Gaming machine

The gaming machine uses a layered display system to ensure critical information is highlighted first, addressing the challenge of overlapping effects, thereby enhancing visibility and engagement.

JP2026018279AInactive Publication Date: 2026-02-05OLYMPIA KK
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Patent Information

Application Number
JP2024119533
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-07-25
Publication Date
2026-02-05
Estimated Expiration
Not applicable · inactive patent

AI Technical Summary

Technical Problem

Gaming machines face challenges in providing displays that are easily visible to players when multiple effects overlap, leading to confusion and reduced engagement.

Method used

The gaming machine employs a display system that superimposes multiple layers of information, with certain displays being made visible at different times to ensure clarity, using a priority-based arrangement where more important information is highlighted first.

Benefits of technology

This approach enhances visibility and engagement by ensuring that critical information is easily noticed, even when overlapping, thereby improving the player's experience.

✦ Generated by Eureka AI based on patent content.

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  • Figure 2026018279000001_ABST
    Figure 2026018279000001_ABST
Patent Text Reader

Abstract

To provide a game machine capable of achieving display easy to see for a player even when performances are overlapped.SOLUTION: In the specific performance state, a first display indicating the number of game values acquired by the player in the specific performance state is displayed, and as the performance which can be executed based on the winning of the specific winning combination in the specific performance state, the first performance is a performance of increasing the first display on the basis of the specific number, the second performance is a performance of displaying the second display indicating the giving of the specific number of game values, and the third performance is a performance of displaying the third display indicating that the number of game values acquired by the player in the specific performance state reaches the predetermined number, when a second performance and a third performance are executed on the basis of winning of a specific symbol combination in a specific performance state, the second display and the third display are different in timing when a player can visually recognize them.SELECTED DRAWING: Figure 42
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Description

[Technical Field]

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

[0002] A slot machine is a well-known gaming machine equipped with multiple reels with multiple symbols arranged on the outer periphery, a start lever, a stop button, etc. In a slot machine, the reels begin to spin based on a game start operation, and an internal lottery is held using a lottery table. When each reel stops, a symbol combination corresponding to a winning combination selected in the internal lottery is displayed. If the winning combination results in a prize, a process corresponding to the winning combination is carried out, such as a payout process that awards game value or a replay process that allows the player to play again without consuming any more game value. In addition, there is known a slot machine that is provided with an AT presentation state, which is a presentation state in which, when a specific combination is won, a batting order navigation presentation (instruction presentation) that assists in the winning of this specific combination can be executed. In such a slot machine, the batting order navigation presentation is performed in the AT presentation state, so that the player can easily win the specific combination and increase the number of medals.

[0003] Some gaming machines of this type display an OVER message when the calculated net increase in number of coins reaches a preset OVER display number to notify the user of this (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Japanese Patent Application Publication No. 2019-10568 Summary of the Invention [Problem to be solved by the invention]

[0005] Incidentally, gaming machines are required to provide displays that are easy for players to see even when effects overlap.

[0006] The present invention has been made in consideration of the above circumstances, and aims to provide a gaming machine that can realize a display that is easy for players to see even when effects overlap. [Means for solving the problem]

[0007] In order to achieve the above object, the gaming machine of the present invention comprises: A plurality of reels (reels 20a to 20c) on which a plurality of types of symbols are arranged, An internal lottery means (internal lottery means 42) for performing an internal lottery to determine whether a winning combination is achieved; a reel control means (reel control means 43) for rotating the plurality of reels for each game and controlling the reels to stop in a manner corresponding to the result of the internal lottery based on a stop operation; A winning determination means (winning determination means 44) for determining whether a winning combination has been achieved; A game value providing means (payout control means 45) for providing a game value according to the payout of the small winning combination based on the winning of the small winning combination; An instruction function control means (instruction function control means 51) for controlling the execution of an instruction effect as an effect related to the stop operation; A performance state control means (performance state control means 81) for transitioning the performance state between a plurality of performance states including a specific performance state in which the instruction performance is executed; a display means (liquid crystal display 13) for displaying a composite image formed by superimposing a plurality of layers on a display area; and a performance control means (performance control means 100) for controlling the display on the display means, As a small role, there is a specific role (small role 1) that is awarded a specific number (11) of game value that is greater than the game value bet for 1 game when won. In the specific performance state, a first display (first display S1) showing the number of game values ​​acquired by the player in the specific performance state is displayed. In the specific performance state, there are a first performance, a second performance, and a third performance as performances that can be executed based on the winning of the specific role, The first effect is an effect of increasing the first display based on the specific number, The second effect is an effect of displaying a second display (second display S2) indicating the awarding of the specific number of game values, The third effect is an effect of displaying a third display (third display S3) indicating that the number of game values ​​acquired by the player in the specific effect state has reached a predetermined number, the image relating to the third display is arranged on a layer having a higher display priority than the layer on which the image relating to the second display is arranged; the image relating to the first display is arranged on a layer having a higher display priority than the layer on which the image relating to the third display is arranged; When the second and third effects are executed based on the winning of the specific combination in the specific effect state, the second display and the third display become visible to the player at different times.

[0008] By making the second and third displays visible at different times (there is a lag), it is possible to realize a display that is easier for the player to see than when both are visible at the same time (when a large amount of information is displayed at once). Also, the display that is displayed first can be made more noticeable (coordinated) than the display that is displayed later. For example, when the third display is made visible first, the player can easily understand that the number of game values ​​acquired in the specific presentation state has reached a predetermined number, and can immerse himself in joy. Furthermore, even if there is an overlapping portion between the third display and the second display, the third display can be viewed closer to the viewer than the second display (the visibility of the third display can be ensured). Furthermore, even if there is an overlapping portion between the first display and the third display, the first display can be viewed closer to the viewer than the third display (the visibility of the first display can be ensured). [Effects of the Invention]

[0009] According to the present invention, even when effects overlap, a display that is easy for players to see can be realized. [Brief explanation of the drawings]

[0010] [Figure 1] 1 is a perspective view showing an example of a gaming machine according to a first embodiment of the present invention. [Figure 2] FIG. 2 is a block diagram showing the general configuration of the gaming machine. [Figure 3] FIG. 10 is a diagram for explaining the internal lottery table. [Figure 4] 10 is a diagram for explaining predetermined winning patterns. [Figure 5] FIG. 10 is a diagram for explaining the payout for small winnings. [Figure 6] FIG. 10 is a state transition diagram of the game state. [Figure 7] This is a state transition diagram of the game area and presentation state. [Figure 8] 10 is a diagram for explaining the reel backlight of the same. FIG. [Figure 9] 10A and 10B are diagrams for explaining a liquid crystal display according to the first embodiment. [Figure 10] 10A and 10B are diagrams for explaining the liquid crystal display, in which (a) shows the liquid crystal panel and (b) shows the liquid crystal backlight. [Figure 11] 10 is a diagram for explaining the layer structure that constitutes the screen. FIG. [Figure 12] 10A and 10B are diagrams for explaining the arrangement of the masks. [Figure 13] FIG. 10 is a diagram illustrating a case where a specific effect and a reel flash effect overlap. [Figure 14] 10 is a flowchart illustrating a process relating to the display of the first display area. [Figure 15] 10 is a diagram relating to a gaming machine according to a second embodiment of the present invention, and is a flowchart for explaining main loop processing. [Figure 16]10 is a diagram for explaining notification of a door opening error. FIG. [Figure 17] 10 is a diagram illustrating a case where the door is opened during the execution of the notification. FIG. [Figure 18] This is a diagram to explain what happens when a small win occurs while the door is open. [Figure 19] FIG. 10 is a diagram relating to a gaming machine according to a third embodiment of the present invention, and is a diagram for explaining notification of symbols on an active line and full-screen effects. [Figure 20] 10 is a diagram illustrating a case where the door is opened during the execution of the notification. FIG. [Figure 21] This is a diagram to explain what happens when a small win occurs while the door is open. [Figure 22] FIG. 10 is a diagram relating to a gaming machine according to a fourth embodiment of the present invention, and is a diagram for explaining a dialogue display effect and a dialogue sound effect. [Figure 23] 10A and 10B are diagrams for explaining volume adjustment notification and light intensity adjustment notification. [Figure 24] 10 is a diagram illustrating a case where the door is opened during the execution of the notification. FIG. [Figure 25] This is a diagram to explain what happens when a small win occurs while the door is open. [Figure 26] FIG. 10 is a perspective view showing an example of a gaming machine according to a fifth embodiment of the present invention. [Figure 27] 10 is a diagram showing the arrangement of symbols on the reels. [Figure 28] FIG. 10 is a front view of the gaming machine and dedicated unit. [Figure 29] FIG. 2 is a block diagram showing the general configuration of the gaming machine. [Figure 30] FIG. 10 is a diagram for explaining the internal lottery table. [Figure 31] 10 is a diagram for explaining the relationship between the manner of stop operation when each winning area is won and the winning combination. FIG. [Figure 32]FIG. 10 is a diagram for explaining the relationship between winning combinations and symbol combinations. [Figure 33] FIG. 10 is a diagram for explaining the relationship between winning combinations and symbol combinations. [Figure 34] FIG. 10 is a diagram for explaining the relationship between winning combinations and symbol combinations. [Figure 35] FIG. 10 is a diagram for explaining the relationship between winning combinations and symbol combinations. [Figure 36] FIG. 10 is a state transition diagram of the game state. [Figure 37] FIG. 10 is a diagram for explaining the batting order navigation effect. [Figure 38] This is a state transition diagram of the game area and presentation state. [Figure 39] 10 is a diagram for explaining the layer structure that constitutes the screen. FIG. [Figure 40] This is a diagram to explain the display objects that may be displayed on the liquid crystal display in the AT performance state. [Figure 41] FIG. 10 is a diagram illustrating a case where multiple displays overlap. [Figure 42] 10 is a diagram illustrating the timing at which the display becomes visible. FIG. [Figure 43] 10A and 10B are diagrams for explaining modified examples of the display. [Figure 44] FIG. 13 is a diagram relating to a gaming machine according to a sixth embodiment of the present invention, and is a diagram for explaining a light intensity adjustment display and a volume adjustment display. [Figure 45] 10 is a diagram illustrating a first display that prompts a user to perform a stop operation in a specific operating manner. FIG. [Figure 46] 10 is a diagram for explaining a case where both the first display and the second display are displayed. FIG. [Figure 47] 10A and 10B are diagrams for explaining modified examples of the display. [Figure 48] 10A and 10B are diagrams for explaining modified examples of the display. DETAILED DESCRIPTION OF THE INVENTION

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[0213] (Fifth embodiment) A fifth embodiment of the present invention will be described below with reference to the drawings. The gaming machine of this embodiment is a gaming machine 10 in which games are played using gaming value as electronic information, without using gaming medals (medals) as gaming media, and the gaming value is consumed or awarded. The gaming machine 10 (FIG. 26) is a so-called Smart Pachi Slot (registered trademark). Unlike conventional slot machines in which physical medals are inserted to play a game and physical medals are paid out when winning combinations are achieved, the gaming machine 10 is a gaming machine (medalless gaming machine) in which gaming value as electronic information is used, without using physical medals, and the gaming value is consumed or awarded through play. Note that the gaming value in a medalless gaming machine corresponds to medals, which are the gaming value in conventional slot machines, and the gaming value in a medalless gaming machine can be considered to be virtual medals (digitized medals), so the gaming value in this embodiment may also be referred to as medals (game medals). In the following description, the number of gaming values ​​may be regarded as the number of virtual medals, and the number of gaming values ​​may be expressed as "~ medals" or "~ pieces." The invention according to this embodiment is not limited to the gaming machine 10, but can also be applied to conventional slot machines (where physical medals are inserted when playing a game, and physical medals are paid out when winning combinations are achieved).

[0214] In the following description, "front and rear" basically means that when a player is in front of the gaming machine 10, the player side is "front" and the gaming machine side is "rear," "up and down" means the top side of the gaming machine is "up" and the bottom side is "down," and "left and right" means the left hand side of the player playing on the gaming machine is "left" and the right hand side is "right." Note that the present invention allows for free combinations of each component, or any modification of each component, or omission of each component, within the scope of the invention.

[0215] FIG. 26 is a perspective view of the gaming machine 10 as seen from the front side. The gaming machine 10 of this embodiment includes a box-shaped cabinet 11 with an open front side facing the player, and a front door 12 (front door) for opening and closing the front opening of the cabinet 11. The front door 12 is divided into an upper door 12a and a lower door 12b, and these upper door 12a and lower door 12b can be opened and closed freely relative to the cabinet 11. The front door 12 may be an integrated structure that is not divided into the upper door 12a and the lower door 12b. The cabinet 11 is provided with a power supply unit and other components that incorporate a power supply device (power supply means) for supplying power to each component. The power supply unit includes a power switch, and when the power switch is turned on (on state), power is supplied from the power supply unit to each component. Some components may be configured to receive power even when the power supply unit is turned off (disconnected state). Also provided within the casing 11 are a reel unit in which the rotatable first reel 20a, second reel 20b, and third reel 20c are unitized, a main control means 31 (described later), a sub-control means 32 (described later), and the like.

[0216] The reel unit has stepping motors 19a to 19c provided corresponding to each of the reels 20a to 20c, and index sensors 21a to 21c provided corresponding to each of the reels 20a to 20c (see FIG. 29). Each of the stepping motors 19a to 19c rotates each of the reels 20a to 20c. The stepping motors 19a to 19c are four-phase stepping motors. Each of the stepping motors 19a to 19c includes a rotor and a stator having first-phase coils, second-phase coils, third-phase coils, and fourth-phase coils. Each stepping motor 19a-19c uses 1-2-phase excitation, which alternates between supplying a 1-phase excitation pulse that turns on one coil and supplying a 2-phase excitation pulse that turns on one coil and an adjacent coil. Each excitation pulse is displaced by a half-step angle (one step angle for every two-step update), and each reel 20a-20c rotates once every 504 steps (252-step angle displacement). The stepping motors 19a-19c have a step angle of approximately 1.43° and an interrupt time t of 1.49 ms for each excitation pulse update. Each index sensor 21a-21c detects the edge of a semicircular index attached to the inside of each reel 20a-20c. Based on the detection information from the index sensors 21a-21c, control over the rotation and stopping of the reels 20a-20c is performed.

[0217] As shown in FIG. 26, a liquid crystal display 13 (display means) serving as a presentation device is provided in approximately the center of the upper door 12a. The liquid crystal display 13 displays various videos (presentation images) to assist and liven up the game. The lower door 12b is provided with a speaker 14 (sound output means) serving as a presentation device. The speaker 14 outputs various presentation sounds (music, sound effects, voice, etc.) to assist and liven up the game. The front door 12 is also provided with lamps 38 (lighting device, lighting means, peripheral lamps) for providing notifications, presentations, etc. The front door 12 may also be provided with a movable accessory that can be operated by an actuator, etc., as a presentation device.

[0218] The upper door 12a is also provided with a display window 16. Behind the display window 16 (first display area 13a, described later), a reel unit is arranged so that a portion of the reel unit can be seen through the display window 16. The outer periphery of each of the reels 20a to 20c is divided into 20 frames (20 areas) at regular intervals, and one of multiple types of symbols is arranged in each frame. In other words, multiple types of symbols are arranged in a line on the outer periphery of each of the reels 20a to 20c. When each of the reels 20a to 20c stops, three symbols per reel (top, middle, and bottom symbols) are displayed through the display window 16. The display window 16 is also provided with upper, middle, and lower display positions for viewing the symbols on each of the reels 20a to 20c, and a winning line is set by combining the display positions of each of the reels 20a to 20c. In this embodiment, an active line is formed by the top row of the first reel 20a, the middle row of the second reel 20b, and the bottom row of the third reel 20c.

[0219] In this embodiment, the number of game values ​​required for one game (prescribed number, prescribed number of coins) is set to three, and when the prescribed number of game values ​​is inserted, the active line is activated. When the game starts, each of the reels 20a to 20c starts to spin, and an internal lottery is executed to determine whether any of the winning combinations will be a win or a miss (non-win). Next, when the reels 20a to 20c stop, if a symbol combination corresponding to the winning combination selected in the internal lottery is displayed on the active line, this winning combination will be a win, and a process (winning process) corresponding to the winning combination will be executed. In other words, when the reels 20a to 20c stop, the symbol combination displayed through the display window 16 indicates whether or not the winning combination has been selected. The active line can be said to be a line for determining whether or not a winning combination has been selected.

[0220] The liquid crystal display 13 is disposed in front of the reel unit including the reels 20a to 20c. The liquid crystal display 13 can execute effects by displaying predetermined displays (display objects) on its display surface (display area). Display objects (objects) refer to, for example, people, animals, vehicles, buildings, natural objects (e.g., rocks, trees, etc.), characters, backgrounds, patterns, designs, and other things (images) displayed on the liquid crystal display 13. The liquid crystal display 13 has, as its display areas, an off-reel display area (second display area 13b) that does not overlap with the reels 20a to 20c when viewed from the front (front), and a pre-reel display area (first display area 13a) that overlaps with the reels 20a to 20c when viewed from the front (front). The second display area 13b is formed to surround the first display area 13a. The liquid crystal display 13 is a transmissive liquid crystal display, and is configured to allow components behind the first display area 13a (transmissive area) to be visible. The first display area 13a has multiple states, including a transparent state and a state in which display objects (effect images) are displayed (transmissive display state). When the first display area 13a is in a transparent state, the symbols on the reels 20a to 20c are visible. When the first display area 13a displays display objects (effect images), effect images are displayed in front of the reels 20a to 20c. Note that the state in which the first display area 13a displays display objects may include a state in which the symbols on the reels 20a to 20c are visible (easy to see) and a state in which they are invisible (difficult to see). In this way, the first display area 13a is an area in which the symbols on the reels 20a to 20c are visible and an image for effect can be displayed. In FIG. 26, the first display area 13a is made up of three divided areas (areas divided for each reel), but this is not limited to this and it may also be a single horizontally long rectangular area.

[0221] The second display area 13b is the display area of ​​the liquid crystal display 13 excluding the first display area 13a. The second display area 13b can display images for effects. It is also possible to display a single unified image across the second display area 13b and the first display area 13a. The second display area 13b is not transparent and does not allow the components behind it to be visible through it. The liquid crystal display 13 does not have to be a transmissive liquid crystal display, and the reels 20a to 20c do not have to be visible through the liquid crystal display 13 (first display area 13a). In other words, the display window 16 may be a transparent panel (a panel that cannot display display objects), and the reels 20a to 20c may be visible through the display window 16.

[0222] As shown in Fig. 27, the following symbols are arranged on the outer periphery of each of the reels 20a to 20c: a bell symbol BL, a replay symbol "RP", a cherry symbol "CH", a watermelon symbol "WM", a special symbol A "SPA", a special symbol B "SPB", a blank symbol "BK", a white bar symbol "white BAR", a black bar symbol "black BAR", and a red 7 symbol "red 7". Each symbol on each of the reels 20a to 20c is assigned a symbol number 0 to 19.

[0223] Although not shown in Figure 26, a game information display unit is provided below the display window 16. The game information display unit is made up of LEDs, lamps, 7-segment displays, etc., and displays various game information such as the number of game values ​​paid out in one game, error information, etc. The game information display unit is equipped with a first main display, a second main display, and a sub-display. The game information display unit may also be equipped with a favorable zone indicator.

[0224] The lower door 12b (the operation unit installation stand) is provided with a bet button 23 that is operated when betting (inserting) game value, a start lever 24 (game start operation means) that is operated when starting a game, a stop button 26 (stop operation means) (stop buttons 26a, 26b, 26c) that is operated when stopping the spinning reels, an effect button 25 (effect operation means) that is operated when progressing an effect, etc. Note that the bet buttons 23 may be provided as a MAX bet button (first bet button) that is operated when betting three coins (prescribed number) of game value, and a 1 bet button (second bet button) that is operated when betting one coin of game value.

[0225] The effect button 25 (effect operation means) is operated when progressing an effect (changing the mode of the effect), etc. The effect button 25 is configured to be pressable, and when pressed, the mode of the effect image displayed on the liquid crystal display 13, for example, changes. By providing the effect button 25 and enabling its operation at a predetermined timing, it is possible to heighten the player's sense of participation in the game and increase the player's interest in the game. For example, the effect button 25 becomes operable during the execution of an effect that gives the player hope of transitioning to an advantageous state, and an image (PUSH image) instructing the operation is displayed on the liquid crystal display 13 (PUSH effect). Then, when the effect button 25 is operated, the result of the game (for example, whether or not a transition to an advantageous state will occur) is notified. Note that the effect button 25 is not limited to a button-shaped button, but may be a lever-shaped button or the like, as long as it is configured to detect the player's operation.

[0226] In addition, a door key cylinder 69 is provided on the lower door 12b. The lower door 12b (front door 12) can be unlocked by inserting a door key into the door key cylinder 69. Specifically, the lower door 12b can be unlocked by rotating (twisting) the door key inserted into the door key cylinder 69 clockwise from its initial position. Note that an error may be cleared by rotating (twisting) the door key inserted into the door key cylinder 69 counterclockwise from its initial position.

[0227] Furthermore, the lower door 12b is provided with a lower panel 91. A light source (LED) for illumination is provided on the rear side of the lower panel 91, and the lower panel 91 is illuminated from behind by light emitted from this light source.

[0228] As shown in FIG. 28, a dedicated unit 200 (game value lending device, game medal lending device) is provided on the side (right side) of the gaming machine 10 as a device for lending game value. The front of the dedicated unit 200 is provided with a bill insertion slot 201 into which bills can be inserted, a card insertion / ejection slot 202 into which a card (game value management medium) can be inserted / ejected, a lending button 203 (lending operation means), a replay button 204 (lending operation means), and a card return button 205. The card is used to manage the number of game values ​​owned by the player. In other words, the number of game values ​​owned by the player can be ascertained by the card. The card may also be capable of storing a prepaid balance. In addition, the management of the number of play values ​​by card may be performed by storing the number of play values ​​on the card itself, or by storing the number of play values ​​in a designated management device installed in an amusement facility, etc., and linking the number of play values ​​stored in the management device, etc. with identification information stored on the card (such as the player's ID or an identification number unique to each card).

[0229] In the dedicated unit 200, an operation (pressing operation) on the lending button 203 is accepted as a lending operation (game value transfer operation) for transferring game value to the gaming machine 10. When the lending button 203 is pressed, a predetermined number (for example, 50 coins) of game value is credited to the gaming machine 10 by consuming a stored value stored as a prepaid balance on a bill or card inserted into the bill insertion slot 201. In addition, in the dedicated unit 200, an operation (pressing operation) on the replay button 204 is accepted as a lending operation (game value transfer operation) for transferring game value to the gaming machine 10. When the replay button 204 is pressed, a predetermined number (for example, 50 coins) of game value is credited to the gaming machine 10 by consuming game value owned by the player and managed by a card (game value linked to the card). In other words, in this embodiment, an operation on the lending button 203 or the replay button 204 as a lending operation means is accepted as a lending operation (a game value transfer operation), and based on the lending operation, a predetermined amount of game value is transferred (lent) from the dedicated unit 200 to the gaming machine 10.

[0230] As shown in FIG. 26, the lower door 12b is provided with a game medal number display device 211 (game value number display device, game value number indicator), a count button 212, and a settlement button 218. The game medal number display device 211 and the count button 212 are provided on the side (right side) of the lower door 12b. Based on the lending operation at the dedicated unit 200, in the gaming machine 10, a value equivalent to a predetermined number of game values ​​is set as credits (a value stored in the game value number storage area 66 (credit storage area) in the memory 58 in FIG. 29). The value stored in the game value number storage area 66 can also be referred to as the number of credits (a saved number, a possessed number). The number of credits (a number of game medals available for use in a game) is displayed on the game medal number display device 211. The game medal number display device 211 has a 5-digit (or 6-digit) 7-segment display, and the number of credits is displayed by the 7-segment display. In the gaming machine 10, the upper limit of the number of credits may be set, for example, within the range of values ​​that can be displayed on the gaming medal count display device 211. In the gaming machine 10, when the bet button 23 is operated in a state where gaming value is stored as credits, the gaming value stored as credits is set to an inserted state up to a specified number.

[0231] The game value number control means 55 (FIG. 29) controls the number of game values ​​stored in the game value number storage area 66. The game value number storage area 66 may be provided in the storage means 60 of the main control means 31, rather than in the storage means (memory 58) of the game value number control means 55. The game value number control means 55 increases the number of credits by a predetermined number when a predetermined combination (minor combination) is won and a predetermined number of game values ​​is awarded. Furthermore, when an operation to insert game values ​​(operation of the bet button 23) is performed at the start of a game, the game value number control means 55 decreases the number of credits by the number of game values ​​inserted. At this time, the game medal number display device 211 displays a value obtained by subtracting the number of bets from the number of possessed medals (number of credits).

[0232] Furthermore, the game value number control means 55 performs control to receive game value transferred from the dedicated unit 200 to the gaming machine 10. When game value is transferred from the dedicated unit 200 to the gaming machine 10, the game value number control means 55 increases the number of credits by the amount of game value to be transferred. Furthermore, the game value number control means 55 performs control to transfer game value from the gaming machine 10 to the dedicated unit 200. When game value is transferred from the gaming machine 10 to the dedicated unit 200, the game value number control means 55 decreases the number of credits by the amount of game value to be transferred. Furthermore, the game value number control means 55 displays the number of game value (number of credits) stored in credits on the game medal number display device 211, and changes the display content of the game medal number display device 211 according to the increase or decrease in the number of credits.

[0233] The counting button 212 is a button that is operated when transmitting (returning, transferring) information (credits) indicating a value equivalent to a predetermined number of credits (all or part of the number of credits) to the dedicated unit 200. The counting button 212 has a pressing portion (operation portion) that is formed to be pressable. When the player ends a game, for example, the credited game value can be transferred from the gaming machine 10 to the dedicated unit 200 based on an operation (pressing operation) on the counting button 212 as a counting operation (returning operation). Then, when an operation (pressing operation) is performed on the card return button 205 (FIG. 28) after the game value has been transferred to the dedicated unit 200, a card that allows the number of game value owned by the player to be known is ejected from the dedicated unit 200 (card insertion / ejection slot 202).

[0234] As described above, a predetermined number of gaming values ​​(game medals) is provided to the gaming machine 10 (the number of credits is added) based on the lending operation at the dedicated unit 200. Next, when the bet button 23 is operated, the gaming values ​​are set to an inserted state up to a specified number, and a value equivalent to the number of gaming values ​​(number of gaming medals) set to the inserted state is subtracted from the number of credits. In other words, the number of gaming values ​​displayed on the gaming medal number display device 211 decreases.

[0235] When a predetermined number of game values ​​are set to the inserted state, operation of the start lever 24 becomes valid, i.e., a state in which a game can be started. Next, when a game start operation is performed on the activated start lever 24, the rotation of each of the reels 20a-20c begins. Next, when the rotation speed of the reels increases to a predetermined speed and reaches a steady rotation state, operation of the stop buttons 26a-26c becomes valid. Next, when an activated stop button 26a-26c is operated, the rotation of the corresponding reel stops. Next, when the rotation of all the reels 20a-20c stops, a process is performed in which a predetermined number of game values ​​are awarded (added to credits) depending on the game result, or a process (replay process) is performed in which a game can be started again without newly consuming game values, and one game (one game) is ended. Furthermore, when the counting button 212 is operated, a predetermined number of credits (game medals) are transmitted (returned) to the dedicated unit 200. When a card return operation is performed in the dedicated unit 200, the card on which the predetermined information is stored is ejected from the dedicated unit 200.

[0236] When the settlement button 218 is operated (pressed) in a state in which game value is set to a deposited state (bet) in the gaming machine 10, the deposited game value is returned to credits. The settlement button 218 is a button that is operated when returning game value that has been deposited (set to a deposited state) by operating the bet button 23 to credits (the game value number storage area 66). In other words, a process (deposit return process) is executed in which the game value that has been set to a deposited state is returned to credits based on the operation of the settlement button 218. The deposit return process is a process in which the setting of the deposited state of the game value is canceled and a value equivalent to the number of game value that was set to the deposited state is added to the number of credits (the value stored in the game value number storage area 66). When the settlement button 218 is operated in a state in which game value that has been set to a deposited state exists, the game value is returned (returned) to credits based on this operation, and the number of game medals displayed on the game medal number display device 211 increases.

[0237] As shown in FIG. 28, the gaming machine 10 and the dedicated unit 200 are connected via a gaming ball etc. dispensing device connection terminal board 90. The gaming ball etc. dispensing device connection terminal board 90 is a connection terminal board for connecting the gaming machine 10 and the dedicated unit 200. The gaming machine 10 is equipped with a main control means 31 (main control board) that controls the progress of the game, a sub-control means 32 (sub-control board) that controls the presentation according to the progress of the game, a gaming value number control means 55 (gaming value number control board) that controls the number of gaming values, etc. In this embodiment, the gaming value number control means 55 is provided separately from the main control means 31, but the gaming value number control means 55 may be formed integrally with the main control means 31.

[0238] The main control means 31 is provided with a setting change key cylinder, a setting change button, etc. The setting change key cylinder and the setting change button may be provided in other parts, such as a power supply unit. The setting change key cylinder (setting key switch) has two states: an OFF state and an ON state. In other words, it is switchable between the OFF state and the ON state. The setting change key cylinder is formed so that a setting key can be inserted. The setting change key cylinder is initially in the OFF state. When the inserted setting key is rotated 90 degrees clockwise from the initial position, the state of the setting change key cylinder switches from the OFF state to the ON state. When the setting key is rotated 90 degrees counterclockwise from the position where the state of the setting change key cylinder is in the ON state to the initial position, the state switches from the ON state to the OFF state. The setting change button can also be pressed.

[0239] The main control means 31 receives input signals from input means such as the bet button 23, start lever 24, stop buttons 26a to 26c, performs various calculations to execute a game, and controls output means such as the reel unit based on the calculation results. The sub-control means 32 receives signals sent from the main control means 31 and input signals from input means such as the effect button 25, performs various calculations to execute effects, and controls effect devices such as the liquid crystal display 13 and speaker 14 based on the calculation results.

[0240] Furthermore, the main control means 31 and the sub-control means 32 are electrically connected, and various information (signals) such as information indicating the game status can be transmitted from the main control means 31 to the sub-control means 32, but information cannot be transmitted from the sub-control means 32 to the main control means 31. Furthermore, the functions of each board such as the main control means 31 and the sub-control means 32 are realized by hardware such as various processors (CPU, DSP, etc.), ICs, or information storage media such as ROM and RAM, or by software consisting of a predetermined program pre-stored in ROM, etc.

[0241] The main control means 31 includes a deposit acceptance means 40, a random number generation means 41, an internal lottery means 42 that performs an internal lottery to determine whether a winning combination is achieved, a reel control means 43 that controls the rotation of the reels, a winning determination means 44 that determines whether a winning combination has been achieved when all reels have stopped, a payout control means 45 (a game value granting means), a replay control means 46, a setting change means 47, an initialization means 48, a game status control means 49, an instruction function control means 51, a main effect control means 52, and a storage means 60 (a main storage means, a main memory). The storage means 60 includes a ROM and a RAM. The sub-control means 32 includes a sub-effect control means 70 and a sub-side storage means 72 (a sub-memory). The sub-side storage means 72 includes a ROM and a RAM.

[0242] The main effect control means 52 and the sub-effect control means 70 constitute the effect control means 100. The main effect control means 52 issues instructions to the sub-effect control means 70 based on the game status, the effect status, etc. Furthermore, the sub-effect control means 70 controls the effect devices using the effect data stored in the sub-side storage means 72 based on the information on the game status, the effect status, or information on whether or not to perform an instruction effect transmitted from the main effect control means 52. Note that the control performed by the main effect control means 52 described in this embodiment may be performed by the sub-effect control means 70, and the control performed by the sub-effect control means 70 may be performed by the main effect control means 52. Note that the control performed by the effect control means 100 described in this embodiment may be performed by the instruction function control means 51, and the control performed by the instruction function control means 51 may be performed by the effect control means 100.

[0243] The deposit acceptance means 40 accepts the deposit of gaming value for each game, and performs processing to validate a game start operation on the start lever 24 based on the deposit of a specified number of gaming values. When the bet button 23 is pressed with gaming value credited, the deposit acceptance means 40 sets the credited gaming value to a deposited state up to a specified number. In this embodiment, the first depression of the activated start lever 24 is accepted as a game start operation, and this operation triggers the start of rotation of the reels 20a to 20c, and a lottery such as an internal lottery is held.

[0244] Furthermore, the deposit acceptance means 40 controls so that the game value owned by the player is not newly set to a deposited state in the next game after the game in which the replay has won. Specifically, while the deposit of game value is being accepted, the deposit acceptance means 40 does not accept any operation on the bet button 23, so that the credited game value is not set to a deposited state even if the bet button 23 is pressed.

[0245] The random number generating means 41 generates random numbers for the lottery. The random numbers can be generated based on the count value of an increment counter (a counter that counts numbers so as to circulate within a predetermined count range), for example. In this embodiment, the term "random numbers" includes not only values ​​that are generated randomly in the mathematical sense, but also values ​​that are generated regularly but whose acquisition timing is irregular, and therefore can essentially function as random numbers.

[0246] The internal lottery means 42 performs an internal lottery using an internal lottery table when the activated start lever 24 is operated (i.e., when a game starts). The internal lottery table associates various winning combinations, including small combinations, replays, and bonuses, and losing combinations (non-winning combinations), with each of a plurality of random numbers (for example, 65,536 random numbers from 0 to 65,535), and a plurality of internal lottery tables are stored in an internal lottery table storage area 61 provided in the ROM of the storage means 60. In this embodiment, as will be described later, a normal in-game state, an RBB in-game state, and an RBB operating state can be set as the game state, and six setting values, from Setting 1 to Setting 6, can be set as the setting value, and the internal lottery means 42 selects an internal lottery table according to the game state and the setting value to perform an internal lottery. A small win is a winning combination that allows a player to receive a predetermined number of game values ​​according to the small win. A replay is a winning combination that allows a player to play again without consuming new game values ​​by winning (activating). When a replay is won, operation of the start lever 24 is enabled without consuming game values, and a state is established in which a game can be started by operating the start lever 24.

[0247] In the internal lottery, a random number value for the lottery is obtained from the random number generating means 41, and this random number value is compared with the internal lottery table to determine whether or not a winning combination has been achieved. The winning combination associated with the random number value is determined as a winning combination. Specifically, the internal lottery table is provided with a plurality of winning areas as shown in FIG. 30, and each random number value obtained from the random number generating means 41 is corresponding to one of the winning areas. The winning areas include winning areas that contain one or more winning combinations (associated with winning combinations), and winning areas that do not contain any winning combinations (associated with losing combinations). Each winning area contains a different combination of winning combinations. All winning combinations that belong to the winning areas associated with the random number value obtained from the random number generating means 41 are determined as winning combinations in the internal lottery. Hereinafter, when a combination that belongs to a winning area is achieved in the internal lottery, this will also be referred to as "the winning area is winning." When no winning combination is achieved, this will also be referred to as "the winning area 'non-winning' is winning."

[0248] As shown in Fig. 30, in this embodiment, small wins 1 to 46 are prepared as small wins. In addition, as winning areas including small wins, "small win ALL1", "small win ALL2", "batting order bell A1", "batting order bell A2", "batting order bell A3", "batting order bell A4", "batting order bell B1", "batting order bell B2", "batting order bell B3", "batting order bell B4", "batting order bell C1", "batting order bell C2", "batting order bell C3", "batting order bell C4", "batting order bell D1", "batting order bell D2", "batting order bell D3", "batting order bell D4", "batting order bell E1", "batting order bell E2", "batting order bell E3", "batting order bell E4", "batting order bell F1", "batting order bell F2" The available combinations are: ", Batting Order Bell F3, Batting Order Bell F4, "Common Bell," "Spill," "Watermelon," "Weak Cherry," "Strong Cherry," "Chance Eye A," "Chance Eye B," "Reach Eye A," "Reach Eye B," "Reach Eye C," "Reach Eye D," "Chance Eye C," "Common 1-1 Down C1," "Common 1-1 Down L2," "Common 1-1 Down C2," "Common 1-1 Down R2," "Common 1-2 Down LC2," "Common 1-2 Up CR2," "Common 1-2 Down CR2," "Common 1-2 Down LR," "Common 1-3 Up 2," and "Common 1-3 Down 2." Small Role 1 is an 11-coin combination that awards 11 coins of play value upon winning. Small Role 2 and Small Role 3 are 3-coin combinations that award 3 coins of play value upon winning. Small Roles 4 through 46 are 1-coin combinations that award 1 coin of play value upon winning.

[0249] In the following, the winning areas "Batting Order Bell A1", "Batting Order Bell A2", "Batting Order Bell A3", "Batting Order Bell A4", "Batting Order Bell B1", "Batting Order Bell B2", "Batting Order Bell B3", "Batting Order Bell B4", "Batting Order Bell C1", "Batting Order Bell C2", "Batting Order Bell C3", "Batting Order Bell C4", "Batting Order Bell D1", "Batting Order Bell D2", "Batting Order Bell D3", "Batting Order Bell D4", "Batting Order Bell E1", "Batting Order Bell E2", "Batting Order Bell E3", "Batting Order Bell E4", "Batting Order Bell F1", "Batting Order Bell F2", "Batting Order Bell F3" and "Batting Order Bell F4" may be collectively referred to as "Batting Order Bells". In addition, the winning areas "Batting Order Bell A1" to "Batting Order Bell A4" are collectively referred to as Batting Order Bell A, the winning areas "Batting Order Bell B1" to "Batting Order Bell B4" are collectively referred to as Batting Order Bell B, the winning areas "Batting Order Bell C1" to "Batting Order Bell C4" are collectively referred to as Batting Order Bell C, the winning areas "Batting Order Bell D1" to "Batting Order Bell D4" are collectively referred to as Batting Order Bell D, the winning areas "Batting Order Bell E1" to "Batting Order Bell E4" are collectively referred to as Batting Order Bell E, and the winning areas "Batting Order Bell F1" to "Batting Order Bell F4" are collectively referred to as Batting Order Bell F.

[0250] The winning area "Small Role ALL1" is a winning area where all small roles (small role 1 to small role 46) are overlapping and won. Also, the winning area "Small Role ALL2" is a winning area where small roles 1 to 28 and small roles 30 to 46 are overlapping and won. Also, the winning areas "Batting Order Bell A1" to "Batting Order Bell A4" are winning areas where one type of 11-piece role (small role 1) and multiple types of 1-piece roles are overlapping and won. Also, the winning areas "Batting Order Bell B1" to "Batting Order Bell B4" are winning areas where one type of 11-piece role (small role 1) and multiple types of 1-piece roles are overlapping and won. Also, the winning areas "Batting Order Bell C1" to "Batting Order Bell C4" are winning areas where one type of 11-piece role (small role 1) and multiple types of 1-piece roles are overlapping and won. In addition, the winning areas "Batting Order Bell D1" to "Batting Order Bell D4" are winning areas where one type of 11-coin role (small role 1) and multiple types of 1-coin roles overlap. In addition, the winning areas "Batting Order Bell E1" to "Batting Order Bell E4" are winning areas where one type of 11-coin role (small role 1) and multiple types of 1-coin roles overlap. In addition, the winning areas "Batting Order Bell F1" to "Batting Order Bell F4" are winning areas where one type of 11-coin role (small role 1) and multiple types of 1-coin roles overlap. In addition, the winning area "Common Bell" is a winning area where small role 3 (3-coin role) is won alone. In addition, the winning area "Spill Role" is a winning area where small role 2 (3-coin role) is won alone. In addition, the winning area "Watermelon" is a winning area where multiple types of 1-coin roles overlap. In addition, the winning area "Weak Cherry" is a winning area where small role 35 (1-piece role) is won alone. In addition, the winning area "Strong Cherry" is a winning area where multiple types of 1-piece roles are won overlapping. In addition, the winning area "Chance Eye A" is a winning area where small role 32 (1-piece role) is won alone. In addition, the winning area "Chance Eye B" is a winning area where multiple types of 1-piece roles are won overlapping. In addition, the winning area "Reach Eye A" is a winning area where multiple types of 1-piece roles are won overlapping. In addition, the winning area "Reach Eye B" is a winning area where multiple types of 1-piece roles are won overlapping.In addition, the winning area "Reach Eye C" is a winning area where multiple types of 1-coin roles overlap and are won. In addition, the winning area "Reach Eye D" is a winning area where multiple types of 1-coin roles overlap and are won. In addition, the winning area "Chance Eye C" is a winning area where multiple types of 1-coin roles overlap and are won. In addition, the winning area "Common 1 Coin 1 Down C1" is a winning area where multiple types of 1-coin roles overlap and are won. In addition, the winning area "Common 1 Coin 1 Down L2" is a winning area where multiple types of 1-coin roles overlap and are won. In addition, the winning area "Common 1 Coin 1 Down C2" is a winning area where multiple types of 1-coin roles overlap and are won. In addition, the winning area "Common 1 Coin 1 Down R2" is a winning area where multiple types of 1-coin roles overlap and are won. In addition, the winning area "Common 1 Coin 2 Down LC2" is a winning area where multiple types of 1-coin roles overlap and are won. In addition, the winning area "Common 1 coin 2 up CR2" is a winning area where multiple types of 1-coin roles overlap and are won. In addition, the winning area "Common 1 coin 2 down CR2" is a winning area where multiple types of 1-coin roles overlap and are won. In addition, the winning area "Common 1 coin 2 down LR" is a winning area where multiple types of 1-coin roles overlap and are won. In addition, the winning area "Common 1 coin 3 up 2" is a winning area where multiple types of 1-coin roles overlap and are won. In addition, the winning area "Common 1 coin 3 down 2" is a winning area where multiple types of 1-coin roles overlap and are won.

[0251] In addition, in this embodiment, Replay 1 to Replay 11 are prepared as replays. In addition, "Pattern Replay A" and "Pattern Replay B" are prepared as winning areas that include replays. The winning areas "Pattern Replay A" and "Pattern Replay B" are winning areas where multiple types of replays overlap and are won.

[0252] In this embodiment, a big bonus (RBB: special combination) is provided as a bonus. As a winning area associated with the bonus, a winning area "RBB" in which the big bonus is won alone is provided, and the winning areas "common 1 coin 1 down C1", "common 1 coin 1 down L2", "common 1 coin 1 down C2", "common 1 coin 1 down R2", "common 1 coin 2 down LC2", "common 1 coin 2 up CR2", "common 1 coin 2 down CR2", "common 1 coin 2 down LR", "common 1 coin 3 up 2", and "common 1 coin 3 down 2" are set so that the big bonus is won multiple times. In addition, in the winning areas "Common 1 coin 1 down C1," "Common 1 coin 1 down L2," "Common 1 coin 1 down C2," "Common 1 coin 1 down R2," "Common 1 coin 2 down LC2," "Common 1 coin 2 up CR2," "Common 1 coin 2 down CR2," "Common 1 coin 2 down LR," "Common 1 coin 3 up 2," and "Common 1 coin 3 down 2," if the game state is in the general state, the big bonus will be won multiple times, but if the game state is in the RBB internal state, the big bonus will not be won multiple times.

[0253] In this embodiment, a bonus is assumed to be a continuous operation device for a so-called first-class special bonus, but other bonuses may also be used. Other bonuses may also be installed. The installed bonuses may be set to be won independently, or may be set to be won in combination with a replay or small bonus.

[0254] In addition, a "no win" area is provided as a winning area associated with a losing win.

[0255] Each winning area is set to be winable or non-winable depending on the game state. In other words, the internal lottery means 42 selects an internal lottery table depending on the game state and performs an internal lottery, thereby changing the winning combination that can be won. In other words, in each game state, an internal lottery is performed using an internal lottery table in which the winning areas that can be won in each game state are included in the lottery targets.

[0256] In FIG. 30, whether or not each winning area can be won in each gaming state is indicated by a "◯" mark. In other words, the winning areas "Small Win ALL1" and "Small Win ALL2" are won when the game state is in the RBB operating state, and are not won in the general state or the RBB internal state. In addition, the winning areas are "Batting Order Bell A1" to "Batting Order Bell A4", "Batting Order Bell B1" to "Batting Order Bell B4", "Batting Order Bell C1" to "Batting Order Bell C4", "Batting Order Bell D1" to "Batting Order Bell D4", "Batting Order Bell E1" to "Batting Order Bell E4", "Batting Order Bell F1" to "Batting Order Bell F4", "Common Bell", "Spiller", "Watermelon", "Weak Cherry", "Strong Cherry", "Chance Eyes A", "Chance Eyes B", "Reach Eyes A", "Reach Eyes B", and "Reach Eyes "Chi-me C," "Reach-me D," "Chance-me C," "Common 1 coin 1 down C1," "Common 1 coin 1 down L2," "Common 1 coin 1 down C2," "Common 1 coin 1 down R2," "Common 1 coin 2 down LC2," "Common 1 coin 2 up CR2," "Common 1 coin 2 down CR2," "Common 1 coin 2 down LR," "Common 1 coin 3 up 2," and "Common 1 coin 3 down 2" are winning combinations when the game state is in the normal state or the RBB internal state, but are not winning combinations when the RBB is operating. In addition, the winning area "RBB" is won when the game state is in the normal state, and cannot be won when the RBB is inside or the RBB is operating.

[0257] In addition, in this embodiment, the probability of winning a small win is the same in the normal state and the RBB internal state. Also, in the RBB operating state, it is not possible to win a replay. In other words, in the normal state and the RBB internal state, the probability of winning a replay is higher than in the RBB operating state.

[0258] The internal lottery means 42 sets the winning flag corresponding to the winning combination from a non-winning state (OFF state) to a winning state (ON state) as a result of the internal lottery. In addition, when multiple winning combinations are won at the same time, the internal lottery means 42 sets the winning flag corresponding to each of the winning combinations from a non-winning state to a winning state. In addition, the setting information of the winning flag is stored in a winning flag storage area 62 provided in the RAM of the storage means 60.

[0259] Furthermore, there are two types of winning flags: a winning flag (carry-over flag) whose winning state can be carried over to the next game or thereafter until a win is achieved, and a winning flag (non-carry-over flag) whose winning state is not carried over to the next game or thereafter and is reset to a non-winning state regardless of whether a win is achieved or not (non-carry-over flag). A big bonus is a winning combination associated with a carry-over flag. A small bonus and a replay are also winning combinations associated with a non-carry-over flag. For example, when a big bonus is won in the internal lottery, the internal lottery means 42 carries over the winning state of the big bonus winning flag until the big bonus is won. At this time, the internal lottery means 42 also carries out an internal lottery to determine whether a small bonus and a replay are won or not, even in a game in which the winning state of the big bonus winning flag is carried over. That is, when a small bonus or a replay is won in a game in which the winning state of the big bonus winning flag is carried over, the internal lottery means 42 sets winning flags corresponding to two or more types of combinations, namely, the winning flag of the big bonus already won and the winning flag of the small bonus or replay won in the internal lottery, to a winning state.

[0260] Furthermore, the gaming machine 10 is configured so that the winning probabilities of winning combinations differ depending on the setting values ​​for the six setting values ​​from setting 1 to setting 6. Specifically, when the setting is changed, the internal lottery table group consisting of multiple internal lottery tables selected according to the game state is changed to an internal lottery table group associated with each setting, and the winning probabilities of small combinations, replays, and bonuses change to a different internal lottery table group depending on the setting.

[0261] The setting change means 47 controls changing of the setting values ​​stored in the setting value storage area 63 provided in the RAM of the storage means 60. Specifically, when a setting change key is inserted into a setting change key cylinder provided inside the gaming machine 10 and the power of the gaming machine 10 is turned on with the setting change key (setting change key cylinder) rotated 90 degrees clockwise from the initial position, the setting change means 47 starts the gaming machine 10 in setting change mode. The setting value can be selected from six setting values, from Setting 1 to Setting 6. In this embodiment, the winning probability of the internal lottery is changed so that the expected value of the payout rate increases sequentially from Setting 1 to Setting 6. In the setting change mode, the setting change means 47 changes the setting value in the following order each time the setting change button provided inside the gaming machine 10 is pressed: Setting 1 → Setting 2 → Setting 3 →... Setting 6 → Setting 1 →... Each time the start lever 24 is pressed, the setting value is confirmed and stored in the setting value storage area 63. In addition, the setting change mode can be switched to the game mode by returning the setting change key inserted into the setting change key cylinder to its initial position. In this embodiment, in the setting change mode, the selected setting value is displayed on the first main display of the game information display unit. In this embodiment, the setting values ​​are expressed in the order of setting 1<setting 2<setting 3<setting 4<setting 5<setting 6.

[0262] Furthermore, when the power is turned on with the setting change key cylinder in the initial position, the gaming machine 10 is started in the gaming mode. In this embodiment, in the gaming mode, a game can be played but the setting values ​​cannot be changed, while in the setting change mode, the setting values ​​can be changed but the game cannot be played. The main control means 31 may also include a setting confirmation means (not shown). In the gaming mode with the power turned on, when a setting key is inserted into the setting change key cylinder and the setting key is rotated 90 degrees clockwise from the initial position, the setting confirmation means transitions the gaming machine (gaming machine 10) from the gaming mode to the setting confirmation mode and performs a process (setting notification process) to notify the current setting value via the LCD display 13, the game information display unit, etc. In the setting confirmation mode, an image (e.g., the words "setting reference in progress") is displayed on the LCD display 13 to indicate that the setting confirmation mode is active. In the setting confirmation mode, the first main indicator in the game information display unit displays the currently set setting value. In the setting confirmation mode, the current setting value can be viewed (announced), but it is not possible to play the game. Also, in the setting confirmation mode, the setting value can be viewed, but it is not possible to change the setting value.

[0263] When the setting value is changed, the initialization means 48 performs an initialization process to initialize at least a portion of the information stored in the RAM of the storage means 60. Specifically, when the setting value is changed, the initialization means 48 performs a process to return the game state, game interval, and presentation state (described below) to their initial states. That is, when the setting value is changed, the game state becomes a normal state, the game interval becomes a non-advantageous interval, and the presentation state becomes a non-advantageous interval presentation state, and these states become the same as when the power was first turned on after shipping from the factory. Furthermore, during the initialization process, the initialization means 48 also initializes information related to presentation stored in the RAM of the storage means 60. The sub-control means 32 also includes initialization means, and when a signal indicating that the setting value has been changed is transmitted from the main control means 31, the initialization means of the sub-control means 32 initializes information related to presentation stored in the RAM of the sub-side storage means 72. Note that the game state, game interval, and presentation state may not be returned to their initial states even when the setting value is changed.

[0264] The reel control means 43 starts the rotation of each reel 20a to 20c when the activated start lever 24 is operated (i.e., the start of a game) under the control of the main control means 31, and when the activated stop button 26a to 26c is operated, it controls the stopping of the reel corresponding to the operated stop button.

[0265] That is, each time one of the stop buttons 26a to 26c is operated, the reel control means 43 determines the stop position of the reel among the first reel 20a to the third reel 20c corresponding to the operated button, and controls the reel to stop at the determined stop position. In the gaming machine 10, when the stop button 26a is operated, the rotation of the first reel 20a is stopped, when the stop button 26b is operated, the rotation of the second reel 20b is stopped, and when the stop button 26c is operated, the rotation of the third reel 20c is stopped. Therefore, the stop order of the first reel 20a to the third reel 20c changes depending on the operation order (play order) of the stop buttons 26a to 26c.

[0266] In the following, regarding the order of stop operations (order of operation of stop buttons 26a to 26c), the order of a group of stop operations in which all stop buttons 26a to 26c are operated will be referred to as the "batting order." Furthermore, of the stop operations that make up the batting order, the first stop operation performed will be referred to as the "first stop operation," the second stop operation will be referred to as the "second stop operation," and the third stop operation will be referred to as the "third stop operation."

[0267] In the following description, the operation of the stop buttons 26a, 26b, 26c to stop the rotating reels in the order of the first reel 20a, the second reel 20b, and the third reel 20c will be referred to as "batting order 1," the operation of the stop buttons 26a, 26b, 26c to stop the rotating reels in the order of the first reel 20a, the third reel 20c, and the second reel 20b will be referred to as "batting order 2," and the operation of the stop buttons 26a, 26b, 26c to stop the rotating reels in the order of the second reel 20b, the first reel 20a, and the third reel 20c will be referred to as "batting order 3." ", and the operation of the stop buttons 26a, 26b, 26c that stop the rotating reels in the order of the second reel 20b, the third reel 20c, and the first reel 20a is referred to as "batting order 4." The operation of the stop buttons 26a, 26b, 26c that stop the rotating reels in the order of the third reel 20c, the first reel 20a, and the second reel 20b is referred to as "batting order 5." The operation of the stop buttons 26a, 26b, 26c that stop the rotating reels in the order of the third reel 20c, the second reel 20b, and the first reel 20a is referred to as "batting order 6." Furthermore, "batting order 1" and "batting order 2" are sometimes collectively referred to as "left push," "batting order 3" and "batting order 4" are collectively referred to as "center push," and "batting order 5" and "batting order 6" are sometimes collectively referred to as "right push." Furthermore, "center push" and "right push" are sometimes collectively referred to as "irregular push" (irregular hit). Furthermore, left push is sometimes referred to as the first operation mode in which stop button 26a is first operated to stop. Furthermore, irregular push is sometimes referred to as the second operation mode in which stop button 26b or stop button 26c is first operated to stop.

[0268] In this embodiment, the first reel 20a to the third reel 20c are stopped within 190 ms of the moment the stop button 26a to 26c is pressed. The reels can rotate a maximum of four frames (four symbols) from the moment the stop button 26a to 26c is pressed until the reels 20a to 20c stop. The reel control means 43 controls the reels 20a to 20c corresponding to the stop button 26a to 26c whose stop operation is performed to stop so that the symbols corresponding to the winning combination whose win flag is set to a winning state are displayed on the winning line when the symbols on the outer periphery of the reel 20a to 20c whose stop button 26a to 26c whose stop operation is performed are located within a range of 0 to 4 frames (a predetermined pull-in range) from the display position on the winning line at the time the stop operation is performed. In other words, the reel control means 43 stops the reels 20a to 20c corresponding to the stop button 26a to 26c for which the stop operation has been performed so that any one of the symbols from the symbol currently positioned on the pay line at the time the stop operation was performed to the symbol four symbols adjacent thereto is displayed on the pay line.

[0269] Furthermore, in the stop control when the stop buttons 26a to 26c are operated, the reel control means 43 stops each of the reels 20a to 20c so that a winning combination whose win flag is set to a winning state will be awarded. Specifically, when the win flag for one winning combination is set to a winning state, the reels 20a to 20c are stopped so that this winning combination will be awarded. Furthermore, when the win flags for multiple winning combinations are set to a winning state, the reels 20a to 20c are stopped according to the priority order set for each winning combination so that a predetermined winning combination will be awarded. In this embodiment, the priority order is set as "replay > small combination > bonus." The reel control means 43 stops the reels 20a to 20c so that the symbols constituting the symbol combination representing the winning mode of a winning combination with a higher priority are displayed on the pay line in priority to the symbols constituting the symbol combination representing the winning mode of a winning combination with a lower priority.

[0270] Furthermore, when multiple types of minor winning combinations are won in the internal lottery, there are two methods for determining the priority of the candidate stop positions: a method for determining the priority according to the number of symbol combinations that can be displayed on an active line (number priority control), and a method for determining the priority according to the amount of payout of game value (number priority control). When executing number priority control, which determines the priority of the candidate stop positions according to the number of symbol combinations that can be displayed on an active line, the priority of each candidate stop position is determined so that the priority is higher for the stop position (symbol) that has a larger number of symbol combinations that show winning forms that can be displayed on an active line. When executing number priority control, which determines the priority of the candidate stop positions according to the amount of payout of game value, the priority is determined so that the priority is higher for the stop position that has a larger payout amount of game value based on the payout of the minor winning combination corresponding to the symbol displayed at the display position on the active line (a stop position that can win a minor winning combination with a larger payout). In addition, when determining the priority of candidate stop positions according to the amount of payout of game value, if multiple minor winning combinations with the same payout are won, the priority of candidate stop positions that can win each minor winning combination will be treated as being the same.

[0271] Figure 31 shows the relationship between the manner of stopping operation and the winning role when the batting order bell is won in the RBB internal state. The batting order bell has a correct batting order and an incorrect batting order set.

[0272] Each winning area of ​​"Batting Order Bell A1" to "Batting Order Bell A4" (Batting Order Bell A) has one correct batting order and five incorrect batting orders. When each winning area of ​​"Batting Order Bell A1" to "Batting Order Bell A4" is won in the RBB internal state, if the operation is performed in the correct operation mode (specific operation mode), a correct small role (11-piece role) can be won, and if the operation is performed in an operation mode other than the correct operation mode (incorrect operation mode, failed operation mode), the correct small role (11-piece role) will not be won, and a 1-piece role (failed small role) can be won. The correct small role is a small role that can win a game value equal to or greater than the game value bet for one game. In addition, the 1-piece role is a small role that can win a game value less than the game value bet for one game.

[0273] When one of the winning areas "Batting Order Bell A1" to "Batting Order Bell A4" is selected in the RBB internal state, if the stop buttons 26a to 26c are pressed in the correct operation mode, the priority is determined so that the candidate stop position that can win an 11-coin combination has the highest priority, and if the stop buttons 26a to 26c are pressed in the incorrect operation mode, the priority is determined so that the candidate stop position that can win a 1-coin combination has the highest priority. When the stopping operation is performed in the correct operation mode (correct batting order), the winning areas "Batting Order Bell A1" to "Batting Order Bell A4" are designed to win an 11-coin combination (the reels 20a to 20c are designed to stop in a stop mode in which a symbol combination showing the winning form of an 11-coin combination is displayed on the active line). In addition, if the winning areas "Batting Order Bell A1" to "Batting Order Bell A4" are stopped in an incorrect operation mode (incorrect batting order), either a 1-piece role will be awarded or no role will be awarded.

[0274] The winning areas "Batting Order Bell A1" to "Batting Order Bell A4" have different batting orders set as the correct batting order. Also, the winning areas "Batting Order Bell A1" to "Batting Order Bell A4" have batting orders 3 to 6 set as the correct batting order, and batting orders 1 and 2 are not set as the correct batting order. The parenthesized content in Figure 31 indicates the winning rate of a 1-piece role when the stop operation is performed in that batting order. For example, the notation "1 piece (1 / 4)" indicates that there is a 1 / 4 probability that a 1-piece role will win, and a 3 / 4 probability that the 1-piece role will not win (the 1-piece role will not win).

[0275] Among the failure operation modes, when a stop operation is performed in the first failure operation mode in which reel 20a is stopped first, a 1-coin role (a small role in which a game value less than the game value bet for one game is paid out) is guaranteed to be won. Also, among the failure operation modes, when a stop operation is performed in the second failure operation mode in which reel 20b or reel 20c is stopped first, depending on the timing of the stop operation, there are cases in which a 1-coin role (a small role in which a game value less than the game value bet for one game is paid out) is won, and cases in which no role is won.

[0276] We will not repeat the explanation, but correct operation modes and incorrect operation modes are similarly set for the winning areas "Batting Order Bell B1" to "Batting Order Bell B4" (Batting Order Bell B), the winning areas "Batting Order Bell C1" to "Batting Order Bell C4" (Batting Order Bell C), the winning areas "Batting Order Bell D1" to "Batting Order Bell D4" (Batting Order Bell D), the winning areas "Batting Order Bell E1" to "Batting Order Bell E4" (Batting Order Bell E), and the winning areas "Batting Order Bell F1" to "Batting Order Bell F4" (Batting Order Bell F).

[0277] The winning determination means 44 is activated when the rotation of the reels 20a to 20c is stopped, and determines whether or not a winning combination has been achieved based on the stopping state of the reels 20a to 20c. Specifically, the symbol combination displayed (stopped) on the pay line when the reels 20a to 20c are stopped is compared with a winning determination table (not shown) stored in the ROM of the storage means 60. The winning form (the symbol combination that will win when stopped and displayed) of each winning combination is stored in the winning determination table, and the above-mentioned comparison determines whether or not a winning combination has been achieved and the type of winning combination that has been achieved. The correspondence between the symbol combination displayed on the pay line and the winning combination in this embodiment is shown in Figures 32 to 35. As shown in Figure 32, for example, if the watermelon symbol "WM" stops on the top row of reel 20a, the bell symbol "BL" stops on the middle row of reel 20b, and the replay symbol "RP" stops on the bottom row of reel 20c (if the bell symbols "BL" are lined up in a straight line on the middle row), small win 1 will be won.

[0278] When a winning combination is achieved, the main control means 31 executes a winning process corresponding to the winning combination that has been achieved. Specifically, the winning process involves a payout process (game value provision process) when a small combination is achieved, a replay process (replay process) when a replay is achieved (activated), and a process to transition the game state (game state transition control process) when a bonus is achieved (activated).

[0279] Here, the payout process (game value awarding process) is a process of awarding (paying out) a number of game values ​​determined based on a payout determined for each role when a small winning combination is achieved, and is performed by the payout control means 45. When a small winning combination is achieved, the payout control means 45 determines the number of game values ​​to be awarded based on a payout determined for each role, and awards the determined number of game values ​​to be awarded. Specifically, the payout control means 45 transmits information (payout information) indicating the determined number of game values ​​to be awarded to the game value number control means 55, and causes the game value number control means 55 to execute a credit addition process. Based on the received payout information, the game value number control means 55 performs a process (credit addition process) of adding the awarded number to the stored value (number of credits) in the game value number storage area 66.

[0280] In this embodiment, when small win 1 is won, 11 game values ​​are awarded, when small win 2 to small win 3 are won, 3 game values ​​are awarded, and when small win 4 to small win 46 are won, 1 game value is awarded. The 11-game role has a higher payout than the 3-game role and the 1-game role. The 1-game role has a lower payout than the 11-game role and the 3-game role. The 11-game role can be said to be a role that, when won, can acquire more game value than the game value bet for one game (a role in which the number of game values ​​awarded (payout) when won is greater than the number of game values ​​inserted to start a game). Furthermore, the 11-game role and the 3-game role can be said to be roles that, when won, can acquire more game value than the game value bet for one game. Furthermore, the 1-game role can be said to be a role that, when won, can acquire less game value than the game value bet for one game.

[0281] Furthermore, the replay process is a process in which, when a replay wins, the next game is set to the same game start standby state as the previous game without the need to insert game value, and is performed by the replay control means 46. When a replay wins, an automatic insertion process is performed in which the same number of game values ​​as those set to the insertion state in the previous game (the game in which the replay won) are automatically inserted, and the system waits for the next game start operation on the start lever 24 with an active line set corresponding to the number of game values ​​inserted by the automatic insertion process. Furthermore, when the automatic insertion process is performed, it is not possible to insert additional game value.

[0282] As shown in Fig. 36, the gaming state control means 49 performs a gaming state transition control process to transition the gaming state between the normal state, the RBB internal state (bonus established state), and the RBB operating state (bonus state). A single condition or multiple conditions may be defined as the gaming state transition condition. When multiple conditions are defined, the gaming state may be transitioned based on the establishment of one of the multiple predetermined conditions, or based on the establishment of multiple or all of the multiple predetermined conditions.

[0283] As described above, the internal lottery means 42 selects an internal lottery table according to the gaming state and performs an internal lottery. Specifically, in the normal state, the internal lottery is performed by referring to an internal lottery table in which the big bonus (RBB) is set as a lottery target. In the RBB internal state, the internal lottery is performed by referring to an internal lottery table in which the big bonus is excluded from the lottery targets. In the RBB operation state, the internal lottery is performed by referring to an internal lottery table in which the big bonus is excluded from the lottery targets.

[0284] The initial gaming state is the general state. In the general state, an internal lottery is performed by referring to an internal lottery table in which all winning areas except for the winning areas "Non-Win", "Small Win ALL1", and "Small Win ALL2" are set as the lottery targets. In addition, it is possible to transition from the general state to the RBB internal state. When a big bonus is won in the general state, the gaming state control means 49 transitions the gaming state to the RBB internal state.

[0285] The RBB internal state (first gaming state) is a gaming state to which the game state transitions when a big bonus (special role) is won in an internal lottery. In the RBB internal state, the internal lottery is performed by referring to an internal lottery table in which all winning areas except for the winning areas "Non-Win," "Small Role ALL1," "Small Role ALL2," and "RBB" are set as the lottery targets. Also, in the RBB internal state, the lottery flag corresponding to the big bonus is maintained in a winning state until the big bonus is won, and when a symbol combination indicating the winning form of the big bonus is displayed on the pay line, the gaming state control means 49 transitions the gaming state from the RBB internal state to the RBB operating state.

[0286] The RBB operating state (second gaming state) is a gaming state to which the game enters when a symbol combination indicating a big bonus winning mode is displayed on a pay line. In the RBB operating state, an internal lottery is performed by referring to an internal lottery table in which the winning areas "Small Win ALL1" and "Small Win ALL2" are set as the lottery targets. Furthermore, in the RBB operating state, the game state control means 49 determines whether a termination condition is met based on the total number of game values ​​awarded in the RBB operating state. If the number of game values ​​awarded exceeds a predetermined number, the game state control means 49 terminates the RBB operating state and transitions the gaming state to the normal state. In this embodiment, the termination condition for the RBB operating state is determined by the total number of game values ​​awarded. However, the termination condition may also be determined based on the number of games played in the RBB operating state, the number of small wins, etc. Furthermore, the termination condition for the RBB operating state may be determined so that the RBB operating state ends after one game.

[0287] As shown in FIG. 29 , the instruction function control means 51 includes a game zone control means 80, a presentation state control means 81, and a bonus granting means 82. The instruction function control means 51 performs processing related to the activation of an instruction function that assists in the winning of a specific winning combination in a favorable zone. When a predetermined winning combination is achieved, the instruction function control means 51 determines whether to perform an instruction presentation (batting order navigation presentation) that assists in the winning of this winning combination. Specifically, for example, when the batting order bell is achieved, the instruction function control means 51 determines whether to perform an instruction presentation that notifies the player of the correct batting order (correct operation mode) and assists in the winning of a predetermined winning combination (correct minor winning combination). When the instruction function control means 51 determines to perform an instruction presentation, the presentation control means 100 causes presentation devices such as the liquid crystal display 13 and the speaker 14 to execute the instruction presentation. When an instruction presentation is performed, a display (information) corresponding to the operation mode notified by the instruction presentation is also displayed on the 7-segment display of the game information display unit.

[0288] When the batting order bell is won in the AT performance state (described later) and it is decided to execute an instruction performance, the performance control means 100 can execute an instruction performance (batting order navigation performance) that notifies the player of the correct operation mode (correct batting order). In other words, when the batting order bell is won, the performance control means 100 can execute a batting order navigation performance that assists (prompts) the player to perform a stop operation in the correct operation mode (correct batting order).

[0289] The effect control means 100 displays the correct operation mode (correct batting order) on the liquid crystal display 13. As shown in FIG. 37, the effect control means 100 displays the number "1" at a position corresponding to the stop button 26 for the first stop operation in the correct batting order as a display prompting the first operation, displays the number "2" at a position corresponding to the stop button 26 for the second stop operation in the correct batting order as a display prompting the second operation, and displays the number "3" at a position corresponding to the stop button 26 for the third stop operation in the correct batting order as a display prompting the third operation. In FIG. 37, the winning area "Batting Order Bell A1" has been won, and it is announced that the stop operation in batting order 3 is the correct operation mode (correct batting order). If the stop operation is performed as announced in the batting order navigation effect (in the correct operation mode), an 11-piece combination will always be won.

[0290] As shown in FIG. 38, the gaming zone control means 80 performs a gaming zone transition control process that transitions the gaming zone between a non-advantageous zone and an advantageous zone depending on the progress of the game. The non-advantageous zone is a gaming zone that corresponds to the initial state among multiple types of gaming zones. In the non-advantageous zone, the bonus granting means 82 conducts a lottery for transition to an advantageous zone, and if the advantageous zone transition lottery is won, the gaming zone control means 80 transitions the gaming zone to an advantageous zone. When the gaming zone is set to a non-advantageous zone, instruction effects cannot be performed, and instruction effects can be performed only when the gaming zone is set to an advantageous zone. When the termination condition for the advantageous zone is met, the gaming zone control means 80 terminates the advantageous zone and transitions the gaming zone to a non-advantageous zone.

[0291] In the non-advantageous zone, the bonus granting means 82 conducts a lottery (advantageous zone transition lottery) to determine whether or not to transition to an advantageous zone at a predetermined opportunity. Specifically, the bonus granting means 82 conducts a lottery (advantageous zone transition lottery) to determine whether or not to transition to an advantageous zone based on the result of the internal lottery (winning a predetermined role (winning area)). Then, when the advantageous zone transition lottery is won, the game zone control means 80 transitions the game zone from the non-advantageous zone to the advantageous zone.

[0292] The game zone control means 80 performs an increment process, which adds "1" as a value corresponding to one game to the stored value of the advantageous zone game number counter 65 provided in the RAM of the storage means 60, triggered by the game start operation on the start lever 24 each time one game is played in the advantageous zone. Note that the game zone control means 80 does not add to the advantageous zone game number counter 65 in the non-advantageous zone. Also, at the time of transition from the non-advantageous zone to the advantageous zone, the stored value of the advantageous zone game number counter 65 is "0".

[0293] When the stored value of the advantageous zone play count counter 65 reaches a threshold value (upper limit) of "4000," the play zone control means 80 may determine that the advantageous zone end condition is met and transition the play zone from the advantageous zone to a non-advantageous zone. That is, the upper limit of the number of plays in the advantageous zone may be set to 4000, so that more than 4000 plays are not played consecutively in the advantageous zone. Note that the gaming machine of this embodiment is configured so that the advantageous zone end condition is not met when the number of plays in the advantageous zone reaches a predetermined number (4000).

[0294] The gaming interval control means 80 performs an update process in which, in a favorable interval, the stored value of the difference number counter 64 provided in the RAM of the storage means 60 is updated by the difference number of gaming values, subtracts a value corresponding to the number of gaming values ​​inserted in the game (for example, "3" if three gaming values ​​are inserted) from a value corresponding to the number of gaming values ​​awarded (for example, "11" if 11 gaming values ​​are awarded, and "0" if no winning combination is won and no gaming value is awarded), to obtain a calculation result of the difference number of gaming values ​​in the game, and adds this calculation result to the stored value of the difference number counter 64. Note that the gaming interval control means 80 does not add to the difference number counter 64 in a non-favorable interval. Also, at the time of transition from a non-favorable interval to a favorable interval, the stored value of the difference number counter 64 is "0". Then, when the stored value of the difference number counter 64 exceeds a threshold value (for example, "2400"), the gaming area control means 80 determines that the condition for ending the advantageous area is met, and transitions the gaming area from the advantageous area to the non-advantageous area.

[0295] The stored value of the difference number counter 64 is controlled so as not to fall below the initial value "0." For example, if the stored value of the difference number counter 64 at the start of a game is "2," and as a result of playing a game, no winning combination is achieved and no game value is paid out, the calculation result of the difference number in that game will be "-3." When the calculation result of the difference number is added (reflected) to the stored value of the difference number counter 64, it will fall below the initial value "0." However, the stored value of the difference number counter 64 after updating is counted and stopped with the initial value "0" as the lower limit. In this embodiment, an upper limit is set for the number of game values ​​that can be acquired in the advantageous zone, and "0" is used as the base. When the increase in game value from this base exceeds 2,400, the advantageous zone ends (the end condition of the advantageous zone is met). In addition, if a replay is won in a game, the game in which the replay was won may be treated as having had a payout of game value equivalent to the specified number of inputs for that game, and the difference in the number of coins may be calculated by treating the next game, which is provided free of charge due to the replay being won, as having had game value equivalent to the specified number of inputs for that game, even if no actual game value has been input, and the difference in the number of coins may be calculated by treating the next game, which is provided free of charge due to the replay being won, as having had game value equivalent to the specified number of inputs for that game,

[0296] The advantageous zone indicator is turned off in non-advantageous zones and turned on in advantageous zones. Note that the advantageous zone indicator does not need to be turned on at the same time as the transition to the advantageous zone, but only needs to be turned on before the first instruction performance is performed. Also, once it is turned on, it will not be turned off until the advantageous zone ends.

[0297] As shown in Fig. 38, the presentation state control means 81 performs a presentation state transition control process that transitions the presentation state between a plurality of presentation states, including a non-advantageous zone presentation state, a normal presentation state, and an AT presentation state. The presentation state transition condition may be a single condition or multiple conditions. When multiple conditions are defined, the presentation state may be transitioned when one of the multiple predetermined conditions is met, or when multiple or all of the multiple predetermined conditions are met.

[0298] (Non-advantageous zone performance state) The non-advantageous zone presentation state is a presentation state that corresponds to the initial state among multiple types of presentation states. In a non-advantageous zone, the presentation state control means 81 sets the presentation state to the non-advantageous zone presentation state. In a non-advantageous zone presentation state (non-advantageous zone), as described above, the bonus granting means 82 conducts a lottery for transition to an advantageous zone, and when the lottery for transition to an advantageous zone is won and a transition to an advantageous zone is determined, the presentation state control means 81 transitions the presentation state to the normal presentation state. The non-advantageous zone presentation state (non-advantageous zone) is a zone in which the batting order navigation presentation is not executed.

[0299] (Normal performance state) The normal presentation state is a presentation state that is basically transitioned to when an advantageous zone begins, and at the start of the advantageous zone, the probability of transitioning to the normal presentation state is set higher than the probability of transitioning to other presentation states. Also, in the normal presentation state, the batting order navigation presentation is executed less frequently than in the AT presentation state, and the batting order navigation presentation is executed almost infrequently or not at all (the expected value for acquiring gaming value is low). The low frequency of execution of the batting order navigation presentation may also include the case where the batting order navigation presentation is not executed at all.

[0300] In the normal presentation state, the bonus granting means 82 grants the right to transition to the AT presentation state based on the establishment of a predetermined condition (AT granting condition). The bonus granting means 82 determines that the AT granting condition is established based on the achievement of a specific result in an internal lottery in the normal presentation state, and grants the right to transition to the AT presentation state. Here, "based on the achievement of a specific result in an internal lottery" may mean, for example, granting the right to transition to the AT presentation state when a specific winning area is won in the internal lottery, or granting the right to transition to the AT presentation state when a specific winning area is won in the internal lottery and a specific winning combination is achieved. Furthermore, "granting the right to transition to the AT presentation state if a specific winning area is won in the internal lottery (or if a specific winning area is won and a specific role is won)" may mean, for example, holding a lottery (AT lottery) to determine whether or not to transition to the AT presentation state if a specific winning area is won (or if a specific winning area is won and a specific role is won), and granting the right to transition to the AT presentation state depending on the result of the AT lottery (in other words, if the AT lottery is won), or it may mean granting the right to transition to the AT presentation state without holding an AT lottery.

[0301] For example, an upper limit (so-called ceiling) may be set on the number of times of play in the normal presentation state, and the bonus granting means 82 may determine that the AT granting condition is met when a predetermined number of games (for example, 999 times) have been played in the normal presentation state, and grant the right to transition to the AT presentation state. When the right to transition to the AT presentation state is granted, the presentation state control means 81 transitions the presentation state to the AT presentation state.

[0302] (AT performance status) In the AT presentation state (instruction presentation state), the instruction function control means 51 can execute a batting order navigation presentation that notifies the player of the correct operation mode based on the winning of a predetermined winning area (batting order bell). When it is decided to execute the batting order navigation presentation, the presentation control means 100 executes the batting order navigation presentation. The presentation control means 100 causes presentation devices such as the LCD display 13 and the speaker 14 to execute the batting order navigation presentation, which notifies the player of the correct operation mode and assists in the winning of a predetermined role (correct minor role). When the stop buttons 26a to 26c are pressed in accordance with the correct operation mode notified in the batting order navigation presentation, the predetermined role (correct minor role) is won. In the AT presentation state, the batting order navigation presentation is executed more frequently than in the normal presentation state. Therefore, in the AT presentation state, the expected value for the increase in game value (expected value of payout rate) is higher than in the normal presentation state. The AT presentation state is more advantageous for the player than the normal presentation state. For this reason, the AT presentation state may also be called an "advantageous state (specific presentation state)."

[0303] In this embodiment, the AT presentation state consists of a first AT presentation state (high expected value presentation state) and a second AT presentation state (low expected value presentation state). The presentation state control means 81 transitions to the first AT presentation state at the start of the AT presentation state. The first AT presentation state and the second AT presentation state have different degrees of advantage. In this embodiment, the second AT presentation state has a lower degree of advantage than the first AT presentation state.

[0304] The first AT presentation state and the second AT presentation state have different expected values ​​(net increase) in the number of medals (game value) per game, with the first AT presentation state having a higher net increase than the second AT presentation state. In this embodiment, the net increase in the number of medals in the first AT presentation state is approximately four medals. The net increase in the number of medals is calculated by subtracting the expected number of medals inserted per game from the expected number of medals paid out per game. This calculation takes into account the winning of a replay, and the winning of a replay may be calculated, for example, as the payout of the same number of medals as the number inserted in that game, or may be calculated as the number inserted in the next game being "0."

[0305] In the second AT presentation state, the probability that the batting order navigation presentation will be executed when the batting order bell is won is lower than in the first AT presentation state (the batting order navigation presentation will be executed less frequently). A lower probability that the batting order navigation presentation will be executed when the batting order bell is won includes a case where the batting order navigation presentation is not executed at all even when the batting order bell is won. In this embodiment, the second AT presentation state is a section (period) in which the batting order navigation presentation is not executed even when the batting order bell is won. The second AT presentation state has a lower net increase in the number of medals than the first AT presentation state. In this embodiment, the second AT presentation state is a section in which the more games are played, the fewer medals there are. The second AT presentation state is a left-push recommended section (described later).

[0306] In the first AT state, where the batting order navigation effect can be executed, the player performs the stop operation according to the batting order navigation effect when the batting order navigation effect is executed. On the other hand, in the second AT state, where the batting order navigation effect is not executed, the player performs the stop operation by pressing the left button. When playing according to the specified playing method, the expected value of the payout rate in the second AT state is lower than the expected value of the payout rate in the first AT state.

[0307] The second AT presentation state does not have to be a left-press recommended zone. The second AT presentation state may not be a zone in which medals decrease, but may be a zone in which medals increase slightly (a slight increase zone). The batting order navigation effect may be executed when the batting order bell is won in the second AT presentation state. The probability of the batting order navigation effect being executed when the batting order bell is won in the second AT presentation state may be, for example, approximately half of the probability in the first AT presentation state. Furthermore, the net increase in medals may be the same in the first AT presentation state and the second AT presentation state (the probability of the batting order navigation effect being executed when the batting order bell is won may be the same), and the second AT presentation state may have a lower expected payout rate due to a smaller number of games played (number of games) than the first AT presentation state. Furthermore, as will be explained below, the first AT presentation state does not transition (fall) to the normal presentation state, while the second AT presentation state may transition (fall) to the normal presentation state. In this respect, too, the second AT presentation state may be less advantageous than the first AT presentation state.

[0308] The continuation of the first AT presentation state is managed based on the stored value of a first AT end determination counter 67 provided in the RAM of the storage means 60. The instruction function control means 51 determines the value to be set in the first AT end determination counter 67 when the presentation state transitions to the first AT presentation state. In other words, the instruction function control means 51 increases the stored value of the first AT end determination counter 67 when the presentation state transitions to the first AT presentation state. In yet other words, the instruction function control means 51 sets a value related to the duration of the first AT presentation state in the first AT end determination counter 67 when the presentation state transitions to the first AT presentation state.

[0309] The instruction function control means 51 decreases the stored value of the first AT end determination counter 67 in accordance with the progress of the game in the first AT presentation state. When the stored value of the first AT end determination counter 67 reaches the threshold value "0" in the first AT presentation state, the presentation state control means 81 determines that the termination condition of the first AT presentation state is met, and ends the first AT presentation state and transitions to the second AT presentation state. In this embodiment, when the first AT presentation state ends, a transition to the second AT presentation state occurs.

[0310] When transitioning to the first AT presentation state, the instruction function control means 51 sets the first AT end determination counter 67 to a value (30 in this embodiment) corresponding to the number of plays that can be played in the first AT presentation state. Note that this value may be determined by lottery. The instruction function control means 51 performs a process of subtracting a value (1) corresponding to one play from the stored value of the first AT end determination counter 67 each time a play is played in the first AT presentation state. When the stored value of the first AT end determination counter 67 reaches the threshold value "0" in the first AT presentation state, the presentation state control means 81 determines that the termination condition for the first AT presentation state is met and terminates the first AT presentation state.

[0311] In the first AT presentation state, the presentation control means 100 can display on the liquid crystal display 13 (at the top left of the screen) a display (remaining number of times display) corresponding to the stored value of the first AT end determination counter 67. The remaining number of times display starts from, for example, "0 / 30G" and the numerator value increases by 1 each time a game is played (see Figure 40(a)).

[0312] The stored value of the first AT end determination counter 67 may represent, for example, the number of game values ​​that can be acquired in the first AT presentation state, the number of sets of executable first AT presentation states (number of first AT sets), or the number of batting order navigation presentations that can be executed in the first AT presentation state (number of navigations). In other words, when the first AT presentation state starts, the number of game values ​​that can be acquired, the number of first AT sets, the number of navigations, etc. are set in the first AT end determination counter 67, and the stored value of the first AT end determination counter 67 is updated (decreased) at a predetermined opportunity, such as each time game values ​​are awarded in the first AT presentation state, each time one set of the first AT presentation state is executed, or each time the batting order navigation presentation is executed, and the first AT presentation state is terminated when the stored value of the first AT end determination counter 67 reaches the threshold value "0." The "number of game values ​​that can be acquired" is the difference in number of coins, but it may also be the number of payouts.

[0313] In addition, the bonus granting means 82 may perform a lottery (additional lottery) at a predetermined opportunity in the first AT effect state to determine whether or not to increase the stored value of the first AT end determination counter 67 (determine whether or not to increase the duration of the first AT effect state). The bonus granting means 82 may increase the stored value of the first AT end determination counter 67 based on the result of the additional lottery (based on winning the additional lottery).

[0314] In the second AT presentation state, the bonus granting means 82 conducts a lottery (pull-back lottery) to determine whether or not to transition to the first AT presentation state (pull-back) based on the result of an internal lottery (for example, based on winning a predetermined role (winning area)). The bonus granting means 82 grants the right to transition to the first AT presentation state based on winning the pull-back lottery, and the presentation state control means 81 transitions the presentation state to the first AT presentation state based on the grant. Furthermore, if the termination condition for the second AT presentation state is met without winning the pull-back lottery, the presentation state control means 81 terminates the second AT presentation state and transitions to the normal presentation state.

[0315] In this embodiment, the continuation of the second AT presentation state is managed based on the stored value of a second AT end determination counter 68 provided in the RAM of the storage means 60. The instruction function control means 51 determines the value to be set in the second AT end determination counter 68 when the presentation state transitions to the second AT presentation state. In other words, the instruction function control means 51 increases the stored value of the second AT end determination counter 68 when the presentation state transitions to the second AT presentation state. In yet other words, the instruction function control means 51 sets a value related to the duration of the second AT presentation state in the second AT end determination counter 68 when the presentation state transitions to the second AT presentation state.

[0316] The instruction function control means 51 decreases the stored value of the second AT end determination counter 68 in accordance with the progress of the game in the second AT presentation state. When the stored value of the second AT end determination counter 68 reaches the threshold value "0" in the second AT presentation state, the presentation state control means 81 determines that the termination condition of the second AT presentation state is met, and ends the second AT presentation state and transitions to the normal presentation state.

[0317] When transitioning to the second AT presentation state, the instruction function control means 51 sets the second AT end determination counter 68 to a value (30 in this embodiment) corresponding to the number of plays that can be played in the second AT presentation state. Note that this value may be determined by lottery. The instruction function control means 51 performs a process of subtracting a value (1) corresponding to one play from the stored value of the second AT end determination counter 68 each time a play is played in the second AT presentation state. When the stored value of the second AT end determination counter 68 reaches the threshold value "0" in the second AT presentation state, the presentation state control means 81 determines that the termination condition for the second AT presentation state is met and terminates the second AT presentation state.

[0318] The presentation control means 100 can display a display (remaining number of times display) corresponding to the stored value of the second AT end determination counter 68 on the liquid crystal display 13 (upper left of the screen) in the second AT presentation state. The remaining number of times display starts, for example, from "30G remaining" and decreases by one each time a game is played.

[0319] The stored value of the second AT end determination counter 68 may represent, for example, the number of game values ​​that can be acquired in the second AT presentation state, the number of sets of executable second AT presentation states (number of second AT sets), or the number of batting order navigation presentations that can be executed in the second AT presentation state (number of navigations). In other words, when the second AT presentation state starts, the number of game values ​​that can be acquired, the number of second AT sets, the number of navigations, etc. are set in the second AT end determination counter 68, and the stored value of the second AT end determination counter 68 is updated (decreased) at a predetermined opportunity, such as each time game values ​​are awarded in the second AT presentation state, each time one set of the second AT presentation state is executed, or each time the batting order navigation presentation is executed, and the second AT presentation state is terminated when the stored value of the second AT end determination counter 68 reaches the threshold value "0." The "number of game values ​​that can be acquired" is the difference in number of coins, but it may also be the number of payouts.

[0320] If the condition for terminating the second AT presentation state is met without winning the retraction lottery, the presentation state control means 81 terminates the second AT presentation state and transitions to a normal presentation state. Note that there may be cases where the presentation state transitions to a non-advantageous section presentation state (non-advantageous section) based on the termination of the second AT presentation state.

[0321] In the gaming machine of this embodiment, there is no transition from the first AT presentation state to the normal presentation state, but there is a transition from the second AT presentation state to the normal presentation state. The second AT presentation state is an interval that determines whether to transition to the first AT presentation state (pull back) or to the normal presentation state (fall). In the second AT presentation state, the player can play the game while hoping to transition back to the first AT presentation state.

[0322] In this embodiment, a direct transition from a non-advantageous zone presentation state to an AT presentation state (first AT presentation state) may occur. For example, in the advantageous zone transition lottery, rather than simply determining whether or not to transition to an advantageous zone (normal presentation state), a lottery may be held to determine whether the presentation state will transition to an AT presentation state (first AT presentation state), a normal presentation state, or whether or not to remain in the non-advantageous zone presentation state. In other words, the AT lottery may be held in the non-advantageous zone presentation state.

[0323] Furthermore, the AT presentation state may be set according to the gaming state to which the transition is made based on winning a bonus or winning a prize. For example, transition to the AT presentation state may be possible when the gaming state is in the RBB internal state, and transition to the AT presentation state may be impossible in the general state or the RBB operating state. In other words, in the general state or the RBB operating state, for example, the right to transition to the AT presentation state may not be granted (the AT lottery may not be held), or even if the right to transition to the AT presentation state is granted, the AT presentation state may not be transitioned to (even if the AT lottery is won, the AT presentation state may not be transitioned to).

[0324] Also, if a bonus is won when the presentation state is the AT presentation state and the game state is in the RBB internal state, the AT presentation state may be suspended until the game transitions back to the RBB internal state after the RBB operating state, which is transitioned to by winning this bonus, ends and the game transitions back to the RBB internal state via the general internal state. In other words, the instruction presentation (batting order navigation presentation) may be stopped when a bonus is won, and the batting order navigation presentation may be resumed when the game transitions back to the RBB internal state.

[0325] When the advantageous zone ends and the game zone transitions to a non-advantageous zone, the instruction function control means 51 performs an instruction function information initialization process to initialize information stored in the RAM of the storage means 60 as information related to the instruction function. Specifically, the instruction function control means 51 initializes the stored value of the advantageous zone game count counter 65, the stored value of the difference number counter 64, the flag (lottery result) related to the lottery related to the instruction function, the stored value of the first AT end judgment counter 67, the stored value of the second AT end judgment counter 68, etc. In other words, information related to the instruction function is not carried over across multiple advantageous zones. In addition, when the initialization means 48 performs the above-mentioned initialization process when the setting value is changed, the information related to the instruction function (instruction performance) shown here is also initialized.

[0326] As shown in FIG. 29, the sub-control means 32 includes a performance sub-control means 70 and a sub-memory 72 (sub-storage means). The performance sub-control means 70 controls performances using the LCD display 13, the speaker 14, and the lamps 38 based on performance data stored in the sub-memory 72. For example, the sub-control means 70 controls the execution of performances to liven up the game or assist the game according to the progress of the game, by lighting or blinking the lamps 38, changing the display content of the LCD display 13, or outputting sounds from the speaker 14 in response to the insertion of gaming value, the operation of the bet button 23, the start lever 24, or the stop buttons 26a-26c, or the occurrence of game events such as changes in the game status. The sub-control means 32 mainly controls performances during game play, standby, etc.

[0327] The content of the effects executed in a game is determined using information (effect lottery table) stored in the sub-memory 72 in response to commands (information) sent from the main control means 31 in response to the game status, effect status, and internal lottery results, etc. In this embodiment, image data stored in the ROM of the sub-memory 72 is read into an image buffer provided in the sub-memory 72, and an image based on the image data read into the image buffer is output (displayed) on the liquid crystal display 13. In addition, sound data stored in the ROM of the sub-memory 72 is read into a sound buffer provided in the sub-memory 72, and sound based on the sound data read into the sound buffer is output from the speaker 14.

[0328] The displayed object displayed on the liquid crystal display 13 is a composite image formed by overlapping multiple layers in which drawing materials (material images) are arranged. Figure 39 is a diagram showing the concept of layers in which material images corresponding to each effect are arranged. The effect screen displayed on the liquid crystal display 13 is made up of, for example, 30 frames (hereinafter referred to as frames) per second (a so-called frame rate of 30 fps). Therefore, in the case of an effect pattern having a length of, for example, one minute, the effect screen is made up of a total of 1,800 frames, i.e., 60 seconds x 30 frames. Figure 39 shows the layer structure that makes up one frame, which is the smallest unit.

[0329] Each frame is essentially a composite image in which multiple material images are superimposed. N virtual transparent layers exist within each frame, and various material images are placed on each layer. Priorities are assigned to the individual material images to be superimposed, with material images with lower priorities being placed on lower layers and material images with higher priorities being placed on higher layers. While the composite image for each frame can be constructed by placing material images on all N layers, the number of material images constituting each composite image varies depending on the content of the performance, and the composite image is not necessarily constructed by placing material images on all N layers. Furthermore, when the material images that make up the composite image are placed, the layers are not necessarily used from the bottom up without any vacant numbers; rather, layers are used taking into account the efficiency of the frame image composition process, and therefore, unused layers may occur in the middle.

[0330] When drawing one frame, the material images are drawn one by one in the corresponding layer, starting with the lowest priority. For example, if one frame is composed of five material images, the material image with the lowest priority (fifth priority) is first arranged in the lowest layer and drawn at a predetermined position. Next, the material image with the second lowest priority (fourth priority) is arranged in a layer higher than the layer on which the material image with the fifth priority is drawn and drawn at a predetermined position. In this way, the material images are drawn one after another according to priority, and finally, the material image with the highest priority (first priority) is arranged in a layer higher than the layer on which the material image with the second priority is drawn and drawn at a predetermined position. When all the material images have been drawn in each layer, a composite image of these layers viewed from the upper side (front side) is displayed on the liquid crystal display 13 as a composite image corresponding to the frame. In other words, when the composite image is viewed on the liquid crystal display 13, the material images arranged in the lower layers are covered by the material images arranged in the higher layers. In other words, the higher the layer, the higher the display priority on the liquid crystal display 13.

[0331] The drawing process for each composite image is performed using a frame buffer, which is an area in the VRAM of the sub-memory 72. Drawing a new material image on a higher layer means drawing the new material image on top of the image buffered in the frame buffer. The material images that make up a frame are drawn in the frame buffer in order from lowest priority, and when all material images have been drawn, the completed composite image on the frame buffer is displayed on the liquid crystal display 13 as the image (display) of that frame. The material images are stored in the material image storage area (ROM) of the sub-memory 72. A material image with a lower priority may be partially or completely invisible because a material image with a higher priority is drawn on top of it.

[0332] It should be noted that one material image may be arranged on one layer, or multiple material images may be arranged on one layer.

[0333] When a predetermined effect is executed, the performance control means 100 arranges a predetermined image (material image) on a predetermined layer and displays the display object on the liquid crystal display 13. The "arrangement" here can also be said to mean that when displaying on the liquid crystal display 13, drawing is performed using the corresponding layer.

[0334] In this embodiment, in the internal bonus state, regardless of the result of the internal lottery (and regardless of the mode of the stop operation), the stop control of the reels 20a to 20c is executed so that the symbol combination indicating the winning form of the big bonus (RBB) is not displayed on the pay line. That is, in this embodiment, once the gaming state is set to the internal bonus state, the game is basically continued in the internal bonus state thereafter (the game is basically played in the internal bonus state). The following explanation is based on the assumption that the gaming state is basically the internal RBB state.

[0335] The main control means 31 (payout control means 45) executes a process (payout process) of awarding game value based on the winning of a small winning combination. Furthermore, the main control means 31 transmits information (payout information) indicating the number of payouts (number of game value to be awarded) to the sub-control means 32 based on the execution of the payout process. Furthermore, the main control means 31 (input receiving means 40) transmits information (input information) indicating the number of inputs (number of bets) based on the input (bet) of game value to the sub-control means 32.

[0336] As shown in Figure 29, the sub-memory 72 of the sub-control means 32 is provided with an acquired coin number counter 79. The presentation control means 100 (sub-control means 32) updates the stored value of the acquired coin number counter 79 based on the payout information and insertion information received from the main control means 31, and manages the total game value (acquired number of coins, accumulated number of coins) acquired by the player in the AT presentation state. The acquired coin number counter 79 can be said to be a counter that manages the number of game values ​​acquired by the player in the AT presentation state. The stored value of the acquired coin number counter 79 is controlled to be "0" at the start of the AT presentation state (first AT presentation state).

[0337] In the AT presentation state, the presentation control means 100 updates the stored value of the acquired coin counter 79 in accordance with the progress of the game. That is, the presentation control means 100 increases or decreases the stored value of the acquired coin counter 79 based on the received payout information and deposit information. The presentation control means 100 adds the value indicated by the received payout information to the stored value, and subtracts the value indicated by the received deposit information from the stored value. Note that when a replay wins, an automatic deposit process is performed, but when the received deposit information relates to automatic deposit, the stored value is not subtracted.

[0338] In the AT presentation state (at least the first AT presentation state), the presentation control means 100 can display the first display S1 (number of coins acquired display) corresponding to the number of coins acquired counter 79 on the liquid crystal display 13 (top right of the screen). When the value of the number of coins acquired counter 79 is "995", the presentation control means 100 can display the first display S1 saying "995 coins" as shown in Figure 40(a).

[0339] In the first AT performance state, the performance control means 100 decreases the value of the number of winning coins counter 79 and decreases the first display S1 (decreases the first display by "3") based on the specified number of game values ​​being inserted (the bet button 23 being pressed) and the game start operation (operation of the start lever 24) being performed. Furthermore, if a small combination is won in the game, the performance control means 100 adds the payout for the small combination to the number of winning coins counter 79 and increases the first display S1. In this embodiment, the performance that increases the first display S1 is called the first performance. Furthermore, if the batting order bell is won in the game, the performance control means 100 executes a batting order navigation performance (Fig. 37).

[0340] (1st performance) When a stop operation is performed in the correct batting order in the game and a minor role 1 (specific role, 11-piece role) that pays out a specific number (11 pieces) of game value is won, the effect control means 100 executes a first effect based on the winning of minor role 1. The first effect based on the winning of minor role 1 can be said to be an effect in which the first display S1, which indicates the number of game values ​​won by the player in the AT effect state, is increased (counted up) based on the specific number (11 pieces). The effect control means 100 adds the specific number "11" to the won piece number counter 79 and increases the first display S1.

[0341] The first display S1 increases by gradually increasing (counting up) the number from the current value to a value obtained by adding a specific number (11) to the current value. In this embodiment, the number in the first display S1 increases by 1, but this is not limiting, and the number may increase by 2 (or 3).

[0342] (2nd performance) The effect control means 100 can execute the second effect when a small role 1 (specific role, 11-piece role) is won in a game in which the batting order bell is won in the AT effect state (at least the first AT effect state). The second effect is an effect (number effect when small role 1 is won) that displays a second display S2 (specific role winning display) indicating that a specific number (11 pieces) of game value will be paid out (awarded). The second display S2 can be said to be an effect that notifies the winning of a specific role.

[0343] In this embodiment, the second display S2 is a display (effect) that involves a count-up (action) of numbers. That is, after the number "1" is first displayed, the number increases by one, and finally the number "11" is displayed (the "11" stops). Note that the second display S2 may include characters (for example, "GET") in addition to numbers.

[0344] FIG. 40(b) shows a state in which the second display S2 has started, the numbers are increasing, and "5" is displayed. The position in which the second display S2 is displayed is shifted to the left of the center in the horizontal direction of the screen of the liquid crystal display 13. The second display S2 also has a relatively large vertical width. Here, the vertical width (the width in the up-down direction) of the number portion of the second display S2 is defined as the vertical width W2. The vertical width W2 is approximately equal to the distance between the top edge of the display window 16 (reel window) and the top edge of the screen of the liquid crystal display 13.

[0345] In this embodiment, the second display S2 is configured to count up numbers, but the second display S2 may not be configured to count up numbers. In other words, the second display S2 may be configured to notify the winning of a specific combination (small combination 1), and may display the words "GET 11 coins," for example.

[0346] In the AT presentation state (at least the first AT presentation state), the presentation control means 100 adds the payout for the small role to the winning number counter 79 based on the winning of the small role, and determines whether the value of the winning number counter 79 has reached a threshold value. In this embodiment, a plurality of different threshold values ​​are prepared as threshold values, and each threshold value is set in increments of 1000. That is, "1000" is set as the first threshold value, "2000" is set as the second threshold value, and "3000" is set as the third threshold value. Although redundant explanations will be omitted, the same applies to the fourth threshold value and thereafter.

[0347] The performance control means 100 determines whether or not the value of the acquired coin number counter 79 has reached the n-th threshold value (n is an integer equal to or greater than 1) until the value of the acquired coin number counter 79 reaches the n-th threshold value. Then, when the value of the acquired coin number counter 79 has reached the n-th threshold value, the performance control means 100 determines whether or not the value of the acquired coin number counter 79 has reached the n+1-th threshold value.

[0348] (3rd performance) When the effect control means 100 determines that the value of the acquired coin counter 79 has reached the n-th threshold value when the payout for the small win (including small win 1) is added to the acquired coin counter 79 based on the winning of the small win, it can execute a third effect. The third effect is an effect (predetermined number exceeded effect) that displays a third display (predetermined number reached display) indicating that the number of game values ​​acquired by the player has reached a predetermined number in the AT effect state.

[0349] In this embodiment, the third display S3 includes a predetermined number (threshold value) and the word (OVER) indicating that the number of acquired coins has exceeded the predetermined number (threshold value). Figure 40(c) shows the state in which the third display S3 (1000OVER) is displayed when the value of the acquired coin counter 79 has reached the first threshold value "1000". When the value of the acquired coin counter 79 has reached the second threshold value "2000", the third display S3 becomes "2000OVER".

[0350] When the value of the acquired coin counter 79 is "995" and a small win 1 (11 coins) is won, the first effect is executed and the first display S1 counts up to "1006 coins." In this embodiment, however, based on the determination that the value of the acquired coin counter 79 has reached the first threshold value "1000," the third effect is executed and the third display S3 (1000 OVER) is displayed. For this reason, as shown in FIG. 40(c), it is possible that the third display S3 (1000 OVER) is displayed even though the first display S1 has not yet reached "1000 coins." This allows the player to more quickly grasp that the number of acquired coins has reached the predetermined number.

[0351] The third display S3 is displayed at approximately the center in the horizontal direction of the screen of the liquid crystal display 13. Here, the vertical width (width in the up-down direction) of the number portion of the third display S3 is defined as vertical width W3. Vertical width W3 is smaller than vertical width W2. As will be described later, when both the second display S2 and the third display S3 are displayed, part of the second display S2 extends above and below the third display S3.

[0352] In this embodiment, the effects that can be executed based on the winning of a specific role (small role 1) in the AT performance state include the first, second, and third effects described above. The first, second, and third effects are all effects related to the number of game values ​​(awarded number of game values), and can be called congratulatory effects. It can also be said that the first, second, and third effects can be executed based on the third stop operation of a predetermined game. "Based on the third stop operation" may be based on the detection of the pressing of the third stop operation, or may be based on the detection of the release of the pressing of the third stop operation.

[0353] (4th performance) As described above, the presentation control means 100 can display a display (remaining number of times display) corresponding to the stored value of the first AT end determination counter 67 on the liquid crystal display 13 (upper left of the screen) in the AT presentation state (first AT presentation state). As shown in Figure 40(a), the remaining number of times display is referred to as the fourth display S4. In addition, the presentation in which the fourth display S4 is displayed in the AT presentation state is referred to as the fourth presentation.

[0354] 41 shows the liquid crystal display 13 in the first AT presentation state when a small win 1 (11 coins) is won in a game in which the batting order bell is won, and the value of the won coin counter 79 reaches the first threshold value (1000) based on the win. On the liquid crystal display 13, a first display S1, a second display S2, a third display S3, and a fourth display S4 are displayed.

[0355] The second display S2 and the third display S3 may partially overlap. The first display S1 and the third display S3 may partially overlap. The second display S2 and the fourth display S4 may partially overlap. The third display S3 and the fourth display S4 may partially overlap.

[0356] (Display priority) The display priority of the third display S3 (predetermined number reached display) is set higher than the display priority of the second display S2 (specific winning combination display). That is, the image related to the third display S3 is arranged in a layer higher than the layer in which the image related to the second display S2 is arranged. Therefore, the third display S3 is viewed closer to the player than the second display S2. The third display S3 is displayed less frequently than the second display S2. Furthermore, the third display S3 notifies the player that the number of acquired coins has reached the predetermined number, and is a display that can give the player joy (a sense of accomplishment). Therefore, by ensuring that the visibility of the third display S3 is not obstructed by the second display S2 (by ensuring the visibility of the third display S3), the player can immerse himself in the joy based on the third display S3, and a decline in interest in the game can be prevented.

[0357] The display priority of the first display S1 (number of acquired coins display) is set higher than the display priority of the third display S3 (predetermined number reached display). In other words, the image related to the first display S1 is arranged in a layer higher than the layer in which the image related to the third display S3 is arranged. Therefore, the first display S1 is visually perceived closer to the third display S3. Even when the number of acquired coins reaches the predetermined number and the third display S3 is displayed, the visibility of the first display S1 is ensured. Therefore, the player can visually see the count-up of the cumulative acquired coins and check how many coins they have acquired in total.

[0358] The display priority of the fourth display S4 (remaining number of times display) is set higher than the display priority of the second display S2. On the other hand, the display priority of the fourth display S4 is set lower than the display priority of the third display S3. The visibility of the fourth display S4 is allowed to be hindered by the third display S3, which is displayed less frequently, but the visibility is not hindered by the second display S2, which is displayed more frequently. Even if a small win 1 is won in the first AT presentation state and the second display S2 is displayed, the visibility of the fourth display S4 does not decrease. Therefore, the player can grasp the remaining number of times to play in the first AT presentation state even when the second display S2 is displayed.

[0359] As described above, the second display S2 and the third display S3 may partially overlap, and the third display S3 is viewed closer to the player than the second display S2. Furthermore, the vertical width W3 of the number portion of the third display S3 is smaller than the vertical width W2 of the number portion of the second display S2. Therefore, a portion of the second display S2 extends above and below the third display S3. In other words, even when the third display S3 is viewed closer to the player, a portion of the second display S2 can be viewed. Even when the third display S3 is displayed, the player can view the second display S2 (counting up to 11 coins) behind it.

[0360] Furthermore, even if part of the second display S2 (counting up to 11 coins) is covered by the third display S3, the player can recognize that a payout (counting up) is being carried out through the first display S1 (counting up the number of coins won).

[0361] When the second and third effects are both executed (overlapped) based on the winning of a specific role (small role 1) in the AT performance state, the second display S2 and the third display S3 do not become visible at the same time, but rather become visible to the player at different times. Specifically, the third display S3 becomes visible earlier than the second display S2. In this embodiment, as shown in FIG. 42(a), the third display S3 becomes visible first, and then the second display S2 becomes visible as shown in FIG. 42(b) (the second display S2 is visible behind the third display S3).

[0362] By delaying the timing at which the third display S3 and the second display S2 become visible, a display that is easier for the player to see can be realized compared to when both are visible at the same time (when a large amount of information is displayed at once). Also, one display (third display S3) can be emphasized (made more noticeable) than the other display (second display S2). According to this embodiment, because the third display S3 becomes visible first, the player can easily understand (and will not miss) that the total number of coins won has reached the predetermined number.

[0363] The timing at which the display of the third display S3 ends may be earlier than the timing at which the display of the second display S2 ends. In other words, the count-up of the second display S2 may become visible after the third display S3 goes invisible.

[0364] (Variation) Another example of the second display S2 and the third display S3 will be described. Figure 43 shows the liquid crystal display 13 when a small win 1 (11-piece win) is won in a game in which the batting order bell is won in the first AT performance state, and the value of the winning number counter 79 reaches the second threshold value (2000). In this case, both the second performance and the third performance are executed. In this modification, the second display S2 becomes visible earlier than the third display S3. Figure 43(a) shows the timing when the second display S2 becomes visible. Also, Figure 43(c) shows the timing when the third display S3 becomes visible.

[0365] In this modification, the second display S2 consists of the characters "11GET" and does not count up the numbers. The display position of the second display S2 is approximately the center in the horizontal direction of the screen of the liquid crystal display 13. The second display S2 starts out small as shown in FIG. 43(a), gradually expands, and stops at a predetermined size as shown in FIG. 43(b). The vertical width of the second display S2 (at the predetermined size) after the expansion has stopped is defined as vertical width W2.

[0366] When the second threshold is reached, the third display S3 is composed of the text "Over 2000 Coins." In this modification, the vertical width W3 of the number portion of the third display S3 is greater than the vertical width W2 of the second display S2. As shown in FIG. 43(c), in this modification, the second display S2 becomes difficult to see as the third display S3 is displayed (the second display S2 is hidden). Note that the timing at which the display of the third display S3 begins (becomes visible) may be the timing at which the second display S2 is enlarged (the timing between FIG. 18(a) and FIG. 18(b)).

[0367] By delaying the timing at which the third display S3 and the second display S2 become visible, a display that is easier for the player to see can be realized compared to when both are visible at the same time. According to this modification, the second display S2 is displayed first, and then the third display S3 is displayed, so the player can first understand that a specific number (11 coins) of game value has been acquired, and then understand that the total number of coins acquired has reached a predetermined number.

[0368] The gaming machine of this embodiment is A plurality of reels (reels 20a to 20c) on which a plurality of types of symbols are arranged, An internal lottery means (internal lottery means 42) for performing an internal lottery to determine whether a winning combination is achieved; a reel control means (reel control means 43) for rotating the plurality of reels for each game and controlling the reels to stop in a manner corresponding to the result of the internal lottery based on a stop operation; A winning determination means (winning determination means 44) for determining whether a winning combination has been achieved; A game value providing means (payout control means 45) for providing a game value according to the payout of the small winning combination based on the winning of the small winning combination; An instruction function control means (instruction function control means 51) for controlling the execution of an instruction effect as an effect related to the stop operation; A performance state control means (performance state control means 81) for transitioning the performance state between a plurality of performance states including a specific performance state in which the instruction performance is executed; a display means (liquid crystal display 13) for displaying a composite image formed by superimposing a plurality of layers on a display area; and a performance control means (performance control means 100) for controlling the display on the display means, As a small role, there is a specific role (small role 1) that is awarded a specific number (11) of game value that is greater than the game value bet for 1 game when won. In the specific performance state, a first display (first display S1) showing the number of game values ​​acquired by the player in the specific performance state is displayed. In the specific performance state, there are a first performance, a second performance, and a third performance as performances that can be executed based on the winning of the specific role, The first effect is an effect of increasing the first display based on the specific number, The second effect is an effect of displaying a second display (second display S2) indicating the awarding of the specific number of game values, The third effect is an effect of displaying a third display (third display S3) indicating that the number of game values ​​acquired by the player in the specific effect state has reached a predetermined number, the image relating to the third display is arranged on a layer having a higher display priority than the layer on which the image relating to the second display is arranged; the image relating to the first display is arranged on a layer having a higher display priority than the layer on which the image relating to the third display is arranged; When the second and third effects are executed based on the winning of the specific combination in the specific effect state, the second display and the third display become visible to the player at different times.

[0369] By making the second and third displays visible at different times (there is a lag), it is possible to realize a display that is easier for the player to see than when both are visible at the same time (when a large amount of information is displayed at once). Also, the display that is displayed first can be made more noticeable (coordinated) than the display that is displayed later. For example, when the third display is made visible first, the player can easily understand that the number of game values ​​acquired in the specific presentation state has reached a predetermined number, and can immerse himself in joy. Furthermore, even if there is an overlapping portion between the third display and the second display, the third display can be viewed closer to the viewer than the second display (the visibility of the third display can be ensured). Furthermore, even if there is an overlapping portion between the first display and the third display, the first display can be viewed closer to the viewer than the third display (the visibility of the first display can be ensured).

[0370] (Sixth embodiment) Next, a sixth embodiment of the present invention will be described. The gaming machine of this embodiment basically has the same configuration as the gaming machine of the fifth embodiment, so the description of the similar configuration will be omitted or simplified.

[0371] As shown in FIG. 28, a cross key 92 (effect setting operation means) is provided on the stop button 26 on the front door 12. The cross key 92 has an up button 92a, a down button 92b, a left button 92c, and a right button 92d, and each button is formed to be able to be pressed. The effect control means 100 can display a second display Y related to effect setting (adjustment) at a specific position on the liquid crystal display 13 based on the cross key 92 being pressed, whether during a game or not during a game (a period when no game is being played). In this embodiment, the second display Y is either a light intensity adjustment display YL or a volume adjustment display YS.

[0372] (Light intensity adjustment display YL) As shown in Figure 44(a), the presentation control means 100 can display the light intensity adjustment display YL at a specific position V on the liquid crystal display 13 based on the up button 92a or down button 92b of the cross key 92 being pressed during play. The light intensity adjustment display YL includes a text section YL1 that reads "Light Intensity Adjustment," a light intensity level display section YL2, and a cross key image YL3 that resembles the cross key 92. The light intensity level display section YL2 displays the current light intensity setting (level), and in this embodiment, the light intensity can be set to one of seven levels. In FIG. 44(a), the light intensity level is set to 5 (the fifth brightest level). The leftmost side of the light intensity level display section YL2 is level 1, and the rightmost side is level 7. The cross key image YL3 has a different color (e.g., red) for the up button 92a and the down button 92b than the other parts. The red color of the up button 92a and the down button 92b allows the player to understand that the light intensity can be adjusted (changed) by operating the up button 92a or the down button 92b. The player can set the light intensity of the gaming machine's devices (such as the LCD display 13) to the desired level (brightness) by displaying the light intensity adjustment display YL and pressing the up button 92a or down button 92b of the directional pad 92.

[0373] (Volume adjustment display YS) As shown in Figure 44(b), the presentation control means 100 can display the volume adjustment display YS at a specific position V on the liquid crystal display 13 based on the left button 92c or the right button 92d of the cross key 92 being pressed during play. The volume adjustment display YS includes a text section YS1 that reads "Volume Adjustment," a volume level display section YS2, and a cross key image YS3 that resembles the cross key 92. The volume level display section YS2 displays the current volume setting (level), and in this embodiment, the volume can be set to one of seven levels. In FIG. 44(b), the volume level is set to 5 (the fifth loudest). The leftmost part of the volume level display section YS2 is level 1, and the rightmost part is level 7. The cross key image YS3 has a different color (e.g., red) for the left button 92c and the right button 92d than for the other parts. The red color of the left button 92c and the right button 92d enables the player to understand that the volume can be adjusted (changed) by operating the left button 92c or the right button 92d. The player can display the volume adjustment display YS and press the left button 92c or the right button 92d of the cross key 92 to set the volume of the device (speaker 14) of the gaming machine to a desired level (volume).

[0374] (specific location) The second display Y (light intensity adjustment display YL or volume adjustment display YS) is displayed at the same position (specific position V). In the gaming machine of this embodiment, the light intensity adjustment display YL and the volume adjustment display YS are not displayed at the same time. The specific position V is approximately in the vertical center of the screen of the liquid crystal display 13, on the right side (right edge) of the screen. The specific position V can be said to be near the upper right of the display window 16 (reel 20c).

[0375] (Aim for the performance) In the gaming machine of this embodiment, in a game in which a specific winning area (for example, "common 1 coin 1 down C1," "common 1 coin 1 down L2," "common 1 coin 1 down C2," "common 1 coin 1 down R2," "common 1 coin 2 down LC2," "common 1 coin 2 up CR2," "common 1 coin 2 down CR2," "common 1 coin 2 down LR," "common 1 coin 3 up 2," or "common 1 coin 3 down 2") is won, if a stop operation is performed in a specific operation mode, reels 20a to 20c can stop in a specific stop mode.

[0376] Furthermore, when the reels 20a to 20c stop in a specific stopping pattern, a bonus is awarded and the awarding of the bonus is notified. The bonus may be, for example, the right to transition to an advantageous state (for example, an AT performance state) or a predetermined amount of bonus. The predetermined amount of bonus may be, for example, a predetermined value added to the stored value of the first AT end determination counter 67 (prolonging the duration of the first AT performance state), or an increase in the number of sets of the executable first AT performance state.

[0377] When a specific winning area is won, the effect control means 100 can execute an aim effect and display a first display on the liquid crystal display 13. The aim effect can be said to be an effect that prompts the player to perform a stop operation in a specific operation manner and aim to display a specific symbol at a predetermined display position (a predetermined display position among the upper, middle, and lower rows as positions visible through the display window 16). Furthermore, the first display can be said to be a display that prompts the player to perform a stop operation in a specific operation manner. In this embodiment, the first display includes a symbol display showing the symbol to be aimed at and a batting order display showing the order in which the stop buttons 26 are pressed.

[0378] FIG. 45 shows a state in which a game in which a specific winning area is won results in the execution of an aim effect (predetermined aim effect) and the first display X is displayed. The first display X includes a batting order display XQ and a symbol display XP. The first display X aims to display specific symbols (special symbol A "SPA" and special symbol B "SPB") at a predetermined display position, and is a display that encourages a stopping operation at batting order 6. The symbols to be aimed for in the first display X (special symbol A "SPA" and special symbol B "SPB") are symbols arranged consecutively on the reels (double symbols), and are symbols provided on each reel (see FIG. 27).

[0379] (Batting order display XQ) The batting order display XQ consists of multiple arrows indicating the batting order, and the multiple arrows point in one direction (left) in the left-right direction. The batting order display XQ consists of multiple arrows pointing left. The batting order display XQ is a display that instructs the player to press stop button 26 in the order of stop button 26c, stop button 26b, and stop button 26a. Note that the batting order display XQ may also include text indicating the batting order, such as "press backward." The batting order display XQ is displayed in approximately the center in the vertical direction of the screen of the liquid crystal display 13, above (directly above) the display window 16. The batting order display XQ scrolls (moves) from one direction (right) to the other direction (left).

[0380] (Pattern Display XP) The symbol display XP can be said to be a display instructing the player to press the stop button 26 at a predetermined timing so that the special symbol A "SPA" and the special symbol B "SPB" are displayed at a predetermined display position. The symbol display XP includes a symbol section XP1 (liquid crystal symbol) consisting of images corresponding to the special symbol A "SPA" and the special symbol B "SPB," and a character section XP2 consisting of characters ("Stop!") instructing the player to aim for a specific symbol. The character section XP2 is displayed in association with the symbol section XP1 near (at the bottom right of) the symbol section XP1. In this embodiment, the character section XP2 is "Stop!", but the character section XP2 may also be "Aim for!", etc.

[0381] The symbol display XP (symbol portion XP1 and letter portion XP2) is displayed in a position above the reel 20c in the display window 16 (on the first stop operation side). Also, a portion of the letter portion XP2 of the symbol display XP is displayed within a specific position V. The symbol display XP is set to have a higher display priority than the batting order display XQ. In other words, the image related to the symbol display XP is arranged in a layer higher (higher priority) than the layer in which the image related to the batting order display XQ is arranged. Therefore, the symbol display XP is viewed closer to the player than the batting order display XQ.

[0382] In this embodiment, the pattern section XP1 is two consecutive patterns (special pattern A "SPA" and special pattern B "SPB"), but it is not limited to this and may be one pattern (for example, red 7 pattern "red 7") or may be three consecutive patterns.

[0383] When the first display X (pattern display XP and batting order display XQ) shown in Figure 45 is displayed, if a stop operation is performed in a specific operation mode (aiming to display special pattern A "SPA" and special pattern B "SPB" at a predetermined display position, and in battin...

Claims

[Claim 1] A plurality of reels on which a plurality of types of symbols are arranged; An internal lottery means for performing an internal lottery to determine whether a winning combination is achieved; a reel control means for rotating the plurality of reels for each game and controlling the reels to stop in a manner corresponding to the result of the internal lottery based on a stop operation; A winning determination means for determining a winning combination; A game value granting means for granting a game value according to the payout of the small winning combination based on the winning of the small winning combination; An instruction function control means for controlling execution of an instruction effect as an effect related to the stop operation; A performance state control means for transitioning the performance state between a plurality of performance states including a specific performance state in which the instruction performance is executed; a display means for displaying a composite image formed by superimposing a plurality of layers in a display area; a performance control means for controlling the display on the display means, As a minor role, there is a specific role that, when won, is awarded a specific number of game values ​​that are greater than the game value bet for one game, In the specific presentation state, a first display indicating the number of game values ​​acquired by the player in the specific presentation state is displayed, In the specific performance state, there are a first performance, a second performance, and a third performance as performances that can be executed based on the winning of the specific combination, the first effect is an effect of increasing the first display based on the specific number, The second effect is an effect of displaying a second display indicating the awarding of the specific number of game values, The third effect is an effect of displaying a third display indicating that the number of game values ​​acquired by the player in the specific effect state has reached a predetermined number, the image relating to the third representation is arranged on a layer having a higher display priority than the layer on which the image relating to the second representation is arranged, the image relating to the first representation is arranged on a layer having a higher display priority than a layer on which the image relating to the third representation is arranged; When the second effect and the third effect are executed based on the winning of the specific combination in the specific effect state, the second display and the third display become visible to the player at different times.

Citation Information

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