Gaming machine

The gaming machine uses state and performance control mechanisms with differentiated audio feedback to enhance player engagement by increasing the likelihood of transitioning to advantageous game states, addressing the desire for enhanced AT production state experiences.

JP2026111343APending Publication Date: 2026-07-03OLYMPIA KK

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
OLYMPIA KK
Filing Date
2024-12-23
Publication Date
2026-07-03

AI Technical Summary

Technical Problem

In slot machines, players desire a higher likelihood of transitioning to an Assist Time (AT) production state when winning a combination with a large gaming benefit, but existing systems lack effective mechanisms to enhance this experience.

Method used

The gaming machine incorporates state control means to manage multiple game states, performance control means to adjust audio outputs, and a sound output unit that differentiates sounds based on game states and player actions, enhancing the auditory feedback to improve player engagement.

Benefits of technology

The solution improves gameplay experience by providing differentiated audio cues that enhance player interaction and increase the likelihood of transitioning to advantageous game states, thereby increasing player engagement and enjoyment.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2026111343000001_ABST
    Figure 2026111343000001_ABST
Patent Text Reader

Abstract

To improve gameplay. [Solution] The system includes a state control means for controlling multiple types of states, including a first state and a second state that are transitioned to in accordance with the progress of the game; an effect control means for controlling effects in accordance with the progress of the game; and a sound output unit controlled by the effect control means for outputting sound. The sound that the effect control means causes the sound output unit to output includes a first sound that is output in the first state (e.g., AT effect state) and not output in the second state which is different from the first state (e.g., non-AT effect state); and a second sound that can be output in the first and second states based on a predetermined operation of the stop switch. The second sound output in the first state and the second sound output in the second state differ in volume or pitch.
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0006] , , ,

[0005] , ,

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

Background Art

[0002] In a slot machine, during the progress of a game, a plurality of production states with different gaming benefits for the player are provided. For example, in an AT (assist time) production state among the plurality of production states, when winning a winning type in which a winning combination with a large gaming benefit overlaps with other winning combinations, the operation mode of a stop switch that becomes the winning condition of the winning combination with a large gaming benefit is notified (for example, Patent Document 1). Therefore, the player hopes that the production state will shift to the AT production state.

Prior Art Documents

[0007] According to the present invention, it is possible to improve the gameplay experience. [Brief explanation of the drawing]

[0008] [Figure 1] This is an external view illustrating the general mechanical configuration of a slot machine. [Figure 2] This is an external view of the slot machine with the front door open, illustrating its general mechanical configuration. [Figure 3] This diagram illustrates the reel's symbol arrangement and active lines. [Figure 4] This is a block diagram showing the approximate electrical configuration of the slot machine and its dedicated unit. [Figure 5] This is a flowchart showing the main processing of the main control board. [Figure 6] This is a flowchart illustrating the sub-processing of the sub-control board. [Figure 7]It is a flowchart showing medal processing of a medal number control board. [Figure 8] It is an explanatory diagram for explaining winning roles. [Figure 9] It is a diagram showing a winning type lottery table. [Figure 10] It is an explanatory diagram for explaining the transition of game states. [Figure 11] It is an explanatory diagram for explaining the transition of presentation states. [Figure 12] It is a flowchart showing the chance zone transition process of presentation state control means. [Figure 13] It is an explanatory diagram showing the specific content of presentation by presentation control means. [Figure 14] It is an explanatory diagram showing the specific content of presentation by presentation control means. [Figure 15] It is an explanatory diagram showing the specific content of presentation by presentation control means. [Figure 16] It is an explanatory diagram showing the specific content of presentation by presentation control means. [Figure 17] It is an explanatory diagram showing a suggestive presentation executed by presentation control means. [Figure 18] It is an explanatory diagram showing the winning probability of a lighting lottery according to the winning / losing result of an AT lottery. [Figure 19] It is a flowchart showing the suggestive presentation process of a sub-control board. [Figure 20] It is an explanatory diagram showing an example of the winning probability and non-winning probability of an AT lottery and a lighting lottery in an AT undecidable state and a non-AT undecidable state. 1] [Figure 21] It is an explanatory diagram for explaining over notification. [Figure 22] It is an explanatory diagram for explaining over notification. [Figure 23] It is an explanatory diagram for explaining over notification. [Figure 24] It is an explanatory diagram for explaining the display mode of an over image. [Figure 25] It is an explanatory diagram for explaining the display mode of an over image. [Figure 26] It is an explanatory diagram for explaining the sound output mode in the non-AT performance state. [Figure 27] It is a diagram extracted from a part of the winning type lottery table shown in FIG. 9. [Figure 28] It is an explanatory diagram for explaining the sound output mode in the AT performance state. [Figure 29] It is an explanatory diagram for explaining the sound output mode in the AT performance state. [Figure 30] It is an explanatory diagram for explaining the volume of the sound output by the performance control means. [Figure 31] It is an explanatory diagram for explaining the volume of the sound output by the performance control means.

Mode for Carrying Out the Invention

[0009] Hereinafter, preferred embodiments of the present invention will be described in detail with reference to the accompanying drawings. The dimensions, materials, and other specific numerical values shown in such embodiments are merely examples for facilitating the understanding of the invention, and do not limit the present invention unless otherwise specified. In this specification and the drawings, elements having substantially the same function and configuration are denoted by the same reference numerals to omit duplicate description, and elements not directly related to the present invention are not shown.

[0010] (Mechanical Configuration of Slot Machine 100) As a slot machine 100 as a gaming machine, there are those that carry out games with real medals interposed and those that carry out games without the interposition of real medals. The latter may be called a smart pachislot. Here, as the slot machine 100, a smart pachislot will be described as an example. In a smart pachislot, instead of real medals, electronic medals are used as electronic game values for games.

[0011] Figure 1 is an external view illustrating the general mechanical configuration of slot machine 100. Figure 2 is an external view of slot machine 100 with the front door open, illustrating the general mechanical configuration of slot machine 100. Figure 2(a) shows the front door viewed from the rear, and Figure 2(b) shows the casing viewed from the player's side.

[0012] As shown in the external views of Figures 1 and 2, the slot machine 100 is provided with a housing 102 with an open front, and a front upper door 104 and a front lower door 106 that are rotatably arranged vertically at one end of the front of the housing 102. A colorless, transparent symbol display window 108 made of glass or transparent resin is provided approximately in the lower center of the front upper door 104, and the left reel 110a, middle reel 110b, and right reel 110c are independently rotatable at positions corresponding to the symbol display window 108 inside the housing 102. On the outer surfaces of the left reel 110a, middle reel 110b, and right reel 110c, as shown in the symbol arrangement in Figure 3(a), multiple types of symbols are arranged in each of the 20 equally divided areas. The player can see a total of nine consecutive symbols, three on each of the left reel 110a, middle reel 110b, and right reel 110c, located in the upper, middle, and lower rows, through the symbol display window 108. Note that the left reel 110a, middle reel 110b, and right reel 110c are sometimes collectively referred to simply as reel 110.

[0013] An operating panel mounting base 112 is formed above the front lower door 106, and the operating panel mounting base 112 is equipped with a bet switch 116, a start switch 118, stop switches 120a, 120b, 120c, a settlement switch 122, a performance switch 124, a counting switch 126, a game token count display device 128, a main segment display unit 130, and the like.

[0014] The bet switch 116 is a push switch that detects the operation of inserting (betting) (deducting from the number of game tokens) electronic tokens that are electronically held in the slot machine 100 and ready for use in the game. The bet switch 116 includes a max bet switch that inserts (bets) a predetermined number of electronic tokens required for one game, and a 1 bet switch that inserts an additional 1 electronic token within the predetermined range. Here, the number of electronic tokens inserted (bet) by the bet switch 116 is called the number of bets, and the memory area that holds the number of bets is sometimes called the "number of bets holding means". Also, the number of electronic tokens that are electronically held in the slot machine 100 and ready for use in the game is called the "number of game tokens", and the memory area that holds the number of game tokens is sometimes called the "number of tokens holding means". Note that the number of bets is not included in the number of game tokens. Furthermore, betting includes both inserting a predetermined number of electronic tokens from the number of game tokens held in the token holding means through the operation of the bet switch 116, and automatically inserting electronic tokens based on the display of a replay symbol on the active line, as will be described in more detail later. The entity that makes a bet in this manner is sometimes referred to as the betting means.

[0015] The start switch 118 is configured, for example, as a lever capable of detecting tilting operations, and detects the player's operation to start the game.

[0016] Stop switches 120a, 120b, and 120c are push switches and are located at positions corresponding to the left reel 110a, middle reel 110b, and right reel 110c, respectively, to detect the player's stop operation. Note that stop switches 120a, 120b, and 120c are sometimes collectively referred to simply as stop switch 120. Here, when the stop switches 120 are in a state where they can be stopped, the first stop operation performed by the player on one of stop switches 120a, 120b, or 120c is called the first stop operation. After the first stop operation, the second stop operation is performed on one of the two remaining stop switches 120 that have not been stopped. After the second stop operation, the third stop operation is performed on the last remaining stop switch 120.

[0017] The settlement switch 122 detects an operation by the bet switch 116 that returns all of the electronic tokens bet to the token holding means (adds them to the number of game tokens).

[0018] The performance switch 124 consists of, for example, a push switch or a cross switch, and detects the player's pressing or rotating operation.

[0019] The counting switch 126 is a push switch that detects operations to transfer (subtract from) part or all of the number of game tokens electronically held by the slot machine 100 to a dedicated unit 300 described later. The counting switch 126 has three operation options: "short press" with a pressing time of less than 500 msec, "long press" with a pressing time of 500 msec or more, and "full count" with a pressing time of 4000 msec or more, which allows counting to continue even after the operation of the counting switch 126 is released. With a short press of the counting switch 126, only one electronic token is counted (transferred) from the number of game tokens with each operation. With a long press and full count, 50 electronic tokens are counted from the number of game tokens at the timing of counting notifications every 300 msec after a pressing time of 500 msec. If the number of game tokens is less than 50 in the long press or full count state, all remaining game tokens will be counted. Furthermore, if the counting switch 126 is operated while the game is playable, the counting process will always be executed regardless of the game state at that time. Here, "while the game is playable" refers to the state in which the slot machine 100 and the dedicated unit 300 are connected and both are powered ON (a state in which a player can borrow electronic tokens, play a game on the slot machine 100, and count the results of the game). However, if the power of the slot machine 100 is ON but the power of the dedicated unit 300 is not ON, or if the slot machine 100 and the dedicated unit 300 are not connected, there is a risk that the number of counted tokens will be lost even if the slot machine 100 accepts the operation of the counting switch 126, so the operation of the counting switch 126 is disabled, and that period is not included in "while the game is playable". Furthermore, the period during which slot machine 100 is unable to proceed with gameplay as a standalone unit, including during the initialization process after power-on, during setting changes and setting confirmation, and during error states requiring recovery processing such as resetting, is not included in the "period during which gameplay is possible."

[0020] The game token count display device 128 includes a 5-digit or 6-digit 7-segment LED and displays the total number of electronic tokens held in the token holding means, i.e., the number of game tokens. However, the number of game tokens does not include the number of electronic tokens bet. Therefore, the game token count display device 128 displays the number obtained by subtracting the number of electronic tokens bet from the number of electronic tokens acquired by the player. The numerical range of the number of game tokens is expressed as 0 to 16382 (16368 tokens + maximum payout per game (15 tokens) - minimum bet (1 token)), taking into account the maximum difference in tokens per business day. If the higher digit of a significant value is 0, that value is displayed as blank (off). If that value exceeds a predetermined warning value, for example, 15000, a token count warning notification is issued prompting the player to count their tokens, restricting the lending process of electronic tokens described later, and outputting a test counting signal for approximately 3500 msec. Note that the warning value is not limited to 15000, and various values ​​can be set. However, even if a warning notification about the number of tokens held is issued, the player can continue playing. Therefore, the number of tokens held may increase. When that number exceeds a predetermined upper limit, for example, 16369, an error notification (total over error notification) is issued, and a so-called complete function is activated to restrict the progress of the game. Specifically, the bet switch 116, start switch 118, and payout switch 122 are prohibited from being pressed. When such a complete function is activated (a stop error (error code "Ey") occurs), complete activation information indicating that the complete function is activated is displayed on the LCD display unit 132, which will be described later, and a complete activation sound indicating that the complete function is activated is output from the speaker 134, which will be described later. The token count display device 128 displays the updated number of tokens held by the slot machine 100 within approximately 300 msec after the number of tokens held is updated.

[0021] The main segment display unit 130 consists of two 7-segment displays arranged side-by-side, and displays an error code indicating the type of error managed by the main control board 200. For example, when various errors occur, such as a door open error (error code "E8") which occurs when at least one of the front upper door 104 or the front lower door 106 is detected to be open and automatically resets when both the front upper door 104 and the front lower door 106 are closed, the error code is displayed on the main segment display unit 130, error information is displayed on the liquid crystal display unit 132 (described later), and an error sound is output from the speaker 134 (described later).

[0022] A liquid crystal display unit 132 is provided at the upper center of the front upper door 104 to display various images related to the performance. Speakers 134 are provided on the left and right sides of the back of the front lower door 106 to provide auditory effects such as sound effects and musical tones. Performance lamps 136, for example, made of high-brightness light-emitting diodes (LEDs), and performance device 138, which drives performance components with a motor, are provided at the top and left and right of the front upper door 104.

[0023] Furthermore, within the casing 102, a setting key and a setting change switch (collectively referred to as the setting value setting means) are provided on the main control board 200, which will be described later. In the slot machine 100, when a predetermined key (operation key) is inserted into the setting key and rotated from the OFF position to the ON position, and power is turned on via the power switch 144a of the power supply 144, the machine enters setting change mode, and the setting value can be changed (also simply called setting change). The setting value indicates the degree of advantage for the player (machine payout rate) in stages, for example, it is expressed in 6 stages from 1 to 6, and generally, the higher the numerical value of the setting value, the higher the degree of advantage for the overall game (higher expected number of coins won). When the setting change switch is pressed while the setting change is possible, the setting value is increased by 1, for example, when the setting value is changed to one of the 6 stages and the start switch 118 is operated, the setting value is finalized, and the setting change mode ends when the setting key is returned to its original position (OFF position), and the game can be played. Note that setting changes are only possible for a certain period of time after the power switch 144a is operated and the power is turned on.

[0024] In this type of slot machine 100, since physical tokens are not required, it becomes possible to prevent cheating by inserting simulated tokens or using tokens brought in illegally. In addition, since there is no need to install a mechanism for inserting and dispensing game tokens inside the game machine, design and manufacturing costs can be reduced. Furthermore, by centrally managing the lending of game tokens to players and the counting of acquired game tokens, fraud can be prevented. Moreover, by centrally managing the data, it becomes possible to curb the element of gambling and, in turn, strengthen measures against addiction.

[0025] Figure 4 is a block diagram showing the schematic electrical configuration of the slot machine 100 and the dedicated unit 300. As shown in Figure 4, the slot machine 100 and the dedicated unit 300 are electrically connected via a game ball dispensing device connection terminal board 280. The slot machine 100 is equipped with multiple control boards, including a main control board 200 that controls the progress of the game, a sub-control board 240 that controls the effects according to the progress of the game, and a medal count control board 260 that controls the number of electronic medals (game medals) held in the medal holding means. Note that the transmission of electrical signals between the main control board 200 and the sub-control board 240 is limited to one direction only, from the main control board 200 to the sub-control board 240, from the viewpoint of preventing fraud. On the other hand, the transmission of electrical signals between the main control board 200 and the medal count control board 260 is bidirectional.

[0026] (Main control board 200) The main control board 200 has a semiconductor integrated circuit including a main CPU 200a which is a central processing unit, a main ROM 200b which stores programs and the like, and a main RAM 200c which functions as a work area, and comprehensively controls the entire slot machine 100. The main RAM 200c retains data without erasing it even when the power is cut off, unless a setting change is made and a RAM clear is performed.

[0027] Furthermore, the main control board 200 has functional units such as an initialization means 210, a betting means 212, a winning type lottery means 214, a reel control means 216, a determination means 218, a payout control means 220, a game state control means 222, a performance state control means 224, and a command transmission / reception means 226, which are operated by the main CPU 200a cooperating with the main RAM 200c based on a program stored in the main ROM 200b.

[0028] The main control board 200 receives various detection signals from the bet switch 116, start switch 118, stop switch 120, and settlement switch 122, and the main CPU 200a executes various processes based on the received detection signals.

[0029] The initialization means 210 executes the initialization process on the main control board 200. The betting means 212 places a bet of electronic tokens to be used for playing the game. The winning type lottery means 214, based on the operation of the start switch 118, performs a winning type lottery to determine whether a winning combination is achieved, and more specifically, whether a winning type that includes the winning combination is achieved, as will be described in more detail later.

[0030] The reel control means 216 controls the rotation of the left reel 110a, middle reel 110b, and right reel 110c in response to the operation of the start switch 118, and controls the stopping of the corresponding left reel 110a, middle reel 110b, and right reel 110c in response to the operation of the stop switches 120a, 120b, and 120c corresponding to the rotating left reel 110a, middle reel 110b, and right reel 110c, respectively.

[0031] Furthermore, the reel control means 216 may extend the time from when the stop switch 120 was activated in the previous game until the player activates the stop switch 120 to display the result of the winning type lottery (it is deactivated when the stop switch 120 is activated in the previous game) beyond a predetermined time, in response to the operation of the start switch 118. During this time, it may perform a reel effect (freeze effect) that controls the rotation of reels 110a, 110b, and 110c in various ways. The reel effect can be achieved by not activating any switch that should be activated for a predetermined time, suspending a process that should be executed for a predetermined time, or not transmitting or receiving signals from any switch that should be transmitted or received for a predetermined time.

[0032] Furthermore, in this embodiment, as a reel performance, a simulated game (pseudo-game) similar to the basic game may be performed, in which the basic game is interrupted and its progress is delayed in response to the operation of the start switch 118 in the basic game, during which the rotation of reels 110a, 110b, and 110c is controlled, and in response to the operation of the stop switches 120a, 120b, and 120c, the reels 110a, 110b, and 110c corresponding to the stop switches 120a, 120b, and 120c are temporarily stopped. Here, the basic game refers to a game in which a winning type lottery is performed and a payout is received once upon winning a winning combination. The simulated game ends when the start switch 118 is operated again or when a predetermined time has elapsed since the temporary stop control, and thereafter the rotation control of reels 110a, 110b, and 110c in the basic game resumes. Furthermore, as an example of simulated gameplay, the reel control means 216 can also automatically perform temporary stop control on predetermined symbols (for example, symbols that constitute a bonus role) on each reel 110a, 110b, and 110c in response to the operation of the stop switches 120a, 120b, and 120c. In such simulated gameplay, the performance can be executed with rotation control and stopping patterns similar to or different from those of the basic game, thereby enhancing the enjoyment of the game. Note that temporary stop indicates a state in which the reels do not appear to be stopped, but the phase signal of the stepping motor 152 of the reels 110a, 110b, and 110c is continuously changed within 500 msec, and temporary stop control indicates a control that temporarily stops the reels 110a, 110b, and 110c. However, unless otherwise specified, both stop and temporary stop are simply treated as stop in the sense that they maintain their position without rotating in one direction. Furthermore, both stop control and temporary stop control are simply treated as stop control in the sense that the left reel 110a, middle reel 110b, and right reel 110c are controlled to rotate in response to the operation of the start switch 118, and the corresponding left reel 110a, middle reel 110b, and right reel 110c are stopped in response to the operation of the stop switches 120a, 120b, and 120c, respectively, which are used to stop the rotating left reel 110a, middle reel 110b, and right reel 110c.

[0033] Furthermore, a reel drive control unit 150 is connected to the main control board 200. This reel drive control unit 150 drives the stepping motor 152 based on the rotation start signals for the left reel 110a, middle reel 110b, and right reel 110c transmitted from the reel control means 216 in response to the operation signal of the start switch 118. The reel drive control unit 150 also stops driving the stepping motor 152 based on the stop signals for the left reel 110a, middle reel 110b, and right reel 110c, respectively, transmitted from the reel control means 216 in response to the operation signal of the stop switch 120, as well as the detection signal from the rotation position detection circuit 154.

[0034] The determination means 218 determines whether or not a symbol combination corresponding to a winning combination is displayed on the active line A. Here, the display of a symbol combination corresponding to a winning combination on the active line A is sometimes simply referred to as a win. Here, the active line A is the line used to determine whether a winning combination has been won, and in this embodiment, there is one such line. As shown in Figure 3(b), of the nine symbols (3 reels × 3 rows of upper, middle, and lower) facing the symbol display window 108, the active line A is set as a line (one line rising to the right) connecting the positions corresponding to the symbols that stop on the lower row of the left reel 110a, the middle row of the middle reel 110b, and the upper row of the right reel 110c. The invalid lines are lines other than the active line A that are not used to determine whether a winning combination has been won, and they display other symbol combinations that make it easier to identify the winning combination when it is difficult to identify the winning combination based solely on the symbol combinations displayed on the active line A. In this embodiment, four invalid lines B1, B2, B3, and C shown in Figure 3(b) are assumed. The payout control means 220 pays out an amount of electronic tokens corresponding to the winning combination (value) to the token holding means (adds to the number of game tokens) based on the fact that the symbol combination corresponding to the winning combination has been displayed on the active line A (a win has been achieved).

[0035] The game state control means 222 refers to the result of the winning type lottery and the result of the determination means 218 and transitions the game state to one of several types of game states. The game states include, as described later, a non-internal game state, an internal game state to which the player transitions when a bonus role is won in the non-internal game state, and a bonus game state to which the player transitions when a symbol combination corresponding to a bonus role is displayed on an active line in the internal game state.

[0036] The performance state control means 224 refers to the result of the winning type lottery, the judgment result of the judgment means 218, and the transition information of the game state, and transitions the performance state to one of several types of performance states. The performance states include the AT (Assist Time) performance state, which performs an auxiliary performance that notifies the operation method (correct operation method) that is a condition for winning a specific role (correct role) when a winning type (selected winning type) is won in which a specific role (correct role) and other winning roles (incorrect roles) overlap (assists in winning the specific role), and the non-AT performance state, which does not perform an auxiliary performance. In addition, there are cases in which the so-called ART game state is executed, in which the AT performance state and the RT (Replay Time) game state, in which the probability of winning a replay role is high, proceed in parallel. The specific role that is the target of the auxiliary performance refers to a winning role that is more advantageous than other winning roles, including not only the payout of electronic medals when that winning role is won, but also all game benefits that can be obtained when that winning role is won. Furthermore, auxiliary effects are not limited to assisting in the winning of specific roles; they are sufficient if they inform the player of an operation method that is advantageous to them.

[0037] The command transmission / reception means 226 sequentially transmits commands determined in accordance with the operation of the betting means 212, the winning type lottery means 214, the reel control means 216, the determination means 218, the payout control means 220, the game state control means 222, the performance state control means 224, etc., to the sub-control board 240 and the medal count control board 260.

[0038] Furthermore, the main control board 200 is equipped with a random number generator 200d. The random number generator 200d sequentially increments a count value, and after counting a predetermined number of times, it resets the count value (changes the sequence of numbers to set an initial value), thereby looping the count value within a predetermined numerical range. The main control board 200 obtains a random value by extracting the count value from the random number generator 200d at a predetermined time. The random value generated by the random number generator 200d of the main control board 200 (hereinafter referred to as the winning type lottery random number) is used to determine the winning type of game benefit to be given to the player, for example, by the winning type lottery means 214. The specific processing in the main control board 200 will be explained below based on a flowchart.

[0039] (Main processing of the main control board 200) Figure 5 is a flowchart showing the main processing (main loop processing) of the main control board 200. Here, we will first explain the outline of one game after initialization according to the main processing of the main control board 200. Furthermore, here we will explain in detail the processing related to the features of this embodiment, and omit the explanation of configurations unrelated to the features of this embodiment. Although we will omit a detailed explanation, when each process is executed, the switches used in each process (bet switch 116, start switch 118, stop switch 120) are activated at the start of the process and deactivated at the end of each process.

[0040] (Step S100) When the slot machine 100 is powered on via the power switch 144a and becomes energized, the initialization means 210 performs an initialization process in preparation for the start of gameplay. The initialization means 210 can also change settings. Setting changes involve changing the setting values ​​that indicate the degree of advantage in stages (for example, 6 stages). Setting changes also include resetting to the same setting value (a process that changes the current setting value to the same setting value as the current setting value (overwriting, maintaining)). While the power is on, the initialization means 210 continuously generates backup data and stores this backup data in the main RAM 200c. Therefore, even if an unexpected power outage occurs, the initialization process can use the backup data held before the power outage to restore the state before the power outage. For example, even if an unexpected power outage occurs while the reels 110 are rotating, the system will start again from the state where each reel 110 is rotating after the recovery operation. Therefore, the initialization process does not basically initialize (clear the RAM) the main RAM 200c. Furthermore, the initialization means 210 generates an initialization command when the power is turned on, and the command transmission / reception means 226 transmits the generated initialization command to the sub-control board 240. Also, the initialization means 210 generates a startup command that includes the transmission information necessary at startup, and the command transmission / reception means 226 transmits the generated startup command to the medal count control board 260.

[0041] (Step S110) Next, in response to the player's operation of the bet switch 116, the betting means 212 places an electronic token bet. The betting means 212 also generates an insertion command indicating that the operation has been performed, and the command transmission / reception means 226 transmits the generated insertion command to the sub-control board 240. The betting means 212 also generates a game token insertion command that includes transmission information indicating the number of tokens to be inserted, and the command transmission / reception means 226 transmits the generated token insertion command to the token count control board 260.

[0042] (Step S120) Next, when a predetermined number of electronic tokens are bet, the winning type lottery means 214 activates the game start operation for the start switch 118 and transitions to a state waiting for operation of the start switch 118. Here, in response to the player's operation of the start switch 118, the winning type lottery means 214 obtains a winning type lottery random number of 1 from the winning type lottery random numbers updated by the random number generator 200d of the main control board 200 at the time the start switch 118 is operated. The winning type lottery means 214 then determines a winning type lottery table corresponding to the currently set game state from the winning type lottery table, and determines which winning area in the determined winning type lottery table the obtained winning type lottery random number corresponds to, and determines the winning type or non-winning as the lottery result for the determined winning area. Furthermore, when a winning type that includes the winning role "RBB" is determined in the winning type lottery, the game state is transitioned from a non-internal game state to an RBB internal game state. Furthermore, after the start switch 118 is operated and the lottery result is determined, the winning type lottery means 214 generates a winning type command that includes the lottery result (winning type or not winning) and information regarding the game state, and the command transmission / reception means 226 transmits the generated winning type command to the sub-control board 240.

[0043] (Step S130) When the start switch 118 is operated, the reel control means 216 drives the stepping motor 152 to rotate the left reel 110a, the middle reel 110b, and the right reel 110c. In this reel rotation process, after a predetermined time (for example, 4.1 seconds) has elapsed since the start of rotation of the left reel 110a, the middle reel 110b, and the right reel 110c in the previous game (wait), the rotation of the left reel 110a, the middle reel 110b, and the right reel 110c in the current game begins, and when all of the left reel 110a, the middle reel 110b, and the right reel 110c have reached a steady rotation, the process moves to step S140.

[0044] (Step S140) Next, the reel control means 216 activates the stop switches 120a, 120b, and 120c, and when it receives an operation of the stop switches 120a, 120b, or 120c by the player, it controls the stopping of one of the left reel 110a, middle reel 110b, or right reel 110c corresponding to that operation. Furthermore, when any of the stop switches 120a, 120b, or 120c are operated, the reel control means 216 generates a stop command (first stop operation command, second stop operation command, third stop operation command) indicating the information of the operated stop switch 120a, 120b, or 120c, and the command transmission / reception means 226 sequentially transmits the generated stop commands to the sub-control board 240. The reel control means 216 continues this reel stopping process until all of the stop switches 120a, 120b, and 120c have been operated.

[0045] (Step S150) Next, the determination means 218 determines which of the predetermined combinations the symbol combination displayed on the active line A shown in Figure 3(b) corresponds to, and executes various processes required for changing the game state or for replays according to that symbol combination. For example, if the determination means 218 is in an advantageous section and a small win has occurred, it updates the net increase counter. Here, the advantageous section is a game section that is advantageous to the player, including game sections that have performance related to instruction functions, that is, game sections that execute auxiliary effects (instruction functions), etc. Also, a section that is mutually exclusive with the advantageous section and in which auxiliary effects cannot be executed is called a non-advantageous section. In addition, the advantageous section is a game section in which, if an auxiliary effect is activated as a result of a lottery etc. related to the operation of an auxiliary effect performed by the main control board 200, information indicating the content of the instruction may be transmitted to peripheral boards such as the sub-control board 240, only when the content of the instruction is displayed on the notification means so that it can be identified by the main control board 200. Furthermore, the game state control means 222, in the RBB internal game state, if the symbol combination displayed on the active line A corresponds to the winning combination "RBB", transitions the game state from the RBB internal game state to the RBB active game state. The determination means 218 generates a winning command that includes the symbol combination displayed on the active line A, and the number of electronic medals to be paid out when a symbol combination corresponding to a minor win is displayed on the active line A, and the command transmission / reception means 226 transmits the generated winning command to the sub-control board 240.

[0046] (Step S160) Furthermore, based on the symbol combinations (stopping patterns of the reels 110) displayed on the active line A, the payout control means 220 executes the payout process for electronic tokens corresponding to a minor role when a symbol combination corresponding to a minor role is displayed on the active line A, and automatically executes the process for placing a bet for the next game when a symbol combination corresponding to a replay role is displayed on the active line A. In addition, when the payout process for electronic tokens is completed, the payout control means 220 generates a payout command indicating that the payout process has been completed, and the command transmission / reception means 226 transmits the generated payout command to the sub-control board 240. Furthermore, the payout control means 220 generates a payout completion command that includes transmission information indicating the number of tokens to be paid, and the command transmission / reception means 226 transmits the generated payout completion command to the token count control board 260.

[0047] (Step S170) The game state control means 222 transitions the game state from the RBB-operated game state to the non-internal game state when a predetermined number of electronic tokens are dispensed during the RBB-operated game state. The performance state control means 224 also handles transitions in the performance state and switches between advantageous and non-advantageous periods. Furthermore, if the game state or performance state is changed, a game transition command including the changed game state or performance state is generated, and the command transmission / reception means 226 transmits the generated game transition command to the sub-control board 240. Thus, when the game transition process S170 is completed, the game ends.

[0048] One game is executed through the series of processes from step S110 to step S170 described above. Thereafter, steps S110 to S170 will be repeated. Thus, one game refers to the period from when a portion of the number of game tokens held in the token holding means is inserted through the operation of the bet switch 116, or when an electronic token is automatically inserted based on the display of a replay symbol on the active line A, until the left reel 110a, middle reel 110b, and right reel 110c are controlled to rotate and a winning type lottery is performed in response to the operation of the start switch 118 by the player, and the left reel 110a, middle reel 110b, and right reel 110c are stopped in response to the lottery result of the winning type lottery and the operation of multiple stop switches 120a, 120b, and 120c by the player, until the left reel 110a, middle reel 110b, and right reel 110c corresponding to the operated stop switches 120a, 120b, and 120c are stopped, and if a winning symbol that can receive an electronic token payout is hit, the electronic token is paid out. Furthermore, if the player fails to win a prize that can result in the payout of electronic tokens, or if they win a prize but do not win, one game ends when the left reel 110a, middle reel 110b, and right reel 110c all stop. However, the start of one game may be interpreted as the player operating the start switch 118 instead of inserting electronic tokens or winning a replay. The number of times such a game is repeated is defined as the number of games. Here, whether the basic game, which is one game in which a payout can be received once after the prize type lottery is performed, is performed alone, or whether the basic game is performed in combination with a simulated game, the completion of the basic game is considered the completion of one game. Therefore, the completion of a simulated game does not affect the counting of games in the slot machine 100. However, for the number of games managed by the hall computer (not shown), the simulated game may or may not be counted as part of the number of games, depending on the specifications.

[0049] (Sub-control board 240) The sub-control board 240, like the main control board 200, has various semiconductor integrated circuits, including a sub-CPU 240a which is a central processing unit, a sub-ROM 240b which stores programs, etc., and a sub-RAM 240c which functions as a work area. Based on commands from the main control board 200, it controls the effects according to the progress of the game, for example, generating an effect pattern that shows a series of effects. The sub-RAM 240c is also connected to a backup power supply (not shown), similar to the main RAM 200c, so that data is retained without being erased even if the power is cut off. The sub-control board 240 is also equipped with a random number generator 240d, similar to the main control board 200, and the random values ​​generated by the random number generator 240d (hereinafter referred to as effect lottery random numbers) are mainly used to determine the type of effect. The sub-control board 240 is also equipped with an image circuit 240e, an audio circuit 240f, and an effect circuit 240g to realize the effects.

[0050] The image circuit 240e includes an image IC, an image ROM, and an image RAM (VRAM). The image IC, also called a VDP (Video Display Processor), receives an image command that can identify image data based on a performance pattern (data corresponding to the image to be displayed on the liquid crystal display unit 132 among the performances indicated by the performance pattern). It reads the image data identified by the image command from the image ROM into the image RAM and outputs it sequentially to the liquid crystal display unit 132. The image RAM has multiple different layers, and each layer can hold different image data. The image IC then superimposes the image data held in the multiple layers and outputs the superimposed image data to the liquid crystal display unit 132. Each layer is assigned a priority order, and when an image from a high-priority layer overlaps with an image from a low-priority layer, the image from the high-priority layer is superimposed on the player side of the image from the low-priority layer and is visible to the player.

[0051] The audio circuit 240f includes an audio IC and an audio ROM. When the audio IC receives an audio command that can identify audio data based on a performance pattern (data corresponding to sound, including the sound to be output to speaker 134, among the performances indicated by the performance pattern), it reads the audio data identified by the audio command from the audio ROM and sequentially outputs the sound based on the audio data to speaker 134. The audio IC has multiple different layers (sometimes called tracks or channels), and each layer can hold different audio data. The audio IC then superimposes the audio data held in the multiple layers and outputs the sound based on the superimposed audio data to speaker 134. The player can hear each of the superimposed audio data simultaneously.

[0052] When the performance circuit 240g receives a command indicating a lighting pattern (a sequence of lighting patterns for the performance lamps 136 within the performance indicated by the performance pattern) and a drive pattern (a sequence of drive patterns for the performance mechanism 138 within the performance indicated by the performance pattern), it generates information regarding light emission (light emission information) and motor drive (drive information) according to the command, and transmits the generated light emission information and drive information to the performance lamps 136 and the performance mechanism 138 via serial communication. Serial communication is used here to reduce the number of harnesses and simplify their handling. In this way, each of the multiple performance lamps 136 is independently controlled to light up, and each of the multiple performance mechanism 138 is independently controlled to drive. The performance circuit 240g also acquires input information from the performance switch 124, etc. (operation status, operation timing, number of operations, operation duration, etc.) via serial communication.

[0053] Here, a series of functional components, including a sub-CPU 240a, sub-RAM 240c, random number generator 240d, image circuit 240e, audio circuit 240f, and performance circuit 240g, are integrated into a single integrated circuit as a System-on-a-Chip (SoC). However, the integration of each functional component into such an SoC can be arbitrarily configured.

[0054] Furthermore, the sub-control board 240 has functional units such as an initialization means 250, a command receiving means 252, and a performance control means 254, which function through the cooperation of the sub-CPU 240a with the sub-RAM 240c based on a program stored in the sub-ROM 240b.

[0055] The initialization means 250 executes initialization processing on the sub-control board 240. The command receiving means 252 receives commands from other control boards, such as the main control board 200, and processes the commands. The performance control means 254 receives detection signals from the performance switch 124 and determines the performance patterns for the game's effects performed by the liquid crystal display unit 132, speaker 134, performance lamp 136, and performance mechanism 138 based on the received commands.

[0056] Specifically, the performance control means 254 performs image display control to display an image on the liquid crystal display unit 132. In addition, the performance control means 254 controls audio output through the speaker 134, controls the lighting of the performance lamp 136, and controls the driving of the performance mechanism device 138.

[0057] The effects executed by the effect control means 254 also include the auxiliary effects described above. Hereafter, the notification means that executes auxiliary effects, such as the liquid crystal display unit 132, speaker 134, and effect lamp 136, may be referred to as the auxiliary effect execution means (instruction monitor). The effect state control means 224 causes the auxiliary effect execution means to execute auxiliary effects when the AT effect state is active.

[0058] (Sub-processing of sub-control board 240) Figure 6 is a flowchart showing the sub-processing of the sub-control board 240. Here, we will explain in detail the processes related to the features of this embodiment, and omit the explanation of configurations unrelated to the features of this embodiment.

[0059] (Step S200) When the slot machine 100 is powered on via the power switch 144a and becomes energized, the initialization means 250 performs an initialization process in preparation for the start of gameplay. While the power is on, the initialization means 250 continuously generates backup data and stores this backup data in the sub-RAM 240c.

[0060] (Step S210) The command receiving means 252 determines whether or not it has received an input command. If it has received an input command, it proceeds to step S212; otherwise, it proceeds to step S220.

[0061] (Step S212) In step S210, if it is determined that an input command has been received, the performance control means 254 determines a performance pattern based on the input command, assuming that preparations for starting the next game have been made.

[0062] (Step S220) Next, the command receiving means 252 determines whether or not it has received a winning type command. If it has received a winning type command, it proceeds to step S222; otherwise, it proceeds to step S240.

[0063] (Step S222) In step S220, if it is determined that a winning type command has been received, the performance control means 254 determines a performance pattern based on the winning type command. Furthermore, if the performance state is an AT performance state and the winning type indicated in the winning type command is a selected winning type, the performance control means 254 determines an auxiliary performance that notifies the correct operation pattern.

[0064] (Step S240) Next, the command receiving means 252 determines whether or not a stop command has been received. If a stop command has been received, the process moves to step S242; otherwise, the process moves to step S250.

[0065] (Step S242) In step S240, if it is determined that a stop command has been received, the performance control means 254 determines a performance pattern based on whether the stop command indicates a first stop operation, a second stop operation, or a third stop operation, whether it indicates a stop operation on one of the stop switches 120a, 120b, or 120c, and the rotational positions of the left reel 110a, middle reel 110b, and right reel 110c on which the stop operation was performed.

[0066] (Step S250) Next, the command receiving means 252 determines whether or not it has received a winning command. If it has received a winning command, it proceeds to step S252; otherwise, it proceeds to step S260.

[0067] (Step S252) In step S250, if it is determined that a winning command has been received, the performance control means 254 determines a performance pattern based on the winning command.

[0068] (Step S260) Next, the command receiving means 252 determines whether or not a payout command has been received. If a payout command has been received, the process moves to step S262; otherwise, the process moves to step S210, and the process from step S210 is repeated.

[0069] (Step S262) If it is determined in step S260 that a payout command has been received, the performance control means 254 determines a performance pattern based on the payout command and repeats the process from step S210.

[0070] (Medal count control board 260) The medal count control board 260 is connected to the main control board 200 and has various semiconductor integrated circuits, including a medal CPU 260a which is a central processing unit, a medal ROM 260b which stores programs, etc., and a medal RAM 260c which functions as a work area, and manages the electronic medals used for gaming. In addition, the medal RAM 260c is connected to a backup power supply (not shown) similar to the main RAM 200c, so that data is retained without being erased even if the power is cut off. Here, a portion of the storage area of ​​the medal RAM 260c is used as a medal holding means. A medal segment display unit 140 is also integrally formed on the medal count control board 260. The medal segment display unit 140 consists of one 7-segment unit and displays, for example, an error code indicating the type of error managed by the medal count control board 260. The medal count control board 260 is also connected to a dedicated unit 300 via a game ball dispensing device connection terminal board 280. Here, the game ball dispensing device connection terminal board 280 is a connection terminal board for connecting the slot machine 100 and the dedicated unit 300, and receives signals related to the dispensing of electronic tokens, transmits the results of the dispensing and receipt of electronic tokens, transmits signals related to the counting of electronic tokens, and transmits various information of the slot machine 100. For example, the game ball dispensing device connection terminal board 280 receives power (VL) from the dedicated unit 300, uses that power as input to an insulating element such as a photocoupler, generates a VL connection signal indicating the connection status with the dedicated unit 300, and outputs it to the token count control board 260. The token count control board 260 can determine from the ON / OFF status of the VL connection signal that power is being supplied from the dedicated unit 300, in other words, that power has been supplied to the dedicated unit 300 and that it is properly connected to the dedicated unit 300.

[0071] Furthermore, the medal count control board 260 has functional units such as an initialization means 270, a command transmission / reception means 272, and a medal count update means 274, which function through the cooperation of the medal CPU 260a with the medal RAM 260c based on a program stored in the medal ROM 260b.

[0072] The initialization means 270 performs initialization processing on the medal count control board 260. The command transmission / reception means 272 receives commands from the main control board 200 and performs reply processing for those commands. The command transmission / reception means 272 also repeatedly sends and receives game machine information notifications, counting notifications, lending notifications, and lending receipt result responses to the dedicated unit 300 at 300 msec intervals from the completion of startup. Specifically, the command transmission / reception means 272 sends a game machine information notification to the dedicated unit 300, which includes game machine performance information, game machine installation information, and hall computer / fraud monitoring information as game machine information. 100 msec after sending the game machine information notification, it sends a counting notification which includes the number of counted medals to be counted (the number of electronic medals transferred to the dedicated unit 300 at one time). When the command transmission / reception means 272 receives a loan notification from the dedicated unit 300 170 msec after sending a counting notification, which includes the number of loaned medals to be processed (the number of digitized medals transferred at once from the dedicated unit 300), it sends back the loan acceptance result to the dedicated unit 300.

[0073] The medal count update means 274 primarily updates (adds or subtracts) the number of game medals held in the medal holding means in response to commands received from the main control board 200, notifications received from the dedicated unit 300, or operations on the counting switch 126. The medal count update means 274 also displays the updated number of game medals on the game medal count display device 128.

[0074] Figure 7 is a flowchart showing the medal processing (main loop processing) of the medal count control board 260. Here, we will explain in detail the processing related to the features of this embodiment, and omit the explanation of configurations unrelated to the features of this embodiment.

[0075] (Step S300) When the slot machine 100 is powered on via the power switch 144a and the medal count control board 260 is energized, the initialization means 270 performs an initialization process in preparation for the start of gameplay. While the power is on, the initialization means 270 continuously generates backup data and stores this backup data in the medal RAM 260c. Therefore, even if an unexpected power outage occurs, the initialization process can use the backup data held before the power outage to restore the state to which it was before the power outage. For example, even if an unexpected power outage occurs while the number of game medals is held in the medal holding means, the system will start from the state where the electronic medals are held after the recovery operation. Therefore, the initialization process does not fundamentally initialize (clear the RAM) the medal RAM 260c.

[0076] (Step S310) Once the initialization process is complete, the medal count update means 274 determines whether an update event for the number of game medals held in the medal holding means has occurred. If an update event for the number of game medals has occurred, it executes an update process to update the number of game medals according to that update event. First, the medal count update means 274 determines whether it has received a game medal insertion command from the main CPU 200a. If it has received a game medal insertion command, it proceeds to step S312. If it has not received a game medal insertion command, it proceeds to step S320.

[0077] (Step S312) When the main CPU 200a receives a game token insertion command, the token count update means 274 determines whether the game token insertion command indicates the insertion of electronic tokens. If it indicates the insertion of electronic tokens, it performs an insertion process that subtracts the number of game tokens by that amount. If the game token insertion command indicates the settlement of electronic tokens rather than the insertion of electronic tokens, the token count update means 274 performs a settlement process that adds the number of electronic tokens that were inserted to the game token count. Note that although the player's operation differs between the settlement process and the insertion process, the corresponding processes are the same. Therefore, in the following explanation, it is possible to replace the parts that use the insertion process with the settlement process by interpreting it as inserting a negative number of electronic tokens.

[0078] (Step S320) Next, the medal count update means 274 determines whether or not it has received a payout completion command from the main CPU 200a. If it has received a payout completion command, it proceeds to step S322; otherwise, it proceeds to step S330.

[0079] (Step S322) Upon receiving a payout completion command from the main CPU 200a, the medal count update means 274 executes a payout process that adds the electronic medals dispensed based on the payout completion command to the number of game medals.

[0080] (Step S330) Next, the medal count update means 274 determines whether or not it has received a notification of the loan of an electronic medal from the dedicated unit 300. If it has received a loan notification, it proceeds to step S332; otherwise, it proceeds to step S340.

[0081] (Step S332) When the dedicated unit 300 receives a loan notification, the medal count update means 274 determines whether or not the loan process is possible. If the loan process is possible, it executes the loan process to add the loaned electronic medals to the number of game medals and generates a loan receipt result response that includes "normal". On the other hand, if the loan process is not possible, that is, if the message length and command values ​​in the loan notification are normal but other information is abnormal, if the game machine information notification is abnormal, if the number of counted medals in the count notification is "1" or more, if the number of game medals displayed on the game medal count display device 128 is 15,000 or more, if the checksum of the received loan notification is abnormal, if the loan serial numbers of the received loan notification are not consecutive, if the number of loaned medals in the received loan notification is "51" or more, or if the game machine information notification sent from the medal CPU 260a to the dedicated unit 300 contains information other than hall control fraud monitoring information, the medal count update means 274 generates a loan receipt result response that includes "abnormal".

[0082] (Step S340) Next, the command transmission / reception means 272 determines whether the counting switch 126 has been operated by the player. If the counting switch 126 has been operated, the process proceeds to step S342. If the counting switch 126 has not been operated, the process from step S310 is repeated.

[0083] (Step S342) When the counting switch 126 is operated by the player, the medal count update means 274 notifies the dedicated unit 300 of the count and performs a counting process that subtracts the counted electronic medals from the number of game medals, and repeats the process from step S310.

[0084] When a loan notification is received or the counting switch 126 is operated, the medal count update means 274 executes the loaning or counting process for the electronic medals, and the command transmission / reception means 272 sends a command to the main CPU 200a to that effect. Upon receiving the command, the main CPU 200a sends a command to the sub-CPU 240a to that effect. The sub-CPU 240a then outputs a predetermined loaning sound or counting sound from the speaker 134 to indicate the movement of the electronic medals as they are actually loaned out or counted during the loaning or counting process. In this way, the player can audibly confirm that the loaning or counting process is being executed properly. The sub-CPU 240a may also notify the player that the loaning or counting process is being executed not only through the speaker 134, but also through other devices such as the liquid crystal display unit 132 and the effect lamps 136.

[0085] (Dedicated unit 300) The dedicated unit 300 is installed near the slot machine 100 and can lend electronic tokens to players and count the electronic tokens won by players. The dedicated unit 300 is equipped with a dedicated unit control board 310 that sends and receives electronic tokens to and from the slot machine 100. The dedicated unit control board 310 is connected to a cash input section 312, a card insertion section 314, a lending switch 316, a return switch 318, a game switch 320, a rate display device 322, and a token count display device 324.

[0086] The cash input section 312 functions as a slot for inserting cash. The card insertion section 314 allows for the insertion and withdrawal of card media capable of storing electronic tokens. The disbursement switch 316 is a push switch that detects the operation to transfer electronic tokens corresponding to the number of units of cash held in the dedicated unit 300 to the slot machine 100. In response to the operation of the disbursement switch 316, the token count control board 260 executes the disbursement process. The return switch 318 is a push switch that detects the operation to transfer electronic tokens held in the dedicated unit 300 to card media and to withdraw that card media from the dedicated unit 300 through the card insertion section 314. The game switch 320 is a push switch that detects the operation to transfer electronic tokens held in the dedicated unit 300 to the slot machine 100. The unit value display device 322 displays the number of units held in the dedicated unit 300, that is, the number of units corresponding to the cash inserted from the cash input section. The acquired medal count display device 324 displays the acquired medal count, which is the total number of electronic medals held by the dedicated unit 300.

[0087] (Table used on the main control board 200) Figure 8 is an explanatory diagram for explaining the winning roles, and Figure 9 is an explanatory diagram for explaining the winning type lottery table.

[0088] In the slot machine 100, as will be described in detail later, there are multiple types of game states and performance states, and the game state and performance state are changed according to the progress of the game. In the main control board 200, multiple winning type lottery tables corresponding to the game states managed and controlled by the game state control means 222 are stored in the main ROM 200b. The winning type lottery means 214 extracts the corresponding winning type lottery table from the main ROM 200b according to the current setting value stored in the main RAM 200c and the current game state, and determines which winning type in the winning type lottery table corresponds to the random number for winning type lottery obtained in response to the operation signal of the start switch 118, based on the extracted winning type lottery table.

[0089] Here, the winning combinations that make up the winning combinations extracted by the winning combination lottery table include bonus combinations, replay combinations, and minor combinations. A bonus combination is a combination that, when the symbol combination corresponding to that bonus combination is displayed on active line A, can transition the game state managed by the game state control means 222 to a bonus game state (the RBB operation game state described later). A replay combination is a combination that, when the symbol combination corresponding to the replay combination is displayed on active line A, allows the player to play again without making a new bet of electronic tokens. A minor combination is a combination that, when the symbol combination corresponding to that minor combination is displayed on active line A, allows the player to receive a predetermined number of electronic tokens depending on the symbol combination.

[0090] In this embodiment, as shown in Figure 8, the winning combinations include a bonus combination called "RBB," replay combinations "Replay 1" to "Replay 23," and minor combinations "Minor Combination 1" to "Minor Combination 20." In Figure 8, one or more symbols constituting each winning combination are associated with the left reel 110a, the middle reel 110b, and the right reel 110c, respectively. In the following, winning combinations "Minor Combination 1" to "Minor Combination 4" may be abbreviated as "8-coin combination," winning combinations "Minor Combination 5" and "Minor Combination 6" as "3-coin combination," and winning combinations "Minor Combination 7" to "Minor Combination 20" as "1-coin combination."

[0091] In this embodiment, when the player operates the stop switch 120, if the symbols constituting a winning combination that can be awarded are on the active line A, the reel control means 216 controls the reel to stop so that the symbols stop on the active line A. Also, when the stop switch 120 is operated, if the symbols constituting a winning combination that can be awarded are not on the active line A but are within a range (pull-in range) equivalent to 4 symbols in the opposite direction of the rotation of the reel 110, the reel control means 216 controls the reel to stop after maintaining rotation for the number of slides so that the number of separated symbols becomes the number of slides, and the symbols constituting the winning combination are pulled onto the active line A. Furthermore, if there are multiple symbols on the reel 110 corresponding to winning combinations that can be awarded, and all of them are within the reel 110's pull-in range, the reel control means 216 determines which symbol to pull onto the active line A according to a predetermined priority order, and then stops after maintaining rotation for a number of sliding frames to pull the priority symbol onto the active line A. When the stop switch 120 is pressed, if there are symbols on the active line A that constitute a combination of symbols corresponding to winning combinations other than the winning combinations that can be awarded, the reel control means 216 also performs a so-called "kick-away" process in parallel to prevent those symbols from stopping on the active line A. In addition, as will be described later, if the winning combinations included in the winning types have a set operation pattern (operation order or operation timing) as a winning condition, the reel control means 216 stops the reel so that the combination of symbols corresponding to the winning combination can be displayed on the active line A according to the player's operation pattern.

[0092] For example, the symbols that make up the symbol combinations corresponding to the winning combinations "Replay 1" to "Replay 3", "Replay 11" to "Replay 13", "Replay 16", "Replay 18", "Replay 21" to "Replay 23", and the winning combinations "Small Win 1" to "Small Win 4", "Small Win 6" to "Small Win 10", and "Small Win 17" are arranged on each reel 110 so that they can always be displayed on the active line A by the stop control described above. Such winning combinations are sometimes represented as PB=1. On the other hand, for example, the symbols that make up the symbol combinations corresponding to the winning combinations "RBB", "Replay 4" to "Replay 10", "Replay 14", "Replay 15", "Replay 17", "Replay 19", "Replay 20", "Small Win 5", "Small Win 11" to "Small Win 16", and "Small Win 18" to "Small Win 20" are not necessarily arranged on the active line A in each reel 110 due to the stop control described above, so so-called missed wins may occur. Such winning combinations are sometimes represented as PB≠1.

[0093] As shown in Figure 9, the winning type lottery table is divided into multiple winning areas, and the winning types that are subject to the lottery and the presence or absence of non-winning (misses) differ depending on the game state. In Figure 9, the winning areas (winning types) assigned to each game state (non-internal game state (non-internal), RBB internal game state (RBB internal), RBB operating game state (RBB operating)) are represented by "◎" and "○", but in reality, multiple winning type lottery tables corresponding to each game state are stored in the main ROM 200b. Note that "◎" indicates a winning type that allows for a lottery to transition to the advantageous section and a lottery related to auxiliary effects (instruction functions) (for example, determining the number of auxiliary effects, adding (adding) the number of auxiliary effects, continuing the AT effect state, ending the advantageous section), while "○" indicates a winning type that does not allow for a lottery to transition to the advantageous section, but allows for a lottery related to auxiliary effects, meaning it is not a winning type that allows for a lottery to transition to the advantageous section.

[0094] In the winning type lottery table, each partitioned winning area is associated with a predetermined number (winning range value), which is a numerical value indicating the winning range, and a winning type. The sum of the numbers assigned to all winning areas for each game state equals the total number of random numbers for the winning type lottery (65536). Therefore, the probability of each winning type being determined is the value obtained by dividing the number associated with the winning area by the total number of random numbers for the winning type lottery. The winning type lottery means 214, based on the game state at that time, sequentially obtains the numbers from the highest numbered winning areas in the winning type lottery table, subtracts these numbers from the random numbers for the winning type lottery, and if the value after subtraction is less than 0, the winning type associated with the winning area at that time is taken as the result of the winning type lottery. Alternatively, if the number of numbers for all winning areas from winning area 1 or higher is subtracted from the random numbers for the winning type lottery and the value after subtraction is 0 or greater, the winning type "Loss" for winning area 0 becomes the result of the winning type lottery.

[0095] Here, we will provide some additional information about the winning combination "RBB". A designated Type 1 Special Bonus (RB) is a bonus that increases the number of symbol combinations related to winning at predetermined intervals, or increases the probability of the condition device related to winning at predetermined intervals activating. It activates when predetermined conditions are met and can continue to operate until the results of a number of games not exceeding 12 are obtained. Here, the condition device is a device whose activation is a necessary condition for displaying symbol combinations related to winning, replaying, the bonus, or the continuous bonus device activation device. It activates when the winning type lottery (a lottery conducted by an electronic computer within the gaming machine) is won, in other words, it means a winning flag.

[0096] According to the winning type lottery table in Figure 9, for example, the winning type "Loss" is associated with winning area 0. If you win this type, none of the symbol combinations corresponding to any of the winning roles shown in Figure 8 will be displayed on the active line A, and no electronic medals will be dispensed.

[0097] In Figure 9, each winning area is associated with a winning type that contains multiple overlapping winning combinations. When a winning type containing multiple overlapping winning combinations is won, the conditions for awarding the prize, such as the order in which stop switches 120a, 120b, and 120c are operated and the timing of the operation of stop switches 120a, 120b, and 120c (operation position of reel 110), are set to determine which combination of symbols corresponding to which winning combination will be displayed preferentially on the active line A.

[0098] In the following explanation, the operation of stop switches 120a, 120b, and 120c to stop the reels in the order of left reel 110a, middle reel 110b, and right reel 110c will be referred to as "Batting Order 1," the operation of stop switches 120a, 120c, and 120b to stop the reels in the order of left reel 110a, right reel 110c, and middle reel 110b will be referred to as "Batting Order 2," and the operation of stop switches 120b, 120a, and 120c to stop the reels in the order of middle reel 110b, left reel 110a, and right reel 110c will be referred to as "Batting Order 1." "Batting Order 3" is defined as the operation of stop switches 120b, 120c, and 120a to stop the reels in the order of middle reel 110b, right reel 110c, and left reel 110a, which is defined as "Batting Order 4". The operation of stop switches 120c, 120a, and 120b to stop the reels in the order of right reel 110c, left reel 110a, and middle reel 110b is defined as "Batting Order 5". The operation of stop switches 120c, 120b, and 120a to stop the reels in the order of right reel 110c, middle reel 110b, and left reel 110a is defined as "Batting Order 6".

[0099] For example, if the winning type "Bat Order Bell A1" in winning area 5, which is a selected winning type, is won, and the correct operation method (batting order 3) is performed, the symbol combination corresponding to the winning role "Small Role 1" (winning role "8-coin role"), which is the correct role with a payout of 8 coins (resulting in the symbols "Bell", "Bell", and "Bell" aligning in a straight line on invalid line B1), is stopped so that it is preferentially displayed on the active line A due to so-called coin-priority control. Also, if the operation is performed in batting order 1, 2, 4-6, the symbol combination corresponding to the winning role "1-coin role", which is the incorrect role with a payout of 1 coin, is stopped so that it is preferentially displayed on the active line A due to so-called number-priority control.

[0100] Furthermore, the probability of winning (number of wins) for the selected winning types in winning areas 5-8 (winning types "Batting Order Bell A1" to "Batting Order Bell A4") and the probability of winning for the selected winning types in winning areas 9-12 (winning types "Batting Order Bell B1" to "Batting Order Bell B4") are set to be equal. Since players usually cannot know which winning type they have won, the above-mentioned winning areas are provided to make it more difficult to win the correct combination. Also, as described above, even if the stop switch 120 is operated in a manner in which incorrect combinations are displayed preferentially, it is not always the case that the symbol combination corresponding to the incorrect combination will be displayed on the active line A, so depending on the manner of operation, a miss may occur (PB≠1). In the following, the eight winning types in winning areas 5-12 may be simply abbreviated as the winning type "Batting Order Bell".

[0101] When a player wins one of the above-mentioned winning types, the corresponding internal winning flag is activated (ON), and the stopping control of each reel 110 is performed according to the status of this internal winning flag. In this case, if a player wins a winning type that includes a small win, but is unable to display the symbol combination corresponding to that win on the active line A during that game, the internal winning flag is turned OFF after the end of the game. In other words, the right to win a small win is limited to the game in which the winning type that includes the small win was won, and this right cannot be carried over to the next game. On the other hand, when a player wins a winning type that includes the winning combination "RBB", the RBB internal winning flag is activated (ON), and the RBB internal winning flag is carried over to the next game until the symbol combination corresponding to the winning combination "RBB" is displayed on the active line A. Furthermore, if an internal winning flag corresponding to a winning type that includes a replay symbol is set, one of the symbol combinations corresponding to a replay symbol included in that winning type will always be displayed on active line A. After the processing necessary to proceed to the next game without requiring electronic tokens is performed, the internal winning flag will be turned off.

[0102] (Transition of game state) Here, we will explain the transitions between game states using Figure 10. Multiple game states are available, including a non-internal game state, a game state during RBB (Real Big Bonus) activation, and a game state during RBB activation. Each game state transitions according to the winning, activation, and termination of bonus roles, as will be described later. The types of wins possible in each game state are indicated by "◎" or "○" in Figure 9.

[0103] The non-internal game state is a game state that corresponds to the initial state in multiple game states. In this non-internal game state, the probability of winning a replay is set to approximately 1 / 7.3. Also, in the non-internal game state, the winning combination "RBB" is determined at a predetermined probability (for example, approximately 1 / 30). The game state control means 222 transitions the game state in response to the winning combination "RBB". For example, in a game in which the winning combination "RBB" is won, when the symbol combination corresponding to the winning combination "RBB" is displayed on the active line A, the game state control means 222 transitions the game state to the RBB activation game state (1).

[0104] During RBB (Replay Bonus) operation, the probability of winning a replay is set to 0. In this RBB operation state, the possible winning types are set as follows: "All Small Wins" in Winning Area 1 and "All 1-Coin Wins" in Winning Area 2. When "All Small Wins" is won, the reels are stopped so that a symbol combination corresponding to one of the winning roles "Small Win 1" to "Small Win 20" is displayed on active line A. When "All 1-Coin Wins" is won, the reels are stopped so that a symbol combination corresponding to one of the winning roles "Small Win 7" to "Small Win 20" is displayed on active line A. Here, the expected number of coins won per game during RBB operation is low due to the configuration of the small wins.

[0105] When the termination condition for the RBB operation game state is met, that is, when the number of acquired coins exceeds a predetermined number (for example, 22 coins), the game state control means 222 transitions the game state to a non-internal game state (2).

[0106] On the other hand, in a game in which the winning combination "RBB" is won, if the symbol combination corresponding to the winning combination "RBB" cannot be displayed on the active line A, the game state control means 222 transitions the game state to the RBB internal game state (3).

[0107] In the RBB internal game state, the probability of winning a replay is set to approximately 1 / 7.3. Also, in the RBB internal game state, it is not possible to win a "miss" type prize. In other words, if the symbol combination corresponding to the winning prize "RBB" cannot be displayed on active line A during a game in which the winning prize "RBB" is won, then subsequent stopping control on active line A will prioritize minor prizes and replay prizes over the winning prize "RBB," making it impossible to display the symbol combination corresponding to the winning prize "RBB" on active line A. Therefore, once the game state transitions to the RBB internal game state, the game state will not change thereafter, and the RBB internal game state will be maintained. Here, while maintaining this RBB internal game state, the AT performance state is realized in that RBB internal game state.

[0108] Here, in the RBB internal game state, multiple types of correct winning combinations are awarded without overlapping, increasing the opportunities to win correct combinations. As a result, for example, auxiliary effects are performed during the AT performance state in the RBB internal game state, making it easier to acquire electronic medals. On the other hand, in the RBB active game state, multiple types of correct combinations are awarded overlappingly, reducing the opportunities to win correct combinations. This reduces the opportunities to win correct combinations compared to the AT performance state in other game states, making it more difficult for players to increase their electronic medal collection. Therefore, it is possible to realize a specification (Accel RBB) where the RBB active game state has the function of having a higher probability of winning combinations related to winning than the RBB internal game state, but is inferior to the RBB internal game state in terms of electronic medal acquisition performance.

[0109] (Transition of performance state) Figure 11 is an explanatory diagram illustrating the transitions between performance states. Below, the performance states transitioned by the performance state control means 224 on the main control board 200 will be described in detail. Note that multiple performance states belong to either the advantageous section or the non-advantageous section, which are game sections. In this embodiment, almost all performance states belong to the advantageous section, and some performance states (in this case, non-advantageous performance states) are in the non-advantageous section. Note that while remaining in the advantageous section, this fact may be indicated by lighting up a section indicator (not shown).

[0110] Furthermore, in the non-advantageous section, it is possible to make the winning probability of each winning type different for each setting value, but the probability of transitioning to a performance state with auxiliary effects (AT performance state) for the same winning type must not differ for each setting value. On the other hand, in the advantageous section, it is possible to make both the winning probability of each winning type and the probability of transitioning to (or adding) a performance state with auxiliary effects (AT performance state) for the same winning type different for each setting value.

[0111] Therefore, the performance state control means 224 manages not only the transition of performance states but also the transition between non-advantageous periods and advantageous periods. Furthermore, regardless of such management, the advantageous period is forcibly terminated when the following termination conditions are met. For example, in the slot machine 100, the advantageous period is forcibly terminated when the value counted in the advantageous period reaches a predetermined value (for example, when the number of games played reaches 4000 games, or when MY exceeds 2400 coins). MY represents the difference in coins since the start of the advantageous period. Therefore, if 1000 electronic coins have been inserted (consumed) since the start of the advantageous period, it is possible to acquire 3400 electronic coins during the advantageous period. In this embodiment of the smart pachislo, there is no need to set a limit on the number of games played, so even if the number of games played reaches 4000 games, it is not necessary to terminate the advantageous period, and the advantageous period is forcibly terminated when MY exceeds 2400 coins in the advantageous period. In either case, the performance state control means 224 resets all information updated during the advantageous period (all variables that affect the performance related to the instruction function) by transitioning the game period from the advantageous period to the non-advantageous period.

[0112] (Non-advantageous period, advantageous period) During non-advantageous periods, auxiliary effects are not performed, thus limiting the number of electronic medals that can be acquired. Here, a non-advantageous effect state is defined as the effect state during non-advantageous periods.

[0113] In the advantageous period, when a selected winning type is won, the auxiliary performance execution means is made to execute an auxiliary performance, making it possible to acquire many electronic medals while suppressing the consumption of electronic medals. Therefore, by transitioning to the advantageous period, players can proceed with the game more advantageously compared to the non-advantageous period. In this advantageous period, there are four performance states, each with different gameplay characteristics: normal performance state, pre-announcement performance state, normal AT performance state, distribution performance state, special pre-announcement performance state, and special performance state. As shown below, the normal AT performance state and special performance state can be called AT performance states in that auxiliary performances are executed. On the other hand, the other performance states, non-advantageous performance state, normal performance state, pre-announcement performance state, distribution performance state, and special pre-announcement performance state, can be called non-AT performance states in that auxiliary performances are not executed. Each performance state will be explained individually below.

[0114] (Normal presentation state) The normal performance state belongs to the advantageous section and is the performance state that is most likely to be present at the start of the game among multiple performance states. The performance state control means 224 conducts an AT lottery in the normal performance state. The AT lottery is a lottery that determines the transition to the normal AT performance state, and the performance state control means 224 conducts the AT lottery with a probability corresponding to the winning type determined by the winning type lottery. If the performance state control means 224 wins the AT lottery, it transitions the performance state to a pre-announcement performance state which is the stage before the normal AT performance state (1), and causes the performance control means 254 to execute a pre-announcement performance that increases the expectation that the transition to the normal AT performance state has been decided. In addition, even if the AT lottery is not won, the performance state control means 224 may cause the performance control means 254 to execute a pre-announcement performance while maintaining the normal performance state, so that the player may expect that the transition to the normal AT performance state has been decided. Furthermore, if predetermined conditions are met in the normal performance state, the performance state control means 224 may execute a so-called chance zone (CZ) over multiple games, which increases the probability of winning the AT lottery. If the AT lottery is won in such a chance zone, the performance state control means 224 will also transition the performance state to a pre-announcement performance state (1).

[0115] (Pre-announcement state) The pre-announcement performance state is a performance state that belongs to the advantageous section and executes pre-announcement performances for a predetermined number of games (here, for example, a predetermined number of games of 32 games or less). The pre-announcement performances executed in the pre-announcement performance state (genuine pre-announcement performances) and the pre-announcement performances executed in the normal performance state (false pre-announcement performances) are similar in display style and the number of consecutive games. Therefore, players cannot distinguish which performance state they are in just by watching the pre-announcement performances. However, the pre-announcement performances executed in the pre-announcement performance state differ from those executed in the normal performance state in that they ultimately announce that a transition to the normal AT performance state has been decided. Therefore, players will want the pre-announcement performance state to be one in which they announce that a transition to the normal AT performance state has been decided. The performance state control means 224 then always transitions the performance state to the normal AT performance state when the pre-announcement performance state ends (2). In other words, if a pre-announcement sequence is being performed while the game is in the pre-announcement sequence state, it will inevitably transition to the normal AT sequence state. In this respect, the pre-announcement sequence state is more advantageous to the player than the normal sequence state. Furthermore, the decision to transition to the pre-announcement sequence state is equivalent to the decision to transition to the normal AT sequence state afterward.

[0116] (Normal AT performance state) The normal AT performance state is a performance state in which auxiliary performances are executed, and which belongs to the advantageous section. When the normal AT performance state is started, the performance state control means 224 first transitions to the continuation period determination performance state, and in the continuation period determination performance state, it determines the continuation period of the normal AT performance state (in this case, the number of continuous games). The performance state control means 224 continues the auxiliary performances until a predetermined termination condition is met, for example, until the number of games played in the normal AT performance state reaches the determined number of continuous games (for example, 50 games). In addition, in the normal AT performance state, the performance state control means 224 conducts a lottery to add to the number of continuous games at a probability corresponding to the winning type determined by the winning type lottery. If the lottery for adding games is won, the performance state control means 224 adds the number of games won to the number of continuous games, which is the termination condition. In this way, the termination condition of the normal AT performance state changes. Then, when the predetermined termination condition is met, the performance state control means 224 transitions the performance state to the normal performance state (3).

[0117] Thus, in this embodiment, the player remains in the normal performance state and expects to transition to the normal AT performance state. When a pre-announcement performance begins, the player hopes that it is a genuine pre-announcement, that is, a pre-announcement performance within the pre-announcement performance state. Here, if the transition to the normal AT performance state is not announced during the pre-announcement performance, the normal performance state continues. If the transition to the normal AT performance state is announced during the pre-announcement performance, the normal AT performance state is executed after the pre-announcement performance state ends.

[0118] When the normal AT performance state ends, the performance state control means 224 transitions the performance state to the normal performance state (3). However, in order to realize gameplay such as continuing the normal AT performance state, it may transition the performance state to a non-advantageous performance state (4) and reset the advantageous section. When the advantageous section is reset, as described above, the information updated in the advantageous section (all variables that affect the performance related to the instruction function) is cleared. However, depending on the performance mode at the time of transition, it is possible to make it impossible for the player to know whether the performance state has transitioned to the normal performance state or the non-advantageous performance state.

[0119] (Non-advantageous state) The non-advantageous performance state belongs to the non-advantageous section and is the initial performance state. The performance state control means 224, in the non-advantageous performance state, decides to transition to the advantageous section with a probability of approximately 1 / 2 for each game, and when a transition to the advantageous section is decided, it always transitions the performance state to the distribution performance state (5). Therefore, the number of games played in the non-advantageous performance state is often short (a few games).

[0120] (Distribution and production state) The distribution performance state belongs to the advantageous section and is a performance state that is always passed through when transitioning from a non-advantageous section to the advantageous section, and is a performance state that can only be stayed in for, for example, one game. In the distribution performance state, the performance state is distributed to either the normal performance state or the pre-announcement performance state. Specifically, the performance state control means 224 may, for example, decide to transition to the pre-announcement performance state with a probability of 7 / 10 and change the performance state to the pre-announcement performance state (6), or decide to transition to the normal performance state with a probability of 3 / 10 and change the performance state to the normal performance state (7). By using such a distribution ratio, the following gameplay can be achieved. That is, if the advantageous section is reset before MY reaches 2400 coins (forcibly reset) in the advantageous section, the normal AT performance state can continue with a probability of 7 / 10. In this way, it becomes possible to effectively eliminate the upper limit of MY. However, the ratio of such distribution is not limited to pre-announcement performance state:normal performance state = 7:3, but can be determined arbitrarily. For example, it may be set to transition to the pre-announcement performance state with a probability of 100%.

[0121] If a pre-announcement state is determined during the distribution state, the state will always transition to the normal AT state via the pre-announcement state, which continues for a predetermined number of games. If a pre-announcement state is not determined during the distribution state, the state will be the normal state. However, in the normal state, the probability of winning the AT lottery differs depending on the path taken to that normal state. For example, as mentioned above, if the state transitions directly from the normal AT state to the normal state (3), the state control means 224 will perform an AT lottery at a low probability (for example, 1 / 4000) in the normal state that was transitioned from the normal AT state (not from a non-advantageous state).

[0122] On the other hand, if the performance state changes from a non-advantageous performance state and a distribution performance state to a normal performance state as a result of transitioning from a non-advantageous period to an advantageous period (7), the performance state control means 224 conducts an AT lottery with a high probability (for example, 1 / 8) in the normal performance state transitioned from the non-advantageous period. Therefore, in the normal performance state transitioned from a non-advantageous performance state (via the non-advantageous period), the AT lottery will eventually be won. Here, two patterns of winning probabilities for the AT lottery have been given and explained: a low probability (for example, 1 / 4000) and a high probability (for example, 1 / 8). However, it is also possible to provide three or more patterns for winning probabilities, and conduct an AT lottery with a relatively high winning probability in the normal performance state transitioned from a non-advantageous performance state. Furthermore, the probability of winning is not limited to 1 / 8 or 1 / 4000, but is sufficient if the transition to the normal AT state is more likely when transitioning from a non-advantageous state to a normal state than when transitioning from a non-advantageous state to a normal state. For example, if the probability of winning the AT lottery in the normal state transitioned from a non-advantageous state is set higher than the probability of winning the AT lottery in the normal state that has not transitioned from a non-advantageous state, then that probability can be set arbitrarily.

[0123] However, the performance state control means 224, even if the AT lottery is won in the normal performance state transitioned from a non-advantageous performance state, does not immediately transition to the pre-announcement performance state. Instead, after the distribution performance state ends, it keeps the player in the normal performance state for a block period of, for example, 96 games, and prohibits transitioning to the normal AT performance state. Specifically, when the AT lottery is won in the normal performance state transitioned from a non-advantageous performance state, the performance state control means 224 turns on the main pre-announcement permission flag. The main pre-announcement permission flag is a flag that indicates whether or not a transition to the pre-announcement performance state is permitted, and when it is turned on, a transition to the pre-announcement performance state is permitted. Once the main pre-announcement permission flag is turned on, it remains on until the transition to the pre-announcement performance state is made, so even if the AT lottery is won afterward, the main pre-announcement permission flag remains on. The performance state control means 224 also determines the number of games up to 96 by lottery when transitioning from the distribution performance state to the normal performance state, and sets this as the block period. However, it is set so that 96 games are often selected as the block period.

[0124] The performance state control means 224 counts the number of games played after the distribution performance state has ended, and during the block period, regardless of whether the main pre-announcement permission flag is ON or OFF, it does not transition the performance state to the pre-announcement performance state. Then, when the block period has elapsed (a predetermined number of games corresponding to the block period has been reached) and the main pre-announcement permission flag is ON, the performance state control means 224 transitions the performance state to the pre-announcement performance state (8) and resets the main pre-announcement permission flag. Therefore, in the normal performance state transitioned from the non-advantageous performance state, even if the AT lottery is won early, the pre-announcement performance state will not be transitioned until at least 96 games corresponding to the block period have been played.

[0125] Thus, by passing through a non-advantageous performance state (non-advantageous section), the player can obtain the following benefits. Specifically, there is a 7 / 10 probability of immediately transitioning to a pre-announcement performance state, then transitioning through the pre-announcement performance state to a normal AT performance state, or there is a 3 / 10 probability of transitioning to a normal performance state, then a pre-announcement performance is executed after a block period has elapsed, and then transitioning through the pre-announcement performance state to a normal AT performance state. In this case, after the non-advantageous performance state and distribution performance state have ended, for example, after 0 to 96 games have passed, the pre-announcement performance will begin, and after the pre-announcement performance has ended, i.e., after the non-advantageous performance state and distribution performance state have ended, for example, after 32 to 128 games have passed, the player will almost certainly transition to a normal AT performance state. In this way, where the player has a high probability of winning the AT lottery for a predetermined number of games, it is sometimes called "heaven" or "heaven mode". Therefore, the player will want to transition to a non-advantageous performance state (non-advantageous section), that is, to reset the advantageous section.

[0126] Here, when a player passes through a non-advantageous performance state, that is, when they transition from a non-advantageous section to an advantageous section, a normal performance state is adopted that makes it highly likely to transition to the normal AT performance state. By introducing a block period, the trigger for its initiation is biased to occur 128 games after the non-advantageous performance state and distribution performance state have ended. In other words, even if the normal AT performance state ends and the player is downgraded to the normal performance state, there is a high probability of executing (re-entering) the normal AT performance state again until 128 games have passed. Therefore, players will continue playing in the hope of re-entering the normal AT performance state after it has ended, thus improving the utilization rate of slot machine 100.

[0127] Furthermore, even in a normal performance state transitioned from a non-advantageous performance state, the performance state control means 224, similar to a normal performance state transitioned from a normal AT performance state, executes a chance zone with an increased probability of winning the AT lottery over multiple games if predetermined conditions are met. If the AT lottery is won in such a chance zone, the performance state control means 224 transitions the performance state to a pre-announcement performance state, regardless of whether it is within the block period mentioned above. In a normal performance state transitioned from a non-advantageous performance state, it should normally be possible to transition to a pre-announcement performance state after the block period has elapsed. If this is the case, by deciding to transition to a normal AT performance state on its own, the normal AT performance state that could have been obtained is lost instead, which may reduce the player's motivation to play. Therefore, if the AT lottery is won on its own in a chance zone in a normal performance state transitioned from a non-advantageous performance state, the performance state control means 224 transitions the performance state back to a non-advantageous performance state after the end of the subsequent normal AT performance state (4). In this way, players can fully receive the benefits of playing through a non-advantageous state. Furthermore, by having the chance zone start before the 96th game, which is more likely to be selected as a block period, players can expect to win the AT lottery in the chance zone, that is, to have the normal AT state executed at least twice.

[0128] In this embodiment, as described above, when the normal AT performance state ends, the performance state control means 224 may either directly transition the performance state to the normal performance state (3) or transition the performance state to a non-advantageous performance state (4). Here, a condition for transitioning the performance state to a non-advantageous performance state is that the player has won the AT lottery to transition to a normal AT performance state that has a predetermined game benefit. For example, there are multiple types of normal AT performance states that differ in the number of consecutive games played and the probability of increasing the difference in the number of tokens. If the player wins a specific normal AT performance state, the performance state control means 224 will always transition the performance state to a non-advantageous performance state after the normal AT performance state ends (4). Alternatively, even if the player does not win a specific normal AT performance state, the performance state control means 224 may transition the performance state to a non-advantageous performance state with a predetermined probability after the normal AT performance state ends (4).

[0129] Furthermore, in this embodiment, as described above, if the AT lottery is won in the normal performance state after the normal AT performance state has ended, the performance state control means 224 transitions the performance state to the pre-announcement performance state (1). However, if the number of games played in the normal performance state reaches a predetermined number of games (for example, 1000 games) without transitioning to the normal AT performance state, and the AT lottery is won in the normal performance state, the performance state control means 224 ultimately decides to transition to the non-advantageous performance state, and without transitioning the performance state to the pre-announcement performance state, performs a pre-announcement performance (false pre-announcement performance) to notify that the transition to the normal AT performance state has not been made directly, and then first transitions to the special pre-announcement performance state (9). Here, the predetermined transition conditions for determining the transition to a non-advantageous performance state (non-advantageous section) are described as the number of games played in the normal performance state reaching a predetermined number of games (for example, 1000 games) and then winning an AT lottery in the normal performance state. However, the predetermined transition conditions are not limited to this case; the predetermined transition conditions may also be the number of games played in the advantageous section reaching a predetermined number of games and then winning an AT lottery in the normal performance state. In addition, the predetermined transition conditions may also include, instead of or in addition to the above, the number of games played in the normal performance state reaching a predetermined number of games (for example, 1500 games) (the so-called ceiling function), or winning an AT lottery again based on not winning an AT lottery in a chance zone (CZ).

[0130] (Special premonition state) The special pre-announcement performance state is a performance state that belongs to the advantageous section and remains for a predetermined number of games (for example, 10 games). A lottery for the special performance state is held, and a pre-announcement performance indicating the expected probability of transitioning to the special performance state is executed. Here, the lottery for the special performance state is a lottery for adding to the number of games played, and if the number of games is added by one or more times, the transition to the special performance state is determined. The performance state control means 224 holds a lottery for the special performance state with a probability corresponding to the winning type determined by the winning type lottery. Here, the lottery for the special performance state is designed so that the game profit differs steadily and in stages according to the setting value. For example, in two arbitrarily selected setting values, the higher the setting value, the higher the probability of adding to the number of games through the special performance state lottery than the lower the setting value. Therefore, for example, the number of games added will be 30 games for setting 1 and 60 games for setting 6, and a gameplay structure can be created in which it is relatively easier to obtain game profits with a higher setting value. The performance state control means 224, upon winning the special performance state lottery, sets the cumulative number of added games (number of continuous games) as the termination condition for the special performance state and transitions the performance state to the special performance state (10). If the special performance state lottery is not won, the performance state control means 224 directly transitions the performance state to a non-advantageous performance state (11). Here, an example has been given in which the number of continuous games is increased by the special performance state lottery in the special performance state, but it is not limited to this case; a predetermined number of continuous games may be added, or the number of continuous games may be increased by a lottery when a so-called rare role such as a winning type "reach eye" or a winning type "cherry" is won. Also, here, an example has been given in which the number of continuous games is increased in the special performance state, but it is not limited to this case; the number of acquired coins (number of payouts) or the difference in coins, which is the difference between the number of electronic medals bet and the number of payouts, may be added.

[0131] (Special performance state) The special performance state belongs to the advantageous section, and auxiliary performances are executed until predetermined termination conditions are met. Such termination conditions are, for example, the number of games played while in the special performance state reaches the number of continuous games, and the awarding of game benefits determined before the start of the special performance state is completed while in the special performance state. For example, at the end of the special premonition performance state (at the start of the special performance state), the number of continuous games is determined by a special performance state lottery in the special premonition performance state. Then, in the special performance state, when the number of games played while in the special performance state reaches the number of continuous games, the termination condition is met, and the special performance state ends. Here, the termination condition is not changed in the special performance state, and no additional lottery is executed. Then, when the predetermined termination conditions are met, the performance state control means 224 transitions the performance state to a non-advantageous performance state (12).

[0132] If a player wins an AT lottery after the number of games played in the normal performance state exceeds a predetermined number of games (for example, 1000 games), they will always transition to a non-advantageous performance state via a special pre-announcement performance state (11), (12), and as a result, they can transition to the normal AT performance state.

[0133] Furthermore, in the normal performance state accessed via the special performance state, non-advantageous performance state, or distribution performance state, the probability of winning the AT lottery is higher than in the normal performance state accessed directly from the normal AT performance state. Therefore, to allow players to understand this, the LCD display unit 132 displays a predetermined message indicating that there is a high probability of transitioning to the normal AT performance state.

[0134] However, in the case of winning the AT lottery after the number of games played in the normal performance state exceeds a predetermined number of games (for example, 1000 games), and in the case of winning the AT lottery before the predetermined number of games, although the advantageous period is reset, the game profit is not much different in terms of being able to execute the normal AT performance state once. Furthermore, in the latter case, the normal AT performance state starts after the pre-announcement performance state ends, i.e., within 32 games, whereas in the former case, the normal AT performance state may start after waiting for an additional block period to elapse. In that case, it can be said that the game profit is smaller in the former case because electronic tokens are consumed in the normal performance state until the transition to the normal AT performance state is made possible. Therefore, if the number of games played in the normal performance state exceeds a predetermined number of games, the game transitions to a special pre-announcement performance state, and a special performance state lottery is executed, and if successful, additional game profits are given by the special performance state. Thus, if the AT lottery is won after the number of games played in the normal presentation state exceeds a predetermined number, the game's profit is greater than if the AT lottery is won before the predetermined number of games has been played, and the player will feel satisfied. Therefore, players can expect that the game's profit will increase as the number of games played in the normal presentation state increases, and will continue to play. In this way, the utilization rate of slot machine 100 can be improved.

[0135] In the special performance state executed here, as mentioned above, a higher setting value makes it easier to obtain stable game profits. Also, only the game profits determined before the special performance state begins are awarded in the special performance state, and no additional (bonus) game profits are added during the special performance state. Therefore, in the special performance state, the range of fluctuation in the expected number of coins obtained can be suppressed according to the setting value. This makes it possible to increase the design value of the expected number of coins obtained in the normal AT performance state.

[0136] Furthermore, since the special performance state is entered after the number of games played in the normal performance state exceeds a predetermined number, the number of times it occurs is less likely to fluctuate compared to the normal AT performance state, and it will be executed at a stable frequency. In that case, even if the range of fluctuation in the expected number of coins obtained in the normal AT performance state becomes large, the special performance state can absorb that fluctuation, further suppressing the range of fluctuation in the expected number of coins obtained according to the setting value, while raising the design value of the expected number of coins obtained in the normal AT performance state.

[0137] Furthermore, after the end of the normal AT performance state, the game directly transitions to the normal performance state (3). If the number of games played in the normal performance state reaches a predetermined number of games (for example, 1500 games) without transitioning to the normal AT performance state, the performance state control means 224 resets the advantageous section and transitions the performance state to the non-advantageous performance state (13). As described above, after the end of the non-advantageous performance state and the distribution performance state, for example, after 0 to 96 games have passed, the pre-announcement performance will begin, and after the pre-announcement performance ends, that is, after the end of the non-advantageous performance state and the distribution performance state, for example, after 32 to 128 games have passed, the game can transition to the normal AT performance state. Therefore, if the game continues to be played in the normal performance state without transitioning to the normal AT performance state, the game will transition to the normal AT performance state within a predetermined number of games (for example, 1628 games). With this ceiling function, players can have peace of mind knowing that they can receive relief measures even if they are unlucky enough to consume a lot of electronic tokens. Furthermore, once the normal performance state has been played for a certain period, the expected number of coins to be won if the game continues increases, and the game will continue until the ceiling (for example, 1628 games played), thus improving the utilization rate of slot machine 100.

[0138] The predetermined number of games for this ceiling function (for example, 96 to 1628 games) is determined at the following timings. For example, when transitioning directly from the normal AT performance state to the normal performance state (3), the performance state control means 224 determines the predetermined number of games for the ceiling function in the normal performance state (for example, 96 to 1628 games) when transitioning from the normal AT performance state to the normal performance state. Also, when transitioning to the normal performance state via the non-advantageous performance state and the distribution performance state (7), the performance state control means 224 determines the predetermined number of games for the ceiling function in the normal performance state (for example, 96 to 1628 games) when transitioning from the distribution performance state to the normal performance state. However, unlike when transitioning from the normal AT performance state to the normal performance state, when transitioning to the normal performance state via the non-advantageous performance state and the distribution performance state, there is a high probability of winning the AT lottery, so it is common to wait for the block period to elapse and then transition to the pre-announcement performance state, and the ceiling function is rarely executed.

[0139] Furthermore, in the embodiments described above, the probability of winning the AT lottery in the normal performance state was explained as being high (e.g., 1 / 8) when transitioning from a non-advantageous performance state to a normal performance state, and low (e.g., 1 / 4000) when transitioning directly from a normal AT performance state to a normal performance state. However, the case is not limited to these examples. For example, when transitioning directly from a normal AT performance state to a normal performance state, the probability of winning the AT lottery at the start of the normal performance state may be low, but it may transition to a high probability through an upgrade lottery, and it may also transition to a low probability through a downgrade lottery. In addition, when transitioning directly from a normal AT performance state to a normal performance state, the probability of winning the AT lottery from the start of the normal performance state may become high if certain conditions are met, such as winning a lottery.

[0140] (Details of the normal presentation state) As described above, the performance state control means 224 may execute a so-called chance zone if predetermined conditions are met in the normal performance state. The predetermined conditions include, for example, the number of times a predetermined winning combination is achieved exceeds a predetermined number of times, and the player wins the CZ lottery. An example of a predetermined winning combination is the "8-coin combination". The performance state control means 224 executes the chance zone if the predetermined conditions are met, that is, the number of times a predetermined winning combination is achieved exceeds a predetermined number of times, and the player wins the CZ lottery. The symbol combination corresponding to the "8-coin combination" is such that the "bell" symbol aligns in a straight line on either active line A, inactive line B1, active line B2, active line B3, and active line C, so the player can recognize that they have achieved the "8-coin combination". Therefore, each time the "bell" symbol aligns in a straight line on any of the valid lines A, invalid lines B1, valid lines B2, valid lines B3, and valid line C, the player's expectation of transitioning to the chance zone increases.

[0141] The following explanation will use an example where the performance state control means 224 counts the number of times the winning combination "8-coin combination" is achieved, and when the number of achievements reaches 7 or more, it performs a CZ (Chance Zone) lottery to determine the transition to the Chance Zone. For example, the performance state control means 224 has a bell counter that counts the number of times the winning combination "8-coin combination" is achieved. The initial value of the bell counter is, for example, 0. When the winning combination "8-coin combination" is achieved, the performance state control means 224 adds 1 to the count of the bell counter. When the count of the bell counter reaches 7 or more, the performance state control means 224 performs a CZ lottery, and if it wins the lottery, it executes the Chance Zone over multiple games.

[0142] (Processing by the performance state control means 224) Figure 12 is a flowchart showing the chance zone transition process of the performance state control means 224. The performance state control means 224 executes the chance zone transition process shown in Figure 12 in each game state: the non-advantageous performance state, the distribution performance state, and the normal performance state. In the chance zone transition process, the performance state control means 224 determines whether predetermined conditions are met, and if the predetermined conditions are met, it decides to transition to the chance zone. Here, the processes related to the features of this embodiment will be described in detail, and the explanation of configurations unrelated to the features of this embodiment will be omitted.

[0143] (Step S400) First, when the reels 110 are stopped in response to the player's third stop operation of the stop switch 120, the performance state control means 224 determines whether or not the winning combination "8-coin combination" has been achieved. For example, the performance state control means 224 refers to the determination result of the determination means 218, which determines whether or not the symbol combination corresponding to the winning combination is displayed on the active line A, and determines whether or not the winning combination "8-coin combination" has been achieved. If it is determined that the winning combination "8-coin combination" has been achieved, the process moves to step S410, and if it is determined that the winning combination "8-coin combination" has not been achieved, the chance zone transition process ends.

[0144] (Step S410) If the performance state control means 224 determines that the winning combination "8-coin combination" has been achieved in step S400, it increments the count value of the bell counter by 1.

[0145] (Step S420) The performance state control means 224 determines in step S410 whether the count value of the bell counter after incrementing is 7 or greater. If it is determined that the count value of the bell counter after incrementing is 7 or greater, the process moves to step S430. If it is determined that the count value of the bell counter after incrementing is not 7 or greater, the chance zone transition process ends.

[0146] (Step S430) In step S420, if the performance state control means 224 determines that the count value of the bell counter after incrementing is 7 or more, it performs a CZ lottery to determine the transition to the chance zone. For example, the performance state control means 224 performs a CZ lottery with a probability corresponding to the winning type determined by the winning type lottery means.

[0147] (Step S440) The performance state control means 224 determines whether or not the CZ lottery performed in step S430 was successful. If the CZ lottery was successful, the process moves to step S450; if the CZ lottery was unsuccessful, the process moves to step S460.

[0148] (Step S450) The performance state control means 224 decides to transition to the chance zone when the CZ lottery is won. When the performance state control means 224 decides to transition to the chance zone, it executes the chance zone for multiple games (for example, 10 games) starting from the next game.

[0149] (Step S460) When the performance state control means 224 performs a CZ lottery, it updates the bell counter's count value to its initial value regardless of the lottery result. The performance state control means 224 updates the bell counter's count value to a value obtained by subtracting 7 from the original count value. For example, if the bell counter's count value becomes 7 and a CZ lottery is performed, the bell counter's count value is updated to its initial value of 0. After updating the bell counter's count value, the performance state control means 224 terminates the chance zone transition process.

[0150] (Effect 1 on the LCD display unit 132) Figure 13 is an explanatory diagram illustrating the specific content of the performance control means 254. Specifically, Figure 13 shows the specific content of the performance control means 254 when the stop switch 120 is operated and the chance zone transition process is executed. The lower right area of ​​the liquid crystal display unit 132 shows the display value 400 of the bell counter, which is used to inform the player of the progress of the game. For example, the display value 400 of the bell counter displays the count value of the bell counter. This allows the player to understand the progress of the game, such as how many more times the winning combination "8-coin combination" must be achieved for the CZ lottery to be held. However, the display value 400 of the bell counter is not necessarily equal to the count value of the bell counter for the sake of the performance. Here, it is assumed that the count value of the bell counter was 3 before the start of the game. In the timing chart shown above Figure 13, unit games are indicated by squares, and the schematic diagram shown below Figure 13 shows the display patterns at points a and b of the timing chart above.

[0151] As shown in Figure 13, at the moment a when the player operates the start switch 118, the performance control means 254 displays the bell counter's count value, "3", as is, in the bell counter's display value 400, as shown in Figure 13(a).

[0152] Next, at the point b when the player performs the third stop operation on the stop switch 120, the performance state control means 224 executes the chance zone transition process described above. If the winning combination "8-coin combination" is achieved and the bell counter's count value is incremented by 1 to "4", the performance control means 254 displays "4", the bell counter's count value, in the bell counter's display value 400, as shown in Figure 13(b). If the winning combination "8-coin combination" is not achieved and the bell counter's count value is not incremented, the performance control means 254 does not update the bell counter's display value 400 and continues to display "3".

[0153] In the following, when the performance state control means 224 executes the chance zone transition process, the performance control means 254 displays a value indicating the progress of the game (for example, a number representing the count of the bell counter) on the bell counter's display value 400 in accordance with maintaining or updating the count of the bell counter, and this performance is referred to as the "first performance."

[0154] (Operation method of stop switch 120) As described above, in the slot machine 100, the stop switch 120 is operated in order 1 to 6, depending on the order in which the left reel 110a, middle reel 110b, and right reel 110c are stopped. Here, among the order 1 to 6, the order in which the stop switch 120a is operated first, order 1 and 2, is called the regular operation mode, and the order in which the stop switches 120b and 120c are operated first, order 3 to 6, is called the irregular operation mode.

[0155] In slot machine 100, as shown in the winning type "Bat Order Bell" in the winning type lottery table of Figure 9 above, the stop control is set so that the expected number of coins obtained when operated in a normal manner is lower than the expected number of coins obtained when operated in an irregular manner. Specifically, when the winning type "Bat Order Bell" is won, if the stop switch 120 is operated in a normal manner (batting order 1, 2), only the symbol combination corresponding to the winning combination "1-coin combination" with a payout of 1 coin will be preferentially displayed on active line A. On the other hand, if the stop switch 120 is operated in any of the irregular manners (batting order 3 to 6), and that operation is the correct operation manner, a winning combination with a large payout (for example, the winning combination "8-coin combination") will be displayed. When the stop switch 120 is operated in the correct operation manner, the symbol combination corresponding to the winning combination "8-coin combination" will always be displayed on active line A (PB=1). Therefore, if the winning type is "Bat Order Bell," and the stop switch 120 is operated in an irregular manner, there is a 1 / 4 probability that the winning combination "8-coin combination" will be awarded, and 8 medals will be paid out. If the stop switch 120 is operated in an irregular manner, depending on the winning type, there is a possibility that the winning combination "1-coin combination" will be missed, resulting in 0 medals being paid out, but the probability of this being missed is low (for example, 1 / 8). Therefore, even considering the possibility of missing medals, the expected number of medals obtained when the stop switch 120 is operated in an irregular manner is higher than the expected number of medals obtained when it is operated in a standard manner.

[0156] In slot machine 100, the non-AT (Automatic Trigger) state is designed to make it easier for the player's electronic tokens to decrease. On the other hand, the AT (Automatic Trigger) state is designed to make it easier for the player's electronic tokens to increase by executing auxiliary effects. In the non-AT state, the operation of the stop switch 120 is restricted to the standard operation mode, and the expected number of tokens won per game is reduced, thus making it easier for the player's electronic tokens to decrease. In the AT state, the stop switch 120 is allowed to be operated in an irregular manner, and auxiliary effects are executed to make it easier for the player's electronic tokens to increase. However, if there are no restrictions on the operation mode, the player will try to operate the stop switch 120 in an irregular manner even in the non-AT state, so the gameplay intended by the designer cannot be achieved. Therefore, in slot machine 100, when the stop switch 120 is operated in the standard operation mode in the non-AT state, the player's gameplay is more advantageous than when it is operated in an irregular manner. As a result, players will desire higher gaming profits and will operate the stop switch 120 in the standard manner when the game is not in an AT (Automatic Trigger) state.

[0157] For example, in slot machine 100, if the stop switch 120 is operated in an irregular manner during a non-AT (Attack Time) performance state, it becomes more difficult to determine the transition to the AT performance state than if it were operated in a normal manner. More specifically, when the slot machine 100 is operated in an irregular manner, it restricts the execution of the chance zone transition process. If the chance zone transition process is not executed, the bell counter will not be incremented even if the winning combination "8-coin combination" is achieved, thus delaying the arrival of the opportunity to transition to the chance zone through the CZ (Chance Zone) lottery, which is held when the bell counter count reaches 7 or more. As a result, it becomes more difficult to determine the transition to the AT performance state, and the player's gaming benefit decreases when the stop switch 120 is operated in an irregular manner during a non-AT performance state. Thus, when the stop switch 120 is operated in a normal manner during a non-AT performance state, the gaming benefit is greater than when it is operated in an irregular manner.

[0158] (Effect 2 on the LCD display unit 132) As described above, if the stop switch 120 is operated in an irregular manner while the game is not in an AT (Automatic Trigger) state, the execution of the chance zone transition process will be restricted.

[0159] Figure 14 is an explanatory diagram illustrating the specific content of the performance control means 254. Specifically, Figure 14 shows the specific content of the performance control means 254 when the stop switch 120 is operated in an irregular manner and the transition process to the chance zone is restricted. Here, it is assumed that the count value of the bell counter was 4 before the start of the game, which is a performance state belonging to the advantageous section. In the timing chart shown above Figure 14, unit games are indicated by squares, and the schematic diagram shown below Figure 14 shows the display patterns at points a to d in the timing chart above.

[0160] As shown in Figure 14, at the moment a when the player operates the start switch 118, the performance control means 254 displays the bell counter's count value, "4", as is, in the bell counter's display value 400, as shown in Figure 14(a).

[0161] Next, if the player operates the stop switch 120 in an irregular manner during the game, the chance zone transition process is executed at point b when the third stop operation is performed. If the winning combination "8-coin combination" is achieved during the game, the bell counter's count value is incremented by 1 to "5". When the chance zone transition process is executed, the performance control means 254 executes the first performance and displays the bell counter's count value "5", which has been incremented from the bell counter's display value of 400, as shown in Figure 14(b). In addition, when the stop switch 120 is operated in an irregular manner, the performance control means 254 displays the text string "Left-handed play recommended" on the liquid crystal display unit 132 as a recommended image to encourage operation in the normal manner.

[0162] If, at point b, the transition process to the chance zone is executed but the winning combination "8-coin combination" is not achieved and the count value of the bell counter is not incremented, the performance control means 254 will not update the displayed value of the bell counter, 400, and will continue to display "4".

[0163] Next, at the point c when the player operates the start switch 118 and the next game begins, the performance control means 254 displays "5" following the bell counter display value 400, as shown in Figure 14(c).

[0164] Next, when the player operates the stop switch 120, at the point d where the third stop operation is performed, the execution of the chance zone transition process is restricted because the stop switch 120 was operated in an irregular manner during the previous game (the game in question). Therefore, even if the winning combination "8-coin combination" is achieved in the next game, the count value of the bell counter is not incremented. Since the chance zone transition process is not executed, the performance control means 254 does not execute the first performance, and as shown in Figure 14(d), the bell counter displays "5" following the displayed value of 400.

[0165] Therefore, as shown in Figures 13 and 14, if the player operates the stop switch 120 in the normal manner during the game, the chance zone transition process will be executed in the next game. On the other hand, if the player operates the stop switch 120 in the irregular manner during the game, the execution of the chance zone transition process will be restricted in the next game.

[0166] (Estimated setting values ​​for slot machine 100) By the way, in slot machine 100, the setting value is set using a setting key and a setting change switch. The setting value indicates the degree of advantage for the player in stages, and generally, the higher the setting value, the greater the overall advantage of the game (higher expected number of coins won). Therefore, players want the setting value of the slot machine 100 they are playing to be high. However, although players can sometimes estimate the setting value through long-term play, it is not possible to determine it from the outside immediately after the hall opens. Therefore, players may try to estimate the setting value immediately after the hall opens by looking at the results of their estimation of the setting value from the previous day's play and whether or not that setting value was carried over to the next day (whether or not the setting was changed).

[0167] As described above, in the slot machine 100, when a predetermined key (operation key) is inserted into the setting key and rotated from the off position to the on position, and power is turned on via the power switch 144a of the power supply 144, the machine enters setting change mode and the setting is changed. When the setting is changed, the main RAM 200c is initialized (RAM cleared), and the game state and the performance state are reset. In addition, regardless of whether the setting is changed or not, when the power is turned on again, the performance is also reset. Therefore, the game state becomes a non-internal game state, and the performance state becomes a non-advantageous performance state (non-advantageous section). Also, the bell counter display value 400 displays "0".

[0168] By the way, in slot machine 100, the execution of lotteries related to auxiliary effects during the non-advantageous period (for example, AT lottery) is restricted, and the transition to the AT effect state is not determined. Therefore, even if the stop switch 120 is operated in an irregular manner during the non-advantageous period, the execution of the chance zone transition process in the next game is not restricted.

[0169] Therefore, in the first game after the hall opens, the player operates the stop switch 120 in an unconventional manner. If the winning combination "8-coin combination" is achieved in the next game, and the bell counter display value of 400 is incremented from 0 to 1, it means that the execution of the chance zone transition process is not restricted because the stop switch 120 was operated in an unconventional manner in the first game after the hall opens. In other words, it can be inferred that the performance state in the first game after the hall opens was an unfavorable performance state. If the player infers that the reason the performance state in the first game after the hall opens was an unfavorable performance state was because the settings of the slot machine 100 were changed, they can refer to the estimated setting value from the previous day and infer that there is a high possibility that the setting value was changed to a higher value than the previous day, or that there is a high possibility that the setting value was changed to a lower value than the previous day.

[0170] In this embodiment, the example given is the case where the stop switch 120 is operated in an irregular manner during the first game after the hall opens to estimate the setting value of the slot machine 100. However, the game in which the player operates in an irregular manner is not limited to the first game after the hall opens. If a setting change is made and a transition to the advantageous section is not determined during the first game after the hall opens, the game remains in a non-advantageous state. In this case, even if the stop switch 120 is operated in an irregular manner during the second game or later after the hall opens, the setting value can be similarly estimated based on whether or not the execution of the chance zone transition process is restricted in the next game.

[0171] As described above, if the performance state is in a non-advantageous performance state due to a setting change, and the player operates the stop switch 120 in an irregular manner, and the winning combination "8-coin combination" is achieved in the next game, the chance zone transition process will be executed and the displayed value of the bell counter, 400, will be incremented, which may lead to the estimation of the setting change, and consequently, the setting value.

[0172] Therefore, in the slot machine 100 according to this embodiment, even if the stop switch 120 is operated in an irregular manner, and the chance zone transition process is not restricted because it is in a non-advantageous performance state (i.e., the chance zone transition process is executed), the performance control means 254 is designed not to execute the first performance.

[0173] (Effect 3 on the LCD display unit 132) Figure 15 is an explanatory diagram illustrating the specific details of the performance control means 254. Specifically, Figure 15 shows the specific details of the performance control means 254 when the stop switch 120 is operated in an irregular manner during a non-advantageous performance state, and the chance zone transition process is not restricted. Here, it is assumed that in the first game after the hall opens following a setting change (the game in question), the stop switch 120 is operated in an irregular manner, and the winning combination "8-coin combination" is achieved in the next game. Note that in the timing chart shown above Figure 15, unit games are indicated by squares, and in the schematic diagram shown below Figure 15, the display configurations at points a to d in the timing chart above are shown.

[0174] In slot machine 100, when the settings are changed, the main RAM 200c is initialized (RAM cleared) and the effects are initialized. As a result, the effects state becomes a non-advantageous effects state before the start of the game, and the bell counter count becomes 0 before the start of the game.

[0175] As shown in Figure 15, at the moment a when the player operates the start switch 118 during the game, the performance control means 254 displays "0" in the bell counter display value 400, as shown in Figure 15(a). The reason why "0" is displayed in the bell counter display value 400 is that the performance state is initialized when the power is turned on again.

[0176] Next, if the player operates the stop switch 120 in an irregular manner during the game, the chance zone transition process is executed at point b when the third stop operation is performed. If the winning combination "8-coin combination" is not achieved during the game, the bell counter's count value is not updated and remains at 0. In this case, the performance control means 254 performs an effect that maintains the bell counter's displayed value 400 without updating it, as shown in Figure 15(b). Therefore, the bell counter's displayed value 400 continues to display "0". In addition, when the stop switch 120 is operated in an irregular manner, the performance control means 254 displays the text "Left-handed play recommended" on the liquid crystal display unit 132 as a recommended image to encourage operation in the normal manner.

[0177] Next, at the point c when the player operates the start switch 118 and the next game begins, the performance control means 254 displays "0" after the bell counter's display value of 400, as shown in Figure 15(c).

[0178] As shown in Figure 15, in the game in which the stop switch 120 was operated in an irregular manner, the performance state was a non-advantageous performance state. Therefore, the execution of the chance zone transition process in the next game is not restricted. For this reason, the chance zone transition process is executed at time d when the third stop operation is performed in the next game. If the winning combination "8-coin combination" is won in the next game, the count value of the bell counter is incremented to "1". In this case, the performance control means 254 would normally execute a performance (first performance) to update the displayed value of the bell counter 400 to "1" to match the count value of the bell counter. However, here, as shown in Figure 15(d), the performance control means 254 does not execute the first performance. Instead, it executes a performance that does not update the displayed value of the bell counter 400 and maintains it. Therefore, the displayed value of the bell counter 400 continues to display "0". This causes a discrepancy between the count value of the bell counter ("1") and the displayed value of the bell counter 400 ("0"). In the following, an effect in which the displayed value of the bell counter is not updated to 400 in response to the update of the bell counter's count, that is, an effect that makes it appear as if the execution of the chance zone transition process is restricted, will be referred to as an "alternative effect."

[0179] As described above, if the performance control means 254 does not execute the first performance and instead executes an alternative performance (not incrementing the bell counter display value of 400), the player cannot determine whether the execution of the chance zone transition process is restricted because the stop switch 120 was operated in an irregular manner during that game. As a result, it is possible to prevent the presence or absence of a setting change or the setting value from being estimated.

[0180] Figure 16 is an explanatory diagram illustrating the specific details of the effects performed by the effects control means 254. Specifically, Figure 16 shows the specific details of the effects performed by the effects control means 254 when no setting change is made. Here, in order to compare with the case where a setting change is made as shown in Figure 15, it is assumed that in the first game after the hall opens (the game in question), the stop switch 120 is operated in an irregular manner, and the winning combination "8-coin combination" is achieved in the next game. In the timing chart shown above Figure 16, each game is indicated by a square, and the schematic diagram shown below Figure 16 shows the display patterns at points a to d in the timing chart above.

[0181] In slot machine 100, if no settings are changed, the main RAM 200c is not initialized (RAM cleared). Therefore, the previous day's performance state, bell counter count, etc., are carried over to the first game after the hall opens. On the other hand, the bell counter's displayed value of 400 is reset when the power is turned on again, and the initial value "0" is displayed. In other words, there may be a discrepancy between the bell counter's count and the bell counter's displayed value of 400. Figure 16 shows an example of a discrepancy between the bell counter's count and the bell counter's displayed value of 400, assuming that before the start of the first game after the hall opens (the game in question), the performance state was the normal performance state and the bell counter's count was 3.

[0182] Therefore, at the moment a when the player operates the start switch 118 during the game, the performance control means 254 displays "0" in the bell counter display value 400, as shown in Figure 16(a).

[0183] Next, if the player operates the stop switch 120 in an irregular manner during the game, the chance zone transition process is executed at point b when the third stop operation is performed. If the winning combination "8-coin combination" is not achieved during the game, the bell counter's count value is not updated and remains at "3". The performance control means 254 executes a first performance that maintains the bell counter's displayed value of 400, as shown in Figure 16(b). Therefore, "0" is displayed for the bell counter's displayed value of 400. In addition, when the stop switch 120 is operated in an irregular manner, the performance control means 254 displays the text "Left-handed play recommended" on the liquid crystal display unit 132 as a recommended image to encourage operation in the normal manner.

[0184] Next, at the point c when the player operates the start switch 118 and the next game begins, the performance control means 254 displays "0" after the bell counter's display value of 400, as shown in Figure 16(c).

[0185] As shown in Figure 16, in the game in which the stop switch 120 was operated in an irregular manner, the performance state was the normal performance state. Therefore, in the next game, the execution of the chance zone transition process is restricted in response to the irregular operation of the stop switch 120 in the previous game. As a result, the chance zone transition process is not executed at point d when the third stop operation is performed in the next game. Therefore, even if the winning combination "8-coin combination" is won in the next game, the count value of the bell counter is not incremented. Since the chance zone transition process is not executed, the performance control means 254 does not execute the first performance, but as shown in Figure 16(d), the bell counter displays "0" following the displayed value of 400.

[0186] As mentioned above, if no settings are changed, the bell counter's count will be carried over from the previous day for the first game after the hall opens. On the other hand, because the effects are reset when the power is turned back on, the bell counter's displayed value of 400 is not carried over from the previous day. In other words, there may be a discrepancy between the bell counter's count and the bell counter's displayed value of 400. In this case, if the bell counter's count reaches 7 or higher, a chance zone (CZ) lottery will be held even if the bell counter's displayed value of 400 is not 7 or higher, and if successful, the chance zone will be executed. In other words, the first CZ lottery after the hall opens may be held even if the bell counter's displayed value of 400 is less than 7, and players do not know when the CZ lottery will be held.

[0187] As described above, if a setting change is made, the stop switch 120 will be operated in an irregular manner during the first game after the hall opens, and an alternative performance will be executed in the next game, causing a discrepancy between the bell counter's count and the bell counter's displayed value 400. As a result, even if a CZ lottery is held when the bell counter's displayed value 400 is less than 7, the player cannot distinguish whether the discrepancy is due to the execution of an alternative performance by the performance control means 254 or due to the bell counter's count being carried over from the previous day. Therefore, the player cannot estimate whether the execution of the chance zone transition process has been restricted from the discrepancy between the bell counter's count and the bell counter's displayed value 400, nor can they estimate whether a setting change has been made or what the setting value is.

[0188] Thus, the slot machine 100 includes a reel control means 216 that controls the rotation of multiple reels 110, each with multiple types of symbols arranged on them, based on the operation of a start switch 118, and controls the stopping of the reels 110 corresponding to the operated stop switch 120 in response to the operation of a stop switch 120 corresponding to the rotating reels 110; an effect state control means 224 that determines whether the game section is an advantageous section in which auxiliary effects can be performed to assist in winning specific combinations, or a non-advantageous section in which auxiliary effects are not performed, and an effect control means 254 that controls the effects, and the operation modes of the stop switch 120 include a first operation mode (for example, a regular operation mode) in which a specific reel among the multiple reels 110 is stopped first, and a first operation mode in which a reel other than the specific reel is stopped first. There is a second mode of operation (for example, an irregular mode of operation), and the performance state control means 224 ensures that even if the stop switch 120 is operated in the second mode of operation during a non-advantageous section, a specific bonus (for example, an increment in the bell counter's count) corresponding to the game result of the next game (for example, winning the "8-coin" role) is granted in the next game. However, if the stop switch 120 is operated in the second mode of operation during an advantageous section, no specific bonus is granted in the next game. The performance control means 254 executes the first performance related to the specific bonus if a specific bonus is granted, and does not execute the first performance if a specific bonus is not granted in accordance with the operation in the second mode of operation. However, if the stop switch 120 is operated in the second mode of operation during a non-advantageous section and a specific bonus is granted in the next game, the first performance is not executed.

[0189] This configuration makes it possible to prevent the system from inferring that the settings have been changed.

[0190] In the embodiment described above, in order to realize a gameplay experience in which the game benefit is greater when the stop switch 120 is operated in a regular manner than when it is operated in an irregular manner, an example was given in which, in a game belonging to the advantageous section, when the stop switch 120 is operated in a regular manner, a chance zone transition process is executed in the next game when the winning combination "8-coin combination" is achieved, and the chance zone transition process is not executed when it is operated in an irregular manner. However, it is not limited to the chance zone transition process, but any process related to auxiliary effects that is executed in the next game when the stop switch 120 is operated in a regular manner in a game belonging to the advantageous section, and not executed in the next game when it is operated in an irregular manner. Such a process is called a "specific process," and the chance zone transition process described above is an example of a specific process. If the slot machine 100 employs a specification in which benefits such as an increased probability of winning the AT lottery are granted when the count value of the game counter, point counter, etc. reaches a predetermined value, an example of a specific process is a process that updates the count value of the game counter, point counter, etc.

[0191] Furthermore, in the embodiments described above, the first effect for informing the player of the progress of the game was explained using the example of maintaining or updating the displayed value of the bell counter, 400, in accordance with the maintenance or update of the count value of the bell counter. In addition, in a game belonging to a non-advantageous section, if the stop switch 120 is operated in an irregular manner, the first effect is not executed, and instead, an alternative effect is executed in which the displayed value of the bell counter is not updated, even if the count value of the bell counter is updated. Not limited to such cases, the first effect only needs to be an effect that allows the player to understand that a specific process, such as a chance zone transition process, has been executed. The alternative effect only needs to be an effect that allows the player to determine that a specific process has not been executed.

[0192] Furthermore, in the embodiments described above, a first effect was explained using as an example a value indicating the progress of the game (for example, a numerical value representing the count of the bell counter) is displayed on the bell counter display value 400. In addition, in the embodiments described above, an alternative effect was explained using as an example an alternative effect in which the bell counter display value 400 is not updated but maintained. The first effect and the alternative effect are not limited to being displayed on the liquid crystal display unit 132, but may also be achieved by outputting sound through the speaker 134, lighting up the effect lamp 136, or driving the effect mechanism device 138.

[0193] Furthermore, in the embodiment described above, the example given was a case where a Chance Zone (CZ) lottery is held as an opportunity to transition to the Chance Zone when the winning combination "8-coin combination" is achieved 7 or more times. However, the explanation is not limited to this case. For example, an opportunity to transition to the Chance Zone may be given when a predetermined number of winning combinations other than the winning combination "8-coin combination" are achieved, or when a predetermined number of games are played. Alternatively, a predetermined number of points may be added or subtracted each time a number of games are played, and an opportunity to transition to the Chance Zone may be given when the number of points reaches a predetermined value.

[0194] Furthermore, in the embodiment described above, the restriction on the execution of the chance zone transition process due to the stop switch 120 being operated in an irregular manner was explained using the example of a case where the restriction is performed in the next game rather than the game in which the irregular operation occurred. However, the restriction on the execution of the chance zone transition process is not limited to this case, and it is sufficient if it is performed in either the game in which the stop switch 120 was operated in an irregular manner or in the next game.

[0195] (Start of normal AT performance state) As explained using Figure 11, the performance state control means 224 may decide to transition to the normal AT performance state by executing an AT lottery. When the performance state control means 224 decides to transition to the normal AT performance state, and the performance state transitions to the normal AT performance state after going through the pre-announcement performance state, auxiliary performances are performed, making it easier for the player to win electronic medals.

[0196] In this embodiment, the performance state control means 224 may decide to transition to the normal AT performance state only when a predetermined winning type is won by the winning type lottery, and except in the case of an AT determination impossible state. Here, the AT determination impossible state refers to a state in which, during the normal performance state, the stop switch 120 was operated in an irregular manner in the game preceding the game in question, resulting in the decision not to transition to the normal AT performance state in the game, or the decision to transition to the normal AT performance state being made, but with an extremely low probability. Such an AT determination impossible state will be described in detail later.

[0197] Furthermore, the predetermined winning types are, for example, the winning types "Strong Cherry Scissors 2-Confirmation" and "Strong Cherry" in winning areas 30 and 31 of the winning type lottery table in Figure 9. Hereafter, the winning types "Strong Cherry Scissors 2-Confirmation" and "Strong Cherry" may be abbreviated as the winning type "Rare Role". Note that the winning type "Rare Role" has a lower probability of winning than the winning type "Bat Order Bell". When the performance state control means 224 wins one of the winning types "Rare Role", it decides to transition to the normal AT performance state with a high probability (for example, an 80% probability).

[0198] (Effective lighting using lamp 136) When the player wins one of the "rare roles," which have a high probability of determining the transition to the normal AT performance state, the performance control means 254 of the sub-control board 240 executes an indication performance that suggests to the player that there is a high probability of transitioning to the normal AT performance state. For example, when the player wins one of the "rare roles," the performance control means 254 executes a lighting lottery to determine whether to light up or not a specific performance lamp 136 among the performance lamps 136. If the lighting lottery is won, the performance control means 254 lights up the specific performance lamp 136 among the performance lamps 136 in response to the operation of the start switch 118. If the lighting lottery is not won, the performance control means 254 does not light up the specific performance lamp 136. The indication performance when the lighting lottery is won will be described below.

[0199] Figure 17 is an explanatory diagram showing a suggestive effect performed by the effect control means 254. For example, suppose that in response to the operation of the start switch 118, the winning type "strong cherry" is determined by the winning type lottery. Also, suppose that the effect control means 254 performs a lighting lottery in response to the winning type "strong cherry" and wins the lighting lottery. In that case, as shown in Figure 17(a), the effect control means 254 lights up a specific effect lamp 136 in response to the player's operation of the start switch 118.

[0200] When a player understands that the transition to the normal AT performance state has been decided through the illumination of the performance lamp 136, they expect that they have won one of the winning types "rare roles" which have a high probability of deciding the transition to the normal AT performance state. The player then operates the stop switch 120 so that the symbol combination corresponding to the winning role included in the winning type "rare role" stops. Here, the symbol combinations that the player recognizes as winning roles included in the winning type "rare role" include symbol combinations in which the "cherry" symbol is lined up in a straight line on any of the invalid lines A, B1, B2, B3, or C in the symbol display window 108, so-called triple cherries, etc. An example of a winning role composed of triple cherries is the winning role "Replay 16". Hereinafter, the symbol combinations that the player recognizes as winning roles included in the winning type "rare role", such as triple cherries, will be referred to as rare role symbol combinations.

[0201] For example, when a player operates the stop switch 120 so that the "cherry" symbol on each reel 110 is displayed in the symbol display window 108, the reel control means 216 arranges the symbol combination corresponding to the winning combination "replay 16" (symbols "cherry", "cherry", "cherry") on the active line A, as shown in Figure 17(b). In this way, the player realizes that the display of the rare symbol combination makes it highly likely that the transition to the normal AT performance state has been decided.

[0202] Next, we will explain the suggestive effects when the lighting lottery is unsuccessful. For example, suppose that in response to the operation of the start switch 118, the winning type lottery determines that the winning type is "Strong Cherry". Also, suppose that the effect control means 254 executes a lighting lottery in response to the winning type "Strong Cherry", and that the lighting lottery is unsuccessful. In that case, as shown in Figure 17(c), the effect control means 254 does not light up the specific effect lamp 136 in response to the operation of the player's start switch 118. When the specific effect lamp 136 is not lit, the player cannot understand that there is a high possibility that the transition to the normal AT effect state has been decided. Therefore, the player cannot display the rare symbol combination unless they operate the stop switch 120 in order to aim for the rare symbol combination in each game. Suppose that in a game in which the winning type lottery determined that the winning type is "Strong Cherry", the player operates the stop switch 120 so that the rare symbol combination stops. As a result, the reel control means 216 arranges the symbol combination corresponding to the winning combination "Replay 16" (symbols "Cherry", "Cherry", "Cherry") on the active line A, as shown in Figure 17(d). In this way, the display of the rare symbol combination gives the player the feeling that there is a high probability that the transition to the normal AT performance state has been decided. Note that the probability of the aforementioned lighting lottery may differ depending on whether the AT lottery is won or lost.

[0203] Figure 18 is an explanatory diagram showing the probability of winning the lighting lottery according to the result of the AT lottery. Figure 18 shows the probability of winning the AT lottery and the probability of winning the lighting lottery when one of the winning types "rare role" is won. As shown in Figure 18, for example, when one of the winning types "rare role" is won, there is an 80% chance of winning the AT lottery and a 20% chance of not winning the AT lottery. Also, if the AT lottery is won, there is a 50% chance of winning the lighting lottery and a 50% chance of not winning the lighting lottery. If the AT lottery is not won, there is a 90% chance of winning the lighting lottery and a 10% chance of not winning the lighting lottery. In other words, the probability of winning both the AT lottery and the lighting lottery is 40%, and the probability of winning the AT lottery but not winning the lighting lottery is 40%. Furthermore, there is an 18% chance of winning the lighting lottery even if you fail to win the AT lottery, and a 2% chance of failing both the AT lottery and the lighting lottery.

[0204] In this case, when a "rare role" win occurs and a specific performance lamp 136 lights up, the probability of transitioning to the normal AT performance state is 40% / (40%+18%) = 40 / 58 (approximately 69%), and the probability of not transitioning to the normal AT performance state is 18% / (40%+18%) = 18 / 58 (approximately 31%). Also, when a "rare role" win occurs and a specific performance lamp 136 does not light up, the probability of transitioning to the normal AT performance state is 40% / (40%+2%) = 40 / 42 (approximately 95%), and the probability of not transitioning to the normal AT performance state is 2% / (40%+2%) = 2 / 42 (approximately 5%).

[0205] Thus, when a player wins a "rare role" type, the probability of transitioning to the normal AT performance state is 69% when the specific performance lamp 136 lights up, and the probability of transitioning to the normal AT performance state is 95% when the specific performance lamp 136 does not light up. In other words, when a player wins a "rare role" type, the probability of transitioning to the normal AT performance state is higher when the specific performance lamp 136 does not light up. Therefore, players prefer that the rare role symbol combination be displayed with the specific performance lamp 136 not lit, rather than with the specific performance lamp 136 lit up, in response to the operation of the start switch 118. When the specific performance lamp 136 does not light up and a rare role symbol combination is displayed, players have high expectations that transitioning to the normal AT performance state has been decided.

[0206] As described above, the performance state control means 224 of the slot machine 100 according to this embodiment may decide to transition to the normal AT performance state only when a predetermined winning type is won in the winning type lottery, except when the AT determination is impossible. In other words, if the AT determination is impossible, the performance state control means 224 will not decide to transition to the normal AT performance state even if a predetermined winning type is won in the winning type lottery. In that case, for example, if the stop switch 120 is operated in an irregular manner in the non-AT performance state, the next game will be in the AT determination impossible state. If, in response to the operation of the start switch 118 in the next game, one of the winning types "rare role" is won and an indicative performance is executed, the player will unnecessarily expect that the transition to the normal AT performance state has been decided. And if the transition to the normal AT performance state is not decided despite the execution of the indicative performance, the player may become disappointed and lose the motivation to play.

[0207] Therefore, it is conceivable that slot machine 100 would have a specification that does not execute any suggestive animations even if the AT (Attack Time) is in an undeterminable state and one of the winning types, "rare role," is won. In the following, slot machine 100, which employs the specification that does not execute suggestive animations when the AT is undeterminable, may be referred to as the comparison slot machine.

[0208] In the comparison slot machine, when the AT (Attack Time) cannot be determined, even if the winning type "rare role" is won and the lighting lottery is won, the specific performance lamp 136 will not light up. In other words, when the AT cannot be determined, the rare role symbol combination may be displayed even though the performance lamp 136 is not lit. This results in the same lighting pattern as when the lighting lottery is not won and the specific performance lamp 136 does not light up, and the rare role symbol combination is displayed (a state in which the transition to the normal AT performance state is determined with a 95% probability), as explained using Figure 17. The player may mistakenly believe that an indicative performance has been executed in which the specific performance lamp 136 does not light up and the rare role symbol combination is displayed, which is more likely to indicate that the transition to the normal AT performance state has been determined, and may expect that the transition to the normal AT performance state has been determined. In the AT cannot be determined state, the transition to the normal AT performance state is naturally not determined, so the player may become disappointed and lose their motivation to play.

[0209] Therefore, in the slot machine 100 according to this embodiment, even if the next game (AT determination impossible state) after the stop switch 120 has been operated in an irregular manner results in a win of one of the winning types "rare role", the performance control means 254 executes suggestive performances according to the lighting lottery, just as in the case when the AT determination impossible state is not in effect.

[0210] Figure 19 is a flowchart showing the suggestion animation processing of the sub-control board 240. Here, we will use the flowchart of the suggestion animation processing to explain the overall flow of gameplay when one of the winning types, "rare role," is won.

[0211] (Step S500) First, the performance control means 254 refers to the winning type command and determines whether the winning type determined by the winning type lottery is one of the winning types "rare role". If the winning type is one of the winning types "rare role", the process moves to step S510; if the winning type is not one of the winning types "rare role", the suggestive performance process ends.

[0212] (Step S510) The performance control means 254 determines whether the stop switch 120 was operated in an irregular manner during the previous game, that is, whether the AT determination is impossible. For example, the performance control means 254 determines whether the AT determination is impossible based on the status of the AT determination impossible flag. The AT determination impossible flag is set (ON) when the stop switch 120 is operated in an irregular manner during the normal performance state. The set flag is then turned OFF when the stop switch 120 is operated in a normal manner in the game following the game in which it was operated in an irregular manner. If the AT determination impossible flag is not set, the performance control means 254 determines that the AT determination is impossible (YES in step S510) and proceeds to step S520. If the AT determination impossible flag is set, the performance control means 254 determines that the AT determination is impossible (NO in step S510) and proceeds to step S522.

[0213] (Step S520) The performance control means 254 performs an AT lottery with probability A in response to the operation of the start switch 118. Here, an AT lottery with probability A is a lottery in which, for example, there is an 80% chance of winning and the transition to the normal AT performance state is determined, and there is a 20% chance of losing and the transition to the normal AT performance state is not determined. Once the AT lottery with probability A is performed, the process moves to step S530.

[0214] (Step S522) The performance control means 254 executes an AT lottery with probability B in response to the operation of the start switch 118. Here, an AT lottery with probability B is a lottery in which, for example, there is a 100% probability of not winning and the transition to the normal AT performance state is not determined. Once the AT lottery with probability B is executed, the process moves to step S530.

[0215] (Step S530) The performance control means 254 determines whether the AT lottery has been won. If the AT lottery has been won, the process moves to step S540; otherwise, the process moves to step S542.

[0216] (Step S540) The performance control means 254 performs a lighting lottery with probability C. Here, a lighting lottery with probability C is a lighting lottery in which there is a 50% chance of winning and a 50% chance of losing. Once the lighting lottery with probability C is performed, the process moves to step S550.

[0217] (Step S542) The performance control means 254 performs a lighting lottery with probability D. Here, the lighting lottery with probability D is a lighting lottery in which there is a 90% chance of winning and a 10% chance of losing. Once the lighting lottery with probability D is performed, the process moves to step S550.

[0218] (Step S550) The performance control means 254 determines whether or not the lighting lottery has been won. If the lighting lottery has been won, the process moves to step S560; if the lighting lottery has not been won, the suggestive performance process ends.

[0219] (Step S560) The performance control means 254 illuminates a specific performance lamp 136 in response to the player's operation of the start switch 118. Once the performance lamp 136 is illuminated, the performance control means 254 terminates the suggestive performance process.

[0220] The following explains the relationship between the probability of winning / losing the AT lottery and the lighting lottery when the winning type "rare role" is won under an AT determination inability state, and the probability of winning / losing the AT lottery and the lighting lottery when the winning type "rare role" is won under a non-AT determination inability state. Here, a non-AT determination inability state is a state in which the AT determination inability state is not possible, and is based on the fact that the stop switch 120 was operated in the normal operation manner in the game preceding the game in question.

[0221] Figure 20 is an explanatory diagram showing examples of winning and losing probabilities for AT lottery and lighting lottery in AT indeterminate state and non-AT indeterminate state.

[0222] As shown in Figure 20, in a non-AT determination state, that is, when the stop switch 120 was operated in the normal manner in the game before the game in question, there is an 80% chance of winning the AT lottery and a 20% chance of losing. If the AT lottery is won, there is a 50% chance of winning the lighting lottery and a 50% chance of losing. On the other hand, if the AT lottery is lost, there is a 90% chance of winning the lighting lottery and a 10% chance of losing.

[0223] In the AT determination inability state, that is, if the stop switch 120 was operated in an irregular manner in the game preceding the game in question, the AT lottery will be unsuccessful with 100% probability. Here, the processing is standardized by performing the same lighting lottery regardless of whether the AT determination inability state or not, and the lighting lottery (50% probability of winning) that is performed when the AT lottery is won in the non-AT determination inability state will also be performed in the AT determination inability state. However, since the AT lottery will not be won with 100% probability in the AT determination inability state, the lighting lottery (50% probability of winning) is effectively not performed.

[0224] Therefore, there is a 10% chance that a transition to the normal AT (Attack Time) state may not be determined, even if a rare symbol combination is displayed while a specific performance lamp 136 is not lit. However, this prevents the player from losing motivation to play by thinking that they have encountered the 5% chance of a transition to the normal AT state occurring while a specific performance lamp 136 is not lit and a rare symbol combination is displayed.

[0225] Furthermore, focusing on the winning and losing probabilities of the lighting lottery under the AT determination inability state and the winning and losing probabilities of the lighting lottery under the non-AT transition AT determination inability state, the winning and losing probabilities of the lighting lottery are the same. In other words, even in the AT determination inability state, just like in the non-AT determination inability state, the lighting lottery is executed according to the success or failure of the AT lottery, and suggestive effects are executed based on the lottery results. As a result, the process of executing suggestive effects can be standardized regardless of whether the game is in the AT determination inability state or not, and the program size can be compressed.

[0226] Thus, the slot machine 100 includes a winning type lottery means 214 that determines one of several winning types by a winning type lottery, including a first winning type that includes a first role (for example, winning type "Ball Order") and a second winning type that has a lower winning probability than the first winning type and includes a second role different from the first role (for example, winning types "Strong Cherry Scissors 2 Confirmation", "Strong Cherry"), a reel control means 216 that controls the rotation of multiple reels 110, each with multiple types of symbols arranged thereon, in response to the operation of the start switch 118, and controls the stopping of each reel 110 corresponding to the operated stop switch 120 in response to the operation of the stop switch 120, a bonus granting means (for example, performance state control means 224) that grants a bonus (for example, decision to transition to the normal AT performance state), and a performance control means 254 that executes an indication performance that suggests the possibility that a bonus has been granted (for example, that there is a high possibility that the transition to the normal AT performance state has been decided), The suggestive effects include a first suggestive effect (e.g., a specific effect lamp 136 lights up) where there is a first probability (e.g., 40 / 58) that a bonus has been awarded, and a second suggestive effect (e.g., a specific effect lamp 136 does not light up) where there is a second probability (e.g., 40 / 42) that a bonus has been awarded, which is higher than the first probability. The effect control means 254 is configured such that if the stop switch 120 is operated in a first operating mode (e.g., a regular operating mode) and the next game is won in the second winning category, there is a third probability (e.g., 80%) that a bonus will be awarded and either the first or second suggestive effect will be executed. If the stop switch 120 is operated in a second operating mode (e.g., an irregular operating mode) different from the first operating mode, and the next game is won in the second winning category, there is a fourth probability (e.g., 0%) that a bonus will be awarded and either the first or second suggestive effect will be executed, and the third probability is higher than the fourth probability.

[0227] With this configuration, in a game where the AT (Attack Time) cannot be determined, if a predetermined winning type that allows for winning the AT lottery is won, there is a high probability (for example, 90%) of winning the lighting lottery, and a specific performance lamp 136 lights up. As a result, it is possible to prevent players from mistakenly believing that an indicative performance has been executed in which a rare symbol combination is displayed without the specific performance lamp 136 lighting up, which is likely to lead to a transition to the normal AT performance state. Therefore, it is possible to prevent a decrease in the player's motivation to play due to the failure to transition to the AT performance state despite having high expectations that a transition to the normal AT performance state had been decided.

[0228] In the above-described embodiment, the example given was that the AT lottery is won only when a predetermined winning type (winning type "Strong Cherry Scissors 2 Confirmed", "Strong Cherry") is won. However, the system may be configured so that the AT lottery is won even when a winning type with a relatively high probability of winning, such as "Batting Order Bell", is won, not limited to this case. For example, when the winning type "Batting Order Bell" is won, the system may be configured so that the AT lottery is won with a low probability (for example, 5%). Alternatively, even when the winning type "Batting Order Bell" is won, a lighting lottery may be performed with a probability corresponding to the success or failure of the AT lottery, and an indicative performance may be executed.

[0229] Furthermore, in the above-described embodiment, we explained the case where the probability of winning the AT lottery is uniform when a predetermined winning type (winning type "Strong Cherry Scissors 2 Confirmed", "Strong Cherry") is won. However, the probability of winning the AT lottery may be different for each predetermined winning type, not limited to this case.

[0230] Furthermore, in the embodiments described above, an example was given in which the system is configured so that in the AT undeterminable state, the AT lottery will always result in non-winning. However, it is not limited to this case; the system may be configured so that winning the AT lottery is possible even in the AT undeterminable state. For example, the AT lottery in the AT undeterminable state may be configured so that there is a 1% chance of winning and a 99% chance of non-winning, and the probability of winning the AT lottery should be lower than in the non-AT undeterminable state.

[0231] Furthermore, in the embodiments described above, the example was given of a case in which a lighting lottery is performed with a uniform probability depending on whether the AT lottery is successful or unsuccessful, both in the AT undeterminable state and the non-AT undeterminable state. However, not limited to this case, when the AT undeterminable state is in which the lighting lottery is not performed, the system may be configured to always light up a specific performance lamp 136 in response to the operation of the start switch 118. With this configuration, when the AT undeterminable state is in which the winning type "rare role" is won, a specific performance lamp 136 will always light up, and the suggestive performance that displays a rare role symbol combination without the performance lamp 136 desired by the player being lit will not be performed, thus preventing the player from having unnecessary expectations.

[0232] Furthermore, in the embodiments described above, the decision to transition to the normal AT performance state was used as an example of a benefit granted to the player. However, the benefit is not limited to this case, and is not particularly limited as long as it is advantageous to the player, such as a reduction in the predetermined number of games required for the ceiling function or a transition to a chance zone.

[0233] Furthermore, in the above-described embodiment, the case in which the performance control means 254 executes a suggestive performance in response to the operation of the start switch 118 was used as an example. However, the timing in which the performance control means 254 executes a suggestive performance is not limited to this case; it may occur during the operation of the stop switch 120, or at the time when the stop switch 120 corresponding to the third stop operation is released.

[0234] (Over-reporting) When the performance state control means 224 transitions the performance state to the normal AT performance state, an auxiliary performance is performed, making it easier for the player to acquire electronic tokens. The performance state control means 224 counts the difference between the number of electronic tokens bet and the number of tokens paid out during a series of performance states that make it easier to acquire electronic tokens, for example, from the start to the end of the normal AT performance state (until transitioning to the normal performance state). The performance control means 254 displays the counted difference as the net increase in tokens on the LCD display unit 132. Specifically, after the start of the normal AT performance state, the performance control means 254 subtracts the number of electronic tokens bet from the net increase in tokens, according to the number of electronic tokens bet, and displays the updated net increase in tokens on the LCD display unit 132. Also, the performance control means 254 increases the net increase in tokens, according to the number of electronic tokens paid out, and displays the updated net increase in tokens on the LCD display unit 132.

[0235] In the normal AT (Automatic Trigger) state, players are made more likely to acquire electronic tokens through auxiliary effects, so the net increase in tokens tends to increase. Whenever the net increase in tokens reaches a predetermined over-number (specific value), the effect control means 254 displays an over-image on the liquid crystal display unit 132 to indicate that the over-number has been reached. Here, "reaching the over-number" means that the net increase in tokens goes from being less than the over-number to exceeding the over-number due to the payout of electronic tokens.

[0236] The number of over-coins can be set in multiple increments of a predetermined number (in this case, 500 coins), such as 500, 1000, 1500, 2000, etc. Hereafter, the number of over-coins set in predetermined increments may be referred to as the interval over-coins. Note that the interval over-coins are not necessarily set at equal intervals; for example, the interval may be wider when the net increase in coins is larger than when it is smaller, such as 100, 200, 500, 1000, 2000 coins. Thus, the interval over-coins can be set to any value, taking into account the gameplay.

[0237] Notification of reaching the over-count includes not only displaying an over-count image on the liquid crystal display unit 132, but also illuminating a light pattern (over-count light pattern) through the effect lamp 136 to indicate that the over-count has been reached, and outputting an audio (over-count sound) through the speaker 134 to indicate that the over-count has been reached. Such notification of reaching the over-count, including displaying an over-count image, illuminating the over-count light pattern, and outputting an over-count sound, is called over-notification. In the following explanation, for convenience, the display of an over-count image will be given as an example of over-notification, but in addition to that, or instead, illuminating the over-count light pattern or outputting an over-count sound may also be used.

[0238] Figure 21 is an explanatory diagram for explaining over-notification. For example, suppose the net increase in tokens at the time shown in Figure 21(a) was 497 tokens. Therefore, as shown in Figure 21(a), the number of tokens displayed in the upper right of the liquid crystal display unit 132 is "497 tokens". Then, when 3 electronic tokens are bet in the next game, as shown in Figure 21(b), 3 tokens are subtracted from the net increase, and the number of tokens displayed in the number of tokens displayed in the liquid crystal display unit 132 is "494 tokens". Then, when the winning type "Bat Order Bell" is won and the player operates the stop switch 120 in the correct manner, the winning combination "8 tokens" is awarded, the net increase in tokens becomes 502 tokens, and the over-number reaches 500 tokens. As shown in Figure 21(c), the performance control means 254 displays the net increase of "502 coins" in the coin count display area 410 of the liquid crystal display unit 132, and also displays an over image "500 coins OVER" in the over image display area 412 on the central front (front layer) of the liquid crystal display unit 132, indicating that the over number of coins has reached 500. By seeing this over image "500 coins OVER", the player can easily understand that the net increase of coins has reached 500.

[0239] Furthermore, if three electronic tokens are bet in the next game, as shown in Figure 21(d), three tokens are subtracted from the net increase, and the net increase temporarily falls below 500 tokens, with the token count display area 410 of the LCD display unit 132 displaying the net increase as "499 tokens". In that game, if the winning type "Bat Order Bell" is won and the player operates the stop switch 120 in the correct manner, the winning combination "8 tokens" is awarded, and the net increase becomes 507 tokens, reaching the over-total of 500 tokens once again. However, if an over-notification has been issued once when the same over-total (in this case, 500 tokens) is reached, the performance control means 254 will not issue another over-notification even if the over-total is reached again in the same normal AT performance state. Therefore, as shown in Figure 21(e), the performance control means 254 displays the net increase of "507 sheets" in the sheet count display area 410 of the liquid crystal display unit 132, but does not display the over-image "500 sheets OVER".

[0240] Furthermore, the performance control means 254 may also provide an over-notification when a specific over-number is reached, in addition to the above-mentioned interval over-number. This over-number is referred to as a specific over-number. The internal state that is suggested here is, for example, a set value or the winning of a specific state. For example, when a set value is used as the specific over-number, the specific over-numbers of 111, 222, 333, 444, 555, and 666 may be associated with set values ​​1, 2, 3, 4, 5, and 6, or the specific over-numbers of 100, 200, 300, 400, 555, and 600 may be associated. Alternatively, the specific over-numbers of 222, 444, and 555 may be associated with set values ​​of 2 or more, 4 or more, and 5 or more. Furthermore, if a specific number of coins is used to indicate that a specific state has been won, for example, if the player wins the normal AT performance state, the net increase in coins at the time of winning can be used as the specific number of coins. Alternatively, if the player wins the normal AT performance state, the specific number of coins may be a number derived from a wordplay, such as 753 (shichigosan).

[0241] However, such a specific number of over-payouts does not necessarily mean that an over-payout notification will be issued simply because the net increase in payouts reaches that specific number. This is because, for example, if the setting value could always be determined through the specific number of over-payouts, players could either immediately stop playing on the slot machine 100 upon realizing it is set to a low value, or continue playing on the slot machine 100 upon realizing it is set to a high value, making it easier to obtain large gambling profits.

[0242] Therefore, the performance control means 254 will provide an over-notification indicating that the net increase in tokens has reached a specific number of tokens only if the predetermined notification conditions are met. When a set value is adopted as the specific number of tokens, the notification conditions are that the current net increase in tokens reaches the specific number of tokens corresponding to the set value, and that the suggestive performance lottery is won with a predetermined probability. For example, if the specific number of tokens is 555, the performance control means 254 will provide an over-notification indicating that the set value is 5 if the notification conditions are met, namely that the net increase in tokens has reached the specific number of tokens 555, and that the suggestive performance lottery is won with a predetermined probability (for example, 1 / 10).

[0243] Furthermore, if the winning of the normal AT performance state is adopted as a specific number of extra coins, the notification conditions are that the current net increase in coins reaches the specific number of extra coins corresponding to winning the normal AT performance state, and that the suggestive performance lottery is won with a predetermined probability. For example, if the specific number of extra coins corresponding to winning the normal AT performance state is 753, the performance control means 254 will make an over-notification indicating that the normal AT performance state has been won when the notification conditions, which are that the net increase in coins reaches the specific number of extra coins of 753 and the suggestive performance lottery is won with a predetermined probability (for example, 1 / 2), are met.

[0244] Incidentally, the performance control means 254 may execute a continuous performance (notification prohibited state) over multiple games. For example, the performance state control means 224 may transition to a high-probability state for increasing the number of continuous games or to a pseudo-bonus (AT performance state) that simulates a bonus during a normal AT performance state. For example, the performance state control means 224 performs the lottery for increasing the number of continuous games at a high probability from the start of the high-probability state for increasing the number of continuous games until the termination condition is met. From the start of such a high-probability state until the termination condition is met, the performance control means 254 continuously performs a battle performance, for example, and in response to the performance state control means 224 deciding to increase the number of continuous games, it performs a performance in which an ally character inflicts damage on an enemy character. However, a continuous performance is not limited to this case; it is sufficient if the performance changes continuously over multiple games, such as a story-driven performance.

[0245] When a continuous performance is executed during a normal AT performance state, auxiliary performances are also executed even during the continuous performance, making it easier for the net increase in coins to increase. Therefore, it is possible to reach the interval overrun during the continuous performance (until the continuous performance ends). However, as shown in Figure 21(c), the over-image is displayed in the over-image display area 412 at the front center of the liquid crystal display unit 132, occupying a relatively large area, and thus obstructs the continuous performance. As a result, the continuity of the continuous performance is interrupted, and there is a risk that the player will not be able to properly grasp the progress and results of the continuous performance.

[0246] Therefore, if the number of images exceeds the interval limit during a continuous performance, the performance control means 254 does not display the over-image during the continuous performance, but displays the over-image after the continuous performance has ended.

[0247] FIG. 22 is an explanatory diagram for explaining over notification. For example, assume that the net increase number of sheets was 492 sheets at the time of FIG. 22(a). Therefore, as shown in FIG. 22(a), the net increase number of sheets “492 sheets” is displayed in the number display area 410 at the upper right of the liquid crystal display unit 132. And assume that a continuous effect is started in response to the operation of the start switch 118 for the next game. The effect control means 254 performs a continuous effect using the entire liquid crystal display unit 132. In such a continuous effect, an auxiliary effect is performed, and it becomes easier for the net increase number of sheets to increase. And during the continuation of the continuous effect, if the winning type “batting order bell” is won and the player operates the stop switch 120 in the correct operation mode, the winning combination “8-sheet combination” wins, and the net increase number of sheets becomes 502 sheets, and it is assumed that the interval over number of sheets exceeds 500 sheets. However, as shown in FIG. 22(b), the effect control means 254 displays the net increase number of sheets “502 sheets” in the number display area 410 of the liquid crystal display unit 132, but since it is during the continuous effect, an over image “500 sheets OVER” indicating that the interval over number of sheets “500 sheets” has been reached is not displayed. Here, assume that the continuous effect continues for 30 games and ends, and the net increase number of sheets becomes 562 sheets. After the game in which the continuous effect has ended, if the winning type “batting order bell” is won and the player operates the stop switch 120 in the correct operation mode to win the winning combination “8-sheet combination”, the effect control means 254, as shown in FIG. 22(c), displays the net increase number of sheets “562 sheets” in the number display area 410 of the liquid crystal display unit 132, and at the same time, in the over image display area 412 on the front surface (front layer) at the center of the liquid crystal display unit 132, an over image “500 sheets OVER” indicating that the interval over number of sheets “500 sheets” has been reached is displayed.

[0248] Incidentally, here, as an example after the continuous performance ends, in a game after the game where the continuous performance ends, when winning the winning type "batter order bell" and the payout number of the electronic medals is greater than the specified number, for example, at the timing when the winning combination "8 - medal combination" wins, an over - image "500 OVER" is displayed. However, not limited to such an example, the performance control means 254 may display the over - image "500 OVER" at the start of the first stop operation, the second stop operation, the third stop operation, or at the release of the third stop operation of the game where the continuous performance has ended. Also, it may display the over - image "500 OVER" according to the operation of the bet switch 116 in the next game of the game where the continuous performance has ended, or according to the operation of the start switch 118 in the next game of the game where the continuous performance has ended.

[0249] Here, the over - image "500 OVER" is displayed when the net increase number reaches 562, which is 62 more than 500. However, since the net increase number is still 500 or more, there is no contradiction in the displayed content. Also, since such an over - image "500 OVER" is not displayed during the continuous performance, it is possible to avoid a situation where the over - image "500 OVER" obscures the continuous performance and the player cannot properly view the continuous performance. Also, after the continuous performance ends, the player can easily grasp that the net increase number has reached 500 by viewing the over - image "500 OVER".

[0250] Incidentally, as described above, the performance control means 254 may also give an over - notification when reaching a specific over - number in addition to the interval over - number set in units of a predetermined number (here, 500). For example, assume that the set value of the slot machine 100 is set to 5 and a specific over - number of 555 is set for the set value 5. The performance control means 254 gives an over - notification indicating that the set value is 5 when the net increase number reaches the specific over - number 555, which is a notification condition, and wins the suggestion performance lottery with a predetermined probability.

[0251] Furthermore, the performance control means 254 sets the display mode of the over image when a specific number of overscores is reached to be the same as the display mode of the over image when an interval number of overscores is reached. This is because the over notification is merely a performance that suggests that a set value or a specific state has been won, and is not a performance that indicates that any kind of game benefit has been obtained. In addition, by not making the over image that suggests that a set value or a specific state has been won a special display mode, only players who know the meaning of such an over image can grasp what it suggests, thereby giving players a sense of superiority. However, it is not limited to this example, and the display mode of the over image when an interval number of overscores is reached may be different from the display mode of the over image when a specific number of overscores is reached.

[0252] Thus, the performance control means 254 matches the display mode of the over image when a specific number of over-coins is reached with the display mode of the over image when an interval number of over-coins is reached. Therefore, similar to the interval number of over-coins, even if the current net increase in coins reaches a specific number of over-coins during a continuous performance, the performance control means 254 does not display the over image during the continuous performance, but displays the over image after the continuous performance has ended.

[0253] However, depending on the number of games played during the continuous performance, the following may occur. That is, if the difference in the number of games played between the interval overage and the specific overage is small, and the continuous performance continues for more than that difference in the number of games, it is possible to reach either the interval overage or the specific overage during the continuous performance. In this case as well, the performance control means 254 does not display an overage image during the continuous performance, but displays an overage image after the continuous performance ends. However, in this case, there are multiple candidates for the overage to be displayed after the continuous performance ends, such as an overage image indicating that the interval overage has been reached and an overage image indicating that the specific overage has been reached. Here, after the continuous performance ends, the performance control means 254 displays an overage image indicating that the larger of the interval overage and the specific overage has been reached (the one achieved later).

[0254] This is for the following reason: The net increase in coins at the time the continuous performance ends is greater than or equal to the interval overage and the specific overage. Therefore, the net increase in coins at the time the continuous performance ends will be close to the larger of the interval overage and the specific overage. Accordingly, the performance control means 254 notifies that the larger of the interval overage and the specific overage has been reached. In this way, the difference between the net increase in coins and the overage indicated by the overage notification can be reduced, and the player will not feel any discomfort.

[0255] Figure 23 is an explanatory diagram for explaining over-notification. For example, suppose that at the time shown in Figure 23(a), the net increase in tokens was 492. Therefore, as shown in Figure 23(a), the number of tokens displayed in the upper right token display area 410 of the liquid crystal display unit 132 is displayed as "492 tokens". Then, suppose that a continuous performance starts in response to the operation of the start switch 118 for the next game. The performance control means 254 performs the continuous performance using the entire liquid crystal display unit 132. In such a continuous performance, auxiliary performances are performed, so the net increase in tokens tends to increase. Then, suppose that during the continuation of the continuous performance, the winning type "Bat Order Bell" is won, and the player operates the stop switch 120 in the correct manner, the winning combination "8 tokens" is awarded, the net increase in tokens becomes 502, and the interval over-number exceeds 500. However, as shown in Figure 23(b), the performance control means 254 displays the net increase of "502 coins" in the coin count display area 410 of the liquid crystal display unit 132, but does not display the over image "500 coins OVER" indicating that the interval over number "500 coins" has been reached because a continuous performance is in progress. Furthermore, suppose that during the continuation of the continuous performance, the player wins the winning type "batting order bell" and operates the stop switch 120 in the correct manner, resulting in the winning combination "8 coin combination" being awarded, and the net increase of coins becoming 557, exceeding the specific over number of 555. At this time, suppose that the suggestive performance lottery determines that an over notification indicating that the specific over number of 555 has been reached is to be displayed. However, as shown in Figure 23(c), the performance control means 254 displays the net increase of "557 coins" in the coin count display area 410 of the liquid crystal display unit 132, but does not display the over image "555 coins OVER" indicating that the specific over amount "555 coins" has been reached, because a continuous performance is in progress. Then, the continuous performance continues for 30 games and ends, and in the subsequent games, the winning type "batting order bell" is won, and the player operates the stop switch 120 in the correct manner, resulting in the winning combination "8 coins" being awarded, and the net increase of coins becoming 562. As shown in Figure 23(d), the performance control means 254 displays the net increase of "562 coins" in the coin count display area 410 of the liquid crystal display unit 132. Also, the specific over amount "555 coins" is larger than the interval over amount "500 coins".Therefore, as shown in Figure 23(d), the performance control means 254 displays an overimage "555 OVER" in the overimage display area 412 on the front (front layer) of the center of the liquid crystal display unit 132, indicating that the specific over number "555" has been reached.

[0256] Players can recognize that they have reached the "555 OVER" over-image by seeing it. The "555 OVER" over-image is a specific over-image that suggests a setting of 5. Therefore, players can understand that the setting is at least 5 or higher and use this information to guide their subsequent gameplay.

[0257] In the example shown in Figure 23, the winning combination "8-coin combination" is awarded, the net increase in coins becomes 557, which exceeds the specific over-coin limit of 555, and the suggestive performance lottery determines that an over-notification indicating that the specific over-coin limit of 555 has been reached is given. However, even if the winning combination "8-coin combination" is awarded, the net increase in coins becomes 557, and the specific over-coin limit of 555 is exceeded, if the suggestive performance lottery does not determine that an over-notification indicating that the specific over-coin limit of 555 has been reached is not given, the over-notification indicating that the specific over-coin limit of 555 has been reached will not be given. In this case, the over-notification will only apply to the interval over-coin limit of "500 coins". Therefore, after the continuous performance has ended, the performance control means 254 displays the net increase of "562 coins" in the coin count display area 410 of the liquid crystal display unit 132, as shown in Figure 23(e), and also displays the over image "500 coins OVER" in the over image display area 412 on the central front (front layer) of the liquid crystal display unit 132, indicating that the interval over number "500 coins" has been reached.

[0258] In this explanation, the performance control means 254 displays an over-image indicating that the larger of the interval over-number and the specific over-number (the one achieved later) has been reached after the continuous performance has ended. However, the performance control means 254 is not limited to this example; it may also display an over-image indicating that the smaller of the interval over-number and the specific over-number (the one achieved earlier) has been reached after the continuous performance has ended. With this configuration, the player can understand that they have already reached the over-number when they reach the smaller of the interval over-number and the specific over-number.

[0259] Furthermore, the performance control means 254 may, after the continuous performance has ended, display an over-image indicating that the smaller of the interval over-number and the specific over-number has been reached (the one achieved first), maintain the display of the over-image for a predetermined interval (for example, 0.5 seconds), and then display an over-image indicating that the larger of the interval over-number and the specific over-number has been reached (the one achieved later). With this configuration, the player can understand that they had already reached the over-number when they reached the smaller of the interval over-number and the specific over-number, and that they are currently at the larger of the interval over-number and the specific over-number. If the player reached 3 or more over-numbers during the continuous performance, the performance control means 254 may, after the continuous performance has ended, display over-images indicating that the player has reached the over-number in the order of the smaller of the interval over-number and the specific over-number, from the one achieved first (the one achieved first) to the one achieved later (the one achieved later).

[0260] Furthermore, the above explanation described an example in which, during a continuous performance, either an interval overrun or a specific overrun is reached, and the performance control means 254 displays an over-image indicating that either overrun has been reached. However, the explanation is not limited to this example; during a continuous performance, multiple interval overruns or multiple specific overruns may be reached. In this case as well, the performance control means 254 may, after the continuous performance ends, display an over-image indicating that either overrun has been reached, for example, the one with the largest number of overruns (the one achieved last) among the multiple overruns.

[0261] Furthermore, the above explanation described an example in which the performance control means 254 displays an over-image indicating that the larger of the interval over-number and the specific over-number has been reached (the one achieved later) after the completion of a continuous performance. However, the performance control means 254 is not limited to this example and may also display an over-image indicating that the higher value to the player (the one that provides greater game profit) has been reached between the interval over-number and the specific over-number. For example, the interval over-number simply indicates an increase in the net number of coins, but the specific over-number allows the player to estimate the setting value of the slot machine 100 currently being played or to grasp the currently won AT performance state, making it highly valuable for the player to grasp. With this configuration, it is possible to avoid a situation where a highly valuable over-notification is not given due to an over-notification that is not of high value to the player. In this way, the player can efficiently see the highly valuable over-notification.

[0262] Furthermore, while the above example uses a continuous performance sequence as an example of a notification-prohibited state where over-notification is prohibited, the example is not limited to this case. Any state can be designated as a notification-prohibited state as long as a predetermined state continues over multiple gameplay rounds, such as a pseudo-bonus that simulates a bonus while in an AT performance state.

[0263] Figure 24 is an explanatory diagram illustrating the display modes of the overimage. In the above explanation, an example was given in which the performance control means 254 displays the overimage in the overimage display area 412 on the front (front layer) of the center of the liquid crystal display unit 132 when the net increase in the number of cards reaches the overnumber. The performance control means 254 can display the overimage in various display modes. For example, when the net increase in the number of cards reaches the overnumber, the performance control means 254 makes the overimage "500 cards OVER" appear on the front of the center of the liquid crystal display unit 132 and deletes it after a predetermined time has elapsed. At this time, the performance control means 254 may make the overimage appear with 100% transparency, as shown in Figure 24(a), and then gradually decrease the transparency from 100% to 0%, as shown in Figure 24(b). The performance control means 254 may then gradually increase the transparency from 0% to 100% after a predetermined time has elapsed and delete it.

[0264] Furthermore, when the net increase in coins reaches the over-number, the performance control means 254 displays the over-image "500 coins OVER" as shown in Figure 24(c), moving from the right edge of the liquid crystal display unit 132 to the left, and then temporarily pauses the over-image in the over-image display area 412 of the liquid crystal display unit 132 as shown in Figure 24(d). Then, after a predetermined time has elapsed, the performance control means 254 moves the over-image to the left again as shown in Figure 24(e), and makes it disappear at the left edge of the liquid crystal display unit 132. Although this explanation uses an example of moving the over-image from right to left, the direction of movement can be arbitrarily set to left to right, bottom to top, top to bottom, etc.

[0265] Furthermore, not limited to the above example, the performance control means 254 may make the overimage "500 coins OVER" appear so as to move from the right edge of the liquid crystal display unit 132 to the left, as shown in Figure 24(c), and then stop the overimage in the overimage display area 412 of the liquid crystal display unit 132, as shown in Figure 24(d). In this case, the player can move the overimage by operating a predetermined switch, such as the bet switch 116 for the next game. Specifically, as shown in Figure 24(f), in response to the player's operation of the bet switch 116, the performance control means 254 moves the stopped overimage to the left, as shown in Figure 24(e), and makes it disappear at the left edge of the liquid crystal display unit 132. For example, if the number of overcoins is an interval overcoin, the performance control means 254 may pause the overimage in the overimage display area 412 and then move it automatically, and if the number of overcoins is a specific overcoin, it may stop the overimage in the overimage display area 412 and move it in response to the player's operation of the bet switch 116. With this configuration, the player can reliably determine when they have reached a specific number of extra tokens, and for example, an image of that moment can be captured by an imaging device.

[0266] Figure 25 is an explanatory diagram illustrating the display mode of the over-image. In the slot machine 100, in order to prevent excessive gambling, the difference in the number of tokens, which is the difference between the number of tokens inserted (value related to the use of game value) and the number of tokens paid out (value related to the acquisition of game value) since power-on, is managed regardless of the performance state. The performance state control means 224 activates a so-called complete function that restricts the progress of the game when the difference in tokens reaches a predetermined difference, for example, 19,000 tokens. Restricting the progress of the game means, for example, disabling the insertion of tokens or the operation of switches so that the game cannot be continued. Furthermore, when the complete function is activated, the performance control means 254 displays a complete function activation image "Complete function activated" in the complete image display area 414 in the center of the liquid crystal display unit 132, as shown in Figure 25(a). In this way, players and hall employees can understand that the complete function has been activated.

[0267] This complete function is executed when the winning type "Bat Order Bell" is won and the number of electronic medals dispensed is greater than the specified number, for example, when the winning combination "8 medals" is achieved. In this case, the complete function and the over notification, which are triggered by an increase in the number of medals, may be executed simultaneously. At this time, if the performance control means 254 were to display both the complete operation image "Complete function in operation" and the over image "5000 medals OVER" in the center of the liquid crystal display unit 132, it would be difficult to distinguish the displayed content. Therefore, the performance control means 254 makes the display manner of the complete operation image and the over image different.

[0268] For example, when the number of tokens gained reaches a predetermined number and the net increase in tokens reaches an over-number, the performance control means 254 first displays the complete operation image "Complete function in operation" in the complete image display area 414 in the center of the liquid crystal display unit 132, as shown in Figure 25(a). Next, as shown in Figure 25(b), the performance control means 254 maintains the display of the complete operation image and makes the over-image "5000 tokens OVER" appear, moving from the right edge of the liquid crystal display unit 132 to the left, and then temporarily pauses the over-image in the over-image display area 412 of the liquid crystal display unit 132, as shown in Figure 25(c). At this time, the over-image is located in front of (on a previous layer) the complete operation image. Then, after a predetermined time has elapsed, the performance control means 254 moves the over-image to the left again, as shown in Figure 25(d), and makes it disappear at the left edge of the liquid crystal display unit 132. In this way, only the complete operation image remains on the liquid crystal display unit 132. As shown in Figure 25(c), although there is a timing when the complete activation image and the over image overlap, the over image moves relative to the complete activation image, so the player can easily distinguish between the complete activation image and the over image. Furthermore, as a result the appearance time of the over image is short, the complete activation image is at least easy to see. With this configuration, both the player and the hall staff can understand that the complete function has been activated, and at least the player can see that the net increase in tokens has reached the over amount.

[0269] Furthermore, while the above explanation uses the net increase in tokens (difference in tokens) as the net increase in game value and the number of tokens over as the target number to be achieved, various indicators can be applied, not just these examples. For example, the number of continuous games or sets in a series of AT (Automatic Trigger) performance states corresponding to the net increase in game value could be used, and the number of over-game games or over-sets could be used as the number of over-games.

[0270] Thus, the slot machine 100 includes main control means (e.g., main CPU 200a) for controlling the progress of the game, and effect control means 254 for controlling effects in accordance with the progress of the game by the main control means. The effect control means 254 may execute arrival notification (e.g., over notification) based on the fact that the net increase in game value (e.g., electronic medals), such as the net increase in the number of medals, reaches a specific value (e.g., over number). When the net increase reaches the specific value in a notification permission state (e.g., an AT effect state other than continuous effects) in which arrival notification can be executed, the arrival notification is executed. When the net increase reaches the specific value in a notification prohibition state (e.g., continuous effects during an AT effect state) in which the execution of arrival notification is prohibited, after shifting from the notification prohibition state to the notification permission state, the arrival notification is executed. In the notification prohibition state, when the net increase reaches any of a plurality of different specific values (e.g., 500 interval over medals and 555 specific over medals), after shifting from the notification prohibition state to the notification permission state, an arrival notification indicating that the net increase has reached any one of the specific values (e.g., 555 specific over medals) is executed.

[0271] (Sound output mode) The performance control means 254 may output operation sounds through the speaker 134 based on the operation of operating means such as the bet switch 116, start switch 118, and stop switch 120, depending on the progress of the game. For example, when the bet switch 116 is operated, the performance control means 254 outputs a setting sound (insertion sound) indicating the setting of the number of bets (number of coins inserted); when the start switch 118 is operated, it outputs a waiting sound (wait sound) indicating the reels 110 are waiting to rotate; and also outputs a start sound indicating the start of the reels 110's rotation; when the player stops each stop switch 120, it outputs a stop sound indicating that the stop switch 120 has been operated; and when electronic medals are dispensed, it outputs a winning sound (dispensing sound) indicating that a predetermined winning combination has been achieved. Regarding the bet switch 116, start switch 118, and stop switch 120, when a switch is turned ON (operated), an ON edge is detected, and processing corresponding to each switch (for example, outputting an operation sound) is executed according to the ON edge. Furthermore, regarding the third stop operation of the stop switch 120, when the switch is turned OFF (operation released), an OFF edge, which has changed from ON to OFF, is detected, and a predetermined process (for example, outputting a winning sound) is executed according to the OFF edge. The performance control means 254 outputs sounds in the following order: firstly, a setting sound; secondly, a standby sound; thirdly, a start sound; fourthly, a stop sound; and fifthly, a winning sound. These setting sounds, standby sounds, start sounds, stop sounds, and winning sounds related to the basic operation of the game are managed as system sounds that confirm the progress of the game. In addition, if there is no payout of electronic tokens, i.e., if no small win occurs, the performance control means 254 may output a system sound different from the winning sound in response to the release of the third stop operation.

[0272] Furthermore, the performance control means 254 outputs performance sounds and background music (BGM) through the speaker 134, in addition to the system sounds mentioned above, according to the progress of the game. Performance sounds are sound effects and voices that are output in conjunction with the performance. BGM is background music that is maintained in the background for a relatively long period of time.

[0273] (Recommended sound output in non-AT state) Incidentally, as mentioned above, slot machine 100 employs a gameplay design in which, when the stop switch 120 is operated in the normal manner during a non-AT (Automatic Trigger) state, the player's gaming benefit is greater than when it is operated in the irregular manner. However, some players may not be aware that operating in the normal manner yields a greater gaming benefit than operating in the irregular manner during a non-AT state. Also, some players may be aware that operating in the normal manner yields a greater gaming benefit than operating in the irregular manner, but still choose to operate in the irregular manner. Therefore, in slot machine 100, when the stop switch 120 is operated in the irregular manner during a non-AT state, a recommendation sound is output to encourage playing in the normal manner.

[0274] Figure 26 is an explanatory diagram illustrating the sound output patterns in a non-AT (Automatic Trigger) state. Figure 26 shows the sound output patterns when a player performs an irregular operation, for example, when the stop switch 120 is operated in turn 3 of the game, in a non-AT state.

[0275] As shown in Figure 26, the performance control means 254 outputs a setting sound in response to the player's operation of the bet switch 116. Subsequently, when the player operates the start switch 118, the performance control means 254 outputs a standby sound and an output start sound in response to the start of the reel 110 rotation. Next, when the player operates the stop switch 120b as the first stop operation, the performance control means 254 outputs a stop sound and a recommendation sound. For example, at the moment a when the player operates the stop switch 120b, as shown in Figure 26(a), the performance control means 254 displays the text string "Left-handed play recommended" on the liquid crystal display unit 132 as a recommendation image recommending playing in the normal operation mode, and outputs the voice "Left-handed play is recommended" from the speaker 134 as a recommendation sound. Subsequently, when the player operates the stop switch 120a as the second stop operation and the stop switch 120c as the third stop operation, the performance control means 254 outputs a stop sound in accordance with each stop operation. Next, the performance control means 254 outputs a winning sound when the stop switch 120c is released after a winning combination is awarded in the winning combination lottery, which is performed in response to the operation of the start switch 118. In addition, the performance control means 254 continuously outputs background music during gameplay. That is, the setting sound, standby sound, start sound, stop sound, recommendation sound, or winning sound are output in superimposed with the background music.

[0276] As shown in Figure 26, the sound data for the setting sound, standby sound, start sound, stop sound, recommendation sound, winning sound, and BGM are stored in multiple (in this case, three) layers of the audio IC. For example, layers 0 and 1 store the sound data for system sounds, layer 2 stores the sound data for the recommendation sound, and layer 3 stores the sound data for the BGM. Specifically, layer 0 stores the sound data for the setting sound and each stop sound, layer 1 stores the sound data for the standby sound, start sound, and winning sound, layer 2 stores the sound data for the recommendation sound, and layer 3 stores the sound data for the BGM. The sounds indicated by the sound data stored in each different layer can be output in superimposed order. Therefore, even if a second stop operation is performed while the recommendation sound is being output and the stop sound is output, the recommendation sound will be output to the end without interruption, and the player can be sure that playing in the correct operation mode is recommended.

[0277] (Recommended sound output during AT performance mode) As mentioned above, in AT mode, the execution of auxiliary effects makes it easier for the player to increase the number of electronic tokens they possess. When a player wins a selection type where both correct and incorrect roles overlap, the auxiliary effects inform the player of the operation required to win the correct role. For example, by operating the stop switch 120 according to the auxiliary effects, the player can win a high-paying role, such as the "8-coin role," and gain a large amount of game profit.

[0278] Figure 27 is a diagram showing a portion of the winning type lottery table shown in Figure 9. Here, in winning areas 9 to 12, the winning types "Batting Order Bell B1", "Batting Order Bell B2", "Batting Order Bell B3", and "Batting Order Bell B4" are assigned as winning types where the winning combination "8-coin combination" and the winning combination "1-coin combination" overlap. In addition, the winning types "Common Bell 1" and "Common Bell 2" are assigned to winning areas 13 and 14. Hereafter, the winning types "Batting Order Bell B1", "Batting Order Bell B2", "Batting Order Bell B3", and "Batting Order Bell B4" may be abbreviated as "Batting Order Bell B", and the winning types "Common Bell 1" and "Common Bell 2" may be abbreviated as "Common Bell".

[0279] The winning type "Bat Order Bell B" is a winning type in which the correct role is awarded with PB=1 when the stop switch 120 is operated in a predetermined correct operation manner. Therefore, if the winning type "Bat Order Bell B" is won in the AT performance state and the operation is performed according to the correct operation manner notified by the auxiliary performance, the winning role "8-coin role" is awarded. On the other hand, if the player does not operate the stop switch 120 according to the auxiliary performance (operates it in an incorrect operation manner), the winning role "1-coin role" is awarded, or a loss occurs in which neither winning role is awarded. In other words, if the stop switch 120 is not operated according to the auxiliary performance, the player will not be able to obtain the game profit that could have been obtained. Therefore, if the performance control means 254 performs an auxiliary performance in the AT performance state but the stop switch 120 is not operated according to the auxiliary performance, it will output a recommendation sound from the speaker 134 to recommend that the player operate the stop switch 120 according to the auxiliary performance.

[0280] Figure 28 is an explanatory diagram illustrating the sound output patterns during the AT (Attack Time) performance state. Here, it shows the sound output patterns when, during the AT performance state, the player wins the "Bat Order Bell B1" type and an auxiliary performance indicating the correct batting order for the "Bat Order Bell B1" type, "Bat Order 3," is executed, but the player performs an incorrect operation, for example, operating the stop switch 120 with batting order 1.

[0281] As shown in Figure 28, the performance control means 254 outputs a setting sound in response to the player's operation of the bet switch 116. Subsequently, when the player operates the start switch 118, the performance control means 254 outputs a first auxiliary voice and a first auxiliary effect from the speaker 134. Here, the first auxiliary voice is an audio signal indicating the stop switch 120 to be operated in the first stop operation, and the first auxiliary effect is a sound signal indicating that the start switch 118 has been operated. The performance control means 254 also displays the first auxiliary image 416, the second auxiliary image 418, and the third auxiliary image 420 on the liquid crystal display unit 132 through the image circuit 240e. Here, the first auxiliary image 416, the second auxiliary image 418, and the third auxiliary image 420 indicate the order in which the stop switch 120 should be operated.

[0282] For example, at the moment a when the player operates the stop switch 120b, the performance control means 254 outputs a voice message "Mid!" as the first auxiliary voice message, informing the player that the stop switch 120b should be operated, and a "Piroon" sound as the first auxiliary effect, from the speaker 134, as shown in Figure 28(a). Also, at the moment a when the start switch 118 is operated, the performance control means 254 simultaneously displays the first auxiliary image 416, the second auxiliary image 418, and the third auxiliary image 420. Here, the first auxiliary image 416, the second auxiliary image 418, and the third auxiliary image 420 indicate the order in which the stop switch 120 should be operated. Specifically, the first auxiliary image 416 is, for example, the numerical value "1", indicating that the stop switch 120b should be operated as the first stop operation, and is displayed at the position corresponding to the stop switch 120b on the liquid crystal display unit 132. Furthermore, the second auxiliary image 418 indicates that the stop switch 120a is being operated for the second stop, for example, the numerical value "2", and is displayed in the position corresponding to the stop switch 120a on the liquid crystal display unit 132. Furthermore, the third auxiliary image 420 indicates that the stop switch 120c is being operated for the third stop, for example, the numerical value "3", and is displayed in the position corresponding to the stop switch 120c on the liquid crystal display unit 132.

[0283] Furthermore, at the moment a when the start switch 118 is operated, the performance control means 254 displays the first auxiliary image 416 larger than the second auxiliary image 418 and the third auxiliary image 420. This allows the player to visually recognize that the stop switch 120 to be operated as the first stop operation is stop switch 120b, and to operate stop switch 120b as the first stop operation.

[0284] Furthermore, as mentioned above, in the AT performance state, even if the start switch 118 is operated, no standby sound is output. This configuration makes it easier to hear sounds specific to the AT performance state, such as the first auxiliary voice and the first auxiliary effect, thereby improving the performance effect.

[0285] Next, the performance control means 254 outputs a start sound in response to the start of rotation of the reels 110. Then, when the player performs the first stop operation, the performance control means 254 outputs a stop sound. If the player performs an incorrect first stop operation (in this case, operating stop switch 120a instead of stop switch 120b), the performance control means 254 outputs a recommended sound from speaker 134 in addition to the stop sound. For example, at point b when the player operates stop switch 120a as the first stop operation, the performance control means 254 deletes the first auxiliary image 416, second auxiliary image 418, and third auxiliary image 420 that were displayed on the liquid crystal of the liquid crystal display unit 132, as shown in Figure 28(b), and also outputs a "bubu" sound from speaker 134 as a recommended sound. Here, the recommended sound "bubu" indicates that a stop switch 120 other than the stop switch 120 that should be operated (in this case, stop switch 120b) has been operated, and also serves as a sound to recommend that the player operate according to the first auxiliary voice or the first auxiliary image 416. Therefore, when a player hears the recommended sound "bubu," they realize that they have operated the stop switch 120 in an incorrect manner and have missed out on the game rewards they could have obtained. As a result, when the next auxiliary effect is performed, they will become more conscious of operating in the correct manner according to the first auxiliary voice or the first auxiliary image 416.

[0286] Next, when the player performs the second stop operation and the third stop operation, the performance control means 254 outputs a stop sound according to each operation. If the winning combination "minor role 11", which is an incorrect combination, is achieved, the third stop operation is released and a winning sound is output. In addition, the performance control means 254 continuously outputs background music during gameplay. That is, the setting sound, start sound, stop sound, recommendation sound, or winning sound are output in superimposed with the background music.

[0287] Similar to Figure 26, the sound data for the setting sound, start sound, stop sound, recommendation sound, winning sound, and BGM are stored in multiple (four in this case) layers of the audio IC. The sound data for the first auxiliary voice and the sound data for the first auxiliary effect are also stored in different layers from the system sounds such as the setting sound, start sound, stop sound, and winning sound, the recommendation sound, and the BGM. For example, the sound data for the first auxiliary voice is stored in layer 4, and the sound data for the first auxiliary effect is stored in layer 5. Therefore, the first auxiliary voice and the first auxiliary effect can be output in response to the operation of the start switch 118, even while the BGM or setting sound is being output.

[0288] The above example illustrates the sound output patterns during the AT (Attack Time) performance state, using the case where the selected winning type is chosen through the winning type lottery and the auxiliary performance is executed. Below, we will explain the sound output patterns when the auxiliary performance is not executed during the AT performance state.

[0289] For example, in the AT (Attack Time) performance state, if the winning type "Common Bell 1" or "Common Bell 2" shown in Figure 27 is won, regardless of the order in which the stop switch 120 is operated, the winning role "8-coin role" (in this case, the winning role "Small Role 3") will be awarded with PB=1, and the player will receive 8 electronic medals. Therefore, the auxiliary performance indicating the order in which the stop switch 120 should be operated is not executed. However, in some cases, the auxiliary performance may be executed to prevent the player from realizing that they have won the winning type "Common Bell 1" or "Common Bell 2". In slot machine 100, if the winning type "Common Bell 1" or "Common Bell 2" is won, the winning role "Small Role 3" will be awarded regardless of the order in which the stop switch 120 is operated, but in some cases, a gameplay feature is adopted in which a bonus is awarded only when the stop switch 120 is operated in the correct manner. Here, the bonus refers to the AT performance state, such as an additional number of auxiliary performances or an additional number of continuous games in the AT performance state. Therefore, if the AT performance state results in a win of the "common bell" type and the stop switch 120 is operated in an irregular manner, the performance control means 254 outputs a recommendation sound from the speaker 134 to recommend operation in the normal manner.

[0290] Figure 29 is an explanatory diagram illustrating the sound output patterns during the AT (Automatic Trigger) performance state. Figure 29 shows the sound output patterns when the player wins the "Common Bell 1" type during the AT performance state and operates the stop switch 120 in an irregular operation pattern, for example, in turn 3.

[0291] As shown in Figure 29, the performance control means 254 outputs a setting sound in response to the player's operation of the bet switch 116. At the time a when the player operates the start switch 118, the performance control means 254 does not output the first auxiliary voice and the first auxiliary effect, as shown in Figure 29(a), and does not display the first auxiliary image 416, the second auxiliary image 418, and the third auxiliary image 420 on the liquid crystal display unit 132. In other words, the performance control means 254 does not execute any auxiliary effects.

[0292] Next, the performance control means 254 outputs a start sound in response to the start of rotation of the reels 110. Then, when the player performs the first stop operation, the performance control means 254 outputs a stop sound. If the player performs an irregular first stop operation (in this case, by operating the stop switch 120b), the performance control means 254 outputs a recommendation sound from the speaker 134 in addition to the stop sound. For example, at point b when the player operates the stop switch 120b as the first stop operation, the performance control means 254 displays the text "Left-handed play recommended" on the liquid crystal display unit 132 as a recommendation image recommending playing in the normal operation mode, as shown in Figure 29(b), and outputs the voice "Left-handed play is recommended" from the speaker 134 as a recommendation sound. By hearing the recommendation sound, the player understands that if no auxiliary performance is executed in the AT performance state, operation in the normal operation mode is recommended.

[0293] Next, when the player operates stop switch 120a as a second stop operation and stop switch 120c as a third stop operation, a stop sound is output according to each stop operation. Then, when a winning combination included in the winning type "Common Bell 1," for example, winning combination "Small Win 3," is won and the operation of stop switch 120c is released, the performance control means 254 outputs a winning sound. In addition, the performance control means 254 continuously outputs background music during gameplay. That is, the setting sound, start sound, stop sound, recommendation sound, or winning sound are output in superimposed with the background music.

[0294] As described above, the performance control means 254 continuously outputs background music (BGM) in both non-AT performance states and AT performance states. Therefore, system sounds such as setting sounds, standby sounds, start sounds, stop sounds, and winning sounds, or recommended sounds, are output superimposed on the BGM. The performance control means 254 may adjust the volume of system sounds, recommended sounds, or BGM depending on the performance state. For example, the performance control means 254 sets the volume of BGM in the non-AT performance state to low or silent. This is because in the non-AT performance state, the player is playing the game hoping that the performance state will transition to the AT performance state, and there is no need to enhance the game with BGM. On the other hand, the AT performance state is a game state that the player is eagerly awaiting. Therefore, the performance control means 254 effectively enhances the gameplay in the AT performance state by setting the volume of BGM in the AT performance state to be higher than in the non-AT performance state. Furthermore, the transition from a non-AT (Automatic Trigger) state to an AT (Automatic Trigger) state, along with the increase in BGM volume, emphasizes that the game is in a favorable position for the player and allows them to celebrate this favorable situation. Additionally, the player can experience a sense of exhilaration and superiority from the transition from a non-AT state to an AT state and the increase in BGM volume, as they anticipate being able to acquire a large number of electronic tokens.

[0295] However, when the game state transitions from a non-AT (Automatic Trigger) state to an AT (Automatic Trigger) state, if the volume of the background music (BGM) changes significantly but the volume of other sounds (system sounds and recommendation sounds) does not change, the other sounds will be drowned out by the BGM, making them difficult for the player to hear. In particular, the recommendation sound is a sound that recommends operating the stop switch 120 in a manner that allows for the acquisition of more game profits, so it is necessary that the player can hear it clearly. Therefore, in the slot machine 100 according to this embodiment, even if the game state transitions to an AT state and the volume of the BGM increases, the volume of the recommendation sound is appropriately set according to the transition in the game state so that the player can easily hear the recommendation sound.

[0296] Figure 30 is an explanatory diagram illustrating the volume of sound output by the sound control means 254. Figure 30(a) is a graph showing the volume of sound output by the performance control means 254 in a non-AT performance state, and Figure 30(b) is a graph showing the volume of sound output by the performance control means 254 in an AT performance state. Figures 30(a) and 30(b) show the relationship between the volume of the winning sound, which is an example of system-related sound, the volume of the recommended sound, and the volume of the background music. In Figures 30(a) and 30(b), volume refers to the loudness of the sound output from the speaker 134, and is shown in 256 steps from 0 to 255.

[0297] As shown in Figure 30(a), in a non-AT (Automatic Trigger) state, the relationship between the volume of the BGM, recommendation sound, and winning sound is: winning sound > recommendation sound > BGM. For example, the volume of the winning sound is set to 200, the volume of the recommendation sound to 50, and the volume of the BGM to 30. In this way, by setting the recommendation sound louder than the BGM, the recommendation sound is not drowned out by the BGM, making it easier for the player to hear the recommendation sound. Also, by setting the winning sound to the loudest, it is possible to emphasize that a winning combination accompanied by the payout of electronic tokens has been achieved, or that a so-called rare combination has been achieved, thereby enhancing the player's sense of accomplishment and more effectively exciting the player. The reason why the recommendation sound is set quieter than the winning sound is to avoid letting people around the player know that an unconventional operation has been performed, thus preventing the player from feeling embarrassed.

[0298] As shown in Figure 30(b), in the AT performance state, the relationship between the volume of BGM, recommendation sound, and winning sound is winning sound > BGM > recommendation sound. For example, the volume of the winning sound is set to 200, the volume of BGM to 150, and the volume of the recommendation sound to 130. Compared to Figure 30(a), when the performance state transitions from a non-AT performance state to an AT performance state, the volume of BGM and recommendation sound increases.

[0299] For example, if the performance state shifts from a non-AT performance state to an AT performance state, and the BGM volume increases from 30 to 150, and the recommended sound volume remains the same as in the non-AT performance state at 50, the large volume difference between the BGM volume of 150 and the recommended sound volume of 50 will cause the recommended sound to be drowned out by the BGM. However, if the performance state shifts from a non-AT performance state to an AT performance state, and the recommended sound volume increases from 50 to 130, the recommended sound will be output at a volume close to the BGM volume of 150, and therefore will not be drowned out by the BGM. As a result, the player will be able to hear the recommended sound.

[0300] In this explanation, we have used the example of a case where the relationship between the volume of the background music (BGM) and the volume of the recommended sound during the AT (Attack Time) performance state is BGM > recommended sound. However, the explanation is not limited to this case. In slot machine 100, it is sufficient that the recommended sound output during the AT performance state is not drowned out by the background music; for example, the volume of the background music and the volume of the recommended sound during the AT performance state may be equal.

[0301] Furthermore, this explanation uses the example of setting the volume of the recommended sound in the AT state to be higher than that of the non-AT state in order to prevent the recommended sound from being drowned out by the louder BGM when the performance state transitions from a non-AT state to an AT state. However, it is not limited to this case. For example, the volume of the recommended sound may not differ between the non-AT state and the AT state, but the pitch may differ between the two states to make the recommended sound easier for the player to hear even in the AT state when the BGM volume is louder. In that case, the relationship of the pitch of the recommended sound would be AT state > non-AT state, and the relationship of the pitch in the AT state would be recommended sound ≥ BGM.

[0302] (Complete News) As described above, the performance state control means 224 forcibly terminates the advantageous period based on the fact that MY, which is the difference in the number of coins since the start of the advantageous period, exceeds 2400 coins. At this time, the performance state control means 224 must reset all information updated in the advantageous period (all variables that affect the performance related to the instruction function) when transitioning from the advantageous period to the non-advantageous period. Therefore, even if there are still playable continuation games remaining while in the normal AT performance state, the performance state control means 224 resets the retained number of continuation games upon termination of the advantageous period. Hereinafter, the function in which the performance state control means 224 forcibly terminates the advantageous period based on MY exceeding 2400 coins will be referred to as the complete function.

[0303] Thus, if the advantageous period ends abruptly when MY reaches 2400 coins, the player may feel a sense of unexpected loss as they are unable to obtain the game profits they would have otherwise earned. Therefore, the performance control means 254 notifies the player that the advantageous period will soon end when MY approaches 2400 coins, thereby suppressing the player's sense of loss due to the abrupt end of the advantageous period. For example, when MY reaches a predetermined number less than 2400 coins, for example, 2200 coins, the performance control means 254 outputs a completion-related voice message from speaker 134 saying, "There are 200 coins remaining until the completion function is activated," thereby letting the player know that the advantageous period will soon end, and that the number of coins to be earned before the advantageous period ends is at least 200.

[0304] Furthermore, the completion-related audio is output each time MY reaches a predetermined number of coins. For example, the completion-related audio is output when MY reaches 2200 coins and increases by 100 coins each time. Therefore, even if a player misses the completion-related audio once, if they hear it the next time it is output, they can understand that the advantageous period is about to end, and consequently, how many coins they will have earned before the advantageous period ends.

[0305] Figure 31 is an explanatory diagram illustrating the volume of sound output by the performance control means 254. In particular, Figure 31(a) is a graph showing the volume of sound output by the performance control means 254 in a non-AT performance state, and Figure 31(b) is a graph showing the volume of sound output by the performance control means 254 in an AT performance state. Figures 31(a) and 31(b) show the relationship between the volume of the winning sound, which is an example of system-related sound, the volume of the complete-related sound, the recommended sound, and the volume of the background music. In Figures 31(a) and 31(b), volume refers to the loudness of the sound output from the speaker 134, and is shown in 256 steps from 0 to 255.

[0306] As shown in Figure 31(a), in the non-AT (Automatic Trigger) state, the relationship between the volume levels of BGM, recommended sound, completion-related sound, and winning sound is: winning sound > completion-related sound > recommended sound > BGM. For example, the winning sound volume is set to 200, the completion-related sound volume to 100, the recommended sound volume to 50, and the BGM volume to 30. On the other hand, as shown in Figure 31(b), in the AT (Automatic Trigger) state, the relationship between the volume levels of BGM, recommended sound, completion-related sound, and winning sound is: winning sound > BGM > recommended sound > completion-related sound. For example, the winning sound volume is set to 200, the BGM volume to 150, the recommended sound volume to 130, and the completion-related sound volume to 100.

[0307] Comparing Figure 31(a) and Figure 31(b), the volume of the completion-related audio does not change whether the game is in a non-AT (Attack Time) state or an AT (Attack Time) state. The reason why the volume of the completion-related audio does not change in the AT state from the non-AT state is that the completion-related audio is not of high importance, such as a recommendation sound, which requires some kind of immediate action from the player. As mentioned above, the completion-related audio merely indicates the remaining time (number of coins acquired) until the completion function is activated, and players who understand the time until the completion function is activated by the completion notification do not need to take any action. Therefore, even if the game state transitions from a non-AT state to an AT state and the BGM volume increases, the volume of the completion-related audio does not need to change between the non-AT and AT states. Since the volume of the completion-related audio does not change between the non-AT and AT states, the volume of the completion-related audio is set to the lowest level in the AT state. As a result, players will be able to hear sounds specific to the AT (Attack Time) performance state, such as auxiliary voices and auxiliary effects, in addition to background music and recommended sounds, thereby improving the effectiveness of the performance.

[0308] Furthermore, comparing Figure 31(a) and Figure 31(b), the relationship between the volume of the completion-type voices and the recommendation-type voices is that in non-AT performance states, the completion-type voices > recommendation-type voices, while in AT performance states, the recommendation-type voices > completion-type voices. As mentioned above, the recommendation-type voices are of high importance, so when the performance state transitions to the AT performance state and the BGM volume increases, the volume of the recommendation-type voices also increases to prevent them from being drowned out by the BGM. Therefore, the volume of the recommendation-type voices becomes higher than the completion-type voices, whose volume does not change even when the performance state transitions to the AT performance state.

[0309] In this explanation, we have used the example where the volume relationship between the completion-related voice and the recommendation sound in a non-AT (Automatic Trigger) state is such that the completion-related voice > recommendation sound. However, the explanation is not limited to this example. Even in a non-AT state, the recommendation sound only needs to be at a volume that is not drowned out by the background music, and the volume relationship between the recommendation sound and the completion-related voice may be such that the recommendation sound ≥ the completion-related voice.

[0310] Thus, the slot machine 100 includes a state control means (e.g., performance state control means 224) that controls multiple types of states, including a first state (e.g., AT performance state) and a second state (e.g., non-AT performance state) that are transitioned to according to the progress of the game, a performance control means 254 that controls the performance in accordance with the progress of the game, and a sound output unit (e.g., speaker 134) controlled by the performance control means 254 that outputs sound. The sound that the performance control means 254 causes the sound output unit to output includes a first sound (e.g., BGM) that is output in the first state but not in the second state, and a second sound (e.g., recommended sound) that can be output in the first and second states based on a predetermined operation of the stop switch 120 (e.g., incorrect operation mode or irregular operation mode). The second sound output in the first state and the second sound output in the second state differ in volume or pitch.

[0311] With this configuration, even when the performance state transitions from a non-AT performance state to an AT performance state and the background music and recommendation sound are output simultaneously, the recommendation sound is not drowned out by the background music. As a result, the player can reliably hear the recommendation sound and operate the stop switch 120 in the recommended manner from the next game onward, thereby obtaining the game profits that could have been obtained.

[0312] Furthermore, in the slot machine 100, the sound output by the sound output unit of the performance control means 254 includes a third sound (for example, a complete sound) that can be output based on the difference between the value related to the insertion of the game medium and the value related to the payout of the game medium (for example, the difference in the number of coins (MY) since the start of the advantageous period), and the relationship of volume is that in the first state, the second sound > third sound and the first sound ≥ second sound, and in the second state, the second sound < third sound.

[0313] With this configuration, in AT performance states, when background music is output louder than in non-AT performance states, and sounds specific to AT performance states such as auxiliary voices and auxiliary effects are output, recommended sounds, which require some action from the player and are therefore of higher importance, are output louder than complete-type sounds, which are repeatedly output each time a predetermined MY is reached and do not require any action from the player. In this way, by adjusting the volume according to importance, sounds of higher importance can be made more easily heard by the player.

[0314] Preferred embodiments of the present invention have been described above with reference to the attached drawings, but it goes without saying that the present invention is not limited to these embodiments. It will be obvious to those skilled in the art that various modifications or alterations can be conceived within the scope of the claims, and these will naturally also fall within the technical scope of the present invention.

[0315] For example, in the embodiment described above, an example was given where there are three stop switches 120 and three reels 110 (left reel 110a, middle reel 110b, right reel 110c). However, the invention is not limited to this case, and can also be applied to cases where there are four stop switches 120 and four reels 110 (first reel, second reel, third reel, fourth reel) or five or more reels. In this case, the last stop operation becomes the fourth stop operation, and the processes corresponding to the start and release of the third stop operation in the embodiment described above are performed in accordance with the start and release of the fourth stop operation.

[0316] Furthermore, in the above-described embodiment, the main control board 200, the sub-control board 240, and the medal count control board 260 are arranged to share the functions necessary for advancing the game. However, the functions of the main control board 200 may be distributed to the sub-control board 240 or the medal count control board 260, the functions of the sub-control board 240 may be distributed to the main control board 200 or the medal count control board 260, or the functions of the medal count control board 260 may be distributed to the main control board 200 or the sub-control board 240. In addition, all functions can be combined and distributed on a single control board.

[0317] Furthermore, although the above-described embodiment was explained using an example of application to a slot machine 100, it can also be applied to a so-called smart pachinko machine, which is a sealed-circulation type pachinko machine that allows the player to play without touching the game balls. This smart pachinko machine includes a game board in which a game area is formed through which game balls flow, a large prize opening provided in the game area into which game balls can be entered, an opening / closing member for opening and closing the large prize opening, and a large prize opening control means that, when predetermined conditions are met, controls the opening / closing member to open and close and executes a large prize game consisting of multiple rounds in which the large prize opening is opened. In smart pachinko, by applying a frame control board, counting switch, and game ball count display device that have the same functions as the medal count control board 260, counting switch 126, and game medal count display device 128, respectively, in smart pachislo as a slot machine 100, it becomes possible to play without circulating game balls between smart pachinko and a dedicated unit, just like in smart pachislo. A game ball count display device is a device that displays the total number of electronic game balls that can be used for gameplay. The game ball count corresponds to the number of game values ​​that can be used for gameplay.

[0318] Furthermore, the processes performed by the main control board 200, sub-control board 240, and medal count control board 260 described above do not necessarily have to be processed chronologically in the order described in the flowchart, and may include parallel processing or processing by subroutines. [Explanation of Symbols]

[0319] 100 slot machines (gaming machines) 110 Reels 116 Bed Switch 118 Start switch 120 Stop switch 132 LCD display section 200 Main control board 200a Main CPU 214. Method of drawing winners by type 216 Reel control means 222 Game state control means 224 Performance state control means 240 Sub-control board 240a Sub-CPU 224 Performance state control means 254 Performance control means 260 Medal Count Control Board 260a Medal CPU 274. Methods for updating medal count 300 Dedicated Unit

Claims

1. A state control means for controlling multiple types of states, including a first state that is transitioned to in accordance with the progress of the game and a second state that is different from the first state, A means for controlling the effects in accordance with the progress of the game, A sound output unit that is controlled by the aforementioned performance control means and outputs sound, Equipped with, The sound that the aforementioned performance control means causes the sound output unit to output includes: The first tone is output in the first state and not output in the second state, In the first state and the second state, a second sound may be output based on a predetermined operation of the stop switch, It includes, The second sound output in the first state and the second sound output in the second state differ in volume or pitch. A gaming machine characterized by the following features.

2. The sound that the aforementioned performance control means causes the sound output unit to output includes a third sound that can be output based on the difference between a value related to the insertion of a game medium and a value related to the dispensing of a game medium. Regarding volume, In the first state, the second tone > the third tone, and the first tone ≥ the second tone. The gaming machine according to claim 1, wherein in the second state, the second sound < the third sound.