Gaming machine

By using an internal lottery system and performance control measures, the issue of player discomfort in specific winning modes of the game machine was resolved. By continuously displaying the end image during unfavorable periods, the discomfort was reduced and the user experience was improved.

JP2026121429APending Publication Date: 2026-07-24OLYMPIA KK
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
OLYMPIA KK
Filing Date
2026-05-12
Publication Date
2026-07-24

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  • Figure 2026121429000001_ABST
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Abstract

This prevents malfunctions from occurring in the circuit board unit. [Solution] The support portion is provided above the substrate unit, the handle portion is provided above the support portion, the support portion has a specific cutout, the top surface of the substrate unit has multiple heat dissipation holes, the specific cutout and the top surface are provided so that they overlap when viewed from above, the handle portion and the top surface are provided so that they overlap when viewed from above, and the handle portion and the specific cutout are provided so that they do not overlap when viewed from above.
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Description

Technical Field

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

Background Art

[0002] Conventionally, as a gaming machine, a slot machine having a plurality of reels on which a plurality of symbols are arranged on the outer peripheral surface is known. In a slot machine, when the game starts, the reels start to rotate, and an internal lottery using a lottery table is performed. Further, when the reels stop, a symbol combination corresponding to a winning combination that wins in the internal lottery is displayed by the plurality of reels. When this winning combination wins, as a process corresponding to the winning combination that has won, for example, a medal payout process for paying out medals (game values) or a replay process for enabling a game again without newly consuming medals is performed. In addition, some slot machines are provided with an AT production state (assist time production state) in which a batting order navigation effect for notifying the correct batting order and assisting the winning of a specific combination is executed when a specific winning mode is won in the internal lottery. By executing the batting order navigation effect when a specific winning mode is obtained in the AT production state, it becomes easier for the player to win a specific combination, and the number of medals can be increased.

[0003] In addition, some slot machines can execute an ending effect in the AT production state (see, for example, Patent Document 1).

Prior Art Documents

Patent Documents

[0004]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0005] By the way, in a gaming machine, it is required to reduce the possibility that a player feels discomfort.

[0006] This invention has been made in view of the above circumstances, and aims to provide a gaming machine that reduces the possibility of players feeling uncomfortable. [Means for solving the problem]

[0007] To achieve the above objective, the gaming machine of the present invention is An internal lottery means (for example, internal lottery means 42) that conducts an internal lottery to determine whether a role is achieved or not, An instruction function control means (for example, an instruction function control means 51) controls the execution of an instruction animation that prompts a stop operation in a predetermined operating manner, A game section control means (for example, a game section control means 80) that transitions the game section between a favorable section in which the aforementioned instruction performance can be executed and a non-favorable section in which the aforementioned instruction performance is not executed, A performance state control means (e.g., performance state control means 81) that controls the transition between performance states among a plurality of performance states, including a specific performance state in which the aforementioned instruction performance is executed, A performance control means (for example, performance control means 100) that controls the execution of the performance, The game section control means transitions the game section to the non-advantageous section based on the fulfillment of the termination condition of the advantageous section. The aforementioned performance control means displays an ending image that indicates the end of the specific performance state during the last game in the advantageous period. The winning patterns obtained in the aforementioned internal lottery include a first winning pattern and a second winning pattern. The first winning pattern is a winning pattern in which, upon winning, it is possible to transition to the advantageous period. The second winning pattern is a winning pattern in which, if a winner is selected, it is not possible to transition to the advantageous period. In the first game played in the non-advantageous period after the end of the advantageous period, the display of the ending image continues. If the first winning pattern is selected in the internal lottery during the game, the ending image will not be displayed. If the second winning pattern is selected in the internal lottery during the game, the display of the ending image will continue.

[0008] Based on the fulfillment of the conditions for ending the advantageous period, the game transitions to a non-advantageous period. If the first winning pattern is achieved in the first game played in the non-advantageous period, the game transitions back to the advantageous period. In this case, if, for example, a performance corresponding to the non-advantageous period is performed during the game played in the non-advantageous period, the player may feel uncomfortable. In this invention, during the game played in the non-advantageous period, the ending image displayed in the last game played in the advantageous period continues to be displayed. This reduces the possibility of the player feeling uncomfortable. Furthermore, if the second winning pattern is achieved during the game played in the non-advantageous period, the game does not transition to the advantageous period, and in this case, the ending image continues to be displayed. In other words, if the transition to the advantageous period is not decided, the display of the ending image continues. This reduces the possibility of the player feeling uncomfortable compared to when other performances are performed when the transition to the advantageous period is not decided. [Effects of the Invention]

[0009] According to the present invention, the possibility of players experiencing discomfort can be reduced. [Brief explanation of the drawing]

[0010] [Figure 1] This is a perspective view from the front, showing an example of a gaming machine according to the first embodiment of the present invention. [Figure 2] This is a perspective view showing the internal configuration of the enclosure. [Figure 3] The same diagram is used to explain the receiving tray and the cancel chute; (a) shows the receiving tray and the cancel chute in close proximity, and (b) shows the receiving tray and the cancel chute in spaced-out positions. [Figure 4] The same diagram is used to explain the cancel shot; (a) shows the cancel shot from the front, and (b) shows the cancel shot from the rear. [Figure 5] This is a view of the hopper unit from the front. [Figure 6] This is a perspective view showing the back of the lower door. [Figure 7] These are diagrams for explaining the cancel chute. (a) is a top view of the cancel chute, and (b) is a left side view of the cancel chute. [Figure 8] These are diagrams for explaining the cancel chute. (a) shows a perspective view of the front member of the cancel chute, and (b) shows only the rear member of the cancel chute. [Figure 9] These are diagrams for explaining the cancel chute, showing a first virtual straight line. [Figure 10] These are diagrams for explaining the cancel chute, showing a second virtual straight line. [Figure 11] These are diagrams for explaining the cancel chute, showing a third virtual straight line. [Figure 12] These are diagrams for explaining the cancel chute, showing one end of the first virtual straight line. [Figure 13] These are diagrams are diagrams for explaining the cancel chute, showing the other end of the first virtual straight line. [Figure 14] This shows an example of a gaming machine according to the second embodiment of the present invention and is a perspective view seen from the front side. [Figure 15] This is a perspective view showing the internal configuration of the housing. [Figure 16] This is a perspective view showing the power box. [Figure 17] This is a perspective view showing the reel support portion. [Figure 18] These are diagrams for explaining the relationship between the reel support portion and the power box. (a) is a front view of the housing, and (b) is a cross-sectional view taken along the C-C line of (a). [Figure 19] This is a top view of the power box and the reel support portion. [Figure 20] This is a front view of the housing. [Figure 21] This is a diagram for explaining the heat dissipation port provided with a foreign object intrusion prevention portion. [Figure 22]This diagram illustrates a modified example of the relationship between the holes on the back of the enclosure, the power box, and the reel support section. [Figure 23] This is a perspective view showing an example of a gaming machine according to a third embodiment of the present invention. [Figure 24] The same diagram shows the arrangement of symbols on the reels. [Figure 25] This is a block diagram showing the general configuration of a gaming machine. [Figure 26] This is a diagram illustrating the internal lottery table. [Figure 27] This diagram illustrates the relationship between the stopping operation performed when a winner is selected in each winning area and the winning combination. [Figure 28] This is a diagram illustrating the relationship between winning combinations and symbol combinations. [Figure 29] This is a diagram illustrating the relationship between winning combinations and symbol combinations. [Figure 30] This is a diagram illustrating the relationship between winning combinations and symbol combinations. [Figure 31] This is a state transition diagram of the game state. [Figure 32] This is a state transition diagram for the game section and the performance state. [Figure 33] This diagram shows the case where a combination of symbols indicating a predetermined winning pattern for a minor role is displayed on an active payline. [Figure 34] This is a diagram illustrating the effects displayed when the lever is pressed. [Figure 35] The same diagram is used to explain the staging, with (a) showing the first staging (specific staging) and (b) showing the second staging. [Figure 36] This diagram illustrates the case where the second performance and other performances are executed simultaneously. [Figure 37] This figure shows a case in which the reels stop in a specific stopping pattern in a gaming machine according to the fourth embodiment of the present invention. [Figure 38] This is a diagram used to explain the first stage production. [Figure 39]This is a diagram used to explain the second stage production. [Figure 40] This figure shows a game machine according to the fifth embodiment of the present invention, in which a combination of symbols indicating a predetermined winning pattern for a minor role is displayed on an active line, where (a) shows the third minor role and (b) shows the fifth minor role. [Figure 41] This is a state transition diagram of the game section and performance state in a gaming machine according to the sixth embodiment of the present invention. [Figure 42] This is a diagram used to explain specific navigation effects. [Figure 43] This is a state transition diagram of the game section and performance state in a gaming machine according to the seventh embodiment of the present invention. [Figure 44] The same diagram shows the ending image displayed during the last game of the advantageous period; (a) shows the image without the display of the number of acquired coins, and (b) shows the image with the display of the number of acquired coins. [Figure 45] This diagram illustrates the display shown when the number of acquired coins exceeds a predetermined value during the AT (Automatic Trigger) performance state. [Modes for carrying out the invention]

[0011] (First Embodiment) Hereinafter, a first embodiment of the present invention will be described with reference to the drawings. In the following description, a slot machine, which is one type of gaming machine, will be described, but the gaming machine according to the present invention is not limited to a slot machine, but may also be a pachinko machine, a coinless gaming machine, or other gaming machines. Furthermore, in the following explanation, "front and back" generally means that when the player is in front of the slot machine, the player's side is "front" and the slot machine side is "back." "Up and down" means that the top side of the slot machine is "up" and the bottom side is "down." "Left and right" means that the left hand side of the player playing the slot machine is "left" and the right hand side is "right." Furthermore, within the scope of the present invention, it is possible to freely combine each component, modify each component as desired, or omit each component.

[0012] Figure 1 is a perspective view showing a slot machine 100. Figure 2 is a perspective view showing the interior of the casing 1 of the slot machine 100. This slot machine 100 includes a casing (gaming machine casing) 1. The casing 1 is formed in a box shape with a top plate 2, a back plate 3, a bottom plate 4, and left and right side plates 5, 6, and has a front opening that opens to the front side of the casing 1. The back plate 3 may be thinner than the top plate 2, the bottom plate 4, and the left and right side plates 5, 6.

[0013] In the following, the underside of the top panel 2, the front of the back panel 3, the top surface of the bottom panel 4, the right side of the left side panel 5, and the left side of the right side panel 6—that is, the panels on the top panel 2, back panel 3, bottom panel 4, side panel 5, or side panel 6 that face inward from the enclosure 1—may be referred to as the "interior surface." Conversely, the top surface of the top panel 2, the back of the back panel 3, the underside of the bottom panel 4, the left side of the left side panel 5, and the right side of the right side panel 6—that is, the panels on the top panel 2, back panel 3, bottom panel 4, side panel 5, or side panel 6 that face outward from the enclosure 1—may be referred to as the "exterior surface." The enclosure 1 is made of wood, synthetic resin, or metal, etc. Furthermore, the material of the enclosure 1 is not limited to one type; for example, part of it (the top panel 2) may be made of wood, while the rest (the back panel 3, bottom panel 4, and left and right side panels 5 and 6) may be made of resin. Also, for example, the top panel 2 may be made of two different materials (resin and metal).

[0014] The front of the cabinet 1 is provided with a front door 20 that can be opened and closed to close the front opening of the cabinet 1. The front door 20 is rotatably connected to the cabinet 1 via a hinge 29 and is configured to open and close the opening of the cabinet 1. The front door 20 may be divided into multiple doors, such as an upper part (upper door) and a lower part (lower door). The slot machine 100 may also be a so-called separable cabinet type in which, when changing machines in a gaming hall, the cabinet 1, the lower part of the front door 20, and the power supply unit 10 and hopper unit 11 inside the cabinet 1 remain attached to the island equipment of the gaming hall, while the upper part of the front door 20 and the reel unit 14 can be replaced. When the front door 20 is divided into an upper door and a lower door, the upper door and the lower door can each be opened and closed relative to the cabinet 1. That is, the upper door is rotatably connected via a hinge 29 and is configured to open and close the upper part of the opening of the cabinet 1. Furthermore, the lower door is rotatably connected via a hinge 29, allowing it to open and close the lower part of the opening of the housing 1.

[0015] A flat panel 21 is provided on the upper side of the front door 20. A display device (display means, liquid crystal display) is provided on the back (rear side) of the panel 21 as a performance device. Various images (performance images) are displayed on the liquid crystal display to assist or enhance the gameplay.

[0016] Furthermore, a transparent display window (window section) 22 is provided in the center of the front door 20. Behind the display window 22, three reels 15a to 15c (see Figure 2) are arranged in a horizontal row. Parts of the reels 15a to 15c are visible through the display window 22. Multiple types of symbols are arranged in a row along the circumference of the outer surface of each reel 15a to 15c, and when the reels 15a to 15c stop, three consecutive symbols (upper, middle, and lower) per reel are displayed through the display window 22. The display window 22 also has upper, middle, and lower sections as display positions for viewing the symbols on the reels 15a to 15c, and the number of active lines is set by the combination of the display positions of the reels 15a to 15c. In the gaming machine of this embodiment, the active lines are formed by the middle section of the first reel 15a, the middle section of the second reel 15b, and the middle section of the third reel 15c.

[0017] In the gaming machine of this embodiment, the number of tokens required for one game (specified number) is set to "3", and when the specified number of tokens are inserted, the active lines are activated. When the three reels 15a to 15c stop, the combination of symbols displayed via the display window 22 indicates whether a winning combination has been achieved or not. In the slot machine 100, when the game starts, the reels 15a to 15c start to rotate, and an internal lottery is performed to determine whether one of the winning combinations is achieved or not (not achieved). Then, when the reels 15a to 15c stop, if the combination of symbols corresponding to the winning combination determined by the internal lottery is displayed on the active line, this winning combination is considered an achievement, and the process corresponding to the achieved winning combination (achievement process) is performed.

[0018] The front door 20 is equipped with lighting devices (lighting means) 24, 25 and speakers (sound output means) as performance devices for effects (notifications), etc. Lighting device 24 is provided on the upper side of the panel 21 of the front door 20. Lighting devices 25, 25 are provided on both the left and right ends of the front door 20. Decorative members 26 having a three-dimensional shape, whether luminescent or non-luminescent, including these lighting devices 24, 25, are provided on predetermined parts of the front door 20, so that the outer shape of the front side of the gaming machine has an uneven surface. In other words, the gaming machine is decorated by the decorative members 26.

[0019] Multiple speakers (not shown) are provided on the front door 20, for example, at the top and bottom. The speakers output various sounds (music, background music, sound effects, voices, etc.) for the purpose of assisting or enhancing the game. In addition to the liquid crystal display, lighting devices 24, 25 and speakers, the machine may also be provided with movable parts that can be operated by actuators, etc., as part of the performance equipment.

[0020] An operating section 30 for operating the slot machine 100 is provided in the center of the front door 20 in the vertical direction. This operating section 30 includes a settlement button 60 operated when settling medals (game medals, game medium, game value), a start lever 32 operated when starting the game, stop buttons 33 (three stop buttons 33a, 33b, 33c) operated when stopping the rotation of each of the three reels 15a to 15c, a medal slot 34 for inserting medals, a reject button 70 operated when clearing a medal jam that occurs below the medal slot 34, and a MAX bet button 35 (bet button) operated when betting (investing) credited medals (operated when setting the maximum bet amount). In addition to the MAX bet button 35 (first bet button) operated when betting 3 medals (a specified number of medals), there may also be a 1 bet button (second bet button) operated when betting 1 medal. Furthermore, the front door 20 is equipped with a performance button 36 (performance control unit) which is operated when advancing the performance (changing the type of performance), etc.

[0021] The operation unit 30 also includes an operation panel 57 used to select game effects and other features, and a display unit 58 that displays game information. The operation panel 57 is located approximately in the center of the operation unit 30 in the width direction (left-right direction), and the display unit 58 is located to the right of the coin slot 34. The operation panel 57 includes, for example, a directional pad, a select button, and a cancel button.

[0022] Furthermore, the lower part of the front door 20 is provided with a payout port 50 for dispensing (sending out) medals from inside the slot machine 100, and a tray 38 for storing the medals dispensed (paid out) from the payout port 50. Between the operation unit 30 and the tray 38, there is a lower panel 39 for decorating the appearance of the gaming machine. A light source (LED) for illumination is provided on the back side of this lower panel 39, and the lower panel 39 is illuminated from behind by the light from this light source. The lower panel 39 may be formed to be pushable and may also function as an effect control unit with the same functionality as effect buttons.

[0023] As shown in Figure 2, a reel unit 14 is provided inside the housing 1. The reel unit 14 includes three reels 15a, 15b, and 15c, each displaying multiple patterns around its circumference, as well as drive motors (stepping motors) for rotating the reels 15a to 15c. Each reel is fixed to the output shaft of its respective stepping motor.

[0024] Furthermore, inside the casing 1, the upper surface of the bottom plate 4 is equipped with a power supply unit (power supply means) 10 that supplies power to each component, a hopper unit (medal dispensing device 11) 11 (dispensing device) that stores and dispenses medals, and a cash box 12 that dispenses excess medals when the number of medals stored in the medal dispensing device 11 reaches a certain amount. The unit in which the power supply unit 10 and other components are arranged inside the casing 1 may be called the back box unit. The power supply unit 10 is equipped with a power switch, and when the power switch is turned ON, power is supplied from the power supply unit 10 to each component. Some components may be supplied with power even when the power supply unit 10 is turned OFF.

[0025] The front door 20 is equipped with a door key cylinder 66, and the front door 20 can be unlocked by inserting a door key into the door key cylinder 66. Specifically, the front door 20 can be unlocked by rotating (twisting) the door key inserted into the door key cylinder 66 clockwise from its initial position. In addition, an error can be cleared by rotating (twisting) the door key inserted into the door key cylinder 66 counterclockwise from its initial position.

[0026] When tokens are inserted into the token slot 34 of slot machine 100, the inserted tokens are set to the "inserted" state, up to a predetermined number (predetermined number of tokens). In addition, slot machine 100 can store up to 50 tokens as credits (storage memory), and when the MAX bet button 35 is operated while tokens are stored as credits, the stored tokens are set to the "inserted" state, up to a predetermined number.

[0027] In slot machine 100, when a medal is inserted through the medal slot 34, or when the MAX bet button 35 is operated and a specified number of medals are bet, the start lever 32 is activated, and the machine becomes ready to play. When the activated start lever 32 is operated, the game begins. Once the game begins, each reel starts to rotate, and when the rotation speed of each reel reaches a constant speed and becomes steady rotation, the stop button 33 is activated. When the activated stop button 33 is operated, the rotation of the reel corresponding to the operated stop button 33 stops. When all reels have stopped, the machine performs processes such as paying out medals according to the game result, or making it possible to start playing again without consuming any more medals, and one game ends.

[0028] The slot machine 100 is equipped with a main control board (main control means) and a sub-control board (sub-control means). The sub-control board may be located on the rear side of the front door 20. The main control board receives input signals from input means such as the MAX bet button 35, start lever 32, and stop button 33, performs various calculations to execute the game, and controls output means such as the reel unit 14 and hopper unit 11 based on the calculation results. The sub-control board receives signals (information) sent from the main control board, performs various calculations to execute the effects, and controls various effect devices such as the liquid crystal display and speakers based on the calculation results.

[0029] Furthermore, the main control board and the sub-control board are electrically connected, and various information (signals), such as information indicating the game status, can be transmitted from the main control board to the sub-control board. However, information cannot be transmitted from the sub-control board to the main control board. In addition, the functions of each board, such as the main control board and the sub-control board, are realized by hardware such as various processors (CPU, DSP, etc.), ICs, or information storage media such as ROM and RAM, and software consisting of predetermined programs pre-stored in ROM, etc.

[0030] The main control board is equipped with a setting change key cylinder (not shown) and a setting change button (not shown), etc. Note that the setting change key cylinder and setting change button may also be provided, for example, on the power supply unit 10.

[0031] As shown in Figure 1, a receiving tray 38 and a discharge outlet 50 are provided at the bottom of the front door 20. Also, as shown in Figure 3(a), a cancellation chute 40 is provided on the rear side of the receiving tray 38. Although not shown in the illustration, a hopper unit 11 (Figure 2) is located on the rear side (back side) of the cancellation chute 40.

[0032] Figure 3(b) shows the tray 38 and the cancellation chute 40 separated. The tray 38 is formed in the shape of a roughly rectangular dish that is elongated in the left-right direction. The tray 38 mainly comprises a bottom portion 381, an upright edge portion (wall portion) 382 that surrounds the bottom portion 381, and a dispensing opening 50 formed on the rear edge portion 382. In this embodiment, the tray 38 has a concave storage portion 383 that can accommodate medals, etc., but the storage portion 383 does not have to be provided. In other words, the storage portion 383 may not be provided, and the bottom portion 381 may be made larger.

[0033] The edge portion 382 has the function of preventing the medals dispensed from the payout opening 50 from spilling out of the tray 38. The edge portion 382 consists of a front edge portion (front wall portion 382a) provided on the front side of the bottom portion 381, a right edge portion provided on the right side of the bottom portion 381, a left edge portion provided on the left side of the bottom portion 381, and a rear edge portion provided on the rear side of the bottom portion 381. In this embodiment, the height of the front edge portion (height from the bottom portion 381) is the lowest, but this height is greater than or equal to the diameter of the medal.

[0034] The cancel chute 40 is formed to have an internal space through which medals can pass. The cancel chute 40 functions as a medal passage (guide passage) that guides medals that have entered the interior to the receiving tray 38. In this embodiment, the cancel chute 40 may be referred to as the "medal passage". The cancel chute 40 has a plurality of openings (described later). In other words, the cancel chute 40 has an entrance and an exit for medals. In this embodiment, the cancel chute 40 is composed of two members, a first member (front member) and a second member (rear member), from the front and back, but it is not limited to this and may be composed of one member or two or more members.

[0035] The medal passage (i.e., the cancel chute 40) is required to be shaped in a way that allows medals to flow (pass through) smoothly in order to prevent medal jams within the passage. However, if the medal passage is shaped to prioritize the smooth flow of medals too much in order to prevent medal jams, it becomes easier to commit fraud against the hopper unit 11 and other components located at the rear (the anti-fraud performance is reduced). Furthermore, if the shape of the medal passage is made complex in order to improve the anti-fraud performance, it becomes difficult to achieve a smooth flow of medals, and the complex shape also hinders the installation (arrangement) of other components at the front door 20 (it reduces the space available for other components).

[0036] In this embodiment, we will describe a medal passage shape that can achieve a good balance between smooth medal flow, improved anti-fraud performance, and suppression of interference with the installation of other components.

[0037] (Second opening 402) As shown in Figure 3(b), a second opening 402 (receiving tray side opening) that opens in the front-to-back direction is provided at the lower front side of the cancel chute 40. Figure 4(a) is a view of the cancel chute 40 from the front. The second opening 402 has a roughly rectangular shape when viewed from the front. As shown in Figure 3(a), the second opening 402 is in contact with the payout outlet 50 of the receiving tray 38. Note that "in contact" includes both being close and being in contact. The second opening 402 is provided at a position corresponding to (facing) the payout outlet 50. It can also be said that the second opening 402 and the payout outlet 50 are formed to overlap in the front-to-back direction. The second opening 402 is the exit point for medals from the cancel chute 40.

[0038] The cancel chute 40 is located between the receiving tray 38 and the medal dispensing device 11 (Figure 2) in the front-to-back direction, and is capable of guiding the medals dispensed from the medal dispensing device 11 to the receiving tray 38 (details will be described later).

[0039] Figure 5 is a view of the medal dispensing device 11 (hopper) from the front. The front side of the medal dispensing device 11 is provided with a medal dispensing section 111 (dispensing section, launching section). The medal dispensing section 111 is formed to allow medals to pass through, and medals are dispensed (launched) from the medal dispensing section 111 when, for example, a small win occurs or when the settlement button 60 is pressed while there are credited medals. The opening of the medal dispensing section 111 is roughly rectangular and slopes downward to the right when viewed from the front.

[0040] A peripheral wall portion 112 is provided around the medal dispensing section 111. The peripheral wall portion 112 is a predetermined area (wall portion) of the front surface of the medal dispensing device 11 around the medal dispensing section 111. The predetermined area is at least the area facing the first opening 401 (opening area of ​​the first opening 401) described below (for example, the area inside the dashed line Q in Figure 5). The peripheral wall portion 112 is a surface that is perpendicular or substantially perpendicular to the front-rear direction.

[0041] (First opening 401) Figure 4(b) is a view of the cancel chute 40 from the rear (back side). The rear side of the cancel chute 40 is provided with a first opening 401 (hopper-side opening) that opens in the front-to-back direction. The first opening 401 is roughly rectangular in shape and slopes downward to the left when viewed from the rear (sloping downward to the right when viewed from the front). The first opening 401 is in contact with the medal dispensing section 111 of the medal dispensing device 11 when the front door 20 is closed. Note that "in contact" includes both being close and being in contact.

[0042] With the front door 20 closed, the first opening 401 and the medal dispensing section 111 face each other. The size of the opening of the first opening 401 is larger than that of the medal dispensing section 111 (opening). The first opening 401 is located in a position corresponding to (facing) the medal dispensing section 111. It can also be said that the first opening 401 and the medal dispensing section 111 are formed to overlap in the front-to-back direction. The first opening 401 is the entrance (first entrance) for medals to the cancel chute 40.

[0043] Figure 6 is a view of the front door 20 (lower door) from the rear. Below the medal slot 34 (Figure 1) on the front door 20, a medal selector (selector) 90 is provided. The medal selector 90 is located above the cancel chute 40. The medal selector 90 has the function of sorting medals inserted from the medal slot 34. For example, if the inserted medal is not a legitimate medal, or if the timing of medal insertion is not appropriate, the medal selector 90 guides the inserted medal to the cancel chute 40 below (drops the medal towards the cancel chute 40 below).

[0044] (Third opening 403) Figure 7(a) is a view of the cancel chute 40 from above. A third opening 403 (selector-side opening) is provided on the upper side (upper right side) of the cancel chute 40. The third opening 403 opens in the vertical direction. The third opening 403 is in contact with the lower end of the medal selector 90. Note that contact includes both proximity and contact. The third opening 403 is approximately rectangular in shape. The third opening 403 is the entrance (second entrance) for medals to the cancel chute 40.

[0045] (Positional relationship of each opening) Figure 7(b) is a view of the cancel chute 40 from the left side (left side view). The first opening 401 and the second opening 402 are located at different heights (staggered heights) in the vertical direction. The first opening 401 is located above the second opening 402. The third opening 403 and the second opening 402 are located at different heights in the vertical direction. The third opening 403 is located above the second opening 402. The first opening 401 and the third opening 403 are located at different heights in the vertical direction. The third opening 403 is located above the first opening 401.

[0046] The medals launched from the medal dispensing section 111 of the medal dispensing device 11 enter the inside of the cancel chute 40 (medal passage) through the first opening 401. The cancel chute 40 then guides the medals that have entered the inside through the first opening 401 forward. The medals that have entered the inside of the cancel chute 40 through the first opening 401 pass through the inside of the cancel chute 40 (flow down, slide) and exit the cancel chute 40 through the second opening 402.

[0047] Furthermore, medals sent out from the medal selector 90 (those that have passed through the medal selector 90) enter the inside of the cancel chute 40 through the third opening 403. The cancel chute 40 then guides the medals that have entered the inside through the third opening 403 downwards. The medals that have entered the inside of the cancel chute 40 through the third opening 403 pass through the inside of the cancel chute 40 and exit the cancel chute 40 through the second opening 402.

[0048] Figure 8(a) is a view of the cancellation chute 40 from the front, with the members constituting the front side of the cancellation chute 40 made transparent. The first opening 401 and the second opening 402 are located at different positions (shifted positions) in the left-right direction. The first opening 401 is located to the left of the second opening 402. Also, the third opening 403 and the second opening 402 are located at different positions (shifted positions) in the left-right direction. The third opening 403 is located to the right of the second opening 402. Also, the first opening 401 and the third opening 403 are located at different positions (shifted positions) in the left-right direction.

[0049] In this embodiment, the left end of the first opening 401 is located to the left of the left end of the second opening 402, but the right end of the first opening 401 is located between the left end and the right end of the second opening 402. When viewed from the front, the lateral displacement of the first opening 401 and the second opening 402 is relatively small, but the vertical displacement (height direction) is relatively large, so there is no overlapping area when viewed from the front. In this embodiment, the first opening 401 and the second opening 402 are positioned so that they do not overlap when viewed from the front.

[0050] The left end of the third opening 403 is located to the right of the right end of the second opening 402. The third opening 403 and the second opening 402 have relatively large differences in the left-right and up-down (height) directions, and there is no overlapping area when viewed from the front. The third opening 403 and the second opening 402 have different opening directions (orientations). In this embodiment, the third opening 403 and the second opening 402 are located in positions where they do not overlap when viewed from the front.

[0051] The first opening 401 and the third opening 403 have relatively large displacements in the left-right and up-down (height) directions, and there is no overlapping area when viewed from the front. Furthermore, the first opening 401 and the third opening 403 have different opening directions (orientations). In this embodiment, the first opening 401 and the third opening 403 are positioned so that they do not overlap when viewed from the front.

[0052] Figure 8(b) shows only the components that make up the rear side of the cancel chute 40. The inner surface of the cancel chute 40 (the surface that makes up the medal passage) includes a first inclined surface 411, a second inclined surface 412, and a third inclined surface 413.

[0053] The first inclined surface 411 is a surface that slopes downwards to the right in the left-right direction (a rightward-sloping inclined surface). The first inclined surface 411 is formed to be able to come into contact with a medal that enters through the first opening 401, and when a medal comes into contact with it, it guides the medal to the lower right (second inclined surface 412).

[0054] The third inclined surface 413 is a surface that slopes downwards towards the left in the left-right direction (a left-downward inclined surface). The third inclined surface 413 is formed to be able to come into contact with a medal that enters through the third opening 403, and when a medal comes into contact with it, it guides the medal to the lower left (second inclined surface 412).

[0055] The second inclined surface 412 is located below the first inclined surface 411 and the third inclined surface 413. The second inclined surface 412 is a surface that slopes downward towards the front in the front-rear direction. In this embodiment, the second inclined surface 412 consists of two slopes with different gradients (inclinations), with the slope on the front side having a greater inclination (inclination relative to the horizontal plane) than the slope on the rear side.

[0056] The second inclined surface 412 is formed to come into contact with a medal falling from above, and guides the medal to the front side (i.e., the second opening 402). The second inclined surface 412 is formed to continue to the second opening 402, and medals that have traveled down the inclined surface and reached the second opening 402 are discharged out of the second opening 402 (i.e., to the tray 38).

[0057] Here, the medal passage leading from the first opening 401 to the second opening 402 (connecting the first opening 401 and the second opening 402) is designated as the first passage F1, and the medal passage leading from the third opening 403 to the second opening 402 (connecting the third opening 403 and the second opening 402) is designated as the second passage F2.

[0058] The first aisle F1 has a shape that allows the direction in which the medals move (direction of travel) to be changed. It can also be said that the first aisle F1 has at least one bend (curve). In other words, the first aisle F1 is crank-shaped. The second aisle F2 has a shape that allows the direction in which the medals move (direction of travel) to be changed. It can also be said that the second aisle F2 has at least one bend (curve). In other words, the second aisle F2 is crank-shaped.

[0059] The first passage F1, which extends from the first opening 401 to the second opening 402, proceeds from rear to front, turns at the first bend (first bend) to the right (lower right), and then turns at the next bend (second bend) to proceed forward (lower front). A medal launched from rear to front through the first opening 401 may collide with the planar front surface (the surface labeled P in Figure 12) within the passage. A metal plate (cushioning member) may be placed on the front surface where the medal collides to mitigate the impact of the medal collision. In other words, a part of the (inner surface) of the medal passage may be formed of a metal plate. By placing a metal plate, deformation, damage, etc., of the inner surface of the passage can be prevented by the collision of medals. The metal plate may be, for example, a stainless steel plate with a thickness of approximately 0.4 mm. Alternatively, rubber (an elastic material) may be used as the cushioning member instead of a metal plate. In the above, it was assumed that the medal launched from the rear to the front collides with a flat front surface in the passageway, but the system is not limited to this, and the medal may collide with a curved front surface in the passageway. In other words, the front surface may be curved. A curved surface may, for example, be concave (recessed) towards the front. When the front surface that the medal collides with is curved, the impact of the medal collision is mitigated compared to when it is flat. This allows the medal to be guided to the tray 38 more smoothly.

[0060] The second passage F2, which extends from the third opening 403 to the second opening 402, proceeds from top to bottom, turns at a bend (third bend) to the left (lower left), and then turns at the next bend (second bend) to proceed forward (downward front).

[0061] Furthermore, the passage from the third opening 403 to the first opening 401 is designated as the third passage F3. Although not shown in the illustration, the third passage F3, like the first passage F1 and the second passage F2, has at least one curved section.

[0062] If the first passage F1 and the second passage F2 were not shaped in a way that would allow the direction of the medals to be changed, and were straight (without curves), it would be easy for the player to insert a tool (a rod-shaped member, etc.) and commit fraud (tampering). In this embodiment, as described above, the first passage F1 and the second passage F2 are shaped in a way that allows the direction of the medals to be changed (they have curves), making it difficult for the player to insert a tool (member, etc.). This improves the anti-fraud performance. Improved anti-fraud performance includes reducing the risk of parts being damaged by the insertion of tools, etc.

[0063] Here, as shown in Figure 9, the first virtual line X is defined as a virtual straight line that passes through the first opening 401 and the second opening 402. In this embodiment, it is possible to draw (draw) the first virtual line X without contacting the inner surface of the medal passage (first passage F1). In other words, the first virtual line X is a line that can be drawn without contacting the inner surface of the medal passage. To put it another way, the first opening 401 and the second opening 402 can be connected by a straight line (first virtual line X) that does not contact the inner surface of the medal passage. With this configuration, the medal passage (first passage F1) has a shape that allows a first virtual straight line X to be drawn without contact with the inner surface of the medal passage (a shape with a space that communicates in a straight line), thus enabling smooth passage (dispensing) of medals. Furthermore, compared to a case where the medal passage (first passage) has a complex shape that prevents the drawing of the first virtual straight line X, its simpler shape prevents it from interfering with the installation of other components.

[0064] As shown in Figure 10, the third virtual line Z is a virtual line that passes through the first opening 401 and the third opening 403. In this embodiment, it is impossible to draw (draw) the third virtual line Z without contacting the inner surface of the medal passage (third passage F3). In other words, the third virtual line Z is a line that cannot be drawn without contacting the inner surface of the medal passage. To put it another way, it is impossible to connect the first opening 401 and the third opening 403 with a line (third virtual line Z) that does not contact the inner surface of the medal passage. It can also be said that the third virtual line Z is in contact with the inner surface of the medal passage (the inner surface of the medal passage lies on that line). With this configuration, the medal passage (third passage F3) is shaped in such a way that it is impossible to draw a third virtual straight line Z. For example, it is difficult to insert a tool (a rod-shaped member) or the like through the third opening 403 to access the first opening 401 (medal dispensing section 111). This improves the anti-fraud performance. Furthermore, because the shape makes it impossible to draw a third virtual straight line Z (because it is not a straight line), it prevents the irregular movement of medals that enter the cancel chute 40 from the third opening 403 and flow downwards toward the first opening 401.

[0065] As shown in Figure 11, the second virtual line Y is a virtual line that passes through the second opening 402 and the third opening 403. In this embodiment, it is impossible to draw (draw) the second virtual line Y without contacting the inner surface of the medal passage (second passage F2). In other words, the second virtual line Y is a line that cannot be drawn without contacting the inner surface of the medal passage. To put it another way, it is not possible to connect the second opening 402 and the third opening 403 with a line (second virtual line Y) that does not contact the inner surface of the medal passage. It can also be said that the second virtual line Y is in contact with the inner surface of the medal passage (the inner surface of the medal passage lies on that line). With this configuration, the medal passage (second passage F2) is shaped in such a way that it is impossible to draw a second virtual straight line Y. Therefore, it is difficult to insert a device (a rod-shaped member, etc.) through the second opening 402 and access the third opening 403 (medal selector 90). This improves the anti-fraud performance.

[0066] In this embodiment, the first passage F1 has a higher frequency of medal passage than the second passage F2. The first passage F1 is shaped to allow for the drawing of a first virtual line X, taking into account the high frequency of medal passage while strengthening anti-fraud measures, thereby ensuring smooth medal passage. On the other hand, the second passage F2 has a lower frequency of medal passage, so anti-fraud measures are further strengthened, and it is shaped so that a second virtual line Y cannot be drawn.

[0067] As shown in Figure 12, the front (closer) end of the first virtual line X is designated as end X1 (end X1). The first virtual line X can be drawn such that end X1 does not contact the front edge (front wall portion 382a) of the tray 38, but contacts the bottom portion 381 of the tray 38. In other words, the first virtual line X is a line that allows end X1 to contact the bottom portion 381 of the tray 38 without contacting the front wall portion 382a. With this configuration, one end X1 contacts the bottom 381 rather than the front wall 382a, so that the medals passing through the medal passage contact the bottom 381 rather than the front wall 382a. This makes it more reliable to prevent the medals from going over the front wall 382a and spilling out of the tray 38. Furthermore, when one end X1 contacts the bottom 381 (i.e., when X1 is initially positioned further back), the bottom 381 acts as an obstruction, making it more difficult to insert an instrument (a rod-shaped member, etc.) into the first passage from the front side. This improves the effectiveness of preventing fraud.

[0068] As shown in Figure 13, the rear (back) end of the first virtual line X is defined as the other end X2. The first virtual line X can be drawn such that the other end X2 does not come into contact with the medal dispensing section 111 of the medal dispensing device 11, but instead comes into contact with the surrounding wall section 112 (Figure 5). In other words, the first virtual line X is a line that allows the other end X2 to come into contact with the surrounding wall section 112 without coming into contact with the medal dispensing section 111 of the medal dispensing device 11. With this configuration, since the other end X2 contacts the surrounding wall 112 rather than the medal dispensing section 111, even if an object (a rod-shaped member, etc.) is inserted into the first passage F1, it becomes difficult for its tip to contact the medal dispensing section 111 (to access the medal dispensing section 111) (to insert its tip into the medal dispensing section 111). This further improves the anti-fraud performance.

[0069] (Component G) Here, member G is a rod-shaped member having a predetermined diameter (for example, about 5 mm) and a predetermined length. The predetermined length is, for example, longer than the straight-line distance from the third opening 403 to the second opening 402.

[0070] When the front door 20 is open and the member G is inserted into the first opening 401 from the rear side, the member G can be inserted through the first passage F1 without contacting the inner surface of the first passage F1, and the tip of the member G that emerges from the second opening 402 contacts the bottom 381 of the receiving tray 38. Furthermore, when the front door 20 is closed and the receiving tray 38 is not present, if the member G is inserted into the second opening 402, the member G can be inserted through the first passage F1 without contacting the inner surface of the first passage F1, and the tip of the member G emerging from the first opening 401 will contact the surrounding wall portion 112 of the medal dispensing device 11. However, in reality, the presence of the receiving tray 38 is an obstacle, making it difficult to insert the member G into the first passage F1 from the front side.

[0071] Furthermore, if the front door 20 is open and component G is inserted into the third opening 403 on the rear side, the tip of component G cannot be brought out of the second opening 402. In other words, component G cannot be inserted through the second passage F2. Furthermore, when the front door 20 is closed and the receiving tray 38 is not present, if member G is inserted into the second opening 402, the tip of member G cannot be brought out of the third opening 403. In other words, member G cannot be inserted through the second passage F2. Furthermore, if the front door 20 is open and component G is inserted into the third opening 403 on the rear side, the tip of component G cannot be brought out of the first opening 401. In other words, component G cannot be inserted through the third passage F3.

[0072] In this embodiment, when the front door 20 is open and an attempt is made to view the second opening 402 (receiving tray side opening) from the first opening 401 (hopper side opening) (by peering in), the bottom 381 of the receiving tray 38 is visible, and the front wall portion 382a of the receiving tray 38 is visible, but the upper end of the front wall portion 382a is not visible. Alternatively, when the front door 20 is open and an attempt is made to view the second opening 402 (receiving tray side opening) from the first opening 401 (hopper side opening), the bottom 381 of the receiving tray 38 is visible, but the front wall portion 382a may not be visible. This enables the smooth passage of game value. As a variation, when the front door 20 is open and an attempt is made to view the second opening 402 (receiving tray side opening) from the first opening 401 (hopper side opening), the bottom 381 and the front wall 382a of the receiving tray 38 may not be visible.

[0073] The gaming machine of this embodiment is A gaming machine comprising a casing (for example, casing 1) and a front door (for example, front door 20), The enclosure includes a hopper (for example, a hopper unit 11), The aforementioned front door includes a receiving tray (e.g., receiving tray 38) and a guide passage (e.g., a cancellation chute 40), The hopper comprises a launching port (e.g., a medal dispensing port 111) from which game value is launched, and a peripheral wall portion (e.g., peripheral wall portion 112) surrounding the launching port, The tray comprises a bottom portion (for example, bottom portion 381) and a front wall portion (for example, front wall portion 382a) provided on the front side of the bottom portion. The guide passage comprises a hopper-side opening (e.g., a first opening 401) and a tray-side opening (e.g., a second opening 402), If the passage from the hopper-side opening to the tray-side opening is referred to as the first passage (for example, the first passage F1), The first passage is capable of guiding the game value launched from the launch port to the receiving tray. The first passage has a shape that allows the direction in which the game value progresses to be changed. If we define the first virtual line (for example, the first virtual line X) as the virtual line passing through the hopper-side opening and the tray-side opening, The first virtual line is a line that can be drawn without contacting the inner surface of the first passage. With this configuration, the first passage has a shape that allows the direction in which the game value progresses to be changed, making it difficult for players to insert devices or other objects. This improves the anti-fraud performance. In other words, it reduces the risk of parts being damaged by the insertion of devices or other objects. Furthermore, the first passage allows the first virtual straight line to be drawn without contacting the inner surface of the first passage. This enables the smooth passage of game value. Also, the first passage has a simpler shape compared to a shape so complex that the first virtual straight line cannot be drawn. This prevents it from interfering with the installation of other components.

[0074] Furthermore, in the gaming machine of this embodiment, The first virtual line is a line that can be drawn such that one end (for example, one end X1) is in contact with the bottom and the other end (for example, the other end X2) is in contact with the surrounding wall. With this configuration, the game value that passes through the guided passage comes into contact with the bottom rather than the front wall. This more reliably prevents the game value from overflowing the front wall and spilling out of the tray. In addition, because the bottom acts as an obstruction, it becomes more difficult to insert tools or other objects into the first passage from the front. This further improves the anti-fraud performance. Furthermore, even if an object is inserted into the first passage, its tip will contact the surrounding wall rather than the firing port. This makes it difficult for the tip to contact the firing port (to access the firing port) (to insert the tip into the firing port). This further improves the anti-tampering performance.

[0075] Furthermore, the gaming machine of this embodiment is The aforementioned front door further comprises a selector (for example, a medal selector 90), The guide passage further comprises a selector-side opening (for example, a third opening 403), If the passage from the selector-side opening to the tray-side opening is referred to as the second passage (for example, the second passage F2), The second passage is capable of guiding the game value sent from the selector to the tray. The second passage has a shape that allows the direction in which the game value progresses to be changed. If we define the virtual line passing through the receiving tray side opening and the selector side opening as the second virtual line (for example, the second virtual line Y), The second virtual line is a line that cannot be drawn without contacting the inner surface of the second passage. With this configuration, the second passage cannot depict the second virtual line without contacting the inner surface of the second passage. Therefore, it is difficult to insert an instrument or other device from the receiving side opening and access the selector side opening (selector). This improves the anti-fraud performance.

[0076] Furthermore, in the gaming machine of this embodiment, The passage from the selector-side opening to the hopper-side opening is designated as the third passage (for example, the third passage F3). If we define the virtual line passing through the selector-side opening and the hopper-side opening as the third virtual line (for example, the third virtual line Z), The third virtual line is a line that cannot be drawn without contacting the inner surface of the third passage. With this configuration, the third passage cannot project a third virtual line without contacting its inner surface. Therefore, it is difficult, for example, to insert an instrument or other object from the selector-side opening to access the hopper-side opening (launch port). This improves anti-fraud performance. Furthermore, since the third passage has a shape that prevents the creation of a third virtual straight line (because it is not straight), it prevents the irregular movement of game value that enters the guide passage from the selector side opening and flows down toward the hopper side opening.

[0077] (Second Embodiment) Next, a second embodiment of the present invention will be described with reference to the drawings. In the following description, a slot machine, which is one type of gaming machine, will be described, but the gaming machine according to the present invention is not limited to a slot machine, but may also be a pachinko machine, a coinless gaming machine, or other gaming machines. Furthermore, in the following explanation, "front and back" generally means that when the player is in front of the slot machine, the player's side is "front" and the slot machine side is "back." "Up and down" means that the top side of the slot machine is "up" and the bottom side is "down." "Left and right" means that the left hand side of the player playing the slot machine is "left" and the right hand side is "right." Furthermore, within the scope of the present invention, it is possible to freely combine each component, modify each component as desired, or omit each component.

[0078] Figure 14 is a perspective view showing the slot machine 100. Figure 15 is a perspective view showing the interior of the casing 1 of the slot machine 100. The slot machine 100 comprises a casing (gaming machine casing) 1. The casing 1 comprises a top plate 2, a back plate 3, a bottom plate 4, and left and right side plates 5, 6, and is formed in a box shape with a front opening that opens to the front side of the casing 1. The back plate 3 may be thinner than the top plate 2, the bottom plate 4, and the left and right side plates 5, 6.

[0079] In the following, the underside of the top panel 2, the front of the back panel 3, the top surface of the bottom panel 4, the right side of the left side panel 5, and the left side of the right side panel 6—that is, the panels on the top panel 2, back panel 3, bottom panel 4, side panel 5, or side panel 6 that face inward from the enclosure 1—may be referred to as the "interior surface." Conversely, the top surface of the top panel 2, the back of the back panel 3, the underside of the bottom panel 4, the left side of the left side panel 5, and the right side of the right side panel 6—that is, the panels on the top panel 2, back panel 3, bottom panel 4, side panel 5, or side panel 6 that face outward from the enclosure 1—may be referred to as the "exterior surface." The enclosure 1 is made of wood, synthetic resin, or metal, etc. Furthermore, the material of the enclosure 1 is not limited to one type; for example, part of it (the top panel 2) may be made of wood, while the rest (the back panel 3, bottom panel 4, and left and right side panels 5 and 6) may be made of resin. Also, for example, the top panel 2 may be made of two different materials (resin and metal).

[0080] The front of the cabinet 1 is provided with a front door 20 that can be opened and closed to close the front opening of the cabinet 1. The front door 20 is rotatably connected to the cabinet 1 via a hinge 29 and is configured to open and close the opening of the cabinet 1. The front door 20 may be divided into multiple doors, such as an upper part (upper door) and a lower part (lower door). The slot machine 100 may also be a so-called separable cabinet type in which, when changing machines in a gaming hall, the cabinet 1, the lower part of the front door 20, and the power supply unit 10 and hopper unit 11 inside the cabinet 1 remain attached to the island equipment of the gaming hall, while the upper part of the front door 20 and the reel unit 14 can be replaced. When the front door 20 is divided into an upper door and a lower door, the upper door and the lower door can each be opened and closed relative to the cabinet 1. That is, the upper door is rotatably connected via a hinge 29 and is configured to open and close the upper part of the opening of the cabinet 1. Furthermore, the lower door is rotatably connected via a hinge 29, allowing it to open and close the lower part of the opening of the housing 1.

[0081] A flat panel 21 is provided on the upper side of the front door 20. A display device (display means, liquid crystal display) is provided on the back (rear side) of the panel 21 as a performance device. Various images (performance images) are displayed on the liquid crystal display to assist or enhance the gameplay.

[0082] Furthermore, a transparent display window (window section) 22 is provided in the center of the front door 20. Behind the display window 22, three reels 15a to 15c (see Figure 15) are arranged in a horizontal row. Parts of the reels 15a to 15c are visible through the display window 22. Multiple types of symbols are arranged in a row along the circumference of the outer surface of each reel 15a to 15c, and when the reels 15a to 15c stop, three consecutive symbols (upper, middle, and lower) per reel are displayed through the display window 22. The display window 22 also has upper, middle, and lower sections as display positions for viewing the symbols on the reels 15a to 15c, and the number of active lines is set by the combination of the display positions of the reels 15a to 15c. In the gaming machine of this embodiment, the active lines are formed by the middle section of the first reel 15a, the middle section of the second reel 15b, and the middle section of the third reel 15c.

[0083] In the gaming machine of this embodiment, the number of tokens required for one game (specified number) is set to "3", and when the specified number of tokens are inserted, the active lines are activated. When the three reels 15a to 15c stop, the combination of symbols displayed via the display window 22 indicates whether a winning combination has been achieved or not. In the slot machine 100, when the game starts, the reels 15a to 15c start to rotate, and an internal lottery is performed to determine whether one of the winning combinations is achieved or not (not achieved). Then, when the reels 15a to 15c stop, if the combination of symbols corresponding to the winning combination determined by the internal lottery is displayed on the active line, this winning combination is considered an achievement, and the process corresponding to the achieved winning combination (achievement process) is performed.

[0084] The front door 20 is equipped with lighting devices (lighting means) 24, 25 and speakers (sound output means) as performance devices for effects (notifications), etc. Lighting device 24 is provided on the upper side of the panel 21 of the front door 20. Lighting devices 25, 25 are provided on both the left and right ends of the front door 20. Decorative members 26 having a three-dimensional shape, whether luminescent or non-luminescent, including these lighting devices 24, 25, are provided on predetermined parts of the front door 20, so that the outer shape of the front side of the gaming machine has an uneven surface. In other words, the gaming machine is decorated by the decorative members 26.

[0085] Multiple speakers (not shown) are provided on the front door 20, for example, at the top and bottom. The speakers output various sounds (music, background music, sound effects, voices, etc.) for the purpose of assisting or enhancing the game. In addition to the liquid crystal display, lighting devices 24, 25 and speakers, the machine may also be provided with movable parts that can be operated by actuators, etc., as part of the performance equipment.

[0086] An operating section 30 for operating the slot machine 100 is provided in the center of the front door 20 in the vertical direction. This operating section 30 includes a settlement button 60 operated when settling medals (game medals, game medium, game value), a start lever 32 operated when starting the game, stop buttons 33 (three stop buttons 33a, 33b, 33c) operated when stopping the rotation of each of the three reels 15a to 15c, a medal slot 34 for inserting medals, a reject button 70 operated when clearing a medal jam that occurs below the medal slot 34, and a MAX bet button 35 (bet button) operated when betting (investing) credited medals (operated when setting the maximum bet amount). In addition to the MAX bet button 35 (first bet button) operated when betting 3 medals (a specified number of medals), there may also be a 1 bet button (second bet button) operated when betting 1 medal. Furthermore, the front door 20 is equipped with a performance button 36 (performance control unit) which is operated when advancing the performance (changing the type of performance), etc.

[0087] The operation unit 30 also includes an operation panel 57 used to select game effects and other features, and a display unit 58 that displays game information. The operation panel 57 is located approximately in the center of the operation unit 30 in the width direction (left-right direction), and the display unit 58 is located to the right of the coin slot 34. The operation panel 57 includes, for example, a directional pad, a select button, and a cancel button.

[0088] Furthermore, the lower part of the front door 20 is provided with a payout port 50 for dispensing (sending out) medals from inside the slot machine 100, and a tray 38 for storing the medals dispensed (paid out) from the payout port 50. Between the operation unit 30 and the tray 38, there is a lower panel 39 for decorating the appearance of the gaming machine. A light source (LED) for illumination is provided on the back side of this lower panel 39, and the lower panel 39 is illuminated from behind by the light from this light source. The lower panel 39 may be formed to be pushable and may also function as an effect control unit with the same functionality as effect buttons.

[0089] As shown in Figure 15, a reel unit 14 is provided inside the housing 1. The reel unit 14 includes three reels 15a, 15b, and 15c, each displaying multiple patterns around its circumference, as well as drive motors (stepping motors) for rotating the reels 15a to 15c. Each reel is fixed to the output shaft of its respective stepping motor.

[0090] Furthermore, inside the casing 1, the upper surface of the bottom plate 4 is equipped with a power supply unit (power supply means) 10 that supplies power to each component, a hopper unit (medal dispensing device 11) 11 (dispensing device) that stores and dispenses medals, and a cash box 12 that dispenses excess medals when the number of medals stored in the medal dispensing device 11 reaches a certain amount. The unit in which the power supply unit 10 and other components are arranged inside the casing 1 may be called the back box unit. The power supply unit 10 is equipped with a power switch, and when the power switch is turned ON, power is supplied from the power supply unit 10 to each component. Some components may be supplied with power even when the power supply unit 10 is turned OFF.

[0091] The front door 20 is equipped with a door key cylinder 66, and the front door 20 can be unlocked by inserting a door key into the door key cylinder 66. Specifically, the front door 20 can be unlocked by rotating (twisting) the door key inserted into the door key cylinder 66 clockwise from its initial position. In addition, an error can be cleared by rotating (twisting) the door key inserted into the door key cylinder 66 counterclockwise from its initial position.

[0092] When tokens are inserted into the token slot 34 of slot machine 100, the inserted tokens are set to the "inserted" state, up to a predetermined number (predetermined number of tokens). In addition, slot machine 100 can store up to 50 tokens as credits (storage memory), and when the MAX bet button 35 is operated while tokens are stored as credits, the stored tokens are set to the "inserted" state, up to a predetermined number.

[0093] In slot machine 100, when a medal is inserted through the medal slot 34, or when the MAX bet button 35 is operated and a specified number of medals are bet, the start lever 32 is activated, and the machine becomes ready to play. When the activated start lever 32 is operated, the game begins. Once the game begins, each reel starts to rotate, and when the rotation speed of each reel reaches a constant speed and becomes steady rotation, the stop button 33 is activated. When the activated stop button 33 is operated, the rotation of the reel corresponding to the operated stop button 33 stops. When all reels have stopped, the machine performs processes such as paying out medals according to the game result, or making it possible to start playing again without consuming any more medals, and one game ends.

[0094] The slot machine 100 is equipped with a main control board (main control means) and a sub-control board (sub-control means). The sub-control board may be located on the rear side of the front door 20. The main control board receives input signals from input means such as the MAX bet button 35, start lever 32, and stop button 33, performs various calculations to execute the game, and controls output means such as the reel unit 14 and hopper unit 11 based on the calculation results. The sub-control board receives signals (information) sent from the main control board, performs various calculations to execute the effects, and controls various effect devices such as the liquid crystal display and speakers based on the calculation results.

[0095] Furthermore, the main control board and the sub-control board are electrically connected, and various information (signals), such as information indicating the game status, can be transmitted from the main control board to the sub-control board. However, information cannot be transmitted from the sub-control board to the main control board. In addition, the functions of each board, such as the main control board and the sub-control board, are realized by hardware such as various processors (CPU, DSP, etc.), ICs, or information storage media such as ROM and RAM, and software consisting of predetermined programs pre-stored in ROM, etc.

[0096] The main control board is equipped with a setting change key cylinder (not shown) and a setting change button (not shown), etc. Note that the setting change key cylinder and setting change button may also be provided, for example, on the power supply unit 10.

[0097] As shown in Figure 15, the power supply unit 10 is located in the lower left rear side (side panel 5 side) of the inside of the enclosure 1. The power supply unit 10 is formed in the shape of a rectangular box, and its depth (front-to-back direction) is longer than its width (left-to-right direction). Hereinafter, the top surface of the power supply unit 10 will be referred to as the top surface 10a.

[0098] Figure 16 is a perspective view of the power supply unit 10. The power supply unit 10 includes a power supply board (not shown) on which multiple components are arranged, a power supply case 91 covering the power supply board, a power switch (not shown) that can switch the power supply (power supply board) ON or OFF, a power switch cover 92 that covers the power switch and is openable and closable, a front panel 93, a connector 94, etc. In this embodiment, the connector 94 is provided as a first connector 94a and a second connector 94b. The power supply unit 10, which includes the power supply board, can be called a board unit. A power cable (not shown) is connected to the power supply unit 10, and the power cable is connected to an outlet that supplies commercial power (AC100V). The power supply board creates a DC power supply (e.g., 5V, 12V, 24V, etc.) from the power sent from outside the gaming machine via the power cable and supplies power to each component of the gaming machine.

[0099] In this embodiment, the power supply case 91 is made of metal. Multiple heat dissipation openings 95 (heat dissipation holes) are provided on the top surface 10a of the power supply case 91 at predetermined intervals. In this embodiment, the heat dissipation openings 95 are elongated holes (slots) that are elongated in the front-to-back direction. The shape of the heat dissipation openings 95 may be substantially rectangular or substantially elliptical. Furthermore, the heat dissipation openings 95 may be elongated in the left-to-right direction rather than being elongated in the front-to-back direction.

[0100] The heat dissipation vents 95 are provided to release the heat generated inside the power supply unit 10 (to achieve heat dissipation). Therefore, the more heat dissipation vents 95 are provided, the higher the heat dissipation effect can be. In addition, the heat dissipation efficiency can be improved by providing the heat dissipation vents 95 on the top surface 10a of the power supply unit 10 rather than on the side surface of the power supply unit 10.

[0101] Furthermore, the top surface 10a of the power supply unit 10 is provided with an opening to expose the connector 94, which is visible through this opening. Although not shown in the illustration, a mating connector is connected to the connector 94.

[0102] As shown in Figure 15, a plate-shaped reel support portion 13 (center base, middle plate, sheet metal member) is provided inside the housing 1, approximately in the center in the vertical direction. The reel support portion 13 is fixed to the inner surface of the housing 1 (the inner surface of the side plate) by screw fastening or the like. A reel unit 14 is positioned (placed) on the reel support portion 13. In other words, the reel support portion 13 supports the reel unit 14. The reel support portion 13 is made of, for example, metal.

[0103] Figure 17 shows the reel support portion 13 (support portion). At least a part of the reel support portion 13 is hollowed out (lightened). In other words, the reel support portion 13 has at least one hollowed-out portion that penetrates in the vertical direction. The hollowed-out portion may be a hole (through hole) or a notch. By providing a hollowed-out portion while ensuring rigidity, the weight and cost of the reel support portion 13 can be reduced.

[0104] In this embodiment, at least one cutout is provided above the top surface 10a of the power supply unit 10. In other words, the power supply unit 10 (top surface 10a) is positioned below a predetermined cutout in the reel support section 13. If the area of ​​the reel support section 13 facing the top surface 10a of the power supply unit 10 is defined as a specific area, then at least one cutout is provided within that specific area.

[0105] The dashed line in Figure 17 represents the top surface 10a being moved upward by a predetermined distance. In this embodiment, four cutouts, cutouts 131, 132, 133, and 134, are provided above the top surface 10a of the power supply unit 10. Cutouts 131 and 132 are rectangular notches. Cutouts 133 and 134 are circular through holes.

[0106] While cutouts 133 and 134 are cutouts without insertion members, cutouts 131 and 132 are cutouts with insertion members. A detailed explanation follows. Figure 18(b) is a cross-sectional view showing the state after cutting along the CC line in Figure 18(a).

[0107] (Cut-out section 131) The cutout portion 131 is formed on the left end side of the reel support portion 13. As shown in Figure 15, handles 200 are provided on the sides (both sides) of the housing 1. In this embodiment, the handles 200 and the reel support portion 13 are provided at approximately the same height in the vertical direction (height direction) (see Figure 18(a)). As shown in Figure 18(b), the handles 200 bulge out a predetermined length toward the inside of the housing 1, and that portion fits into the cutout portion 131. In other words, the handles 200 are inserted (vertically) through the cutout portion 131 as an insertion member. The cutout portion 131 is closed by an insertion member (shielding member) (another member is interposed). The provision of the cutout portion 131 prevents interference between the reel support portion 13 and the handles 200. In this embodiment, the insertion member refers to a member that passes through a hole (notch).

[0108] (Cut-out section 132) The cutout portion 132 is formed on the left side (corner) of the rear end of the reel support portion 13. Although not shown in the illustration, a harness (a group of harnesses) is inserted (in the vertical direction) through the cutout portion 132 as an insertion member. The cutout portion 132 is closed by an insertion member (shielding member) (another member is interposed). The presence of the cutout portion 132 makes it possible to guide the harness extending from the power supply unit 10 upward. This harness includes those connected to the reel unit 14 and those connected to the main control board.

[0109] (Cut-out sections 133 and 134) No members are inserted through the cutouts 133 and 134. In other words, the cutouts 133 and 134 are not blocked by an insertion member (shielding member). The cutouts 133 and 134 are not holes provided for inserting members.

[0110] Hereinafter, the hollowed-out sections 133 and 134 that do not have an insertion member will be referred to as the first hollowed-out section 135 (through hollowed-out section), and the hollowed-out sections 131 and 132 that have an insertion member will be referred to as the second hollowed-out section 136 (non-through hollowed-out section). Note that the number of hollowed-out sections constituting the first hollowed-out section 135 and the second hollowed-out section 136 is not limited to these.

[0111] For example, when installing the casing 1 into the island equipment of a gaming arcade, screws, metal shavings, etc. may fall downwards from inside the casing 1. If the heat dissipation vent 95 of the power supply unit 10 is located below (vertically downwards) the cutout of the reel support section 13, foreign objects (fallen objects) such as screws and metal shavings may pass through the cutout, then through the heat dissipation vent 95, and enter the inside of the power supply unit 10, potentially causing damage to the power supply unit 10.

[0112] Figure 19 is a diagram (viewed from above) illustrating the positional relationship between the top surface 10a of the power supply unit 10 and the reel support section 13, and shows the reel support section 13 through the diagram. In this embodiment, (1) there is no heat dissipation vent 95 below the first cutout 135. In other words, when viewed from above (vertical direction), the cutout without an insertion member and the heat dissipation vent 95 are located in positions that do not overlap. Therefore, even if foreign matter falls from above and passes through the first cutout 135, the foreign matter will not pass through the heat dissipation vent 95. (2) On the other hand, there is a heat dissipation vent 95 below the second cutout 136. In other words, when viewed from above (vertical direction), the cutout with an insertion member and the heat dissipation vent 95 are located in positions that overlap. Even if foreign matter falls from above, there is an insertion member in the second cutout 136, so the possibility of the foreign matter passing through the cutout is low. Therefore, by providing a heat dissipation vent 95 below the second cutout 136 with an insertion member, the heat dissipation efficiency of the power supply unit 10 can be improved.

[0113] The gaming machine of this embodiment is A casing (for example, casing 1), A circuit board unit (for example, a power supply unit 10), A reel unit (for example, reel unit 14) and The reel unit is supported by a support portion (for example, a reel support portion 13), The support portion is provided above the substrate unit, The top surface of the aforementioned substrate unit (for example, top surface 10a) is provided with a plurality of heat dissipation vents (for example, heat dissipation vents 95), The support portion is provided with at least one cutout, The aforementioned hollowed-out portion includes a first hollowed-out portion (for example, the first hollowed-out portion 135) in which no member is inserted. When viewed from above, the first cutout and the heat dissipation vent are positioned so as not to overlap.

[0114] Even if foreign objects such as screws or iron filings fall from above, it is possible to prevent these foreign objects from passing through the first cutout section, where there is no insertion member, and then through the heat dissipation vents to enter the interior of the circuit board unit. This helps to suppress damage to the circuit board unit (components).

[0115] Furthermore, in the gaming machine of this embodiment, The aforementioned hollowed-out portion includes a second hollowed-out portion (for example, a second hollowed-out portion 136) through which a member is inserted. The heat dissipation vent is provided below the second cutout portion.

[0116] The second cutout section has difficulty passing foreign objects through due to the presence of the insertion member. Therefore, by providing a heat dissipation vent below the second cutout section, the number of vents can be increased, improving heat dissipation efficiency. This helps to suppress damage to components (electronic components, etc.) caused by high temperatures inside the substrate unit.

[0117] As shown in Figure 19, the top surface 10a of the power supply unit 10 has a first area A and a second area B in the vertical direction, which overlap with the cutout portion of the reel support portion 13. The first area A is the area that overlaps with (opposes) the first cutout portion 135. The second area B is the area that overlaps with (opposes) the second cutout portion 136. Above the first area A, there are no members (insertion members, foreign matter intrusion prevention members, shielding members) to prevent the intrusion of foreign matter (dust), but above the second area B, foreign matter intrusion prevention members are provided. Examples of foreign matter intrusion prevention members include the handle 200, harness, and other members. The first area A does not have a heat dissipation vent 95. On the other hand, the second area B has a heat dissipation vent 95.

[0118] In the gaming machine of this embodiment, The aforementioned hollowed-out portion includes a first hollowed-out portion (for example, the first hollowed-out portion 135) in which no member is inserted, and a second hollowed-out portion (for example, the second hollowed-out portion 136) in which a member is inserted. The top surface has a first area (e.g., first area A) facing the first cutout and a second area (e.g., second area B) facing the second cutout. In the area above the first range, no foreign matter intrusion prevention member is provided, but in the area above the second range, a foreign matter intrusion prevention member is provided. The first range does not have the heat dissipation vents, but the second range does. By providing a foreign object intrusion prevention member above and a heat dissipation vent in a second area where the possibility of foreign objects falling is low, the heat dissipation efficiency of the substrate unit can be improved.

[0119] As shown in Figure 20, the back plate 3 of the housing 1 is provided with a through hole 3a (hole 3a) that penetrates in the front-to-back direction. This through hole 3a is located above the reel support portion 13. The through hole 3a may be a hole for heat dissipation, or it may be a hole for inserting a cable (power cable).

[0120] As shown in Figure 20, the first virtual line X is defined as a straight line drawn vertically through the first cutout 135 (a straight line perpendicular to the bottom surface). The second virtual line Y is defined as a straight line drawn vertically through the heat dissipation vent 95. When viewed from the front, the through-hole 3a is located (exists) on the first virtual line X. On the other hand, when viewed from the front, the through-hole 3a is not located (exists) on the second virtual line Y. The through-hole 3a and the heat dissipation vent 95 are located at offset positions in the depth direction (front-to-back direction of the paper), and further offset positions in the left-to-right direction.

[0121] In the gaming machine of this embodiment, The housing is provided with a hole (for example, hole 3a) on the back, The aforementioned hole is located above the support portion, Let the line drawn vertically through the first cutout be the first virtual line (for example, the first virtual line X). If we define the line drawn vertically through the aforementioned heat dissipation vent as the second virtual line (for example, the second virtual line Y), When the housing is viewed from the front, the hole is located on the first virtual line but not on the second virtual line. If foreign matter enters the interior of the enclosure through a hole on the back of the enclosure and falls straight down, it may pass through the first cutout. Therefore, by offsetting the position of the hole and the heat dissipation vent (in the left-right direction), it is possible to prevent foreign matter from outside the enclosure from passing through the first cutout and entering the heat dissipation vent. This further reduces the risk of damage to the circuit board unit.

[0122] (Variation 1) When viewed from above, the first cutout portion 135 and a part of the heat dissipation opening 95 may be located in an overlapping position. In that case, it is preferable that at least a part of the heat dissipation opening 95 is configured as follows. As shown in Figure 21, the heat dissipation opening 95 is equipped with a foreign matter intrusion prevention portion 96. The foreign matter intrusion prevention portion 96 is formed, for example, in a roof shape (dome shape, lid shape), covering the upper part (upper side) of the opening while allowing air to pass to the outside (rear side). The foreign matter intrusion prevention portion 96 has the function of preventing foreign matter that has fallen from above from entering. The foreign matter intrusion prevention portion 96 may be formed in an L-shape in cross-section. The foreign matter intrusion prevention portion 91 may be provided integrally with the top surface 10a, or it may be provided as a separate (detachable) part.

[0123] The gaming machine in this modified example is, A casing (for example, casing 1), A circuit board unit (for example, a power supply unit 10), A reel unit (for example, reel unit 14) and The reel unit is supported by a support portion (for example, a reel support portion 13), The support portion is provided above the substrate unit, The top surface of the aforementioned substrate unit (for example, top surface 10a) is provided with a plurality of heat dissipation vents (for example, heat dissipation vents 95), The support portion is provided with at least one cutout, The aforementioned hollowed-out portion includes a first hollowed-out portion (for example, the first hollowed-out portion 135) in which no member is inserted. When viewed from above, the first cutout portion and a part of the heat dissipation vent are located in a position where they overlap, but the heat dissipation vent is provided with a shape that covers the upper side of the opening (for example, a foreign matter intrusion prevention portion 96).

[0124] (Modification 2) In Figure 20, the heat dissipation vent 95, the first cutout 135, and the hole 3a are arranged in order from bottom to top, with the position increasing in that order. In this case, the heat dissipation vent 95, the first cutout 135, and the hole 3a may be arranged so as to be on a second virtual straight line Y when viewed from the front (i.e., they may be arranged to be in a straight line). In that case, it is preferable that a foreign matter intrusion prevention member 150 is provided between the heat dissipation vent 95 and the first cutout 135. In other words, it is preferable that a foreign matter intrusion prevention member 150 is interposed (present) between the heat dissipation vent 95 and the first cutout 135. The foreign matter intrusion prevention member 150 may be any member that covers the upper side of the opening of the heat dissipation vent 95, for example, a plate-shaped cover member or the like.

[0125] The gaming machine in this modified example is, A casing (for example, casing 1), A circuit board unit (for example, a power supply unit 10), A reel unit (for example, reel unit 14) and The reel unit is supported by a support portion (for example, a reel support portion 13), The housing is provided with a hole (for example, hole 3a) on the back, The aforementioned hole is located above the support portion, The support portion is provided above the substrate unit, The top surface of the aforementioned substrate unit (for example, top surface 10a) is provided with a plurality of heat dissipation vents (for example, heat dissipation vents 95), The support portion is provided with at least one cutout, The aforementioned hollowed-out portion includes a first hollowed-out portion (for example, the first hollowed-out portion 135) in which no member is inserted. When viewed from the front, the heat dissipation vent, the first cutout, and the hole are located on a virtual straight line drawn in the vertical direction, but a member covering the opening of the heat dissipation vent (for example, a foreign matter intrusion prevention member 150) is provided between the heat dissipation vent and the first cutout. Even if foreign matter enters the interior of the casing through a hole on the back of the casing and falls straight down (in a straight line) and passes through the first cutout, it is possible to prevent the foreign matter from passing through the heat dissipation vent. This prevents damage to the circuit board unit.

[0126] In addition, the foreign matter intrusion prevention section 96 described above may be provided instead of the foreign matter intrusion prevention member 150. The phrase "a member covering the opening is provided above the opening of the heat dissipation port 95" may refer to either the foreign matter intrusion prevention section 96 or the foreign matter intrusion prevention member 150. In other words, the gaming machine in this modified example is, A casing (for example, casing 1), A circuit board unit (for example, a power supply unit 10), A reel unit (for example, reel unit 14) and The reel unit is supported by a support portion (for example, a reel support portion 13), The housing is provided with a hole (for example, hole 3a) on the back, The aforementioned hole is located above the support portion, The support portion is provided above the substrate unit, The top surface of the aforementioned substrate unit (for example, top surface 10a) is provided with a plurality of heat dissipation vents (for example, heat dissipation vents 95), The support portion is provided with at least one cutout, The aforementioned hollowed-out portion includes a first hollowed-out portion (for example, the first hollowed-out portion 135) in which no member is inserted. When viewed from the front, the heat dissipation vent, the first cutout, and the hole are located on a virtual straight line drawn in the vertical direction. Above the opening of the heat dissipation vent, a member covering the opening (for example, a foreign matter intrusion prevention part 96, a foreign matter intrusion prevention member 150) is provided.

[0127] (Variation 3) In Modification 2, the hole 3a is located above the reel support portion 13 (first cutout portion 135), but in this Modification, the hole 3a is located below the reel support portion 13 (first cutout portion 135). Note that "below the reel support portion 13" means that at least a part of the hole 3a (the lower end) is located below the reel support portion 13. The hole 3a is located above the top surface 10a (heat dissipation vent 95) of the power supply unit 10. The gaming machine in this modified example is, A casing (for example, casing 1), A circuit board unit (for example, a power supply unit 10), A reel unit (for example, reel unit 14) and The reel unit is supported by a support portion (for example, a reel support portion 13), The support portion is provided above the substrate unit, The housing is provided with a hole (for example, hole 3a) on the back, The aforementioned hole is located below the support portion. The top surface of the aforementioned substrate unit (for example, top surface 10a) is provided with a plurality of heat dissipation vents (for example, heat dissipation vents 95), The support portion is provided with at least one cutout, The aforementioned hollowed-out portion includes a first hollowed-out portion (for example, the first hollowed-out portion 135) in which no member is inserted. When viewed from the front, the heat dissipation vent, the hole, and the first cutout are located on a virtual straight line drawn in the vertical direction, but the heat dissipation vent is provided with a shape that covers the upper side of the opening (for example, a foreign matter intrusion prevention part 96). Even if foreign matter enters the interior of the enclosure through a hole on the back and falls straight down, it can be prevented from passing through the heat dissipation vent. This prevents damage to the circuit board unit.

[0128] (Modification 4) Figure 22 is a diagram (viewed from above) illustrating the positional relationship between the top surface 10a of the power supply unit 10, the reel support portion 13, and the hole 3a formed in the back plate 3 of the housing 1, with the reel support portion 13 visible through it. The top surface 10a of the power supply unit 10 is divided into two regions: the region facing the reel support 13 is designated as the first region L, and the region not facing the reel support 13 is designated as the second region M. In other words, the top surface 10a of the power supply unit 10, when viewed from above, consists of the first region L which overlaps with the reel support 13 and the second region M which does not overlap with the reel support 13. The distance to the hole 3a is smaller in the second region M than in the first region L. Multiple heat dissipation vents 95 are provided in the first region L, but no heat dissipation vents 95 are provided in the second region M.

[0129] Furthermore, when viewed from the front, the power supply unit 10 and at least a portion of the hole 3a are positioned on a virtual straight line drawn in the vertical direction. In this modified example, as in Modified Example 3, the height (vertical position) of the hole 3a is assumed to be lower than the reel support portion 13. However, the hole 3a may be at the same (or approximately the same) height as the reel support portion 13, or it may be provided above the reel support portion 13. The heat dissipation port 95 provided in the first region L is provided with the foreign matter intrusion prevention portion 96 described above. Note that a foreign matter intrusion prevention member 150 may be provided instead of the foreign matter intrusion prevention portion 96. "A member covering the opening is provided on the upper side of the opening of the heat dissipation port 95" may be the foreign matter intrusion prevention portion 96, or it may be the foreign matter intrusion prevention member 150.

[0130] The gaming machine in this modified example is, A casing (for example, casing 1), A circuit board unit (for example, a power supply unit 10), A reel unit (for example, reel unit 14) and The reel unit is supported by a support portion (for example, a reel support portion 13), The housing is provided with a hole (for example, hole 3a) on the back, The support portion is provided above the substrate unit, When viewed from the front, the substrate unit and at least a portion of the hole are located on a virtual straight line drawn in the vertical direction. The top surface of the substrate unit (for example, top surface 10a) has a first region (for example, first region L) that overlaps with the support portion when viewed from above, and a second region (for example, second region M) that does not overlap with the support portion when viewed from above. The distance to the hole in the second region is smaller than that in the first region. The first region is provided with a plurality of heat dissipation vents (for example, heat dissipation vents 95), but the second region is not provided with such heat dissipation vents. A member that covers the opening (for example, a foreign matter intrusion prevention part 96, a foreign matter intrusion prevention member 150) is provided above the opening of the heat dissipation port in the first region.

[0131] Regarding the top surface of the circuit board unit, a second region is not provided where, when viewed from above, it does not overlap with the support portion and is relatively close to the hole on the back of the housing. On the other hand, a first region is provided where, when viewed from above, it overlaps with the support portion and is relatively far from the hole on the back of the housing. With this configuration, it is possible to prevent foreign matter that enters through the hole on the back of the housing from entering the inside of the circuit board unit through the heat dissipation holes, while providing heat dissipation holes in areas where the possibility of foreign matter entering is low, thereby achieving the heat dissipation performance of the circuit board unit. Furthermore, by providing a member that covers the opening of the heat dissipation hole above the opening, the possibility of foreign matter entering the inside of the circuit board unit can be further reduced.

[0132] In this embodiment, the power supply unit 10 is used as a circuit board unit, but the circuit board unit is not limited to the power supply unit 10; for example, it could be a relay circuit board unit or the like.

[0133] (Third embodiment) A third embodiment of the present invention will be described below with reference to the drawings. While a slot machine, which is one type of gaming machine, will be described below, the gaming machine according to the present invention is not limited to a slot machine; it may also be a pachinko machine, a coinless gaming machine, or other gaming machines. Furthermore, in the following explanation, "front and back" generally means that when the player is in front of the slot machine, the player's side is "front" and the slot machine side is "back." "Up and down" means that the top side of the slot machine is "up" and the bottom side is "down." "Left and right" means that the left hand side of the player playing the slot machine is "left" and the right hand side is "right." Furthermore, within the scope of the present invention, it is possible to freely combine each component, modify each component as desired, or omit each component.

[0134] As shown in Figure 23, the slot machine (gaming machine) 10 according to this embodiment comprises a box-shaped casing 11 with an open front side facing the player, and a front door 12 that opens and closes the front opening of the casing 11. The casing 11 houses a reel unit in which a rotatable first reel 20a, a second reel 20b, and a third reel 20c are unitized, as well as a hopper device for dispensing medals (game value). The front door 12 is divided into an upper door 12a and a lower door 12b, and these upper door 12a and lower door 12b can be opened and closed relative to the casing 11.

[0135] The upper door 12a is provided with a liquid crystal display (display means) 13, a speaker (sound output means) 14 and other devices for performance, as well as a display window 16. The liquid crystal display 13 displays various images (moving images, still images) for performance. The speaker 14 outputs various sounds (music, sound effects, voices, etc.) for performance. In addition to the liquid crystal display 13 and speaker 14, other devices for performance may include lighting devices such as lamps (LEDs), and movable parts that can be operated by actuators, etc.

[0136] Behind the display window 16, the reel unit is positioned so that a portion of it can be seen from outside the display window 16. Each reel 20a to 20c has its outer surface divided into 20 sections (20 areas) at regular intervals, and one of several types of symbols is placed in each section. In other words, multiple types of symbols are arranged in a row on the outer surface of each reel 20a to 20c. When each reel 20a to 20c stops, three symbols per reel (upper, middle, and lower) are displayed through the display window 16. The display window 16 also has upper, middle, and lower sections as display positions for viewing the symbols of each reel 20a to 20c, and the number of active lines is set by the combination of the display positions of each reel 20a to 20c. In this embodiment, the effective line is composed of the lower section of the first reel 20a, the middle section of the second reel 20b, and the upper section of the third reel 20c.

[0137] As shown in Figure 24, the following symbols are arranged on the outer surface of each reel 20a to 20c: plum symbol "PL", replay symbol "RP", special symbol A "SPA", red 7 symbol "red 7", bell symbol A "BLA", bell symbol B "BLB", gold 7 symbol "gold 7", cherry symbol "CH", black BAR symbol "black BAR", and special symbol B "SPB". Each symbol on each reel 20a to 20c is also associated with a symbol number from 0 to 19. Bell symbol A "BLA" and bell symbol B "BLB" may be collectively referred to as bell symbol "BL". Also, when simply referring to bell symbol "BL", it may refer to both bell symbol A "BLA" and bell symbol B "BLB", or to either one of them.

[0138] In this embodiment, the number of tokens required for one game (specified number) is set to 3, and when the specified number of tokens are inserted, the active lines are activated. In the slot machine 10, when the game starts, each reel 20a to 20c starts to rotate and an internal lottery is performed to determine whether one of the winning combinations is won or lost (not won). Next, when the reels 20a to 20c stop, if the symbol combination corresponding to the winning combination determined by the internal lottery is displayed on the active line, this winning combination is awarded, and the processing corresponding to the awarded winning combination (award processing) is performed. In other words, whether or not a winning combination has been awarded is indicated by the symbol combination displayed through the display window 16 when the reels 20a to 20c stop. The active lines can be said to be lines for determining whether a winning combination has been awarded.

[0139] Below the display window 16, a game information display unit 17 is provided. The game information display unit 17 consists of LEDs, lamps, a 7-segment display, etc., and displays various game information such as the number of medal credits, the number of medals paid out or acquired in one game, and error information. In addition, below the display window 16, a favorable section indicator 18 is provided, and the favorable section indicator 18 has LEDs, and the on and off of these LEDs may indicate whether or not the player is in a favorable section.

[0140] The lower door 12b is equipped with a coin slot 22 for inserting coins, a bet button 23 operated when betting (inserting) credited coins (game coins, game value), a start lever (game start operation means) 24 operated when starting a game, stop buttons (stop operation means) 26 (26a, 26b, 26c) for stopping the rotating reels, a payout opening 27 for dispensing coins via a hopper device, and a tray 28 for receiving coins dispensed from the payout opening 27. In addition, a coin sensor 29 (see Figure 25) is provided behind the coin slot 22 to detect the passage of coins inserted into the coin slot 22. Furthermore, the bet button 23 may include a MAX bet button (first bet button) which is operated when betting 3 (a specified number) of game values, and a 1 bet button (second bet button) which is operated when betting 1 game value.

[0141] Furthermore, the lower door 12b is provided with a performance button (performance operation means) 25. The performance button 25 is operated when advancing a performance (changing the manner of the performance), etc. The performance button 25 is formed to be pressable, and when pressed, the manner of the performance image displayed on the liquid crystal display 13 changes, for example. By providing the performance button 25 and enabling its operation at predetermined triggers, it is possible to increase the player's sense of participation in the game and improve the enjoyment of the game. For example, the performance button 25 becomes operational when a performance is being executed that makes the player expect to transition to a favorable state, and an image instructing the player to perform the operation is displayed on the liquid crystal display 13. When the performance button 25 is operated, the result of the game (for example, whether or not the player transitions to a favorable state) is announced. Note that the performance button 25 is not limited to the form of a button, but may also be in the form of a lever, etc., as long as it is configured to be able to detect the player's operation.

[0142] In the slot machine 10, when a medal is inserted into the medal slot 22, or when the bet button 23 is operated and a predetermined number of medals are bet (set to the inserted state), the start lever 24 is activated. In other words, the machine becomes ready to start playing. When the activated start lever 24 is operated, the game begins. Once the game begins, each reel 20a to 20c starts to rotate, and when the rotation speed of each reel 20a to 20c reaches a constant speed and becomes steady rotation, the stop buttons 26a to 26c are activated. When the activated stop buttons 26a to 26c are operated, the rotation of each reel 20a to 20c corresponding to the operated stop button 26a to 26c stops. When all reels 20a to 20c have stopped rotating, depending on the result of the game, a process is performed to pay out (grant) a predetermined number of medals, or a process is performed to make it possible to start playing again without consuming new medals (replay process), and one game ends.

[0143] As shown in Figure 25, the slot machine 10 is equipped with a main control board (main control means) 31 and a sub-control board (sub-control means) 32. The main control board 31 receives input signals from input means such as the bet button 23, start lever 24, stop buttons 26a to 26c, and medal sensor 29, performs various calculations to execute the game, and controls output means such as the reel unit and hopper device based on the calculation results. The sub-control board 32 receives signals sent from the main control board 31 and input signals from input means such as the effect button 25, performs various calculations to execute the effects, and controls the effect devices such as the liquid crystal display 13 and speaker 14 based on the calculation results.

[0144] Furthermore, the main control board 31 and the sub-control board 32 are electrically connected, and the main control board 31 can transmit various information (signals), such as information indicating the game status, to the sub-control board 32. However, the sub-control board 32 cannot transmit information to the main control board 31. Furthermore, the functions of each board, such as the main control board 31 and the sub-control board 32, are realized by hardware such as various processors (CPU, DSP, etc.), ICs, or information storage media such as ROM and RAM, and software consisting of predetermined programs pre-stored in ROM, etc.

[0145] The main control board 31 includes an input receiving means 40, a random number generation means 41, an internal lottery means 42 that performs an internal lottery to determine whether a winning combination is achieved, a reel control means 43 that controls the rotation of the reels, a winning combination determination means 44 that determines whether a winning combination has been achieved when all reels have stopped, a payout control means 45, a replay control means 46, a setting change means 47, an initialization means 48, a game state control means 49, an instruction function control means 51, a performance main control means 52, and a storage means 60 (main storage means). The storage means 60 also includes ROM and RAM. Furthermore, the sub-control board 32 includes a performance sub-control means 70 and a sub-side storage means (sub-memory) 72. The sub-side storage means 72 also includes ROM and RAM.

[0146] Furthermore, the performance control means 100 is composed of a performance main control means 52 and a performance sub-control means 70. The performance main control means 52 issues instructions to the performance sub-control means 70 based on the game state, performance state, etc. The performance sub-control means 70 controls the performance device using performance data stored in the sub-side storage means 72, based on the information regarding the game state, performance state, or whether or not to perform an instructed performance transmitted from the performance main control means 52. In this embodiment, the control performed by the performance main control means 52 may also be performed by the performance sub-control means 70, and the control performed by the performance sub-control means 70 may also be performed by the performance main control means 52. In addition, the control performed by the performance control means 100 described in this embodiment may also be performed by the instruction function control means 51, and the control performed by the instruction function control means 51 may also be performed by the performance control means 100.

[0147] The coin insertion receiving means 40 accepts the insertion of coins for each game and, based on the insertion of a predetermined number of coins, performs a process to activate the game start operation on the start lever 24. Specifically, when coins are inserted into the coin slot 22, the coin sensor 29 detects the coins, and the coin insertion receiving means 40 sets the inserted coins to the inserted state (bet state), up to a predetermined limit. Also, when the bet button 23 is pressed while coins are credited, the coin insertion receiving means 40 sets the credited coins to the inserted state, up to a predetermined limit. In this embodiment, the first press operation on the start lever 24, which has been activated based on the insertion of a predetermined number of coins, is accepted as the game start operation, and upon this operation, the rotation of the reels 20a to 20c begins, and internal lotteries and other draws are performed.

[0148] Furthermore, the coin insertion acceptance means 40 controls the system so that, in the next game after a game in which a replay was awarded, the player's coins are not set to the coin insertion state. Specifically, if a replay was awarded in the previous game, even if coins are inserted into the coin insertion slot 22 while the system is accepting coin insertions, the inserted coins are not set to the coin insertion state, but are credited up to the credit limit (for example, 50 coins). In addition, the system prevents operation of the bet button 23 while the system is accepting coin insertions, so that even if the bet button 23 is pressed, the credited coins are not set to the coin insertion state.

[0149] The random number generation means 41 generates random values ​​for the lottery. Random values ​​can be generated, for example, based on the count value of an increment counter (a counter that counts values ​​so as to cycle within a predetermined count range). In this embodiment, "random number" includes not only values ​​that are generated randomly in a mathematical sense, but also values ​​that, even if their generation is regular, can function as effectively random numbers because the timing of their acquisition is irregular.

[0150] The internal lottery means 42 performs an internal lottery using an internal lottery table based on the operation of the activated start lever 24 (i.e., the start of the game). The internal lottery table associates various winning combinations, including minor roles, replays, and bonuses, as well as losing combinations (non-winning), with each of the multiple random numbers (for example, 65,536 random numbers from 0 to 65,535). Multiple internal lottery tables are stored in the internal lottery table storage area 61 provided in the ROM of the storage means 60. In this embodiment, as will be described later, the game state can be set to a general state, an RBB internal state, and an RBB operating state, and six setting values ​​from setting 1 to setting 6 can be set. The internal lottery means 42 selects an internal lottery table according to the game state and setting value and performs an internal lottery. A minor win is a win that, when achieved, results in a payout of a predetermined number of tokens corresponding to the win. A replay is a win that, when achieved (activated), allows the player to play again without consuming any more tokens. When a replay is achieved, the start lever 24 is activated without the player using any tokens, and the game can be started by operating the start lever 24.

[0151] In the internal lottery, a random number for the lottery is obtained from the random number generation means 41, and this random number is compared with the internal lottery table to determine whether or not a winning role has been achieved. The winning role associated with the random number is then determined as a win. Specifically, the internal lottery table has multiple winning areas as shown in Figure 26, and each random number obtained from the random number generation means 41 is associated with one of the winning areas. Furthermore, there are winning areas that contain one or more winning roles (areas associated with winning roles) and winning areas that do not contain any winning roles (areas associated with losing roles). In addition, each winning area contains different combinations of winning roles. All winning roles belonging to the winning area associated with the random number obtained from the random number generation means 41 are determined as wins in the internal lottery. Hereafter, in the internal lottery, when a role belonging to a winning area is won, this will also be referred to as "the winning area is won." When no role is won, this will also be referred to as "the winning area 'not won' is won."

[0152] As shown in Figure 26, in this embodiment, there are minor roles 1 to 20. In addition, there are winning areas that include minor roles, such as "All minor roles", "All single coins", "Weak cherry 1", "Weak cherry 2", "Batting order plum A1" to "Batting order plum A4", "Batting order plum B1" to "Batting order plum B4", "Common plum 1" to "Common plum 2", "Single coin plum 1", "Single coin 1", "Single coin plum 2", and "Single coin 2". Minor roles 1 to 4 are 8-coin roles that pay out 8 coins when they are won. Minor roles 5 and 6 are 3-coin roles that pay out 3 coins when they are won. Minor roles 7 to 20 are 1-coin roles that pay out 1 coin when they are won.

[0153] In the following, the winning areas "Batting Order Plum A1" to "Batting Order Plum A4" and "Batting Order Plum B1" to "Batting Order Plum B4" may be collectively referred to as the winning area "Batting Order Plum". Also, the winning areas "Common Plum 1" and "Common Plum 2" may be collectively referred to as the winning area "Common Plum". Furthermore, the winning areas "1 Ticket 1" and "1 Ticket 2" may be collectively referred to as the winning area "1 Ticket". Also, the winning areas "1 Ticket Plum 1" and "1 Ticket Plum 2" may be collectively referred to as the winning area "1 Ticket Plum".

[0154] The "Small Role ALL" winning area is a winning area where all small roles (small role 1 to small role 20) are won simultaneously. The "1-Coin ALL" winning area is a winning area where small roles 7 to small role 20 are won simultaneously. The "Weak Cherry 1" winning area is a winning area where small role 5 is won alone. The "Weak Cherry 2" winning area is a winning area where multiple types of 3-coin roles are won simultaneously. The "Batting Order Plum" winning area is a winning area where one type of 8-coin role and multiple types of 1-coin roles are won simultaneously. The "Common Plum 1" winning area is a winning area where one type of 8-coin role and multiple types of 1-coin roles are won simultaneously. The "Common Plum 2" winning area is a winning area where one type of 8-coin role and one type of 1-coin role are won simultaneously. The "1-Coin Plum 1" winning area is a winning area where multiple types of 1-coin roles are won simultaneously. Furthermore, the winning area "1-coin 1" is a winning area where multiple types of 1-coin winning combinations can be won simultaneously. Also, the winning area "1-coin Plum 2" is a winning area where multiple types of 1-coin winning combinations can be won simultaneously. Furthermore, the winning area "1-coin 2" is a winning area where multiple types of 1-coin winning combinations can be won simultaneously.

[0155] In this embodiment, replays 1 to 23 are provided. In addition, the winning areas that include replays are "Replay 1" to "Replay 4", "Parallel Bell", "Diagonal Bell", "Winning Replay 1" to "Winning Replay 9", "Strong Cherry Scissors 2-Confirmation", "Strong Cherry", and "Chance Replay".

[0156] The winning areas "Replay 1" to "Replay 4" are areas where multiple types of replays can be won simultaneously. The winning area "Parallel Bell" is also an area where multiple types of replays can be won simultaneously. The winning area "Diagonal Bell" is also an area where multiple types of replays can be won simultaneously. The winning areas "Reach Eye Replay 1" to "Reach Eye Replay 9" are areas where multiple types of replays can be won simultaneously. The winning area "Strong Cherry Scissors 2 Confirmed" is also an area where multiple types of replays can be won simultaneously. The winning area "Strong Cherry" is also an area where multiple types of replays can be won simultaneously. The winning area "Chance Replay" is also an area where multiple types of replays can be won simultaneously.

[0157] Furthermore, in this embodiment, a Big Bonus (RBB: Special Role) is provided as a bonus. In addition, as a winning area associated with the bonus, there is a winning area "RBB" where the Big Bonus is won alone, and the winning areas "1 Plum 1", "1 Plum 1", "1 Plum 2", and "1 Plum 2" are set so that the Big Bonus can be won multiple times. Moreover, in the winning areas "1 Plum 1", "1 Plum 1", "1 Plum 2", and "1 Plum 2", the Big Bonus can be won multiple times when the game state is in the general medium state, but the Big Bonus cannot be won multiple times when the game state is in the RBB internal medium state. In this embodiment, a continuous activation device for a so-called Type 1 special bonus is assumed, but other types of bonuses may be used. Furthermore, other bonuses may also be included. Additionally, the included bonuses may be set to be awarded individually, or they may be awarded in conjunction with replays or minor wins.

[0158] Additionally, a "Loss" area is provided as a corresponding winning area for those who did not win.

[0159] Each winning area is set to either be a winning area or not, depending on the game state. In other words, the internal lottery means 42 selects an internal lottery table according to the game state and performs an internal lottery, which changes the winning combinations. To put it another way, in each game state, an internal lottery is performed using an internal lottery table that includes the winning areas that can be won in that game state as the lottery targets. In Figure 26, whether each winning area can be won in each game state is indicated by a "◎" or "〇" mark. Specifically, the winning areas "Not Won," "All Small Wins," and "All 1-Coin Wins" are won when the game state is in the RBB activation state, but not when in the general state or the RBB internal state. In addition, the winning areas "Weak Cherry 1," "Weak Cherry 2," "Plum in Hit Order," "Common Plum," "Replay 1" to "Replay 4," "Parallel Bell," "Diagonal Bell," "Reach Eye Replay 1" to "Reach Eye Replay 9," "Strong Cherry Scissors 2 Confirmed," "Strong Cherry," "Chance Replay," "1-Coin Plum 1," "1-Coin 1," "1-Coin Plum 2," and "1-Coin 2" are won when the game state is in the general state or the RBB internal state, but not when the RBB is activated. Furthermore, the winning area "RBB" is won when the game state is in the general state, but not when the RBB internal state or the RBB is activated.

[0160] Furthermore, in this embodiment, the probability of winning a minor role is the same in both the general state and the RBB internal state. Also, replays cannot be won in the RBB activation state. In other words, the probability of winning a replay is higher in the general state and the RBB internal state than in the RBB activation state.

[0161] The internal lottery means 42 sets the winning flag corresponding to the winning role as a result of the internal lottery from a non-winning state (off state) to a winning state (on state). Furthermore, if multiple winning roles are won simultaneously, the winning flag corresponding to each of the simultaneously won roles is set from a non-winning state to a winning state. In addition, the setting information of the winning flags is stored in the winning flag storage area 62 provided in the RAM of the storage means 60.

[0162] Furthermore, there are two types of winning flags: a winning flag that allows the winning state to be carried over to subsequent games until a win is achieved (carry-over flag), and a winning flag that resets to a non-winning state regardless of whether a win is achieved or not (non-carry-over flag). The Big Bonus is one of the roles associated with the carry-over flag. The minor roles and replays are associated with the non-carry-over flag. For example, when the internal lottery means 42 wins a Big Bonus in the internal lottery, it carries over the winning state of the Big Bonus winning flag until a Big Bonus is achieved. At this time, even in games where the winning state of the Big Bonus winning flag has been carried over, the internal lottery means 42 also performs an internal lottery to determine whether minor roles and replays are successful or not. That is, in games where the winning state of the Big Bonus winning flag has been carried over, if a minor role or replay is achieved, the winning flags corresponding to two or more roles, namely the Big Bonus winning flag that has already been won and the minor role or replay winning flag that was won in the internal lottery, are set to a winning state.

[0163] Furthermore, Slot Machine 10 has six settings, from Setting 1 to Setting 6, and the probability of winning a prize differs depending on the setting. Specifically, when the setting changes, the group of internal lottery tables, which consists of multiple internal lottery tables selected according to the game state, changes to the group of internal lottery tables corresponding to each setting, and the group of internal lottery tables changes so that the probability of winning small wins, replays, and bonuses differs depending on the setting.

[0164] The setting change means 47 controls the change of the setting value stored in the setting value storage area 63 provided in the RAM of the storage means 60. Specifically, when the setting change key is inserted into the setting change key cylinder provided inside the slot machine 10, and the setting change key (setting change key cylinder) is rotated 90 degrees clockwise from its initial position, and the power to the slot machine 10 is turned on, the setting change means 47 starts the slot machine 10 in setting change mode. The setting value can be selected from six setting values ​​from setting 1 to setting 6, and the probability of winning the internal lottery changes in order from setting 1 to setting 6 so that the expected value of the payout rate increases in that order. In setting change mode, each time the setting change button provided inside the slot machine 10 is pressed, the setting change means 47 changes the setting value in the order of setting 1 → setting 2 → ... setting 6 → setting 1 → ... and when the start lever 24 is pressed, the setting value is confirmed and the confirmed setting value is stored in the setting value storage area 63. Furthermore, the system can be switched from setting change mode to game mode by returning the setting change key, which is inserted into the setting change key cylinder, to its initial position. In this embodiment, the setting values ​​are expressed in the order of setting 1 < setting 2 < setting 3 < setting 4 < setting 5 < setting 6, from highest to lowest.

[0165] Furthermore, when the power is turned on with the setting change key cylinder in its initial position, the slot machine 10 starts up in game mode. In this embodiment, in game mode, players can play games but cannot change the setting values, and in setting change mode, players can change the setting values ​​but cannot play games. The main control means 31 may also include a setting confirmation means. In the game mode with the power turned on, when the setting key is inserted into the setting change key cylinder and the setting key is rotated 90 degrees clockwise from its initial position, the setting confirmation means transitions the game machine (game machine 10) from game mode to setting confirmation mode (setting reference mode) and performs a process (setting notification process) to notify the current setting value via the liquid crystal display 13 or the game information display unit 17. In setting confirmation mode, an image indicating that it is in setting confirmation mode (for example, the words "referring settings") is displayed on the liquid crystal display 13. Also, in setting confirmation mode, the currently set setting value is displayed on the first main display unit of the game information display unit 17. In settings confirmation mode, you can view (be notified of) the current settings, but you cannot play the game. Also, in settings confirmation mode, you can view the settings, but you cannot change the settings.

[0166] When the setting value is changed, the initialization means 48 performs an initialization process that initializes at least a portion of the information stored in the RAM of the storage means 60. Specifically, when the setting value is changed, the initialization means 48 performs a process to return the game state, game section, and performance state, which will be described later, to their initial state. That is, when the setting value is changed, the game state becomes the general state, the game section becomes the non-advantageous section, and the performance state becomes the non-advantageous section performance state, and these states become the same as when the power is first turned on after the factory shipment. In addition, during the initialization process, the initialization means 48 also initializes other information related to performances stored in the RAM of the storage means 60. The sub-control board 32 also has an initialization means (not shown), and when a signal indicating that the setting value has been changed is transmitted from the main control board 31, the initialization means of the sub-control board 32 initializes the information related to performances stored in the RAM of the sub-side storage means 72. Furthermore, it is possible to prevent the game state, game interval, and presentation state from reverting to their initial state even if the settings are changed.

[0167] The reel control means 43 starts the rotation of each reel 20a to 20c when the start lever 24, which is activated under the control of the main control board 31, is operated (i.e., the game is started), and when the activated stop buttons 26a to 26c are operated, it controls the stopping of the reel corresponding to the operated stop button.

[0168] In other words, each time one of the stop buttons 26a to 26c is operated, the reel control means 43 determines the stopping position of the reel corresponding to the operated button among the first reels 20a to the third reels 20c, and controls the reel to stop at the determined stopping position. In the slot machine 10, when stop button 26a is operated, the rotation of the first reel 20a stops; when stop button 26b is operated, the rotation of the second reel 20b stops; and when stop button 26c is operated, the rotation of the third reel 20c stops. Therefore, the stopping order of the first reels 20a to the third reels 20c changes depending on the order in which the stop buttons 26a to 26c are operated (the order in which they are played).

[0169] In the following, regarding the order of stopping operations (the order in which stop buttons 26a to 26c are operated), the order in which all of the stop buttons 26a to 26c are operated as a single unit of stopping operations will be referred to as the "batting order." Furthermore, among the stopping operations that make up the batting order, the first stopping operation will be referred to as the "first stopping operation," the second stopping operation as the "second stopping operation," and the third stopping operation as the "third stopping operation."

[0170] Furthermore, below, the operation of stop buttons 26a, 26b, and 26c to stop the rotating reels in the order of the first reel 20a, the second reel 20b, and the third reel 20c will be referred to as "Batting Order 1," the operation of stop buttons 26a, 26b, and 26c to stop the rotating reels in the order of the first reel 20a, the third reel 20c, and the second reel 20b will be referred to as "Batting Order 2," and the operation of stop buttons 26a, 26b, and 26c to stop the rotating reels in the order of the second reel 20b, the first reel 20a, and the third reel 20c will be referred to as "Batting Order 3." The operation of stop buttons 26a, 26b, and 26c to stop the rotating reels in the order of the second reel 20b, the third reel 20c, and the first reel 20a is designated as "Batting Order 4," the operation of stop buttons 26a, 26b, and 26c to stop the rotating reels in the order of the third reel 20c, the first reel 20a, and the second reel 20b is designated as "Batting Order 5," and the operation of stop buttons 26a, 26b, and 26c to stop the rotating reels in the order of the third reel 20c, the second reel 20b, and the first reel 20a is designated as "Batting Order 6." Additionally, "Batting Order 1" and "Batting Order 2" are collectively called "Left Push," "Batting Order 3" and "Batting Order 4" are collectively called "Center Push," and "Batting Order 5" and "Batting Order 6" are collectively called "Right Push (Reverse Push)." Sometimes, "Center Push" and "Right Push" are collectively called "Irregular Push."

[0171] Furthermore, in this embodiment, for the first reels 20a to the third reels 20c, the rotating reel corresponding to the pressed stop button stops within 190ms from the time the stop buttons 26a to 26c are operated. In addition, the reels can rotate up to 4 frames (4 symbols) from the time each stop button 26a to 26c is operated until each reel 20a to 20c stops. The reel control means 43 controls the reels 20a to 20c corresponding to the stop button 26a to 26c that was stopped, so that the symbol corresponding to the winning flag set to a winning state is displayed on the active line when the symbol corresponding to the winning state is located within a range of 0 to 4 frames (a predetermined pull-in range) relative to the display position on the active line at the time the stop operation is performed. In other words, the reel control means 43 stops the reels 20a to 20c corresponding to the stop buttons 26a to 26c that have been stopped, so that any symbol from the symbol currently on the active line up to the symbol four positions away is displayed on the active line.

[0172] In this embodiment, as shown in Figure 24, multiple types of patterns are arranged on the outer surfaces of reels 20a to 20c. When drawing patterns that are within four frames from the press detection position (the position of the reel at the time the stop button is pressed) onto the active line, patterns arranged at intervals of four frames or less on the outer surface of each reel can be displayed at any display position regardless of the press detection position.

[0173] Also, in the stop control when the stop buttons 26a to 26c are operated, the reel control means 43 stops the reels 20a to 20c so that the winning combination of the winning role with the winning flag set to the winning state wins. Specifically, in a state where the winning flag of one winning role is set to the winning state, the stop control of the reels 20a to 20c is performed so that this winning role wins. Also, in a state where the winning flags of multiple winning roles are overlappingly set to the winning state, according to the priority order determined for each role, the reels 20a to 20c are stopped so that a predetermined winning role wins. In this embodiment, the priority order is determined in the order of "Replay > Small winning combination > Bonus". Then, the reel control means 43 stops the reels 20a to 20c so that the symbols constituting the symbol combination indicating the winning form of the role with the higher priority are preferentially displayed on the valid line over the symbols constituting the symbol combination indicating the winning form of the role with the lower priority.

[0174] Also, regarding the priority order of the candidates for the stop positions when multiple types of small winning combinations are selected in the internal lottery, there are a method of obtaining the priority order according to the number of symbol combinations that can be displayed on the valid line (number priority control) and a method of obtaining the priority order according to the payout number of medals (number of medals priority control). When executing the number priority control for obtaining the priority order of the candidates for the stop positions according to the number of symbol combinations that can be displayed on the valid line, the priority order of each candidate for the stop position is obtained such that the stop position (symbol) where the number of symbol combinations indicating the winning form that can be displayed on the valid line is larger has a higher priority. When executing the number of medals priority control for obtaining the priority order of the candidates for the stop positions according to the payout number of medals, the priority order of each candidate for the stop position is obtained such that the stop position (the stop position where a small winning combination with a large payout can win) where the payout number of medals based on the payout of the small winning combination corresponding to the symbol displayed at the display position on the valid line is larger has a higher priority. When obtaining the priority order of the candidates for the stop positions according to the payout number of medals, if small winning combinations with the same payout overlap and are selected, the priority order of the candidates for the stop positions where each small winning combination can win is treated as the same.

[0175] Figure 27 shows the relationship between the stopping operation and the winning combination when each winning area (batting order plum) is selected during the RBB internal state. As shown in Figure 27, each winning area, "Batting Order Plum," has both a correct batting order and an incorrect batting order set for it. When a winning area of ​​the Batting Order Plum is selected during the RBB internal state, if the correct batting order (correct operation) is used, an 8-coin payout (correct payout) is awarded. If the incorrect batting order (incorrect operation) is used, a 1-coin payout (incorrect payout) may be awarded. In other words, when any Batting Order Plum is selected during the RBB internal state, if stop buttons 26a to 26c are pressed with the correct batting order, the priority is determined so that the candidate stop position that can award an 8-coin payout has the highest priority. If stop buttons 26a to 26c are pressed with an incorrect batting order, the priority is determined so that the candidate stop position that can award a 1-coin payout has the highest priority.

[0176] Each batting order plum has only one correct batting order, and the other five batting orders are considered incorrect. Furthermore, the winning areas "Batting Order Plum A" and "Batting Order Plum B" each have different correct batting orders. Additionally, in each of the winning areas "Batting Order Plum A" and "Batting Order Plum B," one of batting orders 3 through 6 is set as the correct batting order, while batting orders 1 and 2 are set as incorrect batting orders.

[0177] The information in parentheses in Figure 27 indicates the probability of winning a single-coin prize when the stopping operation is performed in that order. For example, the notation "1 coin (1 / 2)" indicates that there is a 1 / 2 probability of winning a single-coin prize and a 1 / 2 probability of missing a single-coin prize (not winning a single-coin prize).

[0178] In the winning area "Batting Order Plum A," if the correct batting order is used, an 8-coin payout is awarded, and if the incorrect batting order is used, a 1-coin payout is awarded. In the winning area "Batting Order Plum B," if the correct batting order is used, an 8-coin payout is awarded, and if the incorrect batting order is used, a 1-coin payout or neither payout is awarded. Furthermore, in the winning area "Batting Order Plum A," if a win occurs in the general mode, even if the stopping operation is performed in a batting order that would award an 8-coin payout in the RBB internal mode, a 1-coin payout will be awarded. Furthermore, the winning area "Common Plum" is designed so that an 8-coin payout is guaranteed regardless of the order in which the reels are stopped. In addition, the winning area "Common Plum 1" is designed so that a 1-coin payout is guaranteed regardless of the order in which the reels are stopped if a win occurs during normal play.

[0179] The prize determination means 44 is activated when the rotation of reels 20a to 20c stops, and determines whether a winning combination has been achieved based on the stopping pattern of reels 20a to 20c. Specifically, the combination of symbols displayed on the active line (stopped display) when reels 20a to 20c stop is compared with the prize determination table stored in the ROM of the storage means 60. The prize determination table stores the winning patterns (combinations of symbols that result in a win when stopped) for each winning combination, and the aforementioned comparison determines whether a win has been achieved and the type of winning combination achieved. The correspondence between the combinations of symbols displayed on the active line and the winning combinations in this embodiment is shown in Figures 28, 29, and 30. As shown in Figure 29, for example, if the plum symbol "PL" stops on the lower part of the first reel 20a, the plum symbol "PL" stops on the middle part of the second reel 20b, and the plum symbol "PL" stops on the upper part of the third reel 20c (when the plum symbols "PL" line up on an upward sloping line), then a minor win (minor prize 2) is awarded.

[0180] The main control board 31 executes the winning process corresponding to the winning combination when a winning combination is achieved. Specifically, the winning process includes a payout process when a minor win is achieved, a replay process (re-play process) when a replay is achieved (activated), and a process to transition the game state (game state transition control process) when a bonus is achieved (activated).

[0181] Here, the payout process is the process of paying out a number of medals determined based on the payout set for each winning combination when a winning combination is achieved, and this is performed by the payout control means 45. When a winning combination is achieved, the payout control means 45 determines the number of medals to be paid out based on the payout set for each winning combination and causes the determined number of medals to be paid out to the hopper device. If credits are permitted, instead of actually paying out medals by the hopper device, a credit addition process is performed in which the number of payouts is added to the number of credits (number of credited medals) stored in the credit storage area of ​​the RAM of the storage means 60, thereby virtually paying out medals.

[0182] In this embodiment, when you win a minor role 1 to 4, 8 medals are dispensed; when you win a minor role 5 to 6, 3 medals are dispensed; and when you win a minor role 7 to 20, 1 medal is dispensed.

[0183] Furthermore, the replay process, performed by the replay control means 46, is a process that, when a replay is awarded, sets the next game to the same game start waiting state as the previous game without requiring the player to insert any tokens they possess. When a replay is awarded, an automatic insertion process is performed, which automatically inserts the same number of tokens as the number set to be inserted in the previous game (the game in which the replay was awarded), without using any tokens the player possesses (including credited tokens). The system then waits for the next game start operation on the start lever 24 with the number of active lines corresponding to the number of tokens inserted by the automatic insertion process set. In addition, once the automatic insertion process has been performed, it is not possible to insert any more tokens.

[0184] The game state control means 49 performs game state transition control processing to transition the game state between the general state, the RBB internal state (bonus established state), and the RBB operating state (bonus state), as shown in Figure 31. The conditions for transitioning the game state may be one condition or multiple conditions. If multiple conditions are defined, the game state may be transitioned based on the fulfillment of one of the multiple predetermined conditions, or based on the fulfillment of multiple or all of the multiple predetermined conditions.

[0185] Furthermore, as described above, the internal lottery means 42 selects an internal lottery table according to the game state and performs an internal lottery. Specifically, in the general state, it performs an internal lottery by referring to an internal lottery table in which the Big Bonus is set as the lottery target. In the RBB internal state, it performs an internal lottery by referring to an internal lottery table in which the Big Bonus is excluded from the lottery target. In the RBB activation state, it performs an internal lottery by referring to an internal lottery table in which the Big Bonus is excluded from the lottery target.

[0186] The initial game state is the general mode. In the general mode, an internal lottery is conducted by referring to an internal lottery table in which all winning areas except "No Win," "All Small Wins," and "All 1 Coin" are set as targets for the lottery. It is also possible to transition from the general mode to the RBB internal mode. The game state control means 49 transitions the game state to the RBB internal mode when a Big Bonus is won in the general mode.

[0187] The RBB internal intermediate state (first game state) is a game state that is entered when a big bonus is won in the internal lottery. In the RBB internal intermediate state, the internal lottery is conducted by referring to an internal lottery table in which all winning areas except "Not won," "All small wins," "All 1 coins," and "RBB" are set as targets for the lottery. In addition, in the RBB internal intermediate state, the lottery flag corresponding to the big bonus is maintained in a winning state until a big bonus is won, and when a combination of symbols indicating the winning form of the big bonus is displayed on an active line, the game state control means 49 transitions the game state from the RBB internal intermediate state to the RBB active state.

[0188] The RBB (Regular Bonus) activation state (second game state) is a game state that is entered when a combination of symbols indicating a Big Bonus winning pattern is displayed on an active line. In the RBB activation state, an internal lottery is conducted by referring to an internal lottery table in which the winning areas "No Win," "All Small Wins," and "All 1 Coin" are set as the lottery targets. In addition, in the RBB activation state, it is determined whether the termination condition has been met based on the total number of medals paid out in the RBB activation state. If the number of medals paid out exceeds a predetermined number, the game state control means 49 terminates the RBB activation state and transitions the game state to the general state. In this embodiment, the termination condition for the RBB (Real Big Bonus) state is determined by the total number of medals dispensed. However, the termination condition may also be determined by the number of games played or the number of small wins during the RBB state. Furthermore, the termination condition for the RBB state may be set so that it ends after a single game.

[0189] As shown in Figure 25, the instruction function control means 51 includes a game section control means 80, a performance state control means 81, and a bonus granting means 82. The instruction function control means 51 performs processing related to the operation of an instruction function that assists in winning a specific role in the advantageous section. Specifically, when a predetermined role is won, the instruction function control means 51 decides whether or not to perform an instruction performance (batting order navigation performance) that assists in winning this role. More specifically, when, for example, a batting order plum is won, the instruction function control means 51 decides whether or not to perform an instruction performance (batting order navigation performance) that notifies the correct batting order and assists in winning an 8-coin role. When the instruction function control means 51 decides to perform a batting order navigation performance, the performance control means 100 causes the performance devices such as the liquid crystal display 13 and speaker 14 to execute the batting order navigation performance. In addition, when the instruction function control means 51 performs a batting order navigation performance, it causes the 7-segment display of the game information display unit 17 to display information indicating the correct batting order.

[0190] As shown in Figure 32, the game section control means 80 performs game section transition control processing to transition the game section between a non-advantageous section and an advantageous section according to the progress of the game. The non-advantageous section is the game section that corresponds to the initial state among several types of game sections. In the non-advantageous section, the bonus granting means 82 performs a lottery for transitioning to an advantageous section, and if the lottery for transitioning to an advantageous section is won, the game section control means 80 transitions the game section to an advantageous section. The advantageous section is a game section in which an upper limit (here set to 4000 times) is set on the number of times the game can be played. In addition, instruction effects cannot be performed when the game section is set to a non-advantageous section, and instruction effects can only be performed when it is set to an advantageous section. When the number of times the game has been played in the advantageous section reaches the upper limit of 4000 times, the game section control means 80 ends the advantageous section and transitions the game section to a non-advantageous section.

[0191] The bonus granting means 82 conducts a lottery (advantageous section transition lottery) to determine whether or not to transition to an advantageous section at predetermined triggers during a non-advantageous section. Specifically, the bonus granting means 82 conducts a lottery (advantageous section transition lottery) to determine whether or not to transition to an advantageous section based on the result of an internal lottery (winning a predetermined role (winning area)). If the advantageous section transition lottery is won, the game section control means 80 transitions the game section from a non-advantageous section to an advantageous section.

[0192] Furthermore, the game section control means 80 performs an increment process each time a game is played in the advantageous section, triggered by the start lever 24 operation to start the game, by adding "1" to the value stored in the advantageous section game counter 65 in the RAM of the storage means 60, which corresponds to one game. Note that the game section control means 80 does not add to the advantageous section game counter 65 in the non-advantageous section. Also, at the time of transition from the non-advantageous section to the advantageous section, the value stored in the advantageous section game counter 65 is "0". When the value stored in the advantageous section game counter 65 reaches the threshold (upper limit) of "4000", the game section control means 80 determines that the condition for ending the advantageous section has been met and transitions the game section from the advantageous section to the non-advantageous section. In other words, the upper limit for the number of games played in the advantageous section is set to 4000, and games exceeding 4000 are not played consecutively in the advantageous section.

[0193] Furthermore, in the advantageous section, the game section control means 80 updates the stored value of the difference counter 64 in the RAM of the memory means 60 based on the difference in the number of medals. It subtracts a value corresponding to the number of medals inserted into the game (for example, "3" if 3 medals were inserted) from a value corresponding to the number of medals paid out (for example, "8" if 8 medals were paid out, and "0" if no winning combinations were achieved and no payouts were made) to obtain the calculation result for the difference in the number of medals in that game, and adds this calculation result to the stored value of the difference counter 64. Note that the game section control means 80 does not add to the difference counter 64 in the non-advantageous section. Also, at the time of transition from the non-advantageous section to the advantageous section, the stored value of the difference counter 64 is "0". Then, the game section control means 80 determines that the condition for ending the advantageous section has been met when the stored value of the difference counter 64 exceeds a threshold (for example, "2400"), and transitions the game section from the advantageous section to the non-advantageous section. In this embodiment, the stored value of the difference counter 64 is controlled so that it may fall below the initial value "0" at the time of transition to the advantageous period (start of the advantageous period). For example, if the stored value of the difference counter 64 at the start of the game is "2", and as a result of playing the game, no winning combinations are achieved and no medals are paid out, the calculation result of the difference in medals for that game will be "-3", and adding the calculation result of the difference in medals to the stored value of the difference counter 64 will fall below the initial value "0". In this embodiment, an upper limit is set on the number of medals that can be obtained in the advantageous period, and the advantageous period ends (the condition for ending the advantageous period is met) when the increase in medals from the point at which the advantageous period is transitioned (start of the advantageous period) exceeds 2400 medals. Furthermore, if a replay is awarded during gameplay, the game in which the replay was awarded may be treated as if a payout equivalent to the prescribed number of tokens for that game had been made, and the difference in tokens may be calculated accordingly. For the next game, which is provided free of charge due to the replay award, even if no actual tokens have been inserted, it may be treated as if a payout equivalent to the prescribed number of tokens for that game had been made, and the difference in tokens may be calculated accordingly.

[0194] Furthermore, the advantageous period indicator 18 may be set to turn off during non-advantageous periods and to light up during advantageous periods. Note that the advantageous period indicator 18 does not need to light up immediately upon entering an advantageous period; it only needs to light up before the first instruction animation is performed. Also, once lit, it remains lit until the advantageous period ends.

[0195] As shown in Figure 32, the performance state control means 81 performs a performance state transition control process to transition between multiple types of performance states, including a non-advantageous section performance state, a normal performance state, a CZ performance state, an AT performance state, a special CZ performance state, and a special performance state. The conditions for transitioning performance states may be one condition or multiple conditions. If multiple conditions are defined, the performance state may be transitioned when one of the multiple predetermined conditions is met, or the performance state may be transitioned based on the meeting of multiple or all of the multiple predetermined conditions.

[0196] (Non-advantageous period performance state) The non-advantageous section performance state is the performance state that corresponds to the initial state among several types of performance states. In the non-advantageous section, the performance state control means 81 sets the performance state to the non-advantageous section performance state. In the non-advantageous section performance state (non-advantageous section), as described above, the bonus granting means 82 conducts a lottery for transitioning to the advantageous section, and if a transition to the advantageous section is decided in the advantageous section transition lottery, the performance state control means 81 transitions the performance state to the normal performance state. In addition, based on the decision to transition to the advantageous section, the performance state control means 81 may also transition the performance state to a performance state other than the normal performance state (for example, the special CZ performance state).

[0197] (Normal presentation state) The normal performance state is the performance state that is basically entered when the advantageous period begins, and at the start of the advantageous period, the probability of entering the normal performance state is set higher than the probability of entering other performance states. In addition, the normal performance state has a lower frequency of batting order navigation animations compared to the CZ performance state (CZ performance state and special CZ performance state) and AT performance state, and batting order navigation animations are almost never performed or never performed at all (the expectation of gaining game value is lower).

[0198] In the normal performance state, the performance state control means 81 transitions the performance state to the CZ performance state based on the fulfillment of the conditions for transitioning to the CZ performance state. In the normal performance state, the bonus granting means 82 conducts a lottery (CZ lottery) to determine whether or not to transition to the CZ performance state based on the acquisition of a predetermined result (winning a predetermined role (winning area)) in the internal lottery. The performance state control means 81 considers the conditions for transitioning to the CZ performance state to be fulfilled based on the win of the CZ lottery, and transitions the performance state to the CZ performance state.

[0199] Furthermore, an upper limit (so-called ceiling) may be set on the number of games played in the normal performance state, and the performance state control means 81 may consider the conditions for transitioning to the CZ performance state to be met when the number of games played in the normal performance state reaches a predetermined number (ceiling). In addition, in the normal performance state, the bonus granting means 82 may grant points at a predetermined trigger (for example, triggered by the execution of a game), and when points are granted, a value equivalent to those points is added to the stored value of a counter (not shown) provided in the RAM of the storage means 60, and the performance state control means 81 may consider the conditions for transitioning to the CZ performance state to be met when the stored value of the counter reaches a predetermined value.

[0200] (CZ performance state) In the CZ (Chance Zone) performance state, the reward granting means 82 conducts a lottery (AT lottery) to determine whether or not to transition to the AT performance state based on whether a predetermined result (winning a predetermined role (winning area)) has been obtained in the internal lottery. If the reward granting means 82 wins the AT lottery, it grants the right to transition to the AT performance state as a reward. The performance state control means 81 transitions the performance state to the AT performance state based on the fact that the right to transition to the AT performance state has been granted. In the CZ performance state, the performance state control means 81 may transition the performance state to the AT performance state at a predetermined trigger.

[0201] The performance state control means 81 terminates the CZ performance state based on the fulfillment of the termination conditions for the CZ performance state (for example, based on the completion of a predetermined number of games in the CZ performance state). When the termination conditions for the CZ performance state are fulfilled, the performance state control means 81 determines whether the right to transition to the AT performance state has been granted, and if the right to the AT performance state has been granted, it transitions the performance state to the AT performance state. On the other hand, if the right to transition to the AT performance state has not been granted, it transitions the performance state to the non-advantageous section performance state. In addition, if the right to transition to the AT performance state has not been granted, the performance state may be transitioned to the normal performance state.

[0202] In this embodiment, a batting order navigation sequence may be executed during the CZ (Chance Zone) sequence, but the frequency of execution of the batting order navigation sequence is lower compared to the AT (Attack Time) sequence. Note that "lower frequency" includes cases where the sequence is not executed at all.

[0203] The privilege granting means 82 may perform an AT lottery in the normal performance state and may grant the right to transition to the AT performance state based on the winning of the AT lottery. Also, in that case, the probability (expectation level) of determining the transition to the AT performance state in the AT lottery in the CZ performance state may be set higher than the probability of determining the transition to the AT performance state in the AT lottery in the normal performance state. Further, when the right to transition to the AT performance state is granted based on the AT lottery in the normal performance state, the performance state control means 81 may cause the transition to the AT performance state after passing through the CZ performance state, or may directly cause the transition to the AT performance state without passing through the CZ performance state. Also, in the present embodiment, when transitioning from one performance state to another performance state, it may be configured to transition after passing through another performance state. For example, when winning the AT lottery in the CZ performance state, it may be configured to transition to the AT performance state after passing through the preparation performance state (AT preparation performance state) of the AT performance state from the CZ performance state.

[0204] (AT performance state) In the AT performance state, the instruction function control means 51 determines to execute a batting order navigation performance for notifying the correct batting order based on obtaining a predetermined result (winning in the winning area "batting order plum") in an internal lottery. When the execution of the batting order navigation performance is determined, the performance control means 100 executes a batting order navigation performance for notifying the correct batting order and assisting the winning of the 8-card combination. The performance control means 100 causes the batting order navigation performance to be executed on performance devices such as the liquid crystal display 13 and the speaker 14. Also, a display corresponding to the correct batting order (a display corresponding to the operation mode of the stop button notified in the batting order navigation performance) is displayed on the game information display section 17. When the player presses the stop buttons 26a to 26c in accordance with the correct batting order notified in the batting order navigation performance, the 8-card combination wins and the player can obtain 8 medals. The AT performance state in which the batting order navigation performance is executed is a performance state more advantageous to the player than the normal performance state and the CZ performance state. In other words, the AT performance state has a higher probability (frequency) of the batting order navigation performance being executed compared to the normal performance state and the CZ performance state, and is a performance state more advantageous to the player than the normal performance state and the CZ performance state.

[0205] In this embodiment, the continuation of the AT performance state is managed based on the number of game plays in the AT performance state. Specifically, the continuation of the AT performance state is managed based on the stored value of the AT end determination counter 67 provided in the RAM of the storage means 60. The privilege granting means 82 determines the value to be set in the AT end determination counter 67 at the start of the AT performance state (increases the stored value of the AT end determination counter 67) (sets a value related to the continuation period of the AT performance state in the AT end determination counter 67). In this embodiment, the privilege granting means 82 sets "50" as the stored value of the AT end determination counter 67 at the start of the AT performance state. Note that this value may be determined from a plurality of values by lottery or the like. In this embodiment, a value corresponding to the number of game plays executable in the AT performance state is set in the AT end determination counter 67 at the start of the AT performance state, and the stored value of the AT end determination counter 67 is updated each time a game is played in the AT performance state. Based on the fact that the stored value of the AT end determination counter 67 has reached the threshold value "0", the AT performance state ends.

[0206] The privilege granting means 82 conducts a bonus lottery on a predetermined occasion (for example, on the occasion of winning a predetermined combination (winning area)) in the AT performance state. The bonus lottery is a lottery for determining whether to increase the stored value of the AT end determination counter 67 (that is, the continuation period of the AT performance state). In the bonus lottery, a predetermined random number value is obtained and compared with the bonus lottery table stored in the ROM of the storage means 60, and based on the comparison result, the presence or absence of winning in the bonus lottery and the increase amount of the stored value of the AT end determination counter 67 are determined. When the privilege granting means 82 wins the bonus lottery, it increases the stored value of the AT end determination counter 67 by the determined increase amount.

[0207] The performance state control means 81 performs a process to subtract "1", equivalent to one game, from the stored value of the AT termination judgment counter 67 each time a game is played in the AT performance state (for example, triggered by a game start operation on the start lever 24). When the stored value of the AT termination judgment counter 67 reaches the threshold "0", the performance state control means 81 determines that the termination condition for the AT performance state has been met and terminates the AT performance state.

[0208] In this embodiment, the continuation of the AT performance state is managed by the number of games played in the AT performance state, but it may also be managed based on the difference in the number of medals acquired in the AT performance state. Alternatively, the continuation of the AT performance state may be managed based on the number of batting order navigation sequences performed in the AT performance state. The stored value of the AT termination judgment counter 67 may represent the difference in the number of medals that can be acquired in the AT performance state, the number of batting order navigation sequences that can be executed in the AT performance state (number of navigation sequences), or the number of sets of AT performance states that can be executed (number of AT sets). When the AT performance state starts, the difference in the number of medals that can be acquired, the number of navigation sequences, or the number of AT sets may be set in the AT termination judgment counter 67, and the stored value of the AT termination judgment counter 67 may be updated at predetermined triggers such as each time a medal is dispensed, each time a batting order navigation sequence is performed, or each time a set of AT performance states is completed, and the termination condition of the AT performance state may be met based on the stored value of the AT termination judgment counter 67 reaching a threshold of "0".

[0209] The performance state control means 81 transitions the performance state to a non-advantageous section performance state based on the fulfillment of the termination conditions for the AT performance state. In addition, the performance state may also be transitioned to a normal performance state based on the fulfillment of the termination conditions for the AT performance state.

[0210] The bonus granting means 82 determines whether to transition to the special CZ performance state at a predetermined trigger (for example, based on the memory value of the difference counter 64 reaching a predetermined value (for example, "2400")) during the AT performance state. The bonus granting means 82 also determines whether to transition to the special CZ performance state based on the acquisition of a specific result in a predetermined lottery. The performance state control means 81 transitions the performance state to the special CZ performance state based on the bonus granting means 82's decision to transition to the special CZ performance state. In this embodiment, the transition to the special CZ performance state can occur at a predetermined trigger (for example, based on the end of the AT performance state). The performance state control means 81 may also transition to the special CZ performance state via other performance states.

[0211] (Special CZ (Chance Zone) performance state) In the special CZ (Chance Zone) performance state, a predetermined number of games (for example, 30 times) are played, and it is determined whether or not to transition to the special performance state described later. If the bonus granting means 82 decides to transition to the special performance state in the special CZ performance state, the performance state control means 81 transitions the performance state to the special performance state. In the special CZ performance state, the batting order navigation performance may be executed, but the frequency of the batting order navigation performance being executed is lower than in the AT (Attack Time) performance state.

[0212] In the special CZ (Chance Zone) performance state, the performance control means 100 executes the "Aim" performance based on the fact that a predetermined result (for example, winning in a predetermined winning area) has been obtained in the internal lottery. The "Aim" performance is a performance that instructs (prompts) the player to perform a stop operation in a predetermined manner. In the game in which the "Aim" performance is executed, if a stop operation is performed in a predetermined manner, the reels 20a to 20c may stop in a predetermined manner. In the "Aim" performance, the liquid crystal display 13 displays an indication (for example, the words "reverse press") that instructs the player to press the stop buttons 26a to 26c in a predetermined order, and an indication that instructs the player to press the stop buttons at a predetermined timing so that a predetermined symbol (for example, the gold 7 symbol "gold 7") is displayed in a predetermined display position for the reels 20a to 20c. The predetermined manner of operation is an operation in which the stop operation is performed in a predetermined order and at a predetermined timing (with the aim of displaying a predetermined symbol).

[0213] Furthermore, a predetermined stopping pattern is, for example, a stopping pattern in which a predetermined symbol (for example, the gold 7 symbol "gold 7") is displayed at a predetermined display position (for example, the middle position) for the three reels 20a to 20c, and the three predetermined symbols stop aligned (matched) in a straight line. The bonus granting means 82 decides to transition to a special performance state based on the fact that the reels 20a to 20c have stopped in the predetermined stopping pattern (that the predetermined combination of symbols has been displayed at the predetermined display position). The performance state control means 81 transitions the performance state to a special performance state based on this decision. In addition, the bonus granting means 82 may decide to transition to a special performance state based on the winning of a predetermined winning area, regardless of whether the reels 20a to 20c stopped in the predetermined stopping pattern during the game.

[0214] If the termination conditions for the special CZ performance state are met without a decision to transition to the special performance state (for example, after a predetermined number of plays (30 times)), the performance state control means 81 transitions the performance state to the AT performance state. In this embodiment, if the special CZ performance state ends without a decision to transition to the special performance state, the AT performance state is started. A predetermined value may be set as the stored value of the AT termination judgment counter 67 when the AT performance state is started. Alternatively, instead of transitioning (returning) to the AT performance state based on the termination of the special CZ performance state, the system may transition to a non-advantageous section performance state (or normal performance state).

[0215] (Special performance state) The special performance state is a more advantageous performance state for the player because the expected probability of receiving benefits (advantages) related to the batting order navigation performance is set higher than in the AT performance state. The special performance state is also a more advantageous performance state because the expected value of the increase in the memory value of the AT termination judgment counter 67 is set higher than in the AT performance state. For example, in the special performance state, the frequency of the bonus lottery may be set higher than in the AT performance state, the probability of winning the bonus lottery may be set higher than in the AT performance state, and the expected value of the value set in the memory value of the AT termination judgment counter 67 when the bonus lottery is won may be set higher than in the AT performance state. The special performance state is designed to end after a predetermined number of games (for example, 30 games). The performance state control means 81 transitions the performance state to the AT performance state based on the fulfillment of the termination conditions of the special performance state.

[0216] In this embodiment, it is possible to transition directly from the normal performance state to the AT performance state or the special CZ performance state. For example, in the CZ lottery in the normal performance state, instead of simply deciding whether or not to transition to the CZ performance state, it is also possible to draw a lottery to determine whether to transition the performance state to the AT performance state, to transition to the special CZ performance state, to transition to the CZ performance state, or to remain in the normal performance state without transitioning.

[0217] Furthermore, in this embodiment, it is also possible to directly transition from a non-advantageous section performance state to a CZ performance state, an AT performance state, or a special CZ performance state. For example, in the advantageous section transition lottery, instead of simply deciding whether or not to transition to an advantageous section (normal performance state), it is also possible to draw a lottery to determine whether to transition the performance state to an AT performance state, a special CZ performance state, a CZ performance state, a normal performance state, or to remain in the non-advantageous section performance state without transitioning.

[0218] Furthermore, the AT performance state may be set according to the game state to which it transitions based on the win or entry of a bonus. For example, it may be possible to transition to the AT performance state when the game state is in the RBB internal state, but not when the game state is in the general state or when the RBB is active. In other words, in the general state or when the RBB is active, for example, even if the AT lottery is won, the game may not transition to the AT performance state, or the AT lottery may not be performed at all.

[0219] Furthermore, if a bonus is won while the performance state is the AT performance state and the game state is the RBB internal state, the AT performance state may be interrupted from the end of the RBB operation state that is entered upon winning this bonus, through the general state, until the game returns to the RBB internal state. In other words, the batting order navigation performance may be stopped when a bonus is won, and resumed when the game returns to the RBB internal state.

[0220] The instruction function control means 51 performs an instruction function information initialization process to initialize the information stored in the RAM of the storage means 60 as information related to the instruction function when the advantageous period ends and the game period transitions to a non-advantageous period. Specifically, the instruction function control means 51 initializes the stored value of the advantageous period game count counter 65, the stored value of the difference in tokens counter 64, the flag (lottery result) related to the lottery for the instruction function, and the stored value of the AT termination judgment counter 67, etc. In other words, information related to the instruction function (instruction performance) is not carried over across multiple advantageous periods. In addition, when the initialization means 48 performs the above initialization process when the setting value is changed, the information related to the instruction function (instruction performance) shown here is also initialized.

[0221] In this embodiment, the instruction function control means 51 (performance control means 100) performs a lottery related to the instruction function (for example, a lottery related to the transition to the AT performance state), grants a bonus related to the batting order navigation performance (for example, a bonus that increases the probability of transitioning to the AT performance state), and processes related to the instruction function such as the batting order navigation performance when the game state is in the RBB internal state. However, when the game state is in the general state or the RBB operating state, it does not perform a lottery related to the instruction function, grant a bonus related to the batting order navigation performance, or process related to the instruction function such as the batting order navigation performance.

[0222] In this embodiment, when the RBB is in the internal state (bonus internal state), the stopping control of reels 20a to 20c is performed so that, regardless of the result of the internal lottery (and regardless of the manner of the stopping operation), no symbol combination indicating the winning form of the Big Bonus (RBB) is displayed on the active line. In other words, in this embodiment, once the game state is set to the RBB internal state, the game continues in the RBB internal state thereafter. For this reason, in this embodiment, the game is basically played in the RBB internal state. The following explanation assumes that the game state is basically the RBB internal state.

[0223] In this embodiment, in the general state and the RBB internal state, the settings are such that the 8-coin payout does not overlap for each of the winning areas "Batting Order Plum," while in the RBB activation state (bonus activation state), the settings are such that the 8-coin payout overlaps for the winning area "Small Payout ALL." Furthermore, the probability of winning the "Small Payout ALL" area in the RBB activation state is set higher than the probability of winning each of the "Batting Order Plum" areas in the other game states. Also, the probability of winning the "Small Payout ALL" area in the RBB activation state is set lower than the probability of winning any of the "Batting Order Plum" areas in the other game states. As a result, the opportunities to win the 8-coin payout in the RBB activation state are reduced compared to other game states, and the expected value of the payout rate when the bonus is active is lowered.

[0224] As shown in Figure 25, the sub-control board 32 includes a performance sub-control means 70 and a sub-memory (secondary storage means) 72. The performance sub-control means 70 controls performances using the liquid crystal display 13, performances using the speaker 14, and performances using the lamp (lighting device) based on performance data stored in the sub-memory 72. For example, it controls the execution of performances to enhance or assist the game according to the progress of the game by turning on or flashing the lighting device, changing the display content of the liquid crystal display 13, or outputting sound from the speaker 14 in response to operations on the bet button 23, the start lever 24, and the stop buttons 26a to 26c, or the occurrence of game events such as changes in the game state.

[0225] The content of the effect executed in the game is determined using an effect lottery table stored in the sub-memory 72 according to commands (information) transmitted from the main control board 31 corresponding to the game state, effect state, results of internal lotteries, and the like. In the present embodiment, the image data stored in the ROM of the sub-memory 72 is read into an image buffer provided in the sub-memory 72, and an image based on the image data read into the image buffer is output (displayed) on the liquid crystal display 13. Also, the sound data stored in the ROM of the sub-memory 72 is read into a sound buffer provided in the sub-memory 72, and a sound based on the sound data read into the sound buffer is output from the speaker 14.

[0226] The gaming machine needs to be designed so that the payout rate (the ratio of the number of medals paid out to the number of medals inserted), which is an index related to the medal acquisition performance, falls within a predetermined range. The gaming machine of the present embodiment sets the expected value of the payout rate when the game is continued by pressing left to be lower than that when the game is continued by pressing irregularly (pressing the middle or right), and basically recommends playing the game by pressing left, making the payout rate (payout performance) appropriate.

[0227] In the present embodiment, regarding the internal state of the RBB, a batting order plumb for the correct batting order is prepared for pressing the middle, and a batting order plumb for the correct batting order is prepared for pressing the right, but no batting order plumb for the correct batting order is prepared for pressing the left. In other words, in the present embodiment, the probability of winning the batting order plumb and receiving the payout of 8 medals is lower when always playing the game by pressing left than when always playing the game by pressing the middle or always playing the game by pressing the right. In other words, the probability of winning the 8-medal combination is higher when continuing the game by performing a stop operation by pressing irregularly than when continuing the game by performing a stop operation by pressing left. In addition, an 8-coin payout can be defined as a payout in which the player receives more game value than the number of medals (game value) bet per game when the payout is achieved. Furthermore, an 8-coin payout can be defined as a payout in which the number of medals paid out when the payout is greater than the number of medals (game value) required to start the game. Conversely, a 1-coin payout can be defined as a payout in which the player receives less game value than the number of medals (game value) bet per game when the payout is achieved.

[0228] Furthermore, it is possible that, through other means, the expected value of the payout rate when playing with a predetermined operating sequence (left-pressing) is set to be lower than that when playing with other operating sequences (middle-pressing or right-pressing). For example, a batting order plum for which left-pressing is the correct batting order may be provided, and the probability of winning a batting order plum for which left-pressing is the correct batting order may be set in the internal lottery to be lower than the probability of winning a batting order plum for which middle-pressing is the correct batting order, and also lower than the probability of winning a batting order plum for which right-pressing is the correct batting order.

[0229] In this embodiment, as shown in Figure 27, the batting order plum has one of batting orders 3 to 6 set as the correct batting order, while batting orders 1 and 2 are set as incorrect batting orders. In other words, when looking at the batting order plum as a whole, there is a bias in the setting of the correct batting order. When the batting order plum is stopped by pressing the left button, a 1-coin payout (incorrect payout) is awarded. When the batting order plum is stopped by pressing the middle or right button, if it is the correct batting order, an 8-coin payout (correct payout) is awarded, and if it is the incorrect batting order, a 1-coin payout (incorrect payout) or no payout is awarded. The batting order plum is a winning area where the number of medals paid out differs (changes) depending on the batting order (operation method (operation order) of stop buttons 26a to 26c).

[0230] In the normal performance state, even if a batting order plum is won, the frequency of the batting order navigation performance being decided is set low, resulting in a performance state where the probability of winning an 8-coin payout is low. In this normal performance state, if the player continues to play with irregular button pressing, the probability of winning an 8-coin payout will be higher compared to playing with left-hand pressing, which may lead to an excessive payout performance of the gaming machine. In this embodiment, the normal performance state is a period during which playing with left-hand pressing is recommended (left-hand pressing recommended period). Note that the left-hand pressing recommended period may include the CZ performance state described above. In this embodiment, when the batting order navigation performance is not executed, it is recommended to play with left-hand pressing.

[0231] If the game is played with an irregular button press during the recommended left-press period, the player will be notified to encourage them to play with a left-press. Specifically, the performance control means 100 displays a recommended left-press on the liquid crystal display 13. The recommended left-press display is a horizontal rectangular display that encourages the player to operate the stop buttons 26a to 26c with a left-press, and includes the words "Recommended left-press" (in white letters). If the game is played with an irregular button press during a predetermined game in the recommended left-press period, the performance control means 100 displays the recommended left-press display based on the third stop operation of the game. Note that "based on the third stop operation" may be based on the detection of the release of the last stop button, or it may be based on the detection of the last stop button being pressed. After a certain period of time (for example, 7 seconds) has elapsed with the recommended left-press display on, the performance control means 100 will turn off the recommended left-press display. In other words, the recommended left-press display is displayed for a certain period of time after the third stop operation and then turns off.

[0232] Furthermore, if the game is played using an irregular button press method during the recommended left-button press period, the player may be penalized by not having the prescribed processing related to the batting order navigation animation performed. Alternatively, the game may be set up so that the player is not penalized and is at an advantage if they play using the left-button press method. In other words, the probability of the prescribed processing related to the batting order navigation animation being performed (the prescribed benefit being granted) may be higher when the game is played using the left-button press method compared to when the game is played using an irregular button press method.

[0233] Specifically, in the normal performance state and CZ performance state during the bonus internal state, if the game is played by pressing the left button, a predetermined process related to the batting order navigation performance may be executed, whereas if the game is played by pressing the buttons in an irregular manner, the predetermined process may not be executed. In other words, in a predetermined game where the batting order navigation performance is not executed, playing by pressing the left button may be more advantageous to the player in terms of the batting order navigation performance (transition of performance states, etc.) compared to playing by pressing the buttons in an irregular manner. To put it another way, in this embodiment, in a predetermined game where the batting order navigation performance is not executed, a predetermined penalty may be imposed on players who play using an operation method other than pressing the left button. The predetermined process related to the batting order navigation performance may be, for example, a predetermined lottery such as a CZ lottery or an AT lottery. Furthermore, in the normal performance state, if the game is designed to accumulate predetermined points related to the transition to the CZ performance state (or AT performance state), and the reward granting means 82 grants these points as rewards at a predetermined trigger, the predetermined processing related to the batting order navigation performance may be the processing of granting these points (the processing of updating a counter that is advantageous to the player when updated). Also, if an upper limit (so-called ceiling) is set on the number of times a predetermined performance state (for example, the normal performance state), and the game is designed so that when the number of times the upper limit is reached, the transition to another performance state (for example, the CZ performance state or AT performance state) becomes possible, the predetermined processing related to the batting order navigation performance may be the processing of reducing the remaining number of times until the ceiling is reached (the processing of counting the number of times a predetermined performance state is played).

[0234] As described above, there are six possible batting orders (operation patterns) for the operation sequence (operation patterns) of the stop buttons 26a to 26c, from batting order 1 to batting order 6. Of the six operation patterns, the operation pattern in which stop button 26a is stopped first (batting order 1 and batting order 2) is designated as the first operation pattern (left press), and the operation pattern in which stop button 26b is stopped first (batting order 3 and batting order 4) is designated as the second operation pattern (center press). The first operation pattern can be called the "left 1st operation pattern," and the second operation pattern can be called the "center 1st operation pattern." The operation pattern in which stop button 26c is stopped first (batting order 5 and batting order 6) may be designated as the third operation pattern (right press), and the third operation pattern may be called the "right 1st operation pattern." In this embodiment, the center press will be described as the second operation pattern, but the second operation pattern is not limited to the center press; it may also be a right press.

[0235] In this embodiment, the ratio of the total number of game values ​​paid out to the total number of game values ​​inserted when a predetermined number of games are played in the first operation mode (first ratio) is lower than the ratio of the total number of game values ​​paid out to the total number of game values ​​inserted when a predetermined number of games are played in the second operation mode (second ratio). In other words, the ratio of the total number of game values ​​paid out to the total number of game values ​​inserted when a predetermined number of games are played is lower when playing in the first operation mode than when playing in the second operation mode.

[0236] In this embodiment, when a game is played in one of the winning areas "Reach-eye Replay 1" to "Reach-eye Replay 9" shown in Figure 26, if the first operation method is used to stop the reels, reels 20a to 20c will stop in a manner related to a reach-eye (a combination of symbols indicating a predetermined replay winning pattern will be displayed on the active line). However, if the second operation method is used to stop the reels, reels 20a to 20c will not stop in a manner related to a reach-eye (a combination of symbols indicating a replay winning pattern different from the predetermined replay will be displayed on the active line).

[0237] The stopping patterns related to winning combinations (stopping patterns that suggest the granting of a bonus) are, for example, stopping patterns in which two predetermined symbols are displayed on a predetermined straight line (for example, the middle line), but three of these symbols are not displayed in a row. In this embodiment, when a player wins in one of the winning areas "Winning Combination Replay 1" to "Winning Combination Replay 9", and the reels 20a to 20c stop in a stopping pattern related to winning combinations, the player may be granted a predetermined bonus (for example, a bonus related to the batting order navigation performance). Therefore, in games where the batting order navigation performance is not performed, if the player stops the reels using the second operation pattern and continues playing, the reels 20a to 20c will not stop in a stopping pattern related to winning combinations, and the opportunity to obtain a bonus will decrease (the gameplay will be reduced). For this reason, it is recommended to play using the first operation pattern (left-pressing) in games where the batting order navigation performance is not performed.

[0238] (Specific winning pattern) As shown in Figure 26, the winning area "1-Plum 1" (specific winning pattern) is a winning area where multiple types of 1-coin wins (minor win 10, minor win 17, minor win 18, and minor win 19) are won simultaneously. In other words, the minor wins included in the winning area "1-Plum 1" are minor win 10, minor win 17, minor win 18, and minor win 19. When the winning area "1-Plum 1" is won, minor wins 10, 17, 18, and 19 are won simultaneously, and the game is set to a winning state.

[0239] If the internal lottery results in the winning area "1 Plum 1" (area number 33) being selected (in a game in which the winning area "1 Plum 1" is selected), and the reels are stopped using the first operation method (left push), the reel control means 43 controls the reels so that a combination of symbols indicating the winning form of small prize 17 is displayed on the active line. Also, if the internal lottery results in the winning area "1 Plum 1" (area number 33) being selected (in a game in which the winning area "1 Plum 1" is selected), and the reels are stopped using the second operation method (middle push), the reel control means 43 controls the reels so that a combination of symbols indicating the winning form of small prize 17 is displayed on the active line. When the internal lottery results in the winning area "1 Plum 1", the same small prize (small prize 17) is awarded whether the reels are stopped using the first operation method or the second operation method.

[0240] Small win 17 is a win where the symbols that make up the winning combination are arranged so that they are always within the pull-in range (0 to 4 frames) for all of reels 20a to 20c, regardless of the timing of the stopping operation (a win with PB=1). A win where the symbols that make up the winning combination are arranged so that at least one of reels 20a to 20c may not be within the pull-in range (0 to 4 frames) depending on the timing of the stopping operation is called a win with PB≠1.

[0241] Figure 33 shows an example of a case where a combination of symbols indicating the winning pattern for minor role 17 is displayed on the active line. When a combination of symbols indicating the winning pattern for minor role 17 is displayed on the active line, the stopping pattern of reels 20a to 20c becomes a specific stopping pattern. The specific stopping pattern is the upper row plum alignment stopping pattern, in which the plum symbol "PL" is displayed (stops) on the upper row of each reel, and the three plum symbols "PL" are aligned in a straight line (on the upper line). When reels 20a to 20c stop in this upper row plum alignment stopping pattern, a predetermined plum symbol "PL" is displayed on the active line (upper row of reel 20c). Here, the plum symbol "PL" displayed on the active line is referred to as the "specific symbol".

[0242] The performance control means 100 can, when the winning area "1 Plum 1" (area number 33) is selected in the internal lottery (in a game in which the winning area "1 Plum 1" is selected), trigger the execution of the next lever-press performance when the game is started (pressing the start lever 24).

[0243] (Effect when the lever is pressed) The lever-press animation is an animation in which a display corresponding to a specific symbol (specific symbol display) and a display corresponding to other symbols on the reels (symbols different from the specific symbol, such as the replay symbol "RP", the cherry symbol "CH", or the bell symbol "BL") are displayed on the liquid crystal display 13. Figure 34 shows the case when the lever-press animation is executed and the specific symbol display (display corresponding to the plum symbol "PL") and the other symbol display (display corresponding to the cherry symbol "CH") are displayed on the liquid crystal display 13. Note that which symbol the other symbol display corresponds to may be determined, for example, by lottery. When the lever-press animation is executed, the player can understand that the specific symbol or the other symbol may be displayed in a predetermined display position (upper, middle, or lower position of the reel) during the game.

[0244] In this embodiment, when the reels stop rotating and the cherry symbol "CH" is displayed in a predetermined position, the expected value of receiving a bonus is set higher (it is more advantageous for the player) compared to when a specific symbol (plum symbol "PL") is displayed in the predetermined position. The bonus is a bonus related to the batting order navigation performance, and the expected value of receiving a bonus is set higher, for example, when the cherry symbol "CH" is displayed in a predetermined position, the probability of a lottery being held to determine whether or not to transition to a performance state that is more advantageous for the player (a performance state with a high expectation of acquiring game value) is set higher than when the specific symbol (plum symbol "PL") is displayed in the predetermined position. The probability of the lottery being held is the same whether or not the specific symbol (plum symbol "PL") is displayed or the cherry symbol "CH" is displayed, but the probability of winning the lottery (i.e., the probability of a transition to an advantageous performance state being determined) may be set higher in the latter case. When the lever-pressing animation shown in Figure 34 is executed, the player can anticipate that the cherry symbol "CH" will be displayed in the designated position.

[0245] Furthermore, the performance control means 100 can execute a predetermined performance (the first or second performance shown below) at a predetermined trigger (triggered by the stopping operation of the stop button 26) when the winning area "1 Plum 1" (area number 33) is selected in the internal lottery (in a game in which the winning area "1 Plum 1" is selected), and the performance control means 100 switches which performance to execute according to the operation of the stopping operation of the stop button 26. Note that the predetermined performance may be executed when the lever press performance is executed.

[0246] (1st performance) The performance control means 100 can execute a first performance (specific performance) at a predetermined trigger (based on a third stop operation) when a game is played in the winning area "1 Plum 1" and the machine is stopped using the first operation method (left press). The first performance is a performance that suggests (notifies) a specific symbol (plum symbol "PL"). Figure 35(a) shows the state in which the first performance is executed based on the stop operation using the first operation method (left press). Specifically, it shows the state in which a specific symbol display corresponding to the specific symbol (plum symbol "PL") is displayed on the liquid crystal display 13. Note that "suggesting a specific symbol" is not limited to displaying a specific symbol display corresponding to the specific symbol (directly showing the specific symbol), but is sufficient if it is something that can suggest the specific symbol, such as changing the color of the character's clothes to a color corresponding to the specific symbol. The first performance can be said to be a performance that corresponds to the symbol (specific symbol) displayed on the active line.

[0247] In this embodiment, the first performance is executed when the pressing of the third stop operation is detected, but it is not limited to this, and for example, it may be executed when the release of the third stop operation is detected. When the first performance is executed, the player can understand the stopping pattern of the reels 20a to 20c (the stopping pattern of the upper row plums) as well as the stopping pattern of the specific symbols (the result of the game) via the display on the liquid crystal display 13. When the first performance is executed while the lever press performance is being executed, the liquid crystal display 13 changes from a state in which multiple types of symbols are displayed to a state in which only the specific symbol is displayed.

[0248] (2nd performance) The performance control means 100 can, in a game where the winning area "1 Plum 1" is won, execute a second performance different from the first performance at a predetermined trigger (based on the third stop operation) when the second operation mode (middle stop) is used to stop the reels. The second performance is a performance in which a predetermined display object that does not suggest any of the symbols (does not correspond to any of the symbols) is displayed. The predetermined display object is, for example, a character (including symbols), and in this embodiment, the character "?" is displayed. Figure 35(b) shows the state in which the second performance is executed based on the second operation mode (middle stop) being used to stop the reels, and the predetermined display object (the character "?") that does not suggest any of the symbols is displayed on the liquid crystal display 13. When the second performance is executed, even though the reels 20a to 20c stop in a specific stop mode (a stop mode where the upper row of plums are aligned), the predetermined display object (the character "?") is displayed (the stop mode of the reels and the display on the liquid crystal do not match), which causes the player to feel a sense of incongruity. The player may recognize that a predetermined display has been displayed based on having performed a stop operation using the second operation method rather than the first operation method. When the second performance is performed while the lever-pressing performance is in progress, the liquid crystal display 13 changes from a state in which multiple types of symbols are displayed to a state in which the predetermined display is displayed.

[0249] As described above, in this embodiment of the gaming machine, it is recommended to play by pressing the left button (first operation mode) when the batting order navigation effect is not executed. Furthermore, in a game in which the winning area "1 Plum 1" is won, the second effect can be executed if the stopping operation is performed using the second operation mode (middle button). When the second effect is executed and a predetermined display (the character "?") is shown, the player can be (indirectly) encouraged to stop the machine using the first operation mode (left button) instead of the second operation mode (middle button).

[0250] Furthermore, as described above, in this embodiment, if the game is played using the second operation method during the left-press recommendation period, the left-press recommendation display is shown on the liquid crystal display 13. The performance control means 100 triggers the display of the left-press recommendation display when the third stop operation of the game (detection of the release of the button press) occurs, and after a certain period of time (for example, 7 seconds) has elapsed, the left-press recommendation display is no longer shown.

[0251] As shown in Figure 36, after the third stop operation of the game, the liquid crystal display 13 displays a predetermined display element (the character "?") related to the second performance and a left-press recommendation display, which overlap for a certain period of time. In this embodiment, the left-press recommendation display is given a higher display priority than other displays such as the predetermined display element (the character "?"), and the left-press recommendation display is displayed in front of the predetermined display element (visible in front of the player). After a certain period of time, the left-press recommendation display is no longer displayed, and the predetermined display element (the character "?") is displayed. The predetermined display element may remain displayed until the next game start operation is performed. The predetermined display element and the left-press recommendation display may also be displayed in positions where they do not overlap. When a stop operation is performed in the second operation mode, displaying both the predetermined display element and the left-press recommendation display can further emphasize the notification to the player that left-pressing is recommended, and encourage the player to play by pressing left-pressing.

[0252] Furthermore, the left-press recommendation display (a display prompting the stopping operation in the first operation mode) can be described as a predetermined display that does not suggest any of the symbols, and the presentation that displays the left-press recommendation display may be considered the second presentation.

[0253] In this embodiment, in a game in which the winning area "1 Plum 1" (area number 33) is won, if the plum symbol "PL" is displayed on the active line as a specific symbol (when the machine is stopped in the first or second operation mode), the first performance is executed if the machine is stopped in the first operation mode, and the second performance is executed if the machine is stopped in the second operation mode. However, this is not limited to this, and in a game in which the winning area is won in a predetermined winning area other than the winning area "1 Plum 1" (specific winning mode), if a specific symbol (for example, the cherry symbol "CH", the replay symbol "RP", or the bell symbol "BL") is displayed on the active line, if the machine is stopped in the first operation mode, the first performance suggesting the specific symbol is executed, and if the machine is stopped in the second operation mode, the second performance that does not suggest any of the symbols is executed.

[0254] The gaming machine of this embodiment is Multiple reels with different patterns arranged on them (for example, reels 20a to 20c), Multiple stop buttons (for example, stop buttons 26a to 26c) capable of performing a stop operation to stop the rotation of the multiple reels, An internal lottery means (for example, internal lottery means 42) that conducts an internal lottery to determine whether a role is achieved or not, A reel control means (for example, a reel control means 43) that controls the stopping of the plurality of reels in a manner corresponding to the result of the internal lottery based on the stop operation, It comprises a performance control means (for example, performance control means 100) for controlling the performance, The reel control means is capable of stopping the plurality of reels and displaying a predetermined combination of symbols on the active line that indicates a winning pattern for each role. The aforementioned plurality of reels include a first reel and a second reel, The plurality of stop buttons include a first stop button corresponding to the first reel and a second stop button corresponding to the second reel, The operation modes relating to the stopping operation of the plurality of stop buttons include a first operation mode in which the first stop button is first stopped, and a second operation mode in which the second stop button is first stopped. When a predetermined number of games are played, the ratio of the total amount of game value paid out to the total amount of game value inserted is lower when the game is played using the first operating method than when the game is played using the second operating method. The winning patterns obtained in the aforementioned internal lottery include specific winning patterns (for example, winning area "1 Plum 1"), The aforementioned specific winning pattern is a winning pattern in which a specific symbol is displayed on the active line when the stop operation is performed in the first operation pattern or when the stop operation is performed in the second operation pattern. The performance control means is capable of executing a specific performance that suggests the specific symbol when the stop operation is performed in the first operation mode in a game in which the specific winning pattern is obtained by the internal lottery, and is capable of executing a performance different from the specific performance when the stop operation is performed in the second operation mode.

[0255] When a predetermined number of games are played, the ratio of the total amount of game value paid out to the total amount of game value put in is lower when the game is played using the first operation method than when the game is played using the second operation method. Furthermore, in a game in which a specific winning pattern is obtained, if the game is stopped using the first operation method, a specific symbol may be displayed on the active line, and a specific effect suggesting the specific symbol may be executed. On the other hand, in a game in which a specific winning pattern is obtained, if the game is stopped using the second operation method, the specific symbol may be displayed on the active line, but an effect different from the specific effect may be executed. Because an effect different from the specific effect is executed despite the specific symbol being displayed on the active line, the player may perceive that the specific effect was not executed based on the fact that the game was stopped using the second operation method. This allows the player to be encouraged to play using the first operation method rather than the second operation method.

[0256] Furthermore, in the gaming machine of this embodiment, In a game in which the specific winning pattern is obtained through the internal lottery, the same combination of symbols indicating the winning pattern of a minor role is displayed on the active line whether the stop operation is performed in the first operation pattern or in the second operation pattern.

[0257] Furthermore, in the gaming machine of this embodiment, The aforementioned performance control means is capable of performing a performance in which, in a game in which the specific winning pattern is obtained by the internal lottery, the stop operation is performed in the second operation pattern, and the display of a predetermined display that does not suggest any of the symbols is shown.

[0258] Even if a specific symbol appears on an active payline, if a predetermined display that does not suggest any symbol is shown, the player may perceive that the display was shown and the specific effect was not executed based on the stop operation performed in the second operation mode. This allows the player to be encouraged to play in the first operation mode rather than the second operation mode.

[0259] Furthermore, in the gaming machine of this embodiment, The aforementioned performance control means is capable of performing a performance that displays a display prompting the user to perform the stop operation in the first operation mode when the stop operation is performed in the second operation mode in a game in which the specific winning mode is obtained by the internal lottery.

[0260] If a stop operation is performed using the second operation method, a display prompting the player to perform a stop operation using the first operation method will be shown, thereby encouraging the player to play using the first operation method instead of the second.

[0261] (Fourth embodiment) Next, a fourth embodiment of the present invention will be described. Since the gaming machine of this embodiment has basically the same configuration as the gaming machine of the third embodiment, the description of similar configurations will be omitted or simplified.

[0262] In this embodiment, at least one of the winning areas "1 Plum 2" or "1 Plum 2" shown in Figure 26 is designated as the specific winning pattern. When the specific winning pattern is selected in the internal lottery (in a game in which the specific winning pattern is selected), if a stop operation is performed in a specific operation pattern (described later), the reel control means 43 stops the reels 20a to 20c in a specific stop pattern. The specific stop pattern is a stop pattern for matching gold 7s, in which the gold 7 symbol "gold 7" is displayed (stopped) in the middle row of each reel, and the three gold 7 symbols "gold 7" are lined up in a straight line (on the middle line). Figure 37 shows the case when the reels 20a to 20c are stopped in a specific stop pattern.

[0263] A specific operation method is an operation method in which a stopping operation is performed in a specific order (middle press or right press), and the stopping operation is performed at a specific timing (correct pressing timing). The specific timing is the timing at which a specific symbol (gold 7 symbol "gold 7") can be displayed in a predetermined display position (for example, the middle of the reel). In other words, it is the timing at which a symbol within a predetermined range that includes the specific symbol (gold 7 symbol "gold 7") is located in a predetermined display position (for example, on an active line).

[0264] In a game in which a specific winning pattern is achieved, if a stop operation is performed in a specific operation pattern while the reels are spinning, the reel control means 43 pulls in a specific symbol (gold 7 symbol "gold 7") to the middle position of the reels and displays it. In other words, the reel control means 43 stops the reels 20a to 20c in a specific stop pattern. In this embodiment, in a game in which a specific winning pattern is obtained, by performing a stop operation in a specific order and at a specific timing (with the aim of displaying the specific symbol in a predetermined display position), it is possible to stop the reels 20a to 20c in a specific stop pattern.

[0265] As described above, a predetermined number of games (30 times) are played during the special CZ performance state. In this embodiment, at the start of the special CZ performance state, the value of the special CZ termination determination counter (not shown) provided in the RAM of the storage means 60 is set to "30". The performance state control means 81 subtracts "1" from the value of the special CZ termination determination counter each time a game is played during the special CZ performance state (triggered by the start lever 24 operation to start the game), and determines whether the value has reached the threshold "0" (whether the termination condition for the special CZ performance state has been met). When the value reaches the threshold "0", the performance state control means 81 terminates the special CZ performance state.

[0266] (Continuous performance) The performance control means 100 executes (starts) a continuation performance at a predetermined trigger, that is, based on the memory value of the special CZ termination judgment counter reaching a predetermined value. The continuation performance is a performance (series of performances) that is executed continuously over a predetermined number of games (3 times in this embodiment), and can also be called a continuous performance. In this embodiment, the continuous performance is a battle performance on the liquid crystal display 13 in which the first character (protagonist character) and the second character (enemy character) face off.

[0267] In this embodiment, a continuous performance (battle performance) is executed during the last predetermined number of games (3 games) in the special CZ performance state. The 28th game in the special CZ performance state becomes the first game of the continuous performance (hereinafter, the first game). The 29th game in the special CZ performance state becomes the second game of the continuous performance (hereinafter, the second game). The 30th game in the special CZ performance state becomes the third game of the continuous performance (hereinafter, the third game). By executing a battle performance at the end of the special CZ performance state to determine whether to transition to the special performance state, the excitement of the game can be enhanced.

[0268] The bonus granting method 82 may grant the right to transition to the special performance state based on the winning of a specific winning pattern during the last three games in the special CZ performance state. The following describes the cases in which a specific winning pattern is won and not won for each of the first to third games.

[0269] (Game 1) The bonus granting means 82 does not grant the right to transition to the special performance state if the first game results in a predetermined winning pattern (winning area) other than the specific winning pattern (i.e., the player does not win the specific winning pattern). The performance control means 100 also initiates a continuous performance (executes a battle performance during the first game) if the first game results in a predetermined winning pattern other than the specific winning pattern (i.e., the player does not win the specific winning pattern). On the LCD display 13, a battle between the first character and the second character begins.

[0270] On the other hand, the bonus granting means 82 grants the right to transition to a special performance state if a specific winning pattern is won in the first game. The performance control means 100 also causes the player to perform a performance (first performance) that prompts (instructs) the player to perform a stop operation in a specific operation pattern if a specific winning pattern is won in the first game. Figure 38 shows the state when the first performance is performed. In the first performance, the liquid crystal display 13 displays a display prompting the player to perform a stop operation in a specific order (for example, pressing to the right) (for example, the words "reverse press") and a display prompting the player to perform a stop operation at a specific timing so that a specific symbol (gold 7 symbol "gold 7") is displayed in a predetermined display position. When the first performance is performed, the background of the display screen may be darkened. The first performance can be called the "Aim for Gold 7" performance. When a specific winning pattern is won in the first game, if a stop operation is performed in a specific operation pattern, the reels 20a to 20c will stop in a specific stop pattern (the stop pattern for matching gold 7s).

[0271] In this embodiment, the reward granting means 82 grants the right to transition to a special performance state based on the fact that a specific winning pattern has been won in the first game, regardless of the stopping pattern of the reels 20a to 20c. In other words, even if the reels 20a to 20c do not stop in a specific stopping pattern (the stopping pattern of matching gold 7s) in the game (i.e., they stop in a stopping pattern different from the specific stopping pattern), the right to transition to a special performance state is granted.

[0272] The performance control means 100, upon the stopping of reels 20a to 20c (ending the first performance), notifies that a transition to the special performance state has been decided (executing the special performance). In the special performance, for example, it may be announced that the first character has won against the second character, or congratulatory words such as "CONGRATULATION" may be displayed. The performance state control means 81 then transitions the performance state to the special performance state. If a transition to the special performance state is decided in the first game, the second and third games will not be executed and the special performance state will begin.

[0273] Thus, if a specific winning pattern is not achieved in the first game, a continuous performance sequence will be executed. On the other hand, if a specific winning pattern is achieved in the first game, the first performance sequence (Aim for the Gold 7 sequence) will be executed, followed by a special performance sequence.

[0274] In this embodiment, the right to transition to the special performance state is granted based on winning a specific winning pattern in the first game. However, it is also possible to configure the system so that the right to transition to the special performance state is granted (the transition to the special performance state is decided) based on winning a specific winning pattern in the first game AND the reels 20a to 20c stopping in a specific stopping pattern (the stopping pattern of matching three gold 7s). In this case, the first performance is executed triggered by winning a specific winning pattern in the first game, and the special performance is executed when the reels 20a to 20c stop in a specific stopping pattern (the stopping pattern of matching three gold 7s).

[0275] (Game 2) The bonus granting means 82 does not grant the right to transition to the special performance state if the second game results in a predetermined winning pattern other than the specific winning pattern (i.e., the player does not win the specific winning pattern). The performance control means 100 also executes (continues) a continuous performance if the second game results in a predetermined winning pattern other than the specific winning pattern (i.e., the player does not win the specific winning pattern). The performance control means 100 executes a defeat performance as a continuous performance at a predetermined trigger in the second game (for example, based on the third stop operation related to the second game), and notifies that the first character has been defeated by the second character (for example, the first character is in a fallen state).

[0276] On the other hand, the bonus granting means 82 grants the right to transition to a special performance state if a specific winning pattern is won in the second game. The bonus granting means 82 grants the right to transition to a special performance state based on the fact that a specific winning pattern has been won in the second game, regardless of the stopping pattern of the reels 20a to 20c. In addition, the performance control means 100, when a specific winning pattern is won in the second game, executes (starts) a second performance that is different (in a pattern) from the first performance at a predetermined trigger in the second game (for example, based on a third stop operation related to the second game). The second performance is not a performance that prompts the player to perform a stop operation in a specific operation pattern, as in the first performance. In this embodiment, the second performance is a performance (PUSH performance) that prompts the player to press the performance button 25. Figure 39 shows the state when the second performance is being executed. In the second performance, the background of the LCD display 13 darkens (the background becomes black), and an image (display) resembling the performance button 25 and the word "PUSH" are displayed on the LCD display 13. Furthermore, if a specific winning pattern is won in the second game, the performance control means 100 will execute a continuous performance (the same performance that is executed when a specific winning pattern is not won) until the second performance is started.

[0277] The performance control means 100 notifies that a transition to the special performance state has been decided upon a predetermined trigger (for example, upon detection of the pressing of the performance button 25) (and causes the special performance to be executed). The performance state control means 81 also transitions the performance state to the special performance state. If a transition to the special performance state is decided in the second game, the third game will not be executed and the special performance state will begin.

[0278] Thus, if the player does not win a specific winning combination in the second game, a continuous performance sequence is executed, and a defeat sequence is performed as part of the continuous performance sequence, triggered by the third stop operation. On the other hand, if the player wins a specific winning combination in the second game, a continuous performance sequence is executed until the third stop operation, triggered by the third stop operation, the second performance sequence is executed (the defeat sequence is not performed), and a special performance sequence is executed based on the fact that the performance button 25 is pressed.

[0279] (Third game) The bonus granting means 82 does not grant the right to transition to the special performance state if the third game results in a predetermined winning pattern other than the specific winning pattern (i.e., if the specific winning pattern is not won). The performance control means 100 also executes (continues) a continuous performance if the third game results in a predetermined winning pattern other than the specific winning pattern (i.e., if the specific winning pattern is not won).

[0280] On the other hand, the bonus granting means 82 grants the right to transition to a special performance state if a specific winning pattern is won in the third game. Regardless of the stopping pattern of the reels 20a to 20c, the bonus granting means 82 grants the right to transition to a special performance state based on the fact that a specific winning pattern has been won in the third game.

[0281] The performance control means 100 executes a continuous performance (the same performance that is executed when the specific winning pattern is not won) even if a specific winning pattern is won in the third game. In other words, the performance control means 100 executes a rapid-fire button press instruction performance (the final game performance of the continuous performance) as a continuous performance at a predetermined trigger, whether a specific winning pattern is won in the third game or whether a predetermined winning pattern other than the specific winning pattern is won in the third game. The rapid-fire button press instruction performance is a performance that prompts the player to press the performance button 25 repeatedly. In the rapid-fire button press instruction performance, an image (display) resembling the performance button 25 and the word "Rapid Fire" are displayed on the liquid crystal display 13.

[0282] The performance state control means 81 determines whether the right to transition to the special performance state has been granted in the third game, and if it determines that the right has been granted, it decides to transition to the special performance state. On the other hand, if it determines that the right has not been granted, it decides not to transition to the special performance state (it decides to transition to a performance state other than the special performance state). In addition, in the 1st to 27th games in the special CZ performance state (games before the start of continuous performance), if a predetermined winning area is won in the internal lottery, a lottery is held to determine whether or not a transition to the special performance state is possible, and the reward granting means 82 may grant the right to transition to the special performance state based on the fact that the lottery was won, and such a right may be granted (stocked).

[0283] The performance control means 100 switches the performance to be executed after the rapid-fire instruction performance depending on whether or not the right to transition to a special performance state has been granted. If the right has been granted, the performance control means 100 notifies that the transition to the special performance state has been decided (executes the special performance). In this special performance, for example, the fallen first character stands up, and the victory of the first character is announced. The performance state control means 81 also transitions the performance state to the special performance state. On the other hand, if the right has not been granted, the performance control means 100 notifies that the transition to the special performance state has not been decided. For example, the first character remains fallen (does not get up), and the defeat of the first character is announced.

[0284] Thus, in the third game, whether or not a specific winning pattern is won, a continuous performance (rapid-press instruction performance) is executed, and if the right to transition to a special performance state is granted, the special performance is executed after the rapid-press instruction performance. On the other hand, if the right is not granted, the special performance is not executed after the rapid-press instruction performance.

[0285] (Probability of each effect occurring) In the second and third games, the first animation (the "Aim for the Golden 7" animation) may be performed, similar to the first game. However, the probability that the first animation is performed when a specific winning pattern is obtained in the first game is higher than the probability that the first animation is performed when a specific winning pattern is obtained in the second game, and higher than the probability that the first animation is performed when a specific winning pattern is obtained in the third game. The "probability that the first animation is performed when a specific winning pattern is obtained in the first game" may be 100%. Furthermore, "higher" includes cases where the probability is higher because the probability of comparison (the probability that the first animation is performed when a specific winning pattern is obtained in the second game or the probability that the first animation is performed when a specific winning pattern is obtained in the third game) is 0%.

[0286] If a series of continuous sequences (battle sequences) is started and then interrupted (ended) before it is completed, players may feel something is off. This is especially true for the first half of a sequence, as players are more likely to feel something is off if it is interrupted. For example, if a player wins a specific winning combination in the first game, granting the right to transition to a special sequence state, and then a battle sequence begins, and after the game ends, the player transitions to the special sequence state and the battle sequence is interrupted (ended), players may feel something is off.

[0287] In this embodiment, the probability that the first performance (Aim for the Golden 7 performance) will be executed when a specific winning pattern is obtained in the first game is set higher than the probability that the first performance will be executed when a specific winning pattern is obtained in the second game, and also higher than the probability that the first performance will be executed when a specific winning pattern is obtained in the third game. For example, if a specific winning pattern is obtained in the first game, the first performance (Aim for the Golden 7 performance) will be executed instead of a continuous performance. Therefore, when transitioning to a special performance state after the end of the first game, the continuous performance will not be interrupted. This reduces the possibility that the player may feel uncomfortable.

[0288] Furthermore, in the third game, the second effect (an effect in which the display screen of the LCD display 13 goes dark and an image (display) resembling the effect button 25 and the word "PUSH" are displayed) may be executed, similar to the second game. The probability that the second effect will be executed when a specific winning pattern is obtained in the second game is higher than the probability that the second effect will be executed when a specific winning pattern is obtained in the third game. The "probability that the second effect will be executed when a specific winning pattern is obtained in the second game" may be 100%. Also, "higher" includes cases where the probability is higher because the probability of comparison (the probability that the second effect will be executed when a specific winning pattern is obtained in the third game) is 0%. Furthermore, the probability that the second effect will be executed when a specific winning pattern is obtained in the second game is higher than the probability that the second effect will be executed when a specific winning pattern is obtained in the first game.

[0289] In this embodiment, during the 1st to 27th games in the special CZ performance state (games before the start of consecutive wins), a specific winning pattern may be won in the internal lottery. For example, if a specific winning pattern is won in the 5th game, the performance control means 100 executes the first performance (the "Aim for the Golden 7" performance), and the bonus granting means 82 grants the right to transition to the special performance state when the reels 20a to 20c stop in a specific stopping pattern (the stopping pattern for matching the Golden 7s). The performance state control means 81 then starts the special performance state from the next game. Note that in the 1st to 27th games in the special CZ performance state, the first performance (the "Aim for the Golden 7" performance) may be executed even if a winning pattern other than the specific winning pattern is obtained in the internal lottery. In other words, even if the player performs a stopping operation in a specific operation pattern in a game in which the first performance is executed, the reels 20a to 20c may not stop in a specific stopping pattern (the stopping pattern for matching the Golden 7s).

[0290] In contrast, during the 28th game (first game) in the special CZ (Chance Zone) state, the first performance is executed only if a specific winning pattern is achieved, and the first performance is not executed if a winning pattern other than the specific winning pattern is achieved. Therefore, in the first game, if the player performs the stopping operation in a specific operation pattern according to the first performance, reels 20a to 20c will always stop in a specific stopping pattern (the stopping pattern of matching three gold 7s).

[0291] Thus, when the first animation (the "Aim for the Gold 7" animation) is performed, reels 20a to 20c may or may not stop in a specific stopping pattern (the stopping pattern for the Gold 7s to line up). The first animation is an animation in which a display prompts the player to stop the reels in a specific order (for example, pressing to the right) and a display prompts the player to stop the reels at a specific timing so that a specific symbol (the Gold 7 symbol "Gold 7") is displayed in a predetermined display position. When the first animation is performed, there is a possibility that reels 20a to 20c will stop in a specific stopping pattern (the stopping pattern for the Gold 7s to line up). Therefore, the first animation can be said to be an animation that suggests that a specific symbol (the Gold 7 symbol "Gold 7") will be displayed in a predetermined display position (an animation that shows that it can be displayed in a predetermined display position).

[0292] The gaming machine of this embodiment is Multiple reels with different patterns arranged on them (for example, reels 20a to 20c), Multiple stop buttons (for example, stop buttons 26a to 26c) capable of performing a stop operation to stop the rotation of the multiple reels, An internal lottery means (for example, internal lottery means 42) that conducts an internal lottery to determine whether a role is achieved or not, A reel control means (for example, a reel control means 43) that controls the stopping of the plurality of reels in a manner corresponding to the result of the internal lottery based on the stop operation, It comprises a performance control means (for example, performance control means 100) for controlling the performance, The winning patterns obtained in the aforementioned internal lottery include specific winning patterns (for example, winning area "1 Plum 2"), The aforementioned specific winning pattern is a winning pattern in which, when the stop button is operated in a specific operation pattern, a specific symbol is displayed in a predetermined display position. The aforementioned performance control means is capable of executing a continuous performance sequence that spans the first game, the second game following the first game, and the third game following the second game, at a predetermined trigger. The aforementioned performance control means is capable of executing a first performance that suggests the specific symbol will be displayed at a predetermined display position, and a second performance that is different from the first performance. The probability that the first performance will be executed when the specific winning pattern is obtained in the first game is higher than the probability that the first performance will be executed when the specific winning pattern is obtained in the second game, and higher than the probability that the first performance will be executed when the specific winning pattern is obtained in the third game. The probability that the second performance will be executed when the specific winning pattern is obtained in the second game is higher than the probability that the second performance will be executed when the specific winning pattern is obtained in the third game.

[0293] For example, if a continuous performance is interrupted based on the acquisition of a specific winning pattern during its execution, the player may feel uncomfortable. This is especially true in the first half of a continuous performance, where the player is more likely to feel uncomfortable if it is interrupted. In this embodiment, the probability that the first performance will be executed when the specific winning pattern is acquired in the first game is higher than the probability that the first performance will be executed when the specific winning pattern is acquired in the second game, and also higher than the probability that the first performance will be executed when the specific winning pattern is acquired in the third game. For example, the first game is a game in which a continuous performance can be executed, and if the specific winning pattern is acquired in the first game, the probability that the first performance will be executed is high. Therefore, the situation in which a continuous performance is interrupted can be suppressed, and the possibility of the player feeling uncomfortable can be reduced.

[0294] (Fifth embodiment) Next, a fifth embodiment of the present invention will be described. Since the gaming machine of this embodiment has basically the same configuration as the gaming machine of the third embodiment, the description of similar configurations will be omitted or simplified.

[0295] As shown in Figure 26, there are multiple types of winning patterns (winning areas) obtained through the internal lottery. In this embodiment, the winning areas "Batting Order Plum A1" to "Batting Order Plum B4" are collectively referred to as the winning area "Batting Order Plum" (first winning pattern). The winning areas "Common Plum 1" and "Common Plum 2" are collectively referred to as the winning area "Common Plum" (second winning pattern). The winning areas "1 Ticket 1" and "1 Ticket 2" are collectively referred to as the winning area "1 Ticket" (third winning pattern). The winning areas "1 Ticket Plum 1" and "1 Ticket Plum 2" are collectively referred to as the winning area "1 Ticket Plum" (fourth winning pattern).

[0296] In this embodiment, in the internal lottery, the probability of winning the second winning pattern is lower than the probability of winning the first winning pattern, lower than the probability of winning the third winning pattern, and lower than the probability of winning the fourth winning pattern. Furthermore, if the probability of winning the second winning pattern is lower than the probability of winning the first winning pattern, it is sufficient that the probability of winning the winning area "Common Plum 1" or "Common Plum 2" is lower than the probability of winning at least one of the winning areas "Batting Order Plum A1" to "Batting Order Plum B4". Also, if the probability of winning the second winning pattern is lower than the probability of winning the third winning pattern, it is sufficient that the probability of winning the winning area "Common Plum 1" or "Common Plum 2" is lower than the probability of winning at least one of the winning areas "1-Paper 1" and "1-Paper 2". Furthermore, if the probability of winning the second winning pattern is lower than the probability of winning the fourth winning pattern, it is sufficient that the probability of winning the winning area "Common Plum 1" or "Common Plum 2" is lower than the probability of winning at least one of the winning areas "1-Paper Plum 1" and "1-Paper Plum 2".

[0297] As shown in Figure 26, the winning area "Batting Order Plum" (first winning pattern) and the winning area "Common Plum" are winning patterns in which bonuses (big bonuses) are not won simultaneously in the general state (first game state). In contrast, the winning area "1 Coin" and the winning area "1 Coin Plum" are winning patterns in which bonuses (big bonuses) are not won simultaneously in the general state (first game state).

[0298] (Winning area: "Batting Order Plum") As shown in Figure 27, in the winning area "Batting Order Plum," one of batting orders 3 through 6 is set as the correct batting order, while batting orders 1 and 2 are set as incorrect batting orders. In other words, when looking at the winning area "Batting Order Plum" as a whole, there is a bias in the setting of the correct batting order. As shown in Figure 27, in a game that wins the winning area "Batting Order Plum," if the stop buttons 26a to 26c are stopped in the correct batting order (correct operation), the first small win (8-coin win) with a predetermined payout can be awarded, and if the stop buttons 26a to 26c are stopped in an incorrect batting order (incorrect operation), the second small win (1-coin win) with a lower payout than the predetermined payout can be awarded. The first small win can be said to be a win in which the player can acquire more game value than the number of medals (game value) bet per game when awarded. Furthermore, the second minor role can be described as a role in which, upon winning, the player receives a number of game values ​​that are less than (or equal to) the game value bet per game.

[0299] When a combination of symbols indicating the winning pattern for the first small win (8-coin win) is displayed on an active line, the stopping pattern of reels 20a to 20c will be a stopping pattern in which three plum symbols "PL" are displayed in a straight line on a predetermined line (for example, the middle line) (a plum alignment stopping pattern).

[0300] When a combination of symbols indicating a winning pattern for the second minor prize is displayed on an active line, the stopping pattern of reels 20a to 20c is one in which the predetermined symbols are not displayed aligned (in a straight line) on the predetermined line. In other words, when a combination of symbols indicating a winning pattern for the second minor prize is displayed on an active line, the stopping pattern of reels 20a to 20c is a losing pattern.

[0301] (Winning area: "Common Plum") In games where the winning area "Common Plum" is selected, regardless of the order (operation method) in which the stop buttons 26a to 26c are stopped, the third small win (8-coin win), which has a higher payout than the second small win, is possible to win. In games where the winning area "Common Plum" is selected, if the stop buttons 26a to 26c are stopped in an operation method that stops a specific reel (left reel 20a) first (left 1st operation method), the third small win is possible to win. In this embodiment, the payouts for the first small win and the third small win are the same. The third small win can be said to be a win in which the player can acquire more game value than the number of medals (game value) bet per game when it is won.

[0302] Figure 40(a) shows the case where a combination of symbols indicating the winning pattern for the third small prize is displayed on the active line. When a combination of symbols indicating the winning pattern for the third small prize is displayed on the active line, the stopping pattern of reels 20a to 20c is such that three plum symbols "PL" are displayed aligned on a predetermined line (a downward-sloping line) (in a straight line) (a downward-sloping plum alignment stopping pattern).

[0303] (Winning area: "1 ticket") In games where the winning area "1 coin" is selected, if the stop buttons 26a to 26c are stopped in a manner that stops a specific reel (left reel 20a) first (left 1st operation), a fourth small win (1 coin win) with a lower payout than the third small win can be awarded. The fourth small win can be described as a win in which the player receives a number of game values ​​that are less than (or equal to) the game value bet per game when awarded.

[0304] When a combination of symbols indicating the winning pattern for the fourth small win is displayed on an active line, the stopping pattern of reels 20a to 20c is one in which the predetermined symbols are not displayed aligned (in a straight line) on the predetermined line. In other words, when a combination of symbols indicating the winning pattern for the fourth small win is displayed on an active line, the stopping pattern of reels 20a to 20c is a losing combination.

[0305] (Winning area: "1 Plum") In games where the winning area "1 Plum" is selected, if the stop buttons 26a to 26c are stopped in a manner that stops a specific reel (left reel 20a) first (left 1st operation), a 5th small win (1-coin win) with a lower payout than the 3rd small win can be awarded. The 5th small win can be described as a win in which the player receives a number of game values ​​that are less than (or equal to) the game value bet per game when awarded.

[0306] Figure 40(b) shows the case where a combination of symbols indicating the winning pattern for the fifth small prize is displayed on the active line. When a combination of symbols indicating the winning pattern for the fifth small prize is displayed on the active line, the stopping pattern of reels 20a to 20c is such that three plum symbols "PL" are displayed aligned (in a straight line) on a predetermined line (upper line) (upper line plum alignment stopping pattern).

[0307] In a game where the winning area "1 coin" is selected, if the reels are stopped using the left-first operation method, reels 20a to 20c will stop in a losing position, and the 4th small win (1 coin win) will be awarded. On the other hand, in a game where the winning area "1 plum" is selected, if the reels are stopped using the left-first operation method, reels 20a to 20c will stop in a position where the plum symbols "PL" are aligned, and the 5th small win (1 coin win) will be awarded. Both winning combinations award 1 coins, but in one case the reels stop in a losing position, while in the other case the reels stop in a position where the plums are aligned.

[0308] As described above, the winning area "Batting Order Plum" is a winning area where the setting of the correct batting order is biased (batting order 1 and batting order 2 are incorrect batting orders). In this embodiment, the expected value of the payout rate when playing by pressing left is set lower than the expected value of the payout rate when playing by pressing irregularly, and playing by pressing left is basically recommended. As a result, the ratio of the total number of game values ​​paid out to the total number of game values ​​inserted in a predetermined number of games (base) (the number of games that can be played when 50 game values ​​are inserted) is set to be relatively low (low base).

[0309] If, during the recommended left-pressing period (at least during normal gameplay), the player continues to play by pressing the buttons to the left (left-first operation), and if reels 20a to 20c frequently stop in losing positions, and relatively infrequently stop in positions where the designated symbols are aligned, the player will have difficulty getting the tactile feedback (feeling) that a winning combination has been achieved. This may reduce the enjoyment of the game.

[0310] In this embodiment, in addition to the "1-coin" winning area where reels 20a to 20c stop in a losing pattern, there is a "1-coin plum" winning area where reels 20a to 20c stop in a plum alignment pattern, which is a winning area where a 1-coin payout is awarded when the reels are stopped with a left-press operation. The "1-coin plum" winning area is a winning area where, when the reels are stopped with a left-press operation, a relatively low-paying small win (1-coin payout) is awarded, and reels 20a to 20c stop in a manner that allows it to be recognized that predetermined symbols have aligned.

[0311] Therefore, when playing by pressing the left button, the frequency of reels 20a to 20c stopping in a manner that allows the player to recognize that the predetermined symbols have aligned can be increased. This increases the opportunities for the player to get the tactile feedback (feeling) that a small win has been achieved (a small win has been achieved), and helps to prevent a decline in the enjoyment of the game.

[0312] As described above, in a game where the winning area "Common Plum" is selected, if the reels are stopped using the left-first operation method, reels 20a to 20c will stop in a diagonal plum alignment. Also, in a game where the winning area "Single Plum" is selected, if the reels are stopped using the left-first operation method, reels 20a to 20c will stop in an upper-row plum alignment. In other words, in a game where the winning area "Common Plum" is selected, the stopping pattern of reels 20a to 20c when a combination of symbols indicating the winning form of the third small prize is displayed on the active line (diagonal plum alignment) and in a game where the winning area "Single Plum" is selected, the stopping pattern of reels 20a to 20c when a combination of symbols indicating the winning form of the fifth small prize is displayed on the active line (upper-row plum alignment) are both "stopping patterns that allow recognition that the predetermined symbols have aligned," and can be said to be similar stopping patterns. Furthermore, "a stopping pattern that allows the player to recognize that the predetermined symbols have lined up" includes, for example, stopping patterns in which the predetermined symbols stop in a small V-shape or a small mountain shape. In short, it is sufficient if the stopping pattern allows the player to recognize that the predetermined symbols have lined up.

[0313] Furthermore, in a game where the winning area "Batting Order Plum" is selected, if the reels are stopped using an incorrect operation method (including the left 1st operation method), reels 20a to 20c will stop in a losing position. Also, in a game where the winning area "1 Coin" is selected, if the reels are stopped using the left 1st operation method, reels 20a to 20c will stop in a losing position. In other words, in a game where the winning area "Batting Order Plum" is selected, the stopping position of reels 20a to 20c (losing position) when a combination of symbols indicating the winning form of the second small prize is displayed on the active line, and in a game where the winning area "1 Coin" is selected, the stopping position of reels 20a to 20c (losing position) when a combination of symbols indicating the winning form of the fourth small prize is displayed on the active line, are stopping positions in which the predetermined symbols are not displayed (not stopped) in a straight line (stopping positions in which it is impossible to recognize that the predetermined symbols have aligned).

[0314] In this embodiment, during the normal performance state, the bonus granting means 82 conducts a point granting lottery at a predetermined trigger (triggered by winning in a predetermined winning area), and grants a predetermined number of points if the point granting lottery is won. When the points acquired in the normal performance state reach a predetermined value (when the stored value of the point counter in the storage means 60 reaches a predetermined value), the performance state control means 81 determines that the conditions for transitioning to a favorable performance state (CZ performance state) have been met, and transitions the performance state to that performance state.

[0315] Furthermore, in this embodiment, a special point-based performance state is provided in which the expected probability of points being awarded is set higher than in the normal performance state. In the special point-based performance state, a predetermined number of games (for example, 6 games) are played, and for example, a predetermined number of points (at least 10 or more) are awarded for each game. In the normal performance state, the reward-granting means 82 conducts a lottery to determine whether or not to transition to the special point-based performance state at a predetermined trigger (triggered by winning in a predetermined winning area). If the performance state control means 81 wins the lottery, it transitions the performance state to the special point-based performance state.

[0316] As described above, when a game is played in the winning area "1 Plum" and the reels are stopped using the left-first operation method, reels 20a to 20c will stop in the plum alignment manner, just as when a game is played in the winning area "Common Plum" and the reels are stopped using the left-first operation method (see Figure 40).

[0317] The reward granting means 82 (instruction function control means 51) conducts a lottery related to the instruction function when the winning area "Common Plum" is selected. Here, the lottery related to the instruction function (lottery related to batting order navigation performance) is defined as a lottery (AT lottery) that determines whether or not to transition to an AT performance state in which the batting order navigation performance is executed. The lottery related to the instruction function may also be a lottery (CZ lottery) that determines whether or not to transition to a CZ performance state in which the probability of transitioning to an AT performance state is higher than that of a normal performance state. It may also be a lottery (addition lottery) that determines whether or not to increase the duration of the AT performance state. It may also be the point granting lottery or a lottery that determines whether or not to transition to a special point performance state as described above. The point granting lottery and the lottery that determines whether or not to transition to a special point performance state can be called a lottery related to the instruction function because they are lotteries related to points that bring you closer (faster) to transitioning to a CZ performance state as they accumulate.

[0318] In this embodiment, when the winning area "1 Plum" (fourth winning mode) is won (in a game in which the winning area "1 Plum" is won), the same lottery related to the instruction function is executed as when the winning area "Common Plum" (second winning mode) is won (in a game in which the winning area "Common Plum" is won). In other words, the winning area "1 Plum" and the winning area "Common Plum" are the same lottery related to the instruction function that is executed when a win occurs (the same lottery related to the instruction function is received when a win occurs). The winning area "1 Plum" is a winning area in which, like the winning area "Common Plum", when the reels 20a to 20c stop in a plum alignment pattern when the stop operation is performed in the left 1st operation pattern, and the same lottery is received as when the winning area "Common Plum" is won. In other words, when the winning area "1-coin plum" is stopped using the left-first operation method, a smaller payout (1-coin payout) is awarded compared to when the winning area "common plum" is won using the left-first operation method, but the player receives the same lottery as when the winning area "common plum" is won.

[0319] When the reels 20a to 20c stop in a plum alignment pattern when the left 1st operation is performed, and there is no winning area "1-coin plum" which allows for the same lottery as when the winning area "common plum" is won, the frequency of the lottery related to the instruction function being executed in the normal performance state decreases, and the game is likely to become monotonous. In addition, the probability of the period required to transition to a favorable performance state being relatively long increases. In this embodiment, the winning area "1-coin plum" is provided, and in the normal performance state, when the winning area "1-coin plum" is won, the lottery related to the instruction function, which is the same as when the winning area "common plum" is won is executed. This expands the gameplay and suppresses the decline in the enjoyment of the game.

[0320] In this embodiment, when the reels 20a to 20c do not stop in a plum alignment pattern when the stop operation is performed in the left 1st operation mode, if the winning area "1 coin" is selected, the expected value of the lottery related to the instruction function is lower than when the winning area "1 Plum" is selected. A lower expected value of the lottery related to the instruction function means that the probability of winning the lottery is lower, the probability of winning the lottery is 0%, or the lottery is not performed at all. In this embodiment, when the winning area "1 coin" is selected, the player cannot receive the same lottery (lottery related to the instruction function) as when the winning area "1 Plum" (winning area "Common Plum") is selected.

[0321] In the AT performance state, a batting order navigation performance may be executed in a game in which the winning area "Batting Order Plum" is selected. If the correct operation pattern (correct batting order) is used to stop the reels 20a to 20c in a plum alignment pattern. In this embodiment, in the AT performance state, the same instruction function lottery is performed in the case of winning the "Common Plum" area (game in which the "Common Plum" area is selected), winning the "Single Plum" area (game in which the "Single Plum" area is selected), and winning the "Batting Order Plum" area (game in which the "Batting Order Plum" area is selected). In other words, in the AT performance state, the lottery related to the instruction function that is executed as a result of winning is the same whether you win in the winning area "Common Plum" (second winning mode), the winning area "Single Plum" (fourth winning mode), or the winning area "Bat Order Bell" (first winning mode) (you will receive the same lottery related to the instruction function if you win).

[0322] In this embodiment, the statement that the same lottery related to the instruction function is received (executed) when a winner is selected does not necessarily mean that the same lottery is received in all performance states (in other words, regardless of the situation), and there may be cases where the same lottery is not received in at least one performance state. Furthermore, the statement that the same lottery related to the instruction function is received when a winner is selected in two predetermined winning areas may mean that in addition to the said same lottery, another lottery is also received in one of the winning areas.

[0323] The gaming machine of this embodiment is Multiple reels with different patterns arranged on them (for example, reels 20a to 20c), Multiple stop buttons (for example, stop buttons 26a to 26c) capable of performing a stop operation to stop the rotation of the multiple reels, An internal lottery means (for example, internal lottery means 42) that conducts an internal lottery to determine whether a role is achieved or not, A reel control means (for example, a reel control means 43) that controls the stopping of the plurality of reels in a manner corresponding to the result of the internal lottery based on the stop operation, The system includes a game state control means (e.g., game state control means 49) that transitions the game state between multiple game states, including a first game state (e.g., general state) and a second game state (e.g., RBB internal state) which is entered based on the winning of a bonus in the first game state. The reel control means is capable of stopping the plurality of reels and displaying a predetermined combination of symbols on the active line that indicates a winning pattern for each role. The winning patterns obtained in the aforementioned internal lottery include: First winning pattern (winning area "batting order plum") This includes the second winning type (winning area "Common Plum"), the third winning type (winning area "1 ticket"), and the fourth winning type (winning area "1 ticket Plum"), In the aforementioned internal lottery, the probability of winning the second winning pattern is lower than the probability of winning the first winning pattern, lower than the probability of winning the third winning pattern, and lower than the probability of winning the fourth winning pattern. The aforementioned first winning method is, In the first game state, the bonus is not awarded in a manner in which it is not awarded multiple times. In a game in which the first winning configuration is obtained, if the multiple stop buttons are stopped in the correct configuration, a first prize (8-coin prize) with a predetermined payout can be awarded, and if the multiple stop buttons are stopped in an incorrect configuration different from the correct configuration, a second prize (1-coin prize) with a lower payout than the predetermined payout can be awarded. The second winning method is: In the first game state, the bonus is not awarded in a manner in which it is not awarded multiple times. In a game in which the second winning pattern is obtained, if the stop operation is performed in a manner in which the multiple stop buttons stop a specific reel first, a third small win (8-coin win) with a higher payout than the second small win can be awarded. The third winning method is, In the first game state, the bonus is awarded multiple times, In a game in which the third winning pattern is obtained, if the stop operation is performed in a manner in which the multiple stop buttons stop the specific reels first, a fourth small win (1-coin win) with a lower payout than the third small win can be awarded. The fourth winning method is, In the first game state, the bonus is awarded multiple times, In a game in which the fourth winning configuration is obtained, if the stop operation is performed in a manner in which the multiple stop buttons stop the specific reels first, a fifth small win (1-coin win) with a lower payout than the third small win can be awarded. The stopping patterns of the multiple reels when a combination of symbols indicating the winning pattern of the third minor role is displayed on the active line, and the stopping patterns of the multiple reels when a combination of symbols indicating the winning pattern of the fifth minor role is displayed on the active line, are stopping patterns that allow recognition that predetermined symbols have lined up and stopped. The stopping pattern of the multiple reels when a combination of symbols indicating the winning pattern of the second minor role is displayed on the active line, and the stopping pattern of the multiple reels when a combination of symbols indicating the winning pattern of the fourth minor role is displayed on the active line, are stopping patterns in which the predetermined symbols do not stop aligned in a straight line.

[0324] If the player continues playing after performing the stop operation in a manner in which the specific reel is stopped first, and the multiple reels frequently stop in a manner in which the predetermined symbols do not line up, the player will have difficulty feeling that they have won the predetermined prize. In other words, the enjoyment of the game may decrease. In this embodiment, when the player performs the stop operation in a manner in which the specific reel is stopped first, a fourth winning manner is provided in which a low-paying prize is won, but the multiple reels stop in a manner in which it is possible to recognize that the predetermined symbols have lined up. Therefore, when the player continues playing after performing the stop operation in a manner in which the specific reel is stopped first, the frequency in which the multiple reels stop in a manner in which it is possible to recognize that the predetermined symbols have lined up can be increased. This increases the opportunities for the player to feel that they have won the predetermined prize, and the decrease in the enjoyment of the game can be suppressed. Furthermore, when the stopping operation is performed in a game in which the fourth winning pattern is obtained, using the operation pattern that stops the specific reels first, a lower payout will be awarded than when the stopping operation is performed in a game in which the second winning pattern is obtained, but the stopping patterns of the multiple reels will be the same as when the stopping operation is performed in a game in which the second winning pattern is obtained, making it possible to recognize that the predetermined symbols have lined up and stopped.

[0325] Furthermore, the gaming machine of this embodiment is It is equipped with an instruction function control means that performs processing related to the instruction function, In the first winning mode, the second winning mode, and the fourth winning mode, the same lottery related to the instruction function is performed if a winner is selected.

[0326] (Sixth embodiment) Next, a sixth embodiment of the present invention will be described. Since the gaming machine of this embodiment has basically the same configuration as the gaming machine of the third embodiment, the description of similar configurations will be omitted or simplified.

[0327] In this embodiment, the reward granting means 82 conducts a point granting lottery at a predetermined trigger (triggered by winning in a predetermined winning area). In the point granting lottery, it is determined which of several types of points to grant, or whether to grant any points (grant 0 points). The reward granting means 82 grants points according to the result of the point granting lottery, and the value corresponding to the points is added to the stored value of the point counter (not shown) of the storage means 60. When the points acquired in the normal performance state reach a predetermined value (when the stored value of the point counter reaches a predetermined value), the performance state control means 81 determines that the conditions for transitioning to the CZ performance state have been met and transitions the performance state to the CZ performance state. Alternatively, the performance state control means 81 may transition to the AT performance state based on the stored value of the point counter reaching a predetermined value.

[0328] (Special point-based performance state) As shown in Figure 41, in this embodiment, a special point-based performance state is provided in which the expected probability of points being awarded is set higher than in the normal performance state. In the special point-based performance state, a predetermined number of games (for example, 6 games) are played, and for example, a predetermined number of points (at least 10 or more) are awarded for each game. The special point-based performance state is a performance state that is advantageous to the player because the expected probability of points being awarded is set higher than in the normal performance state.

[0329] The reward granting means 82 conducts a lottery (special point lottery) to determine whether or not to transition to the special point performance state at a predetermined trigger (triggered by winning in a predetermined winning area). If the reward granting means 82 wins the lottery, it decides to transition to the special point performance state, and the performance state control means 81 transitions the performance state to the special point performance state.

[0330] (High probability state) As shown in Figure 41, in this embodiment, a high-probability performance state (second performance state) is provided in which the expected probability of transitioning to the special point performance state is set higher than that of the normal performance state (first performance state). In the high-probability performance state, the probability of winning the special point lottery may be set higher than that of the normal performance state, the frequency of executing the special point lottery may be set higher than that of the normal performance state, or both. In the high-probability performance state, the expected probability of transitioning to the special point performance state is set higher than that of the normal performance state, making it a performance state that is more advantageous to the player than the normal performance state. Transitioning to the high-probability performance state (deciding to transition) can be said to mean that a benefit (specific benefit, predetermined benefit) related to transitioning to the high-probability performance state is granted. In this embodiment, the player transitions to the high-probability performance state based on the granting of a benefit related to transitioning to the high-probability performance state.

[0331] The bonus granting means 82 conducts a lottery (hereinafter referred to as the "specific lottery") to determine whether or not to transition to a high probability performance state at a predetermined trigger (triggered by winning in a predetermined winning area). If the bonus granting means 82 wins the specific lottery, it decides to transition to a high probability performance state, and the performance state control means 81 transitions the performance state to a high probability performance state.

[0332] In this embodiment, during the normal performance state, it is possible to win a specific lottery and transition to the high probability performance state. Also, during the non-advantageous section (non-advantageous section performance state), it is possible to win a specific lottery and transition to the high probability performance state. Furthermore, a specific lottery is executed based on the transition from the non-advantageous section to the advantageous section, and it is possible to win the specific lottery and transition to the high probability performance state. Furthermore, the specific lottery conducted during the non-advantageous zone performance state may also be an advantage zone transition lottery. That is, the advantage zone transition lottery may determine whether to transition to the normal performance state, the high probability performance state, or remain in the non-advantageous zone performance state without transitioning. In this embodiment, the probability of transitioning to a high-probability performance state when transitioning from a non-advantageous period to an advantageous period (at the time of transitioning to an advantageous period, at the start of an advantageous period, or based on the transition from a non-advantageous period to an advantageous period) is higher than the probability of transitioning to a high-probability performance state in a normal performance state. In other words, the probability of being granted a specific bonus when transitioning from a non-advantageous period to an advantageous period (based on the transition from a non-advantageous period to an advantageous period) is higher than the probability of being granted a specific bonus in a normal performance state. Furthermore, for example, a specific lottery performed based on the transition from a non-advantageous period to an advantageous period may be configured as follows: A normal table and a high-probability table, which have a higher probability of determining a transition to a high-probability performance state than the normal table, may be provided as tables related to the specific lottery, and the probability of selecting the high-probability table may be higher in the specific lottery performed based on the transition from a non-advantageous period to an advantageous period (at the start of the advantageous period). The specific lottery may be performed at the start of the advantageous period, and if the transition to a high-probability performance state is determined in the specific lottery (a benefit related to the transition to a high-probability performance state is granted), the game may transition to a high-probability performance state based on that.

[0333] The performance control means 100 can execute an indicative performance that suggests a transition to a high-probability performance state (the start of a high-probability performance state) (the granting of a specific bonus) based on the transition to a high-probability performance state (the start of a high-probability performance state) (the granting of a specific bonus). The indicative performance can also be described as an performance that suggests that the player is in a high-probability performance state. In this embodiment, the indicative performance is executed (started) upon transition to a high-probability performance state.

[0334] One suggestive effect is the special stage effect. The special stage effect is, for example, an effect in which the background of the LCD display 13 displays a special location (an effect in which a special location is set as the background). In this embodiment, the special stage effect is an effect that is not executed in the normal effect state. The player can understand that there is a high possibility of being in a high probability effect state by seeing the special stage effect being executed, and can feel a sense of anticipation. The special stage effect may also be executed in an effect state other than the high probability effect state (for example, the CZ effect state). In other words, the effect state may be an effect state other than the high probability effect state when the special stage effect is being executed.

[0335] As mentioned above, when the setting value is changed, the initialization means 48 (see Figure 25) performs an initialization process (a predetermined initialization process) to initialize at least a portion of the information stored in the RAM of the storage means 60. When the setting value is changed, the initialization means 48 performs a process to return the game state, game section, and performance state to their initial state. That is, when the setting value is changed, the game state becomes the general middle state, the game section becomes the non-advantageous section, and the performance state becomes the non-advantageous section performance state.

[0336] When the settings are changed (when the initialization process is executed), the game section becomes a non-advantageous section. Furthermore, as described above, the gaming machine of this embodiment is set to have a high probability of transitioning to a high-probability performance state based on the transition from a non-advantageous section to an advantageous section. Therefore, if no countermeasures are taken, a player who plays the gaming machine for the first time that day (for example, immediately after opening) in the gaming hall may realize that the settings of the gaming machine have likely been changed based on the execution of an indicative performance. If such realization is possible, for example, the player may use this as a basis for deciding whether or not to play the gaming machine.

[0337] In this embodiment, when the game machine transitions to a high probability state based on the first transition to an advantageous section after a setting change (after the initialization process is performed), the execution of suggestive effects is restricted (blocked). In other words, the effect control means 100 controls the game so that suggestive effects are not executed when the game transitions to a high probability state based on the first transition to an advantageous section after a setting change. The effect control means 100 also executes a predetermined effect that is different from the suggestive effect. For example, a predetermined effect is an effect that is executed when the game transitions to a normal state (a normal effect corresponding to the normal state: a normal stage effect). The normal stage effect is an effect that does not suggest that the game is in a high probability state.

[0338] In this embodiment, the suggestive effect is not limited to a special stage effect related to the background of the liquid crystal display 13, but may also be an effect that suggests transitioning to a high probability effect state (staying in a high probability effect state) and can be executed at a predetermined trigger (triggered by winning in a predetermined winning area) (high probability suggestive effect). Examples of high probability suggestive effects include the display (running past) of a predetermined object such as a character, or the display of a predetermined line of dialogue. In addition, the high probability suggestive effect may be executed not only in the high probability effect state, but also in effect states other than the high probability effect state (for example, the normal effect state).

[0339] Even if a designated gaming machine undergoes a setting change (initialization process), and is played for the first time that day at the arcade (for example, immediately after opening), and transitions to a high-probability state after the start of play, the execution of suggestive effects (special stage effects or high-probability suggestive effects) is restricted. Therefore, players cannot ascertain that the settings of the gaming machine have likely been changed based on the execution of suggestive effects. In other words, it is possible to prevent players from realizing that the settings of the gaming machine have been changed through the execution of suggestive effects. However, while the execution of suggestive effects is restricted, the gameplay aspect of having a high probability of transitioning to a favorable state for the player (high-probability state) when the settings have been changed is still realized (ensured).

[0340] In this embodiment, the gaming machine is configured such that, at least for a predetermined number of games (20 games) after the first transition to the advantageous section following a setting change (after the start of the advantageous section), the currently running stage performance will not change (the stage will not change) based on a predetermined trigger (based on the result of a lottery). Therefore, if the game transitions to a high probability performance state based on the first transition to the advantageous section after a setting change, the execution of suggestive performances is restricted, and a normal stage performance is executed, then for a predetermined number of games (20 games) after the start of the advantageous section, the normal stage performance will be executed instead of a special stage performance.

[0341] In this embodiment, when the conditions for ending the first advantageous period after a setting change are met, the game transitions to a non-advantageous period, and then transitions to another advantageous period (the second advantageous period). In this case, if the game transitions to a high probability state based on the transition to the second advantageous period, the execution of suggestive effects is not restricted; that is, suggestive effects (special stage effects) are executed. The same applies when the game transitions to a high probability state based on the third or subsequent transitions to an advantageous period.

[0342] If the game transitions to a high probability performance state based on the first transition to a favorable section after a setting change, the execution of suggestive performances is restricted, and normal stage performances are executed for a predetermined number of games (20 games) (suggestive performances (special stage performances) are not executed during the predetermined number of games (20 games)). Although the execution of suggestive performances is restricted, the performance state is a high probability performance state, so the expectation of transitioning to the special point performance state is higher than in the normal performance state. If the player wins the special point lottery, which is executed at a predetermined trigger, during the predetermined number of games (20 games), the performance state control means 81 transitions the performance state from the normal performance state to the special point performance state. In other words, the player transitions from the normal performance state to the special point performance state without going through the high probability performance state. In this embodiment, a predetermined number of games (6 games) are played in the special point performance state, but if the game transitions (returns) to the high probability performance state upon the end of the special point performance state, the restriction on suggestive performances is released, and suggestive performances are executed (started). In other words, if you win the special point lottery (i.e., if it is decided that you will transition to the special point performance state) during a predetermined number of games (20 games), the restrictions (blocks) on suggestive performances will be lifted accordingly.

[0343] When transitioning to a high probability performance state, the performance state control means 81 sets a value (for example, 50) corresponding to the number of games played in the high probability performance state to the stored value of the high probability termination judgment counter (not shown) in the storage means 60. Each time a game is played in the high probability performance state (for example, triggered by a game start operation on the start lever 24), the performance state control means 81 subtracts "1" corresponding to one game from the stored value of the high probability termination judgment counter. When the stored value of the counter reaches the threshold "0", the termination condition for the high probability performance state is met, and the high probability performance state is terminated.

[0344] In this embodiment, after the first transition to the advantageous section following a setting change, once a predetermined number of games (20 games) have been played, it becomes possible to switch the currently running stage performance (stage transition becomes possible). In this embodiment, if the player transitions to the high probability performance state based on the first transition to the advantageous section following a setting change, a lottery is held at a predetermined trigger, and after a predetermined number of games (20 games) have been played in the high probability performance state, it is determined which performance to execute (whether or not to execute the suggestive performance). The stored value of the high probability end judgment counter may be referenced in this lottery. For example, if the stored value is relatively large (the number of remaining games in the high probability performance state is relatively large), the probability of deciding to execute the suggestive performance may be controlled to be higher, and if the stored value is relatively small (the number of remaining games in the high probability performance state is relatively small), the probability of deciding to execute the suggestive performance may be controlled to be lower.

[0345] In this embodiment, when the game transitions to a high probability state based on the first transition to an advantageous section after a setting change, the execution of suggestive effects is restricted, and when the game transitions to a high probability state based on the second or subsequent transitions to an advantageous section, the execution of suggestive effects is not restricted. However, the embodiment is not limited to this, and the execution of suggestive effects may be restricted when the game transitions to a high probability state based on the second or subsequent transitions to an advantageous section. In other words, it is sufficient that the execution of suggestive effects is restricted at least when the game transitions to a high probability state based on the first transition to an advantageous section after a setting change.

[0346] Furthermore, in this embodiment, it is stated that the execution of suggestive effects is restricted when the transition to the high probability performance state is based on the first transition to the advantageous section after a setting change, but this may also occur after the power outage is restored (after the power outage) rather than after a setting change. In other words, the execution of suggestive effects may be restricted when the transition to the high probability performance state is based on the first transition to the advantageous section after the power outage is restored. Power outage restoration (cutting and restoring power) includes power outage restoration without a change in setting value and power outage restoration with a change in setting value. As described above, changing the setting value is a process that involves a power outage.

[0347] In the case of a power outage recovery without a setting change, there is no need to prevent it from being perceived as highly likely to have been a setting change, and there is no need to restrict the execution of suggestive effects. However, if a power outage recovery occurs, regardless of whether or not a setting change is involved, the same process will be performed uniformly (at least, if the transition to a high probability effect state is based on the first transition to a favorable section after the power outage recovery, the execution of suggestive effects will be restricted), eliminating the need to determine whether or not the power outage recovery involved a setting change, and simplifying the process.

[0348] Furthermore, regardless of whether there is a power outage or not, the execution of suggestive effects may be restricted each time a transition to a high probability state occurs based on a transition to a favorable section. In this case, suggestive effects may be executed, for example, when a transition to a high probability state occurs via a normal state.

[0349] Furthermore, regardless of which performance state is reached based on the transition to the advantageous section (regardless of whether or not a high probability performance state is reached (whether or not a specific bonus is granted)), the execution of suggestive performances may be restricted. In this case, for example, even if the performance state is reached based on the transition to the advantageous section, the execution of suggestive performances (high probability suggestive performances) will be restricted.

[0350] In this embodiment, the high probability performance state (second performance state) is set to have a higher probability of determining a transition to the special point performance state than the normal performance state, making it a more advantageous performance state for the player than the normal performance state (first performance state), and the probability of transitioning to the high probability performance state (second performance state) based on the transition from a non-advantageous section to an advantageous section is set to be high. However, the embodiment is not limited to this, and the high probability performance state (second performance state) may also be a CZ high probability performance state. In the CZ high probability performance state, the probability of determining a transition to the CZ performance state is set to be higher than the normal performance state, making it a more advantageous performance state for the player than the normal performance state (first performance state). Furthermore, the high probability performance state (second performance state) may also be an AT high probability performance state. In the AT high probability performance state, the probability of determining a transition to the AT performance state is set to be higher than the normal performance state, making it a more advantageous performance state for the player than the normal performance state (first performance state).

[0351] The gaming machine of this embodiment is An initialization means (e.g., initialization means 48) capable of performing a predetermined initialization process, A performance state control means (e.g., performance state control means 81) that transitions the performance state between multiple types of performance states, including a first performance state (e.g., a normal performance state) and a second performance state that is more advantageous than the first performance state (e.g., a high probability performance state), A means for granting benefits (for example, a means for granting benefits 82), An instruction function control means (for example, an instruction function control means 51) controls the execution of an instruction animation that prompts a stop operation in a predetermined operating manner, A game section control means (for example, a game section control means 80) that transitions the game section between a favorable section in which the aforementioned instruction performance can be executed and a non-favorable section in which the aforementioned instruction performance is not executed, It includes a performance control means (for example, performance control means 100) for controlling the execution of the performance, The performance control means is capable of executing a suggestive performance that indicates that a specific benefit related to the transition to the second performance state has been granted, Based on the execution of the initialization process, the game section control means transitions the game section to the non-advantageous section. The means for granting the bonus has a probability of granting the specific bonus based on the transition from the non-advantageous period to the advantageous period that is higher than the probability of granting the specific bonus in the first performance state. The performance control means restricts the execution of the suggestive performance at least when the specific benefit is granted based on the first transition to the advantageous period after the initialization process has been executed.

[0352] When the initialization process is performed, it is possible to create a gameplay experience in which there is a high probability that the player will be granted specific benefits related to transitioning to a second performance state that is advantageous to the player, based on the transition from a non-advantageous period to an advantageous period. Furthermore, when the initialization process is performed, even if the machine is played for the first time that day in the arcade (for example, immediately after opening) and the player is granted specific benefits related to transitioning to the second performance state, the execution of suggestive performances will be restricted. This prevents the player from realizing that the initialization process has been performed through the execution of suggestive performances.

[0353] As shown in Figure 26, the winning area "Replay 1" is a winning area where Replay 1, Replay 19, and Replay 21 are awarded together. The winning area "Replay 2" is a winning area where Replay 1, Replay 5, and Replay 19 are awarded together. The overlapping replays (winning combinations) are different in the winning areas "Replay 1" and "Replay 2". In addition, the winning areas "Replay 1" and "Replay 2" include a specific (identical) replay (Replay 1) as a winning combination, and are winning areas where it is possible to win with a specific replay (Replay 1).

[0354] In this embodiment, regardless of the order of play (the manner in which the stop button is operated), a combination of symbols indicating a specific (identical) replay (Replay 1) winning pattern is displayed on the active line for games that win in the winning area "Replay 1" and gam...

Claims

[Claim 1] The casing and Circuit board unit and Reel unit and, A support portion that supports the reel unit, It is equipped with a handle and The support portion is provided above the substrate unit, The handle portion is provided above the support portion. The support portion is provided with a specific weight-reducing section. Multiple heat dissipation vents are provided on the top surface of the aforementioned circuit board unit. The aforementioned specific weight-reducing portion and the top surface are provided such that they overlap when viewed from above. The handle portion and the top surface are provided such that they overlap when viewed from above. The handle portion and the specific weight-reducing portion are arranged so that they do not overlap when viewed from above. Gaming machine.