Gaming Machines

The gaming machine enhances player engagement by using multiple reels, an internal lottery, and state control to offer varying levels of expected benefits, addressing the decline in player interest through strategic performance probabilities.

JP7616713B2Active Publication Date: 2025-01-17OLYMPIA KK
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Patent Information

Application Number
JP2023191348
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-11-09
Publication Date
2025-01-17
Estimated Expiration
2041-06-04

AI Technical Summary

Technical Problem

There is a need to suppress a decline in players' desire to play gaming machines, such as slot machines, to maintain engagement and interest.

Method used

The gaming machine incorporates multiple reels with various symbol types, an internal lottery system to determine winning combinations, and a state control mechanism that transitions between different states offering varying levels of expected benefits, including suggestive performances with different probabilities based on the lottery results, to enhance player engagement.

Benefits of technology

This configuration increases the frequency of feeling a sense of expectation for potential privileges, improves game interest, and prevents disappointment by adjusting the probability of performance execution based on lottery results, thereby suppressing a decrease in player desire to play.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game machine capable of suitably adjusting acquisition performance of a game value.SOLUTION: Although a specific winning mode in which a correct answer operation mode is set for each of multiple kinds of specific winning modes and an operation mode for stopping a second reel first becomes the correct answer operation mode, and a specific winning mode in which an operation mode for stopping a third reel first becomes a specific winning mode exist, a specific winning mode in which an operation mode for stopping a first reel first becomes a correct answer operation mode does not exist. A probability of obtaining a specific winning mode and receiving putout of more game values than game values bet to one game can be decreased when a game is played in an operation mode for stopping the first reel first than when a game is played in an operation mode for stopping the second reel and the third reel first.SELECTED DRAWING: Figure 5
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Description

[Technical field]

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

[0002] Conventionally, slot machines equipped with multiple reels on which multiple symbols are arranged on the outer periphery have been known as gaming machines. In slot machines, the reels start to rotate when a game starts, and an internal lottery is performed using a lottery table. When the reels stop, a symbol combination corresponding to a winning combination selected in the internal lottery is displayed on the multiple reels, and if this winning combination wins a prize, a process corresponding to the winning combination is performed, such as a medal payout process for paying out medals (game value) or a replay process for allowing a player to play again without consuming medals.

[0003] Also, there is known a slot machine that is provided with an AT presentation state (assist time presentation state) in which, when a specific combination is won, a batting order navigation presentation (instruction presentation) that assists the winning of this specific combination can be executed. In such a slot machine, since the batting order navigation presentation is performed in the AT presentation state, it becomes easy for the player to win the specific combination, and the player can increase the number of medals.

[0004] The slot machine is equipped with a main control means for controlling the progress of the game and a sub-control means for controlling the execution of effects. In addition, there may be effects managed by the main control board, and Patent Document 1 discloses a reel effect (reel lock effect) as an effect managed by the main control board. [Prior art documents] [Patent documents]

[0005] [Patent Document 1] JP 2018-191851 A Summary of the Invention [Problem to be solved by the invention]

[0006] Incidentally, in gaming machines, it is required to suppress a decline in a player's desire to play.

[0007] The present invention has been made in consideration of the above circumstances, and has an object to provide a gaming machine in which a decline in a player's motivation to play is suppressed. [Means for solving the problem]

[0008] In order to achieve the above object, the gaming machine of the present invention comprises: A plurality of reels on which a plurality of types of symbols are arranged on the outer circumferential surface; An internal lottery means for performing an internal lottery for determining whether or not a plurality of types of roles have been won; A winning determination means for determining a winning combination based on the stopping state of the plurality of reels; A state control means capable of transitioning the state at least between a first state and a second state; A performance control means for controlling the execution of the performance, the second state is a state more advantageous to the player than the first state, As an effect that can be executed in the first state, there is a suggestion effect that suggests the expectation regarding the grant of a benefit, The suggestion effects include a plurality of types of effects with different suggested expectancies, and the probability of each effect being executed varies depending on the result of the internal lottery; The suggestion effects are classified into a first effect, a second effect, and a third effect, The first performance is a performance having a lower expectation of the award of the benefit than the second performance and the third performance, The third performance is a performance in which the expectation of the award is higher than that of the first performance and the second performance, The second performance has a higher expectation of the award of the privilege than the first performance and a lower expectation of the award of the privilege than the third performance, The result of the internal lottery includes a plurality of types of results including a first result and a second result, When the result of the internal lottery is the first result, the expectation of the award of the privilege is lower than when the result of the internal lottery is the second result, When the result of the internal lottery is the first result, the probability of the second effect being executed is higher than the probability of the first effect being executed; When the result of the internal lottery is the second result, the probability of the second effect being executed is higher than the probability of the first effect being executed; The probability that the first performance is executed when the result of the internal lottery is the second result is higher than the probability that the first performance is executed when the result of the internal lottery is the first result.

[0009] According to this configuration, whether the result of the internal lottery is the first result or the second result, the probability of the second effect being executed is higher than the probability of the first effect being executed. Therefore, it is possible to increase the frequency with which the player feels a sense of expectation that a special benefit may be granted, and to improve the interest of the game. Also, in a game in which the first effect is executed, the probability that the result of the internal lottery is the second result is higher than the probability that the result of the internal lottery is the first result. Therefore, it is possible to prevent the player's motivation to play from decreasing based on the result of the internal lottery being the first result in a game in which the first effect is executed. In the above configuration of the present invention, the probability of the second effect being executed when the result of the internal lottery is the first result is higher than the probability of the second effect being executed when the result of the internal lottery is the second result. Therefore, the second effect can be provided as an effect that is more likely to be executed when the result of the internal lottery is the first result, which has a lower expectation of the award, than when the result of the second result is the second result. In the above configuration of the present invention, the probability of the third effect being executed when the result of the internal lottery is the second result is higher than the probability of the third effect being executed when the result of the internal lottery is the first result. In a game in which the third effect, in which the expectation of a benefit being awarded is higher than other effects, is executed, it is possible to reduce disappointment felt by a player based on the result of the internal lottery being the first result. Effect of the Invention

[0010] According to the present invention, it is possible to suppress a decline in a player's motivation to play. [Brief description of the drawings]

[0011] [Figure 1] 1 is a perspective view showing an example of a gaming machine according to a first embodiment of the present invention. [Diagram 2] FIG. 13 shows the arrangement of symbols on the reels. [Diagram 3] FIG. 2 is a block diagram showing a schematic configuration of the gaming machine. [Figure 4] FIG. 13 is a diagram for explaining the internal lottery table. [Diagram 5] FIG. 13 is a diagram for explaining the relationship between the manner of stopping operation when each winning area is won and the winning combination. [Figure 6] FIG. 11 is a state transition diagram of the game state. [Figure 7] FIG. 11 is a state transition diagram of the game section and presentation state. [Figure 8] FIG. 13 is a diagram showing the number of symbols set in the winning area. [Figure 9] FIG. 13 shows the tables used in the reel lock effect lottery, where (a) is table 11, (b) is table 12, (c) is table 21, and (d) is table 22. [Figure 10] FIG. 13 is a diagram for explaining the reel lock effect point counter update process. [Figure 11]FIG. 13 is a diagram for explaining the consecutive win count counter update process. [Figure 12] FIG. 13 is a diagram for explaining the internal lottery result determination process. [Figure 13] 13 is a flowchart (part 1) showing an example of the internal lottery result determination process according to the first embodiment. [Figure 14] 13 is a flowchart (part 2) showing an example of the internal lottery result determination process according to the first embodiment. [Figure 15] 13 is a flowchart (part 3) showing an example of the internal lottery result determination process according to the first embodiment. [Figure 16] 13 is a flowchart (part 4) showing an example of the internal lottery result determination process according to the first embodiment. [Figure 17] 5 is a flowchart (part 5) illustrating an example of the internal lottery result determination process according to the first embodiment. [Figure 18] 13 is a flowchart (part 6) illustrating an example of the internal lottery result determination process according to the first embodiment. [Figure 19] 13 is a flowchart (part 7) illustrating an example of the internal lottery result determination process according to the first embodiment. [Figure 20] 8 is a flowchart (part 8) showing an example of the internal lottery result determination process according to the first embodiment. [Figure 21] FIG. 11 is a diagram showing an example of a winning area that may be provided in a gaming machine according to a second embodiment of the present invention. [Figure 22] FIG. 13 is a diagram showing the relationship between predetermined winning areas and the numbers assigned to each effect in a gaming machine according to a third embodiment of the present invention. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0012] (First embodiment) Hereinafter, an embodiment of the present invention will be described with reference to the drawings. In this embodiment, the present invention will be described as being applied to a slot machine, which is one type of gaming machine, but the present invention is not limited to slot machines and may be applied to other gaming machines such as pachinko gaming machines and medal-less gaming machines. As shown in Fig. 1, a slot machine (game machine) 10 of the present invention includes a box-shaped housing 11 with an opening on the front side, which faces the player, and a front door 12 for opening and closing the front opening of the housing 11. The housing 11 houses a reel unit in which a rotatable first reel 20a, a second reel 20b, and a third reel 20c are unitized, a hopper device for paying out medals (game value), and the like. The front door 12 is divided into an upper door 12a and a lower door 12b, and the upper door 12a and the lower door 12b can be opened and closed freely relative to the housing 11.

[0013] The upper door 12a is provided with devices for effects such as a liquid crystal display (display means) 13 and a speaker (sound output means) 14, and a display window 16. The liquid crystal display 13 displays images (moving images, still images) for various effects. The speaker 14 outputs sounds (music, sound effects, voice, etc.) for various effects. Note that, in addition to the liquid crystal display 13 and the speaker 14, lighting devices such as lamps (LEDs), movable props that can be operated by actuators, etc. may also be provided as devices for effects.

[0014] A reel unit is arranged behind the display window 16 so that a part of the reel unit can be seen from outside the display window 16. A plurality of types of symbols are arranged in a row on the outer circumferential surface of each of the reels 20a to 20c, and when each of the reels 20a to 20c stops, three symbols (upper row symbols, middle row symbols, lower row symbols) are displayed per reel through the display window 16. In addition, the display window 16 is provided with an upper row, a middle row, and a lower row as display positions for visually seeing the symbols of each of the reels 20a to 20c, and a winning line is set by a combination of the display positions of each of the reels 20a to 20c. In the gaming machine of this embodiment, a winning line is formed by the lower row of the first reel 20a, the middle row of the second reel 20b, and the upper row of the third reel 20c. In addition, in the gaming machine of this embodiment, the number of medals required for one game (prescribed number) is set to three, and when the prescribed number of medals is inserted, an active line is activated.

[0015] On the outer periphery of each of the reels 20a to 20c, as shown in Fig. 2, the following symbols are arranged: a white 7 symbol "white 7", a white BAR symbol "white BAR", a pink 7 symbol A "pink 7A", a pink 7 symbol B "pink 7B", a pink 7 symbol C "pink 7C", a pink 7 symbol D "pink 7D", a yellow 7 symbol "yellow 7", a red 7 symbol "red 7", a black BAR symbol "black BAR", and a red BAR symbol "red BAR". Symbol numbers 0 to 19 are assigned to the symbols on each of the reels 20a to 20c.

[0016] In the slot machine 10, when a game starts, each of the reels 20a to 20c starts to rotate, and an internal lottery is executed to determine whether any of the winning combinations will be a win or a loss (non-win). Next, when the reels 20a to 20c stop, if a symbol combination corresponding to a winning combination selected in the internal lottery is displayed on an active line, this winning combination will be a win, and a process (award winning process) corresponding to the winning combination that has been selected will be executed.

[0017] Below the display window 16, there are provided a game information display section 17 and an advantageous zone indicator 18. The game information display section 17 is made up of an LED, a lamp, a 7-segment display, etc., and displays various game information such as the number of medal credits, the number of medals paid out or won in one game, error information, etc. The advantageous zone indicator 18 also has an LED, and by turning this LED on and off, it is possible to notify whether or not the player is staying in the advantageous zone.

[0018] The lower door 12b is provided with a medal insertion port 22 for inserting medals, a bet button 23 for betting credited medals, a start lever (game start operation means) 24 operated when starting a game, stop buttons (stop operation means) 26a, 26b, 26c for stopping the rotating reels, a payout port 27 for paying out medals by a hopper device, and a medal receiving tray 28 for receiving medals paid out from the payout port 27. In addition, a medal sensor 29 (see FIG. 3) for detecting the passage of medals inserted from the medal insertion port 22 is provided at the back of the medal insertion port 22. In addition, the lower door 12b is provided with a performance button 21. The performance button 21 is formed so that it can be pressed, and the mode of the performance changes based on the pressing. For example, the mode of the performance image displayed on the liquid crystal display 13 changes based on the pressing of the performance button 21, or a movable accessory moves. This can increase the player's awareness of participating in the game and improve the interest of the game. In addition, the effect button 21 becomes effective when pressed at a specified timing, for example, when notifying the player of something good to come to the player, such as when a bonus has been hit or when it has been decided that the player will move into a favorable state, or when a crucial moment approaches for the player.

[0019] In the slot machine 10, when medals are inserted into the medal insertion slot 22 or when a specified number of medals are bet by operating the bet button 23, the operation of the start lever 24 is enabled. Furthermore, when the enabled start lever 24 is operated, a game is started. When the game is started, each of the reels 20a to 20c starts to rotate, and when the rotation speed of each of the reels 20a to 20c reaches a certain speed and reaches a steady rotation, the operation of the stop buttons 26a to 26c is enabled. Furthermore, when the enabled stop buttons 26a to 26c are operated, each of the reels 20a to 20c corresponding to the operated stop button 26a to 26c is stopped.

[0020] As shown in Fig. 3, the slot machine 10 is provided with a main control board (main control device) 31 and a sub-control board (sub-control device) 32 inside. The main control board 31 receives input signals from input means such as the bet button 23, the start lever 24, the stop buttons 26a to 26c, and the medal sensor 29, performs various calculations for executing a game, and controls output means such as the reel unit and the hopper device based on the calculation results. The sub-control board 32 receives signals sent from the main control board 31, performs various calculations for executing a performance, and controls devices for performance such as the liquid crystal display 13 and the speaker 14 based on the calculation results.

[0021] In addition, the main control board 31 and the sub-control board 32 are electrically connected, and various information (signals), such as information indicating the game status, can be transmitted from the main control board 31 to the sub-control board 32, but information cannot be transmitted from the sub-control board 32 to the main control board 31. In addition, the functions of each board, such as the main control board 31 and the sub control board 32, are realized by hardware such as various processors (CPU, DSP, etc.), ICs, or information storage media such as ROM and RAM, or by software consisting of a predetermined program pre-stored in ROM, etc.

[0022] The main control board 31 includes an input receiving means 40, a random number generating means 41, an internal lottery means 42 for performing an internal lottery to determine whether a winning combination has been achieved, a reel control means 43 for controlling the rotation of the reels, a winning determination means 44 for determining whether a winning combination has been achieved when all the reels have stopped, a payout control means 45, a replay control means 46, a setting change means 47, an initialization means 48, a game state control means 49, an instruction function control means 51, a performance main control means 52, and a storage means 60. The storage means 60 includes a ROM and a RAM. The sub-control board 32 also includes a performance sub-control means 70 and a sub-side storage means 72. The sub-side storage means 72 also includes a ROM and a RAM.

[0023] The main performance control means 52 and the sub-performance control means 70 constitute the performance control means 100. The main performance control means 52 issues instructions to the sub-performance control means 70 based on the game state, the performance state, and the like. The sub-performance control means 70 controls the performance device using the performance data stored in the sub-side storage means 72 based on the game state, the information on the performance state, or the information on whether or not to perform the instruction performance transmitted from the main performance control means 52. The control performed by the main performance control means 52 described in this embodiment may be performed by the sub-performance control means 70, and the control performed by the sub-performance control means 70 may be performed by the main performance control means 52. The control performed by the performance control means 100 described in this embodiment may be performed by the instruction function control means 51, and the control performed by the instruction function control means 51 may be performed by the performance control means 100.

[0024] The insertion reception means 40 accepts insertion of medals for each game, and performs processing to validate a game start operation on the start lever 24 based on the insertion of a specified number of medals. Specifically, when medals are inserted into the medal insertion slot 22, the medal sensor 29 detects the medals, and the insertion reception means 40 sets the inserted medals to an insertion state (betting state) up to a specified number. Also, when the bet button 23 is pressed in a state in which medals are credited, the insertion reception means 40 sets the credited medals to an insertion state up to a specified number. In the gaming machine of this embodiment, the first pressing operation on the start lever 24 that is validated based on the insertion of a specified number of medals is accepted as a game start operation, and the operation triggers the start of rotation of the reels 20a to 20c, and a lottery such as an internal lottery is performed.

[0025] The insertion acceptance means 40 also controls so that medals owned by the player are not set to an inserted state in the next game after the game in which the replay was won. Specifically, if a replay was won in the previous game, even if medals are inserted into the medal insertion slot 22 while the insertion of medals is being accepted, the inserted medals are not set to an inserted state, and the inserted medals are credited up to the credit upper limit (for example, 50 medals). Also, while the insertion of medals is being accepted, operation of the bet button 23 is not accepted, so that the credited medals are not set to an inserted state even if the bet button 23 is pressed.

[0026] The random number generating means 41 generates random numbers for lottery. The random numbers can be generated based on the count value of an increment counter (a counter that counts numbers so as to circulate within a predetermined count range), for example. In this embodiment, the "random numbers" include not only values ​​that are generated randomly in the mathematical sense, but also values ​​that are generated regularly but whose acquisition timing is irregular and therefore can essentially function as random numbers.

[0027] The internal lottery means 42 performs an internal lottery using an internal lottery table based on the operation of the activated start lever 24 (that is, the start of a game). In the internal lottery table, various winning combinations including small combinations, replays, and bonuses and losing combinations (non-winning combinations) are associated with each of a plurality of random numbers (for example, 65,536 random numbers from 0 to 65,535), and a plurality of internal lottery tables are stored in the internal lottery table storage area 61 provided in the ROM of the storage means 60. In the gaming machine of this embodiment, as described later, a normal in-play state, an RBB in-play state, and an RBB operating state can be set as the gaming state, and six setting values ​​from setting 1 to setting 6 can be set as the setting value, and the internal lottery means 42 selects an internal lottery table according to the gaming state and the setting value to perform an internal lottery. A minor win is a win that allows a player to receive a payout of a predetermined number of medals according to the minor win. A replay is a win (activation) that allows a player to play again without consuming any more medals. When a replay is won, the operation of the start lever 24 is enabled without the player using any medals, and the player can start playing by operating the start lever 24.

[0028] In the internal lottery, a random number value for lottery is obtained from the random number generating means 41, and this random number value is compared with the internal lottery table to determine whether or not a winning role has been won, and the winning role associated with the random number value is a winning role. Specifically, the internal lottery table is provided with a plurality of winning areas as shown in FIG. 4, and each random number value obtained from the random number generating means 41 is associated with one of the winning areas. In addition, the winning areas include winning areas that include one or more winning roles (are associated with winning roles), and winning areas that do not include any winning roles (are associated with losses). In addition, the combinations of winning roles included in each winning area are different. All winning roles that belong to the winning areas that are associated with the random number value obtained from the random number generating means 41 are winning as a result of the internal lottery. Hereinafter, when a role that belongs to a winning area is won in the internal lottery, this will also be referred to as "the winning area is winning". In addition, when no role is won, this will also be referred to as "the winning area 'non-winning' is winning".

[0029] As shown in FIG. 4, in the gaming machine of this embodiment, small prizes 1 to 33 are prepared as small prizes. In addition, as winning areas including small prizes, "small prize ALL", "8 coins ALL", "3 coins ALL", "1 coin ALL", "4-choice yellow 7A" to "4-choice yellow 7H", "4-choice 3 coins A" to "4-choice 3 coins D", "eye-pressing batting order A" to "eye-pressing batting order D", "common 3 coins A", "common 3 coins B", "chance eye A", "chance eye B", "right-rising yellow 7", "middle yellow 7", "black BAR alignment", and "common 1 coin" are prepared. In addition, small prizes 1 to 3 are 15 coin prizes in which 15 medals are paid out when winning. In addition, small prizes 4 to 8 are 8 coin prizes in which 8 medals are paid out when winning. In addition, small prizes 9 to 14 are 3 coin prizes in which 3 medals are paid out when winning. In addition, small prizes 15 to 33 are 1 coin prizes in which 1 medal is paid out when winning. In the following, the winning areas "4-choice yellow 7A" to "4-choice yellow 7H" may be collectively referred to as "4-choice yellow 7". In addition, the winning areas "4-choice 3-piece A" to "4-choice 3-piece D" may be collectively referred to as "4-choice 3-piece role". In addition, the winning areas "eye-pressing batting order A" to "eye-pressing batting order D" may be collectively referred to as "eye-pressing batting order role". In this embodiment, the batting order bell basically refers to the winning area of ​​the 4-choice yellow 7, but the batting order bell may also refer to the winning area of ​​the 4-choice 3-piece role or the eye-pressing batting order role.

[0030] The winning area "small prize ALL" is a winning area where all small prizes (small prize 1 to small prize 33) are won in overlapping. The winning area "8 prizes ALL" is a winning area where small prizes 4 to 33 are won in overlapping. The winning area "3 prizes ALL" is a winning area where small prizes 9 to 33 are won in overlapping. The winning area "1 prize ALL" is a winning area where small prizes 15 to 33 are won in overlapping. The winning areas "4 choice yellow 7A" to "4 choice yellow 7H" are winning areas where one type of 8 prize and multiple types of 1 prize are won in overlapping. The winning areas "4 choice 3 prizes A" to "4 choice 3 prizes D" are winning areas where one type of 3 prize and multiple types of 1 prize are won in overlapping. The winning areas "eye-pressing batting order A" to "eye-pressing batting order D" are winning areas where 15 prizes and multiple types of 1 prizes are won in overlapping. In addition, the winning area "Common 3 A" is a winning area where multiple types of 3-piece roles overlap and are won. In addition, the winning area "Common 3 B" is a winning area where multiple types of 3-piece roles and one type of 1-piece role (small role 25) overlap and are won. In addition, the winning area "Chance Eye A" is a winning area where 3-piece roles (small role 11) are won alone. In addition, the winning area "Chance Eye B" is a winning area where multiple types of 3-piece roles overlap and are won. In addition, the winning area "Right-up Yellow 7" is a winning area where 8-piece roles (small role 6) are won alone. In addition, the winning area "Middle Yellow 7" is a winning area where 8-piece roles (small role 4) are won alone. In addition, the winning area "Black BAR Align" is a winning area where multiple types of 8-piece roles overlap and are won. In addition, the winning area "Common 1" is a winning area where multiple types of 1-piece roles overlap and are won.

[0031] In addition, in the gaming machine of this embodiment, replays are provided as replays, Replay 1 to Replay 6. In addition, as winning areas including replays, "Replay A", "Replay B", "batting order 7 replay", "middle row replay", "red 7 fake replay", "red 7 replay" and "BAR replay" are provided.

[0032] The winning areas "Replay A", "Replay B", "7 in batting order replay", "Red 7 in batting order", and "BAR in batting order" are areas where multiple types of replays can be won by overlapping. In addition, the winning areas "Middle row replay" and "Red 7 fake replay" are areas where only one type of replay can be won by itself.

[0033] In addition, in the gaming machine of this embodiment, a big bonus is provided as a bonus. In addition, as a winning area associated with a bonus, there is a winning area "RBB" where the big bonus can be won alone, and the winning areas "red 7 line", "BAR line", "black BAR line" and "common 1 coin" are set to win the big bonus multiple times. In addition, the winning areas "red 7 line", "BAR line", "black BAR line" and "common 1 coin" are set to win the big bonus multiple times when the game state is in the normal state, but when the game state is in the RBB internal state, the big bonus cannot be won multiple times. In the gaming machine of this embodiment, a bonus is assumed to be a continuous operation device related to a so-called first-class special bonus, but other bonuses may be used. In addition, other bonuses may also be installed. In addition, the installed bonuses may be set to win independently, or may be set to win in combination with a replay or a small prize.

[0034] In addition, a "no win" area is provided as a winning area associated with a losing win.

[0035] Each winning area is set to be winable or non-winable 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, thereby changing the winning combination that can be won. In other words, in each game state, an internal lottery is performed using an internal lottery table in which the winning areas that can be won in each game state are included in the lottery objects. In FIG. 4, whether each winning area can be won in each game state is indicated by a "circle". That is, the winning areas "No Win", "Small Role ALL", "8 Coins ALL", "3 Coins ALL" and "1 Coin ALL" are won when the game state is in the RBB operation state, and are not won in the normal state or the RBB inside state. Also, the winning areas "Replay A", "Replay B", "7 Coin Replay", "Middle Row Replay", "Red 7 Fake Replay", "4 Choice Yellow 7A" to "4 Choice Yellow 7H", "4 Choice 3 Coins A" to "4 Choice 3 Coins D", "Battle Order A" to "Battle Order D", "Common 3 Coins A", "Common 3 Coins B", "Chance Eyes A", "Chance Eyes B", "Right Up Yellow 7", "Middle Row Yellow 7", "Red 7 Coin", "BAR Coin", "Black BAR Coin" and "Common 1 Coin" are won when the game state is in the normal state or the RBB inside state, and are not won when the RBB is in operation. In addition, the winning area "RBB" is won when the game status is in the normal state, and cannot be won when the RBB is inside the state or the RBB is operating.

[0036] A different winning area number is assigned to each winning area, and each winning area can be identified by the winning area number.

[0037] In addition, in the gaming machine of this embodiment, the probability of winning a small prize is the same in the normal state and the RBB internal state. Also, in the RBB operating state, it is not possible to win a replay. In other words, in the normal state and the RBB internal state, the probability of winning a replay is higher than in the RBB operating state.

[0038] The internal lottery means 42 sets the winning flag corresponding to the winning combination resulting from the internal lottery from a non-winning state (OFF state) to a winning state (ON state). In addition, when multiple winning combinations are won at the same time, the winning flag corresponding to each of the overlapping winning combinations is set from a non-winning state to a winning state. In addition, the setting information of the winning flag is stored in the winning flag storage area 62 provided in the RAM of the storage means 60.

[0039] In addition, there are two types of winning flags: a winning flag (carry-over flag) that can carry over a winning state to the next game or later until a prize is won, and a winning flag (non-carry-over flag) that is reset to a non-winning state without carrying over a winning state to the next game or later regardless of whether a prize is won. A big bonus is a role to which a carry-over flag is associated. A small role and a replay are roles to which a non-carry-over flag is associated. For example, when a big bonus is won in an internal lottery, the internal lottery means 42 carries over the winning state of the big bonus winning flag until the big bonus is won. At this time, even in a game in which the winning state of the big bonus winning flag is carried over, the internal lottery means 42 carries out an internal lottery to determine whether or not a small role and a replay are won. That is, in a game in which the winning state of the big bonus winning flag is carried over, when a small role or a replay is won, a winning flag corresponding to two or more roles, the winning flag of the big bonus already won and the winning flag of the small role or the replay won in the internal lottery, is set to a winning state.

[0040] In addition, the slot machine 10 is designed so that the probability of winning a combination varies depending on the difference in the setting value for the six setting values ​​from setting 1 to setting 6. Specifically, when the setting is changed, the internal lottery table group consisting of a plurality of internal lottery tables selected according to the game state is changed to an internal lottery table group corresponding to each setting, and the internal lottery table group is changed to one with a different probability of winning a small combination, replay, or bonus depending on the setting.

[0041] The setting change means 47 controls to change the setting value stored in the setting value storage area 63 provided in the RAM of the storage means 60. Specifically, when the setting change key is inserted into the setting change key cylinder provided inside the slot machine 10 and the power supply of the slot machine 10 is turned on with the setting change key (setting change key cylinder) rotated 90 degrees clockwise from the initial position, the setting change means 47 starts the slot machine 10 in the setting change mode. The setting value can be selected from six setting values ​​from setting 1 to setting 6, and the winning probability of the internal lottery is changed so that the expected value of the ball payout rate increases in order from setting 1 to setting 6. The setting change means 47 changes the setting value in the order of setting 1 → setting 2 →... setting 6 → setting 1 →... each time the setting change button provided inside the slot machine 10 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 setting value storage area 63. In addition, it is possible to switch from the setting change mode to the game mode by returning the setting change key inserted into the setting change key cylinder to its initial position. In this embodiment, the setting values ​​are expressed in the order of setting 1<setting 2<setting 3<setting 4<setting 5<setting 6.

[0042] Moreover, when the power is turned on with the setting change key cylinder in the initial position, the slot machine 10 is started in the game mode. In the game mode, the game can be played but the setting values ​​cannot be changed, and in the setting change mode, the setting values ​​can be changed but the game cannot be played.

[0043] When the setting value is changed, the initialization means 48 performs an initialization process to initialize at least a part of the information stored in the RAM of the storage means 60. Specifically, when the setting value is changed, the initialization means 48 performs a process to return the game state, game section, and presentation state to their initial states, which will be described later. That is, when the setting value is changed, the game state becomes a normal state, the game section becomes a non-advantageous section, and the presentation state becomes a non-advantageous section presentation state, and these states become the same as when the power is turned on for the first time after shipping from the factory. In addition, the initialization means 48 initializes other information related to presentation stored in the RAM of the storage means 60 in the initialization process. In addition, the sub-control board 32 also has an initialization means (not shown), and when a signal notifying that the setting value has been changed is transmitted from the main control board 31, the initialization means of the sub-control board 32 initializes information related to presentation stored in the RAM of the sub-side storage means 72. In addition, even if the setting value is changed, the game state, game section, and presentation state may not return to their initial states.

[0044] The reel control means 43 starts the rotation of each of the reels 20a-20c when the enabled start lever 24 is operated (i.e., the start of a game) under the control of the main control board 31, and when the enabled stop buttons 26a-26c are operated, controls the stopping of the reel corresponding to the operated stop button.

[0045] That is, the reel control means 43 determines the stop position of the reel corresponding to the operated button among the first reel 20a to the third reel 20c every time the stop buttons 26a to 26c are operated, and controls the reel to stop at the determined stop position. In the slot machine 10, when the stop button 26a is operated, the first reel 20a stops spinning, when the stop button 26b is operated, the second reel 20b stops spinning, and when the stop button 26c is operated, the third reel 20c stops spinning. Therefore, the stop order of the first reel 20a to the third reel 20c changes depending on the operation order (batting order) of the stop buttons 26a to 26c.

[0046] In the following, the order of the stop operations (operation order of the stop buttons 26a to 26c) is referred to as the "batting order", which is the order of all the stop buttons 26a to 26c. Of the stop operations constituting the batting order, the first stop operation is referred to as the "first stop operation", the second stop operation is referred to as the "second stop operation", and the third stop operation is referred to as the "third stop operation".

[0047] In the following description, the operation of the stop buttons 26a, 26b, and 26c that stop the rotating reels in the order of the first reel 20a, the second reel 20b, and the third reel 20c is referred to as "batting order 1," the operation of the stop buttons 26a, 26b, and 26c that stop the rotating reels in the order of the first reel 20a, the third reel 20c, and the second reel 20b is referred to as "batting order 2," and the operation of the stop buttons 26a, 26b, and 26c that stop the rotating reels in the order of the second reel 20b, the first reel 20a, and the third reel 20c is referred to as "batting order 3." " Batting order 4" refers to the operation of the stop buttons 26a, 26b, and 26c that stop the reels in the order of the second reel 20b, the third reel 20c, and the first reel 20a. Batting order 5 refers to the operation of the stop buttons 26a, 26b, and 26c that stop the reels in the order of the third reel 20c, the first reel 20a, and the second reel 20b. Batting order 6 refers to the operation of the stop buttons 26a, 26b, and 26c that stop the reels in the order of the third reel 20c, the second reel 20b, and the first reel 20a. In addition, "batting order 1" and "batting order 2" are collectively called "left push", "batting order 3" and "batting order 4" are collectively called "center push", and "batting order 5" and "batting order 6" are collectively called "right push". In addition, "center push" and "right push" are sometimes collectively called "irregular push".

[0048] In the stop control when the stop buttons 26a to 26c are operated, the reel control means 43 stops each of the reels 20a to 20c so that a winning combination with a winning flag set to a winning state wins. Specifically, in a state where the winning flag of one winning combination is set to a winning state, the reels 20a to 20c are stopped so that this winning combination wins. In addition, in a state where the winning flags of multiple winning combinations are set to a winning state in a overlapping manner, the reels 20a to 20c are stopped so that a predetermined winning combination wins according to the priority order set for each combination. In the gaming machine of this embodiment, the priority order is set in the order of "replay>minor combination>bonus". Then, the reel control means 43 stops the reels 20a to 20c so that the symbols constituting the winning form of the combination with a higher priority are displayed on the pay line in preference to the symbols constituting the winning form of the combination with a lower priority.

[0049] In addition, when multiple types of small roles are won in the internal lottery, the priority order of the candidates for the stop positions may be determined according to the number of symbol combinations that can be displayed on the effective line, or according to the number of medals to be paid out based on the payouts that are determined in advance for the small roles. When determining the priority order of the candidates for the stop positions according to the number of symbol combinations that can be displayed on the effective line, the priority order of each candidate for the stop positions is determined so that the priority order of the candidate for the stop positions increases as the number of symbol combinations that show winning forms that can be displayed on the effective line increases. When determining the priority order of the candidates for the stop positions according to the number of medals to be paid out, the priority order of each candidate for the stop positions is determined so that the priority order of the candidate for the stop positions increases as the number of medals to be paid out based on the payouts of the small roles corresponding to the symbols displayed at the display positions on the effective line increases (stop positions that can win a small role with a large payout). However, when determining the priority order of the candidates for the stop positions according to the number of medals to be paid out, if the same payouts of small roles are won multiple times, the priority order of the candidates for the stop positions that can win each small role is treated as being the same.

[0050] FIG. 5 shows the relationship between the manner of stopping operation and the winning combination when each winning area is won in the RBB internal state. As shown in FIG. 5, the four-choice yellow 7 has a correct batting order and an incorrect batting order set for each. When each winning area of ​​the four-choice yellow 7 is won in the RBB internal middle state, if the operation is performed in the correct batting order, an 8-coin role (correct role) can be won, and if the operation is performed in the incorrect batting order, a 1-coin role (incorrect role) can be won. In other words, when any of the four-choice yellow 7 is won in the RBB internal middle state, if the stop buttons 26a to 26c are pressed in the correct batting order, the priority is determined so that the priority of the candidate stop position that can win the small role 4 to the small role 7 is the highest, and if the stop buttons 26a to 26c are pressed in the incorrect batting order, the priority is determined so that the priority of the candidate stop position that can win the small role 15, the small role 17 to the small role 28, and the small role 31 is the highest.

[0051] There is one correct batting order for each of the four-choice yellow 7s, and the other five batting orders are set as incorrect batting orders. In addition, the winning areas "four-choice yellow 7A" through "four-choice yellow 7D" have different correct batting orders set, and the winning areas "four-choice yellow 7E" through "four-choice yellow 7H" have different correct batting orders set. In addition, the winning areas "four-choice yellow 7A" through "four-choice yellow 7D" have one of batting orders 3 through 6 set as the correct batting order, and batting orders 1 and 2 are set as the incorrect batting order. In addition, the winning areas "four-choice yellow 7E" through "four-choice yellow 7H" have one of batting orders 3 through 6 set as the correct batting order, and batting orders 1 and 2 are set as the incorrect batting order.

[0052] The contents in parentheses in Figure 5 indicate the winning rate of a 1-piece role when the stopping operation is performed in that batting order. For example, the notation "1 piece (1 / 2)" indicates that there is a 1 / 2 probability that a 1-piece role will win, and a 1 / 2 probability that the 1-piece role will be missed (the 1-piece role will not win). Also, the notation "1 piece (1 / 4)" indicates that there is a 1 / 4 probability that a 1-piece role will win, and a 3 / 4 probability that the 1-piece role will be missed (the 1-piece role will not win).

[0053] In the winning areas "4-choice yellow 7A" to "4-choice yellow 7H", if the player operates in the correct batting order, an 8-coin role will be awarded. In addition, in the winning areas "4-choice yellow 7A" to "4-choice yellow 7H", if the player operates in the incorrect batting order, a 1-coin role or no role will be awarded.

[0054] In addition, when each of the four-choice yellow 7 winning areas is selected in the general medium state, if the stopping operation is performed in a batting order (correct batting order) in which an 8-coin role will be won if the RBB internal medium state, there is a 1 / 2 chance that a 1-coin role will be won.

[0055] As shown in FIG. 5, a correct batting order and an incorrect batting order are set for each of the four-option three-coin roles. When each winning area of ​​the four-option three-coin role is won in the RBB internal state, if the player operates in the correct batting order, a three-coin role (correct role) will be won, and if the player operates in the incorrect batting order, a one-coin role (incorrect role) will be won. In other words, when any of the four-option three-coin roles is won in the RBB internal state, if the stop buttons 26a to 26c are pressed in the correct batting order, the priority is determined so that the candidate stop positions that can win the small roles 9 to 10 are given the highest priority, and if the stop buttons 26a to 26c are pressed in the incorrect batting order, the priority is determined so that the candidate stop positions that can win the small roles 15 to 28 and the small role 31 are given the highest priority.

[0056] There is one correct batting order for each 4-choice 3-card role, and the other five batting orders are considered incorrect. Also, the winning areas "4-choice 3-card A" through "4-choice 3-card D" have different correct batting orders. Also, the winning areas "4-choice 3-card A" through "4-choice 3-card D" have correct batting orders from batting order 3 to batting order 6, and batting orders 1 and 2 are considered incorrect.

[0057] In the winning areas "4 Choice 3 Cards A" to "4 Choice 3 Cards D", if you operate the correct batting order, you will win a 3-card role. Also, in the winning areas "4 Choice 3 Cards A" to "4 Choice 3 Cards D", if you operate the incorrect batting order, you will win a 1-card role.

[0058] In addition, when the winning areas "4-choice 3-card A" to "4-choice 3-card D" are won in the normal state, if the operation is performed in the correct batting order, a 3-card role will be won, and if the operation is performed in the incorrect batting order, a 1-card role will be won. In the normal state, the winning areas "4-choice 3-card A" to "4-choice 3-card D" have two correct batting orders, and the other four batting orders are incorrect batting orders. In addition, in the winning areas "4-choice 3-card A" to "4-choice 3-card D" in the normal state, any two of batting orders 3 to 6 are set as correct batting orders, and batting orders 1 and 2 are set as incorrect batting orders. Specifically, in the winning areas "4-choice 3-card A" and "4-choice 3-card B" in the normal state, batting orders 3 and 4 are set as correct batting orders, and batting orders 1, 2, 5, and 6 are set as incorrect batting orders. In addition, in the winning areas "4 Choice 3 C" and "4 Choice 3 D" in the normal middle state, batting order 5 and batting order 6 are set as the correct batting order, and batting order 1 to batting order 4 are set as the incorrect batting order. In other words, the winning areas "4 Choice 3 A" to "4 Choice 3 D" are set with a higher number of correct batting orders in the normal middle state than in the RBB internal middle state, and the probability of winning a 3-piece role (expected value of winning medals) is higher if you win.

[0059] As shown in FIG. 5, the eye-pressing batting order role is set to a correct batting order and an incorrect batting order. When each winning area of ​​the eye-pressing batting order role is won in the RBB internal state, if the operation is performed in the correct batting order, a 15-coin role (correct role) can be won, and if the operation is performed in the incorrect batting order, a 1-coin role (incorrect role) can be won. In other words, when any eye-pressing batting order role is won in the RBB internal state, if the stop buttons 26a to 26c are pressed in the correct batting order, the priority is determined so that the priority of the candidate stop position that can win the small roles 1 to 3 is the highest, and if the stop buttons 26a to 26c are pressed in the incorrect batting order, the priority is determined so that the priority of the candidate stop position that can win the small roles 15 to 20, the small role 22, and the small roles 31 to 33 is the highest.

[0060] There is one correct batting order for each button press batting order role, and the other five batting orders are considered incorrect. Also, the winning areas "Button Press Batting Order A" through "Button Press Batting Order D" have different correct batting orders set. Also, the winning areas "Button Press Batting Order A" through "Button Press Batting Order D" have the correct batting orders set to any of batting orders 3 through 6, and batting orders 1 and 2 are set to incorrect batting orders.

[0061] The winning areas "Striking Batting Order A" to "Striking Batting Order D" are designed to win a 15-coin combination when the reels are operated in the correct batting order and stopped at a predetermined timing (first predetermined timing). When the reels are stopped at the first predetermined timing, for example, the first stopping operation may be performed when a pattern within a predetermined range including a specific pattern (for example, a red BAR pattern "RED BAR") on the reels 20a to 20c that are stopped first is located at a predetermined display position (for example, on an active line). In other words, by operating in the correct batting order and performing the first stopping operation aiming at the specific pattern, it is possible to win a 15-coin combination. In addition, the winning areas "Striking Batting Order A" to "Striking Batting Order D" are set to win a 1-coin prize when the operation is performed in the incorrect batting order, and when the operation is performed in the correct batting order and the stop operation is performed at a predetermined timing (second predetermined timing). When the stop operation is performed at the second predetermined timing, for example, it may be when the first stop operation is performed when a pattern within a predetermined range that does not include the specific pattern on the reels 20a to 20c that are stopped first is located at a predetermined display position (for example, on an active line).

[0062] The 4-choice yellow 7 is a winning area where an 8-coin role will be awarded if the player operates in the correct batting order when the 4-choice yellow 7 wins, and the eye-pushing batting order role is a winning area where a 15-coin role will be awarded if the player operates in the correct batting order when the 4-choice yellow 7 wins and stops at a specified timing (first specified timing). In the gaming machine of this embodiment, the eye-pushing batting order role is provided as a winning area where the number of medals that can be paid out when the 4-choice yellow 7 wins is greater than that of the 4-choice yellow 7.

[0063] In addition, when the winning areas "Sight-pressing Batting Order A" to "Sight-pressing Batting Order D" are won in the normal middle state, if the operation is performed in the correct batting order and the stop operation is performed at a predetermined timing (first predetermined timing), a 15-coin role will be won. In addition, when the winning areas "Sight-pressing Batting Order A" to "Sight-pressing Batting Order D" are won in the normal middle state, if the operation is performed in the incorrect batting order, or if the operation is performed in the correct batting order and the stop operation is performed at a predetermined timing (second predetermined timing), a 1-coin role will be won. In the normal middle state, the winning areas "Sight-pressing Batting Order A" to "Sight-pressing Batting Order D" have two correct batting orders, and the other four batting orders are incorrect batting orders. In the normal middle state, the winning areas "Sight-pressing Batting Order A" to "Sight-pressing Batting Order D" have any two correct batting orders from batting order 3 to batting order 6, and batting orders 1 and 2 are incorrect batting orders. Specifically, in the winning areas "Battle Order A" and "Battle Order B," batting order 3 and batting order 4 are set as correct batting orders, and batting order 1, batting order 2, batting order 5, and batting order 6 are set as incorrect batting orders. In the winning areas "Battle Order C" and "Battle Order D," batting order 5 and batting order 6 are set as correct batting orders, and batting orders 1 to 4 are set as incorrect batting orders. In other words, the winning areas "Battle Order A" to "Battle Order D" are set with a higher number of correct batting orders in the normal medium state than in the RBB internal medium state, and the probability of winning a 15-coin role (expected value for winning medals) is higher if a win is made.

[0064] The winning determination means 44 is activated when the reels 20a-20c stop spinning, and determines whether or not a winning combination has been achieved based on the stopping state of the reels 20a-20c. Specifically, the winning combination displayed (stopped display) on the pay line by the stopping of the reels 20a-20c is compared with the winning determination table stored in the ROM of the storage means 60. The winning determination table stores the winning form (the symbol combination that wins when stopped and displayed) of each winning combination, and the above-mentioned comparison determines whether or not a winning combination has been achieved and the type of winning combination that has been achieved. When a winning combination has been achieved, the main control board 31 executes a winning process corresponding to the winning combination that has been achieved. Specifically, the winning process includes a payout process when a small combination has been achieved, a replay process (replay process) when a replay has been achieved (activated), and a process for transitioning the game state (game state transition control process) when a bonus has been achieved (activated).

[0065] Here, the payout process is a process of paying out a number of medals determined based on the payout determined for each role when a minor winning combination is achieved, and is performed by the payout control means 45. When a minor winning combination is achieved, the payout control means 45 determines the number of medals to be paid out based on the payout determined for each role, and causes the hopper device to pay out the determined number of medals to be paid out. Note that, when credit is permitted, instead of actually paying out medals using the hopper device, a credit addition process is performed to add the payout number to the credit number (the number of credited medals) stored in the credit storage area provided in the RAM of the storage means 60, and medals are virtually paid out.

[0066] In the gaming machine of this embodiment, 15 medals are paid out when small prizes 1 to 3 are won, 8 medals are paid out when small prizes 4 to 8 are won, 3 medals are paid out when small prizes 9 to 14 are won, and 1 medal is paid out when small prizes 15 to 33 are won.

[0067] Moreover, the replay process is a process in which, when a replay wins, the next game is set to the same game start waiting state as the previous game without the player having to insert any medals owned by the player, and is performed by the replay control means 46. When a replay wins, an automatic insertion process is performed in which the same number of medals as the number set to the insertion state in the previous game (the game in which the replay won) are automatically inserted without using the medals held by the player (including credited medals), and the game waits for the next game start operation on the start lever 24 in a state in which an effective line corresponding to the number of medals inserted by the automatic insertion process is set. Moreover, when the automatic insertion process is performed, it is not possible to insert additional medals.

[0068] The game state control means 49 (state control means) performs a game state transition control process for transitioning the game state between a normal state, an RBB internal state (bonus established state), and an RBB operating state (bonus state), as shown in Fig. 6. A single condition may be set as a game state transition condition, or multiple conditions may be set. When multiple conditions are set, the game state may be transitioned based on the establishment of one of the multiple predetermined conditions, or based on the establishment of multiple or all of the multiple predetermined conditions.

[0069] 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 normal state, the internal lottery means 42 performs an internal lottery by referring to an internal lottery table in which the big bonus is set as a lottery object. In the RBB internal state, the internal lottery means 42 performs an internal lottery by referring to an internal lottery table in which the big bonus is excluded from the lottery object. In the RBB operation state, the internal lottery means 42 performs an internal lottery by referring to an internal lottery table in which the big bonus is excluded from the lottery object.

[0070] The game state is the normal middle state in the initial state. In the normal middle state, the internal lottery is performed by referring to the internal lottery table in which all winning areas except the winning areas "No Win", "Small Win ALL", "8 Coins ALL", "3 Coins ALL" and "1 Coin ALL" are set as the lottery target. In addition, it is possible to transition from the normal middle state to the RBB internal middle state. When a big bonus is won in the normal middle state, the game state control means 49 transitions the game state to the RBB internal middle state.

[0071] The RBB internal state is a game state to which the game state is transitioned when a big bonus is won in an internal lottery. In the RBB internal state, the internal lottery is performed by referring to an internal lottery table in which all winning areas except for the winning areas "No Win", "Small Win ALL", "8 Coins ALL", "3 Coins ALL", "1 Coin ALL" and "RBB" are set as lottery targets. In the RBB internal state, the lottery flag corresponding to the big bonus is maintained in a winning state until the big bonus is won, and when the symbol combination indicating the winning form of the big bonus is displayed on the pay line, the game state control means 49 transitions the game state from the RBB internal state to the RBB operating state.

[0072] The RBB operating state is a game state to which the game state is entered when a symbol combination indicating a winning form of a big bonus is displayed on an active line. In the RBB operating state, an internal lottery is performed by referring to an internal lottery table in which the winning areas "No Win", "Small Win", "All 8 Coins", "All 3 Coins" and "All 1 Coin" are set as the lottery targets. In the RBB operating state, the game state control means 49 determines whether or not the termination condition is met based on the total number of medals paid out in the RBB operating state, and when the number of medals paid out exceeds a predetermined number, the game state control means 49 ends the RBB operating state and transitions the game state to the normal state. In this embodiment, the end condition of the RBB operating state is determined by the total number of medals paid out, but the end condition may be determined by the number of games played in the RBB operating state, the number of times a small win occurs, etc. Also, the end condition of the RBB operating state may be determined so that the state ends after one game.

[0073] As shown in FIG. 3, the instruction function control means 51 includes a game zone control means 80, a presentation 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 the winning of a specific role in an advantageous zone. Specifically, when a specific role is won, the instruction function control means 51 determines whether or not to perform an instruction presentation that assists the winning of this role. More specifically, when, for example, a four-choice yellow 7 is won, the instruction function control means 51 determines whether or not to perform an instruction presentation (batting order navigation presentation) that notifies the correct batting order and assists the winning of an 8-piece role. When the instruction function control means 51 determines to perform the batting order navigation presentation, the presentation control means 100 causes the presentation devices such as the liquid crystal display 13 and the speaker 14 to execute the batting order navigation presentation. When the batting order navigation presentation is performed, information indicating the correct batting order is also displayed on the 7-segment display of the game information display unit 17.

[0074] As shown in FIG. 7, the game zone control means 80 performs a game zone transition control process for transitioning the game zone between a non-advantageous zone and an advantageous zone according to the progress of the game. The non-advantageous zone is a game zone that corresponds to the initial state among a plurality of types of game zones. In the non-advantageous zone, the bonus provision means 82 performs an advantageous zone transition lottery, and when the advantageous zone transition lottery is won, the game zone control means 80 transitions the game zone to the advantageous zone. The advantageous zone is a game zone in which an upper limit (1500 times in this example) is set for the number of times that the game can be played. In addition, when the game zone is set to a non-advantageous zone, the instruction performance cannot be performed, and the instruction performance can be performed only when the game zone is set to an advantageous zone. When the number of times that the game zone has been played in the advantageous zone reaches the upper limit of 1500 times, the game zone control means 80 ends the advantageous zone and transitions the game zone to the non-advantageous zone.

[0075] In the non-advantageous zone, the bonus granting means 82 performs a lottery (advantageous zone transition lottery) to determine whether or not a transition to an advantageous zone is possible at a predetermined opportunity. Specifically, the bonus granting means 82 performs a lottery (advantageous zone transition lottery) to determine whether or not a transition to an advantageous zone is possible based on the result of the internal lottery (winning a predetermined role (winning area)). Then, when the advantageous zone transition lottery is won, the game zone control means 80 transitions the game zone from the non-advantageous zone to the advantageous zone.

[0076] In addition, the game zone control means 80 performs an increment process of adding "1" to the memory value of the advantageous zone play count counter 65 provided in the RAM of the storage means 60 as a value corresponding to one game, triggered by the game start operation on the start lever 24, every time one game is played in the advantageous zone. The game zone control means 80 does not perform an increment to the advantageous zone play count counter 65 in the non-advantageous zone. In addition, at the time of transition from the non-advantageous zone to the advantageous zone, the memory value of the advantageous zone play count counter 65 is "0". Then, when the memory value of the advantageous zone play count counter 65 reaches a threshold value (upper limit value) "1500", the game zone control means 80 transitions the game zone from the advantageous zone to the non-advantageous zone, assuming that the end condition of the advantageous zone is established. That is, the upper limit value of the number of games played in the advantageous zone is set to 1500 times, and games exceeding 1500 times are not played continuously in the advantageous zone.

[0077] In addition, the game zone control means 80 performs an update process in which the stored value of the difference number counter 64 provided in the RAM of the storage means 60 is updated by the difference number of medals in the advantageous zone, subtracting a value corresponding to the number of medals inserted in the game (for example, "3" if three medals are inserted) from a value corresponding to the number of medals paid out (for example, "8" if eight medals are paid out, and "0" if no combination is won and no payout is made) to obtain a calculation result of the difference number in the game, and adds this calculation result to the stored value of the difference number counter 64. Note that the game zone control means 80 does not add to the difference number counter 64 in the non-advantageous zone. Also, at the time of transition from the non-advantageous zone to the advantageous zone, the stored value of the difference number counter 64 is "0". Then, when the stored value of the difference number counter 64 exceeds a threshold value (for example, "2400"), the game zone control means 80 determines that the end condition of the advantageous zone is met and shifts the game zone from the advantageous zone to the non-advantageous zone. The stored value of the difference number counter 64 is controlled so as not to fall below the initial value "0". For example, if the stored value of the difference number counter 64 at the start of the game is "2" and as a result of playing the game, no winning combination is won and no medals are paid out, the calculation result of the difference number in that game becomes "-3", and if the calculation result of the difference number is added to the stored value of the difference number counter 64, it falls below the initial value "0". However, the stored value of the difference number counter 64 after updating is set to the initial value "0" as the lower limit and the count is stopped. In other words, an upper limit is set for the number of medals that can be acquired in the advantageous zone, and the advantageous zone ends when the number of medals increases from the standard "0" when the number of medals in the advantageous zone decreases the most. In addition, when a replay is won in a game, the game in which the replay was won may be treated as having had a payout of medals equivalent to the specified number of medals inserted for that game, and the difference in the number of medals may be calculated. For the next game which is provided free of charge as a result of the replay being won, even if no actual medals are inserted, the payout may be treated as having had a medal inserted equivalent to the specified number of medals inserted for that game, and the difference in the number of medals may be calculated.

[0078] In addition, the advantageous zone indicator 18 is turned off in a non-advantageous zone and turned on in an advantageous zone. In addition, the advantageous zone indicator 18 does not need to be turned on at the same time as the advantageous zone is entered, but only needs to be turned on before the first instruction performance is performed. Also, once turned on, it will not be turned off until the advantageous zone ends.

[0079] As shown in Fig. 7, the presentation state control means 81 (state control means) performs a presentation state transition control process for transitioning the presentation state between a plurality of types of presentation states including a non-advantageous zone presentation state, a non-AT presentation state, and an AT presentation state (instruction presentation state). A single condition may be defined as a transition condition of the presentation state, or multiple conditions may be defined. When multiple conditions are defined, the presentation state may be transitioned when one of the multiple predetermined conditions is satisfied, or the presentation state may be transitioned based on the satisfaction of multiple or all of the multiple predetermined conditions.

[0080] The non-advantageous zone presentation state is a presentation state that corresponds to the initial state among a plurality of types of presentation states. In the non-advantageous zone, the presentation state control means 81 sets the presentation state to the non-advantageous zone presentation state. In the non-advantageous zone presentation state (non-advantageous zone), the bonus granting means 82 performs a favorable zone transition lottery as described above, and when the favorable zone transition lottery is won and a transition to the favorable zone is determined, the presentation state control means 81 transitions the presentation state to the non-AT presentation state.

[0081] The non-AT presentation state is a presentation state that is basically transitioned to when the advantageous zone starts, and at the start of the advantageous zone, the probability of transitioning to the non-AT presentation state is set higher than the probability of transitioning to other presentation states. In the non-AT presentation state, the batting order navigation presentation is executed less frequently than in the AT presentation state. In other words, in the non-AT presentation state, the batting order navigation presentation is almost never executed or is not executed at all. In other words, in the non-AT presentation state, the expected value for winning medals is lower than in the AT presentation state.

[0082] In the non-AT presentation state, the bonus granting means 82 performs an AT lottery to determine whether or not to transition to the AT presentation state based on the result of an internal lottery (for example, winning a predetermined role (winning area)). When the AT lottery is won in the non-AT presentation state, the presentation state control means 81 transitions the presentation state to the AT presentation state.

[0083] In addition, an upper limit may be set on the number of plays in the non-AT presentation state, and when a predetermined number of plays (for example, 999 plays) are played in the non-AT presentation state, the presentation state control means 81 may transition the presentation state to the AT presentation state. In other words, a so-called ceiling may be set on the number of plays until transition to the AT presentation state. In that case, the number of plays in the non-AT presentation state may be managed by a counter (non-AT presentation state play count counter) provided in the RAM of the storage means 60, and "1" may be added to the stored value of the counter each time a play is played.

[0084] In the case where the AT lottery is not won in the non-AT presentation state, the presentation state control means 81 may transition the presentation state to a non-advantageous zone presentation state, and the game zone control means 80 may transition the game zone to a non-advantageous zone. In addition, in the case where the AT lottery is not won in the non-AT presentation state, and the end condition of the advantageous zone is not established, the presentation state control means 81 may continue the non-AT presentation state, and the game zone control means 80 may continue the advantageous zone.

[0085] When a predetermined role (for example, 4-choice yellow 7) is won while the performance state is the AT performance state, the performance control means 100 controls the performance devices such as the liquid crystal display 13 and the speaker 14 to execute an instruction performance (batting order navigation performance) that notifies the player of the correct batting order and assists in winning an 8-coin role. When the 4-choice yellow 7 is won and the stop buttons 26a to 26c are pressed according to the correct batting order notified in the batting order navigation performance, the 8-coin role is always won and the player can win 8 medals. The AT performance state in which the batting order navigation performance is executed is a performance state that is advantageous to the player.

[0086] The continuation of the AT presentation state is managed by the difference in the number of medals acquired in the AT presentation state. Specifically, the continuation of the AT presentation state is managed based on the stored value of an AT end determination counter 90 provided in the RAM of the storage means 60 (details will be described later). In the special presentation state to which the player transitions at the start of the AT presentation state, the bonus granting means 82 determines a value (initial value) equivalent to a predetermined difference in the number of medals to be set as the stored value of the AT end determination counter 90. In other words, the bonus granting means 82 increases the stored value of the AT end determination counter 90 in the special presentation state. In addition, there may be cases where the special effect state is not passed through when the AT effect state starts, and in that case, a value equivalent to a predetermined difference number may be set to the stored value of the AT end judgment counter 90 at the start of the AT effect state. Also, the value may be determined by lottery or the like.

[0087] The special presentation state is a so-called add-on specialized zone. In the special presentation state, a predetermined number of games (for example, at least three or more games) are played, and the value to be added to the stored value of the AT end judgment counter 90 for each game is determined by lottery (add-on lottery). Note that in the add-on lottery, it may be determined that the value to be added to the stored value of the AT end judgment counter 90 is "0". In the special presentation state, the stored value of the AT end judgment counter 90 is increased by a predetermined value (for example, 30) or more. When a predetermined number of games are played in the special presentation state, a game in the AT presentation state is started. In addition, the transition to the special performance state is not limited to the start of the AT performance state. For example, in the AT performance state, a right to transition to the special performance state as a privilege is granted based on the winning of a predetermined role, and the transition to the special performance state may be based on that.

[0088] The presentation state control means 81 performs a process of subtracting a value corresponding to the difference in the number of medals used in the game from the stored value of the AT end judgment counter 90 each time a game is played in the AT presentation state. The difference in the number of medals used in the game (one game) is obtained by subtracting a value corresponding to the number of medals inserted (for example, "3" if three medals are inserted) from a value corresponding to the number of medals paid out (for example, "8" if eight medals are paid out, and "0" if no combination is won and no medals are paid out). When the stored value of the AT end judgment counter 90 reaches a threshold value "0", the presentation state control means 81 shifts the presentation state to a non-advantageous zone presentation state, and the game zone control means 80 shifts the game zone from the advantageous zone to the non-advantageous zone. Note that, if the end condition of the advantageous zone is not established at the end of the AT presentation state, the presentation state may be shifted to a normal presentation state without shifting to a non-advantageous zone presentation state, and the advantageous zone may be continued (without shifting to a non-advantageous zone).

[0089] In this embodiment, the continuation of the AT presentation state is managed based on the difference in the number of medals won in the AT presentation state, but the continuation of the AT presentation state may also be managed based on the number of times played in the AT presentation state (the number of sets in the AT presentation state), the number of medals won in the AT presentation state, or the number of times the batting order navigation presentation has occurred, etc.

[0090] In addition, it may be possible to directly transition from a non-advantageous zone presentation state to an AT presentation state. For example, in the advantageous zone transition lottery, instead of simply determining whether or not to transition to an advantageous zone, it may be possible to draw a lottery as to whether the presentation state is to be transitioned to an AT presentation state, to a non-AT presentation state, or to remain in the non-advantageous zone presentation state.

[0091] When the advantageous zone ends and the game zone shifts to the non-advantageous zone, the instruction function control means 51 performs an instruction function information initialization process to initialize information stored in the RAM of the storage means 60 as information related to the instruction function. Specifically, the instruction function control means 51 initializes the storage value of the advantageous zone play count counter 65, the storage value of the difference number counter 64, the flag (lottery result) related to the lottery related to the instruction function, the storage value of the AT end judgment counter 90, the storage value of the reel lock effect point counter 91, and the storage value of the consecutive win count counter 92. In other words, the information related to the instruction function is not carried over across multiple advantageous zones. In addition, when the initialization means 48 performs the above-mentioned initialization process performed when the set value is changed, the information related to the instruction effect shown here is also initialized.

[0092] (Gaining value performance) The gaming machine needs to be designed so that the payout rate (the ratio of the number of medals paid out to the number of medals inserted), which is an index of medal acquisition performance, falls within a predetermined range. The gaming machine of this embodiment sets the expected value of the payout rate when playing by pressing the left button lower than that when playing by pressing the irregular button, thereby making the payout rate (payout performance) appropriate. Specifically, in this embodiment, for the RBB internal state, a batting order bell with the correct batting order when pressing the center button and a batting order bell with the correct batting order when pressing the right button are prepared, and a batting order bell with the correct batting order when pressing the left button are not prepared. In other words, in this embodiment, the probability of winning the batting order bell and receiving the payout of eight medals is lower when playing always by pressing the left button than when playing always by pressing the center button or always by pressing the right button. In addition, by using other methods, the expected value of the ball payout rate when playing with a specific operation sequence (pushing left) may be made lower than that when playing with other operation sequences (pushing center or pushing right). For example, a batting order bell with the correct batting order for pushing left may also be prepared, and the probability of hitting the batting order bell with the correct batting order by pushing left in the internal lottery may be set lower than the probability of hitting the batting order bell with the correct batting order by pushing center, and lower than the probability of hitting the batting order bell with the correct batting order by pushing right.

[0093] Also, as in this embodiment, when each batting order bell is pressed to the left, it may be a winning area where a 1-coin role (a role that wins the batting order bell and receives a payout less than the maximum payout (8 coins) that can be obtained when operating in the correct batting order) (a role that receives a payout less than the number of inserted coins) is always won regardless of the timing of the stop operation. In addition, for each batting order bell, it may be a winning area for both the general middle state and the internal middle state, or it may be a winning area for either one (for example, the RBB internal middle state). That is, in this embodiment, the expected value of the ball payout rate when playing by pressing the left is lower than that when playing by pressing the center or right, but if this is the only case, the expected value of the ball payout rate when playing by pressing the left may be too low. However, by making it possible to receive a certain amount of payout even by pressing the left for the batting order bell (by making it so that there is no case where no role is won by pressing the left), it is possible to prevent the expected value of the ball payout rate from being too low.

[0094] In addition, in this embodiment, the correct batting order is not set for the batting order bell in the normal state, and 8 coins cannot be won. This reduces the expected value of the ball output rate in the normal state, and also reduces the expected value of the ball output rate in the RBB operation state. However, as in this embodiment, when the expected value of the ball output rate when playing with left push is set lower than that when playing with irregular push for the RBB internal state, it is preferable to set the expected value of the ball output rate when playing with left push for the normal state lower than that when playing with irregular push. In other words, it is preferable to set the magnitude relationship of the expected value of the ball output rate according to the batting order in the same way for the normal state and the RBB internal state. Otherwise, it may cause confusion for the player or cause a disadvantageous situation for the player.

[0095] Therefore, in this embodiment, the relationship between each batting order and the ball payout rate in the general middle state is made appropriate by the following configuration. That is, first, a plurality of winning areas (4-choice yellow 7, 4-choice 3-coin role, and eye-pressing batting order role) in which the number of medals that can be paid out according to the batting order in the RBB internal middle state is different are divided into a first group and a second group. Specifically, here, the 3-choice yellow 7 is the first group, and the 4-choice 3-coin role and eye-pressing batting order role are the second group. The winning areas in the first group are winning areas in which the correct answer role cannot be won in the non-internal middle state, and the winning areas in the second group are winning areas in which the correct answer role can be won in the non-internal middle state. More specifically, for the winning areas in the first group, the reel stop control is made different between the RBB internal middle state and the general middle state so that the batting order in which the correct answer role can be won in the RBB internal middle state is the batting order in which the correct answer role cannot be won in the general middle state. In other words, for the winning areas of the first group, the reel stop control is made different between the RBB internal middle state and the general middle state so that there are fewer correct batting orders in the general middle state than in the RBB internal middle state (including cases where there are no correct batting orders). As a result, the winning areas of the first group are made winning areas where the probability of a correct role winning is lower in the general middle state than in the RBB internal middle state (including cases where the probability of winning is 0%). Also, for the winning areas of the second group, the reel stop control is made between the RBB internal middle state and the general middle state so that the batting order that can win a correct role in the RBB internal middle state is also the batting order that can win a correct role in the general middle state. For the winning areas of the second group, the reel stop control may be the same in the RBB internal middle state and the general middle state, or the reel stop control may be different between the RBB internal middle state and the general middle state so that a batting order that cannot win a correct role in the RBB internal middle state becomes a batting order that can win a correct role in the general middle state. In other words, for the winning areas of the second group, the reel stop control is performed in each game state so that the number of correct batting orders in the general middle state is equal to or greater than the number of correct batting orders in the RBB internal middle state.Then, thereby, the winning area of the second group is set such that the probability of the winning combination winning in the general medium state is equal to or greater than the probability of the winning combination winning in the RBB internal state. For the winning area of the second group, when a batting order that makes it impossible for the winning combination to win in the RBB internal medium state becomes a batting order that allows the winning combination to win in the general medium state, the batting order is the same as the batting order for a predetermined winning area of the first group, which allows the winning combination to win in the RBB internal medium state but does not allow the winning combination to win in the general medium state (batting orders 3 to 6 in this embodiment). Also, the winning combination refers to, for example, a combination that receives a payout of more than the number of inserted coins.

[0096] Then, by adjusting the winning probabilities of the first group and the second group, etc., the magnitude relationship of the expected values of the payout rates of each batting order in each game state (the acquisition performance of game value) is set to be the following relationship. · Left push (internal medium) < Irregular push (internal medium) · Left push (general medium) < Irregular push (general medium) · Irregular push (general medium) < Irregular push (internal medium) · Irregular push (general medium) < During RBB operation < Irregular push (internal medium) Here, "left push (general medium)" means "the expected value of the payout rate when playing the game with a left push in the general medium state", "left push (internal medium)" means "the expected value of the payout rate when playing the game with a left push in the RBB internal medium state", "irregular push (general medium)" means "the expected value of the payout rate when playing the game with an irregular push in the general medium state", and "irregular push (internal medium)" means "the expected value of the payout rate when playing the game with an irregular push in the RBB internal medium state". Also, "during RBB operation" means "the expected value of the payout rate in the state during RBB operation", and for "during RBB operation", the above relationship holds regardless of the batting order. In other words, for the state during RBB operation, the expected value of the payout rate is the same regardless of the batting order.

[0097] In addition, in this embodiment, the magnitude relationship of the expected value of the ball payout rate (gaming value acquisition performance) of each batting order in each gaming state is set to have the following relationship. Expected payout rate when playing in normal mode Batting order 1 = Batting order 2 < Batting order 3 = Batting order 4 = Batting order 5 = Batting order 6 Expected payout rate when playing in the RBB internal state Batting order 1 = Batting order 2 < Batting order 3 = Batting order 4 = Batting order 5 = Batting order 6 Expected payout rate when playing with RBB in operation Batting order 1 = Batting order 2 = Batting order 3 = Batting order 4 = Batting order 5 = Batting order 6

[0098] In the magnitude relationship of the expected value of the ball-out rate shown here, the batting order 3 to the batting order 6 (irregular push) can be said to be the batting order with the highest expected value of the ball-out rate. In each game state, the expected value of the ball-out rate of each of the batting orders 3 to 6 may not be completely the same, and may be approximately the same. For example, for a specific winning area, there is a case where a predetermined small role (for example, a 1-piece role) wins and a case where the small role is missed (when neither role wins), and the probability of the small role winning (the probability of missing) is made different depending on the batting order, and the expected value of the ball-out rate of each batting order may be slightly different. However, it is preferable that the specific winning area is a rare role winning area (a winning area with a lower winning probability than a predetermined winning area (for example, a 4-choice yellow 7)), etc., and the difference in the expected value of the ball-out rate of the batting orders 3 to 6 is made small.

[0099] The magnitude relationship of the expected value of each ball payout rate shown here is set to hold for both the case where a game is played in each batting order (left push, irregular push) without pressing the button, and the case where a game is played in each batting order (left push, irregular push) with pressing the button, but it may hold for either one of them. Here, "without pressing the button" refers to the case where the timing of each stop operation is random, and refers to the case where a predetermined stop operation is performed at a predetermined timing and more medals can be paid out than if the predetermined stop operation is performed at another timing (for example, a game where the player wins the pressing the button batting order role), assuming that the predetermined stop operation is not performed at the predetermined timing. In other words, it refers to the case where the predetermined stop operation is not performed with the aim of a predetermined pattern. In addition, "by pressing the button" refers to a case where a player can receive more medals by performing a predetermined stop operation at a predetermined timing than by performing the predetermined stop operation at another timing (for example, a game in which the player wins the "by pressing the button" role), and it is assumed that the player will perform the predetermined stop operation at the predetermined timing. In other words, it refers to a case where the player will perform the predetermined stop operation aiming at a predetermined pattern. However, "by pressing the button" only means pressing the button within the range of information that the player can have, and does not include pressing the button even in a game in which the player cannot sense (recognize) that the player should press the button. In other words, "by pressing the button" refers to a case in which the actual player plays a game in such a way that the expected value of the ball payout rate is the highest.

[0100] The classification into the first group and the second group does not have to be as described above. That is, each of the winning areas of the four-choice yellow 7, the four-choice three-coin role, and the eye-pressing batting order role may be arbitrarily classified into the first group and the second group, or may not be classified into either group. Also, for example, a part of the eight winning areas included in the four-choice yellow 7 (for example, the winning areas "four-choice yellow 7A" to "four-choice yellow 7D") may be classified into the first group, and the remaining (for example, the winning areas "four-choice yellow 7E" to "four-choice yellow 7H") may be classified into the second group. Also, for example, the multiple winning areas classified into the second group may be further subdivided into a group in which the reel stop control is the same between the RBB internal middle state and the general middle state, and a group in which it is different. Specifically, for example, the four-choice three-coin role and the eye-pressing batting order role are classified into the second group, and the stop control for the four-choice three-coin role is the same in the RBB internal state and the general state, while the stop control for the eye-pressing batting order role is different in the RBB internal state and the general state, or vice versa.

[0101] In addition, in this embodiment, in addition to the four-choice yellow 7 (batting order bell) and four-choice three-coin role, which always wins the correct role when the stop operation is performed in the correct batting order, there is a pressing batting order role, which wins the correct role when the stop operation is performed in the correct batting order and the stop operation (more specifically, the first stop operation) is performed at a predetermined timing. In other words, the four-choice yellow 7 and four-choice three-coin roles are winning areas that do not require pressing to win the correct role, and the pressing batting order role is a winning area that requires pressing. In other words, the pressing batting order role may not win the correct role even if the stop operation is performed in the correct batting order. Also, the payout (15 coins) for the correct role of the pressing batting order role is more than the payout (8 coins) for the correct role of the four-choice yellow 7. In other words, in this embodiment, there is a first winning area (4-choice yellow 7 (and 4-choice 3-coin role)) where a first payout number greater than (or equal to) the number of coins inserted is paid out when the stopping operations are performed in a predetermined order, and a second winning area where a second payout number greater than the first payout number is paid out when the stopping operations are performed in a predetermined order and at a predetermined timing.

[0102] In this embodiment, the four-choice yellow 7, four-choice three-coin role, and eye-pressing batting order role are winning areas where an instruction performance can be performed if they are won. If these winning areas are won during the AT performance state, a batting order navigation performance (instruction performance) that notifies the correct batting order is performed. For the eye-pressing batting order role, not only the batting order navigation performance but also a timing navigation performance that suggests the timing of the stop operation (first stop operation) for winning the correct role is performed as an instruction performance. The timing navigation performance is performed by notifying the pattern to be aimed at when performing the stop operation (displaying an image related to the pattern on the liquid crystal display 13). In the instruction performance related to the eye-pressing batting order role, only the batting order navigation performance may be performed, and the timing navigation performance may not be performed. In addition, for any winning area of ​​the four-choice yellow 7, four-choice three-coin role, and eye-pressing batting order role, the batting order navigation performance may not be performed even during the AT performance state.

[0103] In this way, by providing a button-press batting order role that has a higher payout for the correct role than the 4-choice Yellow 7 and that requires eye-pressing, it is possible to create a divergence in the expected payout rate between when you follow the batting order navigation design and use your eye-pressing (when you ensure that the correct role of the 4-choice Yellow 7 and the correct role of the button-press batting order role win and play the game) and when you follow the batting order navigation design but do not (or cannot) use your eye-pressing (when you ensure that the correct role of the 4-choice Yellow 7 wins but randomly miss the correct role of the button-press batting order role and play the game). In addition, the eye-pressing batting order role is a winning area where the correct role (15-coin role) wins regardless of the batting order in the RBB internal state or / and the general state, but it may be a winning area where eye-pressing is required. In other words, the eye-pressing batting order role may be a winning area where the correct role can win regardless of the order in which the stopping operations are performed, but the correct role wins when some of the stopping operations are performed at a specified timing, and the correct role does not win when the some of the stopping operations are performed at a timing other than the specified timing. Even with this configuration, the expected value of the ball payout rate can be differentiated between the case where the batting order navigation performance is followed and eye-pressing is performed, and the case where the batting order navigation performance is followed but eye-pressing is not performed (cannot be performed). According to this configuration, compared to a conventional gaming machine equipped with an assist time in which the correct combination is won only by the correct batting order, a game feature is added that allows players to press the buttons by eye during the AT performance state, improving the interest of the game. In addition, by making the payout for the correct combination higher than the 4-choice yellow 7 (a winning mode in which the correct combination is won only by the correct batting order), and by deviating the expected value of the payout rate as described above, it is possible to make the player actively press the buttons by eye.

[0104] FIG. 8 shows the distribution of the number of values ​​(also called the number of placements) of each winning area in a predetermined internal lottery table of this embodiment. In the internal lottery table, the number of values ​​is determined for each winning area. Here, the number of values ​​is a number indicating the range of winning relative to the entire range of random numbers (for example, "65536"). In other words, the number of values ​​indicates the number of random numbers associated with each winning area. For example, as shown in FIG. 8, the number of values ​​of the winning area "4-choice yellow 7A" in the RBB internal middle state is "2520", and it can be seen that the winning area "4-choice yellow 7A" has a probability of about 3.8% (=2520 / 65536) in the internal lottery. Although FIG. 8 shows only one example, by setting each number of values ​​(the magnitude relationship of each number of values) in this way, the performance of acquiring the game value can be improved.

[0105] In this embodiment, when the game state is in the RBB internal state, the instruction function control means 51 (presentation control means 100) performs lotteries related to the instruction functions (for example, lotteries related to transition to the AT presentation state), granting of benefits related to the batting order navigation presentation (for example, benefits that increase the probability of transition to the AT presentation state), and processing related to instruction functions such as the batting order navigation presentation, but when the game state is in the general state or the RBB operating state, it does not perform lotteries related to the instruction functions, granting of benefits related to the batting order navigation presentation, or processing related to instruction functions such as the batting order navigation presentation. In this embodiment, the player is basically designed to play in the RBB internal state, so the following explanation will be given on the assumption that the game state is basically in the RBB internal state.

[0106] The gaming machine of this embodiment is designed to have an appropriate ball-out rate (ball-out performance) by lowering the expected value of the ball-out rate when playing by pressing the left button than the expected value of the ball-out rate when playing by pressing the left button, and basically recommends playing by pressing the left button. In some gaming machines, when the activated start lever 24 is operated to perform an internal lottery, the main control board 31 transmits information (signal) informing the sub-control board 32 of the winning role (winning area) at a predetermined opportunity. The sub-control board 32 can use the received information (hereinafter referred to as winning role information) for controlling the performance. The winning role information (winning role command) here refers to information that can uniquely identify the winning role.

[0107] In such a configuration, if the winning role information transmitted from the main control board 31 to the sub-control board 32 is illegally acquired and the winning role can be grasped from the winning role information, there is a possibility that a fraudulent act will be performed based on the winning role information. For example, if the winning role information is illegally acquired and it can be grasped from the winning role information that the winning role is 4-choice yellow 7, it is possible to perform an act of instructing a stop operation in a batting order with a high probability of paying out 8 coins, or an act of notifying that the 4-choice yellow 7 has been won, using a modified sub-control board. If such a sub-control board is used, there is a risk that the ball-out performance of the gaming machine will be excessive. Also, if it can be grasped from the winning role information that the winning role is 4-choice yellow 7, there is a possibility that the player will operate the stop buttons 26a to 26c in a batting order with a high probability of winning more medals, and there is a risk that the ball-out performance of the gaming machine will be excessive.

[0108] In the gaming machine of this embodiment, the main control board 31 is configured not to transmit winning role information to the sub-control board 32. In other words, information informing the winning role is not transmitted to the sub-control board 32 (the winning role is not notified to the sub-control board 32). On the other hand, the sub-control board 32, which controls the execution of the performance, may determine the performance to be executed according to the winning role, and may need to know the winning role.

[0109] In the gaming machine of this embodiment, the winning combination is not notified to the sub-control board 32, but the sub-control board 32 is capable of determining (narrowing down) the winning combination (winning area) based on the information received from the main control board 31. The method will be specifically described below.

[0110] The main control board 31 performs a lottery (reel lock effect lottery) to determine whether or not a reel lock effect is executed based on, for example, a winning in a predetermined winning area (such as the winning area "red 7 line up"). In this embodiment, multiple types of reel lock effects are prepared, and the reel lock effect lottery determines which of the multiple types of reel lock effects is executed, or whether or not a reel lock effect is executed.

[0111] When a reel lock effect lottery is performed and it is determined that a predetermined reel lock effect is to be executed, the reel control means 43 controls the rotation of the reels 20a to 20c in a manner corresponding to the determined reel lock effect. Examples of reel lock effects include one in which the reels 20a to 20c are kept stopped for a predetermined period (freeze period) after the start lever 24 is operated, and the reels 20a to 20c rotate in the forward direction after the predetermined period has elapsed, and one in which the reels 20a to 20c rotate in a direction opposite to the forward direction for a predetermined period after the start lever 24 is operated, and the reels 20a to 20c rotate in the forward direction after the predetermined period has elapsed.

[0112] In the gaming machine of this embodiment, multiple types of reel lock effects (first reel lock effect, second reel lock effect, and third reel lock effect) are prepared as reel lock effects, in which the reels 20a to 20c rotate in different ways. The first reel lock effect, the second reel lock effect, and the third reel lock effect have longer freeze periods in that order, and the third reel lock effect is a so-called long freeze.

[0113] When performing a reel lock effect drawing, the main control board 31 refers to the reel lock effect point counter 91 provided in the RAM of the storage means 60 and determines a table to be used for the drawing from among a plurality of tables. Specifically, when the winning area "red 7 alignment" or the winning area "BAR alignment" is won, if the stored value of the reel lock effect point counter 91 is less than a predetermined threshold, the reel lock effect drawing is performed using the 11th table shown in FIG. 9(a), and if the stored value of the reel lock effect point counter 91 is equal to or greater than the predetermined threshold, the reel lock effect drawing is performed using the 12th table shown in FIG. 9(b). Also, when the winning area "black BAR alignment" is won, if the stored value of the reel lock effect point counter 91 is less than a predetermined threshold, the reel lock effect drawing is performed using the 21st table shown in FIG. 9(c), and if the stored value of the reel lock effect point counter 91 is equal to or greater than the predetermined threshold, the reel lock effect drawing is performed using the 22nd table shown in FIG. 9(d).

[0114] The probability of determining that the reel lock effect will not be executed and the probability of determining that the first reel lock effect will be executed are different between the 11th table and the 12th table. In the reel lock effect lottery, when the 12th table is used, the probability of determining that the reel lock effect will be executed is higher than when the 11th table is used. The probability of determining that the reel lock effect will be executed (occurrence rate of the reel lock effect) changes according to the value stored in the reel lock effect point counter 91, and the larger the value stored in the reel lock effect point counter 91, the higher the probability of determining that the reel lock effect will be executed.

[0115] The 21st table and the 22nd table have different probabilities of deciding not to execute a reel lock effect and of deciding to execute each reel lock effect (first to third reel lock effects). In the reel lock effect lottery, when the 22nd table is used, the probability of deciding to execute a reel lock effect (any of the reel lock effects) is higher than when the 21st table is used. The probability of deciding to execute a reel lock effect (occurrence rate of a reel lock effect) changes according to the value stored in the reel lock effect point counter 91, and the larger the value stored in the reel lock effect point counter 91, the higher the probability of deciding to execute a reel lock effect.

[0116] In addition, in Table 21 and Table 22, the probability of determining the execution of the first reel lock effect decreases in the order of the second reel lock effect and the third reel lock effect, but the probability of determining the execution of the third reel lock effect (special reel lock effect) is higher in Table 22 than in Table 21. In other words, the larger the value stored in the reel lock effect point counter 91, the higher the probability of determining the execution of the special reel lock effect.

[0117] The reel lock effect is an effect that suggests the award of a bonus. An example of a bonus is the right to transition to an AT effect state. The reel lock effect is an effect that can make the player feel a sense of expectation that a bonus may be awarded. Note that the first reel lock effect, the second reel lock effect, and the third reel lock effect may be set in that order (depending on the level of the reel lock effect) so that the expectation of the bonus being awarded increases, and in that case, the bonus may be always awarded when the third reel lock effect is executed. The reel lock effect does not have to indicate the award of a special bonus. In other words, there does not have to be a correlation between the level of the reel lock effect and the expectation of the award of a special bonus.

[0118] (Reel lock effect point counter update process) The main control board 31 determines a predetermined value (hereinafter simply referred to as reel lock effect points) to be awarded as reel lock effect points based on the results of an internal lottery during the advantageous zone, and performs a process (reel lock effect point counter update process) of adding (updating) the reel lock effect points to the stored value of the reel lock effect point counter 91. The stored value of the reel lock effect point counter 91 is updated every time a reel lock effect point is awarded. The stored value of the reel lock effect point counter 91 is initialized to "0" when the advantageous zone ends and the zone transitions to a non-advantageous zone.

[0119] As shown in FIG. 10, in the reel lock effect point counter update process, the value added to the stored value of the reel lock effect point counter 91 varies depending on the result of an internal lottery.

[0120] If the result of the internal lottery indicates that one of the first winning area group (winning areas "Replay A", "Replay B", "7-match batting order replay", "4-choice yellow 7A" to "4-choice yellow 7H", "4-choice 3-card A" to "4-choice 3-card D", "batting order with eye push A" to "batting order with eye push D", "common 3-card A", "common 3-card B" and "common 1-card") is won (hereinafter referred to as winning the first winning area group), it is determined that 1 pt or 5 pt of reel lock effect points will be awarded, and a process is performed to add the reel lock effect points to the stored value of the reel lock effect point counter 91. The first winning area group may also be referred to as the "first winning area group".

[0121] If the result of the internal lottery indicates that one of the second winning area groups (winning areas "middle replay", "right up yellow 7", "chance eye A" and "chance eye B") has been won (hereinafter referred to as winning the second winning area group), it is decided to award 2pt or 6pt of reel lock effect points, and a process is performed to add the reel lock effect points to the stored value of the reel lock effect point counter 91. The second winning area group may also be referred to as the "second winning area group".

[0122] If the result of the internal lottery indicates that one of the third winning area group (winning areas "middle yellow 7" and "red 7 fake lip") has been won (hereinafter referred to as winning the third winning area group), the award of 3pt or 7pt reel lock effect points is determined, and the reel lock effect points are added to the stored value of the reel lock effect point counter 91. The third winning area group may be referred to as the "third winning area group".

[0123] If the result of the internal lottery indicates that one of the fourth winning area groups (winning areas "black BAR line", "red 7 line" and "BAR line") has been won (hereinafter referred to as winning the fourth winning area group), it is determined that 4pt or 8pt of reel lock effect points will be awarded, and the reel lock effect points are added to the stored value of the reel lock effect point counter 91. The fourth winning area group may be referred to as the "fourth winning area group".

[0124] In addition, when the gaming state is in the normal state, if the result of the internal lottery indicates that the winning area "RBB" has been won, it may be determined to award 1 pt or 5 pt of reel lock effect points, and a process of adding them to the stored value of the reel lock effect point counter 91 may be performed. In addition, when the gaming state is in the RBB operating state, if the result of the internal lottery indicates that any of the winning areas "No Win", "Small Role ALL", "8 Coins ALL", "3 Coins ALL", and "1 Coin ALL" has been won, it may be determined to award 0 pt or 4 pt of reel lock effect points, and a process of adding them to the stored value of the reel lock effect point counter 91 may be performed. In addition, in the normal state or the RBB operation state, the awarding of reel lock effect points may not be determined.

[0125] A signal indicating the stored value of the reel lock effect point counter 91 (referred to as reel lock effect point counter information) is transmitted from the main control board 31 to the sub-control board 32 at a predetermined opportunity. For each game (each game when the game state or the effect state is in a predetermined state), for example, the game start operation of the start lever 24 is used as the opportunity (when the awarding of reel lock effect points is determined based on the result of an internal lottery), and based thereon, the reel lock effect point counter information is transmitted from the main control board 31 to the sub-control board 32.

[0126] (Continuous win counter update process) The main control board 31 performs a process (continuous winning counter update process) of updating the stored value of the consecutive winning counter 92 provided in the RAM of the storage means 60 based on the result of the internal lottery. In this embodiment, a plurality of counters (first consecutive winning counter 92a, second consecutive winning counter 92b, third consecutive winning counter 92c, and fourth consecutive winning counter 92d) are provided as the consecutive winning counter 92, and the counters whose stored values ​​are updated according to the result of the internal lottery are different. In other words, the stored value of a predetermined counter corresponding to the result of the internal lottery is updated.

[0127] The consecutive win counter 92 can be used to determine whether the same type of result (described in detail later) occurs consecutively with respect to the result of the internal lottery. For example, when the stored value of a predetermined counter of the consecutive win counter 92 reaches a predetermined value (i.e., when the same type of result occurs consecutively a predetermined number of times), a predetermined lottery (such as the above-mentioned AT lottery or additional lottery) may be performed.

[0128] As shown in FIG. 11, in the consecutive win count counter update process, the consecutive win count counter whose stored value is updated is different depending on the result of the internal lottery.

[0129] In a predetermined game, when the result of the internal lottery indicates that one of the winning areas in the winning area group A has been won (hereinafter, referred to as winning the winning area group A), a process of adding "1" to the stored value of the first consecutive winning counter 92a corresponding to the winning area group A is performed. In this embodiment, "1" is added to the stored value of the counter based on one winning. The winning area group A is the winning areas "4-choice yellow 7A" to "4-choice yellow 7H", "4-choice 3 A" to "4-choice 3 D", "eye-pressing batting order A" to "eye-pressing batting order D", "common 3 B", "common 1", "red 7 alignment", and "BAR alignment". The winning area group A may be referred to as "winning area group A".

[0130] When the result of the internal lottery for the next game of the game indicates that the winning area group A has been won, a process of adding "1" to the stored value of the first consecutive winning counter 92a corresponding to the winning area group A is performed. On the other hand, when the result of the internal lottery for the next game of the game indicates that the winning area group other than the winning area group A has been won, a process of initializing (setting to "0") the stored value of the first consecutive winning counter 92a is performed.

[0131] Therefore, when the winning of the winning area group A is continuous, the storage value of the first consecutive winning counter 92a gradually becomes larger. Also, the storage value of the first consecutive winning counter 92a is initialized based on the winning of a winning area group other than the winning area group A. Note that, when the storage value of the first consecutive winning counter 92a is "1", it is called one consecutive winning of the winning area group A, and when the storage value of the first consecutive winning counter 92a is "n" (n is an integer of 2 or more), it is called n consecutive winning of the winning area group A.

[0132] Although the overlapping description will be omitted below, the update of the stored values ​​in the second consecutive win counter 92b to the fourth consecutive win counter 92d is similar. Therefore, the stored values ​​of two or more counters of the first consecutive win counter 92a to the fourth consecutive win counter 92d will not be "1" or more at the same time.

[0133] In a given game, if the result of the internal lottery indicates that one of the winning areas in the winning area group B has been won (hereinafter, referred to as winning the winning area group B), a process is performed to add "1" to the stored value of the second consecutive win counter 92b (replay consecutive counter) corresponding to the winning area group B. The winning area group B is the winning areas "Replay A", "Replay B", "7-match batting order replay" and "middle row replay". The winning area group B may be referred to as "winning area group B".

[0134] In a given game, when the result of the internal lottery indicates that one of the winning areas in the winning area group C has been won (hereinafter, referred to as winning the winning area group C), a process is performed to add "1" to the stored value of the third consecutive winning counter 92c (bell consecutive counter) corresponding to the winning area group C. The winning area group C is the winning areas "Common 3 A", "Right-up Yellow 7" and "Middle Yellow 7". The winning area group C may also be referred to as "winning area group C".

[0135] In a given game, when the result of the internal lottery indicates that one of the winning areas in the winning area group D has been won (hereinafter, referred to as winning the winning area group D), a process is performed to add "1" to the stored value of the fourth consecutive winning counter 92d (rare combination counter) corresponding to the winning area group D. The winning area group D is the winning areas "Chance Eye A", "Chance Eye B" and "Red 7 Fake Lip". The winning area group D may also be referred to as "winning area group D".

[0136] A signal indicating the stored value of the consecutive win count counter 92 (hereinafter referred to as consecutive win count counter information) is transmitted from the main control board 31 to the sub-control board 32 at a predetermined opportunity. For each game (each game when the game state or presentation state is in a predetermined state), for example, the consecutive win count counter information is transmitted from the main control board 31 to the sub-control board 32 at the opportunity of a game start operation on the start lever 24 (when the stored value of a predetermined consecutive win count counter is updated based on the result of an internal lottery).

[0137] (Internal lottery result judgment process) The sub-control board 32 performs a process of determining the result of the internal lottery (internal lottery result determination process) based on the reel lock effect point counter information and the consecutive win count counter information received from the main control board 31. The internal lottery result determination process will be described with reference to FIG.

[0138] Based on the reel lock effect point counter information, the sub-control board 32 stores the value (current value) indicated by the reel lock effect point counter information in the RAM of the sub-side storage means 72, and calculates the difference between the current value and the previous value stored in the RAM of the sub-side storage means 72 (increment from the previous value). Then, based on the increment in value, it determines which of the first to fourth winning area groups the internal lottery has resulted in a win. Hereinafter, this determination will be referred to as the first determination. Note that the main control board 31 may calculate the increment in value and transmit the increment in value to the sub-control board 32.

[0139] When the increment in value is 1 pt or 5 pt, the sub-control board 32 determines that the result of the internal lottery is that the first winning area group has been won. When the increment in value is 2pt or 6pt, the sub-control board 32 determines that the result of the internal lottery is that the second winning area group has been won. When the increment in value is 3pt or 7pt, the sub-control board 32 determines that the result of the internal lottery is that the third winning area group has been won. When the increment of the value is 4pt or 8pt, the sub-control board 32 determines that the result of the internal lottery is that the fourth winning area group has been won.

[0140] The sub-control board 32 narrows down the results of the internal lottery based on the result of the first judgment and the consecutive win count counter information.

[0141] When the result of the first judgment is a win in the first winning area group and the stored value of the first consecutive winning count counter 92a is "1" or more, the sub-control board 32 judges that a win has been achieved in one of the winning areas "4-choice yellow 7A" to "4-choice yellow 7H", "4-choice 3 A" to "4-choice 3 D", "Matching order A" to "Matching order D", "Common 3 B" and "Common 1".

[0142] When the result of the first judgment is a win in the first winning area group and the stored value of the second consecutive winning count counter 92b is "1" or greater, the sub-control board 32 judges that a win has been achieved in one of the winning areas "Replay A," "Replay B," or "7 in batting order Replay."

[0143] If the result of the first judgment is a win in the first winning area group and the stored value of the third consecutive winning count counter 92c is "1" or greater, the sub-control board 32 judges that a win has been won in the winning area "Common 3 A".

[0144] If the result of the first judgment is a win in the second winning area group and the stored value of the second consecutive winning count counter 92b is "1" or greater, the sub-control board 32 judges that the winning area "middle replay" has been won.

[0145] If the result of the first judgment is a win in the second winning area group and the stored value of the third consecutive winning count counter 92c is "1" or greater, the sub-control board 32 judges that the winning area "Right-up Yellow 7" has been won.

[0146] If the result of the first judgment is a win in the second winning area group and the stored value of the fourth consecutive winning count counter 92d is "1" or greater, the sub-control board 32 judges that a win has been achieved in either the winning area "Chance Eye A" or "Chance Eye B".

[0147] If the result of the first judgment is a win in the third winning area group and the stored value of the third consecutive winning count counter 92c is "1" or greater, the sub-control board 32 judges that the winning area "middle yellow 7" has been won.

[0148] If the result of the first judgment is a win in the third winning area group and the stored value of the fourth consecutive winning count counter 92d is "1" or greater, the sub-control board 32 judges that the winning area "Red 7 Fake Lip" has been won.

[0149] When the result of the first judgment is that the fourth winning area group is won and the stored value of the first consecutive winning counter 92a is "1" or more, the sub-control board 32 judges that the winning area "red 7 matching" or "BAR matching" is won. The specification of the winning area "black BAR matching" will be described later.

[0150] In the gaming machine of this embodiment, there are multiple types of results in the internal lottery, and a predetermined result among them is the first result, and a result different from the first result is the second result. Some specific examples are shown below, and the first result and the second result are processed in common (first process) in the consecutive win counter update process, but are processed differently (second process and third process) in the reel lock effect point counter update process.

[0151] (Example 1) If the result of the internal lottery is, for example, a winning area "Replay A" (first result), the consecutive win count counter update process based on this performs a process of adding "1" to the second consecutive win count counter 92b (first process) (Figure 11), and if the result of the internal lottery is, for example, a winning area "Middle Replay" (second result), the consecutive win count counter update process based on this also performs the first process. On the other hand, if the result of the internal lottery is the first result (Replay A), the reel lock effect point counter update process based on that performs a process (second process) of adding 1 pt or 5 pt to the stored value of the reel lock effect point counter 91 (FIG. 10). Also, if the result of the internal lottery is the second result (middle replay), the reel lock effect point counter update process based on that performs a process (third process) of adding 2 pt or 6 pt to the stored value of the reel lock effect point counter 91 (FIG. 10).

[0152] (Example 2) If the result of the internal lottery is, for example, a win in the winning area "Right-up Yellow 7" (first result), the consecutive win count counter update process based on this performs a process of adding "1" to the third consecutive win count counter 92c (first process) (Figure 11), and if the result of the internal lottery is, for example, a win in the winning area "Middle Yellow 7" (second result), the consecutive win count counter update process based on this also performs the first process. On the other hand, if the result of the internal lottery is the first result (right-up yellow 7), the reel lock effect point counter update process based on it performs a process (second process) of adding 2 pt or 6 pt to the stored value of the reel lock effect point counter 91 (FIG. 10). Also, if the result of the internal lottery is the second result (middle yellow 7), the reel lock effect point counter update process based on it performs a process (third process) of adding 3 pt or 7 pt to the stored value of the reel lock effect point counter 91 (FIG. 10).

[0153] (Example 3) If the result of the internal lottery is, for example, a winning area "Chance Eye A" (first result), the consecutive win count counter update process based on this performs a process of adding "1" to the fourth consecutive win count counter 92d (first process) (Figure 11), and if the result of the internal lottery is, for example, a winning area "Red 7 Fake Lip" (second result), the consecutive win count counter update process based on this also performs the first process. On the other hand, if the result of the internal lottery is the first result (chance eye A), the reel lock effect point counter update process based on it performs a process (second process) of adding 2pt or 6pt to the stored value of the reel lock effect point counter 91 (FIG. 10). Also, if the result of the internal lottery is the second result (red 7 fake lip), the reel lock effect point counter update process based on it performs a process (third process) of adding 3pt or 7pt to the stored value of the reel lock effect point counter 91 (FIG. 10).

[0154] In this way, even if the results of the internal lottery (first result and second result) result in the same (common) first process being performed in the consecutive win count counter update process, the results of the internal lottery are subjected to separate processes (second process and third process) in the reel lock effect point counter update process.

[0155] In addition, the above description of "The first result and the second result are processed in common (first process) in the consecutive win counter update process, but different processes (second process and third process) are performed in the reel lock effect point counter update process" may be changed to "The first result and the second result are processed in common (first process) in the reel lock effect point counter update process, but different processes (second process and third process) are performed in the consecutive win counter update process." An example is shown below. For example, if the result of the internal lottery is a win in the win area "middle replay" (first result), the reel lock effect point counter update process based on the result performs a process of adding 2pt or 6pt to the stored value of the reel lock effect point counter 91 (first process) (FIG. 10), and if the result of the internal lottery is a win in the win area "right-up yellow 7" (second result), the reel lock effect point counter update process based on the result also performs the first process. On the other hand, if the result of the internal lottery is the first result (middle row replay), the consecutive win counter update process based on it performs a process (second process) of adding "1" to the second consecutive win counter 92b (FIG. 11). Also, if the result of the internal lottery is the second result (right-up yellow 7), the consecutive win counter update process based on it performs a process (third process) of adding "1" to the third consecutive win counter 92c (FIG. 11).

[0156] Because of the above configuration, the sub-control board 32 can narrow down the results of the internal lottery as described above by combining (FIG. 12) the information indicating the result of the reel lock effect point counter update process (reel lock effect point counter information) and the information indicating the result of the consecutive win counter update process (consecutive win counter information). Therefore, even if the sub-control board 32 does not receive winning role information (winning role information that can uniquely recognize the winning role) that notifies the winning role from the main control board 31, it can narrow down the winning role (winning area that has been won) and control the performance based on the result. Note that the "information indicating the result" does not have to directly notify the result, and may indirectly notify the result.

[0157] Here, the control of the performance by the sub-control board 32 will be described. The sub-control board 32 can execute a performance according to the type of winning combination, for example, based on the consecutive winning counter information (single). For example, when the consecutive winning counter information received from the main control board 31 indicates that the storage value of the second consecutive winning counter 92b is "1" or more, the sub-control board 32 can execute a performance corresponding to the winning area group B via the liquid crystal display 13. One example of the performance is to display a blue predetermined image (navigation image) corresponding to the winning area group B on the liquid crystal display 13 to suggest that the winning area group B is a winning combination. In addition, when the consecutive winning counter information received from the main control board 31 indicates that the storage value of the third consecutive winning counter 92c is "1" or more, the sub-control board 32 can execute a performance corresponding to the winning area group C via the liquid crystal display 13. One example of the performance is to display a yellow predetermined image (navigation image) corresponding to the winning area group C on the liquid crystal display 13 to suggest that the winning area group C is a winning combination.

[0158] However, in the control of the performance based only on the consecutive winning number counter information, for example, it is not possible to determine which winning area of ​​the winning area group C has been won, and it is not possible to determine whether the winning area is "Right-up Yellow 7" or "Middle Yellow 7". In other words, it is not possible to execute the performance according to the strength of the winning combination.

[0159] Here, the winning area "Right-up Yellow 7" which is one of the winning areas belonging to the second winning area group is called a weak rare role, and the winning area "Middle Yellow 7" which is one of the winning areas belonging to the third winning area group is called a strong rare role. As shown in Figure 8, in the internal lottery, the probability of winning the winning area "Middle Yellow 7" (strong rare role) is lower than the probability of winning the winning area "Right-up Yellow 7" (weak rare role).

[0160] The weak rare combination and the strong rare combination are winning areas where a process advantageous to the player may be performed based on the winning. Specifically, the winning areas are winning areas where a lottery (a lottery for granting a benefit) for the granting of a benefit (described later) may be performed based on the winning. When the lottery for granting a benefit is won, the granting of the benefit is determined. The strong rare combination is a winning area that is more advantageous to the player than the weak rare combination if it is won. Specifically, the strong rare combination has a higher expectation of granting a benefit than the weak rare combination if it is won. In addition, when the strong rare combination is won, a lottery with a higher probability of granting a benefit than when the weak rare combination is won may be performed, and a lottery that is not performed when the weak rare combination is won may be performed. Also, when the strong rare combination is won, a more advantageous benefit may be granted than when the weak rare combination is won (the advantage of the benefit itself may be different).

[0161] If you win a weak rare role, you have a lower chance of winning the bonus lottery than if you win a strong rare role. A low chance of winning the bonus lottery includes a low chance of winning the lottery, a low chance of winning due to a low chance of the lottery being held, or a 0% chance of winning due to the lottery not being held.

[0162] In the above, the relationship between the weak rare role and the strong rare role that is more advantageous to the player than the weak rare role has been described, but this may be replaced with the relationship between a predetermined role (winning area) and a weak rare role that is more advantageous to the player than the predetermined role. The predetermined role may be, for example, the winning area "batting order 7 complete lip" (belonging to the first winning area group). The weak rare role has a higher expectation of being awarded a privilege if won than the winning area "batting order 7 complete lip". Also, in the internal lottery, the probability of winning a weak rare role is lower than the probability of winning the winning area "batting order 7 complete lip".

[0163] The bonuses include bonuses related to the batting order navigation performance, specifically the right to transition to an AT performance state, the right to transition to a special performance state (add-on specialized zone), and bonuses that increase the probability of transitioning to the AT performance state.

[0164] The strength of the winning combination indicates the degree of advantage to the player, and is important information for the player. Therefore, when a performance according to the strength of the winning combination is executed, the player can more easily grasp the degree of advantage.

[0165] The gaming machine of this embodiment narrows down the winning combinations in the internal lottery result determination process, and controls the presentation based on the narrowed down combination. Specifically, in addition to the type of winning combination, the strength of the winning combination is specified, and the presentation is controlled based on the result. This makes it possible to set (install) a wide variety of patterns of presentation (presentation rules) according to the narrowed down winning combinations. In other words, a wide variety of presentation patterns can be realized. In other words, even if the sub-control board 32 does not receive winning combination information that can uniquely recognize the winning combination from the main control board 31, it can realize presentation patterns equivalent to those when the winning combination information is received.

[0166] The sub-control board 32 can execute different effects, for example, when it is determined in the internal lottery result determination process that the winning area "middle yellow 7" (strong rare role) has been won and when it is determined in the internal lottery result determination process that the winning area "right-upward yellow 7" (weak rare role) has been won. Specifically, when it is determined that the winning area "middle yellow 7" (strong rare role) has been won, it can execute an effect (special effect) that suggests that the expectation of the player being granted a privilege is higher than when it is determined that the winning area "right-upward yellow 7" (weak rare role) has been won, via the liquid crystal display 13, etc. The special effect may be, for example, a chance-up effect in which a specified character is displayed in red, a cut-in effect in which a specified character is inserted, or the like.

[0167] In the gaming machine of this embodiment, the winning combinations are narrowed down by the internal lottery result determination process, so it is possible to set which combination a predetermined performance will be executed based on. For example, it is possible to set whether a predetermined performance will be executed based on the winning of a weak rare combination or a strong rare combination. If a predetermined performance is executed based on the winning of a strong rare combination, the frequency of the predetermined performance will be lower than if the predetermined performance is executed based on the winning of a weak rare combination. In this way, rules regarding the frequency of execution of a predetermined performance can be established.

[0168] In this embodiment, the consecutive win count counter update process may be called the first counter update process (first setting process), and the reel lock effect point counter update process may be called the second counter update process (second setting process). In that case, the consecutive win count counter 92 is the first counter, and the reel lock effect point counter 91 is the second counter. In addition, the reel lock effect point counter update process may be called the first counter update process (first setting process), and the consecutive win count counter update process may be called the second counter update process (second setting process). In that case, the reel lock effect point counter 91 becomes the first counter, and the consecutive win count counter 92 becomes the second counter.

[0169] The gaming machine of this embodiment is A plurality of reels on which a plurality of types of symbols are arranged on the outer circumferential surface; A main control means for controlling the progress of a game; A sub-control means for controlling the execution of the performance based on the information acquired from the main control means, The main control means An internal lottery means for performing an internal lottery for determining whether or not a plurality of types of roles have been won; A winning determination means for determining a winning combination based on the stopping state of the plurality of reels; A storage means capable of storing predetermined information, The processing performed by the main control means based on the result of the internal lottery includes a first setting processing and a second setting processing for the storage means, The result of the internal lottery includes a plurality of types of results including a first result and a second result, The main control means In the first setting process based on the result of the internal lottery being the first result and the result of the internal lottery being the second result, a first process is performed, In the second setting process based on the result of the internal lottery being the first result, a second process is performed, and in the second setting process based on the result of the internal lottery being the second result, a third process different from the second process is performed; The sub-control means determines the result of the internal lottery based on information indicating the result of the first setting process and information indicating the result of the second setting process received from the main control means, and performs control over the presentation based on the result of the determination.

[0170] The sub-control means judges the result of the internal lottery based on the information indicating the result of the first setting process and the information indicating the result of the second setting process received from the main control means, and controls the presentation based on the judgment result. Therefore, even if the sub-control means does not receive winning role information that can uniquely identify a winning role from the main control means, it can narrow down the winning roles in the internal lottery and control the presentation based on the result. This makes it possible to prevent winning role information from being obtained illegally and to carry out fraudulent acts, and makes it possible to execute various presentations (presentations with a wide variety of patterns, diverse presentations) based on the narrowed down winning roles.

[0171] In the above-mentioned internal lottery result determination process, the following process may be performed after the first determination. In the gaming machine of this embodiment, when a predetermined winning area is won in the internal lottery, the counter may be updated (or not updated) depending on the presentation state, and the value added to the counter may be different depending on the presentation state.

[0172] (When the value increment is 1pt or 5pt) An example of a specific process when the sub-control board 32 determines in the first judgment that the increment of the value is 1 pt or 5 pt (when the first winning area group is determined to have been won) will be described with reference to the flowcharts shown in Figures 13 to 16. It is assumed that at the start of the flowcharts shown in Figures 13 to 16, the sub-control board 32 determines that the increment of the value is 1 pt or 5 pt.

[0173] When the presentation state is the normal presentation state, processing is performed based on the flowchart shown in Fig. 13. The sub-control board 32 first determines whether the small win history is valid or not (step S1). A small win history that is valid refers to a case where a consecutive win counter update process has been executed based on the result of an internal lottery. On the other hand, a small win history that is invalid refers to a case where a consecutive win counter update process has not been executed based on the result of an internal lottery. In the gaming machine of this embodiment, in a predetermined game involving the execution of a special presentation, there are cases where the small win history is invalid (i.e., a consecutive win counter update process based on the result of an internal lottery is not executed).

[0174] In step S1, if it is determined that the small win history is valid (step S1: YES), the sub-control board 32 determines whether the second consecutive win counter 92b is valid or not (step S2). Hereinafter, a valid counter means that the stored value of the counter is "1" or more, and an invalid counter means that the stored value of the counter is "0".

[0175] In step S1, if it is determined that the minor winning history is not valid (step S1: NO), the sub-control board 32 determines that the result of the internal lottery is a winning area of ​​"Replay A", "Replay B", "7 in batting order replay", "4-choice yellow 7A" to "4-choice yellow 7H", "4-choice 3 A" to "4-choice 3 D", "Matching batting order A" to "Matching batting order D", "Common 3 A", "Common 3 B" and "Common 1" (step S3).

[0176] In step S2, if the sub-control board 32 determines that the second consecutive win counter 92b is valid (step S2: YES), it determines that the result of the internal lottery is a win in one of the winning areas "Replay A," "Replay B," or "7 in batting order Replay" (step S4). In step S2, if the sub-control board 32 determines that the second consecutive win count counter 92b is not valid (step S2: NO), the sub-control board 32 determines whether the third consecutive win count counter 92c is valid or not (step S5).

[0177] In step S5, if the sub-control board 32 determines that the third consecutive winning count counter 92c is valid (step S5: YES), it determines that the result of the internal lottery is a winning in the winning area "Common 3 A" (step S6). In step S5, if the sub-control board 32 determines that the third consecutive winning count counter 92c is not valid (step S5: NO), it determines that the result of the internal lottery is a winning area of ​​"4-choice yellow 7A" to "4-choice yellow 7H", "4-choice 3 A" to "4-choice 3 D", "Matching order A" to "Matching order D", "Common 3 B" and "Common 1" (step S7).

[0178] When the performance state is the AT performance state, the process based on the flowchart shown in FIG. 14 is performed. Here, among the first winning area group, the winning areas "4-choice yellow 7A" to "4-choice yellow 7H", "4-choice 3-card A" to "4-choice 3-card D" and "Sight-pressing batting order A" to "Sight-pressing batting order D" are winning areas in which the batting order navigation performance can be executed. In the gaming machine of this embodiment, in the AT performance state, based on the winning of the winning area "4-choice yellow 7A" to "4-choice yellow 7H" or the winning area "4-choice 3-card A" to "4-choice 3-card D", a batting order navigation performance (hereinafter referred to as the first batting order navigation performance) that notifies the correct batting order is executed. In addition, based on the winning of the winning area "Sight-pressing batting order A" to "Sight-pressing batting order D", a batting order navigation performance and a timing navigation performance are executed. Hereinafter, a batting order navigation performance accompanied with a timing navigation performance is referred to as the second batting order navigation performance.

[0179] The sub-control board 32 first determines whether or not the first batting order navigation performance has been executed (step S11).

[0180] In step S11, when it is determined that the first batting order navigation effect has been executed (step S11: YES), the sub-control board 32 determines whether or not the third consecutive win counter 92c is valid (step S12). In step S11, when it is determined that the first batting order navigation performance has not been executed (step S11: NO), the sub-control board 32 determines whether or not the second batting order navigation performance has been executed (step S13).

[0181] In the AT performance state, if the result of the internal lottery indicates that the winning area "4 choices, yellow 7A" to "4 choices, yellow 7H" has been won, "1" is added to the value stored in the third consecutive winning counter 92c, but if the result of the internal lottery indicates that the winning area "4 choices, 3 cards A" to "4 choices, 3 cards D" has been won, "1" is not added to the value stored in the third consecutive winning counter 92c. In step S12, if it is determined that the third consecutive winning count counter 92c is valid (step S12: YES), the sub-control board 32 determines that the result of the internal lottery is a win in the winning area "4-choice yellow 7A" to "4-choice yellow 7H" (step S14). In step S12, if it is determined that the third consecutive winning counter 92c is not valid (step S12: NO), the sub-control board 32 determines that the result of the internal lottery is a winning in one of the winning areas "4 choices, 3 cards A" to "4 choices, 3 cards D" (step S15).

[0182] In step S13, if it is determined that the second batting order navigation effect has been executed (step S13: YES), the sub-control board 32 determines that the result of the internal lottery is a winning area among "Match Batting Order A" to "Match Batting Order D" (step S16). In step S13, when it is determined that the second batting order navigation effect has not been executed (step S13: NO), the sub-control board 32 determines whether the aim flag is valid or not (step S17). The aim flag is stored in the RAM of the sub-side storage means 72, and is set to the ON state when a game accompanied by an aim effect (aim game) is executed. The aim effect is an effect that displays a predetermined symbol for the player to aim at on the liquid crystal display 13. Having the player aim refers to having the player stop the reels with the aim of displaying a predetermined symbol at a predetermined position (upper, middle or lower) through the display window 16. The aim flag is set to the OFF state upon the end of the aim game.

[0183] In step S17, when it is determined that the aim flag is valid (step S17: YES), the sub-control board 32 determines whether or not there is a compensation (step S18). The compensation means that a predetermined benefit is given, and the predetermined benefit is, for example, the right to move to a special performance state in which the expected value of the added bonus is relatively high in the next AT performance state. In step S17, when it is determined that the aim flag is not valid (step S17: NO), the sub-control board 32 determines whether or not the second consecutive win counter 92b is valid (step S19).

[0184] In step S18, when it is determined that there is a prize (step S18: YES), the sub-control board 32 determines that the result of the internal lottery is a win in the winning area "batting order 7-match reply" (step S20). In step S18, if it is determined that there is no compensation (step S18: NO), the sub-control board 32 determines that the result of the internal lottery is a win in the winning area "common 1 piece" (step S21).

[0185] In step S19, if it is determined that the second consecutive winning counter 92b is valid (step S19: YES), the sub-control board 32 determines that the result of the internal lottery is a winning area of ​​"Replay A," "Replay B," or "7 in batting order Replay" (step S22). In step S19, when it is determined that the second consecutive win counter 92b is not valid (step S19: NO), the sub-control board 32 determines whether or not the third consecutive win counter 92c is valid (step S23).

[0186] In step S23, if it is determined that the third consecutive winning counter 92c is valid (step S23: YES), the sub-control board 32 determines that the result of the internal lottery is a winning in the winning area "Common 3 A" (step S24). In step S23, if it is determined that the third consecutive winning counter 92c is not valid (step S23: NO), the sub-control board 32 determines that the result of the internal lottery is a winning in the winning area "Common 3 B" (step S25).

[0187] When the presentation state is the special presentation state, processing is performed based on the flowchart shown in Fig. 15. The sub-control board 32 first determines whether or not the second batting order navigation presentation has been executed (step S31).

[0188] In step S31, if it is determined that the second batting order navigation effect has been executed (step S31: YES), the sub-control board 32 determines that the result of the internal lottery is a winning area among "Match Batting Order A" to "Match Batting Order D" (step S32). In step S31, when it is determined that the second batting order navigation effect has not been executed (step S31: NO), the sub-control board 32 determines whether or not it is the final game in the special effect state (step S33). Note that an add-on is executed in the final game in the special effect state.

[0189] In step S33, if it is determined that this is the final play in the special presentation state (step S33: YES), the sub-control board 32 determines that the result of the internal lottery is a winning area of ​​"Replay A," "Replay B," "4-choice yellow 7A" to "4-choice yellow 7H," "4-choice 3 cards A" to "4-choice 3 cards D," "Common 3 cards B," or "Common 1 card" (step S34). In step S33, when it is not determined that it is the final game in the special effect state (step S33: NO), it is determined whether or not the aim flag is valid (step S35).

[0190] In step S35, if it is determined that the aim flag is valid (step S35: YES), the sub-control board 32 determines whether or not there is a payment (step S36). In step S35, if it is determined that the aim flag is not valid (step S35: NO), the sub-control board 32 determines that the result of the internal lottery is a winning area of ​​"Replay A," "Replay B," "4-Choice Yellow 7A" to "4-Choice Yellow 7H," "4-Choice 3 A" to "4-Choice 3 D," and "Common 3 B" (step S37).

[0191] In step S36, when it is determined that there is a compensation (step S36: YES), the sub-control board 32 determines that the result of the internal lottery is a win in the winning area "batting order 7 complete lip" (step S38). In step S36, if it is determined that there is no compensation (step S36: NO), the sub-control board 32 determines that the result of the internal lottery is a win in the winning area "common 1 piece" (step S39).

[0192] In addition, in the gaming machine of this embodiment, a judge game may be performed with an effect of notifying whether or not a special benefit is given in a predetermined effect state (for example, an AT effect state). For example, a judge game is performed at the end of the AT effect state, and an effect of notifying whether or not the continuation of the AT effect state as a special benefit (addition of a predetermined value to the stored value of the AT end judgment counter 90) is given is executed. In this embodiment, the judge game is a single game, but the judge game may be executed over multiple games.

[0193] In the judge game, processing is performed based on the flowchart shown in Fig. 16. The sub-control board 32 first determines whether or not the second batting order navigation presentation has been executed (step S41).

[0194] In step S41, if it is determined that the second batting order navigation effect has been executed (step S41: YES), the sub-control board 32 determines that the result of the internal lottery is a winning area among "Match Batting Order A" to "Match Batting Order D" (step S42). If it is determined in step S41 that the second batting order navigation performance has not been executed (step S41: NO), the sub-control board 32 determines that the result of the internal lottery is that one of the winning areas "Replay A", "Replay B", "7 batting order replay", "4-choice yellow 7A" to "4-choice yellow 7H", "4-choice 3 A" to "4-choice 3 D", "Matching batting order A" to "Matching batting order D", "Common 3 A", "Common 3 B" and "Common 1" has been won (step S43).

[0195] (When the value increment is 2pt or 6pt) Next, an example of a specific process when the sub-control board 32 determines in the first judgment that the increment of the value is 2pt or 6pt (when the second winning area group is determined to have been won) will be described with reference to the flowchart shown in Fig. 17. At the start of the flowchart shown in Fig. 17, it is assumed that the sub-control board 32 determines that the increment of the value is 2pt or 6pt.

[0196] The sub-control board 32 first determines whether the small win history is valid (step S51). If it is determined in step S51 that the small win history is valid (step S51: YES), the sub-control board 32 determines whether the second consecutive win counter 92b is valid (step S52). In step S51, if it is determined that the small win history is not valid (step S51: NO), the sub-control board 32 determines that the result of the internal lottery is a win in one of the winning areas "Middle Row Replay", "Right Up Yellow 7", "Chance Eye A" and "Chance Eye B" (step S53).

[0197] In step S52, if the sub-control board 32 determines that the second consecutive win counter 92b is valid (step S52: YES), it determines that the result of the internal lottery is a win in the win area "middle replay" (step S54). In step S52, if the sub-control board 32 determines that the second consecutive win count counter 92b is not valid (step S52: NO), the sub-control board 32 determines whether the third consecutive win count counter 92c is valid or not (step S55).

[0198] In step S55, if the sub-control board 32 determines that the third consecutive winning count counter 92c is valid (step S55: YES), it determines that the result of the internal lottery is a win in the winning area "Right-up Yellow 7" (step S56). In step S55, if the sub-control board 32 determines that the third consecutive winning count counter 92c is not valid (step S55: NO), it determines that the result of the internal lottery is a winning in the winning area "Chance Eye A" or "Chance Eye B" (step S57).

[0199] (When the value increment is 3pt or 7pt) Next, an example of a specific process when the sub-control board 32 determines that the increment of the value is 3pt or 7pt in the first determination of the internal lottery result determination process (when it determines that the third winning area group has been won) will be described with reference to the flowcharts shown in Figures 18 to 19. At the start of the flowcharts shown in Figures 18 to 19, it is assumed that the sub-control board 32 determines that the increment of the value is 3pt or 7pt.

[0200] When the presentation state is the normal presentation state, processing is performed based on the flowchart shown in Fig. 18. The sub-control board 32 first determines whether or not the small winnings history is valid (step S61).

[0201] In step S61, when it is determined that the small winning history is valid (step S61: YES), the sub-control board 32 determines whether or not the third consecutive winning number counter 92c is valid (step S62). In step S61, if it is determined that the small win history is not valid (step S61: NO), the sub-control board 32 determines that the result of the internal lottery is a win in either the winning area "middle yellow 7" or the "red 7 fake lip" (step S63).

[0202] In step S62, if it is determined that the third consecutive winning count counter 92c is valid (step S62: YES), the sub-control board 32 determines that the result of the internal lottery is a winning area "middle yellow 7" (step S64). In step S62, if it is determined that the third consecutive winning counter 92c is not valid (step S62: NO), the sub-control board 32 determines that the result of the internal lottery is a winning in the winning area "Red 7 Fake Lip" (step S65).

[0203] When the performance state is the AT performance state, the process based on the flowchart shown in FIG. 19 is performed. The consecutive win counter 92 may further include a fifth consecutive win counter in addition to the first consecutive win counter 92a to the fourth consecutive win counter 92d. The fifth consecutive win counter is a counter whose stored value is updated in the AT performance state, and "1" is added to the stored value of the fifth consecutive win counter based on the result of the internal lottery in the AT performance state being a win in the winning area "middle yellow 7". On the other hand, when the result of the internal lottery in the AT performance state is a win in the winning area "red 7 fake lip", "1" is not added to the stored value of the fifth consecutive win counter.

[0204] The sub-control board 32 determines whether or not the fifth consecutive winning counter is valid (step S71).

[0205] In step S71, if it is determined that the fifth consecutive winning count counter is valid (step S71: YES), the sub-control board 32 determines that the result of the internal lottery is a winning area "middle yellow 7" (step S72). In step S71, if it is determined that the fifth consecutive winning counter is not valid (step S71: NO), the sub-control board 32 determines that the result of the internal lottery is a winning in the winning area "Red 7 Fake Lip" (step S73).

[0206] (When the value increment is 4pt or 8pt) Next, an example of a specific process when the sub-control board 32 determines in the first judgment that the increment of the value is 4pt or 8pt (when the fourth winning area group is determined to have been won) will be described with reference to the flowchart shown in Fig. 20. At the start of the flowchart shown in Fig. 20, it is assumed that the sub-control board 32 determines that the increment of the value is 4pt or 8pt.

[0207] The sub-control board 32 judges whether or not the execution of the long freeze (third reel lock effect) is decided (step S81). In the gaming machine of this embodiment, the execution of the third reel lock effect is decided only when the winning area "black BAR alignment" is won.

[0208] In step S81, if it is determined that the execution of the third reel lock effect has been decided (step S81: YES), the sub-control board 32 determines that the result of the internal lottery is a win in the winning area "black BAR alignment" (step S82). In step S81, when it is determined that the execution of the third reel lock effect has not been determined (step S82: NO), the sub-control board 32 determines whether or not a predetermined benefit has been granted (step S83). The predetermined benefit may be, for example, a right to transition to a special performance state in which the expected value of the additional bonus is relatively high in the next AT performance state.

[0209] In step S83, if it is determined that a predetermined benefit has been granted (step S83: YES), the sub-control board 32 determines that the result of the internal lottery is a win in the winning area "black BAR alignment" (step S84). If it is determined in step S83 that the specified benefit has not been granted (step S83: NO), the sub-control board 32 determines that the result of the internal lottery is a win in the winning area "red 7 line" or "BAR line" (step S85).

[0210] As described above, in addition to (or in place of) the reel lock effect point counter information and the consecutive win count counter information, other information may be referenced to determine the result of the internal lottery. The other information includes the presence or absence of a batting order navigation effect, the type of batting order navigation effect, whether or not a specific effect (aim effect, third reel lock effect) is executed, the effect state, and whether or not a specific bonus has been granted. In addition, the determination result of the result of the internal lottery based on the reel lock effect point counter information and the consecutive win count counter information may differ depending on the state of the gaming machine (the gaming state and the effect state).

[0211] (Second embodiment) Next, a second embodiment of the present invention will be described. The gaming machine of this embodiment basically has the same configuration as the gaming machine of the first embodiment, so the description of the same configuration as the gaming machine of the first embodiment will be omitted or simplified.

[0212] As shown in FIG. 5, in the winning area "4-choice yellow 7A" to "4-choice yellow 7H", any of batting orders 3 to 6 are set as the correct batting order (first operation order), and batting orders 1 and 2 are set as the incorrect batting order (second operation order). In other words, the winning area "4-choice yellow 7A" to "4-choice yellow 7H" is a winning area with a bias in the correct batting order (a winning area where the correct batting order is not set evenly). In the winning area "4-choice yellow 7A" to "4-choice yellow 7H", if you press left, a 1-coin role (incorrect role) will always win, and if you press center or right, if the correct batting order is selected, an 8-coin role (correct role) will win, and if the incorrect batting order is selected, a 1-coin role or no role will win.

[0213] These winning areas "4-choice yellow 7A" to "4-choice yellow 7H" are winning areas in which the number of game media paid out varies (changes) depending on the batting order (the manner of operation (operation sequence) of the stop buttons 26a to 26c). Note that the winning areas in which the number of game media paid out varies depending on the batting order are not limited to the 4-choice yellow 7 (batting order bell), but may also refer to a 4-choice 3-coin role or a push-button batting order role. In other words, the batting order bell is not limited to the 4-choice yellow 7, but may also refer to a 4-choice 3-coin role or a push-button batting order role.

[0214] Also, the winning areas in which the payout amount of game media differs depending on the batting order (operation mode) may be the winning areas "1 coin 1" to "1 coin 8" shown in FIG. 21. FIG. 21 shows the relationship between the stop operation mode and the winning combination in the RBB internal middle state for the winning areas "1 coin 1" to "1 coin 8". When the winning areas "1 coin 1" to "1 coin 8" are won and an operation is performed by pressing the left button, a 1 coin combination is always won. On the other hand, when the winning areas "1 coin 1" to "1 coin 8" are won and an operation is performed by pressing the middle button or the right button, a 1 coin combination is won with a 1 / 8 probability depending on the timing of the stop operation, and a 7 / 8 probability is missed (a 1 coin combination is not won). In the winning areas "1 coin 1" to "1 coin 8", if the stop operation is performed in a specific operation manner (pressing the middle or right and stopping at the specified timing), a 1 coin role will be missed and the payout will be 0, but if the stop operation is performed in any other operation manner (pressing the left, or pressing the middle or right and stopping at the specified timing), a 1 coin role will be won and the payout will be 1.

[0215] When always playing by pressing the center button or the right button, the probability of winning the winning area "1 coin 1" to "1 coin 8" and receiving one medal is lower than when always playing by pressing the left button. By providing the winning area "1 coin 1" to "1 coin 8" and setting the operation modes (center button and right button) with a relatively high probability of winning the batting order bell and receiving a predetermined number of medals (for example, 8 medals for the 4-choice yellow 7) to the operation modes (center button and right button) with a relatively low probability of winning the winning area "1 coin 1" to "1 coin 8" and receiving one medal, it is possible to prevent too much difference in medal acquisition performance for each operation mode.

[0216] In a non-AT performance state, if the batting order bell is won and the center or right button is pressed in a game where the batting order navigation performance is not executed, a relatively high payout role may be won. Therefore, when a game is played by pressing the center or right button in a non-AT performance state, there is a risk that the ball output performance of the gaming machine will be excessive.

[0217] In the gaming machine of this embodiment, in a game in which a batting order bell (a winning area in which the payout amount of gaming media varies depending on the batting order) is won in a non-AT performance state, if a specific operation mode, i.e., a center push or a right push is performed (if a stop operation is performed at any of batting orders 3 to 6), a predetermined disadvantage is incurred by the player. Specifically, a predetermined process is not executed. This may be referred to as a penalty process that is disadvantageous to the player being executed.

[0218] (Penalty processing) In the penalty processing of this embodiment, the value "1" corresponding to the number of times of the game is controlled not to be added to a predetermined counter. The predetermined counter is a counter whose value is advantageous to the player, for example, a non-AT presentation state play count counter. In this embodiment, a predetermined number of games are played in the non-AT presentation state, and when the stored value of the non-AT presentation state play count counter reaches a predetermined value (for example, 999), the transition to the AT presentation state is determined. However, if the penalty processing is performed and "1" is not added to the stored value of the non-AT presentation state play count counter, the period until the transition to the AT presentation state is determined becomes longer, which is disadvantageous to the player. The penalty processing may be such that a predetermined lottery (for example, an AT lottery) is not performed in the game.

[0219] In addition, in the non-AT performance state, a penalty process may be performed when the center button or the right button is pressed in a game in which a predetermined winning area other than the batting order bell is won. In other words, a predetermined winning area may be provided in which a penalty is imposed when the center button or the right button is pressed other than the batting order bell. The predetermined winning area may be, for example, the winning area "Common 3 A" shown in FIG. 4. The winning area "Common 3 A" is a winning area in which the same payout role (3-coin role) is won regardless of the batting order (operation mode) (a winning area in which the payout number of game media is the same regardless of the batting order). In addition, the predetermined winning area may be a winning area in which a role with a predetermined payout is won when the left button is pressed, and a role with a payout lower than the predetermined payout is won or neither role is won when the center button or the right button is pressed.

[0220] In the gaming machine of this embodiment, if the player operates and plays in a predetermined operation mode (recommended hitting order: left push), the player will not suffer any disadvantage (penalty processing will not be executed). In other words, when the player operates in a predetermined operation mode (left push) different from a specific operation mode (center push or right push), the player is granted (accrues) a predetermined advantage regarding the instruction performance (a value is added to the non-AT performance state play count counter, or a predetermined lottery is executed) compared to when the player operates in a specific operation mode.

[0221] (Sending winning information) In the gaming machine of the first embodiment, the main control board 31 does not transmit winning role information (winning role information that can uniquely identify a winning role (winning area)) to the sub-control board 32, but in the gaming machine of this embodiment, the main control board 31 transmits winning role information to the sub-control board 32 in specified cases.

[0222] In the gaming machine of this embodiment, when a predetermined winning area is won in a non-AT performance state (when the result of the internal lottery is the second result), the main control board 31 transmits winning role information (information indicating that the result of the internal lottery is the second result) informing the sub-control board 32 of the winning role. The predetermined winning area is a winning area in which the number of game media paid out is the same regardless of the batting order (the number of game media paid out does not change depending on the batting order) (a role with a different payout depending on the batting order does not win), and examples of such winning areas include "Replay A", "Replay B" and "Common 3 A". In addition, even in the AT performance state, if the result of the internal lottery is the second result, the main control board 31 may transmit winning combination information to the sub-control board 32.

[0223] On the other hand, in the non-AT performance state, when the batting order bell (a winning area in which the payout number of game media differs depending on the batting order) is won (when the result of the internal lottery is the first result), the main control board 31 does not transmit winning role information (information indicating that the result of the internal lottery is the first result) informing the sub-control board 32 of the winning role. When the main control board 31 does not transmit winning role information to the sub-control board 32 in this way, the main control board 31 does not display predetermined information (for example, information indicating the correct batting order, information indicating a recommended batting order, information indicating that the batting order bell (a predetermined winning area in which the payout number of game media differs depending on the batting order) has been won, etc.) (information related to the instruction function, information related to the winning role (winning area)) on the 7-segment display (main display) of the game information display unit 17.

[0224] In the AT performance state, when a batting order bell (a winning area in which the payout amount of game media varies depending on the batting order) is won, the main control board 31 may transmit winning combination information to the sub-control board 32. In this case, when the main control board 31 determines to execute the batting order navigation performance based on the winning of the winning area, it causes the 7-segment display of the game information display unit 17 to display information indicating the correct batting order (information related to the instruction function).

[0225] If winning role information notifying a player that a winning area in which the number of game media paid out is the same regardless of batting order is defined as first winning role information, and winning role information notifying a player that a winning area in which the number of game media paid out varies depending on batting order is defined as second winning role information, it can be said that the first winning role information has a smaller impact on ball output performance than the second winning role information in the event that it is fraudulently obtained and a fraudulent act is committed.

[0226] In addition, in this embodiment, the non-AT presentation state may refer to a presentation state other than the AT presentation state. For example, the non-AT presentation state may include a non-advantageous zone presentation state.

[0227] In addition, in the gaming machine of this embodiment, the expected value of the ball payout rate when playing with a left push is set lower than that when playing with a center push or a right push, so that playing with a left push is basically recommended, and a penalty process is performed when playing with a center push or a right push in a predetermined game (when an operation is performed in a specific operation mode), but this is not limited to this. For example, the expected value of the ball payout rate when playing with a center push may be set lower than that when playing with a left push or a right push, so that playing with a center push is basically recommended, and a penalty process may be performed when playing with a left push or a right push in a predetermined game (when an operation is performed in a specific operation mode).

[0228] The gaming machine of this embodiment is A plurality of reels on which a plurality of types of symbols are arranged on the outer circumferential surface; a stop button provided corresponding to each of the plurality of reels; A main control means for controlling the progress of a game; A sub-control means for controlling the execution of the performance based on the information acquired from the main control means, The main control means An internal lottery means for performing an internal lottery for determining whether or not a plurality of types of roles have been won; A winning determination means for determining a winning combination based on the stopping state of the plurality of reels; An instruction function control means for controlling the execution of an instruction performance that assists in the winning of a specific combination; and a presentation state control means for transitioning the presentation state between a plurality of presentation states including an AT presentation state in which the instruction presentation is executed and a non-AT presentation state in which the instruction presentation is executed less frequently than the AT presentation state, The result of the internal lottery includes a plurality of types of results including a first result and a second result, In the game in which the first result is obtained, the payout amount of the game value varies depending on the operation mode of the stop button, In the game in which the second result is obtained, the payout amount of the game value is the same regardless of the operation mode of the stop button, In a game in which a predetermined result is obtained in the non-AT performance state, if a stop operation is performed in a specific operation mode, a predetermined disadvantage occurs to the player, The main control means In the non-AT performance state, when the result of the internal lottery is the first result, the information indicating the result of the internal lottery is not transmitted to the sub-control means; In the non-AT presentation state, when the result of the internal lottery is the second result, information indicating the result of the internal lottery is transmitted to the sub-control means.

[0229] In a game in which the first result is obtained, the payout amount of game media changes according to the operation mode of the stop button, and when a stop operation is performed in the specific operation mode that can win a role with a predetermined payout in the game, a penalty process that is disadvantageous to the player is performed. In addition, when the result of the internal lottery is the first result in the non-AT performance state, the main control means does not transmit information indicating the result of the internal lottery to the sub-control means, and when the result of the internal lottery is the second result in the non-AT performance state, the main control means transmits information indicating the result of the internal lottery to the sub-control means. Therefore, it is possible to suppress the information indicating the first result from being illegally obtained, and the sub-control means can use the information indicating the second result to control the performance. This makes it possible to suppress fraudulent acts based on illegally obtained information. In addition, it is possible to make it possible to execute various performances based on winning role information (winning role information that can uniquely recognize a winning role) for the result of a predetermined internal lottery (second result).

[0230] (Third embodiment) Next, a third embodiment of the present invention will be described. The gaming machine of this embodiment basically has the same configuration as the gaming machine of the first embodiment, so the description of the same configuration as the gaming machine of the first embodiment will be omitted or simplified.

[0231] In the gaming machine of this embodiment, various effects are executed via the display surface of the liquid crystal display 13. Among the effects executed via the display surface of the liquid crystal display 13 in a non-AT effect state, there is an effect (suggested effect) that suggests the expectation that a bonus related to the instruction effect will be granted (expectation that a bonus will be granted) (expectation regarding the granting of a bonus). In this embodiment, multiple types of suggested effects are prepared, and the probability of each suggested effect being executed varies depending on the result of the internal lottery (depending on the winning area that has been won). In other words, the probability of each suggested effect being executed is set for each result of the internal lottery.

[0232] The suggested effects are classified into three groups (first group, second group, and third group) according to the magnitude (strength) of the expected degree of the suggested effect. The effects belonging to the first group are effects with a relatively low expectation degree for the award of a special benefit (for example, about 10% to 30%). The effects belonging to the first group are effects with a lower expectation degree for the award of a special benefit than the effects belonging to the second group and the third group. This first group may be referred to as the "weak category." In the above, it was stated that the effects belonging to the first group have a relatively low expectation of a bonus being awarded, but since these effects correspond to rare roles, the expectation of a bonus being awarded is relatively high compared to when no effects (suggestive effects) are executed.

[0233] The effects belonging to the third group have a relatively high expectation for the award of a special benefit (for example, about 70% to 90%). The effects belonging to the third group have a higher expectation for the award of a special benefit than the effects belonging to the first group and the second group. This third group may be called the "strong category." The effects belonging to the third group may be effects indicating that the expectation of receiving a special benefit is 100%.

[0234] The effects belonging to the second group are effects that have a relatively medium expectation of receiving a special benefit (for example, about 40% to 60%). The effects belonging to the second group are effects that have a higher expectation of receiving a special benefit than the effects belonging to the first group, and have a lower expectation of receiving a special benefit than the effects belonging to the third group. This second group may be referred to as the "medium category."

[0235] For example, when an effect belonging to the third group is executed in a given game, the player can have a stronger sense of expectation that a special benefit may be awarded than when an effect belonging to the first or second group is executed.

[0236] As described in the first embodiment, there are multiple types of results of the internal lottery, including a result indicating that the winning area "red 7 fake lip" has been won, a result indicating that the winning area "red 7 line up" has been won, and a result indicating that the winning area "BAR line up" has been won. Hereinafter, the winning area "red 7 fake lip" may be referred to as a fixed role fake, and the winning area "red 7 line up" and the winning area "BAR line up" may be referred to as fixed roles. In addition, winning a fixed role fake may be referred to as the first result of the internal lottery, and winning a fixed role may be referred to as the second result of the internal lottery.

[0237] FIG. 22 shows the number of symbols assigned to each suggestive effect when the winning area "Red 7 Fake Lip" (fake fixed role) is won, and when the winning area "Red 7 Align" (fixed role) is won. In this embodiment, a predetermined number of symbols is also assigned to the decision not to execute the effect. The number of symbols is a number indicating the range of winning (fixed) numbers relative to the entire range of random numbers (e.g., 32768). The column for the winning area "Red 7 Align" may be replaced with the winning area "BAR Align", which is also a fixed role.

[0238] (Group 1) The effects (first effects) belonging to the first group include first effect A, first effect B, and third effect C. First effect A is an effect in which cherry blossom petals are displayed. First effect B is an effect in which a flag is displayed. First effect C is an effect in which a folding fan is displayed. For example, when a fixed role (the winning area "7 reds") is won, the probability that first effect A will be executed is approximately 0.5% (160 / 32768). In addition, the number of pieces assigned to each of the effects belonging to the first group may be the same or different for each of the cases where the fixed role fake is won and the fixed role is won. Also, the expected degree of expectation suggested between each of the effects belonging to the first group may be different. For example, there may be an expected degree of 15%, an expected degree of 20%, and an expected degree of 25%. Also, in this embodiment, three effects (first effects A to C) are prepared as the first effect, but it is sufficient that at least one first effect is prepared (there may be only one). In other words, there may be one or more first effects.

[0239] (Group 2) The effects (second effects) belonging to the second group include second effect A, second effect B, second effect C, second effect D, and second effect E. Second effect A is an effect in which a flame is displayed. Second effect B and second effect C are effects in which predetermined characters are cut in and displayed, and for example, the appearance of the characters is different. Second effect D and second effect E are effects (PUSH effect) in which a button image imitating an effect button including the character PUSH is displayed, and for example, the appearance of the button image is different. Note that the PUSH effect is an effect that displays a display encouraging an operation on effect button 21, and when an operation is performed according to the display, a predetermined notification related to the granting of a privilege is made. In addition, the number of pieces assigned to each of the effects belonging to the second group may be the same or different for each of the cases where the fixed role fake is won and the fixed role is won. In addition, the expected degree of expectation suggested between each of the effects belonging to the second group may be different. For example, there may be an effect suggesting an expected degree of 45%, an effect suggesting an expected degree of 50%, and an effect suggesting an expected degree of 55%. In addition, in this embodiment, five effects (second effects A to E) are prepared as the second effects, but it is sufficient that at least one second effect is prepared (there may be only one). In other words, there may be one or more second effects.

[0240] (Group 3) The effects belonging to the third group (third effects) are third effect A, third effect B, and third effect C. Third effects A to C all display a door appearing and gradually opening. Third effects A to C differ, for example, in the manner of the character that appears after the door opens. In addition, the number of pieces assigned to each of the effects belonging to the third group may be the same or different for each of the cases where the fixed role fake is won and the fixed role is won. Also, the expected degree of expectation suggested by each of the effects belonging to the third group may be different. For example, there may be an effect suggesting an expected degree of 75%, an effect suggesting an expected degree of 80%, and an effect suggesting an expected degree of 85%. Also, in this embodiment, three effects (third effects A to C) are prepared as the third effect, but it is sufficient that at least one third effect is prepared (there may be only one). In other words, there may be one or more third effects.

[0241] Next, the stopping mode of the reels 20a to 20c in the case where the fixed role fake is won and the fixed role is won will be described. The reel control means 43 controls the reels 20a to 20c to stop in a predetermined stopping mode according to the result of the internal lottery. The stopping mode refers to the arrangement of the symbols (symbol combination) on the stopped reels 20a to 20c displayed (appears) through the display window 16. For example, when the red 7 symbol "red 7" stops on the top, middle, or bottom row of the reels 20a to 20c and the red 7 symbols "red 7" are displayed in a straight line, this is called the stopping mode of red 7 alignment.

[0242] When the winning area "red 7 line up" (definite role) is won, if the stop button 26a is pressed first in batting order 1 or batting order 2 (by pressing the left button), and the reel stop operation (first stop operation to third stop operation) is performed with the aim of displaying a specific symbol (red 7 symbol "red 7" or red BAR symbol "red BAR"), the red 7 symbol "red 7" stops in the middle of the first reel 20a, the red 7 symbol "red 7" stops in the middle of the second reel 20b, and the red 7 symbol "red 7" stops in the middle of the third reel 20c, and the stop mode of the red 7 line up appears. "Displaying a specific symbol" means displaying a specific symbol at a predetermined position among the upper, middle, and lower rows through the display window 16. Also, "aiming" means performing a stop operation so that the targeted symbol stops at a predetermined position among the upper, middle, and lower rows.

[0243] When the winning area "BAR line-up" (guaranteed role) is won, if the stop button 26a is pressed first (by pressing the left button) in batting order 1 or batting order 2, and the reel stopping operation (first to third stop operations) is performed with the aim of displaying a specific pattern (red 7 pattern "RED 7" or red BAR pattern "RED BAR"), the red BAR pattern "RED BAR" will stop on the bottom row of the first reel 20a, the red BAR pattern "RED BAR" will stop on the bottom row of the second reel 20b, and the red BAR pattern "RED BAR" will stop on the bottom row of the third reel 20c, and the stopping pattern of the red BAR line-up will appear.

[0244] When the winning area "Red 7 Fake Lip" (Definite Role Fake) is won, if the stop button 26a is pressed first in batting order 1 or batting order 2 (by pressing the left button), and the reel stop operation (first stop operation to third stop operation) is performed with the aim of displaying a specific symbol (Red 7 symbol "Red 7" or Red BAR symbol "Red BAR"), the Red 7 symbol "Red 7" stops in the middle of the first reel 20a, the Red 7 symbol "Red 7" stops in the middle of the second reel 20b, and the Red 7 symbol "Red 7" stops in the upper part of the third reel 20c, and a stop mode of Red 7 alignment appears. In other words, the Red 7 symbols "Red 7" are not arranged in a straight line. In addition, when the winning area "Red 7 Fake Lip" (guaranteed role fake) is won, if the reel stopping operation (first to third stop operations) is performed without aiming to display a specific symbol (red 7 symbol "Red 7" or red BAR symbol "Red BAR"), the white 7 symbol "White 7" will stop in the middle of the first reel 20a, the white 7 symbol "White 7" will stop in the middle of the second reel 20b, and the white 7 symbol "White 7" will stop in the top of the third reel 20c, and a stopping pattern that teases the white 7s will appear.

[0245] When the player presses left to stop all the stop buttons with the aim of displaying a specific symbol, and the red 7 or red BAR stop appears, the player can understand that the winning combination is a fixed combination. On the other hand, when the player presses left to stop all the stop buttons with the aim of displaying a specific symbol, and the red 7 luring stop appears, the player can understand that the winning combination is a fixed combination fake.

[0246] For any of the winning areas "Red 7 Lineup", "BAR Lineup" and "Red 7 Fake Lip", if the first stop operation is performed with the aim of displaying a specific pattern if a winning combination is selected, the first reel 20a (left reel) can be stopped in a state in which the red BAR pattern "RED BAR" (pattern number 16 in Figure 2) is displayed on the bottom row, the red 7 pattern "RED 7" (pattern number 15 in Figure 2) on the middle row and the yellow 7 pattern "Yellow 7" (pattern number 14 in Figure 2) on the top row. In addition, if the first stop operation is performed without aiming to display a specific pattern in the case of winning in any of the winning areas "Red 7 Lineup", "BAR Lineup" and "Red 7 Fake Lip", the first reel 20a (left reel) will stop with the white BAR pattern "White BAR" displayed on the lower row.

[0247] When the stop button 26a is pressed for the first time (when the first stop operation is performed) with the aim of displaying a specific symbol, if a red BAR symbol "RED BAR" (symbol number 16 in FIG. 2) stops on the bottom row of the first reel 20a, a red 7 symbol "RED 7" (symbol number 15 in FIG. 2) stops on the middle row, and a yellow 7 symbol "Yellow 7" (symbol number 14 in FIG. 2) stops on the top row, there is a possibility that a fixed role fake has been won, or a fixed role has been won.

[0248] As shown in Figure 8, in the internal lottery, the probability of winning a fixed role (winning area "red 7 line" or winning area "BAR line") is lower than the probability of winning a fixed role fake (winning area "red 7 fake lip").

[0249] The fixed role fake and the fixed role are winning areas where a process advantageous to the player can be performed based on the winning. Specifically, they are winning areas where a lottery for the award of a benefit (a lottery for awarding a benefit) can be performed based on the winning. The fixed role is a winning area that is more advantageous to the player when the fixed role is won than the fixed role fake. Specifically, the fixed role has a higher expectation of the benefit being awarded (related to the award of a benefit) than the fixed role fake. In this embodiment, a benefit is always awarded when the fixed role is won (that is, the award of a benefit is confirmed). When the fixed role is won, a lottery with a higher probability of awarding a benefit than when the fixed role fake is won may be performed, and a lottery that is not performed when the fixed role fake is won may be performed. Also, when the fixed role is won, a benefit that is more advantageous than when the fixed role fake is won may be awarded (the degree of advantage of the benefit itself may be different).

[0250] If a fixed role fake is won, the expectation of a bonus being awarded (regarding the awarding of a bonus) is lower than if a fixed role was won. Note that the lower expectation of a bonus being awarded includes cases where a bonus is not awarded. If a fixed role fake is won, the probability of winning the bonus award lottery is lower than if a fixed role was won. The lower probability of winning the bonus award lottery includes cases where the probability of winning the lottery is low, as well as cases where the probability of winning is low due to a low probability of the lottery being held, and cases where the probability of winning is 0% due to the lottery not being held. In the above, a bonus lottery may be held when a fixed role fake is won or when a fixed role is won, but the bonus lottery may be held based on the winning of a predetermined role other than the fixed role fake and the fixed role, and the result of the lottery may be notified when a fixed role fake or a fixed role is won. When a fixed role fake is won, it is notified that the expectation of the bonus is lower than when a fixed role is won.

[0251] As shown in Fig. 22, when the fixed role fake is won, the probability that the second group's effects are executed is higher than the probability that the first group's effects are executed. Note that "the probability that the second group's effects are executed is higher than the probability that the first group's effects are executed" includes the case where the probability that the first group's effects are executed is 0%. Also, in the case where there are multiple effects (second effects) belonging to the second group and multiple effects (first effects) belonging to the first group, when comparing the effects belonging to each group individually, the probability that a predetermined effect belonging to the first group will be executed may be equal to or higher than the probability that a predetermined effect belonging to the second group will be executed. In short, when looking at the groups as a whole, it is sufficient that the probability that a performance of the second group will be executed is higher than the probability that a performance of the first group will be executed. In addition, when there is one effect belonging to the first group and one effect belonging to the second group, the probability that the second effect will be executed is higher than the probability that the first effect will be executed.

[0252] In addition, when the fixed role fake is won, the probability of the second group's effects being executed is higher than the probability of the third group's effects being executed. Note that when "the probability of the second group's effects being executed is higher than the probability of the third group's effects being executed," this includes the case where the probability of the third group's effects being executed is 0%. In addition, in the case where there are multiple effects (second effects) belonging to the second group and multiple effects (third effects) belonging to the third group, when comparing the effects belonging to each group individually, the probability that a predetermined effect belonging to the third group will be executed may be equal to or higher than the probability that a predetermined effect belonging to the second group will be executed. In short, when looking at the groups as a whole, it is sufficient that the probability that a performance of the second group will be executed is higher than the probability that a performance of the third group will be executed. In addition, when there is one effect belonging to the second group and one effect belonging to the third group, the probability that the second effect will be executed is higher than the probability that the third effect will be executed.

[0253] When the fixed role fake is won, either or both of the probability that the first group of effects are executed and the probability that the third group of effects are executed may be 0%.

[0254] When a fixed combination is won, the probability that the second group's effects will be executed is higher than the probability that the first group's effects will be executed, and the probability that the third group's effects will be executed is higher than the probability that the second group's effects will be executed. In other words, when a fixed combination is won, the probability that the first group's effects will be executed, followed by the second group's effects, and finally the third group's effects, is higher. When comparing the effects belonging to the second group with the effects belonging to the first group individually, the probability that a specific effect belonging to the first group will be executed may be equal to or higher than the probability that a specific effect belonging to the second group will be executed. In short, when looking at the entire group, it is sufficient that the probability that a effect of the second group will be executed is higher than the probability that a effect of the first group will be executed. However, when there is one effect belonging to the first group and one effect belonging to the second group, the probability that the second effect will be executed is higher than the probability that the first effect will be executed. Also, when comparing the effects belonging to the second group and the effects belonging to the third group individually, the probability that a specific effect belonging to the second group will be executed may be equal to or higher than the probability that a specific effect belonging to the third group will be executed. In short, when looking at the entire group, it is sufficient that the probability that the effect of the third group will be executed is higher than the probability that the effect of the second group will be executed. However, when there is one effect belonging to the second group and one effect belonging to the third group, the probability that the third effect will be executed is higher than the probability that the second effect will be executed.

[0255] When a fixed combination is won, the effects of each group can be executed. In other words, when the winning combination is a fixed combination, at least one or more numbers are assigned to the effects of each group (the effects of the first group to the third group). In other words, there is no group to which a number is not assigned.

[0256] In the gaming machine of this embodiment, even if the fixed role fake is won or the fixed role is won, the probability of the second group of effects suggesting that the expectation of the bonus is relatively medium is higher than the probability of the first group of effects suggesting that the expectation of the bonus is relatively low. This makes it possible to increase the frequency with which the player has the expectation that the bonus may be awarded, even if the fixed role fake is won or the fixed role is won.

[0257] In addition, the probability that the effects belonging to the first group will be executed is higher when a fixed role is won than when a fixed role fake is won. As described above, the probability that the effects of the first group will be executed when a fixed role fake is won may be 0%. In addition, the probability that the effects of the second group will be executed is higher when a fixed role fake is won than when a fixed role is won. In addition, the probability that the effects of the third group will be executed is higher when a fixed role is won than when a fixed role fake is won. As described above, the probability that the effects of the third group will be executed when a fixed role fake is won may be 0%.

[0258] In a game in which the first group of effects, which suggests that the expectation of receiving a bonus is relatively low, is executed, if the reels are stopped in a predetermined operation mode (by pressing the left button, aiming to display a specific symbol) and a stop mode (symbol combination) corresponding to a fixed role is displayed, the player feels satisfied because it is an advantageous result for the player. On the other hand, in a game in which the first group of effects is executed, if the reels are stopped in a predetermined operation mode and a stop mode (symbol combination) corresponding to a fixed role fake is displayed, it may cause the player to feel a sense of loss and decrease his / her motivation to play. Also, in a game in which the first group of effects is executed, it may cause a situation in which the player will no longer stop the reels in a predetermined operation mode.

[0259] In the gaming machine of this embodiment, the probability that the first group of effects is executed when a fixed role is won is higher than the probability that the first group of effects is executed when a fixed role fake is won. In other words, in a game in which the first group of effects is executed, the probability that the winning role is a fixed role is higher than the probability that the winning role is a fixed role fake. In other words, in a game in which the first group of effects is executed, when the reels are stopped in a predetermined operation mode, the probability that a stop mode (symbol combination) corresponding to the fixed role is displayed is higher than the probability that a stop mode (symbol combination) corresponding to the fixed role fake is displayed. This can reduce the possibility of a situation in which a player's motivation to play is reduced based on the display of a stop mode corresponding to a fixed role fake in a game in which the first group of effects is executed, or a situation in which a player stops the reels in a predetermined operation mode.

[0260] In addition, when the probability of the first group's performance being executed when the fixed role fake is won is set to 0%, in other words, when the probability of the winning role being the fixed role fake in the game in which the first group's performance is executed is 0%, when the stop button 26a is pressed first with the aim of displaying a specific symbol in the game in which the first group's performance is executed, and the red BAR symbol "RED BAR" stops in the lower row, the red 7 symbol "RED 7" stops in the middle row, and the yellow 7 symbol "YELLOW 7" stops in the upper row on the first reel 20a, the winning role is determined to be the fixed role at that point. In addition, the same applies when the probability of the third group's performance being executed when the fixed role fake is won is set to 0%.

[0261] The gaming machine of this embodiment is A plurality of reels on which a plurality of types of symbols are arranged on the outer circumferential surface; An internal lottery means for performing an internal lottery for determining whether or not a plurality of types of roles have been won; A winning determination means for determining a winning combination based on the stopping state of the plurality of reels; A state control means capable of transitioning the state at least between a first state and a second state; A performance control means for controlling the execution of the performance, the second state is a state more advantageous to the player than the first state, As an effect that can be executed in the first state, there is a suggestion effect that suggests the expectation regarding the grant of a benefit, The suggestion effects include a plurality of types of effects with different suggested expectancies, and the probability of each effect being executed varies depending on the result of the internal lottery; The suggestion effects are classified into a first effect, a second effect, and a third effect, The first performance is a performance having a lower expectation of the award of the benefit than the second performance and the third performance, The third performance is a performance in which the expectation of the award is higher than that of the first performance and the second performance, The second performance has a higher expectation of the award of the privilege than the first performance and a lower expectation of the award of the privilege than the third performance, The result of the internal lottery includes a plurality of types of results including a first result and a second result, When the result of the internal lottery is the first result, the expectation of the award of the privilege is lower than when the result of the internal lottery is the second result, When the result of the internal lottery is the first result, the probability of the second effect being executed is higher than the probability of the first effect being executed; When the result of the internal lottery is the second result, the probability of the second effect being executed is higher than the probability of the first effect being executed; The probability that the first performance is executed when the result of the internal lottery is the second result is higher than the probability that the first performance is executed when the result of the internal lottery is the first result.

[0262] The second performance is a performance with a higher expectation of the award of the benefit than the first performance, and the probability of the second performance being executed when the result of the internal lottery is the first result is higher than the probability of the first performance being executed. Also, the probability of the second performance being executed when the result of the internal lottery is the second result is higher than the probability of the first performance being executed. Therefore, whether the result of the internal lottery is the first result or the second result, the probability that the second performance will be executed is higher than the probability that the first performance will be executed, and the player can be made to feel hopeful that a special benefit may be granted more frequently. The first effect has a lower expectation of the award of the benefit than the other effects (the second effect and the third effect). The first result has a lower expectation of the award of the benefit than the second result. The probability that the first effect will be executed when the result of the internal lottery is the second result is higher than the probability that the first effect will be executed when the result of the internal lottery is the first result. For this reason, in a game in which the first effect is executed, the probability that the result of the internal lottery is the second result is higher than the probability that the result of the internal lottery is the first result. This makes it possible to prevent a decrease in the player's motivation to play based on the result of the internal lottery being the first result in a game in which the first effect is executed.

[0263] In addition, the gaming machine of this embodiment has The probability that the second performance is executed when the result of the internal lottery is the first result is higher than the probability that the second performance is executed when the result of the internal lottery is the second result.

[0264] By suppressing the frequency of execution of the first effect when the result of the internal lottery is the first result, the sense of loss caused by the frequent teasing of the effect can be reduced. On the other hand, by providing a predetermined effect that is executed as frequently as the second result or more frequently than the second result when the result of the internal lottery is the first result (by increasing the frequency of teasing), the diversification of patterns can be realized. If the predetermined effect is the third effect, if the result of the internal lottery is the first result frequently even though the third effect is executed, the sense of loss given to the player is large, which leads to the third effect being recognized as an effect that cannot be expected. Therefore, in this embodiment, the predetermined effect is the second effect that has a higher expectation than the first effect and a lower expectation than the third effect. That is, the second effect is provided as an effect that is more likely to be executed when the result of the internal lottery is the first result than when the second result is executed. The sense of loss given to the player can be reduced when the second effect is executed and the first result is obtained, compared to when the third effect is executed and the first result is obtained.

[0265] In addition, the gaming machine of this embodiment has The probability that the third performance is executed when the result of the internal lottery is the second result is higher than the probability that the third performance is executed when the result of the internal lottery is the first result.

[0266] The third effect is an effect that has a higher expectation of the award of the benefit than the other effects (the first effect and the second effect). The first result has a lower expectation of the award of the benefit than the second result. The probability that the third effect will be executed when the result of the internal lottery is the second result is higher than the probability that the third effect will be executed when the result of the internal lottery is the first result. Therefore, in a game in which the third performance is executed, the probability that the result of the internal lottery is the second result is higher than the probability that the result of the internal lottery is the first result. This makes it possible to reduce disappointment felt by a player because the result of the internal lottery is the first result in a game in which the third performance is executed in which the expectation of a privilege being awarded is higher than in other performances.

[0267] In addition, the gaming machine of this embodiment is provided with an AT presentation state (second state) in which the batting order navigation presentation is executed, and a non-AT presentation state (first state) in which the batting order navigation presentation is executed less frequently than in the AT presentation state, and it is possible to increase the number of medals in the AT presentation state more than in the non-AT presentation state (the AT presentation state is a more advantageous state for the player than the non-AT presentation state), but is not limited to this. Among the game states (FIG. 6), when the normal state and the RBB inside state are set as non-bonus states (first state) and the RBB operating state is set as the bonus operating state (second state), the bonus operating state may be configured to be capable of increasing medals more than the non-bonus state. In other words, the bonus operating state may be a state more advantageous to the player than the non-bonus state. In other words, the gaming machine may be configured to be capable of increasing the number of balls in the bonus operating state. In this case, in the non-bonus state, a suggestion effect (FIG. 22) that suggests the expectation regarding the grant of a privilege may be executed via the liquid crystal display 13, and the privilege is the right to transition to the bonus operating state. When the third effect is executed in a given game in the non-bonus state, the player can have a stronger expectation that a privilege may be granted (a privilege is granted) than when the first or second effect is executed.

[0268] In each of the above-mentioned embodiments, a game is played using medals as a game value, but the game value may be electronic information (so-called medalless). In this case, when a winning combination is achieved, a value amount corresponding to the winning combination may be given to the player in the form of electronic information.

[0269] The present invention is not limited to the above-described embodiment, and can be modified in various ways without departing from the spirit of the present invention. For example, the game control form and configuration of the slot machine are not limited to those of the above-described embodiment. The above-described control operation can be applied not only to slot machines, but also to other gaming machines such as pachinko gaming machines and medal-less gaming machines. The present invention can be applied to gaming machines, and gaming machines include slot machines, pachinko gaming machines, medal-less gaming machines, and the like.

[0270] It should be noted that, within the scope of the present invention, the embodiments may be freely combined, any component of each embodiment may be modified, or any component of each embodiment may be omitted. [Explanation of symbols]

[0271] 20a, 20b, 20c reels 42 Internal lottery procedures 44 Winning Judgment Means 49 Game state control means (state control means) 70 Production control means 81 Production state control means (state control means)

Claims

[Claim 1] A plurality of reels on which a plurality of types of symbols are arranged on the outer circumferential surface; An internal lottery means for performing an internal lottery for determining whether or not a plurality of types of roles have been won; a reel control means for rotating the plurality of reels for each game and controlling the reels to stop in a manner corresponding to the result of the internal lottery when a stop operation is initiated; A game state control means for transitioning a game state between a plurality of game states; A winning determination means for determining a winning combination; An instruction function control means for controlling the execution of instruction performance to assist in the winning of a predetermined combination; A gaming machine that pays out a gaming value according to the dividend of a winning small combination, the plurality of reels includes a first reel, a second reel, and a third reel; As a winning mode of a small prize, there are several types of specific winning modes in which several types of small prizes are won overlappingly, A correct operation mode is set for each of the plurality of types of specific winning modes, and there exist specific winning modes in which the operation mode for first stopping the second reel is the correct operation mode and the operation mode for first stopping the third reel is the correct operation mode, but there is no specific winning mode in which the operation mode for first stopping the first reel is the correct operation mode, The reel control means In a game in which the specific winning mode is obtained in the internal lottery, When a stop operation is performed in the correct operation mode corresponding to the specific winning mode, control is performed to stop the reels being rotated so that a small winning combination that pays out a larger amount of game value than the game value bet for one game is won. When a stop operation is performed in a first failed operation mode in which the first reel is stopped first among failed operation modes which are operation modes different from the correct operation mode corresponding to the specific winning mode, control is performed to stop the reel being rotated so that a small combination for which a game value smaller than the game value bet for one game is always won, When a stop operation is performed in a second failed operation mode in which the second reel or the third reel is stopped first among the failed operation modes, control is performed to stop the reels being rotated so that, regardless of the order of the stop operations, a small role in which a game value less than the game value bet for one game is paid out is won or no role is won depending on the timing of the stop operation; The plurality of types of specific winning patterns are all winning patterns in which a specific small win is included in the winning small win, The specific small role is a small role that can be won when a stop operation is performed in the failed operation mode in a game in which the specific winning mode is obtained in the internal lottery.

Citation Information

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