Gaming machine

The gaming machine addresses engagement issues by incorporating a variable display and notification system to enhance player interaction and increase favorable game outcomes through dynamic setting suggestions.

JP2026050089APending Publication Date: 2026-03-19KITA DENSHI CORP
View PDF 1 Cites 0 Cited by

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-09-09
Publication Date
2026-03-19

AI Technical Summary

Technical Problem

Conventional gaming machines lack effective mechanisms for enhancing player engagement and providing advantageous game settings through dynamic display and notification of game setting values.

Method used

The gaming machine incorporates a variable display capable of stopping identification information after a predetermined number of frames, a stop operation mechanism, and a notification system that informs players about the set game setting values, allowing for more advantageous gameplay.

Benefits of technology

Enhances player engagement by dynamically displaying and notifying players of game settings, thereby increasing the chances of favorable outcomes and extending advantageous game states.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2026050089000001_ABST
    Figure 2026050089000001_ABST
Patent Text Reader

Abstract

To enhance the enjoyment of the game. [Solution] The system includes a setting means that can set any of a plurality of game setting values, including a first game setting value and a second game setting value that allows the game to proceed more favorably than the first game setting value, and a notification means that can notify specific information which is related to the game setting value set by the setting means. The system is configured to notify specific information which is related to the game setting value set by the setting means, and when a specific state is in place and the identification information is displayed in a fluctuating manner, if the stop operation means is operated, it is possible to slide a predetermined number of frames and then stop displaying the specific identification information. The system is configured to notify specific information based on the game setting value set by the setting means and the number of frames the specific identification information slides when it stops.
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

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

Background Art

[0002] There is known a gaming machine capable of executing a setting suggestion effect that displays an effect image different from that before the change of the setting value when the setting value is changed (for example, Patent Document 1).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] However, there has been room for improvement in such conventional gaming machines.

Means for Solving the Problems

[0005] In order to solve the above problems, the gaming machine of the present invention includes a variable display means capable of variably displaying identification information, a stop operation means capable of stopping the display of the identification information being variably displayed, a first game setting value, and a second game setting value that can make the game proceed more advantageously than the first game setting value, and a setting means capable of setting any one of a plurality of game setting values including these, and a notification means capable of notifying specific information that is information regarding the game setting value set by the setting means. The variable display means can stop displaying specific identification information after sliding a predetermined number of frames when the stop operation means is operated in a specific state where the identification information is being variably displayed. The notification means is configured to be able to notify the specific information based on the game setting value set by the setting means and the number of frames that slide when the specific identification information stops in the variable display means. [Brief explanation of the drawing]

[0006] [Figure 1] This is a schematic front view showing the external appearance of the gaming machine. [Figure 2] This is a schematic perspective view showing the internal structure of a gaming machine. [Figure 3] This is a block diagram showing the control configuration of a gaming machine. [Figure 4] This is a chart showing the dividend table. [Figure 5] This is a chart showing the internal lottery table (while bonuses are being carried over). [Figure 6] This is a state transition diagram of the RT state. [Figure 7] This is a state transition diagram for gameplay. [Figure 8] This is a diagram to explain the arrangement of symbols on each reel. [Figure 9] This is a diagram showing the stopping lines for the symbols during simulated gameplay. [Figure 10] This diagram shows the screen transitions before the start of the simulated game. [Figure 11] This diagram shows the transitions between the mode selection screens before the start of a simulated game. [Figure 12] This is a chart showing a list of sounds produced during simulated gameplay. [Figure 13] (a) This diagram shows the screen transitions when setting suggestions are made based on the number of slip frames in non-notification mode, and (b) This diagram shows the screen transitions when setting suggestions are made based on the number of slip frames in notification mode. [Figure 14] This chart shows the probability of stop sound B occurring when setting suggestions are made based on the number of sliding frames. [Figure 15] (a) This diagram shows the screen transitions when setting suggestions are made by pressing the button precisely in non-notification mode, and (b) This diagram shows the screen transitions when setting suggestions are made by pressing the button precisely in notification mode. [Figure 16] This chart shows the probability of the stop sound C occurring when the settings are indicated by a precise button press. [Figure 17] This diagram shows the screen transitions when setting suggestions are provided based on the stop period in non-notification mode. [Figure 18] It is a chart showing the screen transition when making a setting suggestion according to the stop period in the notification mode. [Figure 19] It is a chart showing the occurrence probability of the sliding sound B when making a setting suggestion according to the stop period. [Figure 20] It is a chart showing the screen transition when no setting suggestion is made according to the stop period.

Embodiment for Carrying Out the Invention

[0007] A preferred embodiment of the gaming machine according to the present invention will be described with reference to the respective drawings. First, the overall configuration of the slot machine 1 will be described. The slot machine 1 is an embodiment of the gaming machine according to the present invention and is installed in a game arcade or the like. As shown in FIGS. 1 to 3, the slot machine 1 includes a front door 1a, a housing 1b, a medal insertion slot 2, a bet button 2a, a medal selector 2b, an effect button 2c, a start lever 3, a drum unit 4, a reel 41, a stop button 5, a display window 6, a medal payout device 7, a hopper 7a, a medal payout opening 7b, a display 8, a speaker 9, a lamp 11, a navigation lamp 12, a favorable section lamp 13, a power supply device 14, a probability setting device 15, a main control unit 10, a sub-control unit 20, and the like.

[0008] The main control unit 10 and the sub-control unit 20 are devices capable of various arithmetic processes and various controls each provided with a storage unit (storage means) and a control unit (control means), and are included in the concept of a computer. Each storage unit includes a ROM that stores a control program related to the game, various lottery tables, etc., and a RAM or the like having a storage area for temporarily storing various data, a work area of the CPU, etc. Each control unit includes a CPU or the like. Each control unit realizes various functions of the present embodiment by appropriately reading out and executing various control programs stored in each storage unit.

[0009] Similar to a normal slot machine, the slot machine 1 includes a housing 1b having an opening at the front, and a front door 1a that covers the opening in an openable and closable manner. A display window 6 through which the rear can be viewed is formed in the central portion of the front door 1a, and the symbols represented on the reels 41 can be viewed through this display window 6. Also, a stepped portion protruding forward is formed below the display window 6. On the upper surface of this stepped portion, there are a medal insertion slot 2 for inserting medals, a bet button 2a for setting the number of bets by the player's pressing operation at the start of the game, and an effect button 2c for changing the effects and the like displayed on the display 8 by the player's operation. Also, on the front surface of the stepped portion, there are a start lever 3 that the player operates when starting the game, and a stop button 5 that the player presses when stopping the reels 41.

[0010] Also, above the display window 6, navigation lamps 12 (navigation lamps 12a, 12b, 12c) capable of notifying the player of the operation order of the stop button 5 are arranged corresponding to the respective reels 41a, 41b, 41c. The navigation lamp 12 may be controlled to light, for example, the "dot" portion of a 7-segment display (also referred to as "7-seg") that constitutes a push order display portion or the like for displaying the operation order of the stop button 5. Below the display window 6, an advantageous section lamp 13 composed of, for example, LEDs is arranged. The advantageous section lamp 13 is controlled to light during the advantageous section. Instead of the advantageous section lamp 13, for example, the "dot" portion of a 7-seg that constitutes a payout number display portion or the like for displaying the number of medals paid out may be controlled to light. Also, the advantageous section lamp 13 may not be provided, and instead, an AT state lamp that lights during the AT stage described later may be provided in place of the advantageous section lamp 13.

[0011] The upper part of the front door 1a includes a display 8 that operates as a notification means and a display means. The display 8 is composed of, for example, a liquid crystal display capable of displaying a plurality of pieces of information, and performs various effects by images, displays various pieces of information in the game, and the like. Although the display unit 8 is configured as a single unit as shown in Figure 1, it is not limited to this configuration and multiple units may be provided. For example, two displays (a main display and a sub-display) may be provided and arranged side by side so that the main and sub-displays function together as a single display unit. Alternatively, the sub-display may be positioned closer to the reel 41 than the main display so that the displayed image can be easily viewed while observing the rotation and stopping status of the reel 41. Alternatively, a display may be provided on the lower panel display unit, which is a large display unit located below the slot machine 1.

[0012] Above the display unit 8 are a speaker 9 that provides sound effects and notifications, and a lamp 11 that provides light effects and notifications corresponding to the lighting when each role is won and the effects displayed on the display unit 8. Furthermore, the lower part of the front door 1a is equipped with a medal dispenser 7b from which medals are dispensed.

[0013] The upper part of the cabinet 1b is equipped with a main control unit 10 that comprehensively controls the game, and the upper part of the front door 1a is equipped with a sub-control unit 20 that controls game effects and other related aspects under the control of the main control unit 10. Furthermore, the central part of the housing 1b is equipped with a drum unit 4 that rotates the reel 41. The drum unit 4 comprises reels 41a, 41b, and 41c arranged horizontally, and these reels 41a to 41c are configured to be rotatable by the drive of a stepping motor (not shown).

[0014] The reels 41a to 41c shown in Figure 4 are an example of a variable display means that can stop displaying the variable symbols (identification information) when a stop operation is received by the stop button 5. Multiple symbols (for example, 20) are displayed on the circumferential surface of the reels 41a to 41c, such as "Replay", "Bell", "BAR", "Cherry", and "7". The form of reels 41a to 41c is not limited to these; for example, the number of patterns on the periphery may be other than 20. Furthermore, the lower part of the cabinet 1b is equipped with a medal dispensing device 7 for dispensing medals and a hopper 7a for storing medals. The medals dispensed from the medal dispensing device 7 are paid out to the player via the medal dispensing outlet 7b.

[0015] The lower part of the enclosure 1b is equipped with a power supply unit 14. The power supply unit 14 is a device for supplying power to each of the devices, including the main control unit 10 and the sub-control unit 20. It monitors the voltage or frequency of the power supply input from outside the slot machine 1, and outputs a power cut-off signal to the main control unit 10 and the sub-control unit 20 indicating that the power supply to the slot machine 1 has been stopped when the voltage or frequency drops below a predetermined value. Furthermore, when the power supply unit 14 detects the supply of power indicating a voltage or frequency exceeding a predetermined value upon power restoration, it outputs a power restoration signal to the main control unit 10 and the sub-control unit 20 indicating that power supply to the slot machine 1 has started.

[0016] Figure 3 shows the configuration of the control system for slot machine 1. Components that are the same as or equivalent to those described in Figures 1 and 2 are denoted by the same reference numerals. The main control unit 10 performs tasks such as drawing winning combinations and controlling the progress of the game, while the sub-control unit 20 performs various effects control tasks based on control information from the main control unit 10. The transmission of control information between the main control unit 10 and the sub-control unit 20 is restricted to one direction only, from the main control unit 10 to the sub-control unit 20, thereby preventing the input of unauthorized signals from the sub-control unit 20 to the main control unit 10. The main control unit 10 is connected via communication cables to the bet button 2a, medal selector 2b, start lever 3, stop button 5, drum unit 4, medal payout device 7, advantageous section lamp 13, probability setting device 15, and sub-control unit 20, and is capable of controlling each of these devices.

[0017] The probability setting device 15 can change the degree of advantage for the player in multiple stages (for example, 6 stages) by changing the winning probability of the pattern lottery, which is referenced when a favorable period is won. The main control unit 10 stores one of the setting values ​​in the memory unit based on the probability setting operation in the probability setting device 15 and controls the probability of being granted a bonus, etc., based on the stored setting value. The setting values ​​(first setting value, second setting value) set by the probability setting device 15 are such that setting 1 is the lowest probability value, and the probability value increases with larger numbers, with setting 6 being the highest probability value. Therefore, setting 1 is the setting least favorable to the player, and the higher the number, the more favorable the player, with setting 6 being the setting most favorable to the player.

[0018] Furthermore, by directly or indirectly changing the probability of transitioning to a game state favorable to the player (for example, the AT stage) using the setting value in the probability setting device 15, the degree of advantage for the player can be changed in multiple stages. In addition to the game state, the probability of winning a specific minor role (for example, a replay role or a bell role) may also be changed to multiple levels (for example, 6 levels). Furthermore, while the setting value can be set to six levels, it is not limited to this; for example, it could also be set to four levels (setting values ​​1, 2, 5, 6) or three levels (setting 1, setting 3, setting 6), or it could be set to a fixed probability value.

[0019] The main control unit 10 performs processes such as starting the game based on the signal from the start lever 3 and sampling random values ​​from a random number generator (not shown). The main control unit 10 then performs an internal lottery process based on the sampled random values. Furthermore, the main control unit 10 realizes the various functions of the embodiment described later by appropriately reading and executing control programs and the like stored in the memory unit. In other words, the main control unit 10 includes a lottery means, etc., that performs a lottery for a role (winning role) related to the identification information stopped and displayed on the variable display means (reel 41) in response to the execution of the game. Furthermore, the random number drawing patterns are not limited to those mentioned above. For example, the game may draw roles based on random numbers generated by software, and the game may draw transitions to AT stages, etc., based on random numbers generated by a random number generator. Alternatively, all draws may be performed using random numbers generated by software or random numbers generated by a random number generator.

[0020] Furthermore, the main control unit 10 controls the rotation of the reels 41 based on signals from the start lever 3. Based on signals from sensors (not shown) provided on each reel 41a to 41c, the main control unit 10 detects the rotation position of each reel 41a to 41c and can determine the rotation position of the symbols on each reel 41a to 41c. Then, based on signals from the stop button 5, it controls the reels to stop the desired symbols within the display window 6.

[0021] Furthermore, the main control unit 10 outputs predetermined signals and commands (control information) to the sub-control unit 20 at predetermined game timings (for example, operation of the start lever, operation of stop buttons 5a to 5c, transition of game state, etc.). For example, when the start lever 3 is operated, the main control unit 10 outputs a signal to the sub-control unit 20 indicating that the start lever has been operated. When each of the stop buttons 5a to 5c is operated, the main control unit 10 outputs a signal that identifies which stop button 5 was operated and in what order. When each of the reels 41a to 41c is stopped by the operation of the stop buttons 5, the main control unit 10 outputs information to the sub-control unit 20 that identifies which reel 41 stopped and in what order, as well as the symbols on the upper, middle, and lower rows. Therefore, the sub-control unit 20 can recognize the stopping pattern of the symbols according to the way the player operates the stop buttons 5a to 5c. Furthermore, when the game state changes, the main control unit 10 outputs information to the sub-control unit 20 that allows identification of which game state has been changed to.

[0022] Furthermore, the main control unit 10 is configured to receive power outage signals and power restoration signals from the power supply unit 14. When the main control unit 10 receives a power-off signal, it executes a power-off process to store (save) the game information at the time of the input. This game information includes, for example, the game state at that time, the winning combination, the stopping pattern of the reels 41, and the number of bets. Furthermore, when the main control unit 10 receives a power-up signal, it executes a power-up process that reads the stored (saved) game information and resumes gameplay. In other words, when the main control unit 10 receives a power-up signal, it restores the system to the state it was in immediately before the power was cut off based on the read game information. Furthermore, the main control unit 10 transmits game information to the sub-control unit 20 during the power restoration process. This allows the sub-control unit 20 to resume the gameplay based on the game state immediately before the power was cut off.

[0023] The sub-control unit 20 is connected to the performance button 2c, speaker 9, display unit 8, lamp 11, and navigation lamp 12 via communication cables and is capable of communication. The sub-control unit 20 controls these devices in accordance with commands (control information) from the main control unit 10.

[0024] The sub-control unit 20 stores various information such as programs related to the performance, performance image data, and audio data in its storage unit. The sub-control unit 20 operates as a performance control means and performs processing such as performances synchronized with the gameplay of the slot machine 1 in response to commands (control information) from the main control unit 10. For example, it controls the display unit 8, lamps 11, speaker 9, etc. to perform performance images indicating transitions in game state, output sound effects, lamp effects, etc.

[0025] Furthermore, the sub-control unit 20 is configured to receive power-off signals and power-restore signals from the power supply unit 14. When the sub-control unit 20 receives a power-off signal, it stores (backs up) performance information that identifies the performance content being executed at the time of input. This performance information includes, for example, various information displayed on the display unit 8. Furthermore, when the sub-control unit 20 receives a power restoration signal, it resumes the performance based on the performance information stored (backed up) from the game information received by the main control unit 10.

[0026] With this type of slot machine 1, the following slot machine games can be played under the control of the main control unit 10. To begin playing, players set their bet amount using tokens (including credit tokens). There are two ways to set the number of bets: by inserting tokens directly into token slot 2, or by pressing the bet button 2a.

[0027] In the method of setting the bet amount by inserting medals through the medal slot 2, the inserted medals are detected by the medal selector 2b located on the back of the front door 1a, and the bet amount corresponding to the number of medals inserted (however, the maximum is 3 bets corresponding to 3 medals) is set. If more than 3 bets are inserted, the medals are stored internally as data and credit medals. The maximum number of bets can be "1", "2", or "4" or more.

[0028] When the bet button 2a is pressed, a predetermined number of tokens (for example, 3 tokens) are deducted from the credit tokens stored internally as data, and the deducted amount is set as 3 bets. Alternatively, a 2-bet button can be provided to set the number of medals corresponding to two medals, allowing you to set a 2-bet by pressing the 2-bet button once. Furthermore, by providing a 1-bet button that allows setting the number of medals corresponding to one medal, it is possible to set a 2-bet by pressing the 1-bet button twice, or a 3-bet by pressing the 1-bet button three times. In this embodiment, the slot machine 1 is set to "3" as the number of bets that can be placed in one game, but it may also be set to "1", "2", or "4" or more. Additionally, credit medals are accumulated by inserting medals into medal slot 2 or by winning prizes, and for example, up to 50 medals can be credited (stored).

[0029] In this way, the number of bets set by directly inserting coins into the coin slot 2 or by pressing each bet button is stored in the memory unit of the main control unit 10, and when the number of bets reaches the amount required to play one game, the game becomes ready to start. When the game is ready to start, the start lever 3 becomes active. When the start lever 3 is tilted, the game starts, the reels 41 begin to move, and an internal lottery process is executed to determine the result of the current game. In the internal lottery process, the winning combination for the current game is determined by lottery from among multiple winning combinations based on a predetermined winning probability. The reel 41 gradually increases its rotational speed from a stationary state and then reaches a steady rotation at a constant speed. Once steady rotation is reached, the stop buttons 5a to 5c, which are provided for each of the reels 41a to 41c, become pressable.

[0030] The stop buttons 5a to 5c are examples of operating means that can accept a player's operation to stop the reels 41. When pressed while in a pressable state, each reel 41a to 41c is controlled to stop in a combination of symbols that is permitted by the timing of the operation and the result of the internal lottery process. Each reel 41a to 41c has a set pull-in range for stop control, and a predetermined number of symbols (for example, 4) located in the reverse rotation direction (upward) from the symbol at the time of the stop operation can be pulled in. Only any of the symbols within this pull-in range can stop on the winning line (hereinafter also referred to as the winning line).

[0031] Then, after the third reel is stopped, the combination of symbols that stopped on the winning line as a result of the game (hereinafter also referred to as "stopped display") is determined, and if it is a predetermined combination of symbols, it is determined to be a win, and the game value (for example, medals) corresponding to the combination of symbols is awarded. The third reel refers to the reel that was stopped in the third and final stop operation when each of the three reels 41a to 41c has been stopped once, for a total of three stops. Furthermore, "after the third reel stop operation" refers to the moment after the player releases their finger or other object from the stop button 5 used to stop the third reel.

[0032] In this embodiment, the determination of a prize is made based on the combination of symbols that stop on the middle line, out of a total of five lines: the upper, middle, and lower lines, the downward-sloping line to the right, and the upward-sloping line to the right. Furthermore, the number of winning lines used to determine a prize is not limited to one line; it can be changed as appropriate depending on the arrangement of the symbols, the types of symbols, and the combinations of symbols corresponding to the winning combinations. As described above, the slot machine game is executed.

[0033] (Winning combination and corresponding symbol combination) Next, we will explain each winning combination and the corresponding symbols, referring to the payout table in Figure 4. Winning combinations include, for example, replay combinations, minor combinations, and bonus combinations.

[0034] The replay symbol (regular replay symbol) can stop on the winning line as a combination of "replay-replay-replay" symbols, regardless of the order in which the buttons are pressed. Minor wins include, for example, the common single-coin win, the cherry win, the watermelon win, the chance eye win, the bell win, and the losing win.

[0035] The common single-coin payout is achieved by stopping the reels 41b within the watermelon symbol's pull-in range, which allows the combination of "bell-watermelon-bell" symbols to stop on the winning line. Furthermore, in the case of a common single-coin payout, if the reel 41b is stopped outside the pull-in range for the watermelon symbol, the combination of symbols mentioned above may not be displayed, and a combination of other symbols (a missed single-coin payout) may be displayed instead. In this case, no medals may be awarded. The weak cherry combination is one in which the combination of "cherry-cherry-replay" symbols can stop on the winning line, and the cherry symbol stops on the lower part of reel 41a. A strong cherry combination is possible when the combination of "cherry-cherry-cherry" symbols stops on the winning line, and the cherry symbol stops in the middle of reel 41a.

[0036] There are two types of cherry symbols: weak cherry symbols and strong cherry symbols. In the following explanation, the cherry symbol, watermelon symbol, and chance symbol will be collectively referred to as "rare symbols." Of these, the weak cherry and watermelon symbols are called "weak rare symbols," while the strong cherry and chance symbol symbols are called "strong rare symbols."

[0037] The watermelon symbol can be achieved by stopping the reels in a combination of "watermelon, watermelon, watermelon" symbols on the winning line. A winning combination is one where the "Replay-Bell-Replay" symbol can stop on the winning line.

[0038] The bell symbol has a corresponding sequence of bell symbols. The sequence of bell symbols is determined by the combination of corresponding symbols on the winning line, in the order of "reel 41a, reel 41b, reel 41c" (and so on), resulting in "bell, bell, bell". The button-press sequence bell feature has six button-press sequence bell features (1-6) where, depending on one of the six possible button-press sequences (the correct sequence), the stop buttons 5a-5c are operated, and the corresponding combination of symbols ("bell, bell, bell") is displayed. The correct button press order for button press order 1 is left → middle → right, the correct button press order for button press order 2 is left → right → middle, the correct button press order for button press order 3 is middle → left → right, the correct button press order for button press order 4 is middle → right → left, the correct button press order for button press order 5 is right → left → middle, and the correct button press order for button press order 6 is right → middle → left. Furthermore, in the case of the six-choice button-press sequence bell combinations 1-6, if the stop buttons 5a-5c are operated due to an incorrect button press sequence, the corresponding symbol combination may not be displayed as a stop, and instead, a different symbol combination (missed button-press sequence bell combination) may be displayed as a stop. Additionally, if stop buttons 5a to 5c are pressed in the wrong order, the game may display a stop message indicating a missed bell symbol and award one medal. On the other hand, if the stop buttons 5a to 5c are not operated in the wrong order, the game can display a losing combination and not award any medals. When a button-press sequence bell combination is won, regardless of whether the second or third stop button 5 is operated, if only the first stop button 5 is operated in a specific sequence, the reel 41 may be controlled to stop in a way that the combination of symbols corresponding to the button-press sequence bell combination stops. Furthermore, the number of button-press sequence bell combinations is not limited to six; there may be three types of button-press sequence bell combinations 1 to 3. In the following explanation, the sequence of bell symbols 1-6 will be collectively referred to simply as the sequence of bell symbols.

[0039] In this embodiment, the slot machine 1 is capable of generating an AT (Assist Time) as a game state related to the sequence of bell symbols 1 to 6. In AT mode, when the internal lottery process results in a win for one of the button-press sequence bell roles 1-6, the sub-control unit 20 controls the display unit 8, etc., to notify the player of the button-press sequence for the stop button 5 and the symbols that serve as a guide for timing the button presses. In other words, the main control unit 10 and the sub-control unit 20 perform control to notify information regarding stop operations in order to derive a combination of symbols for the ordered bell role (bell, bell, bell) as a result of the game. Therefore, the payout speed is faster during AT compared to when not in AT mode. In this embodiment, the game state of the CZ stage, pseudo-bonus stage, and AT stage, which will be described later, is controlled by AT.

[0040] For example, when the button-pressing order is selected for the button-pressing order bell role 1, the button-pressing order consisting of the characters "1", "2", and "3" is displayed on the display unit 8 from left to right, the voices "left", "middle", and "right" are output from the speaker 9, and the navigation lamps 12 light up in the order of 12a (left), 12b (middle), and 12c (right) to indicate the order in which to press the stop button 5. In this embodiment, the process of navigating the button-pressing sequence by notification means such as the display unit 8, navigation lamp 12, and speaker 9 is also referred to as "button-pressing sequence navigation." In non-AT mode, even if the internal lottery results in a winning combination of button press order bell symbols 1-6, the order in which to press stop button 5 is not announced. Therefore, unless the order in which the player operates stop button 5 coincidentally matches the button press order corresponding to the winning button press order bell symbols 1-6, the player is basically unable to stop and display the combination of symbols corresponding to the winning button press order bell symbols 1-6. Therefore, the gameplay of slot machine 1 involves increasing the number of winnings by playing in a way that allows the player to stay in the AT (Automatic Trigger) state for an extended period of time.

[0041] A bonus round occurs when a specific combination of symbols (for example, 7s) aligns in a straight line on the winning line. Bonus wins can be carried over to subsequent games, as long as the corresponding symbol combination does not stop appearing in the game in which the win occurred. Therefore, the bonus win status is maintained until the corresponding symbol combination stops appearing and a bonus win is achieved (this state is called the "bonus carryover state"). On the other hand, if you win a bonus role and the combination of symbols corresponding to the bonus role stops and is displayed (winning), you will enter a bonus state, and after the bonus state ends, you will return to a non-carryover state where you do not carry over the right to win a bonus role.

[0042] When the bonus is not being carried over, the bonus role will always be awarded in conjunction with the common single-coin role, but when the bonus is active, only the common single-coin role will be awarded. Furthermore, it may be possible to design the bonus role so that it cannot be won in conjunction with other minor roles such as the common single-coin role, but can be won independently.

[0043] If a bonus role is won at the same time as a common single-coin role, the main control unit 10 performs reel control to prioritize stopping and displaying the combination of symbols corresponding to the common single-coin role, and performs reel control with a lower priority on the combination of symbols corresponding to the bonus role. Therefore, in games where bonus roles are won multiple times, the combination of symbols corresponding to the bonus role cannot be stopped, and the combination of symbols corresponding to the common single-coin role will stop instead, and the bonus carryover state will continue into subsequent games.

[0044] Based on the combinations of symbols described above, it is determined whether a replay, minor win, or bonus win has occurred. If a win is determined, the game value is awarded (medals are paid out). The slot machine 1 of this embodiment can play one game with 3 bets, and the payouts for each winning combination are as shown in Figure 4. For example, in the case of the bell symbol (ordered bell symbol), if a combination of symbols corresponding to ordered bell 1 to 2 is displayed, 3 medals will be dispensed, and if a combination of symbols corresponding to ordered bell 3 to 6 is displayed, 10 medals will be dispensed. Additionally, if a combination of symbols corresponding to the watermelon symbol stops, 6 medals will be dispensed. If a combination of symbols corresponding to the weak cherry, strong cherry, chance symbol, or common 1-coin symbol stops, 1 medal will be dispensed. Furthermore, the display of a symbol combination corresponding to a replay symbol allows for replay without inserting any more tokens in the next game. Furthermore, if a combination of symbols corresponding to a bonus role stops, no medals will be paid out. Furthermore, it is permissible to offer two or more types of bonuses, or to offer a single bonus.

[0045] The number of medals dispensed when a combination of symbols corresponding to each winning combination is displayed may be other than the numbers listed above. For example, the number of medals dispensed for a sequenced bell may be 1, 2, 4 to 9, or 10 or more. Furthermore, the combinations of symbols corresponding to each winning combination are not limited to those listed above and can be set as appropriate. Furthermore, in this embodiment, the number of medals dispensed is assumed to be the same regardless of the number of bets, but the number of medals dispensed may be different depending on the number of bets.

[0046] (Probability of winning each prize) Next, we will explain the probability of winning each winning combination, referring to Figure 5. Figure 5 shows the "internal lottery table" used for drawing winning combinations while a bonus is being carried over. The internal lottery table shows the number of winning values ​​(winning numbers) among the 65,536 random values ​​obtained in the internal lottery process by the main control unit 10. Furthermore, the internal lottery table shown in Figure 5 shows the probability of winning each winning combination while the bonus is being carried over, and it shows the case where the setting value set by the probability setting device 15 is common to all setting values ​​from setting 1 to 6. If a random number other than the winning number is drawn for each winning combination, the draw result will be set to be a losing combination. For example, as shown in Figure 5, the probability of winning a weak cherry symbol while carrying over a bonus is lowest with setting 1, and increases with larger numbers, with setting 6 having the highest probability.

[0047] Note that the relationship between the winning probabilities of each winning role may be different from that shown in Figure 5. Furthermore, while the winning probability is assumed to be the same for all settings, it is not limited to this, and it is also possible to have winning roles where the winning probability changes depending on the setting, and winning roles where the winning probability does not change depending on the setting. For example, the probability of winning certain rare roles may be set to increase with higher settings, or conversely, the probability of winning rare roles may be set to increase with lower settings. Furthermore, for winning combinations other than rare combinations, the probability of winning may be set to increase or decrease with higher settings. In other words, there may be differences in settings for one or more combinations. Furthermore, the button-press sequence for the bell is not limited to 6 choices; it can also be 3 or 12 choices. Regarding the sequenced bell, it may be possible to have it coexist with other sequenced bells that have the same payout amount, so that they result in a win. Furthermore, the probability of winning each winning combination during a non-bonus carryover period (non-bonus winning state) is the same as during a bonus carryover period, and the probability of winning each winning combination during a bonus is almost the same as during a bonus carryover period, with some exceptions. Therefore, a detailed explanation of the internal lottery tables used during non-bonus carryover periods and during bonus periods will be omitted.

[0048] (Normal section, advantageous section) The main control unit 10 according to this embodiment includes a section control means that can control the game section to either a normal section (non-advantageous section) or an advantageous section. The normal section is a gameplay section (non-advantageous section) in which no button-pressing navigation related to the button-pressing bell symbol is executed. It begins when the conditions for ending the advantageous section are met and ends when the conditions for transitioning to the advantageous section are met. In this embodiment, the conditions for transitioning to the advantageous section are met when the internal lottery process results in winning a "symbol other than the common 1-coin symbol" as the trigger for transitioning to the advantageous section, and after the third reel is stopped in the winning game, the game transitions from the normal section to the advantageous section. Furthermore, the main control unit 10 is controlled to the normal section in its initial state (when reset), and in the normal section, the advantageous section lamp 13 is controlled to be off.

[0049] While the condition for transitioning to the advantageous period is defined as winning a combination other than the common single-coin combination, the transition is not limited to this. For example, the transition may also be triggered by the stopping display of a combination of symbols corresponding to a predetermined winning combination or a combination of symbols not corresponding to a predetermined winning combination (for example, a losing combination). Alternatively, the game may be set up so that the player is entered into a favorable game state, and then enter a favorable period if the favorable game state continues.

[0050] The advantageous period is a gameplay period in which button-pressing navigation related to the button-pressing bell symbol can be executed, and because button-pressing navigation is executed, it is a gameplay period that is more advantageous for the player compared to the normal period. Furthermore, the advantageous period ends when the conditions for transitioning to the advantageous period are met during the normal period, and then the conditions for ending the advantageous period are met. The conditions for ending the advantageous period include, for example, when slot machine 1 (main control unit 10) is reset (including when the settings are changed), the advantageous period ends and the game transitions to the normal period. Furthermore, the condition for ending the advantageous period is the completion of a predetermined game state (e.g., AT stage, bonus, etc.), and the advantageous period ends and the game returns to the normal period after the third reel is stopped in the final game.

[0051] As a condition for ending the advantageous period, the advantageous period also ends and the game returns to the normal period when the advantageous period limiter is reached. The "advantageous period limiter" refers to the condition that "the total number of coins acquired during a single advantageous period (the difference in coins (number of coins inserted - number of coins paid out)) reaches the upper limit (for example, 2400 coins)." Alternatively, the condition for the maximum number of coins may be defined as "the total number of coins acquired during a single advantageous period (net increase in coins (so-called MY)) reaching the maximum number of coins (for example, 2400 coins)." Furthermore, an upper limit on the number of games may be set for the advantageous period limiter. In other words, if the total number of games played during the advantageous period reaches the limiter value (4000 games), the advantageous period may end and the game may return to the normal period. Furthermore, it is not necessary to set an upper limit on the number of games in the advantageous period limiter.

[0052] The above conditions for ending the advantageous period are just examples, and may include, for example, "at least one notification of a sequenced bell has been given" or "a combination of symbols corresponding to a bonus role has been displayed as a stop." Alternatively, the system may be configured so that the advantageous period ends and the player transitions to the normal period when a predetermined winning combination (a combination that transitions to the normal period) is won during the advantageous period.

[0053] During the advantageous period, the advantageous period lamp 13 is controlled to a state where it can be lit. Furthermore, the advantageous section lamp 13 may also be illuminated when the number of medals increases after entering the advantageous section, resulting in a game state that is advantageous to the player. Furthermore, the advantageous section lamp 13 may be kept off even when the game enters the advantageous section, or it may be made to light up only when the game enters the AT state, even when the game enters the advantageous section. Furthermore, while it is not necessary to provide the advantageous section lamp 13, it is preferable to provide an AT status lamp controlled by the main control unit 10 instead, so that the AT status lamp lights up when the AT state is active.

[0054] (RT state) Referring to the state transition diagram of the RT state shown in Figure 6, the RT state (hereinafter also simply referred to as RT) of the slot machine 1 according to this embodiment will be explained. As shown in the figure, the slot machine 1 according to this embodiment has RT0, RT1, and RT2 as RT states. Although there are three RT states in this embodiment, there may be two or fewer, or three or more.

[0055] RT0 is triggered by a system reset of slot machine 1, a change in settings (including resetting the same settings), and the end of RT2 (Figure 6c). Furthermore, RT0 ends upon winning a bonus, and the game transitions to RT1 (arrow a in Figure 6). In RT0, the game proceeds without carrying over any bonuses. Thus, RT0 is not a finite game state with a predetermined play period, but rather an infinite game state (infinite RT) that does not transition to any other game state unless a bonus is won.

[0056] RT1 ends when a combination of symbols corresponding to the bonus stops and is displayed (winning the bonus), and the game transitions to RT2 (arrow b in Figure 6). In other words, RT1 continues from the time a bonus is won until the bonus is awarded, and in RT1, the game progresses with the bonus carried over. Thus, RT1 is not a finite game state with a predetermined play period, but rather an infinite game state (infinite RT) that does not transition to any other game state unless a bonus role is won. RT2 is a bonus state, and it ends when the number of medals paid out reaches a predetermined number, and the game transitions to RT0 (Figure 6c).

[0057] In addition to the above configuration, the slot machine 1 according to this embodiment has the following game states and characteristic gameplay based on these game states. Each game state is controlled (hereinafter also referred to as transitioning) to its respective state by the main control unit 10 acting as a control means.

[0058] (Transitions between game states (stages)) Next, with reference to Figure 7, we will explain each game state of the slot machine 1 according to this embodiment, the transitions between each game state, and the gameplay based on each game state. Figure 7 is a diagram showing the state transitions during gameplay. Furthermore, the main control unit 10 can independently control the transition between the normal section and the advantageous section, the transition of the RT, and the transition between each game state (stage). Unless otherwise specified, the timing of the transition from one game state to another is generally after the third reel is stopped in the game in which the transition conditions are met (or after the medal payout is complete). However, it is not limited to this; the transition may also occur from the next game after the transition conditions are met.

[0059] As shown in Figure 7, the gameplay of the slot machine 1 in this embodiment is performed in multiple game states (stages), including the normal stage, the CZ stage, the pseudo-bonus stage, and the AT stage. The term "stage" may be omitted in the names of each stage below. The main control unit 10, as a control means, controls the game to one of these multiple game states. The normal stage is controlled to be non-AT (Automatic Trigger) mode. Therefore, the longer a player stays in the normal stage, the longer the period during which their medal count does not increase, which is disadvantageous to the player. On the other hand, stages other than the normal stage are controlled to be AT mode. Therefore, players aim to transition from the normal stage to the CZ (Challenge Zone) stage, or to transition from the CZ stage to the pseudo-bonus stage or AT stage. Additionally, some stages other than the regular stages may be made non-AT (Automatic Trigger) stages.

[0060] As shown in Figure 7, if you win the CZ lottery in the normal stage, you will move to the CZ stage (arrow a in Figure 7). The CZ stage consists of 10 games. The CZ stage is controlled by the AT, and if the internal lottery process results in a button-press sequence bell, there is a 1 / 4 probability that the button-press sequence navigation will be executed (1 / 4 AT). In the CZ stage, an AT lottery is held when predetermined conditions are met. If the AT lottery is not won, the player transitions to the normal stage after the CZ stage ends (arrow b in Figure 7). If the AT lottery is won, the player transitions to the pseudo-bonus stage (arrow c in Figure 7). The pseudo-bonus stage is a stage consisting of 20 games. The pseudo-bonus stage is controlled by the AT (Action Time), and if the internal lottery process results in a sequenced bell, the sequenced navigation is executed with 100% probability (AT). The pseudo-bonus stage ends when the aforementioned 20G is consumed, and then the game transitions to the AT stage (arrow d in Figure 7). The AT stage consists of 32 games. The AT stage is controlled by the AT, and if the internal lottery process results in a button-press sequence bell, there is a 1 / 2 probability that the button-press sequence navigation will be executed (1 / 2 AT). In the AT stage, when predetermined conditions are met, a pseudo-bonus lottery is conducted, and if the pseudo-bonus lottery is won, the player transitions to the pseudo-bonus stage after the AT stage ends (arrow e in Figure 7). On the other hand, if the pseudo-bonus lottery is unsuccessful, the AT stage ends and the player returns to the normal stage (arrow f in Figure 7). More specifically, if the pseudo-bonus is unsuccessful and there are AT stocks, the AT stage ends after the AT stocks are consumed. On the other hand, if there are no AT stocks, the AT stage ends immediately. Details of the various lotteries at each stage will be described later.

[0061] As shown in Figure 8, each reel 41a to 41c (variable display means) has multiple symbols on its circumferential surface that serve as identification information. For example, each reel has 20 symbol slots, and one symbol is placed in each slot, resulting in a total of 20 symbols arranged on each reel. The arranged symbols include, for example, "Replay," "Bell," "Red 7," "Blue 7," "White 7," and "Bar." Furthermore, the symbols change in ascending order according to the symbol numbers shown in Figure 8. Note that the symbol numbers shown in Figure 8 are not physically attached to the outer surface of reels 41a to 41c, but are virtual numbers used to specify a particular symbol in the program that controls the stopping of each symbol. The form of reels 41a to 41c is not limited to these; for example, the number of patterns on the periphery may be other than 20.

[0062] In slot machine 1, after the game starts and the reels 41a, 41b, and 41c begin to rotate and the symbols change, when any of the stop buttons 5 (stopping means) are operated, the rotation of the reel 41 corresponding to the operated stop button 5 stops and the symbols are displayed. The maximum stop delay time from when the stop button 5 is operated until the rotation of the corresponding reel 41 stops is 190 milliseconds (ms).

[0063] On the other hand, reel 41 rotates 80 times per minute, for example, and changes 80 x 20 (number of frames per reel) = 1600 frames of symbols, so it is possible to draw in a maximum of 4 frames of symbols in 190 milliseconds. Therefore, as the stopping symbols, a total of 5 symbols can be selected: the symbol displayed when stop button 5 is pressed, and the symbols up to 4 frames ahead of it. In other words, the range of 5 frames from 0 to 4 frames is the range in which the symbols will be pulled in, and the number of frames the symbol slides when it stops (hereinafter also simply referred to as the number of sliding frames) is a maximum of 4 frames.

[0064] Furthermore, when the rotation of the reel 41 begins, and when the reel 41 has stopped but there are still reels that are rotating, the main control unit 10 refers to the results of the internal lottery and the table index and table creation data stored in the ROM to create a stop control table for each rotating reel. Then, when any of the stop buttons 5 corresponding to a rotating reel 41 is successfully detected, the system refers to the stop control table for the corresponding reel 41 and performs stop control for the reel 41 corresponding to the operated stop button 5 based on the number of slip frames indicated in the referenced stop control table.

[0065] In this embodiment, of the three reels 41a, 41b, and 41c that start rotating, the first reel to stop is referred to as the first stop reel, and the act of stopping it is referred to as the first stop. The operation to stop it is also referred to as the first stop operation. Similarly, the second reel to stop is called the second stop reel, and the act of stopping it is called the second stop. The operation to stop it is also called the second stop operation. Furthermore, the third reel to stop is referred to as the third stop reel, and the act of stopping it is referred to as the third stop or final stop. The operation to stop it is also referred to as the third stop operation.

[0066] Furthermore, the first stop operation that stops reel 41a first is called the left first stop operation (operation of stop button 5a), the first stop operation that stops reel 41b first is called the middle first stop operation (operation of stop button 5b), and the first stop operation that stops reel 41c first is called the right first stop operation (operation of stop button 5c). Similarly, the second stop operation that stops reel 41a second is called the left second stop operation (operation of stop button 5a), the second stop operation that stops reel 41b second is called the middle second stop operation (operation of stop button 5b), and the second stop operation that stops reel 41c second is called the right second stop operation (operation of stop button 5c). Similarly, the third stop operation that stops reel 41a third is called the left third stop operation (operation of stop button 5a), the third stop operation that stops reel 41b third is called the middle third stop operation (operation of stop button 5b), and the third stop operation that stops reel 41c third is called the right third stop operation (operation of stop button 5c).

[0067] [Simulated game] Next, the simulated gameplay (simulated game) on the slot machine 1 in this embodiment will be described. In this embodiment, at the start of the first game of the pseudo-bonus stage, a pseudo-game is made possible, mainly on reel 41.

[0068] A simulated game is one mode of game execution in which multiple game results are derived in a single game through the control of the main control unit 10.

[0069] Specifically, in a normal game, the main control unit 10 rotates the reels 41 by operating the start lever 3 and stops the rotating reels 41 by operating the stop button 5 to derive the result of one game. However, in a game where a simulated game is played, the main control unit 10 simulates stopping the reels 41 before the final game result is derived, just like in a normal game, thereby deriving a simulated game result even during the game. In other words, when a simulated game is played, the consumption of tokens (bet input) for one game results in the outcome of multiple games. Furthermore, simulated games are games in which players are not given tokens to play the game.

[0070] Pseudo-stopping refers to temporarily stopping the reel 41. For example, instead of completely stopping the reel 41, it is stopped by causing the symbols to swing, vibrate, or make slight movements at the stopping position. In the temporary stop control related to the temporary stop of the reel 41, the phase signal of the reel 41's stepping motor is continuously changed within a predetermined period (for example, within 500 msec) to maintain the state in which the reel 41 is not completely stopped. Therefore, the player can recognize that it is a simulated game based on the behavior of the symbols when the reel 41 is pseudo-stopped.

[0071] In this embodiment, unless otherwise specified, in simulated gameplay the symbols do not rotate and maintain their stopping positions, so both stopping and temporary stopping may simply be referred to as stopping. Also, unless otherwise specified, both stopping control and temporary stopping control of reel 41 may simply be referred to as stopping control.

[0072] Simulated games can be divided into two types: interactive simulated games that require player intervention, and non-interactive simulated games that do not require player intervention. The simulated game is performed by first operating the start lever 3 to rotate the reels 41, and then by operating the stop button 5 during the game to simulate stopping the rotating reels 41 and deriving a simulated game result. After the simulated game result is derived, the reels 41 are rotated again by operating the start lever 3, and the actual game is performed in the same way as a normal game.

[0073] Furthermore, when the player operates the stop button 5 to simulate a stop on the rotating reels 41, the pull-in stop control that is normally performed in the game is not performed, and regardless of the timing of the stop, the predetermined symbols will always be simulated to stop, ignoring the pull-in range. In other words, in the regular game, the pull-in range is 5 frames, and the maximum number of sliding frames is set to 4, while in the simulated game, the pull-in range is 20 frames, and the maximum number of sliding frames is set to 19.

[0074] Furthermore, when simulated stopping reel 41, by setting the same number of sliding frames as in a normal game as the pull-in range, in a simulated game where a specific combination of symbols can be simulated to stop, if the stop operation is not performed at a specific timing, a combination of symbols other than the specific one may be set to stop.

[0075] Non-operational simulated gameplay does not require the user to operate the stop button 5 to simulate stopping the reels 41 during gameplay, as the reels 41 will stop automatically. In this embodiment, the above-described simulated gameplay is employed. Therefore, hereafter, when the term "simulated gameplay" is used, it refers to the "simulated gameplay."

[0076] As shown in Figure 9, in the simulated game of this embodiment, when the stop button 5 is operated, the stopping control of each reel 41a, 41b, and 41c is performed so that, regardless of the stopping timing, the "white 7" will always line up on the straight simulated game stop line that passes through the middle symbols of each reel 41a, 41b, and 41c. Therefore, in the case of a simulated game where the symbols are changing, if the stop button 5 is pressed, it is possible to slide the symbols a predetermined number of frames (0 to 19 frames) before stopping and displaying "White 7". Then, in the first game of the pseudo-bonus stage, the game in the pseudo-bonus stage will begin after the "white 7" is lined up during the pseudo-game.

[0077] In this embodiment, the reel 41b has both the "white 7" symbol number 8 and the "white 7" symbol number 10 (see Figure 8). However, in the simulated game, the reel 41b is controlled to stop so that the "white 7" symbol number 8 stops.

[0078] Furthermore, in simulated gameplay, the main control unit 10 disables the acceptance of the second and third stop operations for a predetermined period (for example, 3.0 seconds) after the first stop operation, and controls the reel stopping so that the reel 41 corresponding to the stop button 5 used for the first stop operation becomes the first stop reel during this predetermined period. This prevents the reel 41 corresponding to the stop button 5 used for the second and third stop operations from becoming the first stop reel. Note that it is not necessary to disable the acceptance of the second and third stop operations.

[0079] In the simulated game, the main control unit 10 does not stop the reels 41 in the order in which the stop button 5 is received for the second and third stop operations, but rather controls the stopping of the reels 41 so that the reels 41 stop in the order of the fewest number of frames from the position of the symbol on the simulated game stop line when the stop button 5 is received to the position of the "white 7" (i.e., the order of the fewest number of sliding frames for the "white 7").

[0080] Therefore, the main control unit 10 first accepts both the second and third stop operations, and then controls the stopping of the reels 41 so that they stop sequentially in order of the number of sliding frames of "white 7" being smallest. For this reason, the reels 41 do not necessarily stop in the order in which the stop buttons 5 are operated, and the order in which the stop buttons 5 are operated and the stopping order of the reels 41 may differ. Furthermore, regardless of the number of frames from the position of the symbol on the simulated game stop line to the position of "White 7", the reels 41 may be stopped in the order in which the stop button 5 is operated.

[0081] Furthermore, during simulated gameplay, the main control unit 10 can accept stop operations from multiple stop buttons 5 simultaneously. However, when multiple stop operations are accepted simultaneously, the priority order for stopping the reels 41 is set to reel 41a → reel 41b → reel 41c (left → middle → right). Therefore, for example, if all stop buttons 5 are operated simultaneously, the operation of stop button 5a is accepted as the first stop operation to control the stopping of the reel 41a, and the acceptance of the second and third stop operations is disabled until a predetermined period has elapsed since the first stop operation, as described above.

[0082] For example, if the acceptance of the second and third stop operations is not disabled after the first stop operation, the stop control of reel 41 may be started in the order of reel 41a → reel 41b → reel 41c. Furthermore, when multiple stop operations are received simultaneously from the stop buttons 5 during simulated gameplay, the priority order for stopping the reels 41 may differ from that of this embodiment, or no priority order may be set at all. If no priority order is set for stopping the reels 41, when multiple stop operations are received simultaneously from the stop buttons 5, the stopping control of multiple reels 41 may be started simultaneously. Furthermore, if multiple stop button 5 operations are received simultaneously during simulated gameplay, the operation of the stop button 5 with the lowest priority may be disabled.

[0083] In this embodiment, the rotation time of the reel 41 per frame during the simulated game is 0.1 seconds, unlike in the actual game (in this embodiment, the rotation time of the reel 41 per frame in the actual game is 0.0375 seconds). Therefore, for example, if the reels slide 6 frames, 0.225 seconds will pass in the actual game, whereas in the simulated game, 0.6 seconds will pass from the operation of stop button 5 until reel 41 stops. Note that the rotation time of the reel 41 per frame in this embodiment is just an example, and may be different from that in this embodiment, or different for each reel 41. Furthermore, the rotation time required for one rotation may differ for some of the reels 41 or for all of the reels 41. In this embodiment, the simulated game ends after 10 seconds, even if the game is still in progress, but the time limit for the simulated game may be set as appropriate.

[0084] [Setting hint effect] The main control unit 10 can set any of a plurality of setting values ​​(game setting values), including a first setting value (first game setting value) and a second setting value (second game setting value) that allows the game to proceed more favorably than the first setting value. Specifically, the main control unit 10 can be set to any one of six setting values, consisting of settings 1 to 6. The higher the setting value, the higher the probability of receiving a bonus (such as the probability of winning an AT lottery), making it possible to play the game more advantageously.

[0085] In this embodiment, the sub-control unit 20 can notify specific information, which is information relating to the setting value set by the main control unit 10. Specifically, in simulated gameplay, the sub-control unit 20 can output special sound effects (stop sounds B and C, and sliding sound B (see Figure 12) described later) as specific information from the speaker 9. That is, in simulated gameplay, the sub-control unit 20 can perform a setting suggestion effect that indicates the setting value being set by outputting special sound effects from the speaker 9. Furthermore, as will be described later, the sub-control unit 20 can output special sound effects for the setting suggestion effect based on the setting value set by the main control unit 10 and the number of frames that the "white 7" slides when it stops.

[0086] Furthermore, in this embodiment, the presentation of the setting suggestion effect differs depending on the operation method of the first stop operation in the simulated game (whether it is a left first stop operation, a middle first stop operation, or a right first stop operation). Specifically, different special sound effects can be output from speaker 9 depending on whether the left first stop operation is performed, the middle first stop operation is performed, or the right first stop operation is performed.

[0087] Furthermore, if the left reel is stopped first during the simulated game, a special sound effect can be output from speaker 9 based on the number of sliding frames when the "white 7" stops. Hereafter, the setting suggestion effect that is performed when the left reel is stopped first will be referred to as the setting suggestion effect based on the number of sliding frames.

[0088] Furthermore, if the middle first stop operation is performed during simulated gameplay, a special sound effect can be output from speaker 9 based on whether or not the middle first stop operation was performed when the "white 7" was positioned on the simulated game stop line. Note that performing the stop operation when the "white 7" is positioned on the simulated game stop line is sometimes referred to as a "perfect stop." Hereafter, the setting suggestion effect that is performed when the middle first stop operation is performed may be referred to as a setting suggestion effect by a perfect stop.

[0089] Furthermore, in simulated gameplay, if the right first stop operation is performed, the reel 41 corresponding to the stop button 5 that received the third stop operation will stop second, and the reel 41 corresponding to the stop button 5 that received the second stop operation will stop third. In this case, a special sound effect will be output from speaker 9 based on the reel stop time from the stop of the second reel 41 to the stop of the third reel 41 (hereinafter sometimes referred to as the reel stop time from the stop of the second stop reel corresponding to the third stop operation to the stop of the third stop reel corresponding to the second stop operation). Hereinafter, the setting suggestion effect that is performed when the right first stop operation is performed will be referred to as the setting suggestion effect based on the stop period.

[0090] Therefore, in simulated games, the player will arbitrarily choose one of the following as the first stop operation: left, middle, or right, taking into consideration the type of performance of the setting indication effect (type of special sound effect) and their own skill in stopping the reels.

[0091] [Flow of the gameplay in the simulated game] Next, Figure 10 will be used to explain the sequence of events from when the AT lottery is won and the transition to the pseudo-bonus stage is confirmed until the pseudo-game ends. Note that the events will proceed in the order of (a)→(b)→(c)→···(h).

[0092] As shown in Figure 10(a), when the AT lottery is won and all reels 41a, 41b, and 41c stop, the bonus confirmation screen 50 is displayed on the display unit 8. On the bonus confirmation screen 50, for example, the text information "Bonus Confirmed" is displayed on the display unit 8, informing the player that they will be entering the pseudo-bonus stage. Although not shown in the illustration, a background image corresponding to the bonus confirmation screen 50 is also displayed.

[0093] As shown in Figure 10(b), when the start lever is operated after the number of bets is set, the mode selection screen 51 is displayed. On the mode selection screen 51, it is possible to select either a notification mode that notifies specific information related to the simulated game, or a non-notification mode that does not notify the specific information (hereinafter also referred to as mode selection). The specific information refers to information that allows for the identification of the number of sliding frames when the left first stop operation is performed (when the setting suggestion effect based on the number of sliding frames is selected), information that allows for the identification of whether the perfect stop was successful when the middle first stop operation is performed (when the setting suggestion effect based on a perfect stop is selected), and information that allows for the identification of the reel stop time from the stop of the second stop reel corresponding to the third stop operation to the stop of the third stop reel corresponding to the second stop operation when the right first stop operation is performed (when the setting suggestion effect based on the stop period is selected).

[0094] The mode selection screen 51 displays a title image 51a indicating that it is the mode selection screen 51, an action prompting image 51b that prompts the player to select a mode by operating the performance button 2c, a remaining time image 51c that shows the remaining validity period for mode selection (in the figure, it shows that 5 seconds remain), and a selected mode image 51d that shows whether the selected mode is notification mode or non-notification mode. Although not shown in the diagram, the mode selection screen 51 also displays visual effects (such as images in which multiple characters switch according to the selected mode) and background images.

[0095] As shown in Figure 10(c), when 5 seconds have elapsed since the mode selection screen 51 was displayed and the remaining validity time of the mode selection screen 51 reaches 0 seconds, the remaining time image 51c will show that 0 seconds remain, and the operation prompt image 51b will be deleted.

[0096] As shown in Figure 10(d), after the validity period of the mode selection screen 51 reaches 0 seconds, the game explanation screen 52 is displayed on the display unit 8. The game explanation screen 52 displays a simulated game explanation image 52a that shows an explanation of the game in the simulated game. In addition, a remaining display time image 52b (showing 5 seconds remaining in the figure) is displayed, indicating the remaining display time of the game explanation screen 52. In addition, in the simulated gameplay explanation image 52a, it is explained, using text and images, that if the left reel is stopped first, a setting suggestion effect based on the number of sliding frames will be executed, and how to play it; if the middle reel is stopped first, a setting suggestion effect based on a perfect stop will be executed, and how to play it; and if the right reel is stopped first, a setting suggestion effect based on the stop duration will be executed, and how to play it.

[0097] As shown in Figure 10(e), when the countdown of the remaining time on the game explanation screen 52 progresses and reaches 3 seconds remaining, an image 52c indicating that the simulated game is about to begin, displaying "READY!", is shown.

[0098] As shown in Figure 10(f), when the countdown timer on the game explanation screen 52 reaches 0 seconds, a "GO!" start indicator image 52d is displayed, suggesting that the simulated game is about to begin. At the same time, reels 41a, 41b, and 41c begin to rotate (the arrows in the figure indicate the rotation of each reel; the same applies below).

[0099] As shown in Figure 10(g), the countdown of the remaining display time on the game explanation screen 52 progresses until it reaches 0 seconds, after which the simulated game screen 53 is displayed. On the simulated game screen 53, the image display area of ​​the display unit 8 is divided into three horizontal sections. Of the divided image display areas 53a to 53c, image display area 53a corresponds to the left first stop operation, image display area 53b corresponds to the middle first stop operation, and image display area 53c corresponds to the right first stop operation.

[0100] Then, on the image display area 53a, a character image 53d of the word "SLIP" indicating that a setting suggestion effect based on the number of sliding frames is executed is displayed. On the image display area 53b, a character image 53e of the word "VITA" indicating that a setting suggestion effect by pressing the VITA button is executed is displayed. On the image display area 53c, a character image 53f of the word "TIME" indicating that a setting suggestion effect based on the stop period is executed is displayed.

[0101] The player refers to the images in each of the image display areas 53a to 53c, and by arbitrarily selecting any one of the left first stop operation, the middle first stop operation, and the right first stop operation to perform the first stop operation, the player selects any one of the setting suggestion effects shown in each of the image display areas 53a to 53c.

[0102] Although not shown in the figure, each of the image display areas 53a to 53c displays background images in different modes (for example, different colors).

[0103] As shown in FIG. 10(h), when the first stop operation is performed on the pseudo-game screen 53 in FIG. 10(g), the player is notified that the setting suggestion (game mode) shown in the image display area corresponding to the first stop operation has been selected. In the present embodiment, among the image display areas 53a to 53c, the display mode of the image display areas other than the image display area corresponding to the first stop operation is changed to notify that the setting suggestion effect shown in the image display area corresponding to the first stop operation has been selected. For example, in FIG. 10(h), an example is shown in which the left first stop operation is performed as the first stop operation, and while the display of the image display area 53a is maintained, the background colors of the image display areas 53b and 53c are changed to gray.

[0104] Then, when the third stop operation is performed in the pseudo-game, all the reels 41a, 41b, and 41c stop. After that, the operation of the start lever 3 is enabled, and when the start lever 3 is operated, the pseudo-game ends and the main game starts. In this embodiment, the transition of the animation screen shown in Figure 10 is terminated after a maximum of 20 seconds. If the first stop operation has not been performed after 20 seconds (i.e., 10 seconds have passed since the screen in Figure 10(g) was displayed), the animation suggesting the setting based on the number of sliding frames is selected. Additionally, the mode selection screen 51 and the game explanation screen 52 may be terminated by pressing the bet button 2a before 5 seconds have elapsed.

[0105] [Mode Selection Screen] Next, we will explain the mode selection process when the mode selection screen 51 (see Figures 10(b) and 10(c)) is displayed, using Figure 11. Figure 11(a) shows the mode selection screen 51 when the non-notification mode is selected, in which specific information (number of sliding frames, whether or not the stop was successful, and the reel stop time from the stop of the second stop reel corresponding to the third stop operation to the stop of the third stop reel corresponding to the second stop operation) is not notified. Figure 11(b) shows the mode selection screen 51 when the notification mode is selected, in which specific information is notified.

[0106] As shown in Figure 11, on the mode selection screen 51, during a predetermined period (for example, 5 seconds) before the start of the simulated game (before the reels 41 related to the simulated game start to move), the player can switch between the non-notification mode and the notification mode by operating the performance button 2c to select either the non-notification mode or the notification mode. The selected mode is then confirmed when the predetermined period has elapsed. Furthermore, as will be explained later, the accuracy of the setting value indications provided by the setting suggestion effects is higher when the non-notification mode is selected compared to when the notification mode is selected.

[0107] [Types of sound effects used in setting suggestion sequences] Next, Figure 12 will be used to explain the types of sound effects used in simulated games. As shown in Figure 12, the sound effects that can be output during simulated gameplay consist of stop sound A when the "white 7" stops, stop sound B when the "white 7" stops, stop sound C when the "white 7" stops, slide sound A when the "white 7" slides, and slide sound B when the "white 7" slides. As mentioned above, in this embodiment, stop sound B, stop sound C, and sliding sound B are set as special sound effects output as setting suggestion effects.

[0108] The stop sound A emits the sound "Don" and lasts for 2 seconds. The stop sound B emits the sound "Come on" and lasts for 4 seconds. The stop sound C emits the sound "Let's go" and lasts for 3 seconds. The slide sound A emits the sound "Turururu" and lasts for the period from the second stop to the third stop. The slide sound B emits the sound "Dorudorudoru" and lasts for the period from the second stop to the third stop.

[0109] Then, if the left first stop operation is performed, stop sound B is output with a probability based on the number of sliding pieces of "white 7". If stop sound B is not output at this time, stop sound A is output. Furthermore, if the first stop operation is performed, stop sound C is output based on the probability of whether or not the stop was successful. If stop sound C is not output, stop sound A is output. Furthermore, if the right first stop operation is performed, slide sound B is output with a probability based on the stop time of the third stop reel corresponding to the second stop operation. If slide sound B is not output at this time, slide sound A is output.

[0110] [Setting hints based on the number of sliding frames] Next, using Figure 13, we will explain the setting suggestion effect based on the number of sliding frames during simulated gameplay. Figure 13(a) shows an example of a setting suggestion animation that is executed when the left first stop operation is performed while the non-notification mode is selected, with the simulated game screen 53 shown in Figure 10(g) displayed. Figure 13(b) shows an example of a setting suggestion animation that is executed when the left first stop operation is performed while the notification mode is selected, with the simulated game screen 53 shown in Figure 10(g) displayed. In both Figure 13(a) and Figure 13(b), the left first stop operation is performed when the symbol number 8, "Bar," on reel 41a is positioned on the simulated game stop line, and the reel slides 5 frames to stop the symbol number 13, "White 7," on the simulated game stop line (see Figure 8).

[0111] [Non-notification mode] As shown in Figure 13(a), when the left first stop operation is performed while the non-notification mode is selected, the display of the image display area 53a of the simulated game screen 53 is maintained, and the background color of the image display areas 53b and 53c changes to gray, indicating that the setting suggestion effect based on the number of sliding frames has been selected. In this case, in non-notification mode, even if the left first stop operation is performed, the number of sliding frames (5 frames in this example) is not announced. Then, for example, a special effect sound, stop sound B (Come on), may be output as a setting suggestion effect.

[0112] [Notification Mode] On the other hand, as shown in Figure 13(b), when the left first stop operation is performed while the notification mode is selected, the display in the image display area 53a of the simulated game screen 53 is maintained to indicate that the setting suggestion effect based on the number of sliding frames has been selected, and the number of sliding frames is notified (displayed) using the image display areas 53b and 53c. For example, in this example, since the "white 7" slides 5 frames, the text information "5 frame slide" is displayed using the image display areas 53b and 53c. Furthermore, for example, if the special effect sound as a setting suggestion effect is not output, the stop sound A (Don) may be output.

[0113] [Output probability of stop sound B] Figure 14 shows the probability of outputting stop sound B (see Figure 12), a special sound effect, in the setting indication effect based on the number of sliding frames. Note that if the win is not achieved (stop sound B is not output), stop sound A (see Figure 12) is output.

[0114] Figure 14(a) shows the output probability of stop sound B in notification mode.

[0115] As shown in Figure 14(a), for example, when setting 1, the output probability of stop sound B is controlled to be 0% when the number of sliding frames when "White 7" stops is a number other than 1 to 6 frames (including 0 frames), 10% when the number of sliding frames when "White 7" stops is 1 frame, and 5% when the number of sliding frames when "White 7" stops is 2 to 6 frames. Furthermore, for example, when setting 2 is selected, the probability of outputting stop sound B is controlled to be 0% when the number of sliding frames when "White 7" stops is a number other than 1 to 6 frames (including 0 frames), 5% when the number of sliding frames when "White 7" stops is 1 frame, 3 to 6 frames, and 10% when the number of sliding frames when "White 7" stops is 2 frames. Furthermore, for example, when the setting is 3, the probability of outputting stop sound B is 0% when the number of sliding frames when the "white 7" stops is a number other than 1 to 6 frames (including 0 frames), the probability of outputting stop sound B is 5% when the number of sliding frames when the "white 7" stops is 1 to 2 frames or 4 to 6 frames, and the probability of outputting stop sound B is 10% when the number of sliding frames when the "white 7" stops is 3 frames. Furthermore, for example, when the setting is 4, the probability of outputting stop sound B is controlled to be 0% when the number of sliding frames when "White 7" stops is a number other than 1 to 6 frames (including 0 frames), 5% when the number of sliding frames when "White 7" stops is 1 to 3 frames or 5 to 6 frames, and 10% when the number of sliding frames when "White 7" stops is 4 frames. Furthermore, for example, when the setting is 5, the probability of outputting stop sound B is 0% when the number of sliding frames when the "white 7" stops is a number other than 1 to 6 frames (including 0 frames), the probability of outputting stop sound B is 5% when the number of sliding frames when the "white 7" stops is 1 to 4 frames or 6 frames, and the probability of outputting stop sound B is 10% when the number of sliding frames when the "white 7" stops is 5 frames. Furthermore, for example, when the setting is 6, the probability of outputting stop sound B is controlled to be 0% when the number of sliding frames when the "white 7" stops is a number other than 1 to 6 frames (including 0 frames), 5% when the number of sliding frames when the "white 7" stops is 1 to 5 frames, and 10% when the number of sliding frames when the "white 7" stops is 6 frames.

[0116] Figure 14(b) shows the output probability of stop sound B in non-notification mode.

[0117] As shown in Figure 14(b), for example, when setting 1, the output probability of stop sound B is controlled to be 0% when the number of sliding frames when "White 7" stops is a number other than 1 to 6 frames (including 0 frames), 20% when the number of sliding frames when "White 7" stops is 1 frame, and 5% when the number of sliding frames when "White 7" stops is 2 to 6 frames. Furthermore, for example, when setting 2 is selected, the probability of outputting stop sound B is controlled to be 0% when the number of sliding frames when "White 7" stops is a number other than 1 to 6 frames (including 0 frames), 5% when the number of sliding frames when "White 7" stops is 1 frame, 3 to 6 frames, and 20% when the number of sliding frames when "White 7" stops is 2 frames. Furthermore, for example, when the setting is 3, the probability of outputting stop sound B is controlled to be 0% when the number of sliding frames when "White 7" stops is a number other than 1 to 6 frames (including 0 frames), 5% when the number of sliding frames when "White 7" stops is 1 to 2 frames or 4 to 6 frames, and 20% when the number of sliding frames when "White 7" stops is 3 frames. Furthermore, for example, when the setting is 4, the probability of outputting stop sound B is controlled to be 0% when the number of sliding frames when "White 7" stops is a number other than 1 to 6 frames (including 0 frames), 5% when the number of sliding frames when "White 7" stops is 1 to 3 frames or 5 to 6 frames, and 10% when the number of sliding frames when "White 7" stops is 4 frames. Furthermore, for example, when the setting is 5, the probability of outputting stop sound B is controlled to be 0% when the number of sliding frames when the "white 7" stops is a number other than 1 to 6 frames (including 0 frames), 5% when the number of sliding frames when the "white 7" stops is 1 to 4 frames or 6 frames, and 20% when the number of sliding frames when the "white 7" stops is 5 frames. Furthermore, for example, when the setting is 6, the probability of outputting stop sound B is controlled to be 0% when the number of sliding frames when the "white 7" stops is a number other than 1 to 6 frames (including 0 frames), 5% when the number of sliding frames when the "white 7" stops is 1 to 5 frames, and 20% when the number of sliding frames when the "white 7" stops is 6 frames.

[0118] As described above, in non-notification mode, the stop sound B can be output with a higher probability than in notification mode when the setting value set by the main control unit 10 matches the number of frames that slide when the "white 7" stops. Therefore, players who can detect the number of sliding frames are more likely to recognize the setting value based on the output of stop sound B than players who cannot detect the number of sliding frames. Furthermore, if the setting value set by the main control unit 10 matches the number of frames that "White 7" slides when it stops, the stop sound B can be output with a higher probability than when the setting value and the number of frames do not match. In other words, the setting suggestion effect can be executed with a higher probability. Therefore, it becomes possible to use the output of stop sound B to help infer a specific setting value. Furthermore, if the setting value set by the main control unit 10 does not match the number of frames that "white 7" slides when it stops, the stop sound B may be output with a higher probability than when the setting value and the number of frames match.

[0119] [Setting hints based on precise button presses] Next, using Figure 15, we will explain the setting indication effects that occur when pressing the buttons precisely during simulated gameplay. Figure 15(a) shows an example of a setting suggestion animation that is performed when the first middle stop operation is performed while the non-notification mode is selected, with the simulated game screen 53 shown in Figure 10(g) displayed. Figure 15(b) shows an example of a setting suggestion animation that is performed when the first middle stop operation is performed while the notification mode is selected, with the simulated game screen 53 shown in Figure 10(g) displayed. Figure 15(a) shows an example where the first middle stop operation is performed when the "white 7" symbol number 8 on reel 41b is positioned on the simulated game stop line, and the "white 7" symbol number 8 stops directly on the simulated game stop line (i.e., an example of a successful perfect stop) (see Figure 8). Furthermore, Figure 15(b) shows both an example of a successful perfect stop and an example where the middle first stop operation is performed when the "white 7" symbol number 8 on reel 41b is not located on the simulated game stop line, causing the "white 7" symbol number 8 to slide to the simulated game stop line and stop (i.e., an example of a failed perfect stop) (see Figure 8).

[0120] [Non-notification mode] As shown in Figure 15(a), when the first middle stop operation is performed while the non-notification mode is selected, the display of the image display area 53b of the simulated game screen 53 is maintained, and the background color of the image display areas 53a and 53c changes to gray, indicating that the setting suggestion effect by perfect timing has been selected. In this case, in the non-notification mode, even if the first middle stop operation is performed, it is not announced whether or not the perfect timing was successful. For example, when a "white 7" stops on the simulated game stop line, a special sound effect called stop sound C (Let's Go) may be output as a setting suggestion effect.

[0121] [Notification Mode] On the other hand, as shown in FIG. 15(b), when the first stop operation in the middle is performed in the state where the notification mode is selected, the display in the image display area 53b of the pseudo-game screen 53 is maintained, indicating that the setting suggestion effect by pressing the vita has been selected, and it is notified (displayed) whether the vita press has been successful using the image display areas 53a and 53c. When the vita press is successful, for example, character information "Success" is displayed using the image display areas 53a and 53c. And when, for example, "White 7" stops on the pseudo-game stop line, stop sound A (don) may be output when the special effect sound as the setting suggestion effect is not output. When the vita press fails, for example, character information "Failure" is displayed using the image display areas 53a and 53c. And when, for example, "White 7" stops on the pseudo-game stop line, stop sound A (don) may be output when the special effect sound as the setting suggestion effect is not output.

[0122] [Output Probability of Stop Sound C] FIG. 16 shows the output probability of stop sound C (see FIG. 12), which is a special effect sound, in the setting suggestion effect by pressing the vita. When not winning (when stop sound C is not output), stop sound A (see FIG. 12) is output.

[0123] FIG. 16(a) shows the output probability of stop sound C in the notification mode.

[0124] As shown in FIG. 16(a), for example, when the settings are 1, 3, and 5, it is controlled such that the output probability of stop sound C is 3% when the vita press fails and 10% when the vita press is successful. Also, for example, when the settings are 2, 4, and 6, it is controlled such that the output probability of stop sound C is 2% when the vita press fails and 5% when the vita press is successful.

[0125] FIG. 16(b) shows the output probability of stop sound C in the non-notification mode.

[0126] As shown in Figure 16(b), for example, when the setting is 1, the probability of outputting stop sound C is 5% if the perfect timing is not achieved, and 20% if the perfect timing is achieved. Furthermore, for example, when the settings are 2, 4, or 6, the probability of outputting stop sound C is 3% if the perfect timing is missed, and 10% if the perfect timing is successful.

[0127] As described above, the non-notification mode has a higher probability of outputting stop sound C when a perfect stop is achieved than the notification mode. Therefore, players who can recognize a perfect stop themselves are more likely to recognize the setting value than players who cannot recognize a perfect stop. Furthermore, when a perfect stop is achieved, odd-numbered settings (settings 1, 3, 5) have a higher probability of producing stop sound C than even-numbered settings (settings 2, 4, 6), which can be used to determine whether the setting is even or odd.

[0128] [Setting suggestion based on the suspension period] Next, using Figure 17, we will explain the setting suggestion effects based on the pause period during simulated gameplay. Figure 17 shows an example of a setting suggestion animation that is executed when the right first stop operation is performed while the non-notification mode is selected, with the simulated game screen 53 shown in Figure 10(g) displayed. Figure 18 shows an example of a setting suggestion animation that is executed when the right first stop operation is performed while the notification mode is selected, with the simulated game screen 53 shown in Figure 10(g) displayed. In both Figure 17 and Figure 18, the operation sequence of the stop button 5 is shown as right-center-left (right first stop operation → center second stop operation → left third stop operation), and the reel stopping sequence is shown as right-left-center (reel 41c → reel 41a → reel 41b).

[0129] [Non-notification mode] As shown in Figures 17(a) and (b), when the right first stop operation is performed while the non-notification mode is selected, the display of the image display area 53c of the simulated game screen 53 is maintained, and the background color of the image display areas 53a and 53b changes to gray, indicating that the setting suggestion effect based on the stop period has been selected. At this time, suppose the right first stop operation is performed when the symbol number 8 "white 7" of reel 41c is located on the simulated game stop line. In that case, the symbol number 8 "white 7" of reel 41c will remain on the simulated game stop line.

[0130] Next, as shown in Figure 17(c), assume that the second middle stop operation is performed when the symbol number 9, "Watermelon," on reel 41b is positioned on the simulated game stop line 4.0 seconds after the first right stop operation.

[0131] Next, as shown in Figure 17(d), assume that the left third stop operation is performed when the symbol number 13 "white 7" on reel 41a is positioned on the simulated game stop line 0.1 seconds after the middle second stop operation.

[0132] As shown in Figure 17(e), when the stopping operation is performed in the manner described above, the position of the "white 7" symbol number 13 on reel 41a when the left third stopping operation is performed is closer to the simulated game stopping line (fewer frames until stopping) than the position of the "white 7" symbol number 8 on reel 41b when the middle second stopping operation is performed. Therefore, the "white 7" symbol number 13 on reel 41a stops first. Then, since the "white 7" symbol number 13 on reel 41a stops without slipping, 4.1 seconds after the "white 7" symbol number 8 on reel 41c stops on the simulated game stop line (0.1 seconds after the second middle stop operation is performed), the "white 7" symbol number 13 on reel 41a stops on the simulated game stop line. Furthermore, after the "white 7" symbol number 13 on reel 41a stops, the stopping control for the "white 7" symbol number 8 on reel 41b is performed. When the "white 7" symbol number 8 on reel 41b slides, a special sound effect called slide sound B ("doldoldol") may be output as a setting suggestion effect.

[0133] Then, as shown in Figures 17(f) and (g), when the "white 7" symbol number 13 on reel 41a stops on the simulated game stop line, 0.1 seconds have elapsed since the second stop operation, so the "white 7" symbol number 10 on reel 41b is positioned on the simulated game stop line. Therefore, 1.8 seconds after the "white 7" symbol number 13 on reel 41a stops on the simulated game stop line (the time it takes to go from the "white 7" symbol number 10 to the "white 7" symbol number 8), the "white 7" symbol number 8 on reel 41b stops on the simulated stop line. The sliding sound B is output for the above 1.8 seconds. In this non-notification mode, the time (1.8 seconds) from when reel 41a stops until reel 41b stops is not notified. In other words, the reel stop time from when the second stop reel corresponding to the third stop operation stops until the third stop reel corresponding to the second stop operation stops is not displayed.

[0134] [Notification Mode] On the other hand, as shown in Figures 18(a) and (b), when the right first stop operation is performed while the notification mode is selected, the display in the image display area 53c of the simulated game screen 53 is maintained, indicating that the setting suggestion effect based on the stop period has been selected. Also, the image display areas 53a and 53b are designated as areas for displaying the reel stop time, and "0.0" seconds is displayed. At this time, suppose the right first stop operation is performed when the "white 7" symbol number 8 of reel 41c is located on the simulated game stop line. In that case, the "white 7" symbol number 8 of reel 41c will remain on the simulated game stop line.

[0135] Next, as shown in Figure 18(c), assume that the second middle stop operation is performed when the symbol number 9, "Watermelon," on reel 41b is positioned on the simulated game stop line 4.0 seconds after the first right stop operation.

[0136] Next, as shown in Figure 18(d), assume that the left third stop operation is performed when the symbol number 13 "white 7" on reel 41a is positioned on the simulated game stop line 0.1 seconds after the middle second stop operation.

[0137] As shown in Figure 18(e), when the stopping operation is performed in the manner described above, the position of the "white 7" symbol number 8 on reel 41b when the middle second stopping operation is performed is further from the simulated game stopping line (more frames until stopping) than the position of the "white 7" symbol number 13 on reel 41a when the left third stopping operation is performed. Therefore, the "white 7" symbol number 13 on reel 41a stops first. Then, since the "white 7" symbol number 13 on reel 41a stops without slipping, 4.1 seconds after the "white 7" symbol number 8 on reel 41c stops on the simulated game stop line (0.1 seconds after the second middle stop operation is performed), the "white 7" symbol number 13 on reel 41a stops on the simulated game stop line. In this notification mode, the time (0.1 seconds) from when the second stop operation is performed until the reel 41a stops is displayed in the image display areas 53a and 53b of the display unit 8. In this example, "0.1" is displayed. Furthermore, after the "white 7" symbol number 13 on reel 41a stops, the stopping control for the "white 7" symbol number 8 on reel 41b is performed. However, when the "white 7" symbol number 8 on reel 41b slides, if, for example, a special sound effect is not output as a setting indication effect, a sliding sound A (trrrrrr) may be output.

[0138] Then, as shown in Figures 18(f) and (g), when the "white 7" symbol number 13 on reel 41a stops on the simulated game stop line, 0.1 seconds have elapsed since the second stop operation, so the "white 7" symbol number 10 on reel 41b is positioned on the simulated game stop line. Therefore, 1.8 seconds after the "white 7" symbol number 13 on reel 41a stops on the simulated game stop line (the time it takes to go from the "white 7" symbol number 10 to the "white 7" symbol number 8), the "white 7" symbol number 8 on reel 41b stops on the simulated stop line. The sliding sound A is output for the above 1.8 seconds. At this time, in the notification mode, the time (1.8 seconds) from when the reel 41a stops until the reel 41b stops is displayed in the image display areas 53a and 53b of the display 8. That is, the reel stop time from the stop of the second stop reel corresponding to the third stop operation until the stop of the third stop reel corresponding to the second stop operation is displayed. In this example, "1.8" is displayed.

[0139] In this way, in the setting suggestion effect based on the stop period, the time from when the stop buttons 5a and 5b are operated until the reels 41a and 41b stop is calculated, and by determining which of the reels 41a and 41b stops first, the present invention is realized.

[0140] Also, in the setting suggestion effect based on the stop period, since the setting suggestion effect is executed according to the time from when the reel 41 corresponding to the third stop operation stops first until the reel 41 corresponding to the second stop operation stops subsequently, it can be said that the difficulty level is higher than the setting suggestion effect based on the number of sliding frames and the setting suggestion effect based on button pressing.

[0141] In FIGS. 17 and 18, "operation order of stop buttons = right, middle, left, and reel stop order = right, left, middle" is taken as an example for explanation. However, the same control is also executed in the case of "operation order of stop buttons = right, left, middle (right first stop operation → left second stop operation → middle third stop operation), and reel stop order = right, middle, left (reel 41c → reel 41b → reel 41a)".

[0142] [Output probability of sliding sound B] FIG. 19 shows the output probability of the sliding sound B (see FIG. 12), which is a special effect sound, in the setting suggestion effect based on the stop period. When not selected (when the sliding sound B is not output), the sliding sound A (see FIG. 12) is output. Also, the "0.1 second" in the figure includes the case where the difference in the stop times of the reels 41a and 41b is less than 0.1 second. The case where both reels 41a and 41b stop simultaneously may also be included in the "0.1 second" in the figure.

[0143] Figure 19(a) shows the output probability of slip sound B in notification mode.

[0144] As shown in Figure 19(a), for example, when the settings are 1 to 3, the probability of outputting slip sound B is 5% when the reel stop time from the stop of the second stop reel corresponding to the third stop operation to the stop of the third stop reel corresponding to the third stop operation is 0.1 seconds or less, the probability of outputting slip sound B is 5% when the reel stop time from the stop of the second stop reel corresponding to the third stop operation to the stop of the third stop reel corresponding to the second stop operation is 0.2 seconds or more and 0.5 seconds or less, and from the stop of the second stop reel corresponding to the third stop operation to the second stop operation The system is controlled so that the probability of outputting slipping sound B is 5% when the reel stop time until the third stop reel stops is 0.6 seconds or more and 1.0 seconds or less, when the reel stop time from the stop of the second stop reel corresponding to the third stop operation until the stop of the third stop reel corresponding to the second stop operation is 1.1 seconds or more and 1.5 seconds or less, and when the reel stop time from the stop of the second stop reel corresponding to the third stop operation until the stop of the third stop reel corresponding to the second stop operation is 1.6 seconds or more.

[0145] Furthermore, for example, when the setting is 4, the probability of outputting slide sound B is 5% when the reel stop time from the stop of the second stop reel corresponding to the third stop operation to the stop of the third stop reel corresponding to the third stop operation is 0.1 seconds or less, the probability of outputting slide sound B is 5% when the reel stop time from the stop of the second stop reel corresponding to the third stop operation to the stop of the third stop reel corresponding to the second stop operation is 0.2 seconds or more and 0.5 seconds or less, and from the stop of the second stop reel corresponding to the third stop operation to the third stop reel corresponding to the second stop operation The system is controlled so that the probability of outputting slipping sound B is 5% when the reel stop time until the third stop reel corresponding to the third stop operation is 0.6 seconds or more and 1.0 seconds or less, the probability of outputting slipping sound B is 10% when the reel stop time from the stop of the second stop reel corresponding to the third stop operation to the stop of the third stop reel corresponding to the third stop operation is 1.1 seconds or more and 1.5 seconds or less, and the probability of outputting slipping sound B is 15% when the reel stop time from the stop of the second stop reel corresponding to the third stop operation to the stop of the third stop reel corresponding to the second stop operation is 1.6 seconds or more.

[0146] Furthermore, for example, when the setting is 5, the probability of outputting slide sound B is 5% when the reel stop time from the stop of the second stop reel corresponding to the third stop operation to the stop of the third stop reel corresponding to the third stop operation is 0.1 seconds or less, the probability of outputting slide sound B is 5% when the reel stop time from the stop of the second stop reel corresponding to the third stop operation to the stop of the third stop reel corresponding to the second stop operation is 0.2 seconds or more and 0.5 seconds or less, and from the stop of the second stop reel corresponding to the third stop operation to the third stop reel corresponding to the second stop operation The system is controlled so that the probability of outputting slipping sound B is 10% when the reel stop time until the third stop reel corresponding to the third stop operation is 0.6 seconds or more and 1.0 seconds or less, the probability of outputting slipping sound B is 15% when the reel stop time from the stop of the second stop reel corresponding to the third stop operation to the stop of the third stop reel corresponding to the third stop operation is 1.1 seconds or more and 1.5 seconds or less, and the probability of outputting slipping sound B is 20% when the reel stop time from the stop of the second stop reel corresponding to the third stop operation to the stop of the third stop reel corresponding to the second stop operation is 1.6 seconds or more.

[0147] Furthermore, for example, when the setting is 6, the probability of outputting slide sound B is 5% when the reel stop time from the stop of the second stop reel corresponding to the third stop operation to the stop of the third stop reel corresponding to the third stop operation is 0.1 seconds or less, the probability of outputting slide sound B is 10% when the reel stop time from the stop of the second stop reel corresponding to the third stop operation to the stop of the third stop reel corresponding to the second stop operation is 0.2 seconds or more and 0.5 seconds or less, and from the stop of the second stop reel corresponding to the third stop operation to the third stop reel corresponding to the second stop operation The system is controlled so that the probability of outputting slipping sound B is 15% when the reel stop time until the third stop is 0.6 seconds or more and 1.0 seconds or less, the probability of outputting slipping sound B is 20% when the reel stop time from the stop of the second stop reel corresponding to the third stop operation to the stop of the third stop reel corresponding to the third stop operation is 1.1 seconds or more and 1.5 seconds or less, and the probability of outputting slipping sound B is 25% when the reel stop time from the stop of the second stop reel corresponding to the third stop operation to the stop of the third stop reel corresponding to the second stop operation is 1.6 seconds or more.

[0148] Figure 19(b) shows the output probability of slip sound B in non-notification mode.

[0149] As shown in Figure 19(b), for example, when the settings are 1 to 3, the probability of outputting slip sound B is 5% when the reel stop time from the stop of the second stop reel corresponding to the third stop operation to the stop of the third stop reel corresponding to the third stop operation is 0.1 seconds or less, the probability of outputting slip sound B is 5% when the reel stop time from the stop of the second stop reel corresponding to the third stop operation to the stop of the third stop reel corresponding to the second stop operation is 0.2 seconds or more and 0.5 seconds or less, and from the stop of the second stop reel corresponding to the third stop operation to the second stop operation The system is controlled so that the probability of outputting slipping sound B is 5% when the reel stop time until the third stop reel stops is 0.6 seconds or more and 1.0 seconds or less, when the reel stop time from the stop of the second stop reel corresponding to the third stop operation until the stop of the third stop reel corresponding to the second stop operation is 1.1 seconds or more and 1.5 seconds or less, and when the reel stop time from the stop of the second stop reel corresponding to the third stop operation until the stop of the third stop reel corresponding to the second stop operation is 1.6 seconds or more.

[0150] Furthermore, for example, when the setting is 4, the probability of outputting slide sound B is 5% when the reel stop time from the stop of the second stop reel corresponding to the third stop operation to the stop of the third stop reel corresponding to the third stop operation is 0.1 seconds or less, the probability of outputting slide sound B is 10% when the reel stop time from the stop of the second stop reel corresponding to the third stop operation to the stop of the third stop reel corresponding to the second stop operation is 0.2 seconds or more and 0.5 seconds or less, and from the stop of the second stop reel corresponding to the third stop operation to the third stop reel corresponding to the second stop operation The system is controlled so that the probability of outputting slipping sound B is 15% when the reel stop time until the third stop is 0.6 seconds or more and 1.0 seconds or less, the probability of outputting slipping sound B is 20% when the reel stop time from the stop of the second stop reel corresponding to the third stop operation to the stop of the third stop reel corresponding to the third stop operation is 1.1 seconds or more and 1.5 seconds or less, and the probability of outputting slipping sound B is 25% when the reel stop time from the stop of the second stop reel corresponding to the third stop operation to the stop of the third stop reel corresponding to the second stop operation is 1.6 seconds or more.

[0151] Furthermore, for example, when the setting is 5, the probability of outputting slide sound B is 10% when the reel stop time from the stop of the second stop reel corresponding to the third stop operation to the stop of the third stop reel corresponding to the third stop operation is 0.1 seconds or less, the probability of outputting slide sound B is 15% when the reel stop time from the stop of the second stop reel corresponding to the third stop operation to the stop of the third stop reel corresponding to the second stop operation is 0.2 seconds or more and 0.5 seconds or less, and the probability of outputting slide sound B is 15% when the reel stop time from the stop of the second stop reel corresponding to the third stop operation to the stop of the third stop reel corresponding to the second stop operation The system is controlled so that the probability of outputting slipping sound B is 20% when the reel stop time until the reel stops is 0.6 seconds or more and 1.0 seconds or less, the probability of outputting slipping sound B is 25% when the reel stop time from the stop of the second stop reel corresponding to the third stop operation to the stop of the third stop reel corresponding to the third stop operation is 1.1 seconds or more and 1.5 seconds or less, and the probability of outputting slipping sound B is 30% when the reel stop time from the stop of the second stop reel corresponding to the third stop operation to the stop of the third stop reel corresponding to the second stop operation is 1.6 seconds or more.

[0152] Furthermore, for example, when the setting is 6, the probability of outputting slide sound B is 15% when the reel stop time from the stop of the second stop reel corresponding to the third stop operation to the stop of the third stop reel corresponding to the third stop operation is 0.1 seconds or less, the probability of outputting slide sound B is 20% when the reel stop time from the stop of the second stop reel corresponding to the third stop operation to the stop of the third stop reel corresponding to the second stop operation is 0.2 seconds or more and 0.5 seconds or less, and the probability of outputting slide sound B is 20% when the reel stop time from the stop of the second stop reel corresponding to the third stop operation to the stop of the third stop reel corresponding to the second stop operation The system is controlled so that the probability of outputting slipping sound B is 25% when the reel stop time until the reel stops is 0.6 seconds or more and 1.0 seconds or less, the probability of outputting slipping sound B is 30% when the reel stop time from the stop of the second stop reel corresponding to the third stop operation to the stop of the third stop reel corresponding to the third stop operation is 1.1 seconds or more and 1.5 seconds or less, and the probability of outputting slipping sound B is 35% when the reel stop time from the stop of the second stop reel corresponding to the third stop operation to the stop of the third stop reel corresponding to the second stop operation is 1.6 seconds or more.

[0153] As described above, the non-notification mode is more likely to produce slide sound B than the notification mode, especially with higher settings (settings 4, 5, 6) and longer reel stop times. Therefore, players who can perceive the reel stop time will be able to recognize the setting value more easily than players who cannot perceive it. Furthermore, the higher the setting (settings 4, 5, 6) and the longer the reel stop time, the higher the probability of outputting slide sound B, which can be used to determine whether the setting is low (settings 1, 2, 3) or high (settings 4, 5, 6).

[0154] Next, using Figure 20, we will explain an example of a case where no setting suggestion animation is performed during the pause period in simulated gameplay. Figure 20 shows an example where the operation sequence of the stop button 5 is right-center-left (right first stop operation → center second stop operation → left third stop operation), and an example where the reel stop sequence is right-center-left (reel 41c → reel 41b → reel 41a). Furthermore, Figure 20 shows the state after transitions in non-notification mode, similar to Figures 17(a) to (c). That is, the transitions proceed in the order of Figure 17(a) → Figure 17(b) → Figure 17(c) → Figure 20(d') → ... Figure 20(g').

[0155] As shown in Figure 20(d'), assume that the left third stop operation is performed when the position of the "white 7" symbol number 13 on reel 41a is further from the simulated game stop line (a position where it takes more frames to stop) than the position of the "white 7" symbol number 8 on reel 41b when the middle second stop operation is performed.

[0156] As shown in Figure 20(e'), when the stopping operation is performed in the manner described above, the position of the "white 7" symbol number 8 on reel 41b when the middle second stopping operation is performed is closer to the simulated game stopping line (fewer frames until stopping) than the position of the "white 7" symbol number 13 on reel 41a when the left third stopping operation is performed. Therefore, the "white 7" symbol number 8 on reel 41b stops before the "white 7" symbol number 13 on reel 41a.

[0157] Then, as shown in Figures 20(f') and (g'), after the "white 7" symbol number 8 on reel 41b stops, the "white 7" symbol number 13 on reel 41a stops on the simulated game stop line. In other words, each reel 41 stops according to the order of the stopping operations. In this case, the reel corresponding to the third stop operation has not stopped before the reel corresponding to the second stop operation, so the setting indication effect is not executed. Therefore, no special effect sound is output, and even if no special effect sound is output, no other effect sound that can be output is output, and the system is controlled so that the "white 7" stops silently. Although not shown in the diagram, the same silent control is performed when the same stop control is performed in notification mode.

[0158] [Differentiation] Next, a modified example of this embodiment will be described.

[0159] The present invention may be applied not only to simulated games but also to regular games (the actual game). This makes it possible to improve the enjoyment of the game in regular games with regard to setting suggestion effects.

[0160] While players can choose which type of setting-indicating animation is used, it is also possible to prevent players from choosing (for example, by determining the type of setting-indicating animation through a lottery). This makes it impossible to predict the development of the game, thus enhancing the enjoyment of the game regarding the setting-indicating animation.

[0161] While the setting indication effect is currently provided through the output of sound effects, the setting indication effect may also be provided through other effects devices, such as information displayed on a display device, the color and pattern of light emission from a light-emitting device, the operation of movable parts (such as mechanical parts), or the vibration pattern of vibrating effect buttons. Furthermore, the setting indication effect may be provided by combining multiple devices.

[0162] Regarding the setting indication effect based on the stopping period, the volume of the sound effect may be increased in stages each time a predetermined amount of time (e.g., 0.1 seconds) has elapsed while the reels are stopped, so that the longer the sound effect is output, the easier it is to notice the sound effect. Furthermore, for example, if the setting indication is performed by displaying a visual image, the visual image can be made larger the longer it is displayed. Alternatively, if the setting indication is performed by lighting a lamp, the lamp's color can be made clearer and the brightness of the light emitted can be increased the longer the lamp is lit. This changes the presentation style of the setting indication, thereby improving the enjoyment of the game related to the setting indication.

[0163] In notification mode and / or non-notification mode, the most favorable stopping timing for the player may be notified. In other words, a navigation function for the player may be provided. This allows the player to time the stopping operation, thereby improving the enjoyment of the game related to the setting suggestion effects.

[0164] For the three reels 41, the number of high-probability performance games corresponding to the number of slips for each reel may be added, and specific performances such as setting-indicating performances may appear with a high probability only during the added number of games (for example, in a simulated game, when "white 7" is lined up, if reel 41a slips 1 frame, reel 41b slips 4 frames, and reel 41c slips 3 frames, 8 high-probability performance games may be added, and if a rare role is won during these high-probability performance games, the setting-indicating performance may be executed). This determines the probability of performance execution based on the number of slips, which can add tension to the stopping operation in a simulated game and improve the enjoyment of the game regarding setting-indicating performances.

[0165] As described above, the present invention includes a variable display means (reel 41) capable of displaying identification information (patterns) in a variable manner, a stop operation means (stop button 5) capable of stopping the display of the variable identification information, a setting means (main control unit 10) capable of setting any of a plurality of game setting values ​​(settings 1 to 6) including a first game setting value and a second game setting value that allows the game to proceed more favorably than the first game setting value, and information relating to the game setting value set by the setting means. The system includes a notification means (speaker 9) capable of notifying specific information (stop sound B, stop sound C, slide sound B), and the variable display means is capable of sliding a predetermined number of frames before stopping and displaying specific identification information (white 7) when the stop operation means is operated in a specific state (simulated game) and identification information is being displayed in a variable state, and the notification means is capable of notifying the specific information based on the game setting value set by the setting means and the number of frames the specific identification information slides when it stops in the variable display means. Therefore, since the number of frames that slide when the specific identification information stops is determined by the timing of the stopping operation by the player, by associating the number of frames that slide when the specific identification information stops with the specific information, it becomes possible to reflect the player's skill in the notification of specific information related to the game settings. This creates room for the player's skill to intervene in the notification of specific information related to the game settings, making it possible to improve the enjoyment of the game in terms of the notification of specific information related to the game settings.

[0166] Furthermore, the aforementioned specific state is a state in which a simulated game is being played in which no game value used to play the game is assigned to the player. Therefore, in simulated games, it becomes possible to reflect the player's skill in the notification of specific information related to the game settings, thereby improving the enjoyment of playing simulated games.

[0167] Furthermore, the notification means (speaker 9) can notify the specific identification information with a higher probability than when the game setting value set by the setting means matches the number of frames that the specific identification information (white 7) slides when it stops in the variable display means. Therefore, it becomes possible to reflect the player's skill in the notification of specific information regarding the game settings, thereby improving the enjoyment of the game in relation to the notification of specific information regarding the game settings.

[0168] Furthermore, if the notification means (speaker 9) does not notify the specific information, it can notify predetermined information (stop sound A, sliding sound A). Therefore, since it becomes possible to infer the game settings from predetermined information, the enjoyment of the game can be enhanced by the notification of specific information related to the game settings.

[0169] On the other hand, Patent Document 1 discloses a gaming machine that can perform a setting suggestion animation that displays a different animation image than the one before the setting value was changed when the setting value is changed. However, in the gaming machine described in Patent Document 1, the presentation style of the setting suggestion effect is determined by lottery, leaving no room for player skill to intervene, and thus failing to sufficiently enhance the enjoyment of the setting suggestion effect. Thus, the slot machine 1 of the present invention can solve all or part of the problems that conventional gaming machines need to improve.

[0170] Although preferred embodiments of the gaming machine of the present invention have been described above, it goes without saying that the gaming machine according to the present invention is not limited to the embodiments described above, and various modifications can be made within the scope of the present invention. For example, the tables referenced in the various processes of the above-described embodiment are merely examples and are not limited to the tables mentioned above. The winning probabilities related to the various tables are not limited to the values ​​mentioned above and can be changed as appropriate. Furthermore, in the above embodiment, the number of games is used as a value that can manage the AT, but it is not limited to this, and it may be managed using at least one of the following, for example, the difference in the number of tokens, the number of times the push-button navigation occurred, the number of times a small win occurred, the number of tokens acquired, the number of tokens paid out, etc.

[0171] Furthermore, in the above-described embodiment, the main control unit 10 performed the operation of various means such as control means, but the sub-control unit 20 can also perform some or all of these operations, and the sub-control unit 20 can operate as various means. Conversely, while the sub-control unit 20 may operate as a means to execute effects on the display unit 8, etc., the main control unit 10 may also perform some or all of these effects, and the main control unit 10 may operate as various means.

[0172] Furthermore, although the above-described embodiment showed the gaming machine as a slot machine, it is not limited to this. The gaming machine may be other gaming machines such as pachinko or tamari slot machines. Furthermore, the gaming machine may be a so-called medalless gaming machine, which can execute games using a pseudo-gaming medium in data format without using physical gaming media such as tokens. In addition, the gaming machine may be a so-called sealed gaming machine, which can execute games by circulating gaming media such as game balls internally without dispensing them externally. It should be noted that the upper limits for the difference in tokens and the number of games played in such medalless gaming machines may differ from the upper limits for gaming machines that use physical tokens. [Explanation of Symbols]

[0173] 1. Slot machine (amusement machine) 41 Reels 5. Stop button 8 Display 10 Main Control Unit 20 Sub-control Unit

Claims

1. A variable display means capable of displaying identification information in a variable manner, A stop operation means that can stop displaying fluctuating identification information, A setting means that can set any of a plurality of game setting values, including a first game setting value and a second game setting value that allows the game to proceed more favorably than the first game setting value, A notification means capable of notifying specific information which is related to the game setting value set by the setting means, Equipped with, The aforementioned fluctuation display means is When a specific state is in place and the identification information is being displayed in a variable manner, if the stop operation means is operated, it is possible to slide a predetermined number of frames before stopping the display of the specific identification information. The aforementioned notification means is, Based on the game setting value set by the setting means and the number of frames that the specific identification information slides when it stops in the variable display means, the specific information can be notified. A gaming machine characterized by the following features.

2. The aforementioned specific state is, This describes a state in which a simulated game is being played without any game value being assigned to the player for the purpose of playing the game. The gaming machine described in feature 1.

3. The aforementioned notification means is, If the game setting value set by the setting means matches the number of frames that the specific identification information slides when it stops in the variable display means, the specific information can be notified with a higher probability than when the game setting value and the number of frames do not match. The gaming machine according to feature 1 or 2.

4. The notification means is capable of notifying predetermined information if it does not notify the specific information. The gaming machine according to feature 1 or 2.

Citation Information

Patent Citations

  • Game machine

    JP2008295755A