Gaming machine

The gaming machine balances player benefits by using lottery and state control mechanisms to manage transitions between favorable and non-favorable game states, preventing excessive rewards and enhancing player experience.

JP2026059601APending Publication Date: 2026-04-07OLYMPIA KK
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-09-26
Publication Date
2026-04-07

AI Technical Summary

Technical Problem

In slot machines with AT production states, players experience a sense of loss when transitioning from a favorable to a non-favorable section, and large bonuses given upon reset can unintentionally lead to excessive profits.

Method used

A gaming machine with a winning type lottery, reel control, and performance state control mechanisms that allow transitioning to more favorable states, setting triggers for state changes, and preventing immediate transitions to less favorable states upon specific performance state termination.

Benefits of technology

Balances player benefits during reset periods, preventing excessive profits and maintaining game enjoyment.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To appropriately balance the player's gaming benefits when the advantageous period is reset. [Solution] The system includes a performance state control means that transitions the player to either an advantageous section, which is a game section other than the advantageous section, or a non-advantageous section, and also transitions the player to one of several types of performance states, including a specific performance state in which an auxiliary performance is performed. There is a first state and a second state which is more advantageous to the player than the first state. When transitioning from a non-advantageous section to an advantageous section, the performance state control means can transition to the second state at the first trigger, and may decide to transition to a specific performance state at the second trigger. If predetermined state termination conditions are met in the second state, the player is transitioned to the first state, but the player is not transitioned to the first state if the specific performance state is terminated.
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Description

Technical Field

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

Background Art

[0002] In a slot machine, during the progress of a game, a plurality of production states with different gaming benefits for a player are provided. For example, in an AT (assist time) production state among the plurality of production states, when winning a winning category in which a winning combination with a large gaming benefit overlaps with other winning combinations, an auxiliary production is executed in which the operation mode of a stop switch that becomes the winning condition of the winning combination with a large gaming benefit is notified (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] In a slot machine equipped with the AT production state as described above, depending on the progress of the game, it will stay in either a favorable section where an auxiliary production can be executed or a non-favorable section where an auxiliary production cannot be executed. Also, for example, when the number of difference cards acquired while staying in the favorable section reaches a predetermined number, the game section is forcibly shifted to the non-favorable section, and all information updated in the favorable section (all variables that affect the performance related to the instruction function) is reset. Then, for example, the AT production state will be forcibly terminated in response to the shift to the non-favorable section.

[0005] To prevent players from feeling a sense of loss upon the end of such an AT (Attack Time) performance state, it is conceivable to offer players a bonus when they transition from a non-advantageous period to an advantageous period again. However, if a large bonus is given to players all at once when the advantageous period is reset (ended and restarted), there is a risk that players may unintentionally gain a large profit from the game.

[0006] In view of these problems, the present invention aims to provide a gaming machine that can appropriately set the balance of the player's gaming benefits associated with the reset of the advantageous period. [Means for solving the problem]

[0007] To solve the above problems, another gaming machine of the present invention includes: a winning type lottery means for determining one of a plurality of winning types by winning type lottery; a reel control means for controlling the rotation of a plurality of reels, each having a plurality of symbols arranged thereon, based on the operation of a start switch, and for controlling the stopping of each reel corresponding to the operated stop switch in response to the operation of a stop switch corresponding to the rotating reel; and a performance state control means for transitioning to either a favorable section, which is a gaming section other than the favorable section, and a non-favorable section, which is a gaming section other than the favorable section, and also transitioning to one of a plurality of performance states, including a specific performance state in which the auxiliary performance is performed. The machine has a first state and a second state which is more favorable to the player than the first state. When transitioning from the non-favorable section to the favorable section, the performance state control means can transition to the second state at a first trigger, and may decide to transition to the specific performance state at a second trigger. If predetermined state termination conditions are met in the second state, the machine transitions to the first state, but does not transition to the first state if the specific performance state is terminated. [Effects of the Invention]

[0008] According to the present invention, it becomes possible to appropriately set the balance of the player's gaming benefits when the advantageous period is reset. [Brief explanation of the drawing]

[0009] [Figure 1] This is an external view illustrating the general mechanical configuration of a slot machine. [Figure 2] This is an external view of the slot machine with the front door open, illustrating its general mechanical configuration. [Figure 3] This diagram illustrates the reel's symbol arrangement and active lines. [Figure 4] This is a block diagram showing the approximate electrical configuration of the slot machine and its dedicated unit. [Figure 5] This is a flowchart showing the main processing of the main control board. [Figure 6] This is a flowchart illustrating the sub-processing of the sub-control board. [Figure 7] This is a flowchart illustrating the medal processing of the medal count control board. [Figure 8] This is an explanatory diagram to explain the winning roles. [Figure 9] This diagram shows the draw table for the winning categories. [Figure 10] This is an explanatory diagram to illustrate the transitions between game states. [Figure 11] This is an explanatory diagram to illustrate the transitions between different performance states. [Figure 12] This is an explanatory diagram to show the flow of gameplay when the advantageous period is reset. [Figure 13] This is a flowchart illustrating the process of resetting the advantageous period. [Figure 14] This is an explanatory diagram illustrating an example of a production technique. [Figure 15] This is an explanatory diagram to show the relationship between voice actors and the characters they voice. [Modes for carrying out the invention]

[0010] Hereinafter, preferred embodiments of the present invention will be described in detail with reference to the accompanying drawings. The dimensions, materials, and other specific numerical values shown in such embodiments are merely examples for facilitating the understanding of the invention, and do not limit the present invention unless otherwise specified. In this specification and the drawings, elements having substantially the same functions and configurations are denoted by the same reference numerals to omit redundant descriptions, and elements not directly related to the present invention are not shown.

[0011] (Mechanical Configuration of Slot Machine 100) As slot machines, there are those that conduct games with physical medals intervening and those that conduct games without physical medals intervening. The latter is sometimes called a smart pachislot. Here, as the slot machine 100, a smart pachislot will be described as an example. In a smart pachislot, instead of physical medals, electronic medals are used as electronic game values for games.

[0012] FIG. 1 is an external view for explaining the schematic mechanical configuration of the slot machine 100. FIG. 2 is an external view in a state where the front door of the slot machine 100 is opened for explaining the schematic mechanical configuration. FIG. 2(a) shows the front door viewed from the back side, and FIG. 2(b) shows the housing viewed from the player side.

[0013] As shown in the external views of FIGS. 1 and 2, the slot machine 100 is provided with a housing 102 having an open front surface, and an upper front door 104 and a lower front door 106 which are rotatably arranged vertically side by side at one end of the front surface of the housing 102. A colorless and transparent symbol display window 108 made of a glass plate, a transparent resin plate or the like is provided substantially at the center of the lower part of the upper front door 104. At a position corresponding to the symbol display window 108 in the housing 102, a left reel 110a, a middle reel 110b, and a right reel 110c are provided so as to be independently rotatable. On the outer peripheral surfaces of the left reel 110a, the middle reel 110b, and the right reel 110c, as shown in the symbol arrangement of FIG. 3(a), a plurality of types of symbols are arranged in each of the 20 equally divided regions. The player can visually recognize a total of nine consecutive symbols of the left reel 110a, the middle reel 110b, and the right reel 110c, which are located in the upper, middle, and lower stages, through the symbol display window 108. Incidentally, the left reel 110a, the middle reel 110b, and the right reel 110c may be simply referred to as the reel 110 collectively.

[0014] An operation unit installation table 112 is formed on the upper part of the lower front door 106. The operation unit installation table 112 is provided with a bet switch 116, a start switch 118, stop switches 120a, 120b, 120c, a settlement switch 122, an effect switch 124, a counting switch 126, a game medal number display device 128, a main segment display unit 130, and the like.

[0015] The bet switch 116 is a push switch that detects the operation of inserting (betting) (deducting from the number of game tokens) electronic tokens that are electronically held in the slot machine 100 and ready for use in the game. The bet switch 116 includes a max bet switch that inserts (bets) a predetermined number of electronic tokens required for one game, and a 1 bet switch that inserts an additional 1 electronic token within the predetermined range. Here, the number of electronic tokens inserted (bet) by the bet switch 116 is called the number of bets, and the memory area that holds the number of bets is sometimes called the "number of bets holding means". Also, the number of electronic tokens that are electronically held in the slot machine 100 and ready for use in the game is called the "number of game tokens", and the memory area that holds the number of game tokens is sometimes called the "number of tokens holding means". Note that the number of bets is not included in the number of game tokens. Furthermore, betting includes both inserting a predetermined number of electronic tokens from the number of game tokens held in the token holding means through the operation of the bet switch 116, and automatically inserting electronic tokens based on the display of a replay symbol on the active line, as will be described in more detail later. The entity that makes a bet in this manner is sometimes referred to as the betting means.

[0016] The start switch 118 is configured, for example, as a lever capable of detecting tilting operations, and detects the player's operation to start the game.

[0017] Stop switches 120a, 120b, and 120c are push switches and are located at positions corresponding to the left reel 110a, middle reel 110b, and right reel 110c, respectively, to detect the player's stop operation. Note that stop switches 120a, 120b, and 120c are sometimes collectively referred to simply as stop switch 120. Here, when the stop switches 120 are in a state where they can be stopped, the first stop operation performed by the player on one of stop switches 120a, 120b, or 120c is called the first stop operation. After the first stop operation, the second stop operation is performed on one of the two remaining stop switches 120 that have not been stopped. After the second stop operation, the third stop operation is performed on the last remaining stop switch 120.

[0018] The settlement switch 122 detects an operation by the bet switch 116 that returns all of the electronic tokens bet to the token holding means (adds them to the number of game tokens).

[0019] The performance switch 124 consists of, for example, a push switch or a cross switch, and detects the player's pressing or rotating operation.

[0020] The counting switch 126 is a push switch that detects operations to transfer (subtract from) part or all of the number of game tokens electronically held by the slot machine 100 to a dedicated unit 300 described later. The counting switch 126 has three operation options: "short press" with a pressing time of less than 500 msec, "long press" with a pressing time of 500 msec or more, and "full count" with a pressing time of 4000 msec or more, which allows counting to continue even after the operation of the counting switch 126 is released. With a short press of the counting switch 126, only one electronic token is counted (transferred) from the number of game tokens with each operation. With a long press and full count, 50 electronic tokens are counted from the number of game tokens at the timing of counting notifications every 300 msec after a pressing time of 500 msec. If the number of game tokens is less than 50 in the long press or full count state, all remaining game tokens will be counted. Furthermore, if the counting switch 126 is operated while the game is playable, the counting process will always be executed regardless of the game state at that time. Here, "while the game is playable" refers to the state in which the slot machine 100 and the dedicated unit 300 are connected and both are powered ON (a state in which a player can borrow electronic tokens, play a game on the slot machine 100, and count the results of the game). However, if the power of the slot machine 100 is ON but the power of the dedicated unit 300 is not ON, or if the slot machine 100 and the dedicated unit 300 are not connected, there is a risk that the number of counted tokens will be lost even if the slot machine 100 accepts the operation of the counting switch 126, so the operation of the counting switch 126 is disabled, and that period is not included in "while the game is playable". Furthermore, the periods when slot machine 100 is not able to proceed with gameplay as a standalone unit, such as during the initialization process after power-on, during setting changes and setting confirmation, and during error states requiring recovery processing such as resets, are not included in the "period during which gameplay is possible."

[0021] The game token count display device 128 includes a 5-digit or 6-digit 7-segment LED and displays the total number of electronic tokens held in the token holding means, i.e., the number of game tokens. However, the number of game tokens does not include the number of electronic tokens bet. Therefore, the game token count display device 128 displays the number obtained by subtracting the number of electronic tokens bet from the number of electronic tokens acquired by the player. The numerical range of the number of game tokens is expressed as 0 to 16382 (16368 tokens + maximum payout per game (15 tokens) - minimum bet (1 token)), taking into account the maximum difference in tokens per business day. If the higher digit of a significant value is 0, that value is displayed as blank (off). If that value exceeds a predetermined warning value, for example, 15000, a token count warning notification is issued prompting the player to count their tokens, restricting the lending process of electronic tokens described later, and outputting a test counting signal for approximately 3500 msec. Note that the warning value is not limited to 15000, and various values ​​can be set. However, even if a warning notification about the number of tokens held is issued, the player can continue playing. Therefore, the number of tokens held may increase. When that number exceeds a predetermined upper limit, for example, 16369, an error notification (total over error notification) is issued, and a so-called complete function is activated to restrict the progress of the game. Specifically, the bet switch 116, start switch 118, and payout switch 122 are prohibited from being pressed. When such a complete function is activated (a stop error (error code "Ey") occurs), complete activation information indicating that the complete function is activated is displayed on the LCD display unit 132, which will be described later, and a complete activation sound indicating that the complete function is activated is output from the speaker 134, which will be described later. The token count display device 128 displays the updated number of tokens held by the slot machine 100 within approximately 300 msec after the number of tokens held is updated.

[0022] The main segment display unit 130 consists of two 7-segment displays arranged side-by-side, and displays an error code indicating the type of error managed by the main control board 200. For example, when various errors occur, such as a door open error (error code "E8") which occurs when at least one of the front upper door 104 or the front lower door 106 is detected to be open and automatically resets when both the front upper door 104 and the front lower door 106 are closed, the error code is displayed on the main segment display unit 130, error information is displayed on the liquid crystal display unit 132 (described later), and an error sound is output from the speaker 134 (described later).

[0023] A liquid crystal display unit 132 is provided at the upper center of the front upper door 104 to display various images related to the performance. Speakers 134 are provided on the left and right sides of the back of the front lower door 106 to provide auditory effects such as sound effects and musical tones. Performance lamps 136, for example, made of high-brightness light-emitting diodes (LEDs), and performance device 138, which drives performance components with a motor, are provided at the top and left and right of the front upper door 104.

[0024] Furthermore, within the casing 102, a setting key and a setting change switch (collectively referred to as the setting value setting means) are provided on the main control board 200, which will be described later. In the slot machine 100, when a predetermined key (operation key) is inserted into the setting key and rotated from the OFF position to the ON position, and power is turned on via the power switch 144a of the power supply 144, the machine enters setting change mode, and the setting value can be changed (also simply called setting change). The setting value indicates the degree of advantage for the player (machine payout rate) in stages, for example, it is expressed in 6 stages from 1 to 6, and generally, the higher the numerical value of the setting value, the higher the degree of advantage for the overall game (higher expected number of coins won). When the setting change switch is pressed while the setting change is possible, the setting value is increased by 1, for example, when the setting value is changed to one of the 6 stages and the start switch 118 is operated, the setting value is finalized, and the setting change mode ends when the setting key is returned to its original position (OFF position), and the game can be played. Note that setting changes are only possible for a certain period of time after the power switch 144a is operated and the power is turned on.

[0025] In this type of slot machine 100, since physical tokens are not required, it becomes possible to prevent cheating by inserting simulated tokens or using tokens brought in illegally. In addition, since there is no need to install a mechanism for inserting and dispensing game tokens inside the game machine, design and manufacturing costs can be reduced. Furthermore, by centrally managing the lending of game tokens to players and the counting of acquired game tokens, fraud can be prevented. Moreover, by centrally managing the data, it becomes possible to curb the element of gambling and, in turn, strengthen measures against addiction.

[0026] Figure 4 is a block diagram showing the schematic electrical configuration of the slot machine 100 and the dedicated unit 300. As shown in Figure 4, the slot machine 100 and the dedicated unit 300 are electrically connected via a game ball dispensing device connection terminal board 280. The slot machine 100 is equipped with multiple control boards, including a main control board 200 that controls the progress of the game, a sub-control board 240 that controls the effects according to the progress of the game, and a medal count control board 260 that controls the number of electronic medals (game medals) held in the medal holding means. Note that the transmission of electrical signals between the main control board 200 and the sub-control board 240 is limited to one direction only, from the main control board 200 to the sub-control board 240, from the viewpoint of preventing fraud. On the other hand, the transmission of electrical signals between the main control board 200 and the medal count control board 260 is bidirectional.

[0027] (Main control board 200) The main control board 200 has a semiconductor integrated circuit including a main CPU 200a which is a central processing unit, a main ROM 200b which stores programs and the like, and a main RAM 200c which functions as a work area, and comprehensively controls the entire slot machine 100. The main RAM 200c retains data without erasing it even when the power is cut off, unless a setting change is made and a RAM clear is performed.

[0028] Furthermore, the main control board 200 has functional units such as an initialization means 210, a betting means 212, a winning type lottery means 214, a reel control means 216, a determination means 218, a payout control means 220, a game state control means 222, a performance state control means 224, and a command transmission / reception means 226, which are operated by the main CPU 200a cooperating with the main RAM 200c based on a program stored in the main ROM 200b.

[0029] The main control board 200 receives various detection signals from the bet switch 116, start switch 118, stop switch 120, and settlement switch 122, and the main CPU 200a executes various processes based on the received detection signals.

[0030] The initialization means 210 executes the initialization process on the main control board 200. The betting means 212 places a bet of electronic tokens to be used for playing the game. The winning type lottery means 214, based on the operation of the start switch 118, performs a winning type lottery to determine whether a winning combination is achieved, and more specifically, whether a winning type that includes the winning combination is achieved, as will be described in more detail later.

[0031] The reel control means 216 controls the rotation of the left reel 110a, middle reel 110b, and right reel 110c in response to the operation of the start switch 118, and controls the stopping of the corresponding left reel 110a, middle reel 110b, and right reel 110c in response to the operation of the stop switches 120a, 120b, and 120c corresponding to the rotating left reel 110a, middle reel 110b, and right reel 110c, respectively.

[0032] Furthermore, the reel control means 216 may extend the time from when the stop switch 120 was activated in the previous game until the player activates the stop switch 120 to display the result of the winning type lottery (it is deactivated when the stop switch 120 is activated in the previous game) beyond a predetermined time, in response to the operation of the start switch 118. During this time, it may perform a reel effect (freeze effect) that controls the rotation of reels 110a, 110b, and 110c in various ways. The reel effect can be achieved by not activating any switch that should be activated for a predetermined time, suspending a process that should be executed for a predetermined time, or not transmitting or receiving signals from any switch that should be transmitted or received for a predetermined time.

[0033] Furthermore, in this embodiment, as a reel performance, a simulated game (pseudo-game) similar to the basic game may be performed, in which the basic game is interrupted and its progress is delayed in response to the operation of the start switch 118 in the basic game, during which the rotation of reels 110a, 110b, and 110c is controlled, and in response to the operation of the stop switches 120a, 120b, and 120c, the reels 110a, 110b, and 110c corresponding to the stop switches 120a, 120b, and 120c are temporarily stopped. Here, the basic game refers to a game in which a winning type lottery is performed and a payout is received once upon winning a winning combination. The simulated game ends when the start switch 118 is operated again or when a predetermined time has elapsed since the temporary stop control, and thereafter the rotation control of reels 110a, 110b, and 110c in the basic game resumes. Furthermore, as an example of simulated gameplay, the reel control means 216 can also automatically perform temporary stop control on predetermined symbols (for example, symbols that constitute a bonus role) on each reel 110a, 110b, and 110c in response to the operation of the stop switches 120a, 120b, and 120c. In such simulated gameplay, the performance can be executed with rotation control and stopping patterns similar to or different from those of the basic game, thereby enhancing the enjoyment of the game. Note that temporary stop indicates a state in which the reels do not appear to be stopped, but the phase signal of the stepping motor 152 of the reels 110a, 110b, and 110c is continuously changed within 500 msec, and temporary stop control indicates a control that temporarily stops the reels 110a, 110b, and 110c. However, unless otherwise specified, both stop and temporary stop are simply treated as stop in the sense that they maintain their position without rotating in one direction. Furthermore, both stop control and temporary stop control are simply treated as stop control in the sense that the left reel 110a, middle reel 110b, and right reel 110c are controlled to rotate in response to the operation of the start switch 118, and the corresponding left reel 110a, middle reel 110b, and right reel 110c are stopped in response to the operation of the stop switches 120a, 120b, and 120c, respectively, which are used to stop the rotating left reel 110a, middle reel 110b, and right reel 110c.

[0034] Furthermore, a reel drive control unit 150 is connected to the main control board 200. This reel drive control unit 150 drives the stepping motor 152 based on the rotation start signals for the left reel 110a, middle reel 110b, and right reel 110c transmitted from the reel control means 216 in response to the operation signal of the start switch 118. The reel drive control unit 150 also stops driving the stepping motor 152 based on the stop signals for the left reel 110a, middle reel 110b, and right reel 110c, respectively, transmitted from the reel control means 216 in response to the operation signal of the stop switch 120, as well as the detection signal from the rotation position detection circuit 154.

[0035] The determination means 218 determines whether or not a symbol combination corresponding to a winning combination is displayed on the active line A. Here, the display of a symbol combination corresponding to a winning combination on the active line A is sometimes simply referred to as a win. Here, the active line A is the line used to determine whether a winning combination has been won, and in this embodiment, there is one such line. As shown in Figure 3(b), of the nine symbols (3 reels × 3 rows of upper, middle, and lower) facing the symbol display window 108, the active line A is set as a line (one line rising to the right) connecting the positions corresponding to the symbols that stop on the lower row of the left reel 110a, the middle row of the middle reel 110b, and the upper row of the right reel 110c. The invalid lines are lines other than the active line A that are not used to determine whether a winning combination has been won, and they display other symbol combinations that make it easier to identify the winning combination when it is difficult to identify the winning combination based solely on the symbol combinations displayed on the active line A. In this embodiment, four invalid lines B1, B2, B3, and C shown in Figure 3(b) are assumed. The payout control means 220 pays out an amount of electronic tokens corresponding to the winning combination (value) to the token holding means (adds to the number of game tokens) based on the fact that the symbol combination corresponding to the winning combination has been displayed on the active line A (a win has been achieved).

[0036] The game state control means 222 refers to the result of the winning type lottery and the result of the determination means 218 and transitions the game state to one of several types of game states. The game states include, as described later, a non-internal game state, an internal game state to which the player transitions when a bonus role is won in the non-internal game state, and a bonus game state to which the player transitions when a symbol combination corresponding to a bonus role is displayed on an active line in the internal game state.

[0037] The performance state control means 224 refers to the result of the winning type lottery, the judgment result of the judgment means 218, and the transition information of the game state, and transitions the performance state to one of several types of performance states. The performance states include the AT (Assist Time) performance state, which performs an auxiliary performance that notifies the operation method (correct operation method) that is a condition for winning a specific role (correct role) when a winning type (selected winning type) is won in which a specific role (correct role) and other winning roles (incorrect roles) overlap (assists in winning the specific role), and the non-AT performance state, which does not perform an auxiliary performance. In addition, there are cases in which the so-called ART game state is executed, in which the AT performance state and the RT (Replay Time) game state, in which the probability of winning a replay role is high, proceed in parallel. The specific role that is the target of the auxiliary performance refers to a winning role that is more advantageous than other winning roles, including not only the payout of electronic medals when that winning role is won, but also all game benefits that can be obtained when that winning role is won. Furthermore, auxiliary effects are not limited to assisting in the winning of specific roles; they are sufficient if they inform the player of an operation method that is advantageous to them.

[0038] The command transmission / reception means 226 sequentially transmits commands determined in accordance with the operation of the betting means 212, the winning type lottery means 214, the reel control means 216, the determination means 218, the payout control means 220, the game state control means 222, the performance state control means 224, etc., to the sub-control board 240 and the medal count control board 260.

[0039] Furthermore, the main control board 200 is equipped with a random number generator 200d. The random number generator 200d sequentially increments a count value, and after counting a predetermined number of times, it resets the count value (changes the sequence of numbers to set an initial value), thereby looping the count value within a predetermined numerical range. The main control board 200 obtains a random value by extracting the count value from the random number generator 200d at a predetermined time. The random value generated by the random number generator 200d of the main control board 200 (hereinafter referred to as the winning type lottery random number) is used to determine the winning type of game benefit to be given to the player, for example, by the winning type lottery means 214. The specific processing in the main control board 200 will be explained below based on a flowchart.

[0040] (Main processing of the main control board 200) Figure 5 is a flowchart showing the main processing (main loop processing) of the main control board 200. Here, we will first explain the outline of one game after initialization according to the main processing of the main control board 200. Furthermore, here we will explain in detail the processing related to the features of this embodiment, and omit the explanation of configurations unrelated to the features of this embodiment. Although we will omit a detailed explanation, when each process is executed, the switches used in each process (bet switch 116, start switch 118, stop switch 120) are activated at the start of the process and deactivated at the end of each process.

[0041] (Step S100) When the slot machine 100 is powered on via the power switch 144a and becomes energized, the initialization means 210 performs an initialization process in preparation for the start of gameplay. The initialization means 210 can also change settings. Setting changes involve changing the setting values ​​that indicate the degree of advantage in stages (for example, 6 stages). Setting changes also include resetting to the same setting value (a process that changes the current setting value to the same setting value as the current setting value (overwriting, maintaining)). While the power is on, the initialization means 210 continuously generates backup data and stores this backup data in the main RAM 200c. Therefore, even if an unexpected power outage occurs, the initialization process can use the backup data held before the power outage to restore the state before the power outage. For example, even if an unexpected power outage occurs while the reels 110 are rotating, the system will start again from the state where each reel 110 is rotating after the recovery operation. Therefore, the initialization process does not basically initialize (clear the RAM) the main RAM 200c. Furthermore, the initialization means 210 generates an initialization command when the power is turned on, and the command transmission / reception means 226 transmits the generated initialization command to the sub-control board 240. Also, the initialization means 210 generates a startup command that includes the transmission information necessary at startup, and the command transmission / reception means 226 transmits the generated startup command to the medal count control board 260.

[0042] (Step S110) Next, in response to the player's operation of the bet switch 116, the betting means 212 places an electronic token bet. The betting means 212 also generates an insertion command indicating that the operation has been performed, and the command transmission / reception means 226 transmits the generated insertion command to the sub-control board 240. The betting means 212 also generates a game token insertion command that includes transmission information indicating the number of tokens to be inserted, and the command transmission / reception means 226 transmits the generated token insertion command to the token count control board 260.

[0043] (Step S120) Next, when a predetermined number of electronic tokens are bet, the winning type lottery means 214 activates the game start operation for the start switch 118 and transitions to a state waiting for operation of the start switch 118. Here, in response to the player's operation of the start switch 118, the winning type lottery means 214 obtains a winning type lottery random number of 1 from the winning type lottery random numbers updated by the random number generator 200d of the main control board 200 at the time the start switch 118 is operated. The winning type lottery means 214 then determines a winning type lottery table corresponding to the currently set game state from the winning type lottery table, and determines which winning area in the determined winning type lottery table the obtained winning type lottery random number corresponds to, and determines the winning type or non-winning as the lottery result for the determined winning area. Furthermore, when a winning type that includes the winning role "RBB" is determined in the winning type lottery, the game state is transitioned from a non-internal game state to an RBB internal game state. Furthermore, after the start switch 118 is operated and the lottery result is determined, the winning type lottery means 214 generates a winning type command that includes the lottery result (winning type or not winning) and information regarding the game state, and the command transmission / reception means 226 transmits the generated winning type command to the sub-control board 240.

[0044] (Step S130) When the start switch 118 is operated, the reel control means 216 drives the stepping motor 152 to rotate the left reel 110a, the middle reel 110b, and the right reel 110c. In this reel rotation process, after a predetermined time (for example, 4.1 seconds) has elapsed since the start of rotation of the left reel 110a, the middle reel 110b, and the right reel 110c in the previous game (wait), the rotation of the left reel 110a, the middle reel 110b, and the right reel 110c in the current game begins, and when all of the left reel 110a, the middle reel 110b, and the right reel 110c have reached a steady rotation, the process moves to step S140.

[0045] (Step S140) Next, the reel control means 216 activates the stop switches 120a, 120b, and 120c, and when it receives an operation of the stop switches 120a, 120b, or 120c by the player, it controls the stopping of one of the left reel 110a, middle reel 110b, or right reel 110c corresponding to that operation. Furthermore, when any of the stop switches 120a, 120b, or 120c are operated, the reel control means 216 generates a stop command (first stop operation command, second stop operation command, third stop operation command) indicating the information of the operated stop switch 120a, 120b, or 120c, and the command transmission / reception means 226 sequentially transmits the generated stop commands to the sub-control board 240. The reel control means 216 continues this reel stopping process until all of the stop switches 120a, 120b, and 120c have been operated.

[0046] (Step S150) Next, the determination means 218 determines which of the predetermined combinations the symbol combination displayed on the active line A shown in Figure 3(b) corresponds to, and executes various processes required for changing the game state or for replays according to that symbol combination. For example, if the determination means 218 is in an advantageous section and a small win has occurred, it updates the net increase counter. Here, the advantageous section is a game section that is advantageous to the player, including game sections that have performance related to instruction functions, that is, game sections that execute auxiliary effects (instruction functions), etc. Also, a section that is mutually exclusive with the advantageous section and in which auxiliary effects cannot be executed is called a non-advantageous section. In addition, the advantageous section is a game section in which, if an auxiliary effect is activated as a result of a lottery etc. related to the operation of an auxiliary effect performed by the main control board 200, information indicating the content of the instruction may be transmitted to peripheral boards such as the sub-control board 240, only when the content of the instruction is displayed on the notification means so that it can be identified by the main control board 200. Furthermore, the game state control means 222, in the RBB internal game state, if the symbol combination displayed on the active line A corresponds to the winning combination "RBB", transitions the game state from the RBB internal game state to the RBB active game state. The determination means 218 generates a winning command that includes the symbol combination displayed on the active line A, and the number of electronic medals to be paid out when a symbol combination corresponding to a minor win is displayed on the active line A, and the command transmission / reception means 226 transmits the generated winning command to the sub-control board 240.

[0047] (Step S160) Furthermore, based on the symbol combinations (stopping patterns of the reels 110) displayed on the active line A, the payout control means 220 executes the payout process for electronic tokens corresponding to a minor role when a symbol combination corresponding to a minor role is displayed on the active line A, and automatically executes the process for placing a bet for the next game when a symbol combination corresponding to a replay role is displayed on the active line A. In addition, when the payout process for electronic tokens is completed, the payout control means 220 generates a payout command indicating that the payout process has been completed, and the command transmission / reception means 226 transmits the generated payout command to the sub-control board 240. Furthermore, the payout control means 220 generates a payout completion command that includes transmission information indicating the number of tokens to be paid, and the command transmission / reception means 226 transmits the generated payout completion command to the token count control board 260.

[0048] (Step S170) The game state control means 222 transitions the game state from the RBB-operated game state to the non-internal game state when a predetermined number of electronic tokens are dispensed during the RBB-operated game state. The performance state control means 224 also handles transitions in the performance state and switches between advantageous and non-advantageous periods. Furthermore, if the game state or performance state is changed, a game transition command including the changed game state or performance state is generated, and the command transmission / reception means 226 transmits the generated game transition command to the sub-control board 240. Thus, when the game transition process S170 is completed, the game ends.

[0049] One game is executed through the series of processes from step S110 to step S170 described above. Thereafter, steps S110 to S170 will be repeated. Thus, one game refers to the period from when a portion of the number of game tokens held in the token holding means is inserted through the operation of the bet switch 116, or when an electronic token is automatically inserted based on the display of a replay symbol on the active line A, until the left reel 110a, middle reel 110b, and right reel 110c are controlled to rotate and a winning type lottery is performed in response to the operation of the start switch 118 by the player, and the left reel 110a, middle reel 110b, and right reel 110c are stopped in response to the lottery result of the winning type lottery and the operation of multiple stop switches 120a, 120b, and 120c by the player, until the left reel 110a, middle reel 110b, and right reel 110c corresponding to the operated stop switches 120a, 120b, and 120c are stopped, and if a winning symbol that can receive an electronic token payout is hit, the electronic token is paid out. Furthermore, if the player fails to win a prize that can result in the payout of electronic tokens, or if they win a prize but do not win, one game ends when the left reel 110a, middle reel 110b, and right reel 110c all stop. However, the start of one game may be interpreted as the player operating the start switch 118 instead of inserting electronic tokens or winning a replay. The number of times such a game is repeated is defined as the number of games. Here, whether the basic game, which is one game in which a payout can be received once after the prize type lottery is performed, is performed alone, or whether the basic game is performed in combination with a simulated game, the completion of the basic game is considered the completion of one game. Therefore, the completion of a simulated game does not affect the counting of games in the slot machine 100. However, for the number of games managed by the hall computer (not shown), the simulated game may or may not be counted as part of the number of games, depending on the specifications.

[0050] (Sub-control board 240) The sub-control board 240, like the main control board 200, has various semiconductor integrated circuits, including a sub-CPU 240a which is a central processing unit, a sub-ROM 240b which stores programs, etc., and a sub-RAM 240c which functions as a work area. Based on commands from the main control board 200, it controls the effects according to the progress of the game, for example, generating an effect pattern that shows a series of effects. The sub-RAM 240c is also connected to a backup power supply (not shown), similar to the main RAM 200c, so that data is retained without being erased even if the power is cut off. The sub-control board 240 is also equipped with a random number generator 240d, similar to the main control board 200, and the random values ​​generated by the random number generator 240d (hereinafter referred to as effect lottery random numbers) are mainly used to determine the type of effect. The sub-control board 240 is also equipped with an image circuit 240e, an audio circuit 240f, and an effect circuit 240g to realize the effects.

[0051] The image circuit 240e includes an image IC, an image ROM, and an image RAM (VRAM). The image IC, also called a VDP (Video Display Processor), receives an image command that can identify image data based on a performance pattern (data corresponding to the image to be displayed on the liquid crystal display unit 132 among the performances indicated by the performance pattern). It reads the image data identified by the image command from the image ROM into the image RAM and outputs it sequentially to the liquid crystal display unit 132. The image RAM has multiple different layers, and each layer can hold different image data. The image IC then superimposes the image data held in the multiple layers and outputs the superimposed image data to the liquid crystal display unit 132. Each layer is assigned a priority order, and when an image from a high-priority layer overlaps with an image from a low-priority layer, the image from the high-priority layer is superimposed on the player side of the image from the low-priority layer and is visible to the player.

[0052] The audio circuit 240f includes an audio IC and an audio ROM. When the audio IC receives an audio command that can identify audio data based on a performance pattern (data corresponding to sound, including the sound to be output to speaker 134, among the performances indicated by the performance pattern), it reads the audio data identified by the audio command from the audio ROM and sequentially outputs the sound based on the audio data to speaker 134. The audio IC has multiple different layers (sometimes called tracks or channels), and each layer can hold different audio data. The audio IC then superimposes the audio data held in the multiple layers and outputs the sound based on the superimposed audio data to speaker 134. The player can hear each of the superimposed audio data simultaneously.

[0053] When the performance circuit 240g receives a command indicating a lighting pattern (a sequence of lighting patterns for the performance lamps 136 within the performance indicated by the performance pattern) and a drive pattern (a sequence of drive patterns for the performance mechanism 138 within the performance indicated by the performance pattern), it generates information regarding light emission (light emission information) and motor drive (drive information) according to the command, and transmits the generated light emission information and drive information to the performance lamps 136 and the performance mechanism 138 via serial communication. Serial communication is used here to reduce the number of harnesses and simplify their handling. In this way, each of the multiple performance lamps 136 is independently controlled to light up, and each of the multiple performance mechanism 138 is independently controlled to drive. The performance circuit 240g also acquires input information from the performance switch 124, etc. (operation status, operation timing, number of operations, operation duration, etc.) via serial communication.

[0054] Here, a series of functional components, including a sub-CPU 240a, sub-RAM 240c, random number generator 240d, image circuit 240e, audio circuit 240f, and performance circuit 240g, are integrated into a single integrated circuit as a System-on-a-Chip (SoC). However, the integration of each functional component into such an SoC can be arbitrarily configured.

[0055] Furthermore, the sub-control board 240 has functional units such as an initialization means 250, a command receiving means 252, and a performance control means 254, which function through the cooperation of the sub-CPU 240a with the sub-RAM 240c based on a program stored in the sub-ROM 240b.

[0056] The initialization means 250 executes initialization processing on the sub-control board 240. The command receiving means 252 receives commands from other control boards, such as the main control board 200, and processes the commands. The performance control means 254 receives detection signals from the performance switch 124 and determines the performance patterns for the game's effects performed by the liquid crystal display unit 132, speaker 134, performance lamp 136, and performance mechanism 138 based on the received commands.

[0057] Specifically, the performance control means 254 performs image display control to display an image on the liquid crystal display unit 132. In addition, the performance control means 254 controls audio output through the speaker 134, controls the lighting of the performance lamp 136, and controls the driving of the performance mechanism device 138.

[0058] The effects executed by the effect control means 254 also include the auxiliary effects described above. Hereafter, the notification means that executes auxiliary effects, such as the liquid crystal display unit 132, speaker 134, and effect lamp 136, may be referred to as the auxiliary effect execution means (instruction monitor). The effect state control means 224 causes the auxiliary effect execution means to execute auxiliary effects when the AT effect state is active.

[0059] (Sub-processing of sub-control board 240) Figure 6 is a flowchart showing the sub-processing of the sub-control board 240. Here, we will explain in detail the processes related to the features of this embodiment, and omit the explanation of configurations unrelated to the features of this embodiment.

[0060] (Step S200) When the slot machine 100 is powered on via the power switch 144a and becomes energized, the initialization means 250 performs an initialization process in preparation for the start of gameplay. While the power is on, the initialization means 250 continuously generates backup data and stores this backup data in the sub-RAM 240c.

[0061] (Step S210) The command receiving means 252 determines whether or not it has received an input command. If it has received an input command, it proceeds to step S212; otherwise, it proceeds to step S220.

[0062] (Step S212) In step S210, if it is determined that an input command has been received, the performance control means 254 determines a performance pattern based on the input command, assuming that preparations for starting the next game have been made.

[0063] (Step S220) Next, the command receiving means 252 determines whether or not it has received a winning type command. If it has received a winning type command, it proceeds to step S222; otherwise, it proceeds to step S240.

[0064] (Step S222) In step S220, if it is determined that a winning type command has been received, the performance control means 254 determines a performance pattern based on the winning type command. Furthermore, if the performance state is an AT performance state and the winning type indicated in the winning type command is a selected winning type, the performance control means 254 determines an auxiliary performance that notifies the correct operation pattern.

[0065] (Step S240) Next, the command receiving means 252 determines whether or not a stop command has been received. If a stop command has been received, the process moves to step S242; otherwise, the process moves to step S250.

[0066] (Step S242) In step S240, if it is determined that a stop command has been received, the performance control means 254 determines a performance pattern based on whether the stop command indicates a first stop operation, a second stop operation, or a third stop operation, whether it indicates a stop operation on one of the stop switches 120a, 120b, or 120c, and the rotational positions of the left reel 110a, middle reel 110b, and right reel 110c on which the stop operation was performed.

[0067] (Step S250) Next, the command receiving means 252 determines whether or not it has received a winning command. If it has received a winning command, it proceeds to step S252; otherwise, it proceeds to step S260.

[0068] (Step S252) In step S250, if it is determined that a winning command has been received, the performance control means 254 determines a performance pattern based on the winning command.

[0069] (Step S260) Next, the command receiving means 252 determines whether or not a payout command has been received. If a payout command has been received, the process moves to step S262; otherwise, the process moves to step S210, and the process from step S210 is repeated.

[0070] (Step S262) If it is determined in step S260 that a payout command has been received, the performance control means 254 determines a performance pattern based on the payout command and repeats the process from step S210.

[0071] (Medal count control board 260) The medal count control board 260 is connected to the main control board 200 and has various semiconductor integrated circuits, including a medal CPU 260a which is a central processing unit, a medal ROM 260b which stores programs, etc., and a medal RAM 260c which functions as a work area, and manages the electronic medals used for gaming. In addition, the medal RAM 260c is connected to a backup power supply (not shown) similar to the main RAM 200c, so that data is retained without being erased even if the power is cut off. Here, a portion of the storage area of ​​the medal RAM 260c is used as a medal holding means. A medal segment display unit 140 is also integrally formed on the medal count control board 260. The medal segment display unit 140 consists of one 7-segment unit and displays, for example, an error code indicating the type of error managed by the medal count control board 260. The medal count control board 260 is also connected to a dedicated unit 300 via a game ball dispensing device connection terminal board 280. Here, the game ball dispensing device connection terminal board 280 is a connection terminal board for connecting the slot machine 100 and the dedicated unit 300, and receives signals related to the dispensing of electronic tokens, transmits the results of the dispensing and receipt of electronic tokens, transmits signals related to the counting of electronic tokens, and transmits various information of the slot machine 100. For example, the game ball dispensing device connection terminal board 280 receives power (VL) from the dedicated unit 300, uses that power as input to an insulating element such as a photocoupler, generates a VL connection signal indicating the connection status with the dedicated unit 300, and outputs it to the token count control board 260. The token count control board 260 can determine from the ON / OFF status of the VL connection signal that power is being supplied from the dedicated unit 300, in other words, that power has been supplied to the dedicated unit 300 and that it is properly connected to the dedicated unit 300.

[0072] Furthermore, the medal count control board 260 has functional units such as an initialization means 270, a command transmission / reception means 272, and a medal count update means 274, which function through the cooperation of the medal CPU 260a with the medal RAM 260c based on a program stored in the medal ROM 260b.

[0073] The initialization means 270 performs initialization processing on the medal count control board 260. The command transmission / reception means 272 receives commands from the main control board 200 and performs reply processing for those commands. The command transmission / reception means 272 also repeatedly sends and receives game machine information notifications, counting notifications, lending notifications, and lending receipt result responses to the dedicated unit 300 at 300 msec intervals from the completion of startup. Specifically, the command transmission / reception means 272 sends a game machine information notification to the dedicated unit 300, which includes game machine performance information, game machine installation information, and hall computer / fraud monitoring information as game machine information. 100 msec after sending the game machine information notification, it sends a counting notification which includes the number of counted medals to be counted (the number of electronic medals transferred to the dedicated unit 300 at one time). When the command transmission / reception means 272 receives a loan notification from the dedicated unit 300 170 msec after sending a counting notification, which includes the number of loaned medals to be processed (the number of digitized medals transferred at once from the dedicated unit 300), it sends back the loan acceptance result to the dedicated unit 300.

[0074] The medal count update means 274 primarily updates (adds or subtracts) the number of game medals held in the medal holding means in response to commands received from the main control board 200, notifications received from the dedicated unit 300, or operations on the counting switch 126. The medal count update means 274 also displays the updated number of game medals on the game medal count display device 128.

[0075] Figure 7 is a flowchart showing the medal processing (main loop processing) of the medal count control board 260. Here, we will explain in detail the processing related to the features of this embodiment, and omit the explanation of configurations unrelated to the features of this embodiment.

[0076] (Step S300) When the slot machine 100 is powered on via the power switch 144a and the medal count control board 260 is energized, the initialization means 270 performs an initialization process in preparation for the start of gameplay. While the power is on, the initialization means 270 continuously generates backup data and stores this backup data in the medal RAM 260c. Therefore, even if an unexpected power outage occurs, the initialization process can use the backup data held before the power outage to restore the state to which it was before the power outage. For example, even if an unexpected power outage occurs while the number of game medals is held in the medal holding means, the system will start from the state where the electronic medals are held after the recovery operation. Therefore, the initialization process does not fundamentally initialize (clear the RAM) the medal RAM 260c.

[0077] (Step S310) Once the initialization process is complete, the medal count update means 274 determines whether an update event for the number of game medals held in the medal holding means has occurred. If an update event for the number of game medals has occurred, it executes an update process to update the number of game medals according to that update event. First, the medal count update means 274 determines whether it has received a game medal insertion command from the main CPU 200a. If it has received a game medal insertion command, it proceeds to step S312. If it has not received a game medal insertion command, it proceeds to step S320.

[0078] (Step S312) When the main CPU 200a receives a game token insertion command, the token count update means 274 determines whether the game token insertion command indicates the insertion of electronic tokens. If it indicates the insertion of electronic tokens, it performs an insertion process that subtracts the number of game tokens by that amount. If the game token insertion command indicates the settlement of electronic tokens rather than the insertion of electronic tokens, the token count update means 274 performs a settlement process that adds the number of electronic tokens that were inserted to the game token count. Note that although the player's operation differs between the settlement process and the insertion process, the corresponding processes are the same. Therefore, in the following explanation, it is possible to replace the parts that use the insertion process with the settlement process by interpreting it as inserting a negative number of electronic tokens.

[0079] (Step S320) Next, the medal count update means 274 determines whether or not it has received a payout completion command from the main CPU 200a. If it has received a payout completion command, it proceeds to step S322; otherwise, it proceeds to step S330.

[0080] (Step S322) Upon receiving a payout completion command from the main CPU 200a, the medal count update means 274 executes a payout process that adds the electronic medals dispensed based on the payout completion command to the number of game medals.

[0081] (Step S330) Next, the medal count update means 274 determines whether or not it has received a notification of the loan of an electronic medal from the dedicated unit 300. If it has received a loan notification, it proceeds to step S332; otherwise, it proceeds to step S340.

[0082] (Step S332) When the dedicated unit 300 receives a loan notification, the medal count update means 274 determines whether or not the loan process is possible. If the loan process is possible, it executes the loan process to add the loaned electronic medals to the number of game medals and generates a loan receipt result response that includes "normal". On the other hand, if the loan process is not possible, that is, if the message length and command values ​​in the loan notification are normal but other information is abnormal, if the game machine information notification is abnormal, if the number of counted medals in the count notification is "1" or more, if the number of game medals displayed on the game medal count display device 128 is 15,000 or more, if the checksum of the received loan notification is abnormal, if the loan serial numbers of the received loan notification are not consecutive, if the number of loaned medals in the received loan notification is "51" or more, or if the game machine information notification sent from the medal CPU 260a to the dedicated unit 300 contains information other than hall control fraud monitoring information, the medal count update means 274 generates a loan receipt result response that includes "abnormal".

[0083] (Step S340) Next, the command transmission / reception means 272 determines whether the counting switch 126 has been operated by the player. If the counting switch 126 has been operated, the process proceeds to step S342. If the counting switch 126 has not been operated, the process from step S310 is repeated.

[0084] (Step S342) When the counting switch 126 is operated by the player, the medal count update means 274 notifies the dedicated unit 300 of the count and performs a counting process that subtracts the counted electronic medals from the number of game medals, and repeats the process from step S310.

[0085] When a loan notification is received or the counting switch 126 is operated, the medal count update means 274 executes the loaning or counting process for the electronic medals, and the command transmission / reception means 272 sends a command to the main CPU 200a to that effect. Upon receiving the command, the main CPU 200a sends a command to the sub-CPU 240a to that effect. The sub-CPU 240a then outputs a predetermined loaning sound or counting sound from the speaker 134 to indicate the movement of the electronic medals as they are actually loaned out or counted during the loaning or counting process. In this way, the player can audibly confirm that the loaning or counting process is being executed properly. The sub-CPU 240a may also notify the player that the loaning or counting process is being executed not only through the speaker 134, but also through other devices such as the liquid crystal display unit 132 and the effect lamps 136.

[0086] (Dedicated unit 300) The dedicated unit 300 is installed near the slot machine 100 and can lend electronic tokens to players and count the electronic tokens won by players. The dedicated unit 300 is equipped with a dedicated unit control board 310 that sends and receives electronic tokens to and from the slot machine 100. The dedicated unit control board 310 is connected to a cash input section 312, a card insertion section 314, a lending switch 316, a return switch 318, a game switch 320, a rate display device 322, and a token count display device 324.

[0087] The cash input section 312 functions as a slot for inserting cash. The card insertion section 314 allows for the insertion and withdrawal of card media capable of storing electronic tokens. The disbursement switch 316 is a push switch that detects the operation to transfer electronic tokens corresponding to the number of units of cash held in the dedicated unit 300 to the slot machine 100. In response to the operation of the disbursement switch 316, the token count control board 260 executes the disbursement process. The return switch 318 is a push switch that detects the operation to transfer electronic tokens held in the dedicated unit 300 to card media and to withdraw that card media from the dedicated unit 300 through the card insertion section 314. The game switch 320 is a push switch that detects the operation to transfer electronic tokens held in the dedicated unit 300 to the slot machine 100. The unit value display device 322 displays the number of units held in the dedicated unit 300, that is, the number of units corresponding to the cash inserted from the cash input section. The acquired medal count display device 324 displays the acquired medal count, which is the total number of electronic medals held by the dedicated unit 300.

[0088] (Table used on the main control board 200) Figure 8 is an explanatory diagram for explaining the winning roles, and Figure 9 is an explanatory diagram for explaining the winning type lottery table.

[0089] In the slot machine 100, as will be described in detail later, there are multiple types of game states and performance states, and the game state and performance state are changed according to the progress of the game. In the main control board 200, multiple winning type lottery tables corresponding to the game states managed and controlled by the game state control means 222 are stored in the main ROM 200b. The winning type lottery means 214 extracts the corresponding winning type lottery table from the main ROM 200b according to the current setting value stored in the main RAM 200c and the current game state, and determines which winning type in the winning type lottery table corresponds to the random number for winning type lottery obtained in response to the operation signal of the start switch 118, based on the extracted winning type lottery table.

[0090] Here, the winning combinations that make up the winning combinations extracted by the winning combination lottery table include bonus combinations, replay combinations, and minor combinations. A bonus combination is a combination that, when the symbol combination corresponding to that bonus combination is displayed on active line A, can transition the game state managed by the game state control means 222 to a bonus game state (the RBB operation game state described later). A replay combination is a combination that, when the symbol combination corresponding to the replay combination is displayed on active line A, allows the player to play the game again without making a new bet of electronic tokens. A minor combination is a combination that, when the symbol combination corresponding to that minor combination is displayed on active line A, allows the player to receive a predetermined number of electronic tokens depending on the symbol combination.

[0091] In this embodiment, as shown in Figure 8, the winning combinations include a bonus combination called "RBB," replay combinations "Replay 1" to "Replay 23," and minor combinations "Minor Combination 1" to "Minor Combination 20." In Figure 8, one or more symbols constituting each winning combination are associated with the left reel 110a, the middle reel 110b, and the right reel 110c, respectively. In the following, winning combinations "Minor Combination 1" to "Minor Combination 4" may be abbreviated as "8-coin combination," winning combinations "Minor Combination 5" and "Minor Combination 6" as "3-coin combination," and winning combinations "Minor Combination 7" to "Minor Combination 20" as "1-coin combination."

[0092] In this embodiment, when the player operates the stop switch 120, if the symbols constituting a winning combination that can be awarded are on the active line A, the reel control means 216 controls the reel to stop so that the symbols stop on the active line A. Also, when the stop switch 120 is operated, if the symbols constituting a winning combination that can be awarded are not on the active line A but are within a range (pull-in range) equivalent to 4 symbols in the opposite direction of the rotation of the reel 110, the reel control means 216 controls the reel to stop after maintaining rotation for the number of slides so that the number of separated symbols becomes the number of slides, and the symbols constituting the winning combination are pulled onto the active line A. Furthermore, if there are multiple symbols on the reel 110 corresponding to winning combinations that can be awarded, and all of them are within the reel 110's pull-in range, the reel control means 216 determines which symbol to pull onto the active line A according to a predetermined priority order, and then stops after maintaining rotation for a number of sliding frames to pull the priority symbol onto the active line A. When the stop switch 120 is pressed, if there are symbols on the active line A that constitute a combination of symbols corresponding to winning combinations other than the winning combinations that can be awarded, the reel control means 216 also performs a so-called "kick-away" process in parallel to prevent those symbols from stopping on the active line A. In addition, as will be described later, if the winning combinations included in the winning types have a set operation pattern (operation order or operation timing) as a winning condition, the reel control means 216 stops the reel so that the combination of symbols corresponding to the winning combination can be displayed on the active line A according to the player's operation pattern.

[0093] For example, the symbols that make up the symbol combinations corresponding to the winning combinations "Replay 1" to "Replay 3", "Replay 11" to "Replay 13", "Replay 16", "Replay 18", "Replay 21" to "Replay 23", and the winning combinations "Small Win 1" to "Small Win 4", "Small Win 6" to "Small Win 10", and "Small Win 17" are arranged on each reel 110 so that they can always be displayed on the active line A by the stop control described above. Such winning combinations are sometimes represented as PB=1. On the other hand, for example, the symbols that make up the symbol combinations corresponding to the winning combinations "RBB", "Replay 4" to "Replay 10", "Replay 14", "Replay 15", "Replay 17", "Replay 19", "Replay 20", "Small Win 5", "Small Win 11" to "Small Win 16", and "Small Win 18" to "Small Win 20" are not necessarily arranged on the active line A in each reel 110 due to the stop control described above, so so-called missed wins may occur. Such winning combinations are sometimes represented as PB≠1.

[0094] As shown in Figure 9, the winning type lottery table is divided into multiple winning areas, and the winning types that are subject to the lottery and the presence or absence of non-winning (misses) differ depending on the game state. In Figure 9, the winning areas (winning types) assigned to each game state (non-internal game state (non-internal), RBB internal game state (RBB internal), RBB operating game state (RBB operating)) are represented by "◎" and "○", but in reality, multiple winning type lottery tables corresponding to each game state are stored in the main ROM 200b. Note that "◎" indicates a winning type that allows for a lottery to transition to the advantageous section and a lottery related to auxiliary effects (instruction functions) (for example, determining the number of auxiliary effects, adding (adding) the number of auxiliary effects, continuing the AT effect state, ending the advantageous section), while "○" indicates a winning type that does not allow for a lottery to transition to the advantageous section, but allows for a lottery related to auxiliary effects, meaning it is not a winning type that allows for a lottery to transition to the advantageous section.

[0095] In the winning type lottery table, each partitioned winning area is associated with a predetermined number (winning range value), which is a numerical value indicating the winning range, and a winning type. The sum of the numbers assigned to all winning areas for each game state equals the total number of random numbers for the winning type lottery (65536). Therefore, the probability of each winning type being determined is the value obtained by dividing the number associated with the winning area by the total number of random numbers for the winning type lottery. The winning type lottery means 214, based on the game state at that time, sequentially obtains the numbers from the highest numbered winning areas in the winning type lottery table, subtracts these numbers from the random numbers for the winning type lottery, and if the value after subtraction is less than 0, the winning type associated with the winning area at that time is taken as the result of the winning type lottery. Alternatively, if the number of numbers for all winning areas from winning area 1 or higher is subtracted from the random numbers for the winning type lottery and the value after subtraction is 0 or greater, the winning type "Loss" for winning area 0 becomes the result of the winning type lottery.

[0096] Here, we will provide some additional information about the winning combination "RBB". A designated Type 1 Special Bonus (RB) is a bonus that increases the number of symbol combinations related to winning at predetermined intervals, or increases the probability of the condition device related to winning at predetermined intervals activating. It activates when predetermined conditions are met and can continue to operate until the results of a number of games not exceeding 12 are obtained. Here, the condition device is a device whose activation is a necessary condition for displaying symbol combinations related to winning, replaying, the bonus, or the continuous bonus device activation device. It activates when the winning type lottery (a lottery conducted by an electronic computer within the gaming machine) is won, in other words, it means a winning flag.

[0097] According to the winning type lottery table in Figure 9, for example, the winning type "Loss" is associated with winning area 0. If you win this type, none of the symbol combinations corresponding to any of the winning roles shown in Figure 8 will be displayed on the active line A, and no electronic medals will be dispensed.

[0098] In Figure 9, each winning area is associated with a winning type that contains multiple overlapping winning combinations. When a winning type containing multiple overlapping winning combinations is won, the conditions for awarding the prize, such as the order in which stop switches 120a, 120b, and 120c are operated and the timing of the operation of stop switches 120a, 120b, and 120c (operation position of reel 110), are set to determine which combination of symbols corresponding to which winning combination will be displayed preferentially on the active line A.

[0099] In the following explanation, the operation of stop switches 120a, 120b, and 120c to stop the reels in the order of left reel 110a, middle reel 110b, and right reel 110c will be referred to as "Batting Order 1," the operation of stop switches 120a, 120c, and 120b to stop the reels in the order of left reel 110a, right reel 110c, and middle reel 110b will be referred to as "Batting Order 2," and the operation of stop switches 120b, 120a, and 120c to stop the reels in the order of middle reel 110b, left reel 110a, and right reel 110c will be referred to as "Batting Order 1." "Batting Order 3" is defined as the operation of stop switches 120b, 120c, and 120a to stop the reels in the order of middle reel 110b, right reel 110c, and left reel 110a, which is defined as "Batting Order 4". The operation of stop switches 120c, 120a, and 120b to stop the reels in the order of right reel 110c, left reel 110a, and middle reel 110b is defined as "Batting Order 5". The operation of stop switches 120c, 120b, and 120a to stop the reels in the order of right reel 110c, middle reel 110b, and left reel 110a is defined as "Batting Order 6".

[0100] For example, if the winning type "Bat Order Bell A1" in winning area 5, which is a selected winning type, is won, and the correct operation method (batting order 3) is performed, the symbol combination corresponding to the winning role "Small Role 1" (winning role "8-coin role"), which is the correct role with a payout of 8 coins (resulting in the symbols "Bell", "Bell", and "Bell" aligning in a straight line on invalid line B1), is stopped so that it is preferentially displayed on the active line A due to so-called coin-priority control. Also, if the operation is performed in batting order 1, 2, 4-6, the symbol combination corresponding to the winning role "1-coin role", which is the incorrect role with a payout of 1 coin, is stopped so that it is preferentially displayed on the active line A due to so-called number-priority control.

[0101] Furthermore, the probability of winning (number of wins) for the selected winning types in winning areas 5-8 (winning types "Batting Order Bell A1" to "Batting Order Bell A4") and the probability of winning for the selected winning types in winning areas 9-12 (winning types "Batting Order Bell B1" to "Batting Order Bell B4") are set to be equal. Since players usually cannot know which winning type they have won, the above-mentioned winning areas are provided to make it more difficult to win the correct combination. Also, as described above, even if the stop switch 120 is operated in a manner in which incorrect combinations are displayed preferentially, it is not always the case that the symbol combination corresponding to the incorrect combination will be displayed on the active line A, so depending on the manner of operation, a miss may occur (PB≠1). In the following, the eight winning types in winning areas 5-12 may be simply abbreviated as the winning type "Batting Order Bell".

[0102] When a player wins one of the above-mentioned winning types, the corresponding internal winning flag is activated (ON), and the stopping control of each reel 110 is performed according to the status of this internal winning flag. In this case, if a player wins a winning type that includes a small win, but is unable to display the symbol combination corresponding to that win on the active line A during that game, the internal winning flag is turned OFF after the end of the game. In other words, the right to win a small win is limited to the game in which the winning type that includes the small win was won, and this right cannot be carried over to the next game. On the other hand, when a player wins a winning type that includes the winning combination "RBB", the RBB internal winning flag is activated (ON), and the RBB internal winning flag is carried over to the next game until the symbol combination corresponding to the winning combination "RBB" is displayed on the active line A. Furthermore, if an internal winning flag corresponding to a winning type that includes a replay symbol is set, one of the symbol combinations corresponding to a replay symbol included in that winning type will always be displayed on active line A. After the processing necessary to proceed to the next game without requiring electronic tokens is performed, the internal winning flag will be turned off.

[0103] (Transition of game state) Here, we will explain the transitions between game states using Figure 10. Multiple game states are available, including a non-internal game state, a game state during RBB (Real Big Bonus) activation, and a game state during RBB activation. Each game state transitions according to the winning, activation, and termination of bonus roles, as will be described later. The types of wins possible in each game state are indicated by "◎" or "○" in Figure 9.

[0104] The non-internal game state is a game state that corresponds to the initial state in multiple game states. In this non-internal game state, the probability of winning a replay is set to approximately 1 / 7.3. Also, in the non-internal game state, the winning combination "RBB" is determined at a predetermined probability (for example, approximately 1 / 30). The game state control means 222 transitions the game state in response to the winning combination "RBB". For example, in a game in which the winning combination "RBB" is won, when the symbol combination corresponding to the winning combination "RBB" is displayed on the active line A, the game state control means 222 transitions the game state to the RBB activation game state (1).

[0105] During RBB (Replay Bonus) operation, the probability of winning a replay is set to 0. In this RBB operation state, the possible winning types are set as follows: "All Small Wins" in Winning Area 1 and "All 1-Coin Wins" in Winning Area 2. When "All Small Wins" is won, the reels are stopped so that a symbol combination corresponding to one of the winning roles "Small Win 1" to "Small Win 20" is displayed on active line A. When "All 1-Coin Wins" is won, the reels are stopped so that a symbol combination corresponding to one of the winning roles "Small Win 7" to "Small Win 20" is displayed on active line A. Here, the expected number of coins won per game during RBB operation is low due to the configuration of the small wins.

[0106] When the termination condition for the RBB operation game state is met, that is, when the number of acquired coins exceeds a predetermined number (for example, 22 coins), the game state control means 222 transitions the game state to a non-internal game state (2).

[0107] On the other hand, in a game in which the winning combination "RBB" is won, if the symbol combination corresponding to the winning combination "RBB" cannot be displayed on the active line A, the game state control means 222 transitions the game state to the RBB internal game state (3).

[0108] In the RBB internal game state, the probability of winning a replay is set to approximately 1 / 7.3. Also, in the RBB internal game state, it is not possible to win a "miss" type prize. In other words, if the symbol combination corresponding to the winning prize "RBB" cannot be displayed on active line A during a game in which the winning prize "RBB" is won, then subsequent stopping control on active line A will prioritize minor prizes and replay prizes over the winning prize "RBB," making it impossible to display the symbol combination corresponding to the winning prize "RBB" on active line A. Therefore, once the game state transitions to the RBB internal game state, the game state will not change thereafter, and the RBB internal game state will be maintained. Here, while maintaining this RBB internal game state, the AT performance state is realized in that RBB internal game state.

[0109] Here, in the RBB internal game state, multiple types of correct winning combinations are awarded without overlapping, increasing the opportunities to win correct combinations. As a result, for example, auxiliary effects are performed during the AT performance state in the RBB internal game state, making it easier to acquire electronic medals. On the other hand, in the RBB active game state, multiple types of correct combinations are awarded overlappingly, reducing the opportunities to win correct combinations. This reduces the opportunities to win correct combinations compared to the AT performance state in other game states, making it more difficult for players to increase their electronic medal collection. Therefore, it is possible to realize a specification (Accel RBB) where the RBB active game state has the function of having a higher probability of winning combinations related to winning combinations than the RBB internal game state, but is inferior to the RBB internal game state in terms of electronic medal acquisition performance.

[0110] (Transition of performance state) Figure 11 is an explanatory diagram illustrating the transitions between performance states. Below, the performance states transitioned by the performance state control means 224 on the main control board 200 will be described in detail. Note that multiple performance states belong to either the advantageous section or the non-advantageous section, which are game sections. In this embodiment, almost all performance states belong to the advantageous section, and some performance states (in this case, non-advantageous performance states) are in the non-advantageous section. Note that while remaining in the advantageous section, this fact may be indicated by lighting up a section indicator (not shown).

[0111] Furthermore, in the non-advantageous section, it is possible to make the winning probability of each winning type different for each setting value, but the probability of transitioning to a performance state with auxiliary effects (AT performance state) for the same winning type must not differ for each setting value. On the other hand, in the advantageous section, it is possible to make both the winning probability of each winning type and the probability of transitioning to (or adding) a performance state with auxiliary effects (AT performance state) for the same winning type different for each setting value.

[0112] Therefore, the performance state control means 224 manages not only the transition of performance states but also the transition between non-advantageous periods and advantageous periods. Furthermore, regardless of such management, the advantageous period is forcibly terminated when the following termination conditions are met. For example, in the slot machine 100, the advantageous period is forcibly terminated when the value counted in the advantageous period reaches a predetermined value (for example, when the number of games played reaches 4000 games, or when MY exceeds 2400 coins). MY represents the difference in coins since the start of the advantageous period. Therefore, if 1000 electronic coins have been inserted (consumed) since the start of the advantageous period, it is possible to acquire 3400 electronic coins during the advantageous period. In this embodiment of the smart pachislo, there is no need to set a limit on the number of games played, so even if the number of games played reaches 4000 games, it is not necessary to terminate the advantageous period, and the advantageous period is forcibly terminated when MY exceeds 2400 coins in the advantageous period. In either case, the performance state control means 224 resets all information updated during the advantageous period (all variables that affect the performance related to the instruction function) by transitioning the game period from the advantageous period to the non-advantageous period.

[0113] (Non-advantageous period, advantageous period) During non-advantageous periods, auxiliary effects are not performed, thus limiting the number of electronic medals that can be acquired. Here, a non-advantageous effect state is defined as the effect state during non-advantageous periods.

[0114] In the advantageous period, when a selected winning type is won, the auxiliary performance execution means is made to execute an auxiliary performance, making it possible to acquire many electronic medals while suppressing the consumption of electronic medals. Therefore, by transitioning to the advantageous period, players can proceed with the game more advantageously compared to the non-advantageous period. In this advantageous period, there are four performance states, each with different gameplay characteristics: normal performance state, pre-announcement performance state, normal AT performance state, distribution performance state, special pre-announcement performance state, and special performance state. As shown below, the normal AT performance state and special performance state can be called AT performance states in that auxiliary performances are executed. On the other hand, the other performance states, non-advantageous performance state, normal performance state, pre-announcement performance state, distribution performance state, and special pre-announcement performance state, can be called non-AT performance states in that auxiliary performances are not executed. Each performance state will be explained individually below.

[0115] (Normal presentation state) The normal performance state belongs to the advantageous section and is the performance state that is most likely to be present at the start of the game among multiple performance states. The performance state control means 224 conducts an AT lottery in the normal performance state. The AT lottery is a lottery that determines the transition to the normal AT performance state, and the performance state control means 224 conducts the AT lottery with a probability corresponding to the winning type determined by the winning type lottery. If the performance state control means 224 wins the AT lottery, it transitions the performance state to a pre-announcement performance state which is the stage before the normal AT performance state (1), and causes the performance control means 254 to execute a pre-announcement performance that increases the expectation that the transition to the normal AT performance state has been decided. In addition, even if the AT lottery is not won, the performance state control means 224 may cause the performance control means 254 to execute a pre-announcement performance while maintaining the normal performance state, so that the player may expect that the transition to the normal AT performance state has been decided. Furthermore, the performance state control means 224 executes a so-called chance zone (CZ) over multiple games, which increases the probability of winning the AT lottery each time a predetermined number of games are played in the normal performance state. If the AT lottery is won in such a chance zone, the performance state control means 224 also transitions the performance state to a pre-announcement performance state (1).

[0116] (Pre-announcement state) The pre-announcement performance state is a performance state that belongs to the advantageous section and executes pre-announcement performances for a predetermined number of games (here, for example, a predetermined number of games of 32 games or less). The pre-announcement performances executed in the pre-announcement performance state (genuine pre-announcement performances) and the pre-announcement performances executed in the normal performance state (false pre-announcement performances) are similar in display style and the number of consecutive games. Therefore, players cannot distinguish which performance state they are in just by watching the pre-announcement performances. However, the pre-announcement performances executed in the pre-announcement performance state differ from those executed in the normal performance state in that they ultimately announce that a transition to the normal AT performance state has been decided. Therefore, players will want the pre-announcement performance state to be one in which they announce that a transition to the normal AT performance state has been decided. The performance state control means 224 then always transitions the performance state to the normal AT performance state when the pre-announcement performance state ends (2). In other words, if a pre-announcement sequence is being performed while the game is in the pre-announcement sequence state, it will inevitably transition to the normal AT sequence state. In this respect, the pre-announcement sequence state is more advantageous to the player than the normal sequence state. Furthermore, the decision to transition to the pre-announcement sequence state is equivalent to the decision to transition to the normal AT sequence state afterward.

[0117] (Normal AT performance state) The normal AT performance state is a performance state that belongs to the advantageous section and in which auxiliary performances are executed. When the normal AT performance state is started, the performance state control means 224 first transitions to the continuation period determination performance state, and in the continuation period determination performance state, determines the continuation period of the normal AT performance state. Here, the continuation period may be the number of continuous games, which is the number of games in which continuation is guaranteed, or it may be the number of sets, which is the number of continuous games of a predetermined length guaranteed as one set, or both the number of continuous games and the number of sets may be adopted. The performance state control means 224 continues the auxiliary performances until a predetermined termination condition is met, for example, until the number of games played while in the normal AT performance state reaches the determined number of continuous games (for example, 50 games). In addition, in the normal AT performance state, the performance state control means 224 performs a lottery to add the number of continuous games or sets at a probability corresponding to the winning type determined by the winning type lottery. If the lottery for adding is won, the performance state control means 224 adds the number of games or sets won to the number of continuous games, which is the termination condition. Thus, the termination conditions for the normal AT performance state change. When the predetermined termination conditions are met, the performance state control means 224 transitions the performance state to the normal performance state (3).

[0118] Thus, in this embodiment, the player remains in the normal performance state and expects to transition to the normal AT performance state. When a pre-announcement performance begins, the player hopes that it is a genuine pre-announcement, that is, a pre-announcement performance within the pre-announcement performance state. Here, if the transition to the normal AT performance state is not announced during the pre-announcement performance, the normal performance state continues. If the transition to the normal AT performance state is announced during the pre-announcement performance, the normal AT performance state is executed after the pre-announcement performance state ends.

[0119] When the normal AT performance state ends, the performance state control means 224 transitions the performance state to the normal performance state (3). However, in order to realize gameplay such as continuing the normal AT performance state, it may transition the performance state to a non-advantageous performance state (4) and reset the advantageous section. When the advantageous section is reset, as described above, the information updated in the advantageous section (all variables that affect the performance related to the instruction function) is cleared. However, depending on the performance mode at the time of transition, it is possible to make it impossible for the player to know whether the performance state has transitioned to the normal performance state or the non-advantageous performance state.

[0120] (Non-advantageous state) The non-advantageous performance state belongs to the non-advantageous section and is the initial performance state. The performance state control means 224, in the non-advantageous performance state, decides to transition to the advantageous section with a probability of approximately 1 / 2 for each game, and when a transition to the advantageous section is decided, it always transitions the performance state to the distribution performance state (5). Therefore, the number of games played in the non-advantageous performance state is often short (a few games).

[0121] (Distribution and production state) The distribution performance state belongs to the advantageous section and is a performance state that is always passed through when transitioning from a non-advantageous section to the advantageous section, and is a performance state that can only be stayed in for, for example, one game. In the distribution performance state, the performance state is distributed to either the normal performance state or the pre-announcement performance state. Specifically, the performance state control means 224 may, for example, decide to transition to the pre-announcement performance state with a probability of 7 / 10 and change the performance state to the pre-announcement performance state (6), or decide to transition to the normal performance state with a probability of 3 / 10 and change the performance state to the normal performance state (7). By using such a distribution ratio, the following gameplay can be achieved. That is, if the advantageous section is reset before MY reaches 2400 coins (forcibly reset) in the advantageous section, the normal AT performance state can continue with a probability of 7 / 10. In this way, it becomes possible to effectively eliminate the upper limit of MY. However, the ratio of such distribution is not limited to pre-announcement performance state:normal performance state = 7:3, but can be determined arbitrarily. For example, it may be set to transition to the pre-announcement performance state with a probability of 100%.

[0122] If a pre-announcement state is determined during the distribution state, the state will always transition to the normal AT state via the pre-announcement state, which continues for a predetermined number of games. If a pre-announcement state is not determined during the distribution state, the state will be the normal state. However, in the normal state, the probability of winning the AT lottery differs depending on the path taken to that normal state. For example, as mentioned above, if the state transitions directly from the normal AT state to the normal state (3), the state control means 224 will perform an AT lottery at a low probability (for example, 1 / 4000) in the normal state that was transitioned from the normal AT state (not from a non-advantageous state).

[0123] On the other hand, if the performance state changes from a non-advantageous performance state and a distribution performance state to a normal performance state as a result of transitioning from a non-advantageous period to an advantageous period (7), the performance state control means 224 conducts an AT lottery with a high probability (for example, 1 / 8) in the normal performance state transitioned from the non-advantageous period. Therefore, in the normal performance state transitioned from a non-advantageous performance state (via the non-advantageous period), the AT lottery will eventually be won. Here, two patterns of winning probabilities for the AT lottery have been given and explained: a low probability (for example, 1 / 4000) and a high probability (for example, 1 / 8). However, it is also possible to provide three or more patterns for winning probabilities, and conduct an AT lottery with a relatively high winning probability in the normal performance state transitioned from a non-advantageous performance state. Furthermore, the probability of winning is not limited to 1 / 8 or 1 / 4000, but is sufficient if the transition to the normal AT state is more likely when transitioning from a non-advantageous state to a normal state than when transitioning from a non-advantageous state to a normal state. For example, if the probability of winning the AT lottery in the normal state transitioned from a non-advantageous state is set higher than the probability of winning the AT lottery in the normal state that has not transitioned from a non-advantageous state, then that probability can be set arbitrarily.

[0124] However, the performance state control means 224, even if the AT lottery is won in the normal performance state transitioned from a non-advantageous performance state, does not immediately transition to the pre-announcement performance state. Instead, after the distribution performance state ends, it keeps the player in the normal performance state for a block period of, for example, 96 games, and prohibits transitioning to the normal AT performance state. Specifically, when the AT lottery is won in the normal performance state transitioned from a non-advantageous performance state, the performance state control means 224 turns on the main pre-announcement permission flag. The main pre-announcement permission flag is a flag that indicates whether or not a transition to the pre-announcement performance state is permitted, and when it is turned on, a transition to the pre-announcement performance state is permitted. Once the main pre-announcement permission flag is turned on, it remains on until the transition to the pre-announcement performance state is made, so even if the AT lottery is won afterward, the main pre-announcement permission flag remains on. The performance state control means 224 also determines the number of games up to 96 by lottery when transitioning from the distribution performance state to the normal performance state, and sets this as the block period. However, it is set so that 96 games are often selected as the block period.

[0125] The performance state control means 224 counts the number of games played after the distribution performance state has ended, and during the block period, regardless of whether the main pre-announcement permission flag is ON or OFF, it does not transition the performance state to the pre-announcement performance state. Then, when the block period has elapsed (a predetermined number of games corresponding to the block period has been reached) and the main pre-announcement permission flag is ON, the performance state control means 224 transitions the performance state to the pre-announcement performance state (8) and resets the main pre-announcement permission flag. Therefore, in the normal performance state transitioned from the non-advantageous performance state, even if the AT lottery is won early, the pre-announcement performance state will not be transitioned until at least 96 games corresponding to the block period have been played.

[0126] Thus, by passing through a non-advantageous performance state (non-advantageous section), the player can obtain the following benefits. Specifically, there is a 7 / 10 probability of immediately transitioning to a pre-announcement performance state, then transitioning through the pre-announcement performance state to a normal AT performance state, or there is a 3 / 10 probability of transitioning to a normal performance state, then a pre-announcement performance is executed after a block period has elapsed, and then transitioning through the pre-announcement performance state to a normal AT performance state. In this case, after the non-advantageous performance state and distribution performance state have ended, for example, after 0 to 96 games have passed, the pre-announcement performance will begin, and after the pre-announcement performance has ended, i.e., after the non-advantageous performance state and distribution performance state have ended, for example, after 32 to 128 games have passed, the player will almost certainly transition to a normal AT performance state. In this way, where the player has a high probability of winning the AT lottery for a predetermined number of games, it is sometimes called "heaven" or "heaven mode". Therefore, the player will want to transition to a non-advantageous performance state (non-advantageous section), that is, to reset the advantageous section.

[0127] Here, when a player passes through a non-advantageous performance state, that is, when they transition from a non-advantageous section to an advantageous section, a normal performance state is adopted that makes it highly likely to transition to the normal AT performance state. By introducing a block period, the trigger for its initiation is biased to occur 128 games after the non-advantageous performance state and distribution performance state have ended. In other words, even if the normal AT performance state ends and the player is downgraded to the normal performance state, there is a high probability of executing (re-entering) the normal AT performance state again until 128 games have passed. Therefore, players will continue playing in the hope of re-entering the normal AT performance state after it has ended, thus improving the utilization rate of slot machine 100.

[0128] Furthermore, even in the normal performance state transitioned from a non-advantageous performance state, the performance state control means 224 executes a chance zone with an increased probability of winning the AT lottery over multiple games each time a predetermined number of games are played, similar to the normal performance state transitioned from a normal AT performance state. If the AT lottery is won in such a chance zone, the performance state control means 224 transitions the performance state to a pre-announcement performance state, regardless of whether it is within the block period mentioned above. In the normal performance state transitioned from a non-advantageous performance state, it should normally be possible to transition to a pre-announcement performance state after the block period has elapsed. If this is the case, by deciding to transition to the normal AT performance state on their own, the normal AT performance state that could have been obtained is lost instead, which may reduce the player's motivation to play. Therefore, if the AT lottery is won on the player's own in the chance zone in the normal performance state transitioned from a non-advantageous performance state, the performance state control means 224 transitions the performance state back to a non-advantageous performance state after the normal AT performance state ends (4). In this way, players can fully receive the benefits of playing through a non-advantageous state. Furthermore, by having the chance zone start before the 96th game, which is more likely to be selected as a block period, players can expect to win the AT lottery in the chance zone, that is, to have the normal AT state executed at least twice.

[0129] In this embodiment, as described above, when the normal AT performance state ends, the performance state control means 224 may either directly transition the performance state to the normal performance state (3) or transition the performance state to a non-advantageous performance state (4). Here, a condition for transitioning the performance state to a non-advantageous performance state is that the player has won the AT lottery to transition to a normal AT performance state that has a predetermined game benefit. For example, there are multiple types of normal AT performance states that differ in the number of consecutive games played and the probability of increasing the difference in the number of tokens. If the player wins a specific normal AT performance state, the performance state control means 224 will always transition the performance state to a non-advantageous performance state after the normal AT performance state ends (4). Alternatively, even if the player does not win a specific normal AT performance state, the performance state control means 224 may transition the performance state to a non-advantageous performance state with a predetermined probability after the normal AT performance state ends (4).

[0130] Furthermore, in this embodiment, as described above, if the AT lottery is won in the normal performance state after the normal AT performance state has ended, the performance state control means 224 transitions the performance state to the pre-announcement performance state (1). However, if the number of games played in the normal performance state reaches a predetermined number of games (for example, 1000 games) without transitioning to the normal AT performance state, and the AT lottery is won in the normal performance state, the performance state control means 224 ultimately decides to transition to the non-advantageous performance state, and without transitioning the performance state to the pre-announcement performance state, performs a pre-announcement performance (false pre-announcement performance) to notify that the transition to the normal AT performance state has not been made directly, and then first transitions to the special pre-announcement performance state (9). Here, the predetermined transition conditions for determining the transition to a non-advantageous performance state (non-advantageous section) are described as the number of games played in the normal performance state reaching a predetermined number of games (for example, 1000 games) and then winning an AT lottery in the normal performance state. However, the predetermined transition conditions are not limited to this case; the predetermined transition conditions may also be the number of games played in the advantageous section reaching a predetermined number of games and then winning an AT lottery in the normal performance state. In addition, the predetermined transition conditions may also include, instead of or in addition to the above, the number of games played in the normal performance state reaching a predetermined number of games (for example, 1500 games) (the so-called ceiling function), or winning an AT lottery again based on not winning an AT lottery in a chance zone (CZ).

[0131] (Special premonition sequence state) The special pre-announcement performance state is a performance state that belongs to the advantageous section and remains for a predetermined number of games (for example, 10 games). A lottery for the special performance state is held, and a pre-announcement performance indicating the expected probability of transitioning to the special performance state is executed. Here, the lottery for the special performance state is a lottery for adding to the number of games played, and if the number of games is added by one or more times, the transition to the special performance state is determined. The performance state control means 224 holds a lottery for the special performance state with a probability corresponding to the winning type determined by the winning type lottery. Here, the lottery for the special performance state is designed so that the game profit differs steadily and in stages according to the setting value. For example, in two arbitrarily selected setting values, the higher the setting value, the higher the probability of adding to the number of games through the special performance state lottery than the lower the setting value. Therefore, for example, the number of games added will be 30 games for setting 1 and 60 games for setting 6, and a gameplay structure can be created in which it is relatively easier to obtain game profits with a higher setting value. The performance state control means 224, upon winning the special performance state lottery, sets the cumulative number of added games (number of continuous games) as the termination condition for the special performance state and transitions the performance state to the special performance state (10). If the special performance state lottery is not won, the performance state control means 224 directly transitions the performance state to a non-advantageous performance state (11). Here, an example has been given in which the number of continuous games is increased by the special performance state lottery in the special performance state, but it is not limited to this case; a predetermined number of continuous games may be added, or the number of continuous games may be increased by a lottery when a so-called rare role such as a winning type "reach eye" or a winning type "cherry" is won. Also, here, an example has been given in which the number of continuous games is increased in the special performance state, but it is not limited to this case; the number of acquired coins (number of payouts) or the difference in coins, which is the difference between the number of electronic medals bet and the number of payouts, may be added.

[0132] (Special performance state) The special performance state belongs to the advantageous section, and auxiliary performances are executed until predetermined termination conditions are met. Such termination conditions are, for example, the number of games played while in the special performance state reaches the number of continuous games, and the awarding of game benefits determined before the start of the special performance state is completed while in the special performance state. For example, at the end of the special premonition performance state (at the start of the special performance state), the number of continuous games is determined by a special performance state lottery in the special premonition performance state. Then, in the special performance state, when the number of games played while in the special performance state reaches the number of continuous games, the termination condition is met, and the special performance state ends. Here, the termination condition is not changed in the special performance state, and no additional lottery is executed. Then, when the predetermined termination conditions are met, the performance state control means 224 transitions the performance state to a non-advantageous performance state (12).

[0133] If a player wins an AT lottery after the number of games played in the normal performance state exceeds a predetermined number of games (for example, 1000 games), they will always transition to a non-advantageous performance state via a special pre-announcement performance state (11), (12), and as a result, they can transition to the normal AT performance state.

[0134] Furthermore, in the normal performance state accessed via the special performance state, non-advantageous performance state, or distribution performance state, the probability of winning the AT lottery is higher than in the normal performance state accessed directly from the normal AT performance state. Therefore, to allow players to understand this, the LCD display unit 132 displays a predetermined message indicating that there is a high probability of transitioning to the normal AT performance state.

[0135] However, in the case of winning the AT lottery after the number of games played in the normal performance state exceeds a predetermined number of games (for example, 1000 games), and in the case of winning the AT lottery before the predetermined number of games, although the advantageous period is reset, the game profit is not much different in terms of being able to execute the normal AT performance state once. Furthermore, in the latter case, the normal AT performance state starts after the pre-announcement performance state ends, i.e., within 32 games, whereas in the former case, the normal AT performance state may start after waiting for an additional block period to elapse. In that case, it can be said that the game profit is smaller in the former case because electronic tokens are consumed in the normal performance state until the transition to the normal AT performance state is made possible. Therefore, if the number of games played in the normal performance state exceeds a predetermined number of games, the game transitions to a special pre-announcement performance state, and a special performance state lottery is executed, and if successful, additional game profits are given by the special performance state. Thus, if the AT lottery is won after the number of games played in the normal presentation state exceeds a predetermined number, the game's profit is greater than if the AT lottery is won before the predetermined number of games has been played, and the player will feel satisfied. Therefore, players can expect that the game's profit will increase as the number of games played in the normal presentation state increases, and will continue to play. In this way, the utilization rate of slot machine 100 can be improved.

[0136] In the special performance state executed here, as mentioned above, a higher setting value makes it easier to obtain stable game profits. Also, only the game profits determined before the special performance state begins are awarded in the special performance state, and no additional (bonus) game profits are added during the special performance state. Therefore, in the special performance state, the range of fluctuation in the expected number of coins obtained can be suppressed according to the setting value. This makes it possible to increase the design value of the expected number of coins obtained in the normal AT performance state.

[0137] Furthermore, since the special performance state is entered after the number of games played in the normal performance state exceeds a predetermined number, the number of times it occurs is less likely to fluctuate compared to the normal AT performance state, and it will be executed at a stable frequency. In that case, even if the range of fluctuation in the expected number of coins obtained in the normal AT performance state becomes large, the special performance state can absorb that fluctuation, further suppressing the range of fluctuation in the expected number of coins obtained according to the setting value, while raising the design value of the expected number of coins obtained in the normal AT performance state.

[0138] Furthermore, after the end of the normal AT performance state, the game directly transitions to the normal performance state (3). If the number of games played in the normal performance state reaches a predetermined number of games (for example, 1500 games) without transitioning to the normal AT performance state, the performance state control means 224 resets the advantageous section and transitions the performance state to the non-advantageous performance state (13). As described above, after the end of the non-advantageous performance state and the distribution performance state, for example, after 0 to 96 games have passed, the pre-announcement performance will begin, and after the pre-announcement performance ends, that is, after the end of the non-advantageous performance state and the distribution performance state, for example, after 32 to 128 games have passed, the game can transition to the normal AT performance state. Therefore, if the game continues to be played in the normal performance state without transitioning to the normal AT performance state, the game will transition to the normal AT performance state within a predetermined number of games (for example, 1628 games). With this ceiling function, players can have peace of mind knowing that they can receive relief measures even if they are unlucky enough to consume a lot of electronic tokens. Furthermore, once the normal performance state has progressed to a certain extent, the expected number of coins to be won if the game continues increases, leading to continued play until the ceiling (for example, 1628 games), thus improving the utilization rate of slot machine 100.

[0139] The predetermined number of games for this ceiling function (for example, 96 to 1628 games) is determined at the following timings. For example, when transitioning directly from the normal AT performance state to the normal performance state (3), the performance state control means 224 determines the predetermined number of games for the ceiling function in the normal performance state (for example, 96 to 1628 games) when transitioning from the normal AT performance state to the normal performance state. Also, when transitioning to the normal performance state via the non-advantageous performance state and the distribution performance state (7), the performance state control means 224 determines the predetermined number of games for the ceiling function in the normal performance state (for example, 96 to 1628 games) when transitioning from the distribution performance state to the normal performance state. However, unlike when transitioning from the normal AT performance state to the normal performance state, when transitioning to the normal performance state via the non-advantageous performance state and the distribution performance state, there is a high probability of winning the AT lottery, so it is common to wait for the block period to elapse and then transition to the pre-announcement performance state, and the ceiling function is rarely executed.

[0140] Furthermore, in the embodiments described above, the probability of winning the AT lottery in the normal performance state was explained as being high (e.g., 1 / 8) when transitioning from a non-advantageous performance state to a normal performance state, and low (e.g., 1 / 4000) when transitioning directly from a normal AT performance state to a normal performance state. However, the case is not limited to these examples. For example, when transitioning directly from a normal AT performance state to a normal performance state, the probability of winning the AT lottery at the start of the normal performance state may be low, but it may transition to a high probability through an upgrade lottery, and it may also transition to a low probability through a downgrade lottery. In addition, when transitioning directly from a normal AT performance state to a normal performance state, the probability of winning the AT lottery from the start of the normal performance state may become high if certain conditions are met, such as winning a lottery.

[0141] (Processing when the advantageous period is reset) As described above, the performance state control means 224 forcibly terminates the advantageous section and transitions the performance state to a non-advantageous performance state based on the fact that MY exceeds 2400 coins while staying in the advantageous section. In addition, the performance state control means 224 may transition the performance state to a non-advantageous performance state with a predetermined probability after the end of the normal AT performance state (Figure 11 (4)). Furthermore, if the number of games played in the normal performance state reaches a predetermined number of games (for example, 1000 games) without transitioning to the normal AT performance state, and the AT lottery is won in the normal performance state, the performance state control means 224 transitions the performance state to a special pre-announcement performance state (Figure 11 (9)), and finally transitions to a non-advantageous performance state (Figure 11 (11), (12)).

[0142] When the advantageous period ends and the performance state shifts to a non-advantageous performance state, all information updated during the advantageous period (all variables affecting the performance of the instruction function) is cleared. As a result, the player loses the game's potential gains that they would have otherwise obtained, for example, by continuing the normal AT performance state, due to the forced termination of the advantageous period. Therefore, if the player receives no benefit from such a reset of the advantageous period (when the advantageous period ends and then starts again), they may feel a sense of loss.

[0143] Therefore, in this embodiment, as described above, when the advantageous period ends and the player goes through a non-advantageous performance state, a bonus is granted to the player. Specifically, the performance state control means 224 transitions to a pre-announcement performance state with a probability of 7 / 10 in the lottery during the distribution performance state, and then transitions to a normal AT performance state after going through the pre-announcement performance state. Also, the performance state control means 224 transitions to a normal performance state with a probability of 3 / 10 in the lottery during the distribution performance state, executes a pre-announcement performance after the block period has elapsed, and then transitions to a normal AT performance state after going through the pre-announcement performance state. Thus, when the non-advantageous performance state and the distribution performance state end, for example, a pre-announcement performance will start after 0 to 96 games have elapsed, and after the pre-announcement performance ends, the player will transition to a normal AT performance state.

[0144] With these specifications, even if the advantageous period is reset, players can at least continue playing in the normal AT (Attack Time) state. However, if a normal AT state with a high continuation rate is running during the advantageous period before transitioning to a non-advantageous state, and that normal AT state with a high continuation rate is forcibly terminated, the player will lose the gaming profits they would have originally gained from the normal AT state with a high continuation rate, and will end up playing in a normal AT state with a lower continuation rate, which may still cause them to feel a sense of loss.

[0145] Here, "continuation rate" indicates the probability that the duration of the normal AT (Attack Time) performance state will be extended by the bonus lottery. The higher the continuation rate, the longer the duration of the normal AT performance state will be, and the player can expect to gain greater gaming profits. The continuation rate may be set to a uniform value depending on the performance state, or it may be selected from several different values ​​depending on the performance state. If multiple values ​​are used, the level of the continuation rate can be compared using the mean, median, maximum, or minimum values.

[0146] To avoid the feeling of loss associated with such a high-continuation-rate normal AT performance state, it is conceivable to make the continuation rate of a normal AT performance state obtained via a non-advantageous performance state higher than the continuation rate of a normal AT performance state obtained in a normal performance state that has not been obtained via a non-advantageous performance state. However, adopting such a specification may result in unnecessarily large benefits being granted to players when the advantageous period is reset. For example, if a normal AT performance state with a low continuation rate is forcibly terminated due to the end of the advantageous period, by going through a non-advantageous performance state, the player can play in a normal AT performance state with a high continuation rate, and the reset of the advantageous period would actually work to the player's advantage.

[0147] Furthermore, randomly increasing the continuation rate of the normal AT (Automatic Trigger) performance state increases the number of continuous games played, which in turn increases the opportunities for additional continuous game play draws. These additional draws further increase the number of continuous games played (improving loop performance). Thus, the interaction between the increase in the number of continuous games played and the additional draws makes it easier for players to unintentionally gain more game profits. This could lead to an increased probability of the so-called "complete function" activating, which triggers an error notification (medal over error notification) and restricts gameplay when the difference in the number of electronic medals exceeds a predetermined value (for example, 19,000 medals). It could also increase the expected number of medals won if the state from the previous day's closing is left unchanged.

[0148] Therefore, in this embodiment, the game benefits (e.g., continuation rate and expected number of coins obtained) of the normal AT performance state, which are determined when passing through a non-advantageous performance state, are not unnecessarily increased, and other game benefits, such as the normal AT performance state which does not offer large game benefits, are more likely to be granted as a bonus.

[0149] Figure 12 is an explanatory diagram illustrating the flow of gameplay when the advantageous section is reset. For example, in the example in Figure 12(a), the performance state control means 224 ends the advantageous section when the normal AT performance state ends, and transitions the performance state to a non-advantageous performance state. At this time, the performance state control means 224 decides to transition to the advantageous section with a probability of 1 / 2 in the non-advantageous performance state, and when the transition to the advantageous section is decided, it transitions the performance state to the distribution performance state (Figure 11 (5)). Then, the performance state control means 224 decides to transition to the pre-announcement performance state with a probability of 7 / 10 in the lottery in the distribution performance state and transitions the performance state to the pre-announcement performance state (Figure 11 (6)), and after a predetermined number of games, it transitions to the normal AT performance state (Figure 11 (2)). Also, here, it is assumed that a normal AT performance state with a high continuation rate is granted as a benefit for the end of the advantageous section and passing through the non-advantageous performance state. Even if the advantageous period is reset, the player gains the advantage of being able to play in at least the normal AT performance state. Furthermore, because the continuation rate of the normal AT performance state is high, the player can expect to win more coins than in the normal AT performance state determined in the normal performance state without going through the non-advantageous performance state. When the normal AT performance state ends, the performance state control means 224 transitions the performance state to the normal performance state (Figure 11 (3)).

[0150] In the example shown in Figure 12(a), the player can at least play in the normal AT (Attack Time) state as a benefit of having gone through the non-advantageous state. However, as mentioned above, randomly increasing the continuation rate of the normal AT state may increase the probability of the completion function activating. On the other hand, if the continuation rate of the normal AT state is made the same as the normal AT state determined in the normal state without going through the non-advantageous state, the player will feel that they have lost out.

[0151] Therefore, the performance state control means 224 maintains a state in which the expected number of coins to be acquired is higher than that of a normal performance state that has not gone through a non-advantageous performance state, even if the game transitions from a non-advantageous section (non-advantageous performance state) to an advantage section for a predetermined number of games, for example, 300 games (until the predetermined state termination condition is met). Here, a normal performance state that is included in the predetermined number of games from a game that transitions from a non-advantageous section to an advantage section may be called a specific normal performance state. Furthermore, in this embodiment, the specific normal performance state achieves a state in which the expected number of coins to be acquired is higher by increasing the reset rate of the advantage section, that is, the probability of winning the lottery to determine whether or not to end the advantage section (termination lottery), compared to the normal performance state after the specific normal performance state.

[0152] In the example in Figure 12(b), the performance state control means 224 terminates the advantageous section upon the end of the normal AT performance state and transitions the performance state to a non-advantageous performance state. At this time, the performance state control means 224 decides to transition to the advantageous section with a probability of 1 / 2 in the non-advantageous performance state, and if the transition to the advantageous section is decided, it transitions the performance state to the distribution performance state (Figure 11 (5)). Then, in a lottery in the distribution performance state, the performance state control means 224 decides to transition to the pre-announcement performance state with a probability of 7 / 10 and transitions the performance state to the pre-announcement performance state (Figure 11 (6)), and after a predetermined number of games, it transitions to the normal AT performance state (Figure 11 (2)). In addition, here, the performance state control means 224 grants a normal AT performance state with a relatively high continuation rate as a benefit for the end of the advantageous section and passing through the non-advantageous performance state. The continuation rate of this normal AT performance state is set to be the same as or slightly higher than the continuation rate of the normal AT performance state determined in a normal performance state that has not gone through a non-advantageous performance state. The player has the advantage of being able to play in at least the normal AT performance state even if the advantageous period is reset. Also, because the continuation rate of the normal AT performance state that is executed is relatively high, the player can expect to win more coins than in a normal AT performance state determined in a normal performance state that has not gone through a non-advantageous performance state. When the normal AT performance state ends, the performance state control means 224 transitions the performance state to a specific normal performance state.

[0153] The performance state control means 224 performs a lottery to determine the end of the advantageous period in a specific normal performance state. For example, while the reset rate of the advantageous period is 1 / 8000 in a normal performance state that has not passed through a non-advantageous performance state, the reset rate of the advantageous period in a specific normal performance state is set to be higher at 1 / 300. Therefore, in a specific normal performance state, the advantageous period is more likely to be reset than in a normal performance state that has not passed through a non-advantageous performance state.

[0154] Here, as shown in Figure 12(b), suppose the performance state control means 224 decides to end the advantageous period in a specific normal performance state. In that case, the performance state control means 224 ends the advantageous period in conjunction with the end of the normal AT performance state and transitions the performance state back to a non-advantageous performance state. Here again, the performance state control means 224 grants a normal AT performance state with a relatively high continuation rate as a benefit for the end of the advantageous period and passing through a non-advantageous performance state. The player gains the benefit of being able to play in at least a normal AT performance state because the advantageous period has been reset again. Also, because the continuation rate of the normal AT performance state that is executed is relatively high, the player expects to win more coins than in a normal AT performance state that was determined in a normal performance state that did not pass through a non-advantageous performance state. When the normal AT performance state ends, the performance state control means 224 transitions the performance state back to a specific normal performance state. Furthermore, if the player does not win the lottery for ending the advantageous period while in a specific normal performance state, the performance state control means 224 terminates the specific performance state and transitions the performance state back to the normal performance state.

[0155] In this way, by increasing the reset rate of the advantageous period, players can gain the benefit of being able to play again in the normal AT (Attack Time) performance state. The duration of the specific normal performance state is reset when the advantageous period is reset, and the predetermined number of games played is counted (decremented) again. Therefore, as long as players do not continue to lose the advantageous period termination lottery for the predetermined number of games, they can continue playing with the normal AT performance state and the specific normal performance state being executed repeatedly. In this respect, the specific normal performance state can be said to be a state in which the expected number of winnings is high.

[0156] Even if the advantageous period is reset, players can enjoy the benefit of being able to play in the normal AT (Automatic Trigger) state, as well as the benefit of maintaining a specific normal state for a predetermined number of games, so they do not feel any sense of loss. Furthermore, even if the normal AT state ends, players can expect the advantageous period to be reset again in the specific normal state, and by repeatedly resetting the advantageous period in the specific normal state, they can expect to gain significant gaming profits.

[0157] Furthermore, in this embodiment, by making the specific normal performance state a bonus associated with the reset of the advantageous section, there is no need to unnecessarily increase the continuation rate of the normal AT performance state associated with the reset of the advantageous section. Therefore, interaction between the increase in the number of continuous games and the bonus lottery becomes less likely, and the activation probability of the complete function can be kept low.

[0158] Furthermore, in this embodiment, since the player can continue playing while combinations of a normal AT performance state with a relatively low continuation rate and a specific normal performance state are repeated, even if the expected number of coins obtained in the normal AT performance state is small, a large overall expected number of coins can be obtained depending on the number of repetitions of combinations with the specific normal performance state. Therefore, it is possible to keep the activation probability of the complete function low while increasing the benefits associated with the reset of the advantageous section.

[0159] Furthermore, in this embodiment, since the player can continue playing while combinations of the normal AT performance state and the specific normal performance state are repeated, it is difficult for the player to immediately end playing when the normal AT performance state ends, and they will often continue playing at least until the specific normal performance state ends. Therefore, as long as the player does not keep losing the lottery for the end of the advantageous period, they will continue playing, and it is possible to increase the operating rate of the slot machine 100.

[0160] Figure 13 is a flowchart illustrating the flow of the advantageous period reset process. This advantageous period reset process is performed for every game, for example, in the transition process S170 of the main process shown in Figure 5.

[0161] (Step S410) The performance state control means 224 determines whether the game is in a non-advantageous performance state and whether a transition to an advantageous section has been decided. If the game is in a non-advantageous performance state and a transition to an advantageous section has been decided, the process moves to step S412. If the game is not in a non-advantageous performance state, or even if the game is in a non-advantageous performance state but a transition to an advantageous section has not been decided, the process moves to step S414. The performance state control means 224 also determines, based on information such as whether the game state is a non-internal game state, whether the non-advantageous performance state was entered through a setting change. If the non-advantageous performance state was entered through a setting change, the performance state control means 224 moves to step S414 without moving to step S412, even if a transition to an advantageous section is decided in the lottery for transition to an advantageous section.

[0162] (Step S412) The performance state control means 224 sets a predetermined number of games, for example, 300, to the non-advantageous route counter. This non-advantageous route counter is a counter that counts the number of games played since transitioning from a non-advantageous performance state to an advantageous section.

[0163] (Step S414) The performance state control means 224 determines whether the non-advantageous route counter is 0 or not. If the non-advantageous route counter is 0, the process moves to step S420; otherwise, the process moves to step S416.

[0164] (Step S416) If the non-advantageous route counter is not 0, the performance state control means 224 sets the non-advantageous route flag to 1. The non-advantageous route flag is a flag that indicates whether or not the performance is in a non-advantageous state, and is set to 1 if the performance is in a non-advantageous state.

[0165] (Step S418) The performance state control means 224 manages the number of games played since transitioning from a non-advantageous performance state to an advantageous section by decrementing the value of the non-advantageous-transit counter by 1. Here, an example is given in which the non-advantageous-transit counter is decremented from 300 to 0, but it may also be configured to increment the non-advantageous-transit counter from 0 to 300. In this case, step S412 sets the non-advantageous-transit counter to 0, and step S414 determines whether the non-advantageous-transit counter is 300 or not.

[0166] (Step S420) If the non-advantageous route counter is 0, the performance state control means 224 sets the non-advantageous route flag to 0, assuming that a predetermined number of games have been played since transitioning from the non-advantageous performance state to the advantageous section.

[0167] (Step S422) The performance state control means 224 determines whether the current performance state is a normal performance state, including a specific normal performance state. If it is a normal performance state, the process moves to step S424; otherwise, the advantageous section reset process ends.

[0168] (Step S424) The performance state control means 224 determines whether the non-advantageous route flag is 1, that is, whether the current performance state is a specific normal performance state. If the non-advantageous route flag is 1, the process moves to step S426; otherwise, the process moves to step S428.

[0169] (Step S426) If the non-advantageous route flag is 1, the performance state control means 224 sets the advantageous section reset rate in the advantageous section termination lottery to 1 / 300 and terminates the advantageous section reset process.

[0170] (Step S428) If the non-advantageous route flag is not 1, the performance state control means 224 sets the advantageous section reset rate in the advantageous section termination lottery to 1 / 8000 and terminates the advantageous section reset process.

[0171] In this advantageous section reset process, a predetermined number of games (for example, 300 games) is set in the non-advantageous section counter when transitioning from a non-advantageous performance state to an advantageous section, and the non-advantageous section counter is decremented with each game. Then, the non-advantageous section flag is set to 1 until the non-advantageous section counter reaches 0 (until the state termination condition is met), thereby realizing a specification that makes it easier for the advantageous section to end in certain normal performance states.

[0172] In the above-described embodiment, the timing for starting the counting of the non-advantageous counter was set to the timing when the advantageous section was won (transitioned to the distribution performance state) in the non-advantageous performance state. However, the example is not limited to this, and for example, it may be set to the timing when the advantageous section ends (transitioned to the non-advantageous performance state), the timing when the distribution performance state ends, or the timing when the normal AT performance state associated with the reset of the advantageous section ends.

[0173] Furthermore, in the advantageous section reset process shown in Figure 13, the performance state control means 224 counts the non-advantageous route counter after transitioning from a non-advantageous performance state to an advantageous section, sets a non-advantageous route flag according to the value of the non-advantageous route counter, and performs a lottery to end the advantageous section with a winning probability according to the non-advantageous route flag. However, the performance state control means 224 may also directly refer to the non-advantageous route counter and perform a lottery to end the advantageous section with a winning probability depending on whether the non-advantageous route counter is 0 or not.

[0174] Furthermore, in the above-described embodiment, the example was given in which the performance state control means 224 counts the non-advantageous-transit counter regardless of the performance state, for example, whether it is a normal AT performance state or a specific normal performance state, after transitioning from a non-advantageous performance state to an advantageous section. However, the example is not limited to this, and the performance state control means 224 may temporarily stop counting the non-advantageous-transit counter in the normal AT performance state that results from transitioning from a non-advantageous-performance state to an advantageous section, and count the non-advantageous-transit counter only while remaining in a specific normal performance state. With this configuration, it becomes possible to assign a uniform number of games to the player as a specific normal performance state, regardless of the number of games played in the normal AT performance state that results from transitioning from a non-advantageous-performance state to an advantageous section.

[0175] Furthermore, in the embodiments described above, an example was given in which a specific normal performance state is executed as a benefit associated with the reset of the advantageous period, and in the specific normal performance state, the reset rate of the advantageous period is increased in the lottery for the end of the advantageous period. However, the examples are not limited to this, and it is sufficient if the expected number of coins to be obtained in the specific normal performance state is increased. For example, the probability of winning a chance zone or a normal AT performance state is increased in the specific normal performance state, or the state is made to make it easier to transition to a performance state related to auxiliary performances.

[0176] Thus, the slot machine 100 includes a winning type lottery means 214 that determines one of several types of winning types by a winning type lottery, a reel control means 216 that controls the rotation of multiple reels 110, each with multiple types of symbols arranged on them, based on the operation of the start switch 118, and controls the stopping of the reels 110 corresponding to the operated stop switch 120 in response to the operation of the stop switch 120 corresponding to the rotating reel 110, and a function that transitions the player to either an advantageous section, which is a game section other than the advantageous section, or to one of several types of performance states, including a specific performance state (for example, a normal AT performance state) that performs an auxiliary performance. The system includes a performance state control means 224, and has a first state (a normal performance state other than a specific normal performance state) and a second state (a specific normal performance state) that is more advantageous to the player than the first state. The performance state control means 224 can transition to the second state at a first trigger (for example, the timing of transitioning from a non-advantageous section to an advantageous section), and may decide to transition to a specific performance state at a second trigger (for example, the timing of the end of a pre-announcement performance state via a distribution performance state or a pre-announcement performance state). If a predetermined state termination condition (for example, a predetermined number of games have elapsed since the game in which the transition from a non-advantageous section to an advantageous section) is met in the second state, the system will transition to the first state, but depending on the end of the specific performance state, the system will not transition to the first state (the second state will not end). The first trigger is not limited to the timing of transitioning from a non-advantageous section to an advantageous section, but can be any timing, such as the timing of the end of the distribution performance state (the timing of the start of a pre-announcement performance state), the timing of the end of a pre-announcement performance state, etc. Furthermore, the second trigger is not limited to the timing of the end of the pre-announcement state after passing through the distribution performance state or the pre-announcement performance state, but can be any of the timings, such as the timing of the transition from a non-advantageous section to an advantageous section (the start timing of the advantageous section), or the timing of the end of the distribution performance state. Also, the first and second triggers may occur at the same time or at different times.

[0177] With this configuration, even if the advantageous period is reset, players can enjoy the benefit of being able to play in the normal AT performance state, as well as the benefit of maintaining a specific normal performance state for a predetermined number of games, so they do not feel any sense of loss. Furthermore, even if the normal AT performance state ends, players can expect the advantageous period to be reset again in the specific normal performance state, and by repeatedly resetting the advantageous period in the specific normal performance state, they can expect to gain significant game profits. In addition, by configuring the specific normal performance state as a benefit associated with the reset of the advantageous period, there is no need to unnecessarily increase the continuation rate of the normal AT performance state associated with the reset of the advantageous period. Therefore, interaction between the increase in the number of continuous games and the bonus lottery becomes less likely, and the probability of the completion function activating can be kept low. Furthermore, since players can continue playing while combinations of the normal AT performance state, which has a relatively low continuation rate, and the specific normal performance state are repeated, even if the expected number of coins obtained in the normal AT performance state is small, a large overall expected number of coins can be obtained depending on the number of repetitions of the combination with the specific normal performance state. Therefore, it becomes possible to keep the activation probability of the complete function low while increasing the benefits associated with the reset of the advantageous period. Also, since players can continue playing while combinations of the normal AT performance state and the specific normal performance state are repeated, they are less likely to stop playing immediately when the normal AT performance state ends, and will often continue playing at least until the specific normal performance state ends. Therefore, as long as players do not keep losing the lottery for the end of the advantageous period, it becomes possible to increase the utilization rate of slot machine 100. In this way, it becomes possible to appropriately set the balance of the player's gaming benefits associated with the reset of the advantageous period.

[0178] (Presentation style) By the way, Slot Machine 100 can be associated with content such as dramas and anime. For example, when Slot Machine 100 is associated with an anime, various effects featuring characters from that anime will be performed on Slot Machine 100. Below are some specific examples of effects featuring characters from anime associated with Slot Machine 100. Note that in the following explanation, even when simply referred to as "character," it may also mean the voice of that character.

[0179] Figure 14 is an explanatory diagram illustrating an example of a performance. Here, we will explain using an auxiliary performance as an example, which notifies the correct operation method that is the condition for winning the correct role when a selected winning type is won during the AT performance state.

[0180] For example, suppose the winning type lottery results in the winning type "Batting Order Bell A1" in winning area 5 of the winning type lottery table in Figure 9. The correct operation for this winning type "Batting Order Bell A1" is batting order 3, and the correct winning combination is the winning combination "Small Win 1" with a payout of 8 coins. Therefore, the performance control means 254, as an auxiliary performance execution means, executes an auxiliary performance that notifies the correct operation type, batting order 3. For example, as shown in Figure 14(a), the performance control means 254 displays the operation order of batting order 3, which is the correct operation type, and a character on the liquid crystal display unit 132. The performance control means 254 also outputs an audio from the speaker 134b that notifies the operation order of batting order 3. Specifically, the performance control means 254 displays the number "1" at the position corresponding to the first stop switch 120b to be stopped on the liquid crystal display unit 132, the number "2" at the position corresponding to the second stop switch 120a to be stopped, and the number "3" at the position corresponding to the third stop switch 120c to be stopped. The performance control means 254 also displays character X on the liquid crystal display unit 132 in a position that does not reduce the visibility of the numbers "1", "2", and "3". Furthermore, the performance control means 254 outputs the voice "Middle!" corresponding to the first stop switch 120b to be stopped from the speaker 134b, outputs the voice "Left!" corresponding to the second stop switch 120a to be stopped when stop switch 120b is operated, and outputs the voice "Right!" corresponding to the third stop switch 120c to be stopped when stop switch 120a is operated. Here, the voices "Middle!", "Left!", and "Right!" output from the speaker 134b are the voices of character X. For example, since the voice of character X is displayed on the right side of the LCD display unit 132, the voice of character X is output from the right speaker 134b. This makes it possible to represent the position of character X relative to the player facing the slot machine 100.

[0181] The player can win the winning combination "Small Win 1" by operating the stop switch 120 according to the operation sequence displayed on the LCD display 132 and the voice of character X indicating the operation sequence output from the speaker 134b.

[0182] Furthermore, the performance control means 254 may execute a different auxiliary performance than that shown in Figure 14(a) in an auxiliary performance that notifies the player of the correct operation sequence, which is batting order 3. Specifically, as shown in Figure 14(b), the performance control means 254 displays the numerical values ​​"1", "2", and "3" representing the operation sequence of batting order 3, as well as two characters, character X and character Y, on the liquid crystal display unit 132. The performance control means 254 also outputs the voice of character Y, such as "Middle!", "Left!", and "Right!", from the speaker 134a. Here, since character Y is displayed on the left side of the liquid crystal display unit 132, the voice of character Y is output from the left speaker 134a.

[0183] The voices of character X and character Y output from speakers 134a and 134b are based on audio data recorded from the voice actors who portray each character. This recorded data is stored in the audio ROM.

[0184] As described above, the performance control means 254 can execute various patterns of performances, even for auxiliary performances that have the same objective of notifying the correct operation sequence, which is batting order 3, with different characters displayed on the LCD display unit 132 and different character voices output from speakers 134a and 134b. In addition to auxiliary performances, the performance control means 254 can similarly execute various patterns of performances with different characters appearing and different character voices outputting in other performances such as pre-announcement performances. This prevents the game from becoming monotonous and causing players to become bored due to the repeated execution of the same performance.

[0185] On the other hand, increasing the number of characters and casting a voice actor for each character would increase the number of voice actors required for casting, thus increasing the design cost of Slot Machine 100.

[0186] Therefore, in the slot machine 100 according to this embodiment, in order to increase the number of characters that appear without unnecessarily increasing the number of voice actors to be cast, the same voice actor is responsible for the voices of multiple characters.

[0187] However, even if the same voice actor plays multiple characters by changing their voice tone, there will be multiple characters with similar voice tones. As a result, characters with similar voice tones voiced by the same voice actor will lose their presence. If multiple voice actors equally voice multiple characters, the presence of each character voiced by each voice actor will be diminished, and the overall performance will lack dynamism.

[0188] By the way, the presence of each character that appears in the various effects of slot machine 100 is determined by whether or not the character's voice is memorable to the player. The more memorable a character is to the player, the greater their presence. Therefore, the more frequently a character's voice is output from speaker 134, that is, the more dialogue patterns (number of lines) a character has, the greater their presence.

[0189] Therefore, when the same voice actor voices multiple characters, it is necessary to appropriately select the combinations of characters voiced by the same voice actor in order to ensure that each character has a distinct presence.

[0190] Figure 15 is an explanatory diagram illustrating the relationship between voice actors and the characters they voice. Figure 15 shows the character voiced by each voice actor, an example of a line spoken by that character (more precisely, a line spoken by the voice actor in a voice corresponding to that character), the number of line patterns spoken by that character (total number of lines), and the total number of line patterns spoken by all the characters voiced by each voice actor (total number of lines). Characters A1, B1-B4, and C1-C6 are characters that appear in the anime associated with slot machine 100.

[0191] As shown in Figure 15, voice actor A is responsible for the voice of character A1. Examples of lines set for character A1 include "Aim for 7!" and "Well done," with a total of 300 lines set. Exclamation marks and question marks attached to the lines may indicate the strength or tone of the voice, and even the level of expectation regarding any bonuses.

[0192] Additionally, voice actor B is responsible for the voices of characters B1 and B2. Examples of lines set for character B1 include "Left! Center! Right!" and "Congratulations!", with a total of 95 lines. Character B2 has two lines: "Yay!" and "Hey, do your best!". Character B3 has two lines: "Cue, cue cue" and "Panda~". Character B4 has one line: "Piggy". Therefore, the total number of lines spoken by the characters voiced by voice actor B is 100.

[0193] Additionally, voice actor C is responsible for the voices of characters C1 through C6. Examples of lines set for character C1 include "Where are you aiming?" and "Take this!", with a total of 70 lines set. Character C2 has 6 lines, such as "Whoa~" and "Close it quickly~". Character C3 has 5 lines, such as "You're not getting through here" and "Hurry, hurry~". Character C4 has 2 lines, "Pugiiiiiiiii!" and "Nbooooo!". Character C5 has 1 line, "Nmooooo~~~". Character C6 has 1 line, "Uho uho, uho uho uho uho". Therefore, the total number of lines spoken by the characters voiced by voice actor C is 85.

[0194] In Figure 15, focusing on the total number of lines spoken by the characters voiced by each voice actor (hereinafter also simply referred to as "total number of lines spoken by each voice actor"), we see that the total number of lines spoken by voice actor A is greater than that of voice actor B. Furthermore, the total number of lines spoken by voice actor B is greater than that of voice actor C. In other words, the total number of lines spoken by each voice actor is set to be voice actor A > voice actor B > voice actor C. Since a voice actor's presence is greater the more memorable their lines are to the player, the presence of each voice actor is proportional to the total number of lines spoken, resulting in voice actor A > voice actor B > voice actor C.

[0195] Furthermore, the total number of lines spoken by voice actor A is greater than the total number of lines spoken by voice actors B and C combined. In other words, the total number of lines spoken by each voice actor is Voice A >> Voice Actor B > Voice Actor C. This further enhances the presence of voice actor A. Moreover, even if the voices of voice actors B and C are similar, the presence of character A1 can still be highlighted.

[0196] In Figure 15, focusing on the characters voiced by each voice actor, voice actor A voices only character A1. Voice actor B voices four characters: B1, B2, B3, and B4. Voice actor C voices six characters: C1, C2, C3, C4, C5, and C6. In other words, the number of characters voiced by voice actor A is less than the number of characters voiced by voice actor B. Also, the number of characters voiced by voice actor B is less than the number of characters voiced by voice actor C.

[0197] As mentioned above, even if the same voice actor changes their voice to voice multiple characters, there will be multiple characters with similar voices, and the presence of each character voiced by the same voice actor will be diminished. In other words, characters B1-B4 voiced by voice actor B, and characters C1-C6 voiced by voice actor C, will have a weaker presence. As a result of the weakening of the presence of characters B1-B4 voiced by voice actor B, and characters C1-C6 voiced by voice actor C, the presence of character A1 voiced by voice actor A will be relatively enhanced, making character A1 stand out.

[0198] Furthermore, when multiple voice actors voice multiple characters, the more characters they voice, the weaker the presence of each individual character becomes. As mentioned above, the number of characters voiced by voice actor B is less than the number of characters voiced by voice actor C. Therefore, the presence of characters C1-C6 is weaker than that of characters B1-B4.

[0199] In this embodiment, in order to enhance the presence of character A1, voice actor A, who voices character A1, is not allowed to voice any other characters. However, voice actor A is not limited to this example and may voice other characters as well. In this case, the number of characters voiced by voice actor A should be less than the number of characters voiced by voice actors B and C, respectively. Also, the number of lines spoken by characters other than character A1, voiced by voice actor A, should be less than the number of lines spoken by character A1.

[0200] In Figure 15, focusing on the number of lines spoken by each character, the number of lines spoken by characters A1, B1, and C1 is significantly greater than the number of lines spoken by characters B2-B4 and C2-C6. Therefore, the presence of characters A1, B1, and C1 is greater than that of characters B2-B4 and C2-C6. In other words, characters A1, B1, and C1 correspond to the main characters of the animation associated with slot machine 100, while characters B2-B4 and C2-C6 correspond to supporting characters.

[0201] Focusing on the number of lines spoken by each main character, character A1 speaks more lines than character B1. Also, character B1 speaks more lines than character C1. Therefore, the number of lines spoken by characters A1, B1, and C1 is set to be character A1 > character B1 > character C1. As a result, the presence of each main character is proportional to the number of lines spoken, with character A1 > character B1 > character C1. Character A1, who has the most lines, corresponds to the protagonist of the anime associated with slot machine 100, and therefore has the greatest presence.

[0202] Furthermore, the number of lines spoken by character A1 is greater than the combined number of lines spoken by character B1 and character C1. In other words, the number of lines spoken by the main characters is character A1 >> character B1 > character C1. This further emphasizes character A1's presence.

[0203] In Figure 15, focusing on the number of lines spoken by characters B1 to B4, each voiced by voice actor B, character B1 has the most lines. Therefore, among characters B1 to B4 voiced by voice actor B, character B1, being the main character, is set to have the greatest presence.

[0204] Furthermore, the number of lines spoken by character B1 is greater than the combined number of lines spoken by characters B2 through B4. In other words, the number of lines spoken by characters B1 through B4 is B1 >>> B2, B3, and B4. This further emphasizes the presence of character B1.

[0205] In Figure 15, focusing on the number of lines spoken by characters C1 to C6, voiced by voice actor C, character C1 has the most lines. Therefore, among characters C1 to C6 voiced by voice actor C, character C1, being the main character, is set to have the greatest presence.

[0206] Furthermore, the number of lines spoken by character C1 is greater than the combined number of lines spoken by characters C2 through C6. In other words, the number of lines spoken by characters C1 through C6 is C1 >> C2, C3, C4, C5, C6. This further enhances the presence of character C1.

[0207] As described above, in the slot machine 100 according to this embodiment, the presence of the main character, character A1, is enhanced by the fact that he is assigned the largest number of lines and is voiced by voice actor A, who also voices the fewest characters. On the other hand, the presence of characters B1-B4 and C1-C6 is diminished because the number of lines assigned to them and the total number of lines are less than the number of lines (total number of lines) of character A1, and because voice actors B and C voice multiple characters. As a result, the presence of character A1 stands out even more than that of characters B1-B4 and C1-C6.

[0208] Furthermore, the presence of characters B1-B4 becomes greater than that of characters C1-C6 because the total number of lines spoken by voice actor B is greater than the total number of lines spoken by voice actor C, and the number of characters voiced by voice actor B is less than the number of characters voiced by voice actor C. In other words, the more a character's presence is to be diminished, the fewer lines spoken by the voice actor who plays that character is assigned, and the more characters that voice actor plays. However, this example is not limited to this case; a character's presence can also be diminished simply by reducing the total number of lines spoken by the voice actor.

[0209] For example, suppose voice actor D is cast to voice character D1, character D2, and character D3, each with 9 lines of dialogue. In other words, voice actor D voices three characters (D1-D3), and the total number of lines of dialogue spoken by these characters is 19. Therefore, although the number of characters voiced by each of voice actors B-D is D < B < C, the presence of each voice actor is determined by the total number of lines of dialogue spoken by their respective characters, resulting in voice actor B > C > D.

[0210] As mentioned above, a character's presence is determined by whether or not their voice is memorable to the player. Therefore, characters voiced by voice actors with a large number of lines tend to have a greater presence. While the number of characters voiced by a voice actor helps to dilute the presence of a character based on the total number of lines by distributing the voice actor's voice across multiple characters, its impact on presence is smaller than that of the total number of lines. Consequently, characters D1-D3, voiced by voice actor D, have a weaker presence than characters B1-B3, voiced by voice actor B, and characters C1-C6, voiced by voice actor C. In this way, the presence of characters D1-D4 can be reduced by setting the total number of lines voiced by voice actor D to be less than the total number of lines voiced by voice actors B and C respectively.

[0211] Therefore, in slot machine 100, by considering the relative numbers of lines spoken by each character, the relative numbers of characters voiced by each voice actor, and the relative total number of lines spoken by each voice actor, the combination of characters voiced by the same voice actor can be appropriately set to enhance the presence of each character.

[0212] Thus, the slot machine 100 comprises a main control means (e.g., a main CPU 200a) for controlling the progress of the game, an effect control means 254 for controlling the effects in accordance with the progress of the game, and a sound output unit (e.g., a speaker 134) controlled by the effect control means 254 for outputting sound. The sound output by the sound output unit includes lines spoken by each of several characters (e.g., "Aim for 7"). A first voice actor (e.g., voice actor A) is responsible for the voice of the line spoken by the character with a first value (e.g., 1) among the several characters (e.g., character A1), and a second voice actor (e.g., voice actor B) is responsible for the voice of the line spoken by the character with a second value (e.g., 4) among the several characters (characters B1 to B4). The first value is less than the second value, and the total number of lines spoken by the character with the first value (e.g., 300) is greater than the total number of lines spoken by the character with the second value (e.g., 100).

[0213] Furthermore, the slot machine 100 includes a main control means (e.g., a main CPU 200a) that controls the progress of the game, an effect control means 254 that controls the effects in accordance with the progress of the game, and a sound output unit (e.g., a speaker 134) controlled by the effect control means 254 that outputs sound. The sound output unit includes lines spoken by each of the multiple characters (e.g., "Aim for 7"), and the lines spoken by the first value character (e.g., character A1) are performed by the first voice actor (e.g., voice actor A), and the lines spoken by the second value character (e.g., character A1) are performed by the first voice actor (e.g., voice actor A). The lines spoken by characters (characters B1 to B4) are performed by a second voice actor (e.g., voice actor B), the lines spoken by characters with a third value (e.g., 6) among multiple characters (e.g., characters C1 to C6) are performed by a third voice actor (e.g., voice actor C), the first value is less than the second value, the second value is less than the third value, the total number of lines spoken by characters with a first value (e.g., 300) is greater than the total number of lines spoken by characters with a second value (e.g., 100), and the total number of lines spoken by characters with a second value is greater than the total number of lines spoken by characters with a third value (e.g., 85).

[0214] Furthermore, the slot machine 100 includes a main control means (e.g., a main CPU 200a) that controls the progress of the game, an effect control means 254 that controls the effects in accordance with the progress of the game, and a sound output unit (e.g., a speaker 134) controlled by the effect control means 254 that outputs sound. The sound output unit includes lines spoken by each of the multiple characters (e.g., "Aim for 7"), and the lines spoken by the first value character (e.g., character A1) are performed by the first voice actor (e.g., voice actor A), and the lines spoken by the second value character (e.g., character B) are performed by the first voice actor (e.g., voice actor A), and the lines spoken by the second value character (e.g., character B The lines spoken by characters 1-B4) are performed by a second voice actor (e.g., voice actor B), the first value is less than the second value, the total number of lines spoken by the first value character (e.g., 300) is greater than the total number of lines spoken by the second value character (e.g., 100), and the first value character who speaks a predetermined number of lines (e.g., 300) is designated as the first character (e.g., character A1), and the character with the most lines among the second value characters is designated as the second character (e.g., character B1). The number of lines spoken by the first character (e.g., 300) is greater than the number of lines spoken by the second character (e.g., 95).

[0215] Furthermore, the slot machine 100 includes a main control means (e.g., a main CPU 200a) that controls the progress of the game, an effect control means 254 that controls the effects in accordance with the progress of the game, and a sound output unit (e.g., a speaker 134) controlled by the effect control means 254 that outputs sound. The sound output unit includes lines spoken by each of the multiple characters (e.g., "Aim for 7"), and the lines spoken by the first value character (e.g., character A1) are performed by the first voice actor (e.g., voice actor A), and the lines spoken by the second value character (e.g., character B1 to B4) are performed by the first voice actor (e.g., voice actor A). The lines spoken are performed by a second voice actor (e.g., voice actor B), the first value is less than the second value, the total number of lines spoken by the first value character (e.g., 300) is greater than the total number of lines spoken by the second value character (e.g., 100), the character with the most lines among the second value characters is designated as the second specific character (e.g., character B1), and the remaining characters after removing the second specific character from the second value characters are designated as second non-specific characters (e.g., characters B2-B4), and the number of lines spoken by the second specific character (e.g., 95) is greater than the number of lines spoken by the second non-specific characters (e.g., 5).

[0216] Furthermore, the slot machine 100 includes a main control means (e.g., a main CPU 200a) for controlling the progress of the game, an effect control means 254 for controlling the effects in accordance with the progress of the game, and a sound output unit (e.g., a speaker 134) controlled by the effect control means 254 for outputting sound. The sound output by the sound output unit includes lines spoken by each of several characters (e.g., "Aim for 7"), the lines spoken by the character with the first value (e.g., 1) (e.g., character A1) are performed by the first voice actor (e.g., voice actor A), the lines spoken by the characters with the second value (e.g., 4) (characters B1-B4) are performed by the second voice actor (e.g., voice actor B), the lines spoken by the characters with the third value (e.g., 6) (e.g., characters C1-C6) are performed by the third voice actor (e.g., voice actor C), and the first value is less than the second value. The second value is less than the third value, the total number of lines spoken by the first value character (e.g., 300) is greater than the total number of lines spoken by the second value character (e.g., 100), the total number of lines spoken by the second value character is greater than the total number of lines spoken by the third value character (e.g., 85), and the first value character who speaks a predetermined number of lines (e.g., 300) is designated as the first character (e.g., character A1), the second character (e.g., character B1) among the second value characters has the most lines, and the third character (e.g., character C1) among the third value characters has the most lines. In this case, the number of lines spoken by the first character (e.g., 300) is greater than the number of lines spoken by the second character (e.g., 95), and the number of lines spoken by the second character is greater than the number of lines spoken by the third character (e.g., 70).

[0217] Furthermore, the slot machine 100 includes a main control means (e.g., a main CPU 200a) that controls the progress of the game, an effect control means 254 that controls the effects in accordance with the progress of the game, and a sound output unit (e.g., a speaker 134) controlled by the effect control means 254 that outputs sound. The sound output unit includes lines spoken by each of the multiple characters (e.g., "Aim for 7"), the lines spoken by the first value character (e.g., character A1) are performed by the first voice actor (e.g., voice actor A), the lines spoken by the second value character (e.g., character B1~B4) are performed by the second voice actor (e.g., voice actor B), the lines spoken by the third value character (e.g., character C1~C6) are performed by the third voice actor (e.g., voice actor C), and the first value is... The following characteristics apply: the value is less than 2, the second value is less than the third value, the total number of lines spoken by the first value character (e.g., 300) is greater than the total number of lines spoken by the second value character (e.g., 100), the total number of lines spoken by the second value character is greater than the total number of lines spoken by the third value character (e.g., 85), and the first value character who speaks a predetermined number of lines (e.g., 300) is designated as the first character (e.g., character A1), the second character (e.g., character B1) among the second value characters has the most lines, and the third character (e.g., character C1) among the third value characters has the most lines.

[0218] This configuration makes it possible to appropriately establish the relationship between the characters appearing in the performance and the lines they speak.

[0219] Preferred embodiments of the present invention have been described above with reference to the attached drawings, but it goes without saying that the present invention is not limited to these embodiments. It will be obvious to those skilled in the art that various modifications or alterations can be conceived within the scope of the claims, and these will naturally also fall within the technical scope of the present invention.

[0220] Furthermore, although the above-described embodiment uses an example where there are three stop switches 120 and three reels 110 (left reel 110a, middle reel 110b, right reel 110c), the invention is not limited to this case and can also be applied to cases where there are four stop switches 120 and four reels 110 (first reel, second reel, third reel, fourth reel) or five or more reels. In this case, the last stop operation becomes the fourth stop operation, and the processes corresponding to the start and release of the third stop operation in the above-described embodiment are performed in accordance with the start and release of the fourth stop operation.

[0221] Furthermore, in the above-described embodiment, the main control board 200, the sub-control board 240, and the medal count control board 260 are arranged to share the functions necessary for advancing the game. However, the functions of the main control board 200 may be distributed to the sub-control board 240 or the medal count control board 260, the functions of the sub-control board 240 may be distributed to the main control board 200 or the medal count control board 260, or the functions of the medal count control board 260 may be distributed to the main control board 200 or the sub-control board 240. In addition, all functions can be combined and distributed on a single control board.

[0222] Furthermore, although the above-described embodiment was explained using an example of application to a slot machine 100, it can also be applied to a so-called smart pachinko machine, which is a sealed-circulation type pachinko machine that allows the player to play without touching the game balls. This smart pachinko machine includes a game board in which a game area is formed through which game balls flow, a large prize opening provided in the game area into which game balls can be entered, an opening / closing member for opening and closing the large prize opening, and a large prize opening control means that, when predetermined conditions are met, controls the opening / closing member to open and close and executes a large prize game consisting of multiple rounds in which the large prize opening is opened. In smart pachinko, by applying a frame control board, counting switch, and game ball count display device that have the same functions as the medal count control board 260, counting switch 126, and game medal count display device 128, respectively, in smart pachislo as a slot machine 100, it becomes possible to play without circulating game balls between smart pachinko and a dedicated unit, just like in smart pachislo. A game ball count display device is a device that displays the total number of electronic game balls that can be used for gameplay. The game ball count corresponds to the number of game values ​​that can be used for gameplay.

[0223] Furthermore, the processes performed by the main control board 200, sub-control board 240, and medal count control board 260 described above do not necessarily have to be processed chronologically in the order described in the flowchart, and may include parallel processing or processing by subroutines. [Explanation of Symbols]

[0224] 100 slot machines (gaming machines) 110 Reels 116 Bed Switch 118 Start switch 120 Stop switch 126 Counting switch 132 LCD display section 134 speakers 144 Power supply 200 Main control board 200a Main CPU 212 Betting Methods 214. Method of drawing winners by type 216 Reel control means 224 Performance state control means 240 Sub-control board 240a Sub-CPU 254 Performance control means 260 Medal Count Control Board 260a Medal CPU 300 Dedicated Unit 316 Rental Switch

Claims

[Claim 1] A method for determining one of several types of winning categories by a winning category lottery, A reel control means that controls the rotation of multiple reels, each having multiple types of patterns arranged on them, based on the operation of a start switch, and controls the stopping of each reel corresponding to the operated stop switch in response to the operation of a stop switch corresponding to one of the rotating reels, An effect state control means that transitions the player to either an advantageous section, which is a game section other than the advantageous section, which is a non-advantageous section, and also transitions the player to one of several effect states, including a specific effect state in which the auxiliary effect is performed. Equipped with, There is a first state and a second state which is more advantageous to the player than the first state. The aforementioned performance state control means is When transitioning from the non-advantageous period to the advantageous period, the first trigger may allow a transition to the second state, and the second trigger may determine a transition to the specific performance state. A gaming machine that transitions to the first state when predetermined state termination conditions are met in the second state, but does not transition to the first state depending on the termination of the specific performance state.

Citation Information

Patent Citations

  • Game machine

    JP2017023819A