Gaming machine
The gaming machine addresses payout performance and engagement by using multiple reels, internal lotteries, and performance state controls to balance payouts and enhance player enjoyment through varied gameplay.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- OLYMPIA KK
- Filing Date
- 2024-11-06
- Publication Date
- 2026-05-19
AI Technical Summary
Existing gaming machines lack appropriate payout performance and fail to enhance player engagement and enjoyment.
A gaming machine with multiple reels, internal lottery, reel control, instruction function control, performance state control, and reward granting mechanisms, including a counter that updates values to transition between performance states, uses different lottery tables to manage payout expectations and probabilities, ensuring balanced and engaging gameplay.
The solution provides appropriate payout performance and enhances player enjoyment by managing payout expectations and probabilities, creating anticipation and maintaining interest through varied gameplay outcomes.
Smart Images

Figure 2026082111000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] As a gaming machine, a slot machine equipped with a plurality of reels having a plurality of symbols arranged on the outer peripheral surface, a start lever, a stop button, etc. is known. In a slot machine, when the rotation of the reels starts based on a game start operation, an internal lottery using a lottery table is performed. When the reels stop, a symbol combination corresponding to the winning combination selected in the internal lottery is displayed. When the winning combination wins, as a process corresponding to the winning combination, for example, a payout process for awarding game value or a replay process for enabling a new game without newly consuming the game value is performed. In addition, there is known a slot machine provided with an AT effect state, which is an effect state in which a batting order navigation effect for assisting the winning of a specific combination can be executed when the specific combination is won. In such a slot machine, since the batting order navigation effect is performed in the AT effect state, it becomes easy for the player to win the specific combination, and the medals can be increased.
[0003] Some of this type of gaming machines can repeatedly execute a game cycle consisting of a predetermined number of games until the transition to the AT effect state is determined (see, for example, Patent Document 1).
Prior Art Documents
Patent Documents
[0004]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0005] By the way, in a gaming machine, it is required to make the performance of the gaming machine appropriate for paying out medals and to improve the interest of the game.
[0006] This invention has been made in view of the above circumstances, and aims to provide a gaming machine that can provide appropriate payout performance and enhance the enjoyment of the game. [Means for solving the problem]
[0007] To achieve the above objective, the gaming machine of the present invention is Multiple reels (reels 20a to 20c) with multiple types of patterns arranged on them, An internal lottery means (internal lottery means 42) that conducts an internal lottery to determine whether the role is correct or incorrect, A reel control means (reel control means 43) rotates the plurality of reels for each game and controls the reels to stop in a manner corresponding to the result of the internal lottery based on the stop operation, An instruction function control means (instruction function control means 51) controls the execution of instructional effects that assist in winning a predetermined role, A performance state control means (performance state control means 81) that controls the transition of the performance state between multiple types of performance states, including a normal performance state and an advantageous performance state that is more advantageous to the player than the normal performance state, A reward granting means (reward granting means 82) that controls the granting of rewards, It includes a counter (period counter 86), The aforementioned bonus granting means can update the value of the counter in accordance with the gameplay in the normal performance state, The performance state control means can decide to transition to the advantageous performance state based on the value of the counter reaching a predetermined value. The aforementioned benefit granting means is capable of performing a specific lottery to determine the predetermined value at a predetermined trigger, The table used in the aforementioned specific lottery includes at least a first table, a second table, and a third table, and is set up so that the expected value of the payout increases in the order of the first table, the second table, and the third table. If, among the predetermined values that can be determined by the aforementioned specific lottery, the largest value is taken as the maximum value and the smallest value as the minimum value, When the first table is used, the maximum value can be determined, but when the third table is used, the maximum value cannot be determined. When the third table is used, the probability of determining a specific value smaller than the maximum value is highest, and the specific value is the largest value that can be determined when the third table is used. The probability of determining the minimum value when the third table is used is higher than the probability of determining the minimum value when the first table is used.
[0008] Even when the third table, which has a high expected value regarding payouts, is used, the probability of determining the largest value within the third table is the highest. If, when the third table is used, the probability of determining a relatively small value is high, the time until transitioning to a favorable performance state will be shortened, which could lead to excessive payout performance. According to this embodiment, such a situation can be prevented, and the payout performance can be made appropriate. Furthermore, the probability of determining the minimum value when the third table, which has a high expected value regarding payouts, is used is higher than the probability when the first table is used. As mentioned above, the third table has the highest probability of determining a specific value, but the probability of determining the minimum value is also somewhat higher, and is higher than the probability when the first table is used. For players, determining the minimum value is more desirable than determining a specific value, and by making it possible to determine the minimum value with a certain probability when the third table is used, it is possible to create a sense of anticipation in players and improve the enjoyment of the game. [Effects of the Invention]
[0009] According to the present invention, it is possible to make the payout performance of a gaming machine appropriate and to improve the enjoyment of the game. [Brief explanation of the drawing]
[0010] [Figure 1]It shows an example of a gaming machine according to the first embodiment of the present invention, and is a perspective view thereof. [Figure 2] It is a diagram showing the symbol arrangement of the reels. [Figure 3] It is a diagram of the gaming machine and the dedicated unit as seen from the front. [Figure 4] It is a block diagram showing a schematic configuration of the gaming machine. [Figure 5] It is a diagram for explaining the internal lottery table. [Figure 6] It is a diagram for explaining the relationship between the stop operation mode at the time of winning in each winning area and the winning combination. [Figure 7] It is a diagram for explaining the relationship between the winning combination and the symbol combination. [Figure 8] It is a diagram for explaining the relationship between the winning combination and the symbol combination. [Figure 9] It is a diagram for explaining the relationship between the winning combination and the symbol combination. [Figure 10] It is a diagram for explaining the relationship between the winning combination and the symbol combination. [Figure 11] It is a state transition diagram of the gaming state. [Figure 12] It is a diagram for explaining the batting order navigation effect. [Figure 13] It is a state transition diagram of the game section and the effect state. [Figure 14] It is a diagram for explaining the recommended left push display. [Figure 15] It is a diagram for explaining the display in the first AT effect state. [Figure 16] It is a state transition diagram of the game section and the effect state. [Figure 17] It is a diagram for explaining the specific navigation effect. [Figure 18] It is a diagram for explaining the number of settings in the winning area, and the relationship between the stop operation mode at the time of winning in each winning area and the winning combination (payment). [Figure 19]This diagram illustrates the expected value of the gameplay that can be obtained in a single game when stopping the game using each operation method during the AT preparation animation state. [Figure 20] This is a state transition diagram of the game section and performance state of a gaming machine according to a second embodiment of the present invention. [Figure 21] The same diagram shows a table that can be referenced in the specific lottery. [Figure 22] The same diagram shows a table that can be referenced in the specific lottery. [Figure 23] The same diagram shows a table that can be referenced in the specific lottery. [Figure 24] This is a flowchart explaining the specific lottery that is performed at the end of the AT (Automatic Transmission) performance state. [Figure 25] This is a diagram illustrating the next game penalty for a gaming machine according to a third embodiment of the present invention. [Figure 26] This is a diagram explaining the penalty for playing the game. [Figure 27] This is a diagram illustrating the predetermined navigation display. [Modes for carrying out the invention]
[0011] (First Embodiment) Hereinafter, a first embodiment of the present invention will be described with reference to the drawings. The gaming machine of this embodiment is a gaming machine 10 that uses game value as electronic information instead of game tokens (medals) as a game medium, and the game is played by consuming or assigning game value. The gaming machine 10 (Figure 1) is a so-called smart pachinko slot (registered trademark). Unlike conventional slot machines in which players insert physical tokens when playing and receive physical tokens when winning combinations are achieved, the gaming machine 10 is a gaming machine (medalless gaming machine) that uses game value as electronic information instead of physical tokens, and the game value is consumed or assigned through gameplay. In a medalless gaming machine, the game value corresponds to the tokens that represent the game value in conventional slot machines, and the game value in a medalless gaming machine can be understood as a virtual token (electronic token). Therefore, the game value in this embodiment may also be called a token (game token). Furthermore, in the following, the number of game values may be considered as the number of virtual tokens, and the number of game values may be indicated as "~ tokens" or "~ pieces". It should be noted that the invention according to this embodiment is applicable not only to the gaming machine 10 but also to conventional slot machines (where physical tokens are inserted when playing, and physical tokens are dispensed upon winning a combination).
[0012] In the following explanation, "front and back" basically means that when the player is in front of the gaming machine 10, the player's side is "front" and the gaming machine side is "back." "Up and down" means that the top surface of the gaming machine is "up" and the bottom surface is "down." "Left and right" means that the left hand side of the player playing the gaming machine is "left" and the right hand side is "right." It should be noted that within the scope of the present invention, any combination of each component, any modification of each component, or omission of each component is possible.
[0013] Figure 1 is a perspective view of the gaming machine 10 as seen from the front. The gaming machine 10 of this embodiment comprises a box-shaped casing 11 with an open front side facing the player, and a front door 12 that opens and closes the front opening of the casing 11. The front door 12 is divided into an upper door 12a and a lower door 12b, and these upper door 12a and lower door 12b can be opened and closed relative to the casing 11. The front door 12 may also be a single integrated structure that is not divided into an upper door 12a and a lower door 12b. Inside the casing 11, a power supply unit is provided, which has a built-in power supply device (power supply means) for supplying power to each component. The power supply unit is equipped with a power switch, and when the power switch is turned ON (on state), power is supplied from the power supply unit to each component. Some components may be supplied with power even when the power supply unit is OFF (disconnected state). Furthermore, the housing 11 is equipped with a reel unit comprising a rotatable first reel 20a, a second reel 20b, and a third reel 20c, a main control means 31 (described later), a sub-control means 32 (described later), and the like.
[0014] The reel unit has stepping motors 19a to 19c, each corresponding to a reel 20a to 20c, and index sensors 21a to 21c, each corresponding to a reel 20a to 20c (see Figure 4). Each stepping motor 19a to 19c rotates each reel 20a to 20c. The stepping motors 19a to 19c are 4-phase stepping motors. Each stepping motor 19a to 19c comprises a rotor and a stator having a first-phase coil, a second-phase coil, a third-phase coil, and a fourth-phase coil. Each stepping motor 19a to 19c is excited by 1-2 phase excitation, which alternates between supplying a 1-phase excitation pulse to turn on one coil and supplying a 2-phase excitation pulse to turn on one coil and the other adjacent coils. This causes a displacement of half a step angle (1 step angle for every 2-step update) with each excitation pulse update, and each reel 20a to 20c is rotated once in 504 steps (a displacement of 252 step angles). The stepping motors 19a to 19c have a step angle of approximately 1.43° and an interrupt time t for updating the excitation pulse by one step of 1.49 ms. In addition, each index sensor 21a to 21c detects the edge of a semicircular index attached to the inside of each reel 20a to 20c. Based on the detection information from these index sensors 21a to 21c, control is performed regarding the rotation and stopping of the reels 20a to 20c.
[0015] As shown in Figure 1, a liquid crystal display 13 (display means) is provided approximately in the center of the upper door 12a as a performance device. The liquid crystal display 13 displays various images (performance images) to assist or enhance the game. A speaker 14 (sound output means) is provided on the lower door 12b as a performance device. The speaker 14 outputs various performance sounds (music, sound effects, voices, etc.) to assist or enhance the game. A lamp 38 (lighting device, lighting means, outer perimeter lamp) is provided on the front door 12 for notification and performance purposes. The front door 12 may also be equipped with a movable mechanism that can be operated by an actuator or the like as a performance device.
[0016] Furthermore, a display window 16 is provided on the upper door 12a. Behind the display window 16 (the first display area 13a, described later), the reel unit is positioned so that a portion of it can be seen through the display window 16. Each reel 20a to 20c has its outer surface divided into 20 sections (20 areas) at regular intervals, and one of several types of symbols is placed in each section. In other words, multiple types of symbols are arranged in a row on the outer surface of each reel 20a to 20c. When each reel 20a to 20c stops, three symbols per reel (upper, middle, and lower) are displayed through the display window 16. The display window 16 is also provided with upper, middle, and lower sections as display positions for viewing the symbols of each reel 20a to 20c, and the number of active lines is set by the combination of the display positions of each reel 20a to 20c. In this embodiment, the effective line is composed of the upper section of the first reel 20a, the middle section of the second reel 20b, and the lower section of the third reel 20c.
[0017] In this embodiment, the number of game values required for one game (specified number, specified number of tokens) is set to 3, and when the specified number of game values is inserted, the active lines are activated. As the game starts, each reel 20a to 20c starts to rotate and an internal lottery is performed to determine whether one of the winning combinations is won or lost (not won). Next, when the reels 20a to 20c stop, if the symbol combination corresponding to the winning combination determined by the internal lottery is displayed on the active line, this winning combination is awarded, and the processing corresponding to the awarded winning combination (award processing) is performed. In other words, whether or not a winning combination has been awarded is indicated by the symbol combination displayed through the display window 16 when the reels 20a to 20c stop. The active lines can be said to be lines for determining whether a winning combination has been awarded.
[0018] The liquid crystal display 13 is positioned in front of the reel unit, which is equipped with reels 20a to 20c. The liquid crystal display 13 can perform effects by displaying predetermined displays (display objects) on its display surface. Display objects refer to things like people, animals, vehicles, buildings, natural objects (e.g., rocks, trees, etc.), characters, backgrounds, patterns, designs, and other things (images) that are displayed on the liquid crystal display 13. The liquid crystal display 13 has a display area that is outside the reels (second display area 13b), which is a display area that does not overlap with the reels 20a to 20c when viewed from the front, and a display area in front of the reels (first display area 13a), which overlaps with the reels 20a to 20c when viewed from the front. The second display area 13b is formed to surround the first display area 13a. The liquid crystal display 13 is a transmissive liquid crystal display, and is designed to make components behind the first display area 13a (transparent area) visible. The first display area 13a has multiple states, including a transparent state and a state in which a display object (animation image) is displayed (transparent display state). When the first display area 13a is transparent, the patterns on the reels 20a to 20c are visible. When the first display area 13a is in the state in which a display object is displayed, the animation image is displayed in front of the reels 20a to 20c. In the state in which the first display area 13a is in the state in which a display object is displayed, there may be a state in which the patterns on the reels 20a to 20c are visible (easily visible) and a state in which they are not visible (difficult to see). Thus, the first display area 13a is an area in which the patterns on the reels 20a to 20c are visible and an animation image can be displayed. In Figure 1, the first display area 13a is shown to consist of three divided areas (areas separated for each reel), but it is not limited to this and may be a single horizontally elongated rectangular area.
[0019] The second display area 13b is the portion of the liquid crystal display 13's display area excluding the first display area 13a. The second display area 13b can display images for special effects. It is also possible to display a single, cohesive image spanning both the second display area 13b and the first display area 13a. The second display area 13b is not transparent and cannot be used to allow visibility of components behind it. The liquid crystal display 13 does not have to be a transparent liquid crystal display, and the reels 20a to 20c do not necessarily have to be visible through the liquid crystal display 13 (first display area 13a). In other words, the display window 16 may be made of a transparent panel (a panel that cannot display any objects), and the reels 20a to 20c may be visible through that display window 16.
[0020] As shown in Figure 2, the outer surface of each reel 20a to 20c is arranged with the following symbols: bell symbol BL, replay symbol "RP", cherry symbol "CH", watermelon symbol "WM", special symbol A "SPA", special symbol B "SPB", blank symbol "BK", white BAR symbol "White BAR", black BAR symbol "Black BAR", and red 7 symbol "Red 7". In addition, each symbol on each reel 20a to 20c is associated with a symbol number from 0 to 19.
[0021] Although not shown in Figure 1, a game information display unit is provided below the display window 16. The game information display unit consists of LEDs, lamps, a 7-segment display, etc., and displays various game information such as the number of game values paid out in a single game and error information. The game information display unit includes a first main display, a second main display, and a sub-display. The game information display unit may also include a favorable section display.
[0022] The lower door 12b (operation panel) is equipped with a bet button 23 operated when betting (inserting) game value, a start lever 24 (game start operation means) operated when starting the game, a stop button 26 (stop operation means) (stop buttons 26a, 26b, 26c) operated when stopping the rotating reels, and an effect button 25 (effect operation means) operated when advancing the effects, etc. The bet button 23 may also include a MAX bet button (first bet button) operated when betting 3 (predetermined number) game value and a 1 bet button (second bet button) operated when betting 1 game value.
[0023] The performance button 25 (performance operation means) is operated when advancing the performance (changing the manner of the performance), etc. The performance button 25 is formed to be pressable, and when pressed, the manner of the performance image displayed on the liquid crystal display 13 changes, for example. By providing the performance button 25 and enabling its operation at predetermined triggers, it is possible to increase the player's sense of participation in the game and improve the enjoyment of the game. For example, the performance button 25 becomes operational when a performance is being executed that makes the player expect to transition to a favorable state, and an image instructing the operation (PUSH image) is displayed on the liquid crystal display 13 (PUSH performance). When the performance button 25 is operated, the result of the game (for example, whether or not a favorable state is transitioned) is announced. Note that the performance button 25 is not limited to the shape of a button, but may also be lever-shaped, etc., as long as it is configured to detect the player's operation.
[0024] Furthermore, a door key cylinder 69 is provided on the lower door 12b. The lower door 12b (front door 12) can be unlocked by inserting a door key into the door key cylinder 69. Specifically, the lower door 12b can be unlocked by rotating (twisting) the door key inserted into the door key cylinder 69 clockwise from its initial position. Alternatively, an error can be cleared by rotating (twisting) the door key inserted into the door key cylinder 69 counterclockwise from its initial position.
[0025] Furthermore, a lower panel 91 is provided on the lower door 12b. A light source (LED) for illumination is provided on the back side of the lower panel 91, and the lower panel 91 is illuminated from behind by the light emitted from this light source.
[0026] As shown in Figure 3, a dedicated unit 200 (game value lending device, game token lending device) is provided on the side (right side) of the gaming machine 10 as a device for lending game value. The front of the dedicated unit 200 is provided with a banknote slot 201 for inserting banknotes, a card insertion / discharge slot 202 for inserting / discharging cards (game value management medium), a lending button 203 (lending operation means), a replay button 204 (lending operation means), and a card return button 205, etc. The card is used to manage the number of game value owned by the player. In other words, the number of game value owned by the player can be ascertained by the card. The card may also be capable of storing a prepaid balance. Furthermore, the management of the number of game values using cards may be carried out by storing the number of game values on the card itself, or by storing the number of game values in a designated management device installed in the gaming hall, etc., and linking the number of game values stored in the management device, etc. with the identification information stored on the card (such as the player's ID or the unique identification number for each card).
[0027] In the dedicated unit 200, an operation (press operation) on the lending button 203 is accepted as a lending operation (game value transfer operation) that transfers game value to the gaming machine 10. When the lending button 203 is pressed, the stored value, etc., that is stored as a prepaid balance in the banknotes or cards inserted into the banknote slot 201 is consumed, and a predetermined number (for example, 50) of game value is credited to the gaming machine 10. In addition, in the dedicated unit 200, an operation (press operation) on the replay button 204 is accepted as a lending operation (game value transfer operation) that transfers game value to the gaming machine 10. When the replay button 204 is pressed, the game value owned by the player, which is managed by the card (game value linked to the card), is consumed, and a predetermined number (for example, 50) of game value is credited to the gaming machine 10. In other words, in this embodiment, an operation on the loan button 203 or the replay button 204, which are loan operation means, is accepted as a loan operation (game value transfer operation), and based on the loan operation, a predetermined number of game values are transferred (loaned) from the dedicated unit 200 to the game machine 10.
[0028] As shown in Figure 1, the lower door 12b is equipped with a game token count display device 211 (game value display device, game value indicator), a counting button 212, and a payout button 218. The game token count display device 211 and the counting button 212 are located on the side (right side) of the lower door 12b. Based on the lending operation in the dedicated unit 200, the gaming machine 10 sets a value equivalent to a predetermined number of game values as credits (the stored value in the game value storage area 66 (credit storage area) in the memory 58 in Figure 4). The stored value in the game value storage area 66 can also be called the number of credits (stored number, number held). The number of credits (the number of game tokens usable for gameplay) is displayed on the game token count display device 211. The game token count display device 211 has a 5-digit (or 6-digit) 7-segment display, and the number of credits is displayed on this 7-segment display. In addition, in the gaming machine 10, the upper limit of the number of credits may be set to a value that can be displayed on the gaming medal count display device 211, for example. In the gaming machine 10, when the bet button 23 is operated while the game value has been stored as credits, the stored game value is set to the payout state up to a predetermined limit.
[0029] The game value control means 55 (Figure 4) controls the game value stored in the game value storage area 66. Note that the game value storage area 66 may be located in the storage means 60 of the main control means 31, rather than in the storage means (memory 58) of the game value control means 55. Based on the occurrence of a predetermined role (minor role) and the awarding of a predetermined number of game values, the game value control means 55 increases the number of credits by that predetermined number. Furthermore, when a game value is inserted (by operating the bet button 23) at the start of the game, the game value control means 55 decreases the number of credits by the amount of game value inserted. At this time, the game medal display device 211 displays a value obtained by subtracting the number of bets from the number of held medals (credits).
[0030] Furthermore, the game value control means 55 controls the reception of game value transferred from the dedicated unit 200 to the gaming machine 10. When game value is transferred from the dedicated unit 200 to the gaming machine 10, the game value control means 55 increases the number of credits by the amount of game value being transferred. The game value control means 55 also controls the transfer of game value from the gaming machine 10 to the dedicated unit 200. When game value is transferred from the gaming machine 10 to the dedicated unit 200, the game value control means 55 decreases the number of credits by the amount of game value being transferred. The game value control means 55 also displays the number of game values stored in the credits (number of credits) on the game medal display device 211 and changes the display content of the game medal display device 211 according to the increase or decrease in the number of credits.
[0031] The counting button 212 is operated when sending (returning, transferring) information (credits) indicating a value equivalent to a predetermined number of credits (all or part of the number of credits) to the dedicated unit 200. The counting button 212 is equipped with a press part (operation part), and the press part is formed to be pressable. When a player finishes playing, etc., the credited game value can be transferred from the game machine 10 to the dedicated unit 200 based on an operation (press operation) of the counting button 212 as a counting operation (return operation). Then, after the game value has been transferred to the dedicated unit 200, when an operation (press operation) of the card return button 205 (Figure 3) is performed, a card that allows the player to know the number of game values they possess is ejected from the dedicated unit 200 (card insertion / discharge port 202).
[0032] As described above, based on the lending operation in the dedicated unit 200, a predetermined number of game values (game tokens) are assigned to the game machine 10 (the number of credits is added). Next, when the bet button 23 is operated, the game values are set to the input state up to a predetermined limit, and a value equivalent to the number of game values (game tokens) set to the input state is subtracted from the number of credits. In other words, the number of game values displayed on the game token display device 211 decreases.
[0033] When a predetermined number of game values are set to the input state, the start lever 24 becomes operational, that is, it becomes possible to start playing. Next, when the game start operation is performed on the activated start lever 24, the rotation of each reel 20a to 20c begins. Next, when the rotation speed of the reels increases to a predetermined speed and enters a steady rotation state, the operation of the stop buttons 26a to 26c becomes operational. Next, when the activated stop buttons 26a to 26c are operated, the rotation of the corresponding reel stops. Next, when the rotation of all reels 20a to 20c stops, depending on the result of the game, a process is performed to award a predetermined number of game values (add to credits), or a process is performed to make it possible to start playing again without consuming new game values (replay process), and one game (1 play) ends. Also, when the counting button 212 is operated, a predetermined number of credits (game tokens) are sent (returned) to the dedicated unit 200. Then, when the card return operation is performed in the dedicated unit 200, the card with the predetermined information stored on it is ejected from the dedicated unit 200.
[0034] Furthermore, when the game value in the gaming machine 10 is set to the bet state, operating (pressing) the settlement button 218 will return the betted game value to the credits. The settlement button 218 is operated when returning the game value that has been inserted (set to the bet state) by operating the bet button 23 to the credits (game value memory area 66). In other words, based on the operation of the settlement button 218, a process (insertion return process) is executed to return the game value set to the bet state to the credits. The investment return process is a process in which the setting of the game value in the bet state is cleared, and a value equivalent to the number of game values that was set to the bet state is added to the number of credits (stored value in the game value memory area 66). When the settlement button 218 is operated while there is game value set to the bet state, the game value is returned to the credits based on that, and the number of game medals displayed on the game medal display device 211 increases.
[0035] As shown in Figure 4, the gaming machine 10 and the dedicated unit 200 are connected via a gaming ball dispensing device connection terminal board 90. The gaming ball dispensing device connection terminal board 90 is a connection terminal board for connecting the gaming machine 10 and the dedicated unit 200. The gaming machine 10 includes a main control means 31 (main control board) for controlling the progress of the game, a sub-control means 32 (sub-control board) for controlling the effects according to the progress of the game, a game value number control means 55 (game value number control board) for controlling the number of game values, etc. In this embodiment, the game value number control means 55 is provided separately from the main control means 31, but the game value number control means 55 may be formed integrally with the main control means 31.
[0036] The main control means 31 is equipped with a setting change key cylinder and a setting change button. Note that the setting change key cylinder and setting change button may be provided in other parts, such as the power supply unit. The setting change key cylinder (setting key switch) has two states: OFF and ON. In other words, it is possible to switch between the OFF and ON states. The setting change key cylinder is formed to allow the insertion of a setting key. The setting change key cylinder is initially in the OFF state. When the inserted setting key is rotated 90 degrees clockwise from its initial position, the state of the setting change key cylinder switches from the OFF state to the ON state. When the setting key is rotated 90 degrees counterclockwise from the position where the setting change key cylinder is ON back to its initial position, it switches from the ON state to the OFF state. The setting change button is also pressable.
[0037] The main control means 31 receives input signals from input means such as the bet button 23, start lever 24, and stop buttons 26a to 26c, performs various calculations to execute the game, and controls output means such as the reel unit based on the calculation results. The sub-control means 32 receives signals sent from the main control means 31 and input signals from input means such as the effect button 25, performs various calculations to execute the effects, and controls the effect devices such as the liquid crystal display 13 and speaker 14 based on the calculation results.
[0038] Furthermore, the main control means 31 and the sub-control means 32 are electrically connected, and various information (signals), such as information indicating the game state, can be transmitted from the main control means 31 to the sub-control means 32. However, information cannot be transmitted from the sub-control means 32 to the main control means 31. In addition, the functions of each board, such as the main control means 31 and the sub-control means 32, are realized by hardware such as various processors (CPU, DSP, etc.), ICs, or information storage media such as ROM and RAM, and software consisting of predetermined programs pre-stored in ROM, etc.
[0039] The main control means 31 includes an input receiving means 40, a random number generation means 41, an internal lottery means 42 that performs an internal lottery to determine whether a winning combination is achieved, a reel control means 43 that controls the rotation of the reels, a winning combination determination means 44 that determines whether a winning combination has been achieved when all reels have stopped, a payout control means 45 (game value granting means), a replay control means 46, a setting change means 47, an initialization means 48, a game state control means 49, an instruction function control means 51, a performance main control means 52, and a storage means 60 (main memory). The storage means 60 also includes ROM and RAM. The sub-control means 32 includes a performance sub-control means 70 and a sub-side storage means 72 (sub-memory). The sub-side storage means 72 also includes ROM and RAM.
[0040] The performance control means 100 is composed of a performance main control means 52 and a performance sub-control means 70. The performance main control means 52 issues instructions to the performance sub-control means 70 based on the game state, performance state, etc. The performance sub-control means 70 controls the performance device using performance data stored in the sub-side storage means 72, based on the information regarding the game state, performance state, or whether or not to perform an instructed performance transmitted from the performance main control means 52. In this embodiment, the control performed by the performance main control means 52 may also be performed by the performance sub-control means 70, and the control performed by the performance sub-control means 70 may also be performed by the performance main control means 52. In addition, the control performed by the performance control means 100 described in this embodiment may also be performed by the instruction function control means 51, and the control performed by the instruction function control means 51 may also be performed by the performance control means 100.
[0041] The input receiving means 40 accepts the input of game value for each game and, based on the input of a predetermined number of game values, performs a process to activate the game start operation on the start lever 24. When the bet button 23 is pressed while game value is credited, the input receiving means 40 sets the credited game value to the input state, up to a predetermined limit. In this embodiment, the first press operation on the activated start lever 24 is accepted as the game start operation, and upon this operation, the rotation of the reels 20a to 20c begins, and a lottery such as an internal lottery is performed.
[0042] Furthermore, the input acceptance means 40 controls the system so that, in the next game after a replay has been awarded, the game value owned by the player is not set to the input state. Specifically, when the system is accepting input of game value, it does not accept operation on the bet button 23, so that even if the bet button 23 is pressed, the credited game value is not set to the input state.
[0043] The random number generation means 41 generates random values for the lottery. Random values can be generated, for example, based on the count value of an increment counter (a counter that counts values so as to cycle within a predetermined count range). In this embodiment, "random number" includes not only values that are generated randomly in a mathematical sense, but also values that, even if their generation is regular, can function as effectively random numbers because the timing of their acquisition is irregular.
[0044] The internal lottery means 42 performs an internal lottery using an internal lottery table based on the operation of the activated start lever 24 (i.e., the start of the game). The internal lottery table associates various winning combinations, including small wins, replays, and bonuses, as well as losses (non-wins), with each of the multiple random numbers (for example, 65,536 random numbers from 0 to 65,535), and multiple internal lottery table storage areas 61 provided in the ROM of the storage means 60 are stored. In this embodiment, as will be described later, the game state can be set to a general state, an RBB internal state, and an RBB operating state, and six setting values from setting 1 to setting 6 can be set, and the internal lottery means 42 selects an internal lottery table according to the game state and setting value and performs an internal lottery. A minor win is a win that, when achieved, grants a predetermined number of game values corresponding to the win. A replay is a win that, when achieved (activated), allows the player to play again without consuming any additional game values. When a replay is achieved, the start lever 24 is activated without consuming any game values, and the player can start playing by operating the start lever 24.
[0045] In the internal lottery, a random number for the lottery is obtained from the random number generation means 41, and this random number is compared with the internal lottery table to determine whether or not a winning role has been achieved. The winning role associated with the random number is then determined as a win. Specifically, the internal lottery table has multiple winning areas as shown in Figure 5, and each random number obtained from the random number generation means 41 is associated with one of the winning areas. Furthermore, there are winning areas that contain one or more winning roles (areas associated with winning roles) and winning areas that do not contain any winning roles (areas associated with losing roles). In addition, each winning area contains different combinations of winning roles. All winning roles belonging to the winning area associated with the random number obtained from the random number generation means 41 are determined as wins in the internal lottery. Hereafter, in the internal lottery, when a role belonging to a winning area is won, this will also be referred to as "the winning area is won." When no role is won, this will also be referred to as "the winning area 'not won' is won."
[0046] As shown in Figure 5, in this embodiment, minor roles 1 to 46 are provided. In addition, the winning areas that include minor roles are "minor role ALL1", "minor role ALL2", "batting order bell A1", "batting order bell A2", "batting order bell A3", "batting order bell A4", "batting order bell B1", "batting order bell B2", "batting order bell B3", "batting order bell B4", "batting order bell C1", "batting order bell C2", "batting order bell C3", "batting order bell C4", "batting order bell D1", "batting order bell D2", "batting order bell D3", "batting order bell D4", "batting order bell E1", "batting order bell E2", "batting order bell E3", "batting order bell E4", "batting order bell F1", and "batting order bell F2". The following symbols are available: "Bat Order Bell F3", "Bat Order Bell F4", "Common Bell", "Spilled Symbol", "Watermelon", "Weak Cherry", "Strong Cherry", "Chance Symbol A", "Chance Symbol B", "Reach Symbol A", "Reach Symbol B", "Reach Symbol C", "Reach Symbol D", "Chance Symbol C", "Common 1 Coin 1 Down C1", "Common 1 Coin 1 Down L2", "Common 1 Coin 1 Down C2", "Common 1 Coin 1 Down R2", "Common 1 Coin 2 Down LC2", "Common 1 Coin 2 Up CR2", "Common 1 Coin 2 Down CR2", "Common 1 Coin 2 Down LR", "Common 1 Coin 3 Up 2", and "Common 1 Coin 3 Down 2". Small Symbol 1 is an 11-coin symbol that grants 11 coins of game value when it is won. Small Symbols 2 and 3 are 3-coin symbols that grant 3 coins of game value when they are won. Small Symbols 4 to 46 are 1-coin symbols that grant 1 coin of game value when they are won.
[0047] In the following, the winning areas "Batting Order Bell A1", "Batting Order Bell A2", "Batting Order Bell A3", "Batting Order Bell A4", "Batting Order Bell B1", "Batting Order Bell B2", "Batting Order Bell B3", "Batting Order Bell B4", "Batting Order Bell C1", "Batting Order Bell C2", "Batting Order Bell C3", "Batting Order Bell C4", "Batting Order Bell D1", "Batting Order Bell D2", "Batting Order Bell D3", "Batting Order Bell D4", "Batting Order Bell E1", "Batting Order Bell E2", "Batting Order Bell E3", "Batting Order Bell E4", "Batting Order Bell F1", "Batting Order Bell F2", "Batting Order Bell F3", and "Batting Order Bell F4" may be collectively referred to as "Batting Order Bells". Additionally, the winning areas "Batting Order Bell A1" to "Batting Order Bell A4" are sometimes collectively referred to as Batting Order Bell A, the winning areas "Batting Order Bell B1" to "Batting Order Bell B4" are sometimes collectively referred to as Batting Order Bell B, the winning areas "Batting Order Bell C1" to "Batting Order Bell C4" are sometimes collectively referred to as Batting Order Bell C, the winning areas "Batting Order Bell D1" to "Batting Order Bell D4" are sometimes collectively referred to as Batting Order Bell D, the winning areas "Batting Order Bell E1" to "Batting Order Bell E4" are sometimes collectively referred to as Batting Order Bell E, and the winning areas "Batting Order Bell F1" to "Batting Order Bell F4" are sometimes collectively referred to as Batting Order Bell F.
[0048] The winning area "Small Role ALL 1" is a winning area where all small roles (Small Role 1 to Small Role 46) are won simultaneously. The winning area "Small Role ALL 2" is a winning area where Small Roles 1 to 28 and Small Roles 30 to 46 are won simultaneously. The winning areas "Batting Order Bell A1" to "Batting Order Bell A4" are winning areas where one type of 11-coin role (Small Role 1) and multiple types of 1-coin roles are won simultaneously. The winning areas "Batting Order Bell B1" to "Batting Order Bell B4" are winning areas where one type of 11-coin role (Small Role 1) and multiple types of 1-coin roles are won simultaneously. The winning areas "Batting Order Bell C1" to "Batting Order Bell C4" are winning areas where one type of 11-coin role (Small Role 1) and multiple types of 1-coin roles are won simultaneously. Furthermore, the winning areas "Batting Order Bell D1" to "Batting Order Bell D4" are areas where one type of 11-coin payout (minor payout 1) and multiple types of 1-coin payouts can be won simultaneously. Furthermore, the winning areas "Batting Order Bell E1" to "Batting Order Bell E4" are areas where one type of 11-coin payout (minor payout 1) and multiple types of 1-coin payouts can be won simultaneously. Furthermore, the winning areas "Batting Order Bell F1" to "Batting Order Bell F4" are areas where one type of 11-coin payout (minor payout 1) and multiple types of 1-coin payouts can be won simultaneously. Furthermore, the winning area "Common Bell" is a winning area where minor payout 3 (3-coin payout) can be won alone. Furthermore, the winning area "Spilled Payout" is a winning area where minor payout 2 (3-coin payout) can be won alone. Furthermore, the winning area "Watermelon" is a winning area where multiple types of 1-coin payouts can be won simultaneously. Furthermore, the "Weak Cherry" winning area is a winning area where the small win 35 (1-coin win) is won alone. Furthermore, the "Strong Cherry" winning area is a winning area where multiple types of 1-coin wins occur simultaneously. Furthermore, the "Chance Eye A" winning area is a winning area where the small win 32 (1-coin win) is won alone. Furthermore, the "Chance Eye B" winning area is a winning area where multiple types of 1-coin wins occur simultaneously. Furthermore, the "Reach Eye A" winning area is a winning area where multiple types of 1-coin wins occur simultaneously. Furthermore, the "Reach Eye B" winning area is a winning area where multiple types of 1-coin wins occur simultaneously.Furthermore, the winning area "Reach Eye C" is a winning area where multiple types of single-coin winning combinations occur simultaneously. Furthermore, the winning area "Reach Eye D" is a winning area where multiple types of single-coin winning combinations occur simultaneously. Furthermore, the winning area "Chance Eye C" is a winning area where multiple types of single-coin winning combinations occur simultaneously. Furthermore, the winning area "Common Single Coin 1 Down C1" is a winning area where multiple types of single-coin winning combinations occur simultaneously. Furthermore, the winning area "Common Single Coin 1 Down L2" is a winning area where multiple types of single-coin winning combinations occur simultaneously. Furthermore, the winning area "Common Single Coin 1 Down C2" is a winning area where multiple types of single-coin winning combinations occur simultaneously. Furthermore, the winning area "Common Single Coin 1 Down R2" is a winning area where multiple types of single-coin winning combinations occur simultaneously. Furthermore, the winning area "Common Single Coin 2 Down LC2" is a winning area where multiple types of single-coin winning combinations occur simultaneously. Furthermore, the winning area "Common 1-coin 2-up CR2" is a winning area where multiple types of 1-coin combinations can be won simultaneously. Furthermore, the winning area "Common 1-coin 2-down CR2" is a winning area where multiple types of 1-coin combinations can be won simultaneously. Furthermore, the winning area "Common 1-coin 2-down LR" is a winning area where multiple types of 1-coin combinations can be won simultaneously. Furthermore, the winning area "Common 1-coin 3-up 2" is a winning area where multiple types of 1-coin combinations can be won simultaneously. Furthermore, the winning area "Common 1-coin 3-down 2" is a winning area where multiple types of 1-coin combinations can be won simultaneously.
[0049] In this embodiment, replays 1 through 11 are provided as replays. Additionally, "Symbol Replay A" and "Symbol Replay B" are provided as winning areas that include replays. Winning areas "Symbol Replay A" and "Symbol Replay B" are winning areas where multiple types of replays can be won simultaneously.
[0050] Furthermore, in this embodiment, a Big Bonus (RBB: Special Role) is provided as a bonus. In addition, as a winning area associated with the bonus, there is a winning area "RBB" where the Big Bonus is won alone, and the winning areas "Common 1-coin 1-down C1", "Common 1-coin 1-down L2", "Common 1-coin 1-down C2", "Common 1-coin 1-down R2", "Common 1-coin 2-down LC2", "Common 1-coin 2-up CR2", "Common 1-coin 2-down CR2", "Common 1-coin 2-down LR", "Common 1-coin 3-up 2", and "Common 1-coin 3-down 2" are set so that the Big Bonus can be won multiple times. Furthermore, in the winning areas "Common 1-coin 1-down C1", "Common 1-coin 1-down L2", "Common 1-coin 1-down C2", "Common 1-coin 1-down R2", "Common 1-coin 2-down LC2", "Common 1-coin 2-up CR2", "Common 1-coin 2-down CR2", "Common 1-coin 2-down LR", "Common 1-coin 3-up 2", and "Common 1-coin 3-down 2", if the game state is in the general medium state, a Big Bonus will be won multiple times, but if the game state is in the RBB internal medium state, a Big Bonus will not be won multiple times.
[0051] In this embodiment, a continuous activation device for a so-called Type 1 special bonus is assumed, but other types of bonuses may be used. Furthermore, other bonuses may also be included. Additionally, the included bonuses may be set to be awarded individually, or they may be awarded in conjunction with replays or minor wins.
[0052] Additionally, a "Loss" area is provided as a corresponding winning area for those who did not win.
[0053] Each winning area is set to either be a winning area or not, depending on the game state. In other words, the internal lottery means 42 selects an internal lottery table according to the game state and performs an internal lottery, which changes the winning combinations. To put it another way, in each game state, an internal lottery is performed using an internal lottery table that includes the winning areas that can be won in that game state as the lottery targets.
[0054] In Figure 5, the number "○" indicates whether each winning area can be a winning area in each game state. In other words, the winning areas "Small Win ALL 1" and "Small Win ALL 2" are awarded when the game state is in the RBB (Real Big Bonus) activation state, and not when the game state is in the general mode or the RBB internal mode. Also, the winning areas are "Batting Order Bell A1" to "Batting Order Bell A4", "Batting Order Bell B1" to "Batting Order Bell B4", "Batting Order Bell C1" to "Batting Order Bell C4", "Batting Order Bell D1" to "Batting Order Bell D4", "Batting Order Bell E1" to "Batting Order Bell E4", "Batting Order Bell F1" to "Batting Order Bell F4", "Common Bell", "Spilled Symbol", "Watermelon", "Weak Cherry", "Strong Cherry", "Chance Symbol A", "Chance Symbol B", "Reach Symbol A", "Reach Symbol B", "Reach "Chime C", "Reach Me D", "Chance Me C", "Common 1-coin 1-down C1", "Common 1-coin 1-down L2", "Common 1-coin 1-down C2", "Common 1-coin 1-down R2", "Common 1-coin 2-down LC2", "Common 1-coin 2-up CR2", "Common 1-coin 2-down CR2", "Common 1-coin 2-down LR", "Common 1-coin 3-up 2", and "Common 1-coin 3-down 2" are awarded when the game state is in the general medium state or the RBB internal medium state, but not when the RBB is active. Furthermore, the winning area "RBB" is awarded when the game state is in the normal state, but not when the RBB internal state is in the active state or when the RBB is running.
[0055] Furthermore, in this embodiment, the probability of winning a minor role is the same in both the general state and the RBB internal state. Also, replays cannot be won in the RBB activation state. In other words, the probability of winning a replay is higher in the general state and the RBB internal state than in the RBB activation state.
[0056] The internal lottery means 42 sets the winning flag corresponding to the winning role as a result of the internal lottery from a non-winning state (off state) to a winning state (on state). Furthermore, if multiple winning roles are won simultaneously, the winning flag corresponding to each of the simultaneously won roles is set from a non-winning state to a winning state. In addition, the setting information of the winning flags is stored in the winning flag storage area 62 provided in the RAM of the storage means 60.
[0057] Furthermore, there are two types of winning flags: a winning flag that allows the winning state to be carried over to subsequent games until a win is achieved (carry-over flag), and a winning flag that resets to a non-winning state regardless of whether a win is achieved or not (non-carry-over flag). The Big Bonus is one of the roles associated with the carry-over flag. The minor roles and replays are associated with the non-carry-over flag. For example, when the internal lottery means 42 wins a Big Bonus in the internal lottery, it carries over the winning state of the Big Bonus winning flag until a Big Bonus is achieved. At this time, even in games where the winning state of the Big Bonus winning flag has been carried over, the internal lottery means 42 also performs an internal lottery to determine whether minor roles and replays are successful or not. That is, in games where the winning state of the Big Bonus winning flag has been carried over, if a minor role or replay is achieved, the winning flags corresponding to two or more roles, namely the Big Bonus winning flag that has already been won and the minor role or replay winning flag that was won in the internal lottery, are set to a winning state.
[0058] Furthermore, the gaming machine 10 has six setting values, from setting 1 to setting 6, and the probability of winning a role differs depending on the setting value. Specifically, when the setting is changed, the group of internal lottery tables, which consists of multiple internal lottery tables selected according to the game state, is changed to the group of internal lottery tables corresponding to each setting, and the group of internal lottery tables changes so that the probability of winning small roles, replays, and bonuses differs depending on the setting.
[0059] The setting change means 47 controls the change of the setting value stored in the setting value storage area 63 provided in the RAM of the storage means 60. Specifically, when the setting change key is inserted into the setting change key cylinder provided inside the gaming machine 10, and the power to the gaming machine 10 is turned on with the setting change key (setting change key cylinder) rotated 90 degrees clockwise from its initial position, the setting change means 47 starts the gaming machine 10 in setting change mode. The setting value can be selected from six setting values, from setting 1 to setting 6. In this embodiment, the probability of winning the internal lottery changes in an order from setting 1 to setting 6 so that the expected value of the payout rate increases sequentially. In setting change mode, each time the setting change button provided inside the gaming machine 10 is pressed, the setting change means 47 changes the setting value in the order of setting 1 → setting 2 → setting 3 → ... setting 6 → setting 1 → ... and when the start lever 24 is pressed, the setting value is confirmed and the confirmed setting value is stored in the setting value storage area 63. Furthermore, the system can be switched from setting change mode to game mode by returning the setting change key inserted into the setting change key cylinder to its initial position. In this embodiment, the selected setting value is displayed on the first main display unit of the game information display unit in setting change mode. In this embodiment, the setting values are expressed in the order of setting 1 < setting 2 < setting 3 < setting 4 < setting 5 < setting 6.
[0060] Furthermore, when the power is turned on with the setting change key cylinder in its initial position, the gaming machine 10 is started in gaming mode. In this embodiment, gaming can be played in gaming mode, but the setting values cannot be changed, and in setting change mode, the setting values can be changed, but gaming cannot be played. The main control means 31 may also include a setting confirmation means (not shown). In the gaming mode with the power turned on, when the setting key is inserted into the setting change key cylinder and the setting key is rotated 90 degrees clockwise from its initial position, the setting confirmation means transitions the gaming machine (gaming machine 10) from gaming mode to setting confirmation mode and performs a process (setting notification process) to notify the current setting value via the liquid crystal display 13 or the gaming information display unit. In setting confirmation mode, an image indicating that it is in setting confirmation mode (for example, the words "Settings being referenced") is displayed on the liquid crystal display 13. Also, in setting confirmation mode, the currently set setting value is displayed on the first main display unit of the gaming information display unit. In settings confirmation mode, you can view (be notified of) the current settings, but you cannot play the game. Also, in settings confirmation mode, you can view the settings, but you cannot change the settings.
[0061] The initialization means 48 performs an initialization process to initialize at least a portion of the information stored in the RAM of the storage means 60 when the setting value is changed. Specifically, when the setting value is changed, the initialization means 48 performs a process to return the game state, game section, and performance state, which will be described later, to their initial state. That is, when the setting value is changed, the game state becomes the general state, the game section becomes the non-advantageous section, and the performance state becomes the non-advantageous section performance state, and these states become the same as when the power is first turned on after the factory shipment. In addition, during the initialization process, the initialization means 48 also initializes other information related to performances stored in the RAM of the storage means 60. The sub-control means 32 also has an initialization means, and when a signal indicating that the setting value has been changed is transmitted from the main control means 31, the initialization means of the sub-control means 32 initializes the information related to performances stored in the RAM of the sub-side storage means 72. Note that even if the setting value is changed, the game state, game section, and performance state may not be returned to their initial state.
[0062] The reel control means 43 starts the rotation of each reel 20a to 20c when the start lever 24, which is activated under the control of the main control means 31, is operated (i.e., the game starts), and when the activated stop buttons 26a to 26c are operated, it controls the stopping of the reel corresponding to the operated stop button.
[0063] In other words, each time one of the stop buttons 26a to 26c is operated, the reel control means 43 determines the stopping position of the reel corresponding to the operated button among the first reels 20a to the third reels 20c, and controls the reel to stop at the determined stopping position. In the gaming machine 10, when stop button 26a is operated, the rotation of the first reel 20a is stopped; when stop button 26b is operated, the rotation of the second reel 20b is stopped; and when stop button 26c is operated, the rotation of the third reel 20c is stopped. Therefore, the stopping order of the first reels 20a to the third reels 20c changes depending on the order in which the stop buttons 26a to 26c are operated (the order in which they are played).
[0064] In the following, the order of stopping operations (the order in which stop buttons 26a to 26c are operated) will be referred to as the "batting order," which is the sequence in which all of the stop buttons 26a to 26c are operated as a single unit. Furthermore, among the stopping operations that make up the batting order, the first stopping operation will be called the "first stopping operation," the second stopping operation the "second stopping operation," and the third stopping operation the "third stopping operation."
[0065] Furthermore, below, the operation of stop buttons 26a, 26b, and 26c to stop the rotating reels in the order of the first reel 20a, the second reel 20b, and the third reel 20c will be referred to as "Batting Order 1," the operation of stop buttons 26a, 26b, and 26c to stop the rotating reels in the order of the first reel 20a, the third reel 20c, and the second reel 20b will be referred to as "Batting Order 2," and the operation of stop buttons 26a, 26b, and 26c to stop the rotating reels in the order of the second reel 20b, the first reel 20a, and the third reel 20c will be referred to as "Batting Order 3." The operation of stop buttons 26a, 26b, and 26c to stop the rotating reels in the order of the second reel 20b, the third reel 20c, and the first reel 20a is called "Batting Order 4," the operation of stop buttons 26a, 26b, and 26c to stop the rotating reels in the order of the third reel 20c, the first reel 20a, and the second reel 20b is called "Batting Order 5," and the operation of stop buttons 26a, 26b, and 26c to stop the rotating reels in the order of the third reel 20c, the second reel 20b, and the first reel 20a is called "Batting Order 6." In addition, "Batting Order 1" and "Batting Order 2" are sometimes collectively called "Left Press," "Batting Order 3" and "Batting Order 4" are sometimes collectively called "Middle Press," and "Batting Order 5" and "Batting Order 6" are sometimes collectively called "Right Press." Furthermore, "pressing the middle button" and "pressing the right button" are sometimes collectively referred to as "irregular pressing" (irregular hitting). Also, pressing the left button is sometimes referred to as an operation where the stop button 26a is pressed first. Also, irregular pressing is sometimes referred to as an operation where the stop button 26b or stop button 26c is pressed first.
[0066] Furthermore, in this embodiment, for the first reels 20a to the third reels 20c, the rotating reel corresponding to the pressed stop button stops within 190ms from the time the stop buttons 26a to 26c are operated. In addition, the reels can rotate up to 4 frames (4 symbols) from the time each stop button 26a to 26c is operated until each reel 20a to 20c stops. The reel control means 43 controls the reels 20a to 20c corresponding to the stop button 26a to 26c that was stopped, so that the symbol corresponding to the winning flag set to a winning state is displayed on the active line when the symbol corresponding to the winning state is located within a range of 0 to 4 frames (a predetermined pull-in range) relative to the display position on the active line at the time the stop operation is performed. In other words, the reel control means 43 stops the reels 20a to 20c corresponding to the stop buttons 26a to 26c that have been stopped, so that any symbol from the symbol currently on the active line up to the symbol four positions away is displayed on the active line.
[0067] Furthermore, in the stop control when the stop buttons 26a to 26c are operated, the reel control means 43 stops each reel 20a to 20c so that a winning combination whose winning flag is set to the winning state is awarded. Specifically, when the winning flag of one winning combination is set to the winning state, the reel control means 43 stops each reel 20a to 20c so that this winning combination is awarded. Also, when the winning flags of multiple winning combinations are set to the winning state simultaneously, the reels 20a to 20c are stopped according to the priority order determined for each combination so that a predetermined winning combination is awarded. In this embodiment, the priority order is determined to be "Replay > Small Win > Bonus". The reel control means 43 then stops the reels 20a to 20c so that the symbols constituting the symbol combinations indicating the winning form of a higher priority combination are displayed on the active line in priority to the symbols constituting the symbol combinations indicating the winning form of a lower priority combination.
[0068] Also, regarding the priority order of candidates for the stop position when multiple types of minor roles are won in the internal lottery, there are a method of obtaining the priority order according to the number of symbol combinations that can be displayed on the effective line (number priority control), and a method of obtaining the priority order according to the payout number of game values (number of tickets priority control). When executing the number priority control for obtaining the priority order of candidates for the stop position according to the number of symbol combinations that can be displayed on the effective line, the priority order of each candidate for the stop position is obtained such that the stop position (symbol) where the number of symbol combinations indicating the winning form that can be displayed on the effective line is larger has a higher priority order. When executing the number of tickets priority control for obtaining the priority order of candidates for the stop position according to the payout number of game values, the priority order of each candidate for the stop position is obtained such that the stop position (the stop position where a minor role with a large payout can be won) where the payout number of game values based on the payout of the minor role corresponding to the symbol displayed at the display position on the effective line is larger has a higher priority order. In addition, when obtaining the priority order of candidates for the stop position according to the payout number of game values, if minor roles with the same payout are won repeatedly, the priority order of candidates for the stop position where each minor role can be won is treated as the same.
[0069] FIG. 6 shows the relationship between the mode of the stop operation and the winning role when the batting order bell is won in the RBB internal middle state. Correct batting order and incorrect batting order are set for the batting order bell, respectively.
[0070] Each winning area of "Batting Order Bell A1" to "Batting Order Bell A4" (Batting Order Bell A) has one correct batting order and five incorrect batting orders. In each winning area of "Batting Order Bell A1" to "Batting Order Bell A4", if a win occurs during the RBB internal state, the correct small win (11-coin win) can be awarded if the operation is performed in the correct manner (specific operation manner). If the operation is performed in a manner different from the correct manner (incorrect operation manner, failed operation manner), the correct small win (11-coin win) will not be awarded, and a 1-coin win (failed small win) may be awarded. The correct small win is a small win in which the game value obtained is greater than the game value bet for one game. The 1-coin win is a small win in which the game value obtained is less than the game value bet for one game.
[0071] When one of the winning areas "Bat Order Bell A1" to "Bat Order Bell A4" is selected during the RBB internal state, if stop buttons 26a to 26c are pressed in the correct operation mode, the priority is determined so that the candidate stop position that can award an 11-coin payout has the highest priority. If stop buttons 26a to 26c are pressed in the incorrect operation mode, the priority is determined so that the candidate stop position that can award a 1-coin payout has the highest priority. The winning areas "Bat Order Bell A1" to "Bat Order Bell A4" are designed so that an 11-coin payout is awarded when the stop operation is performed in the correct operation mode (correct batting order) (reels 20a to 20c are designed to stop in a way that displays the symbol combination indicating the 11-coin payout on the active line). Additionally, in the winning areas "Batting Order Bell A1" to "Batting Order Bell A4," if the machine is stopped in an incorrect manner (incorrect batting order), either a single-coin payout or no payouts will be awarded.
[0072] The winning areas "Batting Order Bell A1" to "Batting Order Bell A4" each have different batting orders set as the correct batting order. In addition, in the winning areas "Batting Order Bell A1" to "Batting Order Bell A4", one of batting orders 3 through 6 is set as the correct batting order, while batting orders 1 and 2 are not set as the correct batting orders. Note that the contents in parentheses in Figure 6 indicate the probability of winning a single-coin prize when the stopping operation is performed with that batting order. For example, the notation "1 coin (1 / 4)" indicates that there is a 1 / 4 probability of winning a single-coin prize and a 3 / 4 probability of missing a single-coin prize (not winning a single-coin prize).
[0073] In the first type of failed operation, where reel 20a is stopped first, a single-coin payout (a small payout that is less than the game value bet for one game) is guaranteed to occur. In the second type of failed operation, where reel 20b or reel 20c is stopped first, depending on the timing of the stop operation, there are cases where a single-coin payout (a small payout that is less than the game value bet for one game) occurs, and cases where no payout occurs.
[0074] To avoid repetitive explanations, the winning areas "Batting Order Bell B1" to "Batting Order Bell B4" (Batting Order Bell B), "Batting Order Bell C1" to "Batting Order Bell C4" (Batting Order Bell C), "Batting Order Bell D1" to "Batting Order Bell D4" (Batting Order Bell D), "Batting Order Bell E1" to "Batting Order Bell E4" (Batting Order Bell E), and "Batting Order Bell F1" to "Batting Order Bell F4" (Batting Order Bell F) also have correct and incorrect operation patterns set.
[0075] In the winning areas for Batting Order Bell A, Batting Order Bell B, Batting Order Bell C, Batting Order Bell D, Batting Order Bell E, and Batting Order Bell F, when a win occurs in the general state, even if the stopping operation is performed in the batting order that would award 11 coins (correct batting order) if the RBB internal state is in the middle state, 11 coins will not be awarded. Instead, there is a 1 / 2 probability of awarding 1 coins, and a 1 / 2 probability of missing the 1 coin.
[0076] The prize determination means 44 is activated when the rotation of reels 20a to 20c stops, and determines whether a winning combination has been achieved based on the stopping pattern of reels 20a to 20c. Specifically, the combination of symbols displayed on the active line (stopped display) when reels 20a to 20c stop is compared with the prize determination table (not shown) stored in the ROM of the storage means 60. The prize determination table stores the winning patterns (combinations of symbols that result in a win when stopped) for each winning combination, and the aforementioned comparison determines whether a win has been achieved and the type of winning combination achieved. The correspondence between the combinations of symbols displayed on the active line and the winning combinations in this embodiment is shown in Figures 7 to 10. As shown in Figure 7, for example, if the watermelon symbol "WM" stops on the upper part of reel 20a, the bell symbol "BL" stops on the middle part of reel 20b, and the replay symbol "RP" stops on the lower part of reel 20c (when the bell symbols "BL" are lined up in a straight line on the middle part), then a small win (minor prize 1) is awarded.
[0077] The main control means 31 executes the winning process corresponding to the winning combination when a winning combination is achieved. Specifically, the winning process includes a payout process (game value assignment process) when a minor combination is achieved, a replay process (re-play process) when a replay is achieved (activated), and a process to transition the game state (game state transition control process) when a bonus is achieved (activated).
[0078] Here, the payout process (game value assignment process) is the process of assigning (paying out) a number of game values determined based on the payout set for each winning combination when a winning combination is achieved, and is performed by the payout control means 45. When a winning combination is achieved, the payout control means 45 determines the number of game values to be assigned based on the payout set for each winning combination and assigns the determined number of game values. Specifically, the payout control means 45 transmits information (payout information) indicating the determined number of game values to be assigned to the game value number control means 55, causing the game value number control means 55 to perform a credit addition process. Based on the received payout information, the game value number control means 55 performs a process (credit addition process) to add the assigned number to the stored value (number of credits) in the game value number storage area 66.
[0079] In this embodiment, when you win small win 1, you are awarded 11 game values; when you win small wins 2 to 3, you are awarded 3 game values; and when you win small wins 4 to 46, you are awarded 1 game value. The 11-coin win has a higher payout than the 3-coin win and the 1-coin win. The 1-coin win has a lower payout than the 11-coin win and the 3-coin win. The 11-coin win can be described as a win in which, when you win, you can acquire more game values than the game values bet for one game (a win in which the number of game values awarded (payouts) when you win is greater than the number of game values that need to be put in to start the game). Also, the 11-coin win and the 3-coin win can be described as wins in which, when you win, you can acquire more game values than the game values bet for one game. Also, the 1-coin win can be described as a win in which, when you win, you can acquire a number of game values that is less than (or less than) the game values bet for one game.
[0080] Furthermore, the replay process, performed by the replay control means 46, is a process that, when a replay is awarded, sets the next game to the same game start waiting state as the previous game without requiring the input of game value for the next game. When a replay is awarded, an automatic input process is performed in which the same number of game value as the number set to the input state in the previous game (the game in which the replay was awarded) is automatically input, and the system waits for the next game start operation on the start lever 24 with the number of active lines corresponding to the number of game value input by the automatic input process set. In addition, once the automatic input process has been performed, it is not possible to input any more game value.
[0081] The game state control means 49 performs game state transition control processing to transition the game state between the general state, the RBB internal state (bonus established state), and the RBB operating state (bonus state), as shown in Figure 11. The conditions for transitioning the game state may be one condition or multiple conditions. If multiple conditions are defined, the game state may be transitioned based on the fulfillment of one of the multiple predetermined conditions, or based on the fulfillment of multiple or all of the multiple predetermined conditions.
[0082] Furthermore, as described above, the internal lottery means 42 selects an internal lottery table according to the game state and performs an internal lottery. Specifically, in the general state, it performs an internal lottery by referring to an internal lottery table in which the Big Bonus (RBB) is set as the lottery target. In the RBB internal state, it performs an internal lottery by referring to an internal lottery table in which the Big Bonus is excluded from the lottery target. In the RBB active state, it performs an internal lottery by referring to an internal lottery table in which the Big Bonus is excluded from the lottery target.
[0083] The game state is initially in the general mode. In the general mode, an internal lottery is conducted by referring to an internal lottery table in which all winning areas except for "Not Winning," "All Small Wins 1," and "All Small Wins 2" are set as targets for the lottery. It is also possible to transition from the general mode to the RBB internal mode. The game state control means 49 transitions the game state to the RBB internal mode when a Big Bonus is won in the general mode.
[0084] The RBB internal intermediate state (first game state) is a game state that is entered when a Big Bonus (special role) is won in the internal lottery. In the RBB internal intermediate state, the internal lottery is conducted by referring to an internal lottery table in which all winning areas except for "Not Won", "Small Role ALL 1", "Small Role ALL 2", and "RBB" are set as targets for the lottery. In addition, in the RBB internal intermediate state, the lottery flag corresponding to the Big Bonus is maintained in a winning state until the Big Bonus is won, and when a combination of symbols indicating the winning form of the Big Bonus is displayed on the active line, the game state control means 49 transitions the game state from the RBB internal intermediate state to the RBB active state.
[0085] The RBB (Regular Big Bonus) activation state (second game state) is a game state that is entered when a combination of symbols indicating a Big Bonus winning pattern is displayed on an active line. In the RBB activation state, an internal lottery is conducted by referring to an internal lottery table in which the winning areas "Small Win ALL 1" and "Small Win ALL 2" are set as the lottery targets. In the RBB activation state, it is determined whether the termination condition has been met based on the total number of game values awarded in the RBB activation state. If the awarded game value exceeds a predetermined number, the game state control means 49 terminates the RBB activation state and transitions the game state to the general state. In this embodiment, the termination condition for the RBB activation state is determined by the total number of game values awarded, but the termination condition may also be determined by the number of games played or the number of small wins in the RBB activation state. Furthermore, the RBB activation state may be terminated after a single game.
[0086] As shown in Figure 4, the instruction function control means 51 includes a game section control means 80, a performance state control means 81, and a bonus granting means 82. The instruction function control means 51 performs processing related to the operation of an instruction function that assists in winning a specific role in the advantageous section. When a predetermined role is won, the instruction function control means 51 decides whether or not to perform an instruction performance (batting order navigation performance) that assists in winning this role. Specifically, for example, when a batting order bell is won, the instruction function control means 51 decides whether or not to perform an instruction performance that notifies the correct batting order (correct operation pattern) and assists in winning a predetermined role (correct minor role). When the instruction function control means 51 decides to perform an instruction performance, the performance control means 100 causes the performance device, such as the liquid crystal display 13 and speaker 14, to execute the instruction performance. When an instruction performance is performed, the 7-segment display of the game information display unit also displays information corresponding to the operation pattern notified by the instruction performance.
[0087] In the AT performance state (described later), if a batting order bell is won and the execution of an instruction performance is decided, the performance control means 100 can execute an instruction performance (batting order navigation performance) that notifies the correct operation mode (correct batting order). In other words, if a batting order bell is won, the performance control means 100 can execute a batting order navigation performance that assists (prompts) the stopping operation in the correct operation mode (correct batting order).
[0088] The performance control means 100 displays the correct operation pattern (correct batting order) on the liquid crystal display 13. As shown in Figure 12, the performance control means 100 displays the number "1" as a prompt for the first operation at the position corresponding to the stop button 26 related to the first stop operation of the correct batting order, displays the number "2" as a prompt for the second operation at the position corresponding to the stop button 26 related to the second stop operation of the correct batting order, and displays the number "3" as a prompt for the third operation at the position corresponding to the stop button 26 related to the third stop operation of the correct batting order. In Figure 12, the winning area "batting order bell A1" has been won, and it is reported that the stop operation in batting order 3 is the correct operation pattern (correct batting order). If the stop operation is performed as reported in the batting order navigation performance (in the correct operation pattern), an 11-coin payout is guaranteed.
[0089] As shown in Figure 13, the game section control means 80 performs game section transition control processing to transition the game section between a non-advantageous section and an advantageous section according to the progress of the game. The non-advantageous section is the game section that corresponds to the initial state among several types of game sections. In the non-advantageous section, the bonus granting means 82 performs a lottery for transitioning to an advantageous section, and if the lottery for transitioning to an advantageous section is won, the game section control means 80 transitions the game section to an advantageous section. When the game section is set to a non-advantageous section, instruction effects cannot be performed, and instruction effects can only be performed when it is set to an advantageous section. When the conditions for ending the advantageous section are met, the game section control means 80 ends the advantageous section and transitions the game section to a non-advantageous section.
[0090] The bonus granting means 82 conducts a lottery (advantageous section transition lottery) to determine whether or not to transition to an advantageous section at predetermined triggers during a non-advantageous section. Specifically, the bonus granting means 82 conducts a lottery (advantageous section transition lottery) to determine whether or not to transition to an advantageous section based on the result of an internal lottery (winning a predetermined role (winning area)). If the advantageous section transition lottery is won, the game section control means 80 transitions the game section from a non-advantageous section to an advantageous section.
[0091] The game section control means 80 performs an increment operation in the advantageous section, where, each time a game is played in the advantageous section, triggered by a game start operation on the start lever 24, it adds "1" to the value stored in the advantageous section game counter 65 in the RAM of the storage means 60, representing the value of one game. The game section control means 80 does not add to the advantageous section game counter 65 in the non-advantageous section. Furthermore, at the point of transition from the non-advantageous section to the advantageous section, the value stored in the advantageous section game counter 65 is "0".
[0092] The game section control means 80 may determine that the condition for ending the advantageous section has been met when the stored value of the advantageous section game counter 65 reaches a threshold (upper limit) of "4000", and may transition the game section from the advantageous section to the non-advantageous section. In other words, the upper limit of the number of games played in the advantageous section may be set to 4000, and the game may not be played consecutively for more than 4000 games in the advantageous section. In this embodiment, the game machine is designed so that the condition for ending the advantageous section is not met based on the number of games played in the advantageous section reaching a predetermined number (4000 games).
[0093] The game section control means 80 updates the stored value of the difference in tokens counter 64 in the RAM of the memory means 60 in the advantageous section by the difference in tokens of game value. It subtracts a value corresponding to the number of tokens of game value used in the game (for example, "3" if 3 tokens were inserted) from a value corresponding to the number of tokens of game value awarded (for example, "11" if 11 tokens of game value were awarded, and "0" if no winning combinations were achieved and no game value was awarded), obtains the calculation result for the difference in tokens in that game, and adds this calculation result to the stored value of the difference in tokens counter 64. The game section control means 80 does not add to the difference in tokens counter 64 in the non-advantageous section. Also, at the time of transition from the non-advantageous section to the advantageous section, the stored value of the difference in tokens counter 64 is "0". Then, the game section control means 80 determines that the condition for ending the advantageous section has been met when the stored value of the difference counter 64 exceeds a threshold (for example, "2400"), and transitions the game section from the advantageous section to the non-advantageous section.
[0094] The stored value of the difference counter 64 is controlled so as not to fall below the initial value "0". For example, if the stored value of the difference counter 64 at the start of the game is "2", and as a result of playing the game, no winning combinations are achieved and no game value is paid out, the calculation result of the difference in tokens for that game will be "-3". Adding (reflecting) the calculation result of the difference in tokens to the stored value of the difference counter 64 would cause it to fall below the initial value "0". However, the stored value of the difference counter 64 after the update is set to stop counting with the initial value "0" as the lower limit. In this embodiment, an upper limit is set for the number of game value that can be obtained in the advantageous section, with "0" as the baseline, and the advantageous section ends (the condition for ending the advantageous section is met) when the increase in game value from the baseline exceeds 2400 tokens. Furthermore, if a replay is awarded during gameplay, the game in which the replay was awarded may be treated as if a payout equivalent to the prescribed number of spins for that game had been made, and the difference in tokens may be calculated accordingly. For the next game, which is provided free of charge due to the replay award, even if no actual spins have been made, it may be treated as if a spin equivalent to the prescribed number of spins for that game had been made, and the difference in tokens may be calculated accordingly.
[0095] The advantageous period indicator is designed to be off during non-advantageous periods and to be on during advantageous periods. It is not necessary for the advantageous period indicator to be on immediately upon entering an advantageous period; it only needs to be on before the first instruction animation is performed. Furthermore, once lit, it will remain on until the advantageous period ends.
[0096] As shown in Figure 13, the performance state control means 81 performs a performance state transition control process to transition between multiple types of performance states, including a non-advantageous section performance state, a normal performance state, and an AT performance state. The conditions for transitioning performance states may be one condition or multiple conditions. If multiple conditions are defined, the performance state may be transitioned when one of the multiple predetermined conditions is met, or the performance state may be transitioned based on the meeting of multiple or all of the multiple predetermined conditions.
[0097] (Non-advantageous period performance state) The non-advantageous section performance state is the initial performance state among several types of performance states. In the non-advantageous section, the performance state control means 81 sets the performance state to the non-advantageous section performance state. In the non-advantageous section performance state (non-advantageous section), as described above, the bonus granting means 82 conducts a lottery for transitioning to the advantageous section, and if the lottery for transitioning to the advantageous section is won and the transition to the advantageous section is decided, the performance state control means 81 transitions the performance state to the normal performance state. The non-advantageous section performance state (non-advantageous section) is a section in which the batting order navigation performance is not executed.
[0098] (Normal presentation state) The normal performance state is the performance state that is basically entered when the advantageous period begins, and at the start of the advantageous period, the probability of entering the normal performance state is set higher than the probability of entering other performance states. In addition, the normal performance state has a lower frequency of batting order navigation sequences compared to the AT performance state, and batting order navigation sequences are almost never performed or never performed at all (the expected value of acquiring game value is lower). A low frequency of batting order navigation sequences may include cases where batting order navigation sequences are not performed at all.
[0099] In the normal performance state, the bonus granting means 82 grants the right to transition to the AT performance state based on the fulfillment of predetermined conditions (AT granting conditions). The bonus granting means 82 considers the AT granting conditions to have been fulfilled based on the acquisition of a specific result in the internal lottery in the normal performance state, and grants the right to transition to the AT performance state. Here, "based on the acquisition of a specific result in the internal lottery" may mean, for example, that the right to transition to the AT performance state is granted when a specific winning area is won in the internal lottery, or that the right to transition to the AT performance state is granted when a specific winning area is won in the internal lottery and a specific role is achieved. Furthermore, "granting the right to transition to the AT performance state when a specific winning area is selected in the internal lottery (or when a specific winning area is selected and a specific role is achieved)" means, for example, that when a specific winning area is selected (or when a specific winning area is selected and a specific role is achieved), a lottery (AT lottery) is held to determine whether or not the transition to the AT performance state is possible, and the right to transition to the AT performance state is granted according to the result of the AT lottery (in other words, when the AT lottery is won), or the right to transition to the AT performance state is granted without holding an AT lottery.
[0100] For example, if an upper limit (so-called ceiling) is set on the number of games played in the normal performance state, the bonus granting means 82 may determine that the AT granting condition has been met when a predetermined number of games (for example, 999 times) have been played in the normal performance state, and grant the right to transition to the AT performance state. When the performance state control means 81 is granted the right to transition to the AT performance state, it transitions the performance state to the AT performance state.
[0101] (AT performance state) In the AT performance state (instruction performance state), the instruction function control means 51 can execute a batting order navigation performance that notifies the correct operation pattern based on the winning of a predetermined winning area (batting order bell). When it is decided to execute the batting order navigation performance, the performance control means 100 executes the batting order navigation performance. The performance control means 100 causes the performance devices such as the liquid crystal display 13 and speaker 14 to execute a batting order navigation performance that notifies the correct operation pattern and assists in winning a predetermined role (correct small role). When the stop buttons 26a to 26c are pressed in accordance with the correct operation pattern notified by the batting order navigation performance, the predetermined role (correct small role) is won. In the AT performance state, the frequency of execution of the batting order navigation performance is higher than in the normal performance state. For this reason, the expected value regarding the increase in game value (expected value of payout rate) is higher in the AT performance state than in the normal performance state. The AT performance state is a more advantageous state for the player compared to the normal performance state.
[0102] In this embodiment, the AT performance state consists of a first AT performance state (high expected value performance state) and a second AT performance state (low expected value performance state). The performance state control means 81 transitions to the first AT performance state at the start of the AT performance state. The first AT performance state and the second AT performance state have different levels of advantage. In this embodiment, the second AT performance state has a lower level of advantage than the first AT performance state.
[0103] The first AT performance state and the second AT performance state differ in the expected value of the increase in medals (game value) per game (net increase in medals), with the first AT performance state having a higher net increase in medals than the second AT performance state. In this embodiment, the net increase in medals in the first AT performance state is approximately 4 medals. The net increase in medals is calculated by subtracting the expected number of medals inserted per game from the expected number of medals paid out per game. Replay wins are taken into consideration in this calculation, but replay wins may be calculated as a payout of the same number of medals as the number inserted in that game, or as a result of the number of medals inserted in the next game being "0".
[0104] In the second AT performance state, the probability of the batting order navigation performance being executed when a batting order bell is won is lower compared to the first AT performance state (the frequency of the batting order navigation performance being executed is lower). The lower probability of the batting order navigation performance being executed when a batting order bell is won includes cases where the batting order navigation performance is not performed at all even when a batting order bell is won. In this embodiment, the second AT performance state is a section (period) in which the batting order navigation performance is not executed even when a batting order bell is won. The net increase in tokens is lower in the second AT performance state than in the first AT performance state. In this embodiment, the second AT performance state is a section in which tokens are lost the more you play. The second AT performance state is a section in which left-pressing is recommended (described later).
[0105] In the first AT (Attack Time) state, where the batting order navigation animation may be performed, the player must stop the reels according to the animation. On the other hand, in the second AT state, where the batting order navigation animation is not performed, the player must stop the reels by pressing the left button. When playing according to the prescribed gameplay method, the expected payout rate in the second AT state is lower than the expected payout rate in the first AT state.
[0106] Furthermore, the second AT performance state does not necessarily have to be a left-press recommended section. The second AT performance state may not be a section where medals decrease, but rather a section where medals increase slightly (slight increase section). In the second AT performance state, a batting order navigation performance may be executed when a batting order bell is won, and the probability of the batting order navigation performance being executed when a batting order bell is won in the second AT performance state may be, for example, about half of the probability in the first AT performance state. In addition, the net increase in medals may be the same in the first AT performance state and the second AT performance state (the probability of the batting order navigation performance being executed when a batting order bell is won is the same), and the expected value of the payout rate in the second AT performance state may be lower because the number of games played in the second AT performance state is less than that in the first AT performance state. Also, as will be explained below, while it is not possible to transition (fall) to the normal performance state from the first AT performance state, it is possible to transition (fall) to the normal performance state from the second AT performance state. In this respect as well, the second AT performance state can be said to be less advantageous than the first AT performance state.
[0107] The continuation of the first AT performance state is managed based on the stored value of the first AT termination determination counter 67 provided in the RAM of the storage means 60. The instruction function control means 51 determines the value to set in the first AT termination determination counter 67 when the performance state transitions to the first AT performance state. In other words, the instruction function control means 51 increases the stored value of the first AT termination determination counter 67 when the performance state transitions to the first AT performance state. To put it another way, the instruction function control means 51 sets a value related to the duration of the first AT performance state in the first AT termination determination counter 67 when the performance state transitions to the first AT performance state.
[0108] The instruction function control means 51 decreases the stored value of the first AT termination determination counter 67 in accordance with the progress of the game in the first AT performance state. When the stored value of the first AT termination determination counter 67 reaches the threshold value "0" in the first AT performance state, the performance state control means 81 determines that the termination condition of the first AT performance state has been met, terminates the first AT performance state, and transitions to the second AT performance state. In this embodiment, when the first AT performance state ends, the system transitions to the second AT performance state.
[0109] When transitioning to the first AT performance state, the instruction function control means 51 sets a value (30 in this embodiment) in the first AT termination determination counter 67 that corresponds to the number of games that can be played in the first AT performance state. This value may be determined by lottery. Each time a game is played in the first AT performance state, the instruction function control means 51 subtracts a value (1) corresponding to one game from the stored value of the first AT termination determination counter 67. When the stored value of the first AT termination determination counter 67 reaches the threshold value "0" in the first AT performance state, the performance state control means 81 determines that the termination condition for the first AT performance state has been met and terminates the first AT performance state.
[0110] The performance control means 100 can display a display (remaining number of turns display) corresponding to the stored value of the first AT termination judgment counter 67 on the liquid crystal display 13 (upper left of the screen) during the first AT performance state. The remaining number of turns display starts, for example, from "0 / 30G", and the numerator value increases by 1 each time the game is played (see Figure 15).
[0111] The stored value of the 1st AT termination judgment counter 67 may, for example, represent the number of game values that can be obtained in the 1st AT performance state, the number of sets of the 1st AT performance state that can be executed (1st AT set number), or the number of times the batting order navigation performance can be executed in the 1st AT performance state (navigation count). In other words, when the 1st AT performance state is started, the stored value of the 1st AT termination judgment counter 67 may be set to the number of game values that can be obtained, the number of 1st AT sets, the navigation count, etc., and in the 1st AT performance state, the stored value of the 1st AT termination judgment counter 67 may be updated (decreased) at predetermined triggers such as each time game value is granted, each time one set of the 1st AT performance state is performed, or each time a batting order navigation performance is performed, and the 1st AT performance state may be terminated based on the stored value of the 1st AT termination judgment counter 67 reaching the threshold "0". The "number of game values that can be obtained" is the difference in tokens, but it may also be the number of tokens paid out.
[0112] Furthermore, the bonus granting means 82 may perform a lottery (addition lottery) in the first AT performance state to determine whether or not to increase the stored value of the first AT end determination counter 67 at a predetermined trigger (to determine whether or not to increase the duration of the first AT performance state). The bonus granting means 82 may increase the stored value of the first AT end determination counter 67 based on the result of the addition lottery (based on winning the addition lottery).
[0113] In the second AT performance state, the bonus granting means 82 conducts a lottery (return lottery) to determine whether or not to transition to the first AT performance state based on the results of an internal lottery (for example, based on winning a predetermined role (winning area)). The bonus granting means 82 grants the right to transition to the first AT performance state based on the success of the return lottery, and the performance state control means 81 transitions the performance state to the first AT performance state based on this grant. Furthermore, if the conditions for ending the second AT performance state are met without winning the return lottery, the performance state control means 81 terminates the second AT performance state and transitions to the normal performance state.
[0114] In this embodiment, the continuation of the second AT performance state is managed based on the stored value of the second AT termination determination counter 68 provided in the RAM of the storage means 60. The instruction function control means 51 determines the value to set in the second AT termination determination counter 68 when the performance state transitions to the second AT performance state. In other words, the instruction function control means 51 increases the stored value of the second AT termination determination counter 68 when the performance state transitions to the second AT performance state. To put it another way, the instruction function control means 51 sets a value related to the duration of the second AT performance state in the second AT termination determination counter 68 when the performance state transitions to the second AT performance state.
[0115] The instruction function control means 51 decreases the stored value of the second AT termination determination counter 68 in accordance with the progress of the game in the second AT performance state. When the stored value of the second AT termination determination counter 68 reaches the threshold value "0" in the second AT performance state, the performance state control means 81 determines that the termination condition of the second AT performance state has been met, terminates the second AT performance state, and transitions to the normal performance state.
[0116] When transitioning to the second AT performance state, the instruction function control means 51 sets a value (30 in this embodiment) in the second AT termination determination counter 68 that corresponds to the number of games that can be played in the second AT performance state. This value may be determined by lottery. Each time a game is played in the second AT performance state, the instruction function control means 51 subtracts a value (1) corresponding to one game from the stored value of the second AT termination determination counter 68. When the stored value of the second AT termination determination counter 68 reaches the threshold value "0" in the second AT performance state, the performance state control means 81 determines that the termination condition for the second AT performance state has been met and terminates the second AT performance state.
[0117] The performance control means 100 can display a display (remaining number of spins display) corresponding to the stored value of the second AT termination judgment counter 68 on the liquid crystal display 13 (upper left of the screen) during the second AT performance state. The remaining number of spins display starts, for example, from "30 spins remaining," and the value decreases by 1 each time the game is played.
[0118] The stored value of the 2nd AT termination determination counter 68 may, for example, represent the number of game values that can be obtained in the 2nd AT performance state, the number of sets of the 2nd AT performance state that can be executed (2nd AT set number), or the number of times the batting order navigation performance can be executed in the 2nd AT performance state (navigation count). In other words, when the 2nd AT performance state is started, the stored value of the 2nd AT termination determination counter 68 may be set to the number of game values that can be obtained, the number of 2nd AT sets, the navigation count, etc., and in the 2nd AT performance state, the stored value of the 2nd AT termination determination counter 68 may be updated (decreased) at predetermined triggers such as each time game value is granted, each time one set of the 2nd AT performance state is performed, or each time a batting order navigation performance is performed, and the 2nd AT performance state may be terminated based on the stored value of the 2nd AT termination determination counter 68 reaching the threshold "0". The "number of game values that can be obtained" is the difference in tokens, but it may also be the number of tokens paid out.
[0119] If the conditions for ending the second AT performance state are met without winning the draw-back lottery, the performance state control means 81 ends the second AT performance state and transitions to the normal performance state. In addition, the transition to the non-advantageous section performance state (non-advantageous section) may occur based on the termination of the second AT performance state.
[0120] In this embodiment of the gaming machine, the player does not transition from the first AT performance state to the normal performance state, but the player can transition from the second AT performance state to the normal performance state. The second AT performance state is a section in which it is decided whether to transition to the first AT performance state (to be pulled back) or to the normal performance state (to fall back). In the second AT performance state, the player can play the game hoping to transition back to the first AT performance state.
[0121] In this embodiment, it is possible to directly transition from the non-advantageous section performance state to the AT performance state (first AT performance state). For example, in the advantageous section transition lottery, instead of simply deciding whether or not to transition to the advantageous section (normal performance state), a lottery may be held to determine whether to transition the performance state to the AT performance state (first AT performance state), to the normal performance state, or to remain in the non-advantageous section performance state without transitioning. In other words, the AT lottery may be performed in the non-advantageous section performance state.
[0122] Furthermore, the AT performance state may be set according to the game state to which it transitions based on the winning or entry of a bonus. For example, it may be possible to transition to the AT performance state when the game state is in the RBB internal state, but not when the game state is in the general state or when the RBB is active. In other words, in the general state or when the RBB is active, for example, the right to transition to the AT performance state may not be granted (no AT lottery may be held), or even if the right to transition to the AT performance state is granted, the game may not transition to the AT performance state (even if the AT lottery is won, the game may not transition to the AT performance state).
[0123] Furthermore, if a bonus is won while the performance state is the AT performance state and the game state is the RBB internal state, the AT performance state may be interrupted from the end of the RBB operating state that is entered upon winning this bonus, through the general state, until the game returns to the RBB internal state. In other words, the instruction performance (batting order navigation performance) may be stopped when a bonus is won, and the batting order navigation performance may be resumed when the game returns to the RBB internal state.
[0124] The instruction function control means 51 performs an instruction function information initialization process to initialize the information stored in the RAM of the storage means 60 as information related to the instruction function when the advantageous period ends and the game period transitions to a non-advantageous period. Specifically, the instruction function control means 51 initializes the stored value of the advantageous period game count counter 65, the stored value of the difference in tokens counter 64, the flag (lottery result) related to the lottery for the instruction function, the stored value of the first AT end determination counter 67, the stored value of the second AT end determination counter 68, etc. In other words, information related to the instruction function is not carried over across multiple advantageous periods. Furthermore, when the initialization means 48 performs the above initialization process when the setting value is changed, the information related to the instruction function (instruction effect) shown here is also initialized.
[0125] As shown in Figure 4, the sub-control means 32 comprises a performance sub-control means 70 and a sub-memory 72 (sub-storage means). The performance sub-control means 70 controls performances using the liquid crystal display 13, performances using the speaker 14, and performances using the lamp 38 based on performance data stored in the sub-memory 72. For example, it controls the execution of performances to enhance or assist the game according to the progress of the game by turning on or flashing the lamp 38, changing the display content of the liquid crystal display 13, or outputting sound from the speaker 14 in response to game events such as inserting game value, operations on the bet button 23, start lever 24, and stop buttons 26a to 26c, or changes in the game state. The sub-control means 32 mainly controls various performances during gameplay and standby.
[0126] The content of the effects performed during gameplay is determined using information (effect lottery table) stored in sub-memory 72, in accordance with commands (information) transmitted from the main control means 31 corresponding to the game state, effect state, and the results of internal lottery. In this embodiment, image data stored in the ROM of sub-memory 72 is read into an image buffer provided in sub-memory 72, and an image based on the image data read into the image buffer is output (displayed) on the liquid crystal display 13. In addition, sound data stored in the ROM of sub-memory 72 is read into a sound buffer provided in sub-memory 72, and sound based on the sound data read into the sound buffer is output from speaker 14.
[0127] In this embodiment, when the bonus is internally active, the stopping control of reels 20a to 20c is performed so that, regardless of the result of the internal lottery (and regardless of the manner of the stopping operation), no symbol combination indicating a Big Bonus (RBB) winning pattern is displayed on the active line. In other words, in this embodiment, once the game state is set to the bonus internally active state, the game basically continues in the bonus internally active state thereafter (the game is basically played in the bonus internally active state). The following explanation assumes that the game state is basically the RBB internally active state.
[0128] Incidentally, gaming machines need to be designed so that the payout rate (the ratio of the number of medals dispensed to the number of medals inserted), which is an indicator of medal acquisition performance, falls within a predetermined range. In this embodiment, the gaming machine sets the expected value of the payout rate when the game is played with left-hand pressing lower than that when the game is played with irregular pressing (middle-hand or right-hand pressing), and basically recommends (encourages) left-hand pressing, thereby making the payout rate (payout performance) appropriate.
[0129] In this embodiment, as shown in Figure 6, for the RBB internal state, there are batting order bells where pressing the middle button is the correct batting order and batting order bells where pressing the right button is the correct batting order, but there is no batting order bell where pressing the left button is the correct batting order. In other words, in this embodiment, the probability of winning a batting order bell and receiving a payout of 11 medals is lower when playing with the left button always compared to when playing with the middle button always or when playing with the right button always compared. In other words, the probability of winning the 11-coin payout is higher when stopping the game with an irregular button press compared to when stopping the game with the left button always compared.
[0130] Furthermore, other methods may be used to ensure that the expected payout rate when playing with the left button pressed is lower than that when playing with the middle or right button pressed. For example, a batting order bell may be provided where the correct batting order is when the left button is pressed, and the probability of winning the batting order bell where the left button is pressed in the internal lottery may be set lower than the probability of winning the batting order bell where the middle button is pressed in the correct order, and also lower than the probability of winning the batting order bell where the right button is pressed in the correct order.
[0131] As shown in Figure 6, in the RBB internal state, the batting order bell is a winning area where the number of medals dispensed differs (changes) depending on the batting order (operation method of stop buttons 26a to 26c). In this embodiment, one of batting orders 3 to 6 is set as the correct batting order, while batting orders 1 and 2 are set as incorrect batting orders. In other words, when looking at the batting order bell as a whole, there is a bias in the setting of the correct batting order. When pressing left, the batting order bell always awards a 1-coin prize (incorrect prize), and when pressing middle or right, if it is the correct batting order, it awards an 11-coin prize (correct prize), and if it is an incorrect batting order, it awards either a 1-coin prize or no prize at all.
[0132] In this embodiment, the probability of winning an 11-coin payout is higher when the game is played using an irregular button press compared to when the game is played using a left-to-right press. Therefore, if the game is played using an irregular button press, the payout performance of the game machine may become excessive.
[0133] As described above, in the normal performance state and the second AT performance state, the frequency of the execution of the batting order navigation performance when a batting order bell is won is low (including cases where it is not performed at all), and the probability of winning an 11-coin payout is low. In this embodiment, when playing in the section where the execution of the batting order navigation performance is low (including cases where it is not performed at all), it is recommended to play by pressing the left button. Hereinafter, the normal performance state and the second AT performance state may be referred to as the left-pressing recommended period (left-pressing recommended section).
[0134] In this embodiment, if a game is played with an irregular button press (excluding games in which a batting order navigation animation is performed) during the recommended left-button press period, a notification (display) prompting the player to play with a left-button press will be displayed on the liquid crystal display 13. If a game is played with an irregular button press (middle or right button press) during the recommended left-button press period, the recommended left-button press display 300 (recommended left-button press image) shown in Figure 14 will be displayed on the liquid crystal display 13.
[0135] The performance control means 100 displays a left-press recommendation display 300 if the game is played with an irregular press during the left-press recommendation section. The performance control means 100 displays the left-press recommendation display 300 based on the third stop operation related to the game. The performance control means 100 may also display the left-press recommendation display 300 based on the first stop operation (or second stop operation) related to the middle press, or based on the first stop operation (or second stop operation) related to the right press. Furthermore, "based on a stop operation" may mean the timing when the release of the stop button is detected, or the timing when the stop button is detected being pressed.
[0136] The performance control means 100 will turn off the left-press recommendation display 300 after a certain period of time has elapsed while it is displayed. The left-press recommendation display 300 is displayed for a certain period of time. The left-press recommendation display 300 may also be turned off based on the pressing (ON) of the start lever 24 for the next game after the current game (game played with irregular button pressing). In other words, the display of the left-press recommendation display 300 may continue until the start lever 24 for the next game is pressed.
[0137] The left-press recommendation display 300 is a display that encourages (instructs) the user to operate the stop buttons 26a to 26c by pressing them with the left hand. It includes the text (string) "Left-press recommended" and is a long rectangular display. In this embodiment, the left-press recommendation display 300 includes a dark blue background, the white text "Left-press recommended," and a white border around the outer edge of the background.
[0138] In this embodiment, the expected value of the payout rate when the game is played by pressing the left button is set lower than that when the game is played by pressing the buttons in an irregular order, thereby making the payout rate (payout performance) appropriate. In this embodiment, the expected value of the payout rate (the probability of winning a batting order bell and receiving a payout of 11 medals) is lower when the game is always played by pressing the left button compared to when the game is always played by pressing the middle button or always played by pressing the right button.
[0139] In this embodiment, with respect to certain processes (processes related to instruction functions, processes related to AT performance states), the game is set so that playing with the left button press is more advantageous to the player than playing with irregular button presses. Specifically, in the left-press recommended section, if the game is played with the left button press, certain processes that are advantageous to the player are executed, whereas if the game is played with irregular button presses, certain processes that are advantageous to the player are not executed. This "control to prevent certain processes that are advantageous to the player from being executed when the game is played with irregular button presses" can also be called imposing a penalty (executing a restriction process). When playing a predetermined game in which the batting order navigation performance is not executed, if the game is played with the left button press, the game is controlled to be more advantageous to the player with respect to certain processes (such as transitioning to an AT performance state) compared to playing with irregular button presses.
[0140] In this embodiment, when the batting order navigation is not performed (e.g., during normal gameplay), it is recommended to play using the "left-press" batting order, which has a high advantage for a specific process and a low expected value for payouts (stopping reel 20a first). If the game is played using an irregular pressing method, the left-press recommendation display 300 (left-press recommendation image) will be displayed as described above. Furthermore, the game will be controlled so that a specific process is not executed.
[0141] Here, we will explain specific processes (processes related to instruction functions and processes related to the AT performance state). A specific process may be one that is executed regardless of which winning area is won, one that is executed when a predetermined type of winning area is won, or one that is executed based on the winning of a predetermined role. Furthermore, a specific process is not limited to one process, but may consist of multiple types of processes.
[0142] The specific process may be a lottery (AT lottery) that determines whether or not to transition to the AT performance state (deciding whether or not to grant the right to transition to the AT performance state). In this case, "being controlled so that the specific process is not executed" means being controlled so that the AT lottery (lottery related to instruction performance) is not executed.
[0143] Furthermore, if there is a predetermined performance state (CZ performance state, chance performance state) in which the probability of being granted the right to transition to the AT performance state is set higher than that of the normal performance state, the specific process may be a lottery (CZ lottery) that determines whether or not the transition to the CZ performance state is possible. If the CZ lottery is won in the normal performance state, the right to transition to the CZ performance state is granted, and the CZ performance state begins. In this case, "controlling so that a specific process is not executed" means that the CZ lottery (lottery related to instruction performance) is controlled so that it is not executed.
[0144] A game counter is provided that can measure the number of times a game is played in a predetermined performance state (e.g., the normal performance state). When the value of the game counter reaches a predetermined value (upper limit, so-called ceiling), it becomes possible to transition to another performance state (a more advantageous performance state, e.g., the AT performance state). In such cases, a specific process may be one incrementing "1" (a value equivalent to one game) into the game counter based on the execution of the game. The game counter is a counter that becomes more advantageous to the player as its value increases. In this case, "controlling so that a specific process is not executed" means that even if a game is played, the game counter is controlled so that "1" is not added.
[0145] (AT preparation sequence state) In this embodiment, as shown in Figure 16, when the right to transition to the AT performance state is granted during a predetermined game in the normal performance state, the game transitions to the AT preparation performance state (specific section) based on that grant, and then transitions to the AT performance state based on the fulfillment of predetermined conditions (AT transition conditions) in the AT preparation performance state.
[0146] (Navi lottery) The instruction function control means 51 performs a lottery (navigation lottery) to determine whether or not to execute a navigation performance when a batting order bell is won in the AT preparation performance state. In this embodiment, when a batting order bell is won in the AT preparation performance state, it is decided to execute a navigation performance (the probability of winning the navigation lottery is 100%), with a probability of 51 / 256 that a batting order navigation performance will be executed as a navigation performance, and with a probability of 205 / 256 that a specific navigation performance will be executed as a navigation performance. In addition, the navigation lottery performed when a batting order bell is won in the AT preparation performance state may also determine whether to execute a batting order navigation performance, a specific navigation performance, or neither navigation performance.
[0147] (Specific navigation effects) The performance control means 100 controls the liquid crystal display 13, etc., to execute the specific navigation performance based on the decision to execute the specific navigation performance. The specific navigation performance can be described as a performance that notifies the player of an incorrect button press order. As shown in Figure 6, in this embodiment, multiple types of button press bells (specific winning patterns) are provided, and there are button press bells for when pressing the middle button is the correct button press order and for when pressing the right button is the correct button press order, but there is no button press bell for when pressing the left button is the correct button press order. For the button press bell, one of the button press orders 3 to 6 is set as the correct button press order, and button press orders 1 and 2 are set as incorrect button press orders. When the left button is pressed, a 1-coin payout is awarded, and when the middle or right button is pressed, an 11-coin payout (specific small payout) is awarded if the button press order is correct, and a 1-coin payout or no payout is awarded if the button press order is incorrect.
[0148] As shown in Figure 17, the performance control means 100 displays the character "×" as a specific navigation performance at the position corresponding to the stop button 26a related to the first stop operation of the incorrect batting order (batting order 1 and batting order 2), prompting the player to avoid the first operation, and displays the character "?" at the positions corresponding to the remaining two stop buttons 26. The character "?" can be interpreted as an indication that it may be the stop button 26 related to the first stop operation of the correct batting order (any of batting order 3 to 6). In addition, the 7-segment display of the game information display unit also displays information corresponding to the operation type notified by the specific navigation performance.
[0149] The "×" symbol indicates that you should avoid using a specific stop button (e.g., stop button 26a) as the first stop operation. The "?" symbol indicates that you should use a stop button other than the specific stop button (e.g., stop buttons 26b and 26c) as the first stop operation.
[0150] Furthermore, the "×" display indicates that stopping with a left-hand press (batting order 1 and batting order 2) is an incorrect batting order (an indication that stopping with a left-hand press is not the correct batting order). In other words, the "×" display indicates that it is the first stop operation related to an incorrect batting order. On the other hand, the "?" display indicates that stopping with a middle-hand or right-hand press may result in a stop operation for a correct batting order (any of batting orders 3 through 6). In other words, the "?" display indicates that there is a possibility of both the first stop operation related to a correct batting order and the first stop operation related to an incorrect batting order.
[0151] A specific navigation feature is executed, and some of the incorrect batting sequences (batting sequence 1 and batting sequence 2) are announced, assisting the player in stopping the reels at the correct batting sequence (any of batting sequences 3 through 6) to win the correct prize. The specific navigation feature can be described as a feature that assists in winning the correct prize (11-coin prize) by announcing the two incorrect batting sequences out of the six possible sequences.
[0152] (Batting order navigation animation) In the AT preparation state, the batting order navigation sequence (Figure 12) may be executed. Based on the decision to execute the batting order navigation sequence, the performance control means 100 controls the liquid crystal display 13, etc., to execute the batting order navigation sequence. In the AT preparation state, the frequency of execution of the batting order navigation sequence is set lower than in the AT state. Therefore, the AT preparation state can be said to be a less favorable state compared to the AT state.
[0153] The batting order navigation feature (Figure 12) assists in winning the correct combination (11-coin combination) by announcing the correct batting order from among six possible combinations. Both the specific navigation feature and the batting order navigation feature are features (instruction features) that assist in winning the correct combination (specific small combination) when a batting order bell is won. The batting order navigation feature (first instruction feature) makes it easier to win the correct combination (advantageous to the player) compared to the specific navigation feature (second instruction feature).
[0154] (AT transition conditions) The specific navigation sequence is a sequence that triggers the start of the AT sequence. In the AT preparation sequence, in a game in which the player wins a batting order bell in an internal lottery and the specific navigation sequence is executed (hereinafter referred to as the specific game), if the stop button corresponding to the "?" display related to the specific navigation sequence is pressed for the first time (first stop operation) in accordance with the specific navigation sequence, the sequence state control means 81 determines that the AT transition condition has been met, and for example, triggered by the end of the game, it transitions the sequence state to the AT sequence state (advantageous state) (starts the AT sequence). If the first stop operation is performed during the game, the game will transition to the AT (Attack Time) performance state. The outcome of the game can be as follows: if the stop operation is performed in the correct order and an 11-coin payout is achieved (when reels 20a to 20c stop with the bell symbols "BL" aligned in a straight line); if the stop operation is performed in the incorrect order and a 1-coin payout is achieved; or if the stop operation is performed in the incorrect order and no 1-coin payout is achieved (when no payout is achieved).
[0155] Furthermore, in the AT preparation sequence, if the player wins a batting order bell through internal lottery and the batting order navigation sequence is executed, and then makes an irregular button press according to the batting order navigation sequence, the conditions for transitioning to AT will not be met.
[0156] The bonus granting means 82 may determine that the bonus granting conditions have been met when, in a specific game, the stop button corresponding to the display of "?" related to the specific navigation performance is stopped for the first time (first stop operation) in accordance with the specific navigation performance, and may then execute a lottery (bonus granting lottery) to determine whether or not to grant a bonus related to the batting order navigation performance (hereinafter referred to as "bonus"). If the bonus granting means 82 wins the lottery, it grants the bonus. Examples of bonuses include bonuses that increase the duration of the AT performance state (so-called bonuses). The bonus granting means 82 may also be configured to always grant a bonus based on the fulfillment of the bonus granting conditions. In that case, the probability of winning the lottery may be set to 100%, and the bonus may be always granted without executing the lottery.
[0157] In this embodiment, in a specific game, if the stop button 26 corresponding to the "?" display related to the specific navigation effect is pressed for the first time in accordance with the specific navigation effect, the AT effect state is started and a bonus may be awarded (a favorable state may be achieved).
[0158] In a specific game, if the player does not follow the specific navigation animation and the stop button corresponding to the "×" display related to the specific navigation animation is pressed first, the AT transition conditions will not be met (the AT transition conditions will not be met). In this case, the animation state control means 81 will not transition the animation state to the AT animation state, but will continue the AT preparation animation state (it will not be an advantageous state, it will be an unfavorable state). Furthermore, if the player does not follow the specific navigation animation in a specific game and the AT transition conditions are not met, the animation state control means 81 may transition (fall) the animation state to the normal animation state (unfavorable state) upon the end of the specific game. In addition, if the player does not follow the specific navigation animation in a specific game and the stop button 26 corresponding to the "×" display related to the specific navigation animation is pressed first, the bonus granting means 82 will consider the bonus granting conditions not to be met and will not execute the bonus granting lottery (no bonus will be granted) (it will not be an advantageous state, it will be an unfavorable state). In this embodiment, if, during a specific game, the player does not follow the specific navigation animation and the stop button corresponding to the "×" display related to the specific navigation animation is pressed first, the AT animation state will not start and no bonus will be awarded.
[0159] (Operational methods) As described above, there are several operation modes for stopping the rotation of the multiple stop buttons 26a to 26c that stop the rotation of the multiple reels 20a to 20c, namely, batting order 1 (first batting order), batting order 2 (second batting order), batting order 3 (third batting order), batting order 4 (fourth batting order), batting order 5 (fifth batting order), and batting order 6 (sixth batting order). Here, batting order 1 and batting order 2 are collectively referred to as the first operation mode (an operation mode in which stop button 26a is stopped first), and batting orders 3 to 6 are collectively referred to as the second operation mode (an operation mode in which stop button 26b or stop button 26c is stopped first). Furthermore, when referring to performing a stop operation in the first operation mode, it means performing the stop operation during either batting order 1 or batting order 2. Also, when referring to performing a stop operation in the second operation mode, it means performing the stop operation during any of batting order 3 through 6.
[0160] Furthermore, a third operation mode is defined as an operation mode in which a random (unspecified) selection is made from batting order 1 to batting order 6. When referring to performing a stop operation in the third operation mode, it means performing the stop operation at the batting order randomly selected from batting order 1 to batting order 6.
[0161] Furthermore, the fourth operation mode is defined as an operation mode in which the player basically stops the machine using the first operation mode (an operation mode with a low expected payout rate), stops the machine according to the batting order navigation sequence (in the correct batting order) when a batting order navigation sequence is performed, and stops the machine using the first operation mode (an operation mode with a low expected payout rate) when a specific navigation sequence is performed (without following the specific navigation sequence).
[0162] In this embodiment, a role in which the symbols constituting the winning combination are arranged such that they are always within the pull-in range (within the range of 0 to 4 frames) for all of reels 20a to 20c, regardless of the timing of the stop operation, is sometimes called a "PB=1 role." Also, a role in which the symbols constituting the winning combination are arranged such that, depending on the timing of the stop operation, they may not be within the pull-in range (within the range of 0 to 4 frames) for at least one of reels 20a to 20c is sometimes called a "PB≠1 role." A "PB=1 role" can also be described as a role in which, in a game where the possibility of winning the PB=1 role remains, regardless of the timing or the stop operation performed, the symbols constituting any of the symbol combinations that represent the winning form of the PB=1 role and that have a possibility of being displayed on the active line in that situation are always within the pull-in range for reels 20a to 20c corresponding to the performed stop operation. Furthermore, the term "PB≠1 role" can also be defined as a role in which, in a predetermined situation during a predetermined game in which the PB≠1 role is in a winning state, depending on the timing of the stopping operation corresponding to a predetermined reel among the multiple reels 20a to 20c, none of the symbols that constitute any of the symbol combinations that represent the winning form of the PB≠1 role and that have a possibility of being displayed on the active line in that situation may be within the pull-in range for that predetermined reel. Note that, in this case, "a situation in which there is a possibility of winning" may also refer to a situation in which no stopping operation has been performed yet.
[0163] Figure 18 shows the distribution of the number of values (placements) for each winning area in the (predetermined) internal lottery table used in the gaming machine of this embodiment. The number of placements is determined for each winning area in the internal lottery table. Figure 18 also shows the relationship between the stopping operation when a winning area is achieved and the winning combination (payout).
[0164] The "placement number" is a numerical value that indicates the range of winning outcomes within the entire range of random values (for example, "65536"). In other words, the placement number indicates the number of random numbers associated with each winning area. For example, as shown in Figure 18, the value of the winning area "common bell" in the internal RBB state is "2554", and in the internal lottery, there is a probability of winning the winning area "common bell" of approximately 3.9% (=2554 / 65536).
[0165] (First expected value) Here, in the AT preparation sequence, when the stop operation is performed using the first operation method (left press), the expected value of the medals that can be obtained in one game with the prescribed number of 3 medals is defined as the first expected value. First, we will explain the first expected value when considering replays (when a replay is awarded in a game, it is treated as if a payout equivalent to the prescribed number of medals inserted in that game was made in the game in which the replay was awarded). As shown in Figure 18, there are no cases where 11 coins are dispensed when stopping the reels by pressing the left button. A payout of 3 coins is obtained when stopping the reels by pressing the left button if the winning area "Common Bell" (number 2554) or "Replay" (number 8982) is selected. In either case, the PB=1 combination is awarded. Furthermore, stopping the reel by pressing left can result in a payout of 3 coins only if you hit the winning area "Spilled Role" (number of positions 219). The probability of winning a 3-coin role (a role where PB≠1) when hitting the winning area "Spilled Role" is 6000 / 8000. Therefore, the expected value of obtaining 3 coins is: 3 sheets × ((11536 / 65536) × (8000 / 8000) + (219 / 65536) × (6000 / 8000)) ≈ 0.5356. Furthermore, stopping the reels by pressing left results in a payout of one coin when the player wins the batting order bell (number 36648), the rare one-coin win (number 1740), or the common one-coin win (number 15393). In any of these winning areas, a PB=1 win (one-coin win) is awarded. Therefore, the expected value of obtaining one coin is: 1 sheet × ((53781 / 65536) × (8000 / 8000)) ≈ 0.8206. Therefore, the first expected value is 0.5356 + 0.8206 = 1.3562 coins. The expected value per medal is 1.3562 / 3 ≈ 0.4521 medals, which is approximately 45.21%. In this case, with each game, 3 medals - 1.3562 medals = 1.6438 medals will be lost. At this time, the number of games that can be played with 50 medals (base) is 50 / 1.6438 ≈ 30 games.
[0166] Next, we will explain the first expected value when replays are not considered. The number of replays is 8982. The expected value of obtaining 3 cards is, 3 sheets × ((2554 / (65536-8982)) × (8000 / 8000) + (219 / (65536-8982)) × (6000 / 8000)) ≈ 0.1442. The expected value of obtaining one card is, 1 sheet × ((53781 / (65536-8982)) × (8000 / 8000)) ≈ 0.9510. Therefore, the first expected value without considering replays is 0.1442 + 0.9510 = 1.0952 coins. The expected value per coin is 1.0952 / 3 ≈ 0.3651 coins, which is approximately 36.51%.
[0167] (Second expected value) Next, in the AT preparation sequence, when stopping the machine using the second operation method (irregular pressing), the expected value of the medals that can be obtained in one game with the specified number of 3 medals is defined as the second expected value. First, we will explain the second expected value when considering replays. As shown in Figure 18, the only way to obtain 11 coins by stopping the machine with an irregular button press is to win the batting order bell (number 36648) and stop the machine in the correct batting order. Note that if the machine is stopped in the correct batting order, the PB=1 combination (11 coins) is awarded. Also, the probability that the batting order is correct when an irregular button press is performed is 1 / 4. Therefore, the expected value of obtaining 11 coins is: 11 sheets × ((36648 / 65536) × (8000 / 8000) × (1 / 4)) ≈ 1.5378. The only way to stop the reels using an irregular button press and receive a payout of 3 coins is if you win in the "Common Bell" area (number 2554) or the "Replay" area (number 8982). In either case, if you win in the "Common Bell" area, you will receive a PB=1 payout. Furthermore, the only way to obtain a payout of 3 coins by stopping the reels in an irregular manner is if you hit the winning area "Spilled Role" (number of positions 219). The probability of winning a 3-coin role (a role where PB≠1) when hitting the winning area "Spilled Role" is 6000 / 8000. Therefore, the expected value of obtaining 3 coins is: 3 sheets × ((11536 / 65536) × (8000 / 8000) + (219 / 65536) × (6000 / 8000)) ≈ 0.5356. Furthermore, if an irregular stop operation is performed and a payout of one coin is possible, it is possible to win a batting order bell, where the first stop operation is correct but the second stop operation is incorrect (failure), resulting in "1 coin (1 / 2)". In other words, there is a 1 / 2 probability of winning a 1-coin prize and a 1 / 2 probability of missing out on a 1-coin prize. When an irregular stop operation is performed, the probability that the first stop operation is correct but the second stop operation is incorrect is 1 / 4. Furthermore, if an irregular stop operation is performed and a payout of one coin is possible, it may be that a batting order bell has been won, and the first stop operation was incorrect (failed), resulting in "1 coin (1 / 4)". In other words, there is a 1 / 4 probability of winning a 1-coin prize and a 3 / 4 probability of missing out on a 1-coin prize. When an irregular stop operation is performed, the probability that the first stop operation is incorrect is 2 / 4. Furthermore, if you perform a stop operation with an irregular press and receive a payout of one coin, it may be because you have won a rare one-coin prize (number 1740) or a common one-coin prize (number 15393). In either case, the prize is a PB=1 prize (one-coin prize). Therefore, the expected value of obtaining one coin is: 1 sheet × ((36648 / 65536) × (1 / 2) × (1 / 4) + (36648 / 65536) × (1 / 4) × (2 / 4) + (17133 / 65536) × (8000 / 8000)) ≈ 0.4012. Therefore, the second expected value is 1.5378 + 0.5356 + 0.4012 = 2.4746 coins. The expected value per medal is 2.4746 / 3 ≈ 0.8249 medals, which is approximately 82.49%. In this case, with each game, 3 medals - 2.4746 medals = 0.5254 medals will be lost. At this time, the number of games that can be played with 50 medals (base) is 50 / 0.5254 ≈ 95 games.
[0168] Next, we will explain the second expected value when replays are not considered. The number of replays is 8982. The expected value of obtaining 11 cards is, 11 sheets × ((36648 / (65536-8982)) × (8000 / 8000) × (1 / 4)) ≈ 1.7820. The expected value of obtaining 3 cards is, 3 sheets × ((2554 / (65536-8982)) × (8000 / 8000) + (219 / (65536-8982)) × (6000 / 8000)) ≈ 0.1442. The expected value of obtaining one card is, 1 sheet × ((36648 / (65536-8982)) × (1 / 2) × (1 / 4) + (36648 / (65536-8982)) × (1 / 4) × (2 / 4) + (17133 / (65536-8982)) × (8000 / 8000)) ≈ 0.4650. Therefore, the second expected value without considering replays is 1.7820 + 0.1442 + 0.4650 = 2.3912 coins. The expected value per coin is 2.3912 / 3 ≈ 0.7971 coins, which is approximately 79.71%.
[0169] (Third expected value) Next, in the AT preparation state, when stopping operations are performed using the third operation method (random spinning, random pressing), the expected value of the medals that can be obtained in one game with the specified number of 3 medals is defined as the third expected value. First, we will explain the third expected value when replays are taken into consideration. As shown in Figure 18, the only way to obtain 11 coins by stopping the machine with a random press is to win the batting order bell (number 36648) and stop the machine in the correct batting order. Note that if the machine stops in the correct batting order, the PB=1 combination (11 coins) is awarded. Also, the probability that the batting order is the correct one when pressing randomly is 1 / 6. Therefore, the expected value of obtaining 11 coins is: 11 sheets × ((36648 / 65536) × (8000 / 8000) × (1 / 6)) ≈ 1.0252. The only way to stop the reels by pressing randomly and receive a payout of 3 coins is if you hit the winning area "Common Bell" (number 2554) or the Replay (number 8982). In either case, if you hit the winning area, you will receive a PB=1 combination. Furthermore, the only way to obtain a payout of 3 coins by randomly pressing the buttons to stop the reels is if you hit the winning area "Spilled Role" (number of positions 219). The probability of winning a 3-coin role (a role where PB≠1) when hitting the winning area "Spilled Role" is 6000 / 8000. Therefore, the expected value of obtaining 3 coins is: 3 sheets × ((11536 / 65536) × (8000 / 8000) + (219 / 65536) × (6000 / 8000)) ≈ 0.5356. Additionally, if you perform a stop operation with a random press and receive a payout of one coin, you have won a batting order bell, and if you perform a stop operation with a left press, there is a 1 / 1 probability of winning a single coin (no misses). When you perform a random press, the probability that the batting order is batting order 1 or batting order 2 is 2 / 6. Furthermore, if a random stop operation is performed and a payout of one coin is possible, it is possible to win a batting order bell, where the first stop operation is correct but the second stop operation is incorrect (failure), resulting in "1 coin (1 / 2)". In other words, there is a 1 / 2 probability of winning a 1-coin prize and a 1 / 2 probability of missing out on a 1-coin prize. When randomly pressing the buttons, the probability that the batting order is such that the first stop operation is correct but the second stop operation is incorrect is 1 / 6. Furthermore, if a random press is used to stop the reels and a payout of one coin is possible, it is possible that a bell combination has been won, and the first stop operation was incorrect (failed), resulting in "1 coin (1 / 4)". In other words, there is a 1 / 4 probability of winning a 1-coin prize and a 3 / 4 probability of missing out on the 1-coin prize. When a random press is used, the probability that the first stop operation is incorrect and that it results in "1 coin (1 / 4)" is 2 / 6. Furthermore, if a random press stops the reels and a single coin is dispensed, it may be because a rare single coin win (number 1740) or a common single coin win (number 15393) has been achieved. In either case, a PB=1 win (single coin win) is awarded. Therefore, the expected value of obtaining one coin is: 1 sheet × ((36648 / 65536) × (8000 / 8000) × (2 / 6) + (36648 / 65536) × (1 / 2) × (1 / 6) + (36648 / 65536) × (1 / 4) × (2 / 6) + (17133 / 65536) × (8000 / 8000)) ≈ 0.5410. Therefore, the third expected value is 1.0252 + 0.5356 + 0.5410 = 2.1018 coins. The expected value per medal is 2.1018 / 3 ≈ 0.7006 medals, which is approximately 70.06%. In this case, with each game, 3 medals - 2.1018 medals = 0.8982 medals will be lost. At this time, the number of games that can be played with 50 medals (base) is 50 / 0.8982 ≈ 56 games.
[0170] Next, we will explain the third expected value when replays are not considered. The number of replays is 8982. The expected value of obtaining 11 cards is, 11 sheets × ((36648 / (65536-8982)) × (8000 / 8000) × (1 / 6)) ≈ 1.1880. The expected value of obtaining 3 cards is, 3 sheets × ((2554 / (65536-8982)) × (8000 / 8000) + (219 / (65536-8982)) × (6000 / 8000)) ≈ 0.1442. The expected value of obtaining one card is, 1 sheet × ((36648 / (65536-8982)) × (8000 / 8000) × (2 / 6) + (36648 / (65536-8982)) × (1 / 2) × (1 / 6) + (36648 / (65536-8982)) × (1 / 4) × (2 / 6) + (17133 / (65536-8982)) × (8000 / 8000)) ≈ 0.6269. Therefore, the third expected value without considering replays is 1.1880 + 0.1442 + 0.6269 = 1.9591 coins. The expected value per coin is 1.9591 / 3 ≈ 0.6530 coins, which is approximately 65.30%.
[0171] (Fourth expected value) Next, in the AT preparation animation state, the fourth expected value is defined as the expected value of the medals that can be obtained in one game with the specified number of 3 medals when the stop operation is performed using the fourth operation mode. First, let's explain the fourth expected value when considering replays. As mentioned above, the fourth operation mode is basically an operation mode in which the stop operation is performed using the first operation mode, the stop operation is performed according to the batting order navigation animation (in the correct batting order) when the batting order navigation animation is performed, and the stop operation is performed using the first operation mode (without following the specific navigation animation) when the specific navigation animation is performed. As shown in Figure 18, 11 coins are obtained when the batting order bell (number 36648) is won, the batting order navigation animation is executed, and the machine stops in the correct batting order according to the batting order navigation animation. Note that if the machine stops in the correct batting order, the PB=1 combination (11 coins) is awarded. Furthermore, in the AT preparation animation state, the probability of the batting order navigation animation being executed in a game where the batting order bell is won is 51 / 256. Therefore, the expected value of obtaining 11 coins is: 11 sheets × ((36648 / 65536) × (8000 / 8000) × (51 / 256)) ≈ 1.2254. Additionally, a payout of three coins is obtained when the winning area "Common Bell" (number of placements 2554) or the Replay (number of placements 8982) is hit. In either case, the PB=1 combination is awarded. Furthermore, a payout of 3 coins is possible if you hit the winning area "Spilled Role" (number of placements 219). The probability of winning a 3-coin role (a role where PB≠1) when hitting the winning area "Spilled Role" is 6000 / 8000. Therefore, the expected value of obtaining 3 coins is: 3 sheets × ((11536 / 65536) × (8000 / 8000) + (219 / 65536) × (6000 / 8000)) ≈ 0.5356. Furthermore, if a payout of one coin is obtained, it may be due to winning the batting order bell (number 36648), triggering a specific navigation sequence, and the player may have pressed the left button instead of following the specific navigation sequence. In the AT preparation sequence state, the probability of the specific navigation sequence being triggered in a game where the batting order bell is won is 205 / 256. Furthermore, if one coin is dispensed, it may be because a rare single-coin win (number 1740) or a common single-coin win (number 15393) was achieved. In either case, a win with PB=1 (single-coin win) is awarded. Therefore, the expected value of obtaining one coin is: 1 sheet × ((36648 / 65536) × (8000 / 8000) × (205 / 256) + (17133 / 65536) × (8000 / 8000)) ≈ 0.7092. Therefore, the fourth expected value is 1.2254 + 0.5356 + 0.7092 = 2.4702 coins. The expected value per medal is 2.4702 / 3 ≈ 0.8234 medals, which is approximately 82.34%. In this case, with each game, 3 medals - 2.4702 medals = 0.5298 medals will be lost. At this time, the number of games that can be played with 50 medals (base) is 50 / 0.5298 ≈ 94 games.
[0172] Next, we will explain the fourth expected value when replays are not considered. The number of replays is 8982. The expected value of obtaining 11 cards is, 11 sheets × ((36648 / (65536-8982)) × (8000 / 8000) × (51 / 256)) ≈ 1.4201. The expected value of obtaining 3 cards is, 3 sheets × ((2554 / (65536-8982)) × (8000 / 8000) + (219 / (65536-8982)) × (6000 / 8000)) ≈ 0.1442. The expected value of obtaining one card is, 1 sheet × ((36648 / (65536-8982)) × (8000 / 8000) × (205 / 256) + (17133 / (65536-8982)) × (8000 / 8000)) ≈ 0.8219. Therefore, the third expected value without considering replays is 1.4201 + 0.1442 + 0.8219 = 2.3862 coins. The expected value per coin is 2.3862 / 3 ≈ 0.7954 coins, which is approximately 79.54%.
[0173] (Relationship between expected values) In this embodiment, as shown in Figure 19, the first to fourth expected values are set to have the following relationship whether or not replays are considered. Expected value 1 < Expected value 3 < Expected value 4 < Expected value 2 In other words, the third expected value is greater than the first expected value, the fourth expected value is greater than the third expected value, and the second expected value is greater than the fourth expected value.
[0174] As described above, in this embodiment, the expected value of the payout rate when the game is played by pressing the left button is set lower than when the game is played by pressing the buttons in an irregular manner. Also, as described above, in the AT preparation state, if a specific navigation sequence is performed during gameplay and the player does not follow (or is unable to follow) the specific navigation sequence and stops the game by pressing the left button (when the stop button corresponding to the "×" display related to the specific navigation sequence is pressed first), the AT state will not start and the AT preparation state will continue. For this reason, if a player always plays by pressing the left button without following the specific navigation sequence during the AT preparation state, the AT state cannot be started, and as a result, a large amount of medals may be consumed (too many medals will be lost). If such a situation occurs, the player will be dissatisfied, leading to a decrease in the marketability of the game machine.
[0175] As described above, in the gaming machine of this embodiment, when a player wins a batting order bell during the AT preparation performance state, the game is set so that not only a specific navigation performance can be executed, but a batting order navigation performance can also be executed. Specifically, when a player wins a batting order bell, the probability of a specific navigation performance being executed is 205 / 256, and the probability of a batting order navigation performance being executed is 51 / 256. As described above, the batting order navigation performance makes it easier to win the correct combination (it is advantageous to the player) compared to the specific navigation performance. Therefore, in the AT preparation performance state, when a batting order navigation performance is executed, the player can stop the reels in the correct batting order according to the batting order navigation performance. As described above, the fourth operation mode is basically an operation mode in which the player stops the reels in the first operation mode, stops the reels in the correct batting order according to the batting order navigation performance when a batting order navigation performance is executed, and stops the reels in the first operation mode (without following the specific navigation performance) when a specific navigation performance is executed.
[0176] In this embodiment, when performing a stop operation using the fourth operation method (left press) during the AT preparation performance state, the expected value of medals that can be obtained in a single game is greater when performing a stop operation using the first operation method (left press) than when performing a stop operation using the first operation method (first expected value < fourth expected value). Therefore, even when it is not possible to start the AT performance state during the AT preparation performance state (when it is not possible to follow the specific navigation performance), it is possible to suppress the consumption of a large amount of medals (excessive medal loss) by hitting the correct role (specific small role) according to the batting order navigation performance. This helps to suppress the decline in the marketability of the gaming machine.
[0177] Furthermore, in this embodiment, when stopping the machine in the AT preparation state, the expected value of medals that can be obtained in a single game is greater when stopping the machine in the second operation mode (irregular pressing) than when stopping it in the fourth operation mode (fourth expected value < second expected value). In this embodiment, the batting order navigation sequence can be executed in the AT preparation state (the frequency of execution of the batting order navigation sequence is increased), and the fourth expected value when stopping the machine in the fourth operation mode is set to a relatively high value, but the fourth expected value does not exceed the second expected value when stopping the machine in the second operation mode (irregular pressing). By setting the fourth expected value to be smaller than the expected value when stopping the machine in the irregular pressing mode (second expected value), the expected value of medals obtained can be kept from becoming too high, thereby making the payout rate of the game machine appropriate.
[0178] Furthermore, in this embodiment, when stopping the machine in the AT preparation state, the expected value of medals that can be obtained in a single game is greater when stopping the machine in the fourth operation mode than when stopping it in the third operation mode (random pressing) (third expected value < fourth expected value). In this embodiment, the batting order navigation sequence can be executed in the AT preparation state (the frequency of execution of the batting order navigation sequence is increased), the fourth expected value when stopping the machine in the fourth operation mode is set to a relatively high value, and the fourth expected value exceeds the third expected value when stopping the machine in the third operation mode (random pressing). By making the fourth expected value greater than the expected value when stopping the machine with random pressing (third expected value), the decrease in medals in the AT preparation state can be suppressed, and the payout rate of the game machine can be made appropriate.
[0179] The gaming machine of this embodiment is Multiple reels (reels 20a to 20c) with multiple types of patterns arranged on them, Multiple stop buttons (stop buttons 26a to 26c) capable of performing a stop operation to stop the rotation of the multiple reels, An internal lottery means (internal lottery means 42) that conducts an internal lottery to determine whether the role is correct or incorrect, A reel control means (reel control means 43) rotates the plurality of reels for each game and controls the reels to stop in a manner corresponding to the result of the internal lottery based on the stop operation, A means for determining whether a role is awarded (award determination means 44), A game value granting means (payout control means 45) that assigns game value according to the payout of the winning minor role based on the fact that a minor role has been achieved, A performance state control means (performance state control means 81) that transitions between multiple types of performance states, It includes an instruction function control means (instruction function control means 51) that controls the execution of instructional effects that assist in winning a prize, The plurality of reels include a first reel (reel 20a), a second reel (reel 20b), and a third reel (reel 20c). The plurality of stop buttons include a first stop button (stop button 26a) corresponding to the first reel, a second stop button (stop button 26b) corresponding to the second reel, and a third stop button (stop button 26c) corresponding to the third reel. The operation modes of the stop operation of the plurality of stop buttons for stopping the rotation of the plurality of reels include a first operation mode, a second operation mode, and a third operation mode. The first operation mode involves stopping the rotation of the first reel, the second reel, and the third reel in that order. There is a first batting order and a second batting order in which the rotation of the first reel, the third reel, and the second reel is stopped in that order, and the second operation mode includes a third batting order in which the rotation of the second reel, the first reel, and the third reel is stopped in that order, a fourth batting order in which the rotation of the second reel, the third reel, and the first reel is stopped in that order, a fifth batting order in which the rotation of the third reel, the first reel, and the second reel is stopped in that order, and a sixth batting order in which the rotation of the third reel, the second reel, and the first reel is stopped in that order, and the third operation mode is an operation mode randomly selected from the first batting order, the second batting order, the third batting order, the fourth batting order, the fifth batting order, and the sixth batting order. In the aforementioned internal lottery, there are multiple types of specific winning patterns (swing order bells) in which multiple types of small wins are won simultaneously, and in all of the above multiple types of specific winning patterns, if the stop operation is performed in the second operation pattern, a specific small win (small win 1) that pays out a larger amount of game value than the game value bet for one game may be awarded, but if the stop operation is performed in the first operation pattern, the specific small win will not be awarded. As instructional performances that may be executed when the aforementioned specific winning pattern is obtained in the aforementioned internal lottery, there is a first instructional performance (batting order navigation performance) that notifies the correct batting order that will result in the winning of the aforementioned specific small role, and a second instructional performance (specific navigation performance) that is different from the first instructional performance. In a specific section (AT preparation performance state), the first instruction performance may be executed based on the fact that the specific winning pattern was obtained in the internal lottery, or the second instruction performance may be executed. In a game in which the specific winning pattern is obtained by the internal lottery in the specified section and the second instruction performance is executed, if the stop operation is performed in the first operation pattern, it will not result in a favorable state for the player, but if the stop operation is performed in the second operation pattern, it may result in a favorable state for the player. When the stop operation is performed in the first operation mode within the specified section, the expected value of the game value that can be obtained in one game is defined as the first expected value. When the stop operation is performed in the second operating mode within the specified section, the expected value of the game value that can be obtained in one game is defined as the second expected value. When the stop operation is performed in the third operating mode within the specified section, the expected value of the game value that can be obtained in one game is defined as the third expected value. In the aforementioned specific section, if the stop operation is performed in the first operation mode, and the first instruction animation is executed, the stop operation is performed in the correct sequence; and if the second instruction animation is executed, the stop operation is performed in the first operation mode, then the expected value of the game value that can be obtained in one game is defined as the fourth expected value. The third expected value is greater than the first expected value. The fourth expected value is greater than the third expected value. The second expected value is greater than the fourth expected value.
[0180] In the aforementioned internal lottery, there are multiple types of specific winning patterns (swing order bells) in which multiple types of small wins are won simultaneously. In all of these multiple types of specific winning patterns, if the stop operation is performed in the second operation pattern, a specific small win (small win 1) can be awarded, which pays out more game value than the game value bet for one game. However, if the stop operation is performed in the first operation pattern, the specific small win cannot be awarded. Furthermore, in a game in the aforementioned specific section where the specific winning pattern is obtained in the internal lottery and the second instruction performance is executed, if the stop operation is performed in the first operation pattern, the player will not be in a favorable state, but if the stop operation is performed in the second operation pattern, the player may be in a favorable state. For this reason, if the player plays (continues playing) in the first operation pattern in the aforementioned specific section, they may not be in a favorable state and may end up consuming a large amount of game value (the game value may decrease too much). If such a situation occurs, players will become dissatisfied, leading to a decline in the marketability of the gaming machines. In this embodiment, during a specific section (AT preparation performance state), the first instruction performance is executed based on the fact that the specific winning pattern has been obtained in the internal lottery, and the second instruction performance is executed. Therefore, in the specific section, when the first instruction performance is executed, the player can stop the reels in the correct order according to the first instruction performance. In this embodiment, the fourth expected value is greater than the first expected value. Even if the player cannot stop the reels in the second operation pattern during the second instruction performance in the specific period, when the first instruction performance is executed, the player can stop the reels in the correct order according to the first instruction performance, thereby suppressing the consumption of a large amount of game value (excessive loss of medals). This suppresses the decline in the marketability of the gaming machine.
[0181] Furthermore, in the gaming machine of this embodiment, the second expected value is greater than the fourth expected value. The setting is such that the first instruction performance can be executed during the specific period, and the fourth expected value is set relatively high, but the fourth expected value is set so as not to exceed the second expected value. In the specific section, if the stop operation is performed in the first operation mode, and the first instruction performance is executed, the stop operation is performed in the correct sequence, and if the second instruction performance is executed, the stop operation is performed in the first operation mode, the fourth expected value is set so as not to become too high (the second expected value is set as not to exceed the second expected value), thereby making the payout rate of the gaming machine appropriate.
[0182] Furthermore, in the gaming machine of this embodiment, the fourth expected value is greater than the third expected value. The machine is set so that the first instruction animation can be executed during the specified period, and the fourth expected value is set to be relatively high, and the fourth expected value is set to exceed the third expected value. In the specified section, if the stop operation is performed in the first operation mode, and the first instruction animation is executed, the stop operation is performed in the correct sequence, and if the second instruction animation is executed, the stop operation is performed in the first operation mode, the fourth expected value is set to be relatively high (by setting it to exceed the third expected value), thereby making the payout rate of the gaming machine appropriate.
[0183] (Second Embodiment) A second embodiment of the present invention will now be described with reference to the drawings. Since the gaming machine of this embodiment has basically the same configuration as the gaming machine of the first embodiment, the description of similar configurations will be omitted or simplified.
[0184] In this embodiment, the performance state control means 81 performs a performance state transition control process to transition between multiple types of performance states, including a non-advantageous section performance state, a normal performance state, a CZ performance state, and an AT performance state, as shown in Figure 20. The conditions for transitioning performance states may be one condition or multiple conditions. If multiple conditions are defined, the performance state may be transitioned when one of the multiple predetermined conditions is met, or the performance state may be transitioned based on the meeting of multiple or all of the multiple predetermined conditions.
[0185] (Non-advantageous period performance state) The non-advantageous section performance state is the initial performance state among several types of performance states. In the non-advantageous section, the performance state control means 81 sets the performance state to the non-advantageous section performance state. In the non-advantageous section performance state (non-advantageous section), as described above, the bonus granting means 82 conducts a lottery for transitioning to the advantageous section, and if the lottery for transitioning to the advantageous section is won and the transition to the advantageous section is decided, the performance state control means 81 transitions the performance state to the normal performance state. The non-advantageous section performance state (non-advantageous section) is a section in which the batting order navigation performance is not executed.
[0186] (Normal presentation state) The normal performance state is the performance state that is basically entered when the advantageous period begins, and at the start of the advantageous period, the probability of entering the normal performance state is set higher than the probability of entering other performance states. In addition, the normal performance state has a lower frequency of batting order navigation sequences compared to the CZ performance state and AT performance state, and batting order navigation sequences are almost never performed or never performed at all (the expected value of acquiring game value is lower). A low frequency of batting order navigation sequences may include cases where batting order navigation sequences are not performed at all.
[0187] In the normal performance state, the bonus granting means 82 grants the right to transition to the CZ performance state based on the fulfillment of predetermined conditions (CZ transition conditions) described later. The performance state control means 81 transitions the performance state to the CZ performance state based on the granting of the right to transition to the CZ performance state.
[0188] (CZ performance state) The CZ (Chance Zone) state is a state in which the probability of transitioning to the AT (Attack Time) state is higher than in the normal state. In other words, the CZ state is a more advantageous state for the player than the normal state. In the CZ state, the batting order navigation sequence may be executed, but the frequency of the batting order navigation sequence being executed is lower than in the AT state. Note that a low frequency of the batting order navigation sequence may include cases where the batting order navigation sequence is not executed at all.
[0189] In the CZ performance state, the bonus granting means 82 grants the right to transition to the AT performance state based on the fulfillment of the AT granting conditions. The bonus granting means 82 considers the AT granting conditions to have been fulfilled based on the acquisition of a specific result in the internal lottery in the CZ performance state, and grants the right to transition to the AT performance state. Here, "based on obtaining a specific result in an internal lottery" could mean, for example, granting the right to transition to the AT performance state if a specific winning area is selected in the internal lottery, or granting the right to transition to the AT performance state if a specific winning area is selected in the internal lottery and a specific role is achieved. Furthermore, "granting the right to transition to the AT performance state if a specific winning area is selected in the internal lottery (or if a specific winning area is selected and a specific role is achieved)" could mean, for example, conducting a lottery (AT lottery) to determine whether or not to transition to the AT performance state if a specific winning area is selected (or if a specific winning area is selected and a specific role is achieved), and granting the right to transition to the AT performance state according to the result of the AT lottery (in other words, if the AT lottery is won), or granting the right to transition to the AT performance state without conducting an AT lottery.
[0190] The performance state control means 81 transitions the performance state to the AT performance state based on the granting of the right to transition to the AT performance state. That is, in the CZ performance state, the performance state control means 81 can transition the performance state to the AT performance state at a predetermined trigger. On the other hand, if the termination condition of the CZ performance state is met without the granting of the right to transition to the AT performance state (for example, if a predetermined number of games are played in the CZ performance state), the performance state control means 81 terminates the CZ performance state and transitions to the normal performance state. It should be noted that the performance state may transition to a non-advantageous section performance state (non-advantageous section) based on the termination of the CZ performance state. That is, if the termination condition of the advantageous section is not met at the end of the CZ performance state, whether or not to continue the advantageous section may be determined, for example, by lottery.
[0191] (AT performance state) In the AT performance state (instruction performance state), the instruction function control means 51 can execute a batting order navigation performance that notifies the correct operation pattern based on the winning of a predetermined winning area (batting order bell). When it is decided to execute the batting order navigation performance, the performance control means 100 executes the batting order navigation performance. The performance control means 100 causes the performance devices such as the liquid crystal display 13 and speaker 14 to execute a batting order navigation performance that notifies the correct operation pattern and assists in winning a predetermined role (correct small role). When the stop buttons 26a to 26c are pressed in accordance with the correct operation pattern notified by the batting order navigation performance, the predetermined role (correct small role) is won. In the AT performance state, the frequency of execution of the batting order navigation performance is higher than in the normal performance state and the CZ performance state. For this reason, the expected value regarding the increase in game value (expected value of payout rate) is higher in the AT performance state than in the normal performance state and the CZ performance state. The AT (Attack Time) performance state is more advantageous for the player compared to the normal performance state and the CZ (Chance Zone) performance state.
[0192] (First AT performance state) The performance state control means 81 transitions to the first AT performance state at the start of the AT performance state. The continuation of the first AT performance state is managed based on the stored value of the first AT termination determination counter 67 provided in the RAM of the storage means 60. The instruction function control means 51 determines the value to set in the first AT termination determination counter 67 when the performance state transitions to the first AT performance state. In other words, the instruction function control means 51 increases the stored value of the first AT termination determination counter 67 when the performance state transitions to the first AT performance state. To put it another way, the instruction function control means 51 sets a value related to the duration of the first AT performance state in the first AT termination determination counter 67 when the performance state transitions to the first AT performance state.
[0193] The instruction function control means 51 decreases the stored value of the first AT termination determination counter 67 in accordance with the progress of the game in the first AT performance state. When the stored value of the first AT termination determination counter 67 reaches the threshold value "0" in the first AT performance state, the performance state control means 81 determines that the termination condition of the first AT performance state has been met, terminates the first AT performance state, and transitions to the special performance state. In this embodiment, when the first AT performance state ends, the system transitions to the special performance state.
[0194] When transitioning to the first AT performance state, the instruction function control means 51 sets a value (for example, 150) in the first AT end determination counter 67 that corresponds to the difference in the number of medals that can be obtained in the first AT performance state. This value may be determined by lottery. Each time a game is played in the first AT performance state, the instruction function control means 51 subtracts a value corresponding to the difference in the number of medals for that game from the stored value of the first AT end determination counter 67. The difference in the number of medals for that game (one game) is obtained by subtracting a value corresponding to the number of medals inserted into the game (for example, "3" if 3 medals were inserted) from a value corresponding to the number of medals paid out (for example, "11" if 11 medals were paid out, and "0" if no winning combinations were achieved and no payouts were made). The performance state control means 81 determines that the termination condition for the first AT performance state has been met and transitions to the special performance state when the stored value of the first AT termination determination counter 67 reaches the threshold value "0" in the first AT performance state.
[0195] Furthermore, the stored value of the 1st AT termination determination counter 67 may represent, for example, the number of games that can be played in the 1st AT performance state, the number of sets of the 1st AT performance state that can be played (1st AT set number), or the number of times the batting order navigation performance can be played in the 1st AT performance state (navigation count). In other words, when the 1st AT performance state is started, the 1st AT termination determination counter 67 may be set to the number of games that can be played, the number of 1st AT sets, the navigation count, etc., and the stored value of the 1st AT termination determination counter 67 may be updated (decreased) at predetermined triggers such as each time a game is played, each time one set of the 1st AT performance state is performed, or each time a batting order navigation performance is performed, and the 1st AT performance state may be terminated based on the stored value of the 1st AT termination determination counter 67 reaching the threshold value "0".
[0196] (Special performance state) In the special performance state, a predetermined number of games (for example, 25 times) are played. In the special performance state, the bonus granting means 82 grants the right to transition to the bonus performance state based on the fulfillment of the bonus transition conditions. The special performance state is the section in which it is decided whether or not to transition to the bonus performance state. In the special performance state, the player can play the game hoping to transition to the bonus performance state.
[0197] The bonus granting means 82 grants the right to transition to the bonus performance state, based on the condition that an additional bonus condition has been met based on the result of an internal lottery in the special performance state. Here, "based on the result of an internal lottery" may mean, for example, that the right to transition to the bonus performance state is granted when a specific winning area is won in the internal lottery, or that the right to transition to the bonus performance state is granted when a specific winning area is won and a specific role is achieved in the internal lottery. Furthermore, "granting the right to transition to the bonus performance state when a specific winning area is won in the internal lottery (or when a specific winning area is won and a specific role is achieved)" may mean, for example, that a lottery is held to determine whether or not to transition to the bonus performance state when a specific winning area is won (or when a specific winning area is won and a specific role is achieved), and the right to transition to the bonus performance state is granted according to the result of the lottery (in other words, when the lottery is won), or the right to transition to the bonus performance state is granted without holding such a lottery.
[0198] The performance state control means 81 transitions the performance state to the bonus performance state based on the granting of the right to transition to the bonus performance state. That is, in the special performance state, the performance state control means 81 may transition the performance state to the bonus performance state at a predetermined trigger. On the other hand, if the termination condition of the special performance state is met without the granting of the right to transition to the bonus performance state (for example, if a predetermined number of games (e.g., 25 times) are played in the special state), the performance state control means 81 terminates the special performance state (AT performance state) and transitions to the normal performance state. It should be noted that there may be cases where the performance state transitions to a non-advantageous section performance state (non-advantageous section) based on the termination of the special performance state. That is, if the termination condition of the advantageous section is not met at the end of the special performance state, whether or not to continue the advantageous section may be determined, for example, by lottery.
[0199] (Bonus effect state) In the bonus performance state, the instruction function control means 51 can increase the stored value of the second AT end determination counter 68 according to the progress of the game. The second AT end determination counter 68, provided in the RAM of the storage means 60, is a counter that manages the duration of the second AT performance state, and the bonus performance state is the section that determines the duration of the second AT performance state. The bonus performance state is a so-called bonus special zone. In the bonus performance state, the bonus granting means 82 conducts a lottery (bonus lottery) to determine whether or not to increase the stored value of the second AT end determination counter 68 (whether or not to perform a bonus) at a predetermined trigger (based on obtaining a specific result in an internal lottery). If the bonus lottery is won, the bonus granting means 82 increases the stored value of the second AT end determination counter 68.
[0200] In this embodiment, the stored value of the second AT termination determination counter 68 is a value corresponding to the difference in the number of medals that can be obtained in the second AT performance state. However, the stored value of the second AT termination determination counter 68 may also represent, for example, the number of games that can be played in the second AT performance state, the number of sets of the second AT performance state that can be performed in the second AT performance state (number of second AT sets), or the number of batting order navigation performances that can be performed in the second AT performance state (number of navigations).
[0201] The performance state control means 81 terminates the bonus performance state and transitions the performance state to the second AT performance state when the termination condition for the bonus performance state is met (for example, when the stored value of the second AT termination judgment counter 68 reaches a predetermined value (at least 120 coins)).
[0202] (2nd AT performance state) The second AT performance state continues for the period determined in the bonus performance state. The instruction function control means 51 decreases the stored value of the second AT termination determination counter 68 according to the progress of the game in the second AT performance state. When the stored value of the second AT termination determination counter 68 reaches the threshold value "0" in the second AT performance state, the performance state control means 81 determines that the termination condition of the second AT performance state has been met, terminates the second AT performance state, and transitions to the special performance state. In this embodiment, when the second AT performance state ends, the game transitions to the special performance state.
[0203] In the special performance state and the bonus performance state, the frequency of the batting order navigation performance is lower than in the 1st AT performance state and the 2nd AT performance state (including cases where it is not performed at all), and the expected value regarding the acquisition (increase) of game value is lower than in the 1st AT performance state and the 2nd AT performance state.
[0204] In this embodiment, it is possible to directly transition from a non-advantageous section performance state to an AT performance state (first AT performance state) or a CZ performance state. For example, in the advantageous section transition lottery, instead of simply deciding whether or not to transition to an advantageous section (normal performance state), it is also possible to draw a lottery to transition the performance state to an AT performance state (first AT performance state), to a CZ performance state, to a normal performance state, or to remain in the non-advantageous section performance state without transitioning. In other words, a lottery to determine whether or not to transition to an AT performance state (AT lottery) or a lottery to determine whether or not to transition to a CZ performance state (CZ lottery) may be performed in the non-advantageous section performance state. Furthermore, an AT lottery may be performed in the normal performance state, and a transition to an AT performance state may be determined by winning the AT lottery (it is also possible to directly transition from the normal performance state to an AT performance state). In that case, the probability of winning the AT lottery may be set lower in the normal performance state than in the CZ performance state.
[0205] Furthermore, the AT performance state may be set according to the game state to which it transitions based on the winning or entry of a bonus. For example, it may be possible to transition to the AT performance state when the game state is in the RBB internal state, but not when the game state is in the general state or when the RBB is active. In other words, in the general state or when the RBB is active, for example, the right to transition to the AT performance state may not be granted (no AT lottery may be held), or even if the right to transition to the AT performance state is granted, the game may not transition to the AT performance state (even if the AT lottery is won, the game may not transition to the AT performance state).
[0206] Furthermore, if a bonus is won while the performance state is the AT performance state and the game state is the RBB internal state, the AT performance state may be interrupted from the end of the RBB operating state that is entered upon winning this bonus, through the general state, until the game returns to the RBB internal state. In other words, the instruction performance (batting order navigation performance) may be stopped when a bonus is won, and the batting order navigation performance may be resumed when the game returns to the RBB internal state.
[0207] The instruction function control means 51 performs an instruction function information initialization process to initialize the information stored in the RAM of the storage means 60 as information related to the instruction function when the advantageous period ends and the game period transitions to a non-advantageous period. Specifically, the instruction function control means 51 initializes the stored value of the advantageous period game count counter 65, the stored value of the difference in tokens counter 64, the flag (lottery result) related to the lottery for the instruction function, the stored value of the first AT end determination counter 67, the stored value of the second AT end determination counter 68, the stored value of the point counter 85, the stored value of the cycle count counter 86, the stored value of the AT acquired tokens counter 87, etc. In other words, information related to the instruction function is not carried over across multiple advantageous periods. Furthermore, when the initialization means 48 performs the above initialization process when the setting value is changed, the information related to the instruction function (instruction effect) shown here is also initialized.
[0208] In this embodiment, when the bonus is internally active, the stopping control of reels 20a to 20c is performed so that, regardless of the result of the internal lottery (and regardless of the manner of the stopping operation), no symbol combination indicating a Big Bonus (RBB) winning pattern is displayed on the active line. In other words, in this embodiment, once the game state is set to the bonus internally active state, the game basically continues in the bonus internally active state thereafter (the game is basically played in the bonus internally active state). The following explanation assumes that the game state is basically the RBB internally active state.
[0209] (point) The gaming machine of this embodiment has a gameplay feature in which points related to the transition to the CZ (Chance Zone) performance state are accumulated in the normal performance state, and the CZ performance state is started when a predetermined number of points have been accumulated. In the normal performance state, the bonus awarding means 82 can award points according to the progress of the game. In this embodiment, in the normal performance state, the bonus awarding means 82 is configured to award points (or a value equivalent thereto) according to the result of the internal lottery (the winning area (role) that was won). The bonus awarding means 82 may, for example, perform a point lottery triggered by the execution of the game (start operation) and award the points determined by the lottery.
[0210] As shown in Figure 4, the storage means 60 is equipped with a point counter 85. The reward granting means 82 stores the awarded points (or equivalent values) in the point counter 85. In addition, during normal performance, the performance control means 100 can display the stored value of the point counter 85 on the liquid crystal display 13.
[0211] The performance state control means 81 determines whether the stored value of the point counter 85 has reached a threshold (300) in the normal performance state. If the performance state control means 81 determines that the stored value of the point counter 85 has reached a threshold (300), it determines that the CZ transition condition (a predetermined condition) has been met and transitions the performance state to the CZ performance state. When transitioning to the CZ performance state, as described above, there are two possibilities: transitioning from the CZ performance state to the AT performance state, or transitioning from the CZ performance state to the normal performance state (or non-advantageous section performance state) without transitioning to the AT performance state. The stored value of the point counter 85 is reset to "0" based on the transition to the CZ performance state.
[0212] Here, one "cycle" (one cycle of gameplay) is defined as the period from the start of one normal performance state until the end of one normal performance state (i.e., until the stored value of point counter 85 reaches a threshold (300) in the normal performance state). In this embodiment, after each cycle of gameplay is executed, the game transitions to a CZ (Challenge Zone) performance state, and in that CZ performance state, it is determined whether or not to transition to an AT (Attack Time) performance state. In other words, one cycle of gameplay can be repeatedly executed until the transition to the AT performance state is determined. In this embodiment, the CZ transition condition (the condition for ending one normal performance state) is met when the stored value of the point counter 85 reaches a threshold. However, the system is not limited to this, and may be configured to transition to the CZ performance state when the number of games played in the normal performance state reaches a predetermined number (for example, 300). In other words, the "one cycle of gameplay" described above may be a predetermined number of games (for example, 300 times).
[0213] If a relatively large number of cycles (normal performance state) are repeated without a decision to transition to the AT performance state, players will become dissatisfied, leading to a decrease in the enjoyment of the game. Therefore, in the gaming machine of this embodiment, an upper limit (a so-called ceiling) is set on the number of cycles, and when the number of cycles reaches a predetermined number, the transition to the AT performance state is (forcibly) decided. In other words, the transition to the AT performance state is decided based on the number of times one cycle of gameplay has been executed before the decision to transition to the AT performance state is made. Furthermore, "when the number of cycles reaches a predetermined number (for example, 5 times)" may be interpreted as "when the number of games played in the normal performance state reaches a predetermined number (for example, 300 x 5 = 1500 times)." In other words, when the number of games played in the normal performance state reaches a predetermined number (for example, 1500 times), the transition to the AT performance state may be (forcibly) determined.
[0214] As shown in Figure 4, the memory means 60 is provided with a cycle counter 86. The reward granting means 82 adds "1" to the stored value of the cycle counter 86 at the end of one cycle (based on the stored value of the point counter 85 reaching a threshold (300)). The performance state control means 81 also determines at the end of one cycle whether the stored value of the cycle counter 86 has reached a predetermined number of times (a predetermined value). If the performance state control means 81 determines that the stored value of the cycle counter 86 has not reached the predetermined number of times, it transitions to the CZ performance state. On the other hand, if the performance state control means 81 determines that the stored value of the cycle counter 86 has reached the predetermined number of times, it decides to transition to the AT performance state (starts the AT performance state). The stored value of the cycle counter 86 is reset to "0" based on the transition to the AT performance state. The cycle counter 86 may also be a counter capable of measuring the number of games played (cumulative value) in the normal performance state.
[0215] (Setting of a predetermined number of times) Next, the setting of a predetermined number of cycles for the cycle counter 86 will be explained. The reward granting means 82 can execute a ceiling determination lottery (specific lottery) to determine a predetermined number of cycles (a predetermined value) at predetermined triggers. The predetermined triggers include the end of the AT performance state (start of the normal performance state) and after a setting change. Figures 21 to 23 show multiple tables that can be referenced when executing the ceiling determination lottery. Each table is stored in the storage means 60. The reward granting means 82 selects one of the tables according to the game situation (state of the game machine) and executes the ceiling determination lottery by referring to the selected table.
[0216] As mentioned above, the normal performance state is a period in which the expected value of gameplay (payout) is lower compared to the AT performance state (advantageous performance state). When a small value is set for the predetermined number of rounds, the period until the cycle count reaches that value and the transition to the AT performance state is shorter (the next win is closer), and the period of gameplay with a low expected value of payout is shorter, which is advantageous for the player. On the other hand, when a large value is set for the predetermined number of rounds, the period until the cycle count reaches that value and the transition to the AT performance state is longer (the next win is further away), and the period of gameplay with a low expected value of payout may be longer, which is disadvantageous for the player. For this reason, when comparing tables, a table in which a small value is more likely to be set for the predetermined number of rounds (a large value is less likely to be set) can be said to have a relatively higher expected value of payout. In other words, when comparing tables, a table in which a large value is more likely to be set for the predetermined number of rounds (a small value is less likely to be set) can be said to have a relatively lower expected value of payout.
[0217] The bonus granting means 82, in the ceiling determination lottery executed based on the end of the AT performance state (at the end of the AT performance state (at the start of the normal performance state)), selects one of the first table shown in Figure 21(a), the second table shown in Figure 21(b), the third table A shown in Figure 22(a), or the third table B shown in Figure 22(b), and executes the ceiling determination lottery. Note that the third table A and the third table B may be collectively referred to as the "third table".
[0218] (Table 1) When the first table is referenced, the predetermined number of times is set to one of the values from "3" to "12". When the first table is referenced, the smallest (shortest) predetermined number of times is "3", and the largest (longest) predetermined number of times is "12". When the first table is referenced, the probability of determining "12" after a set number of turns is 41.02%, the probability of determining "11" after a set number of turns is 2.73%, the probability of determining "10" after a set number of turns is 2.73%, the probability of determining "9" after a set number of turns is 8.20%, the probability of determining "8" after a set number of turns is 3.52%, the probability of determining "7" after a set number of turns is 10.16%, the probability of determining "6" after a set number of turns is 4.30%, the probability of determining "5" after a set number of turns is 12.50%, the probability of determining "4" after a set number of turns is 5.08%, and the probability of determining "3" after a set number of turns is 9.77%.
[0219] (Table 2) If the second table is referenced, the predetermined number of times will be set to one of the values from "3" to "9". When the second table is referenced, the smallest (shortest) predetermined number of times is "3", and the largest (longest) predetermined number of times is "9". When the second table is referenced, the probability of determining "9" after a set number of turns is 1.17%, the probability of determining "8" after a set number of turns is 1.17%, the probability of determining "7" after a set number of turns is 66.02%, the probability of determining "6" after a set number of turns is 3.52%, the probability of determining "5" after a set number of turns is 12.50%, the probability of determining "4" after a set number of turns is 3.91%, and the probability of determining "3" after a set number of turns is 11.72%.
[0220] (Table 3A) When Table 3A is referenced, the predetermined number of times is set to one of "3" to "7". When Table 3A is referenced, the smallest (shortest) predetermined number of times is "3", and the largest (longest) predetermined number of times is "7". When Table 3A is referenced, the probability of determining "7" after a predetermined number of turns is 48.44%, the probability of determining "6" after a predetermined number of turns is 5.08%, the probability of determining "5" after a predetermined number of turns is 17.97%, the probability of determining "4" after a predetermined number of turns is 8.59%, and the probability of determining "3" after a predetermined number of turns is 19.92%.
[0221] (Table 3B) When the third table B is referenced, the predetermined number of times is set to any one of "3" to "7". When the third table B is referenced, the smallest (shortest) predetermined number of times is "3", and the largest (longest) predetermined number of times is "7". When the third table B is referenced, the probability that the predetermined number of times "7" is determined is 48.44%, the probability that the predetermined number of times "6" is determined is 5.08%, the probability that the predetermined number of times "5" is determined is 17.97%, the probability that the predetermined number of times "4" is determined is 8.59%, and the probability that the predetermined number of times "3" is determined is 19.92%.
[0222] The privilege granting means 82 selects the fourth table shown in FIG. 23(a) in the ceiling determination lottery executed after the setting change, and executes the ceiling determination lottery.
[0223] (Fourth table) When the fourth table is referenced, the predetermined number of times is set to any one of "3" to "9". When the fourth table is referenced, the smallest (shortest) predetermined number of times is "3", and the largest (longest) predetermined number of times is "9". When the fourth table is referenced, the probability that the predetermined number of times "9" is determined is 16 .02%, the probability that the predetermined number of times "8" is determined is 1.56%, the probability that the predetermined number of times "7" is determined is 16.80%, the probability that the predetermined number of times "6" is determined is 4.30%, the probability that the predetermined number of times "5" is determined is 37.50%, the probability that the predetermined number of times "4" is determined is 8.20%, and the probability that the predetermined number of times "3" is determined is 15.63%.
[0224] Here, in the present embodiment, among the predetermined number of times that can be determined in the ceiling determination lottery, the largest number of times "12" is set as the maximum number of times (maximum value), and the smallest number of times "3" is set as the minimum number of times (minimum value).
[0225] When the first table is used, the maximum number of times "12" can be determined. Also, when the first table is used, the probability that the maximum number of times "12" is determined is the highest. Also, the probability that the minimum number of times "3" is determined when the first table is used is lower than the probability that the minimum number of times "3" is determined when other tables are used.
[0226] When the third table (third table A or third table B) is used, the maximum number of times "12" is not determined. Also, when the third table is used, the probability that a specific number of times "7", which is smaller than the maximum number of times "12", is determined is the highest. The specific number of times (specific value) is the largest number of times that can be determined when the third table is used (the largest number of times within the third table). Also, the probability that the minimum number of times "3" is determined when the third table is used is higher than the probability that the minimum number of times "3" is determined when other tables are used.
[0227] When the second table is used, the maximum number of times "12" is not determined. Also, when the second table is used, the probability that "7", which is smaller than the maximum number of times "12", is determined is the highest. Also, the probability that the minimum number of times "3" is determined when the second table is used is higher than the probability that the minimum number of times "3" is determined when the first table is used and lower than the probability that the minimum number of times "3" is determined when the third table is used.
[0228] When the fourth table is used, the maximum number of times "12" is not determined. Also, when the fourth table is used, the probability that "5", which is smaller than the maximum number of times "12", is determined is the highest. Also, the probability that the minimum number of times "3" is determined when the fourth table is used is higher than the probability that the minimum number of times "3" is determined when the first table (or the second table) is used and lower than the probability that the minimum number of times "3" is determined when the third table is used.
[0229] Therefore, the first table has a relatively low expected value regarding payouts. The third table has a relatively high expected value regarding payouts. In the second table, the maximum number of spins "12" is not determined, and the probability of determining a number smaller than the maximum number "12" is the highest. However, a number larger than "7", such as "8" or "9", can be determined, and the probability of determining the minimum number of spins "3" when the second table is used is lower than the probability of determining the minimum number of spins "3" when the third table is used. As a result, the expected value regarding payouts is lower than that of the third table.
[0230] The first table can be described as a table with a "low" expected value regarding payouts, the second and fourth tables as tables with a "medium" expected value regarding payouts, and the third table as a table with a "high" expected value regarding payouts. In other words, the expected value regarding payouts increases in the order of the first table, the second table, and the third table.
[0231] When using the table with a "high" expected value for payouts (Table 3), the probability of determining the minimum number of spins to "3" (19.92%) is higher than when using the table with a "low" expected value for payouts (Table 1), the probability of determining the minimum number of spins to "3" (9.77%).
[0232] In this embodiment, the probability of winning does not change according to the set value for each table. However, if the above relationship holds true, tables with different winning probabilities depending on the set value may be included.
[0233] In this embodiment, the predetermined number of repetitions can be set to any of "3" to "12," but the values (range, interval) that the predetermined number of repetitions can take are not limited to these. For example, the predetermined number of repetitions for each table could be set to "1" instead of "3," to "3" instead of "4," to "5" instead of "5," to "7" instead of "6," to "9" instead of "7," to "11" instead of "8," to "13" instead of "9," to "15" instead of "10," to "17" instead of "11," and to "19" instead of "12."
[0234] (Table 2') Figure 23(b) shows Table 2', which is a modified version of Table 2. When the 2' table is referenced, the predetermined number of times is set to one of "3" to "7". When the 2' table is referenced, the smallest (shortest) predetermined number of times is "3", and the largest (longest) predetermined number of times is "7". When Table 2' is referenced, the probability of determining a ceiling of "7" is 67.58%, the probability of determining a ceiling of "6" is 3.91%, the probability of determining a ceiling of "5" is 12.50%, the probability of determining a ceiling of "4" is 4.30%, and the probability of determining a ceiling of "3" is 11.72%.
[0235] When the 2' table is used, the maximum number of spins, "12," is not determined. Also, when the 2' table is used, the probability of determining "7," which is smaller than the maximum number of spins, is the highest. This "7" is the largest number of spins that can be determined when using the 2' table (the largest number of spins within the 2' table). When the 2' table is used, unlike the 2 table, "8" or "9" will never be determined. The probability of determining the minimum number of spins, "3," when the 2' table is used is higher than the probability of determining the minimum number of spins, "3," when the 1 table is used, and lower than the probability of determining the minimum number of spins, "3," when the 3 table is used. The 2' table has a higher expected value regarding payouts than the 1 table, but a lower expected value regarding payouts than the 3 table, making it a table with a "medium" expected value regarding payouts.
[0236] (AT acquired coins counter) As shown in Figure 4, the storage means 60 is equipped with an AT acquisition counter 87. The main control means 31 also includes a counter control means 58 that performs a process to update the stored value of the AT acquisition counter 87. The counter control means 58 manages the number of game value (acquired coins) acquired in one (series of) AT performance states based on the stored value of the AT acquisition counter 87. The AT acquisition counter 87 can be described as a counter that manages the number of game value acquired in an AT performance state. The stored value of the AT acquisition counter 87 is controlled to become "0" at the start of the AT performance state.
[0237] The counter control means 58 updates the stored value of the AT acquired coin counter 87 according to the progress of the game in the AT performance state. In the AT performance state, the counter control means 58 updates the stored value of the AT acquired coin counter 87 by the difference in game value (number of coins paid out - number of coins inserted), and subtracts the value corresponding to the number of game value coins inserted into the game (for example, if 3 coins were inserted, it is set to "3") from the value corresponding to the number of game value coins given (number of coins paid out) (for example, if 11 game value coins were given, it is set to "11", and if no game value coins were given because no winning combinations were achieved, it is set to "0") to obtain the calculation result of the difference in the number of coins in the game, and adds (accumulates) this calculation result to the stored value of the AT acquired coin counter 87.
[0238] Next, we will explain the ceiling determination lottery that is performed at the end of the AT performance state (at the start of the normal performance state) using the flowchart shown in Figure 24.
[0239] (Step S1) The bonus granting means 82 determines whether the stored value of the AT acquired coin counter 87 is less than the first threshold (1000). If the stored value of the AT acquired coin counter 87 is less than the first threshold (1000) (step S1: YES), the process proceeds to step S2. On the other hand, if the stored value of the AT acquired coin counter 87 is equal to or greater than the first threshold (1000) (step S1: NO), the process proceeds to step S3.
[0240] (Step S2) The bonus granting means 82 performs a ceiling determination lottery using the third table A. The third table A is a table used when, at the end of the AT performance state, "the stored value of the AT acquired coin counter 87 is less than the first threshold (1000)," that is, when the number of coins acquired during the AT performance state is relatively small (when there is room relative to the upper limit of the number of coins acquired).
[0241] (Step S3) The bonus granting means 82 determines whether the stored value of the AT acquired coin counter 87 is equal to or greater than the second threshold (2000). If the stored value of the AT acquired coin counter 87 is equal to or greater than the second threshold (2000) (step S3: YES), the process proceeds to step S4. On the other hand, if the stored value of the AT acquired coin counter 87 is less than the second threshold (2000) (step S3: NO), the process proceeds to step S5.
[0242] (Step S4) The bonus granting means 82 performs a ceiling determination lottery using the third table B. The third table B is a table used when "the stored value of the AT acquired coin counter 87 is 2000 or more" at the end of the AT performance state, that is, when the number of coins acquired during the AT performance state is relatively large.
[0243] (Step S5) The privilege granting means 82 determines whether the end of the current AT performance state is a specific end. The specific end means "when transitioning from the first AT performance state to the special performance state and ending without transitioning from the special performance state to the overlay performance state (the second AT performance state)". The gaming machine of the present embodiment is configured to be able to repeat the special performance state (via the overlay performance state, etc.), but the specific end can be said to be when ending with a single (one-shot) special performance state. When the end of the current AT performance state is a specific end (step S5: YES), the process proceeds to step S6. On the other hand, when the end of the current AT performance state is not a specific end (step S5: NO), the process proceeds to step S7.
[0244] (Step S6) The privilege granting means 82 executes a ceiling determination lottery using the second table. The second table can be said to be a table used when the end of the current AT performance state is "when transitioning from the first AT performance state to the special performance state and ending without transitioning from the special performance state to the overlay performance state (the second AT performance state)" (when skipping).
[0245] (Step S7) The privilege granting means 82 executes a ceiling determination lottery using the first table.
[0246] It can be said that the priority of the tables is in the order of the first table, the second table, and the third table. When the AT performance state ends, for example, when the stored value of the AT acquisition count counter 87 is less than the first threshold value (1000) and the end of the current AT performance state is a specific end, the ceiling determination lottery is executed using the third table A with a higher priority than the second table.
[0247] The gaming machine of the present embodiment a plurality of reels (reels 20a to 20c) in which a plurality of types of symbols are arranged, internal lottery means (internal lottery means 42) that performs an internal lottery to determine the winning or losing of a combination, A reel control means (reel control means 43) rotates the plurality of reels for each game and controls the reels to stop in a manner corresponding to the result of the internal lottery based on the stop operation, An instruction function control means (instruction function control means 51) controls the execution of instructional effects that assist in winning a predetermined role, A performance state control means (performance state control means 81) that controls the transition of the performance state between multiple types of performance states, including a normal performance state and an advantageous performance state that is more advantageous to the player than the normal performance state, A reward granting means (reward granting means 82) that controls the granting of rewards, It includes a counter (period counter 86), The aforementioned bonus granting means can update the value of the counter in accordance with the gameplay in the normal performance state, The performance state control means can decide to transition to the advantageous performance state based on the value of the counter reaching a predetermined value. The aforementioned benefit granting means is capable of performing a specific lottery to determine the predetermined value at a predetermined trigger, The table used in the aforementioned specific lottery includes at least a first table, a second table, and a third table, and is set up so that the expected value of the payout increases in the order of the first table, the second table, and the third table. If, among the predetermined values that can be determined by the aforementioned specific lottery, the largest value is taken as the maximum value and the smallest value as the minimum value, When the first table is used, the maximum value can be determined, but when the third table is used, the maximum value cannot be determined. When the third table is used, the probability of determining a specific value smaller than the maximum value is highest, and the specific value is the largest value that can be determined when the third table is used. The probability of determining the minimum value when the third table is used is higher than the probability of determining the minimum value when the first table is used.
[0248] Even when the third table, which has a high expected value regarding payouts, is used, the probability of determining the largest value within the third table is the highest. If, when the third table is used, the probability of determining a relatively small value is high, the time until transitioning to a favorable performance state will be shortened, which could lead to excessive payout performance. According to this embodiment, such a situation can be prevented, and the payout performance can be made appropriate. Furthermore, the probability of determining the minimum value when the third table, which has a high expected value regarding payouts, is used is higher than the probability when the first table is used. As mentioned above, the third table has the highest probability of determining a specific value, but the probability of determining the minimum value is also somewhat higher, and is higher than the probability when the first table is used. For players, determining the minimum value is more desirable than determining a specific value, and by making it possible to determine the minimum value with a certain probability when the third table is used, it is possible to create a sense of anticipation in players and improve the enjoyment of the game.
[0249] (Third embodiment) A third embodiment of the present invention will now be described with reference to the drawings. Since the gaming machine of this embodiment has basically the same configuration as the gaming machine of the first embodiment, the description of similar configurations will be omitted or simplified.
[0250] Gaming machines must be designed so that the payout rate (the ratio of the number of medals dispensed to the number of medals inserted), which is an indicator of medal acquisition performance, falls within a predetermined range. In this embodiment, the expected value of the payout rate when the game is played with left-hand pressing is set lower than that when the game is played with irregular pressing (middle-hand pressing or right-hand pressing), and the game is basically recommended (encouraged) to play with left-hand pressing, thereby making the payout rate (payout performance) appropriate.
[0251] In this embodiment, as shown in Figure 6, for the RBB internal state, there are batting order bells where pressing the middle button is the correct batting order and batting order bells where pressing the right button is the correct batting order, but there is no batting order bell where pressing the left button is the correct batting order. In other words, in this embodiment, the probability of winning a batting order bell and receiving a payout of 11 medals is lower when playing with the left button always compared to when playing with the middle button always or when playing with the right button always compared. In other words, the probability of winning the 11-coin payout is higher when stopping the game with an irregular button press compared to when stopping the game with the left button always compared.
[0252] Furthermore, other methods may be used to ensure that the expected payout rate when playing with the left button pressed is lower than that when playing with the middle or right button pressed. For example, a batting order bell may be provided where the correct batting order is when the left button is pressed, and the probability of winning the batting order bell where the left button is pressed in the internal lottery may be set lower than the probability of winning the batting order bell where the middle button is pressed in the correct order, and also lower than the probability of winning the batting order bell where the right button is pressed in the correct order.
[0253] As shown in Figure 6, in the RBB internal state, the batting order bell is a winning area where the number of medals dispensed differs (changes) depending on the batting order (operation method of stop buttons 26a to 26c). In this embodiment, one of batting orders 3 to 6 is set as the correct batting order, while batting orders 1 and 2 are set as incorrect batting orders. In other words, when looking at the batting order bell as a whole, there is a bias in the setting of the correct batting order. When pressing left, the batting order bell always awards a 1-coin prize (incorrect prize), and when pressing middle or right, if it is the correct batting order, it awards an 11-coin prize (correct prize), and if it is an incorrect batting order, it awards either a 1-coin prize or no prize at all.
[0254] In this embodiment, the probability of winning the 11-coin payout (specific small win) is higher when continuing to play using the irregular pressing method (second operating method) compared to continuing to play using the left-pressing method (first operating method). In other words, the probability of winning the specific small win is lower when continuing to play using the first operating method compared to continuing to play using the second operating method. Therefore, if the game is continued using the irregular pressing method, the payout performance of the game machine may become excessive.
[0255] As described above, the normal performance state (first performance state) is a performance state in which the frequency of the execution of the batting order navigation performance being decided when a batting order bell is won is low (including when it is not performed at all), and the probability of winning an 11-coin payout is low. In this embodiment, playing with the left button pressed is recommended when playing in the section in which the frequency of the execution of the batting order navigation performance being decided is low (including when it is not performed at all). In this embodiment, in addition to the normal performance state, the special performance state and the bonus performance state described above are also sections in which playing with the left button pressed is recommended (left-press recommended section).
[0256] In this embodiment, if a game is played with an irregular button press during the recommended left-button press period (excluding games in which a button-press navigation animation (or a predetermined navigation animation described later) is performed), a notification (display) prompting the player to play with a left-button press is displayed on the liquid crystal display 13. If a game is played with an irregular button press (middle or right-button press) during the recommended left-button press period, the recommended left-button press display 300 (recommended left-button press image) shown in Figure 14 is displayed on the liquid crystal display 13.
[0257] The performance control means 100 displays a left-press recommendation display 300 if the game is played with an irregular press during the left-press recommendation section. The performance control means 100 displays the left-press recommendation display 300 based on the third stop operation related to the game. The performance control means 100 may also display the left-press recommendation display 300 based on the first stop operation (or second stop operation) related to the middle press, or based on the first stop operation (or second stop operation) related to the right press. Furthermore, "based on a stop operation" may mean the timing when the release of the stop button is detected, or the timing when the stop button is detected being pressed.
[0258] The performance control means 100 will turn off the left-press recommendation display 300 after a certain period of time has elapsed while it is displayed. The left-press recommendation display 300 is displayed for a certain period of time. The left-press recommendation display 300 may also be turned off based on the pressing (ON) of the start lever 24 for the next game after the current game (game played with irregular button pressing). In other words, the display of the left-press recommendation display 300 may continue until the start lever 24 for the next game is pressed.
[0259] The left-press recommendation display 300 is a display that encourages (instructs) the user to operate the stop buttons 26a to 26c by pressing them with the left hand. It includes the text (string) "Left-press recommended" and is a long rectangular display. In this embodiment, the left-press recommendation display 300 includes a dark blue background, the white text "Left-press recommended," and a white border around the outer edge of the background.
[0260] In this embodiment, the expected value of the payout rate when the game is played by pressing the left button is set lower than that when the game is played by pressing the buttons in an irregular order, thereby making the payout rate (payout performance) appropriate. In this embodiment, the expected value of the payout rate (the probability of winning a batting order bell and receiving a payout of 11 medals) is lower when the game is always played by pressing the left button compared to when the game is always played by pressing the middle button or always played by pressing the right button.
[0261] In this embodiment, the processing related to the instruction function (processing related to the AT performance state) is set so that when the game is played with the left button pressed, it is more advantageous to the player than when the game is played with irregular button presses. Specifically, in the left-pressing recommended section, when the game is played with the left button pressed, the processing related to the instruction function that is advantageous to the player is executed, whereas when the game is played with irregular button presses, the processing related to the instruction function that is advantageous to the player is not executed. This "control that prevents the execution of processing related to the instruction function that is advantageous to the player when the game is played with irregular button presses" could also be described as executing processing that is disadvantageous to the player (imposing a penalty). In a predetermined game where the batting order navigation performance (or a predetermined navigation performance described later) is not executed, when the game is played with the left button pressed, the processing related to the instruction function (transition to the AT performance state, etc.) is controlled to be more advantageous to the player compared to when the game is played with irregular button presses.
[0262] In this embodiment, during the left-pressing recommended section, it is recommended to play using the "left-pressing" method (stopping reel 20a first), which is a batting order that offers a high degree of advantage in processing related to the instruction function and has a low expected value for payouts. If the game is played using an irregular pressing method, the left-pressing recommendation display 300 (left-pressing recommendation image) is displayed as described above, and the processing related to the instruction function is controlled not to be executed. This encourages players to play using the left-pressing method.
[0263] The processing related to the instruction function may be a process that is executed regardless of which winning area is won, a process that is executed when a predetermined type of winning area is won, or a process that is executed based on the winning of a predetermined role. Furthermore, the term "processing related to the instruction function" is not limited to one process, but may refer to multiple types of processes.
[0264] One example of a process related to the instruction function is a lottery (AT lottery) that determines whether or not to transition to the AT performance state (whether or not to grant the right to transition to the AT performance state). In this case, "controlling the process related to the instruction function so that it is not executed" means that the AT lottery is not executed. Also, "causing disadvantage to the player" means that the AT lottery is not executed.
[0265] Furthermore, one example of a process related to the instruction function is a lottery (CZ lottery) that determines whether or not to transition to the CZ performance state. If the CZ lottery is won in the normal performance state, the right to transition to the CZ performance state is granted, and the CZ performance state begins. In this case, "controlling the process related to the instruction function so that it is not executed" means that the CZ lottery is not executed. Also, "causing disadvantage to the player" means that the CZ lottery is not executed.
[0266] Furthermore, the processing related to the instruction function includes, for example, the process of awarding points according to the progress of the game (the result of the internal lottery) (the process of increasing the stored value of point counter 85). Point counter 85 is a counter that becomes more advantageous to the player as its value increases (the transition to the AT performance state gets closer). In this case, "controlling so that the processing related to the instruction function is not executed" means that even if the game is played, the stored value of point counter 85 is controlled not to increase. Also, "causing disadvantage to the player" means that points are not awarded (not increased).
[0267] As shown in Figure 4, the RAM of the storage means 60 is provided with a specific counter 59 that is referenced when determining whether or not to execute a process related to the instruction function. The values (flags) that can be set for the specific counter 59 are either "0" (OFF) or "1" (ON). The specific counter 59 can be described as a counter whose value increases in a way that is advantageous to the player.
[0268] In the left-press recommended section (excluding the second performance state described later), the instruction function control means 51 refers to a specific counter 59 at the start of the game (when the lever is turned ON) to determine whether or not the instruction function processing can be executed in that game. If it determines that it can be executed, it executes the instruction function processing in that game. Specifically, if the value of the specific counter 59 is "1", the instruction function control means 51 determines that the instruction function processing can be executed and executes the instruction function processing. On the other hand, if the value of the specific counter 59 is "0", the instruction function control means 51 determines that the instruction function processing cannot be executed and does not execute the instruction function processing. Furthermore, if the instruction function control means 51 executes the instruction function processing based on the value of the specific counter 59 being "1", it sets the value of the specific counter 59 to "0" (subtracts 1).
[0269] As shown in Figure 25(a), in the left-press recommended section (excluding the second performance state described later), if a game (a game in which the batting order navigation performance is not executed) is played while the specific counter 59 is "1", the instruction function control means 51 executes a process related to the instruction function in that game based on the fact that the specific counter 59 is "1", and sets the specific counter 59 to "0". Then, if a stop operation is performed with a left-press (recommended batting order) in that game, the instruction function control means 51 performs a process to set the specific counter 59 to "1". If a stop operation is performed with a left-press, the value of the specific counter 59 becomes "1" at the end of that game (at the start of the next game).
[0270] (First penalty processing) As shown in Figure 25(b), in the left-press recommended section (excluding the second performance state described later), if a game (a game in which the batting order navigation performance is not executed) is played while the specific counter 59 is "1", the instruction function control means 51 executes the processing related to the instruction function in that game based on the fact that the specific counter 59 is "1", and sets the specific counter 59 to "0". Furthermore, if a stop operation is performed with an irregular press (non-recommended batting order) in that game, the instruction function control means 51 does not execute the process of setting the specific counter 59 to "1". For this reason, if a stop operation is performed with an irregular press, the value of the specific counter 59 will be "0" at the end of that game (at the start of the next game).
[0271] As a result, in the game following a game in which an irregular button press was performed, the instruction function control means 51 will not execute the processing related to the instruction function based on the value of the specific counter 59 being "0". In other words, the game following a game in which an irregular button press was performed is controlled so that the processing related to the instruction function is not executed, resulting in a disadvantage for the player. Here, the process of controlling the system to not execute the processing related to the instruction function based on the value of the specific counter 59 (when that value is "0") is called the first penalty processing.
[0272] As shown in Figure 25(b), in the left-press recommended section (excluding the second performance state described later), if a game (a game in which the batting order navigation performance is not executed) is played while the specific counter 59 is "1", even if the game is stopped with an irregular press, the game will execute the instruction function-related processing (for example, the process of awarding points (the process of increasing the stored value of the point counter 85)) based on the fact that the specific counter 59 was "1" at the start of the game, and the specific counter 59 will become "0". However, in the game, the process of setting the specific counter 59 to "1" based on the fact that the game was stopped with an irregular press will not be executed (it will remain "0"). Therefore, in the game following the game in question, the instruction function-related processing (for example, the process of awarding points (the process of increasing the stored value of the point counter 85)) will not be executed based on the fact that the specific counter 59 is "0".
[0273] Furthermore, in the left-press recommended section, if a game accompanied by a batting order navigation animation is played while the specific counter 59 is set to "1", the processing related to the instruction function will be executed during that game (the specific counter 59 will become "0"), and the system may be configured so that the specific counter 59 is set to "1" regardless of which batting order is used to stop the reels.
[0274] In the advantageous section, during the recommended left-press section (excluding the second performance state described later), the player will suffer a disadvantage in the next game after a game in which an irregular press occurred (a different game from the one in which the irregular press occurred). In this embodiment, the player will suffer a disadvantage in the next game after a game in which an irregular press occurred, but the period during which the player suffers a disadvantage (the processing related to the instruction function is not executed) may be set to be longer. For example, the disadvantage may be set to occur for a predetermined number of games (e.g., 5 games) starting from the game after a game in which an irregular press occurred. In other words, it is sufficient that the player suffers a disadvantage in a game different from the one in which the irregular press occurred.
[0275] In the gaming machine of this embodiment, during a certain period (second performance state) within the advantageous section (left-pressing recommended section), the player suffers a disadvantage (same game penalty) not in a different game than the one in which the irregular pressing occurred, but in the game in which the irregular pressing occurred. First, the second performance state will be explained.
[0276] Although not shown in the illustrations, in this embodiment, multiple types of bonus performance states (Figure 20) are available, and which bonus performance state to transition to is determined by a lottery or the like in the special performance state. Note that the bonus performance state is a section in which the execution of the batting order navigation performance (Figure 12) is decided infrequently (including cases where it is not performed at all), and except when the predetermined navigation performance (Figure 27) described later is executed, it is basically recommended to play by pressing left. However, since the bonus performance state is a section in which a predetermined number of bonuses are added (i.e., the memory value of the 2nd AT termination judgment counter 68 is increased), it is more advantageous to the player than the normal performance state.
[0277] (Second performance state) One of the multiple types of bonus performance states is designated as the specific bonus performance state (second performance state). In the specific bonus performance state, basically, at least one game value is added (granted) for every game (regardless of which role is won). In other words, in the specific bonus performance state, the instruction function control means 51 (bonus granting means 82) basically adds a predetermined value of "1" or more to the stored value of the second AT termination determination counter 68 for every game.
[0278] As shown in Figures 26(a) and 26(b), in a specific bonus payout state, the instruction function control means 51 (bonus granting means 82) reserves a predetermined number of bonus payouts for each game based on the operation of the start lever 24 (regardless of the result of the internal lottery). Reserved a predetermined number of bonus payouts means, for example, storing a value related to the predetermined number of bonus payouts in a predetermined storage area of the storage means 60. In this case, the "value related to the predetermined number of bonus payouts" may be determined by lottery.
[0279] In a specific bonus performance state, the instruction function control means 51 performs a process to determine whether the operation of the stop button 26 is a left press (a predetermined operation mode, a recommended operation mode) (i.e., whether the stop operation was performed by a left press) based on a stop operation (for example, a third stop operation). Note that this process is not limited to being performed based on a third stop operation, but may also be performed based on a first stop operation or a second stop operation.
[0280] Figure 26(a) shows the case where it is determined that a stop operation was performed by pressing the left button based on the third stop operation. The instruction function control means 51 performs the process of adding the reserved number of additional coins (adding it to the stored value of the second AT termination determination counter 68) based on the fact that a stop operation was performed by pressing the left button, and also causes the performance control means 100 to execute an additional coin performance (a performance that notifies the additional coins).
[0281] (Second penalty processing) Figure 26(b) shows the case where, based on the third stop operation, it is determined that the stop operation was not performed by pressing the left button (i.e., the stop operation was performed by pressing an irregular button). Based on the fact that the stop operation was performed by pressing an irregular button, the instruction function control means 51 does not perform the process of adding the reserved number of additional coins (the process of adding coins based on the reservation), and does not cause the performance control means 100 to perform the additional coin performance (a performance that notifies the additional coins). Based on this third stop operation, the left-press recommendation display 300 (Figure 14) is displayed.
[0282] In a specific bonus-enhancing performance state, if the player plays using an irregular button press (in a game where irregular button presses are prohibited), the game will be controlled so that the bonus (processing related to the instruction function) is not executed, resulting in a disadvantage for the player. The process of controlling the execution of the instruction function based on whether or not the stop operation was performed with a left press (a predetermined operation method, a recommended operation method) in a specific bonus-enhancing performance state (if the stop operation was performed with an irregular button press) is called the second penalty process. Note that in Figure 26(b), the instruction function (bonus) is not executed in the game based on the fact that an irregular button press was performed, but there may be other instruction function processes that are not executed (or whose execution is restricted) in the game besides the bonus.
[0283] Even in the state of a specific bonus payout sequence, the instruction function control means 51 will still perform the process of setting the specific counter 59 to "1" based on the fact that a stop operation was performed by pressing the left button. Therefore, if a stop operation is performed by pressing the left button, the value of the specific counter 59 will be "1" at the end of the game (at the start of the next game). In other words, even in the state of a specific bonus payout sequence, the processing related to the specific counter 59 is controlled in the same way as in other sections. Furthermore, even in a specific bonus payout state, the instruction function control means 51 does not execute the process of setting the specific counter 59 to "1" if a stop operation is performed by an irregular button press. Therefore, if a stop operation is performed by an irregular button press, the value of the specific counter 59 becomes "0" at the end of the game (at the start of the next game). In other words, even in a specific bonus payout state, the processing related to the specific counter 59 is controlled in the same way as in other sections.
[0284] However, in the specific bonus performance state, the decision on whether or not to execute the instruction function based on the value (flag) of the specific counter 59 is not performed. In the specific bonus performance state, it is determined whether or not the stop button 26 is pressed to the left, and based on the result of that determination, it is decided whether or not to execute the instruction function.
[0285] In the specific bonus payout state, even if the value of the specific counter 59 is "0" in the game following a game in which an irregular button press occurred, the first penalty processing based on that value will not be executed. In other words, even if the value is "0", processing related to the instruction function may still be executed. In the specific bonus payout state, in the game following a game in which an irregular button press occurred, a predetermined number of bonus payouts is reserved based on the operation of the start lever 24 (start operation). Then, based on the stop operation of the stop button 26, it is determined whether or not a left press was made, and if a left press was made, the bonus payout based on the reservation is executed. On the other hand, if an irregular button press occurred, the bonus payout based on the reservation will not be executed (i.e., the second penalty processing will be executed).
[0286] In this embodiment, there are two types of penalty processing. As described above, in the first performance state, the first penalty processing is executed if an irregular press is made. In the second performance state, the second penalty processing, which is different from the first penalty processing, is executed if an irregular press is made. The first and second penalty processing are processes that control the execution of processes related to the instruction function, but they refer to different things (the basis for which they are based). The first penalty processing is a process that refers to the value of a specific counter 59 at the start of the game (if the value is 0) and controls the execution of processes related to the instruction function, while the second penalty processing is a process that refers to the result of a determination of whether or not a stop operation was made by pressing left based on the stop operation (if the determination result is an irregular press) and controls the execution of processes related to the instruction function.
[0287] (Pre-determined navigation presentation) Incidentally, in a specific bonus performance state, the instruction function control means 51 may, when a batting order bell is won, perform a lottery to determine whether or not to execute a predetermined navigation performance, and based on winning the lottery, decide to execute the predetermined navigation performance. Based on this decision, the performance control means 100 controls the liquid crystal display 13, etc., to execute the predetermined navigation performance.
[0288] Figure 27 shows the case when a predetermined navigation animation is performed on the liquid crystal display 13. The animation control means 100 displays a "1" prompting the player to perform the first stop operation as a predetermined navigation animation, at a position corresponding to one of the stop buttons 26 (a specific stop button). It also displays the character "?" at the positions corresponding to the remaining two stop buttons 26. The "?" display can be interpreted as prompting the player to perform the second or third stop operation using a stop button other than the specific stop button. When performing the first stop operation according to the "1" display, there are two possible operation patterns (order of play) that the player can choose. Therefore, the predetermined navigation animation can be interpreted as a two-choice navigation animation, that is, an animation that prompts the player to perform the stop operation using one of two possible order of play.
[0289] In a game where a predetermined navigation sequence is performed, if the machine is stopped in one of two possible batting orders (considered the correct batting order), a bonus is awarded (a predetermined value is added to the memory value of the 2nd AT termination judgment counter 68), and a bonus announcement sequence is performed to inform the player of the bonus. In this case, the bonus is the number of bonuses reserved based on the operation of the start lever 24 (start operation) plus a predetermined number of additional bonuses (a bonus greater than the minimum number of bonuses). On the other hand, in a game where a predetermined navigation sequence is performed, if the machine is stopped in the other of two possible batting orders (considered the incorrect batting order), only the number of bonuses reserved based on the operation of the start lever 24 (start operation) (minimum number of bonuses) is awarded (bonus announcement sequence).
[0290] In a specific bonus performance state, the instruction function control means 51 determines whether the operation of the stop button 26 is in the correct order based on the third stop operation in a game in which a predetermined navigation performance has been executed. In a specific bonus performance state, even if the stop operation is performed with an irregular press, the second penalty processing is not executed based on that.
[0291] The gaming machine of this embodiment is Multiple reels (reels 20a to 20c) with multiple types of patterns arranged on them, Multiple stop buttons (stop buttons 26a to 26c) capable of performing a stop operation to stop the rotation of the multiple reels, An internal lottery means (internal lottery means 42) that conducts an internal lottery to determine whether the role is correct or incorrect, A reel control means (reel control means 43) rotates the plurality of reels for each game and controls the reels to stop in a manner corresponding to the result of the internal lottery based on the stop operation, Instruction function control means (instruction function control means 51) that controls the execution of processing related to the instruction function, A game value granting means (payout control means 45) that grants game value in accordance with the payout of the winning minor role based on the winning minor role, The system includes a performance state control means (performance state control means 81) that controls the transition between multiple types of performance states, including a first performance state and a second performance state that is more advantageous to the player than the first performance state. Among the minor wins, there are specific minor wins that, when achieved, award a greater amount of game value than the game value bet per game. The aforementioned multiple reels include a first reel, a second reel, a third reel, and so on. The aforementioned plurality of stop buttons include a first stop button corresponding to the first reel, a second stop button corresponding to the second reel, and a third stop button corresponding to the third reel. The operation modes for stopping the plurality of stop buttons include a first operation mode in which the first stop button is stopped first, and a second operation mode in which the second stop button or the third stop button is stopped first. The probability of winning the specific small win is lower when continuing to play using the first operation method compared to when continuing to play using the second operation method. The instruction function control means is capable of executing a process that is detrimental to the player based on the fact that the stop operation was performed in the second operation mode, The process differs depending on whether the stop operation is performed in the second operation mode during gameplay in the first performance state or during gameplay in the second operation mode during gameplay in the second performance state.
[0292] When the stopping operation is performed in the second operation mode, in which the probability of winning the aforementioned specific minor role is relatively high, a process that is disadvantageous to the player may be executed, but this process differs depending on the performance state. When the stopping operation is performed in the second operation mode, instead of the same process being executed uniformly, different processes are executed depending on the performance state, thereby diversifying the processes that are disadvantageous to the player. This makes it possible to diversify the methods for prompting the player to perform the stopping operation in a predetermined operation mode (the first operation mode).
[0293] Furthermore, in the gaming machine of this embodiment, If the stop operation is performed in the second operation mode during gameplay in the first performance state, the player may suffer disadvantages in a game different from the one in question. If the stop operation is performed in the second operation mode during gameplay in the second performance state, the player will suffer a disadvantage during the game.
[0294] The game in which a player who performs the stop operation in the second operation mode suffers a disadvantage differs between the first and second performance states. That is, in the first performance state, it is a different game, and in the second performance state, it is the game in question. This makes it possible to diversify the types (patterns) of disadvantages inflicted on the player.
[0295] Furthermore, the present invention is not limited to the embodiments described above, and can be implemented in various modified forms without departing from its essence. Also, within the scope of the invention, the embodiments can be freely combined, any component of each embodiment can be modified, or any component can be omitted in each embodiment. For example, the control modes and configurations of the gaming machine are not limited to those of the embodiments described above. Moreover, the control operations and configurations described above can be applied to other gaming machines. [Explanation of Symbols]
[0296] 20a First reel (reel) 20b Second reel (reel) 20c Third reel (reel) 42 Internal drawing method 43 Reel control means 51 Instruction function control means 81 Performance State Control Means 82. Means of granting benefits
Claims
[Claim 1] Multiple reels with multiple types of symbols arranged on them, An internal lottery method for conducting an internal lottery to determine whether or not a role is achieved, A reel control means that rotates the plurality of reels for each game and controls the reels to stop in a manner corresponding to the result of the internal lottery based on a stop operation, An instruction function control means that controls the execution of instructional effects that assist in winning a predetermined role, A performance state control means that controls the transition between multiple types of performance states, including a normal performance state and an advantageous performance state that is more favorable to the player than the normal performance state, A means for granting benefits that controls the granting of benefits, Equipped with a counter, The aforementioned bonus granting means can update the value of the counter in accordance with the gameplay in the normal performance state, The performance state control means can decide to transition to the advantageous performance state based on the value of the counter reaching a predetermined value. The aforementioned benefit granting means is capable of performing a specific lottery to determine the predetermined value at a predetermined trigger, The table used in the aforementioned specific lottery includes at least a first table, a second table, and a third table, and is set up so that the expected value of the payout increases in the order of the first table, the second table, and the third table. If, among the predetermined values that can be determined by the aforementioned specific lottery, the largest value is taken as the maximum value and the smallest value as the minimum value, When the first table is used, the maximum value can be determined, but when the third table is used, the maximum value cannot be determined. When the third table is used, the probability of determining a specific value smaller than the maximum value is highest, and the specific value is the largest value that can be determined when the third table is used. A gaming machine in which the probability of determining the minimum value when the third table is used is higher than the probability of determining the minimum value when the first table is used.