Gaming machine

The gaming machine addresses the lack of dynamic state control and winnings limits by implementing multiple game states and a limiter function, enhancing player engagement and fairness.

JP2026121547APending Publication Date: 2026-07-24KITA DENSHI CORP
View PDF 1 Cites 0 Cited by

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
KITA DENSHI CORP
Filing Date
2026-05-21
Publication Date
2026-07-24

AI Technical Summary

Technical Problem

Existing gaming machines lack mechanisms to dynamically control and enhance player advantages through varying game states and limit the number of winnings to maintain engagement and fairness.

Method used

A gaming machine with multiple game states, including a normal, specific, and special state, and an advantageous section where the probability of continuing the special state is controlled, with an upper limit on winnings, and a limiter function to end advantageous periods.

Benefits of technology

Enhances player engagement by providing dynamic game state transitions and controlled winnings, ensuring fairness and maintaining player interest through varying levels of advantage.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2026121547000001_ABST
    Figure 2026121547000001_ABST
Patent Text Reader

Abstract

We will provide a highly entertaining gaming machine unlike anything before. [Solution] The game state control means is configured to execute control to transition to a special game state in which it is possible to assign game value up to the upper limit of game value, based on the fact that the game value assigned to the player in the advantageous section is either a first special game value number or a second special game value number greater than the first special game value number. The game state control means is configured to execute control to transition to a special game state based on the fact that the game value assigned to the player in the advantageous section is a first special game value number when the upper limit of game value number is a first value, and to execute control to transition to a special game state based on the fact that the game value assigned to the player in the advantageous section is a second special game value number when the upper limit of game value number is a second value greater than the first value.
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0004] , , , , , , , ,

[0005]

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

Background Art

[0002] Conventionally, as a gaming machine, there is known a slot machine that includes a plurality of reels, starts a game by variably displaying the plurality of reels based on a start operation of a player, and ends the game by stopping the plurality of reels based on a stop operation of the player, and pays out medals to the player according to the result of the game. In such a slot machine, there is also known a gaming machine that activates a so-called limiter function when the number of medals acquired by the player exceeds a predetermined number, thereby ending a specific gaming state advantageous to the player. Also, there is known a gaming machine that shifts to an ending state in which it is determined that a specific gaming state continues until the limiter function activates immediately before the limiter function activates (Patent Document 1).

Prior Art Documents

Patent Documents

[0003] <00​​​​​​​​​​​​​​​​​​​To solve the above problems, the present invention provides a game machine comprising a plurality of game states including a normal game state, a specific game state which is more advantageous to the player than the normal game state, and a special game state which is more advantageous to the player than the normal game state, and a normal section which is uncontrollable in the specific game state, and an advantageous section which is controllable in the specific game state and the special game state, wherein the difference information calculation means can calculate difference information between the consumed game value and the granted game value by performing a subtraction process corresponding to the consumed game value based on the consumption of game value in the advantageous section, and an addition process corresponding to the granted game value based on the granting of game value in the advantageous section, and the difference information The system includes: an upper limit control means capable of controlling the upper limit number of game value, which is the number of game value that can be granted to the player in the advantageous section, based on a report and a predetermined specific game value; a game state control means capable of executing control to transition to the special game state, which is a game state in which it is possible to grant game value up to the upper limit number of game value, based on the fact that the game value granted to the player in the advantageous section becomes a special game value; and a right granting means capable of granting the player the right to continue the specific game state in the specific game state, wherein the right granting means is configured to execute control to make the probability of granting the right to continue the specific game state different based on the upper limit number of game value. [Brief explanation of the drawing]

[0006] [Figure 1] This is a schematic front view showing the external appearance of a gaming machine. [Figure 2] This is a block diagram showing the control configuration of a gaming machine. [Figure 3] This is a diagram illustrating the transitions between game states in a gaming machine. [Figure 4] This diagram illustrates the transition from the ending state to the game state in a gaming machine. [Figure 5] This is a diagram illustrating the conditions for transitioning to the ending state in a gaming machine. [Figure 6]This is a diagram illustrating the conditions for transitioning to the ending state in modified version 1 of the gaming machine. [Figure 7] This is a diagram illustrating the conditions for transitioning to the ending state in modified version 2 of the gaming machine. [Figure 8] This is a diagram illustrating the conditions for transitioning to the ending state in modified version 3 of the gaming machine. [Figure 9] This is a diagram illustrating the conditions for transitioning to the ending state in modified version 4 of the gaming machine. [Figure 10] This is a diagram illustrating the conditions for transitioning to the ending state in modified version 5 of the gaming machine. [Figure 11] This is a diagram illustrating the conditions for transitioning to the ending state in modified version 6 of the gaming machine. [Modes for carrying out the invention]

[0007] Embodiments of the present invention will be described below with reference to the drawings. Here, we will describe a slot machine as a suitable example of a gaming machine according to an embodiment of the present invention. The gaming machine according to the present invention will be described with reference to Figures 1 to 11.

[0008] First, the overall configuration of slot machine 1 will be explained with reference to Figures 1 and 2. Slot machine 1 is intended to be installed in amusement facilities, etc. As shown in Figures 1 and 2, the slot machine 1 includes a front door 1a, a bet button 2a, a return button 2c, a special effect button 2d, an upper special effect button 2f, a coin slot 2, a start lever 3, reels 4, a stop button 5, a display window 6, a coin dispensing device 7, a coin dispensing outlet 7b, a main display 8, a sub-display 17, a speaker 9, a front panel 19, a lamp 11, a navigation lamp 12, a favorable section lamp 13, a probability setting device 14, a display decorative frame 15, a drum unit 4d, an external output terminal 18, a main control device 10, and a sub-control device 20.

[0009] The main control device 10 and the sub-control device 20 each have a storage unit and a control unit, and are devices capable of various arithmetic processes and various controls, and are included in the concept of a computer. Each storage unit includes a storage device such as a semiconductor memory element that stores programs, information, etc. necessary for the operation of the slot machine 1. Each control unit includes a CPU or the like. Each control unit realizes various functions of the first embodiment by appropriately reading and executing various programs and the like stored in each storage unit.

[0010] [Schematic front view showing the appearance of the gaming machine] As shown in FIG. 1, a front door 1a is disposed on the front surface of the slot machine 1. The front door 1a is pivotally attached to one side (left side when viewed from the front) of a main body (not shown) that is disposed on the rear side of the front door 1a and attached to island equipment (not shown), and is configured to be openable and closable in a single-opening form to the front side. Hereinafter, the left-right direction is shown in the state where the slot machine 1 is viewed from the front side.

[0011] In the state where the slot machine 1 is viewed from the front side, a main display 8 is disposed at the center in the left-right direction at the upper part of the front door 1a. The main display 8 is composed of a liquid crystal display or the like capable of displaying a plurality of information such as information related to effects (effect images) as described later, and constitutes display means. In front of the main display 8 at the upper part of the front door 1a, a display decoration frame 15 having an opening at the center is disposed, and the main display 8 is disposed in a state where the display surface faces forward from the opening of the display decoration frame 15.

[0012] Speakers 9 are disposed on each of the left and right sides of the main display 8, and for example, can output sound effects corresponding to the effects displayed on the main display 8. In addition, lamps 11 made of LEDs or the like are disposed on each of the left and right sides of the main display 8, and for example, can output light in a light emission mode corresponding to the light at the time of winning a prize or the effects displayed on the main display 8.

[0013] An upper effect button 2f, which is exemplified as an operation means (effect operation means), is disposed on the right side of the main display 8. The upper effect button 2f is a push-type button that moves in the front-back direction. The pressing operation of the upper effect button 2f is detected by a non-contact sensor or the like and output to the sub-control device 20 as operation information of the upper effect button 2f. Further, inside the upper effect button 2f, a light-emitting source (not shown) made of an LED or the like is provided, and the light emission of the light-emitting source enables notification of the fact that the operation of the upper effect button 2f is valid.

[0014] At the vertical center of the front door 1a of the slot machine 1, a flat front panel 19 with decorations and various function displays on its surface is arranged. Behind the front panel 19, a drum unit 4d having a reel 4 as a variable display means is arranged. Also, at approximately the center of the front panel 19, a display window 6 made of a translucent member through which the symbols attached to the reel 4 can be visually recognized from the front is formed.

[0015] The reel 4 is composed of a left reel 4a, a middle reel 4b, and a right reel 4c arranged side by side in the left-right direction. The rotation axes of the respective reels 4a to 4c extend in the left-right direction, and the rotation centers are set to be the same. The reel 4 (4a to 4c) has symbols (identification information) continuous on the circumferential surface, and these symbols are configured to be distinguishable from outside the machine through the display window 6. When the reel 4 rotates in one direction, for example, the symbols can be variably displayed from top to bottom in the display window 6. A plurality of symbols (for example, 20) are represented on each of the reels 4a to 4c, and the types of symbols are, for example, "replay", "melon", "cherry", "bell", "7", etc. Note that the form of the reel 4 is not limited to this. For example, the number of symbols on the circumferential surface may be other than 20.

[0016] Above the display window 6 on the front panel 19, navigation lamps 12a, 12b, 12c capable of notifying the stop order of the stop button 5 described later are arranged corresponding to the respective reels 4a, 4b, 4c. Furthermore, a favorable period lamp 13, for example, consisting of an LED, is provided on the lower left side of the display window 6 on the front panel 19. The favorable period lamp 13 is controlled to light up during the favorable period (described later).

[0017] In addition, the slot machine 1 may be controlled to light up, for example, the "dots" of a 7-segment display (also called "7-segment") that constitutes a payout display unit that displays the number of medals dispensed, instead of the advantageous section lamp 13. Furthermore, it is not necessary to provide the advantageous section lamp 13, or instead of the advantageous section lamp 13, an AT state lamp that lights up during the AT state (or AT state + pseudo-bonus state) may be provided.

[0018] A sub-display unit 17 is positioned to the right of the display window 6 (reel 4) on the front panel 19. The sub-display 17 is composed of a liquid crystal display or the like capable of displaying multiple pieces of information, such as information related to the performance (performance images), as described later, and constitutes a display means. Furthermore, although the sub-display unit 17 has a smaller display area than the main display unit 8, it is positioned closer to the reel 4 than the main display unit 8, making it easier to view the displayed image while observing the rotation and stopping status of the reel 4. Furthermore, the sub-display unit 17 is a touch panel display that allows players to perform various operations related to the game's presentation by touching the screen. For example, it enables switching between presentation modes and switching to explanatory images of the game's content.

[0019] Below the front panel 19, a step is formed that protrudes forward, and on the upper surface of the step, there is a coin slot 2, a bet button 2a as an example of an operating means, and an effect button 2d as an example of an operating means (effect operation means). The medal slot 2 is the part where the player inserts medals (game currency). Inside the medal slot 2 is a medal selector 2b (medal detection means), which is a sensor or similar device that detects the medals inserted into the medal slot 2. Bet button 2a is a push-button used by the player to input the number of bets that will be the start of the game. With a single operation, the maximum number of bets allowed by slot machine 1 can be entered.

[0020] The performance button 2d is a push-button that moves vertically. The pressing operation of the performance button 2d is detected by a non-contact sensor or the like, and the operation information of the performance button 2d is output to the sub-control device 20. In addition, the performance button 2d is equipped with a light source (not shown) consisting of an LED or the like, and the illumination of the light source can be used to indicate that the operation of the corresponding performance button 2d is valid. The performance button 2d is positioned closer to the reel 4 than the upper performance button 2f mentioned above.

[0021] The front of the stepped section is equipped with a start lever 3, a return button 2c, and a stop button 5, which is an example of an operating means (stopping operation means). Start Lever 3 is a lever operated by the player to start the game. After the bet amount is entered, Start Lever 3 becomes active and the game can be started. The return button 2c is a push-button that moves in the forward and backward directions. It is used to cancel the set number of bets or to dispense medals stored as credit medals. The stop buttons 5 are buttons for stopping the rotating reels 4, and consist of push-type buttons that move in the forward and backward directions. The left stop button 5a, middle stop button 5b, and right stop button 5c are arranged horizontally at predetermined intervals, corresponding to the left reel 4a, middle reel 4b, and right reel 4c. Furthermore, each stop button 5 is equipped with a light source (not shown) consisting of an LED or the like, and the operation of each stop button 5 can be indicated by changing the color of the emitted light (red to blue).

[0022] Below the front door 1a of the slot machine 1, there is a medal payout port 7b from which medals dispensed from the medal payout device 7 are discharged.

[0023] [Block diagram showing the control configuration of a gaming machine] Figure 2 shows a block diagram of the control system in the slot machine 1 in this first embodiment. As shown in Figure 2, the slot machine 1 includes a main control unit 10 that performs tasks such as drawing winning combinations and controlling the progress of the game, and a sub-control unit 20 that is configured to communicate with the main control unit 10 and performs various performance control tasks based on control information from the main control unit 10. The transmission of control information between the main control unit 10 and the sub-control unit 20 is restricted to one direction only, from the main control unit 10 to the sub-control unit 20, preventing the input of unauthorized signals from the sub-control unit 20 to the main control unit 10.

[0024] The main control unit 10 is connected to the bet button 2a, medal selector 2b, return button 2c, start lever 3, stop button 5, probability setting device 14 (setting means), external output terminal 18, medal payout device 7, drum unit 4d, and advantageous section lamp 13 by communication cables, and is capable of controlling each of these devices. The main control unit 10 also includes a memory unit (memory means) and a control unit.

[0025] The probability setting device 14, as a setting means, allows the player to change the degree of advantage in multiple stages by changing the probability of winning a special game state (for example, a bonus state) in multiple stages (for example, 6 stages). The main control device 10 performs a process to set the probability of winning a special game state to one of multiple probability values ​​with different probabilities based on the probability setting operation in the probability setting device 14. The probability setting device 14 sets the probability values ​​such that setting 1 is the lowest probability value, and the probability value increases with larger numbers, with setting 6 being the highest probability value. Therefore, setting 1 is the setting least advantageous to the player (the setting with the lowest degree of advantage), and the probability value increases with larger numbers, with setting 6 being the setting most advantageous to the player (the setting with the highest degree of advantage).

[0026] The procedure for changing the setting value in the probability setting device 14 involves inserting a setting key (not shown) into the key slot of the probability setting device 14 and rotating the setting key in a predetermined direction, then turning on the power to the slot machine 1 to switch to setting change mode. Upon switching to this setting change mode, the current setting value is displayed on the setting confirmation display (not shown), and after changing to the desired setting value by operating the setting change button, the setting value is changed, for example, by operating the start lever 3.

[0027] Furthermore, after the power to the slot machine 1 is turned on with the setting key (not shown) inserted into the key slot of the probability setting device 14 and the setting key rotated in a predetermined direction, operating the reset switch (not shown) will reset the main control device 10, initializing the setting value in the probability setting device 14 (to setting 1), and also initializing (zeroing down) the difference counter, which will be described later. Note that the difference counter will also be initialized if the setting value is changed in any way other than by operating the reset switch. In other words, the main control device 10 is equipped with an initialization means capable of initializing the difference information (value of the difference counter) counted by the difference information calculation means (main control device 10).

[0028] Furthermore, the current setting value in the probability setting device 14 can also be checked. After powering on, inserting the setting key into the key slot of the probability setting device 14 and rotating it in a predetermined direction will display the current setting value on the setting confirmation display.

[0029] Alternatively, the probability of winning in the special game state may be controlled by a fixed probability value, without being affected by the setting value of the probability setting device 14. Furthermore, by changing the probability of transitioning to the CZ state or AT state based on the setting value in the probability setting device 14, the degree of advantage for the player can be changed in multiple stages. In addition to the special game state, the probability of winning a predetermined minor role (for example, the bell role) may be changed to multiple levels (for example, 6 levels).

[0030] The external output terminal 18 outputs information related to gameplay on slot machine 1 to a management device (not shown) and a calling device (not shown) installed in the amusement parlor. The main control device 10 controls the output of information for collecting various data such as the number of games played on slot machine 1, the number of tokens inserted, the number of tokens paid out, and the number of times advantageous game states for the player (e.g., bonus state, AT state) occur and the transition period.

[0031] The drum unit 4d is a device that integrates reels 4a to 4c and stepping motors (not shown) that rotate each of the reels 4a to 4c. The medal dispensing device 7 has a medal storage unit (not shown) that collects medals inserted into the medal selector 2b as medals before dispensing, and dispenses the medals stored in the medal storage unit to the medal dispensing port 7b. The medal dispensing device 7 is equipped with a sensor that detects the dispensed medals. The medal selector 2b is located downstream of the medal slot 2 and is equipped with a sensor that detects medals inserted into the medal slot 2.

[0032] The storage unit of the main control device 10 stores various information such as game programs related to the game, tables for determining small wins and AT status, etc. Furthermore, the main control unit 10 operates using a control unit and a storage unit that stores programs, thereby performing processing related to the progress of gameplay on the slot machine 1.

[0033] The main control unit 10 performs processes such as starting the game and sampling random numbers from a random number generator (not shown) based on the signal from the start lever 3. It then performs a lottery process for winning combinations based on the sampled random numbers. Furthermore, according to the control program of the memory unit, it performs a random number generation process by updating the random numbers at predetermined timings, and performs a lottery process for transitioning to a bonus state, a lottery process for transitioning during the AT state, and a lottery process for adding bonuses during the AT state based on the generated random numbers.

[0034] In other words, the main control device 10 is equipped with a lottery means that determines whether or not to grant benefits such as minor roles, bonus states, or AT states in response to the execution of a game. Furthermore, the random number drawing patterns are not limited to those mentioned above. For example, the system may perform a drawing for roles based on random numbers generated by software, and perform a drawing for transitions to bonus states or AT states, or for additional draws, based on random numbers generated by a random number generator. Alternatively, all drawings may be performed using random numbers generated by software or random numbers generated by a random number generator.

[0035] Furthermore, the main control unit 10 controls the rotation of the reels 4 based on signals from the start lever 3. Based on signals from sensors (not shown) provided on each reel 4a, 4b, and 4c, the main control unit 10 detects the rotational position of each reel 4a, 4b, and 4c, and is able to determine the rotational position of the symbols on each reel 4a, 4b, and 4c. Then, based on signals from the stop button 5, it controls the reels to stop the desired symbols within the display window 6.

[0036] Furthermore, the main control device 10 enables gameplay of the slot machine 1 by controlling game progression processing, including internal lottery processing, management of various information stored in the memory unit, and devices such as the medal payout device 7, in response to the operation of the operation unit such as the start lever 3.

[0037] The sub-control unit 20 is connected to the performance button 2d, upper performance button 2f, speaker 9, main display 8, lamp 11, navigation lamp 12, and sub-display 17 via communication cables and is capable of communication. The sub-control unit 20 controls these devices according to the control information from the main control unit 10. The sub-control unit 20 also includes a memory unit and a control unit.

[0038] The storage unit of the sub-control device 20 stores various information such as programs related to the performance, performance image data, and audio data. The sub-control unit 20 operates using a control unit and a memory unit that stores programs, and performs processing such as effects synchronized with the gameplay of the slot machine 1 in response to commands (control information) from the main control unit 10. For example, it controls the main display unit 8, lamps 11, speaker 9, etc., to display effect images indicating transitions in game state, output sound effects, and lamp effects.

[0039] Furthermore, the sub-control device 20 can control the switching timing of each effect based on signals from the effect button 2d, the upper effect button 2f, and the touch panel of the sub-display 17. Either the main control device 10 or the sub-control device 20, or both, constitute the difference information calculation means, upper limit control means, game state control means, rights granting means, and notification control means according to the present invention.

[0040] [Game Control] Such a slot machine 1 is configured to be able to perform the following slot machine games under the control of the main control device 10.

[0041] To start the game, insert tokens into token slot 2, or set the number of tokens to bet using credit tokens by pressing the bet button 2a. Then, when the number of bets reaches a predetermined number (for example, 3), one of the conditions for starting the game is met, and the player enters a state where they have the right to play one game.

[0042] In this game-startable state, the operation of start lever 3 becomes active. When start lever 3 is tilted in this active state, all the conditions for starting the game are met, the game starts, and reels 4a to 4c, which display multiple symbols, begin to move. At the same time, an internal lottery process is executed to determine the results of the current game's draw for multiple roles (including misses), such as replays and minor roles, and for transitions to the AT state, before reel 4 stops. In the internal lottery process, the winning combination for the current game is determined by drawing lots from among multiple winning combinations based on predetermined winning probabilities. For example, the lottery may yield results such as a replay combination or a bell combination.

[0043] Furthermore, even if the main control unit 10 receives a signal from the start lever 3, if the elapsed time since the start of reel 4 rotation in the previous game has not reached a predetermined time (for example, 4.1 seconds), it will temporarily delay the start of reel 4 rotation (inserting a waiting time) to limit the number of games played per unit time (for example, 1 minute) to a predetermined number (for example, 14). In other words, the main control unit 10 is equipped with a game count limiting means that can limit the number of games played per unit time to a predetermined number. This control ensures that the minimum execution time required for one game is set to a predetermined time (for example, 4.1 seconds). Furthermore, the period for monitoring the shortest execution time mentioned above does not have to be set based on the start of reel 4's rotation between games. For example, it could be based on the point in time when the stop button 5 is activated. Any point in time can be used as the basis as long as the number of games per unit time can be monitored.

[0044] Each reel 4a to 4c is an example of a display means, and on the circumferential surface of each reel 4a to 4c, multiple symbols (replay, bell, watermelon, cherry, BAR, 7) are displayed in a predetermined arrangement, and the rotation speed is gradually increased from a stopped state until it reaches a steady rotation at a constant speed. When this steady rotation is reached, the stop buttons 5a to 5c, which are provided for each reel 4a to 4c, become pressable.

[0045] In this state, when each stop button 5a to 5c is pressed, each reel 4a to 4c is controlled to stop in a combination of symbols that is permitted based on the timing of the operation and the result of the internal lottery process. Each reel 4a to 4c has a set stop control (pull-in stop control) with a pull-in range. When the stop operation is performed, a predetermined number of symbols (for example, 4) located in the reverse rotation direction (upward) from the symbol at the time of the stop operation can be pulled in, and only any of the symbols within this pull-in range can stop on the valid line (winning line).

[0046] When stopped, the three consecutive symbols displayed on reels 4a to 4c, which are arranged vertically, stop (stop display) so that they face out of the machine through the display window 6. Whether or not a prize has been won is determined based on the manner in which the symbols are displayed at this time. Winning is determined based on the combination of symbols that stop on the middle winning line (middle winning line) connecting the middle symbols of each reel 4 within the display window 6. Therefore, for example, even if the predetermined symbols line up on a diagonal line, the winning result will actually be determined by the combination of symbols that are not lined up but are stopped in the middle at that time. In other words, the main control device 10 is equipped with a variable display control means capable of performing control related to the derivation of identification information (patterns) in the variable display means (reel 4). Furthermore, the control involved in deriving the above identification information (symbols) includes control that derives (stops) the symbols as a game result based on the lottery result of the internal lottery process, and control that derives (pseudo-stops) the symbols during game execution in the simulated game described later.

[0047] Winning combinations, such as minor roles and replay roles, are determined based on the combination of symbols on these winning lines. Minor roles include, for example, the bell role, the watermelon role, and the cherry role.

[0048] There are two types of bell symbols, each with a different combination of corresponding symbols. For example, there is a common bell symbol where the corresponding symbols are "bell-replay-bell" in the order of "left reel 4a, middle reel 4b, right reel 4c" (and so on) on the winning line, and a push-order bell symbol where the corresponding symbols are "bell-bell-bell". Additionally, when the bell character wins, for example, eight medals are dispensed.

[0049] The common bell symbol is a small win in which the corresponding combination of symbols ("bell-replay-bell") stops regardless of the order in which the stop buttons 5a to 5c are pressed. The ordered bell symbol is a small win in which the corresponding combination of symbols ("bell-bell-bell") stops when a specific order of pressing the buttons is followed.

[0050] Furthermore, the push-order bell symbols include six types, 1 to 6, where pressing one of the six possible button presses (for example, "5a→5b→5c", "5c→5b→5a", etc.) to operate the stop buttons 5a to 5c, resulting in the corresponding symbol combination ("bell, bell, bell") being displayed. If the stop buttons 5a to 5c are operated using any of the other five button presses (any button presses other than the specific one), the corresponding symbol combination ("bell, bell, bell") will not be displayed, and instead, other symbol combinations such as "bell, bell, replay" (referred to as "bell spill") will be displayed.

[0051] Furthermore, when a push-order bell combination is won, regardless of whether the second or third stop button 5 is operated, if only the first stop button 5 is operated in a specific order, the reel 4 may be controlled to stop in a way that the combination of symbols corresponding to the push-order bell combination stops. Also, the push-order bell combination is not limited to 6 types, but may be set to 3 types, push-order bells 1 to 3. Furthermore, when a specific button sequence bell combination is won, if stop buttons 5a to 5c are not operated in a particular order, the machine may choose not to dispense any medals, or it may choose to dispense one medal.

[0052] The watermelon symbol is a rare symbol that results in a combination of the corresponding symbols being "watermelon, watermelon, watermelon". The Cherry symbol is a minor (rare) symbol where the corresponding combination of symbols is "Cherry-ANY-ANY". There are three types of Cherry symbols: the weak Cherry symbol (double Cherry) where the Cherries stop lined up on the winning lines of the left reel 4a and the middle reel 4b; the strong Cherry symbol (triple Cherry) where the Cherries stop lined up on the winning lines of the left reel 4a, the middle reel 4b, and the right reel 4c; and the middle Cherry symbol (special symbol) where the Cherry stops in the middle of the left reel 4a. Additionally, when the watermelon or cherry symbols are hit, for example, three medals are dispensed.

[0053] The replay combination is one in which the corresponding symbols result in "replay, replay, replay". When a replay is achieved, the bet amount set for the current game will be automatically reset, and the next game can be played again under the same conditions as the start of the current game.

[0054] Furthermore, the main control unit 10 and the sub-control unit 20 are capable of generating AT (Assist Time) as a game state related to the push-order bell role. In AT, when a push-order bell role is won, the main display unit 8 and the navigation lamp 12 notify the player of the order in which to press the buttons for the won push-order bell role (execute push-order navigation). In other words, the main control unit 10 and the sub-control unit 20 are capable of executing control that notifies (notifies of winning a prize) operation information (specific operation information) for deriving a specific result ("Bell, Bell, Bell") as a result of the game. Therefore, the occurrence of AT makes it easy for players to acquire medals, and the game state in which AT continues to run is called the AT state. Alternatively, the navigation lamp 12 may be configured to be directly driven and controlled by the main control unit 10 without going through the sub-control unit 20.

[0055] [Transition in game state] Next, the transitions in the game state of the slot machine 1 in this embodiment will be explained with reference to Figures 3 and 4. In this embodiment, the slot machine 1 is capable of executing a 3-bet game, where the player spends 3 tokens (bets 3 tokens). Figure 3 shows the transition of the game state when executing a 3-bet game, which is realized by the control of the main control device 10. In this embodiment, the game state transition control is performed only when a 3-bet game is being played, and the game state transition is not performed for other games (for example, a 2-bet game). However, it is also possible to allow the game to be played only when a 3-bet is played, and to prohibit the game from being played for any other number of bets. From now on, the 3-bet game will be referred to simply as "the game."

[0056] As shown in Figure 3, the gameplay of the slot machine 1 in this embodiment is mainly performed in multiple game states: normal gameplay, CZ (Chance Zone) state, AT (Attack Time) state, and ending state. The main control unit 10 is capable of controlling the transition from one game state to another game state based on the fulfillment of predetermined transition conditions. Furthermore, among the above game states, the AT state (including the ending state) is considered a game state that is advantageous to the player.

[0057] Furthermore, the main control device 10 of this embodiment is equipped with a section control means that can control the game section to either a normal section or a favorable section, separate from the game state described above. The normal section is a gameplay section in which no button-pressing navigation is performed. It begins when the next game starts after the advantageous section ends, and ends when the conditions for transitioning to the advantageous section are met. During normal operation, the advantageous section lamp 13 is controlled to be off.

[0058] Furthermore, in the normal section, the transition to the advantageous section is determined when the conditions for transitioning to the advantageous section are met, for example, when a specific role (for example, the bell role) is won in the internal lottery. Furthermore, the conditions for transitioning to the AT state may be met based on the winning of a predetermined rare role during the normal section, and in this case, it is preferable to transition to the AT state after the conditions for transitioning to the advantageous section have been met. Therefore, since the push-button navigation will be executed after the conditions for transitioning to the advantageous section have been met, the push-button navigation will not be performed during the normal section. Furthermore, when the main control unit 10 is reset, it is controlled to the normal section.

[0059] The advantageous period is a game period in which button-press order navigation may be performed, and because button-press order navigation may be performed, it is a game period that is more advantageous for the player compared to the normal period. Furthermore, the advantageous period begins when the conditions for transitioning to the advantageous period are met in the normal period and the next game starts, and ends when the predetermined conditions for ending the advantageous period are met. In other words, the main control device 10 is equipped with a favorable section control means that can control the game section into a favorable section in which control is performed in a manner that is advantageous to the player. During the advantageous period, the advantageous period lamp 13 is controlled to be lit.

[0060] Furthermore, after transitioning to the advantageous section, the advantageous section lamp 13 may be turned on when the player enters a game state (for example, an AT state) in which the number of medals held by the player increases due to the execution of the push-button navigation. Furthermore, the advantageous section lamp 13 may be kept off even when transitioning to the advantageous section, or it may be made to light up only when transitioning to the AT state, even when transitioning to the advantageous section. Furthermore, while it is not necessary to provide the advantageous section lamp 13, it is preferable to provide an AT status lamp controlled by the main control device 10 instead, so that the AT status lamp lights up when the AT state is active.

[0061] Furthermore, the advantageous period transitions to the normal period based on the fulfillment of the conditions for ending the advantageous period during that period. Examples of conditions for ending the advantageous period include when slot machine 1 (main control device 10) is reset (including when settings are changed). As will be explained in more detail later, the advantageous period generally continues when the AT state ends, but it may also end depending on the value of the net payout counter at the end of the AT state. In addition, it is also possible to set conditions for ending the advantageous period to be met in some cases when the AT state ends.

[0062] Furthermore, as will be explained in detail later, slot machine 1 is equipped with a limiter function (first limiting function) to limit the number of medals that the player can acquire, and the conditions for ending the advantageous period are met even when the limiter is activated. For example, the limiter is activated when the net number of tokens dispensed (number of tokens paid out - number of tokens inserted) during a single advantageous period reaches the upper limit (for example, +2400 tokens).

[0063] In addition, the limiter is also set to activate when the number of games in a single advantageous period (advantageous period games) reaches the upper limit (for example, 4000 games). Therefore, the limiter will activate when either the difference in the number of tokens in a single advantageous period reaches the maximum number of tokens, or the number of games played in a single advantageous period reaches the maximum number of games. Alternatively, the limiter may be set to activate only when the net number of tokens in a single advantageous period reaches the maximum limit, and no upper limit may be set on the number of games in a single advantageous period. Furthermore, the advantageous period ends when any of the above-mentioned conditions for ending the advantageous period are met.

[0064] Furthermore, in this embodiment, although the details will be described later, if a predetermined condition is met before the limiter is activated while the AT state is active, the AT state is transitioned to an ending state (first ending state), and once the system has transitioned to an ending state, that ending state is maintained until the limiter is activated. Therefore, it is confirmed that the limiter will activate when the game transitions to the ending state. However, in this case, the above ending state will continue until the number of medals acquired reaches the maximum limit, but if the number of games reaches the maximum limit (for example, 4000 times) before that, the ending state will end at that point. Furthermore, just like in the AT state, the ending state will also provide button-press navigation during the game. Therefore, the ending state can also be considered as one of the game states within the AT state. Furthermore, during the ending state, an ending sequence (an animation that celebrates the fact that the advantageous state for the player has continued to the maximum extent) is executed, for example, on the main display 8.

[0065] Furthermore, in the slot machine 1 of this embodiment, the transition between the normal section, which is a section where the button-pressing navigation cannot be performed, and the advantageous section, which is a section where the button-pressing navigation can be performed, is controlled based on the execution of the game. Initially, the slot machine 1 is controlled to the normal section, and when a predetermined transition condition is met during the execution of a game in the normal section (for example, when a bell symbol is won), a transition to the advantageous section occurs.

[0066] First, referring to Figure 3, we will explain the control of game state transitions when the game does not transition to the ending state described above.

[0067] (Normal gameplay state) The normal game state is the state in which the player remains when the main control device 10 of slot machine 1 is reset, etc., and it is a disadvantageous state for the player. As shown in Figure 3, the main control device 10 performs a lottery process to determine the transition to the CZ state during a game while in the normal game state. In normal gameplay states, such as when the main control device 10 of slot machine 1 is reset, the gameplay section is controlled to the normal section, and when the conditions for transitioning to the advantageous section are met during a game in the normal gameplay state, the gameplay section transitions from the normal section to the advantageous section.

[0068] Furthermore, in this embodiment, the transition is mainly made from the CZ state to the AT state, but even during games played in the normal game state, a lottery for transitioning to the AT state is performed, making it possible to transition directly from the normal game state to the AT state. The transition from normal gameplay to AT mode occurs when, during a game in normal gameplay, the result of the prize draw is a special prize (middle cherry prize). Special roles are roles with an extremely low probability of being won. If the game transitions to AT mode based on the winning of such a special role, a very large number of games (for example, 500 games) are granted as the initial remaining games at the start of the transition to AT mode. Therefore, if a special role is won, an extremely advantageous AT (Automatic Trigger) state is triggered for the player. Furthermore, if a special role is won during AT mode, the same number of games (for example, 500 games) will be added as described above.

[0069] Furthermore, the conditions for transitioning to the AT state are not limited to those mentioned above. For example, the AT state may be initiated when the number of games played in the normal game state (advantageous period) reaches a predetermined number, or when the number of times a specific role (for example, the bell role) is won reaches a predetermined number. Furthermore, in a game played during normal gameplay (advantageous period), predetermined points may be added according to the results of the role lottery, and the game may transition to the AT state when the total number of points added reaches a predetermined number. Alternatively, when the total number of points added reaches a predetermined number, a lottery for transitioning to the AT state may be held, and the game may transition to the AT state if the player wins this lottery.

[0070] • Transition process from normal gameplay state to CZ state (arrow a in Figure 3) In the normal game state, the main control unit 10 performs a lottery process to determine the transition to the CZ state based on whether a rare role (watermelon role, weak cherry role, strong cherry role) is won during game execution.

[0071] The probability of winning the lottery to transition to the CZ state changes according to the setting value in the probability setting device 14. In the lottery process for transitioning to the CZ state, for example, if the setting value is 1 to 3, there is a 90% chance of losing (not winning) and a 10% chance of winning when a rare role is won. Additionally, if the setting value is between 4 and 6, there is an 80% chance of losing (not winning) when a rare role is achieved, and a 20% chance of winning. Therefore, a higher setting value in the probability setting device 14 increases the probability of transitioning to the CZ state.

[0072] Furthermore, in order to increase the player's anticipation of transitioning to the CZ state, even if a rare role is won and the transition to the CZ state is determined, the main display 8 may not immediately transition to the CZ state, but instead execute a predetermined number of CZ state sequences (for example, 3 games) to notify the player that they will eventually transition to the CZ state.

[0073] Furthermore, even if a rare role is won but the lottery for transitioning to the CZ state is not won, the main display 8 may execute a fake CZ state sequence for a predetermined number of games (for example, 3 games) to inform the player that the transition to the CZ state will not ultimately occur. In this case, the CZ state sequence and the fake sequence may basically have the same characters appearing, but the content of the final announcement may differ to maintain the player's anticipation until the very end.

[0074] For example, as a continuous sequence of events (or a fake continuous sequence) during the CZ state, the game may execute a sequence of images in which the character participates in a sports competition. In this case, during the continuous sequence (or fake continuous sequence), the sports competition is executed continuously throughout the games in between, and if the CZ state is won, the character ultimately succeeds in the competition (for example, scoring a goal in soccer), while if the CZ state is not won, an image of the character failing the competition is executed.

[0075] Furthermore, in the normal gameplay state, it may be possible to change the probability of transitioning to the CZ state by providing a normal probability state in which the probability of transitioning to the CZ state is relatively low, and a high probability state in which the probability of transitioning to the CZ state is relatively high. Furthermore, the probability of transitioning to the CZ state according to the setting value in the probability setting device 14 may be other than those described above. Furthermore, during normal gameplay, a lottery for transitioning to the CZ state may be held every game regardless of the outcome of the role lottery, or the game may transition to the CZ state when a predetermined number of games have been played during normal gameplay (advantageous period).

[0076] (CZ state) The CZ state is a game state in which, when a button-pressing sequence is achieved, no button-pressing sequence navigation is performed, but a lottery process for transitioning to the AT state is conducted. Note that while button-pressing navigation is not performed when a button-pressing bell combination is won, it is also possible to perform button-pressing navigation when a button-pressing bell combination is won, or to perform button-pressing navigation only in a portion of the cases when a button-pressing bell combination is won, i.e., with a predetermined probability (for example, 40%) when a button-pressing bell combination is won.

[0077] While in the CZ state, it is possible to transition to the AT state, so the CZ state is positioned as a chance zone in the flow of the game. The minimum number of games that can be played in the CZ state is 10 games. After 10 games, the main control device 10 will perform a lottery to determine when the CZ state will end. If the lottery is successful, the CZ state will end in that game. The duration of the CZ state may be other than those mentioned above; for example, it could be a fixed number of games. During the CZ state, control information regarding the CZ state is transmitted from the main control unit 10 to the sub-control unit 20, and under the control of the main control unit 10 and the sub-control unit 20, various effects during the CZ state and the remaining number of games are displayed on the main display unit 8.

[0078] • Transition process from CZ state to AT state (special zone) (arrow c in Figure 3) In the CZ state, the main control device 10 performs a lottery process for transitioning to the AT state in each game. The probability of winning the AT state transition lottery is set according to the winning combination in each game.

[0079] In a game during the CZ state, the probability of winning the lottery to transition to the AT state is, for example, 100% if a rare role is won, and 10% if a role other than a rare role is won. Therefore, winning a role with a low probability of winning increases the probability of transitioning to the AT (Automatic Trigger) state.

[0080] If you win the lottery for transitioning to the AT state, the game state will transition to the AT state from the game following the winning game. Furthermore, if the game transitions to the AT state upon the end of the CZ state, the gameplay period will continue as the advantageous period.

[0081] Note that the AT state transition lottery is executed when each winning combination is internally selected, so even if the symbol corresponding to the winning combination does not stop on reel 4 (in the case of a missed win), the AT state transition lottery will still be executed. Furthermore, the probability of winning the AT state for some or all of the winning roles may be different from those stated above. Also, the trigger role for the transition to the AT state during the CZ state may be different from those stated above. Additionally, while a lottery process for transitioning to the AT state is performed when a specific combination of buttons is hit, it may be better to perform the lottery process for transitioning to the AT state only when a specific combination of buttons is hit.

[0082] Furthermore, during the CZ state, a CZ state image is displayed on the main display 8 throughout the game, allowing the player to recognize that they are in the CZ state. Furthermore, when a game is played in which the player has won the lottery for transitioning to the AT state, a predetermined preparatory animation image (video) will be displayed during the game, and after the game ends, an image will be displayed indicating that the player has transitioned to the AT state. For example, during the CZ state, the CZ state image displayed will be an image of the main character sleeping. During a game in which the player wins the lottery to transition to the AT state, a preparatory video will be shown showing the main character in close-up, indicating whether or not he will wake up. After the game ends, an image will be displayed showing the main character waking up, indicating that the player has won the AT state.

[0083] Furthermore, even if a game is played during the CZ state that does not result in winning the AT state, the above preparation image will be displayed at a predetermined probability (for example, 10%). In this case, after the game ends, an image will be displayed in which the main character does not wake up, indicating that the AT state has not been won.

[0084] Furthermore, during the 10th game and beyond while in the CZ state, a lottery is held to determine the end of the CZ state. If the player wins this lottery, the screen will gradually darken during gameplay, and after the game ends, the screen will completely darken to indicate that the CZ state has ended. Furthermore, during the execution of games from the 10th game onward while in the CZ state, even if the termination lottery is not won (continuation), the same gradual darkening of the screen will be performed with a predetermined probability. In this case, the screen will brighten again after the game ends, indicating that the CZ state will continue.

[0085] Furthermore, the presentation used to notify whether or not the AT state has been won during the CZ state does not have to be as described above. For example, a presentation in which an ally character and an enemy character battle each other over a predetermined number of games may be performed, and the presentation may notify whether or not the player has transitioned to the AT state based on the result of that battle presentation.

[0086] • Transition process from CZ state to normal game state (arrow b in Figure 3) If, while in the CZ state, the player does not win the lottery for transitioning to the AT state, but wins the lottery for ending the CZ state, the player will return to the normal game state after the end of that game. At this point, after the game ends, the screen of the main display unit 8 goes completely dark, and the end of the CZ state is announced without transitioning to the AT state. Furthermore, if the game transitions to a normal game state upon the end of the CZ state, the game period will continue as the advantageous period, but the game period may be transitioned from the advantageous period to the normal period.

[0087] Furthermore, when transitioning from the CZ state to the normal game state, the main control device 10 and the sub-control device 20 may, under their control, provide notification means (main display 8, speaker 9) that indicate the setting value set by the probability setting device 14. For example, the main display 8 and the sub-display 17 may display a predetermined character from among several characters. The character to be displayed is selected according to a pre-set selection probability corresponding to each setting value of the probability setting device 14, so it becomes possible to predict the setting value to some extent by the displayed character.

[0088] (AT state) In this embodiment, the AT state is a game state in which, during the game in the AT state, the player is notified of an operation method that is advantageous to the player, and the button press order navigation for the button press order bell symbol is provided, making it easier to acquire medals. During AT mode, the game period is maintained as a favorable period. In other words, the main control device 10 has the function of being able to control the game state (AT state, etc.) in which a winning notification (push order navigation) is given in order to win a predetermined winning combination (push order bell combination). The AT state is broadly divided into two types: the normal AT state, which is mainly for acquiring medals, and the special zone, which determines or increases the remaining number of games that define the duration of the AT state.

[0089] When transitioning from the CZ state to the AT state, the game first enters a special zone where the initial number of games in the AT state is determined. The special zone lasts for 10 games, and in each game, a lottery is held to add to the remaining number of games in the AT state. The sum of the results of each lottery held over the 10 games is set as the remaining number of games at the start of the AT state. As will be explained in more detail later, during the special zone, a simulated game may be played, and the value of the net payout counter at that time will be hinted at.

[0090] Furthermore, even during AT mode (normal AT mode), if certain conditions are met, the game may transition to a special zone. In this case, during the 10-game special zone, a lottery is held to add to the remaining number of games, and the sum of the results of each lottery held during the 10 games is added to the remaining number of games.

[0091] As described above, at the initial stage of transitioning to the AT state, a number of remaining games is assigned that determines the duration of the AT state. This remaining number of games is deducted by 1 each time a game is played during the AT state, and the AT state continues until the remaining number of games runs out.

[0092] Furthermore, the conditions for ending the AT state may be set as follows: when the number of times the common bell symbol is won (the number of times the push-order navigation is executed) reaches a predetermined number; when the number of medals acquired by the player during the AT state (net increase in medals) reaches a predetermined number; or when the number of medals paid out reaches a predetermined number. Furthermore, multiple types of AT states with different durations may be provided, allowing the player to selectively enter any of the AT states when acquiring the right to transition between AT states. Furthermore, it may be possible to generate AT states with different probabilities of executing the push-order navigation when a push-order bell symbol is won.

[0093] Furthermore, during AT mode, a bonus lottery is held based on the occurrence of rare roles, which grants predetermined benefits (such as an increase in the remaining number of games). If the bonus lottery is won, the duration of the AT mode will be extended according to the benefits granted.

[0094] The probability of winning the bonus lottery changes according to the setting value in the probability setting device 14. In the bonus lottery process, for example, if the setting value is 1, there is a 20% chance of a 10-game bonus and a 10% chance of a 30-game bonus. Furthermore, during the bonus lottery process, a lottery for transitioning to a special zone is also conducted simultaneously. For example, if the setting value is 1, there is a 5% chance of being granted the right to transition to a special zone. Furthermore, the higher the setting value in the probability setting device 14, the more favorable the bonus draw and the draw for transitioning to the special zone become for the player. Furthermore, the trigger for the bonus round doesn't have to be a rare role, and the number of bonus games added doesn't have to be anything other than those mentioned above. Also, the number of bonus games added can be varied depending on the winning role.

[0095] • Transition process from the special zone to the normal AT state (arrow d in Figure 3) When transitioning to the AT state for the first time, or when certain conditions are met during the normal AT state, for example, the player will stay in a special zone for 10 games. However, once 10 games have been played in the special zone, the player will return to the normal AT state. Therefore, if the player transitions to a special zone during the initial transition to the AT state, the initial number of remaining games is determined during the special zone, and upon the end of the special zone, the normal AT state is started based on the determined number of remaining games. Furthermore, if the game transitions to a special zone during the AT state (while in the normal AT state), the number of games to be added to the remaining game count is determined during the special zone, and upon the end of the special zone, the number of added games is added to the remaining game count and the game returns to the normal AT state.

[0096] During the special zone, special effects corresponding to the special zone will be displayed on the main display 8, etc., and the number of games added for each game will be announced. Finally, the total number of games added during the special zone will be announced.

[0097] • Transition process from normal AT state to special zone (arrow e in Figure 3) In the normal AT state, if the conditions for transitioning to a special zone are met, the game will transition to the special zone. The transition to the special zone is conditional on winning the lottery for transitioning to the special zone as described above. Furthermore, if the right to transition to a special zone is granted, the player may transition to the special zone in the next game, or after a predetermined number of games have been played. When transitioning from the normal AT state to the special zone, the counting of remaining games is suspended, and resumes upon returning to the normal AT state. Therefore, the counting of remaining games does not occur during games played in the special zone.

[0098] • Transition process from AT state (normal AT state) to normal gameplay state (arrow f in Figure 3) During a game in AT mode (normal AT mode), if the remaining number of games in AT mode runs out, the game state will switch to normal game state.

[0099] Furthermore, when the AT state ends, a predetermined period (for example, 5 seconds) of AT termination state is set. During this AT termination state, game progression becomes temporarily impossible, and after the AT termination state ends, the game returns to the normal gameplay state. During the AT termination state, setting-related information that can suggest the setting value set by the probability setting device 14 is notified by notification means under the control of the main control device 10 and the sub-control device 20. For example, a predetermined image is displayed on the main display 8 and the sub-display 17, and a predetermined sound is output from the speaker 9. When transitioning from AT state to normal gameplay state, the advantageous period will be maintained. However, it is also possible to transition to the normal period when transitioning from AT state to normal gameplay state, or at some point during the transition to normal gameplay state.

[0100] In this embodiment, the slot machine 1 primarily transitions from the CZ state to the AT state. However, it is also possible to generate a pseudo-bonus state controlled by AT during game execution based on predetermined conditions being met during normal gameplay, and to conduct a lottery for transitioning to the AT state during the game while in the pseudo-bonus state which continues for a predetermined period. The game state transitions as described above.

[0101] [Restriction Function] Next, with reference to Figure 4, each process related to the limiting function in the slot machine 1 of this embodiment will be described. In the slot machine 1 of this embodiment, a limiting function is provided to set a limit on the number of tokens that a player can win.

[0102] In the slot machine 1 of this embodiment, two types of restriction functions are provided as the above-mentioned restriction function: a first restriction function and a second restriction function. The first limiting function is a so-called limiter function (also simply called a limiter) that limits the number of medals that a player (one player or multiple players) can acquire during a single advantageous period. When the value of the difference in medal count counter reaches a predetermined number (the limit value (specific game value) of +2400 medals), the advantageous period ends.

[0103] Since the AT state is activated during the advantageous period, if the first restriction function is activated during the AT state (first ending state), the AT state will also end when the advantageous period ends (transitioning to the normal game state), and the number of medals the player can acquire will be limited. The difference in the number of medals used in the first restriction function described above is a counter used by the main control device 10 to monitor the difference between the number of medals consumed (put in as bets) and the number of medals paid out (given) by the player during one advantageous period. During one advantageous period, the difference between the number of medals consumed and the number of medals paid out increases or decreases depending on the execution of the game, by subtracting the number of medals consumed when the game is played and adding the number of medals paid out as a result of the game.

[0104] In other words, the main control device 10 includes a difference information calculation means capable of calculating difference information (value of the difference counter) between the consumed game value and the granted game value by performing a subtraction process corresponding to the consumed game value based on the consumption of game value in the advantageous period, and an addition process corresponding to the granted game value based on the granting of game value in the advantageous period, and an advantageous period termination control means capable of executing control to terminate the advantageous period based on the difference information calculated by the difference information calculation means reaching a predetermined number (first limit value).

[0105] Furthermore, the difference in tokens counter is reset when the game section transitions to the normal section. However, unless it is reset, it will continue to count the total number of tokens consumed during the game if that number exceeds the total number of tokens paid out as a result of the game. This makes it possible to count the number of medals consumed (the number of medals lost by the player) even if the player does not actually win any medals during a single advantageous period, but only consumes medals. Furthermore, the net payout counter is not reset even if the power to slot machine 1 is cut off. Therefore, if slot machine 1 (main control unit 10) is not reset (including setting changes), the net payout counter value from the day before will be reflected on the current day.

[0106] In other words, the main control device 10, as a means for calculating difference information, is capable of calculating (counting) difference information (the value of the difference counter) even when the number of game value (medals) consumed in the advantageous period exceeds the number of game value (medals) awarded in the advantageous period. Therefore, even if the player does not actually acquire any medals during a single advantageous period, and only medals are consumed, the first limit function can be activated to reflect the amount of medals consumed. As a result, the more medals the player can acquire before the first limit function is activated, the more medals the player can acquire, thereby increasing the player's sense of anticipation.

[0107] Furthermore, while the main control device 10 is capable of counting negative amounts in the difference counter, it is also possible to set a large value (for example, +20000) as an initial value in advance to reduce the possibility of the counter value becoming negative even when the player has not actually won any medals and only medals have been consumed.

[0108] The second restriction function is a so-called complete function (also simply called complete) that limits the number of medals (net increase) that the player actually acquires from the time the power to slot machine 1 is turned on until it is turned off. When the value of the net increase counter, which will be described later, reaches a predetermined number (the complete value of +19,000 medals), the game is put into a state where it cannot be played, and the game is stopped, making it impossible to play any further games. Therefore, the number of tokens a player can win during the operating hours of a gaming establishment will be limited. Furthermore, even if the net payout counter shows an extremely low value during the arcade's operating hours, and a player is able to acquire a very large number of tokens before the first limit function activates, the second limit function will activate before the first limit function. This prevents the arcade from incurring significant losses even when the net payout counter shows an extremely low value.

[0109] The net increase counter used in the second restriction function described above is a counter for monitoring the number of medals (net increase) actually acquired by the player from the time the power to slot machine 1 is turned on until it is turned off (during the monitoring period). The number of medals consumed (input as bet) when the game is played is subtracted, and the number of medals paid out (given) as a result of the game is added, and the lower limit is corrected to 0, thereby enabling the counting of the above number of medals (net increase). The net increase counter is reset when slot machine 1 (main control unit 10) is reset (including setting changes) or when the power to slot machine 1 is cut off. Therefore, it is not reset when the game transitions to the normal game phase.

[0110] Therefore, the value of the net increase counter (so-called "MY") is calculated as "(number of medals paid out as a result of the game) - (number of medals consumed during the game)". A lower limit adjustment is made so that this value does not fall below "-1". In other words, a lower limit adjustment is made when the number of medals actually acquired by the player during the monitoring period becomes a negative value, and further adjustments are made each time the minimum negative value is updated. This monitors the maximum value of the difference between "number of medals paid out as a result of the game" and "number of medals consumed during the game" during the monitoring period. In other words, the main control device 10 is equipped with an increase counting means that can count the increase in game value on the player's side based on the granting of game value (medals) during a predetermined game period (the game period from power-on to that point). Furthermore, the main control device 10, which serves as a means for counting the increase in the number of game values, enables the counting of the increase in the game value on the player's side during the period from when the power to the game machine is turned on until it is turned off.

[0111] Then, when the value of this net increase counter reaches a predetermined number (the complete value of +19,000 coins), the game stops. In other words, the main control device 10 is equipped with a game inoperability control means that can control the game to an inoperable state (game stopped state) where the game cannot be played, based on the fact that the increase in game value counted by the increase counting means has reached the upper limit (+19,000 coins).

[0112] Furthermore, once the second restriction function is activated, slot machine 1 enters a game-stopped state, it will be impossible to play any further games (credit payouts will still be possible) until the main control unit 10 is reset (including setting changes). Normally, resetting the main control unit 10 during the operating hours of the amusement parlor is prohibited. Therefore, if the second restriction function is activated, it will not be possible to play the slot machine 1 again on that day. In this embodiment, the first limit function is activated based on the value of the difference in tokens counter, and the second limit function is activated based on the value of the net increase in tokens counter. However, it is also possible to activate the second limit function based on the value of the difference in tokens counter during the operating hours of the amusement parlor, and activate the first limit function based on the value of the net increase in tokens counter during one advantageous period.

[0113] Furthermore, in the slot machine 1 of this embodiment, the AT state is controlled to the ending state during a predetermined period immediately before the limiting function is activated. The ending state is a state in which the player is notified in advance that the restriction function will be activated or a celebratory event is performed. It includes the first ending state, which is entered just before the first restriction function (limiter) is activated, and the second ending state, which is entered just before the second restriction function (complete) is activated. In this embodiment, the main control device 10 controls game states other than the ending state during the AT state as specific game states, and controls the game state during the ending state during the AT state as a special game state.

[0114] Furthermore, when the first restriction function is activated, for example, when the difference in the number of tokens counter reaches a specific number (special game value number) just before reaching the limit value of "+2400" during the AT state, the system transitions to the first ending state. Once the system transitions to the first ending state, it controls the system to continue the AT state (first ending state) until the first restriction function is activated. Therefore, once the game transitions to the first ending state, even if the conditions for continuing the AT state are subsequently not met, the AT state (first ending state) will continue until the first restriction function is forcibly activated.

[0115] Furthermore, as will be described in detail later, in this embodiment, the specific number of the difference counter (special game value number) that leads to the transition to the first ending state can be changed based on the fulfillment of predetermined conditions. The specific number of changes are made according to the value of the difference counter at the time of transition to the AT state.

[0116] The value of the difference counter when transitioning to the AT state will affect the number of medals the player actually acquires (net increase in medals) before the first limiting function (limiter) is activated. Therefore, when transitioning to the AT state, a specific number will be changed according to the number of medals the player can actually acquire (maximum game value) before the first limiting function (limiter) is activated. In other words, when transitioning to the AT state, the timing of the transition to the first ending state will vary depending on the number of medals the player can actually acquire (maximum game value) before the first limiting function (limiter) activates.

[0117] On the other hand, when the second limit function is activated, for example, in a state where it has been predetermined that the net increase in coins counter will reach the complete value of +19,000 coins during the AT state, the second limit function is predetermined to be activated when the net increase in coins counter reaches a predetermined number (for example, +18,500 coins), and the system transitions to the second ending state.

[0118] Furthermore, the prior determination of whether the second restriction function will be activated can be made when the sum of the estimated number of medals to be acquired afterward, calculated from the remaining number of games in the AT state, and the value of the net increase counter at that point reaches the complete value. For example, if the net increase in tokens per game during AT mode is 3 tokens, then when the net increase in tokens counter reaches a predetermined number (for example, +18,500 tokens), the pre-determination should be made when the remaining number of games in AT mode reaches 167 or more games (when the estimated number of tokens to be acquired thereafter is approximately 501 tokens). Furthermore, even when the second restriction function is activated, similar to the first restriction function, when the net increase in coins counter reaches a predetermined number (for example, "+18500") just before reaching the complete value of "+19000" during the AT state, the game may transition to the second ending state. If the game transitions to the second ending state, the AT state (second ending state) may be continued unconditionally until the second restriction function is activated.

[0119] Then, as shown in Figure 4, during the AT state, the game transitions to the first ending state, which involves the activation of the first limit function. If the value of the net payout counter reaches the limit value during the first ending state, the game state transitions to the normal game state along with the end of the advantageous section (transition to the normal section) (arrow g in Figure 4). Once the game state is in the normal game state and the game section transitions to the normal section, the game section will transition back to the advantageous section upon fulfillment of the conditions for transitioning to the advantageous section (for example, winning a common bell role or a push-order bell role), and game state transition control related to the next AT state transition will be performed.

[0120] On the other hand, if the game transitions to the second ending state, which involves the activation of the second restriction function, and the net increase in coins counter reaches the complete value during the second ending state, the AT state will end and the game will transition to the game stop state (arrow h in Figure 4). If the game stops, the game state returns to the normal game state by resetting the main control device 10 (arrow i in Figure 4). Furthermore, during the first ending state, an ending sequence (an animation celebrating the activation of the first restriction function) may be performed on the main display 8, for example. However, during the second ending state, an animation celebrating the activation of the second restriction function may not be performed. In this case, it is preferable, for example, that an animation is performed on the main display 8 that allows the player to recognize that the second restriction function has been activated. Control related to the limiting function is performed as described above.

[0121] [Conditions for transitioning to the first ending state] Next, with reference to Figure 5, the transition conditions for the first ending state in the slot machine 1 of this embodiment will be described in detail.

[0122] As described above, in the slot machine 1 of this embodiment, the first limiting function (limiter) is activated when the value of the difference in the number of tokens counter during one advantageous period reaches the limit value. Therefore, the number of tokens that the player can actually acquire (maximum number of tokens that can be acquired) will change depending on the value of the difference in the number of tokens counter at the time of transition to the AT state, until the first limiting function is activated. In other words, the main control device 10 is equipped with an upper limit control means that can control the upper limit game value (maximum number of tokens obtainable), which is the number of game values ​​that can be given to the player during the advantageous period, based on difference information (the value of the difference counter) and a specific game value (limit value of "+2400") that can be set arbitrarily.

[0123] Furthermore, the main control unit 10, when activating the first limit function, transitions to the first ending state when the value of the difference counter reaches a specific number (special game value number) just before reaching the limit value of "+2400" during the AT state. If it transitions to the first ending state, it controls the system to continue the AT state (first ending state) unconditionally until the first limit function is activated. In other words, the main control device 10 is equipped with a game state control means that can execute a control to transition to a special game state (first ending state) as a game state in which game value can be granted up to the upper limit of game value (maximum number of coins obtainable), based on the fact that the game value granted to the player in the advantageous section becomes a special game value number (specific number).

[0124] Furthermore, the main control device 10 refers to the value of the difference counter when transitioning to the AT state, and according to the value of this difference counter, it can change the specific number (special game value number) that will cause the transition to the first ending state during the AT state. In other words, at the point of transitioning to the AT state, the number of medals the player can actually acquire (maximum number of medals that can be acquired) before the first restriction function is activated is determined. The timing of transitioning to the first ending state can be changed according to this maximum number of medals that can be acquired. Furthermore, the timing for referencing the value of the net number of tokens counter does not have to be at the time the game state transitions to the AT state; it may also be at the time the right to transition to the AT state is granted before the transition to the AT state.

[0125] Figure 5 shows the transition conditions for the first ending state, which change under the control of the main control device 10. In the table, "Maximum number of medals obtainable" indicates the maximum number of medals that the player can obtain in one advantageous period before the first limit function is activated (the difference between the limit value and the value of the difference counter at the time of transition to AT state). Furthermore, the "Number of medals acquired to guarantee reaching the first ending state" indicates the number of medals (net increase) actually acquired by the player during the AT state that leads to the first ending state. This value is obtained by subtracting the "number of medals that can be acquired before the first limit function is activated" from the "maximum number of medals that can be acquired," that is, it represents the value of the difference counter obtained by subtracting the "number of medals that can be acquired before the first limit function is activated" from the limit value (+2400).

[0126] As shown in Figure 5, if the "maximum number of coins that can be obtained" is "less than 3000 coins" at the time of transitioning to the AT state, the transition to the 1st ending state will occur when the "number of coins that can be obtained to reach the 1st ending state" becomes "maximum number of coins that can be obtained - 400 coins". In other words, if the value of the net payout counter at the time of transitioning to the AT state is greater than "-600", the main control device 10 will perform control to transition to the first ending state when the value of the net payout counter becomes "+2000" (+2400-400). For example, if the value of the difference counter when transitioning to the AT state is "-100", the "maximum number of coins that can be obtained" will be "2500 coins" (2400 coins + 100 coins), and the "number of coins that can be obtained to reach the first ending state" will be "2100 coins" (2500 coins - 400 coins).

[0127] Therefore, at the time of transitioning to the AT state, if the maximum number of medals the player can acquire in one advantageous period before the first restriction function is activated is "less than 3000 medals", a specific number (first specific number: first special game value number) is set such that the number of medals the player actually acquires during the AT state is "maximum number of medals that can be acquired - 400 medals", and when the number of acquired medals reaches this specific number (first specific number), the game transitions to the first ending state.

[0128] On the other hand, if the "maximum number of coins that can be obtained" is "3000 or more" at the time of transitioning to the AT state, the transition to the 1st ending state will occur when the "number of coins that can be obtained to reach the 1st ending state" becomes "maximum number of coins that can be obtained - 200 coins". In other words, if the value of the net difference counter at the time of transitioning to the AT state is "-600" or less, the main control device 10 will perform control to transition to the first ending state when the value of the net difference counter becomes "+2200" (+2400-200). For example, if the value of the difference counter when transitioning to AT state is "-1000", the "maximum number of coins that can be obtained" will be "3400 coins" (2400 coins + 1000 coins), and the "number of coins that can be obtained to reach the first ending state" will be "3200 coins" (3400 coins - 200 coins).

[0129] Therefore, at the time of transitioning to the AT state, if the maximum number of medals the player can acquire in one advantageous period before the first restriction function is activated is "3000 or more", then a specific number (second specific number: second special game value number) is set such that the number of medals the player actually acquires during the AT state is "maximum number of medals that can be acquired - 200", and when the number of acquired medals reaches this specific number (second specific number), the game transitions to the first ending state.

[0130] As a result, at the point of transitioning to the AT state, the maximum number of medals the player can acquire in one advantageous period before the first limit function is activated is set as a threshold of "3000 medals". If the value is less than this, the player will transition to the first ending state when the number of medals actually acquired by the player during the AT state reaches "400 medals", which is the number remaining before the first limit function is activated. If the value is greater than this, the player will transition to the first ending state when the number of medals remaining reaches "200 medals", which is the number remaining before the first limit function is activated. In other words, at the point of transitioning to the AT state, the smaller the value of the difference in the number of coins counter, the greater the maximum number of coins that can be obtained. However, if the maximum number of coins that can be obtained at this time is "less than 3000 coins," the transition to the first ending state will occur earlier than if it were "3000 coins or more."

[0131] As described above, in this embodiment, when transitioning to the AT state, the main control device 10 refers to the value of the difference counter, and if the value of this difference counter is greater than "-600", that is, if the number of medals that can be acquired before the first limit function is activated (maximum number of medals that can be acquired) is any number (first value) less than "3000", then the main control device 10 sets a specific number (first specific number) of "maximum number of medals that can be acquired - 400", and transitions to the first ending state when the number of medals actually acquired by the player during the AT state reaches this specific number (first specific number). On the other hand, if the value of the above-mentioned difference counter is "-600" or less, that is, if the number of medals that can be obtained before the first limit function is activated (maximum number of medals that can be obtained) is any number (second value) of "3000 or more", then a specific number (second specific number) of "maximum number of medals that can be obtained - 200" is set, and when the number of medals that the player has actually obtained during the AT state reaches this specific number (second specific number), the game transitions to the first ending state.

[0132] In other words, the main control device 10, as a means of controlling the game state, enables control to transition to a special game state (first ending state) based on the fact that the game value granted to the player in the advantageous section becomes the first special game value (first specific number) when the upper limit game value (maximum number of coins that can be obtained) is a first value (any number of "less than 3000 coins"). If the upper limit game value (maximum number of coins that can be obtained) is a second value greater than the first value (any number of "3000 coins or more"), it enables control to transition to a special game state (first ending state) based on the fact that the game value granted to the player in the advantageous section becomes the second special game value (second specific number).

[0133] Therefore, the timing of transitioning to the first ending state during the AT state will vary, making it possible to improve the enjoyment of the game. Furthermore, if the number of medals the player can actually acquire before the first restriction function is activated is less than the second value (the first value), the transition to the first ending state will occur earlier than the time when the first restriction function is activated. This means that the time when it is confirmed that the AT state will continue until the first restriction function is activated will be earlier (the difficulty will decrease), and it will be possible to increase the player's sense of anticipation even when the number of medals that can be acquired is relatively small.

[0134] Furthermore, the threshold value for the "maximum number of tokens obtainable" (difference token counter) when switching between the first specific number (first special game value number) and the second specific number (second special game value number) may be any value other than those mentioned above, as long as the above-mentioned effect is achieved. Furthermore, the "number of coins obtained to guarantee reaching the first ending state" can be any value other than those specified above, as long as it provides the effects described above.

[0135] Furthermore, in this embodiment, if a push-order bell symbol is won in the ending state or during an AT state other than the ending state, the push-order navigation is always (with 100% probability) executed by the notification means (for example, the main display 8). However, the probability of executing the push-order navigation when a push-order bell symbol is won in the ending state or during an AT state other than the ending state may be changed. In this case, if the value of the difference counter at the time of transition to AT state is greater than "-600", that is, if the number of medals that can be obtained before the first restriction function is activated (maximum number of medals that can be obtained) is any number less than "3000" (first value), the probability of executing the push-button navigation may be set to a predetermined probability (for example, 80%). If the value of the difference counter at the time of transition to AT state is "-600" or less, that is, if the number of medals that can be obtained before the first restriction function is activated (maximum number of medals that can be obtained) is any number of "3000 or more" (second value), the probability of executing the push-button navigation may be set to a probability lower than the above predetermined probability (for example, 60%).

[0136] In other words, the main display unit 8 as a notification means is capable of providing notification (push order navigation) regarding the operation order for multiple stop operation means (stop buttons 5), and the main control device 10 may be equipped with notification control means that can differentiate the control of notification by the notification means based on the upper limit of game value in at least one of a specific game state (AT state other than the ending state) and a special game state (ending state). Therefore, in this case, if the number of medals the player can actually win before the first limiting function is activated is small, the probability of the push-order navigation being executed when a push-order bell combination is won increases, thus preventing a decrease in the player's expectations even when the number of medals that can be won is small.

[0137] Furthermore, the main control device 10 performs a bonus draw based on the fulfillment of predetermined conditions in a game during the AT state (for example, winning a rare role). If the value of the difference counter at the time of transitioning to the AT state is greater than "-600", that is, if the number of medals that can be obtained before the first restriction function is activated (maximum number of medals that can be obtained) is any number less than "3000" (first value), the probability of winning the bonus draw is set to a predetermined probability (for example, 80%). If the value of the difference counter at the time of transitioning to the AT state is "-600" or less, that is, if the number of medals that can be obtained before the first restriction function is activated (maximum number of medals that can be obtained) is any number of "3000 or more" (second value), the probability of winning the bonus draw may be set to a probability lower than the above predetermined probability (for example, 60%).

[0138] In other words, the main control device 10 includes a means for granting rights that can grant the player the right to continue a specific game state (an AT state other than the first ending state) in a specific game state (an AT state other than the first ending state), and the means for granting rights may be capable of executing control that makes the probability of granting the right to continue a specific game state (the probability of winning the bonus lottery) different based on the upper limit of game value. Therefore, in this case, if the number of medals the player can actually win before the first limiting function is activated is small, the probability of winning the bonus draw will be higher than when the number of medals is large, thus preventing a decrease in the player's expectations even when the number of medals that can be won is small. Furthermore, in this case, the trigger for conducting the bonus lottery during the AT state may be other than those mentioned above. For example, when a push-order bell symbol is won during the AT state, a push-order navigation may be executed with a predetermined probability (for example, 60%), and when a push-order bell symbol is won without a push-order navigation, a bonus lottery may be conducted if the symbol combination corresponding to that push-order bell symbol does not stop.

[0139] Furthermore, in this embodiment, the main control device 10 determines the maximum number of medals that can be won (upper limit of game value) based on the value of the difference counter. However, a consumption counter may also be provided to calculate the number of medals that are consumed when the number of medals consumed exceeds the number of medals awarded during a single advantageous period, that is, the number of medals that are disadvantageous to the player (so-called "suck-ups"), and the maximum number of medals that can be won (upper limit of game value) may be determined based on the value of this consumption counter. In this case, the consumption counter will be the value corresponding to the negative portion of the difference counter value. For example, if the difference counter value is "-1000", the consumption counter value will be "+1000". Then, when determining the maximum number of tokens that can be obtained (maximum game value), the value of the consumption counter will be added to the limit value.

[0140] In other words, the main control device 10 is equipped with a calculation means capable of calculating the number of game values ​​consumed by the game machine (value of the consumption counter: number of coins absorbed) based on the game value processed by the game machine during the advantageous period (number of coins spent in the game) and the game value processed by the game machine during the advantageous period (number of coins paid out). The main control device 10, as an upper limit control means, is equipped with a calculation means capable of controlling the upper limit of game value, which is the number of game values ​​that can be given to the player during the advantageous period, based on the number of game values ​​consumed and a specific number of game values ​​that can be arbitrarily set. Even in this case, it is possible to control the maximum number of game values, just as when using a difference counter.

[0141] Furthermore, for example, if the "maximum number of coins that can be obtained" at the time of transitioning to the AT state is "300 coins," which is "less than 3000 coins," the "number of coins required to reach the first ending state" will be reached before transitioning to the AT state. Therefore, for example, if the value of the difference in coins counter at the end of the AT state is less than or equal to a predetermined number (for example, "+1000"), it is preferable to transition the game section back to the normal section. As described above, the slot machine 1 in this embodiment is configured as described.

[0142] [Variation 1] Next, with reference to Figure 6, a modified example 1 of this embodiment will be described. In this modified example 1, the transition conditions for the first ending state are different from those of the slot machine 1 in the previously described embodiment, but everything else is the same as the slot machine 1 described above, so only the differences will be explained.

[0143] Figure 6 shows the transition conditions for the first ending state, which change under the control of the main control device 10, in Modification Example 1. In the table, "Maximum number of obtainable coins" and "Number of coins guaranteed to reach the first ending state" refer to the contents of the embodiment described above.

[0144] As shown in Figure 6, in this modified example 1, if the "maximum number of coins that can be obtained" is "less than 3000 coins" at the time of transitioning to the AT state, the transition to the 1st ending state is made when the "number of coins that can be obtained to reach the 1st ending state" becomes "maximum number of coins that can be obtained - 200 coins". In other words, if the value of the net payout counter at the time of transitioning to the AT state is greater than "-600", the main control device 10 will perform a control to transition to the first ending state when the value of the net payout counter becomes "+2200" (+2400-200). For example, if the value of the difference counter when transitioning to AT state is "-100", the "maximum number of coins that can be obtained" will be "2500 coins" (2400 coins + 100 coins), and the "number of coins that can be obtained to reach the first ending state" will be "2300 coins" (2500 coins - 200 coins).

[0145] Therefore, at the time of transitioning to the AT state, if the maximum number of medals the player can acquire in one advantageous period before the first restriction function is activated is "less than 3000 medals", a specific number (first specific number: first special game value number) is set such that the number of medals the player actually acquires during the AT state is "maximum number of medals that can be acquired - 200 medals", and when the number of acquired medals reaches this specific number (first specific number), the game transitions to the first ending state.

[0146] On the other hand, if the "maximum number of coins that can be obtained" is "3000 or more" at the time of transitioning to the AT state, the transition to the 1st ending state will occur when the "number of coins that can be obtained to reach the 1st ending state" becomes "maximum number of coins that can be obtained - 400 coins". In other words, if the value of the net difference counter at the time of transitioning to the AT state is "-600" or less, the main control device 10 will perform control to transition to the first ending state when the value of the net difference counter becomes "+2000" (+2400-400). For example, if the value of the difference counter when transitioning to AT state is "-1000", the "maximum number of coins that can be obtained" will be "3400 coins" (2400 coins + 1000 coins), and the "number of coins that can be obtained to reach the first ending state" will be "3000 coins" (3400 coins - 400 coins).

[0147] Therefore, at the point of transitioning to the AT state, if the maximum number of medals the player can acquire in one advantageous period before the first restriction function is activated is "3000 or more", then a specific number (second specific number: second special game value number) is set such that the number of medals the player actually acquires during the AT state is "maximum number of medals that can be acquired - 400", and when the number of acquired medals reaches this specific number (second specific number), the game transitions to the first ending state.

[0148] As a result, at the point of transitioning to the AT state, the maximum number of medals the player can acquire in one advantageous period before the first limit function is activated is set as a threshold of "3000 medals". If the value is less than this, the player will transition to the first ending state when the number of medals the player has actually acquired during the AT state reaches "200 medals", which is the number remaining before the first limit function is activated. If the value is greater than this, the player will transition to the first ending state when the number of medals remaining reaches "400 medals", which is the number remaining before the first limit function is activated. In other words, the smaller the value of the difference counter at the time of transitioning to the AT state, the greater the maximum number of coins that can be won. If the maximum number of coins that can be won at this time is "3000 coins or more," the transition to the first ending state will occur earlier than if it were "less than 3000 coins."

[0149] As described above, in this modified example 1, the main control device 10 refers to the value of the difference counter when transitioning to the AT state. If the value of this difference counter is greater than "-600", that is, if the number of medals that can be acquired before the first limit function is activated (maximum number of medals that can be acquired) is any number (first value) less than "3000", then it sets a specific number (first specific number) of "maximum number of medals that can be acquired - 200", and transitions to the first ending state when the number of medals actually acquired by the player during the AT state reaches this specific number (first specific number). On the other hand, if the value of the above-mentioned difference counter is "-600" or less, that is, if the number of medals that can be obtained before the first limit function is activated (maximum number of medals that can be obtained) is any number (second value) of "3000 or more", then a specific number (second specific number) of "maximum number of medals that can be obtained - 400" is set, and when the number of medals that the player has actually obtained during the AT state reaches this specific number (second specific number), the game transitions to the first ending state.

[0150] In other words, the main control device 10, as a means of controlling the game state, enables control to transition to a special game state (first ending state) based on the fact that the game value granted to the player in the advantageous section becomes the second special game value (second specific number) when the upper limit game value (maximum number of coins that can be obtained) is a first value (any number of "less than 3000 coins"). If the upper limit game value (maximum number of coins that can be obtained) is a second value greater than the first value (any number of "3000 coins or more"), it enables control to transition to a special game state (first ending state) based on the fact that the game value granted to the player in the advantageous section becomes the first special game value (first specific number).

[0151] Therefore, the timing of transitioning to the first ending state during the AT state will vary, making it possible to improve the enjoyment of the game. Furthermore, if the number of medals the player can actually acquire before the first restriction function activates is greater than the second value (the first value), the transition to the first ending state will occur earlier than the time when the first restriction function activates. This means that the time when it is confirmed that the AT state will continue until the first restriction function activates will be earlier (the difficulty will decrease), and as a result, when the number of medals the player can actually acquire before the first restriction function activates is large, it will be easier to transition to the first ending state, which synergistically increases the player's sense of anticipation. Furthermore, if the number of medals the player can actually acquire before the first restriction function activates is large, the probability of the first restriction function activating decreases. However, by not easily transitioning to the first ending state, it is possible to give the player the impression that the first restriction function has not yet activated (the AT state is still continuing), thus preventing a decrease in the player's expectations.

[0152] Furthermore, the threshold value for the "maximum number of tokens obtainable" (difference token counter) when switching between the first specific number (first special game value number) and the second specific number (second special game value number) may be any value other than those mentioned above, as long as the above-mentioned effect is achieved. Furthermore, the "number of coins obtained to guarantee reaching the first ending state" can be any value other than those specified above, as long as it provides the effects described above. Furthermore, in this modified example 1, as in the embodiment described above, the maximum number of tokens that can be obtained (maximum game value) may be determined based on the value of the consumption counter. As described above, the slot machine 1 of the modified example 1 is constructed.

[0153] [Variation 2] Next, a modified example of this embodiment, part 2, will be described with reference to Figure 7. In this modified example 2, the transition conditions for the first ending state are different from those of the slot machine 1 in the previously described embodiment, but everything else is the same as the slot machine 1 described above, so only the differences will be explained.

[0154] Figure 7 shows the transition conditions for the first ending state, which change under the control of the main control device 10, in modified example 2. In this modified example 2, the difference is that the number of patterns for changing the specific number (special game value number) is set to be larger than in the embodiment described above. Note that in the table, "Maximum number of obtainable coins" and "Number of coins guaranteed to be obtained upon reaching the first ending state" refer to the same content as in the embodiment described above.

[0155] As shown in Figure 7, in this modified example 2, first, if the "maximum number of coins that can be obtained" is "less than 2500 coins" at the time of transitioning to the AT state, the transition to the first ending state is made when the "number of coins that can be obtained to reach the first ending state" becomes "maximum number of coins that can be obtained - 600 coins". In other words, if the value of the net payout counter at the time of transitioning to the AT state is greater than "-100", the main control device 10 will perform control to transition to the first ending state when the value of the net payout counter becomes "+1800" (+2400-600). For example, if the value of the difference counter when transitioning to AT state is "+100", the "maximum number of coins that can be obtained" will be "2300 coins" (2400 coins - 100 coins), and the "number of coins that can be obtained to reach the first ending state" will be "1700 coins" (2300 coins - 600 coins).

[0156] Therefore, at the time of transitioning to the AT state, if the maximum number of medals the player can acquire in one advantageous period before the first restriction function is activated is "less than 2500 medals", a specific number is set so that the number of medals the player actually acquires during the AT state is "maximum number of medals that can be acquired - 600 medals", and when the number of acquired medals reaches this specific number, the game transitions to the first ending state.

[0157] Furthermore, if the "maximum number of coins that can be obtained" is within the range of "2500 to 2900 coins" at the time of transitioning to the AT state, the transition to the 1st ending state will occur when the "number of coins that can be obtained to guarantee reaching the 1st ending state" becomes "maximum number of coins that can be obtained - 400 coins". In other words, if the value of the net payout counter at the time of transitioning to the AT state is within the range of "-100" to "-500", the main control device 10 will perform control to transition to the first ending state when the value of the net payout counter becomes "+2000" (+2400-400). For example, if the value of the difference counter when transitioning to AT state is "-400", the "maximum number of coins that can be obtained" will be "2800 coins" (2400 coins + 400 coins), and the "number of coins that can be obtained to reach the first ending state" will be "2400 coins" (2800 coins - 400 coins).

[0158] Therefore, at the time of transitioning to the AT state, if the maximum number of medals the player can acquire in one advantageous period before the first restriction function is activated is within the range of "2500 to 2900 medals", a specific number is set so that the number of medals the player actually acquires during the AT state is "maximum number of medals that can be acquired - 400 medals", and when the number of acquired medals reaches this specific number, the game transitions to the first ending state.

[0159] Furthermore, if the "maximum number of coins that can be obtained" is within the range of "2901 to 3400 coins" at the time of transitioning to the AT state, the transition to the 1st ending state will occur when the "number of coins that can be obtained to guarantee reaching the 1st ending state" becomes "maximum number of coins that can be obtained - 300 coins". In other words, if the value of the net difference counter at the time of transitioning to the AT state is within the range of "-501" to "-1000", the main control device 10 will perform control to transition to the first ending state when the value of the net difference counter becomes "+2100" (+2400-300). For example, if the value of the difference counter when transitioning to AT state is "-600", the "maximum number of coins that can be obtained" will be "3000 coins" (2400 coins + 600 coins), and the "number of coins that can be obtained to reach the first ending state" will be "2700 coins" (3000 coins - 300 coins).

[0160] Therefore, at the time of transitioning to the AT state, if the maximum number of medals the player can acquire in one advantageous period before the first restriction function is activated is within the range of "2901 to 3400 medals", a specific number is set so that the number of medals the player actually acquires during the AT state is "maximum number of medals that can be acquired - 300 medals", and when the number of acquired medals reaches this specific number, the game transitions to the first ending state.

[0161] Furthermore, if the "maximum number of coins that can be obtained" is "3401 or more" at the time of transitioning to the AT state, the transition to the 1st ending state will occur when the "number of coins that can be obtained to guarantee reaching the 1st ending state" becomes "maximum number of coins that can be obtained - 200 coins". In other words, if the value of the net difference counter at the time of transitioning to the AT state is "-1001" or less, the main control device 10 will perform control to transition to the first ending state when the value of the net difference counter becomes "+2200" (+2400-200). For example, if the value of the difference counter when transitioning to AT state is "-2000", the "maximum number of coins that can be obtained" will be "4400 coins" (2400 coins + 2000 coins), and the "number of coins that can be obtained to reach the first ending state" will be "4200 coins" (4400 coins - 200 coins).

[0162] Therefore, at the point of transitioning to the AT state, if the maximum number of medals the player can acquire in one advantageous period before the first restriction function is activated is "3401 or more", a specific number is set so that the number of medals the player actually acquires during the AT state is "maximum number of acquireable medals - 200", and when the number of acquired medals reaches this specific number, the game transitions to the first ending state.

[0163] In this modified version 2, there are three or more patterns for changing the specific number (special game value number) based on the "maximum number of coins that can be obtained." Therefore, the first specific number (first special game value number) and the second specific number (first special game value number) are determined by the relative magnitudes of each of the above "maximum number of coins that can be obtained." By comparing each of the "maximum number of coins that can be obtained," the "number of coins that guarantee reaching the first ending state" when the "maximum number of coins that can be obtained" is relatively small is set as the first specific number (first special game value number), and the "number of coins that guarantee reaching the first ending state" when the "maximum number of coins that can be obtained" is relatively large is set as the second specific number (second special game value number).

[0164] As a result, at the point of transitioning to the AT state, the timing of the first ending state will change in stages according to the increase in the maximum number of medals that the player can acquire in one advantageous period, with thresholds of "2500 medals," "2900 medals," and "3400 medals" before the first limit function is activated. In other words, the smaller the value of the net payout counter at the time of transitioning to the AT state, the greater the maximum number of payouts that can be obtained. However, the smaller the maximum number of payouts that can be obtained at this time, the earlier the transition to the first ending state will occur.

[0165] As described above, in this modified example 2, the main control device 10 refers to the value of the difference in the number of tokens counter when transitioning to the AT state, and based on this value of the difference in the number of tokens counter, it gradually changes the timing of transitioning to the first ending state, with the thresholds being "2500 tokens", "2900 tokens", and "3400 tokens", which are the maximum number of tokens that can be obtained before the first limit function is activated. Furthermore, by comparing each "maximum number of coins that can be obtained," the "number of coins that guarantee reaching the first ending state" when the "maximum number of coins that can be obtained" is relatively small is set as the first specific number (first special game value), and the "number of coins that guarantee reaching the first ending state" when the "maximum number of coins that can be obtained" is relatively large is set as the second specific number (second special game value).

[0166] In other words, in this modified example 2, as in the embodiment described above, the main control device 10 as a game state control means is capable of executing control to transition to a special game state (first ending state) based on the fact that the game value granted to the player in the advantageous section becomes a first special game value number (first specific number) when the upper limit game value number (maximum number of coins that can be obtained) is a first value (for example, any number of "less than 3000 coins"). When the upper limit game value number (maximum number of coins that can be obtained) is a second value greater than the first value (for example, any number of "3401 coins or more"), it is capable of executing control to transition to a special game state (first ending state) based on the fact that the game value granted to the player in the advantageous section becomes a second special game value number (second specific number).

[0167] Therefore, the timing of transitioning to the first ending state during AT mode will vary even more, making it possible to further enhance the enjoyment of the game. Furthermore, if the number of medals the player can actually acquire before the first restriction function is activated is less than the second value (the first value), the transition to the first ending state will occur earlier than the time when the first restriction function is activated. This means that the time when it is confirmed that the AT state will continue until the first restriction function is activated will be earlier (the difficulty will decrease), and it will be possible to increase the player's sense of anticipation even when the number of medals that can be acquired is relatively small.

[0168] Furthermore, the threshold values ​​for the "maximum number of coins obtainable" (difference in coins counter) when switching between the first specific number (first special game value number) and the second specific number (second special game value number) may be other than those specified above, as long as the above-mentioned effect is achieved. Furthermore, the "number of coins obtained to guarantee reaching the first ending state" can be any value other than those specified above, as long as it provides the effects described above. Furthermore, in this modified example 2, as in the embodiment described above, the maximum number of tokens that can be obtained (maximum game value) may be determined based on the value of the consumption counter. As described above, the slot machine 1 of the modified version 2 is constructed.

[0169] [Example 3] Next, a modified example 3 of this embodiment will be described with reference to Figure 8. In this modified example 3, the transition conditions for the first ending state are different from those of the slot machine 1 in the previously described embodiment, but everything else is the same as the slot machine 1 described above, so only the differences will be explained.

[0170] Figure 8 shows the transition conditions for the first ending state, which change under the control of the main control device 10, in modified example 3. In this modified version 3, similar to the modified version 2 described above, a large number of patterns for changing the specific number (special game value number) are provided. Furthermore, in this modified example 3, a portion of the "number of coins guaranteed to reach the first ending state" is set to a fixed value based on the value of the difference counter, rather than being calculated from the "maximum number of coins obtainable".

[0171] As shown in Figure 8, in this modified example 3, first, if the "maximum number of coins that can be obtained" is "less than 2500 coins" at the time of transitioning to the AT state, the transition to the first ending state is made when the "number of coins that guarantee reaching the first ending state" becomes "1700 coins," regardless of the "maximum number of coins that can be obtained." In other words, if the value of the net difference counter at the time of transitioning to the AT state is greater than "-100", the main control device 10 will perform control to transition to the first ending state when the value of the net difference counter becomes "+1700". For example, if the value of the difference counter when transitioning to the AT state is "0", the "maximum number of coins that can be obtained" will be "2400 coins" (2400 coins - 0 coins), but regardless of this "maximum number of coins that can be obtained", the "number of coins that can be obtained to guarantee reaching the first ending state" will always be "1700 coins".

[0172] Therefore, at the time of transitioning to the AT state, if the maximum number of medals the player can acquire in one advantageous period before the first restriction function is activated is "less than 2500 medals", a specific number (first specific number: first special game value number) is set such that the value of the difference in medals counter becomes "+1700", regardless of the number of medals the player actually acquired during the AT state. When the value of the difference in medals counter reaches this specific number (first specific number), the game transitions to the first ending state.

[0173] Furthermore, if the "maximum number of coins that can be obtained" is within the range of "2500 to 2900 coins" at the time of transitioning to the AT state, the transition to the 1st ending state will occur when the "number of coins that guarantee reaching the 1st ending state" reaches "2000 coins," regardless of the "maximum number of coins that can be obtained." In other words, if the value of the net difference counter at the time of transitioning to the AT state is within the range of "-100" to "-500", the main control device 10 will perform control to transition to the first ending state when the value of the net difference counter becomes "+2000". For example, if the value of the difference counter when transitioning to AT state is "-200", the "maximum number of coins that can be obtained" will be "2600 coins" (2400 coins + 200 coins), but regardless of this "maximum number of coins that can be obtained", the "number of coins that are guaranteed to be obtained when reaching the first ending state" will always be "2000 coins".

[0174] Therefore, at the time of transitioning to the AT state, if the maximum number of medals the player can acquire in one advantageous period before the first restriction function is activated is within the range of "2500 to 2900 medals", a specific number (first specific number: first special game value number) is set such that the value of the difference in medals counter becomes "+2000", regardless of the number of medals the player actually acquired during the AT state. When the value of the difference in medals counter reaches this specific number (first specific number), the game transitions to the first ending state.

[0175] Furthermore, if the "maximum number of coins that can be obtained" is within the range of "2901 to 3400 coins" at the time of transitioning to the AT state, the transition to the 1st ending state will occur when the "number of coins that guarantee reaching the 1st ending state" reaches "2300 coins," regardless of the "maximum number of coins that can be obtained." In other words, if the value of the net payout counter at the time of transitioning to the AT state is within the range of "-501" to "-1000", the main control device 10 will perform control to transition to the first ending state when the value of the net payout counter becomes "+2300". For example, if the value of the difference counter when transitioning to AT state is "-600", the "maximum number of coins that can be obtained" will be "3000 coins" (2400 coins + 600 coins), but regardless of this "maximum number of coins that can be obtained", the "number of coins that can be obtained to guarantee reaching the first ending state" will always be "2300 coins".

[0176] Therefore, at the time of transitioning to the AT state, if the maximum number of medals that the player can acquire in one advantageous period before the first restriction function is activated is within the range of "2901 to 3400 medals", a specific number (first specific number: first special game value number) is set such that the value of the difference in medals counter becomes "+2300", regardless of the number of medals the player actually acquired during the AT state. When the value of the difference in medals counter reaches this specific number (first specific number), the game transitions to the first ending state.

[0177] Furthermore, if the "maximum number of coins that can be obtained" is "3401 or more" at the time of transitioning to the AT state, the transition to the 1st ending state will occur when the "number of coins that can be obtained to guarantee reaching the 1st ending state" becomes "maximum number of coins that can be obtained - 300 coins". In other words, if the value of the net difference counter at the time of transitioning to the AT state is "-1001" or less, the main control device 10 will perform control to transition to the first ending state when the value of the net difference counter becomes "+2100" (+2400-300). For example, if the value of the difference counter when transitioning to AT state is "-1100", the "maximum number of coins that can be obtained" will be "3500 coins" (2400 coins + 1100 coins), and the "number of coins that guarantee reaching the first ending state" will be "3200 coins" (3500 coins - 300 coins). Therefore, the transition to the first ending state will occur when the number of coins the player actually obtains during one advantageous period (during AT state) reaches "3200 coins".

[0178] Therefore, at the time of transitioning to the AT state, if the maximum number of medals the player can acquire in one advantageous period before the first restriction function is activated is "3401 or more", then a specific number (second specific number: second special game value number) is set such that the number of medals the player actually acquires during the AT state is "maximum number of medals that can be acquired - 300", and when the number of acquired medals reaches this specific number (second specific number), the game transitions to the first ending state.

[0179] As a result, at the point of transitioning to the AT state, the timing of the first ending state will change in stages according to the increase in the maximum number of medals that the player can acquire in one advantageous period, with thresholds of "2500 medals," "2900 medals," and "3400 medals" before the first limit function is activated. In other words, the smaller the value of the net payout counter at the time of transitioning to the AT state, the greater the maximum number of payouts that can be obtained. However, the timing of transitioning to the first ending state will vary depending on how the maximum number of payouts that can be obtained changes at this time. Furthermore, if the "maximum number of coins that can be obtained" is "less than 3401" at the time of transitioning to the AT state, the transition to the first ending state will occur earlier than if it were "3401 or more".

[0180] As described above, in this modified example 3, the main control device 10 refers to the value of the difference in the number of tokens counter when transitioning to the AT state, and based on this value of the difference in the number of tokens counter, it changes the timing of transitioning to the first ending state in various ways, using "2500 tokens", "2900 tokens", and "3400 tokens" as the thresholds for the number of tokens that can be obtained before the first limit function is activated (maximum number of tokens that can be obtained). Furthermore, if the "maximum number of coins that can be obtained" is "less than 3401," the "number of coins that guarantee reaching the first ending state" at that time is set as the first specific number (first special game value number). If the "maximum number of coins that can be obtained" is "3401 or more," the "number of coins that guarantee reaching the first ending state" at that time is set as the second specific number (second special game value number).

[0181] In other words, in this modified example 3, as in the embodiment described above, the main control device 10 as a game state control means is capable of executing control to transition to a special game state (first ending state) based on the fact that the game value granted to the player in the advantageous section becomes a first special game value number (first specific number) when the upper limit game value number (maximum number of coins that can be obtained) is a first value (for example, any number of "less than 2500 coins"). When the upper limit game value number (maximum number of coins that can be obtained) is a second value greater than the first value (for example, any number of "3401 coins or more"), it is capable of executing control to transition to a special game state (first ending state) based on the fact that the game value granted to the player in the advantageous section becomes a second special game value number (second specific number).

[0182] Therefore, the timing of transitioning to the first ending state during AT mode will vary even more, making it possible to further enhance the enjoyment of the game. Furthermore, if the number of medals the player can actually acquire before the first restriction function is activated is less than the second value (the first value), the transition to the first ending state will occur earlier. This means that the time when the AT state is guaranteed to continue until the first restriction function is activated will be earlier (the difficulty will decrease), and it will be possible to increase the player's sense of anticipation even when the number of medals that can be acquired is relatively small. Furthermore, since the first specific number (first special game value number) is set to a fixed value regardless of the "maximum number of medals that can be won," it becomes possible to diversify the conditions for setting the specific number. In addition, if the number of medals that the player can actually win before the first restriction function is activated is the first value which is less than the second value, it becomes possible to reliably speed up the transition to the first ending state.

[0183] Furthermore, the threshold values ​​for the "maximum number of coins obtainable" (difference in coins counter) when switching between the first specific number (first special game value number) and the second specific number (second special game value number) may be other than those specified above, as long as the above-mentioned effect is achieved. Furthermore, the "number of coins obtained to guarantee reaching the first ending state" can be any value other than those specified above, as long as it provides the effects described above. Furthermore, in this modified example 3, similar to the modified example 1 described above, if the "maximum number of obtainable coins" is "3401 or more," the values ​​may be changed so that the transition to the first ending state occurs earlier than when the "maximum number of obtainable coins" is "less than 3401" (for example, "less than 2500"). Furthermore, in this modified example 3, as in the embodiment described above, the maximum number of tokens that can be obtained (maximum game value) may be determined based on the value of the consumption counter. As described above, the slot machine 1 of the modified example 3 is constructed.

[0184] [Variation 4] Next, a modified example 4 of this embodiment will be described with reference to Figure 9. In this modified example 4, the transition conditions for the first ending state are different from those of the slot machine 1 in the previously described embodiment, but everything else is the same as the slot machine 1 described above, so only the differences will be explained.

[0185] Figure 9 shows the transition conditions for the first ending state, which change under the control of the main control device 10, in the modified example 4. In this modified version 4, similar to the modified version 3 described above, numerous patterns for changing a specific number (special game value number) are provided, and a portion of the "number of coins guaranteed to be obtained upon reaching the first ending state" is set to a fixed value based on the value of the difference counter, rather than being calculated from the "maximum number of coins that can be obtained". Furthermore, in this modified example 4, in addition to the above conditions, the remaining number of games until the first limit function is activated during one advantageous period (4000 - advantageous period game counter) is also added as a condition, and the specific number can be changed according to this remaining number of advantageous period games. Furthermore, the main control device 10 is equipped with a game counter for the advantageous period that counts the number of games played during one advantageous period, and manages the remaining number of games (remaining games in the advantageous period) as described above.

[0186] As shown in Figure 9, in this modified example 4, first, at the time of transitioning to the AT state, if the "maximum number of coins that can be obtained" is "less than 2500 coins" and the "remaining number of games in the advantageous section" at that time is "less than 500 games", the player will transition to the 1st ending state when the "number of coins that can be obtained to guarantee reaching the 1st ending state" becomes "1000 coins", regardless of the "maximum number of coins that can be obtained". If the "remaining number of games in the advantageous section" at that time is "500 games or more", the player will transition to the 1st ending state when the "number of coins that can be obtained to guarantee reaching the 1st ending state" becomes "1500 coins", regardless of the "maximum number of coins that can be obtained".

[0187] In other words, the main control device 10 performs the following control: if the value of the net payout counter at the time of transition to the AT state is greater than "-100", and the advantageous section game counter at that time is "3500 or more", then transitions to the first ending state when the value of the net payout counter becomes "+1000". If the advantageous section game counter at that time is "less than 3500", then transitions to the first ending state when the value of the net payout counter becomes "+1500".

[0188] For example, if the value of the difference counter when transitioning to AT state is "0", the "maximum number of coins that can be obtained" will be "2400 coins" (2400 coins - 0 coins). However, if the "remaining number of games in the advantageous section" at this time is "less than 500 games", the "number of coins that can be obtained to guarantee reaching the first ending state" will always be "1000 coins", regardless of the "maximum number of coins that can be obtained". If the "remaining number of games in the advantageous section" at this time is "500 games or more", the "number of coins that can be obtained to guarantee reaching the first ending state" will always be "1500 coins", regardless of the "maximum number of coins that can be obtained".

[0189] Therefore, if, at the time of transitioning to the AT state, the maximum number of medals the player can acquire in one advantageous section before the first limit function is activated is "less than 2500 medals", and the advantageous section game counter at the time of transitioning to the AT state shows any game count of "3500 or more" as the first game count, then regardless of the number of medals the player actually acquired during the AT state, a specific number (first specific number: first special game value number) is set such that the value of the difference counter becomes "+1000", and the value of the difference counter becomes When a specific number (the first specific number) is reached, the game transitions to the first ending state. If the advantageous section game counter at the time of transitioning to the AT state indicates any game count less than 3500 as the second game count, a specific number (the second specific number: the second special game value number) is set such that the value of the net coin counter becomes "+1500", regardless of the number of coins the player actually acquired during the AT state. When the value of the net coin counter reaches this specific number (the second specific number), the game transitions to the first ending state.

[0190] Furthermore, if the "remaining number of games in the advantageous period" is relatively small, the value of the advantageous period game counter for that period may reach its upper limit (4000) before the value of the net payout counter for that period reaches its upper limit (+2400), potentially activating the first limiting function (limiter). Furthermore, in this modified example 4, the probability of winning the push-order bell combination and the number of medals paid out at that time are set so that the increase in medals per game during the AT state is "3". Then, by calculating the number of medals earned per game and the remaining number of games in the advantageous section before the first limit function is activated, the "number of medals guaranteed to reach the first ending state" is set to a value that makes it highly likely to transition to the first ending state before the advantageous section game counter reaches its upper limit during one advantageous section.

[0191] Furthermore, at the time of transitioning to the AT state, if the "maximum number of coins that can be obtained" is within the range of "2500 to 2900 coins," and the "remaining number of games in the advantageous section" at that time is "less than 500 games," the game will transition to the 1st ending state when the "number of coins that can be obtained to guarantee reaching the 1st ending state" reaches "900 coins," regardless of the "maximum number of coins that can be obtained." If the "remaining number of games in the advantageous section" at that time is "500 games or more," the game will transition to the 1st ending state when the "number of coins that can be obtained to guarantee reaching the 1st ending state" reaches "1700 coins," regardless of the "maximum number of coins that can be obtained."

[0192] In other words, the main control device 10 performs the following control: if the value of the net difference counter at the time of transitioning to the AT state is within the range of "-100" to "-500", and the advantageous section game counter at that time is "3500 or more", then it transitions to the first ending state when the value of the net difference counter becomes "+900". If the advantageous section game counter at that time is "less than 3500", then it transitions to the first ending state when the value of the net difference counter becomes "+1700".

[0193] For example, if the value of the difference counter when transitioning to AT state is "-200", the "maximum number of coins that can be obtained" will be "2600 coins" (2400 coins + 200 coins). However, if the "remaining number of games in the advantageous section" at this time is "less than 500 games", the "number of coins guaranteed to be obtained upon reaching the first ending state" will always be "900 coins", regardless of the "maximum number of coins that can be obtained". If the "remaining number of games in the advantageous section" at this time is "500 games or more", the "number of coins guaranteed to be obtained upon reaching the first ending state" will always be "1700 coins", regardless of the "maximum number of coins that can be obtained".

[0194] Therefore, at the time of transitioning to the AT state, if the maximum number of medals the player can acquire in one advantageous section before the first limit function is activated is within the range of "2500 to 2900 medals", and the advantageous section game counter at the time of transitioning to the AT state shows any game count of "3500 or more" as the first game count, then regardless of the number of medals the player actually acquired during the AT state, a number of medals that will make the difference counter value "+900" will be set as a specific number (first specific number: first special game value number), and the difference counter value When this specific number (first specific number) is reached, the game transitions to the first ending state. If the advantageous section game count counter at the time of transitioning to the AT state indicates any game count less than 3500 as the second game count, a specific number (second specific number: second special game value number) is set such that the value of the net coin counter becomes "+1700", regardless of the number of coins the player actually acquired during the AT state. When the value of the net coin counter reaches this specific number (second specific number), the game transitions to the first ending state.

[0195] Furthermore, at the time of transitioning to the AT state, if the "maximum number of coins that can be obtained" is within the range of "2901 to 3400 coins," and the "remaining number of games in the advantageous section" at that time is "less than 500 games," the game will transition to the 1st ending state when the "number of coins guaranteed to reach the 1st ending state" becomes "1000 coins," regardless of the "maximum number of coins that can be obtained." If the "remaining number of games in the advantageous section" at that time is "500 games or more," the game will transition to the 1st ending state when the "number of coins guaranteed to reach the 1st ending state" becomes "1900 coins," regardless of the "maximum number of coins that can be obtained."

[0196] In other words, the main control device 10 controls the game to transition to the AT state when the value of the net difference counter is within the range of "-501" to "-1000", and the advantageous section game counter is "3500 or more", then transitioning to the first ending state when the value of the net difference counter becomes "+1000". If the advantageous section game counter is "less than 3500", then transitioning to the first ending state when the value of the net difference counter becomes "+1900".

[0197] For example, if the value of the difference counter when transitioning to AT state is "-600", the "maximum number of coins that can be obtained" will be "3000 coins" (2400 coins + 600 coins). However, if the "remaining number of games in the advantageous section" at this time is "less than 500 games", the "number of coins that can be obtained to reach the first ending state" will always be "1000 coins", regardless of the "maximum number of coins that can be obtained". If the "remaining number of games in the advantageous section" at this time is "500 games or more", the "number of coins that can be obtained to reach the first ending state" will always be "1900 coins", regardless of the "maximum number of coins that can be obtained".

[0198] Therefore, at the time of transitioning to the AT state, if the maximum number of medals the player can acquire in one advantageous section before the first limit function is activated is within the range of "2901 to 3400 medals", and the advantageous section game counter at the time of transitioning to the AT state shows any game count of "3500 or more" as the first game count, then regardless of the number of medals the player actually acquired during the AT state, a specific number (first specific number: first special game value number) is set such that the value of the difference counter becomes "+1000", and the difference counter When the value reaches this specific number (first specific number), the game transitions to the first ending state. If the advantageous section game counter at the time of transitioning to the AT state shows any game count of "3500 or more" as the second game count, the number of coins at which the difference counter value becomes "+1900" is set as the specific number (second specific number: second special game value number), regardless of the number of coins actually acquired by the player during the AT state. When the number of acquired coins reaches this specific number (second specific number), the game transitions to the first ending state.

[0199] Furthermore, at the time of transitioning to the AT state, if the "maximum number of obtainable coins" is "3401 or more" and the "remaining number of games in the advantageous section" at that time is "less than 500 games", the game will transition to the 1st ending state when the "number of coins guaranteed to reach the 1st ending state" becomes "800 coins", regardless of the "maximum number of obtainable coins". If the "remaining number of games in the advantageous section" at that time is "500 or more", the game will transition to the 1st ending state when the "number of coins guaranteed to reach the 1st ending state" becomes "maximum number of obtainable coins - 300 coins".

[0200] In other words, the main control device 10 performs the following control: if the value of the net difference counter at the time of transition to the AT state is "-1001" or less, and the advantageous section game counter at that time is "3500 or more", then it transitions to the first ending state when the value of the net difference counter becomes "+800". If the advantageous section game counter at that time is "less than 3500", then it transitions to the first ending state when the value of the net difference counter becomes "+2100" (+2400-300).

[0201] For example, if the value of the difference counter when transitioning to AT state is "-1100", the "maximum number of coins that can be obtained" will be "3500 coins" (2400 coins + 1100 coins). However, if the "remaining number of games in the advantageous section" at this time is "less than 500 games", the "number of coins that can be obtained to guarantee reaching the first ending state" will always be "800 coins", regardless of the "maximum number of coins that can be obtained". If the "remaining number of games in the advantageous section" at this time is "500 games or more", the "number of coins that can be obtained to guarantee reaching the first ending state" will be "3200 coins" (3500 coins - 300 coins).

[0202] Therefore, at the time of transitioning to the AT state, if the maximum number of medals the player can acquire in one advantageous section before the first limit function is activated is "3401 or more", and the advantageous section game counter at the time of transitioning to the AT state shows any game count of "3500 or more" as the first game count, then regardless of the number of medals the player actually acquired during the AT state, a number of medals that will result in a difference counter value of "+800" will be set as a specific number (first specific number: first special game value number), and the difference counter value will When this specific number (first specific number) is reached, the game transitions to the first ending state. If the advantageous section game counter at the time of transitioning to the AT state indicates any game count less than 3500 as the second game count, the number of medals actually acquired by the player during the AT state that is equal to "maximum possible number of medals - 300" is set as the specific number (second specific number: second special game value number), and when the number of acquired medals reaches this specific number (second specific number), the game transitions to the first ending state.

[0203] As a result, at the point of transitioning to the AT state, the timing of the first ending state will change in stages according to the increase in the maximum number of medals that the player can acquire in one advantageous period, with thresholds of "2500 medals," "2900 medals," and "3400 medals" before the first limit function is activated. In other words, the smaller the value of the net payout counter at the time of transitioning to the AT state, the greater the maximum number of payouts that can be obtained. However, the timing of transitioning to the first ending state will vary depending on how the maximum number of payouts that can be obtained changes at this time. Furthermore, if the "maximum number of coins that can be obtained" is "less than 3401" at the time of transitioning to the AT state, the transition to the first ending state will occur earlier than if it were "3401 or more". Furthermore, in terms of each "maximum number of medals that can be obtained" at the time of transition to the AT state, when the "number of remaining games in the advantageous section" at the time of transition to the AT state is small, the game will transition to the first ending state earlier (more easily) than when it is large.

[0204] As described above, in this fourth modification example, the main control device 10 refers to the value of the difference medal counter when transitioning to the AT state, and based on this value of the difference medal counter, it variously changes the timing of transitioning to the first ending state with the "2,500 medals", "2,900 medals", and "3,400 medals" of the number of medals that can be obtained (maximum number of medals that can be obtained) until the first limiting function operates. Therefore, the timing of transitioning to the first ending state during the AT state will change even more diversely, making it possible to further improve the interest of the game.

[0205] Also, in terms of each "maximum number of medals that can be obtained" at the time of transition to the AT state, when the "number of remaining games in the advantageous section" at the time of transition to the AT state is small, the game will transition to the first ending state earlier (more easily) than when it is large. That is, in this fourth modification example, the main control device 10 as the game state control means can execute control to transition to the special game state (first ending state) based on the fact that when the upper limit game value number (maximum number of medals that can be obtained) is the first value (for example, any number less than "2,500 medals") and the number of games executed in the advantageous section is the first number of games (any number of games of "3,500 times or more"), the game value given to the player in the advantageous section becomes the first special game value number (first specific number). When the upper limit game value number is the first value and the number of games executed in the advantageous section is a second number of games different from the first number of games (any number of games of "3,500 times or more"), it can execute control to transition to the special game state based on the fact that the game value given to the player in the advantageous section becomes the second special game value number (second specific number).

[0206] Therefore, even when a situation that is unsatisfactory for the player occurs, such as the operation of the first limiting function being determined by the upper limit number of games during the advantageous period instead of the upper limit number of medals won, due to the transition to the AT state in a state where the number of games executed during one advantageous period is relatively large, the first ending state will transition early, so it is possible to alleviate the player's dissatisfaction.

[0207] Note that each threshold value of the "maximum obtainable number of medals" (difference medal counter) when switching whether to set a specific number to the first specific number (first special game value number) or the second specific number (second special game value number) may be other than the above values as long as the above effects can be obtained. Also, regarding the "confirmed number of medals obtained to reach the first ending state", it may be other than the above values as long as the above effects can be obtained. Also, in this Modification Example 4 as well, similar to the aforementioned Modification Example 1, when the "maximum obtainable number of medals" is "3401 or more", the timing of transitioning to the first ending state is earlier than when the "maximum obtainable number of medals" is less than "3401" (for example, when it is less than "2500"), and each value may be changed accordingly. Also, in this Modification Example 4 as well, similar to the aforementioned embodiment, the maximum obtainable number of medals (upper limit game value number) may be determined based on the value of the consumption number counter. As described above, the slot machine 1 of Modification Example 4 is configured.

[0208] 〔Modification Example 5〕 Next, referring to FIG. 10, Modification Example 5 of the present embodiment will be described. In this Modification Example 5, the transition condition of the first ending state is different from that of the slot machine 1 of the aforementioned embodiment, and the rest is the same as that of the aforementioned slot machine 1, so only the different points will be described.

[0209] FIG. 10 shows the transition conditions of the first ending state that change under the control of the main control device 10 in Modification Example 5. In this modified version 5, similar to the modified version 3 described above, numerous patterns for changing a specific number (special game value number) are provided, and instead of calculating all of the "number of coins guaranteed to be obtained upon reaching the first ending state" from the "maximum number of coins that can be obtained," all of them are set to a fixed value based on the value of the difference in coins counter. Furthermore, in this modified example 5, in addition to the above conditions, points that increase based on the execution of games during normal gameplay in the advantageous section are also added as a condition, and the specific number can be changed according to the number of these points.

[0210] In this modified example 5, the main control device 10 is equipped with a counter for counting the above-mentioned number of points. When a game is played during normal gameplay in the advantageous section, if the result of the draw for a winning combination is a combination other than a rare combination, no points are awarded. If the result of the draw for a winning combination is a rare combination, a predetermined number of points (for example, 5 points) are awarded, and the total number of points awarded during one advantageous section is managed as the total number of points. The method of awarding points can be any method that increases the probability of the number of points increasing in proportion to the number of games played during normal gameplay in the advantageous period. For example, if the result of the draw for a winning combination is a combination other than a rare combination, a predetermined number of points (e.g., 1 point) may be awarded, and if the result of the draw for a winning combination is a rare combination, a larger number of points (e.g., 3 points) may be awarded, or more points may be awarded for rare combinations with a lower probability of winning. Alternatively, points may be awarded at a predetermined probability when a rare combination is won. Additionally, the point count (counter) will be reset (zeroed) when the game transitions from the advantageous period to the normal period.

[0211] As shown in Figure 10, in this modified example 5, first, at the time of transitioning to the AT state, if the "maximum number of coins that can be obtained" is "less than 2500 coins" and the "number of points" at that time is "less than 100 points", the transition to the 1st ending state occurs when the "number of coins that can be guaranteed to reach the 1st ending state" becomes "2000 coins", regardless of the "maximum number of coins that can be obtained". If the "number of points" at that time is "100 points or more", the transition to the 1st ending state occurs when the "number of coins that can be guaranteed to reach the 1st ending state" becomes "1500 coins", regardless of the "maximum number of coins that can be obtained".

[0212] In other words, the main control device 10 performs the following control: if the value of the difference counter at the time of transitioning to the AT state is greater than "-100", and the "number of points" at that time is "less than 100 points", it transitions to the first ending state when the value of the difference counter becomes "+2000". If the "number of points" at that time is "100 points or more", it transitions to the first ending state when the value of the difference counter becomes "+1500".

[0213] For example, if the value of the difference counter when transitioning to AT state is "0", the "maximum number of coins that can be obtained" will be "2400 coins" (2400 coins - 0 coins). However, if the "number of points" at this time is "less than 100 points", the "number of coins that can be obtained to guarantee reaching the first ending state" will always be "2000 coins", regardless of the "maximum number of coins that can be obtained". If the "number of points" at this time is "100 points or more", the "number of coins that can be obtained to guarantee reaching the first ending state" will always be "1500 coins", regardless of the "maximum number of coins that can be obtained".

[0214] Therefore, at the time of transitioning to the AT state, if the maximum number of medals the player can acquire in one advantageous period before the first restriction function is activated is "less than 2500 medals", and the "number of points" at the time of transitioning to the AT state represents any number of points "less than 100 points" as the second number of points, then regardless of the number of medals the player actually acquired during the AT state, a number of medals that will make the difference counter value "+2000" will be set as a specific number (second specific number: second special game value number), and the value of the difference counter will be... When a specific number (second specific number) is reached, the game transitions to the first ending state. If the "point count" at the time of transitioning to the AT state is any number of points "100 points or more" as the first point count, then regardless of the number of medals the player actually acquired during the AT state, a number that results in a difference counter value of "+1500" is set as the specific number (first specific number: first special game value number), and when the difference counter value reaches this specific number (first specific number), the game transitions to the first ending state.

[0215] Furthermore, at the time of transitioning to the AT state, if the "maximum number of coins that can be obtained" is within the range of "2500 to 2900 coins," and the "number of points" at that time is "less than 100 points," the game will transition to the 1st ending state when the "number of coins that guarantees reaching the 1st ending state" reaches "2200 coins," regardless of the "maximum number of coins that can be obtained." If the "number of points" at that time is "100 points or more," the game will transition to the 1st ending state when the "number of coins that guarantees reaching the 1st ending state" reaches "1600 coins," regardless of the "maximum number of coins that can be obtained."

[0216] In other words, the main control device 10 performs the following control: if the value of the net difference counter at the time of transitioning to the AT state is within the range of "-100" to "-500", and the "number of points" at that time is "less than 100 points", it transitions to the first ending state when the value of the net difference counter becomes "+2200". If the "number of points" at that time is "100 points or more", it transitions to the first ending state when the value of the net difference counter becomes "+1600".

[0217] For example, if the value of the difference counter when transitioning to AT state is "-200", the "maximum number of coins that can be obtained" will be "2600 coins" (2400 coins + 200 coins). However, if the "number of points" at this time is "less than 100 points", the "number of coins that can be obtained to guarantee reaching the first ending state" will always be "2200 coins", regardless of the "maximum number of coins that can be obtained". If the "number of points" at this time is "100 points or more", the "number of coins that can be obtained to guarantee reaching the first ending state" will always be "1600 coins", regardless of the "maximum number of coins that can be obtained".

[0218] Therefore, at the time of transitioning to the AT state, if the maximum number of medals the player can acquire in one advantageous period before the first restriction function is activated is within the range of "2500 to 2900 medals", and the "number of points" at the time of transitioning to the AT state represents any number of points less than "100 points" as the second number of points, then regardless of the number of medals the player actually acquired during the AT state, a number of medals that will make the difference counter value "+2200" will be set as a specific number (second specific number: second special game value number), and the difference counter When the value reaches this specific number (second specific number), the game transitions to the first ending state. If the "number of points" at the time of transitioning to the AT state is any number of points "100 points or more" as the second number of points, then regardless of the number of medals the player actually acquired during the AT state, the number of medals that makes the difference counter value "+1600" is set as the specific number (first specific number: first special game value number), and when the value of the difference counter reaches this specific number (first specific number), the game transitions to the first ending state.

[0219] Furthermore, at the time of transitioning to the AT state, if the "maximum number of coins that can be obtained" is within the range of "2901 to 3400 coins," and the "number of points" at that time is "less than 100 points," the game will transition to the 1st ending state when the "number of coins that guarantees reaching the 1st ending state" reaches "2500 coins," regardless of the "maximum number of coins that can be obtained." If the "number of points" at that time is "100 points or more," the game will transition to the 1st ending state when the "number of coins that guarantees reaching the 1st ending state" reaches "1800 coins," regardless of the "maximum number of coins that can be obtained."

[0220] In other words, the main control device 10 controls the machine to transition to the first ending state when the value of the difference counter reaches +2500 if the value of the difference counter is within the range of "-501" to "-1000" at the time of transitioning to the AT state and the "number of points" at that time is "less than 100 points". If the "number of points" at that time is "100 points or more", the machine will transition to the first ending state when the value of the difference counter reaches +1800.

[0221] For example, if the value of the difference counter when transitioning to AT state is "-600", the "maximum number of coins that can be obtained" will be "3000 coins" (2400 coins + 600 coins). However, if the "number of points" at this time is "less than 100 points", the "number of coins that can be obtained to guarantee reaching the first ending state" will always be "2500 coins", regardless of the "maximum number of coins that can be obtained". If the "number of games remaining in the advantageous section" at this time is "500 games or more", the "number of coins that can be obtained to guarantee reaching the first ending state" will always be "1800 coins", regardless of the "maximum number of coins that can be obtained".

[0222] Therefore, at the time of transitioning to the AT state, if the maximum number of medals the player can acquire in one advantageous period before the first restriction function is activated is within the range of "2901 to 3400 medals", and the "number of points" at the time of transitioning to the AT state represents any number of points less than "100 points" as the second number of points, then regardless of the number of medals the player actually acquired during the AT state, the number of medals that will make the difference counter value "+2500" will be set as a specific number (second specific number: second special game value number), and the difference counter When the value reaches this specific number (second specific number), the game transitions to the first ending state. If the "number of points" at the time of transitioning to the AT state is any number of points "100 points or more" as the second number of points, then regardless of the number of medals the player actually acquired during the AT state, the number of medals that makes the difference counter value "+1800" is set as the specific number (first specific number: first special game value number), and when the value of the difference counter reaches this specific number (first specific number), the game transitions to the first ending state.

[0223] Furthermore, at the time of transitioning to the AT state, if the "maximum number of coins that can be obtained" is "3401 or more" and the "number of points" at that time is "less than 100 points", the game will transition to the 1st ending state when the "number of coins that guarantees reaching the 1st ending state" becomes "3000 coins", regardless of the "maximum number of coins that can be obtained". If the "number of points" at that time is "100 points or more", the game will transition to the 1st ending state when the "number of coins that guarantees reaching the 1st ending state" becomes "2500 coins", regardless of the "maximum number of coins that can be obtained".

[0224] That is, in the main control device 10, when the value of the difference number counter at the time of transition to the AT state is "-1001 or more" and the "point number" at this time is less than "100 points", when the value of the difference number counter becomes "+3000", it is shifted to the first ending state, and when the "point number" at this time is "100 points or more", control is performed to shift to the first ending state when the value of the difference number counter becomes "+2500".

[0225] For example, when the value of the difference number counter at the time of AT state transition is "-1100", the "maximum obtainable number" is "3500 sheets" (2400 sheets + 1100 sheets). However, when the "point number" at this time is less than "100 points", regardless of this "maximum obtainable number", the "number of sheets definitely obtained at the first ending state reached" is always "3000 sheets", and when the "point number" at this time is "100 points or more", regardless of this "maximum obtainable number", the "number of sheets definitely obtained at the first ending state reached" is always "2500 sheets".

[0226] Therefore, at the time of transitioning to the AT state, if the maximum number of medals the player can acquire in one advantageous period before the first restriction function is activated is "3401 or more", and the "number of points" at the time of transitioning to the AT state represents any number of points less than "100 points" as the second number of points, then regardless of the number of medals the player actually acquired during the AT state, a number of medals that will result in a difference counter value of "+3000" is set as a specific number (second specific number: second special game value number), and the value of the difference counter is... When a specific number (second specific number) is reached, the game transitions to the first ending state. If the "point count" at the time of transitioning to the AT state is any number of points "100 points or more" as the second point count, then regardless of the number of medals the player actually acquired during the AT state, a number that results in a difference counter value of "+2500" is set as the specific number (first specific number: first special game value number), and when the difference counter value reaches this specific number (first specific number), the game transitions to the first ending state.

[0227] As a result, at the point of transitioning to the AT state, the timing of the first ending state will change in stages according to the increase in the maximum number of medals that the player can acquire in one advantageous period, with thresholds of "2500 medals," "2900 medals," and "3400 medals" before the first limit function is activated. In other words, the smaller the value of the net payout counter at the time of transitioning to the AT state, the greater the maximum number of payouts that can be obtained. However, the timing of transitioning to the first ending state will vary depending on how the maximum number of payouts that can be obtained changes at this time. Furthermore, if the "maximum number of coins that can be obtained" is "less than 3401" at the time of transitioning to the AT state, the transition to the first ending state will occur earlier than if it were "3401 or more". Furthermore, regarding the "maximum number of coins obtainable" at the time of transitioning to the AT state, if the "number of points" at the time of transitioning to the AT state is low, the transition to the first ending state will occur earlier (easier) than if the number of points is high.

[0228] As described above, in this modified example 5, the main control device 10 refers to the value of the difference in the number of tokens counter when transitioning to the AT state, and based on this value of the difference in the number of tokens counter, it changes the timing of transitioning to the first ending state in various ways, using "2500 tokens", "2900 tokens", and "3400 tokens" as the thresholds for the number of tokens that can be obtained before the first limit function is activated (maximum number of tokens that can be obtained). Therefore, the timing of transitioning to the first ending state during AT mode will vary even more, making it possible to further enhance the enjoyment of the game.

[0229] Furthermore, regarding the "maximum number of coins that can be obtained" at the time of transitioning to the AT state, if the "number of points" at the time of transitioning to the AT state is low, the transition to the first ending state will occur earlier (easier) than if the number of points is high. In other words, in this modified example 5, the main control device 10, as a means for controlling the game state, is able to execute control to transition to a special game state (first ending state) based on the fact that the game value granted to the player in the advantageous section becomes the first special game value (first specific number) when the upper limit game value (maximum number of coins that can be obtained) is a first value (for example, any number less than 2500 coins) and the number of points granted in the advantageous section is a first point number (any number of points 100 points or more). If the upper limit game value is a first value and the number of points granted in the advantageous section is a second point number (any number of points less than 100 points), the main control device 10 is able to execute control to transition to a special game state based on the fact that the game value granted to the player in the advantageous section becomes the second special game value (second specific number).

[0230] Therefore, the timing of transitioning to the first ending state will vary depending on the number of points awarded before transitioning to the AT state, thereby improving the enjoyment of the game. Furthermore, when the number of points is high, the player will transition to the first ending state earlier than when the number of points is low. This makes it possible to change the player's expectations according to the number of points, and the more points a player has, the more their expectations can be increased.

[0231] Furthermore, the threshold values ​​for the "maximum number of coins obtainable" (difference in coins counter) when switching between the first specific number (first special game value number) and the second specific number (second special game value number) may be other than those specified above, as long as the above-mentioned effect is achieved. Furthermore, the "number of coins obtained to guarantee reaching the first ending state" can be any value other than those specified above, as long as it provides the effects described above. Furthermore, in this modified example 5, as with the modified example 1 described above, if the "maximum number of obtainable coins" is "3401 or more," the values ​​may be changed so that the transition to the first ending state occurs earlier than when the "maximum number of obtainable coins" is "less than 3401" (for example, "less than 2500"). Furthermore, in this modified example 5, as in the embodiment described above, the maximum number of tokens that can be obtained (maximum game value) may be determined based on the value of the consumption counter. As described above, the slot machine 1 of modified example 5 is constructed.

[0232] [Variation 6] Next, a modified example 6 of this embodiment will be described with reference to Figure 11. In this modified example 6, the transition conditions for the first ending state are different from those of the slot machine 1 in the previously described embodiment, but everything else is the same as the slot machine 1 described above, so only the differences will be explained.

[0233] Figure 11 shows the transition conditions for the first ending state, which change under the control of the main control device 10, in modified example 6. In this modified version 6, similar to the modified version 3 described above, numerous patterns for changing a specific number (special game value number) are provided, and all of the "number of coins guaranteed to be obtained upon reaching the first ending state" are set to a fixed value based on the value of the difference counter, rather than being calculated from the "maximum number of coins that can be obtained". Furthermore, in this modified version 6, in addition to the above conditions, the specific number can also be changed based on the result of the draw for the winning hand being a special hand.

[0234] As mentioned above, the transition to AT mode can occur directly from normal gameplay. In normal gameplay, if the draw result is a special role (middle cherry role), the game will transition directly from normal gameplay to AT mode. Since special roles have an extremely low probability of being won, if the game transitions to AT mode based on winning such a special role, a very large number of games (for example, 500 games) will be assigned as the initial remaining games at the start of the transition to AT mode. Furthermore, the main control device 10 can change a specific number when transitioning to the AT state, depending on whether or not the AT state was entered due to winning a special role.

[0235] As shown in Figure 11, in this modified example 6, first, when transitioning to the AT state, if the "maximum number of coins that can be obtained" is "less than 2500 coins", and the "trigger for transitioning to the AT state" at that time is "other than winning a special role", the player transitions to the 1st ending state when the "number of coins that can be obtained to reach the 1st ending state" becomes "2000 coins", regardless of the "maximum number of coins that can be obtained". If the "trigger for transitioning to the AT state" at that time is "winning a special role", the player transitions to the 1st ending state when the "number of coins that can be obtained to reach the 1st ending state" becomes "1500 coins", regardless of the "maximum number of coins that can be obtained".

[0236] In other words, the main control device 10 controls the machine to transition to the first ending state when the value of the net payout counter reaches +2000 if the trigger for transitioning to the AT state is something other than winning a special role, and the trigger for transitioning to the AT state is winning a special role, and the trigger for transitioning to the first ending state is when the value of the net payout counter reaches +1500.

[0237] For example, if the value of the difference counter when transitioning to the AT state is "0", the "maximum number of coins that can be obtained" will be "2400 coins" (2400 coins - 0 coins). However, if the "trigger for transitioning to the AT state" at this time is "other than winning a special role", the "number of coins that can be obtained to reach the first ending state" will always be "2000 coins", regardless of the "maximum number of coins that can be obtained". If the "trigger for transitioning to the AT state" at this time is "winning a special role", the "number of coins that can be obtained to reach the first ending state" will always be "1500 coins", regardless of the "maximum number of coins that can be obtained".

[0238] Therefore, at the time of transitioning to the AT state, if the maximum number of medals the player can acquire in one advantageous period before the first restriction function is activated is "less than 2500 medals", and the "trigger for transitioning to the AT state" is "other than winning a special role", then regardless of the number of medals the player actually acquired during the AT state, a specific number (second specific number: second special game value number) is set such that the value of the difference in medals counter becomes "+2000", and when the value of the difference in medals counter reaches this specific number (second specific number), the player will transition to the first ending state. If the "trigger for transitioning to the AT state" is "winning a special role", then regardless of the number of medals the player actually acquired during the AT state, a specific number (first specific number: first special game value number) is set such that the value of the difference in medals counter becomes "+1500", and when the value of the difference in medals counter reaches this specific number (first specific number), the player will transition to the first ending state.

[0239] Furthermore, at the time of transitioning to the AT state, if the "maximum number of coins that can be obtained" is within the range of "2500 to 2900 coins," and the "trigger for transitioning to the AT state" at that time is "other than winning a special role," the game will transition to the 1st ending state when the "number of coins that can be guaranteed to reach the 1st ending state" reaches "2200 coins," regardless of the "maximum number of coins that can be obtained." If the "trigger for transitioning to the AT state" at that time is "winning a special role," the game will transition to the 1st ending state when the "number of coins that can be guaranteed to reach the 1st ending state" reaches "1600 coins," regardless of the "maximum number of coins that can be obtained."

[0240] In other words, the main control device 10 controls the machine to transition to the first ending state when the value of the net difference counter reaches +2200 if the trigger for transitioning to the AT state is within the range of "-100" to "-500" and the trigger for transitioning to the AT state is something other than winning a special role. If the trigger for transitioning to the AT state is winning a special role, the machine will transition to the first ending state when the value of the net difference counter reaches +1600.

[0241] For example, if the value of the difference counter when transitioning to AT state is "-200", the "maximum number of coins that can be obtained" will be "2600 coins" (2400 coins + 200 coins). However, if the "trigger for transitioning to AT state" at this time is "other than winning a special role", the "number of coins that can be obtained to reach the first ending state" will always be "2200 coins", regardless of the "maximum number of coins that can be obtained". If the "trigger for transitioning to AT state" at this time is "winning a special role", the "number of coins that can be obtained to reach the first ending state" will always be "1600 coins", regardless of the "maximum number of coins that can be obtained".

[0242] Therefore, at the time of transitioning to the AT state, if the maximum number of medals the player can acquire in one advantageous period before the first restriction function is activated is within the range of "2500 to 2900 medals", and the "trigger for transitioning to the AT state" at this time is "other than winning a special role", then regardless of the number of medals the player actually acquired during the AT state, a number of medals that will make the difference counter value "+2200" is set as a specific number (second specific number: second special game value number), and when the value of the difference counter reaches this specific number (second specific number), the player will transition to the first ending state. If the "trigger for transitioning to the AT state" at this time is "winning a special role", then regardless of the number of medals the player actually acquired during the AT state, a number of medals that will make the difference counter value "+1600" is set as a specific number (first specific number: first special game value number), and when the value of the difference counter reaches this specific number (first specific number), the player will transition to the first ending state.

[0243] Furthermore, at the time of transitioning to the AT state, if the "maximum number of coins that can be obtained" is within the range of "2901 to 3400 coins," and the "trigger for transitioning to the AT state" at that time is "other than winning a special role," the game will transition to the 1st ending state when the "number of coins that can be guaranteed to reach the 1st ending state" reaches "2500 coins," regardless of the "maximum number of coins that can be obtained." If the "trigger for transitioning to the AT state" at that time is "winning a special role," the game will transition to the 1st ending state when the "number of coins that can be guaranteed to reach the 1st ending state" reaches "1800 coins," regardless of the "maximum number of coins that can be obtained."

[0244] In other words, the main control device 10 controls the machine to transition to the first ending state when the value of the net difference counter reaches "+2500" if the "trigger for transitioning to the AT state" at the time of transition is "other than winning a special role" and the "trigger for transitioning to the AT state" is "winning a special role" and the "trigger for transitioning to the AT state" is "winning a special role" and the "trigger for transitioning to the AT state" is "+1800".

[0245] For example, if the value of the difference counter when transitioning to AT state is "-600", the "maximum number of coins that can be obtained" will be "3000 coins" (2400 coins + 600 coins). However, if the "trigger for transitioning to AT state" at this time is "other than winning a special role", the "number of coins guaranteed to be obtained upon reaching the first ending state" will always be "2500 coins", regardless of the "maximum number of coins that can be obtained". If the "trigger for transitioning to AT state" at this time is "winning a special role", the "number of coins guaranteed to be obtained upon reaching the first ending state" will always be "1800 coins", regardless of the "maximum number of coins that can be obtained".

[0246] Therefore, at the time of transitioning to the AT state, if the maximum number of medals that the player can acquire in one advantageous period before the first restriction function is activated is within the range of "2901 to 3400 medals", and the "trigger for transitioning to the AT state" at this time is "other than winning a special role", then regardless of the number of medals the player actually acquired during the AT state, a number of medals that will make the difference counter value "+2500" is set as a specific number (second specific number: second special game value number), and when the value of the difference counter reaches this specific number (second specific number), the player will transition to the first ending state. If the "trigger for transitioning to the AT state" at this time is "winning a special role", then regardless of the number of medals the player actually acquired during the AT state, a number of medals that will make the difference counter value "+1800" is set as a specific number (first specific number: first special game value number), and when the value of the difference counter reaches this specific number (first specific number), the player will transition to the first ending state.

[0247] Furthermore, at the time of transitioning to the AT state, if the "maximum number of coins that can be obtained" is "3401 or more," and the "trigger for transitioning to the AT state" at that time is "other than winning a special role," the game will transition to the 1st ending state when the "number of coins that can be guaranteed to reach the 1st ending state" reaches "3000," regardless of the "maximum number of coins that can be obtained." If the "trigger for transitioning to the AT state" at that time is "winning a special role," the game will transition to the 1st ending state when the "number of coins that can be guaranteed to reach the 1st ending state" reaches "2500," regardless of the "maximum number of coins that can be obtained."

[0248] In other words, the main control device 10 controls the machine to transition to the first ending state when the value of the net difference counter reaches "+3000" if the "trigger for transitioning to the AT state" at the time of transition is "other than winning a special role" and the "trigger for transitioning to the AT state" at the time is "winning a special role" and the "trigger for transitioning to the AT state" at the time is "winning a special role".

[0249] For example, if the value of the difference counter when transitioning to the AT state is "-1100", the "maximum number of coins that can be obtained" will be "3500 coins" (2400 coins + 1100 coins). However, if the "trigger for transitioning to the AT state" at this time is "other than winning a special role", the "number of coins that can be obtained to reach the first ending state" will always be "3000 coins", regardless of the "maximum number of coins that can be obtained". If the "trigger for transitioning to the AT state" at this time is "winning a special role", the "number of coins that can be obtained to reach the first ending state" will always be "2500 coins", regardless of the "maximum number of coins that can be obtained".

[0250] Therefore, at the time of transitioning to the AT state, if the maximum number of medals the player can acquire in one advantageous period before the first restriction function is activated is "3401 or more," and the "trigger for transitioning to the AT state" at this time is "other than winning a special role," then a specific number (second specific number: second special game value number) is set such that the value of the difference in medals counter becomes "+3000," regardless of the number of medals the player actually acquired during the AT state. When the value of the difference in medals counter reaches this specific number (second specific number), the game transitions to the first ending state. If the "trigger for transitioning to the AT state" at this time is "winning a special role," then a specific number (first specific number: first special game value number) is set such that the value of the difference in medals counter becomes "+2500," regardless of the number of medals the player actually acquired during the AT state. When the value of the difference in medals counter reaches this specific number (first specific number), the game transitions to the first ending state.

[0251] As a result, at the point of transitioning to the AT state, the timing of the first ending state will change in stages according to the increase in the maximum number of medals that the player can acquire in one advantageous period, with thresholds of "2500 medals," "2900 medals," and "3400 medals" before the first limit function is activated. In other words, the smaller the value of the net payout counter at the time of transitioning to the AT state, the greater the maximum number of payouts that can be obtained. However, the timing of transitioning to the first ending state will vary depending on how the maximum number of payouts that can be obtained changes at this time. Furthermore, if the "maximum number of coins that can be obtained" is "less than 3401" at the time of transitioning to the AT state, the transition to the first ending state will occur earlier than if it were "3401 or more". Furthermore, regarding the "maximum number of coins obtainable" at the time of transitioning to the AT state, the transition to the first ending state occurs earlier (easier) when the "trigger for transitioning to the AT state" is "winning a special role" than when the "trigger for transitioning to the AT state" is "winning a special role".

[0252] As described above, in this modified example 6, the main control device 10 refers to the value of the difference in the number of tokens counter when transitioning to the AT state, and based on this value of the difference in the number of tokens counter, it changes the timing of transitioning to the first ending state in various ways, using "2500 tokens", "2900 tokens", and "3400 tokens" as the thresholds for the number of tokens that can be obtained before the first limit function is activated (maximum number of tokens that can be obtained). Therefore, the timing of transitioning to the first ending state during AT mode will vary even more, making it possible to further enhance the enjoyment of the game.

[0253] Furthermore, at the point of transitioning to the AT state, the transition to the first ending state occurs earlier (easier) when the trigger for transitioning to the AT state is "winning a special role" than when the trigger is "winning a special role". In other words, in this modified example 6, the main control device 10, as a means for controlling the game state, is able to execute control to transition to a special game state (first ending state) based on the fact that the game value granted to the player in the advantageous section becomes the first special game value (first specific number) when the upper limit game value (maximum number of coins that can be obtained) is a first value (for example, any number less than 2500 coins) and the specific game state was caused by winning a special role. When the upper limit game value is a first value and the specific game state was not caused by winning a special role, the main control device 10 is able to execute control to transition to a special game state based on the fact that the game value granted to the player in the advantageous section becomes the second special game value (second specific number).

[0254] Therefore, the timing of the transition to the first ending state will change depending on the type of trigger for the transition to the AT state, making it possible to improve the enjoyment of the game. Furthermore, if the AT state is triggered by winning a special role, the transition to the first ending state will occur earlier than if the AT state is triggered by something other than winning a special role. This makes it possible to change the player's expectations depending on the type of trigger for the transition to the AT state, and when the AT state is triggered by winning a special role, it is possible to greatly increase the player's expectations.

[0255] Furthermore, the threshold values ​​for the "maximum number of coins obtainable" (difference in coins counter) when switching between the first specific number (first special game value number) and the second specific number (second special game value number) may be other than those specified above, as long as the above-mentioned effect is achieved. Furthermore, the "number of coins obtained to guarantee reaching the first ending state" can be any value other than those specified above, as long as it provides the effects described above. Furthermore, in this modified example 6, as with the modified example 1 described above, if the "maximum number of obtainable coins" is "3401 or more," the values ​​may be changed so that the transition to the first ending state occurs earlier than when the "maximum number of obtainable coins" is "less than 3401" (for example, "less than 2500"). Furthermore, in this modified example 6, as in the embodiment described above, the maximum number of tokens that can be obtained (maximum game value) may be determined based on the value of the consumption counter. As described above, the slot machine 1 of the modified version 6 is constructed.

[0256] The slot machine 1 of this embodiment has been described above, but in addition to the AT state, it may also be possible to generate an ART state in which the probability of winning a replay is increased. Furthermore, a bonus role may be established as a result of the role lottery, and based on winning this bonus role, a bonus state (so-called real bonus) may be generated in which the probability of winning a predetermined role (for example, the bell role) is increased for a predetermined period. In this case, even if the activation conditions for the restriction function are met during the bonus state, the bonus state will continue until the termination conditions for the bonus state are met, and the restriction function will be activated when the termination conditions for the bonus state are met.

[0257] Furthermore, the slot machine 1 in this embodiment may be equipped with a function that allows players who have installed a dedicated application on their mobile device and registered as members to receive various member services, such as obtaining their own game data. After the game has finished, the machine may also be provided with information that allows players to confirm which conditions led to the transition to the first ending state for each AT state they generated during their gameplay.

[0258] Furthermore, while various conditions for transitioning to the first ending state are being changed, the conditions for transitioning to the second ending state, which is related to the activation of the second restriction function (complete function), may also be changed in the same way as the conditions for transitioning to the first ending state.

[0259] Furthermore, in this embodiment, when we say "the probability of the other is higher than the probability of the other" or "the probability of the other is lower than the probability of the other," the probability of one includes 0%, and the probability of the other includes 100%. Furthermore, the timing of referencing each table can be other than those exemplified. Furthermore, in this embodiment, the numerical values ​​specified during various draws are merely examples; they may be numerical values ​​with a range (2 or more) or numerical values ​​without a range (1).

[0260] As described above, the present invention provides a gaming machine (slot machine 1) that includes a normal gaming state, a specific gaming state (AT state other than the first ending state) which is more advantageous to the player than the normal gaming state, and a special gaming state (first ending state) which is more advantageous to the player than the normal gaming state, and also includes a normal section which is uncontrollable in the specific gaming state and an advantageous section which is controllable in the specific gaming state and the special gaming state, and based on the consumption of gaming value in the advantageous section, the consumed gaming value corresponds to A difference information calculation means (main control device 10) capable of calculating difference information (value of difference counter) between the consumed game value and the granted game value by performing a subtraction process and, based on the granting of the game value in the advantageous section, performing an addition process corresponding to the granted game value; an upper limit control means (main control device 10) capable of controlling the upper limit game value, which is the number of game values ​​that can be granted to the player in the advantageous section, based on the difference information and an arbitrarily set specific game value number; and the game information calculation means (main control device 10) capable of calculating difference information (value of difference counter) between the consumed game value and the granted game value. The game includes a game state control means (main control device 10) capable of executing control to transition to the special game state as a game state in which it is possible to assign the game value up to the upper limit game value number, based on the fact that the skill value becomes the special game value number (number of wins guaranteed to reach the first ending), wherein the special game value number includes a first special game value number (first specific number) and a second special game value number (second specific number) which is greater than the first special game value number, and the game state control means determines when the upper limit game value number is a first value (for example, when the "maximum number of wins" is "300") If the number of coins is less than 0, the system is configured to enable control to transition to the special game state based on the fact that the game value granted to the player in the advantageous section becomes the first special game value number. If the upper limit game value number is a second value greater than the first value (for example, if the "maximum number of coins obtainable" is 3000 or more), the system is configured to enable control to transition to the special game state based on the fact that the game value granted to the player in the advantageous section becomes the second special game value number.

[0261] Therefore, the timing of transitioning to a special game state during a specific game state will vary, making it possible to improve the enjoyment of the game. Furthermore, if the first value is less than the second value, the transition to the special game state will occur earlier. This means that the point at which a game state favorable to the player is guaranteed to continue until the maximum game value is reached will be earlier (the difficulty will decrease), making it possible to increase the player's expectations even when the number of game values ​​that can be awarded is relatively small.

[0262] Furthermore, in a gaming machine (slot machine 1) that includes a normal gaming state, a specific gaming state (AT state other than the first ending state) which is more advantageous to the player than the normal gaming state, and a special gaming state (first ending state) which is more advantageous to the player than the normal gaming state, and also includes a normal section which is uncontrollable in the specific gaming state and an advantageous section which is controllable in the specific gaming state and the special gaming state, a subtraction process is performed based on the consumption of game value in the advantageous section, and the above A difference information calculation means (main control device 10) capable of calculating difference information (value of difference counter) between the consumed game value and the granted game value by performing an addition process corresponding to the granted game value based on the granting of game value in the advantageous section; an upper limit control means (main control device 10) capable of controlling the upper limit game value number, which is the number of game values ​​that can be granted to the player in the advantageous section, based on the difference information and an arbitrarily set specific game value number; and a special game value number (first entry) The game includes a game state control means (main control device 10) capable of executing control to transition to the special game state as a game state in which it is possible to assign the game value up to the upper limit game value number, based on the number of confirmed acquired items reaching the ding, wherein the special game value number includes a first special game value number (first specific number) and a second special game value number (second specific number) which is greater than the first special game value number, and the game state control means is such that the upper limit game value number is less than the first value (for example, the "maximum number of obtainable items" in Modification Example 1 is less than 3000 items If the number of coins is any of the above, the system is configured to enable control to transition to the special game state based on the fact that the game value granted to the player in the advantageous section becomes the second special game value number. If the upper limit game value number is a second value greater than the first value (for example, any number of coins where the "maximum number of coins obtainable" in Modified Example 1 is "3000 coins or more"), the system is configured to enable control to transition to the special game state based on the fact that the game value granted to the player in the advantageous section becomes the first special game value number.

[0263] Therefore, the timing of transitioning to a special game state during a specific game state will vary, making it possible to improve the enjoyment of the game. Furthermore, if the second value is greater than the first value, the transition to the special game state will occur earlier. This means that the point at which the advantageous game state for the player is guaranteed to continue until the maximum game value is reached will be earlier (the difficulty will decrease), which synergistically increases the player's expectations. Furthermore, if the maximum game value is greater than the first value (the second value), the game will not easily transition to a special game state. However, this can give the player the impression that the maximum game value has not yet been reached, thus preventing a decrease in the player's expectations.

[0264] Furthermore, in a gaming machine (slot machine 1) that includes a normal gaming state, a specific gaming state (AT state other than the first ending state) which is more advantageous to the player than the normal gaming state, and a special gaming state (first ending state) which is more advantageous to the player than the normal gaming state, and also includes a normal section where the specific gaming state is uncontrollable and an advantageous section where the specific gaming state and the special gaming state are controllable, a subtraction process is performed based on the consumption of game value in the advantageous section, and in the advantageous section Based on the granting of the aforementioned game value, a difference information calculation means (main control device 10) capable of calculating the difference information (value of the difference counter) between the consumed game value and the granted game value by performing an addition process corresponding to the granted game value; an upper limit control means (main control device 10) capable of controlling the upper limit game value, which is the number of game values ​​that can be granted to the player in the advantageous section, based on the difference information and a specific game value that is set arbitrarily; and a special game value (number of acquisitions that guarantee reaching the first ending) based on the game value granted to the player in the advantageous section. Based on this, the game state control means (main control device 10) is capable of executing control to transition to the special game state as a game state in which the game value up to the upper limit game value number can be assigned, wherein the special game value number includes a first special game value number (first specific number) and a second special game value number (second specific number) which is greater than the first special game value number, and the game state control means is such that the upper limit game value number is a first value (for example, any number such that the "maximum number of obtainable coins" in modified example 4 is "less than 2500 coins"), and the advantageous section If the number of games played during the interval is the first number of games (for example, any of the "3500 or more" game counts in Modification 4), then control to transition to the special game state is made possible based on the fact that the game value granted to the player in the advantageous interval becomes the first special game value number, and if the upper limit game value number is the first value, and the number of games played during the advantageous interval is a second number of games different from the first number of games (for example, any of the "less than 3500" game counts in Modification 4),The system is configured to execute a control that transitions to the special game state based on the fact that the game value granted to the player during the advantageous period becomes the second special game value number.

[0265] Therefore, even if a situation arises that is unsatisfactory to the player, such as the advantageous period ending under conditions other than reaching the maximum number of playable games, due to the transition to the AT state with a relatively large number of games played during a single advantageous period, the special play state will be entered earlier, thus alleviating the player's dissatisfaction.

[0266] Furthermore, the system includes a right-granting means (main control device 10) that can grant the player the right to continue the specific game state (the right to add to the number of games), and the right-granting means is configured to execute control that varies the probability of granting the right to continue the specific game state based on the upper limit game value. Therefore, the probability of being granted the right to continue a specific game state changes depending on the number of game values ​​granted before reaching the upper limit of game value, making it possible to improve the enjoyment of the game. Furthermore, if the number of game values ​​awarded before reaching the maximum game value is relatively small, the probability of winning the bonus lottery will be higher than when the number of game values ​​is large, thus preventing a decrease in the player's expectations even when the number of game values ​​that can be awarded is small.

[0267] Furthermore, the system is configured to include a plurality of variable display means (reels 4), a plurality of stop operation means (stop buttons 5) provided for stopping the plurality of variable display means, a notification means (main display 8) capable of providing notification regarding the operation order for the plurality of stop operation means, and a notification control means (main control device 10) capable of differentiating the control of notification by the notification means based on the upper limit game value in at least one of the specific game state and the special game state. Therefore, the control of notifications by the notification means changes according to the number of game values ​​awarded before reaching the upper limit of game value, making it possible to improve the enjoyment of the game. Furthermore, if the number of game values ​​awarded before reaching the maximum game value is relatively small, the probability of the push-order navigation being executed when a push-order bell symbol is won will be higher than when the number of game values ​​is large. This prevents a decrease in the player's expectations even when the number of game values ​​that can be awarded is small.

[0268] The difference information calculation means, upper limit control means, game state control means, rights granting means, and notification control means may be provided by the main control device 10 or by the sub-control device 20. Alternatively, they may be configured through the cooperation of the main control device 10 and the sub-control device 20.

[0269] On the other hand, Patent Document 1 discloses a gaming machine that, immediately before the limiter function is activated, transitions to an ending state in which it is confirmed that a specific game state will continue until the limiter function is activated. However, conventional gaming machines were not sufficient to improve the enjoyment of the game or to increase the players' expectations. Thus, the slot machine 1 of the present invention can solve all or part of the problems that conventional gaming machines need to improve.

[0270] Although preferred embodiments of the gaming machine of the present invention have been described above, it goes without saying that the gaming machine according to the present invention is not limited to the embodiments described above, and various modifications can be made within the scope of the present invention. For example, in this embodiment, the AT state (AT) is granted as a bonus, but ART or RT may also be granted.

[0271] Furthermore, in this embodiment, the AT state is a game count management type, but it may also be a difference-of-coins management type that terminates the AT state when the number of coins acquired by the player during the AT state reaches a predetermined number.

[0272] Furthermore, while the effects button 2d and upper effects button 2f are exemplified as means for controlling the effects, other means may also be used, such as the bet button 2a, stop button 5, start lever 3, etc., as long as they output an input signal that changes the content of the effects based on the player's operation.

[0273] Furthermore, the front door 1a may be provided with a vibration mechanism that vibrates the front door 1a by operating a motor or speaker, and the vibration mechanism may be activated during various effects such as pre-announcement effects, battle effects, effects that suggest the value of the net increase counter, and setting suggestion effects, or at predetermined times during the special zone, thereby increasing the player's sense of anticipation. Furthermore, a fan is provided at the front door 1a to blow air towards the player, and the fan can be activated during various effects such as pre-announcement effects, battle effects, effects that suggest the value of the net increase counter, and setting suggestion effects, as well as at predetermined times during the special zone, in order to enhance the player's sense of anticipation.

[0274] Furthermore, while a main display unit 8 and a sub-display unit 17 are provided as display means, various effects such as pre-announcement effects, battle effects, effects that suggest the value of the net increase counter, and setting suggestion effects, as well as various effects in the special zone, may be performed using either one of the display means, or they may be performed using both display means.

[0275] Furthermore, in the above-described embodiment, the main control device 10 performed the operation of various means such as the lottery means, but the sub-control device 20 can also perform some or all of these operations, and the sub-control device 20 can operate as various means. Conversely, the main control unit 10 can perform some or all of the operations that the sub-control unit 20 performs, and the main control unit 10 can also operate as various means.

[0276] Furthermore, although this invention has been applied to slot machines, it can also be applied to other gaming machines such as pachinko (for example, ball slots). Furthermore, the present invention can also be applied to so-called medalless gaming machines, which can execute games using a data-based pseudo-gaming medium without using physical gaming media such as medals or game balls. [Explanation of symbols]

[0277] 1: Slot machine 2: Bet button 2D: Performance button 3: Start lever 4: Reel 5: Stop button 8: Main display unit 10: Main control unit 14: Probability setting device 17: Sub-display 20: Sub-control device

Claims

1. In a gaming machine comprising a normal game state, a specific game state that is more advantageous to the player than the normal game state, and a special game state that is more advantageous to the player than the normal game state, and comprising a normal section that is uncontrollable in the specific game state and an advantageous section that is controllable in the specific game state and the special game state, A difference information calculation means capable of calculating difference information between the consumed game value and the granted game value by performing a subtraction process corresponding to the consumed game value based on the consumption of game value in the advantageous period, and an addition process corresponding to the granted game value based on the granting of game value in the advantageous period, An upper limit control means capable of controlling the upper limit of the number of game values ​​that can be assigned to the player in the advantageous period, based on the difference information and a predetermined specific number of game values. A game state control means capable of executing control to transition to the special game state, which is a game state in which it is possible to grant the game value up to the upper limit of the game value, based on the fact that the game value granted to the player in the advantageous period becomes a special game value number, In the aforementioned specific game state, a means for granting rights that can grant the player the right to continue the aforementioned specific game state, Equipped with, The aforementioned means of granting rights is, Based on the aforementioned upper limit of game value, it is possible to implement control that differentiates the probability of granting the right to continue the specific game state. A gaming machine characterized by the following features.

2. The game includes a control means capable of deriving a specific lottery result as a result of the game's lottery, The control means is If the aforementioned specific lottery result is derived, it is possible to control the game so that it is easier to transition to the special game state than when the aforementioned specific lottery result is not derived. The gaming machine described in feature 1.