Gaming machine

The gaming machine enhances gameplay variety by using a win type lottery system to introduce varied reel stop controls and auxiliary effects, addressing the monotony of AT presentation state transitions.

JP2026016970APending Publication Date: 2026-02-04OLYMPIA KK
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Patent Information

Application Number
JP2024117535
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-07-23
Publication Date
2026-02-04

AI Technical Summary

Technical Problem

In some slot machines, the transition to the AT presentation state becomes monotonous, leading to player boredom due to uniform reel stop control and presentation, which lacks variety.

Method used

The gaming machine incorporates a win type lottery system that determines a specific win type, including a combination of first and second roles, where the second role triggers a reel presentation before transitioning to a specific presentation state, and the first role initiates the state without it, enhancing gameplay variety through auxiliary effects.

Benefits of technology

This approach adds variety to the game progression, improving playability by introducing diverse gameplay experiences.

✦ Generated by Eureka AI based on patent content.

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  • Figure 2026016970000001_ABST
    Figure 2026016970000001_ABST
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Abstract

To improve a game property by diversifying the progress of a game.SOLUTION: The plurality of kinds of winning types include a specific winning type capable of determining a shift to a specific performance state, the specific winning type includes a first combination and a second combination, the first combination includes a symbol combination indicating the shift to the specific performance state, the first combination is won by performing a first operation on the stop switch 120, and the second combination is won by performing a second operation different from the first operation on the stop switch, the reel control means suspends the basic game, controls the rotation of the plurality of reels 110, and may execute the reel performance of temporarily stopping and controlling the reels, and the performance state control means starts the specific performance state after causing the reel control means to execute the reel performance when the second operation is performed and the second combination is won, and starts the specific performance state without executing the reel performance when the first operation is performed and the first combination is won.SELECTED DRAWING: Figure 19
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Description

[Technical Field]

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

[0002] In a slot machine, multiple presentation states that vary the player's gaming profit are provided during the game. For example, in an AT (assist time) presentation state among the multiple presentation states, when a winning combination that results in a large gaming profit overlaps with another winning combination, the operation mode of the stop switch that is the winning condition for the large gaming profit is notified (for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Publication No. 2017-023819 Summary of the Invention [Problem to be solved by the invention]

[0004] In some slot machines, the above-mentioned AT presentation state is executed. Furthermore, in some slot machines, when a transition to the AT presentation state is determined, a bonus symbol, such as the symbol "7," is displayed in a straight line on the reels, and then the gameplay transitions to the AT presentation state. However, if the transition to the AT presentation state is simply performed in a uniform manner, the reel stop control and presentation may become monotonous, and the player may become bored.

[0005] In view of the above problems, the present invention aims to provide a gaming machine that can add variety to the progress of the game and improve the playability. [Means for solving the problem]

[0006] In order to solve the above-mentioned problems, the gaming machine of the present invention comprises: a win type lottery means for determining one of a plurality of types of win types by a win type lottery; a reel control means for performing a basic game, which controls the rotation of a plurality of reels on which a plurality of types of symbols are respectively arranged based on the operation of a start switch, and controls the stop of each of the reels corresponding to the operated stop switch in response to the operation of a stop switch corresponding to the rotating reel; an auxiliary effect execution means for executing an auxiliary effect that assists the winning of a predetermined winning combination; and an effect state control means for transitioning to one of a plurality of types of effect states including a specific effect state in which the auxiliary effect can be executed, wherein the plurality of types of win types include a specific win type that can determine the transition to the specific effect state, The specific winning type is a combination of a first role and a second role, the first role being composed of a symbol combination that indicates a transition to the specific presentation state, the first role being won by a first operation of the stop switch, the second role being won by a second operation of the stop switch that is different from the first operation, the reel control means may suspend the basic game and execute a reel presentation that controls the rotation of the multiple reels and temporarily stops the reels, the presentation state control means, when the second operation is performed and the second role is won, causes the reel control means to execute the reel presentation and then starts the specific presentation state, and when the first operation is performed and the first role is won, starts the specific presentation state without executing the reel presentation. [Effects of the Invention]

[0007] According to the present invention, it is possible to add variety to the progress of the game and improve the playability. [Brief explanation of the drawings]

[0008] [Figure 1] FIG. 1 is an external view for explaining the general mechanical configuration of a slot machine. [Figure 2] FIG. 1 is an external view of the slot machine with the front door open, illustrating the general mechanical configuration of the slot machine. [Figure 3] 1 is a diagram illustrating the arrangement of symbols on the reels and the pay lines. [Figure 4] FIG. 2 is a block diagram showing a schematic electrical configuration of the slot machine and the dedicated unit. [Figure 5] 10 is a flowchart showing main processing of the main control board. [Figure 6] 10 is a flowchart showing sub-processing of the sub-control board. [Figure 7] 10 is a flowchart showing medal processing of the medal number control board. [Figure 8] FIG. 10 is an explanatory diagram for explaining a winning combination. [Figure 9] FIG. 10 is an explanatory diagram for explaining a winning combination. [Figure 10] FIG. 10 is a diagram showing a winning type lottery table. [Figure 11] FIG. 10 is an explanatory diagram for explaining the transition of the game state. [Figure 12] FIG. 10 is an explanatory diagram for explaining the transition of the presentation state. [Figure 13] 10 is a flowchart showing the chance zone transition processing of the presentation state control means. [Figure 14] FIG. 10 is an explanatory diagram showing the specific content of the performance by the performance control means. [Figure 15] FIG. 10 is an explanatory diagram showing the specific content of the performance by the performance control means. [Figure 16] FIG. 10 is an explanatory diagram showing the specific content of the performance by the performance control means. [Figure 17] FIG. 10 is an explanatory diagram showing the specific content of the performance by the performance control means. [Figure 18] FIG. 10 is an explanatory diagram showing an example of the flow of a game. [Figure 19] FIG. 10 is an explanatory diagram showing an example of the flow of a game. [Figure 20] FIG. 10 is an explanatory diagram showing an example of the flow of a game. [Figure 21] 10 is a flowchart showing the main reach eye processing of the main control board. [Figure 22] 10 is a flowchart showing the sub-reach eye processing of the sub-control board. [Figure 23]FIG. 10 is an explanatory diagram for explaining over-notification. [Figure 24] FIG. 10 is an explanatory diagram for explaining over-notification. [Figure 25] FIG. 10 is an explanatory diagram for explaining over-notification. [Figure 26] FIG. 10 is an explanatory diagram for explaining a display mode of an overlay image. [Figure 27] FIG. 10 is an explanatory diagram for explaining a display mode of an overlay image. DETAILED DESCRIPTION OF THE INVENTION

[0009] Preferred embodiments of the present invention will be described in detail below with reference to the accompanying drawings. Dimensions, materials, and other specific values ​​shown in the embodiments are merely examples for facilitating understanding of the invention and, unless otherwise specified, do not limit the present invention. In this specification and drawings, elements having substantially the same functions and configurations are designated by the same reference numerals to avoid redundant explanation, and elements not directly related to the present invention are not shown.

[0010] (Mechanical configuration of slot machine 100) There are two types of slot machines 100 as gaming machines: one in which real medals are used to play the game, and one in which the game is played without the use of real medals. The latter is sometimes called a smart pachislot. Here, the slot machine 100 will be described using a smart pachislot as an example. In a smart pachislot, electronic medals are used as electronic game value for playing the game, instead of real medals.

[0011] Fig. 1 is an external view for explaining the general mechanical configuration of the slot machine 100. Fig. 2 is an external view with the front door open for explaining the general mechanical configuration of the slot machine 100, where Fig. 2(a) shows the front door as seen from the back side, and Fig. 2(b) shows the cabinet as seen from the player's side.

[0012] 1 and 2, the slot machine 100 is provided with a cabinet 102 having an open front, and an upper front door 104 and a lower front door 106 which are rotatably arranged one above the other at one end of the front of the cabinet 102. A colorless and transparent symbol display window 108 made of a glass plate, a transparent resin plate, or the like is provided in the approximate center of the lower part of the upper front door 104, and a left reel 110a, a center reel 110b, and a right reel 110c are provided in the cabinet 102 at positions corresponding to the symbol display window 108 so that they can rotate independently. As shown in the symbol arrangement in Figure 3(a), the outer periphery of the left reel 110a, center reel 110b, and right reel 110c is divided into 20 equal areas, each of which has a plurality of types of symbols arranged in each area, and the player can see a total of nine symbols, three consecutive symbols each located in the upper, middle, and lower rows of the left reel 110a, center reel 110b, and right reel 110c, through the symbol display window 108. The left reel 110a, center reel 110b, and right reel 110c are sometimes collectively referred to simply as reels 110.

[0013] An operation unit installation stand 112 is formed at the top of the front lower door 106, and the operation unit installation stand 112 is provided with a bet switch 116, a start switch 118, stop switches 120a, 120b, 120c, a settlement switch 122, a performance switch 124, a counting switch 126, a game medal number display device 128, a main segment display unit 130, etc.

[0014] The bet switch 116 is a push switch that detects an operation to insert (bet) electronic medals that are electronically held in the slot machine 100 and available for use in a game (to subtract from the number of game medals). The bet switch 116 includes a max bet switch that inserts (bet) a specified number of electronic medals required for one game, and a 1 bet switch that inserts one additional electronic medal within the specified number. Here, the number of electronic medals inserted (bet) by the bet switch 116 is sometimes referred to as the number of bets, and the memory area that holds the number of bets is sometimes referred to as the "bet number holding means." Furthermore, the number of electronic medals that are electronically held in the slot machine 100 and available for use in a game is sometimes referred to as the "number of game medals," and the memory area that holds the number of game medals is sometimes referred to as the "medal holding means." Note that the number of game medals does not include the number of bets. The bet includes both cases where a predetermined number of electronic medals are inserted from the number of game medals held in the medal holding means by operating the bet switch 116, and cases where electronic medals are automatically inserted based on the display of a replay combination, which will be described in detail later, on an active line. The entity that places such a bet may also be called a betting means.

[0015] The start switch 118 is configured, for example, by a lever that can detect tilting operation, and detects the start operation of a game by the player.

[0016] Stop switches 120a, 120b, and 120c are push-button switches provided at positions corresponding to left reel 110a, center reel 110b, and right reel 110c, respectively, and detect the player's stop operation. Note that stop switches 120a, 120b, and 120c are sometimes collectively referred to as stop switches 120. Here, when the stop switch 120 is in a state where it can be stopped, the player's first stop operation of one of stop switches 120a, 120b, or 120c is referred to as a first stop operation. After the first stop operation, the player's second stop operation of one of the two remaining stop switches 120 is referred to as a second stop operation. After the second stop operation, the player's third stop operation of the remaining stop switch 120 is referred to as a third stop operation.

[0017] The settlement switch 122 detects an operation to return all electronic medals bet by operating the bet switch 116 to the medal holding means (adding them to the number of game medals).

[0018] The effect switch 124 is configured, for example, as a push switch or a cross switch, and detects the pressing operation or rotation operation by the player.

[0019] The counting switch 126 is a push switch that detects an operation to transfer some or all of the gaming medal count electronically held in the slot machine 100 to the dedicated unit 300 (described later) (to subtract it from the gaming medal count). The counting switch 126 can be operated in three ways: a "short press" where the counting time is less than 500 msec; a "long press" where the counting time is 500 msec or more; and a "full count" where the counting time is 4000 msec or more, allowing counting to continue even after the counting switch 126 operation is released. When the counting switch 126 is short pressed, only one electronic medal is counted (transferred) from the gaming medal count per operation. When the counting switch 126 is long pressed or in full count mode, 50 electronic medals are counted from the gaming medal count at the timing of the count notification every 300 msec after the press time of 500 msec. Note that if the gaming medal count is less than 50 when the counting switch 126 is long pressed or in full count mode, all remaining gaming medals are counted. If the counting switch 126 is operated while play is possible, the counting process is always executed regardless of the game status at that time. Here, "while play is possible" refers to a state in which the slot machine 100 and the dedicated unit 300 are connected and both are powered on (a state in which a player can borrow electronic medals, play games on the slot machine 100, and perform a series of operations to count the results of the game). If the slot machine 100 is powered on but the dedicated unit 300 is not, or if the slot machine 100 and the dedicated unit 300 are not connected, the slot machine 100 may accept the operation of the counting switch 126 but the counted medal count may be lost. Therefore, the operation of the counting switch 126 is invalid, and this period is not included in the "while play is possible." In addition, the "period during which play is possible" does not include the periods during which the slot machine 100 is not (cannot be) played on its own, such as during initialization processing after power-on, while settings are being changed or confirmed, and while in an error state that requires recovery processing such as resetting.

[0020] The medal count display 128 includes a 5-digit or 6-digit 7-segment LED and displays the total number of digitized medals held in the medal holding means, i.e., the number of medals held. However, the number of medals bet is not included in the medal count. Therefore, the medal count display 128 displays the number of digitized medals acquired by the player minus the number of digitized medals bet. The medal count range is expressed as 0 to 16,382 (16,368 medals + maximum payout number per game (15 medals) - minimum bet number (1 medal)), taking into account the maximum difference in medal count per day. If the most significant digit is 0, that number is displayed as blank (off). If the number exceeds a predetermined warning value, for example, 15,000, a medal count warning is issued to prompt the player to count the medals held. The medal lending process (described later) is restricted, and a test count signal is output for approximately 3,500 msec. The warning value is not limited to 15,000 and can be set to various values. However, even if the medal count warning is issued, the player can continue playing. Therefore, the medal count may increase. If the medal count exceeds a predetermined upper limit, e.g., 16,369, an error notification (medal over error notification) is issued and the so-called complete function is activated to limit the progress of the game. Specifically, the bet switch 116, start switch 118, and settlement switch 122 are prohibited from being operated. When the complete function is activated (a play-stop error (error code "Ey") occurs), complete activation information indicating that the complete function is activated is displayed on the LCD display 132 (described later), and a complete activation sound indicating that the complete function is activated is output from the speaker 134 (described later). The medal count display device 128 reflects the updated medal count and displays it within approximately 300 msec after the number of medals held in the slot machine 100 is updated.

[0021] The main segment display unit 130 is composed of two 7-segment displays arranged side by side, and displays an error code indicating the type of error managed by the main control board 200. For example, when various errors occur, such as a door open error (error code "E8") that occurs when it is detected that at least one of the front upper door 104 or the front lower door 106 is open and that automatically recovers when both the front upper door 104 and the front lower door 106 are closed, an error code is displayed on the main segment display unit 130, error information is displayed on the LCD display unit 132 (described later), and an error sound is output from the speaker 134 (described later).

[0022] A liquid crystal display unit 132 that displays various images associated with the performance is provided approximately at the center of the top of the upper front door 104. Speakers 134 that perform auditory performances using sound effects, musical sounds, etc. are provided at left and right positions on the back surface of the lower front door 106. Also, performance lamps 136 formed, for example, by high-intensity light-emitting diodes (LEDs) and a performance prop device 138 that drives performance props by a motor are provided at the top and left and right of the upper front door 104.

[0023] Additionally, within the cabinet 102, a main control board 200 (described later) is provided with a setting key and a setting change switch (not shown) (collectively referred to as a setting value setting means). When a predetermined key (operation key) is inserted into the setting key and rotated from the OFF position to the ON position, the slot machine 100 transitions to a setting change mode, enabling the setting value to be changed (also simply referred to as a setting change) by turning on the power via the power switch 144a of the power supply 144. The setting value indicates the player's advantage (machine payout ratio) in stages, expressed on six levels, for example, from 1 to 6. Generally, the higher the setting value, the higher the overall advantage (higher the expected number of coins won). When the setting change switch is pressed in a setting changeable state, the setting value is incremented by one. For example, the setting value is changed to one of the six levels. Operating the start switch 118 fixes the setting value, and returning the setting key to its original position (OFF position) ends the setting change mode, enabling play. The setting can be changed only for a certain period of time after the power switch 144a is operated to turn on the power.

[0024] Such a slot machine 100 eliminates the need for actual medals, making it possible to prevent cheating by inserting fake medals or using illegally brought medals. Furthermore, since there is no need to install a mechanism for inserting and dispensing gaming media within the gaming machine, design and manufacturing costs can be reduced. Furthermore, by centrally managing the lending of gaming media to players and the counting of acquired gaming media, it is possible to prevent fraud. Furthermore, centralized data management can curb gambling and ultimately strengthen measures against addiction.

[0025] FIG. 4 is a block diagram showing the schematic electrical configuration of the slot machine 100 and the dedicated unit 300. As shown in FIG. 4, the slot machine 100 and the dedicated unit 300 are electrically connected via a game ball dispenser connection terminal board 280. The slot machine 100 is provided with multiple control boards, including a main control board 200 that controls the progress of the game, a sub-control board 240 that controls the presentation according to the progress of the game, and a medal count control board 260 that controls the number of electronic medals (number of game medals) held in the medal holding means. Note that transmission of electrical signals between the main control board 200 and the sub-control board 240 is limited to one direction only, from the main control board 200 to the sub-control board 240, to prevent fraud, etc. However, transmission of electrical signals between the main control board 200 and the medal count control board 260 is bidirectional.

[0026] (Main control board 200) The main control board 200 has semiconductor integrated circuits including a main CPU 200a, which is a central processing unit, a main ROM 200b in which programs and the like are stored, and a main RAM 200c, which functions as a work area, and controls the entire slot machine 100. Even if the power is turned off, the main RAM 200c retains data without erasing it unless a setting change is made and the RAM is cleared.

[0027] The main control board 200 also has functional units such as an initialization means 210, a betting means 212, a winning type lottery means 214, a reel control means 216, a determination means 218, a payout control means 220, a game status control means 222, a presentation status control means 224, and a command transmission / reception means 226, which function when the main CPU 200a cooperates with the main RAM 200c based on a program stored in the main ROM 200b.

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

[0029] The initialization means 210 executes initialization processing on the main control board 200. The betting means 212 bets electronic medals to be used in games. The win type lottery means 214, based on the operation of the start switch 118, performs a win type lottery to determine whether a winning combination has been achieved, more specifically, whether a winning type including the winning combination has been achieved, as will be described in detail later.

[0030] The reel control means 216 controls the rotation of the left reel 110a, center reel 110b, and right reel 110c in response to the operation of the start switch 118, and controls the stopping of the corresponding left reel 110a, center reel 110b, and right reel 110c in response to the operation of the stop switches 120a, 120b, and 120c corresponding to the rotating left reel 110a, center reel 110b, and right reel 110c, respectively.

[0031] Furthermore, in response to the operation of the start switch 118, the reel control means 216 may extend the time from when the operation of the stop switch 120 was enabled in the previous game until the operation of the stop switch 120 by the player to display the lottery result of the win type lottery (which was disabled upon completion of the operation of the stop switch 120 in the previous game) beyond a specified time, and during that time, perform a reel effect (freeze effect) that controls the rotation of the reels 110a, 110b, 110c in various ways. The reel effect can be realized by not enabling any switch that should normally be enabled for a predetermined time, suspending processing that should normally be executed for a predetermined time, or not transmitting or receiving any switch signal that should normally be transmitted and received for a predetermined time.

[0032] In this embodiment, as a reel effect, the basic game is interrupted in response to operation of the start switch 118 in the basic game, and the progress of the basic game is delayed. During this time, the reels 110a, 110b, and 110c are controlled to rotate, and the reels 110a, 110b, and 110c corresponding to the stop switches 120a, 120b, and 120c are temporarily stopped in response to operation of the stop switches 120a, 120b, and 120c, respectively, to perform a pseudo game (simulated game) that resembles the basic game. Here, the basic game refers to a game in which a winning type lottery is executed and a one-time payout is received upon the winning combination. The pseudo game ends when the start switch 118 is operated again or a predetermined time has passed since the temporary stop control, and then the rotation control of the reels 110a, 110b, and 110c in the basic game is resumed. As an example of a pseudo game, the reel control means 216 can automatically temporarily stop predetermined symbols (e.g., symbols constituting a bonus role) on each of the reels 110a, 110b, and 110c in response to the operation of the stop switches 120a, 120b, and 120c. Such a pseudo game can enhance the excitement of the game by implementing effects using rotation control and stop patterns similar to or different from those used in the basic game. Although the temporary stop appears to be stopped at first glance, the phase signals of the stepping motors 152 of the reels 110a, 110b, and 110c are continuously changed within 500 msec to indicate that the reels are not completely stopped. The temporary stop control temporarily stops the reels 110a, 110b, and 110c. However, unless otherwise specified, both stop and temporary stop are treated simply as stop in the sense that they do not rotate in one direction but maintain their position, and both stop control and temporary stop control are treated simply as stop control in the sense that the rotation of the left reel 110a, center reel 110b, and right reel 110c is controlled in accordance with the operation of the start switch 118, and the left reel 110a, center reel 110b, and right reel 110c are stopped in accordance with the operation of the stop switches 120a, 120b, and 120c corresponding to the rotating left reel 110a, center reel 110b, and right reel 110c, respectively.

[0033] A reel drive control unit 150 is also connected to the main control board 200. This reel drive control unit 150 drives a stepping motor 152 based on rotation start signals for the left reel 110a, center reel 110b, and right reel 110c sent from the reel control means 216 in response to an operation signal from the start switch 118. The reel drive control unit 150 also stops driving the stepping motor 152 based on stop signals for the left reel 110a, center reel 110b, and right reel 110c sent from the reel control means 216 in response to an operation signal from the stop switch 120 and a detection signal from the rotation position detection circuit 154.

[0034] The determining means 218 determines whether a symbol combination corresponding to a winning combination is displayed on the pay line A. Here, the display of a symbol combination corresponding to a winning combination on the pay line A may be simply referred to as a win. Here, the pay line A is a line for determining whether a winning combination has been achieved, and in this embodiment, there is only one pay line A. As shown in FIG. 3(b), of the nine symbols (three reels × three rows: top, middle, and bottom) appearing in the symbol display window 108, the pay line A is set as a single line connecting the positions corresponding to the symbols stopped in the middle row of the left reel 110a, the upper row of the middle reel 110b, and the middle row of the right reel 110c. The inactive lines are lines other than the pay line A that are not used to determine whether a winning combination has been achieved, and display other symbol combinations that make it easier to determine the winning combination when it is difficult to determine the winning combination based on the symbol combination displayed on the pay line A alone. In this embodiment, five inactive lines B1, B2, B3, C1, and C2 are assumed, as shown in FIG. 3(b). The payout control means 220 pays out the number (value amount) of electronic medals corresponding to the winning role to the medal holding means (adds them to the number of game medals) based on the fact that a pattern combination corresponding to the winning role is displayed on the active line A (a prize is won).

[0035] The gaming state control means 222 refers to the result of the lottery for determining the winning type and the determination result of the determination means 218, and transitions the gaming state to one of a plurality of gaming states. As will be described later, the gaming states include a non-internal gaming state, an internal gaming state to which a game is transitioned by winning a bonus combination in a non-internal gaming state, and a bonus gaming state to which a game is transitioned by displaying a symbol combination corresponding to a bonus combination on an active line in the internal gaming state.

[0036] The presentation state control means 224 transitions the presentation state to one of several presentation states based on the results of the winning type lottery, the determination result of the determination means 218, and the game state transition information. The presentation states include an AT (assist time) presentation state, which executes an auxiliary presentation (assisting the winning of a specific role) when a specific role (correct role) overlaps with another winning role (incorrect role) (selection winning type), to notify the player of the operation mode (correct operation mode) that constitutes the winning condition for the specific role (to assist the winning of the specific role), and a non-AT presentation state, in which no auxiliary presentation is executed. In addition, a so-called ART game state may be executed in which the AT presentation state and the RT (replay time) game state, which has a high probability of winning a replay role, proceed in parallel. The specific role that is the target of the auxiliary presentation is a winning role that is more advantageous than other winning roles, not only in terms of the payout of electronic medals resulting from the winning of the winning role, but also in terms of all game benefits that can be obtained by winning the winning role. Furthermore, the auxiliary effects are not limited to those that assist in the winning of a specific combination, and it is sufficient if they notify the player of an operation mode that is advantageous to the player.

[0037] The command transmission / reception means 226 sequentially transmits commands determined in accordance with the operation of the betting means 212, winning type lottery means 214, reel control means 216, judgment means 218, payout control means 220, game status control means 222, presentation status control means 224, etc. to the sub-control board 240 and medal count control board 260.

[0038] The main control board 200 is also provided with a random number generator 200d. The random number generator 200d sequentially increments a count value and resets it after counting a predetermined number of times (changing the number sequence to set an initial value), thereby looping the count value within a predetermined numerical range. The main control board 200 obtains a random number by extracting a count value from the random number generator 200d at a predetermined time point. The random number generated by the random number generator 200d of the main control board 200 (hereinafter referred to as a win type lottery random number) is used to determine the gaming benefit to be awarded to the player, for example, the win type determined by the win type lottery means 214. Specific processing in the main control board 200 will be described below with reference to a flowchart.

[0039] (Main processing of the main control board 200) 5 is a flowchart showing the main processing (main loop processing) of the main control board 200. First, an outline of one game after initialization will be described in accordance with the main processing of the main control board 200. Processing related to the features of this embodiment will be described in detail, and configurations unrelated to the features of this embodiment will not be described. Although detailed description will be omitted, when each process is performed, the switches used in each process (bet switch 116, start switch 118, stop switch 120) are enabled at the start of the process and disabled at the end of the process.

[0040] (Step S100) When the slot machine 100 is powered on via the power switch 144a and enters a powered state, the initialization means 210 executes an initialization process in preparation for the start of a game. The initialization means 210 can also change settings. Setting changes involve changing a setting value that indicates a level of advantageousness (e.g., six levels). Setting changes also include replaying to the same setting value (a process of changing (overwriting or maintaining) the current setting value to the same setting value). The initialization means 210 generates backup data as needed while the power is on and stores the backup data in the main RAM 200c. Therefore, even if an unexpected power outage occurs, the initialization process can restore the state before the power outage using the backup data stored before the power outage. For example, even if an unexpected power outage occurs while the reels 110 are spinning, the game will start again with each reel 110 spinning after a recovery operation. Therefore, the initialization process does not generally involve initializing the main RAM 200c (RAM clearing). Furthermore, the initialization means 210 generates an initialization command when the power is turned on, and the command transmission / reception means 226 transmits the generated initialization command to the sub-control board 240. Furthermore, the initialization means 210 generates a startup command including transmission information required at startup, and the command transmission / reception means 226 transmits the generated startup command to the medal count control board 260.

[0041] (Step S110) Next, in response to the player's operation of the bet switch 116, the betting means 212 bets electronic medals. The betting means 212 also generates an insertion command indicating that the operation has been performed, and the command transmitting / receiving means 226 transmits the generated insertion command to the sub-control board 240. The betting means 212 also generates a game medal insertion command including transmission information indicating the requested number of medals to be inserted, and the command transmitting / receiving means 226 transmits the generated medal insertion command to the medal count control board 260.

[0042] (Step S120) Next, when a predetermined number of electronic medals are bet, the win type lottery means 214 enables a game start operation on the start switch 118 and transitions to a state waiting for operation of the start switch 118. Here, in response to the player's operation of the start switch 118, the win type lottery means 214 obtains one win type lottery random number at the time the start switch 118 is operated from the win type lottery random numbers updated by the random number generator 200d of the main control board 200. Then, the win type lottery means 214 determines one win type lottery table corresponding to the currently set game state from the win type lottery table, determines which winning area in the determined win type lottery table the obtained win type lottery random number corresponds to, and determines the win type or no win for the determined winning area as the lottery result. In addition, when a win type including the winning combination "RBB" is determined in the win type lottery, the game state control means 222 transitions the game state from the non-internal game state to the RBB internal game state. In addition, after the lottery result is determined in response to the operation of the start switch 118, the winning type lottery means 214 generates a winning type command including the lottery result of the winning type lottery (winning type or no winning) and information about the game status, and the command transmission / reception means 226 transmits the generated winning type command to the sub-control board 240.

[0043] (Step S130) When the start switch 118 is operated, the reel control means 216 drives the stepping motor 152 to rotate the left reel 110a, center reel 110b, and right reel 110c. In this reel rotation process, when a predetermined time (e.g., 4.1 seconds) has elapsed (wait) from the start of rotation of the left reel 110a, center reel 110b, and right reel 110c in the previous game, the left reel 110a, center reel 110b, and right reel 110c in that game begin to rotate, and when all of the left reel 110a, center reel 110b, and right reel 110c have reached a steady rotation, the process proceeds to step S140.

[0044] (Step S140) Next, the reel control means 216 activates the stop switches 120a, 120b, and 120c, and upon receiving a player's operation of the stop switches 120a, 120b, or 120c, controls the reel to stop one of the left reel 110a, center reel 110b, or right reel 110c corresponding to the operation. Furthermore, upon operation of one of the stop switches 120a, 120b, or 120c, the reel control means 216 generates a stop command (first stop operation command, second stop operation command, or third stop operation command) indicating information about the operated stop switch 120a, 120b, or 120c, and the command transmission / reception means 226 sequentially transmits the generated stop commands to the sub-control board 240. The reel control means 216 continues this reel stop process until all of the stop switches 120a, 120b, and 120c have been operated.

[0045] (Step S150) Next, the determination means 218 determines which of the predetermined combinations corresponds to the symbol combination displayed on the pay line A shown in FIG. 3(b), and executes various processes required for changing the game state or replaying the game depending on the symbol combination. For example, the determination means 218 updates the net increase counter if the game is in a favorable zone and a small winning combination has been achieved. Here, the favorable zone is a game zone that is advantageous to the player, including a game zone that has the capability related to the instruction function, i.e., a game zone that executes an auxiliary effect (instruction function). A game zone that is exclusive to the favorable zone and in which the auxiliary effect cannot be executed is called a non-favorable zone. The favorable zone is a game zone in which, when an auxiliary effect is activated as a result of a lottery or the like related to the activation of the auxiliary effect on the main control board 200, information indicating the content of the instruction may be transmitted to a peripheral board such as the sub-control board 240 only when the main control board 200 displays the content of the instruction on the notification means so that it can be identified. Furthermore, the gaming state control means 222 transitions the gaming state from the RBB internal gaming state to the RBB operating gaming state if the symbol combination displayed on the active line A in the RBB internal gaming state is a symbol combination corresponding to the winning combination "RBB." Furthermore, the determination means 218 generates a winning command including the number of electronic medals to be paid out (payout) when the symbol combination displayed on the active line A or the symbol combination corresponding to the minor role is displayed on the active line A, and the command transmission / reception means 226 transmits the generated winning command to the sub-control board 240.

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

[0047] (Step S170) When a predetermined number of electronic medals are paid out in the RBB-operated gaming state, the gaming state control means 222 transitions the gaming state from the RBB-operated gaming state to a non-internal gaming state. Furthermore, the presentation state control means 224 transitions the presentation state and switches between advantageous and non-advantageous zones. Furthermore, when the gaming state or presentation state is changed, a gaming transition command including the changed gaming state or presentation state is generated, and the command transmission / reception means 226 transmits the generated gaming transition command to the sub-control board 240. In this way, the completion of the gaming transition process S170 ends the relevant game.

[0048] One game is executed through a series of processes from step S110 to step S170. Thereafter, steps S110 to S170 are repeated. In this way, one game refers to the game from when a portion of the number of game medals held in the medal holding means is inserted through operation of the bet switch 116, or when electronic medals are automatically inserted based on the display of a replay role on the active line A, until the left reel 110a, center reel 110b, and right reel 110c are controlled to rotate and a winning type lottery is executed in response to operation of the start switch 118 by the player, and the left reel 110a, center reel 110b, and right reel 110c corresponding to the operated stop switch 120a, 120b, 120c are controlled to stop, respectively, in response to the result of the winning type lottery and the operation of the multiple stop switches 120a, 120b, 120c by the player, and if a winning role that allows for the payout of electronic medals is achieved, the payout of the electronic medals is executed. Furthermore, if a player does not win a prize type that can be awarded with a digital medal, or if a player wins but does not win, one game ends when the left reel 110a, center reel 110b, and right reel 110c all stop. However, the start of one game may be interpreted as the player operating the start switch 118 instead of inserting a digital medal or winning a replay. The number of repetitions of one game is defined as the number of games. Here, whether a basic game, which is a single game in which a prize type lottery is executed and a single payout can be awarded, is played alone, or whether the basic game is played in combination with a pseudo game, the completion of the basic game is considered to be the completion of one game. Therefore, the completion of a pseudo game does not affect the counting of the number of games in the slot machine 100. However, the number of games managed by the hall computer (not shown) may or may not be converted into the number of games, depending on the specifications.

[0049] (Sub-control board 240) Like the main control board 200, the sub-control board 240 has various semiconductor integrated circuits, including a sub-CPU 240a, which is a central processing unit; a sub-ROM 240b storing programs and the like; and a sub-RAM 240c, which functions as a work area. Based on commands from the main control board 200, the sub-control board 240 controls the effects according to the progress of the game, generating, for example, effect patterns that indicate a series of effects. Like the main RAM 200c, the sub-RAM 240c is also connected to a backup power supply (not shown), so data is retained even if the power is cut off. Like the main control board 200, the sub-control board 240 is also equipped with a random number generator 240d. The random number values ​​generated by the random number generator 240d (hereinafter referred to as effect lottery random numbers) are primarily used to determine the type of effect. The sub-control board 240 also has an image circuit 240e, an audio circuit 240f, and an effect circuit 240g to realize the effects.

[0050] The image circuit 240e includes an image IC, an image ROM, and an image RAM (VRAM). The image IC, also called a VDP (Video Display Processor), receives an image command that can specify image data based on a presentation pattern (data corresponding to an image to be displayed on the LCD display unit 132 among the presentation patterns indicated by the presentation pattern). Upon receiving the image command, the image IC reads the image data specified by the image command from the image ROM to the image RAM and sequentially outputs the image data to the LCD display unit 132. The image RAM has multiple different layers, each of which can store different image data. The image IC then superimposes the image data stored in the multiple layers and outputs the superimposed image data to the LCD display unit 132. Each layer has a priority order. When an image in a higher-priority layer overlaps with an image in a lower-priority layer, the image in the higher-priority layer is superimposed closer to the player than the image in the lower-priority layer and is visible to the player.

[0051] The audio circuit 240f includes an audio IC and an audio ROM. When the audio IC receives a voice command that can identify audio data based on an effect pattern (data corresponding to sounds, including audio, to be output to the speaker 134 from the effects indicated by the effect pattern), it reads the audio data identified by the voice command from the audio ROM and sequentially outputs sounds based on the audio data to the speaker 134. The audio IC has multiple different layers (sometimes called tracks or channels), and can store different audio data in each layer. The audio IC then superimposes the audio data stored in the multiple layers and outputs sounds based on the superimposed audio data to the speaker 134. The player can hear each of the superimposed audio data at the same time.

[0052] When the performance circuit 240g receives a command indicating an illumination pattern (content indicating a series of lighting modes of the performance lamps 136 in the performance indicated by the performance pattern) and a drive pattern (content indicating a series of drive modes of the performance prop devices 138 in the performance indicated by the performance pattern) based on the performance pattern, it generates information regarding light emission (light emission information) and information regarding motor drive (drive information) in accordance with the command, and transmits the generated light emission information and drive information to the performance lamps 136 and the performance prop devices 138 via serial communication. Serial communication is used here to reduce the number of harnesses and simplify handling. In this way, the lighting of each of the multiple performance lamps 136 is independently controlled, and the drive of each of the multiple performance prop devices 138 is independently controlled. Furthermore, the performance circuit 240g acquires input information (whether or not an operation is performed, the timing of operation, the number of operations, the length of operation, etc.) from the performance switches 124 and the like via serial communication.

[0053] Here, a series of functional units such as a sub-CPU 240a, a sub-RAM 240c, a random number generator 240d, an image circuit 240e, an audio circuit 240f, and a performance circuit 240g are integrated into a single integrated circuit as an SoC (System-on-a-Chip). However, it is possible to arbitrarily set which functional units are integrated into the SoC.

[0054] In addition, the sub-control board 240 has functional units such as an initialization means 250, a command receiving means 252, and a performance control means 254, which function in cooperation with the sub-RAM 240c based on the program stored in the sub-ROM 240b.

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

[0056] Specifically, the performance control means 254 performs image display control to display an image on the liquid crystal display unit 132. In addition, the performance control means 254 performs sound output control through the speaker 134, controls the lighting of the performance lamp 136, and controls the driving of the performance prop device 138.

[0057] The effects executed by the effect control means 254 also include the auxiliary effects described above. Hereinafter, the notification means for executing the auxiliary effects, such as the LCD display unit 132, the speaker 134, and the effect lamp 136, may be referred to as the auxiliary effect execution means (instruction monitor). The effect state control means 224 causes the auxiliary effect execution means to execute the auxiliary effect in the AT effect state.

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

[0059] (Step S200) When the slot machine 100 is powered on via the power switch 144a and enters a powered state, the initialization means 250 executes initialization processing in preparation for the start of a game. While the power is on, the initialization means 250 generates backup data as needed and stores the backup data in the sub-RAM 240c.

[0060] (Step S210) The command receiving means 252 determines whether or not a submission command has been received. If a submission command has been received, the process proceeds to step S212, and if a submission command has not been received, the process proceeds to step S220.

[0061] (Step S212) If it is determined in step S210 that a throw-in command has been received, the presentation control means 254 determines a presentation pattern based on the throw-in command, assuming that preparations for starting the next game have been completed.

[0062] (Step S220) Next, the command receiving means 252 determines whether or not a win type command has been received. As a result, if a win type command has been received, the process proceeds to step S222, and if a win type command has not been received, the process proceeds to step S240.

[0063] (Step S222) In step S220, if it is determined that a win type command has been received, the effect control means 254 determines an effect pattern based on the win type command. Also, if the effect state is the AT effect state and the win type indicated in the win type command is a selection win type, the effect control means 254 determines an auxiliary effect that notifies the correct operation mode.

[0064] (Step S240) Next, the command receiving means 252 determines whether or not a stop command has been received. As a result, if a stop command has been received, the process proceeds to step S242, and if a stop command has not been received, the process proceeds to step S250.

[0065] (Step S242) If it is determined in step S240 that a stop command has been received, the presentation control means 254 determines the presentation pattern based on whether the stop command indicates the first stop operation, the second stop operation, or the third stop operation, and whether the stop operation indicates a stop operation for one of the stop switches 120a, 120b, or 120c, and the rotational positions of the left reel 110a, center reel 110b, or right reel 110c at which the stop operation was performed.

[0066] (Step S250) Next, the command receiving means 252 determines whether or not a winning command has been received. If a winning command has been received, the process proceeds to step S252, and if a winning command has not been received, the process proceeds to step S260.

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

[0068] (Step S260) Next, the command receiving means 252 determines whether or not a dispense command has been received. If a dispense command has been received, the process proceeds to step S262, and if a dispense command has not been received, the process proceeds to step S210, and the process from step S210 is repeated.

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

[0070] (Medal count control board 260) The medal count control board 260 is connected to the main control board 200 and includes various semiconductor integrated circuits, including a medal CPU 260a (central processing unit), a medal ROM 260b (storing programs, etc.), and a medal RAM 260c (functioning as a work area), and manages the electronic medals used in games. Like the main RAM 200c, the medal RAM 260c is also connected to a backup power supply (not shown), allowing data to be retained without being erased even if the power is cut off. A portion of the memory area of ​​the medal RAM 260c serves as medal holding means. The medal count control board 260 is also integrally formed with a medal segment display unit 140. The medal segment display unit 140 is composed of a single seven-segment display and displays, for example, an error code indicating the type of error managed by the medal count control board 260. The medal count control board 260 is also connected to the dedicated unit 300 via a gaming ball dispenser connection terminal board 280. Here, the gaming ball etc. dispensing device connection terminal board 280 is a connection terminal board for connecting the slot machine 100 and the dedicated unit 300, and receives signals related to the dispensing of electronic medals, transmits the results of the dispensing of electronic medals, transmits signals related to the counting of electronic medals, and transmits various information about the slot machine 100. For example, the gaming ball etc. dispensing device connection terminal board 280 receives a supply of power (VL) from the dedicated unit 300, uses the power as input to an insulating element such as a photocoupler, generates a VL connection signal indicating the connection status with the dedicated unit 300, and outputs it to the medal count control board 260. The medal count control board 260 can determine whether power is being supplied from the dedicated unit 300, in other words, whether the dedicated unit 300 is powered on and properly connected to the dedicated unit 300, based on the ON / OFF state of the VL connection signal.

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

[0072] The initialization means 270 executes initialization processing on the medal count control board 260. The command transmission / reception means 272 receives commands from the main control board 200 and performs reply processing in response to those commands. In addition, the command transmission / reception means 272 repeatedly transmits and receives gaming machine information notices, counting notices, loan notices, and loan receipt result responses to the dedicated unit 300 at 300 msec intervals after startup is complete. Specifically, the command transmission / reception means 272 transmits a gaming machine information notice to the dedicated unit 300, including gaming machine performance information, gaming machine installation information, and hall control / fraud monitoring information as gaming machine information, and 100 msec after transmitting the gaming machine information notice, transmits a counting notice including the number of counted medals to be counted (the number of electronic medals to be transferred to the dedicated unit 300 at one time). The command transmission / reception means 272 receives a loan notification from the dedicated unit 300 170 msec after sending the counting notification, which includes the number of loan medals to be processed for loan (the number of electronic medals transferred at one time from the dedicated unit 300), and then replies to the dedicated unit 300 with the loan receipt result.

[0073] The medal count updating means 274 mainly updates (adds or subtracts) the number of game medals held in the medal holding means in response to commands received from the main control board 200, notifications received from the dedicated unit 300, or operation of the counting switch 126. The medal count updating means 274 also displays the game medal number updated in this manner on the game medal number display device 128.

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

[0075] (Step S300) When the slot machine 100 is powered on via the power switch 144a and the medal count control board 260 enters a powered state, the initialization means 270 executes an initialization process in preparation for the start of a game. The initialization means 270 generates backup data as needed while the power is on and stores the backup data in the medal RAM 260c. Therefore, even if an unexpected power outage occurs, the initialization process can restore the state before the power outage using the backup data stored before the power outage. For example, even if an unexpected power outage occurs while the medal holding means is holding the number of game medals, the game will start from a state where the electronic medals are held after the restoration operation. Therefore, the initialization process does not generally involve initialization of the medal RAM 260c (RAM clearing).

[0076] (Step S310) When the initialization process is completed, the medal count update means 274 determines whether an update event for the number of game medals held in the medal holding means has occurred, and if an update event for the number of game medals has occurred, executes update processing to update the number of game medals in accordance with the update event. First, the medal count update means 274 determines whether a game medal insertion command has been received from the main CPU 200a, and if a game medal insertion command has been received, proceeds to step S312, and if a game medal insertion command has not been received, proceeds to step S320.

[0077] (Step S312) When a medal insertion command is received from the main CPU 200a, the medal count update means 274 determines whether the medal insertion command indicates the insertion of electronic medals, and if so, executes insertion processing to subtract the number of medals from the number of medals. Furthermore, if the medal insertion command indicates the settlement of electronic medals rather than the insertion of electronic medals, the medal count update means 274 executes settlement processing to add the number of inserted electronic medals to the number of medals. Note that although the player's operations differ between the settlement processing and the insertion processing, the processing corresponding to the operations is the same. Therefore, in the following, where the insertion processing is used, it is also possible to replace the explanation with the settlement processing, assuming that negative electronic medals are inserted.

[0078] (Step S320) Next, the medal count update means 274 determines whether or not a payout end command has been received from the main CPU 200a, and if a payout end command has been received, it transfers processing to step S322, and if a payout end command has not been received, it transfers processing to step S330.

[0079] (Step S322) When the payout end command is received from the main CPU 200a, the medal number update means 274 executes a payout process of adding the electronic medals paid out based on the payout end command to the number of game medals.

[0080] (Step S330) Next, the medal count update means 274 determines whether or not a notification of loan of an electronic medal has been received from the dedicated unit 300, and if a notification of loan has been received, the process proceeds to step S332, and if a notification of loan has not been received, the process proceeds to step S340.

[0081] (Step S332) When receiving a loan notification from the dedicated unit 300, the medal count update means 274 determines whether loan processing is possible, and if loan processing is possible, executes loan processing to add the loaned electronic medals to the number of gaming medals, and generates a loan receipt result response including "normal." On the other hand, if loan processing is not possible, i.e., if the message length and command value in the loan notification are normal but other information is abnormal, if the gaming machine information notification is abnormal, if the counted medal number in the counting notification is "1" or more, if the number of gaming medals displayed on the gaming medal number display device 128 is 15,000 or more, if the checksum of the received loan notification is abnormal, if the loan serial numbers in the received loan notification are not consecutive, if the loaned medal number in the received loan notification is "51" or more, or if the gaming machine information notification sent from the medal CPU 260a to the dedicated unit 300 notifies information other than hall control or fraud monitoring information, the medal count update means 274 generates a loan receipt result response including "abnormal."

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

[0083] (Step S342) When the player operates the counting switch 126, the medal count update means 274 notifies the dedicated unit 300 of the count and executes a counting process to subtract the counted electronic medals from the number of game medals, and then repeats the process from step S310.

[0084] When a loan notification is received or the count switch 126 is operated, the medal count update means 274 executes the loan process or count process for the electronic medals, and the command transmission / reception means 272 transmits a command to that effect to the main CPU 200a. The main CPU 200a, upon receiving the command, transmits the command to the sub-CPU 240a. Then, as the electronic medals are actually loaned or counted during the loan process or count process, the sub-CPU 240a outputs a predetermined loan sound or count sound from the speaker 134, indicating the movement of the electronic medals. In this way, the player can auditorily confirm that the loan process or count process is being performed appropriately. The sub-CPU 240a may also notify the player that the loan process or count process is being performed not only through the speaker 134 but also through other devices, such as the LCD display 132 or the performance lamp 136.

[0085] (300 dedicated units) The dedicated unit 300 is installed near the slot machine 100 and can lend electronic medals to players and count the electronic medals that players have won. The dedicated unit 300 is provided with a dedicated unit control board 310 that sends and receives electronic medals to and from the slot machine 100. A cash insertion unit 312, a card insertion unit 314, a lending switch 316, a return switch 318, a game switch 320, a point display unit 322, and an acquired medal count display unit 324 are connected to the dedicated unit control board 310.

[0086] The cash insertion unit 312 functions as an insertion slot for inserting cash. The card insertion unit 314 allows the insertion and withdrawal of card media capable of accumulating electronic medals. The lending switch 316 is a push switch that detects an operation to transfer electronic medals corresponding to the number of points of cash held in the dedicated unit 300 to the slot machine 100. In response to the operation of the lending switch 316, the medal count control board 260 executes a lending process. The return switch 318 is a push switch that detects an operation to transfer electronic medals held in the dedicated unit 300 to a card medium and withdraw the card medium from the dedicated unit 300 through the card insertion unit 314. The game switch 320 is a push switch that detects an operation to transfer electronic medals held in the dedicated unit 300 to the slot machine 100. The point display unit 322 displays the number of points held in the dedicated unit 300, i.e., the number of points corresponding to the cash inserted through the cash insertion unit. The acquired medal count display device 324 displays the acquired medal count, which is the total number of electronic medals held in the dedicated unit 300.

[0087] (Table used in main control board 200) 8 and 9 are explanatory diagrams for explaining winning combinations, and FIG. 10 is an explanatory diagram for explaining a winning type lottery table.

[0088] As will be described in detail later, the slot machine 100 is provided with a plurality of game states and presentation states, and the game states and presentation states are shifted as the game progresses. The main control board 200 stores a plurality of win type lottery tables and the like corresponding to the game states managed and controlled by the game state control means 222 in the main ROM 200b. The win type lottery means 214 extracts a corresponding win type lottery table from the main ROM 200b according to the current setting values ​​stored in the main RAM 200c and the current game state, and determines, based on the extracted win type lottery table, which win type in the win type lottery table the win type lottery random number acquired in response to the operation signal of the start switch 118 corresponds to.

[0089] Here, the winning combinations constituting the winning types extracted in the winning type lottery table include a bonus combination, a replay combination, and a small combination. A bonus combination is a combination that can transition the gaming state managed by the gaming state control means 222 to a bonus gaming state (a gaming state during RBB operation, described later) when a symbol combination corresponding to the bonus combination is displayed on the active line A. A replay combination is a combination that allows a player to play again without placing a new bet of electronic medals when a symbol combination corresponding to the replay combination is displayed on the active line A. A small combination is a combination that allows a player to receive a payout of a predetermined number of electronic medals according to the symbol combination when a symbol combination corresponding to the small combination is displayed on the active line A.

[0090] As shown in FIG. 8, the winning combination in this embodiment includes a bonus combination of "RBB." Also, replay combinations include "Replay 1" and "Replay 2." Also, as shown in FIGS. 8 and 9, small combinations include "Small combination 1" to "Small combination 95." In FIGS. 8 and 9, the left reel 110a, the center reel 110b, and the right reel 110c are each associated with one or more symbols constituting each winning combination. Hereinafter, the winning combinations "Small combination 1" to "Small combination 71" may be referred to as "1-coin combinations," the winning combinations "Small combination 72" and "Small combination 73" as "3-coin combinations," the winning combinations "Small combination 74" and "Small combination 75" as "8-coin combinations," the winning combinations "Small combination 76" to "Small combination 95" as "15-coin combinations," and the winning combinations "Small combination 74" to "Small combination 95" as "Bell."

[0091] In this embodiment, when the stop switch 120 is operated by the player, if the symbols constituting the symbol combination corresponding to a possible winning combination are on the activated line A, the reel control means 216 performs stop control so that the symbols stop on the activated line A. Also, when the stop switch 120 is operated, if the symbols constituting the symbol combination corresponding to a possible winning combination are not on the activated line A but are within a range equivalent to four symbols in the direction opposite to the rotation direction of the reel 110 (pull-in range), the reel control means 216 performs stop control so that the number of separated symbols becomes the number of sliding frames, and the symbols constituting the symbol combination corresponding to the winning combination are pulled onto the activated line A and then stopped after maintaining rotation for the number of sliding frames. Furthermore, when there are multiple symbols on the reels 110 corresponding to a winning combination that can be won and all of them are within the reel-in range of the reels 110, a predetermined priority is set to determine which symbol to reel onto the pay line A, and stop control is performed so that the prioritized symbol is kept rotating for a number of sliding frames so as to reel onto the pay line A and then stopped. Note that when the stop switch 120 is pressed, if symbols constituting a symbol combination corresponding to a winning combination other than a winning combination that can be won are on the pay line A, the reel control means 216 also executes a so-called kick-off process in parallel to prevent the symbols from stopping on the pay line A. Furthermore, as will be described later, when an operation mode (operation order or operation timing) is set as a winning condition for a winning combination included in a win type, the reel control means 216 controls the reels to stop the symbol combination corresponding to the winning combination so as to be displayed on the pay line A according to the player's operation mode.

[0092] For example, the symbols constituting the symbol combinations corresponding to the winning roles "Replay 1," "Replay 2," and the winning role "Small Role 76," etc., are arranged on each reel 110 by the above-mentioned stop control so as to be displayed on the activated line A. Such a winning role is sometimes expressed as PB=1. On the other hand, for example, the symbols constituting the symbol combinations corresponding to the winning roles "RBB" and "Small Role 1," are not always arranged on each reel 110 by the above-mentioned stop control so as to be displayed on the activated line A, so that a so-called missed win may occur. Such a winning role is sometimes expressed as PB≠1.

[0093] As shown in Fig. 10, in the win type lottery table, a plurality of win areas are partitioned, and the win type to be the subject of the lottery differs depending on each gaming state, and the presence or absence of a non-win (miss) differs. In Fig. 10, the win area (win type) assigned to each gaming state (non-internal gaming state ("non-internal" in Fig. 10), RBB internal gaming state ("internal" in Fig. 10), RBB operating gaming state ("operating" in Fig. 10)) is represented by "◎" or "○", but in reality, a win type lottery table corresponding to each of a plurality of gaming states is stored in the main ROM 200b. In addition, "◎" indicates that the winning type allows for a lottery to be held to move to the advantageous zone and for a lottery related to auxiliary effects (instruction functions) (for example, determining the number of auxiliary effects, adding (adding) the number of auxiliary effects, continuing the AT effect state, and ending the advantageous zone), while "○" indicates that the winning type does not allow for a lottery to be held to move to the advantageous zone, but for a lottery related to auxiliary effects, it is possible.

[0094] In the win type lottery table, each partitioned win area is associated with a predetermined number of winning positions (win range value), which is a numerical value indicating the win range, and a win type. The sum of the numbers of positions in all win areas assigned to each game state equals the total number of win type lottery random numbers (65,536). Therefore, the probability of each win type being determined is the value obtained by dividing the number of positions associated with the win area by the total number of win type lottery random numbers. The win type lottery means 214 obtains the number of positions from the multiple win areas in the win type lottery table, starting with the highest number, based on the game state at that time, and subtracts that number from the win type lottery random number. If the value after subtraction is less than 0, the win type associated with the win area at that time is determined as the lottery result for the win type lottery. Furthermore, if the number of positions in all win areas from win area 1 onwards is subtracted from the win type lottery random number and the value after subtraction is equal to or greater than 0, the win type "losing" for win area 0 is determined as the lottery result for the win type lottery.

[0095] Here, we will provide additional information about the winning combination "RBB." A predetermined first-class special device (RB) is a device that increases the number of symbol combinations related to winning per specified number or increases the probability of activating a conditional device related to winning per specified number. It activates in a predetermined case and can continue to operate until a game result not exceeding 12 times is obtained. Here, a conditional device is a device whose operation is a necessary condition for displaying a symbol combination related to winning, replay, activation of a device, or activation of a device continuous activation device, and is activated when a winning type lottery (a computer-generated lottery held within the gaming machine) is won, i.e., a winning flag.

[0096] According to the winning type lottery table in Figure 10, for example, winning area 0 is associated with the winning type "miss", and if such a winning type is won, the pattern combination corresponding to any of the winning roles shown in Figures 8 and 9 will not be displayed on the valid line A, and no electronic medals will be paid out, etc.

[0097] 10 is associated with a winning type that includes multiple overlapping winning combinations. When a winning type that includes multiple overlapping winning combinations is won, the winning conditions for which winning combination is to be preferentially displayed on the pay line A are set, such as the order in which the stop switches 120a, 120b, and 120c are operated and the operation timing of the stop switches 120a, 120b, and 120c (operation position of the reel 110).

[0098] In the following description, the operation of the stop switches 120a, 120b, 120c that stops the reels in the order of left reel 110a, center reel 110b, and right reel 110c will be referred to as "batting order 1", the operation of the stop switches 120a, 120c, 120b that stops the reels in the order of left reel 110a, right reel 110c, and center reel 110b will be referred to as "batting order 2", and the operation of the stop switches 120b, 120a, 120c that stops the reels in the order of center reel 110b, left reel 110a, and right reel 110c will be referred to as "batting order 3". The operation of stop switches 120b, 120c, 120a that stop the reels in the order of center reel 110b, right reel 110c, and left reel 110a is designated as "batting order 4," the operation of stop switches 120c, 120a, 120b that stop the reels in the order of right reel 110c, left reel 110a, and center reel 110b is designated as "batting order 5," and the operation of stop switches 120c, 120b, 120a that stop the reels in the order of right reel 110c, center reel 110b, and left reel 110a is designated as "batting order 6."

[0099] For example, if the winning type "center left bell 1" in the winning area 22, which is a selected winning type, is won and an operation is performed in the correct operation mode (batting order 3), the symbol combination corresponding to the winning role "small role 76" (winning role "15 role"), which is a correct role with a payout of 15 coins (as a result, the symbols "bell", "bell", and "bell" are aligned in a straight line on the invalid line B1), is stopped by what is called number priority control so as to be preferentially displayed on the valid line A. Also, if an operation is performed in the batting order 1, 2, 4 to 6, the symbol combination corresponding to the winning role "1 role", which is an incorrect role with a payout of 1 coin, is stopped by what is called number priority control so as to be preferentially displayed on the valid line A.

[0100] In addition, the winning probability (number of places) of the selection winning types in winning areas 6 to 13 (winning types "Left center bell 1A" to "Left center bell 4B"), the winning probability of the selection winning types in winning areas 14 to 21 (winning types "Left and right bell 1A" to "Left and right bell 4B"), the winning probability of the selection winning types in winning areas 22 to 25 (winning types "Center left bell 1" to "Center left bell 4"), the winning probability of the selection winning types in winning areas 26 to 29 (winning types "Center right bell 1" to "Center right bell 4"), the winning probability of the selection winning types in winning areas 30 to 35 (winning types "Right left bell 1" to "Right left bell 6"), and the winning probability of the selection winning types in winning areas 36 to 41 (winning types "Right center bell 1" to "Right center bell 6") are set to be equal. Since players usually cannot know which winning type they have won, setting up the winning areas as described above makes it difficult to win with the correct combination. Also, as described above, even if the stop switch 120 is operated in an operation mode in which incorrect combinations are preferentially displayed, the symbol combination corresponding to the incorrect combination is not necessarily displayed on the activated line A, so that a miss may occur depending on the operation mode (PB≠1). Note that, hereinafter, the 36 winning types in the winning areas 6 to 41 may be simply abbreviated as the winning type "batting order bell".

[0101] When any of the above-mentioned winning types is won, the internal win flag corresponding to the winning type is set (ON), and the stop control of each reel 110 is performed according to the set status of this internal win flag. At this time, if a winning type including a small win is won but the symbol combination corresponding to this winning role is not displayed on the pay line A during that game, the internal win flag is set (OFF) after the end of that game. In other words, the right to win a small win is limited to the game in which the winning type including the small win was won, and the right cannot be carried over to the next game. On the other hand, when a winning type including the winning role "RBB" is won, the RBB internal win flag is set (ON), and the RBB internal win flag is carried over across games until the symbol combination corresponding to the winning role "RBB" is displayed on the pay line A. When an internal winning flag corresponding to a winning type including a replay role is established, a symbol combination corresponding to one of the replay roles included in that winning type is always displayed on the valid line A, and after the processing required to play the next game without needing an electronic medal is performed, the internal winning flag is turned off.

[0102] (Game state transition) Here, the transition of the game state will be explained using FIG. 11. Here, multiple game states are prepared, such as a non-internal game state, an RBB internal game state, and an RBB operating game state. As will be described later, each game state transitions depending on the winning of a bonus role, winning (activation), and ending of the game. The types of wins that can be won in each game state are represented by "◎" or "○" in FIG. 10.

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

[0104] In the RBB activated gaming state, the probability of winning a replay role is set to 0. In this RBB activated gaming state, the possible winning types are set as "1 coin ALL" in winning area 1, "RBB 8 coins" in winning area 2, and "small role ALL" in winning area 3. When the "1 coin ALL" winning type is won, the symbols corresponding to any of the winning roles "small role 1" to "small role 71" are stopped and displayed on the active line A. When the "RBB 8 coins" winning type is won, the symbols corresponding to any of the winning roles "small role 1" to "small role 75" are stopped and displayed on the active line A. When the "small role ALL" winning type is won, the symbols corresponding to any of the winning roles "small role 1" to "small role 95" are stopped and displayed on the active line A. Due to the configuration of the small roles, the expected number of coins won per unit of play in the RBB activated gaming state is reduced.

[0105] When the termination condition of the RBB operation gaming state is met, that is, when the number of acquired coins exceeds a predetermined number (for example, 22 coins), the gaming state control means 222 shifts the gaming state to a non-internal gaming state (2).

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

[0107] In the RBB internal game state, the probability of winning a replay is set to approximately 1 / 7.3. Furthermore, in the RBB internal game state, the "miss" win type cannot be won. In other words, if a symbol combination corresponding to the winning role "RBB" cannot be displayed on the active line A during a game in which the winning role "RBB" is played, minor symbols and replay symbols will be prioritized over the winning role "RBB" and stopped on the active line A, preventing the symbol combination corresponding to the winning role "RBB" from being displayed on the active line A. Therefore, once the game state transitions to the RBB internal game state, the RBB internal game state is maintained without any subsequent transitions. Here, while maintaining the RBB internal game state, an AT presentation state is realized in the RBB internal game state.

[0108] Here, in the RBB internal game state, multiple types of correct combinations are won without overlapping with each other, increasing the chances of winning the correct combination. As a result, for example, auxiliary effects are performed in the AT performance state in the RBB internal game state, making it easier to win electronic medals. On the other hand, in the RBB operation game state, multiple types of correct combinations are won overlappingly, reducing the chances of winning the correct combination. This reduces the chances of winning the correct combination compared to the AT performance state in other game states, making it more difficult for the player to increase their electronic medal holdings. Therefore, while having the function of the RBB operation game state in which the probability of winning a winning combination related to a win is higher than in the RBB internal game state, it is possible to realize a specification (acceleration RBB) in which the RBB operation game state is inferior to the RBB internal game state in terms of electronic medal winning performance.

[0109] (Transition of performance state) FIG. 12 is an explanatory diagram for explaining transitions in presentation states. The following describes in detail the presentation states transitioned by the presentation state control means 224 in the main control board 200. Note that multiple presentation states belong to either advantageous or non-advantageous sections, which are game sections. In this embodiment, almost all presentation states belong to advantageous sections, and non-advantageous sections are realized in some presentation states (non-advantageous presentation states in this case). Note that while staying in an advantageous section, a section indicator (not shown) may be turned on to notify the player of this.

[0110] In addition, in the non-advantageous zone, it is possible to vary the winning probability of each winning type for each setting value, but the probability of deciding to transition to a presentation state with auxiliary effects (AT presentation state) for the same winning type must not be varied for each setting value. On the other hand, in the advantageous zone, it is possible to vary both the winning probability of each winning type and the probability of deciding to transition to (or add to) a presentation state with auxiliary effects (AT presentation state) for the same winning type for each setting value.

[0111] Therefore, the presentation state control means 224 manages transitions between non-beneficial zones and advantageous zones in addition to managing transitions between presentation states. Regardless of this management, advantageous zones are forcibly terminated when the following termination conditions are met. For example, in the slot machine 100, advantageous zones are forcibly terminated when the value counted in the advantageous zone reaches a predetermined value (e.g., when the number of games played while staying in a game reaches 4,000 or when MY exceeds 2,400). Note that "MY" indicates the difference in the number of medals since the advantageous zone began. Therefore, if 1,000 electronic medals have been inserted (consumed) since the advantageous zone began, it is possible to acquire 3,400 electronic medals during the advantageous zone. Note that the smart pachislot of this embodiment does not require a limit on the number of games played while staying in a game, and therefore does not need to terminate even when the number of games played while staying in a game reaches 4,000. Instead, advantageous zones are forcibly terminated when MY exceeds 2,400 during the advantageous zone. In either case, the presentation state control means 224 resets all information updated in the advantageous zone (all variables that affect the performance related to the instruction function) by transitioning the game zone from the advantageous zone to the non-advantageous zone.

[0112] (Non-advantageous section, advantageous section) In the non-advantageous zone, the auxiliary effect is not executed, and therefore the number of electronic medals that can be acquired is limited. Here, a non-advantageous effect state is provided as the effect state of the non-advantageous zone.

[0113] In the advantageous zone, by having the auxiliary effect execution means execute an auxiliary effect when a selected winning type is won, it is possible to acquire many electronic medals while suppressing the consumption of electronic medals. Therefore, by moving to the advantageous zone, the player can progress in the game more advantageously than in the non-advantageous zone. Here, the advantageous zone has three presentation states, a normal presentation state, a premonition presentation state, an AT presentation state, and a distribution presentation state, each of which has different gameplay characteristics. Note that the non-advantageous presentation state, the normal presentation state, the premonition presentation state, and the distribution presentation state, which are presentation states other than the AT presentation state, are sometimes referred to as non-AT presentation states because the auxiliary effects are not executed. Each presentation state will be explained individually below.

[0114] (Normal performance state) The normal presentation state belongs to the advantageous zone, and is the presentation state that is most likely to be in at the start of play among multiple presentation states. The presentation state control means 224 conducts an AT lottery in the normal presentation state. The AT lottery is a lottery that determines whether to transition to the AT presentation state, and the presentation state control means 224 conducts the AT lottery with a probability corresponding to the winning type determined by the winning type lottery. When the AT lottery is won, the presentation state control means 224 transitions the presentation state to the AT presentation state (1).

[0115] (AT performance status) The AT presentation state belongs to a favorable zone and is a presentation state in which auxiliary presentations are executed. When the AT presentation state begins, the presentation state control means 224 first determines the duration of the AT presentation state. Here, the duration may be the number of continued plays, which is the number of plays guaranteed to continue, the number of sets, which is the number of continued plays of a predetermined length, guaranteed as one set, or both the number of continued plays and the number of sets. For example, the presentation state control means 224 determines the number of continued plays of 30 plays and the number of sets as the duration. Note that, while the duration is described here using the number of continued plays as an example, this is not limiting. The duration may also be determined by the difference in number of coins, which is the difference between the number of inserted electronic medals and the number of paid-out medals, the number of medals won (the number of payout medals), the number of navigation times, which is the number of auxiliary presentations, or the number of minor prizes (the number of bells), which is the number of times a correct combination is won. The presentation state control means 224 continues the auxiliary presentation until a predetermined termination condition is met, for example, until the number of games remaining in the AT presentation state reaches a determined number of continued games (e.g., 30 games). As described above, such auxiliary presentation is executed by the auxiliary presentation execution means (announcement means such as the LCD display unit 132, speaker 134, and presentation lamp 136). Furthermore, the presentation state control means 224 may draw a lottery to add the number of continued games in the AT presentation state with a probability corresponding to the type of win determined by the lottery. If the additional lottery is won, the presentation state control means 224 adds the number of games won to the number of continued games, which is the termination condition. In this way, the termination condition of the AT presentation state changes. Note that the number of sets that can be continued is also managed here, so if the additional lottery is won, the presentation state control means 224 may add the number of sets won (e.g., 1 set) to the number of sets held at that time. When a predetermined termination condition is satisfied, the presentation state control means 224 decrements the number of sets by 1. The presentation state control means 224 determines whether the number of sets after the decrement is 1 or more, and if the number of sets is 1 or more, transitions the presentation state to a premonition presentation state (2), and if the number of sets is 0, transitions the presentation state to a normal presentation state (3).

[0116] (Premonition effect state) The premonition effect state belongs to the advantageous zone and is a presentation state in which a premonition effect is executed for a predetermined number of games (here, for example, a predetermined number of games of 32 or less). Incidentally, even when the presentation state control means 224 transitions the presentation state to the normal presentation state (3), the premonition effect is always executed. The premonition effect executed in the premonition effect state (real premonition effect) and the premonition effect executed in the normal presentation state (false premonition effect) are similar in display mode and number of continuous games. Therefore, a player cannot tell which presentation state he / she is in just by viewing the premonition effect. However, the premonition effect executed in the premonition effect state differs from the premonition effect executed in the normal presentation state in that the result that a transition to the AT presentation state has been decided is finally announced. Therefore, a player will hope for the premonition effect state in which the result that a transition to the AT presentation state has been decided is announced in the premonition effect. Then, when the premonition effect state ends, the effect state control means 224 always transitions the effect state to the AT effect state (4). In other words, if the premonition effect is being executed in the premonition effect state, the effect state will always transition to the AT effect state. In this respect, the premonition effect state is more advantageous to the player than the normal effect state. Furthermore, the decision to transition to the premonition effect state is synonymous with the decision to transition to the subsequent AT effect state.

[0117] In this embodiment, the player hopes that the AT presentation state will transition to the premonition presentation state after a predetermined termination condition is met, and when the premonition presentation starts, the player hopes that the premonition presentation will be the real premonition, that is, the premonition presentation in the premonition presentation state. Here, if the transition to the AT presentation state is not announced in the premonition presentation, the normal presentation state continues, but on the other hand, if the transition to the AT presentation state is announced in the premonition presentation, the AT presentation state is executed after the premonition presentation state ends.

[0118] In addition, in order to realize gameplay such as continuing the AT presentation state, the presentation state control means 224 may transition the presentation state to a non-advantageous presentation state (5) and reset the advantageous zone when the conditions for terminating the AT presentation state are met. When the advantageous zone is reset, as described above, the information updated in the advantageous zone (all variables that affect the performance related to the instruction function) is cleared. However, depending on the presentation mode at the time of transition, the transition of the presentation state to the non-advantageous presentation state may not be apparent to the player.

[0119] (Non-advantageous performance state) The non-advantageous presentation state belongs to the non-advantageous section and is the initial presentation state. In the non-advantageous presentation state, the presentation state control means 224 determines a transition to the advantageous section with a probability of about 1 / 2 for each play, and when a transition to the advantageous section is determined, the presentation state is always transitioned to the distribution presentation state (6). Therefore, the number of plays in the non-advantageous presentation state is often short-term (a few plays).

[0120] (Distribution performance status) The allocation presentation state belongs to the advantageous zone and is always passed through when transitioning from a non-advantageous zone to an advantageous zone, remaining in this state for, for example, only one game. In the allocation presentation state, the presentation state is allocated to either the normal presentation state or the premonition presentation state. Specifically, the presentation state control means 224 determines a transition to the premonition presentation state with a probability of 8 / 10 and transitions the presentation state to the premonition presentation state (7), or determines a transition to the normal presentation state with a probability of 2 / 10 and transitions the presentation state to the normal presentation state (8). By using such allocation ratios, the following gameplay can be realized. That is, if the advantageous zone is reset before MY reaches 2,400 coins in the advantageous zone (forced reset), the AT presentation state can continue with a probability of 8 / 10. Note that this allocation ratio is not limited to the premonition presentation state:normal presentation state = 8:2 and can be determined arbitrarily. For example, a transition to the premonition presentation state may occur with a 100% probability.

[0121] In this way, during the AT presentation state, the presentation state control means 224 may reset the advantageous zone before MY reaches 2400 (before being forcibly reset), for example, when MY exceeds 2000 coins and the AT presentation state is terminated (for example, when the conditions for terminating the AT presentation state are met). This is for the following reason. In the slot machine 100, the advantageous zone must be forcibly terminated when MY exceeds 2400 coins during the advantageous zone. However, if the AT presentation state is forcibly terminated because MY exceeds 2400 coins, the AT presentation state, which should have been playable for the guaranteed duration, will abruptly end. This will cause the player to feel dissatisfied with the loss of gaming profits. Furthermore, if the AT presentation state, which should have been playable for the guaranteed duration, abruptly ends, the presentation will be abruptly interrupted, causing the player to feel uncomfortable. Therefore, the presentation state control means 224 resets the advantageous zone when MY exceeds 2000 coins before the forcible termination of the advantageous zone.

[0122] Here, the presentation is the same whether the AT presentation state continues without the advantageous zone being reset or whether the AT presentation state continues with the advantageous zone being reset, so that the player does not realize that they have transitioned to a non-advantageous presentation state. This configuration essentially eliminates the upper limit of MY, allowing the player to play as if they could continue to earn game profits indefinitely in a series of AT presentation states, regardless of the upper limit of MY. Furthermore, by not letting the player know when the advantageous zone has ended and not knowing when to stop playing, the operating rate of the slot machine 100 can be improved.

[0123] If a premonition presentation state is determined in the allocation presentation state, the presentation state will always transition to the AT presentation state via the premonition presentation state that continues for a predetermined number of games (via the premonition presentation). On the other hand, if a premonition presentation state is not determined in the allocation presentation state, the presentation state will become the normal presentation state. However, in the normal presentation state, the probability of winning the AT lottery varies depending on the path to the normal presentation state. For example, as described above, if the presentation state transitions directly from the AT presentation state to the normal presentation state (3), the presentation state control means 224 will conduct an AT lottery with a low probability (e.g., 1 / 500) in the normal presentation state that transitioned from the AT presentation state (not transitioned from the non-advantageous presentation state).

[0124] On the other hand, when the presentation state transitions from the non-advantageous presentation state and the distribution presentation state to the normal presentation state (8) as a result of transitioning from the non-advantageous section to the advantageous section, the presentation state control means 224 conducts an AT lottery with a high probability (for example, 1 / 100) in the normal presentation state transitioned from the non-advantageous section. Therefore, in the normal presentation state transitioned from the non-advantageous presentation state (via the non-advantageous section), it becomes easier to win the AT lottery. Note that here, two patterns of winning probability for the AT lottery have been described: low probability (for example, 1 / 500) and high probability (for example, 1 / 100), but it is also possible to provide three or more patterns for the winning probability, and conduct an AT lottery with a relatively high winning probability in the normal presentation state transitioned from the non-advantageous presentation state. Furthermore, the winning probability is not limited to 1 / 100 or 1 / 500, etc., and it is sufficient if the normal presentation state into which a transition from a non-advantageous presentation state is made is easier to determine as a transition to an AT presentation state than a normal presentation state into which a transition from a non-advantageous presentation state is not made; for example, if the winning probability of the AT lottery in the normal presentation state into which a transition from a non-advantageous presentation state is made is set higher than the winning probability of the AT lottery in the normal presentation state into which a transition from a non-advantageous presentation state is not made, then the winning probability can be set arbitrarily.

[0125] In this way, by passing through the non-advantageous presentation state (non-advantageous section), the player can obtain the following benefits. That is, with a probability of 8 / 10, the game immediately transitions to a premonition presentation state, and then transitions to an AT presentation state after passing through the premonition presentation state; alternatively, with a probability of 2 / 10, the game transitions to a normal presentation state with a high probability of winning the AT lottery, enabling an early transition to the AT presentation state. In this way, winning the AT lottery with a high probability is sometimes referred to as "heaven" or "heaven mode." Therefore, even if the game transitions to the non-advantageous presentation state (non-advantageous section), that is, the advantageous section is reset, the player will continue playing in anticipation of transitioning to the AT presentation state, thereby improving the operation rate of the slot machine 100.

[0126] Furthermore, in this embodiment, as described above, after the AT presentation state ends, if the AT lottery is won in the normal presentation state, the presentation state control means 224 transitions the presentation state to the AT presentation state (1). However, if the number of plays remaining in the normal presentation state reaches a predetermined number of plays (e.g., 700 plays) without transitioning to the AT presentation state, the presentation state control means 224 directly transitions to the AT presentation state as a so-called ceiling function (9). This ceiling function allows the player to feel secure knowing that relief measures are available even if they are unlucky enough to consume too many electronic medals. Furthermore, once the normal presentation state has been consumed to a certain extent, the expected number of coins to be won if play continues increases, leading to play continuing up to the ceiling (e.g., 700 plays), thereby improving the operating rate of the slot machine 100.

[0127] Furthermore, in the above-described embodiment, an example was given in which the probability of winning the AT lottery in the normal presentation state is high (for example, 1 / 100) when transitioning from a non-advantageous presentation state to the normal presentation state, and low (for example, 1 / 500) when transitioning directly from the AT presentation state to the normal presentation state, but this is not the only case. For example, when transitioning directly from the AT presentation state to the normal presentation state, the probability of winning the AT lottery at the start of the normal presentation state is low, but it may change to a high probability through a promotion lottery, or it may change to a low probability through a demotion lottery. Furthermore, when transitioning directly from the AT presentation state to the normal presentation state, the probability of winning the AT lottery from the start of the normal presentation state may become high by satisfying a predetermined condition, such as winning the lottery.

[0128] (Details of normal performance) As described above, the presentation state control means 224 may activate a so-called chance zone when a predetermined condition is met in the normal presentation state. For example, the predetermined condition may be when a predetermined winning combination is won a predetermined number of times or more and the CZ lottery is won. For example, the predetermined winning combination may be a "bell" winning combination. The presentation state control means 224 activates the chance zone when the predetermined condition is met, i.e., when a predetermined winning combination is won a predetermined number of times or more and the CZ lottery is won. The symbol combination corresponding to the "bell" winning combination is a straight line of "bell" symbols aligned on either the active line A or the inactive lines B1, B2, B3, C1, or C2, allowing the player to recognize the winning combination of the "bell." Therefore, the player's anticipation of transitioning to the chance zone increases each time the "bell" symbols are aligned on either the active line A or the inactive lines B1, B2, B3, C1, or C2.

[0129] In the following, an example will be described in which the presentation state control means 224 counts the number of times the winning combination "Bell" has been won, and when the number of times it has been won reaches seven or more, it conducts a CZ lottery to determine whether to move to the chance zone. For example, the presentation state control means 224 has a bell counter that counts the number of times the winning combination "Bell" has been won. The initial value of the bell counter is, for example, 0. When the winning combination "Bell" is won, the presentation state control means 224 adds 1 to the count value of the bell counter. When the count value of the bell counter reaches seven or more, the presentation state control means 224 conducts a CZ lottery, and if the lottery is won, it executes the chance zone across multiple games.

[0130] (Processing of the performance state control means 224) 13 is a flowchart showing the chance zone transition processing of the presentation state control means 224. The presentation state control means 224 executes the chance zone transition processing shown in FIG. 13 in each game in the non-advantageous presentation state, the allocation presentation state, and the normal presentation state. In the chance zone transition processing, the presentation state control means 224 determines whether or not a predetermined condition is met, and if the predetermined condition is met, decides to transition to the chance zone. Here, the processing related to the features of this embodiment will be described in detail, and a description of the configuration unrelated to the features of this embodiment will be omitted.

[0131] (Step S400) First, when the reel 110 is controlled to stop in response to the third stop operation of the stop switch 120 by the player, the presentation state control means 224 determines whether or not the winning combination "Bell" has been achieved. For example, the presentation state control means 224 determines whether or not the winning combination "Bell" has been achieved by referring to the determination result of the determination means 218, which determines whether or not the symbol combination corresponding to the winning combination is displayed on the activated line A. As a result, if it is determined that the winning combination "Bell" has been achieved, the processing proceeds to step S410, and if it is determined that the winning combination "Bell" has not been achieved, the chance zone transition processing ends.

[0132] (Step S410) When it is determined in step S400 that the winning combination "Bell" has been achieved, the presentation state control means 224 increments the count value of the bell counter by one.

[0133] (Step S420) The performance state control means 224 determines whether the count value of the bell counter after incrementing in step S410 is equal to or greater than 7. As a result, if it is determined that the count value of the bell counter after incrementing is equal to or greater than 7, the process proceeds to step S430, and if it is determined that the count value of the bell counter after incrementing is not equal to or greater than 7, the chance zone transition process is terminated.

[0134] (Step S430) In step S420, when it is determined that the count value of the bell counter after increment is 7 or more, the presentation state control means 224 performs a CZ lottery to determine a transition to the chance zone. For example, the presentation state control means 224 performs a CZ lottery with a probability corresponding to the type of win determined by the win type lottery means.

[0135] (Step S440) The performance state control means 224 determines whether or not the CZ lottery performed in step S430 was won. If the CZ lottery was won, the process proceeds to step S450, and if the CZ lottery was not won, the process proceeds to step S460.

[0136] (Step S450) When the CZ lottery is won, the presentation state control means 224 determines whether to transition to the chance zone. When the presentation state control means 224 determines whether to transition to the chance zone, it executes the chance zone from the next game over multiple games (for example, 10 games).

[0137] (Step S460) When a CZ lottery is performed, the presentation state control means 224 updates the count value of the bell counter to the count value at the start of counting, regardless of the lottery result. The presentation state control means 224 updates the count value of the bell counter to a value obtained by subtracting 7 from the count value. For example, if the count value of the bell counter reaches 7 and a CZ lottery is performed, the count value of the bell counter is updated to its initial value of 0. When the presentation state control means 224 updates the count value of the bell counter, it ends the chance zone transition process.

[0138] (Production 1 on LCD display 132) FIG. 14 is an explanatory diagram showing the specific content of the effects produced by the effect control means 254. Specifically, FIG. 14 shows the specific content of the effects produced by the effect control means 254 when the stop switch 120 is operated and a chance zone transition process is executed. The lower right area of ​​the LCD display 132 displays a bell counter display value 400 to notify the player of the game progress. For example, the bell counter display value 400 displays the count value of the bell counter. This allows the player to understand the game progress, such as how many more times the winning combination "bell" is required to trigger the CZ lottery. However, for the sake of presentation, the bell counter display value 400 is not necessarily equal to the count value of the bell counter. Here, it is assumed that the count value of the bell counter was 3 before the start of the game. In the timing chart shown at the top of FIG. 14, unit games are represented by squares, and the schematic diagram shown at the bottom of FIG. 14 shows the display state at points a and b of the upper timing chart.

[0139] As shown in Figure 14, at time a when the player operates the start switch 118, the presentation control means 254 displays the bell counter's count value, "3", as shown in Figure 14(a) on the bell counter display value 400.

[0140] Next, at time b when the player operates the stop switch 120 to the third stop, the presentation state control means 224 executes the chance zone transition process described above. When a winning combination of "bell" is achieved and the count value of the bell counter is incremented by one to "4," the presentation control means 254 displays the count value of the bell counter, "4," on the display value 400 of the bell counter, as shown in Figure 14(b). Note that if the winning combination of "bell" is not achieved and the count value of the bell counter is not incremented, the presentation control means 254 does not update the display value 400 of the bell counter and continues to display "3."

[0141] In the following, when the presentation state control means 224 executes the chance zone transition process, the presentation control means 254 displays a value indicating the progress of the game (for example, a number representing the count value of the bell counter) on the display value 400 of the bell counter in accordance with the maintenance or update of the count value of the bell counter, which will be referred to as the "first presentation."

[0142] (Operation of the stop switch 120) As described above, in the slot machine 100, the stop switch 120 is operated in the order of 1 to 6 according to the order in which the left reel 110a, the center reel 110b, and the right reel 110c are stopped. Here, of the batting orders 1 to 6, the batting orders 1 and 2 in which the stop switch 120a is operated first are referred to as regular operation modes, and the batting orders 3 to 6 in which the stop switches 120b and 120c are operated first are referred to as irregular operation modes.

[0143] In the slot machine 100, as shown in the win type "batting order bell" in the win type lottery table in FIG. 10, the stop control is set so that the expected number of coins to be won when operated in a regular operation mode is lower than the expected number of coins to be won when operated in an irregular operation mode. Specifically, when the win type "batting order bell" is won, if the stop switch 120 is operated in a regular operation mode (batting order 1, 2) and the operation is a correct operation mode, a symbol combination corresponding to a winning role "8 coins" with a payout of 8 coins is preferentially displayed on the pay line A. On the other hand, if the stop switch 120 is operated in any of the irregular operation modes (batting order 3 to 6) and the operation is a correct operation mode, a winning role "15 coins" with a payout of 15 coins is displayed. When the stop switch 120 is operated in a correct operation mode, a symbol combination corresponding to the winning role "8 coins" or the winning role "15 coins" is always displayed on the pay line A (PB=1). Therefore, when the winning type "batting order bell" is won, if the stop switch 120 is operated in an irregular operation mode, the winning role "15 medal role" is won with a probability of 1 / 6, and 15 electronic medals are paid out. In this way, even when taking into consideration the possibility of missing the winning role "1 medal role," the expected number of medals to be won when the stop switch 120 is operated in an irregular operation mode is higher than the expected number of medals to be won when it is operated in a regular operation mode.

[0144] In the slot machine 100, the non-AT presentation state is a state in which the player's electronic medals are likely to decrease. On the other hand, the AT presentation state is a state in which the player's electronic medals are likely to increase by executing auxiliary effects. In the non-AT presentation state, operation of the stop switch 120 is limited to regular operation modes, thereby reducing the expected number of medals won per unit game, thereby realizing a state in which the player's electronic medals are likely to decrease. In the AT presentation state, operation of the stop switch 120 in irregular operation modes is permitted, and auxiliary effects are executed, thereby realizing a state in which the player's electronic medals are likely to increase. However, without any restrictions on operation modes, players will attempt to operate the stop switch 120 in irregular operation modes even in the non-AT presentation state, thereby failing to achieve the gameplay intended by the designer. Therefore, in the slot machine 100, when the stop switch 120 is operated in a regular operation mode in the non-AT presentation state, the player's gaming profits are greater than when the stop switch 120 is operated in an irregular operation mode. This allows the player to desire higher gaming profits and operate the stop switch 120 in a regular operation manner in non-AT presentation states.

[0145] For example, in the slot machine 100, when the stop switch 120 is operated in an irregular operation mode in a non-AT presentation state, it is more difficult to determine whether or not the player will transition to the AT presentation state than when the stop switch 120 is operated in a regular operation mode. More specifically, the slot machine 100 restricts the execution of the chance zone transition process when the stop switch 120 is operated in an irregular operation mode. If the chance zone transition process is not executed, the bell counter is not incremented even if the winning combination "bell" is achieved. This delays the opportunity to transition to the chance zone through the CZ lottery, which is performed when the bell counter count reaches 7 or more. As a result, it becomes more difficult to determine whether or not the player will transition to the AT presentation state, and the player's gaming profit decreases when the stop switch 120 is operated in an irregular operation mode in a non-AT presentation state. This realizes a gameplay in which the gaming profit increases when the stop switch 120 is operated in a regular operation mode in a non-AT presentation state compared to when the stop switch 120 is operated in an irregular operation mode.

[0146] (Production 2 on LCD display 132) As described above, when the stop switch 120 is operated in an irregular manner in a non-AT presentation state, the execution of the chance zone transition process is restricted.

[0147] Fig. 15 is an explanatory diagram showing the specific content of the presentation by the presentation control means 254. Specifically, Fig. 15 shows the specific content of the presentation by the presentation control means 254 when the stop switch 120 is operated in an irregular operation mode and the chance zone transition process is restricted. Here, it is assumed that the count value of the bell counter was 4 before the start of the game in question, which is in a presentation state belonging to the advantageous zone. In the timing chart shown in the upper part of Fig. 15, unit games are indicated by squares, and the schematic diagram shown in the lower part of Fig. 15 shows the display mode at times a to d of the upper timing chart.

[0148] As shown in Figure 15, at time a when the player operates the start switch 118, the presentation control means 254 displays the bell counter's count value, "4", as shown in Figure 15(a) on the bell counter display value 400.

[0149] Subsequently, when the player operates the stop switch 120 in the irregular operation mode during the game, a chance zone transition process is executed at time b when the third stop operation is performed. If a winning combination of "bell" is achieved during the game, the count value of the bell counter is incremented by one to "5." When the chance zone transition process is executed, the effect control means 254 executes the first effect, and as shown in FIG. 15(b), the incremented count value of the bell counter, "5," is displayed as it is on the bell counter display value 400. In addition, when the stop switch 120 is operated in the irregular operation mode, the effect control means 254 displays the character string "Left-Hit Recommended" on the LCD display unit 132 as a recommendation image recommending operation in the regular operation mode.

[0150] Furthermore, if the chance zone transition process is executed at time b, but the winning symbol "bell" is not won and the count value of the bell counter is not incremented, the presentation control means 254 will not update the display value 400 of the bell counter and will continue to display "4".

[0151] Next, at time c when the player operates the start switch 118 to start the next game, the presentation control means 254 continues to display "5" in addition to the bell counter display value 400, as shown in Figure 15(c).

[0152] Next, when the player operates the stop switch 120, at the time d when the third stop operation is performed, the execution of the chance zone transition process is restricted because the stop switch 120 was operated in an irregular operation mode in the previous game (the game in question). Therefore, even if the winning combination "Bell" is won in the next game, the count value of the bell counter is not incremented. Because the chance zone transition process is not executed, the effect control means 254 does not execute the first effect, and the bell counter continues to display "5" as the displayed value 400, as shown in FIG. 15(d).

[0153] 14 and 15, if the player operates the stop switch 120 in a regular operation mode during the game, the chance zone transition process is executed in the next game. On the other hand, if the player operates the stop switch 120 in an irregular operation mode during the game, the execution of the chance zone transition process is restricted in the next game.

[0154] (Estimation of setting values ​​in the slot machine 100) In the slot machine 100, setting values ​​are set using setting keys and setting change switches. The setting values ​​indicate the degree of advantage to the player in stages, and generally, the higher the setting value, the higher the degree of advantage in the overall game (the higher the expected number of coins won). Therefore, players desire a high setting value for the slot machine 100 they are playing. However, while players may be able to estimate the setting value by playing for a long period of time, it is difficult to determine the setting value from the appearance immediately after the opening of the hall. Therefore, players may try to estimate the setting value immediately after the opening of the hall based on the estimated setting value from the previous day's play and whether the setting value has been carried over to the next day (whether the setting has been changed).

[0155] As described above, in the slot machine 100, when a predetermined key (operation key) is inserted into the setting key and turned from the OFF position to the ON position, and the power is turned on via the power switch 144a of the power supply 144, the slot machine 100 transitions to setting change mode and a setting change is made. When a setting change is made, the main RAM 200c is initialized (RAM cleared), and the game state and presentation state are initialized. Furthermore, regardless of whether a setting change is made, when the power is turned on again, the presentation is also initialized. Therefore, the game state becomes a non-internal game state, and the presentation state becomes a non-advantageous presentation state (non-advantageous section). Furthermore, the displayed value 400 of the bell counter displays "0."

[0156] In the slot machine 100, the execution of a lottery (for example, an AT lottery) for the auxiliary effect in the non-advantageous zone is restricted, and the transition to the AT effect state is not determined. Therefore, even if the stop switch 120 is operated in an irregular operation mode in the non-advantageous zone, the execution of the chance zone transition process in the next game is not restricted.

[0157] Therefore, the player operates the stop switch 120 in the irregular operation mode during the first game after the opening of the parlor. When the winning combination "Bell" is achieved during the next game, and the display value 400 of the bell counter is incremented from 0 to 1, the execution of the chance zone transition process is not restricted in response to the operation of the stop switch 120 in the irregular operation mode during the first game after the opening of the parlor. In other words, it can be inferred that the presentation state during the first game after the opening of the parlor was a non-advantageous presentation state. If the player infers that the non-advantageous presentation state during the first game after the opening of the parlor was due to a setting change in the slot machine 100, the player can refer to the estimation result of the setting value on the previous day and infer that the setting value is likely to have been changed to a higher value than the previous day, or that the setting value is likely to have been changed to a lower value than the previous day.

[0158] In this embodiment, the setting value of the slot machine 100 is estimated by operating the stop switch 120 in an irregular operation mode during the first game after the opening of the hall. However, the game in which the player operates the stop switch 120 in an irregular operation mode is not limited to the first game after the opening of the hall. If a transition to the advantageous zone is not determined during the first game after the opening of the hall when a setting change is made, the game remains in a non-advantageous presentation state. In this case, even if the stop switch 120 is operated in an irregular operation mode during the second game or later after the opening of the hall, the setting value can be estimated similarly depending on whether or not the execution of the chance zone transition process is restricted during the next game.

[0159] As described above, when a setting change has occurred and the presentation state is in a non-advantageous presentation state, if the player operates the stop switch 120 in an irregular manner and the winning symbol "bell" is won in the next play, the chance zone transition process will be executed and the display value 400 of the bell counter will be incremented, which may lead to the fact that a setting change has occurred and ultimately the setting value being inferred.

[0160] Therefore, in the slot machine 100 according to this embodiment, even if the stop switch 120 is operated in an irregular operation manner, but the chance zone transition process is not restricted because the non-advantageous presentation state is established (the chance zone transition process is executed), the presentation control means 254 is configured not to execute the first presentation.

[0161] (Production 3 on LCD display 132) FIG. 16 is an explanatory diagram showing the specific content of the effects by the effect control means 254. Specifically, FIG. 16 shows the specific content of the effects by the effect control means 254 when the stop switch 120 is operated in an irregular operation mode in a non-advantageous effect state, and the chance zone transition process is not restricted. Here, it is assumed that the stop switch 120 is operated in an irregular operation mode in the first game (the game in question) after the opening of the hall when the setting is changed, and the winning combination "Bell" is won in the next game. In the timing chart shown in the upper part of FIG. 16, unit games are indicated by squares, and the schematic diagram shown in the lower part of FIG. 16 shows the display modes at times a to d of the upper timing chart.

[0162] When the settings are changed in the slot machine 100, the main RAM 200c is initialized (RAM is cleared) and the effects are initialized. As a result, the effect state becomes a non-advantageous effect state before the start of the game, and the count value of the bell counter becomes 0 before the start of the game.

[0163] As shown in Figure 16, at time a when the player operates the start switch 118 in the game, the presentation control means 254 displays "0" in the display value 400 of the bell counter, as shown in Figure 16(a). Here, the reason why "0" is displayed in the display value 400 of the bell counter is because the presentation state is initialized when the power is turned back on.

[0164] Subsequently, if the player operates the stop switch 120 in the irregular operation mode during that game, a chance zone transition process is executed at time b when the third stop operation is performed. If the winning combination "Bell" is not achieved during that game, the count value of the bell counter is not updated and remains at 0. In this case, the presentation control means 254 executes a presentation in which the displayed value 400 of the bell counter is maintained without being updated, as shown in FIG. 16(b). Therefore, the displayed value 400 of the bell counter continues to display "0." In addition, when the stop switch 120 is operated in the irregular operation mode, the presentation control means 254 displays the character string "Left-Hit Recommended" on the LCD display unit 132 as a recommendation image recommending operation in the regular operation mode.

[0165] Next, at time c when the player operates the start switch 118 to start the next game, the presentation control means 254 continues to display "0" on the bell counter display value 400, as shown in Figure 16(c).

[0166] As shown in FIG. 16, in the game in which the stop switch 120 was operated in the irregular operation mode, the presentation state was a non-advantageous presentation state. Therefore, execution of the chance zone transition process in the next game is not restricted. Therefore, the chance zone transition process is executed at time d when the third stop operation is performed in the next game. If a winning combination "Bell" is won in the next game, the count value of the bell counter is incremented to "1." In this case, the presentation control means 254 normally executes a presentation (first presentation) in which the displayed value 400 of the bell counter is updated to "1" to match the displayed value of the bell counter. However, in this case, as shown in FIG. 16(d), the presentation control means 254 does not execute the first presentation. Instead, it executes a presentation in which the displayed value 400 of the bell counter is maintained without being updated. Therefore, the displayed value 400 of the bell counter continues to display "0." This causes a discrepancy between the count value of the bell counter ("1") and the displayed value 400 of the bell counter ("0"). In the following, an effect in which the bell counter display value 400 is not updated in response to an update of the bell counter's count value, i.e., an effect in which the execution of the chance zone transition process is restricted, will be referred to as an "alternative effect."

[0167] As described above, if the effect control means 254 does not execute the first effect but executes an alternative effect (does not increment the bell counter display value 400), the player cannot determine whether the execution of the chance zone transition process is restricted in response to the irregular operation of the stop switch 120 in the game. As a result, it is possible to prevent the presence or absence of setting changes and the setting values ​​from being guessed.

[0168] FIG. 17 is an explanatory diagram showing the specific content of the effects produced by the effect control means 254. Specifically, FIG. 17 shows the specific content of the effects produced by the effect control means 254 when no setting change has been made. Here, for comparison with the case when the setting change shown in FIG. 16 has been made, it is assumed that the stop switch 120 is operated in an irregular operation mode in the first game (the game in question) after the opening of the hall, and the winning combination "Bell" is won in the next game. In the timing chart shown in the upper part of FIG. 17, unit games are indicated by squares, and the schematic diagram shown in the lower part of FIG. 17 shows the display modes at times a to d in the upper timing chart.

[0169] In the slot machine 100, if no setting change is made, the main RAM 200c is not initialized (RAM cleared). Therefore, the previous day's presentation state, bell counter count value, etc. are carried over to the first game after the opening of the hall. Meanwhile, the bell counter display value 400 is reset when the power is turned back on, and the initial value "0" is displayed. That is, a discrepancy may occur between the bell counter count value and the bell counter display value 400. In FIG. 17, as an example of a case where a discrepancy occurs between the bell counter count value and the bell counter display value 400, assume that the presentation state is in the normal presentation state and the bell counter count value is 3 before the start of the first game (the game in question) after the opening of the hall.

[0170] Therefore, at the time point a when the player operates the start switch 118 in the game, the presentation control means 254 displays "0" on the display value 400 of the bell counter, as shown in FIG. 17(a).

[0171] Subsequently, if the player operates the stop switch 120 in the irregular operation mode during that game, a chance zone transition process is executed at time b when the third stop operation is performed. If the winning combination "Bell" is not achieved during that game, the count value of the bell counter is not updated and remains at "3." The effect control means 254 executes a first effect in which the displayed value of the bell counter remains at 400, as shown in FIG. 17(b). Therefore, the displayed value of the bell counter 400 is displayed as "0." In addition, when the stop switch 120 is operated in the irregular operation mode, the effect control means 254 displays the character string "Left-Hit Recommended" on the LCD display unit 132 as a recommendation image recommending operation in the regular operation mode.

[0172] Next, at time c when the player operates the start switch 118 to start the next game, the presentation control means 254 continues to display "0" on the bell counter display value 400, as shown in Figure 17(c).

[0173] As shown in FIG. 17, in the game in which the stop switch 120 was operated in the irregular operation mode, the presentation state was the normal presentation state. Therefore, in the next game, the execution of the chance zone transition process is restricted in response to the fact that the stop switch 120 was operated in the irregular operation mode in that game. Therefore, at time d when the third stop operation is performed in the next game, the chance zone transition process is not executed. Therefore, even if the winning combination "Bell" is won in the next game, the count value of the bell counter is not incremented. Because the chance zone transition process is not executed, the presentation control means 254 does not execute the first presentation, but as shown in FIG. 17(d), the displayed value 400 of the bell counter continues to display "0."

[0174] As described above, if no setting change is made, the bell counter count value will be carried over from the previous day during the first game after the hall opens. On the other hand, because the effects are initialized when the power is turned back on, the bell counter display value 400 will not be carried over from the previous day. In other words, a discrepancy may occur between the bell counter count value and the bell counter display value 400. In this case, if the bell counter count value reaches 7 or more, a CZ lottery will be held even if the bell counter display value 400 is not 7 or more, and if the player wins, a chance zone will be executed. In other words, the first CZ lottery after the hall opens may be held even if the bell counter display value 400 is less than 7, so the player does not know when the CZ lottery will be held.

[0175] As described above, if a setting change occurs, the stop switch 120 is operated in an irregular operation mode during the first game after the opening of the parlor, and an alternative effect is executed during the next game, resulting in a discrepancy between the count value of the bell counter and the displayed value 400 of the bell counter. As a result, even if a CZ lottery is executed when the displayed value 400 of the bell counter is less than 7, the player cannot distinguish whether the discrepancy is due to the execution of an alternative effect by the effect control means 254 or the carryover of the count value of the bell counter from the previous day. Therefore, the player cannot infer from the discrepancy between the count value of the bell counter and the displayed value 400 whether the execution of the chance zone transition process has been restricted, and therefore cannot infer whether a setting change has occurred or the setting value.

[0176] In this way, the slot machine 100 is provided with a reel control means 216 that controls the rotation of a plurality of reels 110, on which a plurality of types of symbols are respectively arranged, based on the operation of the start switch 118, and that controls the stop of each reel 110 corresponding to the operated stop switch 120 in response to the operation of the stop switch 120 corresponding to the rotating reel 110, a performance state control means 224 that determines a game zone, either an advantageous zone in which an auxiliary performance that assists the winning of a specific winning combination can be performed, or a non-advantageous zone that is a game zone other than the advantageous zone and does not perform an auxiliary performance, and a performance control means 254 that controls the performance, and the operation modes of the stop switch 120 include a first operation mode (for example, a regular operation mode) in which a specific reel of the plurality of reels 110 is stopped first, and a second operation mode in which a reel other than the specific reel is stopped first. The presentation state control means 224 is configured so that even if the stop switch 120 is operated in the second operation mode in a non-advantageous zone, a specific benefit (for example, an increment in the count value of the bell counter) corresponding to the game result of the next game (for example, winning the winning role "bell") is awarded in the next game, but if the stop switch 120 is operated in the second operation mode in a favorable zone, the specific benefit is not awarded in the next game, and the presentation control means 254 executes a first presentation related to the specific benefit when a specific benefit is awarded, and does not execute the first presentation when a specific benefit is not awarded in response to operation in the second operation mode, but does not execute the first presentation when the stop switch 120 is operated in the second operation mode in a non-advantageous zone and a specific benefit is awarded in the next game.

[0177] This configuration makes it possible to prevent the setting value from being assumed to have been changed.

[0178] In the above-described embodiment, in order to realize a gameplay in which the gaming profit is greater when the stop switch 120 is operated in the regular operation mode than when it is operated in the irregular operation mode, a chance zone transition process is executed in which the count value of the bell counter is incremented in response to the winning combination "bell" in the next game when the stop switch 120 is operated in the regular operation mode during a game in the advantageous zone, and the chance zone transition process is not executed when the stop switch 120 is operated in the irregular operation mode. However, the present invention is not limited to the chance zone transition process, and any auxiliary effect process may be executed in the next game when the stop switch 120 is operated in the regular operation mode during a game in the advantageous zone, but is not executed in the next game when the stop switch 120 is operated in the irregular operation mode. Such a process is referred to as a "specific process," and the above-described chance zone transition process is an example of the specific process. If the slot machine 100 is designed to award a bonus, such as an increased probability of winning an automatic timer lottery, when the count value of a play count counter, point counter, etc. reaches a predetermined value, an example of the specific process is a process of updating the count value of the play count counter, point counter, etc.

[0179] In the above-described embodiment, an example was given of a first effect for informing a player of the progress of a game, in which the bell counter display value 400 is maintained or updated in accordance with the maintenance or update of the bell counter count value. Also, in a game belonging to a non-advantageous zone, when the stop switch 120 is operated in an irregular operation mode, the first effect is not executed, and instead an alternative effect is executed in which the bell counter display value 400 is not updated even if the bell counter count value is updated. This is not limited to such a case, and the first effect may be any effect that allows a player to understand that a specific process, such as a chance zone transition process, has been executed. Furthermore, the alternative effect may be any effect that allows a player to determine that a specific process has not been executed.

[0180] Furthermore, in the above-described embodiment, an example of a first effect has been described in which a value indicating the progress of the game (for example, a number representing the count value of the bell counter) is displayed on the bell counter display value 400. Furthermore, in the above-described embodiment, an example of an alternative effect has been described in which the bell counter display value 400 is maintained without being updated. The first effect and the alternative effect are not limited to those that are displayed on the liquid crystal display unit 132, but may also be those that are produced by audio output through the speaker 134, lighting of the effect lamp 136, or driving of the effect element device 138.

[0181] In the above-described embodiment, an example has been described in which a CZ lottery is held to provide an opportunity to transition to the chance zone when the winning combination "Bell" has been won seven or more times. This is not a limitation. For example, an opportunity to transition to the chance zone may be provided when a winning combination other than the winning combination "Bell" has been won a predetermined number of times, or when a predetermined number of games have been played. Furthermore, an arbitrarily determined number of points may be added or subtracted each time a predetermined number of games have been played, and an opportunity to transition to the chance zone may be provided when the number of points reaches a predetermined value.

[0182] In the above-described embodiment, the restriction on the execution of the chance zone shift process due to the stop switch 120 being operated in an irregular operation mode is explained as an example in which the restriction is performed in the next game, not in the game in which the irregular operation mode was performed. However, the restriction on the execution of the chance zone shift process may be performed in either the game in which the stop switch 120 was operated in an irregular operation mode, or in the next game.

[0183] (AT performance state begins) As explained using Fig. 12, the presentation state control means 224 may decide to transition to the AT presentation state. When the presentation state control means 224 decides to transition to the AT presentation state and the presentation state transitions to the AT presentation state, an auxiliary presentation is carried out, making it easier for the player to win electronic medals.

[0184] In this embodiment, when a predetermined winning type is won in the winning type lottery, the presentation state control means 224 always decides to transition to the AT presentation state, except in the case of an AT transition impossible state. Here, the AT transition impossible state refers to a state in which transition to the AT presentation state is not decided in the game in question, based on the fact that the stop switch 120 was operated in an irregular operation mode in the game prior to the game in question during the normal presentation state. Such an AT transition impossible state will be described in detail later.

[0185] In addition, the predetermined winning types are the winning types in winning areas 50 to 61 of the winning type lottery table in Figure 10, namely "RBB Reaching Eye 7 Match 1," "RBB Reaching Eye 7 Match 2," "RBB Reaching Eye 7 Match 3," "RBB Reaching Eye 7 Match 4," "RBB Reaching Eye 7 Match 5," "RBB Reaching Eye 7 Match 6," "RBB Reaching Eye 7 Match 7," "RBB Reaching Eye 7 Match 8," "RBB Reaching Eye 7 Match 9," "RBB Reaching Eye REG Match 1," "RBB Reaching Eye REG Match 2," and "RBB Reaching Eye REG Match 3." Here, the winning types "RBB Reach Eye 7 Match 1," "RBB Reach Eye 7 Match 2," "RBB Reach Eye 7 Match 3," "RBB Reach Eye 7 Match 4," "RBB Reach Eye 7 Match 5," "RBB Reach Eye 7 Match 6," "RBB Reach Eye 7 Match 7," "RBB Reach Eye 7 Match 8," and "RBB Reach Eye 7 Match 9" are winning types that determine the execution of a so-called big bonus, where the number of continued plays in one set of the AT presentation state is, for example, 30 plays, and may be abbreviated as "Reach Eye 7 Match." Also, the winning types "RBB Reach Eye REG Match 1," "RBB Reach Eye REG Match 2," and "RBB Reach Eye REG Match 3" are winning types that determine the execution of a so-called regular bonus, where the number of continued plays in one set of the AT presentation state is, for example, 12 plays, which is shorter than when the winning type "RBB Reach Eye 7 Match" is won, and may be abbreviated as "Reach Eye REG Match." Furthermore, the winning type "Reach Eye 7 Alignment" and the winning type "Reach Eye REG Alignment" may be collectively abbreviated as the winning type "Reach Eye." When the winning type "Reach Eye" (specific winning type) is won, the presentation state control means 224 will transition the presentation state to the AT presentation state regardless of the operation of the stop switch 120 by the player, that is, regardless of the type of winning combination that has been achieved, unless the AT transition is disabled state.

[0186] Furthermore, when a "Reach Eye" winning type is won and a transition to the AT presentation state is determined, the player may be notified of this. For example, suppose that a "Reach Eye" winning type is won in response to the player's operation of the start switch 118, and the presentation state control means 224 determines a transition to the AT presentation state. The presentation control means 254 of the sub-control board 240, for example, lights (emits) a specific presentation lamp 136 among the presentation lamps 136 in response to the operation of the start switch 118. This specific presentation lamp 136 is extinguished while a transition to the AT presentation state has not been determined, and lights up when a transition to the AT presentation state has been determined. Therefore, the player can grasp the transition to the AT presentation state through the lighting of the specific presentation lamp 136 before operating the stop switch 120. Hereinafter, such a specific presentation lamp 136 will be referred to as a notification lamp, and the notification of a transition to the AT presentation state due to the lighting of a notification lamp may be referred to as a notification.

[0187] The timing of the notification is not limited to the operation of the start switch 118. As described above, the timing of the notification, in response to the player's operation of the start switch 118, which determines whether to transition to the AT presentation state, by lighting up the notification lamp to notify the player of the transition to the AT presentation state is called an early notification. On the other hand, the timing of the notification, in response to the first stop operation, the second stop operation, the third stop operation, or the operation of the start switch 118 for the next game, which occurs after the player's operation of the start switch 118, which determines whether to transition to the AT presentation state, is called a late notification. When the transition to the AT presentation state is determined, the presentation control means 254 conducts a notification lottery, and, for example, determines whether to execute an early notification with a probability of 9 / 10, and whether to execute a late notification with a probability of 1 / 10. Here, the flow of the game when an early notification is executed will first be described.

[0188] Figure 18 is an explanatory diagram showing an example of the flow of a game. For example, suppose that the winning type "RBB Reach Seven Lineup" is determined by a winning type lottery in response to the operation of the start switch 118. Also, suppose that the presentation control means 254 determines to execute an advance notification with a probability of 9 / 10 in response to the decision to transition to the AT presentation state. Then, the presentation control means 254 turns on the notification lamp in response to the player's operation of the start switch 118, as shown in Figure 18(a).

[0189] When the player recognizes the transition to the AT presentation state through the lighting of the notification lamp, he or she operates the stop switch 120, for example, in a regular operation mode, so as to stop the bonus symbol combination, which is a symbol combination indicating the transition to the AT presentation state. Here, the bonus symbol combination is a symbol combination in which the symbols "Blue 7," "Yellow 7," and "BAR," which are recognized by the player as bonus symbols, are lined up in a straight line on any of the invalid lines B1, B2, B3, C1, and C2 in the symbol display window 108, and includes, for example, a big bonus symbol combination in which the symbols "Blue 7," "Blue 7," and "Blue 7" or the symbols "Yellow 7," "Yellow 7," and "Yellow 7" are lined up in a straight line on any of the invalid lines B1, B2, B3, C1, and C2, and a regular bonus symbol combination in which the symbols "Blue 7," "Blue 7," and "BAR" or the symbols "Yellow 7," "Yellow 7," and "BAR" are lined up in a straight line on any of the invalid lines B1, B2, B3, C1, and C2. For example, when a player operates the stop switch 120 so that the "Blue 7" symbol on each reel 110 is displayed on the invalid line B1, the reel control means 216 controls the reels to stop so that the symbol combination (the symbols "Blue 7," "Watermelon," and "Blue 7") corresponding to the winning combination "Small Role 86" is displayed on the valid line A, as shown in FIG. 18(b). As a result, the symbols "Blue 7," "Blue 7," and "Blue 7" are aligned in a straight line on the invalid line B1. In response to the winning combination "Small Role 86," the payout control means 220 displays the payout number "15" in the payout number display area 402 of the LCD display unit 132, as shown in FIG. 18(c), and pays out 15 electronic medals. In this way, the player can feel the start of the AT effect by seeing the big bonus symbol combination displayed, and can win a large payout, such as 15 electronic medals, from the start of the big bonus game.

[0190] Let's assume that the winning type is determined as "RBB Reach REG" rather than "RBB Reach 7" by the lottery and a pre-announcement is executed. The player can understand that the transition to the AT presentation state has been determined from the lighting of the notification lamp, but cannot understand whether it is a big bonus or a regular bonus. The player operates the stop switch 120 in a regular operation mode, for example, so that a big bonus symbol combination with a large gaming profit is displayed. However, the reel control means 216 controls the reels to stop so that the symbol combination corresponding to the winning combination "minor combination 86" (the symbols "blue 7," "watermelon," and "BAR") is displayed on the activated line A, as shown in Figure 18(d). As a result, the symbols "blue 7," "blue 7," and "BAR" are aligned in a straight line on the inactive line B1. Furthermore, the payout control means 220 pays out 15 electronic medals in response to the winning combination "minor combination 86." In this way, the player can feel the start of the AT performance state when the regular bonus symbol combination is displayed, and can also obtain a large payout such as 15 electronic medals from the start of the regular bonus game.

[0191] Although the winning combination "RBB" described in FIG. 11 transitions from the RBB internal game state to the RBB active game state upon winning, no electronic medals are paid out in the game when the winning combination "RBB" is won. However, in the past, the payout of electronic medals was permitted in response to the winning of a bonus combination such as the winning combination "RBB." Furthermore, the winning of such a bonus combination could result in a large payout, such as 15 medals. Although not a bonus combination, the display of a bonus symbol combination at the start of the AT performance and the payout of 15 electronic medals create a sense of bonus, further celebrating the start of the AT performance and providing the player with a sense of superiority. Furthermore, the payout number in the game when such a bonus symbol combination is displayed can be accumulated as the number of medals won in the AT performance, making the total number of medals won in the AT performance appear larger.

[0192] When the bonus symbol combination is displayed, the presentation state control means 224 starts the AT presentation state. Specifically, when 15 electronic medals are paid out in response to the winning combination of "small combination 86", the presentation state control means 224 starts the AT presentation state from the next game. Therefore, if the winning type "batting order bell" is won in the next game, the auxiliary presentation execution means executes an auxiliary presentation to assist in the winning of the winning combination of "8 medal combination" or "15 medal combination", which are the correct combinations.

[0193] In this embodiment, as described above, when a bonus symbol combination is displayed in a winning game of the winning type "reach eye", the AT presentation state is started from the next game. On the other hand, when a bonus symbol combination is not displayed in a winning game of the winning type "reach eye", the presentation state control means 224 does not start the AT presentation state immediately, but starts the AT presentation state after once performing a reel presentation to display the bonus symbol combination.

[0194] For example, suppose that the winning type "RBB Reach Seven Lineup" is determined by the lottery in response to the operation of the start switch 118. Also, suppose that the performance control means 254 determines to execute a pre-notification in response to the determination to transition to the AT performance state. Then, as shown in FIG. 18(a), the notification lamp lights up in response to the operation of the start switch 118 by the player.

[0195] When the player recognizes the transition to the AT presentation state through the illumination of the notification lamp, he or she operates the stop switch 120, for example, in a regular operation mode, so that a bonus symbol combination is displayed. However, suppose the player mistimes the operation of the stop switch 120 and fails to display the "Blue 7" symbol on each reel 110 on the invalid line B1. In response to the player's operation of the stop switch 120, the reel control means 216 controls the reels to stop so that a symbol combination (symbols "cherry," "bell," and "cherry") corresponding to the winning combination "minor combination 80" is displayed on the valid line A, as shown in FIG. 18(e). The symbol combination corresponding to the winning combination "minor combination 80" indicates a so-called "reach" pattern. A reach" pattern is a symbol combination that indicates a transition to the AT presentation state. Therefore, the player can recognize the transition to the AT presentation state through the display of the reach" pattern in addition to the advance notification.

[0196] In response to the winning combination of "minor combination 80," the payout control means 220 displays the payout number "15" in the payout number display area 402 of the liquid crystal display unit 132 and pays out 15 electronic medals, as shown in FIG. 18(f). In this embodiment, for the winning type "reach eye," the player can receive the payout of the winning combination "15 medal combination" with PB=1, regardless of the player's operation of the stop switch 120. Therefore, as described above, even if the player is unable to display the bonus symbol combination, the player can receive the payout of 15 electronic medals, which is the same as when the bonus symbol combination is displayed.

[0197] In this embodiment, an example is given in which a winning combination of "15 medals" can be paid out when PB=1 by winning the winning type "Reach Eye", but the payout for the winning combination of "15 medals" may be PB≠1, and the number of medals paid out may be different from 15. The number of medals paid out is preferably three or more so that there is no need to insert additional electronic medals to play the next game.

[0198] However, as described above, in the winning game of the winning type "Reach Eye", the big bonus symbol combination is not displayed, so the start of the AT presentation state is not notified to the player. Therefore, the reel control means 216 executes a pseudo game in response to the operation of the start switch 118 for the next game.

[0199] Assume that in the next game, the player operates the start switch 118 and wins a certain type of win. Here, the reel control means 216 interrupts the basic game for the next game, delays the progress of the basic game, and during that time, starts a pseudo game that resembles the basic game, and starts the rotation of the reels 110, as shown in FIG. 18(g). Then, in response to the player's operation of the stop switch 120, the reel control means 216 temporarily stops the reels 110 so that a bonus symbol combination is displayed, as shown in FIG. 18(h). Note that if the win type "RBB Reach 7 Match" is won, the reel control means 216 always temporarily stops the "Blue 7" symbol in the middle of each reel 110 in the pseudo game, regardless of the timing of the player's operation of the stop switch 120. Here, the bonus symbol combination is displayed, but electronic medals are not paid out. In this way, the player realizes that the AT performance state has begun by lining up a big bonus symbol combination.

[0200] In this way, when the bonus symbol combination is displayed, the effect control means 254 starts the AT effect state. Specifically, when the pseudo game ends, the effect control means 254 starts the AT effect state from the start of rotation of the reels 110 in the basic game of the same game. Therefore, if the winning type "batting order bell" has been won when the start switch 118 is operated at the time of Figure 18(g), the auxiliary effect execution means executes an auxiliary effect that assists in winning the correct combination.

[0201] Next, the flow of the game when a post-notification is executed will be explained.

[0202] Figure 19 is an explanatory diagram showing an example of the flow of a game. For example, suppose that the winning type "RBB Reach Seven Lineup" is determined by a lottery in response to the operation of the start switch 118. Also, suppose that the presentation control means 254 determines to execute a post-notification with a probability of 1 / 10 in response to the decision to transition to the AT presentation state. In this case, the presentation control means 254 does not light up the notification lamp in response to the player's operation of the start switch 118, as shown in Figure 19(a).

[0203] When the notification lamp is not lit, the player cannot know that the transition to the AT presentation state has been decided. Therefore, the player cannot display the big bonus symbol combination unless he or she operates the stop switch 120 in each game, aiming for the big bonus symbol combination. Let's assume that in a game in which the winning type "RBB Reach 7 Alignment" is determined by the winning type lottery, the player operates the stop switch 120 to stop the big bonus symbol combination. Then, as shown in FIG. 19(b), the reel control means 216 controls the reels to stop so that the symbol combination corresponding to the winning combination "minor combination 86" (the symbols "blue 7," "watermelon," and "blue 7") is displayed on the activated line A. As a result, the symbols "blue 7," "blue 7," and "blue 7" are lined up in a straight line on the inactive line B1. In response to the winning combination of "minor combination 86", the payout control means 220 displays the payout number "15" in the payout number display area 402 of the liquid crystal display unit 132 and pays out 15 electronic medals, as shown in Figure 19(c). In this way, the player can see the big bonus symbol combination displayed and realize the start of the AT performance state, and can also obtain a large payout of 15 electronic medals from the start of the big bonus game.

[0204] When the bonus symbol combination is displayed, the presentation state control means 224 starts the AT presentation state. Specifically, when 15 electronic medals are paid out in response to the winning combination of "small combination 86", the presentation state control means 224 starts the AT presentation state from the next game. Therefore, if the winning type "batting order bell" is won in the next game, the auxiliary presentation execution means executes an auxiliary presentation to assist in the winning of the winning combination of "8 medal combination" or "15 medal combination", which are the correct combinations.

[0205] Based on the decision to perform the subsequent notification, the presentation control means 254 turns on the notification lamp in response to the operation of the start switch 118 for the next game, as shown in Figure 19(d). Here, the big bonus symbol combination has already been displayed, so the player can only understand that the subsequent notification has been performed.

[0206] In this way, when a bonus symbol combination is displayed in a winning game of the winning type "reach eye", the AT presentation state is started from the next game. On the other hand, when a bonus symbol combination is not displayed in a winning game of the winning type "reach eye", the presentation state control means 224 does not start the AT presentation state immediately, but starts the AT presentation state after once performing a reel presentation to display the bonus symbol combination.

[0207] For example, suppose that the win type "RBB Reach Eye 7 Match" is determined by lottery in response to operation of the start switch 118. Furthermore, suppose that the effect control means 254 determines to execute a post-notification in response to the determination of transition to the AT effect state. In this case, the player does not understand that transition to the AT effect state has been determined, and so operates the stop switch 120 arbitrarily. Thus, suppose that the player is unable to display the bonus symbol combination. In response to the player's operation of the stop switch 120, the reel control means 216 controls the reels to stop so that a symbol combination (symbols "cherry," "bell," and "cherry") corresponding to the winning combination "minor combination 80" is displayed on the pay line A, as shown in FIG. 19(e). The symbol combination corresponding to the winning combination "minor combination 80" indicates a so-called reach eye. Therefore, the player can understand the transition to the AT effect state through the display of the reach eye.

[0208] In response to the winning combination of "minor combination 80," the payout control means 220 displays the payout number "15" in the payout number display area 402 of the liquid crystal display unit 132 and pays out 15 electronic medals, as shown in FIG. 19(f). In this embodiment, for the win type "reach eye," the player can receive the payout of the winning combination "15 medal combination" with PB=1, regardless of the player's operation of the stop switch 120. Therefore, as described above, even if the player is unable to display the bonus symbol combination, the player can receive the payout of 15 electronic medals, which is the same as when the bonus symbol combination is displayed.

[0209] However, as described above, in the winning game of the winning type "Reach Eye", the big bonus symbol combination is not displayed, so the start of the AT presentation state is not notified to the player. Therefore, the reel control means 216 executes a pseudo game in response to the operation of the start switch 118 for the next game.

[0210] Assume that in the next game, the player operates the start switch 118 and wins a certain type of prize. Here, the reel control means 216 interrupts the basic game of the next game, delays the progress of the basic game, and during that time, starts a pseudo game that resembles the basic game, and starts the rotation of the reels 110, as shown in FIG. 19(g). The presentation control means 254 turns on the notification lamp in response to the operation of the start switch 118 for the next game, as shown in FIG. 19(g). The player can grasp the transition to the AT presentation state by the execution of a post-notification in addition to the reach-eye combination. Furthermore, a player who understands that the transition to the AT presentation state has been determined through the reach-eye combination can predict that the notification lamp will light up in response to the operation of the start switch 118 for the next game. Therefore, the player can, for example, enjoy the moment when the notification lamp lights up or capture the moment when the notification lamp lights up in a video or the like.

[0211] Then, in response to the player's operation of the stop switch 120, the reel control means 216 controls the reels 110 to temporarily stop so that a bonus symbol combination is displayed, as shown in FIG. 19(h). If the winning type "RBB Reach 7 Alignment" is won, the reel control means 216 always controls the symbol "Blue 7" to temporarily stop in the middle row of each reel 110 in the simulated game, regardless of the timing of the player's operation of the stop switch 120. Note that, although the bonus symbol combination is displayed here, no electronic medals are paid out. The player realizes the start of the AT presentation state by seeing the big bonus symbol combination displayed.

[0212] In this way, when the bonus symbol combination is displayed, the effect control means 254 starts the AT effect state. Specifically, when the pseudo game ends, the effect control means 254 starts the AT effect state from the start of rotation of the reels 110 in the basic game of the same game. Therefore, if the winning type "batting order bell" has been won when the start switch 118 is operated at the time of Figure 19(g), the auxiliary effect execution means executes an auxiliary effect that assists in winning the correct combination.

[0213] In the above, an example was explained in which the presentation state control means 224 always transitions to the AT presentation state in response to the winning of the winning type "Reach Eye". However, even if the winning type "Reach Eye" is won, if the winning game is a game in an AT transition impossible state, the transition to the AT presentation state is not determined in the winning game.

[0214] As described above, in the slot machine 100, the non-AT presentation state is a state in which the player's electronic medals are likely to decrease. On the other hand, the AT presentation state is a state in which the player's electronic medals are likely to increase by executing auxiliary effects. Therefore, in the non-AT presentation state, operation of the stop switch 120 is limited to a regular operation mode, thereby reducing the expected number of medals won per unit game, thereby realizing a state in which the player's electronic medals are likely to decrease. On the other hand, in the AT presentation state, operation of the stop switch 120 in an irregular operation mode is permitted, and a state in which the player's electronic medals are likely to increase by executing auxiliary effects. However, without any restrictions on the operation mode, the player will attempt to operate the stop switch 120 in an irregular operation mode even in the non-AT presentation state, thereby failing to achieve the gameplay intended by the designer. Therefore, in the slot machine 100, when the stop switch 120 is operated in a regular operation mode in the non-AT presentation state, the player's gaming profits are greater than when the stop switch 120 is operated in an irregular operation mode. This allows the player to desire higher gaming profits and operate the stop switch 120 in a regular operation manner in non-AT presentation states.

[0215] For example, in the slot machine 100, when the stop switch 120 is operated in an irregular operation mode in a non-AT presentation state, it is more difficult to determine whether to transition to the AT presentation state than when the stop switch 120 is operated in a regular operation mode. More specifically, when the stop switch 120 is operated in an irregular operation mode in a predetermined game, the presentation state control means 224 sets the next game following the game in which the stop switch 120 was operated in the irregular operation mode to an AT transition impossible state and does not determine whether to transition to the AT presentation state. Therefore, even if the "reach eye" win type is won in the next game, if the stop switch 120 was operated in an irregular operation mode in the previous game, the presentation state control means 224 does not determine whether to transition to the AT presentation state. This allows for gameplay in which, when the stop switch 120 is operated in a regular operation mode in a non-AT presentation state, the game profit is greater than when the stop switch 120 is operated in an irregular operation mode.

[0216] However, in this embodiment, if the operation is performed in a regular operation mode when the winning type "reach eye" is won, a bonus symbol combination or a reach eye is displayed. For example, if the stop switch 120 is operated in an irregular operation mode in the previous game and the winning type "reach eye" is won in the next game, the AT transition is disabled and the game does not transition to the AT presentation state, but the bonus symbol combination or reach eye is displayed. In this case, there is a risk that the player may visually recognize the bonus symbol combination or reach eye and mistakenly believe that the game has transitioned to the AT presentation state, even though the game does not actually transition to the AT presentation state.

[0217] Therefore, in the next game (AT transition disabled state) in which the stop switch 120 is operated in an irregular operation mode, if the winning type "reach eye" is won, the auxiliary performance execution means executes an auxiliary performance in which a bonus symbol combination or another winning role is won so that the reach eye is not displayed.

[0218] FIG. 20 is an explanatory diagram showing an example of the flow of a game. For example, in the next game in which the stop switch 120 is operated in an irregular operation mode, if the winning type "RBB Reach Eye 7 Match 3" in the winning area 52 is won, the auxiliary effect execution means executes an auxiliary effect to notify batting order 3, which can win the winning combination "Small Win 76," as shown in FIG. 20(a). When the player operates the stop switch 120 in batting order 3 in accordance with the auxiliary effect, the reel control means 216 controls the reels to stop so that the symbols "Bell," "Bell," and "Bell" are displayed on the invalid line B1, as shown in FIG. 20(b), and does not display a bonus symbol combination or a Reach Eye. Note that the winning combination "Small Win 76" is eligible for a payout of 15 electronic medals, so the player receives a payout for the winning type "Reach Eye" in that game.

[0219] In addition, the presentation control means 254 does not make any announcement (pre-announcement or post-announcement) even if the winning type "Reach Eye" is won in the next game in which the stop switch 120 is operated in the irregular operation mode. In this way, it is possible to avoid a situation in which the player mistakenly thinks that the state has shifted to the AT presentation state.

[0220] However, in this embodiment, the auxiliary effect is not executed in the normal effect state. Therefore, some players may realize that they have won the "Reach Eye" winning type but have not transitioned to the AT effect state because the auxiliary effect is executed in the normal effect state and the bonus symbol combination is not displayed even when the auxiliary effect is followed. However, since the player can also understand that the reason for not transitioning to the AT effect state is due to the player's operation of the stop switch 120 in an irregular operation mode, the player will regret operating the stop switch 120 in an irregular operation mode. In this way, the player's operation of the stop switch 120 in an irregular operation mode can be further suppressed and operation in a regular operation mode can be promoted.

[0221] Note that the restriction on transition to the AT presentation state is imposed on the game following a game in which the stop switch 120 is operated in an irregular operation mode; even if the stop switch 120 is operated in an irregular operation mode in a game in which the "reach" type win is won, the game itself is not restricted from transitioning to the AT presentation state. In other words, even if the stop switch 120 is operated in an irregular operation mode in a game in which the "reach" type win is won, the presentation state control means 224 maintains the decision to transition to the AT presentation state. Therefore, once the player understands the transition to the AT presentation state through the advance notification, they can intentionally use the irregular operation mode to win a bonus symbol combination or a winning combination that does not display a reach, such as the winning combination "minor combination 76."

[0222] In addition, during the AT performance state, the winning type "Reach Eye" may be won. In this case, if a bonus symbol combination or a Reach Eye is displayed, it will be considered that the AT performance state has been won during the AT performance state, which may cause confusion for the player.

[0223] Therefore, even if the winning type "Reach Eye" is won during the AT performance state, the auxiliary performance execution means executes an auxiliary performance in which another winning combination is won so that the bonus symbol combination or the Reach Eye is not displayed. For example, if the winning type "RBB Reach Eye 7 Match 3" in the winning area 52 is won during the AT performance state, the auxiliary performance execution means executes an auxiliary performance in which the batting order 3, in which the winning combination "Small Symbol 76" can be won, is displayed, as shown in FIG. 20(c). When the player operates the stop switch 120 in batting order 3 in accordance with the auxiliary performance, the reel control means 216 stops the reels so that the symbols "Bell," "Bell," and "Bell" are displayed on the invalid line B1, as shown in FIG. 20(d), and the bonus symbol combination or the Reach Eye is not displayed. Note that the winning combination "Small Symbol 76" is eligible for a payout of 15 electronic medals, so the player receives a payout for the winning type "Reach Eye" in that game.

[0224] During the AT performance state, if the winning type "batting order bell" is won, an auxiliary performance is executed to assist the winning of the correct role. Therefore, even if an auxiliary performance is executed in a game in which the winning type "reach eye" is won during the AT performance state, the player will not feel strange. Also, since the payout number is 15, the player will recognize that the correct role has been won, and will not feel strange.

[0225] In addition, the presentation control means 254 does not make any announcement (pre-announcement or post-announcement) even if the winning type "Reach Eye" is won during the AT presentation state. In this way, it is possible to avoid a situation where the player mistakenly thinks that the AT presentation state has been entered.

[0226] In the above-described embodiment, even if the winning type "reach eye" is won during the AT presentation state, in order to eliminate the sense of incongruity that a transition to a new AT presentation state does not occur, the presentation state control means 224 does not display a bonus symbol combination or a reach eye by means of an auxiliary presentation, but this is not limited to such a case, and the bonus symbol combination or the reach eye may be displayed. In addition, at this time, the presentation state control means 224 may increase the number of sets in the AT presentation state based on the winning of the winning type "reach eye". In addition, even if the winning type "reach eye" is won during the AT presentation state, the presentation state control means 224 may not display a bonus symbol combination or a reach eye by means of an auxiliary presentation, but may increase the number of sets in the AT presentation state.

[0227] In the above-described embodiment, an example was described in which a pseudo game is executed in the next game when a bonus symbol combination is not displayed but a reach symbol is displayed in a winning game of the winning type "reach symbol." However, this is not limited to such a pseudo game. It is also possible to execute a reel effect when a bonus symbol combination is not displayed but a reach symbol is displayed in a winning game of the winning type "reach symbol." For example, when a bonus symbol combination is not displayed but a reach symbol is displayed in a winning game of the winning type "reach symbol," a reel effect is executed in response to operation of the start switch 118 for the next game. At this time, the reel control means 216 temporarily stops the reels 110 so that the bonus symbol combination is displayed, as shown in FIG. 18(h), without requiring the player to operate the stop switch 120. Then, when the reel effect ends, the effect control means 254 starts the AT effect state from the start of rotation of the reels 110 in the basic game of the game.

[0228] Furthermore, the reel effect is not limited to being executed in response to the operation of the start switch 118 for the next game when a bonus symbol combination is not displayed in a winning game of the "reach-eye" win type, but may be executed automatically after a predetermined time has elapsed after a bonus symbol combination is displayed in a winning game of the "reach-eye" win type, or in response to the player's operation of the start switch 118. In this case, the reel control means 216 temporarily stops the reels 110 so that a bonus symbol combination is displayed, as shown in FIG. 18(h), automatically after a predetermined time has elapsed after a reach-eye is displayed, or in response to the player's operation of the start switch 118, without the player needing to operate the stop switch 120. Then, the effect control means 254 starts the AT effect state from the start of rotation of the reels 110 in response to the operation of the start switch 118 for the next game.

[0229] (Disbursement of electronic medals) As described above, when the "Reach Eye" winning type is won, a bonus symbol combination becomes visible, and 15 electronic medals are paid out in accordance with the displayed bonus symbol combination. For example, when a player operates the stop switch 120 so that a bonus symbol combination is displayed, the reel control means 216 controls the reels to stop so that the symbol combination corresponding to the winning combination "Small Symbol 86" is displayed on the activated line A, as shown in FIG. 18(b). As a result, the symbols "Blue 7," "Blue 7," and "Blue 7" are lined up in a straight line on the inactive line B1. Furthermore, as shown in FIG. 18(c), the payout control means 220 pays out 15 electronic medals in accordance with the winning combination "Small Symbol 86." At this time, the payout control means 220 announces that the AT performance state has started and that 15 electronic medals have been paid out in accordance with the start of the AT performance state.

[0230] For example, the payout control means 220 controls the payout of electronic medals using a payout interval timer. The payout interval timer is a timer that measures the payout interval for electronic medals. Specifically, when the payout control means 220 completes the payout of one electronic medal, it resets the payout interval timer, and when the payout interval timer reaches a predetermined time, it pays out another electronic medal. By repeating this operation, 15 electronic medals are paid out one by one at predetermined time intervals. For example, the payout control means 220 changes the value in the payout number display area 402 from "0" → "1" → "2" → "3" → "4" → "5" → "6" → "7" → "8" → "9" → "10" → "11" → "12" → "13" → "14" → "15," and displays the number of medals to be paid out as a static display of "15."

[0231] Furthermore, the performance control means 254 outputs a payout sound of the electronic medals from the speaker 134 at predetermined time intervals in response to a payout command received based on the payout process by the payout control means 220. This payout mode in which electronic medals are paid out one by one at predetermined time intervals and a payout sound is output at predetermined time intervals in response to the payout of the electronic medals is sometimes referred to as equal interval payout process.

[0232] In this way, based on the display of the bonus symbol combination, a large number of electronic medals, such as 15 medals, are paid out one by one at predetermined time intervals, allowing the player to feel the start of the AT presentation state.

[0233] However, the winning type "Reach Eye" is composed of the winning combination "15-coin combination" with a payout of 15 coins, and since the winning combination "15-coin combination" is won with PB=1 regardless of the player's operation of the stop switch 120, 15 electronic medals will always be paid out when the winning type "Reach Eye" is won. This causes the flow of the game to not conform to the intentions of the designer of the slot machine 100, as follows:

[0234] For example, when the player understands through the advance notice that a transition to the AT performance state has been decided, he operates the stop switch 120 so that a bonus symbol combination is displayed. However, suppose that the player does not operate the stop switch 120 at the right time, and is unable to display the symbol "Blue 7" on each reel 110 on the invalid line B1. In response to the player's operation of the stop switch 120, the reel control means 216 performs stop control so that a symbol combination corresponding to the winning combination "minor combination 80" is displayed on the valid line A, for example, as shown in FIG. 18(e).

[0235] Furthermore, when the post-notification is executed, the player cannot grasp that the transition to the AT performance state has been decided, and so will operate the stop switch 120 arbitrarily. In this way, the player cannot display the bonus symbol combination, and the reel control means 216 controls the reels to stop in response to the player's operation of the stop switch 120, so that the symbol combination corresponding to the winning combination "minor combination 80" is displayed on the activated line A, for example, as shown in Figure 19(e).

[0236] Here, the symbol combination corresponding to the winning combination "minor win 80" indicates a so-called reach eye. Generally, a large number of reach eyes are prepared, and while some symbol combinations have a pattern, there are also symbol combinations that are difficult to notice as reach eyes. If a player knows a certain number of reach eyes among such a large number of reach eyes, the player can grasp the transition to the AT presentation state when a reach eye appears. Therefore, the more types of reach eyes a player knows, the earlier he or she can sense the transition to the AT presentation state.

[0237] Even when such a reach-eye combination appears, the payout control means 220 pays out 15 electronic medals in response to the winning combination of "minor combination 80," as shown in FIG. 19(f). However, even when such a reach-eye combination appears, if the above-described equal-interval payout process is performed, the player can recognize the winning of the "reach-eye combination" from the payout pattern. As a result, even if the player is familiar with reach-eye combinations, the player can recognize the transition to the AT presentation state when the electronic medals are paid out, regardless of or without the player's knowledge of the reach-eye combination. In other words, contrary to the designer's intention of allowing players to enjoy the appearance of numerous reach-eye combinations, the gameplay ends up being such that the player can recognize the transition to the AT presentation state when the electronic medals are paid out, even if the player is not familiar with reach-eye combinations.

[0238] Therefore, when the win type "Reach Eye" is won and a reach eye is displayed instead of a bonus symbol combination, the payout control means 220 does not perform equal interval payout processing, that is, does not set a payout interval timer, and pays out 15 electronic medals at once. For example, the payout control means 220 changes the value in the payout number display area 402 from "0" to "15" at once, and freezes and displays the number of payout medals, "15."

[0239] Furthermore, even if the performance control means 254 receives a payout command based on the payout process by the payout control means 220, it does not output a payout sound from the speaker 134. This type of payout mode in which electronic medals are paid out all at once and no payout sound is output regardless of the number of electronic medals paid out is sometimes called unit payout processing.

[0240] In this way, when a reach-eye pattern appears, a unit payout process is performed, and by not announcing that 15 coins have been paid out, the player is not distracted by the payout pattern. Instead, the player is conscious of whether the symbol combination on the reel 110 is a reach-eye pattern or not. In this way, a player who is aware of a reach-eye pattern can understand that the transition to the AT presentation state has been decided in response to the appearance of a reach-eye pattern. The player operates the stop switch 120 so that the bonus symbol combination is displayed in the pseudo-game of the next game. The reel control means 216 executes temporary stop control so that the symbols "Blue 7," "Blue 7," and "Blue 7" are aligned in a straight line on the invalid line B1, as shown in Figure 19(h). The player recognizes the reach-eye pattern and realizes the start of the AT presentation state by displaying the bonus symbol combination in the pseudo-game of the next game.

[0241] As explained with reference to FIG. 20 , if the win type "Reach Eye" is won in the next game when the stop switch 120 is operated in the irregular operation mode, an auxiliary effect is executed in which a bonus symbol combination or another winning combination is won so that the Reach Eye is not displayed. In this case, the reel control means 216 stops the symbols "Bell," "Bell," and "Bell" on the invalid line B1, as shown in FIG. 20( b), for example, and does not display the Reach Eye. In this case, there is no need to perform a unit payout process to make the player aware of the Reach Eye. Furthermore, if the payout sound is not output even though the winning combination "Small Win 76" has been won, the player may feel uncomfortable. Therefore, if the win type "Reach Eye" is won in the next game when the stop switch 120 is operated in the irregular operation mode, an equal-interval payout process is executed.

[0242] In this way, the player can win the winning role "15 medal role" in the same way as the winning type "batting order bell" by following the auxiliary effects, and as many electronic medals as 15 medals are paid out one by one at predetermined time intervals, the player can grasp that the winning role "small role 76" has been won.

[0243] Similarly, if the winning type "Reach Eye" is won during the AT performance state, an auxiliary performance is executed in which a bonus symbol combination or another winning combination is won so that the reach eye is not displayed. In this case, the reel control means 216 stops the symbols "Bell," "Bell," and "Bell" on the invalid line B1, for example, as shown in FIG. 20(d), and does not display the reach eye. In this case, there is no need to perform unit payout processing to make the player aware of the reach eye. Also, if the winning combination "Small Role 76" is won but no payout sound is output, the player may feel uncomfortable. Therefore, if the winning type "Reach Eye" is won during the AT performance state, an equal interval payout processing is performed.

[0244] In this way, during the AT performance state, the player can win the winning combination "15 medal combination" in the same way as the winning type "batting order bell" by following the auxiliary performance, and as many electronic medals as 15 medals are paid out one by one at predetermined time intervals, the player can grasp the winning combination "small combination 76". Therefore, the player does not feel any discomfort.

[0245] Here, the equal interval payout process is executed in common when the win type "reach" is won in the next game when the stop switch 120 is operated in the irregular operation mode, and when the win type "reach" is won during the AT performance state. Therefore, it is possible to reduce the processing load.

[0246] 21 is a flowchart showing the main reach-eye processing of the main control board 200. Here, the overall flow of the game when the win type "reach-eye" is won will be explained using the flowchart of the main reach-eye processing.

[0247] (Step S510) First, the presentation state control means 224 determines whether the winning type determined by the winning type lottery is the winning type "reach line". If the winning type is the winning type "reach line", the process proceeds to step S512, and if the winning type is not the winning type "reach line", the process proceeds to step S524.

[0248] (Step S512) If the winning type is the winning type "reach eye", the presentation state control means 224 determines whether the current state is an AT transition impossible state or whether the current presentation state is an AT presentation state. As a result, if the current state is an AT transition impossible state or the current presentation state is an AT presentation state, the process moves to step S520, and if the current state is not an AT transition impossible state and the current presentation state is not an AT presentation state, the process moves to step S514.

[0249] (Step S514) Next, the presentation state control means 224 determines whether or not a bonus symbol combination has been displayed by the player operating the stop switch 120. If the bonus symbol combination has been displayed, the process proceeds to step S516, and if the bonus symbol combination has not been displayed, that is, if a reach symbol has been displayed, the process stores this in the main RAM 200c and proceeds to step S518.

[0250] (Step S516) If a bonus symbol combination is displayed, the presentation state control means 224 executes equal interval payout processing. Specifically, the payout control means 220 changes the value in the payout number display area 402 by one, and freezes and displays "15," which is the number of payout coins. The presentation control means 254 outputs the sound of electronic medals being paid out from the speaker 134 at predetermined time intervals. Then, the presentation state control means 224 starts the AT presentation state from the next game.

[0251] (Step S518) If a bonus symbol combination is not displayed, the presentation status control means 224 executes unit payout processing. Specifically, the payout control means 220 changes the value in the payout number display area 402 all at once, and freezes and displays "15," which is the number of medals to be paid out. The presentation control means 254 does not output the sound of electronic medals being paid out.

[0252] (Step S520) In step 512, when it is determined that the current state is an AT transition impossible state or the current presentation state is an AT presentation state, the presentation state control means 224 causes the auxiliary presentation execution means to execute an auxiliary presentation for making another winning combination win so that the bonus symbol combination or the reach eye is not displayed.

[0253] (Step S522) The presentation state control means 224 executes the equal interval payout process. Specifically, the payout control means 220 changes the value in the payout number display area 402 by 1, and freezes the display of "15", which is the number of payouts. The presentation control means 254 outputs the sound of the electronic medals being paid out from the speaker 134 at predetermined time intervals.

[0254] (Step S524) The presentation state control means 224 refers to the main RAM 200c and determines whether or not a reach eye was displayed in the game immediately preceding the current game. If a reach eye was displayed in the previous game, the process proceeds to step S526, and if a reach eye was not displayed in the previous game, the main reach eye process is terminated.

[0255] (Step S526) If a reach symbol combination was displayed in the previous game, the presentation state control means 224 causes the reel control means to execute a pseudo game, displays a bonus symbol combination, and ends the main reach symbol processing. Then, the presentation state control means 224 starts the AT presentation state from the basic game after the pseudo game ends.

[0256] 22 is a flowchart showing the sub-reach symbol processing of the sub-control board 240. Here, the overall flow of the game when the win type "reach symbol" is won will be explained using the flowchart of the sub-reach symbol processing.

[0257] (Step S550) First, the effect control means 254 refers to the win type command and determines whether the win type determined by the win type lottery is the win type "reach". If the win type is the win type "reach", the process proceeds to step S552, and if the win type is not the win type "reach", the process proceeds to step S558.

[0258] (Step S552) If the winning type is the "reach eye" winning type, the performance control means 254 performs a lottery for announcement, and decides to execute the early announcement with a probability of 9 / 10, and decides to execute the late announcement with a probability of 1 / 10, for example.

[0259] (Step S554) The effect control means 254 determines whether or not the execution of the advance announcement has been decided as a result of the announcement lottery. If the execution of the advance announcement has been decided, the process proceeds to step S556, and if the execution of the advance announcement has not been decided, that is, if the execution of the later announcement has been decided, the result is stored in the sub-RAM 240c, and the process proceeds to step S558.

[0260] (Step S556) If it has been decided to execute the advance notification, the presentation control means 254 turns on the notification lamp in response to the player's operation of the start switch 118.

[0261] (Step S558) The effect control means 254 refers to the sub-RAM 240c and determines whether the winning type determined in the previous game was the winning type "reach eye" and whether the execution of a subsequent announcement has been decided as a result of the announcement lottery. As a result, if the winning type determined in the previous game was the winning type "reach eye" and the execution of a subsequent announcement has been decided, the process proceeds to step S560, and if the winning type determined in the previous game was not the winning type "reach eye" or the execution of a subsequent announcement has not been decided, the sub-reach eye process is ended.

[0262] (Step S560) If the winning type determined in the previous game is the winning type "reach eye" and the execution of a post-notification has been determined, the presentation control means 254 turns on the notification lamp in response to the operation of the start switch 118 in the game, or in response to the operation of the start switch 118 by the player in the basic game after the pseudo game if a pseudo game is executed, and ends the sub-reach eye processing.

[0263] As described above, the slot machine 100 includes a win type lottery means 214 for determining one of a plurality of types of win types by a win type lottery, a reel control means 216 for performing a basic game, which controls the rotation of a plurality of reels 110 on which a plurality of types of symbols are respectively arranged based on the operation of a start switch 118, and controls the stop of each of the reels 110 corresponding to the operated stop switch 120 in accordance with the operation of a stop switch 120 corresponding to the rotating reel 110, an auxiliary effect execution means for executing an auxiliary effect to assist in the winning of a predetermined winning combination, and an effect state control means 224 for transitioning to one of a plurality of types of effect states including a specific effect state (for example, an AT effect state) in which an auxiliary effect can be executed, and the plurality of types of win types include a specific win type (for example, a win type "reach eye") that can determine transition to the specific effect state, and the specific win type is a type in which a first role (for example, a winning role "small role 86" that can display a bonus symbol combination) and a second role (for example, a winning role "small role 80" that can display a reach eye) are overlapped. In addition, the first role is composed of a symbol combination that indicates a transition to a specific performance state, and the first role is won by performing a first operation of the stop switch 120 (for example, an operation that can display a bonus symbol combination in a regular operation mode), and the second role is won by performing a second operation of the stop switch that is different from the first operation (for example, an operation that can display a reach eye in a regular operation mode), and the reel control means 216 suspends the basic game, controls the rotation of the multiple reels 110, and temporarily stops the reels 110 to perform a reel performance (for example, multiple The presentation state control means 224 may execute a pseudo game in which the rotation of a number of reels 110 is controlled, and in response to the operation of the stop switch 120 corresponding to the rotating reel 110, the reel 110 corresponding to the operated stop switch 120 is temporarily stopped, and when the second operation is performed and the second role is won, the presentation state control means 224 causes the reel control means 216 to execute a reel presentation and then starts a specific presentation state, and when the first operation is performed and the first role is won, the specific presentation state is started without executing the reel presentation.

[0264] With this configuration, if a bonus symbol combination is displayed, a specific presentation state can be immediately started from the next game, and even if a bonus symbol combination is not displayed, the AT presentation state can be started after a pseudo game in which the bonus symbol combination is displayed. In this way, it is possible to add variety to the progress of the game and improve the playability.

[0265] The slot machine 100 also includes a win type lottery means 214 for determining one of a plurality of win types by a win type lottery; a reel control means 216 for controlling the rotation of a plurality of reels 110, on which a plurality of types of symbols are respectively arranged, based on the operation of a start switch 118, and for controlling the stop of each of the reels 110 corresponding to the operated stop switch 120 in response to the operation of a stop switch 120 corresponding to the rotating reel 110; an auxiliary effect execution means for executing an auxiliary effect to assist in the winning of a predetermined winning combination; an effect state control means 224 for transitioning to one of a plurality of effect states including a specific effect state (e.g., an AT effect state) in which the auxiliary effect can be executed; and a payout control means 220 for paying out game value (e.g., electronic medals) corresponding to the stopping mode of the reels 110. The multiple types of winning types include a specific winning type (for example, a winning type "reach eye") that can determine a transition to a specific presentation state, and the specific winning type overlaps a first role (for example, a winning role "small role 86" that can display a bonus symbol combination) and a second role (for example, a winning role "small role 80" that can display a reach eye), the first role and the second role have the same payout (for example, 15 coins), the first role is won by performing a first operation of the stop switch 120 (for example, an operation that can display a bonus symbol combination in a regular operation mode), and the second role is won by performing a second operation of the stop switch 120 that is different from the first operation (for example, an operation that can display a reach eye in a regular operation mode), and the payout control means 220 makes the payout mode of the game value when the first role is won different from the payout mode of the game value when the second role is won. In this case, the first role is composed of a combination of symbols that indicates a transition to a specific presentation state, and the payout control means may make it more difficult for the player to recognize that the game value has been paid out when the second role is won, compared to when the first role is won.

[0266] In this way, by changing the payout mode of the game value depending on whether a bonus symbol combination or a reach symbol is displayed, it is possible to prevent the player from being distracted by the payout mode when a reach symbol is displayed, and to make the player aware of the reach symbol. In this way, it is possible to add variety to the progress of the game and improve the playability.

[0267] In the above-described embodiment, the presentation control means 254 executes the announcement lottery, and the presentation state control means 224 does not refer to the result of the announcement lottery. Therefore, regardless of the result of the announcement lottery, the presentation state control means 224 executes the equal-interval payout process if the winning combination is a bonus symbol combination, and executes the unit payout process if the winning combination is a reach-eye combination. However, this is not limiting. The presentation state control means 224 may execute the announcement lottery and determine whether to execute the equal-interval payout process or the unit payout process based on the result of the announcement lottery. For example, if a later announcement is determined, the player cannot know that a transition to the AT presentation state has been determined. Therefore, the unit payout process should be executed when a reach-eye combination is displayed. On the other hand, if a prior announcement is executed, the player can know that a transition to the AT presentation state has been determined. Therefore, the equal-interval payout process may be executed even if a reach-eye combination is displayed. Therefore, the presentation state control means 224 may execute the unit payout process when a reach-eye combination is displayed only when a later announcement is determined. With this configuration, it becomes possible to be aware of reach eyes even when advance notice has not been executed, thereby improving the playability.

[0268] (Over alarm) When the presentation state control means 224 transitions the presentation state to the AT presentation state, an auxiliary presentation is performed, making it easier for the player to win electronic medals. The presentation state control means 224 counts the difference between the number of electronic medals bet and the number of medals paid out during a series of presentation states in which it is easier to win electronic medals, for example, from the start of the AT presentation state until it ends (until transition to the normal presentation state). The presentation control means 254 displays the counted difference as the net increase in medals on the liquid crystal display unit 132. Specifically, after the start of the AT presentation state, the presentation control means 254 subtracts the number of electronic medals bet by the number of medals bet, and displays the updated net increase in medals on the liquid crystal display unit 132. Furthermore, the presentation control means 254 increases the net increase in medals by the number of medals paid out, and displays the updated net increase in medals on the liquid crystal display unit 132, in response to the payout of electronic medals.

[0269] In the AT performance state, the player is more likely to acquire electronic medals due to the auxiliary performance, so the net increase in the number of medals tends to increase. Each time the net increase in the number of medals reaches a predetermined over number (specific value), the performance control means 254 displays an over image on the liquid crystal display unit 132 to indicate that the over number has been reached. Here, "reaching the over number" means that the net increase in the number of medals, which was less than the over number, becomes equal to or greater than the over number as a result of the payout of electronic medals.

[0270] The over number is set in multiple predetermined units (here, 500), such as 500, 1000, 1500, 2000, etc. Hereinafter, the over number set in predetermined units may be referred to as the interval over number. Note that the interval over number is not necessarily set at equal intervals, and may be set at wider intervals when the net increase is larger than when it is small, such as 100, 200, 500, 1000, or 2000. In this way, the interval over number can be set to any value taking into account the gameplay characteristics.

[0271] The notification that the over number has been reached not only involves displaying an over image on the liquid crystal display unit 132, but also includes emitting light in a light-emitting pattern (over light-emitting pattern) through the performance lamp 136 indicating that the over number has been reached, and outputting sound (over sound) indicating that the over number has been reached through the speaker 134. Such notifications that the over number has been reached, such as displaying an over image, emitting light in the over light-emitting pattern, and outputting over sound, are referred to as over notification. For ease of explanation, the following description will cite the display of an over image as an over notification, but in addition to or instead of this, light emission in the over light-emitting pattern or outputting over sound may also be used.

[0272] FIG. 23 is an explanatory diagram for explaining the over notification. For example, assume that the net increase in the number of coins is 497 at the time of FIG. 23(a). Therefore, as shown in FIG. 23(a), the net increase of "497 coins" is displayed in the coin number display area 410 in the upper right of the liquid crystal display unit 132. If three electronic medals are bet in the next game, three coins are subtracted from the net increase in the number of coins, as shown in FIG. 23(b), and the net increase of "494 coins" is displayed in the coin number display area 410 of the liquid crystal display unit 132. If the winning type "batting order bell" is won and the player operates the stop switch 120 in the correct operation mode, for example, a winning combination of "8 coins" is achieved, and the net increase in the number of coins becomes 502 coins, reaching the over number of coins of 500 coins. 23(c), the presentation control means 254 displays the net increase in coins "502 coins" in the coin number display area 410 of the liquid crystal display unit 132, and also displays an over image "500 coins OVER" indicating that the over number has reached 500 coins in the over image display area 412 in the front center (front layer) of the liquid crystal display unit 132. By visually checking the over image "500 coins OVER", the player can easily understand that the net increase in coins has reached 500 coins.

[0273] If three electronic medals are bet in the next game, three are subtracted from the net increase, making the net increase temporarily less than 500, as shown in Figure 23(d), and the number display area 410 of the LCD display unit 132 displays the net increase of "499 medals." If the "batting order bell" wins in that game and the player operates the stop switch 120 in the correct operation mode, the winning combination "8 medals" is achieved, and the net increase becomes 507 medals, once again reaching the over number of 500 medals. However, if an over notification was made once the same over number (here, 500 medals) was reached, the presentation control means 254 will not make another over notification even if the over number is reached again in the same AT presentation state. Therefore, the effect control means 254 displays the net increase in number of coins "507 coins" in the number display area 410 of the liquid crystal display unit 132 as shown in FIG. 23(e), but does not display the over image "500 coins OVER."

[0274] In addition to the interval over number, the presentation control means 254 may also issue an over notification when a specific over number is reached, which indicates an internal state of the game. This over number is referred to as the specific over number. The internal state of the game indicated here may be, for example, a set value or a specific state. For example, if a set value is used as the specific over number, the set values ​​1, 2, 3, 4, 5, and 6 may correspond to specific over numbers of 111, 222, 333, 444, 555, and 666, or the set values ​​100, 200, 300, 400, 555, and 600. Furthermore, the set values ​​2 or greater, 4 or greater, and 5 or greater may correspond to specific over numbers of 222, 444, and 555. In addition, when a specific state is selected as the specific over number, for example, when an AT performance state is selected, the net increase in the number of coins at the time of the selection can be used as the specific over number. In addition, when an AT performance state is selected, the specific over number can be set to a number such as 753 (shichigosan), which is a mnemonic for a general word.

[0275] However, such a specific over number is not necessarily notified just because the net increase in coins reaches the specific over number. This is because, for example, if the set value could be determined without fail through the specific over number, the player might realize that the set value is low and immediately stop playing the slot machine 100, or realize that the set value is high and continue playing the slot machine 100, making it easier to obtain large gaming profits.

[0276] Therefore, when the net increase in number of coins reaches a specific over number, the presentation control means 254 will make an over presentation indicating that the specific over number has been reached only if a predetermined presentation condition is met. When a set value is used as the specific over number, the presentation condition is that the current net increase in number of coins reaches the specific over number corresponding to the set value and the suggestive presentation lottery is won with a predetermined probability. For example, when the set value 5 corresponds to the specific over number of coins, 555 coins, the presentation control means 254 will make an over presentation indicating that the set value is 5 when the presentation condition is met, that is, the net increase in number of coins reaches the specific over number of coins, 555 coins, and the suggestive presentation lottery is won with a predetermined probability (for example, 1 / 10).

[0277] In addition, when the specific over number is used as winning the AT presentation state, the notification condition is that the current net increase in the number of coins reaches the specific over number corresponding to winning the AT presentation state, and the suggestive presentation lottery is won with a predetermined probability. For example, when the specific over number of coins corresponds to winning the AT presentation state, the presentation control means 254 will make an over notification suggesting that the AT presentation state has been won when the notification condition, that is, the net increase in the number of coins reaches the specific over number of coins, 753, and the suggestive presentation lottery is won with a predetermined probability (for example, 1 / 2).

[0278] The effect control means 254 may execute a continuous effect (notification prohibited state) over multiple games. For example, the effect state control means 224 may transition to a high probability state for a lottery to add the number of continued games or a pseudo bonus (AT effect state) simulating a bonus during an AT effect state. For example, the effect state control means 224 performs a lottery to add the number of continued games with a high probability from the start of a high probability state for a lottery to add the number of continued games until a termination condition is met. The effect control means 254 continuously performs, for example, a battle effect from the start of such a high probability state until a termination condition is met, and performs an effect in which an ally character damages an enemy character in response to the effect state control means 224 deciding to add the number of continued games. However, continuous effects are not limited to such cases, and any effect that changes continuously over multiple games, such as a story-like effect, may be used.

[0279] When a continuous performance is executed during an AT performance state, the net increase in coins is likely to increase because auxiliary performances are executed even during the continuous performance. Therefore, the interval over number of coins may be reached during the continuous performance (until the continuous performance ends). However, as shown in Figure 23(c), the over image is displayed in a relatively large area in the over image display area 412 in the front center of the LCD display unit 132, and therefore obscures the continuous performance. This may interrupt the continuity of the continuous performance, making it difficult for the player to properly grasp the progress and results of the continuous performance.

[0280] Therefore, when the interval over number is reached during the continuous performance, the performance control means 254 does not display the over image during the continuous performance, but displays the over image after the continuous performance ends.

[0281] FIG. 24 is an explanatory diagram for explaining the over notification. For example, assume that the net increase in coins is 492 at the time of FIG. 24(a). Therefore, as shown in FIG. 24(a), the net increase of "492 coins" is displayed in the coin number display area 410 in the upper right corner of the LCD display unit 132. Then, assume that a continuous effect is started in response to operation of the start switch 118 for the next game. The effect control means 254 uses the entire LCD display unit 132 to perform the continuous effect. In such a continuous effect, an auxiliary effect is performed, making it easier for the net increase in coins to increase. Then, suppose that during the continuous effect, the winning type "batting order bell" is won and the player operates the stop switch 120 in the correct operation mode, resulting in the winning combination "8 coins" being won, and the net increase in coins becomes 502 coins, exceeding the interval over number of 500 coins. However, as shown in FIG. 24(b), the presentation control means 254 displays the net increase of "502 coins" in the coin number display area 410 of the liquid crystal display unit 132, but does not display the over image "500 coins over," indicating that the interval over number of coins has reached "500 coins," because the continuous presentation is in progress. Now, let's assume that the continuous presentation ends after 30 games, and the net increase of coins is 562 coins. After the game in which the continuous presentation ends, if the winning type "batting order bell" is won and the player operates the stop switch 120 in the correct operation mode to win the winning combination "8 coins," the presentation control means 254 displays the net increase of "562 coins" in the coin number display area 410 of the liquid crystal display unit 132, and also displays the over image "500 coins over," indicating that the interval over number of coins has reached "500 coins," in the over image display area 412 in the center front (front layer) of the liquid crystal display unit 132.

[0282] Note that, here, an example has been described in which the effect control means 254 displays the over image "500 coins OVER" at the timing when, in a game after the game in which the continuous effect has ended, the winning type "batting order bell" is won and the number of electronic medals paid out is greater than the specified number, for example, when a winning role "8 coins" is won. However, without being limited to this example, the effect control means 254 may display the over image "500 coins OVER" at the start of the first stop operation, the second stop operation, or the third stop operation in the game in which the continuous effect has ended, or when the third stop operation is released, or may display the over image "500 coins OVER" in response to the operation of the bet switch 116 for the game next after the game in which the continuous effect has ended, or the operation of the start switch 118 for the game next after the game in which the continuous effect has ended.

[0283] Here, the over image "500 over" is displayed when the net increase reaches 562 coins, 62 more than 500 coins, but the net increase remains at 500 coins or more, so there is no contradiction in the displayed content. Furthermore, since the over image "500 over" is not displayed during the continuous performance, it is possible to avoid a situation where the over image "500 over" obscures the continuous performance and the player is unable to properly view the continuous performance. Furthermore, by viewing the over image "500 over" after the continuous performance has ended, the player can easily understand that the net increase has reached 500 coins.

[0284] As described above, the effect control means 254 may issue an over notification when the interval over number, which is set in units of a predetermined number (here, 500), is reached, as well as when the specific over number is reached. For example, assume that the setting value of the slot machine 100 is set to 5, and the specific over number is set to 555 for the setting value 5. The effect control means 254 issues an over notification suggesting that the setting value is 5 when the notification condition, that is, the net increase in the number of coins reaches the specific over number of 555, and the suggestive effect lottery is won with a predetermined probability.

[0285] The effect control means 254 sets the display mode of the OVER image when the specific over number is reached to be the same as the display mode of the OVER image when the interval over number is reached. This is because the OVER notification is merely an effect suggesting that a set value or a specific state has been achieved, and is not an effect indicating that some kind of gaming profit has been obtained. Also, by deliberately not using a special display mode for the OVER image suggesting that a set value or a specific state has been achieved, only players who know the meaning of the OVER image can understand what it suggests, giving the player a sense of superiority. However, this is not a limitation, and the display mode of the OVER image when the interval over number is reached may be different from the display mode of the OVER image when the specific over number is reached.

[0286] In this way, the effect control means 254 matches the display mode of the OVER image when the specific over number is reached with the display mode of the OVER image when the interval over number is reached. Therefore, just like the interval over number, even if the current net increase in coins reaches the specific over number during a continuous effect, the effect control means 254 does not display the OVER image during the continuous effect, but displays the OVER image after the continuous effect ends.

[0287] However, depending on the number of plays of the continuous performance, the following event may occur. That is, if the difference in the number of plays between the interval over number and the specific over number is small and the continuous performance continues for more than that difference in the number of plays, there is a possibility that both the interval over number and the specific over number will be reached during the continuous performance. In this case, the performance control means 254 does not display an over image during the continuous performance, but displays an over image after the continuous performance ends. However, in this case, there are multiple options for what to display after the continuous performance ends, such as an over image indicating that the interval over number has been reached and an over image indicating that the specific over number has been reached. Here, the performance control means 254 displays an over image indicating that the larger of the interval over number and the specific over number (the one that will be reached later) has been reached after the continuous performance ends.

[0288] This is for the following reason. That is, the net increase in coins at the time when the continuous performance ends is equal to or greater than the interval over number and the specific over number. In this case, the net increase in coins at the time when the continuous performance ends is close to the larger of the interval over number and the specific over number. Therefore, the performance control means 254 notifies the player that the larger of the interval over number and the specific over number has been reached. In this way, the difference between the net increase in coins and the over number indicated in the over notification can be reduced, preventing the player from feeling uncomfortable.

[0289] FIG. 25 is an explanatory diagram for explaining the over notification. For example, assume that the net increase in coins is 492 at the time of FIG. 25(a). Therefore, as shown in FIG. 25(a), the net increase of "492 coins" is displayed in the coin number display area 410 in the upper right corner of the LCD display unit 132. Then, assume that a continuous effect is started in response to operation of the start switch 118 for the next game. The effect control means 254 uses the entire LCD display unit 132 to perform the continuous effect. In such a continuous effect, auxiliary effects are performed, so the net increase in coins is likely to increase. Then, suppose that during the continuous effect, the "batting order bell" win type is won and the player operates the stop switch 120 in the correct operation mode, resulting in the winning combination of "8 coins," resulting in the net increase in coins becoming 502 coins, exceeding the interval over number of 500 coins. However, as shown in Figure 25(b), the effect control means 254 displays the net increase of "502 coins" in the coin number display area 410 of the liquid crystal display unit 132, but does not display the over image "500 coins OVER" indicating that the interval over number of coins has reached "500 coins" because the continuous effect is in progress. Furthermore, suppose that while the continuous effect is continuing, if the winning type "batting order bell" is won and the player operates the stop switch 120 in the correct operation mode, the winning role "8 coins role" is won, and the net increase of coins becomes 557 coins, exceeding the specific over number of coins of 555. At this time, suppose that a suggestive effect lottery determines to issue an over notification indicating that the specific over number of coins of 555 has been reached. However, as shown in FIG. 25(c), the presentation control means 254 displays the net increase in coins "557" in the coin number display area 410 of the liquid crystal display unit 132, but does not display the over image "555 coins OVER," indicating that the specific over number of coins "555 coins" has been reached, because the continuous presentation is in progress. Then, suppose that the continuous presentation ends after 30 games, and in a subsequent game, the winning type "batting order bell" is won, and the player operates the stop switch 120 in the correct operation mode, resulting in the winning combination "8 coins" and the net increase in coins becoming 562 coins. As shown in FIG. 25(d), the presentation control means 254 displays the net increase in coins "562 coins" in the coin number display area 410 of the liquid crystal display unit 132. Furthermore, the specific over number of coins "555 coins" is greater than the interval over number of coins "500 coins."Therefore, the performance control means 254 displays the over image "555 OVER" indicating that the specific over number "555" has been reached in the over image display area 412 in the front center (front layer) of the liquid crystal display unit 132, as shown in Figure 25 (d).

[0290] By viewing the over image "555 OVER", the player can understand that the over number has been reached. The over image "555 OVER" is a specific over number that suggests the set value of 5. Therefore, the player can understand that the set value is at least 5 or more, and can use this as a reference for future play.

[0291] In the example of Figure 25, a winning combination "8-piece combination" is won, the net increase in number of coins is 557 coins, exceeding the specific over number of coins 555, and a suggestive effect lottery has been performed to determine whether an over notification indicating that the specific over number of coins 555 has been reached will be issued. However, even if a winning combination "8-piece combination" is won, the net increase in number of coins is 557 coins, exceeding the specific over number of coins 555, if a suggestive effect lottery has not determined whether an over notification indicating that the specific over number of coins 555 has been reached will not be issued. In this case, the over notification will only be issued for the interval over number of coins "500 coins." Therefore, after the game in which the continuous presentation has ended, the presentation control means 254 will display the net increase in the number of coins "562 coins" in the number display area 410 of the LCD display unit 132, as shown in Figure 25(e), and will display the over image "500 coins OVER" in the over image display area 412 in the front center (front layer) of the LCD display unit 132, indicating that the interval over number of coins has reached "500 coins".

[0292] Here, an example has been described in which the effect control means 254 displays an OVER image indicating that the larger of the interval over number and the specific over number (whichever is achieved later) has been reached after a game in which a continuous effect has ended. However, the example is not limited to this, and the effect control means 254 may also display an OVER image indicating that the smaller of the interval over number and the specific over number (whichever is achieved first) has been reached after a game in which a continuous effect has ended. With this configuration, the player can understand that the over number has already been reached when the smaller of the interval over number and the specific over number has been reached.

[0293] Furthermore, after the game in which the continuous performance ends, the performance control means 254 may display an over image indicating that the smaller of the interval over number and the specific over number (whichever is reached first) has been reached, maintain the display of the over image for a predetermined interval (e.g., 0.5 seconds), and then display an over image indicating that the larger of the interval over number and the specific over number (whichever is reached later) has been reached. This configuration allows the player to understand both that the over number had already been reached when the smaller of the interval over number and the specific over number was reached, and that the larger of the interval over number and the specific over number has now been reached. Note that if three or more over numbers have been reached during the continuous performance, the performance control means 254 may display over images indicating that the over number has been reached in the order of the smaller of the interval over number and the specific over number (whichever is reached first) to the larger of the larger of the interval over number and the specific over number (whichever is reached later) after the continuous performance ends.

[0294] In the above, an example was given in which both the interval over number and the specific over number were reached during a continuous performance, and the performance control means 254 displayed an over image indicating that either of the over numbers had been reached. However, the present invention is not limited to such an example, and there are also cases in which multiple interval over numbers or multiple specific over numbers are reached during a continuous performance. Even in this case, the performance control means 254 may display an over image indicating that either of the multiple over numbers, for example, the largest number of multiple over numbers (the one that is reached last), has been reached after the continuous performance ends.

[0295] In the above example, the presentation control means 254 displays an over image indicating that the larger of the interval over number and the specific over number (the later number) has been reached after the end of a continuous presentation. However, the presentation control means 254 is not limited to this example. It may also display an over image indicating that the larger of the interval over number and the specific over number, whichever is more valuable to the player (the larger game profit), has been reached. For example, the interval over number simply indicates an increase in the net increase in number of coins, while the specific over number can be used to estimate the setting value of the slot machine 100 currently being played and to understand the current winning AT presentation state, making it highly valuable to the player. This configuration prevents a situation in which a more valuable over notification is not provided due to the provision of an over notification that is not highly valuable to the player. In this way, the player can efficiently visually recognize the more valuable over notification.

[0296] Furthermore, in the above, continuous presentations have been described as an example of a notification prohibition state in which the execution of over-notification is prohibited, but this is not limited to such an example. Any state can be set as a notification prohibition state as long as a specified state continues over multiple games, such as a pseudo-bonus that simulates a bonus even though it is an AT presentation state.

[0297] FIG. 26 is an explanatory diagram illustrating a display mode of the overlay image. The above description cites an example in which the performance control means 254 displays an overlay image in the overlay image display area 412 in the front center (front layer) of the liquid crystal display unit 132 when the net increase in number of coins reaches the overlay number. The performance control means 254 can display the overlay image in various display modes. For example, when the net increase in number of coins reaches the overlay number, the performance control means 254 displays an overlay image "OVER 500 coins" in the front center of the liquid crystal display unit 132 and removes it after a predetermined time has passed. In this case, the performance control means 254 displays the overlay image with a transparency of 100% as shown in FIG. 26(a), and gradually decreases the transparency from 100% to 0% as shown in FIG. 26(b). The performance control means 254 may then gradually increase the transparency from 0% to 100% and remove the overlay image after a predetermined time has passed.

[0298] Furthermore, when the net increase in the number of coins reaches the over number, the performance control means 254 makes the over image "OVER 500 coins" appear, moving from the right end of the liquid crystal display unit 132 to the left, as shown in Fig. 26(c), and temporarily suspends the over image in the over image display area 412 of the liquid crystal display unit 132, as shown in Fig. 26(d). Then, after a predetermined time has elapsed, the performance control means 254 moves the over image again to the left, as shown in Fig. 26(e), and makes it disappear at the left end of the liquid crystal display unit 132. Note that although an example in which the over image moves from right to left has been described here, the movement direction can be set arbitrarily, such as from left to right, from bottom to top, or from top to bottom.

[0299] Alternatively, the effect control means 254 may display an oversized image "OVER 500 coins" moving from the right end of the liquid crystal display unit 132 to the left, as shown in FIG. 26(c), and freeze the oversized image in the oversized image display area 412 of the liquid crystal display unit 132, as shown in FIG. 26(d). In this case, the player can move the oversized image by operating a predetermined switch, such as the bet switch 116 for the next game. Specifically, as shown in FIG. 26(f), in response to the player's operation of the bet switch 116, the effect control means 254 moves the frozen oversized image to the left and disappears at the left end of the liquid crystal display unit 132, as shown in FIG. 26(e). For example, if the number of oversized coins is the interval oversized coin number, the effect control means 254 may temporarily suspend the oversized image in the oversized image display area 412 and then automatically move it, and if the number of oversized coins is the specific oversized coin number, the effect control means 254 may freeze the oversized image in the oversized image display area 412 and move it in response to the player's operation of the bet switch 116. With this configuration, the player can be sure that the specific over-number has been reached, and can take an image of this with an imaging device, for example.

[0300] FIG. 27 is an explanatory diagram illustrating the display mode of the over image. To prevent excessive gambling, the slot machine 100 manages the difference between the number of medals inserted (value related to the use of gaming value) and the number of medals paid out (value related to the acquisition of gaming value) since power-on, regardless of the presentation state. When the difference reaches a predetermined number, e.g., 19,000 medals, the presentation state control means 224 activates a so-called complete function, which limits the progress of the game. Here, limiting the progress of the game means, for example, disabling medal insertion and switch operation to prevent the game from continuing. Furthermore, when the complete function is activated, the presentation control means 254 displays a complete activation image, "Complete function activated," in the complete image display area 414 in the center of the LCD display unit 132, as shown in FIG. 27(a). In this way, players and hall staff can understand that the complete function has been activated.

[0301] This complete function is executed when the winning type "batting order bell" is won and the number of electronic medals paid out is greater than the specified number, for example, when the winning role "8 medals" is won. In this case, the complete function, which is executed in response to an increase in the difference in the number of medals, and the over notification can be executed simultaneously. At this time, if the presentation control means 254 were to display both the complete operation image "complete function in operation" and the over image "over 5000 medals" in the center of the liquid crystal display unit 132, it would be difficult to distinguish the displayed content. Therefore, the presentation control means 254 differentiates the display manner of the complete operation image and the over image.

[0302] For example, when the difference in number of coins reaches the specified difference and the net increase in number of coins reaches the over number, the effect control means 254 first displays a complete operation image "Complete function activated" in the complete image display area 414 in the center of the liquid crystal display unit 132, as shown in FIG. 27(a). Next, while maintaining the display of the complete operation image, the effect control means 254 makes an over image "Over 5000 coins" appear, moving leftward from the right edge of the liquid crystal display unit 132, as shown in FIG. 27(b). Then, as shown in FIG. 27(c), the effect control means 254 temporarily stops the over image in the over image display area 412 of the liquid crystal display unit 132. At this time, the over image is located in front (on the front layer) of the complete operation image. Then, after a predetermined time has passed, the effect control means 254 again moves the over image leftward and disappears at the left edge of the liquid crystal display unit 132, as shown in FIG. 27(d). In this way, only the complete operation image remains on the liquid crystal display unit 132. As shown in Figure 27(c), although there is a time when the complete activation image and the over image overlap, the over image moves relative to the complete activation image, so the player can easily distinguish between the complete activation image and the over image. Furthermore, as a result, the over image appears for a short period of time, making the complete activation image at least easy to see. This configuration allows the player and hall staff to know that the complete function has been activated, and also allows at least the player to visually recognize that the net increase in coins has reached the over number.

[0303] In addition, in the above description, the net increase in gaming value is the net increase in number of coins (the difference in number of coins), and the over number is the target number of over coins, but various other indicators can be applied. For example, the net increase in gaming value may be the number of continued games or the number of continued sets in a series of AT performance states corresponding to the net increase in coins, and the over number may be the number of over games or the number of over sets.

[0304] In this way, the slot machine 100 includes a main control means (for example, the main CPU 200a) that controls the progress of the game, and a presentation control means 254 that controls presentation in accordance with the progress of the game by the main control means. The presentation control means 254 may execute an achievement notification (for example, an over notification) based on the fact that the net increase in the number of game values ​​(for example, electronic medals) (for example, the net increase in the number of medals) has reached a specific value (for example, the over number), and may execute an achievement notification (for example, an over notification) based on the fact that the net increase in the number of medals has reached a specific value (for example, the over number) in a notification permission state in which the achievement notification can be executed (for example, an AT presentation state other than a continuous presentation). When the net increase reaches a specific value, an arrival notification is issued, and when the net increase reaches a specific value in a notification prohibited state in which the execution of the arrival notification is prohibited (for example, continuous presentation during an AT presentation state), the notification is switched from the notification prohibited state to a notification permitted state and an arrival notification is issued, and when the net increase reaches both of a plurality of different specific values ​​(for example, 500 sheets of interval over number and 555 sheets of specific over number) in the notification prohibited state, the notification is switched from the notification prohibited state to the notification permitted state and an arrival notification is issued indicating that one of the specific values ​​(for example, 555 sheets of specific over number) has been reached.

[0305] While the preferred embodiments of the present invention have been described above with reference to the accompanying drawings, it goes without saying that the present invention is not limited to such embodiments. It is clear that those skilled in the art can conceive of various modifications and alterations within the scope of the claims, and it is understood that such modifications and alterations also fall within the technical scope of the present invention.

[0306] For example, in the above-described embodiment, an example was given in which there are three stop switches 120 and three reels 110 (left reel 110a, center reel 110b, right reel 110c), but this is not limited to this case, and the present invention can also be applied to cases in which there are four stop switches 120 and four reels 110 (first reel, second reel, third reel, fourth reel) or five or more reels. In this case, the final stop operation is the fourth stop operation, and the processing corresponding to the start and release of the third stop operation in the above-described embodiment is performed in response to the start and release of the fourth stop operation.

[0307] Furthermore, in the above-described embodiment, the main control board 200, the sub-control board 240, and the medal count control board 260 are arranged to share the functional parts for progressing the game, but the functional parts of the main control board 200 may be arranged on the sub-control board 240 or the medal count control board 260, the functional parts of the sub-control board 240 may be arranged on the main control board 200 or the medal count control board 260, or the functions of the medal count control board 260 may be arranged on the main control board 200 or the sub-control board 240, or all the functional parts may be arranged together on a single control board.

[0308] In the above-described embodiment, the present invention has been described with reference to an example of application to a slot machine 100. However, the present invention can also be applied to a gaming machine, so-called a smart pachinko, which is a pachinko machine equipped with a gaming board having a gaming area through which gaming balls flow, a special prize opening provided in the gaming area and through which gaming balls can enter, an opening / closing member for opening and closing the special prize opening, and a special prize opening control means that controls the opening / closing member to open and close when a predetermined condition is met, thereby executing a special game consisting of multiple rounds in which the special prize opening is opened. In the smart pachinko, a frame control board, a counting switch, and a gaming ball count display device having the same functions as the medal count control board 260, the counting switch 126, and the medal count display device 128 in the smart pachislot slot machine 100 can be used to play the game without circulating gaming balls between the smart pachinko and the dedicated unit, just like the smart pachislot. The game ball count display device is a display device that displays the number of game balls, which is the total number of electronic game balls available for play. The number of game balls corresponds to the number of game values ​​available for play.

[0309] Furthermore, the processes performed by the main control board 200, sub-control board 240, and medal count control board 260 described above do not necessarily have to be processed chronologically in the order described in the flowchart, and may include parallel or subroutine processing. [Explanation of symbols]

[0310] 100 slot machines (gaming machines) 110 reels 116 Bet Switch 118 Start switch 120 Stop switch 132 LCD display section 200 Main control board 200a Main CPU 214 Winning Type Lottery Method 216 Reel control means 222 Game status control means 224 Production state control means 240 Sub-control board 240a Sub-CPU 254 Production Control Means 260 Medal count control board 260a Medal CPU 274 Medal count update method 300 dedicated unit

Claims

[Claim 1] a winning type lottery means for determining one of a plurality of winning types by a winning type lottery; a reel control means for performing a basic game, which controls the rotation of a plurality of reels on which a plurality of types of symbols are respectively arranged based on the operation of a start switch, and stops the reels corresponding to the operated stop switches in response to the operation of the stop switches corresponding to the rotating reels; An auxiliary effect execution means for executing an auxiliary effect to assist the winning of a predetermined winning combination; A performance state control means for transitioning to one of a plurality of performance states including a specific performance state in which the auxiliary performance can be executed; Equipped with The plurality of winning types include a specific winning type that can determine a transition to the specific effect state, The specific winning type is a combination of the first and second winning combinations, The first winning combination is composed of a symbol combination that indicates a transition to the specific performance state, By operating the stop switch for the first time, the first winning combination is achieved, By performing a second operation of the stop switch that is different from the first operation, the second role is won, the reel control means may suspend the basic game, control the rotation of the plurality of reels, and execute a reel effect of temporarily stopping the reels; The performance state control means When the second operation is performed and the second winning combination is achieved, the reel control means is caused to execute the reel effect, and then the specific effect state is started; When the first operation is performed and the first winning combination is achieved, the gaming machine starts the specific presentation state without executing the reel presentation.

Citation Information

Patent Citations

  • Game machine

    JP2017023819A