Gaming machine

The gaming machine adjusts symbol display probability through an internal lottery system and reel control mechanism to enhance gameplay enjoyment by varying winning combinations based on player operations.

JP2026082370APending Publication Date: 2026-05-19OLYMPIA KK
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
OLYMPIA KK
Filing Date
2024-11-07
Publication Date
2026-05-19

AI Technical Summary

Technical Problem

Existing gaming machines lack mechanisms to dynamically change the display probability of specific symbols based on player operation patterns, limiting gameplay enjoyment.

Method used

A gaming machine that controls reel stopping positions to alter the display probability of specific symbols by adjusting the priority order of symbols drawn during the stopping operation, using an internal lottery system to determine winning combinations and controlling reel stops accordingly.

Benefits of technology

Enhances gameplay enjoyment by dynamically changing the display probability of specific symbols, thereby improving player engagement and variability in game outcomes.

✦ Generated by Eureka AI based on patent content.

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  • Figure 2026082370000001_ABST
    Figure 2026082370000001_ABST
Patent Text Reader

Abstract

To provide a gaming machine that can enhance the enjoyment of gaming. [Solution] When the left-right batting order bell B1 is won, the stopping control is performed so that the display probability of the red 7 symbol "Red 7" and the replay symbol "RP" on the third reel changes by switching the priority of the symbols to be drawn in according to the pressing order.
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Description

Technical Field

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

Background Art

[0002] Conventionally, gaming machines (rotary gaming machines, slot machines) having a plurality of reels with symbols arranged on their outer peripheral surfaces have been known. This type of gaming machine gives a certain gaming value to gaming media such as medals and pachinko balls, and conducts a game for acquiring such gaming media. Further, in this type of gaming machine, when a player inserts a gaming media into a predetermined insertion port and a prescribed number of gaming media are bet, a game start operation becomes possible. Triggered by the player's rotation start operation, an internal lottery is performed and rotations of a plurality of reels are started. Triggered by the player's stop operation, control is performed to stop the plurality of reels in a manner corresponding to the result of the internal lottery. Then, the result of the game is determined by the symbol combination displayed on the valid line in the state where the plurality of reels have stopped, and payouts of medals or the like are made according to the result of the game.

[0003] In recent years, by executing a winning assistance effect for assisting the winning of a minor winning combination where a gaming value is paid out upon winning under predetermined conditions, the winning probability of the minor winning combination is varied, and an assist time game that makes it easier to acquire a gaming value such as a medal in an AT state where the winning assistance effect can be executed has gained popularity (see Patent Document 1).

Prior Art Documents

Patent Documents

[0004]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0005] In this type of gaming machine, in order to achieve variable payout performance, various methods are employed, such as providing many types of winning patterns including specific roles and making the operation patterns for winning specific roles complex. However, it is desirable to improve the gameplay by changing the display probability of predetermined symbols according to the operation pattern.

[0006] This invention has been made in view of the above circumstances, and its purpose is to provide a gaming machine that can improve the enjoyment of gaming. [Means for solving the problem]

[0007] (1) The present invention relates to a gaming machine comprising: a plurality of reels on which a plurality of types of symbols are arranged on their outer circumferential surfaces; an internal lottery means for performing an internal lottery to determine whether a winning combination is achieved; and a reel control means for rotating the plurality of reels for each game, determining the stopping position so as to display symbols within a predetermined pull-in range on the active line when a stopping operation is triggered, and controlling the reels to stop while they are rotating in a manner corresponding to the result of the internal lottery, wherein the reel control means controls the stopping so as to change the display probability of a specific symbol on a predetermined reel by switching the priority order of symbols to be pulled in according to the order of the stopping operations.

[0008] In this invention, the probability of displaying a specific symbol on a predetermined reel can be changed by switching the priority of symbols to be drawn in according to the order of operations for stopping the reels, thereby improving the enjoyment of the game. [Brief explanation of the drawing]

[0009] [Figure 1] This is a perspective view showing the external configuration of a gaming machine according to an embodiment of the present invention. [Figure 2] This is a block diagram showing the schematic electrical configuration of a gaming machine and dedicated unit according to an embodiment of the present invention. [Figure 3] This is a diagram illustrating the functional block of a gaming machine according to an embodiment of the present invention. [Figure 4]This is a diagram illustrating the internal lottery table in a gaming machine according to an embodiment of the present invention. [Figure 5] This figure illustrates the manner in which minor prizes are awarded in a gaming machine according to an embodiment of the present invention. [Figure 6] This figure illustrates the manner in which minor prizes are awarded in a gaming machine according to an embodiment of the present invention. [Figure 7] This figure illustrates the manner in which minor prizes are awarded in a gaming machine according to an embodiment of the present invention. [Figure 8] This figure illustrates the arrangement of symbols on the reels in a gaming machine according to an embodiment of the present invention. [Figure 9] This diagram illustrates the relationship between the order in which the stop buttons are pressed and the winning combinations in a gaming machine according to an embodiment of the present invention. [Figure 10] This diagram illustrates the relationship between the order in which the stop buttons are pressed and the winning combinations in a gaming machine according to an embodiment of the present invention. [Figure 11] This diagram illustrates the relationship between the order in which the stop buttons are pressed and the winning combinations in a gaming machine according to an embodiment of the present invention. [Figure 12] This diagram illustrates the relationship between the order in which the stop buttons are pressed and the winning combinations in a gaming machine according to an embodiment of the present invention. [Figure 13] This figure illustrates the stopping mechanism of the reels in a gaming machine according to an embodiment of the present invention. [Figure 14] This diagram illustrates the relationship between winning combinations and symbol combinations in a gaming machine according to an embodiment of the present invention. [Figure 15] This diagram illustrates the relationship between winning combinations and symbol combinations in a gaming machine according to an embodiment of the present invention. [Figure 16] This diagram illustrates the relationship between winning combinations and symbol combinations in a gaming machine according to an embodiment of the present invention. [Figure 17] This diagram illustrates the relationship between winning combinations and symbol combinations in a gaming machine according to an embodiment of the present invention. [Figure 18] This diagram illustrates the relationship between winning combinations and symbol combinations in a gaming machine according to an embodiment of the present invention. [Figure 19]It is a diagram for explaining the relationship between winning combinations and symbol combinations in the gaming machine of the embodiment of the present invention. [Figure 20] It is a diagram for explaining the relationship between winning combinations and symbol combinations in the gaming machine of the embodiment of the present invention. [Figure 21] It is a diagram for explaining the relationship between winning combinations and symbol combinations in the gaming machine of the embodiment of the present invention. [Figure 22] It is a diagram for explaining the relationship between winning combinations and symbol combinations in the gaming machine of the embodiment of the present invention. [Figure 23] It is a transition diagram of the gaming state in the gaming machine of the embodiment of the present invention. [Figure 24] It is a transition diagram of the effect state in the gaming machine of the embodiment of the present invention. [Figure 25] It is a transition diagram of the game section in the gaming machine of the embodiment of the present invention. [Figure 26] It is a diagram for explaining the payout rate for each set value in the gaming machine of the embodiment of the present invention. [Figure 27] It is a diagram for explaining the payout rate for each set value in the gaming machine of the embodiment of the present invention. [Figure 28] It is a diagram for explaining the processing in the gaming machine of the embodiment of the present invention. [Figure 29] It is a diagram for explaining the stop control processing in the gaming machine of the embodiment of the present invention. [Figure 30] It is a diagram for explaining the display probability of symbols in the gaming machine of the embodiment of the present invention. [Figure 31] It is a diagram for explaining the display probability of symbols in the gaming machine of the embodiment of the present invention. [Figure 32] It is a diagram for explaining the stop control at the time of winning of the left - right batting order bell B1 in the gaming machine of the embodiment of the present invention. [[ID=四十]] [Figure 33] It is a diagram for explaining the used bit data in the gaming machine of the embodiment of the present invention. [Figure 34] It is a diagram for explaining the stop control table in the gaming machine of the embodiment of the present invention. [Figure 35] It is a diagram for explaining the search processing in the gaming machine of the embodiment of the present invention. [Figure 36] This figure illustrates the display probability of symbols in a gaming machine according to an embodiment of the present invention. [Figure 37] This figure illustrates the stop control when a left-right batting order bell B1 is won in a gaming machine according to an embodiment of the present invention. [Figure 38] This figure illustrates the search process in a gaming machine according to an embodiment of the present invention. [Figure 39] This figure illustrates the display probability of symbols in a gaming machine according to an embodiment of the present invention. [Figure 40] This figure illustrates the stop control when a left-right batting order bell B1 is won in a gaming machine according to an embodiment of the present invention. [Figure 41] This figure illustrates the stop control when a left-right batting order bell B1 is won in a gaming machine according to an embodiment of the present invention. [Figure 42] This figure illustrates the winning probabilities for left-center batting order bell groups and left-right batting order bell groups in a modified embodiment of the present invention. [Modes for carrying out the invention]

[0010] Embodiments of the present invention will be described below. The embodiments described below are not intended to unduly limit the scope of the present invention as described in the claims. Furthermore, not all configurations described in these embodiments are necessarily essential components of the present invention.

[0011] 1. Structure Figure 1 is a perspective view showing the external configuration of a gaming machine according to an embodiment of the present invention.

[0012] The gaming machine of this embodiment is called a smart pachislo, and it is a type of gaming machine that maintains the gameplay of a slot machine while using electronic tokens, which are electronic game tokens with electronic value, as the game medium instead of physical tokens.

[0013] The gaming machine of this embodiment houses a reel unit 310 consisting of a first reel R1 to a third reel R3 (multiple reels) within a box-shaped casing consisting of a storage box BX (an example of the gaming machine body), an upper front door UD (an example of the front door), and a lower front door (an example of the front door) DD. Below the reel unit 310 inside the casing is a power supply unit which incorporates a power supply device and is equipped with various switches such as a power switch, a setting change key cylinder, and a setting change button. The casing of the gaming machine of this embodiment also houses a control board which controls the operation of the gaming machine and is equipped with a CPU (an example of the calculation means), ROM (an example of the information storage medium), RAM (an example of the temporary storage means), etc. In this embodiment, the control board includes a main board 10 that controls the progress of the game, a sub-board 20 that receives signals transmitted from the main board 10 and performs control to execute game effects in accordance with the progress of the game, and a medal count control board 30 that controls the number of electronic medals (number of game medals) that are electronically held in the game machine and can be used for playing the game. In the following, the total number of electronic medals that are electronically held in the game machine and can be used for playing the game will be referred to as the "number of game medals," and the storage unit that holds the electronic medals will be referred to as the "medal holding unit."

[0014] The first to third reels R1 to R3 shown in Figure 1 are each divided into 20 regions (each region referred to as a "frame") at regular intervals on their outer surface, and one of several types of patterns is arranged in each frame. The first to third reels R1 to R3 are pivotally supported by a stepping motor (reel driving means: not shown) and are rotationally driven around the axis of the stepping motor. By controlling the number of pulses and pulse width of the stepping motor's drive pulses, they are designed to be stopped in frame units (units of predetermined rotation angle and predetermined rotation amount). In other words, in the gaming machine of this embodiment, the stepping motor rotates the first to third reels R1 to R3 in response to drive pulses supplied from the control board, and when a drive pulse for full-phase excitation is supplied from the control board, the rotation of the stepping motor stops, and the first to third reels R1 to R3 stop as a result.

[0015] The upper front door UD and lower front door DD, which can be opened and closed to close the front of the storage box BX (an example of the front), are individually designed to be opened and closed. The upper front door UD is provided with a display window DW that allows observation of the rotation and stopped states of the first reel R1 to the third reel R3. When the first reel R1 to the third reel R3 are stopped, three symbols (upper, middle, and lower) that are arranged consecutively on the outer surface of each of the multiple types of symbols arranged at regular intervals on the outer surface of each of the first reel R1 to the third reel R3 can be observed from the front of the gaming machine through the display window DW.

[0016] In this embodiment of the gaming machine, each reel is provided with an upper, middle, and lower display position for observing the symbols through the display window DW, and the active lines are set by the combination of the display positions on each reel. In this embodiment of the gaming machine, when the number of electronic tokens required for one game, the so-called prescribed number of tokens, is inserted (bet), the active line L1, which consists of the middle position of the first reel R1, the upper position of the second reel R2, and the middle position of the third reel R3, is activated.

[0017] The game result is determined by the combination of symbols that stop and are displayed on the active lines in the display window DW. If the combination of symbols on the active lines corresponds to a predetermined winning combination, the winning combination is considered achieved and electronic tokens are dispensed.

[0018] Furthermore, the upper front door UD is equipped with an LCD display and a frame lamp AL for displaying game effects. The LCD display shows various videos (or images) to assist or enhance gameplay, and the frame lamp AL performs lighting and flashing actions to enhance gameplay.

[0019] Furthermore, in this embodiment of the gaming machine, multiple speakers SP are provided on the lower front door DD for providing game-related effects. These speakers SP output various sounds to assist or enhance the gaming experience.

[0020] Furthermore, a game token count display device 70 (an example of a display device) is provided on the lower front door DD. The game token count display device 70 displays the total number of electronic tokens held in the token holder, i.e., the number of game tokens (an example of the number of game tokens). However, the number of game tokens does not include the electronic tokens that have been bet. Therefore, the game token count display device 70 displays the number obtained by subtracting the number of electronic tokens that were bet from the number of electronic tokens that the player has acquired. The number of game tokens is displayed on a 5-digit or 6-digit 7-segment display or the like, positioned in a location visible to the player, and is shown in a numerical range of 0 to 16382.

[0021] Furthermore, the lower front door DD is equipped with various operating means. These operating means include a bet button (an example of an insertion operation means, a game operation means) B0 for inserting (betting) electronic medals held in the medal holder; a start lever SL (an example of a game start operation means, a game operation means) for initiating the game by rotating the first reel R1 to the third reel R3; stop buttons B1 to B3 (an example of a stop operation means, a game operation means) for initiating the operation to stop each of the first reel R1 to the third reel R3, which are rotated by a stepping motor; and a settlement button B4 (a predetermined operation means, a settlement operation means, a game operation means) for returning (settling) all inserted (betted) electronic medals to the medal holder.

[0022] Furthermore, the lower front door DD is provided with a counting button B8 (an example of a counting operation means, a game operation means) for performing an operation (counting operation) to transfer some or all of the electronic medals held in the medal holder to a dedicated unit 50 (an example of a specific unit) described later.

[0023] Furthermore, the lower front door DD is equipped with a game information display unit DS. The game information display unit DS consists of LEDs, lamps, a 7-segment display, etc., and displays various game information such as the number of electronic tokens dispensed or acquired in a single game (the difference between the number of electronic tokens dispensed and the number inserted), and the total number of electronic tokens dispensed or acquired during bonus games.

[0024] In the gaming machine of this embodiment, when the player presses the bet button B0 in a state where the game can be started, a predetermined number of electronic tokens are inserted (bet), and the machine is set to a ready state in which the rotation control of the first reel R1 to the third reel R3 can be started, and the operation of pressing the start lever is permitted (activated). When the player presses the start lever SL, the control board starts the rotation of the first reel R1 to the third reel R3 by driving the stepping motor, and an internal lottery is performed using random values, and if the rotation speed of the first reel R1 to the third reel R3 has increased to a predetermined speed, the operation of pressing the stop buttons B1 to B3 is permitted (activated).

[0025] Subsequently, when the player presses stop buttons B1 to B3 at any time, the stop switches (stop signal output means: for example, a photosensor, a continuity sensor, a pressure sensor, etc.) built into each of the stop buttons B1 to B3 are activated, changing the reel stop signal input to the control board from the off state to the on state.

[0026] Furthermore, when the player releases stop buttons B1 to B3 at any time, the stop switches corresponding to each of the stop buttons B1 to B3 turn off, changing the reel stop signal input to the control board from the ON state to the OFF state.

[0027] The control board then stops the first reel R1 to the third reel R3 at a stopping position corresponding to the result of an internal lottery, based on the change in the reel stop signal state from the off state to the on state, which changes in response to the timing of pressing and releasing the stop buttons B1 to B3.

[0028] When medals are to be dispensed according to the results of the game, the electronic medals are dispensed (stored) in the medal holder, and the display of the number of game medals on the game medal count display device 70 is updated.

[0029] Figure 2 is a block diagram showing the schematic electrical configuration of the gaming machine and dedicated unit 50 of this embodiment, and Figure 3 is a functional block diagram of the gaming machine of this embodiment.

[0030] The gaming machine in this embodiment is electrically connected to an external device, a dedicated unit 50, via a gaming ball dispensing device connection terminal board 40. The dedicated unit 50 is equipped with a dedicated unit control board 60 that transmits and receives electronic tokens to and from the gaming machine.

[0031] Furthermore, the gaming machine of this embodiment is controlled by a control board that includes a main board 10 (an example of a main control unit and a first control unit), a sub-board 20 (an example of a sub-control unit), and a medal count control board 30 (an example of a game value count control unit and a second control unit). The main board 10 receives input signals from input means such as a bet switch 220, a start switch 230, a stop switch 240, a settlement switch 250, a setting change switch 260, and a setting change permission switch 265, performs various calculations to execute the game, and controls the operation of output means such as a reel unit 310 based on the calculation results. The sub-board 20 receives signals sent from the main board 10, performs various calculations to execute effects according to the progress of the game, and controls the operation of output means such as a display device 330 and a sound device 340 based on the calculation results. The medal count control board 30 receives input signals from input means such as a counting button switch 255, performs various calculations to manage the number of game medals, and controls the operation of output means such as a game medal count display device 70 based on the calculation results. Furthermore, the functions of each board, such as the main board 10, sub-board 20, and medal count control board 30, are realized by hardware such as various processors (CPU, DSP, etc.), ASICs (gate arrays, etc.), ROM (an example of an information storage medium), or RAM, and software consisting of given programs pre-stored in ROM, etc.

[0032] The main board 10 is equipped with a main CPU 10a, a main ROM 10b, a main RAM 10c, etc., and the main CPU 10a executes various programs stored in the main ROM 10b, thereby functioning as a setting change means 103, an input reception means 105 (reception control means, input processing means, settlement processing means), a random number generation means 110, an internal lottery means 120, a reel control means 130, a prize determination means 140, a payout control means 150, a replay processing means 160, a game state control means 170, a performance state control means 180 (auxiliary game control means), a communication control means 190, etc.

[0033] The setting change means 103 performs a setting change process to change the setting value between multiple levels of setting values ​​with different degrees of advantage (for example, 6 levels). Information regarding the setting value is stored in a setting value storage area provided in the main RAM 10c. In this embodiment, depending on the state of the setting change permission switch 265 when the power is turned on, the machine can be switched between being started in game mode and being started in setting change mode. When the setting key is inserted into the setting change key cylinder and the setting key is turned clockwise from the initial position, the signal state of the setting change permission switch 265 becomes ON. When the power switch is activated in this state and power is supplied from the power supply unit, the setting change means 103 starts the game machine in setting change mode. In this embodiment, the user can select a setting from six levels: setting L (minimum setting), setting 1, setting 2, setting 3, setting 5, and setting 6 (maximum setting). The probability of the internal lottery changes so that the expected value of the payout rate (coin acquisition rate (number of payouts / number of coins inserted)) increases in the order of "setting L < setting 1 < setting 2 < setting 3 < setting 5 < setting 6".

[0034] Furthermore, in the setting change mode, when the setting change button is pressed, the setting change switch 260 is activated. The setting change means 103 receives an input signal from the setting change switch 260 and changes the setting value in the order of setting L → setting 1 → setting 2 → ... setting 6 → setting L → ... and confirms the setting value based on the game start signal from the start switch 230, which is activated when the start lever SL is pressed, and stores the confirmed setting value in the setting value storage area. In this embodiment, the signal state of the setting change permission switch 265 is changed to the off state by returning the setting key inserted into the setting change key cylinder to its initial position, thereby transitioning from the setting change mode to the game mode.

[0035] In this embodiment, when the power is turned on with the setting change key cylinder in its initial position, the gaming machine is started in game mode based on the fact that the signal state of the setting change permission switch 265 is off. In this embodiment, in game mode, the game can be played, but the setting values ​​cannot be changed, and in setting change mode, the setting values ​​can be changed, but the game cannot be played.

[0036] Furthermore, when the setting change means 103 confirms the setting value by pressing the start lever SL in the setting change mode, it performs an initialization process to initialize predetermined information related to the game (for example, game state, performance state, game section, etc.) stored in a predetermined memory area of ​​the main RAM 10c. In the initialization process accompanying the change (confirmation) of the setting value, for example, the game state is initialized to the normal state, the performance state is initialized to the initial performance state, and the game section is initialized to the normal section.

[0037] The coin insertion receiving means 105 accepts the insertion of electronic tokens for each game and, based on the insertion of a predetermined number of electronic tokens (for example, 3 tokens), performs control to activate the game start operation on the start lever SL (game start operation means). In this embodiment of the game machine, the first press of the start lever SL, which has been activated based on the insertion of the predetermined number of electronic tokens, is accepted as the game start operation, triggering the rotation of the first reel R1 to the third reel R3, and also triggering the execution of an internal lottery.

[0038] Furthermore, when the bet button B0 is operated while the input receiving means 105 is in a state of accepting the input of electronic medals, the bet switch 220 is activated, and an input process (betting process) is performed to set the electronic medals held in the medal holder to the input state (betting state), up to a predetermined number of inputs.

[0039] Furthermore, when the input receiving means 105 is in a state where it is accepting the insertion of electronic medals, and the settlement button B4 is operated, the settlement switch 250 is activated, and a settlement process is performed in which all electronic medals set to the inserted state are returned to the medal holding unit.

[0040] The random number generation means 110 is a means for generating random numbers for drawing lots. Random numbers can be generated, for example, based on the count value of an increment counter (a counter that counts numbers so as to cycle within a predetermined count range). In this embodiment, "random numbers" include 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.

[0041] The internal lottery means 120 performs an internal lottery to determine whether multiple types of roles, such as replays, minor roles, and bonuses, are achieved based on a start signal from the start switch 230, which is activated by the start lever SL being pressed (the first press operation on the activated start lever SL). If the internal lottery is successful, the lottery flag corresponding to the winning role is set from a non-winning state (first flag state, off state) to a winning state (second flag state, on state).

[0042] In the internal lottery, the random number obtained for the internal lottery is compared with the internal lottery table stored in the main ROM 10b, and the success or failure of a winning combination is determined according to the comparison result. In this embodiment of the gaming machine, three types of internal lottery tables (internal lottery table 1 to internal lottery table 3) are provided as shown in Figure 4. In each internal lottery table, various combinations such as replays, minor wins, and bonuses, as well as misses (failures), are associated with each of the multiple random number values ​​(for example, 65,536 random number values ​​from 0 to 65,535). In this embodiment, three types of internal lottery tables are provided for each of the six setting values, and the probability of obtaining some winning combinations in the internal lottery differs depending on the setting value, and the correspondence between combinations and random number values ​​is set so that the expected value of the payout rate increases as the setting value increases. Thus, in this embodiment, the internal lottery is performed in a lottery mode according to the setting value.

[0043] Furthermore, in the gaming machine of this embodiment, there are 95 types of small wins, and the winning patterns for the small wins are as shown in Figures 5 to 7: left-center batting order bell group (an example of multiple types of first winning patterns: left-center batting order bell A1 to left-center batting order bell A4, left-center batting order bell B1 to left-center batting order bell B4), left-right batting order bell group (an example of multiple types of first winning patterns: left-right batting order bell A1 to left-right batting order bell A4, left-right batting order bell B1 to left-right batting order bell B4), and center-left batting order bell group (an example of multiple types of second winning patterns: center-left batting order bell 1 to center-left batting order bell 4). The following symbols are set: center-right batting order bell group (an example of multiple types of second winning patterns: center-right batting order bell 1 to center-right batting order bell 4), right-left batting order bell group (an example of multiple types of second winning patterns: right-left batting order bell 1 to right-left batting order bell 6), right-center batting order bell group (an example of multiple types of second winning patterns: right-center batting order bell 1 to right-center batting order bell 6), common 1-coin A1 to common 1-coin A4, common 1-coin B1 to common 1-coin B4, special role group (special role A1 to special role A9, special role B1 to special role B3), cherry A, cherry B, watermelon, and JAC1 to JAC3. In the following explanation, the 36 types of winning patterns, including the left-center batting order bell group, left-right batting order bell group, center-left batting order bell group, center-right batting order bell group, right-left batting order bell group, and right-center batting order bell group, may be collectively referred to as "batting order bells," and the 12 types of winning patterns of the special roles may be collectively referred to as "special roles."

[0044] Furthermore, in the gaming machine of this embodiment, Replay 1 and Replay 2 are provided as replays, and Normal Replay 1 and Normal Replay 2 are set as replay winning patterns. In Normal Replay 1, Replay 1 is won alone, and in Normal Replay 2, the lottery pattern is set so that both Replay 1 and Replay 2 are won simultaneously.

[0045] Furthermore, in the gaming machine of this embodiment, the probability and manner of winning minor roles are the same in internal lottery table 1 and internal lottery table 2, the probability of winning a replay is higher in internal lottery table 2 than in internal lottery table 1, replays are not included in the lottery in internal lottery table 3, and the manner of winning minor roles in internal lottery table 3 is different from that of internal lottery table 1 and internal lottery table 2, and the probability of winning minor roles is higher in internal lottery table 3 than in internal lottery table 1 and internal lottery table 2.

[0046] Furthermore, in the gaming machine of this embodiment, a Big Bonus (BB) is provided as a bonus, and the Big Bonus (BB) is subject to drawing in the internal drawing table 1. In the internal drawing table 1, the drawing method is set so that the Big Bonus (BB) can be won in combination with common 1-coin B1 to common 1-coin B4, special roles A1 to special roles A9, special roles B1 to special roles B3, cherry A, cherry B, and watermelon, or it can be won alone.

[0047] Furthermore, in the gaming machine of this embodiment, the game state can be set to a normal state, a BB (Big Bonus) established state, and a BB state, and the internal lottery means 120 selects one of internal lottery tables 1 to 3 as the internal lottery table to be used for internal lottery depending on the game state.

[0048] Furthermore, in the gaming machine of this embodiment, there are two types of lottery flags: one that allows the winning state to be carried over to subsequent games until a win is achieved (carry-over flag), and another that resets to a non-winning state regardless of whether a win is achieved, without carrying over the winning state to subsequent games (carry-over non-flag). The former carry-over flag is associated with the Big Bonus (BB), while the latter carry-over non-flag is associated with the Small Win and Replay. In the internal lottery process, for example, if a Big Bonus (BB) is won in the internal lottery, the winning state of the Big Bonus (BB) lottery flag is carried over until a Big Bonus (BB) is achieved. At this time, the internal lottery means 120 also performs an internal lottery to determine the win or loss of Small Wins and Replays, even in games where the winning state of the Big Bonus (BB) lottery flag has been carried over. In other words, in the internal lottery process, when a game is played in which the winning state of the bonus lottery flag associated with the carryover flag is carried over, if a small win or replay is won, the lottery flags corresponding to two or more types of wins, consisting of the bonus lottery flag that has already been won and the small win or replay lottery flag that was won in the internal lottery, are set to a winning state.

[0049] The reel control means 130, based on a start signal from the start switch 230 which is activated by the start lever SL when the game is started, starts the rotational drive of the first reel R1 to the third reel R3 with a stepping motor, and controls the operation to enable the stop operation by pressing the stop buttons B1 to B3 (stop operation means) corresponding to the reels that are rotating steadily at a predetermined speed (approximately 80 rpm: a rotational speed of approximately 80 rotations per minute), and also controls the first reel R1 to the third reel R3, which are being rotated by the stepping motor, to stop in a manner according to the setting state of the lottery flag (result of the internal lottery).

[0050] The reel control means 130, when the stop operation for stop buttons B1 to B3 is enabled and the player presses stop buttons B1 to B3, thereby activating the stop switch 240, disables the operation for the operated stop button and, based on the reel stop signal from the stop switch 240, supplies a drive pulse of full-phase excitation to the stepping motor of the reel unit 310, thereby controlling the stopping of each reel from the first reel R1 to the third reel R3.

[0051] In other words, each time one of the stop buttons B1 to B3 is pressed, the reel control means 130 determines the stopping position of the reel corresponding to the pressed button among the first reel R1 to the third reel R3, and controls the reel to stop at the determined stopping position. In this embodiment of the gaming machine, pressing stop button B1 corresponds to the operation to stop the first reel R1, pressing stop button B2 corresponds to the operation to stop the second reel R2, and pressing stop button B3 corresponds to the operation to stop the third reel R3. In other words, in this embodiment of the gaming machine, if the pressing order of stop buttons B1 to B3 (the order of operations for stopping) changes, the stopping order of the first reel R1 to the third reel R3 changes. In this embodiment, among the first reels R1 to the third reels R3, the stop operation corresponding to the first reel to stop is referred to as the first stop operation, the stop operation corresponding to the second reel to stop is referred to as the second stop operation, and the stop operation corresponding to the last reel to stop is referred to as the third stop operation. The stop of the reel corresponding to the first stop operation may be referred to as the first stop, the stop of the reel corresponding to the second stop operation as the second stop, and the stop of the reel corresponding to the third stop operation as the third stop. In this embodiment, the order of operations for stopping the first reel R1 (an example of a specific reel) first may be referred to as the recommended batting order (an example of a specific operation order), and the order of operations for stopping the second reel R2 (an example of a reel different from the specific reel) or the third reel R3 (an example of a reel different from the specific reel) first may be referred to as the irregular batting order (an example of a non-specific operation order).

[0052] Furthermore, in the gaming machine of this embodiment, for the first reel R1 to the third reel R3, the rotating reel corresponding to the pressed stop button stops within 190ms from the time the stop buttons B1 to B3 are pressed. When stopping the rotating reels within 190ms from the time the stop button is pressed, the stopping position of each rotating reel is determined within a range of 0 to 4 frames (a predetermined pull-in range) from the time the stop button is pressed until the reel stops. The reel control means 130 controls the rotating reel corresponding to the pressed stop button so that, on the outer surface of the rotating reel corresponding to the pressed stop button, if the symbol corresponding to the winning combination in the internal lottery is located within a range of 0 to 4 frames relative to the display position on the active line at the time the stop button is pressed, the symbol corresponding to the winning combination for which the lottery flag is set to a winning state is displayed at the display position on the active line. In this embodiment, the stopping position is determined so that the patterns located within a predetermined pull-in range are displayed on the active line L1.

[0053] In this embodiment, as shown in Figure 8, the red 7 symbol "Red 7", blue 7 symbol "Blue 7", BAR symbol "BAR", replay symbol 1 "RP1", replay symbol 2 "RP2", bell symbol "BL", watermelon symbol "WM", cherry symbol "CH", dummy symbol 1 "DUM1", and dummy symbol 2 "DUM2" are arranged on the outer circumferential surfaces of the first reels R1 to the third reels R3 that constitute the reel unit 310. When drawing symbols that are within 4 frames from the press detection position onto the active line, symbols arranged at intervals of 4 frames or less on the outer circumferential surface of each reel can be displayed on the active line regardless of the press detection position, which is the position of the reel at the time the stop switch 240 is activated (when the press of the stop button is detected). In this embodiment, the press detection position is based on the display position of the upper row of each reel.

[0054] Furthermore, in this embodiment of the gaming machine, the reel unit 310 is equipped with a reel index consisting of a photosensor, and the reel control means 130 can monitor the current rotation state of the reel by determining the rotation angle (number of rotation steps of the rotation axis of the stepping motor) from the reference position of the reel (the frame detected by the reel index 315) based on the reference position signal detected by the reel index each time the reel rotates once. In other words, the reel control means 130 can obtain the position of the reel when the stop switch 240 is activated by determining the rotation angle of the reel from the reference position. In this embodiment, the pressed detection position (operation detection position) is obtained based on the upper display position of the reel to be stopped at the time the stop operation is performed.

[0055] Furthermore, the reel control means 130 performs a process (table reference process) to determine the stopping position of the rotating reel by referring to the stop control table stored in the main ROM 10b.

[0056] In the stop control table, a correspondence is set between the pressed position, which is the position of the reels at the time the stop switch 240 is activated (when the stop button is detected to be pressed), and the number of sliding frames, which indicates the amount of rotation from the pressed position to the actual stop position, depending on the setting of the lottery flag. In addition, the stop control table may also set a correspondence between the pressed position and the actual stop position depending on the setting of the lottery flag.

[0057] Furthermore, in the gaming machine of this embodiment, priority is set for small wins, replays, and bonuses in the order of "replay > bonus" and "small win > bonus," and the stop control table is set so that a stop position including the symbols that constitute the winning pattern of the highest priority win is selected according to the priority assigned to each win.

[0058] Furthermore, in the gaming machine of this embodiment, in the stop control table that is referenced when multiple types of small wins are set to a winning state in the internal lottery, there are cases in which the stop position is set according to the number of symbol combinations that can be displayed on the active line to indicate a winning form (number priority control: an example of first control), and cases in which the stop position is set according to the number of medals paid out based on predetermined payouts for small wins (payout priority control: an example of second control). When the stop position is set according to the number of symbol combinations that can be displayed on the active line to indicate a winning form, the stop position relative to the press detection position is set so that the stop position that allows for a larger number of symbol combinations that can be displayed on the active line to indicate a winning form is given priority. When the stop position is set according to the number of medals paid out, the stop position relative to the press detection position is set so that the stop position that allows for a larger number of medals paid out based on the payout of the small win corresponding to the symbol displayed at the display position on the active line (a stop position that allows for the winning of a small win with a high payout) is given priority. However, when the stopping position is set according to the number of medals dispensed, if there are multiple stopping positions with the same number of medals dispensed, the priority of each stopping position is treated as the same and the stopping position is set relative to the press detection position. Similarly, when the stopping position is set according to the number of symbol combinations indicating winning patterns that can be displayed on the active line, if there are multiple stopping positions with the same number of symbol combinations indicating winning patterns that can be displayed on the active line, the priority of each stopping position is treated as the same and the stopping position is set relative to the press detection position.

[0059] Furthermore, in the gaming machine of this embodiment, the stop control table is set so that as many winning combinations as possible can be awarded when the lottery flag is set to a winning state, and the stop control table is set so that winning combinations when the lottery flag is set to a non-winning state cannot be awarded.

[0060] In this embodiment, a unique stop control number is provided according to the result of an internal lottery, and the reel control means 130 calls up a stop control table based on the stop control number to determine the stopping position of the rotating reel.

[0061] In this embodiment, a symbol number is pre-assigned to each position (frame) where the symbols are arranged (placed) on each reel, and as shown in Figure 8, the symbol numbers are assigned in the range of 0 to 19. The stop control table is set with table data (table data for 20 frames) that defines the number of sliding frames for each of the press detection positions from 0 to 19.

[0062] Furthermore, in this embodiment, for the sake of explanation, minor roles may be classified and referred to collectively by their payout, such as, for example, minor roles with a payout of 1 coin (minor roles 1 to 71) being called 1-coin minor roles, minor roles with a payout of 3 coins (minor roles 72 to 73) being called 3-coin minor roles, minor roles with a payout of 8 coins (minor roles 74 to 75) being called 8-coin minor roles, and minor roles with a payout of 15 coins (minor roles 76 to 95) being called 15-coin minor roles.

[0063] In the stop control table, which is referenced when any batting order bell is selected in the internal lottery, a correct batting order (an example of the correct operation) is set for each batting order bell, as shown in Figures 9 to 11. Any operation order different from the correct batting order is treated as an incorrect batting order (an example of an incorrect operation). In particular, in this embodiment, the correct batting order is set for batting order 1 in the left-center batting order bell group, for batting order 2 in the left-right batting order bell group, for batting order 3 in the center-left batting order bell group, for batting order 4 in the center-right batting order bell group, for batting order 5 in the right-left batting order bell group, and for batting order 6 in the right-center batting order bell group.

[0064] First, in the stop control table, which is referenced when either the left-center batting order bell group or the left-right batting order bell group is selected, as shown in Figure 9, the number of sliding frames relative to the press detection position is set so that when stop buttons B1 to B3 are pressed in the correct batting order, an 8-coin small win (an example of a correct small win) is awarded. When stop buttons B1 to B3 are pressed in the incorrect batting order, an incorrect batting order that stops the first reel R1 first (batting order 1 or batting order 2) awards a 1-coin small win (an example of an incorrect small win). In incorrect batting orders that stop the second reel R2 or the third reel R3 first (batting order 3 to batting order 6), the number of sliding frames relative to the press detection position is set so that there are cases where a 1-coin small win is awarded and cases where no win is awarded (missed).

[0065] In Figures 9 to 11, "1-coin small win (1 / 4)" means that in a situation where only a 1-coin small win is possible, there is a 1 / 4 probability of winning a 1-coin small win and a 3 / 4 probability of missing out on any win. In Figures 10 and 11, "1-coin small win (1 / 2)" means that in a situation where only a 1-coin small win is possible, there is a 1 / 2 probability of winning a 1-coin small win and a 1 / 2 probability of missing out on any win.

[0066] Furthermore, in the stop control table, which is referenced when any of the batting order bells belonging to the middle-left batting order bell group, middle-right batting order bell group, right-left batting order bell group, or right-middle batting order bell group are selected in the internal lottery, as shown in Figures 10 and 11, the number of sliding frames relative to the press detection position is set so that when stop buttons B1 to B3 are pressed in the correct batting order, a 15-coin small win (an example of a correct small win) is awarded, and when stop buttons B1 to B3 are pressed in the incorrect batting order, the number of sliding frames relative to the press detection position is set so that there are cases where a 1-coin small win (an example of an incorrect small win) is awarded, and cases where no win is awarded (missed).

[0067] Furthermore, in this embodiment, when a bell is won in each batting order, if the stop operation is performed in the correct batting order, the symbols that constitute the winning combination of 8-coin or 15-coin small wins are preferentially displayed on the active line by payout priority control, and if the stop operation is performed in the incorrect batting order, the symbols that constitute the winning combination of 1-coin small wins are preferentially displayed on the active line by quantity priority control, with the number of sliding frames relative to the press detection position set in each stop control table.

[0068] Furthermore, in this embodiment, the correct spinning sequence and the first reel to stop are the same, and there is a case where the second stop operation results in an incorrect spinning sequence. For spinning sequence bells belonging to the left-center spinning sequence bell group, in the incorrect spinning sequence (spinning sequence 2) where the first reel R1 is stopped first and the second stop operation results in an incorrect spinning sequence, the number of sliding frames relative to the press detection position is set so that a 1-coin small win is guaranteed. For spinning sequence bells belonging to the left-right spinning sequence bell group, in the incorrect spinning sequence (spinning sequence 1) where the first reel R1 is stopped first and the second stop operation results in an incorrect spinning sequence, the number of sliding frames relative to the press detection position is set so that a 1-coin small win is guaranteed. Furthermore, with regard to batting order bells belonging to the middle-left batting order bell group, middle-right batting order bell group, right-left batting order bell group, or right-middle batting order bell group, the number of sliding frames relative to the press detection position is set so that in incorrect batting orders (batting order 1 to batting order 2) where the first reel R1 is stopped first, there are cases where a single small win is awarded and cases where no wins are awarded (missed win).

[0069] Furthermore, in the stop control table, which is referenced when any of the common 1-coin A1 to common 1-coin A4 and common 1-coin B1 to common 1-coin B4 are selected in the internal lottery, as shown in Figure 11, the number of sliding frames relative to the press detection position is set so that when stop buttons B1 to B3 are pressed in the order in which the first reel R1 is stopped first (order 1 to order 2), a 1-coin small win is awarded. When stop buttons B1 to B3 are pressed in the order in which the second reel R2 or the third reel R3 is stopped first (order 3 to order 6), the number of sliding frames relative to the press detection position is set so that there are cases where a 1-coin small win is awarded and cases where no win is awarded (missed win).

[0070] Furthermore, in the stop control table, which is referenced when any of the special roles belonging to the special role group is won in the internal lottery, a specific batting order is set for each special role, as shown in Figure 12, and any operation order different from the specific batting order is treated as a non-specific batting order. In the stop control table, which is referenced when any of the special roles A1 to A9 are won in the internal lottery, the number of sliding frames relative to the press detection position is set so that when stop buttons B1 to B3 are pressed in the specific batting order, a 15-coin small role of small role 86, small role 88, small role 89, or small role 91 is awarded. When stop buttons B1 to B3 are pressed in a non-specific batting order, the number of sliding frames relative to the press detection position is set so that a 15-coin small role different from small role 86, small role 88, and small role 89 is awarded.

[0071] Furthermore, in the stop control table, which is referenced when any of the special roles B1 to B3 are won in the internal lottery, the number of sliding frames relative to the press detection position is set so that when stop buttons B1 to B3 are pressed in a specific order, the 15-coin prize of small role 90 is awarded. When stop buttons B1 to B3 are pressed in a non-specific order, the number of sliding frames relative to the press detection position is set so that a 15-coin prize different from small role 90 is awarded.

[0072] Furthermore, in the stop control table referenced when Cherry A is selected in the internal lottery, the number of sliding frames relative to the press detection position is set so that a single-coin win is awarded. In the stop control table referenced when Cherry B is selected in the internal lottery, the number of sliding frames relative to the press detection position is set so that there are cases where a three-coin win is awarded (1 / 2 chance of winning) and cases where neither win is awarded (1 / 2 chance of missing). In the stop control table referenced when Watermelon is selected in the internal lottery, the number of sliding frames relative to the press detection position is set so that a three-coin win is awarded.

[0073] Furthermore, in the stop control table referenced when JAC1 is won in the internal lottery, the number of sliding frames relative to the press detection position is set so that a 15-coin payout is awarded. In the stop control table referenced when JAC2 is won in the internal lottery, the number of sliding frames relative to the press detection position is set so that an 8-coin payout is awarded. In the stop control table referenced when JAC3 is won in the internal lottery, the number of sliding frames relative to the press detection position is set so that a 1-coin payout is awarded.

[0074] Furthermore, in the stop control table, which is referenced when either Normal Replay 1 or Normal Replay 2 is selected in the internal lottery, the number of sliding frames relative to the button press detection position is set so that either replay will be awarded.

[0075] Furthermore, regarding the Big Bonus (BB), it can only be awarded if the Big Bonus (BB) is won alone in the normal state. When a BB is established, there are no misses, and a minor role or replay with a higher priority than the Big Bonus (BB) is always won in conjunction with it. Therefore, the number of sliding frames relative to the button press detection position is set in the stop control table to prevent the Big Bonus (BB) from being awarded.

[0076] Furthermore, in this embodiment, when any of the special roles A1 to A9 are won and a minor role 86, minor role 88, minor role 89, or minor role 91 is awarded, as shown in Figures 13(A) to 13(H), there are cases where a combination of red 7s consisting of the red 7 symbol (specific symbol combination) or a combination of blue 7s consisting of the blue 7 symbol (specific symbol combination) is displayed on an invalid line (a line not used for award determination). As shown in Figures 13(A) and 13(B), when a minor role 86 is awarded, a combination of red 7s or a combination of blue 7s may be displayed on the middle invalid line consisting of the middle of each reel. Furthermore, when the small win 88 is achieved, as shown in Figures 13(C) and 13(D), a combination of red 7s or blue 7s may be displayed on the downward-sloping invalid line consisting of the upper part of the first reel R1, the middle part of the second reel R2, and the lower part of the third reel R3. Furthermore, when the small win 89 is achieved, as shown in Figures 13(E) and 13(F), a combination of red 7s or blue 7s may be displayed on the downward-sloping invalid line consisting of the lower part of each reel. Furthermore, when the small win 91 is achieved, as shown in Figures 13(G) and 13(H), a combination of red 7s or blue 7s may be displayed on the upward-sloping invalid line consisting of the lower part of the first reel R1, the middle part of the second reel R2, and the upper part of the third reel R3. Therefore, when any of the special roles A1 to A9 are won, if the stopping operation is performed in a specific order, a combination of red 7s or blue 7s will be displayed depending on the timing of the stopping operation.

[0077] Furthermore, when a small win of 90 occurs when any of the special wins B1 to B3 are achieved, as shown in Figure 13(I), a combination of BAR symbols (specific symbol combinations) consisting of BAR symbols may be displayed on the invalid line. When a small win of 90 occurs, a combination of BAR symbols may be displayed on the upper right invalid line. Therefore, when any of the special wins B1 to B3 are achieved, if the stop operation is performed in a specific order, a combination of BAR symbols will be displayed depending on the timing of the stop operation.

[0078] The prize determination means 140 performs prize determination processing to determine whether a winning combination has been achieved based on the stopping patterns of the first reel R1 to the third reel R3. Specifically, while referring to the prize determination table stored in the main ROM 10b, it determines whether the combination of symbols displayed on the active line when all of the first reel R1 to the third reel R3 have stopped is a predetermined winning combination. The prize determination table is prepared so that, as shown in Figures 14 to 22, it can determine whether a Big Bonus (BB), Replay 1 to Replay 2, and Small Win 1 to Small Win 95 have been achieved based on the combination of symbols displayed on the active line when each reel has stopped. The prize determination means 140 is not limited to performing prize determination processing based on the stopping pattern of each reel (information on the actual stopping position of each reel). For example, it may perform prize determination processing based on the stopping position of each reel determined by the reel control means 130 (the expected stopping position of each reel during the stopping operation), or it may perform prize determination processing based on the actual stopping position of a reel that has already stopped and the expected stopping position (planned stopping position) of the reel for the third stopping operation. In this example, prize determination processing can be performed before all reels have stopped (when the stopping position of the reel corresponding to the third stopping operation has been determined). Then, when a combination of symbols indicating a predetermined prize winning pattern for each winning combination is displayed on the active line, a win is achieved.

[0079] In this embodiment of the gaming machine, if a winning combination is achieved based on the result of the winning determination means 140, a winning process is executed. For example, if a minor winning combination is achieved, the payout control means 150 performs the payout of electronic tokens; if a replay is achieved, the replay processing means 160 performs the replay processing; and if a bonus is achieved, the game state control means 170 performs a game state transition process to change the game state.

[0080] The payout control means 150 determines the number of electronic tokens to be paid out based on the predetermined payout for each winning combination when a minor win occurs, and dispenses the determined number of electronic tokens to the token holder.

[0081] The replay processing means 160 performs a replay process (re-play process) when a replay is awarded, which sets the next game to the same preparation state as the previous game without requiring the player to insert any electronic tokens they possess. In other words, in the gaming machine of this embodiment, when a replay is awarded, an automatic insertion process is performed in which the same number of electronic tokens as in the previous game are automatically inserted without using any electronic tokens the player possesses, and the machine waits for the next game start operation by pressing the start lever SL with the same active lines as in the previous game set.

[0082] As shown in Figure 23, the game state control means 170 performs a game state transition process to transition the game state between the normal state, the BB (Big Bonus) established state, and the BB state. In this embodiment, information indicating the current game state is stored in the game state storage area of ​​the main RAM 10c. The conditions for transitioning game states may be one condition or multiple conditions. If multiple conditions are defined, the game state can be transitioned to another game state based on the fulfillment of one of the multiple predetermined conditions, or on the fulfillment of all of the multiple predetermined conditions.

[0083] The normal state is the initial state among several types of game states, and it is possible to transition from the normal state to the BB established state or the BB state. Specifically, if a Big Bonus (BB) is won in the normal state but the Big Bonus (BB) is not awarded, the game transitions to the BB established state, and if a Big Bonus (BB) is won in the normal state and the Big Bonus (BB) is awarded, the game transitions to the BB state. In the normal state, the internal lottery is conducted by referring to internal lottery table 1, one of the internal lottery tables 1 to 3 shown in Figure 4, in which the probability of winning a replay is set to approximately 1 / 7.3 or higher and the Big Bonus (BB) is set as the target of the lottery.

[0084] The BB (Big Bonus) state is a game state that is entered when, in the normal state, a Big Bonus (BB) is selected in the internal lottery but is not awarded. In this state, an internal lottery is conducted referring to Internal Lottery Table 2, one of the Internal Lottery Tables 1 to 3 shown in Figure 4, where the probability of winning a replay is higher than that of Internal Lottery Table 1, so no misses (failures) occur, and the Big Bonus (BB) is excluded from the lottery.

[0085] Furthermore, in the Big Bonus (BB) established state, the lottery flag corresponding to the Big Bonus (BB) is maintained in a winning state until a Big Bonus (BB) is awarded. When a combination of symbols indicating the winning form of the Big Bonus (BB) is displayed on an active line, the game state control means 170 transitions the game state from the BB established state to the BB state.

[0086] The BB state is a game state that is entered when a combination of symbols indicating a Big Bonus (BB) win is displayed on an active payline. Of the internal lottery tables 1 to 3 shown in Figure 4, internal lottery is performed by referring to internal lottery table 3, which has a different method of drawing small wins than internal lottery table 1 and internal lottery table 2.

[0087] Furthermore, in the BB state, the game state control means 170 determines whether the termination condition has been met based on the total number of electronic tokens dispensed during gameplay in the BB state. If it is determined that more than a predetermined number of electronic tokens (for example, 18 tokens) have been dispensed, the game state control means 170 terminates the BB state and returns the game state to the normal state. In this embodiment, the count information regarding the number of tokens dispensed in the BB state is stored in the game state storage area.

[0088] Furthermore, in the gaming machine of this embodiment, in the normal state (an example when the bonus is not active) and the BB established state (an example when the bonus is not active), an internal lottery is performed so that there are multiple types of first winning patterns (left-center batting order bell group, left-right batting order bell group, center-left batting order bell group, center-right batting order bell group, right-left batting order bell group, and right-center batting order bell group) in which multiple types of 8-coin small wins (an example of correct small wins: small wins 74 to small wins 75) and 15-coin small wins (an example of correct small wins: small wins 76 to small wins 83) are won without overlapping with each other, and in the BB state (an example when the bonus is active), In addition, there is a second winning pattern (JAC1) in which multiple types of 8-coin small wins (small wins 74 to 75) and 15-coin small wins (small wins 76 to 83) are won simultaneously. The internal lottery is conducted such that the probability of the second winning pattern occurring in BB state is lower than the probability of any of the multiple types of first winning patterns occurring in normal state and BB state, and the probability of winning each small win is higher than the probability of winning in normal state and BB state, and the overall probability of winning small wins is higher than in normal state and BB state. In other words, in the BB state of this embodiment, the probability of winning at least one type of small win is higher than in the normal state or the BB state, and the probability of winning small wins as a whole is also higher than in the normal state or the BB state. However, the probability of obtaining a second winning pattern (JAC1) that includes small wins 74 to 83, which have a higher payout than the prescribed number of coins inserted (3), is lower than the probability of obtaining any of the first winning patterns that include any of small wins 74 to 83 in the normal state or the BB state. Therefore, the expected value of the acquisition rate of electronic medals (number of payouts / number of coins inserted) in the BB state can be set to less than 100%.

[0089] As shown in Figure 24, the performance state control means 180 performs a performance state transition process to transition between the initial performance state, the normal performance state, the first AT state, and the second AT state. In this embodiment, information indicating the current performance state is stored in the performance state storage area of ​​the main RAM 10c. One condition may be defined for transitioning between performance states, or multiple conditions may be defined. If multiple conditions are defined, the performance state can be transitioned to another performance state based on the fulfillment of one of the multiple predetermined conditions, or on the fulfillment of all of the multiple predetermined conditions.

[0090] In this embodiment, when the player is in the first AT state or the second AT state, the performance control means 210 performs an assist performance to help the player win a prize, making it possible to play an assist time game (an example of an assist game, advantageous game, or bonus game) in which it is easier to acquire electronic medals than in a normal game when the player is in the initial performance state or the normal performance state. In this embodiment, the function to execute the assist time game in the advantageous section is an instruction function, and the processing that affects the execution of the assist time game is the processing related to the instruction function.

[0091] Furthermore, as shown in Figure 25, the performance state control means 180 allows setting a normal section (non-advantageous section) and an advantage section. In the normal section, the performance state is fixed to the initial performance state, and a lottery for transitioning to the advantage section is held. If the lottery for transitioning to the advantage section is won, the advantage section is started, and the performance state can be set to the AT state (first AT state and second AT state) on the condition that it is in the advantage section.

[0092] The performance state control means 180 then performs a lottery for transitioning to the advantageous section when the normal section is in the normal state or the BB established state. In the normal state and the BB established state, the lottery for transitioning to the advantageous section is performed when a winning pattern other than normal replay 2 is selected in the internal lottery.

[0093] If you win the advantageous period transition lottery, the advantageous period transition process will be performed based on your win, the advantageous period will start from the next game after the game in which you won the advantageous period transition lottery, and the presentation state will be set to the normal presentation state.

[0094] Furthermore, the performance state control means 180 performs an AT lottery (an example of processing related to the instruction function) each time a game is played when the performance state is in the normal performance state during the advantageous section. In this embodiment, the winning types are set as first AT win and second AT win. In the AT lottery, the probability of obtaining a first AT win or a second AT win differs depending on the result of the internal lottery, and the probability of obtaining a first AT win or a second AT win is set to increase in the order of "Cherry A < Watermelon < Cherry B < Special Role Group". In addition, when you win a normal replay 1, normal replay 2, left-center batting order bell group, left-right batting order bell group, center-left batting order bell group, center-right batting order bell group, right-center batting order bell group, common 1-coin A1 to common 1-coin A4, common 1-coin B1 to common 1-coin B4, JAC1 to JAC3, or a miss, the AT lottery is conducted with a lower probability of winning than when you win a cherry A. Also, when you win a special role A1 to special role A9, you are guaranteed to win the first AT, and when you win a special role B1 to special role B3, you are guaranteed to win the second AT.

[0095] Furthermore, the performance state control means 180 is capable of setting penalty state and non-penalty state as penalty management states for managing whether or not a penalty unfavorable to the player occurs. When the penalty occurrence condition is met, it controls to the penalty state, and when the penalty occurrence condition is not met, it controls to the non-penalty state. In this embodiment, when a stop operation is performed in an irregular batting order during a game that is in an advantageous section and in a normal performance state, it is determined that the penalty occurrence condition has been met, and the game controls to the penalty state at the end of the game. That is, the next game after a game in which a stop operation was performed in an irregular batting order will be in the penalty state. In the penalty state, as a penalty, the AT lottery is performed at an extremely low probability (for example, 1 / 65536) than in the non-penalty state. When a stop operation is performed in the recommended batting order in the penalty state, it is determined that the penalty release condition has been met, and the game controls to the non-penalty state at the end of the game. On the other hand, when a stop operation is performed in an irregular batting order in the penalty state, the penalty state continues.

[0096] Furthermore, if the performance state control means 180 finds that the penalty conditions have been met, it performs a penalty process with respect to that game that invalidates the result of the AT lottery.

[0097] The performance state control means 180 then controls the performance state to transition to the first AT state based on the fact that the first AT has been won in the AT lottery during the normal performance state, and to transition the performance state to the second AT state based on the fact that the second AT has been won in the AT lottery.

[0098] In this embodiment, the duration of play in the first AT state or the second AT state is managed by the difference in the number of electronic tokens (the difference between the number of tokens inserted and the number of tokens dispensed). When transitioning to the first AT state, the termination condition for the first AT state, which is the difference in tokens at the end of the first AT state (for example, 341 tokens), is set. When transitioning to the second AT state, the termination condition for the second AT state, which is the difference in tokens at the end of the second AT state (for example, 122 tokens), is set.

[0099] In this embodiment, the assist time game is played based on whether the performance state is the first AT state or the second AT state. In the first AT state or the second AT state, the difference in the number of electronic medals is accumulated and counted by the AT counter in the main RAM 10c. When the difference in the number of electronic medals in the first AT state reaches the final difference (for example, 341 medals), the performance state control means 180 determines that the termination condition for the first AT state has been met, terminates the first AT state, and transitions to the normal performance state. When the difference in the number of electronic medals in the second AT state reaches the final difference (for example, 122 medals), the performance state control means 180 determines that the termination condition for the second AT state has been met, terminates the second AT state, and transitions to the normal performance state. Thus, in this embodiment, more electronic medals can be acquired in the first AT state than in the second AT state, so the first AT state has higher electronic medal acquisition performance than the second AT state.

[0100] In this embodiment, when the performance state is the normal performance state, the game state may be the normal state, the BB established state, or the BB state, and depending on the change in the game state, the performance state will not change and the normal performance state will continue. Similarly, when the performance state is the 1st AT state or the 2nd AT state, the game state may be the normal state, the BB established state, or the BB state, and depending on the change in the game state, the performance state will not change and the 1st AT state or the 2nd AT state will continue.

[0101] In this embodiment, the performance state control means 180 sets the value of the first clear counter of the main RAM 10c to a predetermined value "1" during the advantageous section transition process. In the advantageous section, an increment update is performed by adding a fixed value (for example, 1) corresponding to one game to the value of the first clear counter each time a game is played. When the value of the first clear counter exceeds a threshold (for example, 4000) (when the value of the first clear counter reaches "4001"), it is determined that the conditions for ending the advantageous section have been met. In this embodiment, the update of the first clear counter is performed after all the spinning reels in each game have stopped. However, the update of the first clear counter may be performed at any trigger, as long as it is predetermined for each game. For example, the game start operation on the start lever SL may be used as the trigger for the update.

[0102] Furthermore, the performance state control means 180 sets the value of the second clear counter of the main RAM 10c to its initial value "0" during the advantageous section transition process. In the advantageous section, it updates the value of the second clear counter based on the difference in the number of electronic tokens in each game. It subtracts the value "3" corresponding to the number of electronic tokens inserted into the game (3 tokens) from the value corresponding to the number of electronic tokens paid out (for example, "15" if 15 electronic tokens were paid out, and "0" if no winning combinations were achieved). The calculation result of the difference in the number of tokens in that game is obtained by subtracting this calculation result from the value of the second clear counter. The update process adds this calculation result to the value of the second clear counter, and it determines that the conditions for ending the advantageous section have been met when the value of the second clear counter exceeds a threshold (for example, 2400: a predetermined number). Furthermore, the difference in the number of tokens in the advantageous period, which is counted by the second clear counter, starts counting from a base of 0 tokens when the advantageous period begins (after the advantageous period transition process), and even if the value of the second clear counter falls below the initial value of "0", the counting of the difference in tokens continues, and negative amounts are also counted as they are. For this reason, in this embodiment, it is possible to acquire more than a predetermined amount of 2400 tokens from the lowest point of the difference in tokens in one advantageous period. For example, if the lowest point is -600 tokens, it is possible to acquire 3000 tokens (=600 tokens + 2400 tokens) + α (for example, if a 15-token small win occurs in the next game after the game in which the difference in tokens reached +2400 tokens, 12 tokens (=15 tokens - 3 tokens) can be acquired). Furthermore, if a replay is awarded during gameplay, the game in which the replay was awarded is treated as if a payout of electronic tokens equivalent to the prescribed number of tokens for that game had been made, and the difference in tokens is calculated accordingly. For the next game, which is provided free of charge due to the replay award, even if no actual electronic tokens have been inserted, it is treated as if an electronic token equivalent to the prescribed number of tokens for that game had been inserted, and the difference in tokens is calculated accordingly.

[0103] Furthermore, the performance state control means 180 also determines that the conditions for the termination of the advantageous section have been met if the conditions for the termination of the advantageous section are met at the end of the first AT state or the second AT state. In this embodiment, the conditions for the termination of the advantageous section are determined to be met if the number of games played in which a first AT win or a second AT win was obtained in the AT lottery during the normal performance state is equal to or greater than a predetermined number of games (for example, 2001 games) since the start of the advantageous section. Specifically, when a first AT win or a second AT win is obtained in the AT lottery during the normal performance state, the value of the first clear counter is checked, and if the value of the first clear counter is equal to or greater than a predetermined value (for example, 2001), the advantageous section reset flag of the main RAM 10c is set to the ON state, and if the value of the first clear counter is less than a predetermined value (for example, 2001), the advantageous section reset flag is set to the OFF state. In this embodiment, the conditions for the termination of the advantageous section are determined to be met if the advantageous section reset flag is set to the ON state at the end of the first AT state or the second AT state.

[0104] Furthermore, during the advantageous period, unless the conditions for ending the advantageous period are met, the first and second clear counters will be updated even if a change in game state or performance state occurs.

[0105] Furthermore, the performance state control means 180 performs initialization processing to initialize the information stored in a predetermined memory area of ​​the main RAM 10c based on the end of the advantageous period. Specifically, AT-related information such as the AT counter, first clear counter, second clear counter, performance state, and advantageous period reset flag is initialized by the initialization processing that accompanies the end of the advantageous period. However, information such as the number of electronic tokens bet, the number of game tokens played, the internal lottery table, the internal lottery flag, and the game state are not initialized by the initialization processing that accompanies the end of the advantageous period.

[0106] Then, when the initialization process is performed upon the end of the advantageous period, the performance state is reset to the initial performance state and returns to the normal period. For this reason, at the end of the 1st AT state or 2nd AT state, if the advantageous period reset flag is set to the off state, the performance state transitions to the normal performance state and the advantageous period continues. On the other hand, if the advantageous period reset flag is set to the on state, the advantageous period ends and the performance state transitions to the initial performance state.

[0107] Furthermore, in this embodiment, since initialization processing is performed upon the end of the advantageous period and the player returns to the normal period, if the value of the first clear counter or the second clear counter exceeds a threshold while the player is in the first AT state or the second AT state, the initialization processing upon the end of the advantageous period will forcibly terminate the first AT state or the second AT state and reset the performance state to the initial performance state.

[0108] The communication control means 190 controls the transmission of signals to the sub-board 20. In this embodiment of the gaming machine, only unidirectional communication from the main board 10 to the sub-board 20 is possible between the main board 10 and the sub-board 20, and the communication connection is configured such that the sub-board 20 cannot transmit signals to the main board 10.

[0109] The communication control means 190 then transmits signals (commands) to the sub-board 20 that notify the results of the internal lottery, the results of the prize winning determination, the results of the advantageous section transition lottery, the results of the AT lottery, the operations performed by the player (operations on the bet button B0, start lever SL, stop buttons B1-B3, and settlement button B4), the game state, the performance state, the penalty management state, the value of the AT counter, etc. In this embodiment of the gaming machine, based on various notifications from the main board 10, the performance control means 210 of the sub-board 20 can cause the display device 330, sound device 340, etc. to execute performances corresponding to the results of the internal lottery, the results of the prize winning determination, the results of the advantageous section transition lottery, the results of the AT lottery, the operations performed by the player, the game state, the performance state, the penalty management state, the value of the AT counter, etc.

[0110] Furthermore, the communication control means 190 performs control by sending signals (commands) to the medal count control board 30. In this embodiment of the gaming machine, the main board 10 and the medal count control board 30 are connected via bidirectional communication, and by exchanging various information, it is possible to appropriately determine whether the machine is playable or has an error state.

[0111] The communication control means 190 then, when it is accepting the insertion of electronic tokens, transmits a token insertion command to the token count control board 30, notifying the number of tokens to be inserted, when the bet button B0 or ​​the payout button B4 is pressed. The communication control means 190 also transmits a payout completion command to the token count control board 30, notifying the number of electronic tokens dispensed, when electronic tokens are dispensed due to a winning combination.

[0112] Next, the sub-board 20 will be described. The sub-board 20 is equipped with a sub-CPU 20a, sub-ROM 20b, sub-RAM 20c, etc., and the sub-CPU 20a executes various programs stored in the sub-ROM 20b, thereby functioning as a performance control means 210, etc., as shown in Figure 3.

[0113] The performance control means 210 controls display effects performed using the display device 330 (an example of a performance device) and sound effects performed using the sound device 340 (an example of a performance device) based on performance data stored in the sub-ROM 20b of the sub-board 20. For example, in response to the occurrence of game events such as operations on the bet button B0, start lever SL, stop buttons B1-B3, and counting button B8, changes in game state and performance state, it controls the execution of performances (for example, prize-winning assistance performances) to enhance or assist the game according to the progress of the game by lighting or flashing lamps and LEDs, changing the display content of the liquid crystal display LCD, or outputting sound from the speaker SP. The content of the performances to be performed in the game is determined by referring to the performance lottery table stored in the sub-ROM 20b according to the game state, performance state, results of internal lottery, etc.

[0114] Furthermore, the performance control means 210 controls the display device 330 and sound device 340 to execute an award assistance performance that assists in winning an 8-coin prize by notifying the correct batting order according to the type of batting order bell when either the left-center batting order bell group or the left-right batting order bell group is won in the first AT state or the second AT state.

[0115] Furthermore, the performance control means 210 controls the display device 330 and sound device 340 to execute a prize-winning assistance performance that notifies the correct batting order according to the type of batting order bell and assists in winning a 15-coin prize when any of the batting order bells belonging to the middle-left batting order bell group, middle-right batting order bell group, right-left batting order bell group, or right-middle batting order bell group is won in the first AT state or the second AT state.

[0116] Furthermore, the performance control means 210 controls the display device 330 and sound device 340 to execute a prize-winning assistance performance that assists in winning 15-coin prizes by notifying a non-specific batting order according to the type of special role when any of the special roles belonging to the special role group is won in the first AT state or the second AT state. For example, when special role A1 or special role A2 is won, batting order 6 (B3→B2→B1) is announced as a non-specific batting order; when special role A3 is won, batting order 3 (B2→B1→B3) is announced as a non-specific batting order; when special role A4 is won, batting order 4 (B2→B3→B1) is announced as a non-specific batting order; when any of special roles A5 to A9 is won, batting order 5 (B3→B1→B2) is announced as a non-specific batting order; when special role B1 is won, batting order 5 (B3→B1→B2) is announced as a non-specific batting order; when special role B2 is won, batting order 3 (B2→B1→B3) is announced as a non-specific batting order; and when special role A3 is won, batting order 4 (B2→B3→B1) is announced as a non-specific batting order.

[0117] Furthermore, the performance control means 210 causes the display device 330 and sound device 340 to execute a recommended batting order warning performance (a predetermined warning performance, an example of a warning performance) to warn the user that if a stop operation is performed in an irregular batting order (batting order 3 to 6) in which the second reel R2 or the third reel R3 is stopped first when it is in a normal section or when it is in an advantageous section and in a normal performance state, the user should stop the reels in the recommended batting order (batting order 3 to 6) in which the stop operation should be performed in which the first reel R1 is stopped first (an example of an event different from an error). In the recommended batting order warning performance, a recommended batting order warning image (for example, an image including the message "Left press recommended") that warns the user that the stop operation should be performed in the recommended batting order is displayed on the liquid crystal display LCD, and a recommended batting order warning voice (for example, a voice saying "Left press recommended": an example of a warning voice) that warns the user that the stop operation should be performed in the recommended batting order is output from the speaker SP.

[0118] Next, the medal count control board 30 will be described. The medal count control board 30 is connected to the main board 10 and is equipped with a medal CPU 30a, a medal ROM 30b, a medal RAM 30c, etc. The medal CPU 30a manages the electronic medals used for the game by executing various programs stored in the medal ROM 30b, and the medal RAM 30c functions as a medal holder (an example of a storage unit or storage means) which is a storage unit that holds the electronic medals. In the gaming machine of this embodiment, the medal count control board 30 is also connected to the dedicated unit 50 in a bidirectional manner via the game ball dispensing device connection terminal board 40. The medal holder also stores the number of game medals up to a predetermined upper limit (for example, 16,382 medals).

[0119] When the medal CPU 30a receives a game medal insertion command transmitted by the main board 10, it determines the total number of electronic medals that can be inserted (bet) from the medal holder, which is the number of medals that can be inserted, and updates the number of game medals based on the determined number of medals that can be inserted. Therefore, when an insertion process is performed on the main board 10, the number of game medals held in the medal holder decreases, and when a settlement process is performed, the number of game medals increases.

[0120] The medal CPU 30a also sends a medal count control information command to the main board 10 to notify it of the number of medals that can be inserted and the updated number of game medals, and updates the display of the number of game medals on the game medal count display device 70. Furthermore, when the medal CPU 30a receives a lending command sent by the dedicated unit 50, it updates the number of game medals and updates the display of the number of game medals on the game medal count display device 70.

[0121] Furthermore, when the medal CPU 30a receives a payout completion command transmitted by the main board 10, it adds the number of payouts to the number of game medals, and based on the number of game medals after the addition, it sends a medal count control information command to the main board 10 to notify the number of game medals after the addition, and updates the display of the number of game medals on the game medal count display device 70.

[0122] Next, the dedicated unit 50 will be described. The dedicated unit 50 is installed near the gaming machine and is a device for lending electronic tokens to players and counting the electronic tokens acquired by players. The dedicated unit 50 is equipped with a dedicated unit control board 60, and when a predetermined lending operation is performed, the dedicated unit control board 60 performs lending processing by sending a lending command to the gaming machine (medal CPU 30a) and updates the number of electronic tokens held by the dedicated unit 50. Also, when electronic tokens are sent from the gaming machine, the number of electronic tokens held by the dedicated unit 50 is updated.

[0123] 2. The method of this embodiment The control method employed in the gaming machine of this embodiment will be explained in detail below with reference to Figures 26 to 27. Figures 26 to 27 are diagrams illustrating the payout rate for each setting value in the gaming machine of this embodiment. In Figure 26(A), "8-coin batting order bell" refers to the left-center batting order bell group and the left-right batting order bell group, and in Figure 26(A), "15-coin batting order bell" refers to the center-left batting order bell group, the center-right batting order bell group, the right-left batting order bell group, and the right-center batting order bell group.

[0124] In this embodiment, among the six setting values, the design method is adopted such that the expected payout rate for normal gameplay is highest for the setting value that has the lowest expected payout rate for normal gameplay and assist time gameplay. Specifically, among the six setting values, setting L is set to have the lowest expected payout rate for normal gameplay and assist time gameplay, and the highest expected payout rate for normal gameplay. Setting L will be explained below.

[0125] First, regarding the fact that setting L has the highest expected value for the payout rate during normal gameplay, in this embodiment, the probability of winning a role is set for the six setting values ​​from setting L to setting 6, as shown in Figure 26(A). Specifically, the probability of winning a replay (the overall probability of winning normal replay A and normal replay B) is set to the same probability (approximately 1 / 7.30) for all setting values, the overall probability of winning the left-center bell group and the left-right bell group is highest in setting L at approximately 1 / 5.12, and is in ascending order from setting 1 to setting 6 as "setting 1 < setting 2 < setting 3 < setting 5 < setting 6", and the overall probability of winning the center-left bell group, center-right bell group, right-left bell group, and right-center bell group is lowest in setting L at approximately 1 / 2.00, and is set to the same probability (approximately 1 / 1.74) from setting 1 to setting 6. Furthermore, the overall winning probability for Common 1-Coin A1 to Common 1-Coin A4 and Common 1-Coin B1 to Common 1-Coin B4 is highest at setting L, at approximately 1 / 6.61, and the probability of winning between settings L and 6 follows a descending order of "Setting L > Setting 1 > Setting 2 > Setting 3 > Setting 5 > Setting 6". The overall winning probability for the special role group is set to the same probability (approximately 1 / 1820.00) for all settings, and the winning probability for Cherry A is set to the same probability (approximately 85.33) for all settings. Furthermore, the winning probability for Cherry B is lowest at setting L, at approximately 1 / 257.00, and the probability of winning between settings L and 6 follows an ascending order of "Setting L < Setting 1 < Setting 2 < Setting 3 < Setting 5 < Setting 6". The winning probability for Watermelon is lowest at setting L, at approximately 1 / 100.05, and the probability of winning between settings L and 6 follows an ascending order of "Setting L < Setting 1 < Setting 2 < Setting 3 < Setting 5 < Setting 6". In addition, the reel stop control is set to the same value regardless of the setting. As a result, in this embodiment, the expected value of the payout rate during normal gameplay is highest at setting L among the six setting levels, and the order is ascending: "Setting 1 < Setting 2 < Setting 3 < Setting 5 < Setting 6 < Setting L".Furthermore, the higher the expected payout rate for normal gameplay, the higher the expected number of games that can be played with a predetermined number of electronic tokens (for example, 50 tokens). Therefore, the expected number of games that can be played with 50 electronic tokens in normal gameplay, the so-called base expected value for normal gameplay, is highest at setting L among the six setting values, as shown in Figure 24(B), in ascending order of "setting 1 < setting 2 < setting 3 < setting 5 < setting 6 < setting L".

[0126] Furthermore, in this embodiment, as shown in Figure 26(A), the overall winning probabilities for the center-left batting order bell group, center-right batting order bell group, right-left batting order bell group, and right-center batting order bell group are set higher than the overall winning probabilities for the left-center batting order bell group and the left-right batting order bell group. As a result, playing with an irregular batting order (an example in the second case) where the second reel R2 or the third reel R3 is stopped first is more likely to yield a higher expected payout rate than playing with a recommended batting order (an example in the first case) where the first reel R1 (an example of a specific reel) is stopped first. In other words, in the normal state (an example of the first game state) and the BB (Big Bonus) state (an example of the first game state), the irregular batting order yields a higher expected payout rate than the recommended batting order. Note that in the BB state (an example of the second game state), there is no bias in the expected payout rate depending on the order of stopping operations. Therefore, when playing with the recommended batting order, the expected value of the payout rate for normal gameplay is highest with setting L, and the expected base value for normal gameplay when playing with the recommended batting order is also highest with setting L, in ascending order of "setting 1 < setting 2 < setting 3 < setting 5 < setting 6 < setting L". Similarly, when playing with an irregular batting order, the expected value of the payout rate for normal gameplay is also highest with setting L, and the expected base value for normal gameplay when playing with an irregular batting order is also highest with setting L, in ascending order of "setting 1 < setting 2 < setting 3 < setting 5 < setting 6 < setting L".

[0127] Regarding the expected value of the payout rate, the calculation method differs depending on the gameplay method. There are several gameplay methods for calculating the expected value of the payout rate, including playing with perfect small win acquisition, free play, and market play. In playing with perfect small win acquisition, the expected value of the payout rate is calculated assuming that the small win with the highest payout is achieved. In free play, the expected value of the payout rate is calculated assuming that in normal play, wins are achieved at the designed win rate, and in assist time play, the game is played according to the win assistance animation. In market play, the expected value of the payout rate is calculated assuming that in normal play, the game is played in the recommended order and wins are achieved at the designed win rate, and in assist time play, the game is played according to the win assistance animation. Furthermore, regarding replays, there are two ways in which replays are handled: one where 3 coins are paid out and 3 coins are inserted in the next game (including replays), and another where 0 coins are paid out and 0 coins are inserted in the next game (excluding replays). Regardless of the playing method, according to the configuration of this embodiment, the expected value of the payout rate in normal gameplay is highest with setting L, and the expected value of the base in normal gameplay is also highest with setting L, in ascending order of "setting 1 < setting 2 < setting 3 < setting 5 < setting 6 < setting L". In particular, in this embodiment, the expected value of the payout rate in normal gameplay at setting L is higher than 60%.

[0128] Furthermore, in this embodiment, the probability of winning the roles shown in Figure 26(A) is set, and by performing the same stop control regardless of the setting value, the expected value of the payout rate of assist time games is lowest at setting L among the six setting values, in ascending order of "setting L < setting 1 < setting 2 < setting 3 < setting 5 < setting 6". Similarly, the expected value of the net increase in electronic medals per game during assist time games, which is the expected value of the net increase in electronic medals during assist time games, is also lowest at setting L among the six setting values, as shown in Figure 26(C), in ascending order of "setting L < setting 1 < setting 2 < setting 3 < setting 5 < setting 6". In particular, in this embodiment, by reducing the overall winning probability of the middle-left batting order bell group, middle-right batting order bell group, right-left batting order bell group, and right-middle batting order bell group to approximately 1 / 2.00 at setting L, the expected value of the payout rate of assist time games and the expected value of the net increase in assist time games can be suppressed.

[0129] Furthermore, in this embodiment, the probability of winning the AT lottery (the overall probability of winning the first AT and the second AT) is lowest at setting L among the six setting values, as shown in Figure 27(A), and is in ascending order of "setting L < setting 1 < setting 2 < setting 3 < setting 5 < setting 6".

[0130] Next, regarding the fact that the expected value of the payout rate from normal gameplay and assist time gameplay is the lowest in setting L, in this embodiment, the expected value of the payout rate from normal gameplay is designed to be the base expected value of normal gameplay shown in Figure 26(B), the expected value of the payout rate from assist time gameplay is designed to be the expected value of the net increase in coins shown in Figure 26(C), and the winning probability of the AT lottery is designed to be the same as shown in Figure 27(A). As a result, as shown in Figure 27(B), the expected value of the payout rate from normal gameplay and assist time gameplay is lowest in setting L among the six setting values, in ascending order of "setting L < setting 1 < setting 2 < setting 3 < setting 5 < setting 6". In particular, in this embodiment, in setting L, the expected value of the payout rate from normal gameplay and assist time gameplay can be greatly suppressed by significantly reducing the winning probability of the first AT in the AT lottery to approximately 1 / 1638.4. Furthermore, according to the configuration of this embodiment, regardless of whether the game is played using the method of fully acquiring small wins, free play, or market play, the expected value of the payout rate from normal play and assist time play will be lowest with setting L among the six setting values, in ascending order of "setting L < setting 1 < setting 2 < setting 3 < setting 5 < setting 6".

[0131] Thus, in this embodiment, the expected value of the payout rate for normal gameplay and assist time gameplay can be set to the highest value among the six setting values, even in setting L, which has the lowest expected value among the six setting values.

[0132] Furthermore, in this embodiment, as shown in Figure 26(A), the winning probabilities for replay, special roles, and cherry A are set to the same probability at all setting values, and the winning probabilities for other winning patterns are, in principle, set in ascending or descending order between settings L and 6, or set to the same probability between settings 1 and 6. Specifically, the winning probabilities for common 1-coin A1 to common 1-coin A4 and common 1-coin B1 to common 1-coin B4 are highest at setting L and set in descending order between settings L and 6, the winning probabilities for cherry B and watermelon are lowest at setting L and set in ascending order between settings L and 6, and the winning probabilities for middle-left batting order bell group, middle-right batting order bell group, right-left batting order bell group, and right-middle batting order bell group are lowest at setting L and set to the same probability between settings 1 and 6. As a result, in this embodiment, setting L can be set to the lowest setting value.

[0133] Furthermore, this embodiment employs a method that can suppress the expected value of the payout rate during normal gameplay when playing in the recommended batting order.

[0134] First, in this embodiment, as shown in Figure 9, a correct batting order is set for the left-center batting order bell group and the left-right batting order bell group, relative to the recommended batting order (batting order 1 or batting order 2). Therefore, it is possible to win an 8-coin small win when playing with the recommended batting order. For this reason, in this embodiment, the expected value of the payout rate in normal gameplay when playing with the recommended batting order increases by the amount of the 8-coin small win.

[0135] In this embodiment, as shown in Figures 10 and 11, the stop control is performed so that in the recommended batting order, there will be cases where no winning combination is achieved (missed wins) for the center-left batting order bell group, center-right batting order bell group, right-left batting order bell group, and right-center batting order bell group. Also in this embodiment, as shown in Figure 26(A), the overall winning probability for the center-left batting order bell group, center-right batting order bell group, right-left batting order bell group, and right-center batting order bell group (an example of the winning probability for multiple types of second winning patterns) is set higher than the overall winning probability for the left-center batting order bell group and the left-right batting order bell group (an example of the winning probability for multiple types of first winning patterns).

[0136] As a result, in this embodiment, stop control can be executed so that there are cases where no winning combination is achieved (missed combination) in the middle-left batting order bell group, middle-right batting order bell group, right-left batting order bell group, and right-middle batting order bell group, which are set to have a higher winning probability than the left-middle batting order bell group and left-right batting order bell group, in which an 8-coin winning combination can be achieved in the recommended batting order. Therefore, with regard to the expected value of the payout rate in normal gameplay when playing with the recommended batting order, the increase in the expected value of the payout rate due to the achievement of an 8-coin winning combination can be suppressed, and the expected value of the payout rate can be suitably adjusted.

[0137] Furthermore, in this embodiment, as shown in Figure 11, with respect to common 1-coin A1 to common 1-coin A4 and common 1-coin B1 to common 1-coin B4, stop control can be executed so that a single-coin small win is guaranteed in the recommended batting order. This makes it possible to raise the expected value of the payout rate in both normal gameplay and assist time gameplay when playing in the recommended batting order.

[0138] Furthermore, in this embodiment, as shown in Figure 9, with respect to the left-center batting order bell group and the left-right batting order bell group, it is possible to perform stop control so that a single-coin small win is guaranteed in the incorrect batting order where the first reel R1 is stopped first. This makes it possible to raise the expected value of the payout rate in normal gameplay when playing with the recommended batting order.

[0139] Furthermore, in this embodiment, as shown in Figure 9, with respect to the left-center bell group and the left-right bell group, the stop control can be executed so that a single-coin small win is always awarded in the incorrect spin sequence in which the first reel R1 is stopped first. This simplifies the stop control compared to designing the stop control so that there are cases where a single-coin small win is awarded and cases where no wins are awarded in the incorrect spin sequence. In specifications where it is possible to miss out on winning combinations in the incorrect spin sequence, it is necessary to design the stop control so that no exploitation occurs, which complicates the stop control. However, in this embodiment, since the stop control can be executed so that a single-coin small win is always awarded in the incorrect spin sequence in which the first reel R1 is stopped first, the stop control can be simplified, and the degree of design freedom for the stop control, including the symbol arrangement, combination configuration, and winning patterns, can be increased.

[0140] Furthermore, this embodiment employs a method that allows the display probability of specific symbols (red 7 symbol "red 7" and replay symbol "RP") on the third reel R3 (an example of a predetermined reel) to be changed by switching the priority of symbols to be drawn in according to the order of the stop operation, while using the same table data (stop control data). Figure 28 is a diagram illustrating the processing in the gaming machine of this embodiment, Figure 29 is a diagram illustrating the stop control processing in the gaming machine of this embodiment, Figures 30 to 31 are diagrams illustrating the display probability of symbols in the gaming machine of this embodiment, Figure 32 is a diagram illustrating the stop control when the left / right batting order bell B1 is won in the gaming machine of this embodiment, Figure 33 is a diagram illustrating the bit data used in the gaming machine of this embodiment, Figure 34 is a diagram illustrating the stop control table in the gaming machine of this embodiment, Figure 35 is a diagram illustrating the search processing in the gaming machine of this embodiment, Figure 36 is a diagram illustrating the display probability of symbols in the gaming machine of this embodiment, Figure 37 is a diagram illustrating the stop control when the left / right batting order bell B1 is won in the gaming machine of this embodiment, Figure 38 is a diagram illustrating the search processing in the gaming machine of this embodiment, Figure 39 is a diagram illustrating the display probability of symbols in the gaming machine of this embodiment, and Figures 40 to 41 are diagrams illustrating the stop control when the left / right batting order bell B1 is won in the gaming machine of this embodiment.

[0141] First, in this embodiment, as shown in Figure 28, when a game start operation is performed on the start lever SL (Y in step S100), an internal lottery process is performed to conduct an internal lottery (step S101), and the rotation of each reel is started (step S102). When a stop operation (press operation) is performed on the stop button (Y in step S103), a stop control process is performed to stop the reel corresponding to the operated stop button (step S104). When all reels have stopped (Y in step S105), a prize determination process is performed to determine whether or not a prize has been won based on the stopped state of each reel (step S106), and a prize winning process is performed based on the result of the prize determination (step S107).

[0142] Furthermore, in the stop control process of step S104, as shown in Figure 29, if a stop control number is not set (N in step S200), a stop control number is set based on the result of an internal lottery (step S201), and the stop control table is called based on the stop control number (step S202). Note that the stop control number is reset (initialized) after each game is completed.

[0143] Then, the system refers to the bit usage setting table stored in the main ROM 10b to obtain bit usage data corresponding to the setting state of the lottery flag and the reel to be stopped (step S203). The system then refers to the stop control table to obtain table data for the number of sliding frames for 5 frames included in the pull-in range of 0 to 4 frames from the press detection position for the reel to be stopped (step S204). A search process is performed to identify the number of sliding frames from the bit usage data and the table data for the number of sliding frames for 5 frames (step S205). The system rotates the reel to be stopped by the number of sliding frames identified in the search process and then stops it (step S206).

[0144] In the search process, the logical AND of the 8-bit usage bit data and the 8-bit table data is calculated. If the result of the logical AND is a predetermined value (00000000B), the table data is changed to one corresponding to the next number of slip frames, and the logical AND is calculated again. In this search process, the logical AND is first calculated on the table data corresponding to frame 0, and as long as the result of the logical AND is a predetermined value (00000000B), the logical AND is calculated in the order of frame 0 → frame 1 → frame 2 → frame 3 → frame 4. If the result of the logical AND is different from the predetermined value (00000000B), the search process is terminated, and the number of slip frames corresponding to the table data for which the logical AND result was obtained is determined as the number of slip frames of the reel to be stopped.

[0145] In this embodiment, if any of the batting order bells are selected, the bit data to be used is selected according to the pressing order. If the batting order is correct, the bit data to be used for the correct batting order is selected, and if the batting order is incorrect, the bit data to be used for the incorrect batting order is selected.

[0146] Next, referring to Figures 30 to 41, we will specifically explain the case where the third reel R3 is stopped in an incorrect batting order (either batting order 3 or 4) in a game where the left / right batting order bell B1 is won.

[0147] First, in this embodiment, when a left-right batting order bell B1 (a predetermined winning pattern, an example of a specific winning pattern) is won, if the batting order 3 or 4 is incorrect, the reels are stopped in a manner such that there are cases where a minor role 25, minor role 26 (an example of a predetermined minor role with a payout less than or equal to the number of game value invested), or minor role 27 (an example of a predetermined minor role with a payout less than or equal to the number of game value invested) is awarded, and cases where no role is awarded (missed). In this embodiment, as shown in Figure 16, for minor roles 25, 26, and 27, a common symbol (red 7 symbol "red 7" and replay symbol "RP") is assigned to the symbols of the third reel R3 that constitute the winning combination. As shown in Figure 30, with respect to the third reel R3, if the press detection position is any of 6 (position where the red 7 symbol "red 7" at position 6 is displayed in the upper position) to 9 (position where the watermelon symbol "WM" at position 9 is displayed in the upper position), both the red 7 symbol "red 7" at position 6 and the replay symbol "RP" at position 7 are within the pull-in range, so either symbol can be displayed on the active line L1.

[0148] In this embodiment, when the batting order 3 is incorrect, and when minor roles 26 and 27 are possible to win, the red 7 symbol "red 7" is given priority over the red 7 symbol "red 7" (a specific symbol, an example of the first symbol) and the replay symbol "RP" (a specific symbol, an example of the second symbol) with respect to the third reel R3. Specifically, in a situation where the third batting order is incorrect and small wins 26 and 27 are possible, if the button press detection position for the third stop operation is 6 to 9, the red 7 symbol "red 7" is prioritized. If the button press detection position for the third stop operation is the first press position shown in Figure 30 (any position from 5 to 9, including positions 6 to 9), the red 7 symbol "red 7" is displayed on the active line L1. If the button press detection position for the third stop operation is the second press position shown in Figure 30 (any position from 1 to 4 and 10), the replay symbol "RP" is displayed on the active line L1. As a result, the probability of displaying the red 7 symbol "red 7" on the third reel R3 becomes 1 / 4 (= 5 frames / 20 frames), and the probability of displaying the replay symbol "RP" on the third reel R3 becomes 1 / 4 (= 5 frames / 20 frames).

[0149] Furthermore, in the case of an incorrect batting order for batting order 4, the replay symbol "RP" is prioritized over the red 7 symbol "Red 7" for the third reel R3. Specifically, in the case of an incorrect batting order for batting order 4, if the press detection position for the second stop operation is position 6 to 9, the replay symbol "RP" is prioritized; if the press detection position for the second stop operation is the first press position shown in Figure 31 (position 5), the red 7 symbol "Red 7" is displayed on the active line L1; and if the press detection position for the second stop operation is the second press position shown in Figure 31 (any position from 1 to 4, including positions 6 to 9, and positions 6 to 10), the replay symbol "RP" is displayed on the active line L1. As a result, the probability of the red 7 symbol appearing on the third reel (R3) becomes 1 / 20 (=1 frame / 20 frames), and the probability of the replay symbol (RP) appearing on the third reel (R3) becomes 9 / 20 (=9 frames / 20 frames).

[0150] Thus, with respect to the third reel R3, if the red 7 symbol "Red 7" is prioritized over the replay symbol "RP", the display probability of the red 7 symbol "Red 7" and the replay symbol "RP" becomes 1 / 4 (= 5 frames / 20 frames). If the replay symbol "RP" is prioritized, the display probability of the red 7 symbol "Red 7" becomes 1 / 20 (= 1 frame / 20 frames), and the display probability of the replay symbol "RP" becomes 9 / 20 (= 9 frames / 20 frames). In this way, the display probability of the red 7 symbol "Red 7" and the replay symbol "RP" on the third reel R3 can be changed by switching between prioritizing the red 7 symbol "Red 7" or the replay symbol "RP".

[0151] To explain in detail the case where the third reel R3 is stopped in the incorrect batting order 3 (B2→B1→B3), in a game where the left-right batting order bell B1 is won, if the stop button B2 is pressed while the first reel R1 to the third reel R3 are all rotating, then, as shown in Figure 32(A), regardless of the timing of the stop button B2 operation, the second reel R2 will be stopped so that the watermelon symbol "WM" is displayed on the active line L1. In this case, of the small wins 25 to 27, 37, 38, 53, 54, 56, 58, 60 to 62, and 75 included in the left-right batting order bell B1, only small wins 25 to 27 can be won.

[0152] Next, in the situation shown in Figure 32(A), if the stop button B1 is pressed when either the replay symbol "RP" (number 5) or the blue 7 symbol "BL" (number 16) through the bell symbol "BL" (number 19) is positioned in the upper position on the first reel R1, the first reel R1 will be stopped so that the dummy symbol 2 "DUM2" is displayed on the active line L1, as shown in Figure 32(B). Then, only the small wins 26 through 27 out of the small wins 25 through 27 become possible to win.

[0153] Next, in the situation shown in Figure 32(B), if stop button B3 is pressed when the watermelon symbol "WM" (number 9) is in the upper position on the third reel R3, as shown in Figure 32(C) (if the press detection position is the first press position shown in Figure 30), then the third reel R3 is stopped so that the red 7 symbol "Red 7" is displayed on the active line L1, as shown in Figure 32(D). If stop button B3 is pressed when the BAR symbol "BAR" (number 4) is in the upper position on the third reel R3, as shown in Figure 32(E) (if the press detection position is the second press position shown in Figure 30), then the third reel R3 is stopped so that the replay symbol "RP" is displayed on the active line L1, as shown in Figure 32(F). Then, in the situation shown in Figure 32(D), small win 26 is awarded, and in the situation shown in Figure 32(F), small win 27 is awarded. In the situation shown in Figure 32(B), if the stop button B3 is detected as pressed at one of the first pressing positions numbered 5 to 9 in Figure 30, the third reel R3 is stopped so that the red 7 symbol "Red 7" is displayed on the active line L1, as shown in Figure 32(D). If the stop button B3 is detected as pressed at one of the second pressing positions numbered 1 to 4 and 10 in Figure 30, the third reel R3 is stopped so that the replay symbol "RP" is displayed on the active line L1, as shown in Figure 32(F). If the stop button B3 is detected as pressed at neither the first nor second pressing position, the third reel R3 is stopped so that no winning combination is awarded.

[0154] In this embodiment, when stopping the third reel R3 in the situation shown in Figure 32(B), the first control is performed to prioritize the red 7 symbol "red 7" over the red 7 symbol "red 7" and the replay symbol "RP," as described above. Specifically, in the stop control process shown in Figure 29, the bit data to be used for stopping the third reel R3, which is the target of the stop, is set (step S203).

[0155] In this embodiment, as shown in Figure 33, the third reel R3 is provided with bit data for use in incorrect sequences, including bit data for small win 25 and bit data for use in small wins 26 and 27. When the third reel R3 is stopped in the situation shown in Figure 32(B), only small wins 26 and 27 are possible to win, so the bit data for use in small wins 26 and 27 is selected by referring to the bit setting table. Note that in Figure 33, only some of the bit data is shown, and the description of other bit data is omitted.

[0156] When the bit data to be used is set, the stop control table is referenced to obtain table data for the number of sliding frames for 5 frames included in the pull-in range of 0 to 4 frames from the press detection position for the third reel R3 that is to be stopped (step S204). As shown in Figure 34, the stop control table has multiple tables for each reel, and each table defines table data associated with each frame from 0 to 19, and the table is selected based on the stop control number. In this embodiment, table 7 corresponding to the left and right batting order bell B1 is selected based on the stop control number, and in table 7 for the third reel R3, the table data is set so that it is possible to search (specify) the stop position that prioritizes the red 7 symbol "red 7" and the stop position that prioritizes the replay symbol "RP" among the red 7 symbol "red 7" and the replay symbol "RP". In the example shown in Figure 32(C), since the pressed position for the third reel R3 is number 9, table data for 5 frames from number 9 to 5 is obtained from table 7 of the third reel R3, and a search process is performed to determine the number of slip frames from the bit data used and the table data for 5 frames.

[0157] In this example, as shown in Figure 35(A), when the number of sliding frames is 4, the logical AND result obtained is "00001000B", which is different from the predetermined value "00000000B". As a result, in this embodiment, the number of sliding frames is determined to be 4, and as shown in Figure 32(D), the third reel R3, which is the target of stopping, is stopped at the position where the cherry symbol "CH" at position 5, which has been rotated 4 frames from the press detection position 9, is displayed on the upper row.

[0158] In the example shown in Figure 32(E), since the press detection position for the third reel R3 is number 4, table data for 5 frames from number 4 to 0 is obtained from table 7 of the third reel R3, and a search process is performed to determine the number of slip frames from the bit data used and the table data for 5 frames.

[0159] In this example, as shown in Figure 35(B), when the number of sliding frames is 3, the logical AND result obtained is "00001000B", which is different from the predetermined value "00000000B". As a result, in this embodiment, the number of sliding frames is determined to be 3, and as shown in Figure 32(E), the third reel R3, which is the target of stopping, is stopped at the position where the dummy symbol 1 "DUM1", which is rotated 3 frames from the press detection position 4, is displayed on the upper row. In this embodiment, by selecting the bit data to be used for minor roles 26 and 27, the stopping position that prioritizes the red 7 symbol "Red 7" over the replay symbol "RP" is identified from Table 7. As a result, as shown in Figure 36, in the case of an incorrect spinning sequence 3 (B2→B1→B3) where minor roles 26 and 27 can be won, the display probabilities of the red 7 symbol "Red 7" and the replay symbol "RP" on the third reel R3 become 1 / 4 (=5 frames / 20 frames). Note that the bit data to be used shown in Figure 33 and the table data shown in Figure 34 are examples and are not limited to them.

[0160] Furthermore, in the incorrect batting order 3 (B2→B1→B3), as shown in Figure 36, the probability of displaying dummy symbol 2 "DUM2" on the first reel R1 is 1 / 4 (=5 frames / 20 frames), and the probability of displaying the watermelon symbol "WM" on the second reel R2 is 1 (=20 frames / 20 frames). As a result, in the incorrect batting order 3 (B2→B1→B3), the probability of winning small wins 26 and 27 (display probability) is 500 (=5 frames × 20 frames × 5 frames) / 8000 (=20 frames × 20 frames × 20 frames). Thus, in this embodiment, in the incorrect batting order 3 (B2→B1→B3), the stopping control is performed so that small wins 26 and 27 each have a probability of winning of 500 / 8000. The stop control in the case of a minor role 25 being awarded when the batting order 3 (B2→B1→B3) is incorrect will be described later.

[0161] To explain in detail the case where the third reel R3 is stopped in the incorrect batting order 4 (B2→B3→B1), in a game where the left-right batting order bell B1 is won, if the stop operation is performed on stop button B2 while the first reel R1 to the third reel R3 are all rotating, as shown in Figure 37(A), the second reel R2 will be stopped so that the watermelon symbol "WM" is displayed on the active line L1, regardless of the timing of the stop operation on stop button B2. In this case, of the small wins 25 to 27, 37, 38, 53, 54, 56, 58, 60 to 62, and 75 included in the left-right batting order bell B1, only small wins 25 to 27 can be won.

[0162] Next, in the situation shown in Figure 37(A), if stop button B3 is pressed when the cherry symbol "CH" (number 5) is in the upper position on the third reel R3, as shown in Figure 37(B) (if the press detection position is the first press position shown in Figure 31), the third reel R3 will be stopped so that the red 7 symbol "red 7" is displayed on the active line L1, as shown in Figure 37(C). If stop button B3 is pressed when the bell symbol "BL" (number 8) is in the upper position on the third reel R3, as shown in Figure 37(D) (if the press detection position is the second press position shown in Figure 31), the third reel R3 will be stopped so that the replay symbol "RP" is displayed on the active line L1, as shown in Figure 37(E). Then, in the situation shown in Figure 37(C), only small wins 25 and 26 can be won, and in the situation shown in Figure 37(E), only small wins 25 and 27 can be won.

[0163] In this embodiment, when stopping the third reel R3 in the situation shown in Figure 37(A), a second control is performed that prioritizes the replay symbol "RP" over the red 7 symbol "Red 7" as described above. Specifically, in the stop control process shown in Figure 29, the bit data required to stop the third reel R3 is set (step S203). In this embodiment, in order to prioritize the small win 25 (prioritizing the replay symbol "RP"), the bit data for the small win 25 is selected by referring to the bit setting table.

[0164] After setting the bit data to be used, table data for the number of slip frames for 5 frames is obtained (step S204). In this embodiment, table 7 corresponding to the left / right batting order bell B1 is selected based on the stop control number. In the example shown in Figure 37(B), since the press detection position for the third reel R3 is number 5, table data for 5 frames from number 5 to number 1 is obtained in table 7 for the third reel R3, and a search process is performed to determine the number of slip frames from the bit data to be used and the table data for 5 frames.

[0165] In this example, as shown in Figure 38(A), when the number of sliding frames is 0, a logical AND result of "00000000B" is obtained, which is different from the predetermined value "00000000B". As a result, in this embodiment, the number of sliding frames is determined to be 0, and as shown in Figure 37(C), the third reel R3, which is the target of stopping, is stopped at the position where the cherry symbol "CH" at position 5 is displayed on the upper row, having been rotated 0 frames from the press detection position 5 (a so-called perfect stop).

[0166] In the example shown in Figure 37(D), since the press detection position for the third reel R3 is number 9, table data for 5 frames from number 9 to 5 is obtained from table 7 of the third reel R3, and a search process is performed to determine the number of slip frames from the bit data used and the table data for 5 frames.

[0167] In this example, as shown in Figure 38(B), when the number of sliding frames is 3, the logical AND result obtained is "00000100B", which is different from the predetermined value "00000000B". As a result, in this embodiment, the number of sliding frames is determined to be 3, and as shown in Figure 37(E), the third reel R3, which is the target of stopping, is stopped at the position where the red 7 symbol "Red 7" at position 6, which has been rotated 3 frames from the press detection position 9, is displayed on the upper row. In this way, in this embodiment, by selecting the bit data to be used for the small win 25, the stopping position that prioritizes the replay symbol "RP" over the red 7 symbol "Red 7" is identified from Table 7, and as a result, as shown in Figure 39, the display probability of the red 7 symbol "Red 7" on the third reel R3 becomes 1 / 20 (=1 frame / 20 frames), and the display probability of the replay symbol "RP" becomes 9 / 20 (=9 frames / 20 frames).

[0168] Next, Figure 40(A) shows the situation shown in Figure 37(C). If stop button B1 is pressed when either the replay symbol "RP" (number 5) or the blue 7 symbol "BL" (number 16) to the bell symbol "BL" (number 19) is positioned in the upper position in the situation shown in Figure 40(A), then the first reel R1 will be stopped so that dummy symbol 2 "DUM2" is displayed on the active line L1, as shown in Figure 40(B). If stop button B1 is pressed when either the replay symbol "RP" (number 0) to the bell symbol "BL" (number 4) is positioned in the upper position on the first reel R1, then the first reel R1 will be stopped so that dummy symbol 1 "DUM1" is displayed on the active line L1, as shown in Figure 40(C). Then, in the situation shown in Figure 40(B), a small win of 26 will be awarded, and in the situation shown in Figure 40(C), a small win of 25 will be awarded. Furthermore, in the situation shown in Figure 40(A), if neither dummy symbol 1 "DUM1" nor dummy symbol 2 "DUM2" is present within the pull-in range, the first reel R1 will be stopped so that neither combination is awarded.

[0169] Furthermore, Figure 40(D) ​​shows the situation shown in Figure 37(E). If stop button B1 is pressed when either the replay symbol "RP" (number 5) or the blue 7 symbol "BL" (number 16) through the bell symbol "BL" (number 19) is positioned in the upper position in the situation shown in Figure 40(D), then the first reel R1 will be stopped so that dummy symbol 2 "DUM2" is displayed on the active line L1, as shown in Figure 40(E). If stop button B1 is pressed when either the replay symbol "RP" (number 0) through the bell symbol "BL" (number 4) is positioned in the upper position on the first reel R1, then the first reel R1 will be stopped so that dummy symbol 1 "DUM1" is displayed on the active line L1, as shown in Figure 40(F). In this case, in the situation shown in Figure 40(E), a small win of 27 will be awarded, and in the situation shown in Figure 40(F), a small win of 25 will be awarded. Furthermore, in the situation shown in Figure 40(D), if neither dummy symbol 1 "DUM1" nor dummy symbol 2 "DUM2" is present within the pull-in range, the first reel R1 will be stopped so that neither combination is awarded.

[0170] As a result, in the incorrect batting order of 4 (B2→B3→B1), as shown in Figure 39, the probability of displaying dummy symbol 1 "DUM1" and dummy symbol 2 "DUM2" on the first reel R1 is 1 / 4 (=5 frames / 20 frames), and the probability of displaying the watermelon symbol "WM" on the second reel R2 is 1 (=20 frames / 20 frames). Therefore, in the incorrect batting order of 4 (B2→B3→B1), the probability of winning the small prize 25 (displayed probability) is 1000 (=5 frames × 20 frames × 10 frames) / 8000 (=20 frames × 20 frames × 20 frames). In particular, the displayed probability (winning probability) of the symbol combination "DUM1·WM·Red 7" (first symbol combination), which indicates the winning form of the small prize 25, is 100 (=5 frames × 20 frames × 1 frame) / 8000, and the displayed probability (winning probability) of the symbol combination "DUM1·WM·RP" (second symbol combination), which indicates the winning form of the small prize 25, is 900 (=5 frames × 20 frames × 9 frames) / 8000. Furthermore, the probability of winning minor role 26 (displayed probability) is 100 (= 5 frames × 20 frames × 1 frame) / 8000, and the probability of winning minor role 27 (displayed probability) is 900 (= 5 frames × 20 frames × 9 frames) / 8000. Thus, in this embodiment, in the incorrect batting order 4 (B2 → B3 → B1), the machine is controlled to stop so that minor role 25 is won with a probability of 1000 / 8000, minor role 26 is won with a probability of 100 / 8000, and minor role 27 is won with a probability of 900 / 8000.

[0171] To explain the stop control when a minor role 25 is awarded in the incorrect batting order 3 (B2→B1→B3), Figure 41(A) shows the situation shown in Figure 32(A). In the situation shown in Figure 41(A), if the stop button B1 is pressed when any of the replay symbols from number 0 "RP" to number 4 "BL" are positioned in the upper position on the first reel R1, the first reel R1 will be stopped so that dummy symbol 1 "DUM1" is displayed on the active line L1. Then, of the minor roles 25 to 27, only minor role 25 will be awarded.

[0172] Next, in the situation shown in Figure 41(B), when stopping the third reel R3, only the small win 25 is possible. Therefore, similar to the incorrect spinning sequence 4 (B2→B3→B1), the stop position that prioritizes the replay symbol "RP" over the red 7 symbol "Red 7" is identified from Table 7 by selecting the bit data to be used for the small win 25. Then, if the stop button B3 is detected to be pressed at position 5, the first press position shown in Figure 31, the third reel R3 is stopped so that the red 7 symbol "Red 7" is displayed on the active line L1, as shown in Figure 41(C). If the stop button B3 is detected to be pressed at any of the second press positions 1 to 4 or 6 to 11 shown in Figure 31, the third reel R3 is stopped so that the replay symbol "RP" is displayed on the active line L1, as shown in Figure 41(D). If the stop button B3 is detected to be pressed at neither the first nor second press position, the third reel R3 is stopped so that no winning combination is awarded.

[0173] As a result, as shown in Figure 36, in the case of an incorrect batting order 3 (B2→B1→B3) where a small win of 25 is possible, the probability of the red 7 symbol "Red 7" appearing on the third reel R3 is 1 / 20 (=1 frame / 20 frames), and the probability of the replay symbol "RP" appearing is 9 / 20 (=9 frames / 20 frames).

[0174] Furthermore, in the case of the incorrect batting order 3 (B2→B1→B3), as shown in Figure 36, the probability of displaying dummy symbol 1 "DUM1" on the first reel R1 is 1 / 4 (= 5 frames / 20 frames). Therefore, in the incorrect batting order 3 (B2→B1→B3), the probability of winning the small prize 25 (displayed probability) is 1000 (=5 frames × 20 frames × 10 frames) / 8000, the same as in the incorrect batting order 4 (B2→B3→B1). In particular, the displayed probability (winning probability) of the symbol combination "DUM1·WM·Red 7" (first symbol combination), which indicates the winning form of the small prize 25, is 100 (=5 frames × 20 frames × 1 frame) / 8000, and the displayed probability (winning probability) of the symbol combination "DUM1·WM·RP" (second symbol combination), which indicates the winning form of the small prize 25, is 900 (=5 frames × 20 frames × 9 frames) / 8000. In this embodiment, in the case of an incorrect batting order 3 (B2→B1→B3), the machine is controlled to stop so that small win 25 is awarded with a probability of 1000 / 8000, small win 26 is awarded with a probability of 500 / 8000, and small win 27 is awarded with a probability of 500 / 8000.

[0175] Furthermore, if the left / right batting order bell B1 is won, minor prizes 25 to 27 will only be awarded in the incorrect batting order of 3 (B2→B1→B3) or 4 (B2→B3→B1). In the incorrect batting order of 1, 5, and 6, minor prizes 25 to 27 will not be awarded, and other minor prizes will be awarded instead.

[0176] As described above, in this embodiment, when the left-right batting order bell B1 is won, the third reel R3 switches which symbol to prioritize between the red 7 symbol "Red 7" and the replay symbol "RP". In the case of an incorrect batting order 3 (B2→B1→B3) where small wins 26 and 27 can be won, the third reel R3 is stopped so that the red 7 symbol "Red 7" and the replay symbol "RP" are displayed with a probability of 1 / 4 (=5 frames / 20 frames), as shown in Figure 36. In the case of an incorrect batting order 4 (B2→B3→B1), the third reel R3 is stopped so that the red 7 symbol "Red 7" is displayed with a probability of 1 / 20 (=1 frame / 20 frames) and the replay symbol "RP" is displayed with a probability of 9 / 20 (=9 frames / 20 frames), as shown in Figure 39. In other words, in this embodiment, by switching the priority of the symbols to be drawn in according to the pressing order (situation), or in other words, by switching between a first control that prioritizes the red 7 symbol "Red 7" and a second control that prioritizes the replay symbol "RP", the stopping control is performed so that the display probabilities of the red 7 symbol "Red 7" and the replay symbol "RP" on the third reel R3 change, the stopping control is performed so that the difference between the display probability of the red 7 symbol "Red 7" and the display probability of the replay symbol "RP" on the third reel R3 changes, or the stopping control is performed so that the combined display probability of the red 7 symbol "Red 7" and the replay symbol "RP" on the third reel R3 changes while maintaining a constant (10 / 20). As a result, according to this embodiment, the display probabilities of the red 7 symbol "Red 7" and the replay symbol "RP" on the third reel R3 can be changed according to the pressing order (situation), thereby improving the enjoyment of the game.Furthermore, according to this embodiment, the display probabilities can be changed so that the difference between the display probability of the red 7 symbol "Red 7" and the display probability of the replay symbol "RP" on the third reel R3 changes depending on the pressing order (situation), the display probabilities can be changed so that the display probabilities of the red 7 symbol "Red 7" and the replay symbol "RP" on the third reel R3 are sometimes the same and sometimes different, depending on the pressing order (situation), and the display probabilities of each can be changed while maintaining a constant total display probability of the red 7 symbol "Red 7" and the replay symbol "RP" on the third reel R3, depending on the pressing order (situation), thereby improving the enjoyment of the game.

[0177] In this embodiment, when the left-right batting order bell B1 is won, in the incorrect batting order 3 (B2→B1→B3), as shown in Figure 36, the stop control is performed so that small wins 26 and 27 each have a probability of being awarded at 500 / 8000, and in the incorrect batting order 4 (B2→B3→B1), as shown in Figure 39, small win 26 has a probability of being awarded at 100 / 8000 and small win 27 has a probability of being awarded at 900 / 8000. In other words, in this embodiment, the stop control is performed so that small wins 26 and 27 each have different probabilities of being awarded by switching the priority of the symbols to be drawn in according to the pressing order (situation). As a result, according to this embodiment, the probability of winning small wins 26 and 27 can be changed according to the pressing order (situation), thereby improving the enjoyment of the game.

[0178] In this embodiment, when the left-right batting order bell B1 is won, and batting order 3 (B2→B1→B3) is an incorrect batting order, and small wins 26 and 27 are possible, the red 7 symbol "red 7" (the symbol that constitutes the winning form of small win 26) is given priority over the red 7 symbol "red 7" and the replay symbol "RP". In other words, in this situation, small win 26 is given priority over small wins 26 and 27. On the other hand, when the left-right batting order bell B1 is won, and batting order 4 (B2→B3→B1) is an incorrect batting order, small win 25 is given priority over small wins 25 to 27. In this situation, as shown in Figure 39, by prioritizing minor role 25, the third reel R3 is stopped so that the red 7 symbol "Red 7" is displayed with a probability of 1 / 20 (=1 frame / 20 frames) and the replay symbol "RP" is displayed with a probability of 9 / 20 (=9 frames / 20 frames). As a result, the display probability of minor roles 26 and 27, which are assigned the same symbols as minor role 25, on the third reel R3 becomes the same as that of minor role 25. This makes it possible to change the probability of winning minor roles 26 and 27 to a probability different from that of turn order 3 (B2→B1→B3). In other words, in this embodiment, there are cases in which minor roles 26 and 27 are won in incorrect turn orders of turn order 3 (an example of the first operation order) and incorrect turn orders of turn order 4 (an example of the second operation order), and the stop control is performed so that the probability of winning minor roles 26 and 27 changes in these incorrect turn orders. As a result, according to this embodiment, there are cases in which minor prizes 26 and 27 can be awarded for incorrect batting order 3 and incorrect batting order 4, and the probability of winning minor prizes 26 and 27 can be changed depending on the order in which the buttons are pressed, thereby improving the enjoyment of the game.

[0179] In this embodiment, the table 7 (stop control table) of the third reel R3 corresponding to the left-right batting order bell B1 is set up so that the table data can be searched (specified) to determine which stop position prioritizes the red 7 symbol "red 7" and which stop position prioritizes the replay symbol "RP" among the red 7 symbol "red 7" and the replay symbol "RP". When the left-right batting order bell B1 is won, if the batting order 3 (B2→B1→B3) is incorrect and small wins 26 and 27 can be won, the stop position prioritizing the red 7 symbol "red 7" among the red 7 symbol "red 7" and the replay symbol "RP" is specified from the table 7 by selecting the bit data to be used for small wins 26 and 27. In the case of an incorrect batting order 4 (B2→B3→B1), the stop position prioritizing the replay symbol "RP" among the red 7 symbol "red 7" and the replay symbol "RP" is specified from the table 7 by selecting the bit data to be used for small win 25. In other words, in this embodiment, the same stop control table (table 7) is used to control the stopping of the reels so that the display probabilities of the red 7 symbol "red 7" and the replay symbol "RP" on the third reel R3 change according to the order (situation) of pressing the buttons. As a result, according to this embodiment, the display probabilities of the red 7 symbol "red 7" and the replay symbol "RP" on the third reel R3 can be changed according to the order (situation) of pressing the buttons using the same stop control table (table 7), and the winning probabilities of small wins 26 and 27 can be changed according to the order (situation) of pressing the buttons, thereby reducing the amount of data in the stop control data.

[0180] Furthermore, in this embodiment, when the left-right batting order bell B1 is won, in the case of incorrect batting order 3 (B2→B1→B3), as shown in Figures 9 and 36, the total probability of winning a small prize is 1 / 4 (=2000 / 8000), and in the case of incorrect batting order 4 (B2→B3→B1), as shown in Figures 9 and 39, the total probability of winning a small prize is 1 / 4 (=2000 / 8000). Therefore, according to this embodiment, it is possible to change the probability of winning some small prizes (small prizes 26 and 27) while keeping the total probability of winning small prizes the same for incorrect batting order 3 (B2→B1→B3) and incorrect batting order 4 (B2→B3→B1), thereby improving the enjoyment of the game.

[0181] In this embodiment, when the left-right batting order bell B1 is won, the third reel R3 is switched to prioritize either the red 7 symbol "Red 7" or the replay symbol "RP". In a situation where batting order 3 (B2→B1→B3) is an incorrect batting order and small wins 26 and 27 can be awarded, the third reel R3 is stopped so that the red 7 symbol "Red 7" and the replay symbol "RP" are displayed with a probability of 1 / 4 (=5 frames / 20 frames), as shown in Figure 36. In a situation where batting order 3 (B2→B1→B3) is an incorrect batting order and small win 25 can be awarded, the third reel R3 is stopped so that the red 7 symbol "Red 7" is displayed with a probability of 1 / 20 (=1 frame / 20 frames) and the replay symbol "RP" is displayed with a probability of 9 / 20 (=9 frames / 20 frames), as shown in Figure 36. In other words, in this embodiment, the priority of symbols to be drawn in is switched according to the stopping pattern (situation) of the reels (first reel R1 and second reel R2). In other words, the stopping control is performed so that the display probabilities of the red 7 symbol "red 7" and the replay symbol "RP" change in the third reel R3, the difference between the display probability of the red 7 symbol "red 7" and the display probability of the replay symbol "RP" in the third reel R3 changes, or the combined display probability of the red 7 symbol "red 7" and the replay symbol "RP" in the third reel R3 is kept constant (10 / 20) while the display probabilities of each change. As a result, according to this embodiment, the display probabilities of the red 7 symbol "Red 7" and the replay symbol "RP" on the third reel R3 can be changed according to the stopping pattern (situation) of the reels (first reel R1 and second reel R2), thereby improving the enjoyment of the game.Furthermore, according to this embodiment, the display probabilities can be changed so that the difference between the display probability of the red 7 symbol "Red 7" and the display probability of the replay symbol "RP" on the third reel R3 changes depending on the stopping pattern (situation) of the reels (first reel R1 and second reel R2). The display probabilities can be changed so that the display probabilities of the red 7 symbol "Red 7" and the replay symbol "RP" on the third reel R3 can be the same or different depending on the stopping pattern (situation) of the reels (first reel R1 and second reel R2). The display probabilities can be changed while maintaining a constant total display probability of the red 7 symbol "Red 7" and the replay symbol "RP" on the third reel R3, depending on the stopping pattern (situation) of the reels (first reel R1 and second reel R2). This enhances the enjoyment of the game.

[0182] Furthermore, stop control can be achieved for batting order bells other than the left and right batting order bell B1 by applying the control method of this embodiment.

[0183] 3. Variant The present invention is not limited to the embodiments described above, and various modifications are possible. Examples of such modifications are introduced below. The embodiments described above, as well as the various methods described below as modifications, can be appropriately combined and adopted as control methods to realize the present invention.

[0184] In the above embodiment, the example was given where the expected value of the payout rate for normal gameplay in setting L was set higher than 60%, but the expected value of the payout rate for normal gameplay in setting L may be set to 60% or less. Furthermore, for some or all of the other setting values ​​(settings 1 to 6), the expected value of the payout rate for normal gameplay may be set to 60% or less, or to higher than 60%.

[0185] Furthermore, in the above embodiment, the expected value of the payout rate for normal gameplay was explained using the example where setting L is the highest and the order is "setting 1 < setting 2 < setting 3 < setting 5 < setting 6 < setting L" in ascending order. However, as long as setting L is the highest, the other setting values ​​are not limited to this. For example, the order could be "setting 6 < setting 5 < setting 3 < setting 2 < setting 1 < setting L", there could be setting values ​​with the same expected value of the payout rate for normal gameplay, or the expected value of the payout rate for normal gameplay could be the same for all setting values ​​other than setting L.

[0186] Furthermore, in the above embodiment, the expected value of the payout rate for assist time games was explained using the example where setting L is the lowest and the order is "setting L < setting 1 < setting 2 < setting 3 < setting 5 < setting 6" in ascending order. However, as long as setting L is the lowest, the other setting values ​​are not limited to this. For example, the order could be "setting L < setting 6 < setting 5 < setting 3 < setting 2 < setting 1", there could be setting values ​​with the same expected value of the payout rate for assist time games, or the expected value of the payout rate for assist time games could be the same for all setting values ​​other than setting L.

[0187] Furthermore, in the above embodiment, the expected value of the payout rate and the expected value of the base for normal gameplay when playing with an irregular batting order were explained using the example where setting L is the highest and the order is ascending: "setting 1 < setting 2 < setting 3 < setting 5 < setting 6 < setting L". However, setting L may also be the lowest. In other words, in this example, the expected value of the payout rate and the expected value of the base for normal gameplay when playing with the recommended batting order are highest for setting L and the order is ascending: "setting 1 < setting 2 < setting 3 < setting 5 < setting 6 < setting L". However, the expected value of the payout rate and the expected value of the base for normal gameplay when playing with an irregular batting order may also be the lowest for setting L. In this example, the expected value of the payout rate and the expected value of the base when playing with an irregular batting order may be in ascending order of "Setting L < Setting 1 < Setting 2 < Setting 3 < Setting 5 < Setting 6", or there may be setting values ​​where the expected value of the payout rate when playing with an irregular batting order is the same, or the expected value of the payout rate when playing with an irregular batting order is the same for all setting values ​​other than Setting L.

[0188] Furthermore, in the above embodiment, the example given was that the first AT state or the second AT state ends when the difference in the number of electronic tokens reaches the final difference in tokens. However, if the conditions for adding tokens are met in the first AT state or the second AT state, the duration of the assist time game in the first AT state or the second AT state can be extended by adding a given difference in tokens to the final difference in tokens.

[0189] Furthermore, in the above embodiment, the game duration of the assist time game in the first AT state or the second AT state was explained using the difference in the number of electronic tokens as an example, but it may also be managed by the number of games played, the number of electronic tokens dispensed, the number of times the prize-winning assistance animation is performed, etc.

[0190] Furthermore, in the above embodiment, we have explained the case where the winning probabilities for replay, special roles, and cherry A are set to the same probability for all setting values. However, the winning probabilities may be set in ascending or descending order between setting L and setting 6, or the winning probabilities may be the same between setting 1 and setting 6, with only setting L having a different winning probability (a higher or lower winning probability than the other setting values).

[0191] Furthermore, in the above embodiment, the example was given where the winning probabilities for each of the common 1 card A1 to common 1 card A4 and common 1 card B1 to common 1 card B4 are set in descending order between setting L and setting 6. However, the same probability may be set for all setting values, the winning probabilities may be set in ascending order between setting L and setting 6, or the winning probabilities may be the same for all settings 1 to 6, with only setting L having a different winning probability (a higher or lower winning probability than the other setting values).

[0192] Furthermore, in the above embodiment, the example was given where the winning probabilities for Cherry B and Watermelon are set in ascending order between setting L and setting 6. However, the probabilities may be set to the same value for all settings, or the winning probabilities may be set in descending order between setting L and setting 6, or the winning probabilities may be the same for all settings from setting 1 to setting 6, with only setting L having a different winning probability (a higher or lower winning probability than the other settings).

[0193] Furthermore, in the above embodiment, the winning probabilities for the center-left batting order bell group, the center-right batting order bell group, the right-left batting order bell group, and the right-center batting order bell group were explained using the example where the setting L is the lowest and the same probability is set between settings 1 and 6. However, the same probability may be set for all setting values, or the winning probabilities may be set in ascending or descending order between settings L and 6.

[0194] Furthermore, in the above embodiment, the example was given where the overall winning probability for the left-center batting order bell group and the left-right batting order bell group is highest with setting L and the winning probabilities are set in ascending order between settings 1 and 6. However, the same probability may be set for all setting values, or the winning probabilities may be set in ascending or descending order between settings L and 6, or the winning probabilities may be the same for all settings 1 to 6, with only setting L having a different winning probability (a higher or lower winning probability than the other setting values).

[0195] Furthermore, as shown in Figure 42(A), for the left-center batting order bell group, the winning probability for left-center batting order bells A1 to A4 is set to be the lowest for setting L, and the winning probabilities are set in ascending order from setting L to setting 6 as "setting L < setting 1 < setting 2 < setting 3 < setting 5 < setting 6". For left-center batting order bells B1 to B4, the winning probability for setting L is set to be the highest, and the winning probabilities are set in descending order from setting L to setting 6 as "setting L > setting 1 > setting 2 > setting 3 > setting 5 > setting 6". In this way, the overall winning probability for the left-center batting order bell group is set to be the highest for setting L, and the winning probabilities are set in ascending order from setting 1 to setting 6 as "setting 1 < setting 2 < setting 3 < setting 5 < setting 6".

[0196] Similarly, as shown in Figure 42(B), for the left-right batting order bell groups, the winning probability for left-right batting order bells A1 to A4 is set to be the lowest for setting L, with the winning probabilities set in ascending order from setting L to setting 6 as "setting L < setting 1 < setting 2 < setting 3 < setting 5 < setting 6". For left-right batting order bells B1 to B4, the winning probability for setting L is set to be the highest, with the winning probabilities set in descending order from setting L to setting 6 as "setting L > setting 1 > setting 2 > setting 3 > setting 5 > setting 6". Thus, the overall winning probability for the left-right batting order bell groups may be set to be the highest for setting L, with the winning probabilities set in ascending order from setting 1 to setting 6 as "setting 1 < setting 2 < setting 3 < setting 5 < setting 6". Note that the number of batting order bells in the left-center batting order bell group and the left-right batting order bell group shown in Figure 42 is just an example and is not limited to this.

[0197] Furthermore, for each batting order bell in the left-center batting order bell group, the winning probability for setting L is the lowest, and the winning probabilities may be set in ascending order between setting L and setting 6 as "setting L < setting 1 < setting 2 < setting 3 < setting 5 < setting 6", while for each batting order bell in the left-right batting order bell group, the winning probability for setting L is the highest, and the winning probabilities may be set in descending order between setting L and setting 6 as "setting L > setting 1 > setting 2 > setting 3 > setting 5 > setting 6".

[0198] Furthermore, in the above embodiment, we have explained the case where the overall winning probability of the center-left batting order bell group, center-right batting order bell group, right-left batting order bell group, and right-center batting order bell group is set higher than the overall winning probability of the left-center batting order bell group and the left-right batting order bell group. However, the overall winning probability of the center-left batting order bell group, center-right batting order bell group, right-left batting order bell group, and right-center batting order bell group may be set lower than or the same as the overall winning probability of the left-center batting order bell group and the left-right batting order bell group.

[0199] Furthermore, the overall winning probability for the left-center batting order bell group may be set higher, lower, or the same as the overall winning probability for the left-right batting order bell group. Also, the overall winning probabilities for the center-left batting order bell group, center-right batting order bell group, right-left batting order bell group, and right-center batting order bell group may be different from or the same as each other. Furthermore, the overall winning probabilities for the left-center batting order bell group and the left-right batting order bell group may be set higher, lower, or the same as the overall winning probabilities for the center-left batting order bell group, center-right batting order bell group, right-left batting order bell group, and right-center batting order bell group.

[0200] Furthermore, in the above embodiment, an example was given in which an 8-coin small win is awarded in the left-center bell group and the left-right bell group, and a 15-coin small win is awarded in the center-left bell group, center-right bell group, right-left bell group, and right-center bell group. However, it is also possible to award a 15-coin small win in the left-center bell group and the left-right bell group, and an 8-coin small win in the center-left bell group, center-right bell group, right-left bell group, and right-center bell group. Alternatively, the correct small win with the same payout may be awarded in the left-center bell group, left-right bell group, center-left bell group, center-right bell group, right-left bell group, and right-center bell group.

[0201] Furthermore, in the above embodiment, regarding the left-center bell group and the left-right bell group, the example given was that in an incorrect spin sequence where the first reel R1 is stopped first, the stopping control is performed so that a single-coin small win is always achieved. However, in an incorrect spin sequence where the first reel R1 is stopped first, the stopping control may be performed so that there are cases where a single-coin small win is achieved and cases where no wins are achieved (missed wins).

[0202] Furthermore, in the above embodiment, with respect to the middle-left batting order bell group, middle-right batting order bell group, right-left batting order bell group, and right-middle batting order bell group, the recommended batting order was explained using an example where the stop control is performed so that there are cases where a single small win is awarded and cases where no wins are awarded (missed wins). However, in the recommended batting order, the stop control may be performed so that a single small win is always awarded.

[0203] Furthermore, in the above embodiment, regarding the common 1-coin A1 to common 1-coin A4 and common 1-coin B1 to common 1-coin B4, the recommended batting order was explained using the example of stopping control so that a single-coin small win is always achieved. However, in the recommended batting order, the stopping control may be set so that there are cases where a single-coin small win is achieved and cases where no wins are achieved (misses).

[0204] Furthermore, in the above embodiment, the case where an 8-coin small win is awarded in the correct hitting order was explained as an example for the left-center hitting order bell group and the left-right hitting order bell group. However, whether or not an 8-coin small win is awarded is determined by the button press detection position of the first stop operation in the correct hitting order. If the button press detection position of the first stop operation in the correct hitting order is the correct position (an example of the correct operation mode) (when it is both the correct hitting order and the correct position), an 8-coin small win is awarded (a 1 / 2 chance of being awarded), and if it is an incorrect position different from the correct position (an example of the incorrect operation mode) (when it is both the correct hitting order and the incorrect position), a 1-coin small win is awarded (a 1 / 2 chance of being awarded). Alternatively, if the button press detection position of the first stop operation in the correct hitting order is the correct position, an 8-coin small win is awarded (a 1 / 2 chance of being awarded), and if it is an incorrect position, neither win is awarded (a 1 / 2 chance of being missed). Similarly, for the middle-left batting order bell group, middle-right batting order bell group, right-left batting order bell group, and right-middle batting order bell group, whether or not a 15-coin prize is awarded is determined by the detection position of the first stop operation in the correct batting order. Stop control may be set up so that if the detection position of the first stop operation in the correct batting order is the correct position (an example of a correct operation), a 15-coin prize is awarded (1 / 2 chance of being awarded), and if it is an incorrect position (an example of an incorrect operation), a 1-coin prize is awarded (1 / 2 chance of being awarded). Alternatively, if the detection position of the first stop operation in the correct batting order is the correct position, a 15-coin prize is awarded (1 / 2 chance of being awarded), and if it is an incorrect position, neither prize is awarded (1 / 2 chance of being missed).

[0205] Furthermore, in the above embodiment, when the left-right batting order bell B1 is won, and the batting order 3 (B2→B1→B3) is an incorrect batting order, and a small win 25 can be awarded, the third reel R3 is stopped so that the red 7 symbol "Red 7" is displayed with a probability of 1 / 20 (=1 frame / 20 frames) and the replay symbol "RP" is displayed with a probability of 9 / 20 (=9 frames / 20 frames), as shown in Figure 36. However, by selecting the bit data to be used for small wins 26 and 27, the third reel R3 may be stopped so that the red 7 symbol "Red 7" and the replay symbol "RP" are each displayed with a probability of 1 / 4 (=5 frames / 20 frames).

[0206] Furthermore, in the above embodiment, when the left-right batting order bell B1 is won, and the batting order 3 (B2→B1→B3) is an incorrect batting order, and small wins 26 and 27 can be awarded, as shown in Figure 36, the third reel R3 is stopped so that the red 7 symbol "Red 7" and the replay symbol "RP" are each displayed with a probability of 1 / 4 (=5 frames / 20 frames), and in the incorrect batting order 4 (B2→B3→B1), as shown in Figure 39, the red 7 symbol "Red 7" is displayed with a probability of 1 / 20 (=1 frame / 20 frames), and the replay symbol "RP" is displayed with a probability of 9 / The example given was stopping the third reel R3 so that it is displayed with a probability of 20 (=9 frames / 20 frames). However, it is also possible to stop the third reel R3 so that the combined display probability of the red 7 symbol "Red 7" and the replay symbol "RP" on the third reel R3 remains constant, while the red 7 symbol "Red 7" is displayed with a probability in the range of 1 / 20 (=1 frame / 20 frames) to 1 / 4 (=5 frames / 20 frames), and the replay symbol "RP" is displayed with a probability in the range of 1 / 4 (=5 frames / 20 frames) to 9 / 20 (=9 frames / 20 frames). For example, in the case of an incorrect batting order 3 (B2→B1→B3) where small wins 26 and 27 are possible, the third reel R3 may be stopped so that the red 7 symbol "Red 7" is displayed with a probability of 1 / 5 (=4 frames / 20 frames) and the replay symbol "RP" is displayed with a probability of 3 / 10 (=6 frames / 20 frames). In the case of an incorrect batting order 4 (B2→B3→B1), the third reel R3 may be stopped so that the red 7 symbol "Red 7" is displayed with a probability of 1 / 10 (=2 frames / 20 frames) and the replay symbol "RP" is displayed with a probability of 2 / 5 (=8 frames / 20 frames).

[0207] Furthermore, in the above embodiment, when the left-right batting order bell B1 is won, and the batting order 3 (B2→B1→B3) is an incorrect batting order, and small wins 26 and 27 can be awarded, the example given is that the stopping position prioritizing the red 7 symbol "red 7" among the red 7 symbol "red 7" and the replay symbol "RP" is identified from Table 7 by selecting the bit data to be used for small wins 26 and 27. The system can also prepare bit data for small win 26 to determine the stop position for displaying the replay symbol "RP" from table 7, and when stopping the third reel R3 in the situation shown in Figure 32(B), it can first perform a search using the bit data for small win 26, and if it does not obtain a logical AND result of "00000000B" which is different from the predetermined value "00000000B", it can change the bit data to the bit data for small win 27 and perform the search. In this way, even if the batting order 3 (B2→B1→B3) is an incorrect batting order and small win 26 and small win 27 are possible to win, small win 26 can be prioritized over small win 26 and small win 27.

[0208] Furthermore, in the above embodiment, the example of minor roles 25 to 27 was explained using the case where the payout is 1 coin, but it is sufficient if the payout is less than or equal to the prescribed number of coins (for example, 3 coins), and is not limited to 1 coin.

[0209] Furthermore, although the above embodiment described an example where the same stop control is performed in both the normal state and the BB (Big Bonus) state, in the normal state, if any of the bell sequences belonging to the left-center bell group, left-right bell group, center-left bell group, center-right bell group, right-left bell group, and right-center bell group are won, the order of all stop operations may be treated as incorrect, and a 1-coin small win may be awarded. In other words, in the normal state, even if the stop operation is performed in the correct sequence that allows for the awarding of an 8-coin or 15-coin small win in the BB state, a 1-coin small win may still be awarded.

[0210] Furthermore, in the above embodiment, the case in which the main CPU 10a notifies the sub-CPU 20a of the result of the internal lottery was explained as an example. However, when notifying the result of the internal lottery when any batting order bell is won, in the normal section, the notification is given that any batting order bell has been won in the internal lottery, and in the advantageous section, the type of batting order bell that was won is notified. However, in the penalty state during the advantageous section, the notification may be given that any batting order bell has been won in the internal lottery.

[0211] Furthermore, in the above embodiment, the example described was one in which the main board 10, sub-board 20, and medal count control board 30 are arranged to share the functions necessary for advancing the game. However, some of the functions of the main board 10 may be placed on the sub-board 20 or medal count control board 30, some of the functions of the sub-board 20 may be placed on the main board 10 or medal count control board 30, some of the functions of the medal count control board 30 may be placed on the main board 10 or sub-board 20, or all the functions may be placed together on a single control board. Moreover, all the functions of the medal count control board 30 may be placed on the main board 10, and the medal count control board 30 may not be provided at all.

[0212] Furthermore, the invention of the above embodiment is not limited to smart pachislo, but can also be applied to slot machines that use actual tokens (game value) for gameplay, and gaming machines that use game balls (pachinko balls) for gameplay (spinning game machines, smart pachinko (registered trademark)). In smart pachinko, a main board (first control unit) that controls the progress of the game, a sub-board that controls the effects, and a frame control board (second control unit) that can communicate with the main board and a dedicated unit (specific unit) that dispenses game balls can be provided, and the frame control board can manage the number of game balls. [Explanation of Symbols]

[0213] BX storage box, UD upper front door, DD lower front door, DW display window, L1 Active line, DS game information display unit, LCD liquid crystal display, AL Frame lamp, R1 1st reel, R2 2nd reel, R3 3rd reel, SL Start Lever, B0 Bet Button, B1~B3 Stop Buttons, B4 settlement button, B8 counting button, 10 Main board, 10a Main CPU, 10b Main ROM, 10c Main RAM, 20 Sub-board, 20a Sub-CPU, 20b Sub-ROM, 20c Sub-RAM, 30 Medal count control board, 30a Medal CPU, 30b Medal ROM, 30c Medal RAM, 40 Terminal board for connecting game ball dispensing device, 50 Dedicated unit, 60 Dedicated unit control board, 103 Setting change means, 105 Input acceptance means, 110 Random number generation means, 120 Internal lottery means, 130 Reel control means, 140 Prize determination means, 150 Payout control means, 160 Replay processing means, 170 Game state control means, 180 Performance state control means, 190 Communication control means, 210 Performance control means, 220 Bet switch, 230 Start switch, 240 Stop switch, 250 Settlement switch, 255 Counting button switch, 260 Setting change switch, 265 Setting change permission switch, 310 Reel units, 330 Display devices, 340 Sound devices

Claims

[Claim 1] Multiple reels with multiple types of patterns arranged on their outer surface, An internal lottery method for conducting an internal lottery to determine whether or not a role is achieved, A gaming machine comprising: a reel control means that rotates the plurality of reels for each game, determines the stopping position so that symbols within a predetermined pull-in range are displayed on the active line when a stopping operation is triggered, and controls the stopping of the rotating reels in a manner corresponding to the result of an internal lottery, The reel control means, A gaming machine characterized by performing stop control such that the probability of displaying a specific symbol on a predetermined reel changes by switching the priority of the symbols to be drawn in according to the order of the stop operations.