Gaming Machines

JP7637997B2Active Publication Date: 2025-03-03NEWGIN KK
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Patent Information

Application Number
JP2022184169
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2022-11-17
Publication Date
2025-03-03
Estimated Expiration
2042-11-17

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Patent Text Reader

Abstract

To provide a game machine capable of enhancing interest.SOLUTION: A challenge performance is executed triggered by an arrival of the number of specific stop times at a specific number of times on the basis of stopping of a particular stop pattern. When a replay stop pattern or a bell stop pattern differing from a particular stop pattern is stopped after execution of a challenge performance is started, a cherry stop pattern differing from any of a bell stop pattern and a replay stop pattern may be stopped further after that.SELECTED DRAWING: Figure 10
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Description

[Technical field]

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

[0002] Conventionally, gaming machines include pachinko gaming machines and slot machines (so-called reel-type gaming machines). Some slot machines, such as the slot machine described in Patent Document 1, control the game to a favorable state such as ART (Assisted Replay Time) and develop the game favorably. In addition, when all reels stop spinning and the symbols stop, a prize is awarded in the slot machine, which increases the interest of the game. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2015-024239 A Summary of the Invention [Problem to be solved by the invention]

[0004] Nowadays, there is a demand for gaming machines that offer greater entertainment value. [Means for solving the problem]

[0005] The gaming machine that solves the above problem includes a counting means for counting the number of specific derivations in which the first symbol result is derived, a performance execution means, and a performance control means capable of controlling the performance execution means; A specific number of times determination means for determining a specific number of times; In the performance execution means, the specific number of derivations is The above When a certain number of times is reached, a specific performance will be performed. The specific number of times may be at least a first number of times or a second number of times different from the first number of times, and a performance of informing the specific number of times of derivation may be executed; When a second pattern result different from the first pattern result is derived after the execution of the specific performance is started, even if the second pattern result is either the first type second pattern result or the second type second pattern result, The next change begins, A third pattern result different from the second pattern result is As time passes The first type second symbol result, the second type second symbol result, and the third symbol result may be derived, and the first type second symbol result, the second type second symbol result, and the third symbol result are different from each other, In a given state The third symbol result is derived. R Time The probability that a transition to a specific state that is more favorable than the predetermined state is determined. teeth, In the predetermined state The second symbol result of the first type is derived. R Time The probability that a transition to the specific state is determined and In the predetermined state The second type of second symbol result is derived. R Time The probability that a transition to the specific state is determined The gist of the matter is that it is higher than either of the above. Effect of the Invention

[0006] According to the present invention, appropriate recovery can be achieved when power supply is started. [Brief description of the drawings]

[0007] [Figure 1] FIG. 2 is a diagram showing the front side of the slot machine. [Diagram 2] FIG. 13 shows an information panel. [Diagram 3] A diagram showing the relationship between button presses and special stops. [Figure 4] FIG. [Diagram 5] FIG. 2 is a diagram showing an electrical configuration of the slot machine. [Figure 6] 13 is a flowchart showing a game progress process. [Figure 7] (a) is a diagram showing an example of the display content of the performance display device when a special remaining number of times performance is executed, (b) is a diagram showing an example of the display content of the performance display device when a challenge performance is executed, (c) is a diagram showing the subsequent developments when the task is not achieved, and (d) is a diagram showing the subsequent developments when the task is achieved. [Figure 8] FIG. 13 is a diagram showing types of challenge effects. [Figure 9](a) is a figure showing an example of the display content of the performance display device when a failed performance is executed, and (b) is a figure showing an example of the display content of the performance display device when a successful performance is executed. [Figure 10] 13(a) to 13(c) are diagrams showing an example of the operation of the reels when a stagnation effect is executed. [Figure 11] A diagram showing the operation of the reels when a stagnation effect is executed. [Figure 12] 13(a) to (h) are diagrams showing an example of the flow of presentation when in an advantageous presentation state. [Figure 13] 13(a) to (d) are diagrams showing an example of the flow of presentation when an advantageous presentation state is in effect. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0008] Hereinafter, an embodiment of a slot machine (a so-called reel type gaming machine), which is one type of gaming machine, will be described. In this specification, the terms up, down, left, right, front (front), and rear refer to the respective directions as seen by a player playing on the slot machine.

[0009] As shown in FIG. 1, a slot machine 10 as a gaming machine includes a main body cabinet 11 in the shape of a square box. The main body cabinet 11 includes an opening (not shown) on the front side. The slot machine 10 includes a front door 12 that covers the opening of the main body cabinet 11. The front door 12 as a door member is supported on the main body cabinet 11 so as to be openable and closable. The slot machine 10 includes a locking unit SJ. In the slot machine 10, the opening of the front door 12 is restricted by the locking unit SJ. In the slot machine 10, the front door 12 can be unlocked and opened by operating the locking unit SJ using a key managed by the manager of the gaming facility, for example.

[0010] The slot machine 10 is provided with a decorative lamp 13 as a light-emitting means capable of emitting light on the front door 12. The slot machine 10 is provided with a speaker 14 as a sound output means capable of outputting sounds such as sound effects and music on the front door 12. The slot machine 10 is provided with a performance display device 15 as a display means capable of displaying images imitating characters, letters, etc. on the front door 12. For example, a liquid crystal display and an organic EL display can be used as the performance display device 15. The slot machine 10 is provided with a substantially rectangular display window 12a on the front side of the front door 12 and below the performance display device 15. The display window 12a is made of, for example, a colorless and transparent resin material. In this embodiment, some or all of the performance devices among the decorative lamp 13, the speaker 14, and the performance display device 15 correspond to the performance execution means.

[0011] The slot machine 10 includes a reel unit 16. The reel unit 16 is disposed inside the machine so that the player can see through the display window 12a. The reel unit 16 includes a left reel 16a (first reel), a center reel 16b (second reel), and a right reel 16c (third reel). The reels 16a to 16c are reels also called drums. In this manner, the slot machine 10 includes a plurality of reels. The reels 16a to 16c have a plurality of identifiable patterns arranged along their outer periphery. Specifically, the reels 16a to 16c are wound with a strip-shaped light-transmitting film on which a plurality of patterns are printed along the longitudinal direction. Each of the reels 16a to 16c includes 21 patterns. There are a plurality of types of patterns. For example, the multiple types of symbols include a cherry symbol imitating a cherry, a watermelon symbol imitating a watermelon, a bell symbol imitating a bell, a red seven symbol imitating a red "7", a white seven symbol imitating a white "7", and a replay symbol imitating the word "REPLAY". In this way, the reels 16a to 16c each have multiple symbols. In this embodiment, a symbol row is formed. In this embodiment, each of the reels 16a to 16c has a function as a symbol row.

[0012] The reel unit 16 includes an actuator for driving the left reel 16a, an actuator for driving the center reel 16b, and an actuator for driving the right reel 16c. For example, a stepping motor can be used as the actuator for driving the reels 16a to 16c. The reels 16a to 16c can be rotated and stopped vertically independently of each other by the actuators provided corresponding to each reel. In the slot machine 10, when the reels 16a to 16c rotate, a plurality of types of symbols visible through the display window 12a are changed, and a variation game is executed. For example, the variation of the symbols is performed in a manner in which a row of symbols is scrolled vertically from top to bottom. That is, the reels 16a to 16c rotate in a direction from top to bottom in the variation game (hereinafter, referred to as forward rotation). In this way, the slot machine 10 is configured to be able to execute a variation game in which the plurality of reels 16a to 16c rotate. That is, the slot machine 10 can execute a symbol variation game using a plurality of symbol rows. The reel unit 16 also includes a left reel sensor SE1 for detecting the rotation position of the left reel 16a, a center reel sensor SE2 for detecting the rotation position of the center reel 16b, and a right reel sensor SE3 for detecting the rotation position of the right reel 16c (shown in FIG. 5).

[0013] The display window 12a is large enough to display three symbols that are continuous in the circumferential direction on the reels 16a to 16c. An upper stop position, a middle stop position, and a lower stop position are set in the display window 12a for each of the reels 16a to 16c. When the reels stop rotating, one symbol is displayed at each of the upper stop position, the middle stop position, and the lower stop position. Then, the symbols stopped at each stop position can be visually recognized through the display window 12a, and the symbols are displayed in the display window 12a. In other words, when some or all of the reels 16a to 16c stop rotating, a total of three symbols that are stopped at at least the upper stop position, the middle stop position, and the lower stop position among the multiple symbols of the reels that have stopped rotating can be visually recognized through the display window 12a.

[0014] In the slot machine 10, a combination of effective stop positions is set by selecting one from among three stop positions set for each of the reels 16a to 16c, and the combination of symbols that has been stopped can be determined as a winning combination. In the following description, a line connecting a plurality of stop positions that constitute a combination of effective stop positions is simply referred to as an "effective line YL". In this embodiment, the effective line YL (effective combination of stop positions) is formed by the respective middle stop positions of the reels 16a to 16c. The effective line YL is also called a winning line. In this way, the stop positions that constitute the effective line YL are arranged in a straight line.

[0015] Here, the term "stop" with respect to the symbols means that the symbols are stopped in the display window 12a, i.e., at any of the upper stop position, the middle stop position, and the lower stop position, and are displayed so as to be visible to the player. Also, "winning" means that a symbol combination for which a prize is determined is displayed on the pay line YL. In the slot machine 10, when a prize is won, a prize determined for the winning symbol combination is awarded. Note that combinations other than the valid stop position combinations are invalid stop position combinations (so-called invalid lines) in which the displayed symbol combination cannot be determined as a winning combination. Hereinafter, the term "game result derived in the variable game" corresponds to a symbol combination that is stopped on the pay line YL in the variable game.

[0016] Among the stop positions of the symbols visible through the display window 12a, the combination of the upper stop positions of the reels 16a to 16c arranged in a straight line is not a valid line YL, and therefore can be called an invalid line (hereinafter referred to as an upper invalid line). Also, among the stop positions of the symbols visible through the display window 12a, the combination of the lower stop positions of the reels 16a to 16c arranged in a straight line is not a valid line YL, and therefore can be called an invalid line (hereinafter referred to as a lower invalid line). In addition, among the stop positions of the symbols visible through the display window 12a, the combination of the upper stop position of the left reel 16a, the middle stop position of the center reel 16b, and the lower stop position of the right reel 16c arranged in a straight line is not a valid line YL, and therefore can be called an invalid line (hereinafter referred to as a right-downward invalid line). Furthermore, among the stopping positions of the patterns visible through the display window 12a, the combination of the lower stopping position of the left reel 16a, the middle stopping position of the middle reel 16b, and the upper stopping position of the right reel 16c, which are arranged in a straight line, is not a valid line YL, and therefore can also be called an invalid line (hereinafter referred to as a right-upward invalid line).

[0017] The slot machine 10 has a medal insertion port 17 into which medals can be inserted, on the front side of the front door 12. The slot machine 10 has a medal selector inside the machine. The medal selector has an insertion sensor SE4 that detects medals inserted through the medal insertion port 17 (shown in FIG. 5).

[0018] The slot machine 10 has a BET button 18 on the front of the front door 12. The BET button 18 is a bet setting operation means for betting medals from credits stored internally in the slot machine 10. The credits correspond to medals stored internally. The slot machine 10 can store game values ​​as data by storing medals as credits. In addition, betting medals corresponds to betting medals. Operating the BET button 18 corresponds to performing an operation for consuming medals. In this way, in the slot machine 10, operating the BET button 18 corresponds to a setting operation for consuming owned game media. The BET button 18 can be operated by the player. In the slot machine 10, it is also possible to bet medals by inserting medals into the medal insertion slot 17. In the slot machine 10, by betting medals, medals are consumed and a variable game can be executed.

[0019] The slot machine 10 has a settlement button 19 as an operable settlement operation means on the front of the front door 12. The settlement button 19 is a means that is operated when paying back medals set as a bet number and credits stored internally. In other words, the settlement button 19 is an operation means that is operated when settling medals and credits set as a bet number. The settlement button 19 can be operated by the player.

[0020] The slot machine 10 is provided with a start lever 20 as a start operation unit on the front side of the front door 12. The start lever 20 is a means for performing a start operation to start the rotation of the reels 16a to 16c. In other words, the acceptance of the start operation triggers the start of the variable game. In this way, the start lever 20 is an operation means operated when starting the variable game. The start lever 20 can be operated by a player. The operation of the start lever 20 to start the variable game can be said to be a start operation. In the slot machine 10, the variable game is started based on the start operation.

[0021] The slot machine 10 is provided with a left stop button 21 (first stop button) on the front of the front door 12. The left stop button 21 corresponds to the left reel 16a, and is an operating means for performing a stop operation to stop the rotation of the left reel 16a. The slot machine 10 is provided with a center stop button 22 (second stop button) on the front of the front door 12. The center stop button 22 corresponds to the center reel 16b, and is an operating means for performing a stop operation to stop the rotation of the center reel 16b. The slot machine 10 is provided with a right stop button 23 (third stop button) on the front of the front door 12. The right stop button 23 corresponds to the right reel 16c, and is an operating means for performing a stop operation to stop the rotation of the right reel 16c. The stop buttons 21 to 23 can be operated by the player.

[0022] The stop buttons 21-23 correspond to the multiple symbol rows respectively. The stop buttons 21-23 correspond to stop operation units. In this way, the slot machine 10 is configured to be able to stop the rotation of the reels when the stop button is operated. Also, the operation of the stop button to stop the reels during rotation can be said to be a stop operation. In the slot machine 10, the rotation of the reels is stopped based on the stop operation. As described above, the slot machine 10 includes the stop buttons 21-23 as multiple stop operation means corresponding to the multiple reels 16a-16c, respectively. In the following description, the first stop operation of the stop buttons 21-23 may be referred to as the first stop operation, the second stop operation may be referred to as the second stop operation, and the third stop operation may be referred to as the third stop operation.

[0023] There are six different operating sequences (hereinafter referred to as push sequences) of the stop buttons 21-23, from the first push sequence to the sixth push sequence, in which the stop buttons for the first stop operation, the second stop operation, and the third stop operation are different (see FIG. 3). The first push sequence is a push sequence for operating the stop buttons 21-23 so that the left reel 16a, the center reel 16b, and the right reel 16c are stopped in this order. The second push sequence is a push sequence for operating the stop buttons 21-23 so that the left reel 16a, the right reel 16c, and the center reel 16b are stopped in this order. The third push sequence is a push sequence for operating the stop buttons 21-23 so that the center reel 16b, the left reel 16a, and the right reel 16c are stopped in this order. The fourth push sequence is a push sequence for operating the stop buttons 21-23 so that the center reel 16b, the right reel 16c, and the left reel 16a are stopped in this order. The fifth push order is a push order for operating the stop buttons 21 to 23 so that the right reel 16c, the left reel 16a, and the center reel 16b are stopped in that order. The sixth push order is a push order for operating the stop buttons 21 to 23 so that the right reel 16c, the center reel 16b, and the left reel 16a are stopped in that order.

[0024] The slot machine 10 has a payout opening 26 at the bottom of the front surface of the front door 12. The slot machine 10 has a hopper unit HU (shown in FIG. 5) inside the machine that is capable of performing a payout operation to pay out medals from the payout opening 26. The slot machine 10 has a receiving tray 27 that receives medals paid out from the payout opening 26.

[0025] The slot machine 10 is provided with an information panel 30 on the front surface of the front door 12, which can display predetermined information. As shown in FIG. 2, the information panel 30 includes an insert possible lamp 31. The insert possible lamp 31 can be turned on or off. The insert possible lamp 31 suggests or notifies whether the slot machine 10 is in a state in which a medal can be inserted, depending on whether it is turned on or off. Specifically, in the slot machine 10, the insert possible lamp 31 can suggest or notify that a medal can be inserted, that is, that the number of medals stored as credits can be added, by turning on. The information panel 30 also includes a replay lamp 32. The replay lamp 32 can be turned on or off. The replay lamp 32 suggests or notifies whether a replay (replay) is performed, depending on whether it is turned on or off. Specifically, in the slot machine 10, the replay lamp 32 can suggest or notify that a replay (replay) is performed, by turning on. The information panel 30 also includes a start lamp 33. The start lamp 33 can be turned on or off. The start lamp 33, depending on whether it is lit, suggests or notifies whether it is possible to start the execution of the variable game by operating the start lever 20. Specifically, in the slot machine 10, the start lamp 33, when lit, can suggest or notify whether it is possible to start the execution of the variable game by operating the start lever 20. The information panel 30 also includes an advantageous zone lamp 34. The advantageous zone lamp 34 can be turned on or off. The advantageous zone lamp 34 suggests or notifies whether it is in an advantageous zone or not, depending on whether it is lit or not. Specifically, in the slot machine 10, the advantageous zone lamp 34, when lit, can suggest or notify whether it is in an advantageous zone.

[0026] The information panel 30 includes a bet display unit 35. The bet display unit 35 is composed of a 1BET light-emitting unit 35a, a 2BET light-emitting unit 35b, and a 3BET light-emitting unit 35c. The bet display unit 35 indicates or notifies the number of medals set as the bet, that is, the set bet, by the lighting or non-lighting of each of the light-emitting units 35a to 35c. Specifically, in the slot machine 10, when the set bet is "1 coin", the 1BET light-emitting unit 35a lights up, while the light-emitting units 35b and 35c are turned off. In the slot machine 10, when the set bet is "2 coins", the light-emitting units 35a and 35b light up, while the 3BET light-emitting unit 35c is turned off. In the slot machine 10, when the set bet is "3 coins", all the light-emitting units 35a to 35c light up. Incidentally, in the slot machine 10, when the bet is set to "0", all the light emitting sections 35a to 35c are turned off. In this way, the bet display section 35 suggests or notifies the set bet depending on whether the light emitting sections 35a to 35c constituting the bet display section 35 are turned on or off, that is, the contents of the bet display section 35. Note that the "bet (BET number)" is also called the "wager number". In the slot machine 10, the variable game can be executed when at least 1 or more is set as the bet. Therefore, when all the light emitting sections 35a to 35c are turned off, it can be specified that the situation (state) is such that the variable game can be executed by setting a new bet. That is, the light emitting sections 35a to 35c notify that the variable game can be executed by operating the BET button 18. In the slot machine 10, when at least a part of the light emitting sections 35a to 35c are turned on, the bet is 1 or more.

[0027] The information panel 30 includes a credit display unit 36. The credit display unit 36 ​​is configured, for example, with two seven-segment displays. The credit display unit 36 ​​displays the number of medals stored as credits inside the machine.

[0028] The information panel 30 includes a payout display unit 37. The payout display unit 37 is configured, for example, with two 7-segment displays. The payout display unit 37 displays information about the number of medals to be paid out when a winning prize is won in the variable game. Furthermore, the payout display unit 37 displays instruction information, which is information about the operation mode of the stop buttons 21 to 23 that is recommended to derive a predetermined symbol combination (game result) in the variable game being executed. The "information about the operation mode of the stop buttons 21 to 23" includes, for example, information about the operation sequence (push order) of the stop buttons 21 to 23 and information about symbols that are recommended to be stopped by operating the stop buttons 21 to 23 in the variable game. The information about symbols that are recommended to be stopped by operating the stop buttons 21 to 23 in the variable game can also be said to be information about the pressing position.

[0029] Next, the symbol combinations for which prizes are determined will be described. A symbol combination with a determined prize is also called a "role." Symbol combinations with determined prizes (roles) include symbol combinations that determine the payout of medals as a prize (payout role) and symbol combinations that determine replay as a prize (replay role). Replay means that the next variable game can be started without the need to bet medals. Replay roles are also called replay roles. Payout roles include, for example, a cherry role, a watermelon role, a bell role, a single coin role, and a special role.

[0030] The cherry combination is determined to be a prize of a predetermined number of medals (for example, three medals). In the following description, the symbol combination that stops on the active line YL when the cherry combination wins is referred to as a "cherry stop symbol". In this embodiment, the cherry stop symbol is [cherry cherry cherry] and is composed of three cherry symbols. The cherry stop symbol is a symbol combination including a symbol arrangement in which the same kind of cherry symbols stop on the active line YL. In other words, the cherry stop symbol is a symbol combination including a symbol arrangement in which the same kind of symbols stop in a straight line. Incidentally, in the slot machine 10, when the cherry stop symbol stops on the active line YL, the same kind of symbols (not limited to cherry symbols) do not stop in a straight line on any of the upper void line, the lower void line, the right downward void line, and the right upward void line. The number of medals paid out does not refer to the number of medals actually paid out from the payout outlet 26, but includes the number of medals added (added) as credits, and corresponds to the number of medals awarded to the player.

[0031] The watermelon symbol is determined to be a prize of a predetermined number of medals (for example, 5 medals). In the following description, the symbol combination that stops on the pay line YL when the watermelon symbol wins is referred to as a "watermelon stop". In this embodiment, the watermelon stop is [watermelon watermelon watermelon] and is composed of three watermelon symbols. The watermelon stop is a symbol combination including a symbol arrangement in which the same kind of watermelon symbols stop on the pay line YL. In other words, the watermelon stop is a symbol combination including a symbol arrangement in which the same kind of symbols stop in a straight line. Incidentally, in the slot machine 10, when the watermelon stop is stopped on the pay line YL, the same kind of symbols (not limited to the watermelon symbol) do not stop in a straight line on any of the upper void line, the lower void line, the right downward void line, and the right upward void line.

[0032] The Bell role is determined to pay out a predetermined number of medals (for example, 15 medals) as a prize. In the following description, the symbol combination that stops on the pay line YL when the Bell role wins is referred to as a "Bell stop". In this embodiment, the Bell stop is [Bell-Bell-Bell] and is composed of three Bell symbols. The Bell stop is a symbol combination including a symbol alignment in which the same type of Bell symbol stops on the pay line YL. In other words, the Bell stop is a symbol combination including a symbol alignment in which the same type of symbols stops in a straight line. Incidentally, in the slot machine 10, when the Bell stop stops on the pay line YL, the same type of symbols (not limited to the Bell symbol) do not stop in a straight line on any of the upper void line, the lower void line, the right downward void line, and the right upward void line.

[0033] The one-piece role is determined to pay out a predetermined number of medals (for example, one medal) as a prize. In the following description, the symbol combination that stops on the pay line YL when the one-piece role wins is referred to as a "bell spill stop". In this embodiment, the bell spill stop is, for example, [bell, replay, watermelon], and is composed of at least some symbols different from the other symbols. The bell spill stop is a symbol combination that does not include a pattern alignment in which the same type of symbol stops on the pay line YL. Incidentally, in the slot machine 10, when the bell spill stop stops on the pay line YL, the same type of symbol does not stop in a straight line on any of the upper void line, the lower void line, the right downward void line, and the right upward void line.

[0034] The special combination is determined to be a prize of a predetermined number of medals (for example, two medals). In the following description, the symbol combination that stops on the pay line YL when the special combination is won is referred to as a "special stop symbol." In this embodiment, the special stop symbol is composed of two bell symbols and one replay symbol. In the slot machine 10, the order of the two bell symbols and one replay symbol in the special stop symbols varies depending on the operation order of the stop buttons 21 to 23. Note that the bell spill stop symbols do not include the special stop symbols.

[0035] As shown in FIG. 3, when the stop buttons 21-23 are operated in the first push order, the bell symbol is stopped as the symbol on the left reel 16a and the center reel 16b, the replay symbol is stopped as the symbol on the right reel 16c, and the special stop symbol of [bell-bell-replay] is stopped on the activated line YL. Therefore, when the stop buttons 21-23 are operated in the first push order and the special stop symbol is stopped on the activated line YL, the bell symbol is stopped as the symbol on the left reel 16a that stops for the first time, and the bell symbol is stopped as the symbol on the center reel 16b that stops for the second time. As a result, when the stop buttons 21-23 are operated in the first push order and the special stop symbol is stopped on the activated line YL, the same bell symbol is stopped as the symbol on the reels 16a and 16b of the three reels 16a-16c except the right reel 16c, resulting in a ready state. Then, after passing through a ready state in which bell symbols stop as symbols on the reels 16a and 16b, a replay symbol stops as a symbol on the right reel 16c, and then a special symbol stops.

[0036] When the stop buttons 21 to 23 are operated in the second push order, the bell symbol is stopped as the symbol on the left reel 16a and the right reel 16c, the replay symbol is stopped as the symbol on the center reel 16b, and the special stop symbol of [bell-replay-bell] is stopped on the activated line YL. Therefore, when the stop buttons 21 to 23 are operated in the second push order to stop the special stop symbol on the activated line YL, the bell symbol is stopped as the symbol on the left reel 16a that stops the first time, and the bell symbol is stopped as the symbol on the right reel 16c that stops the second time. As a result, when the stop buttons 21 to 23 are operated in the second push order to stop the special stop symbol on the activated line YL, the same bell symbol is stopped as the symbol on the reels 16a and 16c excluding the center reel 16b among the three reels 16a to 16c, resulting in a ready state. Then, after passing through a ready state in which bell symbols stop as symbols on the reels 16a and 16c, a replay symbol stops as a symbol on the center reel 16b, and a special symbol stops.

[0037] When the stop buttons 21 to 23 are operated in the third push order, the bell symbol is stopped as the symbol on the left reel 16a and the center reel 16b, the replay symbol is stopped as the symbol on the right reel 16c, and the special stop symbol of [bell-bell-replay] is stopped on the activated line YL. Therefore, when the stop buttons 21 to 23 are operated in the third push order to stop the special stop symbol on the activated line YL, the bell symbol is stopped as the symbol on the center reel 16b that stops the first time, and the bell symbol is stopped as the symbol on the left reel 16a that stops the second time. As a result, when the stop buttons 21 to 23 are operated in the third push order to stop the special stop symbol on the activated line YL, the same bell symbol is stopped as the symbol on the reels 16a and 16b of the three reels 16a to 16c except the right reel 16c, resulting in a ready state. Then, after passing through a ready state in which bell symbols stop as symbols on the reels 16a and 16b, a replay symbol stops as a symbol on the right reel 16c, and then a special symbol stops.

[0038] When the stop buttons 21 to 23 are operated in the fourth push order, a bell symbol is stopped as the symbol on the center reel 16b and the right reel 16c, a replay symbol is stopped as the symbol on the left reel 16a, and the special stop symbol of [replay-bell-bell] is stopped on the active line YL. Therefore, when the stop buttons 21 to 23 are operated in the fourth push order to stop the special stop symbol on the active line YL, a bell symbol is stopped as the symbol on the center reel 16b that stops the first time, and a bell symbol is stopped as the symbol on the right reel 16c that stops the second time. As a result, when the stop buttons 21 to 23 are operated in the fourth push order to stop the special stop symbol on the active line YL, the same bell symbol is stopped as the symbol on the reels 16b and 16c excluding the left reel 16a among the three reels 16a to 16c, resulting in a ready state. Then, after passing through a ready state in which bell symbols stop as symbols on the reels 16b and 16c, a replay symbol stops as a symbol on the left reel 16a, and then a special symbol stops.

[0039] When the stop buttons 21 to 23 are operated in the fifth push order, the bell symbol is stopped as the symbol on the left reel 16a and the right reel 16c, the replay symbol is stopped as the symbol on the center reel 16b, and the special stop symbol of [bell-replay-bell] is stopped on the active line YL. Therefore, when the stop buttons 21 to 23 are operated in the fifth push order to stop the special stop symbol on the active line YL, the bell symbol is stopped as the symbol on the right reel 16c that stops the first time, and the bell symbol is stopped as the symbol on the left reel 16a that stops the second time. As a result, when the stop buttons 21 to 23 are operated in the fifth push order to stop the special stop symbol on the active line YL, the same bell symbol is stopped as the symbol on the reels 16a and 16c, excluding the center reel 16b, among the three reels 16a to 16c, in a ready state. Then, after passing through a ready state in which bell symbols stop as symbols on the reels 16a and 16c, a replay symbol stops as a symbol on the center reel 16b, and a special symbol stops.

[0040] When the stop buttons 21 to 23 are operated in the sixth push order, a bell symbol is stopped as the symbol on the middle reel 16b and the right reel 16c, a replay symbol is stopped as the symbol on the left reel 16a, and the special stop symbol of [replay-bell-bell] is stopped on the active line YL. Therefore, when the stop buttons 21 to 23 are operated in the sixth push order and the special stop symbol is stopped on the active line YL, a bell symbol is stopped as the symbol on the right reel 16c that stops the first time, and a bell symbol is stopped as the symbol on the middle reel 16b that stops the second time. As a result, when the stop buttons 21 to 23 are operated in the sixth push order and the special stop symbol is stopped on the active line YL, the same bell symbol is stopped as the symbol on the reels 16b and 16c, excluding the left reel 16a, among the three reels 16a to 16c, in a ready state. Then, after passing through a ready state in which bell symbols stop as symbols on the reels 16b and 16c, a replay symbol stops as a symbol on the left reel 16a, and then a special symbol stops.

[0041] As described above, in the slot machine 10, when a special stop symbol is stopped on the pay line YL, no matter what order the stop buttons 21-23 are pressed, the same bell symbol is stopped on the pay line YL as the symbol on the remaining two reels excluding one of the reels 16a-16c, resulting in a ready state. Incidentally, in the slot machine 10, when a bell stop symbol of [Bell Bell Bell] is stopped on the pay line YL, no matter what order the stop buttons 21-23 are pressed, the same bell symbol is stopped on the pay line YL as the symbol on the remaining two reels excluding one of the reels 16a-16c, resulting in a ready state. In the slot machine 10, after a ready state is reached in which the same bell symbol stops as the symbol on the remaining two reels except for one of the reels 16a to 16c, a replay symbol may stop as the symbol on the remaining reel, causing a special symbol to stop, or a bell symbol may stop as the symbol on the remaining reel, causing a bell symbol to stop.

[0042] In addition, the special stop symbol is a symbol combination that does not include a pattern alignment in which the same symbol stops on the pay line YL. Incidentally, in the slot machine 10, when the special stop symbol stops on the pay line YL, the same symbol does not stop in a straight line on any of the upper void line, the lower void line, the downward void line to the right, and the upward void line to the right.

[0043] A replay is set as a prize for the replay role. In the following description, the symbol combination that stops on the active line YL when the replay role wins is referred to as a "replay stop symbol." In this embodiment, the replay stop symbol is [replay-replay-replay] and is composed of three replay symbols. The replay stop symbol is a symbol combination including a symbol arrangement in which the same kind of replay symbol stops on the active line YL. In other words, the replay stop symbol is a symbol combination including a symbol arrangement in which the same kind of symbol stops in a straight line. Incidentally, in the slot machine 10, when the replay stop symbol stops on the active line YL, the same kind of symbol (not limited to the replay symbol) does not stop in a straight line on any of the upper void line, the lower void line, the right downward void line, and the right upward void line.

[0044] The slot machine 10 is configured so that the gaming state can be controlled. As shown in Fig. 4, there are multiple types of gaming states in the slot machine 10. Specifically, the gaming states in the slot machine 10 include a first normal state, a second normal state, a first advantageous state, and a second advantageous state. In the following description, the first normal state and the second normal state may be collectively referred to as the normal state, and the first advantageous state and the second advantageous state may be collectively referred to as the advantageous state. As will be described later in detail, the advantageous state is a gaming state that is more advantageous than the normal state.

[0045] In the slot machine 10, when the transition to the advantageous zone is determined during the first normal state, the state transitions to the second normal state. In the slot machine 10, when the transition to the first advantageous state is determined during the second normal state, the state transitions to the first advantageous state. In the slot machine 10, when the end condition of the first advantageous state is satisfied, if the transition condition is not satisfied (shown as not satisfied in FIG. 4), the advantageous zone ends and the state transitions to the first normal state. On the other hand, in the slot machine 10, when the end condition of the first advantageous state is satisfied, if the transition condition is satisfied, the state transitions to the second normal state. In the slot machine 10, when the number of variable games executed in the first advantageous state reaches "30 times", which corresponds to the specified number of times, the end condition of the first advantageous state is satisfied. In addition, in the slot machine 10, when the second advantageous state is transitioning to the first advantageous state, or when the second normal state is transitioning to the first advantageous state and the transition to the second advantageous state is determined by lottery, the transition condition is met, and the slot machine 10 transitions to the second advantageous state after the end of the first advantageous state. In the slot machine 10, when the number of remaining stays corresponding to the remaining number of variable games that can be played in the second advantageous state reaches 0, the advantageous zone ends and the slot machine 10 transitions to the first normal state. In addition, in the slot machine 10, when the end condition of the advantageous zone is met during the advantageous zone, the advantageous zone ends and the slot machine 10 transitions to the first normal state. In the slot machine 10, when the number of executions of the variable games in the advantageous zone reaches "1500 times" corresponding to the upper limit of stays, or when the number of game media awarded in the advantageous zone reaches "2400" corresponding to the upper limit of awards, the end condition of the advantageous zone is met.

[0046] The slot machine 10 is configured so that the presentation state (presentation mode) can be controlled. There are multiple types of presentation states in the slot machine 10. Specifically, the presentation states in the slot machine 10 include a normal presentation state, a pseudo bonus presentation state, and an advantageous presentation state. The normal presentation state is a presentation state in which the player mainly stays in the normal state. The pseudo bonus presentation state is a presentation state in which the player mainly stays in the first advantageous state. The advantageous presentation state is a presentation state in which the player mainly stays in the second advantageous state. In each presentation state, presentation state identification information that can identify the presentation state in which the player is currently staying is notified. The currently staying presentation state corresponds to a controlled presentation state. In the slot machine 10, for example, the presentation state identification information is notified by displaying a different background image for each type of presentation state on the presentation display device 15, emitting light from the decorative lamp 13 in a different light-emitting color for each type of presentation state, or outputting a different background sound (so-called BGM) for each type of presentation state from the speaker 14. By notifying the presentation state identification information, the player can recognize the type of presentation state in which the player is currently staying.

[0047] In the slot machine 10, for example, an operation-related effect (hereinafter, referred to as a navigation effect) is executed, which suggests or notifies the operation mode of the stop button for stopping a symbol combination for which a prize is determined on the pay line YL. The operation mode of the stop button suggested or notified in the navigation effect includes the pressing order of the stop button and the operation timing of the stop button. The operation timing of the stop button means the so-called pressing position. The navigation effect can also be considered as an effect that encourages the operation of the stop buttons 21 to 23. In this embodiment, the navigation effect corresponds to an operation promotion effect that encourages the operation of the operation means. In the slot machine 10, the navigation effect is executed in the effect display device 15. Therefore, in this embodiment, the effects that can be executed by the effect display device 15 as the effect execution means include an operation promotion effect that encourages the operation of the stop buttons 21 to 23 as the operation means that can be operated by the player. The navigation effect is also called an operation navigation effect or a push order navigation effect (push order navigation).

[0048] In the slot machine 10, in the normal presentation state, the navigation presentation is not executed with contents advantageous to the player. On the other hand, in the slot machine 10, in the pseudo bonus presentation state and in the advantageous presentation state, the navigation presentation is executed with contents advantageous to the player. That is, in the pseudo bonus presentation state and in the advantageous presentation state, the rate at which the navigation presentation is executed with contents advantageous to the player is higher than in the normal presentation state. In addition, in the slot machine 10, the navigation presentation is not executed in the normal presentation state, and the navigation presentation is executed in the pseudo bonus presentation state and in the advantageous presentation state. That is, in the slot machine 10, the rate at which the navigation presentation is executed is higher than in the normal presentation state when the pseudo bonus presentation state and in the advantageous presentation state. For this reason, the pseudo bonus presentation state and the advantageous presentation state controlled in the advantageous state can be said to be more advantageous presentation states than the normal presentation state controlled in the normal state. The pseudo bonus presentation state and the advantageous presentation state can be said to be more advantageous presentation states than the normal presentation state. The pseudo bonus presentation state and the advantageous presentation state are so-called “assist time (AT).” Therefore, the advantageous state is more advantageous than the normal state.

[0049] In this embodiment, the normal presentation state corresponds to the first state, and the advantageous presentation state corresponds to the second state. Also, in this embodiment, since the normal presentation state is controlled in the first normal state, the first normal state can also be considered as the first state. Similarly, in this embodiment, since the advantageous presentation state is controlled in the second advantageous state, the second advantageous state can also be considered as the second state. In this embodiment, the second state is more advantageous than the first state. As described above, in this embodiment, there are a first state and a second state which is more advantageous than the first state.

[0050] Next, the electrical configuration of the slot machine 10 will be described. As shown in FIG. 5, the slot machine 10 includes a main board 40 as a main control unit. The main board 40 performs processing related to the variable game and outputs control information according to the results of the processing. The control information is also called a control signal or a control command. The slot machine 10 includes a sub-board 50 as a sub-control unit. The sub-board 50 performs processing based on the control information input from the main board 40.

[0051] First, the main board 40 will be described. The main board 40 includes a main CPU 41, a main ROM 42, and a main RWM 43. The main CPU 41 executes a main control program to perform various processes. The main ROM 42 stores the main control program and a judgment value used in a predetermined lottery. The main RWM 43 is configured to be able to store various information that is appropriately rewritten during operation of the slot machine 10. Examples of the information stored in the main RWM 43 include a flag, a counter, and a timer. The main board 40 is configured to be able to generate random numbers. The random numbers may be hardware random numbers or software random numbers.

[0052] The actuators of the reels 16a to 16c are connected to the main board 40. The main CPU 41 is configured to be able to control the operation of the actuators of the reels 16a to 16c via a drive circuit (not shown). The reel sensors SE1 to SE3 and the throw-in sensor SE4 are connected to the main board 40. The main CPU 41 is configured to be able to input detection signals output by the various sensors SE1 to SE4 via a port (not shown).

[0053] The BET button 18, the settlement button 19, the start lever 20, and the stop buttons 21 to 23 are connected to the main board 40. The main CPU 41 is configured to be able to input detection signals output by the BET button 18, the settlement button 19, the start lever 20, and the stop buttons 21 to 23 via a port not shown.

[0054] The information panel 30 is connected to the main board 40. The main CPU 41 is configured to be able to control the display contents of the information panel 30 via a drive circuit (not shown). The hopper unit HU is connected to the main board 40. The main CPU 41 is configured to be able to control the hopper unit HU via a drive circuit (not shown).

[0055] Here, the winning numbers and the role lottery table used in the internal lottery for determining the winning number from among the multiple winning numbers among the lottery tables stored in the main ROM 42 will be described. The internal lottery for determining the winning number is the "role lottery." The winning number determined in the role lottery is also called the condition device combination. For this reason, the role lottery can also be called the "condition device combination lottery." In the following description, "a specific winning number is determined in the role lottery" may be expressed as "a specific winning number is won in the role lottery," and "the winning number determined in the role lottery" may be expressed as "the winning number that is won."

[0056] The winning number is control information in which one or more symbol combinations are determined as symbol combinations that can be derived (displayed) in a variable game. That is, the winning number is a condition device identifier in which one or more roles are determined as roles that can be won in a variable game. The winning numbers include, for example, winning numbers that allow a cherry role to win, winning numbers that allow a watermelon role to win, winning numbers that allow a bell role to win, winning numbers that allow a special role to win, and winning numbers that allow a replay role to win. Among the winning numbers that allow a bell role to win, there are winning numbers that allow a one-piece role to win in addition to the bell role. The winning numbers that allow a bell role and a one-piece role to win include winning numbers in which the operation sequence of the stop button for winning a bell role is different from the operation sequence of the stop button for winning a one-piece role. For example, the winning numbers that allow the winning of a bell role and a one-dollar role include winning numbers that will win a bell role when the stop button is operated in a specified operating sequence, and winning numbers that will win a one-dollar role when the stop button is operated in an operating sequence different from the specified operating sequence.

[0057] In the following description, the case where a winning number that allows the cherry role to win in the role lottery is won is referred to as "the case where the cherry role is allowed to win". The case where the cherry role is allowed to win corresponds to the lottery result of the role lottery being "the lottery result that allows the cherry role to win". In the following description, the case where a winning number that allows the watermelon role to win in the role lottery is won is referred to as "the case where the watermelon role is allowed to win". The case where the watermelon role is allowed to win corresponds to the lottery result of the role lottery being "the lottery result that allows the watermelon role to win". Similarly, in the following description, the case where a winning number that allows the bell role to win in the role lottery is won is referred to as "the case where the bell role is allowed to win". The case where the bell role is allowed to win corresponds to the lottery result of the role lottery being "the lottery result that allows the bell role to win". The winning number that allows the winning of a bell role here includes winning numbers that allow the winning of a bell role and a single coin role. In the following explanation, the case where a winning number that allows the winning of a special role is won in the role lottery is referred to as "when the winning of a special role is allowed." When the winning of a special role is allowed is equivalent to the result of the role lottery being a "lottery result that allows the winning of a special role." In the following explanation, the case where a winning number that allows the winning of a replay role is won in the role lottery is referred to as "when the winning of a replay role is allowed." When the winning of a replay role is allowed is equivalent to the result of the role lottery being a "lottery result that allows the winning of a replay role."

[0058] The main ROM 42 stores a role selection table that is referred to for each set value. For example, in order to change the role selection table that is referred to for each multiplier, the main ROM 42 may store a role selection table that is referred to for each multiplier. In the role selection table, a predetermined number of random numbers (hereinafter, referred to as role selection random numbers) used for role selection are allocated from the range of values ​​that can be taken as the value of the random numbers for the winning numbers that can be determined. In the slot machine 10, if no winning number is selected in the role selection, that is, if the winning role is not allowed, the result of the role selection is a "miss". If the result of the role selection is a "miss", the symbol combination for which a prize is determined based on the result of the role selection is not derived on the pay line YL.

[0059] Next, the sub-substrate 50 will be described in detail. The sub-substrate 50 includes a sub-CPU 51, a sub-ROM 52, and a sub-RWM 53. For example, the sub-CPU 51 executes a sub-control program to perform various processes (for example, processes related to performance). The sub-ROM 52 stores the sub-control program and a judgment value used in various lotteries. The sub-ROM 52 stores light emission performance data related to light emission performance in the decorative lamp 13. The sub-ROM 52 stores sound performance data related to sound performance in the speaker 14. The sub-ROM 52 stores display performance data related to display performance in the performance display device 15. The sub-RWM 53 is configured to be able to store various information that is appropriately rewritten during the operation of the slot machine 10. The information stored in the sub-RWM 53 includes, for example, a flag, a counter, and a timer. The sub-substrate 50 is configured to be able to generate random numbers. The random numbers may be hardware random numbers or software random numbers.

[0060] The decorative lamps 13, the speaker 14, and the performance display device 15 are connected to the sub-board 50. The sub-CPU 51 is configured to be able to control the decorative lamps 13, the speaker 14, and the performance display device 15 via a drive circuit (not shown). In this embodiment, the sub-CPU 51 controls the decorative lamps 13, the speaker 14, and the performance display device 15, which may correspond to the performance execution means, thereby realizing a function as a performance control means capable of controlling the performance execution means.

[0061] Next, the game progress processing executed by the main CPU 41 will be described. As shown in FIG. 6, in the game progress processing, the main CPU 41 performs a game start setting process (step S101). In the game start setting process, the main CPU 41 stores information about the game state of the slot machine 10, and erases or updates information in a predetermined storage area in the main RWM 43. Next, the main CPU 41 starts accepting medals (step S102). Next, the main CPU 41 checks the game state (step S103). Next, the main CPU 41 judges whether or not the re-play operation is in progress (step S104). The re-play operation corresponds to the time when the re-play is granted. If the re-play operation is not in progress (step S104; NO), the main CPU 41 performs a medal management process for setting a multiplier in the current variable game (step S105). When the multiplier is set in step S105, the main CPU 41 stores control information capable of identifying that the multiplier has been set (hereinafter, referred to as a multiplier setting command) in the output buffer. The multiplication factor that has been set can also be specified from the multiplication factor setting command. The control information (control command) stored in the output buffer by the main CPU 41 is output to the sub-board 50 in the next or subsequent interrupt processing.

[0062] In step S105, when the main CPU 41 receives a detection signal from the BET button 18, it identifies the bet from the bet information, and if the bet has not reached the specified bet number X and the credits identifiable from the credit information are equal to or greater than the number of gaming media required to set the bet number to the specified bet number X, it executes control to increase the bet to the upper limit. As the control to increase the bet to the specified bet number X, the main CPU 41 adds the bet that can be identified from the bet information to the bet so that it becomes the specified bet number X, and updates the bet information. Furthermore, the main CPU 41 subtracts the amount added to the bet from the credits identifiable from the credit information, and updates the credit information.

[0063] In step S105, when the main CPU 41 receives a detection signal from the insertion sensor SE4, if the bet number identifiable from the bet number information has not reached the specified BET number X, the main CPU 41 adds 1 to the bet number identifiable from the bet number information to update the bet number information. However, if the bet number has reached the specified BET number X at this time, the main CPU 41 adds 1 to the credit identifiable from the credit information to update the credit information if the credit has not reached the upper limit. Then, if the credit has reached the upper limit at this time, the main CPU 41 drives the hopper unit HU to pay out one medal.

[0064] When the re-play is in operation (step S104; YES), or when the process of step S105 is completed, the main CPU 41 judges whether the bet in the current variation game has reached the specified BET number X (step S106). Specifically, in step S106, the main CPU 41 judges whether the bet is the specified BET number X. The specified BET number X may be varied, for example, depending on the game state. Note that, when the re-play is in operation (step S104; YES), the main CPU 41 sets the bet in the previous variation game again as the bet in the current variation game. Even when the bet is set, information that can identify whether the re-play is in operation is stored in the main RWM 43, so the main CPU 41 can identify whether the re-play is in operation by referring to the information.

[0065] If the bet amount is not the specified bet amount X (step S106; NO), the main CPU 41 proceeds to the process of step S103. That is, in step S106, the main CPU 41 judges whether or not it is possible to start the execution of the variable game. On the other hand, if the bet amount is the specified bet amount X (step S106; YES), the main CPU 41 judges whether or not a start operation by the start lever 20 has been accepted (step S107). In the slot machine 10, the situation in which the replay is not operated from the end of the process of step S102 until the positive judgment is made in the process of step S106 (step S104; NO) corresponds to the situation in which the bet amount can be set.

[0066] In step S107, the main CPU 41 makes an affirmative determination if it receives a detection signal from the start lever 20, and makes a negative determination if it does not receive a detection signal from the start lever 20. If the start operation has not been received (step S107; NO), the main CPU 41 proceeds to the process of step S103. On the other hand, if the start operation has been received (step S107; YES), the main CPU 41 performs a game number subtraction process (step S108). Note that if the start operation has been received (step S107; YES), the main CPU 41 stores control information capable of identifying the start of a variable game (hereinafter referred to as a variable game start command) in the output buffer.

[0067] In the number of games subtraction process, the main CPU 41 performs a first number of games subtraction process, a second number of games subtraction process, and a third number of games subtraction process. In the number of games subtraction process, the main CPU 41 performs the first number of games subtraction process, performs the second number of games subtraction process after the first number of games subtraction process is completed, and performs the third number of games subtraction process after the second number of games subtraction process is completed. Then, in the number of games subtraction process, the main CPU 41 returns to the game progress process after completing the third number of games subtraction process.

[0068] In the first game number subtraction process, the main CPU41 refers to the value of the game state flag stored in the main RWM43 and determines whether the current game state is the first advantageous state. If it is not the first advantageous state, the main CPU41 ends the first game number subtraction process. On the other hand, if it is the first advantageous state, the main CPU41 updates the remaining pseudo bonus stay number stored in the main RWM43 by subtracting 1. The remaining pseudo bonus stay number corresponds to the remaining number of variable games that can be played in the first advantageous state. Thereafter, the main CPU41 ends the first game number subtraction process.

[0069] In the second game number subtraction process, the main CPU 41 refers to the value of the game state flag and determines whether the current game state is the second advantageous state. If it is not the second advantageous state, the main CPU 41 ends the second game number subtraction process. On the other hand, if it is the second advantageous state, the main CPU 41 updates the remaining number of stays stored in the main RWM 43 by subtracting 1. The remaining number of stays corresponds to the remaining number of variable games in which it is possible to stay in the second advantageous state. Thereafter, the main CPU 41 ends the second game number subtraction process.

[0070] In the third game number subtraction process, the main CPU 41 refers to the value of the game state flag and determines whether the current game state is either the second normal state or the advantageous state. If it is neither the second normal state nor the advantageous state, the main CPU 41 ends the third game number subtraction process. On the other hand, if it is either the second normal state or the advantageous state, the main CPU 41 updates the advantageous upper limit value stored in the main RWM 43 by subtracting 1. The advantageous upper limit value is a value until the end condition of the advantageous zone is met, and the end condition of the advantageous zone is met when the advantageous upper limit value reaches 0. Thereafter, the main CPU 41 ends the third game number subtraction process.

[0071] After completing the game number subtraction process, the main CPU 41 performs a role lottery process for determining a winning number as a role lottery (step S109). In the role lottery process, the main CPU 41 acquires the value of the random number for role lottery. The main CPU 41 identifies the set value by referring to information that can identify the set value (hereinafter, referred to as the set value information). The set value information is stored in the main RWM 43. The main CPU 41 then selects a role lottery table that corresponds to the identified set value and multiplication factor. The main CPU 41 performs a role lottery by referring to the selected role lottery table based on the acquired value of the random number for role lottery. Specifically, the main CPU 41 determines the winning number to which the value of the acquired random number for role lottery is assigned. Note that if the value of the random number for role lottery is not assigned to a winning number that allows the winning of a pattern combination for which a prize is determined, the lottery result of the role lottery is a "lose". In this embodiment, the main CPU 41 performs role selection processing, thereby realizing a function as role selection means for selecting a role.

[0072] In the role selection process, the main CPU 41 stores information capable of identifying the result of the role selection (hereinafter referred to as winning information) in the main RWM 43. The main CPU 41 also stores control information capable of identifying the result of the role selection (hereinafter referred to as winning information command) in the output buffer. After storing the winning information command in the output buffer, the main CPU 41 ends the role selection process and returns to the game progress process.

[0073] After completing the role selection process, the main CPU 41 performs the advantageous selection process (step S110). In the advantageous selection process, the main CPU 41 performs the advantageous zone transition selection process, the first advantageous transition selection process, the second advantageous transition selection process, the ceiling determination process, the first additional selection process, and the second additional selection process. In the advantageous selection process, the main CPU 41 performs the advantageous zone transition selection process, performs the first advantageous transition selection process after completing the advantageous zone transition selection process, and performs the second advantageous transition selection process after completing the first advantageous transition selection process. Furthermore, in the advantageous selection process, the main CPU 41 performs the ceiling determination process after completing the second advantageous transition selection process, performs the first additional selection process after completing the ceiling determination process, and performs the second additional selection process after completing the first additional selection process. Then, in the advantageous selection process, the main CPU 41 returns to the game progress process after completing the second additional selection process.

[0074] In the advantageous zone transition lottery process, the main CPU 41 refers to the value of the game state flag and determines whether the current game state is the first normal state. If it is not the first normal state, the main CPU 41 ends the advantageous zone transition lottery process. On the other hand, if it is the first normal state, the main CPU 41 performs an advantageous zone transition lottery based on the lottery result of the role lottery. For example, the main CPU 41 acquires the value of a random number generated in the main board 40, and performs an advantageous zone transition lottery that can determine a transition to an advantageous zone by referring to a predetermined lottery table based on the acquired random number value. For example, the probability that a transition to an advantageous zone is determined in the advantageous zone transition lottery differs depending on the lottery result of the role lottery. For example, in the slot machine 10, the probability that a transition to an advantageous zone is determined is high in the following order: when a special role is allowed to win < when a bell role is allowed to win < when a replay role is allowed to win < when a watermelon role is allowed < when a cherry role is allowed to win. In addition, in a gaming machine in which a setting value can be set, the probability that a transition to an advantageous zone will be determined in the advantageous zone transition lottery may be configured to differ depending on the setting value. If a transition to an advantageous zone is not determined in the advantageous zone transition lottery, the main CPU 41 ends the advantageous zone transition lottery process. On the other hand, if a transition to an advantageous zone is determined in the advantageous zone transition lottery, the main CPU 41 stores advantageous transition permission information in the main RWM 43. Furthermore, the main CPU 41 stores control information (hereinafter referred to as an advantageous permission command) capable of identifying that a transition to an advantageous performance state has been determined in the output buffer, and ends the advantageous transition lottery process.

[0075] In the first advantageous transition lottery process, the main CPU 41 refers to the value of the game state flag and determines whether the current game state is the second normal state or the second advantageous state. If it is not the second normal state or the second advantageous state, the main CPU 41 ends the first advantageous transition lottery process. On the other hand, if it is the second normal state or the second advantageous state, the main CPU 41 performs a first advantageous transition lottery based on the lottery result of the role lottery. The main CPU 41, for example, acquires the value of a random number generated in the main board 40, and refers to a predetermined lottery table based on the acquired value of the random number, and performs a first advantageous transition lottery that can determine a transition to the first advantageous state. The probability that a transition to the first advantageous state is determined in the first advantageous transition lottery varies depending on the lottery result of the role lottery. For example, in the slot machine 10, the probability of determining a transition to the first advantageous state is high in the following order: when a special role is allowed to win < when a bell role is allowed to win < when a replay role is allowed to win < when a watermelon role is allowed < when a cherry role is allowed to win. In a gaming machine that allows a set value to be set, the probability of determining a transition to the first advantageous state in the first advantageous transition lottery may be configured to differ depending on the set value. The probability of determining a transition to the first advantageous state in the first advantageous transition lottery differs between when the second normal state is in and when the second advantageous state is in. Specifically, the probability of determining a transition to the first advantageous state in the first advantageous transition lottery when the second advantageous state is in is higher than the probability of determining a transition to the first advantageous state in the first advantageous transition lottery when the second normal state is in. If a transition to the first advantageous state is not determined in the first advantageous transition lottery, the main CPU 41 ends the first advantageous transition lottery process. On the other hand, when a transition to the first advantageous state is determined in the first advantageous transition lottery, the main CPU 41 stores first advantageous permissible information capable of identifying that a transition to the first advantageous state has been determined in the main RWM 43. Furthermore, the main CPU 41 stores control information capable of identifying that a transition to the first advantageous state has been determined (hereinafter, referred to as a first advantageous permissible command) in the output buffer, and ends the first advantageous transition lottery process.

[0076] In the second advantageous transition lottery process, the main CPU 41 refers to the value of the game state flag and determines whether the current game state is the first advantageous state. If it is not the first advantageous state, the main CPU 41 ends the second advantageous transition lottery process. On the other hand, if it is the first advantageous state, the main CPU 41 determines whether second advantageous allowance information capable of identifying that a transition to the second advantageous state has been decided is stored in the main RWM 43. If the second advantageous allowance information is stored, the main CPU 41 ends the second advantageous transition lottery process. On the other hand, if the second advantageous allowance information is not stored, the main CPU 41 performs a second advantageous transition lottery based on the lottery result of the role lottery. For example, the main CPU 41 acquires the value of a random number generated in the main board 40, and refers to a predetermined lottery table based on the acquired value of the random number, and performs a second advantageous transition lottery capable of determining a transition to the second advantageous state. The probability that a transition to the second advantageous state is decided in the second advantageous transition lottery varies depending on the lottery result of the role lottery. For example, in the slot machine 10, the probability of determining a transition to the second advantageous state is high in the following order: when the winning of a special role is permitted < when the winning of a bell role is permitted < when the winning of a replay role is permitted < when the winning of a watermelon role is permitted < when the winning of a cherry role is permitted. In a gaming machine in which a set value can be set, the probability of determining a transition to the second advantageous state in the second advantageous transition lottery may be configured to differ depending on the set value. If a transition to the second advantageous state is not determined in the second advantageous transition lottery, the main CPU41 ends the second advantageous transition lottery process. On the other hand, if a transition to the second advantageous state is determined in the second advantageous transition lottery, the main CPU41 stores the second advantageous allowance information in the main RWM43. Furthermore, the main CPU41 stores control information (hereinafter referred to as the second advantageous allowance command) capable of identifying that a transition to the second advantageous state has been determined in the output buffer, and ends the second advantageous transition lottery process.

[0077] In the ceiling determination process, the main CPU41 refers to the value of the game state flag and determines whether the current game state is the second normal state. If it is not the second normal state, the main CPU41 ends the ceiling determination process. On the other hand, if it is the second normal state, the main CPU41 adds 1 to the normal execution count stored in the main RWM43 and updates the normal execution count. The normal execution count corresponds to the number of variable games executed in the second normal state without being controlled to the advantageous state. The main CPU41 determines whether the updated normal execution count has reached the ceiling count stored in the main RWM43. If the normal execution count has not reached the ceiling count, the main CPU41 ends the ceiling determination process. On the other hand, if the normal execution count has reached the ceiling count, the main CPU41 stores the first advantageous allowance information in the main RWM43. Furthermore, the main CPU41 stores the first advantageous allowance command in the output buffer and ends the ceiling determination process.

[0078] In the first add-on lottery process, the main CPU 41 may decide to add on. In this embodiment, when it is decided to add on, the number of times to add on (so-called add-on number) is also decided. "Adding on" here corresponds to increasing the remaining number of stays, which corresponds to the remaining number of variable games in which the player can stay in the second advantageous state, that is, extending the period controlled in the second advantageous state. "Number of add-ons" corresponds to the number of times to increase the remaining number of stays, that is, the number of times added to the remaining number of stays. The specific control in the first add-on lottery process will be described later.

[0079] In the second add-on lottery process, the main CPU 41 refers to the value of the game state flag and judges whether the current game state is the second advantageous state. If it is not the second advantageous state, the main CPU 41 ends the second add-on lottery process. On the other hand, if it is the second advantageous state, the main CPU 41 judges whether it was decided to add on in the immediately preceding first add-on lottery process. If the number of times to add on has been decided in the first add-on lottery process, the main CPU 41 ends the second add-on lottery process. If the number of times to add on has not been decided in the first add-on lottery process, the main CPU 41 performs a normal add-on lottery based on the lottery result of the role lottery. For example, the main CPU 41 acquires the value of a random number generated in the main board 40, and refers to a predetermined lottery table based on the acquired random number value, and performs a normal add-on lottery to decide whether to add on or not to add on depending on the acquired random number value. However, if the remaining number of stays stored in the main RWM43 exceeds the advantageous upper limit value stored in the main RWM43, the main CPU41 does not conduct a normal add-on lottery in the second add-on lottery process, and ends the second add-on lottery process. As described above, in this embodiment, when it is decided to add on, the number of add-ons is also decided. When it is decided to add on in the normal add-on lottery, the main CPU41 adds the decided number of add-ons to the remaining number of stays and updates the remaining number of stays. Furthermore, the main CPU41 stores control information capable of identifying the number of add-ons (hereinafter referred to as an add-on number command) in the output buffer, and ends the second add-on lottery process.

[0080] When the advantageous lottery process is completed, the main CPU 41 performs a stagnation effect process (step S111). In the stagnation effect process, a process for executing a reel effect in which the reels 16a to 16c stop spinning after the reels 16a to 16c spin may be executed. The specific control in the stagnation effect process will be described later.

[0081] After the stagnation effect process is completed, the main CPU 41 performs an instruction information determination process (step S112). In the instruction information determination process, when the main CPU 41 is in an advantageous state and the winning number that allows the winning of the bell role and the one-piece role is won in the role lottery, the main CPU 41 determines instruction information corresponding to the operation sequence for winning the bell role. In addition, the main CPU 41 stores control information (hereinafter, referred to as an instruction information command) that can identify the determined instruction information in the output buffer, ends the instruction information determination process, and returns to the game progress process. The instruction information displayed on the payout display unit 37 in this embodiment includes instruction information corresponding to each operation sequence (push order) of the stop button. In addition, in the instruction information determination process, the main CPU 41 refers to the value of the game state flag to identify the current game state.

[0082] Upon completion of the instruction information determination process, the main CPU 41 performs an instruction information display process (step S113). When instruction information is determined in the instruction information determination process, the main CPU 41 controls the payout display unit 37 so that the determined instruction information is displayed. The main CPU 41 controls the payout display unit 37 so that the instruction information is displayed until the variable game ends. Note that, when instruction information is not determined in the instruction information determination process, the main CPU 41 ends the instruction information display process and returns to the game progress process.

[0083] When the instruction information display process is completed, the main CPU 41 judges whether the wait time has elapsed (step S114). If the wait time has not elapsed (step S114; NO), the main CPU 41 waits until the wait time has elapsed. If the wait time has elapsed (step S114; YES), the main CPU 41 sets the wait time and proceeds to the process of step S115.

[0084] In step S115, the main CPU 41 controls the actuators of the reels 16a to 16c so that the reels 16a to 16c start to rotate. At this time, the main CPU 41 controls the actuators of the reels 16a to 16c so that the reels 16a to 16c rotate forward. In the slot machine 10, the variable game is started by starting the rotation of the reels 16a to 16c in step S115. Incidentally, in the slot machine 10, rotation control is performed in the interrupt process to accelerate and maintain the rotation of the reels 16a to 16c. When the speed at which the reels 16a to 16c rotate reaches a constant speed, the speed at which the reels 16a to 16c rotate is maintained at the constant speed. In step S115, the main CPU 41 starts the rotation of all the reels 16a to 16c simultaneously or approximately simultaneously, in principle.

[0085] Next, the main CPU 41 judges whether the speed at which the reels 16a to 16c rotate has reached a constant speed (step S116). If the speed at which the reels 16a to 16c rotate has not reached a constant speed (step S116; NO), the main CPU 41 waits until the speed at which the reels 16a to 16c rotate reaches a constant speed. If the speed at which the reels 16a to 16c rotate has reached a constant speed (step S116; YES), the main CPU 41 judges whether a stop operation has been received from any of the stop buttons 21 to 23 (step S117). In step S117, the main CPU 41 makes an affirmative judgment if a detection signal has been input from any of the stop buttons 21 to 23, whereas it makes a negative judgment if a detection signal has not been input from any of the stop buttons 21 to 23. If a stop operation has not been received (step S117; NO), the main CPU 41 proceeds to the process of step S116. As a result, the main CPU 41 waits until a stopping operation is received when the reels 16a to 16c are rotating at a constant speed.

[0086] On the other hand, when the stop operation is received (step S117; YES), the main CPU 41 executes a reel stop process to stop the rotation of the reel corresponding to the stop button that input the detection signal (step S118). That is, the main CPU 41 controls the actuator in response to the stop operation to stop the symbols on the reel corresponding to the stop operation. To explain in detail, the main CPU 41 searches for symbols that can be stopped on the pay line YL from symbols located within a predetermined pull-in range (for example, 4 symbols) based on the lottery result of the role lottery and the operation mode (operation sequence and operation timing) of the stop buttons 21 to 23. Then, the main CPU 41 controls the actuator so that the searched symbols are stopped on the pay line YL. The main CPU 41 performs such reel stop control regarding the stop operation of the reels 16a to 16c, thereby stopping the symbol combination according to the winning number and the operation mode of the stop buttons on the pay line YL. In step S118, when the main CPU 41 receives a detection signal from one of the stop buttons 21 to 23, it stores in an output buffer control information (hereinafter, referred to as an operation command) capable of identifying the stop button which received the detection signal.

[0087] Next, the main CPU 41 judges whether all of the reels 16a to 16c have stopped (step S119). If some of the reels 16a to 16c have not stopped (step S119; NO), the main CPU 41 proceeds to the process of step S116. On the other hand, if all of the reels 16a to 16c have stopped (step S119; YES), the main CPU 41 performs a display pattern judgment process to judge a symbol combination stopped on the pay line YL (step S120). In the display pattern judgment process, the main CPU 41 judges whether a symbol combination (combination) for which a prize is determined is stopped on the pay line YL, and if a symbol combination (combination) for which a prize is determined is stopped on the pay line YL, the main CPU 41 judges the type of the symbol combination. Then, if a symbol combination for which a prize is determined is stopped, that is, if a combination is won, the main CPU 41 stores control information (hereinafter, referred to as a winning command) capable of identifying the winning combination in the output buffer. In step S120, if a symbol combination for which a replay is determined as a prize is stopped on the pay line YL, the main CPU 41 sets the multiplier set in the current variable game as the multiplier again and activates the replay. As a result, the replay is awarded as a prize.

[0088] After the display symbol determination process is completed, the main CPU 41 performs a special counting process (step S121). The special counting process is performed before the end process in step S124 described later, and therefore before the variable game ends. The specific control in the special counting process will be described later.

[0089] After the special counting process is completed, the main CPU 41 judges whether to pay out medals to the player (step S122). In step S122, the main CPU 41 judges YES if the payout role has been won, and judges NO if the payout role has not been won. If the medals are to be paid out (step S122; YES), the main CPU 41 executes the medal payout process (step S123). In the medal payout process, the main CPU 41 increases the credits stored in the main RWM 43 by the number of medals to be paid out. At this time, if the credits exceed the upper limit, the main CPU 41 controls the hopper unit HU so that the number of medals exceeding the upper limit is paid out. In the medal payout process, the main CPU 41 controls the payout display unit 37 so that the number of medals to be paid out due to the occurrence of a win is displayed. Incidentally, if a symbol combination for which no prize is determined (for example, a losing stop) is stopped on the pay line YL, no prize is awarded.

[0090] When medals are not to be paid out (step S122; NO) and when the medal payout process is terminated, the main CPU 41 performs a termination process to end one round of the variable game (step S124). In the termination process, the main CPU 41 stores control information capable of identifying the end of the variable game (hereinafter referred to as a variable game termination command) in an output buffer. The variable game termination command in this embodiment is control information capable of identifying whether or not a prize has been won and the winning combination. In the termination process, the main CPU 41 performs a special determination process, a game state transition process, and a presentation state transition process. In the termination process, the main CPU 41 performs the special determination process, and then performs the game state transition process and the presentation state transition process. The specific control in the special determination process will be described later.

[0091] First, the game state transition process will be described. In the game state transition process, the main CPU 41 updates the value of the game state flag and transitions the game state. The main CPU 41 refers to the game state flag to identify the current game state. The main CPU 41 identifies the winning combination based on the result of the display pattern determination process (step S120). When the main CPU 41 updates the value of the game state flag, it stores in the output buffer control information (hereinafter referred to as a game state command) that indicates the game state that can be identified from the updated value.

[0092] Specifically, in the game state transition process, if advantageous transition permission information is stored in the main RWM 43 during the first normal state, that is, if a transition to an advantageous zone is determined, the main CPU 41 sets a value that can identify the second normal state to the game state flag. In addition, the main CPU 41 determines the ceiling number of times and stores the determined ceiling number of times in the main RWM 43. For example, the main CPU 41 determines the ceiling number of times from among the numbers less than "1500 times" corresponding to the upper limit number of stays under a lottery probability according to a set value. Furthermore, the main CPU 41 erases the advantageous transition permission information stored in the main RWM 43.

[0093] Furthermore, when the first advantageous allowance information is stored in the main RWM 43 during the second normal state or the second advantageous state, that is, when a transition to the first advantageous state is determined, the main CPU 41 sets a value that can identify the first advantageous state to the game state flag. Furthermore, the main CPU 41 stores "30 times" in the main RWM 43 as the remaining number of pseudo bonus stays. Furthermore, the main CPU 41 erases the first advantageous allowance information stored in the main RWM 43.

[0094] In addition, when the pseudo bonus remaining number of stays stored in the main RWM 43 reaches 0 during the first advantageous state, that is, when the first advantageous state ends, when the second advantageous allowance information is stored, or when the remaining number of stays is 1 or more, the main CPU 41 sets the game state flag to a value that can identify the second advantageous state. The case where the second advantageous allowance information is stored corresponds to the case where a transition to the second advantageous state is determined by lottery when the second normal state transitions to the first advantageous state. In addition, the case where the remaining number of stays is 1 or more corresponds to the case where a transition is made from the second advantageous state to the first advantageous state. In addition, the main CPU 41 adds "50 times" to the remaining number of stays stored in the main RWM 43 and updates the remaining number of stays. Therefore, when a transition is made from the second advantageous state to the first advantageous state, and the first advantageous state ends and the transition is made to the second advantageous state again, an addition of "50 times" is made. Furthermore, when the second advantageous allowance information is stored, the main CPU41 erases the second advantageous allowance information stored in the main RWM43. On the other hand, when the pseudo bonus remaining number of stays stored in the main RWM43 reaches 0 in the first advantageous state, the main CPU41 sets the game state flag to a value that can identify the first normal state when the second advantageous allowance information is not stored and the remaining number of stays is not 1 or more. Thus, in this embodiment, when the pseudo bonus remaining number of stays stored in the main RWM43 reaches 0 in the first advantageous state, if the second advantageous allowance information is stored or the remaining number of stays is 1 or more, the transition condition is met. On the other hand, in this embodiment, when the pseudo bonus remaining number of stays stored in the main RWM43 reaches 0 in the first advantageous state, if the second advantageous allowance information is not stored and the remaining number of stays is not 1 or more, the transition condition is not met.

[0095] In addition, when the number of remaining stays stored in the main RWM 43 reaches 0 in the second advantageous state, the main CPU 41 sets the gaming state flag to a value that can identify the first normal state. In addition, when the advantageous upper limit value stored in the main RWM 43 reaches 0 in the second normal state and advantageous state, that is, when the end condition of the advantageous zone is established, the main CPU 41 sets the gaming state flag to a value that can identify the first normal state. Similarly, when the advantageous zone acquisition information stored in the main RWM 43 reaches 2400 in the second normal state and advantageous state, that is, when the end condition of the advantageous zone is established, the main CPU 41 sets the gaming state flag to a value that can identify the first normal state. In addition, when the end condition of the advantageous zone is established and any of the advantageous transition allowance information, the first advantageous allowance information, and the second advantageous allowance information is stored in the main RWM 43, the main CPU 41 erases the information. In this way, in this embodiment, the main CPU 41 performs the gaming state transition process, thereby realizing a function as a gaming state control means that controls the gaming state.

[0096] Next, the presentation state transition process will be described. In the presentation state transition process, the main CPU 41 updates the value of the presentation state flag and transitions the presentation state. When the main CPU 41 updates the value of the presentation state flag, it stores control information (hereinafter, referred to as a presentation state command) that indicates a presentation state that can be specified from the updated value in the output buffer. The main CPU 41 refers to the presentation state flag and specifies the current presentation state. In the presentation state transition process, when a value that can specify the first normal state or the second normal state is set in the game state flag, the main CPU 41 sets a value that can specify the normal presentation state in the presentation state flag. Also, when a value that can specify the first advantageous state is set in the game state flag, the main CPU 41 sets a value that can specify the pseudo bonus presentation state in the presentation state flag. When a value that can specify the second advantageous state is set in the game state flag, the main CPU 41 sets a value that can specify the advantageous presentation state in the presentation state flag. In this way, in this embodiment, the main CPU 41 performs the presentation state transition process, thereby realizing a function as a presentation state control means that controls the presentation state. In this embodiment, the main CPU 41 controls the state including the normal presentation state as the first state and the advantageous presentation state as the second state by performing a presentation state transition process, thereby realizing a function as a state control means capable of controlling the state. Incidentally, when the first normal state is regarded as the first state and the second advantageous state is regarded as the second state, the main CPU 41 performs a game state transition process to realize a function as a state control means.

[0097] Furthermore, when the end process is completed in the game progress process, the main CPU 41 ends the game progress process related to the execution of one variable game, and returns to the process of step S101 again. As described above, in the slot machine 10, the start operation is triggered to start the rotation of all the reels, and the stop operation is triggered to stop the rotation of the reels.

[0098] Next, the settlement process will be described. The settlement process is one of the interrupt processes. For example, the period during which the game progress process is being performed during which the interruption of the settlement process is permitted is the period from when the process of step S101 is performed until the determination result of step S107 becomes positive.

[0099] In the settlement process, the main CPU 41 determines whether the settlement condition has been met. The settlement condition is met when the settlement button 19 is operated and the credits are 1 or more. In addition, even if the credits are 0, the settlement condition is met when the settlement button 19 is operated, replay is not activated, and a bet number is set. As described above, the settlement condition includes the operation of the settlement button 19. Incidentally, the main CPU 41 can specify that the settlement button 19 has been operated by inputting a detection signal from the settlement button 19.

[0100] If the settlement condition is not satisfied, the main CPU 41 ends the settlement process. On the other hand, if the settlement condition is satisfied, the main CPU 41 executes settlement control related to the settlement of the game media. For example, when the credit identifiable from the credit information is 1 or more, the main CPU 41 controls the hopper unit HU to pay out (settle) the number of medals stored as the credit, and executes settlement control. For example, when the replay is not in operation and the multiplication factor identifiable from the multiplication factor information is 1 or more, the main CPU 41 controls the hopper unit HU to pay out the number of medals set as the multiplication factor, and executes settlement control. However, when the replay is in operation, the main CPU 41 does not control the hopper unit HU to pay out the number of medals set as the multiplication factor, and controls the hopper unit HU to pay out the number of medals stored as the credit if the credit identifiable from the credit information is 1 or more, and executes settlement control. In this way, when the replay is in operation, the settlement of the number of medals set as the multiplication factor is not performed. When the main CPU 41 starts settlement control, it stores control information (hereinafter referred to as a settlement start command) capable of identifying that settlement control has been started in an output buffer. When the settlement control ends, the main CPU 41 ends the settlement process after a predetermined waiting time has elapsed. When the main CPU 41 ends settlement control, it stores control information (hereinafter referred to as a settlement end command) capable of identifying that settlement control has been ended in an output buffer. In this embodiment, the main CPU 41 executes settlement control, thereby realizing a function as settlement control means capable of executing settlement control related to the settlement of gaming media.

[0101] Next, the control relating to the lighting modes of the insertion possible lamp 31, the replay lamp 32, the start lamp 33 and the favorable zone lamp 34 will be described. First, the control relating to the light emission mode of the turn-on ready lamp 31 will be described.

[0102] The main CPU 41 controls the insertion possible lamp 31 to be turned on when the credits have not reached the upper limit number and during the period from when the processing of step S101 is performed in the game progress processing to when the judgment result of step S107 becomes positive. However, when the credits have reached the upper limit number, the main CPU 41 controls the insertion possible lamp 31 to be turned off even during the period from when the processing of step S101 is performed in the game progress processing to when the judgment result of step S107 becomes positive. The main CPU 41 controls the insertion possible lamp 31 to be turned off regardless of the credits, when the period from when the processing of step S101 is performed in the game progress processing to when the judgment result of step S107 becomes positive is not within the period. For example, when the insertion possible lamp 31 is turned on, if the judgment result of step S107 becomes positive, the main CPU 41 controls the insertion possible lamp 31 to be turned off. Incidentally, when the replay is in operation and the insertable lamp 31 is turned on, the main CPU 41 controls the insertable lamp 31 to be turned off when executing settlement control related to settlement of game media. When the replay is in operation and the insertable lamp 31 is turned on, the main CPU 41 controls the insertable lamp 31 to be turned on when returning to the game progress processing, if the settlement control is executed when the replay is in operation and the insertable lamp 31 is turned on. Similarly, when the replay is not in operation and the insertable lamp 31 is turned on, the main CPU 41 controls the insertable lamp 31 to be turned off when executing settlement control. When the replay is not in operation and the insertable lamp 31 is turned on, the main CPU 41 controls the insertable lamp 31 to be turned on when returning to the game progress processing, if the settlement control is executed when the replay is not in operation and the insertable lamp 31 is turned on.

[0103] Next, control of the light emission mode of the replay lamp 32 will be described. The main CPU 41 controls the replay lamp 32 to be lit when the replay is in operation. The main CPU 41 controls the replay lamp 32 to be lit even when the replay is in operation and during the execution of a variable game started when the replay is in operation. On the other hand, the main CPU 41 controls the replay lamp 32 to be turned off when the variable game is finished if the replay role is not won in the variable game started when the replay is in operation. In addition, the main CPU 41 controls the replay lamp 32 to be continuously lit if the replay role is won in the variable game started when the replay is in operation. In the case where such a replay role is won consecutively, the replay lamp 32 may be temporarily turned off and then turned on again to keep the replay lamp 32 lit. Also, when the replay role is consecutively won, the replay lamp 32 may be kept on without being temporarily turned off, so that the replay lamp 32 continues to be on. Incidentally, when settlement control is executed while the replay is in operation, the main CPU 41 controls the replay lamp 32 to continue to be on. That is, even when settlement control is executed, the main CPU 41 does not turn off the replay lamp 32 that is on.

[0104] Next, the control relating to the light emission mode of the start lamp 33 will be described. The main CPU 41 controls the start lamp 33 to be turned on when the set bet number is equal to or greater than the minimum bet number and during the period from when the processing of step S101 is performed in the game progress processing until the judgment result of step S107 becomes positive. The main CPU 41 controls the start lamp 33 to be turned off when the period from when the processing of step S101 is performed in the game progress processing until the judgment result of step S107 becomes positive is not within the period. For example, when the start lamp 33 is turned on, if the judgment result of step S107 becomes positive, the main CPU 41 controls the start lamp 33 to be turned off. Incidentally, when the replay is in operation and the start lamp 33 is turned on, the main CPU 41 controls the start lamp 33 to be turned off when executing the settlement processing. Incidentally, when the replay is in operation and the start lamp 33 is turned on, if the settlement control is executed while the replay is in operation and the start lamp 33 is turned on, the main CPU 41 controls the start lamp 33 to be turned on when returning to the game progress processing. Similarly, when the replay is not in operation and the start lamp 33 is turned on, the main CPU 41 controls the start lamp 33 to be turned off when executing settlement control. Note that, when the replay is not in operation and the start lamp 33 is turned on, the main CPU 41 controls the start lamp 33 to be turned on when returning to the game progress processing.

[0105] Next, the control related to the lighting mode of the favorable zone lamp 34 will be described. The main CPU 41 controls the advantageous zone lamp 34 to be lit when the zone is advantageous. On the other hand, the main CPU 41 controls the advantageous zone lamp 34 to be turned off when the zone is not advantageous. When the zone is advantageous and settlement control is to be executed, the main CPU 41 controls the advantageous zone lamp 34 to be kept lit.

[0106] Next, the process performed by the secondary CPU 51 will be described. When the sub-CPU 51 inputs a game state command, it updates the game state information stored in the sub-RWM 53. At this time, the sub-CPU 51 updates the game state information to indicate a game state that can be specified from the game state command. Also, when the sub-CPU 51 inputs a presentation state command, it updates the presentation state information stored in the sub-RWM 53. At this time, the sub-CPU 51 updates the presentation state information to indicate a presentation state that can be specified from the presentation state command.

[0107] When the sub-CPU51 inputs a multiplication number setting command, it controls to a presentation state that can be specified from the presentation state information. Incidentally, when the sub-CPU51 inputs a variable game start command after a replay role is won, it controls to a presentation state that can be specified from the presentation state information. Specifically, when the type of presentation state that can be specified from the presentation state information is changed, the sub-CPU51 controls to the presentation state after the change. On the other hand, when the type of presentation state that can be specified from the presentation state information is not changed, the sub-CPU51 continues to control to the presentation state that is being controlled.

[0108] When the instruction information command is input, the sub-CPU 51 performs push order navigation performance processing to execute a navigation performance suggesting or notifying the push order. The sub-CPU 51 performs push order navigation performance processing based on the winning number that can be specified from the winning information command and the instruction information that can be specified from the instruction information command. In the push order navigation performance processing, the sub-CPU 51 controls the performance display device 15 so that a navigation performance based on the instruction information that can be specified from the instruction information command is executed. For example, when executing a navigation performance suggesting or notifying the fourth push order, the sub-CPU 51 may execute a navigation performance in which a navigation image including "3", a navigation image including "1", and a navigation image including "2" are displayed from the left in the area above the stop buttons 21 to 23 on the performance display device 15. The sub-CPU 51 controls the performance display device 15 so that a navigation performance is executed until all the reels 16a to 16c stop spinning.

[0109] Incidentally, when the sub-CPU 51 is executing a navigation performance based on instruction information identifiable from the instruction information command, if the stop buttons are operated in a different pressing order from the pressing order suggested or notified in the navigation performance, the sub-CPU 51 ends the navigation performance and stops the execution of the navigation performance. For this reason, in the slot machine 10, for example, when a navigation performance that suggests or notifies the fourth pressing order is being executed, if the stop button 22 is operated the first time but the stop button 21 is operated the second time, the navigation performance ends. In addition, in the slot machine 10, even if the execution of the navigation performance in the performance display device 15 is stopped, the display of instruction information in the payout display unit 37 continues.

[0110] When the sub-CPU 51 inputs the number of times of addition command, it performs the addition performance process. On the other hand, when the number of times of addition command is not input, the sub-CPU 51 does not perform the addition performance process. In the addition performance process, the sub-CPU 51 specifies the number of times of addition from the input number of times of addition command, and controls the performance display device 15 so that the addition performance that notifies the number of times of addition is executed.

[0111] When the sub-CPU 51 inputs a winning command, it may execute a performance corresponding to the winning combination that can be specified from the winning command. For example, when the sub-CPU 51 inputs a winning command that can specify that a bell combination has won, it controls the decorative lamp 13 to emit yellow light and controls the performance display device 15 to display an image that resembles a bell. For example, when the sub-CPU 51 inputs a winning command that can specify that a replay combination has won, it controls the decorative lamp 13 to emit blue light and controls the performance display device 15 to display an image that can specify that a replay combination has won. For example, when a variable game can be executed even if the number of bets is not three, the image that can specify that a replay combination has won, which is displayed on the performance display device 15, may be different depending on the number of bets.

[0112] The slot machine 10 is configured to be able to execute a challenge effect as a specific effect. The challenge effect can be executed in the effect display device 15. The challenge effect can be executed when the specific number of times that a specific condition is met reaches a specific number. In other words, the effects that can be executed by the effect execution means include specific effects that can be executed when the specific number of times reaches a specific number. In this way, in the slot machine 10, a specific condition can be established based on the stopping of a special stop symbol as a specific pattern. In other words, a specific condition can be established based on the stopping of a specific pattern. Incidentally, in this embodiment, the specific number of times is set to "five times."

[0113] As described above, in the slot machine 10, the effect display device 15 executes a challenge effect when the number of times the special stop symbol has stopped (hereinafter, referred to as the specific stop number) has reached a specific number, based on the special stop symbol having stopped. That is, in the case where the special stop symbol is the first symbol, in this embodiment, the effect execution means executes a specific effect when the specific stop number has reached a specific number, based on the first symbol having stopped.

[0114] As described above, in the slot machine 10, when the special stop symbol is stopped on the pay line YL, the same bell symbol is stopped as the symbol of the remaining two reels excluding one reel among the reels 16a to 16c on the pay line YL, resulting in a ready state. In the slot machine 10, when the bell stop symbol is stopped on the pay line YL, the same bell symbol is stopped as the symbol of the remaining two reels excluding one reel among the reels 16a to 16c on the pay line YL, resulting in a ready state. Therefore, in the slot machine 10, after the ready state is reached in which the same bell symbol is stopped as the symbol of the remaining two reels excluding one reel among the reels 16a to 16c, a challenge effect may be executed by the effect display device 15. That is, in this embodiment, after the ready state is reached in which the same specific symbol is stopped as the symbol of the remaining symbol rows excluding one row among all symbol rows, a specific effect may be executed by the effect execution means. In this embodiment, the bell symbol corresponds to the specific symbol.

[0115] The slot machine 10 is configured to be able to execute a challenge effect when in an advantageous effect state. In this way, the challenge effect can be executed when in an advantageous effect state (i.e., when in the second advantageous state). That is, in this embodiment, the specific effect can be executed when in the second state.

[0116] In addition, in the slot machine 10, a special remaining number effect may be executed before the challenge effect is executed. Specifically, the slot machine 10 is configured to be able to execute the special remaining number effect when in an advantageous effect state. The special remaining number effect notifies the remaining number of times until a specific stop number corresponding to the number of times a special stop has stopped reaches a specific number. The special remaining number effect ends when the specific stop number reaches the specific number. The special remaining number effect can be executed over multiple variable games.

[0117] As shown in Fig. 7(a), when a special remaining number of times effect is executed, a remaining number of times image ZG is displayed on the effect display device 15, and the number of times remaining until the specific stop number reaches the specific number is notified. The remaining number of times image ZG including the text information "3 times remaining until challenge" shown in Fig. 7(a) corresponds to the remaining number of times image ZG notifying that the number of times remaining until the specific stop number reaches the specific number is "3 times".

[0118] As described above, in the slot machine 10, a challenge effect is executed when the specific stop count reaches a specific number. As shown in FIG. 7(b), in the slot machine 10, a challenge image MG is displayed on the effect display device 15, and a challenge effect is executed. In this manner, in the effect display device 15, a challenge effect is executed when the specific stop count reaches a specific number, based on the stopping of a special stop. In the challenge effect, a challenge is presented. That is, in the specific effect, a challenge is presented.

[0119] As shown in FIG. 8, there are multiple types of challenge effects. Specifically, there are a first challenge effect and a second challenge effect. Thus, there are multiple types of specific effects. In the slot machine 10, the content of the task differs depending on the type of challenge effect. Specifically, in the first challenge effect, a task of "making the replay role win a prize" is presented. The first challenge effect is executed by displaying a task image MG including text information "Make the replay role win a prize!" on the effect display device 15. On the other hand, in the second challenge effect, a task of "making the bell role win a prize" is presented. The second challenge effect is executed by displaying a task image MG including text information "Make the bell role win a prize!" on the effect display device 15. In this embodiment, different types of challenge effects correspond to different types of tasks presented in the challenge effects. In other words, the type of specific effect corresponds to the type of task presented in the specific effect.

[0120] In the slot machine 10, when the slot machine is in an advantageous performance state, the probability that the replay role is allowed to win in the variable game is "1 / 7". Therefore, when the first challenge performance is executed, the probability that the task presented in the first challenge performance can be achieved is "1 / 7". In addition, in the slot machine 10, when the slot machine is in an advantageous performance state, the probability that the bell role is allowed to win in the variable game is "1 / 2". Furthermore, in the slot machine 10, when the slot machine is in an advantageous performance state, the operation sequence for winning the bell role is suggested or notified in the navigation performance. Therefore, when the second challenge performance is executed, the probability that the task presented in the second challenge performance can be achieved is "1 / 2". In this way, in the slot machine 10, the expectation of achieving the task presented in the challenge performance differs depending on the type of the challenge performance. That is, in this embodiment, the expectation of achieving the task presented differs depending on the type of the task presented in the specific performance.

[0121] As shown in FIG. 7(c), in the slot machine 10, if the task presented in the challenge presentation cannot be accomplished (shown as "Failed" in FIG. 7(c)), the advantageous presentation state ends. At this time, even if the remaining number of stays corresponding to the remaining number of variable games in which the player can stay in the second advantageous state is 1 or more, if the task presented in the challenge presentation cannot be accomplished, the second advantageous state ends and the advantageous presentation state ends. In this way, in the slot machine 10, if the task presented in the challenge presentation cannot be accomplished, the advantageous presentation state is forcibly ended.

[0122] As shown in Fig. 7(d), in the slot machine 10, when the task presented in the challenge performance is accomplished (shown as "Success" in Fig. 7(d)), an additional bonus is applied. In addition, in the slot machine 10, when the task presented in the challenge performance is accomplished, the advantageous performance state continues.

[0123] In this way, in the slot machine 10, when the task presented in the challenge performance is accomplished, an additional bonus is added, the advantageous performance state continues, and the subsequent development is favorable. In other words, when the task presented in the specific performance is accomplished, the subsequent development is favorable. Also, as described above, in the slot machine 10, the expectation of accomplishing the task presented in the challenge performance differs depending on the type of challenge performance. In other words, in the slot machine 10, the expectation of the subsequent development being favorable differs depending on the type of challenge performance. In other words, in this embodiment, the expectation of the subsequent development being favorable differs depending on the type of specific performance.

[0124] In the slot machine 10, a result may be derived after the execution of a challenge effect is started. In the slot machine 10, the results derived after the execution of a challenge effect is started include a failure result and a success result. In this embodiment, among the results derived after the execution of a specific effect is started, a success result corresponds to a first result, and a failure result corresponds to a second result.

[0125] As shown in FIG. 9(a), the failure result derived after the execution of the challenge effect is started is derived by executing a failure effect in the effect display device 15. The failure effect is executed with the content that the character feels regret for not being able to complete the task. Because of this configuration, in the slot machine 10, when a failure result is derived after the execution of the challenge effect is started in an advantageous effect state, the advantageous effect state ends. That is, in this embodiment, when the second result is derived after the execution of the specific effect is started in the second state, the second state ends.

[0126] As shown in FIG. 9(b), the success result derived after the execution of the challenge performance is started is derived by executing a success performance in the performance display device 15. The success performance is executed with content that makes the character happy by accomplishing a task. Since it is configured in this way, in the slot machine 10, when a success result is derived after the execution of the challenge performance is started in an advantageous performance state, the advantageous performance state continues, and the subsequent development is advantageous. That is, in this embodiment, when the first result is derived after the execution of the specific performance is started in the second state, the subsequent development is advantageous.

[0127] In the slot machine 10, when the task presented in the challenge effect is accomplished, a stagnation effect is executed. The stagnation effect is sometimes called a freeze effect. In the stagnation effect, the reels 16a to 16c rotate. At this time, the reels 16a to 16c rotate in a direction from bottom to top (hereinafter, referred to as reverse rotation), unlike during the variable game.

[0128] As shown in FIG. 10(a), for example, when the second challenge performance is executed, the bell role is won and the task is accomplished. After that, in the slot machine 10, when the start lever 20 is operated to start the next variable game, execution of the stagnation performance is started. As shown in FIG. 10(b), in the stagnation performance, the reels 16a to 16c rotate in the reverse direction. Then, when a predetermined stagnation time has elapsed, as shown in FIG. 10(c), in the slot machine 10, the cherry stop symbol is stopped on the pay line YL. At this time, the rotation of all the reels 16a to 16c stops simultaneously or approximately simultaneously. Here, "approximately simultaneously" means that the period from the timing when the reels first stop to the timing when the reels finally stop is within the time required for the reels 16a to 16c to rotate once when the reels 16a to 16c are rotating in the reverse direction in the stagnation performance. In addition, when the cherry stop symbol is stopped in the stagnation performance, the reels 16a to 16c move in a short up and down motion. Specifically, the reels 16a to 16c swing up and down in small increments within a range in which the cherry symbol stopped at the middle stop position can be seen through the display window 12a. The "shaking up and down" corresponds to the reels rotating forward and backward alternately.

[0129] Also, when a cherry stop symbol is stopped during a stagnation effect, the effect display device 15 notifies the player that an addition will be made and also notifies the number of times that an addition will be made. In the slot machine 10, the number of times that an addition will be made due to the execution of a stagnation effect is likely to be greater than the number of times that an addition is determined when it is decided to make an addition in the second addition lottery process. That is, in the slot machine 10, when a cherry stop symbol is stopped during a stagnation effect and an addition is made, the number of times that an addition is likely to be greater than when an addition is made without the execution of a stagnation effect.

[0130] In the slot machine 10, the special stop symbol that is the stop symbol counted as the specific stop number corresponds to the first symbol. As described above, the special stop symbol is a symbol combination that does not include a symbol alignment in which the same type of symbol stops on the pay line YL. Therefore, in this embodiment, the first symbol is a symbol combination that does not include a symbol alignment in which the same type of symbol stops in a straight line. In addition, in the slot machine 10, the stop symbol for achieving the task presented in the challenge performance corresponds to the second symbol. For example, when the first challenge performance is executed, the replay stop symbol corresponds to the second symbol, and when the second challenge performance is executed, the bell stop symbol corresponds to the second symbol. As described above, the replay stop symbol and the bell stop symbol are symbol combinations that include a symbol alignment in which the same type of symbol stops in a straight line. Therefore, in this embodiment, the second symbol is a symbol combination that includes a symbol alignment in which the same type of symbol stops in a straight line. Furthermore, in the slot machine 10, the cherry stop symbol that stops in the stagnation performance corresponds to the third symbol. As described above, the cherry stop pattern is a symbol combination including a pattern arrangement in which symbols of the same kind stop in a straight line. Therefore, in this embodiment, the third symbol is a symbol combination including a pattern arrangement in which symbols of the same kind stop in a straight line. In other words, the second symbol and the third symbol are symbol combinations including a pattern arrangement in which symbols of the same kind stop in a straight line.

[0131] Also, as described above, in the slot machine 10, the probability of transition to the advantageous zone is high in the following order: when the winning of the special role is permitted < when the winning of the bell role is permitted < when the winning of the replay role is permitted < when the winning of the watermelon role is permitted < when the winning of the cherry role is permitted. Similarly, in the slot machine 10, the probability of transition to the first advantageous state is high in the following order: when the winning of the special role is permitted < when the winning of the bell role is permitted < when the winning of the replay role is permitted < when the winning of the watermelon role is permitted < when the winning of the cherry role is permitted. Also, in the slot machine 10, the probability of transition to the second advantageous state is high in the following order: when the winning of the special role is permitted < when the winning of the bell role is permitted < when the winning of the replay role is permitted < when the winning of the watermelon role is permitted < when the winning of the cherry role is permitted.

[0132] Therefore, in the slot machine 10, the advantage when a cherry stop stops in the variation game is higher than the advantage when a bell stop stops in the variation game. In other words, in the slot machine 10, the advantage when a cherry stop stops in the variation game is higher than the advantage when a bell stop stops in the variation game. Similarly, in the slot machine 10, the advantage when a cherry stop stops in the variation game is higher than the advantage when a replay stop stops in the variation game. In other words, in the slot machine 10, the advantage when a cherry stop stops in the variation game is higher than the advantage when a replay stop stops in the variation game. In other words, in this embodiment, the advantage when the third symbol stops in the variation game is higher than the advantage when the second symbol stops in the variation game.

[0133] Also, in the slot machine 10, the advantage when a bell stop stops in the variable game is higher than the advantage when a special stop stops in the variable game. That is, in the slot machine 10, the advantage when a bell stop stops in the variable game is higher than the advantage when a special stop stops in the variable game. Similarly, in the slot machine 10, the advantage when a replay stop stops in the variable game is higher than the advantage when a special stop stops in the variable game. That is, in the slot machine 10, the advantage when a replay stop stops in the variable game is higher than the advantage when a special stop stops in the variable game. That is, in this embodiment, the advantage when the second symbol stops in the variable game is higher than the advantage when the first symbol stops in the variable game. Also, in this embodiment, the advantage when the third symbol stops in the variable game is higher than the advantage when the first symbol stops in the variable game.

[0134] Here, with reference to FIG. 11, a description will be given of the operation of the reels 16a to 16c when a challenge effect is executed, the task presented in the challenge effect is accomplished, and a stagnation effect is executed.

[0135] During the period from when a task is presented in the challenge performance to when the task is accomplished (indicated as "from the presentation of the task to when the task is accomplished" in FIG. 11), the reels 16a to 16c rotate forward when the reels 16a to 16c are rotating. In other words, the pattern change from when the execution of the challenge performance starts to when the stop symbol that accomplishes the task is stopped is a pattern in which the reels 16a to 16c rotate forward. In contrast, during the period in which the stagnation performance is executed (indicated as "during the stagnation performance after the task is accomplished" in FIG. 11), the reels 16a to 16c rotate backward when the reels 16a to 16c are rotating. In other words, the pattern change from when the stop symbol that accomplishes the task presented in the challenge performance is stopped to when the cherry stop symbol is stopped in the stagnation performance is a pattern in which the reels 16a to 16c rotate backward. In this way, the pattern change state from when the execution of the challenge performance starts until the stop symbol that achieves the task is stopped is different from the pattern change state from when the stop symbol that achieves the task presented in the challenge performance is stopped until the cherry stop symbol is stopped in the stagnation performance. That is, in this embodiment, the pattern change state from when the execution of the specific performance starts until the second symbol is stopped is different from the pattern change state from when the second symbol is stopped until the third symbol is stopped.

[0136] During the period from when a task is presented in the challenge performance to when the task is accomplished, the operation of the stop buttons 21-23 causes the rotation of the reels 16a-16c to stop, and the symbols to stop. In other words, the event that triggers the stopping of the stop symbol that accomplishes the task after the execution of the challenge performance starts is the operation of the stop buttons 21-23. In contrast, during the period when the stagnation performance is executed, the rotation of the reels 16a-16c does not stop even if the stop buttons 21-23 are operated, and the rotation of the reels 16a-16c stops and the symbols to stop after a predetermined stagnation time has elapsed. In other words, the event that triggers the stopping of the cherry stop symbol after the execution of the stagnation performance starts is the passage of time. In this way, the event that triggers the stopping of the stop symbol that accomplishes the task after the execution of the challenge performance starts is different from the event that triggers the stopping of the cherry stop symbol after the execution of the stagnation performance starts.

[0137] During the period from when a task is presented in the challenge performance to when the task is accomplished, each time the stop buttons 21-23 are operated, the rotation of one corresponding reel stops, and the symbols stop. That is, during the period from when a task is presented in the challenge performance to when the task is accomplished, the reels stop one by one in the order in which the stop buttons 21-23 are operated, and the symbols stop one row by one in the order in which the stop buttons 21-23 are operated. That is, the stopping mode when the stop symbols that accomplish the task stop after the execution of the challenge performance is started is a mode in which the symbols stop one row at a time. In contrast, during the period in which the stagnation performance is executed, the rotation of all the reels 16a-16c stops simultaneously or approximately simultaneously, and the symbols in all the rows stop simultaneously or approximately simultaneously. That is, the stopping mode when the cherry stop symbols stop in the stagnation performance after the stop symbols that accomplish the task stop is a mode in which the symbols in all the rows stop simultaneously or approximately simultaneously. In this way, the stopping mode when the stop symbol that achieves the task stops after the execution of the challenge performance is started is different from the stopping mode when the cherry stop symbol stops in the stagnation performance after the stop symbol that achieves the task is stopped. That is, in this embodiment, the stopping mode when the second symbol stops after the execution of the specific performance is started is different from the stopping mode when the third symbol stops after the second symbol is stopped.

[0138] When a stop symbol that achieves a task is stopped after a task is presented in a challenge performance, the reels 16a to 16c do not move up and down in small swaying motions. Therefore, when a stop symbol that achieves a task presented in a challenge performance is stopped, the stop symbol stops without a swaying motion (indicated as "without swaying motion" in FIG. 11). In other words, the stop mode when a stop symbol that achieves a task is stopped is a mode without a swaying motion. In contrast, when a cherry stop symbol is stopped in a stagnation performance, the reels 16a to 16c move up and down in small swaying motions. Therefore, when a cherry stop symbol is stopped in a stagnation performance, the stop symbol stops with a swaying motion (indicated as "with swaying motion" in FIG. 11). In other words, the stop mode when a cherry stop symbol is stopped in a stagnation performance is a mode with a swaying motion. In this way, the stop mode when a stop symbol that achieves a task is stopped is different from the stop mode when a cherry stop symbol is stopped in a stagnation performance. That is, in this embodiment, the stopped state when the second symbol is stopped is different from the stopped state when the third symbol is stopped.

[0139] The following describes the control related to the execution of the special remaining number effects, challenge effects, and stagnation effects. First, the control performed by the main CPU 41 will be described.

[0140] First, the special counting process (step S121) in the game progress process will be described. In the special counting process, the main CPU 41 counts the number of specific stops. In this embodiment, the main CPU 41 performs the special counting process, thereby realizing a function as a counting means for counting the number of specific stops in which the first symbol stops.

[0141] In the special counting process, the main CPU 41 determines whether or not the advantageous presentation state is in effect. If the advantageous presentation state is not in effect, the main CPU 41 ends the special counting process. If the advantageous presentation state is in effect, the main CPU 41 determines whether or not a challenge presentation is in progress. If a challenge presentation is in progress, the main CPU 41 ends the special counting process. If a challenge presentation is not in progress, the main CPU 41 determines whether or not a special stopping symbol has stopped. At this time, the main CPU 41 determines whether or not a special stopping symbol has stopped based on the result of the display pattern determination process (step S120). If a special stopping symbol has not stopped, the main CPU 41 ends the special counting process.

[0142] When the special stop is stopped, the main CPU 41 adds 1 to information capable of identifying the specific stop count (hereinafter referred to as specific stop count information) and updates it. When the main CPU 41 updates the specific stop count information, it stores control information capable of identifying the updated specific stop count (hereinafter referred to as specific stop count command) in the output buffer. Then, the main CPU 41 judges whether the specific stop count capable of being identified from the updated specific stop count information has reached the specific count. If the specific stop count has not reached the specific count, the main CPU 41 ends the special counting process. On the other hand, if the specific stop count has reached the specific count, the main CPU 41 determines the type of challenge presentation. That is, the main CPU 41 determines the task to be presented in the challenge presentation. Then, when the type of challenge presentation is determined, the main CPU 41 stores information capable of identifying the type of challenge presentation (hereinafter referred to as special information) in the main RWM 43. Furthermore, when the type of challenge presentation is determined, the main CPU 41 stores control information capable of identifying the type of challenge presentation (hereinafter referred to as special start command) in the output buffer. Thereafter, the main CPU 41 initializes the specific stop count information and ends the special counting process. The main CPU 41 initializes the specific stop count information by updating the specific stop count information to one that can identify that the specific stop count is "0 times."

[0143] As described above, in the special counting process, the main CPU 41 counts the number of specific stops based on the fact that the special stop pattern has stopped. In this embodiment, the main CPU 41 performs such special counting process, thereby realizing a function as a counting means for counting the number of times that a predetermined condition has been satisfied.

[0144] Next, the control of the instruction information determination process (step S112) when special information is stored in the main RWM 43 will be described. In the instruction information determination process, when special information is stored in the main RWM 43, the main CPU 41 determines instruction information even if the winning number that allows the winning of the bell role and the one-piece role is not won in the role lottery. When the winning number that allows the winning of the bell role and the one-piece role is not won in the role lottery, the main CPU 41 determines instruction information corresponding to any one of the first push order to the sixth push order by lottery. Then, the main CPU 41 stores an instruction information command that can identify the determined instruction information in the output buffer, and ends the instruction information determination process. Note that when special information is stored in the main RWM 43, in the instruction information display process (step S113), the main CPU 41 controls the payout display unit 37 so that the instruction information determined in the instruction information determination process is displayed.

[0145] Next, a special determination process performed in the end process (step S124) in the game progress process will be described. In the special determination process, the main CPU 41 determines whether or not the task presented in the challenge presentation has been accomplished.

[0146] In the special determination process, the main CPU 41 determines whether special information is stored in the main RWM 43. Through this determination process, the main CPU 41 determines whether a challenge presentation is being executed. If no special information is stored in the main RWM 43, the main CPU 41 ends the special determination process.

[0147] On the other hand, when special information is stored in the main RWM 43, the main CPU 41 judges whether the task presented in the challenge presentation has been accomplished. Specifically, when special information capable of identifying the first challenge presentation is stored, the main CPU 41 judges whether a replay stop symbol has been stopped. On the other hand, when special information capable of identifying the second challenge presentation is stored, the main CPU 41 judges whether a bell stop symbol has been stopped. At this time, the main CPU 41 can identify the stopped stop symbol based on the result of the display pattern determination process (step S120).

[0148] Then, when it is determined that the task presented in the challenge presentation has been accomplished, the main CPU 41 stores information capable of identifying that the task has been accomplished (hereinafter, referred to as success information) in the main RWM 43. Furthermore, when it is determined that the task presented in the challenge presentation has been accomplished, the main CPU 41 stores control information capable of identifying that the task has been accomplished (hereinafter, referred to as a success command) in the output buffer.

[0149] On the other hand, when it is determined that the task presented in the challenge presentation has not been accomplished, the main CPU 41 stores information capable of identifying that the task has not been accomplished (hereinafter, referred to as failure information) in the main RWM 43. Furthermore, when it is determined that the task presented in the challenge presentation has not been accomplished, the main CPU 41 stores control information capable of identifying that the task has not been accomplished (hereinafter, referred to as failure command) in the output buffer.

[0150] Then, in the game state transition process performed after the special determination process, if failure information is stored in the main RWM 43, the main CPU 41 sets the game state flag to a value that can identify the first normal state. At this time, even if the number of remaining stays stored in the main RWM 43 is 1 or more during the second advantageous state, if failure information is stored in the main RWM 43, the main CPU 41 sets the game state flag to a value that can identify the first normal state. By performing these controls by the main CPU 41, the second advantageous state ends, and the advantageous presentation state is forcibly ended. After that, the main CPU 41 erases the failure information stored in the main RWM 43.

[0151] Next, the first bonus lottery process performed in the advantageous lottery process (step S110) in the game progress process will be described. In the first bonus lottery process, the main CPU 41 determines the bonus to be awarded in response to the achievement of the task presented in the challenge performance, that is, the number of bonuses to be awarded.

[0152] In the first add-on lottery process, the main CPU 41 determines whether or not success information is stored in the main RWM 43. If success information is not stored in the main RWM 43, the main CPU 41 ends the first add-on lottery process. On the other hand, if success information is stored in the main RWM 43, the main CPU 41 performs a special add-on lottery. The main CPU 41, for example, acquires the value of a random number generated in the main board 40, and refers to a predetermined lottery table based on the acquired value of the random number, and determines the number of add-ons according to the acquired value of the random number. When the number of add-ons is determined in the special add-on lottery, the main CPU 41 adds the determined number of add-ons to the remaining number of stays and updates the remaining number of stays. Furthermore, the main CPU 41 stores control information (hereinafter, referred to as a special add-on number command) capable of identifying the number of add-ons determined in the first add-on lottery process in the output buffer, and ends the first add-on lottery process.

[0153] Next, the stagnation effect processing (step S111) in the game progress processing will be described. In this embodiment, the main CPU 41 performs the stagnation effect processing, thereby realizing a function as a stagnation effect control means for controlling the execution of the stagnation effect.

[0154] In the stagnation effect processing, the main CPU 41 determines whether or not success information is stored in the main RWM 43. If success information is not stored in the main RWM 43, the main CPU 41 ends the stagnation effect processing. On the other hand, if success information is stored in the main RWM 43, the main CPU 41 performs control to execute the stagnation effect.

[0155] In controlling the execution of the stagnation effect, the main CPU 41 stores control information (hereinafter, referred to as a stagnation effect start command) capable of identifying the start of the stagnation effect in an output buffer. In addition, in controlling the execution of the stagnation effect, the main CPU 41 controls the actuators of the reels 16a to 16c so that the reels 16a to 16c start rotating. At this time, the main CPU 41 controls the actuators of the reels 16a to 16c so that the reels 16a to 16c rotate in the reverse direction. Then, when a predetermined stagnation time has elapsed since the start of the reverse rotation of the reels 16a to 16c, the main CPU 41 stops the rotation of the reels 16a to 16c. At this time, the main CPU 41 stops the rotation of the reels 16a to 16c so that the cherry stop pattern is stopped on the activated line YL. Also, when the cherry stop symbols are stopped in the stagnation effect process, the main CPU 41 controls the actuators of the reels 16a to 16c so that the reels 16a to 16c move in a small up and down motion. The main CPU 41 controls the actuators of the reels 16a to 16c so that the reels 16a to 16c move in a small up and down motion until a predetermined stop time has elapsed.

[0156] When the cherry stop symbol is stopped in the control for executing the stagnation effect, the main CPU41 stores in the output buffer control information (hereinafter, referred to as the stagnation cherry stop command) capable of identifying that the cherry stop symbol has been stopped in the stagnation effect. Then, when a predetermined stop time has elapsed, the main CPU41 stores in the output buffer control information (hereinafter, referred to as the stagnation effect end command) capable of identifying that the stagnation effect has ended, and ends the control for executing the stagnation effect. Also, when the control for executing the stagnation effect ends, the main CPU41 ends the stagnation effect processing. Incidentally, similar to the second additional lottery processing, when the remaining number of stays stored in the main RWM43 exceeds the advantageous upper limit value stored in the main RWM43, the main CPU41 may end the first additional lottery processing without performing a special additional lottery in the first additional lottery processing.

[0157] Furthermore, in the process of step S115 of the game progress process, if success information is stored in the main RWM 43, the main CPU 41 determines the order in which the reels 16a to 16c start to rotate, and starts the reels 16a to 16c in the determined order. At this time, the main CPU 41 determines the order in which the reels 16a to 16c start to rotate from among a plurality of orders. Note that the order in which the reels 16a to 16c start to rotate may be one order determined in advance. Then, when the process of step S115 is completed, the main CPU 41 erases the success information stored in the main RWM 43.

[0158] Incidentally, in this embodiment, when success information is not stored in the main RWM 43, the main CPU 41 in principle starts the rotation of all the reels 16a to 16c simultaneously or approximately simultaneously in step S115, but may determine the order in which the reels 16a to 16c start to rotate and start the rotation of the reels 16a to 16c in the determined order. That is, regardless of whether success information is stored or not, the main CPU 41 in step S115 may be configured to determine the order in which the reels 16a to 16c start to rotate and start the rotation of the reels 16a to 16c in the determined order.

[0159] Next, the control performed by the secondary CPU 51 will be described. When the secondary CPU 51 inputs a specific stop count command, it updates information that can identify the specific stop count (hereinafter, referred to as secondary specific stop count information). At this time, the secondary CPU 51 identifies the specific stop count from the specific stop count command, and updates the identified specific stop count to secondary specific stop count information that can identify it. The secondary specific stop count information is stored in the secondary RWM 53.

[0160] When the advantageous performance state is reached and the specific stop count that can be determined from the sub specific stop count information has not yet reached the specific count, the sub-CPU51 controls the performance display device 15 so that a special remaining number performance is executed. At this time, the sub-CPU51 controls the performance display device 15 so that a remaining number image ZG including a text method that notifies the remaining number of times until the specific stop count reaches the specific number is displayed.

[0161] When the sub-CPU51 inputs a special start command, it controls the effect display device 15 so that a challenge effect is executed. At this time, the sub-CPU51 specifies the type of challenge effect from the special start command, and controls the effect display device 15 so that the specified type of challenge effect is executed. Specifically, when executing a first challenge effect, the sub-CPU51 controls the effect display device 15 so that a challenge image MG including text information "Make the replay role win!" is displayed. Also, when executing a second challenge effect, the sub-CPU51 controls the effect display device 15 so that a challenge image MG including text information "Make the bell role win!" is displayed.

[0162] The special start command is output in the special counting process before the end process (step S124) of the game progress process is performed. In other words, the special start command is output before the end of the variation game in which the special stop symbol stops and the specific stop number reaches the specific number. As a result, in the slot machine 10, the execution of the challenge performance is started at a timing before the end of the variation game in which the special stop symbol stops and the specific stop number reaches the specific number.

[0163] Incidentally, when the challenge performance is being executed, if the sub-CPU51 inputs an instruction information command, it performs push order navigation performance processing in the same manner as when the challenge performance is not being executed. Then, the sub-CPU51 controls the performance display device 15 so that the navigation performance is executed. At this time, the sub-CPU51 does not change the mode of the navigation performance depending on the lottery result of the role selection, and executes the navigation performance in the same mode even if the lottery result of the role selection is different. Therefore, even if the navigation performance is executed while the challenge performance is being executed, it is not possible to specify whether the task presented in the challenge performance is accomplished from the mode of the navigation performance.

[0164] After the challenge performance is executed, the sub-CPU51 controls the performance display device 15 so that if a success command is input, a success performance is executed. As a result, in the slot machine 10, a success result is derived after the execution of the challenge performance is started. On the other hand, after the challenge performance is executed, the sub-CPU51 controls the performance display device 15 so that if a failure command is input, a failure performance is executed. As a result, in the slot machine 10, a failure result is derived after the execution of the challenge performance is started.

[0165] When the sub-CPU 51 inputs a special number of times command for adding on, it specifies the number of times for adding on determined in the first lottery process for adding on. Then, when the sub-CPU 51 inputs a stagnant cherry stop command, it controls the effect display device 15 so that an additional effect is executed to notify the number of times for adding on specified from the input special number of times command for adding on.

[0166] In addition, when the sub-CPU 51 inputs a stagnation performance start command, it controls the performance display device 15 so that a display performance accompanying the execution of the stagnation performance is executed. In addition, when the sub-CPU 51 inputs a stagnation performance end command, it controls the performance display device 15 so that a display performance accompanying the execution of the stagnation performance is ended.

[0167] Here, an example of the flow of the presentation when the advantageous presentation state is in place will be described with reference to Figures 12(a) to 12(h) and 13(a) to 13(d). It is assumed that, at the time of Figure 12(a), the specific stop count is "4 times" and the remaining number of times until the specific stop count reaches the specific number is "1 time".

[0168] As shown in Fig. 12(a), in the advantageous performance state, the stop buttons 21, 22 are operated, and the reels 16a, 16b enter a ready state where bell symbols stop as symbols. At this time, as shown in Fig. 12(b), if a bell role is won, the bell stop symbols of [bell, bell, bell] are stopped on the pay line YL. In this case, the specific stop count remains "4 times" and does not reach the specific number.

[0169] On the other hand, as shown in FIG. 12(c), when a special combination is won, the special stop of [Bell-Bell-Replay] is stopped on the pay line YL. In this case, the specific stop count becomes "5 times", reaching the specific count. At this time, as shown in FIG. 12(d), the effect display device 15 executes a challenge effect. This challenge effect is executed before the variable game in which the special stop count stops in FIG. 12(c) ends. That is, in the slot machine 10, when a specific effect is executed after the bell pattern is in a ready state, the execution of the challenge effect is started before the variable game ends after the ready state. That is, in this embodiment, when a specific effect is executed after the ready state, the execution of the specific effect is started before the variable game ends after the ready state.

[0170] In this case, it is assumed that the second special challenge performance is executed as the challenge performance. Therefore, as shown in FIG. 12(d), the performance display device 15 displays the challenge image MG including the text information "Let Bell win!", and the second special challenge performance is executed.

[0171] As shown in FIG. 12(a) to FIG. 12(c), in the slot machine 10, after the bell symbol is in a ready state, there are cases where the bell symbol is stopped as the symbol on the remaining reel, and cases where a symbol other than the bell symbol (a replay symbol in FIG. 12(c)) is stopped as the symbol on the remaining reel. Note that FIG. 12(c) illustrates an example in which a replay symbol is stopped as the symbol on the remaining reel, but in the slot machine 10, there are also cases where a symbol other than both the replay symbol and the bell symbol (for example, a cherry symbol) is stopped as the symbol on the remaining reel. As described above, in this embodiment, after the ready state is reached, there are cases where a specific symbol is stopped on the remaining symbol row, and cases where a symbol other than the specific symbol is stopped on the remaining symbol row.

[0172] When the variation game is started after the execution of the second challenge effect is started, the execution of the navigation effect is started in the effect display device 15. In the slot machine 10, regardless of the result of the lottery performed in the role lottery performed to execute the variation game after the execution of the second challenge effect is started, the execution of the navigation effect is started in the effect display device 15. When the execution of the variation game is started after the execution of the second challenge effect, the reels 16a to 16c rotate forward during the execution of the variation game.

[0173] Then, as shown in FIG. 12(e), in the variable game after the execution of the second challenge performance is started, the navigation performance is executed, and as a result of operating the stop buttons 21-23 according to the navigation performance, a special stop symbol is stopped on the pay line YL. At this time, each time the stop buttons 21-23 are operated, the rotation of the corresponding reel stops one by one. Furthermore, at this time, the special stop symbol stops without a shaking motion. Then, as shown in FIG. 12(f), since the task presented in the second challenge performance was not achieved, the performance display device 15 executes a failure performance, and a failure result is derived. Although not shown, if the task is not achieved, the advantageous performance state ends and transitions to a normal performance state.

[0174] On the other hand, as shown in FIG. 12(g), in the variable game after the execution of the second challenge performance is started, the navigation performance is executed, and as a result of operating the stop buttons 21-23 according to the navigation performance, the bell stop symbol is stopped on the pay line YL. At this time, each time the stop buttons 21-23 are operated, the rotation of the corresponding reel is stopped one by one. Furthermore, at this time, the bell stop symbol is stopped without being accompanied by a swinging motion. Then, as shown in FIG. 12(h), since the task presented in the second challenge performance is accomplished, the performance display device 15 executes a success performance and derives a successful result. If the task is accomplished, the advantageous performance state continues without transitioning to the normal performance state.

[0175] 12(f) and 12(h), in the slot machine 10, the effect display device 15 notifies whether the task has been accomplished by operating the stop buttons 21 to 23 after the execution of the challenge effect has started and after the execution of the navigation effect has started. That is, in this embodiment, the effect execution means notifies whether the task has been accomplished by operating the operation means after the execution of the specific effect has started and after the execution of the operation prompting effect has started.

[0176] When the task presented in the challenge performance is accomplished, the start lever 20 is operated to start the next variable game, and a stagnation performance is executed. As shown in FIG. 13(a), when the stagnation effect is executed, the reels 16a to 16c rotate in the reverse direction. After that, as shown in FIG. 13(b), when a predetermined stagnation time has elapsed, a cherry symbol stops on the pay line YL. At this time, all the reels 16a to 16c stop simultaneously or approximately simultaneously. Furthermore, at this time, the cherry symbol stops with a swinging motion. Furthermore, as shown in FIG. 13(c), when the cherry symbol stops on the pay line YL during the stagnation effect, an additional effect is executed in the effect display device 15.

[0177] As shown in Fig. 13(d), when the stagnation effect ends, all the reels 16a to 16c rotate forward, and the rotation of the reels 16a to 16c in the variable game starts. At this time, the rotation of the reels 16a to 16c starts in an internally determined order.

[0178] As shown in Fig. 12(c) to Fig. 12(h), Fig. 13(a) and Fig. 13(b), in the slot machine 10, after the execution of the challenge performance is started, when a stop symbol that accomplishes the task presented in the challenge performance is stopped, a cherry stop symbol may be stopped thereafter. For example, in the slot machine 10, after the special stop symbol is stopped and the execution of the challenge performance is started, when a bell stop symbol or a replay stop symbol is stopped as a stop symbol that accomplishes the task presented in the challenge performance, a cherry stop symbol may be stopped thereafter. That is, in this embodiment, when a second symbol different from the first symbol is stopped after the execution of the specific performance is started, a third symbol different from the second symbol may be stopped thereafter.

[0179] The effects of this embodiment will be described below. (1) When the number of specific stops that satisfy a predetermined condition reaches a specific number, a challenge performance may be executed. The type of challenge performance is configured to vary the degree of expectation that the game will develop favorably thereafter. This increases interest by drawing attention to whether the number of specific stops will reach a specific number, and when a challenge performance is executed, the player is drawn to the type of challenge performance, providing the player with the enjoyment of paying attention to whether the game will develop favorably, thereby increasing interest.

[0180] (2) Since the number of specific stops can be counted based on when the special stop is reached, the player can enjoy the fun of watching whether the special stop is reached, thereby enhancing interest. (3) When a successful result is derived by executing a challenge performance after the execution of the challenge performance is started in an advantageous performance state, the game proceeds advantageously thereafter. On the other hand, when a failure result is derived after the execution of the challenge performance is started in an advantageous performance state, the advantageous performance state ends. This provides the player with the enjoyment of paying attention to whether a successful result or a failure result is derived after the execution of the challenge performance is started in an advantageous performance state, thereby enhancing the interest.

[0181] (4) When the specific number of stops reaches a specific number based on the stopping of a special stop, a challenge effect is executed. Then, when a replay stop or a bell stop different from the special stop is stopped after the execution of the challenge effect is started, a cherry stop different from both the bell stop and the replay stop may be stopped after that. In this way, the special stop that triggers the execution of the challenge effect is stopped, and after the execution of the challenge effect is actually started, a replay stop or a bell stop that is a stop that achieves the task in the challenge effect is stopped, and then a cherry stop is stopped when the stagnation effect is being executed, and other changes can be enjoyed and the interest can be increased.

[0182] (5) The special stop is a symbol combination that does not include a symbol arrangement in which the same symbols stop in a straight line. In this way, a challenge performance is executed when the specific stop count reaches a specific number based on the stopping of a special stop, which is a symbol combination that does not include a symbol arrangement in which the same symbols stop in a straight line, so that interest can be improved by increasing attention to the symbol combination that does not include a symbol arrangement in which the same symbols stop in a straight line. On the other hand, the replay stop and the bell stop are symbol combinations that include a symbol arrangement in which the same symbols stop in a straight line. Furthermore, the cherry stop is a symbol combination that includes a symbol arrangement in which the same symbols stop in a straight line. Therefore, after changing from a special stop, which is a symbol combination that does not include a symbol arrangement in which the same symbols stop in a straight line, to a replay stop or a bell stop, which is a symbol combination that includes a symbol arrangement in which the same symbols stop in a straight line, it changes to a cherry stop, which is a symbol combination that includes a symbol arrangement in which the same symbols stop in a straight line. In this way, after a special stop symbol, which is a pattern combination that does not include a pattern line-up in which symbols of the same type stop in a straight line, has arrived, the pattern combination changes to a replay stop symbol, a bell stop symbol, and a cherry stop symbol, which are pattern combinations that include a pattern line-up in which symbols of the same type stop in a straight line, allowing the player to enjoy the change in patterns even more and increasing interest.

[0183] (6) The degree of advantage when a replay stop or a bell stop stops in a variable game is higher than the degree of advantage when a special stop stops in a variable game. Therefore, when a special stop stops and then changes to a replay stop or a bell stop, it can be made to look as if the advantage when stopped in the variable game has been upgraded to a higher symbol, which increases the fun of the changing symbols and improves interest.

[0184] (7) The advantage of a cherry stop symbol stopping in a variable game is higher than the advantage of a replay stop symbol or a bell stop symbol stopping in a variable game. Therefore, when a replay stop symbol or a bell stop symbol stops and then changes to a cherry stop symbol, it can be made to look as if the advantage of stopping in a variable game has been upgraded to a symbol with a higher advantage, which increases the fun of the symbol change and improves interest.

[0185] (8) The manner of the pattern change from the start of execution of the challenge performance until the replay stop or the bell stop, which is the stop that achieves the task in the challenge performance, is stopped, is different from the manner of the pattern change from the stop of the replay stop or the bell stop to the stop of the cherry stop when the stagnation performance is being executed. In this way, by making the manner of the pattern change different when the pattern changes, it is possible to increase the fun and interest.

[0186] (9) The stop mode when the replay stop symbol or the bell stop symbol, which is the stop symbol that achieves the task in the challenge performance after the execution of the challenge performance, stops is different from the stop mode when the cherry stop symbol stops while the stagnation performance is being executed after the replay stop symbol or the bell stop symbol has stopped. In this way, by making the stop mode different between when the replay stop symbol or the bell stop symbol stops and when the cherry stop symbol stops, it is possible to increase the fun and interest.

[0187] (10) The stop state when the replay stop or bell stop, which is the stop that achieves the task in the challenge performance, is stopped, is different from the stop state when the cherry stop is stopped when the stagnation performance is being executed. In this way, by making the stop state different when the replay stop or bell stop, which is the stop that achieves the task in the challenge performance, is stopped, and when the cherry stop is stopped when the stagnation performance is being executed, it is possible to increase the fun and interest.

[0188] (11) After a ready state is reached in which the same bell symbol is stopped as the symbol on all reels except one of the reels 16a to 16c, a challenge effect may be executed. In the challenge effect, a task is presented. If the task presented in the challenge effect is accomplished, the game will proceed favorably thereafter. Therefore, when a ready state is reached, attention is drawn to whether the challenge effect will be executed, which can increase interest. Furthermore, when the challenge effect is executed, the player is provided with the enjoyment of paying attention to whether the task presented in the challenge effect will be accomplished, which can increase interest.

[0189] (12) The degree of expectation of achieving a given challenge varies depending on the type of challenge presented in the challenge performance. This provides the enjoyment of paying attention to the type of challenge presented, thereby enhancing the interest.

[0190] (13) After the winning combination is achieved, a bell symbol may be displayed as the symbol on the remaining reel, or a symbol other than a bell symbol may be displayed as the symbol on the remaining reel. Therefore, even when the winning combination is achieved, the player can enjoy the sight of seeing what symbol will be displayed as the symbol on the remaining reel, thereby enhancing the player's interest.

[0191] (14) In the case where a challenge performance is executed after a winning combination state is reached, the execution of the challenge performance is started at a timing before the variable game ends after the winning combination state is reached. Therefore, it is possible to increase interest by executing the challenge performance from the time when the variable game in the winning combination state is being executed.

[0192] (15) After the challenge performance has started and after the navigation performance has started, the performance display device 15 notifies the player whether the task has been accomplished by operating the stop buttons 21 to 23. This increases the player's motivation to operate the stop buttons 21 to 23 and provides the player with the enjoyment of operating the stop buttons 21 to 23, thereby improving the player's interest.

[0193] (16) Even if a navigation effect is executed while a challenge effect is being executed, it is not possible to determine whether the task presented in the challenge effect will be accomplished from the state of the navigation effect. Therefore, when the execution of the challenge effect starts, the player is directed to pay attention to whether the task presented in the challenge effect will be accomplished until the symbols stop, thereby enhancing the interest.

[0194] The above embodiment can be modified as follows: The above embodiment and the following modifications can be combined with each other to the extent that no technical contradiction occurs. ·The challenge presentation may be configured to be executable when in the normal presentation state. For example, when the challenge presentation is configured to be executable when in the normal presentation state, if the task presented in the challenge presentation is accomplished, the presentation may be controlled to a pseudo bonus presentation state and advantageously developed. For example, when the challenge presentation is configured to be executable when in the normal presentation state, if the task presented in the challenge presentation is accomplished, the presentation may be controlled to an advantageous presentation state and advantageously developed. As described above, when the challenge presentation is configured to be executable when in the normal presentation state, if the task presented in the challenge presentation is accomplished, the presentation may be controlled to an advantageous state. In this configuration, the main CPU 41 controls the presentation to an advantageous state, thereby realizing a function as an advantageous state control means that can be controlled to an advantageous state. Note that when the challenge presentation is configured to be executable when in the normal presentation state, if the task presented in the challenge presentation is not accomplished, the presentation may be controlled to the normal presentation state without being controlled to either the pseudo bonus presentation state or the advantageous presentation state. The challenge effect may be configured to be executable in either the normal performance state or the advantageous performance state, or may be configured to be executable in either the normal performance state or the advantageous performance state. For example, when the challenge effect is configured to be executable in either the normal performance state or the advantageous performance state, when the advantageous performance state is controlled to after the normal performance state ends, the specific stop count at the end of the normal performance state may be carried over in the advantageous performance state, or the specific stop count may be initialized. When a challenge effect is executed in the normal performance state, some or all of the special remaining number of times effect, the success effect, and the failure effect may be configured to be executable in the normal performance state.

[0195] The advantage when the stop symbol as the second symbol stops in the variation game may be the same as the advantage when the stop symbol as the first symbol stops in the variation game, or may be lower than the advantage when the stop symbol as the first symbol stops in the variation game. The advantage when the stop symbol as the second symbol stops in the variation game may be the same as the advantage when the stop symbol as the third symbol stops in the variation game, or may be higher than the advantage when the stop symbol as the third symbol stops in the variation game. The advantage when the stop symbol as the third symbol stops in the variation game may be the same as the advantage when the stop symbol as the first symbol stops in the variation game, or may be lower than the advantage when the stop symbol as the first symbol stops in the variation game.

[0196] The stop marks as the first symbol may be a different symbol combination from the special stop marks. The stop marks as the first symbol may be one type or multiple types. The stop marks as the first symbol may be, for example, a part or all of the symbol combinations with a prize determined, or a part or all of the symbol combinations with no prize determined. The stop marks as the first symbol may be configured to include both the symbol combinations with a prize determined and the symbol combinations with no prize determined. For example, the stop marks as the first symbol may be a symbol combination that does not include a pattern alignment in which the same type of symbol stops in a straight line, or may be a pattern combination that includes a pattern alignment in which the same type of symbol stops in a straight line. When there are multiple types of stop marks as the first symbol, all of the stop marks as the first symbol may be the same as the stop marks as the second symbol, or some of the stop marks as the second symbol. Also, when there is one type of stop mark as the first pattern, the stop mark as the first pattern may be the same as the stop mark as the second pattern, or may be a stop mark included in the multiple types of stop marks as the second pattern. Similarly, when there are multiple types of stop marks as the first pattern, all of the stop marks as the first pattern may be the same as the stop marks as the third pattern, or some of the stop marks as the third pattern. Also, when there is one type of stop mark as the first pattern, the stop mark as the first pattern may be the same as the stop mark as the third pattern, or may be a stop mark included in the multiple types of stop marks as the third pattern.

[0197] The stop symbols as the second symbol may be a different symbol combination from the special stop symbols. Also, the stop symbols as the second symbol may be one type or multiple types. The stop symbols as the second symbol may be, for example, some or all of the symbol combinations with a prize defined, or some or all of the symbol combinations with no prize defined. Also, the stop symbols as the second symbol may be configured to include both the symbol combinations with a prize defined and the symbol combinations with no prize defined. For example, the stop symbols as the second symbol may be a symbol combination that does not include a pattern alignment in which the same type of symbol stops in a straight line, or may be a pattern combination that includes a pattern alignment in which the same type of symbol stops in a straight line. When there are multiple types of stop symbols as the second symbol, all of the stop symbols as the second symbol may be the same as the stop symbols as the first symbol, or some of the stop symbols as the first symbol may be the same as the stop symbols as the first symbol. Also, when there is one type of stop mark as the second pattern, the stop mark as the second pattern may be the same as the stop mark as the first pattern, or may be a stop mark included in the multiple types of stop marks as the first pattern. Similarly, when there are multiple types of stop marks as the second pattern, all of the stop marks as the second pattern may be the same as the stop marks as the third pattern, or some of the stop marks as the third pattern. Also, when there is one type of stop mark as the second pattern, the stop mark as the second pattern may be the same as the stop mark as the third pattern, or may be a stop mark included in the multiple types of stop marks as the third pattern.

[0198] The stop marks as the third symbol may be a different symbol combination from the special stop marks. The stop marks as the third symbol may be one type or multiple types. The stop marks as the third symbol may be, for example, a part or all of the symbol combinations with a prize defined, or a part or all of the symbol combinations with no prize defined. The stop marks as the third symbol may be configured to include both the symbol combinations with a prize defined and the symbol combinations with no prize defined. For example, the stop marks as the third symbol may be a symbol combination that does not include a pattern alignment in which the same type of symbol stops in a straight line, or may be a pattern combination that includes a pattern alignment in which the same type of symbol stops in a straight line. When there are multiple types of stop marks as the third symbol, all of the stop marks as the third symbol may be the same as the stop marks as the first symbol, or some of the stop marks as the first symbol. Also, when there is one type of stop mark as the third pattern, the stop mark as the third pattern may be the same as the stop mark as the first pattern, or may be a stop mark included in the multiple types of stop marks as the first pattern. Similarly, when there are multiple types of stop marks as the third pattern, all of the stop marks as the third pattern may be the same as the stop marks as the second pattern, or some of the stop marks as the second pattern. Also, when there is one type of stop mark as the third pattern, the stop mark as the third pattern may be the same as the stop mark as the second pattern, or may be a stop mark included in the multiple types of stop marks as the second pattern.

[0199] The event that the predetermined condition is satisfied may be changed. For example, in the above embodiment, the specific stop count may be counted based on the special stop being stopped, but the specific stop count may be counted based on the stop being stopped that is different from the special stop (for example, a replay stop). For example, the stop corresponding to the first symbol (in the above embodiment, the special stop) may be the same as the stop corresponding to the second symbol (in the above embodiment, the replay stop or the bell stop). For example, the stop corresponding to the first symbol may be a part of the stop corresponding to the second symbol. That is, the stop corresponding to the first symbol may be a stop included in the stop corresponding to the second symbol. Note that the stop corresponding to the first symbol does not have to be a stop for which a prize is determined (a symbol combination for which a prize is determined). That is, the predetermined condition may be satisfied by the stop of at least a part of a specific symbol combination among the symbol combinations for which no prize is determined. The "symbol combination for which no prize is determined" here can also be said to be "symbol combination (stop number) that stops on the effective line YL when a miss occurs." In addition, the predetermined condition does not have to be established by the symbols that stop on the effective line YL. For example, the predetermined condition may be configured to be established according to the lottery result of the hand lottery. For example, the specific stop number (predetermined number) may be the number of times that the lottery result of the hand lottery becomes a specific lottery result. For example, the predetermined condition may be configured to be established by being controlled to a game state corresponding to a specific game state among multiple types of game states. For example, the specific stop number may be the number of times controlled to a specific game state. For example, the predetermined condition may be configured to be established by being controlled to a presentation state corresponding to a specific presentation state among multiple types of presentation states (presentation modes). For example, the specific stop number may be the number of times controlled to a specific presentation state.

[0200] The specific stop count (predetermined count) in the above embodiment can be regarded as the number of times the special stop stops, and can be regarded as the number of times the special combination wins. In other words, the predetermined condition can be regarded as being established by the winning of the special combination. Also, the predetermined condition can be regarded as being established by the winning of the special combination being permitted.

[0201] The specific number of times may be changed. For example, the specific number of times may be any of 1 to 4 times, or may be 6 times or more. When the specific number of times is 1 time, the challenge effect is executed based on the special stop being stopped. In other words, the challenge effect may be executed when the special stop is stopped, that is, when a predetermined condition is met. In addition, the specific number of times is not limited to one number that is uniquely determined. For example, the specific number of times may be determined by lottery every time counting of the specific stop number is started. In other words, the specific number of times may be 1 time or 3 times. In this case, it is possible to provide the fun of paying attention to how many times the specific number of times is, and to improve the interest. For example, the main CPU 41 may be configured to determine the specific number of times, thereby realizing a function as a specific number determination means that determines the specific number of times.

[0202] The pattern change mode from when the challenge performance starts until the second pattern corresponding to the stop that achieves the task in the challenge performance is stopped may be the same as the pattern change mode from when the second pattern is stopped until the third pattern corresponding to the stop that stops when the stagnation performance is executed is stopped. The pattern change mode is not limited to changing the direction in which the reels 16a to 16c rotate. In other words, the pattern change mode is not limited to the direction in which the reels 16a to 16c rotate. The pattern change mode may be, for example, the speed at which the reels 16a to 16c rotate. The pattern change mode may be, for example, the number of rotating reels, that is, the number of pattern rows in which the patterns rotate. The pattern change mode is the mode when the patterns are changing.

[0203] The event that triggers the second symbol that corresponds to the stop symbol that achieves the task after the challenge performance starts may be the same as the event that triggers the third symbol that corresponds to the stop symbol that stops in the stagnation performance after the stagnation performance starts. The trigger for stopping the rotation of the reels is not limited to the operation of the stop button and the passage of time. For example, the rotation of the reels may be stopped when an operation means other than the stop button (e.g., the BET button 18) is operated. In addition, when stopping the rotation of the reels due to a predetermined event, the number of reels that are stopped does not have to be all reels, and may be a part of the reel, such as one reel.

[0204] The stop mode when the second symbol corresponding to the stop symbol that achieves the task in the challenge performance after the execution of the challenge performance starts and the stop mode when the third symbol corresponding to the stop symbol that stops when the stagnation performance is executed after the second symbol is stopped may be the same. The stop mode is not limited to whether the reels stop one by one or all the reels stop simultaneously or approximately simultaneously. In other words, the stop mode is not limited to whether the reels stop one by one or all the reels stop simultaneously or approximately simultaneously. The stop mode may be the time from when the reel rotation speed slows down to when it stops. The stop mode may be the number of reels that stop simultaneously or approximately simultaneously. The stop mode is the mode when the symbols stop.

[0205] The stopping state when the second symbol corresponding to the stopping number that achieves the task in the challenge performance is stopped may be the same as the stopping state when the third symbol corresponding to the stopping number that stops when the stagnation performance is being executed is stopped. The stopping state is not limited to being accompanied by a swinging motion. In other words, the stopping state is not limited to a swinging motion. The stopping state may be, for example, the time when the symbol is stopped. The stopping state may be, for example, the opportunity for the reel to operate next. The stopping state may be, for example, the width of the swinging motion, that is, the magnitude of the swing. The stopping state is the state when the symbol is stopped.

[0206] The type of challenge performance may be changed. The type of challenge performance may be one type, or three or more types. In addition, even if the type of challenge performance is the same, the task presented in the challenge performance may be different. For example, the challenge performance may be configured to present the task of winning a payout role. In addition, for example, in the challenge performance, the task may be presented to win a bell role, or the task may be presented to win a watermelon role. The expectation of the subsequent advantageous development may not be different depending on the type of challenge performance. For example, even if the type of challenge performance is different, the expectation of the subsequent advantageous development may be the same.

[0207] The result derived after the execution of the challenge performance is started may be either a success result or a failure result. For example, if the task presented in the challenge performance is accomplished, a success result may be derived, whereas if the task presented in the challenge performance is not accomplished, neither a success result nor a failure result may be derived.

[0208] Even if the task presented in the challenge performance is not achieved, the advantageous performance state may not end, and control may continue to the advantageous performance state. In other words, when a failure result is derived after the execution of the challenge performance is started in the advantageous performance state, no additional processing may be performed, and control may continue to the advantageous performance state. In this case, if the task presented in the challenge performance is achieved, additional processing may be performed, and control may continue to the advantageous performance state. In other words, for example, when a success result is derived after the execution of the challenge performance is started in the advantageous performance state, additional processing may be performed, and control may continue to the advantageous performance state.

[0209] The game may be configured so that the profits that the player can acquire thereafter are not affected by whether or not the task presented in the challenge presentation is accomplished. For example, if the task presented in the challenge presentation is accomplished, a bonus that would not be available if the task was not accomplished may be acquired, while the amount of game media that the player can acquire thereafter may not change depending on whether or not the task is accomplished. The bonus may be, for example, a display effect such as a premium image.

[0210] Regardless of the type of task presented in the challenge performance, the expected degree of achievement of the presented task may be the same. For example, among the tasks presented in the challenge performance, there may be tasks with the same expected degree of achievement as other tasks, and tasks with a different expected degree of achievement than other tasks. Among the tasks presented in the challenge performance, there may be tasks that fall into either of these two categories.

[0211] The task presented in the challenge performance does not have to be a symbol to be stopped. For example, when the first challenge performance is executed in the above embodiment, the task may be accomplished internally if the winning of the replay role is permitted, whereas the task may not be accomplished if the winning of the replay role is not permitted. On the other hand, the performance display device 15 may be configured to execute a performance in which the first character and the second character face off against each other, and present a task of "beat the second character." In a situation in which the task is accomplished, the performance display device 15 may be configured to execute a performance in which the first character beats the second character. In contrast, in a situation in which the task is not accomplished, the performance display device 15 may be configured to execute a performance in which the first character loses to the second character. As described above, the task is not limited to being accomplished by stopping the symbols, and may be accomplished by, for example, a performance executed in the performance display device 15.

[0212] The tenpai state in which the same symbol stops on all reels 16a to 16c except for one reel is not limited to a state created by a bell symbol. In other words, the specific symbol does not have to be a bell symbol. For example, the specific symbol may be a symbol imitating a number. For example, the tenpai state may be a state in which the same number symbol stops on all reels 16a to 16c except for one reel. For example, after the tenpai state in which the same number symbol stops on all reels except for one reel is reached, a specific effect may be executed by the effect execution means. The "number symbol" referred to here may be, for example, either a red seven symbol or a white seven symbol.

[0213] A challenge effect may be executed without fail after a ready state is reached in which the same symbol is stopped on all reels except one of the reels 16a to 16c. For example, a symbol other than a bell symbol may be stopped on the remaining reel without fail after the ready state is reached. In this way, a configuration may be made such that only one of the following occurs after the ready state is reached: a bell symbol is stopped on the remaining reel, or a symbol other than a bell symbol is stopped on the remaining reel.

[0214] In the case where a challenge performance is executed after a ready-win state is reached, the execution of the challenge performance may be started after the ready-win state is reached and after the variable game has ended. For example, the execution of the challenge performance may be started when the start lever 20 is operated to start the next variable game after the ready-win state is reached. In addition, in the case where a challenge performance is executed after a ready-win state is reached, the execution of the challenge performance may be started after the ready-win state is reached and after the variable game has ended.

[0215] The performance display device 15 may be configured to notify whether the task has been completed at a timing after the execution of the challenge performance has started but before the execution of the navigation performance has started. Also, the performance display device 15 may be configured to notify whether the task has been completed after the execution of the challenge performance has started and after the execution of the navigation performance has started, regardless of the operation of the stop buttons 21 to 23. For example, the performance display device 15 may be configured to notify whether the task has been completed over time.

[0216] Based on the navigation performance when the challenge performance is being executed, it may be determined whether the task presented in the challenge performance is accomplished. Also, based on the presence or absence of execution of the navigation performance when the challenge performance is being executed, it may be determined whether the task presented in the challenge performance is accomplished. Also, when the challenge performance is executed, even if the winning of the bell role is permitted, it may be configured so that the navigation performance is not executed in the performance display device 15.

[0217] The challenge performance does not have to be a performance in which a task is presented. The performance format of the challenge performance may be changed. In addition, the challenge performance does not have to be executed. The presentation mode of the special remaining number presentation may be changed. For example, instead of the special remaining number presentation, or in addition to the special remaining number presentation, a presentation that notifies a specific number of stops may be configured to be executable. The special remaining number presentation may not be executable.

[0218] The above embodiment may be applied to a slot machine in which a bonus game is generated (awarded) when a symbol combination (bonus stop) corresponding to a bonus role is derived in a variable game. The period during which the bonus game is generated may be configured to be included in an advantageous zone. Incidentally, in a slot machine capable of generating a bonus game, the state in which the winning of a bonus role is permitted is also called a "carry-over state" or "inside state."

[0219] The slot machine 10 may be a gaming machine that uses gaming media other than medals. For example, the slot machine 10 may be embodied as a gaming machine that uses gaming balls (pachinko balls) as gaming media. In addition, the gaming media may be managed by data (information). That is, the slot machine 10 may be a so-called managed gaming machine. That is, the slot machine 10 may be a medalless gaming machine. In the medalless gaming machine, instead of credits or in addition to credits, the number of medals held, including medals lent from the sand unit, may be stored as data (information). The number of medals held is also called balls held or medals held. In addition, in the medalless gaming machine, the settlement control in this embodiment may be applied to the control of paying back (transferring) balls held to the sand unit. In addition, the settlement control in this embodiment may be applied to the control of returning the number of medals set as the multiplication number to the balls held stored as data. The medals in the medalless gaming machine may be called virtual media. The virtual media corresponds to a gaming value.

[0220] The gaming machine may not have some or all of the insertion possible lamp 31, replay lamp 32, start lamp 33, advantageous zone lamp 34, odds display unit 35, credit display unit 36, and payout display unit 37. For example, the gaming machine may not have the insertion possible lamp 31. In addition, the gaming machine may not have the credit display unit 36. In addition, the various light-emitting units (lamps and displays) of the information panel 30 do not need to be provided in the same member (in the above embodiment, the information panel 30), and for example, some or all of the light-emitting units may be provided in a member different from the other light-emitting units.

[0221] The number of valid lines may be more than one. For example, some or all of the upper void lines, lower void lines, right-downward void lines, and right-upward void lines may be valid lines. For example, the valid line YL in the above embodiment may not be a valid line, and the right-downward void lines and right-upward void lines in the above embodiment may be valid lines. In addition, when the number of valid lines is more than one, it is preferable to configure so that a prize is awarded when a symbol combination for which a prize is determined is derived on one of the multiple valid lines. When a symbol combination for which a prize is determined is derived on multiple valid lines, it may be configured so that a prize determined for each of the derived symbol combinations is awarded, or it may be configured so that one of the prizes determined for the derived symbol combination is awarded.

[0222] The BET button 18 may be either a BET button that can increase the bet by 1 with one operation (a so-called 1 BET button) or a BET button that can increase the bet up to an upper limit with one operation (a so-called MAXBET button), or both.

[0223] The slot machine 10 may be embodied as a slot machine in which any one of a plurality of setting values ​​can be set. For example, the role selection table may be made different depending on the setting value. For example, the probability of winning each winning number in the role selection may be made different depending on the set value. For example, the winning probability of a selection different from the role selection may be made different depending on the set value.

[0224] The slot machine 10 may be embodied as a pachinko gaming machine. In a pachinko gaming machine, a jackpot game occurs after a jackpot lottery is won. In a pachinko gaming machine, a small jackpot game occurs after a small jackpot lottery is won. Here, a jackpot lottery and a small jackpot lottery are exemplified, but some pachinko gaming machines only hold either a jackpot lottery or a small jackpot lottery. The lottery held as a winning lottery may be either a jackpot lottery or a small jackpot lottery, or both.

[0225] The pachinko game machine may be a pachinko game machine capable of storing the number of game balls as data and capable of executing a variable game by consuming the game balls stored as data by firing them. That is, the above embodiment may be embodied in a pachinko game machine in which physical game media are not paid out (so-called managed game machine). The game balls stored as data can also be called virtual media. In a pachinko game machine as a managed game machine, the settlement control in the present embodiment may be applied to the control of paying back game balls as balls held to a sand unit. In addition to a variable game using special symbols, some pachinko game machines execute a variable game using performance symbols. When a jackpot lottery is won, a jackpot symbol combination in which the same symbols stop in a straight line may be stopped in a variable game using performance symbols. On the other hand, when a jackpot lottery is not won, a losing symbol combination in which the same symbols do not stop in a straight line may be stopped in a variable game using performance symbols.

[0226] Some pachinko gaming machines can be controlled to a probability variable state (so-called probability variable state) in which the probability of winning a jackpot lottery is improved. For example, some pachinko gaming machines are configured to be controlled to a specific presentation mode only when they are in the probability variable state. The probability variable state may end when the number of times the variable game is executed reaches a predetermined number of times. Some pachinko gaming machines can be controlled to a high base state (also called a time-saving state or a ball entry rate improvement state) in which the advantage of the ball entering the starting hole is high. For example, some pachinko gaming machines are configured to be controlled to a specific presentation mode only when they are in the high base state. The high base state may end when the number of times the variable game is executed reaches a predetermined number of times. In such pachinko gaming machines, when the specific presentation mode ends, a result presentation may be executed on the presentation display device during the execution of the final variable game in the specific presentation mode. In the final variation game in a specific presentation mode, a presentation other than the result presentation may be executed in the case of a jackpot, while a presentation other than the result presentation may not be executed in the case of a miss. As a presentation other than the result presentation, a button presentation may be executed in which a presentation informing a player that a jackpot has been won is executed by operating a presentation button that can be operated by the player. In this way, the expected value of the subsequent advantageous development may be varied depending on the type of presentation executed in the final variation game in a specific presentation mode. The number of variation games until the probability change state or high base state ends corresponds to the number of variation games that did not result in a jackpot (for example, a miss variation game), and may be regarded as the number of times a pattern different from the jackpot pattern (for example, a miss pattern) has stopped. As described above, in the final variation game in a specific presentation mode, a presentation other than the result presentation is executed in the case of a jackpot, while a presentation other than the result presentation is not executed in the case of a miss. In this case, if the result effect and an effect other than the result effect are executed, a big win will be awarded thereafter.On the other hand, if only the result effect is executed among the result effect and the effects other than the result effect, then no big win will be awarded and the special state or high base state will end.

[0227] A pachinko game machine is configured to be able to execute a notice performance. Some pachinko game machines are capable of executing, for example, a pseudo consecutive performance (also called a pseudo consecutive performance). In the pseudo consecutive performance, a number of symbol variations are performed, and when the final symbol variation ends, a symbol indicating whether or not a jackpot has been won is stopped. In the pseudo consecutive performance, for example, a pseudo consecutive symbol is stopped during the symbol variation. The pseudo consecutive symbol is a symbol different from the jackpot symbol combination. The jackpot symbol combination is a symbol combination including a symbol arrangement in which the same kind of number symbols stop in a straight line, whereas the pseudo consecutive symbol may be a symbol combination that does not include a symbol arrangement in which the same kind of number symbols stop in a straight line. When the pseudo consecutive symbol stops for the first time after the symbol variation starts, and the symbol variation occurs again, it can be recognized that the pseudo consecutive performance has been executed. Since it is configured in this manner, when the pseudo consecutive patterns stop first after the pattern change starts and the pattern change starts again, it may be configured to execute a performance that can identify that a pseudo consecutive performance is being executed (for example, an effect performance or a performance that notifies the number of pseudo times).

[0228] In a pachinko game machine, a re-lottery performance may be executed. In the re-lottery performance, after a jackpot symbol combination is stopped in a variable game using performance symbols, the symbols of all symbol rows are displayed synchronously with the same symbols aligned in a straight line, and finally, a different jackpot symbol combination may be stopped. At this time, the symbols of all rows are stopped simultaneously or approximately simultaneously. When a jackpot symbol combination different from that before the execution of the re-lottery performance is stopped by the execution of the re-lottery performance, a jackpot symbol combination with a higher advantage than that before the execution of the re-lottery performance may be stopped. The jackpot symbol combination may include a jackpot symbol combination that is not determined to be controlled to a high probability state and a jackpot symbol combination that is determined to be controlled to a high probability state. For example, during the execution of a variable game in which a jackpot lottery has been won, a re-lottery performance is executed after a pseudo continuous performance is executed. In this case, in a variable game using a performance pattern, the pseudo consecutive pattern stops once, and the performance that can identify that the pseudo consecutive performance is being performed is started, and then the winning pattern combination is stopped, and a different winning pattern combination is stopped after a re-lottery performance is performed. In this way, when the pseudo consecutive pattern stops once, the performance that can identify that the pseudo consecutive performance is being performed is started, and then a winning pattern combination different from the pseudo consecutive pattern is stopped, and then a re-lottery performance is performed and a different winning pattern combination is stopped.

[0229] In a pachinko game machine, a reach effect may be executed. The reach effect is executed, for example, when the number symbols are in a reach state (so-called tenpai state) in a variable game using the effect symbols. That is, the reach effect is executed during the execution of the variable game in the reach state. The reach effect includes, for example, a normal reach effect and a super reach effect that develops from the normal reach effect. The reach effect is executed in a situation where the same number symbols are stopped in two of three columns and the symbols are changing in the remaining one column. Therefore, during the execution of the reach effect, the change mode of the symbols is different from that of the re-draw effect in which the number symbols of all columns are displayed synchronously and changed. In the reach effect, the symbols of the remaining one column, which are displayed variably, are stopped at the end. However, in the re-draw effect, the symbols of all columns are stopped simultaneously or approximately simultaneously. Therefore, the stop mode of the symbols after the execution of the reach effect is started is different from the stop mode of the symbols after the execution of the re-draw effect is started. Also, for example, when a jackpot pattern combination stops in a re-draw performance, the state in which the pattern combination is stopped may be different from the state in which the jackpot pattern combination stops in a reach performance.

[0230] In the super reach performance, for example, it may be a performance executed with a performance content in which a plurality of types of characters face off against each other. For example, when a jackpot is won, the performance may be configured to be developed so that a specific character among the plurality of types of characters wins in the super reach performance. In contrast, for example, when a jackpot is won, the performance may be configured to be developed so that a character other than the specific character among the plurality of types of characters wins in the super reach performance. Note that, when the super reach performance is executed in this way, there is a risk that it becomes unclear which character among the plurality of characters appearing in the super reach performance should win the battle. In view of this, for example, during the execution of the super reach performance, an image including text information such as "If the specific character wins, it's a jackpot!" may be displayed on the performance display device. Displaying this image can be regarded as equivalent to executing a performance that explains the super reach performance. Also, displaying this image can be regarded as presenting the mission that "a specific character wins" in the super reach performance. Also, for example, when a reach state is reached with the number symbol of 7, the reach performance may present a mission to "stop the number 7."

[0231] In addition, in a pachinko game machine, even if the reach performance is executed, the big win symbol combination is not necessarily stopped. In other words, after the execution of the reach performance is started, the big win symbol combination may be stopped by stopping the same number symbol as the number symbol forming the reach state as the remaining one row of symbols, or the losing symbol combination may be stopped by stopping the number symbol different from the number symbol forming the reach state as the remaining one row of symbols. There may be a plurality of types of super reach performance. And the big win expectation may be different depending on the type of super reach performance. In this case, when the missions presented in the super reach performance are different, it can be considered that the expectation value for the subsequent advantageous development is different depending on the type of super reach performance, and it can also be considered that the expectation value for the subsequent advantageous development is different depending on the type of task.

[0232] In addition, some pachinko gaming machines are equipped with an effect button that can be operated by the player. For example, some pachinko gaming machines are capable of executing a button effect in which an effect is advanced by operating the effect button. When the button effect is executed, an effect that prompts the operation of the effect button may be executed. For example, during the execution of a super reach effect, an effect that prompts the operation of the effect button may be executed. At this time, when the effect button is operated, if a jackpot is won, it may be configured to notify that a jackpot will be won and that the game will not be played out in an advantageous manner, whereas if a miss is won, it may be configured to notify that a jackpot will not be won and that the game will not be played out in an advantageous manner.

[0233] As a pachinko game machine that can be controlled to a high probability state, there are a specification that controls the game to a high probability state until a fall lottery is won (a falling machine), and a specification that the high probability state continues until the game moves to the next big win game state. In addition, a pachinko game machine that can be controlled to a high probability state has a specification that controls the game to a high probability state when a game ball passes through a specific area (a V high probability machine). A pachinko game machine that controls the game to a high probability state when a game ball passes through a specific area is not controlled to a high probability state unless the game ball passes through the specific area. The pachinko game machine may be a pachinko game machine with a specification that combines a falling machine and a V high probability machine. The pachinko game machine may be a pachinko game machine with a specification that can be controlled to a state (so-called small win RUSH) in which the number of times (frequency) a small win is won per unit time or the number of times (frequency) a small win game is awarded per unit time is improved compared to the normal state. Additionally, there are mixed type 1 and type 2 pachinko machines.

[0234] The above embodiment may be applied to a gaming machine that can impose a penalty that causes a disadvantage to a player. The penalty may be imposed on one or more variation games.

[0235] The function of the main board 40 in the above embodiment may be divided into multiple boards. The main CPU 41 may be composed of multiple CPUs mounted on a single board. For example, the function of the main board 40 in the above embodiment may be divided into a main board and a medal count control board. For example, the function of the main CPU 41 in the above embodiment may be divided into a main control CPU and a medal count control CPU. The function of the main ROM 42 in the above embodiment may be divided into a main control ROM and a medal count control ROM. For example, the function of the main RWM 43 in the above embodiment may be divided into a main control RWM and a medal count control RWM.

[0236] The functions of the sub-board 50 in the above embodiment may be realized by dividing them into multiple boards. For example, a display board that specializes in controlling the performance display device 15, a sound board that specializes in controlling the speaker 14, and a lamp board that specializes in controlling the decorative lamps 13 may be provided, and a master board that comprehensively controls these boards may also be provided. The sub-CPU 51 may also be composed of multiple CPUs mounted on a single board.

[0237] Next, the technical ideas that can be understood from the above embodiment and other examples will be described below. (A-1) A gaming machine comprising: a counting means for counting a predetermined number of times a predetermined condition is satisfied; an effect execution means; and an effect control means for controlling the effect execution means, wherein the effects that can be executed by the effect execution means include specific effects that can be executed when the predetermined number of times reaches a specific number, and there are multiple types of specific effects, and the expected degree of favorable subsequent developments varies depending on the type of specific effect.

[0238] (A-2) A gaming machine described in the technical idea (A-1) in which the specified condition can be satisfied based on a specified pattern coming to a halt. (A-3) A gaming machine described in technical idea (A-1) or technical idea (A-2) which is provided with a state control means capable of controlling a state, the states being a first state and a second state which is more advantageous than the first state, the specific performance being executable when in the second state, the results derived after execution of the specific performance is started being a first result and a second result, when the first result is derived after execution of the specific performance is started in the second state, the subsequent development is advantageous, and when the second result is derived after execution of the specific performance is started in the second state, the second state ends.

[0239] (B-1) A gaming machine comprising: a counting means for counting the number of specific stops at which a first symbol has stopped; an effect execution means; and an effect control means capable of controlling the effect execution means, wherein the effect execution means executes a specific effect when the number of specific stops reaches a specific number based on the first symbol having stopped; and when a second symbol different from the first symbol is stopped after execution of the specific effect has started, a third symbol different from the second symbol may then be stopped.

[0240] (B-2) A gaming machine described in the technical idea (B-1), wherein the second and third symbols are pattern combinations that include a pattern alignment in which symbols of the same type stop in a straight line, while the first symbol is a pattern combination that does not include a pattern alignment in which symbols of the same type stop in a straight line.

[0241] (B-3) A gaming machine described in technical idea (B-1) or technical idea (B-2), in which the degree of advantage when the third symbol stops in a variable game is higher than the degree of advantage when the second symbol stops in a variable game.

[0242] (C-1) A gaming machine comprising: a counting means for counting the number of specific stops at which a first symbol has stopped; an effect execution means; and an effect control means capable of controlling the effect execution means, wherein the effect execution means executes a specific effect when the number of specific stops reaches a specific number based on the stopping of the first symbol; when a second symbol different from the first symbol is stopped after the execution of the specific effect has started, a third symbol different from the second symbol may be stopped thereafter; and the pattern change from the start of the execution of the specific effect until the second symbol is stopped is different from the pattern change from the stop of the second symbol until the third symbol is stopped.

[0243] (C-2) A gaming machine described in the technical idea (C-1) in which the stopping mode when the second pattern stops after the execution of the specific performance has started is different from the stopping mode when the third pattern stops after the second pattern has been stopped.

[0244] (C-3) A gaming machine described in technical idea (C-1) or technical idea (C-2) in which the stopped state when the second symbol is stopped is different from the stopped state when the third symbol is stopped.

[0245] (D-1) A gaming machine capable of executing a variable game using a plurality of symbol rows, comprising an effect execution means and an effect control means capable of controlling the effect execution means, wherein after a ready state is reached in which the same specific symbol appears on all symbol rows except for one row, a specific effect may be executed by the effect execution means, and in the specific effect, a task is presented, and if the task presented in the specific effect is accomplished, the game proceeds in a favorable manner.

[0246] (D-2) A gaming machine described in the technical idea (D-1) in which, after the tenpai state is reached, the specific symbol is stopped in the remaining symbol row, and a symbol different from the specific symbol is stopped in the remaining symbol row.

[0247] (D-3) A gaming machine described in technical idea (D-1) or technical idea (D-2), which is equipped with an operating means that can be operated by a player, and among the effects that can be executed by the effect execution means is an operation promotion effect that encourages operation of the operating means, and the effect execution means notifies the player as to whether a task has been accomplished by operating the operation means after execution of the specific effect has started and after execution of the operation promotion effect has started.

[0248] (E-1) A gaming machine capable of executing a variable game using a plurality of symbol rows, comprising: an effect execution means; and an effect control means capable of controlling the effect execution means; after a ready state is reached in which the same specific symbol appears in all symbol rows except for one row, a specific effect may be executed by the effect execution means; in the specific effect, a task is presented; if the task presented in the specific effect is accomplished, the game proceeds favorably thereafter; and the expected degree of accomplishing the presented task differs depending on the type of task presented in the specific effect.

[0249] (E-2) A gaming machine described in the technical idea (E-1), in which, when the specific presentation is executed after the tenpai state is reached, the execution of the specific presentation is started at a timing after the tenpai state is reached and before the variable game ends.

[0250] (E-3) A gaming machine described in technical idea (E-1) or technical idea (E-2), which is equipped with an operating means that can be operated by a player, and among the effects that can be executed by the effect execution means is an operation promotion effect that encourages operation of the operation means, and the effect execution means notifies the player as to whether a task has been accomplished by operating the operation means after execution of the specific effect has started and after execution of the operation promotion effect has started. [Explanation of symbols]

[0251] 10...Slot machine 12...Front door 12a...Display window 13...Decorative lamp 14...Speaker 15...Performance display device 16a-16c...Reels 17...Medal insertion slot 18...BET button 19...Settlement button 20...Start lever 21-23...Stop buttons 30...Information panel 36...Credit display section 37...Payout display section 40...Main board 41...Main CPU 42...Main ROM 43...Main RWM 50...Sub board 51...Sub CPU 52...Sub ROM 53...Sub RWM HU...Hopper unit SE1-SE3...Reel sensor

Claims

[Claim 1] A counting means for counting the number of specific derivations in which the first symbol result is derived; A performance execution means; A performance control means capable of controlling the performance execution means; A specific number of times determination means for determining the specific number of times, In the performance execution means, a specific performance is executed when the specific number of times of derivation reaches the specific number of times, The specific number of times may be at least a first number of times or a second number of times different from the first number of times, It is possible to execute a performance of notifying the specific number of derivations, When a second pattern result different from the first pattern result is derived after the execution of the specific performance is started, even if the second pattern result is either a first type second pattern result or a second type second pattern result, the next variation is started thereafter, and a third pattern result different from the second pattern result may be derived as a result of the passage of time. The first type second symbol result, the second type second symbol result, and the third symbol result are different from each other, A gaming machine characterized in that the probability that a transition to a specific state that is more advantageous than the specified state is determined when the third pattern result is derived in a specified state is higher than both the probability that a transition to the specific state is determined when the first type of second pattern result is derived in the specified state and the probability that a transition to the specific state is determined when the second type of second pattern result is derived in the specified state.

Citation Information

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