Gaming machine

JP2026168802APending Publication Date: 2026-10-16OLYMPIA KK
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Patent Information

Application Number
JP2025062237
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-04-04
Publication Date
2026-10-16

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  • Figure 2026168802000001_ABST
    Figure 2026168802000001_ABST
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Abstract

To provide a gaming machine that can prevent excessive payout performance. [Solution] The advantageous period ends when the difference in the number of tokens, which is the difference between the number of tokens paid out and the number of tokens inserted, exceeds a specific value. If the predetermined value is greater than the specific value and less than twice the specific value, then in the first performance state, when the maximum value that can be added in that game is added to the counter, the total value added to the counter will exceed the predetermined value. However, as a result of multiple games being played in the first performance state, the expected value of the value added to the counter is set so as not to exceed the predetermined value.
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Description

Technical Field

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

Background Art

[0002] As gaming machines, slot machines are known that are provided with a plurality of reels having a plurality of symbols arranged on the outer peripheral surface, a start lever, stop buttons, and the like. In a slot machine, the reels start to rotate based on a game start operation, and an internal lottery is performed using a lottery table. When each reel stops, a symbol combination corresponding to the winning combination won in the internal lottery is displayed, and when the winning combination is awarded, as processing corresponding to the awarded winning combination, for example, a payout process for awarding a game value, a re-game process that allows a new game to be played without newly consuming game value, and the like are performed. Further, there is known a slot machine provided with an AT performance state, which is a performance state capable of executing a pressing order navigation performance that assists in winning a specific winning combination when the specific winning combination is won. In such a slot machine, since the pressing order navigation performance is executed in the AT performance state, the player can easily win the specific winning combination and can increase the number of medals.

[0003] Some gaming machines of this type are provided with a so-called addition special zone that can determine the duration of the AT performance state (for example, see Patent Document 1).

Prior Art Documents

Patent Documents

[0004]

Patent Document 1

Summary of Invention

Problems to be Solved by the Invention

[0005] By the way, in gaming machines, it is required to suppress the excessive performance of game ball payout.

[0006] This invention has been made in view of the above circumstances, and aims to provide a gaming machine that can suppress excessive payout performance. [Means for solving the problem]

[0007] To achieve the above objective, the gaming machine of the present invention is An internal lottery means (internal lottery means 42) that conducts an internal lottery to determine whether the role is correct or incorrect, An instruction function control means (instruction function control means 51) controls the execution of instructional effects that assist in winning a predetermined role, A game section control means (game section control means 80) that transitions the game section between a favorable section in which the aforementioned instruction performance can be executed and a non-favorable section in which the aforementioned instruction performance is not executed, A performance state control means (performance state control means 81) that controls the transition between multiple types of performance states, including a first performance state (bonus performance state) and a second performance state (normal AT performance state) in which the instructed performance is executed, The system includes a counter (AT termination determination counter 67) on which a value relating to the number of game values ​​that can be obtained in the second performance state is set, The first performance state allows for multiple gameplays to be performed, increasing the value of the counter. The larger the value added to the counter in the first performance state, the longer the duration of the second performance state. The aforementioned advantageous period ends when the difference in the number of tokens, which is the difference between the number of tokens paid out and the number of tokens inserted, exceeds a specific value. If we define a specified value as a value that is greater than the aforementioned specific value and less than twice the aforementioned specific value, In the first performance state, when the maximum value that can be added in each game is added to the counter, the total value added to the counter exceeds the predetermined value, In the first performance state, the expected value of the value added to the counter as a result of the multiple games being played is set so as not to exceed the predetermined value.

[0008] The default value is greater than a specific value (2400) but less than twice the specific value (4800), for example, "3000". In the first performance state, if the maximum value for each game (for example, 1024) is added to the counter, the total value of the values ​​added to the counter is set to exceed the default value (3000), that is, the maximum value is set to a relatively large value. This can create a sense of anticipation in the player (improving the enjoyment of the game). On the other hand, if multiple games (for example, 10 games) are played in the first performance state, the expected value of the values ​​added to the counter is set not to exceed the default value (3000) (by keeping the average value below 3000), which prevents the duration of the second performance state from becoming too long. This can prevent the payout performance of the game machine from becoming excessive. [Effects of the Invention]

[0009] According to the present invention, it is possible to suppress excessive payout performance. [Brief explanation of the drawing]

[0010] [Figure 1] This is a perspective view showing an example of a gaming machine according to the first embodiment of the present invention. [Figure 2] The same diagram shows the arrangement of symbols on the reels. [Figure 3] This is a front view of the gaming machine and its dedicated unit. [Figure 4] This is a block diagram showing the general configuration of a gaming machine. [Figure 5] This is a diagram illustrating the internal lottery table. [Figure 6] This diagram illustrates the relationship between the stopping operation performed when a winner is selected in each winning area and the winning combination. [Figure 7] This is a diagram illustrating the relationship between winning combinations and symbol combinations. [Figure 8] This is a diagram illustrating the relationship between winning combinations and symbol combinations. [Figure 9]This is a diagram for explaining the relationship between winning combinations and symbol combinations. [Figure 10] This is a diagram for explaining the relationship between winning combinations and symbol combinations. [Figure 11] This is a state transition diagram of the game state. [Figure 12] This is a diagram for explaining the pressing order navigation effect. [Figure 13] This is a state transition diagram of the game section and the effect state. [Figure 14] This is a diagram for explaining the remaining number display. [Figure 15] This is a diagram showing an example of a table referred to when determining the additional count. [Figure 16] This is a diagram for explaining the addition effect. [Figure 17] This is a diagram for explaining the addition effect. [Figure 18] This is a diagram for explaining the total additional count notification effect. [Figure 19] This shows an example of the gaming machine according to the second embodiment of the present invention, and is a perspective view seen from the front side. [Figure 20] This is a perspective view showing the internal configuration of the housing. [Figure 21] This is a diagram of the gaming machine and the dedicated unit as viewed from the front side. [Figure 22] This is a diagram of the main control board unit as viewed from the front side. [Figure 23] This is a diagram of the main control board unit with the cover removed, as viewed from the front side. [Figure 24] This is a perspective view of the cover as viewed from the front. [Figure 25] This is a perspective view of the main control board unit with the cover removed, as viewed from the front. [Figure 26] This is a perspective view of the front door as viewed from the rear. [Figure 27] This is a diagram of the sub-control board unit as viewed from the rear. [Figure 28]This figure shows the positional relationship between the main control board unit and the sub-control board unit when the front door is closed. [Figure 29] This diagram shows the relative positions of the setting key switches on the sub-control board unit and the main control board unit, as viewed from the front. [Figure 30] This is a perspective view of the sub-control board unit from the rear. [Figure 31] This is a view of the sub-control board from the rear. [Figure 32] This figure shows modified examples of the first and second specified regions. [Figure 33] This figure shows the positional relationship between the main control board unit and the sub-control board unit in the modified example. [Figure 34] This diagram illustrates a modified example of the sub-control board unit. [Figure 35] This diagram illustrates a modified example of the sub-control board unit. [Modes for carrying out the invention]

[0011] (First Embodiment) Hereinafter, a first embodiment of the present invention will be described with reference to the drawings. The gaming machine of this embodiment is a gaming machine 10 that uses game value as electronic information instead of game tokens (medals) as a game medium, and the game is played by consuming or assigning game value. The gaming machine 10 (Figure 1) is a so-called smart pachinko slot (registered trademark). Unlike conventional slot machines in which players insert physical tokens when playing and receive physical tokens when winning combinations are achieved, the gaming machine 10 is a gaming machine (medalless gaming machine) that uses game value as electronic information instead of physical tokens, and the game value is consumed or assigned through gameplay. In a medalless gaming machine, the game value corresponds to the tokens that represent the game value in conventional slot machines, and the game value in a medalless gaming machine can be understood as a virtual token (electronic token). Therefore, the game value in this embodiment may also be called a token (game token). Furthermore, in the following, the number of game values ​​may be considered as the number of virtual tokens, and the number of game values ​​may be indicated as "~ tokens" or "~ pieces". It should be noted that the invention according to this embodiment is applicable not only to the gaming machine 10 but also to conventional slot machines (where physical tokens are inserted when playing, and physical tokens are dispensed upon winning a combination).

[0012] In the following explanation, "front and back" basically means that when the player is in front of the gaming machine 10, the player's side is "front" and the gaming machine side is "back". "Up and down" means that the top surface of the gaming machine is "up" and the bottom surface is "down". "Left and right" means that the left hand side of the player playing the gaming machine is "left" and the right hand side is "right".

[0013] Figure 1 is a perspective view of the gaming machine 10 as seen from the front. The gaming machine 10 of this embodiment comprises a box-shaped casing 11 with an open front side facing the player, and a front door 12 that opens and closes the front opening of the casing 11. The front door 12 is divided into an upper door 12a and a lower door 12b, and these upper door 12a and lower door 12b can be opened and closed relative to the casing 11. The front door 12 may also be a single integrated structure that is not divided into an upper door 12a and a lower door 12b. Inside the casing 11, a power supply unit is provided, which has a built-in power supply device (power supply means) for supplying power to each component. The power supply unit is equipped with a power switch, and when the power switch is turned ON (on state), power is supplied from the power supply unit to each component. Some components may be supplied with power even when the power supply unit is OFF (disconnected state). Furthermore, the housing 11 is equipped with a reel unit comprising a rotatable first reel 20a, a second reel 20b, and a third reel 20c, a main control means 31 (described later), a sub-control means 32 (described later), and the like.

[0014] The reel unit has stepping motors 19a to 19c, each corresponding to a reel 20a to 20c, and index sensors 21a to 21c, each corresponding to a reel 20a to 20c (see Figure 4). Each stepping motor 19a to 19c rotates each reel 20a to 20c. The stepping motors 19a to 19c are 4-phase stepping motors. Each stepping motor 19a to 19c comprises a rotor and a stator having a first-phase coil, a second-phase coil, a third-phase coil, and a fourth-phase coil. Each stepping motor 19a to 19c is excited by 1-2 phase excitation, which alternates between supplying a 1-phase excitation pulse to turn on one coil and supplying a 2-phase excitation pulse to turn on one coil and the other adjacent coils. This causes a displacement of half a step angle (1 step angle for every 2-step update) with each excitation pulse update, and each reel 20a to 20c is rotated once in 504 steps (a displacement of 252 step angles). The stepping motors 19a to 19c have a step angle of approximately 1.43° and an interrupt time t for updating the excitation pulse by one step of 1.49 ms. In addition, each index sensor 21a to 21c detects the edge of a semicircular index attached to the inside of each reel 20a to 20c. Based on the detection information from these index sensors 21a to 21c, control is performed regarding the rotation and stopping of the reels 20a to 20c.

[0015] As shown in Figure 1, a liquid crystal display 13 (display means) is provided approximately in the center of the upper door 12a as a performance device. The liquid crystal display 13 displays various images (performance images) to assist or enhance the game. A speaker 14 (sound output means) is provided on the lower door 12b as a performance device. The speaker 14 outputs various performance sounds (music, sound effects, voices, etc.) to assist or enhance the game. A lamp 38 (lighting device, lighting means, outer perimeter lamp) is provided on the front door 12 for notification and performance purposes. The front door 12 may also be equipped with a movable mechanism that can be operated by an actuator or the like as a performance device.

[0016] Furthermore, a display window 16 is provided on the upper door 12a. Behind the display window 16 (the first display area 13a, described later), the reel unit is positioned so that a portion of it can be seen through the display window 16. Each reel 20a to 20c has its outer surface divided into 20 sections (20 areas) at regular intervals, and one of several types of symbols is placed in each section. In other words, multiple types of symbols are arranged in a row on the outer surface of each reel 20a to 20c. When each reel 20a to 20c stops, three symbols per reel (upper, middle, and lower) are displayed through the display window 16. The display window 16 is also provided with upper, middle, and lower sections as display positions for viewing the symbols of each reel 20a to 20c, and the number of active lines is set by the combination of the display positions of each reel 20a to 20c. In this embodiment, the effective line is composed of the upper section of the first reel 20a, the middle section of the second reel 20b, and the lower section of the third reel 20c.

[0017] In this embodiment, the number of game values ​​required for one game (specified number, specified number of tokens) is set to 3, and when the specified number of game values ​​is inserted, the active lines are activated. As the game starts, each reel 20a to 20c starts to rotate and an internal lottery is performed to determine whether one of the winning combinations is won or lost (not won). Next, when the reels 20a to 20c stop, if the symbol combination corresponding to the winning combination determined by the internal lottery is displayed on the active line, this winning combination is awarded, and the processing corresponding to the awarded winning combination (award processing) is performed. In other words, whether or not a winning combination has been awarded is indicated by the symbol combination displayed through the display window 16 when the reels 20a to 20c stop. The active lines can be said to be lines for determining whether a winning combination has been awarded.

[0018] The liquid crystal display 13 is positioned in front of the reel unit, which is equipped with reels 20a to 20c. The liquid crystal display 13 can perform effects by displaying predetermined displays (display objects) on its display surface. Display objects refer to things like people, animals, vehicles, buildings, natural objects (e.g., rocks, trees, etc.), characters, backgrounds, patterns, designs, and other things (images) that are displayed on the liquid crystal display 13. The liquid crystal display 13 has a display area that is outside the reels (second display area 13b), which is a display area that does not overlap with the reels 20a to 20c when viewed from the front, and a display area in front of the reels (first display area 13a), which overlaps with the reels 20a to 20c when viewed from the front. The second display area 13b is formed to surround the first display area 13a. The liquid crystal display 13 is a transmissive liquid crystal display, and is designed to make components behind the first display area 13a (transparent area) visible. The first display area 13a has multiple states, including a transparent state and a state in which a display object (animation image) is displayed (transparent display state). When the first display area 13a is transparent, the patterns on the reels 20a to 20c are visible. When the first display area 13a is in the state in which a display object is displayed, the animation image is displayed in front of the reels 20a to 20c. In the state in which the first display area 13a is in the state in which a display object is displayed, there may be a state in which the patterns on the reels 20a to 20c are visible (easily visible) and a state in which they are not visible (difficult to see). Thus, the first display area 13a is an area in which the patterns on the reels 20a to 20c are visible and an animation image can be displayed. In Figure 1, the first display area 13a is shown to consist of three divided areas (areas separated for each reel), but it is not limited to this and may be a single horizontally elongated rectangular area.

[0019] The second display area 13b is the portion of the liquid crystal display 13's display area excluding the first display area 13a. The second display area 13b can display images for special effects. It is also possible to display a single, cohesive image spanning both the second display area 13b and the first display area 13a. The second display area 13b is not transparent and cannot be used to allow visibility of components behind it. The liquid crystal display 13 does not have to be a transparent liquid crystal display, and the reels 20a to 20c do not necessarily have to be visible through the liquid crystal display 13 (first display area 13a). In other words, the display window 16 may be made of a transparent panel (a panel that cannot display any objects), and the reels 20a to 20c may be visible through that display window 16.

[0020] As shown in Figure 2, the outer surface of each reel 20a to 20c is arranged with the following symbols: bell symbol BL, replay symbol "RP", cherry symbol "CH", watermelon symbol "WM", special symbol A "SPA", special symbol B "SPB", blank symbol "BK", white BAR symbol "White BAR", black BAR symbol "Black BAR", and red 7 symbol "Red 7". In addition, each symbol on each reel 20a to 20c is associated with a symbol number from 0 to 19.

[0021] Although not shown in Figure 1, a game information display unit is provided below the display window 16. The game information display unit consists of LEDs, lamps, a 7-segment display, etc., and displays various game information such as the number of game values ​​paid out in a single game and error information. The game information display unit includes a first main display, a second main display, and a sub-display. The game information display unit may also include a favorable section display.

[0022] The lower door 12b (operation panel) is equipped with a bet button 23 operated when betting (inserting) game value, a start lever 24 (game start operation means) operated when starting the game, a stop button 26 (stop operation means) (stop buttons 26a, 26b, 26c) operated when stopping the rotating reels, and an effect button 25 (effect operation means) operated when advancing the effects, etc. The bet button 23 may also include a MAX bet button (first bet button) operated when betting 3 (predetermined number) game value and a 1 bet button (second bet button) operated when betting 1 game value.

[0023] The performance button 25 (performance operation means) is operated when advancing a performance. The performance button 25 is designed to be pressable, and when pressed, the appearance of the performance image displayed on the liquid crystal display 13 changes, for example. By providing the performance button 25 and enabling its operation at predetermined triggers, it is possible to increase the player's sense of participation in the game and enhance the enjoyment of the game. For example, the performance button 25 becomes operational during the execution of a performance that gives the player the expectation of transitioning to a favorable state, and an image instructing the operation (PUSH image) is displayed on the liquid crystal display 13 (PUSH performance). When the performance button 25 is operated, the result of the game (for example, whether or not a favorable state is transitioned) is announced. Note that the performance button 25 is not limited to a button shape; it may also be lever-shaped or the like, as long as it is configured to detect the player's operation.

[0024] Furthermore, a door key cylinder 69 is provided on the lower door 12b. The lower door 12b (front door 12) can be unlocked by inserting a door key into the door key cylinder 69. Specifically, the lower door 12b can be unlocked by rotating (twisting) the door key inserted into the door key cylinder 69 clockwise from its initial position. Alternatively, an error can be cleared by rotating (twisting) the door key inserted into the door key cylinder 69 counterclockwise from its initial position.

[0025] Furthermore, a directional pad 67 and a confirmation button 68 are provided on the front of the lower door 12b (front of the control panel), between the stop button 26 and the door key cylinder 69. The directional pad 67 (directional pad) has an upper button (upper pressing part), a lower button (lower pressing part), a left button (left pressing part), and a right button (right pressing part) that are formed to be pressed. The confirmation button 68 has a button (pressing part) that is formed to be pressed. The pressing parts of the directional pad 67 and the confirmation button 68 protrude forward from the surface surrounding the buttons. Because the pressing parts protrude, they are easy for the player to touch and operate.

[0026] Furthermore, a lower panel 91 is provided on the lower door 12b. A light source (LED) for illumination is provided on the back side of the lower panel 91, and the lower panel 91 is illuminated from behind by the light emitted from this light source.

[0027] As shown in Figure 3, a dedicated unit 200 (game value lending device, game token lending device) is provided on the side (right side) of the gaming machine 10 as a device for lending game value. The front of the dedicated unit 200 is provided with a banknote slot 201 for inserting banknotes, a card insertion / discharge slot 202 for inserting / discharging cards (game value management medium), a lending button 203 (lending operation means), a replay button 204 (lending operation means), and a card return button 205, etc. The card is used to manage the number of game value owned by the player. In other words, the number of game value owned by the player can be ascertained by the card. The card may also be capable of storing a prepaid balance. Furthermore, the management of the number of game values ​​using cards may be carried out by storing the number of game values ​​on the card itself, or by storing the number of game values ​​in a designated management device installed in the gaming hall, etc., and linking the number of game values ​​stored in the management device, etc. with the identification information stored on the card (such as the player's ID or the unique identification number for each card).

[0028] In the dedicated unit 200, an operation (press operation) on the lending button 203 is accepted as a lending operation (game value transfer operation) that transfers game value to the gaming machine 10. When the lending button 203 is pressed, the stored value, etc., that is stored as a prepaid balance in the banknotes or cards inserted into the banknote slot 201 is consumed, and a predetermined number (for example, 50) of game value is credited to the gaming machine 10. In addition, in the dedicated unit 200, an operation (press operation) on the replay button 204 is accepted as a lending operation (game value transfer operation) that transfers game value to the gaming machine 10. When the replay button 204 is pressed, the game value owned by the player, which is managed by the card (game value linked to the card), is consumed, and a predetermined number (for example, 50) of game value is credited to the gaming machine 10. In other words, in this embodiment, an operation on the loan button 203 or the replay button 204, which are loan operation means, is accepted as a loan operation (game value transfer operation), and based on the loan operation, a predetermined number of game values ​​are transferred (loaned) from the dedicated unit 200 to the game machine 10.

[0029] As shown in Figure 1, the lower door 12b is equipped with a game token count display device 211 (game value display device, game value indicator), a counting button 212, and a payout button 218. The game token count display device 211 and the counting button 212 are located on the side (right side) of the lower door 12b. Based on the lending operation in the dedicated unit 200, the gaming machine 10 sets a value equivalent to a predetermined number of game values ​​as credits (the stored value in the game value storage area 66 (credit storage area) in the memory 58 in Figure 4). The stored value in the game value storage area 66 can also be called the number of credits (stored number, number held). The number of credits (the number of game tokens usable for gameplay) is displayed on the game token count display device 211. The game token count display device 211 has a 5-digit (or 6-digit) 7-segment display, and the number of credits is displayed on this 7-segment display. In addition, in the gaming machine 10, the upper limit of the number of credits may be set to a value that can be displayed on the gaming medal count display device 211, for example. In the gaming machine 10, when the bet button 23 is operated while the game value has been stored as credits, the stored game value is set to the payout state up to a predetermined limit.

[0030] The game value control means 55 (Figure 4) controls the game value stored in the game value storage area 66. Note that the game value storage area 66 may be located in the storage means 60 of the main control means 31, rather than in the storage means (memory 58) of the game value control means 55. Based on the occurrence of a predetermined role (minor role) and the awarding of a predetermined number of game values, the game value control means 55 increases the number of credits by that predetermined number. Furthermore, when a game value is inserted (by operating the bet button 23) at the start of the game, the game value control means 55 decreases the number of credits by the amount of game value inserted. At this time, the game medal display device 211 displays a value obtained by subtracting the number of bets from the number of held medals (credits).

[0031] Furthermore, the game value control means 55 controls the reception of game value transferred from the dedicated unit 200 to the gaming machine 10. When game value is transferred from the dedicated unit 200 to the gaming machine 10, the game value control means 55 increases the number of credits by the amount of game value being transferred. The game value control means 55 also controls the transfer of game value from the gaming machine 10 to the dedicated unit 200. When game value is transferred from the gaming machine 10 to the dedicated unit 200, the game value control means 55 decreases the number of credits by the amount of game value being transferred. The game value control means 55 also displays the number of game values ​​stored in the credits (number of credits) on the game medal display device 211 and changes the display content of the game medal display device 211 according to the increase or decrease in the number of credits.

[0032] The counting button 212 is operated when sending (returning, transferring) information (credits) indicating a value equivalent to a predetermined number of credits (all or part of the number of credits) to the dedicated unit 200. The counting button 212 is equipped with a press part (operation part), and the press part is formed to be pressable. When a player finishes playing, etc., the credited game value can be transferred from the game machine 10 to the dedicated unit 200 based on an operation (press operation) of the counting button 212 as a counting operation (return operation). Then, after the game value has been transferred to the dedicated unit 200, when an operation (press operation) of the card return button 205 (Figure 3) is performed, a card that allows the player to know the number of game values ​​they possess is ejected from the dedicated unit 200 (card insertion / discharge port 202).

[0033] As described above, based on the lending operation in the dedicated unit 200, a predetermined number of game values ​​(game tokens) are assigned to the game machine 10 (the number of credits is added). Next, when the bet button 23 is operated, the game values ​​are set to the input state up to a predetermined limit, and a value equivalent to the number of game values ​​(game tokens) set to the input state is subtracted from the number of credits. In other words, the number of game values ​​displayed on the game token display device 211 decreases.

[0034] When a predetermined number of game values ​​are set to the input state, the start lever 24 becomes operational, that is, it becomes possible to start playing. Next, when the game start operation is performed on the activated start lever 24, the rotation of each reel 20a to 20c begins. Next, when the rotation speed of the reels increases to a predetermined speed and enters a steady rotation state, the operation of the stop buttons 26a to 26c becomes operational. Next, when the activated stop buttons 26a to 26c are operated, the rotation of the corresponding reel stops. Next, when the rotation of all reels 20a to 20c stops, depending on the result of the game, a process is performed to award a predetermined number of game values ​​(add to credits), or a process is performed to make it possible to start playing again without consuming new game values ​​(replay process), and one game (1 play) ends. Also, when the counting button 212 is operated, a predetermined number of credits (game tokens) are sent (returned) to the dedicated unit 200. Then, when the card return operation is performed in the dedicated unit 200, the card with the predetermined information stored on it is ejected from the dedicated unit 200.

[0035] Furthermore, when the game value in the gaming machine 10 is set to the bet state, operating (pressing) the settlement button 218 will return the betted game value to the credits. The settlement button 218 is operated when returning the game value that has been inserted (set to the bet state) by operating the bet button 23 to the credits (game value memory area 66). In other words, based on the operation of the settlement button 218, a process (insertion return process) is executed to return the game value set to the bet state to the credits. The investment return process is a process in which the setting of the game value in the bet state is cleared, and a value equivalent to the number of game values ​​that was set to the bet state is added to the number of credits (stored value in the game value memory area 66). When the settlement button 218 is operated while there is game value set to the bet state, the game value is returned to the credits based on that, and the number of game medals displayed on the game medal display device 211 increases.

[0036] As shown in Figure 4, the gaming machine 10 and the dedicated unit 200 are connected via a gaming ball dispensing device connection terminal board 90. The gaming ball dispensing device connection terminal board 90 is a connection terminal board for connecting the gaming machine 10 and the dedicated unit 200. The gaming machine 10 includes a main control means 31 (main control board) for controlling the progress of the game, a sub-control means 32 (sub-control board) for controlling the effects according to the progress of the game, a game value control means 55 (game value control board) for controlling the game value, etc. In this embodiment, the game value control means 55 is provided separately from the main control means 31, but the game value control means 55 may be formed integrally with the main control means 31.

[0037] The main control means 31 is equipped with a setting change key cylinder and a setting change button. Note that the setting change key cylinder and setting change button may be provided in other parts, such as the power supply unit. The setting change key cylinder (setting key switch) has two states: OFF and ON. In other words, it is possible to switch between the OFF and ON states. The setting change key cylinder is formed to allow the insertion of a setting key. The setting change key cylinder is initially in the OFF state. When the inserted setting key is rotated 90 degrees clockwise from its initial position, the state of the setting change key cylinder switches from the OFF state to the ON state. When the setting key is rotated 90 degrees counterclockwise from the position where the setting change key cylinder is ON back to its initial position, it switches from the ON state to the OFF state. The setting change button is also pressable.

[0038] The main control means 31 receives input signals from input means such as the bet button 23, start lever 24, and stop buttons 26a to 26c, performs various calculations to execute the game, and controls output means such as the reel unit based on the calculation results. The sub-control means 32 receives signals from the main control means 31 and input signals from input means such as the performance buttons 25, performs various calculations to execute the performance, and controls the performance devices such as the liquid crystal display 13 and the speaker 14 based on the calculation results.

[0039] The main control means 31 and the sub-control means 32 are electrically connected, and the main control means 31 can transmit various information (signals), such as information indicating the game state, to the sub-control means 32. However, the sub-control means 32 cannot transmit information to the main control means 31. Furthermore, the functions of each board, such as the main control means 31 and the sub-control means 32, are realized by hardware such as various processors (CPU, DSP, etc.), ICs, or information storage media such as ROM and RAM, and software consisting of predetermined programs pre-stored in ROM, etc.

[0040] The main control means 31 includes an input receiving means 40, a random number generation means 41, an internal lottery means 42 that performs an internal lottery to determine whether a winning combination is achieved, a reel control means 43 that controls the rotation of the reels, a winning combination determination means 44 that determines whether a winning combination has been achieved when all reels have stopped, a payout control means 45 (game value granting means), a replay control means 46, a setting change means 47, an initialization means 48, a game state control means 49, an instruction function control means 51, a performance main control means 52, and a storage means 60 (main memory). The storage means 60 also includes ROM and RAM. The sub-control means 32 includes a performance sub-control means 70 and a sub-side storage means 72 (sub-memory). The sub-side storage means 72 also includes ROM and RAM.

[0041] The performance control means 100 is composed of a performance main control means 52 and a performance sub-control means 70. The performance main control means 52 issues instructions to the performance sub-control means 70 based on the game state, performance state, etc. The performance sub-control means 70 controls the performance device using performance data stored in the sub-side storage means 72, based on the information regarding the game state, performance state, or whether or not to perform an instructed performance transmitted from the performance main control means 52. In this embodiment, the control performed by the performance main control means 52 may also be performed by the performance sub-control means 70, and the control performed by the performance sub-control means 70 may also be performed by the performance main control means 52. In addition, the control performed by the performance control means 100 described in this embodiment may also be performed by the instruction function control means 51, and the control performed by the instruction function control means 51 may also be performed by the performance control means 100.

[0042] The input receiving means 40 accepts the input of game value for each game and, based on the input of a predetermined number of game values, performs a process to activate the game start operation on the start lever 24. When the bet button 23 is pressed while game value is credited, the input receiving means 40 sets the credited game value to the input state, up to a predetermined limit. In this embodiment, the first press operation on the activated start lever 24 is accepted as the game start operation, and upon this operation, the rotation of the reels 20a to 20c begins, and a lottery such as an internal lottery is performed.

[0043] Furthermore, the input acceptance means 40 controls the system so that, in the next game after a replay has been awarded, the game value owned by the player is not set to the input state. Specifically, when the system is accepting input of game value, it does not accept operation on the bet button 23, so that even if the bet button 23 is pressed, the credited game value is not set to the input state.

[0044] The random number generation means 41 generates random values ​​for the lottery. Random values ​​can be generated, for example, based on the count value of an increment counter (a counter that counts values ​​so as to cycle within a predetermined count range). In this embodiment, "random number" includes not only values ​​that are generated randomly in a mathematical sense, but also values ​​that, even if their generation is regular, can function as effectively random numbers because the timing of their acquisition is irregular.

[0045] The internal lottery means 42 performs an internal lottery using an internal lottery table based on the operation of the activated start lever 24 (i.e., the start of the game). The internal lottery table associates various winning combinations, including small wins, replays, and bonuses, as well as losses (non-wins), with each of the multiple random numbers (for example, 65,536 random numbers from 0 to 65,535), and multiple internal lottery table storage areas 61 provided in the ROM of the storage means 60 are stored. In this embodiment, as will be described later, the game state can be set to a general state, an RBB internal state, and an RBB operating state, and six setting values ​​from setting 1 to setting 6 can be set, and the internal lottery means 42 selects an internal lottery table according to the game state and setting value and performs an internal lottery. A minor win is a win that, when achieved, grants a predetermined number of game values ​​corresponding to the win. A replay is a win that, when achieved (activated), allows the player to play again without consuming any additional game values. When a replay is achieved, the start lever 24 is activated without consuming any game values, and the player can start playing by operating the start lever 24.

[0046] In the internal lottery, a random number for the lottery is obtained from the random number generation means 41, and this random number is compared with the internal lottery table to determine whether or not a winning role has been achieved. The winning role associated with the random number is then determined as a win. Specifically, the internal lottery table has multiple winning areas as shown in Figure 5, and each random number obtained from the random number generation means 41 is associated with one of the winning areas. Furthermore, there are winning areas that contain one or more winning roles (areas associated with winning roles) and winning areas that do not contain any winning roles (areas associated with losing roles). In addition, each winning area contains different combinations of winning roles. All winning roles belonging to the winning area associated with the random number obtained from the random number generation means 41 are determined as wins in the internal lottery. Hereafter, in the internal lottery, when a role belonging to a winning area is won, this will also be referred to as "the winning area is won." When no role is won, this will also be referred to as "the winning area 'not won' is won."

[0047] As shown in Figure 5, in this embodiment, minor roles 1 to 46 are provided. In addition, the winning areas that include minor roles are "minor role ALL1", "minor role ALL2", "batting order bell A1", "batting order bell A2", "batting order bell A3", "batting order bell A4", "batting order bell B1", "batting order bell B2", "batting order bell B3", "batting order bell B4", "batting order bell C1", "batting order bell C2", "batting order bell C3", "batting order bell C4", "batting order bell D1", "batting order bell D2", "batting order bell D3", "batting order bell D4", "batting order bell E1", "batting order bell E2", "batting order bell E3", "batting order bell E4", "batting order bell F1", and "batting order bell F2". The following symbols are available: "Bat Order Bell F3", "Bat Order Bell F4", "Common Bell", "Spilled Symbol", "Watermelon", "Weak Cherry", "Strong Cherry", "Chance Symbol A", "Chance Symbol B", "Reach Symbol A", "Reach Symbol B", "Reach Symbol C", "Reach Symbol D", "Chance Symbol C", "Common 1 Coin 1 Down C1", "Common 1 Coin 1 Down L2", "Common 1 Coin 1 Down C2", "Common 1 Coin 1 Down R2", "Common 1 Coin 2 Down LC2", "Common 1 Coin 2 Up CR2", "Common 1 Coin 2 Down CR2", "Common 1 Coin 2 Down LR", "Common 1 Coin 3 Up 2", and "Common 1 Coin 3 Down 2". Small Symbol 1 is an 11-coin symbol that grants 11 coins of game value when it is won. Small Symbols 2 and 3 are 3-coin symbols that grant 3 coins of game value when they are won. Small Symbols 4 to 46 are 1-coin symbols that grant 1 coin of game value when they are won.

[0048] In the following, the winning areas "Batting Order Bell A1", "Batting Order Bell A2", "Batting Order Bell A3", "Batting Order Bell A4", "Batting Order Bell B1", "Batting Order Bell B2", "Batting Order Bell B3", "Batting Order Bell B4", "Batting Order Bell C1", "Batting Order Bell C2", "Batting Order Bell C3", "Batting Order Bell C4", "Batting Order Bell D1", "Batting Order Bell D2", "Batting Order Bell D3", "Batting Order Bell D4", "Batting Order Bell E1", "Batting Order Bell E2", "Batting Order Bell E3", "Batting Order Bell E4", "Batting Order Bell F1", "Batting Order Bell F2", "Batting Order Bell F3", and "Batting Order Bell F4" may be collectively referred to as "Batting Order Bells". Additionally, the winning areas "Batting Order Bell A1" to "Batting Order Bell A4" are sometimes collectively referred to as Batting Order Bell A, the winning areas "Batting Order Bell B1" to "Batting Order Bell B4" are sometimes collectively referred to as Batting Order Bell B, the winning areas "Batting Order Bell C1" to "Batting Order Bell C4" are sometimes collectively referred to as Batting Order Bell C, the winning areas "Batting Order Bell D1" to "Batting Order Bell D4" are sometimes collectively referred to as Batting Order Bell D, the winning areas "Batting Order Bell E1" to "Batting Order Bell E4" are sometimes collectively referred to as Batting Order Bell E, and the winning areas "Batting Order Bell F1" to "Batting Order Bell F4" are sometimes collectively referred to as Batting Order Bell F.

[0049] The winning area "Small Role ALL 1" is a winning area where all small roles (Small Role 1 to Small Role 46) are won simultaneously. The winning area "Small Role ALL 2" is a winning area where Small Roles 1 to 28 and Small Roles 30 to 46 are won simultaneously. The winning areas "Batting Order Bell A1" to "Batting Order Bell A4" are winning areas where one type of 11-coin role (Small Role 1) and multiple types of 1-coin roles are won simultaneously. The winning areas "Batting Order Bell B1" to "Batting Order Bell B4" are winning areas where one type of 11-coin role (Small Role 1) and multiple types of 1-coin roles are won simultaneously. The winning areas "Batting Order Bell C1" to "Batting Order Bell C4" are winning areas where one type of 11-coin role (Small Role 1) and multiple types of 1-coin roles are won simultaneously. Furthermore, the winning areas "Batting Order Bell D1" to "Batting Order Bell D4" are areas where one type of 11-coin payout (minor payout 1) and multiple types of 1-coin payouts can be won simultaneously. Furthermore, the winning areas "Batting Order Bell E1" to "Batting Order Bell E4" are areas where one type of 11-coin payout (minor payout 1) and multiple types of 1-coin payouts can be won simultaneously. Furthermore, the winning areas "Batting Order Bell F1" to "Batting Order Bell F4" are areas where one type of 11-coin payout (minor payout 1) and multiple types of 1-coin payouts can be won simultaneously. Furthermore, the winning area "Common Bell" is a winning area where minor payout 3 (3-coin payout) can be won alone. Furthermore, the winning area "Spilled Payout" is a winning area where minor payout 2 (3-coin payout) can be won alone. Furthermore, the winning area "Watermelon" is a winning area where multiple types of 1-coin payouts can be won simultaneously. Furthermore, the "Weak Cherry" winning area is a winning area where the small win 35 (1-coin win) is won alone. Furthermore, the "Strong Cherry" winning area is a winning area where multiple types of 1-coin wins occur simultaneously. Furthermore, the "Chance Eye A" winning area is a winning area where the small win 32 (1-coin win) is won alone. Furthermore, the "Chance Eye B" winning area is a winning area where multiple types of 1-coin wins occur simultaneously. Furthermore, the "Reach Eye A" winning area is a winning area where multiple types of 1-coin wins occur simultaneously. Furthermore, the "Reach Eye B" winning area is a winning area where multiple types of 1-coin wins occur simultaneously.Furthermore, the winning area "Reach Eye C" is a winning area where multiple types of single-coin winning combinations occur simultaneously. Furthermore, the winning area "Reach Eye D" is a winning area where multiple types of single-coin winning combinations occur simultaneously. Furthermore, the winning area "Chance Eye C" is a winning area where multiple types of single-coin winning combinations occur simultaneously. Furthermore, the winning area "Common Single Coin 1 Down C1" is a winning area where multiple types of single-coin winning combinations occur simultaneously. Furthermore, the winning area "Common Single Coin 1 Down L2" is a winning area where multiple types of single-coin winning combinations occur simultaneously. Furthermore, the winning area "Common Single Coin 1 Down C2" is a winning area where multiple types of single-coin winning combinations occur simultaneously. Furthermore, the winning area "Common Single Coin 1 Down R2" is a winning area where multiple types of single-coin winning combinations occur simultaneously. Furthermore, the winning area "Common Single Coin 2 Down LC2" is a winning area where multiple types of single-coin winning combinations occur simultaneously. Furthermore, the winning area "Common 1-coin 2-up CR2" is a winning area where multiple types of 1-coin combinations can be won simultaneously. Furthermore, the winning area "Common 1-coin 2-down CR2" is a winning area where multiple types of 1-coin combinations can be won simultaneously. Furthermore, the winning area "Common 1-coin 2-down LR" is a winning area where multiple types of 1-coin combinations can be won simultaneously. Furthermore, the winning area "Common 1-coin 3-up 2" is a winning area where multiple types of 1-coin combinations can be won simultaneously. Furthermore, the winning area "Common 1-coin 3-down 2" is a winning area where multiple types of 1-coin combinations can be won simultaneously.

[0050] In this embodiment, replays 1 through 11 are provided as replays. Additionally, "Symbol Replay A" and "Symbol Replay B" are provided as winning areas that include replays. Winning areas "Symbol Replay A" and "Symbol Replay B" are winning areas where multiple types of replays can be won simultaneously.

[0051] Furthermore, in this embodiment, a Big Bonus (RBB: Special Role) is provided as a bonus. In addition, as a winning area associated with the bonus, there is a winning area "RBB" where the Big Bonus is won alone, and the winning areas "Common 1-coin 1-down C1", "Common 1-coin 1-down L2", "Common 1-coin 1-down C2", "Common 1-coin 1-down R2", "Common 1-coin 2-down LC2", "Common 1-coin 2-up CR2", "Common 1-coin 2-down CR2", "Common 1-coin 2-down LR", "Common 1-coin 3-up 2", and "Common 1-coin 3-down 2" are set so that the Big Bonus can be won multiple times. Furthermore, in the winning areas "Common 1-coin 1-down C1", "Common 1-coin 1-down L2", "Common 1-coin 1-down C2", "Common 1-coin 1-down R2", "Common 1-coin 2-down LC2", "Common 1-coin 2-up CR2", "Common 1-coin 2-down CR2", "Common 1-coin 2-down LR", "Common 1-coin 3-up 2", and "Common 1-coin 3-down 2", if the game state is in the general medium state, a Big Bonus will be won multiple times, but if the game state is in the RBB internal medium state, a Big Bonus will not be won multiple times.

[0052] In this embodiment, a continuous activation device for a so-called Type 1 special bonus is assumed, but other types of bonuses may be used. Furthermore, other bonuses may also be included. Additionally, the included bonuses may be set to be awarded individually, or they may be awarded in conjunction with replays or minor wins.

[0053] Additionally, a "Loss" area is provided as a corresponding winning area for those who did not win.

[0054] Each winning area is set to either be a winning area or not, depending on the game state. In other words, the internal lottery means 42 selects an internal lottery table according to the game state and performs an internal lottery, which changes the winning combinations. To put it another way, in each game state, an internal lottery is performed using an internal lottery table that includes the winning areas that can be won in that game state as the lottery targets.

[0055] In Figure 5, the number "○" indicates whether each winning area can be a winning area in each game state. In other words, the winning areas "Small Win ALL 1" and "Small Win ALL 2" are awarded when the game state is in the RBB (Real Big Bonus) activation state, and not when the game state is in the general mode or the RBB internal mode. Also, the winning areas are "Batting Order Bell A1" to "Batting Order Bell A4", "Batting Order Bell B1" to "Batting Order Bell B4", "Batting Order Bell C1" to "Batting Order Bell C4", "Batting Order Bell D1" to "Batting Order Bell D4", "Batting Order Bell E1" to "Batting Order Bell E4", "Batting Order Bell F1" to "Batting Order Bell F4", "Common Bell", "Spilled Symbol", "Watermelon", "Weak Cherry", "Strong Cherry", "Chance Symbol A", "Chance Symbol B", "Reach Symbol A", "Reach Symbol B", "Reach "Chime C", "Reach Me D", "Chance Me C", "Common 1-coin 1-down C1", "Common 1-coin 1-down L2", "Common 1-coin 1-down C2", "Common 1-coin 1-down R2", "Common 1-coin 2-down LC2", "Common 1-coin 2-up CR2", "Common 1-coin 2-down CR2", "Common 1-coin 2-down LR", "Common 1-coin 3-up 2", and "Common 1-coin 3-down 2" are awarded when the game state is in the general medium state or the RBB internal medium state, but not when the RBB is active. Furthermore, the winning area "RBB" is awarded when the game state is in the normal state, but not when the RBB internal state is in the active state or when the RBB is running.

[0056] Furthermore, in this embodiment, the probability of winning a minor role is the same in both the general state and the RBB internal state. Also, replays cannot be won in the RBB activation state. In other words, the probability of winning a replay is higher in the general state and the RBB internal state than in the RBB activation state.

[0057] The internal lottery means 42 sets the winning flag corresponding to the winning role as a result of the internal lottery from a non-winning state (off state) to a winning state (on state). Furthermore, if multiple winning roles are won simultaneously, the winning flag corresponding to each of the simultaneously won roles is set from a non-winning state to a winning state. In addition, the setting information of the winning flags is stored in the winning flag storage area 62 provided in the RAM of the storage means 60.

[0058] Furthermore, there are two types of winning flags: a winning flag that allows the winning state to be carried over to subsequent games until a win is achieved (carry-over flag), and a winning flag that resets to a non-winning state regardless of whether a win is achieved or not (non-carry-over flag). The Big Bonus is one of the roles associated with the carry-over flag. The minor roles and replays are associated with the non-carry-over flag. For example, when the internal lottery means 42 wins a Big Bonus in the internal lottery, it carries over the winning state of the Big Bonus winning flag until a Big Bonus is achieved. At this time, even in games where the winning state of the Big Bonus winning flag has been carried over, the internal lottery means 42 also performs an internal lottery to determine whether minor roles and replays are successful or not. That is, in games where the winning state of the Big Bonus winning flag has been carried over, if a minor role or replay is achieved, the winning flags corresponding to two or more roles, namely the Big Bonus winning flag that has already been won and the minor role or replay winning flag that was won in the internal lottery, are set to a winning state.

[0059] Furthermore, the gaming machine 10 has six setting values, from setting 1 to setting 6, and the probability of winning a role differs depending on the setting value. Specifically, when the setting is changed, the group of internal lottery tables, which consists of multiple internal lottery tables selected according to the game state, is changed to the group of internal lottery tables corresponding to each setting, and the group of internal lottery tables changes so that the probability of winning small roles, replays, and bonuses differs depending on the setting.

[0060] The setting change means 47 controls the change of the setting value stored in the setting value storage area 63 provided in the RAM of the storage means 60. Specifically, when the setting change key is inserted into the setting change key cylinder provided inside the gaming machine 10, and the power to the gaming machine 10 is turned on with the setting change key (setting change key cylinder) rotated 90 degrees clockwise from its initial position, the setting change means 47 starts the gaming machine 10 in setting change mode. The setting value can be selected from six setting values, from setting 1 to setting 6. In this embodiment, the probability of winning the internal lottery changes in an order from setting 1 to setting 6 so that the expected value of the payout rate increases sequentially. In setting change mode, each time the setting change button provided inside the gaming machine 10 is pressed, the setting change means 47 changes the setting value in the order of setting 1 → setting 2 → setting 3 → ... setting 6 → setting 1 → ... and when the start lever 24 is pressed, the setting value is confirmed and the confirmed setting value is stored in the setting value storage area 63. Furthermore, the system can be switched from setting change mode to game mode by returning the setting change key inserted into the setting change key cylinder to its initial position. In this embodiment, the selected setting value is displayed on the first main display unit of the game information display unit in setting change mode. In this embodiment, the setting values ​​are expressed in the order of setting 1 < setting 2 < setting 3 < setting 4 < setting 5 < setting 6.

[0061] Furthermore, when the power is turned on with the setting change key cylinder in its initial position, the gaming machine 10 is started in gaming mode. In this embodiment, gaming can be played in gaming mode, but the setting values ​​cannot be changed, and in setting change mode, the setting values ​​can be changed, but gaming cannot be played. The main control means 31 may also include a setting confirmation means (not shown). In the gaming mode with the power turned on, when the setting key is inserted into the setting change key cylinder and the setting key is rotated 90 degrees clockwise from its initial position, the setting confirmation means transitions the gaming machine (gaming machine 10) from gaming mode to setting confirmation mode and performs a process (setting notification process) to notify the current setting value via the liquid crystal display 13 or the gaming information display unit. In setting confirmation mode, an image indicating that it is in setting confirmation mode (for example, the words "Settings being referenced") is displayed on the liquid crystal display 13. Also, in setting confirmation mode, the currently set setting value is displayed on the first main display unit of the gaming information display unit. In settings confirmation mode, you can view (be notified of) the current settings, but you cannot play the game. Also, in settings confirmation mode, you can view the settings, but you cannot change the settings.

[0062] The initialization means 48 performs an initialization process to initialize at least a portion of the information stored in the RAM of the storage means 60 when the setting value is changed. Specifically, when the setting value is changed, the initialization means 48 performs a process to return the game state, game section, and performance state, which will be described later, to their initial state. That is, when the setting value is changed, the game state becomes the general state, the game section becomes the non-advantageous section, and the performance state becomes the non-advantageous section performance state, and these states become the same as when the power is first turned on after the factory shipment. In addition, during the initialization process, the initialization means 48 also initializes other information related to performances stored in the RAM of the storage means 60. The sub-control means 32 also has an initialization means, and when a signal indicating that the setting value has been changed is transmitted from the main control means 31, the initialization means of the sub-control means 32 initializes the information related to performances stored in the RAM of the sub-side storage means 72. Note that even if the setting value is changed, the game state, game section, and performance state may not be returned to their initial state.

[0063] The reel control means 43 starts the rotation of each reel 20a to 20c when the start lever 24, which is activated under the control of the main control means 31, is operated (i.e., the game starts), and when the activated stop buttons 26a to 26c are operated, it controls the stopping of the reel corresponding to the operated stop button.

[0064] In other words, each time one of the stop buttons 26a to 26c is operated, the reel control means 43 determines the stopping position of the reel corresponding to the operated button among the first reels 20a to the third reels 20c, and controls the reel to stop at the determined stopping position. In the gaming machine 10, when stop button 26a is operated, the rotation of the first reel 20a is stopped; when stop button 26b is operated, the rotation of the second reel 20b is stopped; and when stop button 26c is operated, the rotation of the third reel 20c is stopped. Therefore, the stopping order of the first reels 20a to the third reels 20c changes depending on the order in which the stop buttons 26a to 26c are operated (the order in which they are played).

[0065] In the following, the order of stopping operations (the order in which stop buttons 26a to 26c are operated) will be referred to as the "batting order," which is the sequence in which all of the stop buttons 26a to 26c are operated as a single unit. Furthermore, among the stopping operations that make up the batting order, the first stopping operation will be called the "first stopping operation," the second stopping operation the "second stopping operation," and the third stopping operation the "third stopping operation."

[0066] Furthermore, below, the operation of stop buttons 26a, 26b, and 26c to stop the rotating reels in the order of the first reel 20a, the second reel 20b, and the third reel 20c will be referred to as "Batting Order 1," the operation of stop buttons 26a, 26b, and 26c to stop the rotating reels in the order of the first reel 20a, the third reel 20c, and the second reel 20b will be referred to as "Batting Order 2," and the operation of stop buttons 26a, 26b, and 26c to stop the rotating reels in the order of the second reel 20b, the first reel 20a, and the third reel 20c will be referred to as "Batting Order 3." The operation of stop buttons 26a, 26b, and 26c to stop the rotating reels in the order of the second reel 20b, the third reel 20c, and the first reel 20a is called "Batting Order 4," the operation of stop buttons 26a, 26b, and 26c to stop the rotating reels in the order of the third reel 20c, the first reel 20a, and the second reel 20b is called "Batting Order 5," and the operation of stop buttons 26a, 26b, and 26c to stop the rotating reels in the order of the third reel 20c, the second reel 20b, and the first reel 20a is called "Batting Order 6." Furthermore, "Batting Order 1" and "Batting Order 2" are collectively called "Left Press," "Batting Order 3" and "Batting Order 4" are collectively called "Middle Press," and "Batting Order 5" and "Batting Order 6" are collectively called "Right Press." Furthermore, "Middle Press" and "Right Press" are collectively called "Irregular Press" (Irregular Play). Furthermore, pressing the left button is sometimes referred to as the operation mode in which the stop button 26a is pressed first. Also, pressing in an irregular order is sometimes referred to as the operation mode in which the stop button 26b or stop button 26c is pressed first.

[0067] Furthermore, in this embodiment, for the first reels 20a to the third reels 20c, the rotating reel corresponding to the pressed stop button stops within 190ms from the time the stop buttons 26a to 26c are operated. In addition, the reels can rotate up to 4 frames (4 symbols) from the time each stop button 26a to 26c is operated until each reel 20a to 20c stops. The reel control means 43 controls the reels 20a to 20c corresponding to the stop button 26a to 26c that was stopped, so that the symbol corresponding to the winning flag set to a winning state is displayed on the active line when the symbol corresponding to the winning state is located within a range of 0 to 4 frames (a predetermined pull-in range) relative to the display position on the active line at the time the stop operation is performed. In other words, the reel control means 43 stops the reels 20a to 20c corresponding to the stop buttons 26a to 26c that have been stopped, so that any symbol from the symbol currently on the active line up to the symbol four positions away is displayed on the active line.

[0068] Furthermore, in the stop control when the stop buttons 26a to 26c are operated, the reel control means 43 stops each reel 20a to 20c so that a winning combination whose winning flag is set to the winning state is awarded. Specifically, when the winning flag of one winning combination is set to the winning state, the reel control means 43 stops each reel 20a to 20c so that this winning combination is awarded. Also, when the winning flags of multiple winning combinations are set to the winning state simultaneously, the reels 20a to 20c are stopped according to the priority order determined for each combination so that a predetermined winning combination is awarded. In this embodiment, the priority order is determined to be "Replay > Small Win > Bonus". The reel control means 43 then stops the reels 20a to 20c so that the symbols constituting the symbol combinations indicating the winning form of a higher priority combination are displayed on the active line in priority to the symbols constituting the symbol combinations indicating the winning form of a lower priority combination.

[0069] Further, regarding the priority order for stop position candidates when a plurality of types of minor winning combinations are won in an internal lottery, there exist a method of determining the priority order according to the number of symbol combinations that can be displayed on an active line (count priority control), and a method of determining the priority order according to the payout amount of game values (payout amount priority control). When executing the count priority control that determines the priority order for stop position candidates according to the number of symbol combinations that can be displayed on an active line, the priority order for each stop position candidate is determined such that a stop position (symbol) that results in a larger number of symbol combinations indicating a winning pattern that can be displayed on the active line has a higher priority. When executing the payout amount priority control that determines the priority order for stop position candidates according to the payout amount of game values, the priority order for each stop position candidate is determined such that a stop position that results in a larger payout amount of game values based on the payout of the minor winning combination corresponding to the symbol displayed at the display position on the active line (a stop position that allows a minor winning combination with a higher payout to be won) has a higher priority. Note that when determining the priority order for stop position candidates according to the payout amount of game values, if minor winning combinations with the same payout are won in duplicate, the priority orders for the stop position candidates that allow the respective minor winning combinations to be won are treated as being the same.

[0070] Figure 6 shows the relationship between the mode of stop operations and winning combinations when an order-dependent bell is won during the RBB internal state. A correct operation order and an incorrect operation order are respectively set for each order-dependent bell.

[0071] Each winning area of ​​"Batting Order Bell A1" to "Batting Order Bell A4" (Batting Order Bell A) has one correct batting order and five incorrect batting orders. In each winning area of ​​"Batting Order Bell A1" to "Batting Order Bell A4", if a win occurs during the RBB internal state, the correct small win (11-coin win) can be awarded if the operation is performed in the correct manner (specific operation manner). If the operation is performed in a manner different from the correct manner (incorrect operation manner, failed operation manner), the correct small win (11-coin win) will not be awarded, and a 1-coin win (failed small win) may be awarded. The correct small win is a small win in which the game value obtained is greater than the game value bet for one game. The 1-coin win is a small win in which the game value obtained is less than the game value bet for one game.

[0072] When one of the winning areas "Bat Order Bell A1" to "Bat Order Bell A4" is selected during the RBB internal state, if stop buttons 26a to 26c are pressed in the correct operation mode, the priority is determined so that the candidate stop position that can award an 11-coin payout has the highest priority. If stop buttons 26a to 26c are pressed in the incorrect operation mode, the priority is determined so that the candidate stop position that can award a 1-coin payout has the highest priority. The winning areas "Bat Order Bell A1" to "Bat Order Bell A4" are designed so that an 11-coin payout is awarded when the stop operation is performed in the correct operation mode (correct batting order) (reels 20a to 20c are designed to stop in a way that displays the symbol combination indicating the 11-coin payout on the active line). Additionally, in the winning areas "Batting Order Bell A1" to "Batting Order Bell A4," if the machine is stopped in an incorrect manner (incorrect batting order), either a single-coin payout will be awarded or no payout will be awarded at all.

[0073] The winning areas "Batting Order Bell A1" to "Batting Order Bell A4" each have different batting orders set as the correct batting order. In addition, in the winning areas "Batting Order Bell A1" to "Batting Order Bell A4", one of batting orders 3 through 6 is set as the correct batting order, while batting orders 1 and 2 are not set as the correct batting orders. Note that the contents in parentheses in Figure 6 indicate the probability of winning a single-coin prize when the stopping operation is performed with that batting order. For example, the notation "1 coin (1 / 4)" indicates that there is a 1 / 4 probability of winning a single-coin prize and a 3 / 4 probability of missing a single-coin prize (not winning a single-coin prize).

[0074] In the first type of failed operation, where reel 20a is stopped first, a single-coin payout (a small payout that is less than the game value bet for one game) is guaranteed to occur. In the second type of failed operation, where reel 20b or reel 20c is stopped first, depending on the timing of the stop operation, there are cases where a single-coin payout (a small payout that is less than the game value bet for one game) occurs, and cases where no payout occurs.

[0075] To avoid repetitive explanations, the winning areas "Batting Order Bell B1" to "Batting Order Bell B4" (Batting Order Bell B), "Batting Order Bell C1" to "Batting Order Bell C4" (Batting Order Bell C), "Batting Order Bell D1" to "Batting Order Bell D4" (Batting Order Bell D), "Batting Order Bell E1" to "Batting Order Bell E4" (Batting Order Bell E), and "Batting Order Bell F1" to "Batting Order Bell F4" (Batting Order Bell F) also have correct and incorrect operation patterns set.

[0076] In the winning areas for Batting Order Bell A, Batting Order Bell B, Batting Order Bell C, Batting Order Bell D, Batting Order Bell E, and Batting Order Bell F, when a win occurs in the general state, even if the stopping operation is performed in the batting order that would award 11 coins (correct batting order) if the RBB internal state is in the middle state, 11 coins will not be awarded. Instead, there is a 1 / 2 probability of awarding 1 coins, and a 1 / 2 probability of missing the 1 coin.

[0077] The prize determination means 44 is activated when the rotation of reels 20a to 20c stops, and determines whether a winning combination has been achieved based on the stopping pattern of reels 20a to 20c. Specifically, the combination of symbols displayed on the active line (stopped display) when reels 20a to 20c stop is compared with the prize determination table (not shown) stored in the ROM of the storage means 60. The prize determination table stores the winning patterns (combinations of symbols that result in a win when stopped) for each winning combination, and the aforementioned comparison determines whether a win has been achieved and the type of winning combination achieved. The correspondence between the combinations of symbols displayed on the active line and the winning combinations in this embodiment is shown in Figures 7 to 10. As shown in Figure 7, for example, if the watermelon symbol "WM" stops on the upper part of reel 20a, the bell symbol "BL" stops on the middle part of reel 20b, and the replay symbol "RP" stops on the lower part of reel 20c (when the bell symbols "BL" are lined up in a straight line on the middle part), then a small win (minor prize 1) is awarded.

[0078] The main control means 31 executes the winning process corresponding to the winning combination when a winning combination is achieved. Specifically, the winning process includes a payout process (game value assignment process) when a minor combination is achieved, a replay process (re-play process) when a replay is achieved (activated), and a process to transition the game state (game state transition control process) when a bonus is achieved (activated).

[0079] Here, the payout process (game value assignment process) is the process of assigning (paying out) a number of game values ​​determined based on the payout set for each winning combination when a winning combination is achieved, and is performed by the payout control means 45. When a winning combination is achieved, the payout control means 45 determines the number of game values ​​to be assigned based on the payout set for each winning combination and assigns the determined number of game values. Specifically, the payout control means 45 transmits information (payout information) indicating the determined number of game values ​​to be assigned to the game value number control means 55, causing the game value number control means 55 to perform a credit addition process. Based on the received payout information, the game value number control means 55 performs a process (credit addition process) to add the assigned number to the stored value (number of credits) in the game value number storage area 66.

[0080] In this embodiment, when you win small win 1, you are awarded 11 game values; when you win small wins 2 to 3, you are awarded 3 game values; and when you win small wins 4 to 46, you are awarded 1 game value. The 11-coin win has a higher payout than the 3-coin win and the 1-coin win. The 1-coin win has a lower payout than the 11-coin win and the 3-coin win. The 11-coin win can be described as a win in which, when you win, you can acquire more game values ​​than the game values ​​bet for one game (a win in which the number of game values ​​awarded (payouts) when you win is greater than the number of game values ​​that need to be put in to start the game). Also, the 11-coin win and the 3-coin win can be described as wins in which, when you win, you can acquire more game values ​​than the game values ​​bet for one game. Also, the 1-coin win can be described as a win in which, when you win, you can acquire a number of game values ​​that is less than (or less than) the game values ​​bet for one game.

[0081] Furthermore, the replay process, performed by the replay control means 46, is a process that, when a replay is awarded, sets the next game to the same game start waiting state as the previous game without requiring the input of game value for the next game. When a replay is awarded, an automatic input process is performed in which the same number of game value as the number set to the input state in the previous game (the game in which the replay was awarded) is automatically input, and the system waits for the next game start operation on the start lever 24 with the number of active lines corresponding to the number of game value input by the automatic input process set. In addition, once the automatic input process has been performed, it is not possible to input any more game value.

[0082] The game state control means 49 performs game state transition control processing to transition the game state between the general state, the RBB internal state (bonus established state), and the RBB operating state (bonus state), as shown in Figure 11. The conditions for transitioning the game state may be one condition or multiple conditions. If multiple conditions are defined, the game state may be transitioned based on the fulfillment of one of the multiple predetermined conditions, or based on the fulfillment of multiple or all of the multiple predetermined conditions.

[0083] Furthermore, as described above, the internal lottery means 42 selects an internal lottery table according to the game state and performs an internal lottery. Specifically, in the general state, it performs an internal lottery by referring to an internal lottery table in which the Big Bonus (RBB) is set as the lottery target. In the RBB internal state, it performs an internal lottery by referring to an internal lottery table in which the Big Bonus is excluded from the lottery target. In the RBB active state, it performs an internal lottery by referring to an internal lottery table in which the Big Bonus is excluded from the lottery target.

[0084] The game state is initially in the general mode. In the general mode, an internal lottery is conducted by referring to an internal lottery table in which all winning areas except for "Not Winning," "All Small Wins 1," and "All Small Wins 2" are set as targets for the lottery. It is also possible to transition from the general mode to the RBB internal mode. The game state control means 49 transitions the game state to the RBB internal mode when a Big Bonus is won in the general mode.

[0085] The RBB internal intermediate state (first game state) is a game state that is entered when a Big Bonus (special role) is won in the internal lottery. In the RBB internal intermediate state, the internal lottery is conducted by referring to an internal lottery table in which all winning areas except for "Not Won", "Small Role ALL 1", "Small Role ALL 2", and "RBB" are set as targets for the lottery. In addition, in the RBB internal intermediate state, the lottery flag corresponding to the Big Bonus is maintained in a winning state until the Big Bonus is won, and when a combination of symbols indicating the winning form of the Big Bonus is displayed on the active line, the game state control means 49 transitions the game state from the RBB internal intermediate state to the RBB active state.

[0086] The RBB (Regular Big Bonus) activation state (second game state) is a game state that is entered when a combination of symbols indicating a Big Bonus winning pattern is displayed on an active line. In the RBB activation state, an internal lottery is conducted by referring to an internal lottery table in which the winning areas "Small Win ALL 1" and "Small Win ALL 2" are set as the lottery targets. In the RBB activation state, it is determined whether the termination condition has been met based on the total number of game values ​​awarded in the RBB activation state. If the awarded game value exceeds a predetermined number, the game state control means 49 terminates the RBB activation state and transitions the game state to the general state. In this embodiment, the termination condition for the RBB activation state is determined by the total number of game values ​​awarded, but the termination condition may also be determined by the number of games played or the number of small wins in the RBB activation state. Furthermore, the RBB activation state may be terminated after a single game.

[0087] As shown in Figure 4, the instruction function control means 51 includes a game section control means 80, a performance state control means 81, and a bonus granting means 82. The instruction function control means 51 performs processing related to the operation of an instruction function that assists in winning a specific role in the advantageous section. When a predetermined role is won, the instruction function control means 51 decides whether or not to perform an instruction performance (batting order navigation performance) that assists in winning this role. Specifically, for example, when a batting order bell is won, the instruction function control means 51 decides whether or not to perform an instruction performance that notifies the correct batting order (correct operation pattern) and assists in winning a predetermined role (correct minor role). When the instruction function control means 51 decides to perform an instruction performance, the performance control means 100 causes the performance device, such as the liquid crystal display 13 and speaker 14, to execute the instruction performance. When an instruction performance is performed, the 7-segment display of the game information display unit also displays information corresponding to the operation pattern notified by the instruction performance.

[0088] In the AT performance state (described later), if a batting order bell is won and the execution of an instruction performance is decided, the performance control means 100 can execute an instruction performance (batting order navigation performance) that notifies the correct operation mode (correct batting order). In other words, if a batting order bell is won, the performance control means 100 can execute a batting order navigation performance that assists (prompts) the stopping operation in the correct operation mode (correct batting order).

[0089] The performance control means 100 displays the correct operation pattern (correct batting order) on the liquid crystal display 13. As shown in Figure 12, the performance control means 100 displays the number "1" as a prompt for the first operation at the position corresponding to the stop button 26 related to the first stop operation of the correct batting order, displays the number "2" as a prompt for the second operation at the position corresponding to the stop button 26 related to the second stop operation of the correct batting order, and displays the number "3" as a prompt for the third operation at the position corresponding to the stop button 26 related to the third stop operation of the correct batting order. In Figure 12, the winning area "batting order bell A1" has been won, and it is reported that the stop operation in batting order 3 is the correct operation pattern (correct batting order). If the stop operation is performed as reported in the batting order navigation performance (in the correct operation pattern), an 11-coin payout is guaranteed.

[0090] As shown in Figure 13, the game section control means 80 performs game section transition control processing to transition the game section between a non-advantageous section and an advantageous section according to the progress of the game. The non-advantageous section is the game section that corresponds to the initial state among several types of game sections. In the non-advantageous section, the bonus granting means 82 performs a lottery for transitioning to an advantageous section, and if the lottery for transitioning to an advantageous section is won (when the conditions for starting an advantageous section are met), the game section control means 80 transitions the game section to an advantageous section. When the game section is set to a non-advantageous section, instruction effects cannot be performed, and instruction effects can only be performed when it is set to an advantageous section. When one of the conditions for ending an advantageous section is met, the game section control means 80 ends the advantageous section and transitions the game section to a non-advantageous section.

[0091] The bonus granting means 82 conducts a lottery (advantageous section transition lottery) to determine whether or not to transition to an advantageous section at predetermined triggers during a non-advantageous section. Specifically, the bonus granting means 82 conducts a lottery (advantageous section transition lottery) to determine whether or not to transition to an advantageous section based on the result of an internal lottery (winning a predetermined role (winning area)). If the advantageous section transition lottery is won, the game section control means 80 transitions the game section from a non-advantageous section to an advantageous section.

[0092] The game section control means 80 performs an increment operation in the advantageous section, where, each time a game is played in the advantageous section, triggered by a game start operation on the start lever 24, it adds "1" to the value stored in the advantageous section game counter 65 in the RAM of the storage means 60, representing the value of one game. The game section control means 80 does not add to the advantageous section game counter 65 in the non-advantageous section. Furthermore, at the point of transition from the non-advantageous section to the advantageous section, the value stored in the advantageous section game counter 65 is "0".

[0093] The game section control means 80 may, when the stored value of the advantageous section game counter 65 reaches a threshold (upper limit) (for example, "4000"), consider the condition for ending the advantageous section to be met and transition the game section from the advantageous section to the non-advantageous section. In other words, the upper limit of the number of games played in the advantageous section may be set to 4000, and the game may not be played consecutively for more than 4000 games in the advantageous section. In this embodiment, the game machine is designed so that the condition for ending the advantageous section is not met based on the number of games played in the advantageous section reaching a predetermined number (4000 games).

[0094] The game section control means 80 updates the stored value of the difference in tokens counter 64 in the RAM of the memory means 60 in the advantageous section by the difference in tokens of game value. It subtracts a value corresponding to the number of tokens of game value used in the game (for example, "3" if 3 tokens were inserted) from a value corresponding to the number of tokens of game value awarded (payout) (for example, "11" if 11 tokens of game value were awarded, and "0" if no winning combinations were achieved and no game value was awarded), and calculates the result of the difference in tokens for that game. This calculation result is then added to the stored value of the difference in tokens counter 64. The game section control means 80 does not add to the difference in tokens counter 64 in the non-advantageous section. Also, at the time of transition from the non-advantageous section to the advantageous section, the stored value of the difference in tokens counter 64 is "0". The game section control means 80 determines that the condition for ending the advantageous section has been met when the stored value of the difference counter 64 exceeds a threshold ("2400"), and transitions the game section from the advantageous section to the non-advantageous section. The continuation of the advantageous section is managed based on the stored value of the difference counter 64 provided in the RAM of the storage means 60.

[0095] In this embodiment, the stored value of the difference counter 64 is controlled so as not to fall below the initial value "0". For example, if the stored value of the difference counter 64 at the start of the game is "2", and as a result of playing the game, no winning combinations are achieved and no game value is paid out, the calculation result of the difference in tokens for that game will be "-3". Adding (reflecting) the calculation result of the difference in tokens to the stored value of the difference counter 64 would cause it to fall below the initial value "0". However, the stored value of the difference counter 64 after the update is set to stop counting with the initial value "0" as the lower limit.

[0096] In this embodiment, an upper limit is set on the number of game values ​​that can be obtained in an advantageous period (within the same advantageous period). Using "0" as the baseline, the advantageous period ends (the condition for ending the advantageous period is met) when the increase in game value from the baseline exceeds 2400 coins. If a replay is awarded during gameplay, the game in which the replay was awarded is treated as if a payout of game value equivalent to the prescribed number of coins for that game has been made, and the difference in coins is calculated accordingly. For the next game, which is provided free of charge due to the replay, even if no actual game value has been invested, it may be treated as if a game value equivalent to the prescribed number of coins for that game has been invested, and the difference in coins is calculated accordingly.

[0097] The advantageous period indicator is designed to be off during non-advantageous periods and to be on during advantageous periods. It is not necessary for the advantageous period indicator to be on immediately upon entering an advantageous period; it only needs to be on before the first instruction animation is performed. Furthermore, once lit, it will remain on until the advantageous period ends.

[0098] As shown in Figure 13, the performance state control means 81 performs a performance state transition control process that transitions between multiple types of performance states, including a non-advantageous section performance state, a normal performance state, a CZ performance state, and an AT performance state. The conditions for transitioning between performance states may be one condition or multiple conditions. If multiple conditions are defined, the performance state may be transitioned when one of the multiple predetermined conditions is met, or the performance state may be transitioned based on the meeting of multiple or all of the multiple predetermined conditions.

[0099] (Non-advantageous period performance state) The non-advantageous section performance state is the initial performance state among several types of performance states. In the non-advantageous section, the performance state control means 81 sets the performance state to the non-advantageous section performance state. In the non-advantageous section performance state (non-advantageous section), as described above, the bonus granting means 82 conducts a lottery for transitioning to the advantageous section, and if the lottery for transitioning to the advantageous section is won and the transition to the advantageous section is decided, the performance state control means 81 transitions the performance state to the normal performance state. The non-advantageous section performance state (non-advantageous section) is a section in which the batting order navigation performance is not executed.

[0100] (Normal presentation state) The normal performance state is the performance state that is basically entered when the advantageous period begins, and at the start of the advantageous period, the probability of entering the normal performance state is set higher than the probability of entering other performance states. Furthermore, in the normal performance state, the frequency of batting order navigation sequences is lower compared to the CZ performance state and AT performance state, and batting order navigation sequences are almost never performed or never performed at all (the expected value of acquiring game value is lower). A low frequency of batting order navigation sequences may include cases where batting order navigation sequences are not performed at all.

[0101] In the normal performance state, the bonus granting means 82 grants the right to transition to the CZ performance state based on the fulfillment of the CZ transition conditions. The performance state control means 81 transitions the performance state to the CZ performance state based on the granting of the right to transition to the CZ performance state. The bonus granting means 82, for example, based on obtaining a specific result in an internal lottery in the normal performance state (for example, based on winning a predetermined role (winning area)), conducts a lottery (CZ lottery) to determine whether or not to transition to the CZ performance state, and if the CZ lottery is won, the CZ transition conditions are deemed to be fulfilled and the right to transition to the CZ performance state is granted. In addition, if an upper limit (so-called ceiling) is set on the number of games played in the normal performance state, the bonus granting means 82 may determine that the CZ transition conditions are fulfilled when the number of games played in the normal performance state reaches a predetermined number (for example, 500 games) and grant the right to transition to the CZ performance state.

[0102] (CZ performance state) The CZ (Chance Zone) performance state is a performance state in which the probability of transitioning to the AT (Attack Time) performance state is higher than that of the normal performance state. In other words, the CZ performance state is a performance state that is more advantageous to the player than the normal performance state. In the CZ performance state, the reward granting means 82 grants the right to transition to the AT performance state based on the fulfillment of the AT granting conditions (AT transition conditions). For example, the reward granting means 82 may assume that the AT granting conditions have been fulfilled based on the acquisition of a specific result in the internal lottery in the CZ performance state, and grant the right to transition to the AT performance state. In the CZ performance state, the batting order navigation performance may be executed, but the frequency of execution of the batting order navigation performance is lower than in the AT performance state. Note that a low frequency of execution of the batting order navigation performance may include cases in which the batting order navigation performance is not performed at all.

[0103] Here, "granting the right to transition to the AT performance state based on obtaining a specific result in the internal lottery" means, for example, that the right to transition to the AT performance state is granted when a specific winning area is won in the internal lottery, or that the right to transition to the AT performance state is granted when a specific winning area is won in the internal lottery and a specific role is achieved. Furthermore, "granting the right to transition to the AT performance state when a specific winning area is selected in the internal lottery (or when a specific winning area is selected and a specific role is achieved)" means, for example, that when a specific winning area is selected (or when a specific winning area is selected and a specific role is achieved), a lottery (AT lottery) is held to determine whether or not the transition to the AT performance state is possible, and the right to transition to the AT performance state is granted according to the result of the AT lottery (in other words, when the AT lottery is won), or the right to transition to the AT performance state is granted without holding an AT lottery.

[0104] The performance state control means 81 transitions the performance state to the AT performance state based on the granting of the right to transition to the AT performance state. That is, in the CZ performance state, the performance state control means 81 can transition the performance state to the AT performance state at a predetermined trigger. On the other hand, if the termination condition of the CZ performance state is met without the granting of the right to transition to the AT performance state (for example, if a predetermined number of games are played in the CZ performance state), the performance state control means 81 terminates the CZ performance state and transitions to the normal performance state. It should be noted that the performance state may transition to a non-advantageous section performance state (non-advantageous section) based on the termination of the CZ performance state. That is, if the termination condition of the advantageous section is not met at the end of the CZ performance state, whether or not to continue the advantageous section may be determined, for example, by lottery.

[0105] Furthermore, if an upper limit (so-called ceiling) is set on the number of games played in the normal performance state, the bonus granting means 82 may consider the AT granting condition to be met when the number of games played in the normal performance state reaches a predetermined number (for example, 900 times), and grant the right to transition to the AT performance state. In other words, the performance state control means 81 may transition the performance state to the AT performance state without going through the CZ performance state.

[0106] (AT performance state) In the AT performance state, the instruction function control means 51 can execute an instruction performance (batting order navigation performance) that notifies the correct operation pattern, as shown in Figure 12, based on the winning of a predetermined winning area (batting order bell). When it is decided to execute the batting order navigation performance, the performance control means 100 executes the batting order navigation performance. The performance control means 100 causes the performance devices such as the liquid crystal display 13 and speaker 14 to execute a batting order navigation performance that notifies the correct operation pattern and assists in winning a predetermined role (correct minor role). When the stop buttons 26a to 26c are pressed in accordance with the correct operation pattern notified by the batting order navigation performance, the predetermined role (correct minor role) is won.

[0107] In the AT (Attack Time) state, the frequency of batting order navigation sequences is higher compared to the normal and CZ (Chance Zone) states. Therefore, the expected value of increased gameplay (expected payout rate) is higher in the AT state than in the normal and CZ states. In other words, the AT state is a more advantageous state for the player (advantageous state) compared to the normal and CZ states.

[0108] In this embodiment, it is possible to transition directly from a non-advantageous section performance state to a CZ performance state or an AT performance state. For example, in the advantageous section transition lottery, instead of simply deciding whether or not to transition to an advantageous section (normal performance state), a lottery may be held to determine whether to transition the performance state to an AT performance state, a CZ performance state, a normal performance state, or to remain in the non-advantageous section performance state without transitioning. In other words, the AT lottery may be held in the non-advantageous section performance state.

[0109] Furthermore, the AT performance state may be set according to the game state to which it transitions based on the winning or entry of a bonus. For example, it may be possible to transition to the AT performance state when the game state is in the RBB internal state, but not when the game state is in the general state or when the RBB is active. In other words, in the general state or when the RBB is active, for example, the right to transition to the AT performance state may not be granted (no AT lottery may be held), or even if the right to transition to the AT performance state is granted, the game may not transition to the AT performance state (even if the AT lottery is won, the game may not transition to the AT performance state).

[0110] Furthermore, if a bonus is won while the performance state is the AT performance state and the game state is the RBB internal state, the AT performance state may be interrupted from the end of the RBB operating state that is entered upon winning this bonus, through the general state, until the game returns to the RBB internal state. In other words, the instruction performance (batting order navigation performance) may be stopped when a bonus is won, and the batting order navigation performance may be resumed when the game returns to the RBB internal state.

[0111] The instruction function control means 51 performs an instruction function information initialization process to initialize the information stored in the RAM of the storage means 60 as information related to the instruction function when the advantageous period ends and the game period transitions to a non-advantageous period. Specifically, the instruction function control means 51 initializes the stored value of the advantageous period game count counter 65, the stored value of the difference in tokens counter 64, the flag (lottery result) related to the lottery for the instruction function, the stored value of the AT termination judgment counter 67, etc. In other words, information related to the instruction function is not carried over across multiple advantageous periods. In addition, when the initialization means 48 performs the above initialization process when the setting value is changed, the information related to the instruction function (instruction effect) shown here is also initialized.

[0112] As shown in Figure 4, the sub-control means 32 comprises a performance sub-control means 70 and a sub-memory 72 (sub-storage means). The performance sub-control means 70 controls performances using the liquid crystal display 13, performances using the speaker 14, and performances using the lamp 38 based on performance data stored in the sub-memory 72. For example, it controls the execution of performances to enhance or assist the game according to the progress of the game by turning on or flashing the lamp 38, changing the display content of the liquid crystal display 13, or outputting sound from the speaker 14 in response to game events such as inserting game value, operations on the bet button 23, start lever 24, and stop buttons 26a to 26c, or changes in the game state. The sub-control means 32 mainly controls various performances during gameplay and standby.

[0113] The content of the effects performed during gameplay is determined using information (effect lottery table) stored in sub-memory 72, in accordance with commands (information) transmitted from the main control means 31 corresponding to the game state, effect state, and the results of internal lottery. In this embodiment, image data stored in the ROM of sub-memory 72 is read into an image buffer provided in sub-memory 72, and an image based on the image data read into the image buffer is output (displayed) on the liquid crystal display 13. In addition, sound data stored in the ROM of sub-memory 72 is read into a sound buffer provided in sub-memory 72, and sound based on the sound data read into the sound buffer is output from speaker 14.

[0114] In this embodiment, when the bonus is internally active, the stopping control of reels 20a to 20c is performed so that, regardless of the result of the internal lottery (and regardless of the manner of the stopping operation), no symbol combination indicating a Big Bonus (RBB) winning pattern is displayed on the active line. In other words, in this embodiment, once the game state is set to the bonus internally active state, the game basically continues in the bonus internally active state thereafter (the game is basically played in the bonus internally active state). The following explanation assumes that the game state is basically the RBB internally active state.

[0115] Incidentally, gaming machines need to be designed so that the payout rate (the ratio of the number of medals dispensed to the number of medals inserted), which is an indicator of medal acquisition performance, falls within a predetermined range. In this embodiment, the gaming machine sets the expected value of the payout rate when the game is played with left-hand pressing lower than that when the game is played with irregular pressing (middle-hand or right-hand pressing), and basically recommends (encourages) left-hand pressing, thereby making the payout rate (payout performance) appropriate.

[0116] In this embodiment, as shown in Figure 6, for the RBB internal state, there are batting order bells where pressing the middle button is the correct batting order and batting order bells where pressing the right button is the correct batting order, but there is no batting order bell where pressing the left button is the correct batting order. In this embodiment, the expected value of the payout rate (the probability of winning a batting order bell and receiving a payout of 11 medals) is lower when playing with the left button always compared to when playing with the middle button always or when playing with the right button always. In other words, the probability of winning the 11-coin payout is higher when stopping the game with an irregular button press compared to when stopping the game with the left button always. For this reason, if the game is played with an irregular button press, the payout performance of the game machine may become excessive.

[0117] As shown in Figure 6, in the RBB internal state, the batting order bell is a winning area where the number of medals dispensed differs (changes) depending on the batting order (operation method of stop buttons 26a to 26c). In this embodiment, one of batting orders 3 to 6 is set as the correct batting order, while batting orders 1 and 2 are set as incorrect batting orders. In other words, when looking at the batting order bell as a whole, there is a bias in the setting of the correct batting order. When pressing left, the batting order bell always awards a 1-coin prize (incorrect prize), and when pressing middle or right, if it is the correct batting order, it awards an 11-coin prize (correct prize), and if it is an incorrect batting order, it awards either a 1-coin prize or no prize at all.

[0118] Furthermore, other methods may be used to ensure that the expected payout rate when playing with the left button pressed is lower than that when playing with the middle or right button pressed. For example, a batting order bell may be provided where the correct batting order is to press the left button, and the probability of winning the batting order bell where the correct batting order is to press the left button in the internal lottery may be set lower than the probability of winning the batting order bell where the correct batting order is to press the middle button, and lower than the probability of winning the batting order bell where the correct batting order is to press the right button. If there are multiple winning areas where the number of medals paid out differs depending on the batting order (winning areas where a maximum predetermined number of medals can be paid out), the machine may be set so that for all of these winning areas, pressing the left button is not the batting order that yields the maximum payout.

[0119] In the normal performance state, the frequency of the batting order navigation performance being decided when a batting order bell is won is low (including cases where it is not performed at all), and the probability of winning an 11-coin payout is low. In this embodiment, when playing in the section where the frequency of the batting order navigation performance being decided is low (including cases where it is not performed at all) (at least in the normal performance state), it is recommended to play by pressing the left button. This section may be called the left-pressing recommended period (left-pressing recommended section).

[0120] If the game is played with an irregular button press (excluding games where the batting order navigation animation is performed) during the recommended left-button press period, a notification (display) prompting the player to play with a left-button press will be displayed on the LCD display 13. In other words, if the game is played with an irregular button press (middle or right-button press) during the recommended left-button press period, a left-button press recommendation display (left-button press recommendation image) will be displayed on the LCD display 13. The left-button press recommendation display is a display that prompts (instructs) the player to operate the stop buttons 26a to 26c with a left-button press, and is a long rectangular display that includes the words (string) "Left-button press recommended". In this embodiment, the left-button press recommendation display includes a dark blue background, the words "Left-button press recommended" in white, and a white border around the outer edge of the background.

[0121] The performance control means 100 displays a left-press recommendation display if the game is played with an irregular pressing method in the left-press recommendation section. The performance control means 100 displays the left-press recommendation display based on the third stop operation related to the game. The performance control means 100 may also display the left-press recommendation display based on the second stop operation or the first stop operation related to the game. Furthermore, "based on the stop operation" may mean the timing when the release of the stop button is detected, or the timing when the stop button is pressed is detected. After a certain period of time has elapsed with the left-press recommendation display on, the performance control means 100 turns off the left-press recommendation display. The left-press recommendation display is displayed for a certain period of time. The left-press recommendation display may also be turned off based on the pressing (ON) of the start lever 24 for the next game following the game played with the irregular pressing method. In other words, the display of the left-press recommendation display may be configured to continue until the start lever 24 for the next game is pressed.

[0122] In this embodiment, with respect to certain processes (processes related to instruction functions, processes related to AT performance states (batting order navigation performances)), the game is set to be more advantageous to the player when the game is played with the left button pressed compared to when the game is played with irregular button presses. Specifically, in the left-pressing recommended section (such as the normal performance state during the RBB internal state), when the game is played with the left button pressed, the game is controlled to execute certain processes that are advantageous to the player, whereas when the game is played with irregular button presses, the game is controlled not to execute certain processes that are advantageous to the player. This control, where "when the game is played with irregular button presses, certain processes that are advantageous to the player are not executed," can also be called imposing a penalty (executing a restriction process). When the game is played with the left button pressed in a predetermined game where batting order navigation performances are not executed, the game is controlled to be more advantageous to the player with respect to certain processes (such as the transition to the AT performance state) compared to when the game is played with irregular button presses.

[0123] In this embodiment, when the batting order navigation is not displayed (play in the normal display state), it is recommended to play with the "left-press" batting order, which has a high advantage for a specific process and a low expected value for payout (stopping reel 20a first). If the game is played with an irregular press, the left-press recommendation display will be shown as described above, and the specific process will not be executed (a penalty will be imposed).

[0124] The specific process (processing related to the instruction function, processing related to the AT performance state) may be a process that is executed regardless of which winning area is won, a process that is executed when a predetermined type of winning area is won, or a process that is executed based on the winning of a predetermined role. Furthermore, the specific process is not limited to one process, but may be multiple types of processes. The specific process may also be a lottery (AT lottery) that determines whether or not to transition to the AT performance state (deciding whether or not to grant the right to transition to the AT performance state). In this case, "controlling so that the specific process is not executed" means that the AT lottery (lottery related to the batting order navigation performance) is controlled not to be executed. Furthermore, the specific process may also be a lottery (CZ lottery) that determines whether or not to transition to the CZ performance state. In this case, "controlling so that the specific process is not executed" means that the CZ lottery (lottery related to the batting order navigation performance) is controlled not to be executed. Furthermore, if a game counter is provided that can measure the number of times a game is played in a predetermined performance state (for example, the normal performance state), and when the value of the game counter reaches a predetermined value (upper limit, so-called ceiling), it becomes possible to transition to another performance state (for example, the AT performance state), the specific process may be a process that adds "1" (a value equivalent to one game) to the game counter based on the execution of the game. The game counter is a counter that becomes more advantageous to the player as its value increases. In this case, "controlling so that a specific process is not executed" means that even if a game is played, the game counter is controlled so that "1" is not added.

[0125] By playing with the left button pressed when the batting order navigation is not displayed (playing in the normal state), players can increase their expected value of winning medals throughout the entire game (expected payout rate) compared to playing with irregular button presses.

[0126] As shown in Figure 13, in this embodiment, the game transitions to the bonus performance state at the start of the AT performance state, and after multiple rounds of gameplay are performed in the bonus performance state, the normal AT performance state (this AT) begins. Details of the bonus performance state will be described later.

[0127] The continuation of the AT performance state is managed based on the stored value of the AT termination determination counter 67 provided in the RAM of the storage means 60. In this embodiment, the instruction function control means 51 can determine the value (initial value) to set in the AT termination determination counter 67 when transitioning to the AT performance state (in the bonus performance state). In other words, the instruction function control means 51 increases the stored value of the AT termination determination counter 67 when transitioning to the AT performance state (in the bonus performance state). In other words, the instruction function control means 51 sets a value (initial value) related to the continuation (duration period) of the AT performance state in the AT termination determination counter 67 when transitioning to the AT performance state (in the bonus performance state). Note that at the start of the AT performance state (bonus performance state), the stored value of the AT termination determination counter 67 is "0".

[0128] The instruction function control means 51 can decrease the stored value of the AT termination judgment counter 67 according to the progress of the game in the AT performance state (normal AT performance state). When the stored value of the AT termination judgment counter 67 reaches the threshold "0" in the normal AT performance state, the performance state control means 81 determines that one of the termination conditions for the AT performance state has been met, terminates the AT performance state, and transitions to the normal performance state. In addition, it is possible to transition to a non-advantageous section performance state (non-advantageous section) based on the termination of the AT performance state. That is, if the termination condition for the advantageous section is not met at the end of the AT performance state, it may be determined, for example, by lottery whether or not to continue the advantageous section. Furthermore, in the normal AT performance state, the right to transition to an additional bonus performance state as a bonus may be granted at a predetermined trigger, and if this right is granted when the stored value of the AT termination judgment counter 67 reaches the threshold "0", the performance state control means 81 may transition the performance state to the additional bonus performance state.

[0129] In this embodiment, when transitioning to the AT performance state (in the bonus performance state), the instruction function control means 51 sets a value in the AT termination determination counter 67 related to the number of game values ​​that can be obtained in the AT performance state (normal AT performance state). Furthermore, each time a game is played in the normal AT performance state, the instruction function control means 51 calculates the difference in the number of tokens (total tokens obtained) in that game and subtracts the difference in the number of tokens (total tokens obtained) from the stored value of the AT termination determination counter 67. The difference in the number of tokens (total tokens obtained) in that game is the value obtained by subtracting the value corresponding to the number of game values ​​put in (for example, "3") from the value corresponding to the number of game values ​​paid out (for example, "11") ("8"). Note that each time a game is played in the normal AT performance state, the instruction function control means 51 may update the stored value of the AT termination determination counter 67 based on the value corresponding to the number of game values ​​put in and the value corresponding to the number of game values ​​paid out.

[0130] In the gaming machine of this embodiment, the AT performance state ends when the number of game value acquired during the normal AT performance state reaches a predetermined number (a value set during the bonus performance state).

[0131] Furthermore, the count of game value acquired during the normal AT performance state may be configured as follows, for example: The value (storage value) of the AT termination judgment counter 67 when the AT performance state starts is set to "0". During the normal AT performance state, a process is performed to subtract a value equivalent to the number of game value inputs from the value of the AT termination judgment counter 67 each time a game is played. Additionally, when a small win occurs and game value is paid out, a process is performed to add a value equivalent to the number of medals paid out to the storage value of the AT termination judgment counter 67. The AT performance state is then terminated based on the storage value of the AT termination judgment counter 67 reaching a predetermined value (a value set during the bonus performance state, for example, "1000": a value equivalent to a difference of 1000 medals).

[0132] As shown in Figure 14, the performance control means 100 can display a display (remaining number display F) corresponding to the stored value of the AT termination judgment counter 67 on the liquid crystal display 13 (upper left of the screen) during the normal AT performance state. The remaining number display F starts with a display such as "LAST 500 coins" and the remaining number gradually decreases. In addition, the system may be configured so that the stored value of the AT termination judgment counter 67 can increase at a predetermined trigger during the normal AT performance state.

[0133] In this embodiment, the continuation of the AT performance state (normal AT performance state) is managed based on the number of game values ​​acquired during the AT performance state (normal AT performance state). Specifically, it is managed based on the difference in the number of game values ​​acquired during the normal AT performance state. Alternatively, the continuation of the AT performance state (normal AT performance state) may be configured to be managed based on the number of game values ​​paid out during the AT performance state (normal AT performance state).

[0134] (Bonus effect state) In this embodiment, the normal AT performance state (main AT) starts after the duration of the AT performance state (normal AT performance state) (the stored value (initial value) of the AT termination judgment counter 67) is determined in the bonus performance state (initial bonus special zone). The bonus performance state can be said to be the period (interval) that determines the duration of the AT performance state (normal AT performance state). The AT termination judgment counter 67 can be said to be a counter that can manage the duration of the AT performance state. The larger the value added to the AT termination judgment counter 67 in the bonus performance state, the longer the duration of the AT performance state will be.

[0135] In this embodiment, the bonus performance state is configured to execute multiple games, specifically, the number of games in the bonus performance state is set to a predetermined number (10 times). When the predetermined number of games (10 times) of games have been executed in the bonus performance state, the performance state control means 81 determines that the termination condition for the bonus performance state has been met, terminates the bonus performance state, and starts the normal AT performance state.

[0136] The bonus performance state is a period in which the expected value of the AT termination judgment counter 67 to increase (the duration of the AT performance state to increase) is higher than in other performance states. In this embodiment, in the bonus performance state, the specific granting means 82 performs a lottery (bonus lottery) to determine whether or not to increase the value of the AT termination judgment counter 67 to increase (whether or not to perform a bonus) based on whether a predetermined result has been obtained in the internal lottery. "Based on whether a predetermined result has been obtained in the internal lottery" could mean, for example, "based on winning a rare role (a winning area with a lower probability of winning compared to other predetermined winning areas (e.g., each winning area of ​​the batting order bell): weak cherry, etc.) in the internal lottery," or "based on which result has been obtained in the internal lottery." In this embodiment, in the bonus performance state, the bonus granting means 82 performs a bonus lottery regardless of which result has been obtained in the internal lottery (i.e., in every game).

[0137] The bonus granting means 82, upon winning the bonus lottery, determines the bonus amount (a value to be added to the AT termination judgment counter 67) by lottery, and increases the stored value of the AT termination judgment counter 67 based on the determined bonus amount. On the other hand, if the bonus granting means 82 does not win the bonus lottery, it does not increase the stored value of the AT termination judgment counter 67. Note that the bonus lottery during the bonus performance state may have a winning probability set to 100%. In other words, it may be configured so that a bonus is performed every game.

[0138] Figure 15 shows an example of a table referenced when determining the number of additional coins won in the bonus lottery. In this table, if the bonus lottery is won, there is a 70% probability that the bonus will be "50" (a value equivalent to a difference of 50 coins). There is also a 20% probability that the bonus will be "100" (a value equivalent to a difference of 100 coins). There is also a 6% probability that the bonus will be "300" (a value equivalent to a difference of 300 coins). There is also a 3% probability that the bonus will be "500" (a value equivalent to a difference of 500 coins). And there is also a 1% probability that the bonus will be "1024" (a value equivalent to a difference of 1024 coins). Although not shown in the figure, multiple tables that can be referenced when determining the number of additional coins may be provided, and the table referenced may differ based on the result of the internal lottery (for example, depending on whether a weak rare role or a strong rare role was won).

[0139] In this embodiment, the maximum value that can be added to the AT termination judgment counter 67 in a single game during the bonus payout state (maximum bonus payout) is "1024". Here, if "1000" (a value corresponding to a difference of 1000 coins) is set as the first threshold, the maximum bonus payout of "1024" is greater than the first threshold. By setting it so that a value greater than the first threshold (a relatively large value) can be added in a single game, it is possible to create a sense of anticipation (excitement) in the player during the bonus payout state, thereby improving the enjoyment of the game. Note that the maximum bonus payout is greater than 1 / 3 of the "specified value" described later.

[0140] By the way, gaming machines must be designed so that the payout rate (the ratio of the number of game value payouts to the number of game value inputs), which is an indicator of the performance in acquiring game value, falls within a predetermined range. In other words, it is necessary to prevent the payout rate (payout performance) of the gaming machine from becoming too high and to make the payout performance appropriate (optimal). Here, in order to prevent the payout performance from becoming excessive (to prevent it from becoming too gambling-oriented), a standard value of "3000" (a value equivalent to a difference of 3000 coins) is set as the "specified value" (specified value related to payout performance).

[0141] As described above, when the number of game values ​​acquired in the same advantageous period (difference in tokens: the difference between the number of game values ​​paid out and the number inserted) exceeds a specific value of "2400", the conditions for ending the advantageous period are met, and the game transitions to a non-advantageous period. There is an upper limit to the number of game values ​​that can be acquired in the same advantageous period, and when this limit is reached, the game falls back into a non-advantageous period. The specified value of "3000" is greater than the specific value of "2400" related to the end (upper limit) of the advantageous period, but is smaller than "4800", which is twice the specific value of "2400". Furthermore, the specified value of "3000" is smaller than "3600", which is 1.5 times the specific value of "2400".

[0142] The specified value "3000" is greater than the upper limit of the payout rate in so-called short-term trials, namely 220% over 440 games (equivalent to approximately 1240 coins in net winnings). Furthermore, the specified value "3000" is greater than the upper limit of the payout rate in so-called medium-term trials, namely 150% over 1600 games (equivalent to approximately 2070 coins in net winnings). Furthermore, the specified value "3000" is less than the upper limit of the payout rate in so-called medium-to-long-term trials, namely 126% over 6000 games (equivalent to approximately 4040 coins in net winnings). Furthermore, the specified value "3000" is less than the upper limit of the payout rate in so-called long-term trials, namely 115% over 17500 games (equivalent to approximately 6800 coins in net winnings).

[0143] In this embodiment, assuming that in the bonus performance state, the maximum value that can be added in each game, "1024", is added to the AT termination judgment counter 67, the total value added to the AT termination judgment counter 67 in the bonus performance state becomes "10240", and this value exceeds the predetermined value of "3000".

[0144] However, in this embodiment, when multiple games (10 games) are played during the bonus performance state, the expected value of the value added to the AT termination judgment counter 67 (increase) (average number of wins over 10 games) is set so as not to exceed the predetermined value of "3000". In other words, the expected value for the entire bonus performance state (10 games) is set so as not to exceed the predetermined value of "3000". In this embodiment, if one bonus performance state consisting of 10 games is considered a "trigger", then the expected value of the benefit granted to the player during that trigger (the number of bonuses added to the AT termination judgment counter 67) is set so as not to exceed the predetermined value of "3000".

[0145] This configuration prevents the value added to the AT termination judgment counter 67 (total number of added bonuses) during a single bonus bonus state from becoming relatively large. In other words, it prevents the duration of the AT bonus state from becoming too long. This prevents the payout performance of the gaming machine from becoming excessive (the payout rate becoming excessively high).

[0146] In this embodiment, when the bonus performance state is reached, the performance control means 100, based on the fact that the bonus lottery has been won and the bonus amount (for example, "100") has been determined (each time the bonus amount is determined in that game), executes a performance (bonus performance) on the liquid crystal display 13 to announce the bonus amount, as shown in Figure 16.

[0147] In this embodiment, as shown in Figure 15, the maximum number of added coins is set to "1024". Therefore, as shown in Figure 17, the maximum number of added coins announced in the added coin animation will be "1024" (+1024 coins). Here, "3600" (a value corresponding to a difference of 3600 coins) is set as the second threshold. In this embodiment, in one added coin animation (one game), a value greater than the second threshold "3600" will never be announced as the number of added coins. Furthermore, in this embodiment, in one added coin animation (one game), a value greater than the specified value "3000" will never be announced as the number of added coins.

[0148] In this embodiment, the maximum number of added items "1024" when winning the bonus lottery in the bonus performance state is set so as not to exceed the second threshold "3600". Furthermore, the expected value of the value added to the AT termination judgment counter 67 as a result of multiple (10) games being played in the bonus performance state (average number of items obtained in 10 games) is set so as not to exceed the second threshold ("3600").

[0149] The performance control means 100 can, at the end of the bonus performance state, execute a performance (total bonus notification performance) on the liquid crystal display 13 that notifies the total value of the bonuses acquired during the bonus performance state (10 games) (the total value added to the AT end judgment counter 67), as shown in Figure 18.

[0150] In this embodiment, an additional bonus animation is performed during each game in the bonus animation state, and the number of bonuses (up to a maximum of "1024") is announced (displayed). In the bonus animation, a value (number of bonuses) exceeding the second threshold "3600" will not be displayed. However, in the total number of bonuses announcement animation at the end of the bonus animation state, a value exceeding the second threshold "3600" (as the total number of bonuses) may be displayed.

[0151] The gaming machine of this embodiment is An internal lottery means (internal lottery means 42) that conducts an internal lottery to determine whether the role is correct or incorrect, An instruction function control means (instruction function control means 51) controls the execution of instructional effects that assist in winning a predetermined role, A game section control means (game section control means 80) that transitions the game section between a favorable section in which the aforementioned instruction performance can be executed and a non-favorable section in which the aforementioned instruction performance is not executed, A performance state control means (performance state control means 81) that controls the transition between multiple types of performance states, including a first performance state (bonus performance state) and a second performance state (normal AT performance state) in which the instructed performance is executed, The system includes a counter (AT termination determination counter 67) on which a value relating to the number of game values ​​that can be obtained in the second performance state is set, The first performance state allows for multiple gameplays to be performed, increasing the value of the counter. The larger the value added to the counter in the first performance state, the longer the duration of the second performance state. The aforementioned advantageous period ends when the difference in the number of tokens, which is the difference between the number of tokens paid out and the number of tokens inserted, exceeds a specific value. If we define a specified value as a value that is greater than the aforementioned specific value and less than twice the aforementioned specific value, In the first performance state, when the maximum value that can be added in each game is added to the counter, the total value added to the counter exceeds the predetermined value, In the first performance state, the expected value of the value added to the counter as a result of the multiple games being played is set so as not to exceed the predetermined value.

[0152] The default value is greater than a specific value (2400) but less than twice the specific value (4800), for example, "3000". In the first performance state, if the maximum value for each game (for example, 1024) is added to the counter, the total value of the values ​​added to the counter is set to exceed the default value (3000), that is, the maximum value is set to a relatively large value. This can create a sense of anticipation in the player (improving the enjoyment of the game). On the other hand, if multiple games (for example, 10 games) are played in the first performance state, the expected value of the values ​​added to the counter is set not to exceed the default value (3000) (by keeping the average value below 3000), which prevents the duration of the second performance state from becoming too long. This can prevent the payout performance of the game machine from becoming excessive.

[0153] (Second Embodiment) A second embodiment of the present invention will now be described with reference to the drawings. The gaming machine of this embodiment is a gaming machine 10 in which the game is played by consuming or assigning game value, without using game tokens (medals) as a game medium, and gameplay is carried out by consuming or assigning game value. The gaming machine 10 (Figure 19) is a so-called smart pachinko slot (registered trademark). Unlike conventional slot machines in which players insert physical tokens when playing and receive physical tokens when winning combinations are achieved, the gaming machine 10 is a gaming machine (medalless gaming machine) in which the game is consumed or assigned through gameplay, without using physical tokens, and game value is consumed or assigned through gameplay. In a medalless gaming machine, game value corresponds to tokens, which are the game value in conventional slot machines, and game value in a medalless gaming machine can be understood as virtual tokens (electronic tokens). Therefore, the game value in this embodiment may also be called a token (game token). Furthermore, in the following, the number of game values ​​may be considered as the number of virtual tokens, and the number of game values ​​may be indicated as "~ tokens" or "~ items".

[0154] In the following explanation, "front and back" generally means that when the player is in front of the gaming machine 10, the player's side is "front" and the gaming machine side is "back." "Up and down" means that the top surface of the gaming machine is "up" and the bottom surface is "down." "Left and right" means that the left hand side of the player playing the gaming machine is "left" and the right hand side is "right." Furthermore, terms such as "parallel," "perpendicular," "identical," "right angle," and "orthogonal," as well as values ​​of length and angle, used in this specification to specify shapes, geometric conditions, and their degrees, shall not be bound by strict meanings, but shall be interpreted to include a range that allows for the expectation of similar functionality.

[0155] Figure 19 is a perspective view of the gaming machine 10 as seen from the front. As shown in Figure 19, the gaming machine 10 of this embodiment comprises a box-shaped housing 11 with an open front side facing the player, and a front door 12 that opens and closes the front opening of the housing 11. The front door 12 is rotatably connected via a hinge 29 shown in Figure 20, and opens and closes the opening of the housing 11. The front door 12 can be opened and closed with its left side as the axis relative to the housing 11. The front door 12 is divided into an upper door 12a and a lower door 12b, and these upper door 12a and lower door 12b can each be opened and closed relative to the housing 11. Note that the front door 12 may also be a single integrated structure that is not divided into an upper door 12a and a lower door 12b.

[0156] The enclosure 11 is formed in a box shape with an open front (having a front opening). The enclosure 11 (back box) comprises a top plate 2, a back plate 3, a bottom plate 4, and left and right side plates 5 and 6. The left side plate 5 is referred to as the left side plate 5, and the right side plate 6 is referred to as the right side plate 6. In this embodiment, the top plate 2, back plate 3, bottom plate 4, left side plate 5, and right side plate 6 are made of resin. However, at least some of the plates may be made of a material other than resin (such as metal or wood). In this embodiment, the inner surfaces of the top plate 2, back plate 3, bottom plate 4, left side plate 5, and right side plate 6 that face inward from the housing 11 are referred to as "inner surfaces." The bottom surface of the top plate 2, the front surface of the back plate 3, the top surface of the bottom plate 4, the right side of the left side plate 5, and the left side of the right side plate 6 are "inner surfaces." Also in this embodiment, the outer surfaces of the top plate 2, back plate 3, bottom plate 4, left side plate 5, and right side plate 6 that face outward from the housing 11 are referred to as "outer surfaces." The top surface of the top plate 2, the back surface of the back plate 3, the bottom surface of the bottom plate 4, the left side of the left side plate 5, and the right side of the right side plate 6 are "outer surfaces."

[0157] A liquid crystal display 13 (display means) is provided approximately in the center of the upper door 12a as a performance device. The liquid crystal display 13 displays various images (performance images) to assist or enhance the game. A speaker 14 (sound output means) is provided on the lower door 12b as a performance device. The speaker 14 outputs various performance sounds (music, sound effects, voices, etc.) to assist or enhance the game. A lamp 38 (lighting device, lighting means, outer perimeter lamp) is provided on the front door 12 for notification and performance purposes. In addition, movable parts that can be operated by actuators, etc., may be provided as performance devices.

[0158] Furthermore, a display window 16 is provided on the upper door 12a. Behind the display window 16 (the first display area 13a, described later), the reel unit is positioned so that a portion of it can be seen through the display window 16. Each reel 20a to 20c has its outer surface divided into 20 sections (20 areas) at regular intervals, and one of several types of symbols is placed in each section. In other words, multiple types of symbols are arranged in a row on the outer surface of each reel 20a to 20c. When each reel 20a to 20c stops, three symbols per reel (upper, middle, and lower) are displayed through the display window 16. The display window 16 is also provided with upper, middle, and lower sections as display positions for viewing the symbols of each reel 20a to 20c, and the number of active lines is set by the combination of the display positions of each reel 20a to 20c. In this embodiment, the effective line is composed of the upper section of the first reel 20a, the middle section of the second reel 20b, and the lower section of the third reel 20c.

[0159] In this embodiment, the number of game values ​​required for one game (specified number, specified number of tokens) is set to 3, and when the specified number of game values ​​is inserted, the active lines are activated. As the game starts, each reel 20a to 20c starts to rotate and an internal lottery is performed to determine whether one of the winning combinations is won or lost (not won). Next, when the reels 20a to 20c stop, if the symbol combination corresponding to the winning combination determined by the internal lottery is displayed on the active line, this winning combination is awarded, and the processing corresponding to the awarded winning combination (award processing) is performed. In other words, whether or not a winning combination has been awarded is indicated by the symbol combination displayed through the display window 16 when the reels 20a to 20c stop. The active lines can be said to be lines for determining whether a winning combination has been awarded.

[0160] The liquid crystal display 13 is positioned in front of the reel unit, which is equipped with reels 20a to 20c. The liquid crystal display 13 can perform effects by displaying predetermined displays (display objects) on its display surface. Display objects refer to things like people, animals, vehicles, buildings, natural objects (e.g., rocks, trees, etc.), characters, backgrounds, patterns, designs, and other things (images) that are displayed on the liquid crystal display 13. The liquid crystal display 13 has a display area that is outside the reels (second display area 13b), which is a display area that does not overlap with the reels 20a to 20c when viewed from the front, and a display area in front of the reels (first display area 13a), which overlaps with the reels 20a to 20c when viewed from the front. The second display area 13b is formed to surround the first display area 13a. The liquid crystal display 13 is a transmissive liquid crystal display, and is designed to make components behind the first display area 13a (transparent area) visible. The first display area 13a has multiple states, including a transparent state and a state in which a display object (animation image) is displayed (transparent display state). When the first display area 13a is transparent, the patterns on the reels 20a to 20c are visible. When the first display area 13a is in the state in which a display object is displayed, the animation image is displayed in front of the reels 20a to 20c. In the state in which the first display area 13a is in the state in which a display object is displayed, there may be a state in which the patterns on the reels 20a to 20c are visible (easily visible) and a state in which they are not visible (difficult to see). Thus, the first display area 13a is an area in which the patterns on the reels 20a to 20c are visible and an animation image can be displayed. In Figure 19, the first display area 13a is shown to consist of three divided regions, but it is not limited to this and may be a single horizontally elongated rectangular region.

[0161] The second display area 13b is the portion of the liquid crystal display 13's display area excluding the first display area 13a. The second display area 13b can display images for special effects. It is also possible to display a single, cohesive image spanning both the second display area 13b and the first display area 13a. The second display area 13b is not transparent and cannot be used to allow visibility of components behind it. The liquid crystal display 13 does not have to be a transmissive liquid crystal display, and the reels 20a to 20c do not necessarily have to be visible through the liquid crystal display 13 (first display area 13a). In other words, the display window 16 may be made of a transparent panel (which cannot display any objects), and the reels 20a to 20c may be visible through that display window 16.

[0162] As shown in Figure 19, the front door 12 (lower door 12b) is provided with a game information display unit 65. The game information display unit consists of LEDs, lamps, a 7-segment display, etc., and displays various game information such as the number of game values ​​paid out in one game and error information. The game information display unit includes a first main display, a second main display, and a sub-display. The game information display unit may also include a favorable section display.

[0163] The lower door 12b (operation panel) is equipped with a bet button 23 operated when betting (inserting) game value, a start lever 24 (game start operation means) operated when starting the game, a stop button 26 (stop operation means) (stop buttons 26a, 26b, 26c) operated when stopping the rotating reels, and an effect button 25 (effect operation means) operated when advancing the effects, etc. The bet button 23 may also include a MAX bet button (first bet button) operated when betting 3 (predetermined number) game value and a 1 bet button (second bet button) operated when betting 1 game value.

[0164] The performance button 25 (performance operation means) is operated when advancing the performance (changing the manner of the performance), etc. The performance button 25 is formed to be pressable, and when pressed, the manner of the performance image displayed on the liquid crystal display 13 changes, for example. By providing the performance button 25 and enabling its operation at predetermined triggers, it is possible to increase the player's sense of participation in the game and improve the enjoyment of the game. For example, the performance button 25 becomes operational when a performance is being executed that makes the player expect to transition to a favorable state, and an image instructing the operation (PUSH image) is displayed on the liquid crystal display 13 (PUSH performance). When the performance button 25 is operated, the result of the game (for example, whether or not a favorable state is transitioned) is announced. Note that the performance button 25 is not limited to the shape of a button, but may also be in the shape of a lever, etc., as long as it is configured to be able to detect the player's operation.

[0165] Furthermore, a door key cylinder 69 is provided on the lower door 12b. The lower door 12b (front door 12) can be unlocked by inserting a door key into the door key cylinder 69. Specifically, the lower door 12b can be unlocked by rotating (twisting) the door key inserted into the door key cylinder 69 clockwise from its initial position. Alternatively, an error can be cleared by rotating (twisting) the door key inserted into the door key cylinder 69 counterclockwise from its initial position.

[0166] Furthermore, a lower panel 91 is provided on the lower door 12b. A light source (LED) for illumination is provided on the back side of the lower panel 91, and the lower panel 91 is illuminated from behind by the light emitted from this light source.

[0167] As shown in Figure 20, a reel unit 31 is provided inside the housing 11. The reel unit 31 includes three reels 20a, 20b, and 20c displaying multiple patterns around their periphery, a drive motor (stepping motor) for rotating the reels 20a to 20c, and index sensors provided corresponding to the reels 20a to 20c. Each reel is fixed to the output shaft of the respective stepping motor. The stepping motors are four-phase stepping motors. Each stepping motor comprises a rotor and a stator having a first-phase coil, a second-phase coil, a third-phase coil, and a fourth-phase coil. Each stepping motor is excited by 1-2 phase excitation, which alternates between supplying a 1-phase excitation pulse to turn on one coil and supplying a 2-phase excitation pulse to turn on one coil and the other adjacent coils. Each step update of the excitation pulse results in a displacement of half a step angle (1 step angle for every 2 steps update), and 504 steps update (252 step angle displacement) completes one rotation of each reel 20a-20c. The stepping motor has a step angle of approximately 1.43° and an interrupt time t for updating the excitation pulse by one step of 1.49 ms. In addition, each index sensor detects the edge of a semicircular index attached to the inside of each reel 20a-20c. Based on the detection information from these index sensors, control is performed for the rotation and stopping of the reels 20a-20c.

[0168] A power supply unit 32, which houses a power supply device (power supply means) for supplying power to each component, is provided on the upper surface of the bottom plate 4 inside the housing 11. The power supply unit 32 is a roughly rectangular box shape and is located in the lower left inside the housing 1 (placed on the bottom plate 4) and fixed to the inner surface of the left side plate 5. The power supply unit 32 is equipped with a power switch, and when the power switch is turned ON (on state), power is supplied from the power supply unit 32 to each component. Note that some components may be supplied with power even when the power supply unit 32 is OFF (disconnected state). A power connector (not shown) provided on the back of the power supply unit 32 is connected to a power cable (power harness) that connects to an outlet supplying commercial power (AC100V). Specifically, a connector provided at one end of the power harness is connected to the power connector, and a plug provided at the other end of the power harness is connected to the outlet. The power supply board of the power supply unit 32 generates a DC power supply (for example, 5V, 12V, 24V, etc.) from power supplied from outside the gaming machine via a power harness, and supplies power to each component of the gaming machine.

[0169] As shown in Figure 21, a dedicated unit 200 (specific unit, game value lending device) is provided on the side (right side) of the gaming machine 10 as a device for lending game value (capable of performing control related to the lending of game value). The gaming machine 10 and the dedicated unit 200 are connected via a harness (wiring) and are able to communicate with each other. The front of the dedicated unit 200 is provided with a banknote slot 201 into which banknotes can be inserted, a card insertion / discharge slot 202 into which cards (game value management media) can be inserted / discharged, a lending button 203 (lending operation means), a replay button 204 (lending operation means), and a card return button 205, etc. The card is used to manage the number of game value owned by the player. In other words, the number of game value owned by the player can be ascertained by the card. The card may also be capable of storing a prepaid balance. Furthermore, the management of the number of game values ​​using cards may be carried out by storing the number of game values ​​on the card itself, or by storing the number of game values ​​in a designated management device installed in the gaming hall, etc., and linking the number of game values ​​stored in the management device, etc. with the identification information stored on the card (such as the player's ID or the unique identification number for each card).

[0170] In the dedicated unit 200, an operation (press operation) on the lending button 203 is accepted as a lending operation (game value transfer operation) that transfers game value to the gaming machine 10. When the lending button 203 is pressed, the stored value, etc., that is stored as a prepaid balance in the banknotes or cards inserted into the banknote slot 201 is consumed, and a predetermined number (for example, 50) of game value is credited to the gaming machine 10. In addition, in the dedicated unit 200, an operation (press operation) on the replay button 204 is accepted as a lending operation (game value transfer operation) that transfers game value to the gaming machine 10. When the replay button 204 is pressed, the game value owned by the player, which is managed by the card (game value linked to the card), is consumed, and a predetermined number (for example, 50) of game value is credited to the gaming machine 10. In other words, in this embodiment, an operation on the loan button 203 or the replay button 204, which are loan operation means, is accepted as a loan operation (game value transfer operation), and based on the loan operation, a predetermined number of game values ​​are transferred (loaned) from the dedicated unit 200 to the game machine 10.

[0171] As shown in Figure 19, the lower door 12b is equipped with a game token count display device 211 (game value count display device, game value indicator), a counting button 212, and a payout button 218. The game token count display device 211 and the counting button 212 are located on the side (right side) of the lower door 12b. Based on the lending operation in the dedicated unit 200, the gaming machine 10 sets a value equivalent to a predetermined number of game values ​​as credits. The number of credits (the number of game tokens available for play) is displayed on the game token count display device 211. The game token count display device 211 has a 5-digit (or 6-digit) 7-segment display, and the number of credits is displayed on this 7-segment display. In the gaming machine 10, the upper limit of the number of credits may be set, for example, within the range of values ​​that can be displayed on the game token count display device 211. In the gaming machine 10, when the bet button 23 is operated while the game value is stored in credits, the stored game value is set to the payout state up to a predetermined limit.

[0172] The gaming machine 10 is equipped with various boards, including a main control board (main control means) that controls the progress of the game, a sub-control board (sub-control means) that controls the effects according to the progress of the game, and a game value control board (game value control means) that controls the game value.

[0173] The main control board receives input signals from input means such as the bet button 23, start lever 24, and stop button 26, performs various calculations to execute the game, and controls output means such as the reel unit 31 based on the calculation results. The main control board is also equipped with a setting change key cylinder and setting change buttons.

[0174] The sub-control board receives signals (information) from the main control board, performs various calculations to execute the performance, and controls various performance devices such as the liquid crystal display 13 and speaker 14 based on the calculation results.

[0175] The main control board and the sub-control board are electrically connected, allowing the main control board to transmit various information (signals), such as information indicating the game status, to the sub-control board. However, the sub-control board cannot transmit information to the main control board. The functions of each board, such as the main control board and the sub-control board, are realized by hardware such as various processors (CPU, DSP, etc.), ICs, or information storage media such as ROM and RAM, and software consisting of predetermined programs pre-stored in ROM, etc. The main control board and the game value control board are electrically connected and capable of bidirectional communication. The game value control board may be formed integrally with the main control board.

[0176] The game value control means (game value control board) increases the number of credits by a predetermined number based on the occurrence of a predetermined role (minor role) and the awarding of a predetermined number of game values. Furthermore, when an operation to insert game values ​​(operation of the bet button 23) is performed at the start of the game, the game value control means decreases the number of credits by the amount of game values ​​inserted. At this time, the game medal display device 211 displays a value obtained by subtracting the number of bets from the number of held medals (number of credits).

[0177] The game value control means controls the reception of game value transferred from the dedicated unit 200 to the game machine 10. When game value is transferred from the dedicated unit 200 to the game machine 10, the game value control means increases the number of credits by the amount of game value being transferred. The game value control means also controls the transfer of game value from the game machine 10 to the dedicated unit 200. When game value is transferred from the game machine 10 to the dedicated unit 200, the game value control means decreases the number of credits by the amount of game value being transferred. The game value control means also displays the number of game values ​​stored as credits (number of credits) on the game medal display device 211 and changes the display content of the game medal display device 211 according to the increase or decrease in the number of credits.

[0178] The counting button 212 is operated when sending (returning, transferring) information (credits) indicating a value equivalent to a predetermined number of credits (all or part of the number of credits) to the dedicated unit 200. The counting button 212 is equipped with a press part (operation part), and the press part is formed to be pressable. When a player finishes playing, etc., the credited game value can be transferred from the game machine 10 to the dedicated unit 200 based on an operation (press operation) of the counting button 212 as a counting operation (return operation). Then, after the game value has been transferred to the dedicated unit 200, when an operation (press operation) of the card return button 205 (Figure 21) is performed, a card that allows the player to know the number of game values ​​they possess is ejected from the dedicated unit 200 (card insertion / discharge port 202).

[0179] Based on the lending operation in the dedicated unit 200, a predetermined number of game value (game tokens) is assigned to the game machine 10 (credits are added). Next, when the bet button 23 is operated, the game value is set to the input state up to a predetermined limit, and a value equivalent to the number of game value (game tokens) set to the input state is subtracted from the credits. In other words, the number of game value displayed on the game token display device 211 decreases.

[0180] When a predetermined number of game values ​​are set to the input state, the start lever 24 becomes operational, that is, it becomes possible to start playing. Next, when the game start operation is performed on the activated start lever 24, the rotation of each reel 20a to 20c begins. Next, when the rotation speed of the reels increases to a predetermined speed and enters a steady rotation state, the operation of the stop buttons 26a to 26c becomes operational. Next, when the activated stop buttons 26a to 26c are operated, the rotation of the corresponding reel stops. Next, when the rotation of all reels 20a to 20c stops, depending on the result of the game, a process is performed to award a predetermined number of game values ​​(add to credits), or a process is performed to make it possible to start playing again without consuming new game values ​​(replay process), and one game (1 play) ends. Also, when the counting button 212 is operated, a predetermined number of credits (game tokens) are sent (returned) to the dedicated unit 200. Then, when the card return operation is performed in the dedicated unit 200, the card with the predetermined information stored on it is ejected from the dedicated unit 200.

[0181] Furthermore, when the game value in the gaming machine 10 is set to the bet state, operating (pressing) the settlement button 218 will return the betted game value to the credits. The settlement button 218 is the button that is operated when returning the game value that has been bet (set to the bet state) by operating the bet button 23 to the credits. In other words, based on the operation of the settlement button 218, a process (bet return process) is executed to return the game value set to the bet state to the credits. The bet return process is a process in which the bet state setting of the game value is cleared, and a value equivalent to the number of game values ​​that was set to the bet state is added to the number of credits. When the settlement button 218 is operated while there is game value set to the bet state, the game value is returned to the credits based on that operation, and the number of game tokens displayed on the game token display device 211 increases.

[0182] Conventional slot machines are equipped with a coin slot, a tray, a hopper unit, a cash box, etc., but gaming machine 10 does not have any of these.

[0183] As shown in Figure 20, a main control board unit 300 is provided on the upper side inside the housing 11. The main control board unit 300 (first board unit) comprises a main control board (first board, board) and a main control board case that houses the main control board. The main control board case is made of, for example, transparent ABS resin and consists of a first main board case that covers the first surface (front) side of the main control board and a second main board case that covers the second surface (back) side of the main control board. The main control board is housed in the space formed by the first main board case and the second main board case. The first main board case is provided on the front door 12 side (front side).

[0184] Figure 22 is a front view of the main control board unit 300. The main control board unit 300 is equipped with a cover 310. Figure 23 is a front view of the main control board unit 300 with the cover 310 removed. Figure 24 is a perspective view of the cover 310 from the front (upper right).

[0185] The cover 310 is made of resin and has a vertically elongated rectangular shape when viewed from the front. The cover 310 also has an open rear (back) surface and is box-shaped. The cover 310 has the function of protecting (covering) the setting key switch 340 and the setting change button 350, which will be described later. As shown in Figure 24, the cover 310 has shaft portions 311 (a pair of shaft portions 311) formed on the left and right sides of the upper end. The shaft portions 311 are formed in a cylindrical shape and protrude from the cover body by a predetermined length in the left and right directions.

[0186] As shown in Figure 23, the main control board case 320 (first main board case) that houses the main control board is provided with a pair of shaft holes 321 arranged at a predetermined interval in the left-right direction. The shaft holes 321 are formed to support (insert) the shaft portion 311 of the cover 310. The cover 310 is attached to the main control board case 320 by inserting the shaft portion 311 into the shaft holes 321. The cover 310 is supported by the main control board case 320 so as to be able to open and close (open and close freely) in the vertical direction.

[0187] The cover 310 is rotatable around its axis, with the upper end (shaft portion 311) serving as the pivot point. That is, the cover 310 can be opened by pulling the lower end towards the user and lifting it upwards. When the cover 310 is released while open (lifted), its own weight causes it to move in the closing direction, resulting in a closed state. In this embodiment, the cover 310 opens and closes in the vertical direction, but it is not limited to this, and the cover 310 may open and close in the horizontal direction (sideways opening). Also, while the gaming machine in this embodiment is equipped with a cover 310, it may be equipped without one.

[0188] As shown in Figure 23, the main control board unit 300 includes a setting key switch 340 and a setting change button 350. The setting key switch 340 and the setting change button 350 are positioned (mounted) on the main control board, with their leading ends protruding forward from the main control board case 320 (exposed). It can be said that the setting key switch 340 and the setting change button 350 protrude forward (towards the front door 12). Figure 25 is a perspective view of the main control board unit 300 with the cover 310 removed, viewed from the front right diagonally above.

[0189] The setting key switch 340 (setting change key cylinder) is designed to allow the insertion of a setting key (key). The setting key switch 340 can be set to two states: OFF and ON. In other words, it can be switched between the OFF and ON states. Initially, the setting key switch 340 is in the OFF state. Inserting the setting key and rotating it 90 degrees clockwise from the initial position (OFF position) to the ON position switches the setting key switch 340 from the OFF state to the ON state. Conversely, rotating the setting key 90 degrees counterclockwise from the ON position (to the OFF position) switches the setting key switch 340 from the ON state to the OFF state.

[0190] The setting change button 350 is designed to be pressable; that is, it can be pushed from front to back.

[0191] The main control board is equipped with a setting change means, which performs control (setting change processing) to change the setting value stored in the main memory means of the main control board. The gaming machine of this embodiment can be started in either "game mode" or "setting change mode" depending on the state of the setting key switch 340 when the power is turned on.

[0192] (Game Mode) When the power is turned on with the setting key switch 340 in the OFF state (including the state where a setting key is inserted into the setting key switch 340 but the setting key is in its initial position), the gaming machine starts up in gaming mode. In this embodiment, gaming can be performed in gaming mode, but the setting values ​​cannot be changed.

[0193] (Settings change mode) When the setting key is inserted into the setting key switch 340 and the setting key is rotated 90 degrees clockwise from its initial position (i.e., the setting key switch 340 is in the ON state), the power switch is turned ON and power is supplied from the power supply unit 32 (i.e., power is turned on), and the setting change means starts the game machine in setting change mode. In this embodiment, it is possible to select a setting value from six setting values, from setting 1 to setting 6. The probability of winning in the internal lottery changes so that the expected value of the payout rate increases sequentially from setting 1 to setting 6. In this embodiment, the setting values ​​are expressed in the order of setting 1 < setting 2 < setting 3 < setting 4 < setting 5 < setting 6. In this embodiment, the probability of winning a prize differs depending on the setting value for the six setting values ​​from setting 1 to setting 6. Specifically, when the setting value changes, the group of internal lottery tables, which consists of multiple internal lottery tables selected according to the game state, is changed to a group of internal lottery tables associated with each setting value, so that the internal lottery tables change to a group where the probability of winning small wins, replays, and bonuses differs depending on the setting value. The setting change means changes the setting value in the order of setting 1 → setting 2 → ... setting 6 → setting 1 → ... each time the setting change button 350 is pressed in the setting change mode, and when the start lever 24 is pressed, the setting value is confirmed and the confirmed setting value is stored in the main memory means. In this embodiment, in the setting change mode, the selected setting value is displayed on the first main display of the game information display unit 65 on the front door 12. In addition, although the setting value can be changed in the setting change mode, it is not possible to play the game. When the setting key inserted into the setting key switch 340 is returned from the ON position to the initial position (OFF position), the system transitions (switches) from the setting change mode to the game mode.

[0194] (Settings confirmation mode) In this embodiment, when the power is on and the machine is in game mode, inserting the setting key into the setting key switch 340 and rotating the setting key 90 degrees clockwise from its initial position (to the ON position) causes the game machine to switch from game mode to setting confirmation mode. In setting confirmation mode (setting reference mode), the current setting value is announced via the game information display unit 65 on the front door 12. Specifically, in setting confirmation mode, an image indicating that the machine is in setting confirmation mode (for example, the words "Settings being referenced") is displayed on the liquid crystal display 13. Also, in setting confirmation mode, the currently set setting value is displayed on the first main display unit of the game information display unit 65. In setting confirmation mode, the current setting value can be referenced (announced), but it is not possible to play the game. Also, in setting confirmation mode, the setting value can be referenced, but it is not possible to change the setting value.

[0195] (When making setting changes) First, the operator opens the front door 12. Next, insert the setting key into the setting key switch 340 and rotate it 90 degrees clockwise. Next, turn on the power switch (start in setting change mode). Next, close the front door 12 and check the setting value displayed on the game information display unit 65 on the front side of the front door 12. Next, open the front door 12 and operate (press) the setting change button 350 to change the setting value. At this time, operate the setting change button 350 the number of times necessary to set the desired setting value. Next, close the front door 12 and check the setting value displayed on the game information display unit 65 on the front side of the front door 12. Assume that the setting value is the desired setting value. Next, operate (press) the start lever 24 to confirm the setting value. Next, open the front door 12, rotate the setting key 90 degrees counterclockwise and remove the setting key. Next, close the front door 12.

[0196] Therefore, when changing settings, a situation may arise where the setting key is inserted into the setting key switch 340 (remaining inserted) while the front door 12 is opened or closed.

[0197] Figure 26 is a perspective view of the front door 12 (front door unit) from the rear side. A sub-control board unit 400 is provided on the upper rear side of the front door 12.

[0198] Figure 27 is a view of the sub-control board unit 400 from the rear (rear side) (front view from the rear). The sub-control board unit 400 (second board unit) comprises a sub-control board (second board, board) and a sub-control board case 420 (case) that houses the sub-control board. The sub-control board case 420 is made of, for example, transparent ABS resin and consists of a first sub-board case that covers the first surface (front surface, board surface S described later) of the sub-control board and a second sub-board case that covers the second surface (back side) of the sub-control board. The sub-control board is housed in the space formed by the first sub-board case and the second sub-board case. The first sub-board case is provided on the housing 11 side.

[0199] The sub-control board case 420 (first sub-board case) is provided with a plurality of heat dissipation vents 421 (heat dissipation holes). The inside of the sub-control board case 420 can become hot due to the heat generated by the components (electronic components) mounted on the sub-control board, and the plurality of heat dissipation vents 421 are provided to release (dissipate) that heat to the outside. By providing a plurality of heat dissipation vents 421, it is possible to suppress the inside of the sub-control board case 420 from becoming hot. This makes it possible to suppress the failure of components mounted on the sub-control board in a high-temperature environment. In this embodiment, the heat dissipation vents 421 include heat dissipation vents 421a formed in the shape of slits (elongated holes) and heat dissipation vents 421b formed in the shape of round holes. The heat dissipation vents 421a are provided along the outer circumference (approximately the outer circumference) of the sub-control board case 420, and the heat dissipation vents 421a are provided inside (on the inner flat surface) of the heat dissipation vents 421b. The heat dissipation vents 421a and 421b are provided at predetermined intervals (constant intervals).

[0200] Multiple connectors are arranged (mounted) on the sub-control board, and these multiple connectors include a first connector 411, a second connector 412, and a third connector 413. The first connector 411, the second connector 412, and the third connector 413 are arranged side by side along the left-right direction on the upper edge (top side) of the sub-control board.

[0201] The sub-control board case 420 (first sub-board case) includes a first opening 423 that exposes the first connector 411, and a second opening 422 that exposes both the second connector 412 and the third connector 413. The first opening 423 is a horizontally elongated rectangle and is sized to accommodate one connector. The second opening 422 is a horizontally elongated rectangle and is sized to accommodate two connectors. The first opening 423 and the second opening 422 are located on the upper side (top edge side) of the sub-control board, corresponding to the first connector 411 to the third connector 413.

[0202] Figure 28 shows the positional relationship between the main control board unit 300 (first board unit) and the sub-control board unit 400 (second board unit) when the front door 12 is closed. Note that in Figure 28, components other than the main control board unit 300 and the sub-control board unit 400 are not shown. When the front door 12 is closed, the main control board unit 300 and the sub-control board unit 400 face each other. That is, when viewed from the front with the front door 12 closed, the main control board unit 300 and the sub-control board unit 400 overlap at least partially.

[0203] Figure 29 is a view from the front, showing the sub-control board unit 400 (sub-control board and sub-control board case 420 (first sub-board case)) in a transparent state. The setting key switch 340 of the main control board unit 300 is located at the back of the paper. When viewed from the front, the sub-control board unit 400 (sub-control board case 420) and the setting key switch 340 of the main control board unit 300 are in an overlapping position. That is, when viewed from the front, the sub-control board unit 400 has an area (range) that overlaps with the setting key switch 340 of the main control board unit 300.

[0204] Here, the area of ​​the sub-control board case 420 (first sub-board case) that overlaps with the setting key switch 340 when viewed from the front is defined as the first specific area F. Also, when viewed from the front, a virtual straight line that passes through the setting key switch 340 and is parallel in the vertical or horizontal direction is defined as the first straight line P. Hereafter, the first straight line P that follows the horizontal direction will be defined as the first straight line P1, and the first straight line P that follows the vertical direction will be defined as the first straight line P2. In this embodiment, the first straight line P (first straight line P1 and first straight line P2) is assumed to pass through the center of the setting key switch 340, but it is not limited to passing through the center; any straight line that passes within the range of the setting key switch 340 when viewed from the front (in Figure 29) is acceptable.

[0205] Figure 30 is a perspective view of the sub-control board unit 400 from the rear side. The first specific region F is the region facing the setting key switch 340 of the main control board unit 300.

[0206] Return to Figure 29. When viewed from the front, multiple heat dissipation vents 421 (heat dissipation vents 421a) are provided in the portion of the sub-control board case 420 that lies on the first straight line P1 and is not part of the first specific region F. When viewed from the front, the first specific region F of the sub-control board case 420 is on the first straight line P1 and does not have a heat dissipation vent 421.

[0207] When viewed from the front, multiple heat dissipation vents 421 (heat dissipation vents 421b) are provided in the portion of the sub-control board case 420 that lies on the first straight line P2 and is not part of the first specific region F. When viewed from the front, the first specific region F of the sub-control board case 420 is on the first straight line P2 and does not have a heat dissipation vent 421.

[0208] When viewed from the front, the sub-control board case 420 has an area (first specific area F) that overlaps with the setting key switch 340, but no heat dissipation vents 421 are provided in this area. Because this area does not have heat dissipation vents 421, it is more rigid (less prone to breakage) than areas where heat dissipation vents 421 are provided, and the entry of materials (foreign objects) is also prevented. Therefore, even if the front door 12 is closed with the setting key inserted into the setting key switch 340, and the sub-control board case 420 comes into contact with the setting key (cover 310 that covers the setting key), damage to the sub-control board case 420 can be suppressed. In addition, it is possible to prevent materials (foreign objects) from entering the inside of the sub-control board case 420. For example, it is possible to prevent short circuits caused by the setting key (made of metal) entering the inside of the sub-control board case 420.

[0209] When viewed from the front, the first connector 411 to the third connector 413 (first opening 423 and second opening 422) are provided in the portion of the sub-control board case 420 that lies on the first straight line P1 and is not part of the first specific region F. When viewed from the front, the first specific region F of the sub-control board case 420 is on the first straight line P1 and does not have a connector (a case opening that exposes the connector: connector opening).

[0210] As a variation, a connector (a case opening that exposes the connector) may be provided on the first straight line P2 when viewed from the front, and in a part of the sub-control board case 420 other than the first specific region F, while a connector (a case opening that exposes the connector) may not be provided on the first straight line P2 when viewed from the front, and in the first specific region F of the sub-control board case 420.

[0211] When viewed from the front, the sub-control board case 420 has an area (first specific area F) that overlaps with the setting key switch 340, but no connector (case opening that exposes the connector) is provided in this area. Because this area does not have a connector (case opening that exposes the connector), it is more rigid (less likely to break) than the area where a case opening is provided, and the entry of materials (foreign objects) is also impossible. Therefore, even if the front door 12 is closed with the setting key inserted into the setting key switch 340, and the sub-control board case 420 comes into contact with the setting key (cover 310 that covers the setting key), damage to the sub-control board case 420 and the connector (harness connected to the connector) can be suppressed.

[0212] As shown in Figure 26, a specific connector 93 is provided on the rear (back side) of the front door 12. The specific connector 93 is, for example, a connector located on the relay board. Also, a hook portion 94 (wiring clamp) is provided on the rear of the front door 12, which is formed to allow wiring (harness) to be hooked onto it. The hook portion 94 is provided at the end of the case that houses the relay board. Note that the position of the hook portion 94 is not limited to this, and for example, the hook portion 94 may be provided at the upper end of the sub-control board unit 400 (sub-control board case 420).

[0213] As simplified in Figure 29, the first connector 411 (first connector) and the specific connector 93 (specific connector) are electrically connected via wiring 95 (harness). Here, when viewed from the front, the imaginary straight line passing through the first connector 411 and the specific connector 93 is called the second straight line Q. When viewed from the front, the first specific region F lies on the second straight line Q. The wiring 95 can be routed to connect the first connector 411 and the specific connector 93 in a straight line without passing through the hook portion 94, but in this embodiment, the wiring 95 is passed through the hook portion 94 (via the hook portion 94), so that when viewed from the front, the wiring 95 does not lie on the first specific region F (it is routed in this way). When viewed from the front, it can be said that the wiring 95 is routed (curved) so that it does not pass through the first specific region F.

[0214] When viewed from the front, the sub-control board case 420 has an area (first specific area F) that overlaps with the setting key switch 340, but the wiring 95 does not overlap with this area. Therefore, even if the front door 12 is closed with the setting key still inserted into the setting key switch 340, and the sub-control board case 420 comes into contact with the setting key (cover 310 that covers the setting key), damage (disconnection) to the wiring 95 can be suppressed.

[0215] Furthermore, in Figure 29, When viewed from the front, wiring 95 (first connector 411) is provided in the part of the sub-control board case 420 that lies on the first straight line P1 and is not in the first specific region F. When viewed from the front, the wiring 95 is not provided in the first specific region F of the sub-control board case 420, which lies on the first straight line P1. When viewed from the front, wiring 95 is provided in the portion of the sub-control board case 420 that lies on the first straight line P2 and is not in the first specific region F. When viewed from the front, the wiring 95 is not provided in the first specific region F of the sub-control board case 420, which lies on the first straight line P2.

[0216] Figure 31 is a view of the sub-control board from the rear (rear side) (front view from the rear). The board surface S of the sub-control board can be said to be the side facing the housing 11 (the side facing the housing 11). Here, the area on the board surface S that overlaps with the setting key switch 340 when viewed from the front with the front door 12 closed (viewed from the back of the page towards the front) is defined as the second specific area G. The second specific area G is the area that overlaps with the first specific area F (Figure 30) of the sub-control board case 420 when viewed from the front. Although not shown in the illustration, components such as ICs, memory (ROM, RAM), capacitors, resistors, and LEDs (electronic components) are mounted on the board surface S.

[0217] As shown in Figure 31, the second specific region G is the region where the specific component Z is mounted (placed). The specific component Z placed in the second specific region G is a component that is relatively more important from a control perspective compared to other components, such as an IC or memory (memory in which performance data is stored). From the viewpoint of preventing fraud, it is preferable to place the specific component Z in a region corresponding to the region of the sub-control board case 420 where the heat dissipation vents 421 are not provided (i.e., a region covered by the case). The second specific region G is the region corresponding to the first specific region F (Figure 29) of the sub-control board case 420 where the heat dissipation vents 421 are not provided. In other words, the specific component Z is placed in a region that is difficult to access. Therefore, the performance of preventing fraud can be improved.

[0218] When a specific component Z is placed in an area of ​​the sub-control board other than the second specific area G, a heat dissipation vent 421 cannot be provided in the sub-control board case 420 corresponding to (covering) that location. This increases the area where a heat dissipation vent 421 cannot be provided, and consequently reduces heat dissipation performance. In this embodiment, the first specific area F, which does not have a heat dissipation vent 421, is configured to serve both the function of preventing damage due to contact with the setting key switch 340 and the function of making access to the specific component Z difficult. By configuring it in this way, the number of heat dissipation vents 421 can be increased compared to when the functions are not combined, thereby improving heat dissipation performance.

[0219] As shown in Figure 30, the sub-control board case 420 (first sub-board case) has a recess 426 which is a recessed shape in the front-to-back direction (a recessed area where the thickness in the front-to-back direction is thinner). Here, the part of the sub-control board case 420 that protrudes the most toward the housing 11 side (towards the main control board unit 300 side) is designated as the first part 427, and the recess 426 is designated as the second part 426. The second part 426 can be said to be one step lower than the first part 427. In this embodiment, the first specific region F is provided in the second part 426 (located in a different part from the first part 427).

[0220] In this embodiment, it is not essential to position the first specific region F as the second portion 426 (recess), but by positioning the first specific region F as the second portion 426, the sub-control board case 420 can be made less likely to come into contact with the setting key (cover 310 that covers the setting key) compared to the case where the first specific region F is provided in the first portion 427. In other words, damage to the sub-control board case 420 can be suppressed.

[0221] As a variation, components not mounted during mass production may be mounted in the area corresponding to the second portion 426 of the sub-control board case 420 (the area facing the recess) on the sub-control board. Examples of components not mounted during mass production include development connectors. For example, during the development stage, an opening (hole) can be made in the second portion 426 (exposing the sub-control board), the connector can be mounted on the sub-control board, and a harness can be connected to perform testing. If the mounting area for the connector is provided in the area corresponding to the first portion 427, the distance to the board surface S is large, making it difficult to mount the connector on the sub-control board. If the mounting position for the connector is provided in the area corresponding to the second portion 426, the work of mounting the connector on the sub-control board can be made easier (workability is improved). In this embodiment, the second specific region G (Figure 31) may include at least a portion of the mounting location (mounting region) of components that are not mounted during mass production.

[0222] In this embodiment, the first specific region F and the second specific region G are defined as regions that overlap with the setting key switch 340 when viewed from the front (opposite regions). In other words, the first specific region F and the second specific region G are defined as regions that have the same size (area) as the setting key switch 340 when viewed from the front. However, the first specific region F and the second specific region G may be regions that include the region that overlaps with the setting key switch 340 when viewed from the front, and are larger (wider) than the size of the setting key switch 340. Here, the diameter of the setting key switch 340 is defined as diameter D. As shown in Figure 32, the first specific region F and the second specific region G may be defined as circular regions with a diameter of 1.5 times the length of diameter D. Alternatively, the first specific region F and the second specific region G may be defined as circular regions with a diameter of twice the length of diameter D. Furthermore, the shape of the first specific region F and the second specific region G is not limited to circles; they may also be quadrilaterals, for example, square regions circumscribing a circle. Furthermore, although this embodiment shows the case where the first specific region F and the second specific region G are located on the outside (outer edge side) of the substrate case (substrate), the embodiment is not limited to this, and the first specific region F and the second specific region G may be configured to be located further inside (towards the center) of the substrate case (substrate).

[0223] (Variation 1) In this embodiment (Figure 31), the second specific region G is defined as the region on which the specific component Z is mounted, but the second specific region G may be defined as a region on which no components are mounted at all. In other words, the second specific region G may be defined as a region without mounted components. In this modified example, the first specific region F is a region on which no heat dissipation vents 421 are provided, and the second specific region G is a region on which no components are provided. The first specific region F does not have heat dissipation vents 421 in order to prevent damage to the sub-control board case 420 (to ensure rigidity). The second specific region G corresponds to an area where no heat dissipation vents 421 are present, and therefore has low heat dissipation. By not providing components in the second specific region G, it is possible to suppress the temperature inside the case from becoming too high. This suppresses component damage caused by high temperatures inside the case. Furthermore, if the front door 12 is closed with the setting key still inserted in the setting key switch 340, the sub-control board case 420 may come into contact with the setting key (the cover 310 that covers the setting key). If the front door 12 is closed forcefully, the impact of the contact may cause the sub-control board case 420 to crack, potentially allowing the setting key to reach the second specific area G. By making the second specific area G a non-component area, it is possible to prevent damage to components on the board if the setting key reaches (enters) that area.

[0224] In Figure 30, etc., the first specific area F is shown to be provided on the sub-control board case 420, but the first specific area F may also be provided on a crimping member that crimps (fixes (seals)) the sub-control board case 420 (sub-control board unit 400) to the front door 12 side. In other words, at least a part of the first specific area F may be provided on the crimping member (the first specific area F may be formed spanning the sub-control board case 420 and the crimping member). In this case, the crimping member (at least a part of it) will face the setting key switch 340 and face the second specific area G of the sub-control board. The crimping member is formed in a different color from the sub-control board case 420, for example, not colorless and transparent, but colored transparent (for example, yellow). The crimping member reduces the visibility of components on the sub-control board, but by making the second specific area G a non-component area, it is possible to prevent the problem of difficulty in checking components.

[0225] (Modification 2) In this embodiment, when the front door 12 is closed with the setting key still inserted into the setting key switch 340 (with the cover 310 open), the sub-control board case 420 may come into contact with the setting key (cover 310). However, in this modified version, the sub-control board case 420 and the cover 310 (the cover 310 in the open state due to the setting key) are configured not to come into contact (interfere with each other) when the front door 12 is closed.

[0226] (Pattern 1) Figure 33(a) is a schematic diagram showing the positional relationship (when viewed from the front) between the main control board unit 300 and the sub-control board unit 400 when the front door 12 is closed. As shown in Figure 33(a), when viewed from the front, the sub-control board case 420 and the setting key switch 340 overlap. Figure 33(b) is a schematic diagram showing the positional relationship (viewed from the right side) between the main control board unit 300 and the sub-control board unit 400 when the front door 12 is closed. In the front-to-back direction (depth direction), a predetermined gap is secured between the sub-control board case 420 and the cover 310, which is in the open state when the setting key is pressed. Therefore, even when the front door 12 is opened, the setting key is inserted into the setting key switch 340, and the front door 12 is closed with the cover 310 in the open state (half-open state) due to the setting key, the cover 310 does not come into contact with the predetermined component (sub-control board case 420). This prevents components from coming into contact and being damaged when the front door 12 is closed.

[0227] (Pattern 2) Let's look at another example. Figure 33(c) is a schematic diagram showing the positional relationship between the main control board unit 300 and the sub-control board unit 400 (when viewed from the right) when the front door 12 is closed. Note that when viewed from the front, the sub-control board case 420 and the setting key switch 340 do not overlap. As shown in Figure 33(c), in the vertical direction, the upper end of the sub-control board case 420 is located below the lower end of the cover 310 (setting key switch 340). Therefore, even when the front door 12 is opened, the setting key is inserted into the setting key switch 340, and the front door 12 is closed with the cover 310 in an open state (half-open) due to the setting key, the cover 310 does not come into contact with the predetermined component (sub-control board case 420). This prevents components from coming into contact and being damaged when the front door 12 is closed.

[0228] In these modified examples (Pattern 1 and Pattern 2), the main control board unit 300 (setting key and cover 310) may be provided on the rear side of the front door 12, and the main control board unit 300 may be configured to move in conjunction with the opening and closing of the front door 12. Furthermore, even when the front door 12 is opened, the setting key is inserted into the setting key switch 340, and the front door 12 is closed with the cover 310 in an open state (half-open state) due to the setting key, the cover 310 may be configured not to come into contact with a predetermined component (a predetermined component provided inside the housing 11, for example, a sub-control board unit 400).

[0229] (Variation 3) Figure 34(a) is a schematic view of the sub-control board unit 400 according to this modified example, as seen from the rear side. The sub-control board unit 400 is equipped with a fan 450 capable of expelling air from inside the sub-control board case 420 to the outside. The fan 450 is located on the substrate surface S of the sub-control board. The fan 450 is located below the first specific region F (second specific region G). In this embodiment, when the sub-control board unit 400 (sub-control board) is divided into two halves in the left-right direction (divided into a left half region and a right half region), the first specific region F (second specific region G) and the fan 450 are provided in one of the regions (the left half region). Dividing the sub-control board unit 400 (sub-control board) into two halves in the left-right direction can be described as dividing it into two halves by a virtual straight line drawn vertically that passes through the center in the left-right direction.

[0230] Figure 34(b) is a schematic diagram of the sub-control board unit 400 according to this modified example, viewed from the side. In the sub-control board unit 400, the fan 450 is the part that protrudes the most towards the rear, i.e., towards the housing 11 (towards the main control board unit 300). Here, the amount of protrusion of the fan 450 is denoted as the protrusion amount U. The protrusion amount U can be said to be the length from the lower part (flat part, second part) to the most protruding part (first part) of the sub-control board case 420.

[0231] The fan 450 is located in a predetermined position other than the first specific area F. Therefore, even if the front door 12 is closed with the setting key still inserted in the setting key switch 340, the fan 450 and the setting key (cover 310) will not come into contact. This helps to prevent damage to the components. In other words, the fan 450 is located in a position that avoids contact with the setting key (cover 310, setting key switch 340).

[0232] Furthermore, the fan 450 is located below (vertically downward) the first specific region F. The protrusion amount U of the fan 450 is such that a setting key that falls from above can remain on the upper surface of the fan 450. The protrusion amount U is, for example, at least 2 / 3 of the length (length in the longitudinal direction) of the setting key. Even if the setting key falls out of the setting key switch 340 due to the impact when the front door 12 is closed with the setting key still inserted in the setting key switch 340, the setting key can still rest on the upper surface of the fan 450. This helps to prevent the loss of the setting key.

[0233] Furthermore, the protrusion amount U may be set to a length that makes it impossible for the setting key to remain on the top surface of the fan 450. Alternatively, the protrusion amount U may be set to a length shorter than the length of the setting key (length in the longitudinal direction) (for example, less than half). In this case, the detached setting key can be dropped at least below the sub-control board unit 400, thus avoiding problems (such as component failure) that may occur if the setting key remains on the top surface of the fan 450 (on the sub-control board unit 400).

[0234] In this modified example, components that generate a relatively large amount of heat (CPU, capacitors, etc.) may be placed near the fan 450 on the sub-control board to allow for efficient cooling of those components (the cooling performance of those components may also be improved). Furthermore, the fan 450 may be used to draw in (or bring in) outside air into the sub-control board case 420.

[0235] By the way, Figure 34(a) shows the case where the fan 450 is installed vertically below the first specific region F (second specific region G), but it is not limited to vertically below. The fan 450 can be installed below the first specific region F (second specific region G) and in the same region (left half region) as the first specific region F (second specific region G) when the sub-control board unit 400 (sub-control board) is divided into two regions in the left-right direction. The first specific region F does not have a heat dissipation vent 421 and has relatively low heat dissipation performance. By installing the fan 450 below the first specific region F, this decrease in heat dissipation performance can be compensated for, and sufficient heat dissipation performance can be ensured.

[0236] (Modification 4) Figure 35 is a schematic diagram of the sub-control board unit 400 according to this modified example, viewed from the rear side. A line passing through the center of the sub-control board unit 400 and extending vertically (parallel to the vertical direction) is called a virtual line α, and a line passing through the center of the sub-control board unit 400 and extending horizontally (parallel to the horizontal direction) is called a virtual line β. Virtual lines α and β are orthogonal to each other. When the sub-control board unit 400 is divided into four regions by virtual lines α and β, the upper right region is called the 1st region, the upper left region is called the 2nd region, the lower left region is called the 3rd region, and the lower right region is called the 4th region. In Figure 35, the sub-control board unit 400 is shown as a rectangle, but the sub-control board unit 400 may have a shape in which a part of the rectangle is cut out. If the notch is present, draw a virtual quadrilateral along the outer edge (the outermost side) representing what it would look like without the notch, and draw virtual lines α and β passing through the center of that virtual quadrilateral.

[0237] The second region has a relatively smaller number of heat dissipation vents 421 compared to the first, third, and fourth regions. Furthermore, a first specific region F (second specific region G) is provided within the second region. It can be said that the first specific region F (second specific region G) is included within the second region. Components of relatively high control importance (e.g., memory) are located in the second specific region G. Because the second region has a relatively small number of heat dissipation vents 421 (ensuring rigidity), damage to the sub-control board case 420 due to contact with the setting key (setting key switch 340) when the front door 12 is closed can be suppressed. Also, because the second region has a relatively small number of heat dissipation vents 421, placing important components in this region makes access to those components difficult, thereby improving anti-tampering performance.

[0238] The gaming machine of this embodiment is It comprises a housing (housing 11) and a front door (front door 12) that is provided to the housing so as to be openable and closable, A first circuit board unit (main control board unit 300) is provided inside the aforementioned housing. A second circuit board unit (sub-control board unit 400) is provided on the rear side of the front door. The first circuit board unit includes a setting key switch (setting key switch 340), The second board unit comprises a board (sub-control board) and a case (sub-control board case 420) for housing the board. The aforementioned case is equipped with a heat dissipation vent (heat dissipation vent 421), When the front door is closed and viewed from the front, the area of ​​the case that overlaps with the setting key switch is defined as the first specific area (first specific area F). When viewed from the front, if we define the first line (first line P) as a virtual line parallel to the vertical or horizontal direction that passes through the aforementioned setting key switch, When viewed from the front, a plurality of heat dissipation vents are provided on the first straight line and in a portion of the case other than the first specific region. When viewed from the front, the first line is on the first specific region of the case, and the heat dissipation vent is not provided in that region.

[0239] The case has a first specific region that overlaps with the setting key switch, but when viewed from the front, a plurality of heat dissipation vents are provided on the first straight line and in the portion of the case other than the first specific region, and when viewed from the front, the heat dissipation vents are not provided on the first straight line and in the first specific region of the case. This configuration ensures heat dissipation performance while suppressing damage to components. Specifically, the latter means that even if the front door is closed with the setting key inserted into the setting key switch and the case comes into contact with the setting key, the first specific area, which does not have a heat dissipation vent, will make contact, thus suppressing damage to the case. Furthermore, because the first specific area, which does not have a heat dissipation vent, makes contact, it is possible to prevent the setting key or other components from entering the inside of the case. Therefore, damage to components and circuits on the circuit board can be suppressed.

[0240] The gaming machine of this embodiment is It comprises a housing (housing 11) and a front door (front door 12) that is provided to the housing so as to be openable and closable, A first circuit board unit (main control board unit 300) is provided inside the aforementioned housing. A second circuit board unit (sub-control board unit 400) is provided on the rear side of the front door. The first circuit board unit includes a setting key switch (setting key switch 340), The second board unit comprises a board (sub-control board) and a case (sub-control board case 420) for housing the board. The aforementioned case is equipped with multiple heat dissipation vents (heat dissipation vents 421), When the front door is closed and viewed from the front, the area of ​​the case that overlaps with the setting key switch is defined as the first specific area (first specific area F). When viewed from the front with the front door closed, the area on the housing side of the circuit board that overlaps with the setting key switch is defined as the second specific area (second specific area G). The first specific region is a region where the heat dissipation vent is not provided. The second specific area is an area on which a specific component is mounted.

[0241] Even when the front door is closed with the setting key inserted in the setting key switch and the case comes into contact with the setting key, the first specific area where no heat dissipation port is provided comes into contact, so that damage to the case can be suppressed. In addition, by arranging the specific component in the second specific area that overlaps the first specific area where no heat dissipation port is provided, access to the specific component is made difficult, and anti-tampering performance can be improved. Further, if the specific component is arranged in an area other than the second specific area on the board and no heat dissipation port is provided in the case corresponding to that position (covering that position), the area where no heat dissipation port is provided increases and the heat dissipation performance decreases, but by arranging the specific component in the second specific area on the board, such a decrease in heat dissipation performance can be suppressed.

[0242] The gaming machine of the present embodiment includes a housing (housing 11), and a front door (front door 12) provided to be openable and closable relative to the housing, a first board unit (main control board unit 300) is provided inside the housing, a second board unit (sub-control board unit 400) is provided on the back side of the front door, the first board unit includes a setting key switch (setting key switch 340), the second board unit includes a board (sub-control board) and a case (sub-control board case 420) that houses the board, the case includes a plurality of heat dissipation ports (heat dissipation ports 421), when viewed from the front with the front door closed, an area of the case that overlaps with the setting key switch is defined as a first specific area (first specific area F), when viewed from the front with the front door closed, an area on the housing-side surface of the board that overlaps with the setting key switch is defined as a second specific area (second specific area G), The first specific region is a region where the heat dissipation vent is not provided. The second specified region is an area where no components are mounted.

[0243] Even if the front door is closed with the setting key inserted into the setting key switch, and the case comes into contact with the setting key, the first specific area, which does not have a heat dissipation vent, will make contact, thus preventing damage to the case. Furthermore, even if the setting key enters the case during contact, damage to the component can be suppressed because no component is mounted in the second specific area. Furthermore, since the second specific region overlaps with the first specific region where no heat dissipation vents are provided, it is a region with relatively low heat dissipation. By not mounting components in the second specific region, it is possible to suppress the inside of the case from becoming too hot, and thus prevent damage to components caused by high temperatures inside the case.

[0244] The gaming machine of this embodiment is It comprises a housing (housing 11) and a front door (front door 12) that is provided to the housing so as to be openable and closable, A first circuit board unit (main control board unit 300) is provided inside the aforementioned housing. A second circuit board unit (sub-control board unit 400) is provided on the rear side of the front door. The first circuit board unit includes a setting key switch (setting key switch 340), The second board unit comprises a board (sub-control board) and a case (sub-control board case 420) for housing the board. The aforementioned case is equipped with multiple heat dissipation vents (heat dissipation vents 421), The wiring (wiring 95) has one end connected to a first connector (first connector 411) provided on the substrate and the other end connected to a specific connector (specific connector 93) provided on the front door, When the front door is closed and viewed from the front, the area of ​​the case that overlaps with the setting key switch is defined as the first specific area (first specific area F). The first specific region is a region where the heat dissipation vent is not provided. If, when viewed from the front, the imaginary straight line passing through the first connector and the specific connector is called the second straight line (second straight line Q), When viewed from the front, the first specific region lies on the second straight line, When viewed from the front, the wiring is routed so as not to overlap with the first specific area.

[0245] Even if the front door is closed with the setting key inserted into the setting key switch, and the case comes into contact with the setting key, the first specific area, which does not have a heat dissipation vent, will make contact, thus preventing damage to the case. Furthermore, because the first specific area, which does not have a heat dissipation vent, makes contact, it is possible to prevent the setting key or other objects from entering the inside of the case. Therefore, damage to components and circuits on the circuit board can be prevented. Furthermore, since the wiring is routed so as not to overlap with the first specific area, the wiring does not come into contact with the setting key. This prevents damage (disconnection) of the wiring.

[0246] The gaming machine of this embodiment is The system comprises a housing (housing 11), a front door (front door 12) that is openable and closable relative to the housing, and a first circuit board unit (main control circuit board unit 300). The first circuit board unit comprises a circuit board (main control circuit board), a case for housing the circuit board (main control circuit board case 320), a setting key switch (setting key switch 340) provided on the circuit board, and a cover (cover 310) that can be opened and closed to cover the setting key switch exposed from the case. When the front door is opened, a key is inserted into the setting key switch, and the front door is closed with the cover open by the key, the cover does not come into contact with the predetermined member.

[0247] When the key is inserted into the setting key switch and the front door is closed with the cover open by the key, it is possible to prevent the cover from coming into contact with a predetermined component and being damaged.

[0248] The gaming machine of this embodiment is It comprises a housing (housing 11) and a front door (front door 12) that is provided to the housing so as to be openable and closable, A first circuit board unit (main control board unit 300) is provided inside the aforementioned housing. A second circuit board unit (sub-control board unit 400) is provided on the rear side of the front door. The first circuit board unit includes a setting key switch (setting key switch 340), The second board unit comprises a board (sub-control board) and a case (sub-control board case 420) for housing the board. The aforementioned case is equipped with a heat dissipation vent (heat dissipation vent 421), When the front door is closed and viewed from the front, the area of ​​the case that overlaps with the setting key switch is defined as the first specific area. When viewed from the front, if we define the first line as a virtual straight line parallel to the vertical or horizontal direction that passes through the aforementioned setting key switch, When viewed from the front, a plurality of heat dissipation vents are provided on the first straight line and in a portion of the case other than the first specific region. When viewed from the front, the first straight line is located, and the first specific region of the case does not have the heat dissipation vents. A fan is provided in the second substrate unit at a position below the first specific region.

[0249] According to this configuration, heat dissipation performance can be ensured, and damage to components can be suppressed. Specifically, even when the front door is closed with the setting key remaining inserted in the setting key switch and the case comes into contact with the setting key, the first specific region where the heat dissipation port is not provided makes the contact, so that damage to the case can be suppressed. In addition, since the contact is made by the first specific region where no heat dissipation port is provided, entry of a setting key or the like into the inside of the case can be prevented. Accordingly, damage to components and circuits on the board can be suppressed. Further, in the first specific region where no heat dissipation port is provided and the heat dissipation performance is relatively lowered, by providing a fan thereunder, the reduction in the heat dissipation performance can be suppressed (compensated for), and the heat dissipation performance can be ensured.

[0250] The gaming machine of the present embodiment includes a housing (housing 11) and a front door (front door 12) provided to be openable and closable relative to the housing, a first board unit (main control board unit 300) is provided inside the housing, a second board unit (sub-control board unit 400) is provided on the back side of the front door, the first board unit includes a setting key switch (setting key switch 340), the second board unit includes a board (sub-control board) and a case (sub-control board case 420) that houses the board, the case includes heat dissipation ports (heat dissipation ports 421), a region of the case that overlaps with the setting key switch when viewed from the front with the front door closed is defined as a first specific region, when a virtual straight line that passes through the setting key switch and is parallel to the vertical direction or the horizontal direction when viewed from the front is defined as a first straight line, when viewed from the front, the plurality of heat dissipation ports are provided on the first straight line and in a portion of the case other than the first specific region, when viewed from the front, no heat dissipation port is provided on the first straight line and in the first specific region of the case, With the front door closed, if the part of the case that protrudes the most towards the housing side is designated as the first part, then the first specific region is located in a part different from the first part.

[0251] This configuration ensures heat dissipation performance while suppressing damage to components. Specifically, the latter means that even if the front door is closed with the setting key inserted into the setting key switch and the case comes into contact with the setting key, the first specific area, which does not have a heat dissipation vent, will make contact, thus suppressing damage to the case. Furthermore, because the first specific area, which does not have a heat dissipation vent, makes contact, it is possible to prevent the setting key or other components from entering the inside of the case. Therefore, damage to components and circuits on the circuit board can be suppressed. Furthermore, since the first specific area is located in a part of the case that is different from the part that protrudes the most towards the housing, the first specific area is less likely to come into contact with the setting key (setting key switch) compared to when the first specific area is located in the part that protrudes the most towards the housing. This helps to suppress damage to the case.

[0252] Furthermore, the present invention is not limited to the embodiments described above, and can be implemented in various modified forms without departing from its essence. Also, within the scope of the invention, the embodiments can be freely combined, any component of each embodiment can be modified, or any component can be omitted in each embodiment. For example, the control modes and configurations of the gaming machine are not limited to those of the embodiments described above. Moreover, the control operations and configurations described above can be applied to other gaming machines. [Explanation of symbols]

[0253] 42 Internal drawing method 51 Instruction function control means 67 AT End Judgment Counter (Counter) 80 Game section control means 81 Performance State Control Means 100 Performance control means

Claims

[Claim 1] An internal lottery method for conducting an internal lottery to determine whether or not a role is achieved, An instruction function control means that controls the execution of instructional effects that assist in winning a predetermined role, A game section control means that transitions the game section between a favorable section in which the aforementioned instruction performance can be executed and a non-favorable section in which the aforementioned instruction performance is not executed, A performance state control means that controls the transition between multiple types of performance states, including a first performance state and a second performance state in which the instructed performance is executed, The system includes a counter on which a value relating to the number of game values ​​that can be obtained in the second performance state is set, The first performance state allows for multiple gameplays to be performed, increasing the value of the counter. The larger the value added to the counter in the first performance state, the longer the duration of the second performance state. The aforementioned advantageous period ends when the difference in the number of tokens, which is the difference between the number of tokens paid out and the number of tokens inserted, exceeds a specific value. If we define a specified value as a value greater than the aforementioned specific value and less than twice the aforementioned specific value, In the first performance state, when the maximum value that can be added in each game is added to the counter, the total value added to the counter exceeds the predetermined value, A gaming machine in which, as a result of the multiple games played in the first performance state, the expected value of the value added to the counter is set so as not to exceed the predetermined value.

Citation Information

Patent Citations

  • Game machine

    JP2021176391A