normal state ends when the number of plays reaches the ceiling number, and the system transitions to the preparation state (instruction period). In addition, in this embodiment, multiple types of ceiling modes (A to C, Heaven) are provided, and the ceiling number changes depending on the ceiling mode. Specifically, in the normal state, the ceiling counter is incremented by one each time a play is executed. The above ceiling counter is updated not only in the normal state, but also in each play in the CZ state. However, the configuration may be such that the update of the ceiling counter stops during the CZ state. When the value of the ceiling counter reaches the ceiling number, the system then transitions to the preparation state.

[0364] When the RUSH state ends and transitions to the normal state, the main CPU 301 executes a ceiling mode lottery using a ceiling mode lottery table. Specifically, the ceiling mode lottery table includes a ceiling mode lottery table (see FIG. 22(a)) used in a preferential mode (preferential mode A, preferential mode B, or MIX mode) and a ceiling mode lottery table (see FIG. 22(b)) used during a non-preferential mode.

[0365] As described above, when the RUSH state ends, a transition to the preferential mode may be determined in the preferential mode A lottery (see FIG. 19(e-2)). In this embodiment, when the RUSH state ends, the preferential mode A lottery is executed before the ceiling mode lottery. Furthermore, if a transition to the preferential mode is determined in the preferential mode A lottery, the ceiling mode lottery table for the preferential mode (see FIG. 22(a)) is used in the ceiling mode lottery immediately thereafter. However, the preferential mode AB lottery (see FIG. 19(e-2)) is also executed before the ceiling mode lottery. If the preferential mode AB lottery falls to the non-preferential mode, the ceiling mode lottery table for the non-preferential mode (see FIG. 22(b)) is used in the ceiling mode lottery immediately thereafter.

[0366] As shown in Figures 22(a) and 22(b), the ceiling mode lottery table specifies the lottery values ​​for the ceiling modes (A to C, Heaven) for each setting value (1 to 6). As can be seen from Figures 22(a) and 22(b), ceiling mode "A," which has the highest ceiling count of 777 times, is more likely to be determined in a non-preferential mode than in a preferential mode when the setting value is the same. For example, when the setting value is "1," the probability is approximately 116 / 256 in a preferential mode, while the probability is approximately 151 / 256 in a non-preferential mode. Furthermore, ceiling mode "B," which has the second highest ceiling count of 555 times, is more likely to be determined in a non-preferential mode than in a preferential mode when the setting value is the same. On the other hand, ceiling mode "C," which has a relatively low ceiling count of 444 times, is more likely to be determined in a preferential mode than in a non-preferential mode when the setting value is the same. With the above configuration, in the preferential mode, it becomes easier to determine a more advantageous (smaller) ceiling number of times than in the non-preferential mode.

[0367] As described above, before the ceiling number of times of play is executed, the player can enter the instruction period via a route (hereinafter referred to as the "normal route") in which the player wins the CZ state in the CZ lottery and then wins the AT lottery in the CZ state. In this embodiment, when the ceiling mode "A" to "C" is determined, the probability of entering the instruction period via the normal route is designed to be higher than the probability of playing the ceiling number of times and entering the instruction period. On the other hand, when the ceiling mode "Heaven" is determined, the probability of entering the instruction period via the ceiling number of times (111 times) of play is executed is higher than the probability of entering the instruction period via the normal route.

[0368] In the above configuration, it is easy for a player to know that the ceiling mode "Heaven" has been determined. In the above configuration, let us assume a configuration (hereinafter referred to as "comparison") in which the probability of determining the ceiling mode "Heaven" differs between non-preferential and preferential modes. In the above comparison, it is easy for a player to know (guess) whether or not the preferential mode is in progress from the frequency at which the ceiling mode is determined. Therefore, it is expected that a player who guesses that the preferential mode is not in progress will stop playing. This embodiment has the advantage of suppressing the above inconveniences. Note that in this embodiment, there is a case where a transition from a non-preferential zone to a normal state occurs. In the above case, ceiling mode B is determined without a lottery.

[0369] FIG. 23(a) is a schematic diagram of a specific example of a result screen Mr. In this embodiment, for example, the result screen Mr is displayed when the instruction period ends and transitions to a non-instruction period. The result screen Mr displays the number of medals (net increase) acquired during the instruction period. A warning image Gk is also displayed on the result screen Mr. The warning image Gk displays a warning message to curb gaming addiction.

[0370] Additionally, a trophy image Gt may be displayed on the result screen Mr. The specific example in Fig. 23(a) assumes that a trophy image Gt is displayed. The above trophy image Gt is displayed to indicate (indicate) the setting value (1 to 6) determined in the setting value change process.

[0371] Specifically, the result screen Mr displays one of several types of trophy images Gt. For example, any of the trophy images Gt, including the bronze trophy image Gt2, silver trophy image Gt3, silver trophy image Gt4, gold trophy image Gt4, zebra trophy image Gt5, and rainbow trophy image Gt6, may be displayed on the result screen Mr. Of these trophy images Gt, the bronze trophy image Gt2 is displayed at a setting value of "2" or higher. The silver trophy image Gt3 is displayed at a setting value of "3" or higher. Similarly, the gold trophy image Gt4 is displayed at a setting value of "4" or higher, the zebra trophy image Gt5 is displayed at a setting value of "5" or higher, and the rainbow trophy image Gt6 is displayed at a setting value of "6" or higher.

[0372] 23(b-1) and 23(b-2) are conceptual diagrams of specific examples of trophy lottery tables (Tx, Ty). When displaying the result screen Gr, the sub-CPU 412 executes a trophy lottery using the trophy lottery table. In the trophy lottery described above, the trophy image Gt displayed on the result screen Gr is determined by lottery. Note that, as will be described in detail later, this embodiment is configured to be able to accept custom operations by the administrator of the gaming machine 1 (see FIG. 24(a)). FIGS. 23(b-1) and 23(b-2) show the default trophy lottery table when the above custom operations have not been executed.

[0373] The default trophy lottery tables include the trophy lottery table Tx shown in FIG. 23(b-1) and the trophy lottery table Ty shown in FIG. 23(b-2). Each trophy lottery table T specifies the lottery values ​​for each trophy Gt for each setting value. Note that if "None" is selected in FIGS. 23(b-1) and 23(b-2), the trophy image Gt will not be displayed on the result screen Gr. For example, as can be seen from FIGS. 23(b-1) and 23(b-2), if the setting value is "1," "None" is always selected, and the trophy image Gt will not be displayed.

[0374] The sub-CPU 412 updates the sub-game count counter Cs each time a game is played. The sub-game count counter Cs is incremented by one regardless of the number of balls dispensed. When the power is turned on, the sub-game count counter Cs is set to an initial value of zero. As will be described in detail later, the trophy lottery table (Tx, Ty) used in the trophy lottery is switched depending on the sub-game count counter Cs.

[0375] However, in the above-mentioned bonus operating state (a gaming state that does not transition in principle), the sub game count counter Cs is not updated. When the bonus operating state ends, updating of the sub game count counter Cs resumes thereafter. Also, when the power is turned on, after the main board 300 (main CPU 301) starts up, power-on processing is executed on the sub board 400 (sub CPU 412) side, and after the power-on processing is completed, the sub CPU 412 becomes able to execute normal processing. In this embodiment, even if a game is executed during the period when the sub CPU 412 executes the power-on processing, the sub game count counter Cs is not updated.

[0376] As can be seen from Figures 23(b-1) and 23(b-2), when a trophy lottery is held using the trophy lottery table Ty, the trophy image Gt is more likely to be displayed than when a trophy lottery is held using the trophy lottery table Tx. Specifically, the probability of each trophy image Gt being displayed is approximately twice as high when a trophy lottery is held using the trophy lottery table Ty as when a trophy lottery is held using the trophy lottery table Tx. For example, when using the trophy lottery table Tx, the probability of a bronze trophy image Gt being displayed is approximately 2048 / 65536 with a setting value of "2," approximately 1024 / 65536 with a setting value of "3," approximately 1024 / 65536 with a setting value of "4," approximately 1026 / 65536 with a setting value of "5," and approximately 1026 / 65536 with a setting value of "6." On the other hand, when using the trophy lottery table Ty, the probability of a bronze trophy image Gt being displayed is approximately 4096 / 65536 for the setting value "2", approximately 2048 / 65536 for the setting value "3", approximately 2048 / 65536 for the setting value "4", approximately 2051 / 65536 for the setting value "5", and approximately 2051 / 65536 for the setting value "6".

[0377] Figure 23(c) is a diagram for explaining a configuration for switching the trophy lottery table (Tx, Ty) used in the trophy lottery according to the sub game count counter Cs. As mentioned above, when a custom operation is performed, a trophy lottery table other than the trophy lottery table Tx and the trophy lottery table Ty (see Figures 24(c-1) and 24(c-2) described later) may be used. Figure 23(c) shows a specific example when a custom operation is not performed.

[0378] For the sake of explanation, the period from when the power is turned on until the 1000th game is executed may be referred to as the "setting period A." The setting period A may also be described as the period during which the sub game counter Cs is in the range "1 to 1000." Furthermore, the period from when the power is turned on until the 1001st game to the 2000th game (1001≦Cs≦2000) may be referred to as the "setting period B." Similarly, the period from the 2001st game to the 3000th game (2001≦Cs≦3000) is the "setting period C", the period from the 3001st game to the 4000th game (3001≦Cs≦4000) is the "setting period D", the period from the 4001st game to the 5000th game (4001≦Cs≦5000) is the "setting period E", and the period from the 5001st game to the 6000th game (5001≦Cs≦6000) is the "setting period F". The period from the 6001st game to the 7000th game (6001≦Cs≦7000) may be referred to as the "setting period F," the period from the 6001st game to the 7000th game (6001≦Cs≦7000) may be referred to as the "setting period G," the period from the 7001st game to the 8000th game (7001≦Cs≦8000) may be referred to as the "setting period H," the period from the 8001st game to the 9000th game (8001≦Cs≦9000) may be referred to as the "setting period I," and the period from the 9001st game onwards (9001≦Cs) may be referred to as the "setting period J."

[0379] As shown in FIG. 23(c), during the setting period A, a trophy lottery is executed using the trophy lottery table Ty. That is, when the result screen Gr is displayed during a game in which the sub-game counter Cs is within the range "1≦Cs≦1000," a trophy lottery is executed using the trophy lottery table Ty. Therefore, in the period immediately after a player starts playing, the trophy image Gt is relatively likely to be displayed (the setting value is likely to be suggested). After that, when the result screen Gr is displayed from the setting period B after the setting period A ends until the setting period F ends, a trophy lottery is executed using the trophy lottery table Tx. Furthermore, when the result screen Gr is displayed from the setting period G after the setting period F ends, a trophy lottery is executed using the trophy lottery table Ty. When the gaming machine 1 is installed in an arcade, it tends to be evening by the time the number of games reaches 6000. Therefore, in this embodiment, the frequency of the trophy image Gt appearing can be increased around evening.

[0380] 24(a) is a conceptual diagram of a specific example of the custom setting screen Ms. The above-described custom setting screen Ms is displayed when the above-described operation unit is operated appropriately in the setting change mode or the setting confirmation mode. The administrator of the gaming machine 1 can perform the above-described custom operations while the custom setting screen Ms is displayed.

[0381] As shown in FIG. 24(a), the custom setting screen Ms includes a valid button B1, a invalid button B2, a back button B3, an initialize button B4, condition buttons B5, and custom selection areas R. The administrator can select either one of the buttons B (1-5) or the custom selection area R by appropriately operating the operation unit. In the specific example of FIG. 24(a), it is assumed that the back button B3 of the buttons B is selected. The administrator can also confirm the selected button B (perform a confirm operation) by appropriately operating the operation unit. For example, when the back button B3 is confirmed, the custom setting screen Ms is hidden, and a screen for the setting change mode or the setting confirmation mode is displayed.

[0382] The custom setting screen Ms displays each custom selection area R corresponding to each of the above-mentioned setting periods (A to J). After selecting a custom selection area R, the operation unit is operated appropriately to set custom information (no custom, custom 1 to 7) for the setting period corresponding to the custom selection area R. Specifically, any of the custom information "custom 1" to "custom 7" and "no custom" can be set for each setting period.

[0383] During the setting period when "No Customization" is set, the trophy lottery will be held using the above-mentioned trophy lottery table Tx (see FIG. 23(b-1)) or trophy lottery table Ty (see FIG. 23(b-2)). On the other hand, during the setting period when "Custom 1" to "Custom 7" are set, the trophy lottery may be held using the trophy lottery table corresponding to the customization information instead of the default trophy lottery table Tx or trophy lottery table Ty.

[0384] For ease of explanation, the trophy lottery table Tx and trophy lottery table Ty described above may be referred to as the "default tables" below. Furthermore, the trophy lottery tables (T1, T2, T3, T4...T7) used when "Custom 1" to "Custom 7" are set may be referred to as the "customized tables." The customized tables include customized table T1 corresponding to custom 1, customized table T2 corresponding to custom information 2...customized table T7 corresponding to custom information 7. The probability of each trophy image Gt being selected in the trophy lottery may vary depending on the type of customized table T (1 to 7).

[0385] Each customization selection area R on the customization setting screen Ms displays customization information that was set during the setting period corresponding to that customization selection area R. For example, in the specific example of Figure 24(a), it is assumed that Custom 4 is set during setting period A (1 to 1000 games), Custom 4 is set during setting period B (1001 to 2000 games), Custom 4 is set during setting period C (2001 to 3000 games), Custom 4 is set during setting period D (3001 to 4000 games), and Custom 3 is set during setting period E (4001 to 5000 games).

[0386] As shown in FIG. 24(a), the custom setting screen Ms displays condition buttons B5 corresponding to the respective setting periods (A to J). The condition buttons B5 can be confirmed during the period in which "Custom 1" to "Custom 7" are set for the setting period corresponding to the condition button B5. Specifically, the administrator appropriately operates the operation unit to select one of the condition buttons B5. Each time a selected condition button B5 is confirmed, the character string displayed by the condition button B5 alternates between "Every time" and "First time only."

[0387] For example, if the condition button B5 corresponding to the set period A displays "Every Time," and the result screen Gr is displayed during a period in which the play count counter Cs is in the range "1≦Cs≦1000," the trophy lottery is executed using the custom table regardless of the number of times the result screen Gr is displayed during that period. On the other hand, if the condition button B5 corresponding to the set period A displays "First Time Only," and the result screen Gr is displayed for the first time during a period in which the play count counter Cs is in the range "1≦Cs≦1000," the trophy lottery is executed using the custom table, and when the result screen Gr is displayed for the second time or later, the trophy lottery is executed using the default table. Note that, if the condition button B5 corresponding to the set period A displays "First Time Only," and the result screen Gr is displayed for the first time during a period in which the play count counter Cs is in the range "1≦Cs≦1000," the trophy lottery is executed using the custom table, and when the result screen Gr is displayed for the second time or later, the trophy lottery is not executed, and the trophy image Gt is not displayed on the result screen Gr. The same applies to the other set periods (B to J).

[0388] In the specific example of FIG. 24(a), custom table T4 is used in every trophy drawing during setting period A (1 to 1000 games). On the other hand, in the specific example of FIG. 24(a), custom table T3 is used in the first trophy drawing during setting period E (4001 to 5000 games), and the default table (Tx) is used in subsequent trophy drawing. In the above embodiment, for example, when multiple trophy drawings are performed during one setting period (when the result screen Gr is displayed multiple times), there is an advantage in that the appearance rate of the trophy image Gt can be set in more detail compared to a configuration in which a custom table is always used in each trophy drawing.

[0389] The valid button B1 on the custom setting screen Ms is turned on by performing a confirm operation. When the valid button B1 is turned on, the invalid button B2 is turned off. Furthermore, when the invalid button B2 is turned on by performing a confirm operation, the valid button B1 is turned off. In the specific example of FIG. 24(a), it is assumed that the valid button B1 is turned on and the invalid button B2 is turned off.

[0390] When the Enable button B1 is ON, the setting information set for each setting period becomes valid, and the trophy lottery is held using the trophy lottery table corresponding to that setting information for that setting period. On the other hand, when the Disable button B2 is OFF, the trophy lottery is held using the default lottery table, regardless of the setting information set for each setting period.

[0391] However, even if the invalid button B2 changes to the ON state, the setting information set for each setting period is saved (not initialized). For example, in the specific example of FIG. 24(a), "Custom 4" set for setting periods A to D and "Custom 3" set for setting period E are saved even if the invalid button B2 changes to the ON state. Furthermore, by turning the valid button B1 ON after turning the invalid button B2 ON, the saved customization information becomes valid, and a trophy lottery corresponding to that customization information is held for each setting period.

[0392] Note that a configuration is preferred in which, while the invalid button B2 is in the ON state, a notification is given that each piece of customization information is saved but invalid. For example, while the invalid button B2 is in the ON state, each piece of customization information set during each setting period may be displayed in each customization selection area R, similar to the period when the valid button B1 is in the ON state (for example, the specific example in FIG. 24(a)). Furthermore, in the above configuration, while the invalid button B2 is in the ON state, each customization selection area R may be displayed darker (blacked out) compared to the period when the valid button B1 is in the ON state.

[0393] When the reset button B4 on the custom setting screen Ms is pressed, each piece of custom information set during each setting period is initialized to "no customization." Furthermore, when the reset button B4 is pressed, the display in the customization selection area R is initialized to "none." In this embodiment, customization information is not initialized even if the power is cut off or the setting values ​​are changed. However, a configuration in which customization information is initialized when the power is cut off or the setting values ​​are changed may also be used.

[0394] FIG. 23(b) is a diagram illustrating the appearance rate of the trophy image Gt when each type of customization information is set. As shown in FIG. 23(b), when the setting period is set to "No Customization," the trophy lottery is executed using the default table (Tx, Ty) described above. On the other hand, when the setting period is set to "Custom 1" and the trophy lottery is executed using the customization table T1, the trophy image Gt will not be displayed regardless of the setting value. However, even when the setting period is set to "Custom 1," if the condition button B5 is set to "First Time Only," the default table will be used and the trophy image Gt may be displayed for the second and subsequent trophy lotteries.

[0395] When the trophy lottery is executed using customization table T2 during a setting period in which "Custom 2" is set, the bronze trophy image Gt1 will always be displayed if the setting value is "2" or higher. However, even during a setting period in which "Custom 2" is set, if the setting value is "1," the trophy image Gt will not be displayed. When the trophy lottery is executed using customization table T3 during a setting period in which "Custom 3" is set, the trophy images Gt that can be displayed according to the current setting value will be displayed with equal probability. Furthermore, when the trophy lottery is executed using customization table T4 during a setting period in which "Custom 4" is set, the bronze trophy images Gt1 and higher that can be displayed according to the current setting value will be displayed with equal probability.

[0396] When the trophy lottery is executed using customization table T5 during the setting period when "Custom 5" is set, the gold trophy images Gt3 and above that can be displayed according to the current setting value are displayed with equal probability. When the trophy lottery is executed using customization table T6 during the setting period when "Custom 6" is set, the zebra trophy images Gt4 and above that can be displayed according to the current setting value are displayed with equal probability. When the trophy lottery is executed using customization table T7 during the setting period when "Custom 7" is set, the highest trophy image Gt that can be displayed according to the current setting value is displayed. For example, if the setting value is "6", the rainbow trophy Gt5 is always displayed.

[0397] FIG. 23(c-1) is a conceptual diagram of a specific example of the customization table T3. As described above, in a trophy lottery using the customization table T3, the trophy images Gt that can be displayed according to the current setting value are displayed with equal probability. Specifically, as shown in FIG. 23(c-1), when the setting value is "1," none of the trophy images Gt are displayed in a trophy lottery using the customization table T3. On the other hand, when the setting value is "2," there is an approximately 50 percent chance that no trophy image Gt will be displayed in a trophy lottery using the customization table T3, and an approximately 50 percent chance that the bronze trophy image Gt1 will be displayed in a trophy lottery.

[0398] When the setting value is "3," there is an approximately 33 percent chance that the trophy image Gt will not appear, an approximately 33 percent chance that the bronze trophy image Gt1 will appear, and an approximately 33 percent chance that the silver trophy image Gt2 will appear. Similarly, when the setting value is "4," there is an approximately 25 percent chance that the trophy image Gt will not appear, an approximately 25 percent chance that the bronze trophy image Gt1 will appear, an approximately 25 percent chance that the silver trophy image Gt2 will appear, and an approximately 25 percent chance that the gold trophy image Gt3 will appear. When the setting value is "5," there is an approximately 20 percent chance that the trophy image Gt will not appear, an approximately 20 percent chance that the bronze trophy image Gt1 will appear, an approximately 20 percent chance that the silver trophy image Gt2 will appear, an approximately 20 percent chance that the gold trophy image Gt3 will appear, and an approximately 20 percent chance that the zebra trophy image Gt4 will appear. If the setting value is "6", there is an approximately 17 percent chance that the trophy image Gt will not be displayed, an approximately 17 percent chance that the bronze trophy image Gt1 will be displayed, an approximately 17 percent chance that the silver trophy image Gt2 will be displayed, an approximately 17 percent chance that the gold trophy image Gt3 will be displayed, an approximately 17 percent chance that the zebra trophy image Gt4 will be displayed, and an approximately 17 percent chance that the rainbow trophy image Gt5 will be displayed.

[0399] FIG. 23(c-2) is a conceptual diagram of a specific example of the customization table T3. As mentioned above, in the trophy lottery using the customization table T4, the bronze trophy images Gt1 and above that can be displayed according to the current setting value are displayed with equal probability. Specifically, as shown in FIG. 23(c-2), when the setting value is "1," none of the trophy images Gt are displayed in the trophy lottery using the customization table T4. On the other hand, when the setting value is "2," the bronze trophy image Gt1 is always displayed during the setting period when "Custom 4" is set.

[0400] A setting of "3" results in approximately a 50% chance of the bronze trophy image Gt1 appearing, and an approximately 50% chance of the silver trophy image Gt2 appearing. Similarly, a setting of "4" results in approximately a 33% chance of the bronze trophy image Gt1 appearing, an approximately 33% chance of the silver trophy image Gt2 appearing, and an approximately 33% chance of the gold trophy image Gt3 appearing. A setting of "5" results in approximately a 25% chance of the bronze trophy image Gt1 appearing, an approximately 25% chance of the silver trophy image Gt2 appearing, an approximately 25% chance of the gold trophy image Gt3 appearing, and an approximately 25% chance of the zebra trophy image Gt4 appearing. A setting of "6" results in approximately a 20% chance of the bronze trophy image Gt1 appearing, an approximately 20% chance of the silver trophy image Gt2 appearing, an approximately 20% chance of the gold trophy image Gt3 appearing, an approximately 20% chance of the zebra trophy image Gt4 appearing, and an approximately 20% chance of the rainbow trophy image Gt5 appearing.

[0401] <Processes executed by the main CPU> The main CPU 301 executes various processes using the above-mentioned data. The main CPU 301 executes startup processing when a reset signal is input from the reset circuit. The reset signal is output when the power supply voltage supplied to the main control board 300 exceeds a predetermined threshold. For example, the startup processing is executed when the power switch 511SW is turned on and the supply of power supply voltage to the main control board 300 begins. In the startup processing, the main CPU 301 initializes each register of the main control board 300.

[0402] Furthermore, in the startup process, the main CPU 301 executes various processes (processes for transitioning to a playable state), including a process for changing the setting value. Note that the main CPU 301 may execute a security check process to determine the legitimacy of the control program stored in the main ROM 302 before the startup process. After completing the startup process, the main CPU 301 transitions to a game control process. In this embodiment, when the setting value is changed, the game state transitions to a non-internal state, and the ball output state becomes a non-advantageous zone. Furthermore, various information related to the instruction function is initialized.

[0403] FIG. 25 is a flowchart of the game control processing of the main CPU 301. The game control processing is executed each time a player plays a game. As will be described in detail later, the main CPU 301 executes interrupt processing at predetermined time intervals (e.g., 1.49 ms) during the period in which the game control processing is executed. That is, the main CPU 301 executes the game control processing and the interrupt processing alternately. For example, commands to be sent to the sub-control board 400 are set in the game control processing and sent to the sub-control board 400 in the interrupt processing. Commands indicating the results of various lotteries executed by the main CPU 301 or the values ​​of various counters provided in the main RAM 303 are sent to the sub-control board 400 as appropriate. In addition, each timer (e.g., a wait timer) set in the game control processing is decremented in the interrupt processing.

[0404] When the main CPU 301 starts the game control process, it executes an initial setting process (S101). The initial setting process is executed every time one game is completed. In the initial setting process, the main CPU 301 initializes a storage area of ​​the main RAM 303 that is initialized for each game. For example, the winning area storage area in which the winning area (winning area number) of the previous game is stored is initialized in the initial setting process.

[0405] After the initial setting process, the main CPU 301 proceeds to the automatic insertion process (S102). In the automatic insertion process, if a symbol combination related to a replay is aligned on an active line as a result of the previous game, the main CPU 301 sets the same number of bet medals as in the previous game as the bet medals for the current game.

[0406] After the automatic insertion process, the main CPU 301 proceeds to pre-game start processing (S103). In the pre-game start processing, the main CPU 301 detects medals from the medal insertion port 8 and detects operation of the settlement button 23. If the insertion of medals is detected in the pre-game start processing, the main CPU 301 adds the bet medals or credits. Furthermore, if operation of the settlement button 23 is detected in the pre-game start processing, the main CPU 301 pays back the bet medals or credits. Furthermore, in the pre-game start processing, the main CPU 301 detects operation of the start lever 24 (i.e., operation to start a game).

[0407] When the main CPU 301 detects a game start operation in the pre-game start processing, the process proceeds to a setting value confirmation process (S104). In the setting value confirmation process, the main CPU 301 determines whether the setting value is appropriate. Specifically, in the setting value confirmation process, the main CPU 301 determines whether the setting value is appropriate (any of 1 to 6). If the main CPU 301 determines that the setting value is inappropriate, it stores an abnormal setting value command indicating an abnormality in the command storage area, and proceeds to setting value error processing.

[0408] If the main CPU 301 determines that the setting values ​​are appropriate in the setting value confirmation process, it acquires random number values ​​R1, R2, and R3 (S105). The random number value R1 is a hardware random number generated by the random number generator 304 and is used in the internal lottery process. The random number value R2 is a software random number acquired from a register built into the main CPU 301 and is used in the reel performance determination process, etc. The random number value R3 is used in the process related to the instruction function. The main CPU 301 stores the acquired random number value R1 in the random number value R1 storage area of ​​the main RAM 303. Similarly, the main CPU 301 stores the acquired random number value R2 in the random number value R2 storage area of ​​the main RAM 303, and stores the random number value R3 in the random number value R3 storage area of ​​the main RAM 303.

[0409] After storing the random number values ​​R1, R2, and R3 in the main RAM 303, the main CPU 301 proceeds to start processing (S106). The start processing is composed of processes including an internal lottery process for determining a winning area using the random number value R1, and a reel effect determination process for determining a reel effect using the random number value R2. The start processing also includes a command number determination process for determining a command number.

[0410] After executing the start processing, the main CPU 301 executes the reel effect processing (S107). For example, in the reel effect processing, various game operations are accepted and processing for switching the state of the reels 12 (acceleration, variable display, stop, still, vibration) is executed. In addition, in the reel effect processing, the main CPU 301 sets the above-mentioned delay time by lottery. Note that the remaining time of the wait period is also subtracted in the reel effect processing.

[0411] After executing the reel performance process, the main CPU 301 executes a wait process (S108). The wait process is a process for making the time length of each game longer than a predetermined length. In the wait process, the main CPU 301 determines whether the wait period has elapsed, and if it determines that the wait period has not elapsed, it does not proceed from the wait process to the pre-stop process described below.

[0412] On the other hand, if it is determined that the wait period has elapsed, the main CPU 301 proceeds to pre-stop processing (S109). In the pre-stop processing, various data (such as the priority order described below) are stored in the main RAM 303 according to the winning area determined in the internal lottery processing. In the stop control processing described below, each reel 12 is stopped according to the data stored in the pre-stop processing, and the symbol combination associated with the winning role specified in the winning area is stopped and displayed on the pay line.

[0413] After executing the pre-stop process, the main CPU 301 proceeds to the stop control process (S110). By the stop control process, the main CPU 301 stops the reel 12 corresponding to each stop button 25 every time the stop button 25 is operated. Each reel 12 stops at a symbol position according to each data set in the pre-stop process described above.

[0414] When all the reels 12 are stopped in the stop control process, the main CPU 301 proceeds to the display determination process (S111). In the display determination process, the main CPU 301 determines the combination of symbols displayed on the activated line. The main CPU 301 also sets various data according to the type of the combination of symbols displayed on the activated line. For example, if the main CPU 301 determines that a symbol combination related to a replay is stopped and displayed on the activated line, the main CPU 301 sets the replay operation flag to the ON state. If the main CPU 301 determines that a symbol combination related to a winning combination is stopped on the activated line, the main CPU 301 adds the number of medals according to the type of the winning combination to the credit amount.

[0415] After executing the display determination process, the main CPU301 executes the stop time process (S112). In the stop time process, the main CPU301 transitions the ball output state and the game state. The above stop time process includes the above-mentioned bonus lottery. Furthermore, in the stop time process, the main CPU301 starts or ends the advantageous zone in accordance with the transition of the ball output state. Specifically, it executes the advantageous zone control process described below. When the main CPU301 ends the stop time process, it returns the process to step S101.

[0416] 26 is a flowchart of the processing during the non-advantageous zone. The main CPU 301 executes the processing during the non-advantageous zone during play in the non-advantageous zone. Specifically, the main CPU 301 executes the processing during the non-advantageous zone during the start processing (S106 in FIG. 25 described above). Note that the processing during the non-advantageous zone is executed in all games during the non-advantageous zone, regardless of the game state.

[0417] When the non-advantageous zone processing is started, the main CPU301 determines whether the winning area for the current game is an advantageous zone transition winning area (Sx0). In this embodiment, the advantageous zone transition winning area is a winning area other than "Miss" and "Replay A". If the winning area for the current game is not an advantageous zone transition winning area (Sx0: No), the main CPU301 ends the non-advantageous zone processing. In the above cases, the advantageous zone does not start, and the non-advantageous zone continues to the next game.

[0418] On the other hand, if the winning area for this game is the advantageous zone transition winning area (Sx0: Yes), the main CPU 301 executes the initial setting process (part of the advantageous zone transition process) (Sx1). In the initial setting process, the above-mentioned initial preferential mode A lottery, initial preferential mode B lottery, and state transition lottery are executed. In addition, the initial value "2401" is set to the difference number counter, the ceiling mode "B" is determined, and the initial value "1" is set to the ceiling counter.

[0419] When the initial setting process is executed, it is determined whether the game state is in the internal state (Sx2). If it is determined that the game state is not in the internal state (Sx2: No), the main CPU301 sets the next ball payout state to the normal state (Sx3). If the next ball payout state was set to the normal state in the previous game, it will become the normal state from the next game. In addition, after setting the next ball payout state to the normal state, the main CPU301 executes normal time processing (Sx4). Normal time processing includes various processes executed in each game in the normal state. The main CPU301 ends the non-advantageous zone processing after executing the normal processing. In this embodiment, the non-advantageous zone immediately after the setting value is changed will transition to the normal state in principle.

[0420] If the game state is determined to be the internal state (Sx2: Yes), the main CPU 301 executes a special AT lottery (Sx5). If the special AT lottery is won (Sx: Yes), the next game transitions to the premonition state (advantageous zone) (Sx7), and then transitions to the CZ state via the premonition state. If the AT lottery is won in the above CZ state, the game changes to the preparation state and transitions to the special AT state. In the above special AT lottery, transition to the advantageous zone is determined based on the winning area and setting value for this game. Specifically, the higher the setting value, the more likely transition to the advantageous zone is determined. If the special AT lottery is not won (Sx: No), transition to the advantageous zone is not determined, and processing during the non-advantageous zone is terminated. In such cases, the various information set in the above step Sx1 is discarded, and the non-advantageous zone continues. Note that the trigger for transitioning to the special AT state is not limited to the above examples. For example, if a strong chance is won in the normal state, a long freeze lottery is executed. If the long freeze lottery is won, the long freeze reel performance may be executed, and then the next game may transition to a special AT state.

[0421] FIG. 27 is a flowchart of the advantageous zone control processing. The main CPU301 executes the advantageous zone control processing in the above-mentioned stop processing. Note that the advantageous zone control processing is executed in all games regardless of the game state. When the advantageous zone control processing starts, the main CPU301 determines whether the current game is in an advantageous zone or not (Sx10). If it is determined that it is not in an advantageous zone (Sx10: No), that is, if it is in a non-advantageous zone, the main CPU301 ends the advantageous zone control processing. On the other hand, if it is determined that it is in an advantageous zone (Sx10: Yes), the main CPU301 determines whether a replay has been stopped and displayed on an active line in the current game (Sx11).

[0422] When it is determined that the replay is not stopped and displayed (Sx11: No), the main CPU 301 executes a difference number counter update process (Sx12). In the difference number counter update process, the difference number counter is updated. Specifically, the value obtained by subtracting the number of medals paid out from the number of medals bet on the current game (3 medals) is added to the difference number counter. For example, if the number of medals paid out is 13 medals, the value "-10" is added to the difference number counter (i.e., the value "10" is subtracted from the difference number counter). Also, if the number of medals paid out is 0 medals, the value "+3" is added to the difference number counter.

[0423] In a replay (a game following a game in which a replay was stopped and displayed), the number of automatically inserted medals is set as the number of bet medals in that game, and step Sx12 is executed. After executing the difference number counter update process, the main CPU 301 proceeds to step Sx13. If it is determined that a replay was stopped and displayed in the current game (Sx11: Yes), the main CPU 301 skips the difference number counter update process and proceeds to step Sx13.

[0424] In step Sx13, the main CPU 301 determines whether the difference number counter is equal to or less than the value "0". If it determines that the difference number counter is equal to or less than the value "0" (Sx13: Yes), the main CPU 301 initializes all parameters related to the instruction functions stored in the main RAM 303 (Sx15) and ends the advantageous zone control process. In step Sx15, for example, the above-mentioned counters are initialized, and the ball output state transitions to a non-advantageous zone. Note that even if the ball output state transitions to a non-advantageous zone, the game state does not change.

[0425] When the main CPU 301 determines that the difference number counter is greater than the value "0" (Sx13: No), it determines whether the next payout state is set to a "non-advantageous zone" (Sx14). For example, in the final game of the special AT state, the next payout state is set to a "non-advantageous zone." The special AT state described above is entered, for example, when the difference number counter becomes less than the value "201." Note that even if the difference number counter becomes "201" or greater again after entering the special AT state, the special AT state continues. Also, when the difference number counter is reduced to the value "0" or less, the special AT state ends, and the next game becomes a non-advantageous zone. In the above configuration, when the actual difference number Sj after entering the special AT state reaches approximately 200, the difference number counter is reduced to the value "0" or less, and the special AT state ends.

[0426] If the next ball output state is a "non-advantageous zone" (Sx14: Yes), the main CPU301 proceeds to step Sx15, initializes all parameters related to the instruction functions stored in the main RAM303, and ends the advantageous zone control process. On the other hand, if the next ball output state is other than a "non-advantageous zone" (Sx14: No), the main CPU301 skips step Sx15 and ends the advantageous zone control process.

[0427] As described above, in this embodiment, the difference in number of coins in the advantageous zone (total number of coins paid out - total number of coins inserted) is counted by a difference in number counter. The difference in number counter is provided, for example, in the main RAM 303. The "difference in number of coins" is a numerical value obtained by subtracting the number of medals used in the game from the number of medals acquired in the advantageous zone, and can be a negative number. For example, if the increase in medals begins when the difference in number of coins in the advantageous zone reaches "-1000 coins," and the difference then reaches "2400 coins," the net increase in number of coins will be "3400 coins."

[0428] <Processes executed by the sub-CPU> 28 is a flowchart of the sub-startup process of the sub-CPU 412. The sub-CPU 412 executes the sub-startup process when a reset signal is input from the reset circuit. The reset circuit outputs a reset signal when the power supply voltage supplied to the sub-control board 400 exceeds a predetermined threshold. For example, the sub-startup process is executed when the supply of power supply voltage to the sub-control board 400 starts.

[0429] When the sub startup process starts, the sub CPU 412 executes startup initialization process (S301). In the startup initialization process, the sub CPU 412 initializes various registers of the sub control board 400, for example.

[0430] In the startup initialization process, the sub-CPU 412 determines whether or not there is a backup abnormality in the sub-RAM 414. If there is a backup abnormality, the sub-CPU 412 initializes the backup data. In addition, in the startup initialization process, the sub-CPU 412 determines whether or not the data stored in various ROMs, including the CGROM 424, is correct. For example, it reads data stored at a specific address in each ROM and determines whether or not the data is correct. If an abnormality is found in any of the ROMs, the sub-CPU 412 proceeds to a predetermined error process.

[0431] In the sub startup process, the sub-CPU 412 starts a lamp control task (S302), a sound control task (S303), an image control board communication task (S304), a main control board communication task (S305), and a performance button input task (S306).

[0432] The sub-CPU 412 controls various lamps, including the case lamp 5 and the performance lamp 28, through a lamp control task. The sub-CPU 412 also controls the speakers (31, 32) through an audio control task. The sub-CPU 412 also sends commands to the image control board 420 through an image control board communication task, receives commands from the main control board 300 through a main control board communication task, and accepts operations of the performance button 26 and the direction designation button 27 through a performance button input task.

[0433] A timer interrupt signal is input to the sub-CPU 412 at a predetermined time interval. When the sub-CPU 412 receives the timer interrupt signal, it executes one of the tasks. In other words, the peripheral devices including the various lamps and speakers (31, 32) are controlled in a time-sharing manner.

[0434] Figures 29(a) to (c) are flowcharts of the performance control processing by the sub-CPU 412. The performance control processing is processing for controlling the performance in the performance execution means (such as the liquid crystal display device 30). As shown in Figures 29(a) to (c), the performance control processing includes sub start processing, sub first stop processing, and sub stop processing. Figures 29(a) to (c) show an excerpt of part of the performance control processing.

[0435] FIG. 29(a) is a flowchart of the sub start processing. When a game start operation is performed, the main CPU 301 transmits a command indicating this to the sub CPU 412 (sub control board 400). When the sub CPU 412 receives the command from the main CPU 301, it executes the sub start processing. As shown in FIG. 29(a), when the sub start processing starts, the sub CPU 412 determines whether or not the sub penalty state is in effect (Sy11). The sub CPU 412 is controlled to the sub penalty state during the period in which the game progress flag is OFF (the period after the main penalty control is executed). For example, if a stop operation was performed in an irregular button press sequence during the previous game during the non-instruction period, the sub penalty state will be entered when the sub start processing for the current game is executed.

[0436] If it is determined that the game is not in a sub-penalty state (Sy11: No), the sub-CPU 412 determines various effects by effect lottery (Sy12) and ends the sub-start processing. Once an effect is determined in step Sy12, that effect begins to be executed by each effect execution means. On the other hand, if it is determined that the game is in a sub-penalty state (Sy11: Yes), the sub-CPU 412 skips the effect lottery and ends the sub-start processing. With the above configuration, in a game started during a sub-penalty state, a new effect is not determined in step Sy12.

[0437] FIG. 29(b) is a flowchart of the sub-first stop process. When the first stop operation is performed, the main CPU 301 transmits a command indicating the stop button 25 (left, center, right) that has been subjected to the first stop operation to the sub-CPU 412. When the sub-CPU 412 receives the command from the main CPU 301 during the non-instruction period, it executes the sub-first stop process. As shown in FIG. 30(b), when the sub-first stop process starts, the sub-CPU 412 determines whether the left first stop operation has been performed (Sy21). If it determines that the left first stop operation has been performed (Sy21: Yes), the sub-CPU 412 ends the sub-first stop process.

[0438] On the other hand, if it is determined that a stop operation has been performed at a position other than the left first stop (the middle first stop or the right first stop) (Sy21: No), the sub-CPU 412 forcibly ends the currently running effect (Sy22). For example, if a performance that was started in the immediately preceding sub-start processing is subsequently operated at the middle first stop or the right first stop, it is forcibly ended in the sub-first stop processing.

[0439] In addition, instead of a configuration in which all effects are uniformly forcibly terminated when a stop operation is performed at a position other than the first left stop, a configuration in which some effects can continue to be executed may be used. For example, when a stop operation is performed at a position other than the first left stop, the sub-CPU 412 determines whether the currently executing effect is a specific effect. If it is determined to be a specific effect, the specific effect continues to be executed. On the other hand, if it is determined not to be a specific effect, the currently executing effect is forcibly terminated. In addition, a specific effect is expected to be an effect for notifying a transition in the game state (for example, an effect when the CZ state starts). It is preferable that the above specific effects be started to be executed in the game that was scheduled to start, even if the game is in the sub-penalty state.

[0440] As shown in FIG. 29(b), if the sub-CPU 412 determines that a stop operation has been performed other than the left first stop, it transitions to the sub-penalty state (Sy23). Furthermore, if the sub-CPU 412 determines that a stop operation has been performed other than the left first stop, it executes a notification content determination process (Sy24). In the notification content determination process, a notification image and a notification sound are determined. Specifically, if a middle first stop operation is performed in the current game, a notification image displaying the message "Pressing from the middle" and a notification sound "Pressing from the middle" are determined. Furthermore, if a right first stop operation is performed in the current game, a notification image displaying the message "Pressing from the right" and a notification sound "Pressing from the right" are determined. Once the notification image is determined, the notification image is immediately displayed on the liquid crystal display device 30. Furthermore, once the notification sound is determined, the notification sound is immediately output from the speakers.

[0441] Figure 29(c) is a flowchart of the sub-stop processing. When the last stop button 25 is operated, the main CPU 301 transmits a command indicating this to the sub-CPU 412. When the sub-CPU 412 receives this command from the main CPU 301, it executes the sub-stop processing. As shown in Figure 29(c), when the sub-stop processing starts, the sub-CPU 412 determines whether or not the left first stop operation...

Claims

[Claim 1] a game starting means for starting a game using a game value; A stop operation means capable of performing a stop operation; a symbol display means for variably displaying a plurality of types of symbols in each game and capable of stopping and displaying a symbol combination resulting from the game in response to a stop operation; A winning area determination means for determining one of the winning areas; A symbol variation control means for stopping and displaying the symbol combination according to the winning area and the stop operation mode; a game value awarding means for awarding a game value of a value number corresponding to the symbol combination; A state control means for controlling various states including advantageous states that are advantageous to the player; A counter that can be updated in each game; Equipped with The winning areas include specific winning areas in which different game values ​​are awarded depending on the stop operation mode, the counter can be updated based on the winning area determined by the winning area determining means; The state control means When the counter is updated to an end value, the advantageous state is ended. Gaming machine.

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