Gaming Machines

JP7643751B2Active Publication Date: 2025-03-11OLYMPIA KK
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Patent Information

Application Number
JP2023219168
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-12-26
Publication Date
2025-03-11
Estimated Expiration
2040-03-26

AI Technical Summary

Benefits of technology

【0014】 本発明によれば、設計の自由度が高い遊技機を提供することができる。

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a game machine with a high degree of freedom in design.SOLUTION: A game machine includes internal lottery means for performing an internal lottery, reel control means for stopping reels in a manner according to the result of the internal lottery when the rotating reels are operated and stopped, putout control means for performing control to impart a game value according to dividends of a small winning combination to be won, game state control means for shifting the game state between multiple types of game states, instruction function control means for controlling the execution of an instruction performance that assists winning of a predetermined winning combination, and game section control means for shifting the game section between multiple game sections. The advantageous section includes a specific section and a predetermined section after the specific section. When a specific winning mode is obtained in the internal lottery, the game machine can execute a performance for notifying a player of the mode of an operation stop in which a predetermined small winning can be won where smaller number of game values than the game value bet on one game can be obtained but a bonus cannot be won in a specific section, but cannot execute the performance in a predetermined section.SELECTED DRAWING: Figure 11
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Description

[Technical field]

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

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

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

[0004] On the other hand, there are known slot machines in which the number of times of play in the AT performance state is limited. That is, the play zone is divided into a non-advantageous zone and an advantageous zone, and only in the advantageous zone, it is possible to shift to the AT performance state and perform the batting order navigation performance, and when the upper limit of the number of times of play in the advantageous zone (for example, 1500 times) is reached, the zone is shifted to the non-advantageous zone (for example, Patent Document 1). [Prior art documents] [Patent documents]

[0005] [Patent Document 1] JP 2017-221424 A Summary of the Invention [Problem to be solved by the invention]

[0006] Incidentally, in gaming machines, there is a demand for improved freedom in design to realize a wide variety of gaming machines.

[0007] The present invention has been made in consideration of the above circumstances, and has an object to provide a gaming machine with a high degree of freedom in design. [Means for solving the problem]

[0008] In order to solve the above problems, the gaming machine of the present invention comprises: A game state control means for transitioning a game state between a plurality of game states; An instruction function control means for controlling the execution of instruction performance to assist in the winning of a predetermined combination; A game zone control means for transitioning a game zone between an advantageous zone in which the instruction performance can be executed and a game zone different from the advantageous zone, The advantageous zone includes a first advantageous zone, a second advantageous zone, and a third advantageous zone that is more advantageous than the first advantageous zone and the second advantageous zone; The game zone control means determines which of the advantageous zones to transition to by referring to the game state at the time of transition to the advantageous zone.

[0009] According to the present invention, it is possible to determine which of three or more types of advantageous zones, including the first advantageous zone, the second advantageous zone, and the third advantageous zone, to which the game will be moved, depending on the game state when the game moves to the advantageous zone. In other words, it is possible to diversify the game by varying the type of advantageous zone to which the game will be moved depending on the game state, and it is also possible to combine the transition of the advantageous zone with the transition of the game state to perform state management across multiple advantageous zones, thereby improving the degree of freedom in designing the gaming machine.

[0010] In the above-mentioned configuration of the present invention, the gaming state includes a normal state and a bonus state into which a transition occurs based on winning a bonus in the normal state, The gaming area control means includes: When the game state at the time of transition to the advantageous zone is the normal state, transition to the first advantageous zone; If the gaming state at the time of transition to the advantageous zone is in the bonus internal state, the game may be transitioned to the second advantageous zone.

[0011] According to this configuration, when the player moves to the advantageous zone before winning a bonus, the player can move to the first advantageous zone, and when the player moves to the advantageous zone after winning a bonus, the player can move to the second advantageous zone. Therefore, when the player moves to the advantageous zone for the first time, the player basically moves to the advantageous zone before winning a bonus, so that the player moves to the first advantageous zone when moving to the advantageous zone for the first time, and by winning a bonus in the first advantageous zone and then ending the first advantageous zone, the player moves to the second advantageous zone when moving to the advantageous zone next, so that the player can control whether the player moves to the first advantageous zone or the second advantageous zone based on the game state. Therefore, the degree of freedom in designing the gaming machine can be improved.

[0012] In the above-mentioned configuration of the present invention, a bonus state to which the game is shifted based on the winning of the bonus and a specific game state to which the game is shifted based on the end of the bonus state are included, The gaming area control means includes: If the game state at the time of transition to the advantageous zone is the specific game state, the game may be transitioned to the third advantageous zone.

[0013] According to this configuration, when the player is in a specific gaming state, which is a relatively difficult gaming state to transition to based on the end of the bonus state, it is possible to transition to the third advantageous zone, which is more advantageous than the first advantageous zone and the second advantageous zone. Therefore, while it is usually difficult to transition to the third advantageous zone, if it is desired to transition to the third advantageous zone, it is possible to intentionally transition to the third advantageous zone by transitioning to the advantageous zone when the gaming state is in the specific gaming state. Therefore, the degree of freedom in designing the gaming machine can be improved. Effect of the Invention

[0014] According to the present invention, a gaming machine with a high degree of freedom in design can be provided. [Brief description of the drawings]

[0015] [Figure 1] 1 is a perspective view showing an example of a gaming machine according to a first embodiment of the present invention. [Diagram 2] FIG. 2 is a block diagram showing a schematic configuration of the gaming machine. [Diagram 3] 13 is a timing chart (part 1) showing the processing performed while the settlement process of the gaming machine is being performed and before and after the process. [Figure 4] 13 is a timing chart (part 2) showing the processing performed while the settlement process for the gaming machine is being performed and before and after the settlement process. [Diagram 5] FIG. 11 is a diagram showing the types of errors, error codes, and methods for resolving errors in the gaming machine. [Figure 6] 13 is a timing chart (part 3) showing the processing performed while the settlement process for the gaming machine is being performed and before and after the process. [Figure 7] 13 is a timing chart (part 4) showing the processing performed while the settlement process for the gaming machine is being performed and before and after the process. [Figure 8] This is a timing chart (part 5) showing the processing during, before, and after the settlement processing of the gaming machine. [Figure 9]13 is a timing chart (part 6) showing the processing during, before, and after the settlement processing of the gaming machine according to the first embodiment. [Figure 10] FIG. 11 is a perspective view showing an example of a gaming machine according to a second embodiment of the present invention. [Figure 11] FIG. 2 is a block diagram showing a schematic configuration of the gaming machine. [Figure 12] FIG. 13 is a diagram for explaining the internal lottery table. [Figure 13] FIG. 13 is a diagram for explaining the correct batting order according to the batting order bell. [Figure 14] FIG. 13 is a diagram for explaining the batting order related to the bonus winning. [Figure 15] FIG. 11 is a state transition diagram of the game state. [Figure 16] FIG. 11 is a state transition diagram of the game section and presentation state. [Figure 17] FIG. 11 is a diagram for explaining the relationship between the transition of the game area and the game state. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0016] (First embodiment) Hereinafter, a first embodiment of the present invention will be described with reference to the drawings. In this embodiment, the present invention will be described by taking as an example a case where the present invention is applied to a slot machine, which is one of gaming machines, but the present invention may be applied to other gaming machines such as pachinko gaming machines without being limited to slot machines. In addition, in the following description, basically, "front and rear" means that when a player is in front of the slot machine, the player side is "front" and the slot machine side is "rear", "up and down" means that the top side of the slot machine is "up" and the bottom side is "down", and "left and right" means that the left hand side of the player playing the slot machine is "left" and the right hand side is "right".

[0017] First, a schematic configuration of a slot machine M to which the present invention is applied will be described. FIG. 1 is a perspective view showing a slot machine M. This slot machine M has a housing 1, which has a bottom plate, left and right side plates, a top plate, and a back plate, and is formed in a box shape with a front opening that opens to the front side of the housing 1. On the top surface of the bottom plate, a power supply unit with a built-in power supply device for supplying power to each component, a hopper device 150 (see FIG. 2) that stores medals as game media (game value) and serves as a payout device for paying out the medals, and the like are provided.

[0018] Further, a front door 3 is provided on the front of the housing 1 to close and open the front opening of the housing 1, and this front door 3 includes an upper door 30 that closes and opens the upper part of the opening, and a lower door 40 that closes and opens the lower part of the opening. A replacement unit (not shown) is removably provided inside the housing 1. This replacement unit includes a frame body, which is a metal frame assembled into a substantially rectangular parallelepiped shape, a reel unit supported by the frame body, and a board unit fixed to the frame body.

[0019] The reel unit includes three stepping motors mounted on a frame and three rotating reels 100a, 100b, and 100c (see FIG. 2; not shown in FIG. 1) fixed to the output shafts of the stepping motors. The board unit is a board equipped with electronic components such as a CPU, ROM, RAM, and I / O, housed in a board case. The board unit functions as a game control device for controlling the game of the slot machine M.

[0020] As shown in Fig. 1, a display window 31 is provided at the bottom of the upper door 30. This display window 31 is provided at an angle with respect to the horizontal plane so that the upper side is closer to the rear side, and the three rotating reels are provided in a horizontal row behind this display window 31. A plurality of types of symbols are arranged on the outer periphery of each rotating reel, and when the rotating reel stops, three symbols per reel are displayed through the display window 31. In the slot machine M, a total of five winning lines are set, consisting of three horizontal lines and two diagonal lines. When the three reels come to a halt, the combination of symbols that stops on the winning line indicates whether or not a winning combination has been achieved.

[0021] A display window 32 larger than the display window 31 is provided almost vertically at the top of the upper door 30. This display window 32 is provided for viewing the display surface of an image display device provided on the upper door 30. The image display device has a liquid crystal display panel, and the image display device is configured to display images for effects in the gaming machine on its display surface. Also, speakers 14 for outputting various effects sounds (music, sound effects, voice, etc.) are provided on both the left and right sides of the upper door 30 located above the display window 32.

[0022] In addition, a horizontally long top lens 33 is provided as a display portion in the upper center portion of the display window 32 of the upper door 30 so that the display on the logo sheet can be seen by the player. Further, horizontally elongated lighting devices 34, 35, 34 for providing notifications and effects are provided adjacent to each other on the left and right between the display windows 32 and 31.

[0023] Further, on both the left and right sides of the display window 31, there are provided performance panels 61 for performing notifications and performances, and a performance button 62 is provided on the right performance panel 61. The performance button 62 is operated by the player by pressing it, and when pressed, for example, changes the state of a performance image displayed on an image display device visible through the display window 32, thereby increasing the player's sense of participation in the game and enhancing the player's interest. For example, a performance image to be displayed on the image display device in conjunction with the operation of the performance button 62 can be selected. Note that the arrangement of the performance button 62 is not limited to this, and it may be provided in a position where the player can press it. Furthermore, lighting devices 37 for providing notifications, effects, etc. are provided on both the left and right sides of the upper door 30.

[0024] The upper door 30 is pivotally connected to the replacement unit provided in the housing 1 via a hinge, thereby opening and closing the upper opening of the housing 1. The lower door 40 is pivotally connected to the housing 1 via a hinge, thereby opening and closing the lower opening of the housing 1.

[0025] In addition, this slot machine M has a structure of a separate cabinet type, and when the model is replaced in the game establishment, the replacement unit to which the upper door 30 is rotatably attached is replaced, and when the model is replaced, the cabinet 1, the lower door 40, and the power unit and the hopper device 150 (see FIG. 2) in the cabinet 1 are left attached to the island equipment of the game establishment and are not replaced. In addition, the slot machine M is not limited to the separate cabinet type, and may be one in which the entire slot machine is replaced when the model is replaced. In this case, the front door 3 may be an integrated structure that is not divided into the upper door 30 and the lower door 40. In addition, when the upper door 30 and the lower door 40 are separated, the upper door 30 may be rotatably attached to the side panel of the cabinet 1 via a hinge.

[0026] In addition, an engagement portion is provided at the lower end of the upper door 30, which protrudes downward from the upper end of the lower door 40 rearward of the front surface of the lower door 40, and the structure is such that the upper door 30 cannot be opened when the lower door 40 is closed.

[0027] A medal payout port for discharging medals from inside the slot machine M and a medal tray 43 for storing medals discharged from the medal payout port are formed at the bottom of the lower door 40. An operation unit 50 for operating the slot machine M is provided at the top of the lower door 40, and a liquid crystal display panel 45 is attached between this operation unit 50 and the medal tray 43. Illumination devices 33d for providing notifications and effects are provided on both the left and right sides of this liquid crystal display panel 45.

[0028] The operation unit 50 is provided with a settlement button 52 as a settlement operation unit for instructing a settlement process for paying out medals. In this case, in the settlement process based on the operation of the settlement button 52, medals set in at least one of the bet or credit are paid out. That is, the targets of settlement based on the operation of the settlement button 52 in this embodiment include not only medals set in the credit but also medals set in the bet. Here, as a settlement pattern by the operation of the settlement button 52 when medals are set in both the bet and the credit, for example, a settlement pattern in which both the medals set in the bet and the medals set in the credit are paid out collectively by the first operation of the settlement button 52, a settlement pattern in which only the medals set in the bet are paid out by the first operation of the settlement button 52, and a settlement pattern in which the medals set in the credit are paid out by the second operation of the settlement button 52 after the medals set in the bet are settled, and the like can be mentioned. The operation unit 50 is further provided with a start lever 53 for starting a game, three stop buttons 54 for stopping the rotation of each of the three reels, a medal insertion port 42 for inserting medals, a reject button 55 for clearing medal clogging that occurs in the medal passage below the medal insertion port 42, a MAX BET button 56 (bet button: bet operation unit) operated when betting the maximum number of three medals, and the like, as well as an operation panel 57 for selecting game effects and the like and a display unit 58. The operation panel 57 is disposed in the approximate center of the width direction (left-right direction) of the operation unit 50, and the display unit 58 is disposed on the right side between the medal insertion port 42 and the reject button 55. The operation panel 57 has a cross key for selecting effects and the like, a decision button, a cancel button, and the like.

[0029] The MAX BET button 56 is disposed so as to face upward, and is formed so as to be pressed downward. The force required to operate the MAX BET button 56 (hereinafter referred to as the operating force) is approximately 1.0 N. The MAX BET button 56 also includes a pressing portion and an elastic member. The pressing portion is a member that is pressed by the player's finger or the like, and is formed of resin or the like. The pressing portion is also biased upward by the elastic member. The elastic member is a member that biases the pressing portion, and is formed so as to elastically deform against the biasing force when the pressing portion is pressed, and a spring or the like is used. The stop button 54 is disposed so as to face forward and is formed so as to be pressed from the front to the rear. The operating force of the stop button 54 is about 0.7 N. In other words, the operating force of the stop button 54 is smaller than the operating force of the MAX BET button 56.

[0030] The aforementioned effect button 62 is arranged to face forward and is formed so as to be pressed from the front to the rear. The operating force of the effect button 62 is greater than or equal to the operating force of the MAX BET button 56. The operating force of the effect button 62 is, for example, about 3.0 N. Similarly to the MAX BET button 56, the stop button 54 and the effect button 62 each have a pressing portion and an elastic member, and the pressing portions of the stop button 54 and the effect button 62 are biased forward by the elastic member. As described above, the operating force of the MAX bet button 56 is about 1.0 N. That is, the load (sensor detection load) required to push the pressing part to a position where the elastic member is elastically deformed and the sensor of the MAX bet button 56 outputs a switch-on signal (a signal indicating that the button has been pressed) is about 1.0 N. In the gaming machine of this embodiment, a photosensor is used as the sensor, but other sensors may be used as long as they can detect the pressing of the pressing part. For example, the photosensor outputs a switch-on signal when it detects that the light from the light-emitting element to the light-receiving element has changed due to a detection object that moves when the pressing part is pressed. When a load larger than the sensor detection load is applied to the pressing part, the pressing part moves further while elastically deforming the elastic member, and stops when it abuts against the mechanical stopper. The moving distance (full stroke) from the initial position of the pressing part of the MAX bet button 56 to the abutment against the mechanical stopper is about 2.0 mm, which is about twice the ON stroke. Furthermore, the load (maximum load) required to move the pressing portion of the MAX bet button 56 from the initial position until it abuts against the mechanical stopper is approximately 2.0 N, which is approximately twice the sensor detection load (operation force). The stop button 54 (operation force: approximately 0.7 N) has a similar configuration. The ON stroke of the stop button 54 is approximately 1.0 mm, and the full stroke is approximately twice that, or approximately 2.0 mm. The sensor detection load (operation force) of the stop button 54 is approximately 0.7 N, and the maximum load is approximately twice that, or approximately 1.4 N. In the above description, the term "approximately" used in relation to the operating force, load, and stroke includes a variation of about ±10% associated with design errors and assembly errors.

[0031] Here, the basic flow of the game in the gaming machine of this embodiment will be described. When the player presses the MAX BET button 56, the credited medals are inserted (betted) and the game is ready to start. When the player presses the start lever 53 to start the game, the reels start to rotate, and when the rotation speed of the reels increases to a predetermined speed, the operation of pressing the stop button 54 becomes valid. After that, when the player presses the stop button 54 at any timing, each reel stops. When all the reels stop, a process of paying out medals or a process of making it possible to start the game again without consuming medals is performed according to the result of the game, and one round of the game ends.

[0032] In addition, the effect button 62 is in a state where a pressing operation for changing the mode of the effect is valid, for example, when notifying the player of something that makes him happy, such as winning a bonus or deciding to move to a state that is advantageous to the player, or at a predetermined timing such as a crucial moment for the player. When the effect button 62 is pressed in the state where the pressing operation is valid, the mode of the effect image displayed on the image display device changes, the movable role object moves, and the mode of the effect changes.

[0033] As is clear from the above, it is necessary to press a number of stop buttons 54 according to the number of reels being rotated for each game. At this time, the operating force of the stop button 54 is set smaller than the operating force of the MAX BET button 56 and the performance button 62, so that the player can obtain a light and comfortable operating feeling when operating the stop button 54, and can press all the stop buttons 54 at a good tempo. Therefore, the player can play comfortably, and the gameplay is improved. Also, by setting the operating force of the stop button 54, which is used frequently, to be small, the accumulation of fatigue of the player is reduced, and the gameplay is improved.

[0034] In addition, since the MAX BET button 56 is used to start a game and can be operated by tapping it from above, it is often operated with strong force. However, since the operating force is set to be greater than that of the STOP button 54, the player can get a satisfying operating feeling by pressing it, improving playability.

[0035] Moreover, the effect button 62 is operated less frequently than the stop button 54 and the MAX BET button 56. Moreover, the effect button 62 is in an effective state for pressing to change the mode of the effect when the player is notified of something that makes him happy as described above, or when the player is at a crucial point in the game, and so tends to be operated with strong force by players who are in an elated state. The operating force for such effect button 62 is set to be greater than that of the stop button 54 and greater than or equal to that of the MAX BET button 56, so that the player can obtain a heavy and solid operating feeling, improving the gameplay.

[0036] 2, the slot machine M is provided with a main control board 70 as a main control means for determining and transmitting commands related to a game, and a sub-control board 72 as a sub-control means for receiving the commands from the main control board 70 and executing processing corresponding to the received commands. The main control board 70 receives input signals from input means such as the bet buttons 56 including the MAX BET button, the start lever 53, the stop button 54, the passage detection sensor 89 for detecting the passage of medals inserted from the medal insertion slot 42, and the settlement button 52, performs various calculations for executing a game, and controls output means such as the reel unit (reels 100a, 100b, 100c) and the hopper device 150 based on the calculation results. In addition, the sub-control board 72 receives signals (commands) sent from the main control board 70 and performs various calculations to execute the performance, and based on the results of the calculations, controls the performance devices such as the LCD display D and speaker 14 of the image display device including the aforementioned LCD display panel and other LCD display panels 45 provided on the upper door 30 corresponding to the display window 32.

[0037] In addition, the main control board 70 and the sub-control board 72 are electrically connected, and various information (command signals), such as information indicating the game status, can be transmitted from the main control board 70 to the sub-control board 72, but information cannot be transmitted from the sub-control board 72 to the main control board 70. In addition, the functions of each board, such as the main control board 70 and the sub control board 72, are realized by hardware such as various processors (CPU, DSP, etc.), ICs, or information storage media such as ROM and RAM, or by software consisting of a predetermined program pre-stored in ROM, etc.

[0038] The main control board 70 is equipped with a selector control means 93 which controls the operation of a medal selector 92 (see Figure 2) described later, an input acceptance means 80, a random number generation means 81, a winning role selection means 82 which selects a winning role and determines whether the role is a win or not, a reel control means 83 which controls the rotation of the reels, a winning determination means 84 which determines whether the winning role has been selected when all the reels have stopped, a game status control means 85, an information transmission means 86 for transmitting various information (command signals), a memory means 90, a payout control means 91, and a settlement control means 95. The sub-control board 72 also includes a performance control means 73 for controlling various performances, a winning role determination means 74 for performing a winning role determination process, an initialization means 75 for resetting and initializing the sub-control board 72 when the winning role determination means 74 determines that the winning role is incorrect (error), and a sub-side memory means 76 for storing data related to the performances.

[0039] The insertion receiving means 80 of the main control board 70 receives insertion of medals for each game, and performs processing to validate a game start operation on the start lever 53 based on the insertion of a specified number of medals. Specifically, when medals are inserted into the medal insertion slot 42, the insertion receiving means 80 sets the inserted medals to an insertion state (betting state) up to three medals as the passage detection sensor 89 detects the passage of the medals. In addition, when the bet button 56 is pressed with medals credited, the insertion receiving means 80 sets the credited medals to an insertion state up to three medals. In the gaming machine of this embodiment, the first pressing operation on the start lever 53, which is validated based on the insertion of three medals, is accepted as a game start operation, and the operation triggers the start of rotation of the reels 100a to 100c, and a lottery for a winning combination is performed.

[0040] Furthermore, the insertion acceptance means 80 of the main control board 70 performs control so that medals owned by the player are not set to a newly inserted state in the next game following the game in which the replay was won. Specifically, if a replay was won in the previous game, even if medals are inserted into the medal insertion slot 42 while the insertion of medals is being accepted, the inserted medals are not set to an inserted state, and the inserted medals are credited up to the credit upper limit (for example, 50 medals). Furthermore, while the insertion of medals is being accepted, operation of the bet button 56 is not accepted, so that the credited medals are not set to an inserted state even if the bet button 56 is pressed.

[0041] The random number generating means 81 of the main control board 70 generates random numbers for the lottery. The random numbers can be generated based on the count value of an increment counter (a counter that counts numbers so as to circulate within a predetermined count range), for example. Note that the term "random numbers" includes not only values ​​that are generated randomly in the mathematical sense, but also values ​​that are generated regularly but whose acquisition timing is irregular and therefore can essentially function as random numbers.

[0042] The winning combination selection means 82 of the main control board 70 selects a winning combination using a winning combination selection table based on the operation of the activated start lever 53 (i.e., the start of a game). The winning combination selection table is a table in which various winning combinations including small combinations, replays, and bonuses and misses (non-wins) are associated with each of a plurality of random numbers (for example, 65,536 random numbers from 0 to 65,535), and is stored in a plurality of winning combination selection tables in a winning combination selection table storage area provided in the ROM of the storage means 90. In the winning combination selection, a random number value for selection is obtained from the random number generation means 81, and this random number value is compared with the winning combination selection table to determine whether or not a winning combination has been selected, and the winning combination associated with the random number value is selected as the winning combination.

[0043] The reel control means 83 of the main control board 70 starts the rotation of each of the reels 100a, 100b, 100c when the activated start lever 53 is operated (i.e., the start of a game) under the control of the main control board 70, and when the activated stop button 54 is operated, controls the stopping of the reel corresponding to the operated stop button 54.

[0044] That is, each time one of the stop buttons 54 is operated, the reel control means 83 determines the stop position of the reel corresponding to the operated button among the first reel 100a to the third reel 100c, and controls the reel to stop at the determined stop position. Therefore, the stop order of the first reel 100a to the third reel 100c changes depending on the operation order (play order) of the three stop buttons 54.

[0045] The winning determination means 84 of the main control board 70 is activated when the reels 100a-100c stop spinning, and determines whether or not a winning combination has been achieved based on the stopping state of the reels 100a-100c. Specifically, the winning combination displayed (stopped display) on the pay line by the stopping of the reels 100a-100c is compared with a winning determination table (not shown) stored in the ROM of the storage means 90. The winning determination table stores the winning form (the symbol combination that will win when stopped and displayed) of each winning combination, and the above-mentioned comparison determines whether or not a winning combination has been achieved and the type of winning combination that has been achieved. When a winning combination has been achieved, the main control board 70 executes a winning process corresponding to the winning combination that has been achieved.

[0046] The game state control means 85 of the main control board 70 performs game state transition control processing to transition the game state between a plurality of states, for example, normal state, CBB establishment state (first bonus establishment state), CBB state (first bonus state), RBB establishment state (second bonus establishment state), RBB state (second bonus state), RB1 establishment state (specific bonus establishment state), and RB1 state (specific bonus state).

[0047] The information transmission means 86 of the main control board 70 transmits to the sub-control board 72 signals notifying of the winning role, signals notifying of the game state at the time of the winning role lottery in which the role was won, signals notifying of the current game state, and also command signals related to medal settlement, which will be described later.

[0048] The payout control means 91 of the main control board 70 performs a payout control process for the payout of medals according to the game result. Specifically, for example, when a small winning combination is won, the payout number of medals in the game is determined based on the payout amount determined in advance for each combination, and the hopper device 150 is controlled to pay out medals corresponding to the determined payout number. As described above, the selector control means 93 of the main control board 70 is adapted to control the operation of the medal selector 92, which will be described later. Specifically, the selector control means 93 receives signals from various sensors including the aforementioned passage detection sensor 89 constituting the medal selector 92, and controls the operation of the blocker 99 constituting the medal selector 92. Note that the selector control means 93 need not be provided separately, and may be combined with the insertion receiving means 80 or the like to function as the selector control means 93.

[0049] Furthermore, the settlement control means 95 of the main control board 70 controls the execution of a settlement process for paying out stored medals, i.e., medals set as credits and / or bets, through the hopper device 150 based on the operation of the settlement button 52. The settlement control means 95 not only controls the execution of the settlement process based on the operation of the settlement button 52, but may also control the operation of the blocker 99 so as not to permit the acceptance of medals detected by the passage detection sensor 89 for a predetermined period of time after the completion of the settlement process, as described below. In such a control form, the settlement control means 95 may also function as the selector control means 93 described above that controls the operation of the medal selector 92 equipped with the blocker 99.

[0050] On the other hand, the performance control means 73 of the sub-control board 72 cooperates with the RAM of the sub-side storage means 76 to control the devices for performance such as the liquid crystal display D, the speaker 14, and the lighting devices 33d, 34, 35, 37 based on the performance data stored in the performance data storage area provided in the ROM of the sub-side storage means 76, and performs performance. Specifically, the display contents of the liquid crystal display D are changed and sounds are output from the speaker 14 in response to the insertion of medals, the operation of the bet button 56, the settlement button 52, the start lever 53, the stop button 54, changes in the game state, etc., thereby controlling the execution of performances to liven up the game or to assist the game in accordance with the progress of the game. In particular, in this embodiment, the performance control means 73 is configured to control performance devices such as the liquid crystal display D (45), speaker 14, and lighting devices 33d, 34, 35, and 37 in order to output performance sounds, performance lights, and performance images that indicate the states of the settlement in progress and settlement completed states, as will be described later, based on the operation of the settlement button 52, as will be described later.

[0051] As shown in FIG. 1, the performance panel 61 in the slot machine M is provided with a performance button 62 as a performance operation unit (first performance operation unit used for operations related to performance) used for performance. This performance button 62 may be provided, for example, in the operation unit 50 or the like. Also, the pressing part of the performance button 62 is not limited to a circular shape, and may be a square shape or the like. Also, in this embodiment, the performance operation unit is the performance button 62, but the performance operation unit may be, for example, a lever that can be operated by tilting, a touch panel that can detect touch (contact with a finger, etc.), a photoelectric sensor that can detect light blocking by an object, or the like.

[0052] Hereinafter, three stops refers to an operation of pressing any valid button among the stop buttons 54 when any two of the stop buttons 54 have been pressed in that game. In this embodiment, for example, when it is a crucial moment for the player, after three stops, the sub-control board 72 sets the effect button 62 in a state in which it can accept a pressing operation (i.e., a state in which pressing operations are enabled). At this time, the sub-control board 72 displays a screen indicating this on the liquid crystal display D and lights up the effect button 62.

[0053] 1 will be referred to as a cross button 57 serving as a performance setting operation unit (a second performance operation unit used for operations related to performance). The cross button 57 is used for operations including performance settings. Performance settings include, for example, adjusting the volume and selecting a character. The cross button 57 includes at least a main button arranged in the center and selection buttons (directional operation buttons) arranged around the main button. The selection buttons include an up button, a left button, a down button, and a right button. The selection buttons may be multiple buttons (up, down, left, and right are independent) or may be integrated. The performance setting operation unit is not limited to a cross button (cross key), and may be, for example, a button having at least two buttons, a button having a main button and a jog dial, or a touch panel capable of detecting touch (contact with a finger or the like). When the cross button 57 (for example, the main button) is pressed during non-play, the sub-control board 72 displays a menu screen on the liquid crystal display D. In other words, the cross button 57 functions as a menu screen entry button. When the cross button 57 (for example, the left and right buttons) is pressed during non-play, the sub-control board 72 displays a volume change screen on the liquid crystal display D. In other words, the cross button 57 functions as a volume change screen entry button. From the menu screen, it is possible to set the presentation mode (for example, to set the main character appearing in the presentation, or to set the notification mode for winning combinations or bonuses), to refer to the game history, to transfer the history to a user terminal (such as the player's smartphone), and to check the display mode of combinations. Also, from the menu screen, it may be possible to set the volume and the light emission intensity of the lighting device. In other words, the menu screen may also serve as a volume change screen.

[0054] When the main control board 70 detects that the settlement button 52 has been pressed, it transmits a settlement start command to the sub-control board 72 and starts (executes) the settlement process (disbursement process). When the sub-control board (control means) 72 receives a settlement start command from the main control board 70, it notifies the execution of settlement processing (payout of game media based on the operation of the settlement button 52). As a notification of the execution of settlement processing, the sub-control board 72 displays a screen notifying that settlement is in progress (hereinafter referred to as a settlement in progress notification screen) on the liquid crystal display D, and outputs a sound effect notifying that settlement is in progress (hereinafter referred to as a settlement in progress notification sound: for example, a sound effect or a buzzer sound) via the speaker 14. In addition, the sub-control board 72 outputs (lights) a light effect notifying that settlement is in progress (hereinafter referred to as a settlement in progress lamp: for example, red) via at least one of the lighting devices 33d, 34, 35, 37.

[0055] When the settlement process is completed, the main control board 70 transmits a settlement completion command to the sub-control board 72. Based on receiving the settlement completion command from the main control board 70, the sub-control board 72 stops the notification of the execution of the settlement process and notifies the completion of the settlement process (completion of the payout of the game media based on the operation of the settlement button 52). The sub-control board 72 outputs a performance sound (hereinafter referred to as a settlement completion sound) notifying the completion of the settlement process through the speaker 14 as a notification of the completion of the settlement process. An example of the settlement completion sound is "Settlement has been completed." In this embodiment, the sub-control board 72 displays a settlement in progress notification screen and lights up a settlement in progress lamp as a notification of the completion of the settlement process. The screen during the notification of the completion of the settlement process (screen indicating the completion of settlement) may be the same as or different from the screen during settlement (screen indicating settlement in progress).

[0056] Hereinafter, the period during which the execution of the settlement process is notified is referred to as "notification of settlement". The period during which the sub-control board 72 is notified of settlement refers to the period from when the sub-control board 72 receives a settlement start command to when the sub-control board 72 receives a settlement end command. This period during which the settlement is notified can also be said to be the period during which the game media is being paid out based on the operation of the settlement button 52. Additionally, the period during which the completion of the payout of gaming media based on the operation of the settlement button 52 is being notified, i.e., the period during which the completion of the settlement process is being notified, is referred to as "settlement completion notification in progress." The settlement completion notification in progress refers to the period from when the settlement completion command is received until the output of the settlement completion sound is completed. Note that the settlement completion notification in progress also includes the period from when the settlement process is completed (after the sub-control board 72 receives the settlement completion command) until the first sound of the settlement completion sound (for example, "se") is output.

[0057] Next, a configuration example of processing during, before, and after the settlement process will be described using the timing chart shown in Fig. 3. Hereinafter, the "pressing operation" of the performance button 62, the cross button 57, the settlement button 52, etc. may be simply referred to as "pressing" or "operation". After (A5, A6)3 is stopped, the sub-control board 72 puts the effect button 62 in a state where it can be pressed (i.e., the operation is valid), and displays a screen (operation instruction screen) indicating that the effect button 62 can be pressed on the liquid crystal display D. Pressing the effect button 62 at this time triggers the progress of the effect, and when the effect button 62 is pressed, the result of the game is notified to the player. Specifically, for example, during an effect in which a bonus is expected to be won (including the winning of a so-called pseudo bonus (transition to an AT effect state)), that is, during an effect in which a player is expected to transition to an advantageous state, pressing the effect button 62 becomes valid, and an operation instruction screen is displayed, and when the effect button 62 is pressed, it is notified whether or not the advantageous state will be transitioned to. (A4) Since the game is in progress at the start of this timing chart, the cross button 57 is disabled.

[0058] (A1, A2) When the settlement button 52 is pressed, the main control board 70 transmits a settlement start command to the sub-control board 72 and starts the settlement process (disbursement process). (A2, A3) Upon completion of the settlement process, the main control board 70 sends a settlement completion command to the sub-control board 72, and the sub-control board 72 begins outputting a settlement completion voice upon receiving the settlement completion command from the main control board 70.

[0059] (A4) The sub-control board 72 disables operation of the cross button 57 during the settlement notification and during the settlement completion notification. In other words, the sub-control board 72 controls the cross button 57 so that it will not accept pressing of the cross button 57 during the settlement notification and during the settlement completion notification. In other words, even if the cross button 57 is pressed during the settlement notification and during the settlement completion notification, the menu screen or volume change screen will not be displayed on the liquid crystal display D (the screen will not transition to the menu screen or volume change screen). The sub-control board 72 enables operation of the cross button 57 when the output of the settlement completion sound (during settlement completion notification) ends.

[0060] In this way, by disabling the operation of the cross button 57 during the settlement notification, problems are avoided, such as the notification of the settlement process being blocked (hindered) by the operation of the cross button 57, making it impossible to know that settlement is in progress, or, for example, a menu screen and a screen indicating that settlement is in progress are displayed at the same time, and the menu screen has a large amount of information (number of characters), making it difficult to know that settlement is in progress. This allows the player to reliably understand the notification of the settlement process, and prevents the player from misunderstanding (including, for example, thinking that the settlement has been interrupted). In addition, if the menu screen is opened during the settlement notification, it becomes difficult for others to know that the settlement notification is in progress, which could lead to fraudulent acts being committed, but such problems can be avoided. Also, by disabling the operation of the cross button 57 during the settlement completion notification, the problem of the notification of the settlement completion being blocked (hindered) by the operation of the cross button 57 and making it impossible to grasp the settlement completion notification, or, for example, the problem of the menu screen and the screen indicating the settlement completion being displayed simultaneously, and the menu screen having a large amount of information (number of characters), making it difficult to grasp the screen indicating the settlement completion, can be avoided. This allows the player to reliably grasp the notification of the settlement completion, and prevents the player from misunderstanding (including, for example, thinking that the settlement has been interrupted). Also, if the menu screen is opened during the settlement completion notification, it becomes difficult for others to understand that the settlement completion notification is being displayed, which may lead to fraudulent acts, but such a problem can be avoided.

[0061] (A5, A6) Even if the settlement button 52 is pressed and the settlement notification or settlement completion notification is being displayed, the sub-control board 72 keeps the effect button 62 enabled while displaying a screen on the liquid crystal display D indicating that the effect button 62 can be pressed. In other words, if the effect button 62 is pressed during the settlement notification or settlement completion notification, the sub-control board 72 accepts the pressing of the effect button 62. Also, the effect button 62 remains enabled even after the settlement completion notification has ended. In other words, once the effect button 62 is enabled as a result of the 3 stops, the effect button 62 will not be released from its enabled state even if the settlement process is started and the settlement is completed. If the effect button 62 is pressed while a settlement notification or a settlement completion notification is being made, the effect will proceed, but during this time, a display notifying the user that settlement is being performed or that settlement has been completed will be displayed on the liquid crystal display D. At this time, the display related to settlement takes priority, and a part of the effect related to the game will be hidden by the display related to settlement.

[0062] In this way, by making the operation of the effect button 62 valid rather than invalid during the settlement notification, the player can press the effect button 62 to advance the effect. Therefore, the player does not feel dissatisfied due to not being able to press the effect button 62 during the settlement notification. For example, when a pressing instruction screen for the effect button 62 is displayed, the player may want to press the effect button 62, see the result of the game, and then get up from his seat. However, since the effect button 62 is valid even during the settlement notification, the player can smoothly advance the effect during the settlement notification and get up from his seat after seeing the result. Note that the pressing instruction screen does not have a large amount of information (number of characters) like the menu screen, so the player will not be confused even if it is displayed at the same time as the screen indicating that settlement is in progress. Also, by enabling the operation of the effect button 62 during the settlement completion notification, rather than disabling it, the player can press the effect button 62 to advance the effect. Therefore, the player does not feel dissatisfied due to not being able to press the effect button 62 during the settlement completion notification. For example, when a pressing instruction screen for the effect button 62 is displayed, the player may want to press the effect button 62, see the result of the game, and then get up from his seat. However, since the effect button 62 is enabled even during the settlement completion notification, the player can smoothly advance the effect during the settlement completion notification and get up from his seat after seeing the result. Note that the pressing instruction screen does not have a large amount of information (number of characters) like a menu screen, and therefore the player will not be confused even if it is displayed simultaneously with the screen indicating the settlement completion.

[0063] During the settlement notification or the settlement completion notification, the sub-control board 72 enables the operation of the effect button 62 while turning off the effect button 62. That is, the effect button 62 is turned on and the validity of the operation is not actively notified, but the button 62 is accepted when pressed. In this manner, it is basically not recommended to advance the effect during the settlement notification or the settlement completion notification, but if the effect button 62 is pressed, the player's intention is given priority and the effect can be advanced. During the settlement notification or the settlement completion notification, the sub-control board 72 may enable the operation of the effect button 62 while turning on the effect button 62.

[0064] In Fig. 3, the case where the settlement button 52 is pressed without pressing the performance button 62 is shown. In Fig. 4, a configuration example is described in which the enabled performance button 62 is pressed after the third stop, and the settlement button 52 is pressed while the performance based on the pressing of the performance button 62 is being executed.

[0065] (B4, B5) The sub-control board 72 displays on the liquid crystal display D a screen indicating that the performance button 62 can be pressed, and enables the performance button 62. (B6, B7, B8) When the enabled effect button 62 is pressed, the sub-control board 72 starts outputting the (corresponding) liquid crystal effect and audio effect based on the pressing of the effect button 62. Specifically, the sub-control board 72 displays an effect image based on the pressing of the effect button 62 on the liquid crystal display D, and outputs an audio effect (BGM, dialogue, sound effects, etc.) based on the pressing of the effect button 62 via the speaker 14. Note that the sub-control board 72 may output the effect light based on the pressing of the effect button 62 through at least one of the lighting devices 33d, 34, 35, 37.

[0066] (B1, B2) When the settlement button 52 is pressed, the main control board 70 sends a settlement start command to the sub-control board 72 and starts the settlement process. (B1, B7, B8) When the settlement button 52 is pressed while the liquid crystal effects and audio effects are being output based on the pressing of the effect button 62, the sub-control board 72 stops the output of the audio effects based on the receipt of a settlement start command from the main control board 70. However, even if the sub-control board 72 receives the settlement start command, it does not stop (continues) the output of the liquid crystal effects.

[0067] (B2, B3) Upon completion of the settlement process, the main control board 70 sends a settlement completion command to the sub-control board 72, and the sub-control board 72 begins outputting a settlement completion voice based on receiving the settlement completion command from the main control board 70.

[0068] (B8) The sub-control board 72 starts outputting a sound effect (a sound effect based on pressing the effect button 62) when the output of the settlement completion sound ends (after waiting for the end of the output of the settlement completion sound). Note that while the output of the sound effect is stopped, the sub-control board 72 does not output sound to the outside, but executes a sound effect behind the output of the settlement completion sound (a layer behind the settlement completion sound). In other words, when the sub-control board 72 receives a settlement start command while outputting a sound effect based on pressing the effect button 62, it puts the sub-control board 72 into a state in which the sound effect is executed but no sound is output, and when the output of the settlement completion sound ends, it controls so that the sound of the sound effect is output again. This can also be said to be designed to skip the sound effect.

[0069] In this way, if the settlement process is executed while the sound effect based on pressing the effect button 62 is being output, the output of the sound effect is stopped and the output of the notification regarding the settlement (the settlement in progress notification sound and the settlement completion sound) is prioritized, so that the player can know through the sound that the settlement process is being executed. However, even while the settlement in progress notification sound and the settlement completion sound are being output, the liquid crystal effect based on pressing the effect button 62 continues, so the player can visually know that the effect is progressing.

[0070] Fig. 4 shows a case where the enabled effect button 62 is pressed, and the settlement button 52 is pressed while an effect based on the pressing of the effect button 62 is being executed. Fig. 9 shows a case where the settlement button 52 is pressed first, and then the effect button 62 is pressed while the settlement process is being executed.

[0071] (G4, G5) The sub-control board 72 displays on the liquid crystal display D a screen indicating that the performance button 62 can be pressed, and enables the performance button 62. (G1, G2) When the settlement button 52 is pressed, the main control board 70 sends a settlement start command to the sub-control board 72 and starts the settlement process.

[0072] (G6, G7, G8) When the active effect button 62 is pressed while the settlement process is being executed, the sub-control board 72, upon receiving information (signal) to that effect, starts outputting a liquid crystal effect based on the pressing of the effect button 62. At this time, the sub-control board 72 does not output an audio effect based on the pressing of the effect button 62. This "not outputting an audio effect" is included in "stopping the output of an audio effect." In other words, even if the sub-control board 72 receives information (signal) to the effect that the effect button 62 has been pressed while a settlement-related notification (during settlement notification and settlement completion notification) is being executed, it does not output an audio effect. In other words, the settlement-related notification is prioritized over an audio effect based on the pressing of the effect button 62.

[0073] (G2, G3) Upon completion of the settlement process, the main control board 70 sends a settlement completion command to the sub-control board 72, and the sub-control board 72 begins outputting a settlement completion voice upon receiving the settlement completion command from the main control board 70. (G8) The sub-control board 72 starts outputting a sound effect when the output of the settlement completion sound ends (after waiting for the end of the output of the settlement completion sound). Note that while the output of the sound effect is stopped, the sub-control board 72 does not output sound to the outside, but executes a sound effect behind the output of the settlement completion sound (the layer behind the settlement completion sound). In other words, even if the sub-control board 72 receives a signal indicating that the effect button 62 has been pressed while it is executing a notification regarding settlement, it executes the sound effect but does not output sound until the output of the settlement completion sound ends, and when the output of the settlement completion sound ends, it controls so that the sound of the sound effect is output.

[0074] In the examples of Figures 4 and 9, "giving priority" to the settlement completion sound over the sound of the sound presentation includes not only making the sound of the sound presentation silent, but also outputting (playing) the sound of the sound presentation at a lower volume than the settlement completion sound.

[0075] Next, a case where an error occurs during "payment" will be described. First, the various errors detected (sensed) by the main control board 70 will be described. Although not shown in the figure, the main control board 70 is equipped with an error detection means and an error management means. The error detection means detects backflow errors, empty errors, dispensing jam errors, dispensing abnormal errors, over errors, retention errors, backup errors, door open errors, input abnormal errors, display judgment abnormal errors, RAM abnormal errors, and setting value abnormal errors based on the signal states of various sensors.

[0076] (1) A backflow error is an error caused by medals flowing backwards in the flow path. (2) An empty error is an error caused by the disappearance of medals stored in the hopper device 150. Specifically, this error is detected when the signal state of the dispensing sensor remains in the OFF state (a state in which no medals to be dispensed are detected) for a certain period (approximately 2100 ms) or more while medals are being dispensed. (3) A payout jam error is an error caused by medals that should be paid out being jammed and not being discharged in the hopper device 150. Specifically, this error is detected when the signal state of the payout sensor (payout medal switch) remains in the on state (a state in which the medals to be paid out are detected) for a certain period (approximately 172 ms) or more while medals are being paid out.

[0077] (4) An abnormal payout error is an error caused by the payment of medals in a situation where medals should not be paid out. Specifically, this error is detected when the signal state of the payout sensor (payout medal switch) remains on for a certain period (approximately 6 ms) or more in a situation where medals are not being paid out. (5) An over error is an error caused when the amount of surplus medals stored in the cash box exceeds a specified amount. Specifically, this error is detected when the signal state of the overflow sensor remains on (a signal state indicating that the amount of surplus medals exceeds a specified amount) for a certain period of time (approximately 100 ms) or more. (6) A retention error is an error caused by a medal being stuck inside the medal selector 92. Specifically, this error is detected when the signal state of the first medal passing sensor or the second medal passing sensor, which is downstream of the insertion detection sensor 130 and upstream of the blocker 99, remains in the on state (a signal state indicating that the presence of a medal is being detected) for a certain period (approximately 113 ms) or more.

[0078] (7) A backup error is an error caused by a problem with the RWM backup. Specifically, it is an error that is detected when an RWM backup abnormality is detected when power is turned on. Alternatively, it is an error that is detected when the saved value of the stack pointer is not within a specific range when power is turned on. (8) The door open error is an error caused by the lower door 40 (front door 3) being open. Specifically, this error is detected when the signal state of the door open / close switch, which is activated when the lower door 40 is opened, remains in the on state (signal state indicating that the lower door 40 is open) for a certain period (approximately 48 ms) or more.

[0079] (9) An abnormal insertion error is an error caused by the medal passing through a flow path different from the normal flow path (here, the flow path that returns to the medal payout outlet) even though the medal flow path has been switched by activating the blocker 99 and blocking the flow path to the medal chute. Specifically, this is an error that is detected when the second medal passing sensor detects a medal passing through the medal selector 92 and flowing toward the medal chute after the blocker 99 is activated. In the gaming machine of this embodiment, an error is detected when the second medal passing sensor is turned ON a certain period of time (approximately 250 ms) or more after the blocker 99 is blocked. Furthermore, the abnormal insertion error includes a shoot error. The shoot error is an error caused by a certain difference between the number of medals that have passed through the medal selector 92 and the number of medals that have passed through the medal chute. Specifically, the error is detected when the difference between the number of medals detected as having passed through the first medal passing sensor and the second medal passing sensor in the correct order and the number of times the signal state of the chute sensor becomes an on state (a signal state that detects the presence of a medal) during a certain period of time after the inserted medal has passed through the first medal passing sensor and the second medal passing sensor in the correct order does not fall within a certain range, or when the difference between the number of medals detected as having passed through the first medal passing sensor and the second medal passing sensor in the correct order and the number of times the signal state of the chute sensor becomes an on state (a signal state that detects the presence of a medal) during a certain period of time after the inserted medal has passed through the first medal passing sensor and the second medal passing sensor in the correct order becomes a certain number or more. Furthermore, abnormal insertion errors include insertion detection errors. Insertion detection errors are errors caused by a medal being stuck near the medal insertion slot 42. Specifically, this error is detected when the insertion detection sensor 130 in the medal selector 92 remains on (signal state detecting the presence of a medal) for a certain period of time (approximately 602 ms) or more.

[0080] (10) A display judgment abnormality error is an error that is detected when a symbol that is not a winning symbol is displayed. (11) A RAM abnormality error is an error that is detected when RAM reading or writing is not performed normally. (12) A setting value abnormal error is an error that is detected during an internal lottery when a setting value is outside the allowable range.

[0081] As shown in Fig. 5, an error code from E1 to EC is assigned to each error depending on the type of error. When an error is detected by the error detection means, the error management means executes a process of notifying the detected error via the liquid crystal display D or the main display (display unit 58 in Fig. 1). Specifically, the error management means sets an error code corresponding to the type of error detected, and causes the liquid crystal display D or the main display (display unit 58 in Fig. 1) to display the set error code.

[0082] Furthermore, the error management means performs a release process to clear an error detection flag, etc., based on a predetermined release operation (error release operation). Examples of the predetermined release operation (error release operation) include an operation of inserting a door key into a door key cylinder and rotating (twisting) the door key counterclockwise, and an operation of pressing a setting change button. As shown in FIG. 5, an error release operation is set for each type of error (error codes E1 to EC). When a signal is input from the setting change button or the door sensor by the error release operation, the error management means determines that the error release operation has been performed, and performs a release process to clear (erase) information related to the error, such as the error detection flag and timer timing information.

[0083] When the main control board 70 detects an error, it transmits a command (error command) indicating that an error has occurred to the sub-control board 72. When the sub-control board 72 receives the error command from the main control device 70, it performs control such as displaying an image corresponding to the occurrence of the error (hereinafter referred to as an error screen) on the liquid crystal display D and outputting a warning sound (hereinafter referred to as an error sound) corresponding to the occurrence of the error via the speaker 14.

[0084] An example of the configuration of the process when an error occurs during settlement notification will be described using the timing chart shown in Fig. 6. Note that, although the following describes a case where a backflow error occurs as the error, other errors may also be used. (C1, C2) When the settlement button 52 is pressed, the main control board 70 sends a settlement start command to the sub-control board 72 and starts the settlement process. (C4) When the main control board 70 detects a backflow error (when the conditions for a backflow error are met), it transmits a command (backflow error command) to the sub-control board 72 indicating that a backflow error has occurred.

[0085] (C2, C5) Even if the sub-control board 72 receives a settlement start command and also receives an error command (backflow error command), it will not perform processing based on the receipt of the backflow error command until it receives a settlement end command from the main control board 70. The sub-control board 72 executes processing based on the reception of the backflow error command based on the receipt of the settlement end command from the main control board 70. The sub-control board 72 notifies the user of a backflow error as processing based on the reception of the backflow error command. To notify the user of the backflow error, the sub-control board 72 displays a screen corresponding to the backflow error (backflow error screen) on the liquid crystal display D, outputs a warning sound (error sound) corresponding to the backflow error via the speaker 14, and outputs (lights up) an effect light (hereinafter referred to as an error lamp: for example, red) notifying the user of the occurrence of an error via at least one of the lighting devices 33d, 34, 35, and 37.

[0086] In this way, even if the sub-control board 72 receives a settlement completion command from the main control board 70, if an error command has been received first, the sub-control board 72 will prioritize processing based on the error command (notifying an error). Then, as shown below, the sub-control board 72 will perform processing based on the settlement completion command (output of settlement completion sound) after the error is cleared.

[0087] (C6) When an operator or the like inputs (executes) an error clearance operation (error recovery process) corresponding to the backflow error, the main control board 70 sends a command (backflow error clearance command) to the sub-control board 72 indicating that the backflow error has been cleared. (C3, C5) Based on receiving the backflow error release command, the sub-control board 72 stops the backflow error notification and starts outputting the settlement completion sound ("Settlement completed"). To stop the backflow error notification, the sub-control board 72 changes the display on the liquid crystal display D from an error screen to a normal screen, stops outputting the error sound, and turns off the error lamp. The sub-control board 72 may display a screen indicating the completion of settlement while outputting the settlement completion sound (during settlement completion notification), and then display the normal screen. The sub-control board 72 may also turn off the error lamp and turn on the settlement in progress lamp while settlement completion is being notified. In that case, for example, if the lighting pattern (lighting color) of the error lamp and the settlement in progress lamp are the same, there will be no visible change.

[0088] In addition, for C3, C5, and C6, the error notification is stopped and the output of the settlement completion sound is started at the rising edge of the error release, but these may be performed based on the falling edge of the error release.

[0089] In this way, if an error (e.g., a backflow error) occurs during settlement notification, the error occurrence is notified after waiting for the settlement process to finish, so the player can be sure that settlement has been completed. In other words, the player can be prevented from making a mistaken understanding (for example, thinking that settlement has been interrupted). On the other hand, because the notification of the occurrence of an error is given priority over the output of the settlement completion sound, the time from the occurrence of an error to the notification of the error can be shortened, and the error can be dealt with at an early stage. Furthermore, if an error occurrence is notified during settlement notification, the processing becomes complicated, but the above-mentioned configuration does not lead to such complication of processing.

[0090] The process for reporting the occurrence of an error after the settlement process is completed and then outputting the settlement completion sound is not limited to the process described above. For example, in the above example, even if the sub-control board 72 receives an error command, it does not execute the process based on the reception of the error command until it receives a settlement completion command from the main control board 70. However, if an error occurs during the settlement process, the main control board 70 may transmit the error command to the sub-control board 72 after the settlement process is completed. Also, the main control board 70 may transmit the settlement completion command to the sub-control board 72 after the error is cleared (after the error clear command is sent).

[0091] Next, a configuration example of a process to be performed when an error occurs during notification of settlement completion will be described with reference to the timing chart shown in FIG. (D1, D2) When the settlement button 52 is pressed, the main control board 70 sends a settlement start command to the sub-control board 72 and starts the settlement process. (D7) Upon receiving a settlement start command from the main control board 70, the sub-control board 72 changes the display on the liquid crystal display D from the normal screen to a settlement in progress notification screen.

[0092] (D2, D3) Upon completion of the settlement process, the main control board 70 sends a settlement completion command to the sub-control board 72, and the sub-control board 72 begins outputting a settlement completion voice based on receiving the settlement completion command from the main control board 70.

[0093] (D4) When the main control board 70 detects a backflow error, it sends a backflow error command to the sub control board 72. (D3, D5) When the sub-control board 72 receives a backflow error command from the main control board 70 while it is outputting the settlement completion sound (i.e., while it is notifying the completion of settlement), it stops (cancels) the output of the settlement completion sound ("Settlement completed") (for example, stops at "Settle") and notifies the user of the backflow error based on the reception. Specifically, the sub-control board 72 displays a backflow error screen on the liquid crystal display D, outputs an error sound, and turns on the error lamp.

[0094] (D6) When an error clearing operation corresponding to the backflow error is input (executed) by an operator or the like, the main control board 70 transmits a backflow error clearing command to the sub-control board 72. (D5, D7) Upon receiving the backflow error clear command, the sub-control board 72 stops notifying the backflow error (stops output of the error sound and turns off the error lamp) and changes the display on the LCD display D from the error screen to the normal screen. (D3) In this example, even if the sub-control board 72 recovers from the error (receives a backflow error release command), it does not resume (output) the output of the settlement completion sound that was stopped in response to receiving the backflow error command. However, the sub-control board 72 may output the settlement completion sound together with recovery from the error (transition to the normal screen). In that case, the sub-control board 72 may output the settlement completion sound again from the beginning, rather than from the point where it was stopped.

[0095] In addition, in D5 and D6, the error notification is stopped at the rising edge of the error release, but the error notification may be stopped at the falling edge of the error release. Also, at D6 and D7, the screen transitions to the normal screen at the falling edge of the error release, but the screen may also transition to the normal screen at the rising edge of the error release.

[0096] In this way, if an error (e.g., a backflow error) occurs during a settlement completion notification, the notification of the occurrence of the error is prioritized without waiting for the output of the settlement completion voice to finish (even if the output of the settlement completion voice is in the middle of being output). In other words, a notification of an error with a higher priority (urgency) is output in priority over the settlement completion voice. This allows measures to be taken against the error early on. In other words, delays in dealing with the error can be prevented.

[0097] In D3 and D4, a case was shown in which an error occurred while the settlement completion sound was being output, but an error may occur after the settlement process is completed (after the settlement completion command is received) and before the first sound of the settlement completion sound (e.g., "se") is output. Even in such a case, the sub-control board 72 does not output the settlement completion sound (stops output) and notifies the user of the error. In other words, the sub-control board 72 prioritizes notifying the user of the error over outputting the settlement completion sound.

[0098] Next, a configuration example of the process when the cross button 57 is pressed during notification of the completion of settlement will be described with reference to the timing chart shown in FIG. (F1, F2) When the settlement button 52 is pressed, the main control board 70 sends a settlement start command to the sub-control board 72 and starts the settlement process. (F4, F7) The sub-control board 72 stops the illumination of the in-game lamp (e.g., white) and starts the illumination of the settlement lamp (e.g., red) based on receiving the settlement start command from the main control board 70. In this embodiment, the illumination of the settlement lamp and the illumination of the error lamp are in the same pattern.

[0099] (F2, F3) Upon completion of the settlement process, the main control board 70 sends a settlement completion command to the sub-control board 72, and the sub-control board 72 begins outputting a settlement completion voice upon receiving the settlement completion command from the main control board 70.

[0100] (F3, F5) If the cross button 57 is operated (pressed) while the settlement completion sound is being output (i.e., while the settlement completion notification is being given), the sub-control board 72 accepts the operation (press). In this example, the sub-control board 72 enables the operation of the cross button 57 while the settlement completion notification is being given (i.e., from the time the settlement completion command is received until the output of the settlement completion sound ends). Then, if the sub-control board 72 receives information (signal) (command) indicating that the cross button 57 has been pressed while the settlement completion sound is being output, it stops the output of the settlement completion sound based on the reception of the information (signal) (command) (for example, stops at "Settlement is complete").

[0101] (F5, F6, F7) Furthermore, when the sub-control board 72 receives information (signal) (command) indicating that the cross button 57 has been pressed while it is outputting the settlement completion sound, it turns off the settlement lamp and turns on the game lamp based on that reception, and shifts the display on the liquid crystal display D from the settlement notification screen to the menu screen (or the volume change screen). In other words, when the sub-control board 72 receives information indicating that the cross button 57 has been pressed while it is outputting the settlement completion sound, it performs processing based on the pressing of the cross button 57 based on that reception.

[0102] Note that, in F3 and F5, the cases where the cross button 57 is pressed while the settlement completion sound is being output are shown, but there are also cases where the cross button 57 is pressed after the settlement process is completed and before the first sound of the settlement completion sound (e.g., "se") is output. Even in such a case, the sub-control board 72 does not output (stops output of) the settlement completion sound and executes processing based on the pressing of the cross button 57. In other words, the sub-control board 72 prioritizes processing based on the pressing of the cross button 57 over the output of the settlement completion sound.

[0103] Also, with regard to F5 and F6, the menu screen is switched to when the cross button 57 is pressed on a falling edge, but it may be configured so that the menu screen is switched to when the cross button 57 is pressed on a rising edge.

[0104] In this way, if the cross button 57 is operated during the settlement completion notification, the operation of the cross button 57 is accepted (the operation of the cross button 57 takes priority) without waiting for the end of the settlement completion sound (even in the middle of the output of the settlement completion sound), and a process based on that operation (such as transition to a menu screen) is executed, so that, for example, the player can open the menu screen quickly and make desired settings without listening to the end of the settlement completion sound. In other words, it is possible to prevent the player from becoming dissatisfied (feeling stressed) by being unable to operate the cross button 57 without waiting for the end of the output of the settlement completion sound.

[0105] Here, the dashed line portion Z in F4 of FIG. 8 will be described. The dashed line portion Z indicates the lighting of the settlement lamp, which was originally scheduled to be executed. Here, let us consider a case where the cross button 57 is not pressed during the output of the settlement completion sound. In that case, even after the output of the settlement completion sound ("Settlement completed") is finished, the lighting of the settlement in progress lamp continues for a certain period of time. In other words, the sub-control board 72 outputs the settlement completion sound and lights up the settlement in progress lamp, which are notifications of the completion of the settlement process, and keeps the latter (lighting of the settlement in progress lamp) for a certain period of time even after the former (output of the settlement completion sound) is finished. Note that the sub-control board 72 shifts the screen (liquid crystal display D) to the normal screen when the output of the settlement completion sound is finished. In this way, by lighting up the settlement in progress lamp longer than the output of the settlement completion sound, it is possible to recognize that the settlement process has been completed for a certain period of time after the settlement process is finished. In other words, after the payment process is completed, the completion of the payment process is announced to those around for a certain period of time, making it easier for hall staff, for example, to recognize.

[0106] (Second embodiment) Next, a second embodiment of the present invention will be described with reference to the drawings. As shown in Fig. 10, a slot machine (game machine) 10 of the present invention includes a box-shaped housing 11 with an opening on the front side, which faces the player, and a front door 12 for opening and closing the front opening of the housing 11. The housing 11 houses a reel unit in which a rotatable first reel 20a, a second reel 20b, and a third reel 20c are unitized, a hopper device for paying out medals (game value), and the like. The front door 12 is divided into an upper door 12a and a lower door 12b, and the upper door 12a and the lower door 12b can be opened and closed freely relative to the housing 11.

[0107] The upper door 12a is provided with devices for effects such as a liquid crystal display (display means) 13 and a speaker 14, and a display window 16. The liquid crystal display 13 displays images (moving images, still images) for various effects. The speaker 14 outputs sounds (music, sound effects, voice, etc.) for various effects. Note that, in addition to the liquid crystal display 13 and the speaker 14, other devices for effects may include illumination devices such as lamps (LEDs), movable props that can be operated by actuators, etc.

[0108] A reel unit is disposed behind the display window 16 so that a part of it can be seen from outside the display window 16. A plurality of types of symbols are disposed in a row on the outer circumferential surface of each of the reels 20a to 20c, and when each of the reels 20a to 20c stops, three symbols (upper row symbols, middle row symbols, lower row symbols) are displayed per reel through the display window 16. The display window 16 is also provided with upper, middle, and lower rows as display positions for visually seeing the symbols of each of the reels 20a to 20c, and a winning line is set by a combination of the display positions of each of the reels 20a to 20c. The gaming machine of this embodiment has two active lines: one active line formed by the middle of the first reel 20a, the top of the second reel 20b, and the middle of the third reel 20c, and the other active line formed by the middle of the first reel 20a, the bottom of the second reel 20b, and the middle of the third reel 20c. In addition, in the gaming machine of this embodiment, the number of medals required for one game (prescribed number) is set to three, and when the prescribed number of medals is inserted, the active line is activated.

[0109] In the slot machine 10, when a game starts, each of the reels 20a to 20c starts to rotate, and an internal lottery is executed to determine whether any of the winning combinations will be a win or a loss (non-win). Next, when the reels 20a to 20c stop, if a symbol combination corresponding to a winning combination selected in the internal lottery is displayed on an active line, this winning combination will be a win, and a process (award winning process) corresponding to the winning combination that has been selected will be executed.

[0110] Below the display window 16, there are provided a game information display section 17 and an advantageous zone indicator 18. The game information display section 17 is made up of an LED, a lamp, a 7-segment display, etc., and displays various game information such as the number of medal credits, the number of medals paid out or won in one game, error information, etc. The advantageous zone indicator 18 also has an LED, and by turning this LED on and off, it is possible to notify whether or not the player is staying in the advantageous zone.

[0111] The lower door 12b is provided with a medal insertion port 22 for inserting medals, a bet button 23 for betting credited medals, a start lever (game start operation means) 24 operated when starting a game, stop buttons (stop operation means) 26a, 26b, 26c for stopping the spinning reels, a payout port 27 from which medals are paid out by a hopper device, and a medal receiving tray 28 for receiving medals paid out from the payout port 27. In addition, at the back of the medal insertion port 22, a medal sensor 29 (see FIG. 11) is provided for detecting the passage of medals inserted from the medal insertion port 22.

[0112] In the slot machine 10, when medals are inserted into the medal insertion slot 22 or when a specified number of medals are bet by operating the bet button 23, the operation of the start lever 24 is enabled. Furthermore, when the enabled start lever 24 is operated, a game is started. When the game is started, each of the reels 20a to 20c starts to rotate, and when the rotation speed of each of the reels 20a to 20c reaches a certain speed and reaches a steady rotation, the operation of the stop buttons 26a to 26c is enabled. Furthermore, when the enabled stop buttons 26a to 26c are operated, each of the reels 20a to 20c corresponding to the operated stop button 26a to 26c is stopped.

[0113] As shown in Fig. 11, the slot machine 10 is provided with a main control board (main control device) 31 and a sub-control board (sub-control device) 32 inside. The main control board 31 receives input signals from input means such as the bet button 23, the start lever 24, the stop buttons 26a to 26c, and the medal sensor 29, performs various calculations for executing a game, and controls output means such as the reel unit and the hopper device based on the calculation results. The sub-control board 32 receives signals sent from the main control board 31, performs various calculations for executing a performance, and controls devices for performance such as the liquid crystal display 13 and the speaker 14 based on the calculation results.

[0114] In addition, the main control board 31 and the sub-control board 32 are electrically connected, and various information (signals), such as information indicating the game status, can be transmitted from the main control board 31 to the sub-control board 32, but information cannot be transmitted from the sub-control board 32 to the main control board 31. In addition, the functions of each board, such as the main control board 31 and the sub control board 32, are realized by hardware such as various processors (CPU, DSP, etc.), ICs, or information storage media such as ROM and RAM, or by software consisting of a predetermined program pre-stored in ROM, etc.

[0115] The main control board 31 includes an input receiving means 40, a random number generating means 41, an internal lottery means 42 for performing an internal lottery to determine whether a winning combination has been achieved, a reel control means 43 for controlling the rotation of the reels, a winning determination means 44 for determining whether a winning combination has been achieved when all the reels have stopped, a payout control means 45, a replay control means 46, a setting change means 47, an initialization means 48, a game state control means 49, an instruction function control means 51, a performance main control means 52, and a storage means 60. The storage means 60 includes a ROM and a RAM. The sub-control board 32 also includes a performance sub-control means 70 and a sub-side storage means 72. The sub-side storage means 72 also includes a ROM and a RAM.

[0116] The main performance control means 52 and the sub-performance control means 70 constitute the performance control means 100. The main performance control means 52 issues instructions to the sub-performance control means 70 based on the game state, the performance state, and the like. The sub-performance control means 70 controls the performance device using the performance data stored in the sub-side storage means 72 based on the game state, the information on the performance state, or the information on whether or not to perform the instruction performance transmitted from the main performance control means 52. The control performed by the main performance control means 52 described in this embodiment may be performed by the sub-performance control means 70, and the control performed by the sub-performance control means 70 may be performed by the main performance control means 52. The control performed by the performance control means 100 described in this embodiment may be performed by the instruction function control means 51, and the control performed by the instruction function control means 51 may be performed by the performance control means 100.

[0117] The insertion reception means 40 accepts insertion of medals for each game, and performs processing to validate a game start operation on the start lever 24 based on the insertion of a specified number of medals. Specifically, when medals are inserted into the medal insertion slot 22, the medal sensor 29 detects the medals, and the insertion reception means 40 sets the inserted medals to an insertion state (betting state) up to a specified number. Also, when the bet button 23 is pressed in a state in which medals are credited, the insertion reception means 40 sets the credited medals to an insertion state up to a specified number. In the gaming machine of this embodiment, the first pressing operation on the start lever 24 that is validated based on the insertion of a specified number of medals is accepted as a game start operation, and the operation triggers the start of rotation of the reels 20a to 20c, and a lottery such as an internal lottery is performed.

[0118] The insertion acceptance means 40 also controls so that medals owned by the player are not set to an inserted state in the next game after the game in which the replay was won. Specifically, if a replay was won in the previous game, even if medals are inserted into the medal insertion slot 22 while the insertion of medals is being accepted, the inserted medals are not set to an inserted state, and the inserted medals are credited up to the credit upper limit (for example, 50 medals). Also, while the insertion of medals is being accepted, operation of the bet button 23 is not accepted, so that the credited medals are not set to an inserted state even if the bet button 23 is pressed.

[0119] The random number generating means 41 generates random numbers for lottery. The random numbers can be generated based on the count value of an increment counter (a counter that counts numbers so as to circulate within a predetermined count range), for example. In this embodiment, the "random numbers" include not only values ​​that are generated randomly in the mathematical sense, but also values ​​that are generated regularly but whose acquisition timing is irregular and therefore can essentially function as random numbers.

[0120] The internal lottery means 42 performs an internal lottery using an internal lottery table based on the operation of the activated start lever 24 (that is, the start of a game). In the internal lottery table, various winning roles including small roles, replays, and bonuses and losing roles (non-winning roles) are associated with each of a plurality of random numbers (for example, 65536 random numbers from 0 to 65535), and a plurality of internal lottery tables are stored in the internal lottery table storage area 61 provided in the ROM of the storage means 60. In the gaming machine of this embodiment, as described later, a general state in a non-RT state, an RB internal state in a non-RT state, a general state in an RT1 state, an RB internal state in an RT1 state, and an RB operating state can be set as the game state, and six setting values ​​from setting 1 to setting 6 can be set as the setting value, and the internal lottery means 42 selects an internal lottery table according to the game state and the setting value to perform an internal lottery. A minor win is a win that allows a player to receive a payout of a predetermined number of medals according to the minor win. A replay is a win that allows a player to play again without consuming any more medals. When a replay is won, the operation of the start lever 24 is enabled without the player using any medals, and the player can start playing by operating the start lever 24.

[0121] In the internal lottery, a random number value for lottery is obtained from the random number generating means 41, and this random number value is compared with the internal lottery table to determine whether or not a winning role has been won, and the winning role associated with the random number value becomes a winning role. Specifically, the internal lottery table is provided with a plurality of winning areas as shown in FIG. 12, and each random number value obtained from the random number generating means 41 is associated with one of the winning areas. In addition, the winning areas include winning areas that include one or more winning roles (are associated with winning roles), and winning areas that do not include any winning roles (are associated with losses). In addition, the combinations of winning roles included in each winning area are different. And, all winning roles that belong to the winning areas that are associated with the random number value obtained from the random number generating means 41 become winning roles as a result of the internal lottery. Hereinafter, when a role that belongs to a winning area wins in the internal lottery, it is also referred to as "the winning area wins". In addition, when no role wins, it is also referred to as "the winning area 'non-winning' wins".

[0122] As shown in FIG. 12, in the gaming machine of this embodiment, small prizes 1 to 43 are prepared as small prizes. In addition, "Cherry", "Watermelon", "Chance", "Bell H", "Bell A1", "Bell A2", "Bell B1", "Bell B2", "Bell C1", "Bell C2", "Bell D1", "Bell D2", "Bell E1", "Bell E2", "Bell F1", "Bell F2", "Bell G", "JAC-A", "JAC-B", "1 piece A", "1 piece B", "1 piece C", "1 piece D", "1 piece E", "1 piece F" and "1 piece G" are prepared as winning areas including small prizes. In addition, small prize 1 and small prize 2 are 3-piece prizes in which 3 medals are paid out when winning, small prize 3 to small prize 9 are 7-piece prizes in which 7 medals are paid out when winning, and small prize 10 to small prize 43 are 1-piece prizes in which 1 medal is paid out when winning. In the following, the winning areas "Bell A1", "Bell A2", "Bell B1", "Bell B2", "Bell C1", "Bell C2", "Bell D1", "Bell D2", "Bell E1", "Bell E2", "Bell F1" and "Bell F2" will be collectively referred to as the winning area "Bell in Batting Order". In the following, the winning areas "1 A", "1 B", "1 C", "1 D", "1 E" and "1 F" will be collectively referred to as the winning area "1 choice".

[0123] The winning area "JAC-A" is a winning area where all small roles (small roles 1 to 43) overlap and win. The winning area "JAC-B" is a winning area where multiple 1-piece roles (small roles 10, 11, 14 to 31, 34, 36 to 43) overlap and win. The winning area "Cherry" is a winning area where multiple 3-piece roles and multiple 1-piece roles overlap and win. The winning areas "Watermelon" and "Chance" are winning areas where multiple 1-piece roles overlap and win. The winning area "Battle Order Bell" is a winning area where any one of the 7-piece roles and a 1-piece role overlap and win. The winning area "Bell H" is a winning area where multiple 7-piece roles and a 1-piece role overlap and win. The winning area "Bell G" is a winning area where multiple 7-piece roles overlap and win. The winning area "Select 1" is a winning area where multiple 1-piece roles overlap and win.

[0124] In addition, in the gaming machine of this embodiment, replays are provided as Replay 1 to Replay 4. In addition, "Replay A" and "Replay B" are provided as winning areas including replays.

[0125] The winning areas "Replay A" and "Replay B" are winning areas where multiple replays can be won at the same time.

[0126] In addition, in the gaming machine of this embodiment, a regular bonus (RB) is prepared as a bonus. Also, the winning areas "1 choice" and "Bell G" are set so that the regular bonus (RB) can be won in duplicate. Also, in the winning areas "1 choice" and "Bell G", when the gaming state is in the normal state, the regular bonus (RB) can be won in duplicate, but when the gaming state is in the RB inside state, the regular bonus (RB) cannot be won in duplicate. In the gaming machine of this embodiment, a so-called first-class special bonus is assumed as the bonus, but other bonuses, such as a bonus continuous operation device (big bonus (RBB)) related to the first-class special bonus, may also be used. Other bonuses may also be installed. The installed bonuses may be set to win independently, or may be set to win in combination with a replay or small bonus. For example, a winning area in which a regular bonus (RB) is won independently may be provided.

[0127] In addition, a "no win" area is provided as a winning area associated with a losing win.

[0128] Each winning area is set to be winable or not winable depending on the game state. In other words, the internal lottery means 42 selects an internal lottery table according to the game state and performs an internal lottery, thereby changing the winning combination that can be won. In other words, in each game state, an internal lottery is performed using an internal lottery table in which the winning areas that can be won in each game state are included in the lottery targets. In FIG. 12, a "◯" mark indicates whether each winning area can be won in each game state. That is, the winning areas "Not Winning", "JAC-A" and "JAC-B" are won when the game state is in the RB operating state, and are not won in the normal state or the RB inside state. In addition, the winning areas other than the winning areas "Not Winning", "JAC-A" and "JAC-B" are won when the game state is in the normal state or the RB inside state, and are not won in the RB operating state. As will be described later, although the probability of winning the replay winning area varies depending on the RT state, the winning areas that can be won are the same regardless of the RT state.

[0129] A different winning area number is assigned to each winning area, and each winning area can be identified by the winning area number.

[0130] In addition, in the gaming machine of this embodiment, the probability of winning a small prize is the same in the normal state and the RB inside state. Also, the probability of winning a replay is the same in the normal state and the RB inside state. Also, in the RB operating state, a replay cannot be won. In other words, in the normal state and the RB inside state, the probability of winning a replay is higher than in the RB operating state.

[0131] The internal lottery means 42 sets the winning flag corresponding to the winning combination resulting from the internal lottery from a non-winning state (OFF state) to a winning state (ON state). In addition, when multiple winning combinations are won at the same time, the winning flag corresponding to each of the overlapping winning combinations is set from a non-winning state to a winning state. In addition, the setting information of the winning flag is stored in the winning flag storage area 62 provided in the RAM of the storage means 60.

[0132] In addition, there are two types of winning flags: a winning flag (carry-over flag) that can carry over a winning state to the next game or later until a prize is won, and a winning flag (non-carry-over flag) that is reset to a non-winning state without carrying over a winning state to the next game or later regardless of whether a prize is won. A role to which the carry-over flag is associated is a regular bonus (RB). A role to which the non-carry-over flag is associated is a small role and a replay. For example, when the regular bonus (RB) is won in the internal lottery, the internal lottery means 42 carries over the winning state of the winning flag of the regular bonus (RB) until the regular bonus (RB) is won. At this time, the internal lottery means 42 performs an internal lottery to determine whether or not the small role and the replay are won, even in a game in which the winning state of the winning flag of the regular bonus (RB) is carried over. In other words, in a game in which the winning state of the winning flag of the regular bonus (RB) is carried over, when a small winning combination or a replay is won, the winning flags corresponding to two or more types of combinations, i.e., the winning flag of the regular bonus (RB) already won and the winning flag of the small winning combination or replay won by the internal lottery, are set to the winning state.

[0133] In addition, the slot machine 10 is designed so that the probability of winning a combination varies depending on the difference in the setting value for the six setting values ​​from setting 1 to setting 6. Specifically, when the setting is changed, the internal lottery table group consisting of a plurality of internal lottery tables selected according to the game state is changed to an internal lottery table group corresponding to each setting, and the internal lottery table group is changed to one with a different probability of winning a small combination, replay, or bonus depending on the setting.

[0134] The setting change means 47 controls to change the setting value stored in the setting value storage area 63 provided in the RAM of the storage means 60. Specifically, when the setting change key is inserted into the setting change key cylinder provided inside the slot machine 10 and the power supply of the slot machine 10 is turned on with the setting change key (setting change key cylinder) rotated 90 degrees clockwise from the initial position, the setting change means 47 starts the slot machine 10 in the setting change mode. The setting value can be selected from six setting values ​​from setting 1 to setting 6, and the winning probability of the internal lottery is changed so that the expected value of the ball payout rate increases in order from setting 1 to setting 6. The setting change means 47 changes the setting value in the order of setting 1 → setting 2 →... setting 6 → setting 1 →... each time the setting change button provided inside the slot machine 10 is pressed in the setting change mode, and when the start lever 24 is pressed, the setting value is confirmed and the confirmed setting value is stored in the setting value storage area 63. In addition, it is possible to switch from the setting change mode to the game mode by returning the setting change key inserted into the setting change key cylinder to its initial position. In this embodiment, the setting values ​​are expressed in the order of setting 1<setting 2<setting 3<setting 4<setting 5<setting 6.

[0135] Moreover, when the power is turned on with the setting change key cylinder in the initial position, the slot machine 10 is started in the game mode. In the game mode, the game can be played but the setting values ​​cannot be changed, and in the setting change mode, the setting values ​​can be changed but the game cannot be played.

[0136] When the setting value is changed, the initialization means 48 performs an initialization process to initialize at least a part of the information stored in the RAM of the storage means 60. Specifically, when the setting value is changed, the initialization means 48 performs a process to return the game state, game section, and presentation state to their initial states, which will be described later. That is, when the setting value is changed, the game state becomes a normal state, the game section becomes a non-advantageous section, and the presentation state becomes a normal presentation state, and these states become the same as when the power is turned on for the first time after shipping from the factory. In addition, the initialization means 48 initializes other information related to presentation stored in the RAM of the storage means 60 in the initialization process. In addition, the sub-control board 32 also has an initialization means (not shown), and when a signal notifying that the setting value has been changed is transmitted from the main control board 31, the initialization means of the sub-control board 32 initializes information related to presentation stored in the RAM of the sub-side storage means 72. In addition, even if the setting value is changed, the game state, game section, and presentation state may not return to their initial states.

[0137] The reel control means 43 starts the rotation of each of the reels 20a-20c when the enabled start lever 24 is operated (i.e., the start of a game) under the control of the main control board 31, and when the enabled stop buttons 26a-26c are operated, controls the stopping of the reel corresponding to the operated stop button.

[0138] That is, the reel control means 43 determines the stop position of the reel corresponding to the operated button among the first reel 20a to the third reel 20c every time the stop buttons 26a to 26c are operated, and controls the reel to stop at the determined stop position. In the slot machine 10, when the stop button 26a is operated, the first reel 20a stops spinning, when the stop button 26b is operated, the second reel 20b stops spinning, and when the stop button 26c is operated, the third reel 20c stops spinning. Therefore, the stop order of the first reel 20a to the third reel 20c changes depending on the operation order (batting order) of the stop buttons 26a to 26c.

[0139] In the following, the order of the stop operations (operation order of the stop buttons 26a to 26c) is referred to as the "batting order", which is the order of all the stop buttons 26a to 26c. Of the stop operations constituting the batting order, the first stop operation is referred to as the "first stop operation", the second stop operation is referred to as the "second stop operation", and the third stop operation is referred to as the "third stop operation".

[0140] In the following description, the operation of the stop buttons 26a, 26b, and 26c that stop the rotating reels in the order of the first reel 20a, the second reel 20b, and the third reel 20c is referred to as "batting order 1," the operation of the stop buttons 26a, 26b, and 26c that stop the rotating reels in the order of the first reel 20a, the third reel 20c, and the second reel 20b is referred to as "batting order 2," and the operation of the stop buttons 26a, 26b, and 26c that stop the rotating reels in the order of the second reel 20b, the first reel 20a, and the third reel 20c is referred to as "batting order 3." ", the operation of the stop buttons 26a, 26b, 26c that stop the rotating reels in the order of the second reel 20b, the third reel 20c, and the first reel 20a is designated as "batting order 4", the operation of the stop buttons 26a, 26b, 26c that stop the rotating reels in the order of the third reel 20c, the first reel 20a, and the second reel 20b is designated as "batting order 5", and the operation of the stop buttons 26a, 26b, 26c that stop the rotating reels in the order of the third reel 20c, the second reel 20b, and the first reel 20a is designated as "batting order 6".

[0141] In the stop control when the stop buttons 26a to 26c are operated, the reel control means 43 stops each of the reels 20a to 20c so that a winning combination with a winning flag set to a winning state wins. Specifically, in a state where the winning flag of one winning combination is set to a winning state, the reels 20a to 20c are stopped so that this winning combination wins. In addition, in a state where the winning flags of multiple winning combinations are set to a winning state in a overlapping manner, the reels 20a to 20c are stopped so that a predetermined winning combination wins according to the priority order set for each combination. In the gaming machine of this embodiment, the priority order is set in the order of "replay>minor combination>bonus". Then, the reel control means 43 stops the reels 20a to 20c so that the symbols constituting the winning form of the combination with a higher priority are displayed on the pay line in preference to the symbols constituting the winning form of the combination with a lower priority.

[0142] In addition, when multiple types of small roles are won in the internal lottery, the priority order of the candidates for the stop positions may be determined according to the number of symbol combinations that can be displayed on the effective line, or according to the number of medals to be paid out based on the payouts that are determined in advance for the small roles. When determining the priority order of the candidates for the stop positions according to the number of symbol combinations that can be displayed on the effective line, the priority order of each candidate for the stop positions is determined so that the priority order of the candidate for the stop positions increases as the number of symbol combinations that show winning forms that can be displayed on the effective line increases. When determining the priority order of the candidates for the stop positions according to the number of medals to be paid out, the priority order of each candidate for the stop positions is determined so that the priority order of the candidate for the stop positions increases as the number of medals to be paid out based on the payouts of the small roles corresponding to the symbols displayed at the display positions on the effective line increases (stop positions that can win a small role with a large payout). However, when determining the priority order of the candidates for the stop positions according to the number of medals to be paid out, if the same payouts of small roles are won multiple times, the priority order of the candidates for the stop positions that can win each small role is treated as being the same.

[0143] Each winning area "batting order bell" is set with a correct batting order and an incorrect batting order. Specifically, as shown in FIG. 13, when any of the winning areas "batting order bell" is won, if the operation is performed in the correct batting order, a 7-piece role will be won, and if the operation is performed in the incorrect batting order, a 1-piece role may be won (7-piece role will not be won). Also, each winning area "batting order bell" is set with one correct batting order, and the other five batting orders are set as incorrect batting orders. The contents in parentheses in FIG. 13 indicate the winning rate of a 1-piece role when a stopping operation is performed in that batting order. In other words, the notation "1-piece role (1 / 2)" indicates that, assuming that the timing of the stopping operation is random, there is a 1 / 2 probability that a 1-piece role will be won and a 1 / 2 probability that the 1-piece role will be missed (1-piece role will not be won). Also, in Fig. 13, the part written in black as "1-piece role (1 / 2)" has the same stop control between the normal state and the inside RB state, while the part written in white as "1-piece role (1 / 2)" (part filled in black) has a different stop control between the normal state and the inside RB state. Specifically, the part written in white as "1-piece role (1 / 2)" (part filled in black) has a 1 / 2 probability of winning a 1-piece role and a 1 / 2 probability of missing a 1-piece role in the inside RB state, while in the normal state, it has a 1 / 1 probability of winning a 1-piece role.

[0144] When any of the winning areas "batting order bell" is won, if the stop buttons 26a to 26c are pressed in the correct batting order, the priority is determined so that the candidate stop positions that can win small winning combinations 4 to 9 have the highest priority, and if the stop buttons 26a to 26c are pressed in the incorrect batting order, the priority is determined so that the candidate stop positions that can win small winning combinations 10 to 43 have the highest priority.

[0145] In addition, in each of the winning areas "1 choice", a bonus avoidance batting order that does not allow the regular bonus (RB) to be won and a bonus winning batting order that allows the regular bonus (RB) to be won are determined. Specifically, as shown in FIG. 14, when any of the winning areas "1 choice" is won, if an operation is performed in the bonus avoidance batting order, a 1-piece role will always be won, and the bonus will be avoided. On the other hand, if an operation is performed in the bonus winning batting order, a bonus can be won. Specifically, if an operation is performed in the bonus winning batting order, a regular bonus (RB) will be won with a predetermined probability (1 / 2 probability), and a 1-piece role will be won with the remaining probability (1 / 2 probability). That is, when the winning area "1 choice" is won, if a stop operation is performed in the bonus winning batting order and each stop operation is performed at a timing when the regular bonus (RB) can be won (the timing when the symbols constituting the symbol combination that wins the bonus stop on the effective line), the regular bonus (RB) will be won.

[0146] In addition, each of the winning areas "1 choice" is set to be a bonus avoidance batting order or a bonus winning batting order depending on the stop buttons 26a to 26c operated in the first stop operation. Specifically, in the winning area "1 piece A" or the winning area "1 piece B", the pressing order to stop the first reel 20a first is set as the bonus avoidance batting order, and the pressing order to stop the second reel 20b or the third reel 20c first is set as the bonus winning batting order. In addition, in the winning area "1 piece C" or the winning area "1 piece D", the pressing order to stop the second reel 20b first is set as the bonus avoidance batting order, and the pressing order to stop the first reel 20a or the third reel 20c first is set as the bonus winning batting order. In addition, for the winning area "1 piece E" or the winning area "1 piece F," the pressing order that causes the third reel 20c to stop first is set as the bonus avoidance batting order, and the pressing order that causes the first reel 20a or the second reel 20b to stop first is set as the bonus winning batting order.

[0147] In addition, in the gaming machine of this embodiment, the winning of the regular bonus (RB) cannot be avoided by simply continuing the stop operation aiming at a specific symbol. Specifically, for multiple winning areas "1 choice" in which the same batting order is assigned to the bonus winning batting order (in other words, the same batting order is assigned to the bonus avoidance batting order), the timing of the stop operation at which the regular bonus (RB) is won is different when the stop operation is performed in the bonus winning batting order of each winning area "1 choice", and if the stop operation is continued aiming at a specific symbol, the winning of the regular bonus (RB) can be avoided when one winning area "1 choice" is won, but the winning of the regular bonus (RB) cannot be avoided when the other winning area "1 choice" is won.

[0148] Although not shown in the figure, the winning area "1 piece G" is designed to always win a 1 piece role regardless of the stopping operation in any hitting order. In other words, when the winning area "1 piece G" is won, it is not possible to win a bonus.

[0149] The winning determination means 44 is activated when the reels 20a-20c stop spinning, and determines whether or not a winning combination has been achieved based on the stopping state of the reels 20a-20c. Specifically, the winning combination displayed (stopped display) on the pay line by the stopping of the reels 20a-20c is compared with the winning determination table stored in the ROM of the storage means 60. The winning determination table stores the winning form (the symbol combination that wins when stopped and displayed) of each winning combination, and the above-mentioned comparison determines whether or not a winning combination has been achieved and the type of winning combination that has been achieved. When a winning combination has been achieved, the main control board 31 executes a winning process corresponding to the winning combination that has been achieved. Specifically, as the winning process, when a small combination has been achieved, a payout process is performed, when a replay has been achieved, a replay process (replay process) is performed, and when a bonus has been achieved, a process of shifting the game state (game state shift control process) is performed.

[0150] Here, the payout process is a process of paying out a number of medals determined based on the payout determined for each role when a minor winning combination is achieved, and is performed by the payout control means 45. When a minor winning combination is achieved, the payout control means 45 determines the number of medals to be paid out based on the payout determined for each role, and causes the hopper device to pay out the determined number of medals to be paid out. Note that, when credit is permitted, instead of actually paying out medals using the hopper device, a credit addition process is performed to add the payout number to the credit number (the number of credited medals) stored in the credit storage area provided in the RAM of the storage means 60, and medals are virtually paid out.

[0151] In the gaming machine of this embodiment, three medals are paid out when small winning symbols 1 and 2 are won, seven medals are paid out when small winning symbols 3 to 9 are won, and one medal is paid out when small winning symbols 10 to 43 are won.

[0152] Moreover, the replay process is a process in which, when a replay wins, the next game is set to the same game start waiting state as the previous game without the player having to insert any medals owned by the player, and is performed by the replay control means 46. When a replay wins, an automatic insertion process is performed in which the same number of medals as the number set to the insertion state in the previous game (the game in which the replay won) are automatically inserted without using the medals held by the player (including credited medals), and the game waits for the next game start operation on the start lever 24 in a state in which an effective line corresponding to the number of medals inserted by the automatic insertion process is set. Moreover, when the automatic insertion process is performed, it is not possible to insert additional medals.

[0153] The game state control means 49 performs a game state transition control process to transition the game state between a general state (normal state), an RB internal state (a bonus internal state), and an RB operating state (a bonus state), and to transition the game state (RT state: a replay time state) between a non-RT state (a non-replay time state) and an RT1 state (a first replay time state: a specific game state), as shown in Fig. 15. Specifically, the game state control means 49 transitions the game state between a general state in a non-RT state, an RB internal state in a non-RT state, an RB operating state, a general state in an RT1 state, and an RB internal state in an RT1 state. The game state transition condition may be one condition or multiple conditions. When multiple conditions are defined, the game state may be transitioned based on one of the multiple predetermined conditions being satisfied, or based on multiple or all of the multiple predetermined conditions being satisfied.

[0154] As described above, the internal lottery means 42 selects an internal lottery table according to the game state and performs an internal lottery. Specifically, in the normal state, the internal lottery is performed by referring to an internal lottery table in which the regular bonus (RB) is set as a lottery object. In the RB internal state, the internal lottery is performed by referring to an internal lottery table in which the regular bonus (RB) is excluded from the lottery object. In the RB operation state, the internal lottery is performed by referring to an internal lottery table in which the regular bonus (RB) is excluded from the lottery object. In the non-RT state, the internal lottery is performed by referring to an internal lottery table in which the winning probability of the replay is set to about 1 / 7.3. In the RT1 state, the internal lottery is performed by referring to an internal lottery table in which the winning probability of the replay is set to about 1 / 7.3, which is different from the non-RT state.

[0155] In the initial state, the game state is the normal state and the non-RT state. Also, it is possible to transition from the general middle state to the RB internal middle state. When a regular bonus (RB) is won in the general middle state, the game state control means 49 transitions the game state to the RB internal middle state. In the gaming machine of this embodiment, the probability of transitioning to the RB internal middle state in a game in the general middle state (probability of winning a regular bonus (RB) in an internal lottery in the general middle state) is set to about 1 / 2, but may also be set to, for example, about 1 / 3, or 1 / 4 or more.

[0156] The RB inside state is a game state to which the game state is shifted when the regular bonus (RB) is won in the internal lottery. In the RB inside state, the lottery flag corresponding to the regular bonus (RB) is maintained in a winning state until the regular bonus (RB) is won, and when the symbol combination showing the winning form of the regular bonus (RB) is displayed on the pay line, the game state control means 49 shifts the game state from the RB inside state to the RB operating state.

[0157] The RB operating state is a game state to which the game state is entered when a symbol combination indicating a winning form of a regular bonus (RB) is displayed on an active line. In the RB operating state, it is determined whether or not the termination condition of the RB operating state is satisfied based on the number of times a minor winning combination has been won and the number of times the game has been played. Specifically, it is determined that the termination condition of the RB operating state is satisfied when the number of times a minor winning combination has been won in the RB operating state reaches 8 times or the number of times the game has been played in the RB operating state reaches 12 times. When the termination condition of the RB operating state is satisfied, the game state control means 49 transitions the game state from the RB operating state to the normal state. The condition for ending the bonus state may be determined by the total number of medals paid out, etc.

[0158] In addition, the gaming state control means 49 transitions the RT state, which is a part of the gaming state, between a non-RT state and an RT1 state, which have different replay selection patterns. Specifically, the gaming state control means 49 transitions the RT state to the RT1 state when the termination condition of the RB operating state is met. In other words, the termination of the RB operating state is the transition condition to the RT1 state. That is, the gaming state control means 49 transitions the gaming state to a general state of the RT1 state when the termination condition of the RB operating state is met.

[0159] The RT1 state is a game state (RT state) to which the state transitions upon the end of the RB operating state. The RT1 state can be transitioned to a non-RT state. The number of times of play in the RT1 state is managed by the RT play number counter 68 provided in the RAM of the storage means 60, and the game state control means 49 transitions the RT state to a non-RT state when a predetermined number of plays (20 times in this case) have been played in the RT1 state. Specifically, when the RT state transitions to the RT1 state, the game state control means 49 sets "20" in the RT play number counter 68 as a value corresponding to the number of plays that is the end condition of the RT1 state. In addition, the game state control means 49 performs a decrement process to subtract a value "1" corresponding to one play from the RT play number counter 68, triggered by a game start operation on the start lever 24, every time a play is played in the RT1 state. Then, when the stored value of the RT game number counter 68 reaches the threshold value "0", it is determined that the number of games that satisfy the end condition of the RT1 state have been played, the RT1 state is terminated, and the RT state is transitioned to a non-RT state. Specifically, when the stored value of the RT game number counter 68 reaches the threshold value "0" in the general state of the RT1 state, the state is transitioned to the general state of the non-RT state, and when the stored value of the RT game number counter 68 reaches the threshold value "0" in the RB inside state of the RT1 state, the state is transitioned to the RB inside state of the non-RT state.

[0160] The condition for terminating the RT1 state does not have to be the execution of a predetermined number of games (20 times), but may be, for example, winning a bonus, placing a bonus, or placing a specific role (a specific symbol combination being displayed on a winning line), etc.

[0161] The RT game number counter 68 may have a value of 0 when the game is switched to the RT1 state, and may add a value of "1" corresponding to one game each time a game is played in the RT1 state. In other words, the stored value of the RT game number counter 68 may indicate the number of games played in the RT1 state or the number of games remaining in the RT1 state, and may not directly indicate the number of games. In other words, the stored value of the RT game number counter 68 may be any value that changes according to the number of games played in the RT1 state.

[0162] In addition, the RT state may be provided in addition to the non-RT state and the RT1 state. In addition, at least one of the winning probability of the replay, the type of the replay to be selected, or the combination of the replays to be selected in a duplicate may be different between the multiple RT states depending on the RT state. In other words, the selection mode of the replay may be different depending on the RT state. For example, when moving from the general state to the RB inside state, the RT state may be changed. Specifically, when moving from the general state of the non-RT state to the RB inside state, the winning probability of the replay may be changed to move to the RB inside state of the RT2 state. In addition, when moving from the general state of the RT1 state to the RB inside state, the winning probability of the replay may be changed to move to the RB inside state of the RT3 state. In this case, when a total of 20 games are played in the RT1 state and the RT3 state, the RT3 state (or the RT1 state) may be changed to move to the non-RT state. In other words, in the RT3 state, the stored value of the RT game number counter 68 in the RT1 state may be taken over, and the same processing as in the RT1 state may be executed as processing related to the RT game number counter 68.

[0163] The instruction function control means 51 includes a game zone control means 80, a presentation state control means 81, and a bonus granting means 82. The instruction function control means 51 performs processing related to the operation of an instruction function that assists the winning of a predetermined role in an advantageous zone. Specifically, when a predetermined role is won, the instruction function control means 51 determines whether or not to perform an instruction presentation that assists the winning of this role. More specifically, when the winning area "batting order bell" is won, the instruction function control means 51 determines whether or not to perform an instruction presentation (batting order navigation presentation) that notifies the correct batting order and assists the winning of a 7-piece role. Then, based on this decision, the presentation control means 100 causes the liquid crystal display 13 or the like to execute the batting order navigation presentation.

[0164] In addition, the instruction function control means 51 determines whether or not to perform an instruction performance to avoid the winning of a special role when a special role can be won (when a special role is won). Specifically, the instruction function control means 51 determines whether or not to perform an instruction performance to assist in avoiding the winning of a regular bonus (RB) in a situation where a regular bonus (RB) as a special role is set to a winning state and the regular bonus (RB) can be won. More specifically, the instruction function control means 51 determines whether or not to perform an instruction performance (bonus avoidance performance) to assist in avoiding the winning of a regular bonus (RB) by notifying a bonus avoidance batting order when the winning area "one choice" is won. Then, based on this decision, the performance control means 100 causes the liquid crystal display 13 or the like to execute a bonus avoidance performance. Although the details will be described later, the bonus avoidance performance is basically executed when the winning area "one choice" is won in an advantageous zone (when a regular bonus (RB) can be won), but is not executed in a predetermined zone such as after the end of the AT performance state. In the gaming machine of this embodiment, when a specified winning area (winning area "1 choice") is won, the winning of a bonus can be avoided by performing a stopping operation in the bonus avoidance hitting sequence. However, if the configuration allows the winning of a bonus to be avoided by performing a stopping operation at a specified timing when a specified winning area is won, the presentation that instructs the player to perform a stopping operation at the specified timing may be the bonus avoidance presentation.

[0165] The game zone control means 80 performs game zone transition control processing to transition the game zone between the non-advantageous zone and the advantageous zone according to the progress of the game, as shown in Fig. 16. The non-advantageous zone is a game zone that corresponds to the initial state among multiple types of game zones.

[0166] In the non-advantageous zone, the bonus granting means 82 performs a lottery (advantageous zone transition lottery) to determine whether or not to transition to the advantageous zone at a predetermined opportunity. In the gaming machine of this embodiment, the probability of transitioning to the advantageous zone in a game in the non-advantageous zone (probability of winning the advantageous zone transition lottery) is set to approximately 1 / 1 (for example, 99% or more). Specifically, a random number value obtained in an internal lottery is used in the advantageous zone transition lottery, and the value number, which is a numerical value indicating the range in which the advantageous zone transition lottery will be won (the range in which the transition to the advantageous zone is determined) is "65531" for the entire range of random numbers that can be taken in the internal lottery, "65535". That is, in the non-advantageous zone, the probability of transitioning to the advantageous zone is 65531 / 65536, and the probability of not transitioning to the advantageous zone is 4 / 65536. In other words, the probability of the game zone transitioning from the non-advantageous zone to the advantageous zone is higher than the probability of the game state transitioning from the general state to the RB internal state. When the advantageous zone transition lottery is won, the game zone control means 80 transitions the game zone from the non-advantageous zone to the advantageous zone. In addition, the probability of moving from a non-favorable zone to a favorable zone may be set to 1 / 1 (100%).

[0167] In addition, the game zone control means 80 performs an increment process, which adds "1" to the memory value of the advantageous zone play count counter 65 provided in the RAM of the storage means 60 as a value corresponding to one game, triggered by the game start operation on the start lever 24 every time one game is played in the advantageous zone. The game zone control means 80 does not perform an increment to the advantageous zone play count counter 65 in the non-advantageous zone. In addition, at the time of transition from the non-advantageous zone to the advantageous zone, the memory value of the advantageous zone play count counter 65 is "0". Then, when the memory value of the advantageous zone play count counter 65 reaches a threshold value (upper limit value) "1500", the game zone control means 80 transitions the game zone from the advantageous zone to the non-advantageous zone, assuming that the end condition of the advantageous zone is established. That is, the upper limit value of the number of games played in the advantageous zone is set to 1500 times, and games exceeding 1500 times are not played continuously in the advantageous zone.

[0168] In addition, the game zone control means 80 performs an update process in which the stored value of the difference number counter 64 provided in the RAM of the storage means 60 is updated by the difference number of medals in the advantageous zone, subtracting a value corresponding to the number of medals inserted in the game (for example, "3" if three medals are inserted) from a value corresponding to the number of medals paid out (for example, "7" if seven medals are paid out, and "0" if no combination is won and no payout is made) to obtain a calculation result of the difference number in the game, and adds this calculation result to the stored value of the difference number counter 64. Note that the game zone control means 80 does not add to the difference number counter 64 in the non-advantageous zone. Also, at the time of transition from the non-advantageous zone to the advantageous zone, the stored value of the difference number counter 64 is "0". Then, when the stored value of the difference number counter 64 exceeds a threshold value (for example, "2400"), the game zone control means 80 determines that the end condition of the advantageous zone is met and shifts the game zone from the advantageous zone to the non-advantageous zone. The stored value of the difference number counter 64 is controlled so as not to fall below the initial value "0". For example, if the stored value of the difference number counter 64 at the start of the game is "2" and as a result of playing the game, no winning combination is won and no medals are paid out, the calculation result of the difference number in that game becomes "-3", and if the calculation result of the difference number is added to the stored value of the difference number counter 64, it falls below the initial value "0". However, the stored value of the difference number counter after the update is counted and stopped with the initial value "0" as the lower limit. In other words, an upper limit is set for the number of medals that can be acquired in the advantageous zone, and the advantageous zone ends when the number of medals increases from the standard "0" when the number of medals decreases the most in the advantageous zone exceeds 2400. In addition, when a replay is won in a game, the game in which the replay was won may be treated as having had a payout of medals equivalent to the specified number of medals inserted for that game, and the difference in the number of medals may be calculated. For the next game which is provided free of charge as a result of the replay being won, even if no actual medals are inserted, the payout may be treated as having had a medal inserted equivalent to the specified number of medals inserted for that game, and the difference in the number of medals may be calculated.

[0169] In addition, the advantageous zone indicator 18 is turned off in a non-advantageous zone and turned on in an advantageous zone. In addition, the advantageous zone indicator 18 does not need to be turned on at the same time as the advantageous zone is entered, but only needs to be turned on before the first instruction performance is performed. Also, once turned on, it will not be turned off until the advantageous zone ends.

[0170] As shown in Fig. 16, the presentation state control means 81 performs a presentation state transition control process for transitioning the presentation state between a plurality of types of presentation states including a normal presentation state, a non-AT presentation state, a chance presentation state, and an AT presentation state (instruction presentation state). A single condition may be defined as a transition condition for the presentation state, or multiple conditions may be defined. When multiple conditions are defined, the presentation state may be transitioned when one of the multiple predetermined conditions is satisfied, or the presentation state may be transitioned based on the satisfaction of multiple or all of the multiple predetermined conditions.

[0171] The normal presentation state is a presentation state that corresponds to the initial state among a plurality of types of presentation states. In the non-advantageous zone, the presentation state control means 81 sets the presentation state to the normal presentation state. In the normal presentation state (non-advantageous zone), the bonus granting means 82 performs a lottery for transition to an advantageous zone as described above, and when a transition to an advantageous zone is determined in the lottery for transition to an advantageous zone, the presentation state control means 81 transitions the presentation state to a non-AT presentation state, a chance presentation state, or an AT presentation state.

[0172] The non-AT presentation state is a presentation state that is basically shifted to when the advantageous zone starts, and at the start of the advantageous zone, the probability of shifting to the non-AT presentation state is set higher than the probability of shifting to other presentation states. In the non-AT presentation state, the bonus granting means 82 performs a lottery (CZ lottery) to determine whether or not to shift to the chance presentation state. Specifically, the bonus granting means 82 performs a CZ lottery when a predetermined role (for example, winning areas "cherry", "watermelon", "chance", etc.: hereinafter, these winning areas are called rare roles) is won in the non-AT presentation state. Then, when the shift to the chance presentation state is determined based on the CZ lottery, the presentation state control means 81 shifts the presentation state to the chance presentation state.

[0173] In the chance presentation state, the bonus granting means 82 performs a lottery (AT lottery) to determine whether or not to transition to the AT presentation state. Specifically, the bonus granting means 82 performs an AT lottery when a rare combination is won in the chance presentation state. Then, when a transition to the AT presentation state is determined based on the AT lottery, the presentation state control means 81 transitions the presentation state to the AT presentation state. Specifically, when the AT lottery is won and it is determined that the presentation state is to be transitioned to the AT presentation state, the bonus granting means 82 sets the stored value of the AT set number counter 67 provided in the RAM of the storage means 60 to a value "1" corresponding to one set of the AT presentation state, and grants the right to transition to the AT presentation state. Note that the number of sets granted by winning the AT lottery is not limited to one set, and may be two or more sets, and may be selected from a plurality of types of set numbers when the AT lottery is won.

[0174] The presentation state control means 81 shifts the presentation state to the AT presentation state when the value of the AT set number counter 67 is "1" or more. In addition, when starting the AT presentation state, the presentation state control means 81 performs a process of subtracting "1" from the stored value of the AT set number counter 67. In addition, when starting the AT presentation state, the presentation state control means 81 sets a predetermined value corresponding to the number of batting order navigations for one set of the AT presentation state in the navigation number counter 66 provided in the RAM of the storage means 60. The number of batting order navigations set here may be selected from a plurality of types of numbers, and in the gaming machine of this embodiment, it is determined at a predetermined opportunity from among "10", "20", "30", "50" or "100".

[0175] In addition, in the AT presentation state, the bonus granting means 82 conducts a lottery (additional lottery) at a predetermined trigger (for example, when a rare role is won) to decide whether or not to increase the number of sets in the AT presentation state (to decide whether or not to increase the duration of the AT presentation state), and if an increase in the number of sets is decided based on the lottery result, a value equivalent to the predetermined number of sets is added to the AT set number counter 67.

[0176] When the winning area "batting order bell" is selected in the AT presentation state, the instruction function control means 51 decides to execute a batting order navigation presentation that notifies the correct batting order. When the execution of the batting order navigation presentation is decided, the presentation control means 100 causes the liquid crystal display 13 to display the correct batting order. Furthermore, the instruction function control means 51 performs a process of subtracting "1" from the stored value of the navigation count counter 66 each time the batting order navigation presentation is executed. When the stored value of the navigation count counter 66 reaches the threshold value "0", the presentation state control means 81 determines that the end condition for one set of the AT presentation state has been met, and ends one set of the AT presentation state.

[0177] When the end condition of one set of the AT presentation state is satisfied, if the value of the AT set number counter 67 is "1" or more, the presentation state control means 81 shifts the presentation state to the AT presentation state again. In addition, when the AT presentation state is started again, the presentation state control means 81 performs a process of subtracting "1" from the stored value of the AT set number counter 67. When the AT presentation state is resumed after one set of the AT presentation state is ended, the presentation state may be resumed after shifting to another presentation state once. For example, after one set of the AT presentation state is ended, a predetermined number of games may be played in a low expectation presentation state in which the expectation value regarding the increase in the number of medals is lower than that of the AT presentation state, and then the AT presentation state may be resumed. In this case, in the low expectation presentation state, the batting order navigation presentation may not be performed, or the occurrence frequency of the batting order navigation presentation may be set lower than that of the AT presentation state.

[0178] In addition, when one set of termination conditions for the AT presentation state is met, if the value of the AT set number counter 67 is "0", the presentation state control means 81 terminates the AT presentation state without transitioning the presentation state to the AT presentation state again.

[0179] In addition, it may be possible to directly transition from the normal presentation state to the chance presentation state or the AT presentation state. For example, in the advantageous zone transition lottery, instead of simply deciding whether or not to transition to the advantageous zone (non-AT presentation state), it may be possible to draw a lottery to determine whether the presentation state will transition to the AT presentation state, the chance presentation state, the non-AT presentation state, or whether to remain in the normal presentation state without transition. In other words, the CZ lottery may be performed in a presentation state other than the non-AT presentation state (for example, the normal presentation state), and the AT lottery may be performed in a presentation state other than the chance presentation state (for example, the normal presentation state or the non-AT presentation state).

[0180] In addition, the chance presentation state has a higher probability of transitioning to the AT presentation state than the normal presentation state or the non-AT presentation state, and is a presentation state that is more advantageous to the player than the normal presentation state or the non-AT presentation state. In addition, in the chance presentation state, the frequency of the batting order navigation presentation is lower than in the AT presentation state, and the batting order navigation presentation is almost never performed, or not at all. In addition, in the non-AT presentation state, the frequency of the batting order navigation presentation is lower than in the chance presentation state, and the batting order navigation presentation is almost never performed, or not at all.

[0181] In addition, when a player wins an AT lottery and transitions from a chance presentation state to an AT presentation state, the transition may be made after passing through another presentation state. For example, when a player wins an AT lottery, the AT presentation state is not immediately started, but the chance presentation state may be transitioned to a preparation state for the AT presentation state (AT preparation presentation state), and then the AT presentation state may be transitioned to.

[0182] The AT presentation state may also be set according to the game state to which the game state is changed based on the winning of a bonus or winning a prize. For example, when the game state is in the RB internal state, the game state may be changed to the AT presentation state, and in the general state or the RB operating state, the game state may be changed to the AT presentation state. In other words, in the general state or the RB operating state, the game state may not be changed to the AT presentation state even if the AT lottery is won, and the AT lottery may not be held.

[0183] In addition, when the presentation state is the AT presentation state and the game state is the RB inside state, if a bonus is won, the AT presentation state may be interrupted until the state transitions again to the RB inside state via the general state after the end of the RB operation state that is transitioned to by the winning of this bonus. In other words, the batting order navigation presentation may be stopped when the bonus is won, and may be resumed when the state transitions again to the RB inside state.

[0184] When the advantageous zone ends and the game zone transitions to the normal zone, the instruction function control means 51 performs an instruction function information initialization process to initialize information stored in the RAM of the storage means 60 as information related to the instruction function. Specifically, the instruction function control means 51 initializes the stored value of the advantageous zone play count counter 65, the stored value of the difference number counter 64, the flag (lottery result) related to the lottery related to the instruction function, the stored value of the AT set number counter 67, and the stored value of the navigation count counter 66. In other words, the information related to the instruction function is not carried over across multiple advantageous zones. In addition, when the initialization means 48 performs the above-mentioned initialization process performed when the set value is changed, the information related to the instruction performance shown here is also initialized.

[0185] When the presentation state is the AT presentation state, if the winning area "batting order bell" is selected, the presentation control means 100 controls the presentation devices such as the liquid crystal display 13 and the speaker 14 to execute an instruction presentation (batting order navigation presentation) that notifies the player of the correct batting order and assists in winning the 7-coin role. When the winning area "batting order bell" is selected and the stop buttons 26a to 26c are pressed according to the correct batting order notified by the instruction presentation, the 7-coin role is always won and the player can win 7 medals. When the batting order navigation effect is performed, information showing the correct batting order is also displayed on the seven-segment display of the game information display unit 17.

[0186] (Gaining value performance) In this embodiment, a method is adopted to improve the medal acquisition performance through instruction presentation (in the AT presentation state) by lowering the expected value of the ball payout rate (the ratio of the number of medals paid out to the number of medals inserted) in the RB activation state, which is entered when a regular bonus (RB) is won.

[0187] To be more specific, in this embodiment, the game state can be set to a general state, an RB inside state, and an RB operating state, which have the same prescribed number of balls, but the selection mode of the small prize is the same in the general state and the RB inside state, and the selection mode of the small prize is different from other game states in the RB operating state. This is because the RB operating state is a game state in which the first type special role device defined in the technical standard is operating, and in other game states, the role device is not operating, so the selection mode of the small prize cannot be changed.

[0188] In this embodiment, the expected value of the ball payout rate can be lowered even in a situation where the first type special role is activated by devising the lottery mode of the 7-piece role in the RB operation state. Specifically, in the normal state and the RB inside state, the winning area "batting order bell" is set to win six types of 7-piece roles, small role 4 to small role 9, without overlapping with each other, while in the RB operation state, the winning area "JAC-A" is set to win six types of 7-piece roles overlapping with each other. The winning probability of the winning area "JAC-A" in the RB operation state is set higher than the winning probability of each of the winning areas "batting order bell" in other game states. On the other hand, the probability of winning the winning area "JAC-A" in the RB operation state is set lower than the probability of winning any of the winning areas "batting order bell" in other game states. This reduces the chance of winning the 7-piece role in the RB operation state compared to other game states, and makes it possible to lower the expected value of the ball payout rate even in a situation where the first type special role is activated.

[0189] In addition, unless the batting order navigation effect that notifies the correct batting order is executed, the player cannot know the correct batting order, so in the general state or the RB inside state, it is difficult to win small roles 4 to 9 in a situation where the AT performance is not in an AT performance state, and it is difficult to win medals. On the other hand, in the RB operation state, when the winning area "JAC-A" is won, any of the small roles 4 to 9 can be won regardless of the manner of the stop operation, and when the winning area "JAC-B" is won, any of the small roles 10 to 43 can be won regardless of the manner of the stop operation. Therefore, when the AT performance is not in an AT performance state, even if the batting order is fixed and the game is played, or the batting order is randomly selected each time, the RB operation state has a higher expected value of winning medals than the general state or the RB inside state. However, in the AT performance state, the batting order navigation effect that notifies the correct batting order is executed, so if the player performs the stop operation according to the batting order navigation effect, the player can win medals with a high probability, and when the RB inside state and the AT performance state are in an AT performance state, the player can play a game with a high expected value of winning medals. In other words, when the RB is in an in-RB state and the AT performance state is in progress, the situation is more favorable in terms of winning medals than when the RB is in operation, which gives the player an incentive to maintain the in-RB state for a long period of time.

[0190] (Processing related to instruction function) Next, the process related to the instruction function in the gaming machine of this embodiment will be described. In the following description, "the AT presentation state ends" refers to the case where, after transition to the AT presentation state, the stored value of the AT set number counter 67 becomes "0", and the presentation state ends without transitioning to the AT presentation state again (without continuing the AT presentation state) (when the loop of the set of the AT presentation state ends). In the case of the AT presentation state that ends when a set number of games are played or when a set number of batting order navigations are performed, rather than the AT presentation state that ends when a set number of games are played like in the gaming machine of this embodiment, the time when the set number of games or batting order navigations are played (when the remaining number becomes "0") is called "the AT presentation state ends".

[0191] In the gaming machine of this embodiment, a plurality of advantageous zones including a first advantageous zone, a second advantageous zone, and a third advantageous zone are prepared as advantageous zones (see FIG. 17). When a non-advantageous zone is shifted to an advantageous zone (when a favorable zone shift lottery is won), the game zone control means 80 determines which advantageous zone, the first advantageous zone, the second advantageous zone, or the third advantageous zone, to shift to according to the game state at that time. Here, the second advantageous zone is more advantageous to the player than the first advantageous zone, and the third advantageous zone is more advantageous to the player than the second advantageous zone. Specifically, the second advantageous zone is more advantageous to the player than the first advantageous zone, and the third advantageous zone is more advantageous to the player than the second advantageous zone, and the third advantageous zone is more advantageous to the player than the second advantageous zone. Specifically, the second advantageous zone is more advantageous to the player than the first advantageous zone, and the third advantageous zone is more advantageous to the player than the second advantageous zone, and the probability of shifting to the AT performance state is higher, and the game zone has a higher expected value of medal acquisition. In addition, the game state referenced when transitioning from a non-favorable zone to a favorable zone (the game state referenced to determine which favorable zone to transition to) may be the game state in the game that won the favorable zone transition lottery, or it may be the game state in the game that is first played in the favorable zone (after transition to the favorable zone), etc.

[0192] In the advantageous zone (first advantageous zone, second advantageous zone, or third advantageous zone), from the start of the advantageous zone to the end of the AT presentation state (if the advantageous zone ends first, then until the advantageous zone ends), the instruction function control means 51 executes a process to notify the bonus avoidance batting order. Then, in the state where the bonus avoidance batting order is notified, the winning of the regular bonus (RB) is avoided by performing a stopping operation in the bonus avoidance batting order according to the notification. Also, when the AT presentation state ends, the instruction function control means 51 is configured not to execute a process to notify the bonus avoidance batting order for a predetermined period of time. In other words, the bonus avoidance presentation is not executed for a predetermined period of time after the AT presentation state ends.

[0193] When the game state at the time of transition to the advantageous zone is a general state of a non-RT state, the game zone control means 80 transitions the game zone from the non-advantageous zone to the first advantageous zone. In addition, when 600 games are played in the first advantageous zone without transitioning to the AT performance state (when the stored value of the advantageous zone play count counter reaches the threshold value "600"), the game zone control means 80 transitions the game zone from the first advantageous zone to the non-advantageous zone. In addition, the game zone control means 80 may transition the game zone from the first advantageous zone to a non-advantageous zone when the number of games played in the first advantageous zone reaches 600 times and the game state is in the RB internal state (in the RB internal state of the non-RT state). In other words, even if the number of games played in the first advantageous zone reaches 600 times, if the game state is not in the RB internal state (in the RB internal state of the non-RT state), the game zone control means 80 may end the first advantageous zone after waiting for the transition to the RB internal state (in the RB internal state of the non-RT state).

[0194] In addition, the game zone control means 80 transitions the game zone from the non-advantageous zone to the second advantageous zone when the game state at the time of transition to the advantageous zone is a non-RT state inside the RB. In addition, the presentation state control means 81 transitions the presentation state to the AT presentation state when 600 games are played in the second advantageous zone without transitioning to the AT presentation state (when the stored value of the advantageous zone play count counter reaches the threshold value "600"). In other words, the bonus granting means 82 sets the stored value of the AT set count counter 67 to a value (e.g., "1") equivalent to a predetermined number of sets in the AT presentation state when 600 games are played in the second advantageous zone without winning the AT lottery.

[0195] In addition, when the game state (RT state) at the time of transition to the advantageous zone is the RT1 state, the game zone control means 80 transitions the game zone from the non-advantageous zone to the third advantageous zone. In addition, the presentation state control means 81 transitions the presentation state to the chance presentation state when the third advantageous zone starts. In addition, in the third advantageous zone, if the presentation state cannot be transitioned from the chance presentation state to the AT presentation state (if the end condition of the chance presentation state is established before the transition condition to the AT presentation state is established), the instruction function control means 51 is configured not to perform the process of notifying the bonus avoidance batting order for a predetermined period. That is, in the third advantageous zone, the bonus avoidance presentation is not executed for a predetermined period after the end of the chance presentation state in which the AT lottery was not won.

[0196] As mentioned above, since the bonus avoidance effect is not executed after the AT effect state ends, if the game continues in this state, a regular bonus (RB) will be won and the game state will transition from the RB inside state to the RB operating state. Therefore, after the AT effect state ends and several games are played, the game zone remains in the advantageous zone and the game state will transition to the RB operating state. Then, after several more games are played and the end condition of the RB operating state is met, the game state will transition to the general state of the RT1 state.

[0197] In the advantageous zone, when the game state becomes the RB operating state after the end of the AT performance state and then the game state transitions to the general state of the RT1 state, the game zone control means 80 transitions the game zone from the advantageous zone to the non-advantageous zone. That is, in the gaming machine of this embodiment, one of the conditions for the end of the advantageous zone is that the RB operating state is entered in a state in which the bonus avoidance performance is not being executed after the end of the AT performance state, and then the RB operating state ends. Here, the game zone is transitioned from the advantageous zone to the non-advantageous zone at the same time as the game state transitions to the RT1 state, but the timing of transition to the non-advantageous zone may be after a predetermined number of games have been played since transitioning to the RT1 state. In addition, if a regular bonus (RB) is won while the bonus avoidance effect is being executed, the game state will change to an RB operating state, and even if the RB operating state then ends and transitions to an RT1 state, the advantageous zone may not end until the RT1 state ends.

[0198] In addition, if the transition to the AT presentation state is not determined in the chance presentation state in the third advantageous zone, the bonus avoidance presentation is not executed after the end of the chance presentation state, so a regular bonus (RB) is won and the game state transitions from the RB inside state to the RB operating state. Therefore, when the chance presentation state ends and several games are played, the game zone remains in the third advantageous zone and the game state becomes the RB operating state of the non-RT state. Then, when several more games are played and the end condition of the RB operating state is established, the game state becomes the general state of the RT1 state. Then, when 20 more games are played and the end condition of the RT1 state is established, the game state becomes the general state of the non-RT state or the RB inside state of the non-RT state.

[0199] The game zone control means 80, in the third advantageous zone, when the game state becomes an RB operating state after the end of the chance presentation state in which the transition to the AT presentation state is not determined, then transitions to a general state in the RT1 state, and then transitions to a non-RT state, transitions the game zone from the advantageous zone to a non-advantageous zone. That is, in the gaming machine of this embodiment, in a state in which the bonus avoidance presentation is not executed after the end of the chance presentation state in the third advantageous zone, the game state becomes an RB operating state, and then the RT1 state ends, which is one of the conditions for the end of the advantageous zone. Note that, here, the game zone is transitioned from the advantageous zone to the non-advantageous zone at the same time as the game state (RT state) transitions to the non-RT state, but the timing of transition to the non-advantageous zone may be after a predetermined number of games have been executed after transition to the non-RT state.

[0200] Next, a basic flow regarding the transition of a game zone when a player plays a game will be described with reference to FIG. First, when a player starts playing, the game zone is a non-advantageous zone, and the game state is a general middle state of a non-RT state. Since the probability that the game zone will transition from a non-advantageous zone to an advantageous zone is set to approximately 1 / 1, the game zone will transition from a non-advantageous zone to an advantageous zone after several times (1 or 2 times) of playing. Here, since the probability that the game state transitions from a general middle state to an RB inside middle state is set to be lower than the probability that the game zone will transition from a non-advantageous zone to an advantageous zone, the game state at this time is highly likely to be a general middle state of a non-RT state. Therefore, after several times of playing from the start of the game, the game zone becomes the first advantageous zone, and the game state becomes a general middle state of a non-RT state.

[0201] Next, when 600 games are played in the first advantageous zone without transitioning to the AT performance state, the game zone transitions from the first advantageous zone to the non-advantageous zone. Here, the expected value of the number of games required for the game state to transition from the general state to the RB internal state is smaller than the number of games, 600 (times), which is the end condition of the first advantageous zone, so the game state transitions from the general state to the RB internal state between the start and end of the first advantageous zone. Also, in the RB internal state, the player plays while avoiding the winning of the RB (regular bonus) according to the bonus avoidance performance, so once the state transitions to the RB internal state, the game basically continues in the RB internal state. Therefore, at the end of the first advantageous zone, the game state basically becomes the RB internal state of the non-RT state. That is, when 600 games are played in the first advantageous zone, the game zone becomes the non-advantageous zone, and the game state becomes the RB internal state of the non-RT state.

[0202] Then, after several plays (1 or 2), the game zone again transitions from the non-advantageous zone to the advantageous zone. Here, the probability that the game state transitions from the RB inside state to the RB operating state is set lower than the probability that the game zone transitions from the non-advantageous zone to the advantageous zone, so the game state at this time is likely to be the RB inside state in the non-RT state. Therefore, after transitioning from the first advantageous zone to the non-advantageous zone and several plays are played, the game zone becomes the second advantageous zone, and the game state becomes the RB inside state in the non-RT state.

[0203] Next, when 600 games are played in the second advantageous zone without transitioning to the AT presentation state, the presentation state control means 81 transitions the presentation state to the AT presentation state.

[0204] In other words, if we consider starting play from an initial state of a general state in a non-advantageous zone and non-RT state, the AT presentation state will start after approximately 1,200 plays ("play from the non-advantageous zone to entering the first advantageous zone" + "600 plays in the first advantageous zone" + "play from the non-advantageous zone to entering the second advantageous zone" + "600 plays in the second advantageous zone") have been performed without ever transitioning to the AT presentation state (without winning the AT lottery).

[0205] After entering the AT performance state, the set number of sets of play are executed, and the AT performance state ends. After the AT performance state ends, the bonus avoidance performance is not executed, so a regular bonus (RB) is won and the game state transitions from the RB inside state to the RB operating state. Therefore, after the AT performance state ends and several plays are played, the game zone remains in the advantageous zone, and the game state becomes the RB operating state in the non-RT state. Then, after several more plays are played and the end condition of the RB operating state is established, the game zone becomes the non-advantageous zone, and the game state becomes the general state in the RT1 state (FIG. 17(b)).

[0206] Next, after several plays have been played in the non-advantageous zone, the play zone transitions from the non-advantageous zone to the advantageous zone. Here, the expected number of plays required for the play zone to transition from the non-advantageous zone to the advantageous zone is smaller than the number of plays of 20 (times) which is the end condition of the RT1 state (the expected number of plays required from the start of the non-advantageous zone to the end condition of the RT1 state), so the play zone transitions from the non-advantageous zone to the advantageous zone between the start and end of the RT1 state. At this time, since the play state is the RT1 state, the play zone becomes the third advantageous zone.

[0207] At the start of the third advantageous zone, the presentation state is the chance presentation state. Also, as described above, if the AT lottery is won in the chance presentation state, the presentation state transitions to the AT presentation state. Then, when the AT presentation state ends, the bonus avoidance presentation is stopped again and a regular bonus (RB) is won, and then when the end condition of the RB operation state is met, the game zone becomes a non-advantageous zone, and the game state becomes a general state in the RT1 state. In other words, as long as the AT lottery continues to be won in the chance presentation state that starts with the transition to the third advantageous zone, the chance presentation state and the AT presentation state are repeated alternately.

[0208] Here, in the gaming machine of this embodiment, when the AT presentation state remains in the advantageous zone, the AT presentation state is terminated when the advantageous zone end condition is approached (when a predetermined number of plays (e.g., 1400 plays) have been played in the advantageous zone or a predetermined number of medals (e.g., 2000 medals) have been won in the advantageous zone) so that the AT presentation state ends, a regular bonus (RB) is won, and the end condition of the RB operation state is established when the advantageous zone end condition is met (until more than 1500 plays have been played or until 2400 medals have been won). In other words, in the gaming machine of this embodiment, when the remaining number of plays in the AT presentation state exceeds the remaining number of plays in the advantageous zone (when there is a high possibility that it will exceed), the bonus avoidance presentation is stopped before the advantageous zone end condition is met so that the game state can be transitioned to the RT1 state until the advantageous zone ends (until the non-advantageous zone begins).

[0209] In addition, when the AT presentation state ends, if there is a margin until the end condition of the advantageous zone is satisfied (when a predetermined number of games (e.g., 1000 times) have not yet been played in the advantageous zone, or when a predetermined number of medals (e.g., 1500 medals) have not yet been won in the advantageous zone), the presentation state may be shifted from the AT presentation state to the chance presentation state without ending the advantageous zone (with the bonus avoidance presentation not stopped and the winning of the regular bonus (RB) being continued to be avoided). In other words, as described above, after ending the advantageous zone once, the third advantageous zone is used to return to the chance presentation state, making it possible to repeat the AT presentation state and the chance presentation state over a game that exceeds the end condition of the advantageous zone (1500 games or a game that exceeds the payout of 2400 medals), but in a situation where the end condition of the advantageous zone is not exceeded, the AT presentation state and the chance presentation state may be repeated without ending the advantageous zone once.

[0210] In addition, after the AT presentation state ends, the presentation state becomes a chance standby presentation state (not shown) until the third advantageous zone starts and the chance presentation state starts. Here, the chance standby presentation state does not transition to the AT presentation state, or if it does transition, the transition probability to the AT presentation state is set lower than that of the chance presentation state. Note that, when transitioning to the chance presentation state without ending the advantageous zone after the AT presentation state ends, it may or may not be possible to transition to the chance standby presentation state.

[0211] In addition, the chance presentation state that starts with the transition to the third advantageous zone (starts based on the end of the AT presentation state) may be a presentation state (special presentation state: second chance presentation state) different from the chance presentation state described above (chance presentation state shown in FIG. 16: first chance presentation state). In addition, this second chance presentation state may be a presentation state that is more advantageous to the player, with a higher probability of transition to the AT presentation state than the first chance presentation state. In this way, the loop probability between the AT presentation state and the chance presentation state can be improved.

[0212] In addition, if the AT lottery is not won in the chance presentation state (started based on the end of the AT presentation state) that starts with the start of the third advantageous zone, the bonus avoidance presentation is not executed and a regular bonus (RB) is won, and then when the end condition of the RB operating state is established and the end condition of the RT1 state is established, the game zone transitions from the advantageous zone to the non-advantageous zone. That is, in this case, since the game state (RT state) becomes a non-RT state when transitioning to the non-advantageous zone, the next time the zone transitions to the advantageous zone, it will basically transition to the first advantageous zone or the second advantageous zone. In other words, if the AT lottery is not won in the chance presentation state (started based on the end of the AT presentation state) that starts with the start of the third advantageous zone, the repeated loop of the AT presentation state and the chance presentation state is terminated.

[0213] In addition, if the AT lottery is not won in the chance presentation state that starts with the start of the third advantageous zone, the presentation state may be shifted to the chance presentation state or the non-AT presentation state without ending the advantageous zone (without stopping the bonus avoidance presentation and continuing to avoid winning the regular bonus (RB)), and the repeat loop of the AT presentation state and the chance presentation state may be ended. In this case, the advantageous zone may be shifted from the third advantageous zone to the first advantageous zone by ending the chance presentation state and shifting to the non-AT presentation state. In other words, the upper limit (threshold) of the number of plays in the advantageous zone in which the player is staying from there may be set to 600 times, and when 600 plays are executed, the play zone may be shifted from the advantageous zone (first advantageous zone) to the non-advantage zone.

[0214] As described above, in the gaming machine of this embodiment, the gaming zone control means 80 refers to the gaming state at the time of transition to the advantageous zone and determines to which of the multiple advantageous zones including the first advantageous zone, the second advantageous zone, and the third advantageous zone to transition to. Therefore, the type of advantageous zone to transition to can be varied according to the gaming state, and the game can be diversified. In addition, by combining the transition of the advantageous zone and the transition of the gaming state, it is possible to perform state management across multiple advantageous zones, and the degree of freedom in designing the gaming machine can be improved.

[0215] In addition, the game zone control means 80 transitions the game state to the first advantageous zone when it is in the general state when it transitions to the advantageous zone, and transitions to the second advantageous zone when it is in the RB internal state (bonus internal state) when it transitions to the advantageous zone. Here, the gaming machine of this embodiment executes processing so that the game state becomes the RB internal state when the first advantageous zone ends and transitions to the non-advantageous zone, so that it is possible to transition to the second advantageous zone after the end of the first advantageous zone. In addition, the first advantageous zone ends when 600 games are played in the first advantageous zone without transitioning to the AT performance state, and transitions to the AT performance state when 600 games are played in the second advantageous zone without transitioning to the AT performance state, so that the right to transition to the AT performance state is granted when a total of about 1200 games are played. That is, the so-called ceiling for the AT performance state is set to 1200 times, and this is realized by using two advantageous zones. Here, if you try to achieve a ceiling of 1200 times in one advantageous zone, the number of times of play in the advantageous zone is limited to 1500 times, so in the AT performance state, you can only play a maximum of 300 times. In contrast, in the gaming machine of this embodiment, when the ceiling of 1200 times is reached, about 900 times (1500 times - 600 times) of play remain, so it is possible to increase the number of times of play up to the ceiling while ensuring a sufficient period of time for the AT performance state to continue (period for increasing medals).

[0216] In addition, the game zone control means 80 transitions to the third advantageous zone when the game state at the time of transition to the advantageous zone is the RT1 state (specific game state). Here, the gaming machine of this embodiment performs processing so that the game state becomes the RT1 state and the game zone becomes a non-advantageous zone after the AT presentation state ends, and in this state, performs processing so that the game zone becomes an advantageous zone before the RT1 state ends, so that after the AT presentation state ends, the game transitions to the third advantageous zone, the advantageous zone is newly started, and the presentation state transitions to the chance presentation state. Therefore, as long as the AT lottery continues to be won in the chance presentation state, it is possible to repeat the chance presentation state and the AT presentation state infinitely.

[0217] In the gaming machine of this embodiment, the first, second or third advantageous zone is determined according to the game state when the non-advantageous zone is changed to the advantageous zone, but the advantageous zone to which the player is to move does not have to be determined only by the game state. For example, while the player is basically changed to the advantageous zone according to the game state as described above, the player may be allowed to move to a more advantageous zone when the player is changed to the advantageous zone due to the winning of a rare role. Specifically, even if the game state when the player is changed to the advantageous zone is a general state of a non-RT state, the player may be allowed to move to the second advantageous zone, and even if the game state when the player is changed to the advantageous zone is a RB inside state of a non-RT state, the player may be allowed to move to the third advantageous zone. At this time, the player may not be allowed to move to an advantageous zone that is less advantageous than the advantageous zone determined based on the game state. For example, when the game state is in a non-RT state inside the RB, it may be possible not to transition to the first advantageous zone, or when the RT state is in the RT1 state, not to transition to the first or second advantageous zone.

[0218] In addition, in the gaming machine of this embodiment, in the transition to the advantageous zone according to the gaming state, the RT state is prioritized over the state related to the bonus. That is, in the gaming machine of this embodiment, if the gaming state is in the RB inside state, the transition is made to the second advantageous zone, and if the gaming state is in the RT1 state, the transition is made to the third advantageous zone, but if the gaming state is in the RT1 state in the RB inside state, the transition is made to the third advantageous zone. In other words, it is easier to transition to a more advantageous zone. However, the state related to the bonus may be prioritized over the RT state.

[0219] In addition, when the transition of the game zone and the transition of the game state occur in the same game, the transition of the game zone may be performed first, or the transition of the game state may be performed first. For example, in a given game in which the game zone is a non-favorable zone and the game state is a general state of a non-RT state, if the favorable zone transition lottery is won and the regular bonus (RB) is won, if the transition of the game zone is performed first, the game will transition to the first favorable zone, and if the transition of the game state is performed first, the game will transition to the second favorable zone.

[0220] In the above, it was decided to move to the first, second or third advantageous zone according to the game state to which the player moves based on the winning, winning or ending of the regular bonus (RB: first type special role), but this bonus may be interpreted as, for example, a big bonus (RBB: role continuous differential device related to the first type special role). That is, when moving to the advantageous zone in the bonus internal state to which the player moves based on the winning of the big bonus (RBB), the player may move to the second advantageous zone, and when moving to the advantageous zone in the RT1 state to which the player moves based on the ending of the bonus state to which the player moves based on the winning of the big bonus (RBB), the player may move to the third advantageous zone.

[0221] (Modification) The present invention is not limited to the above-described embodiment, and various modifications are possible, and the following modifications are introduced. Note that the above-described embodiment and the various methods described below as modifications can be appropriately combined and adopted as a control method for realizing the present invention.

[0222] The multiple types of advantageous zones in the second embodiment may be, for example, as follows. That is, the multiple types of advantageous zones may have different transition probabilities (expectations for transition) to the AT performance state. In addition, different probabilities of transition to the AT presentation state may mean, for example, that the winning probability (probability that a transition to the AT presentation state will be determined) in the AT lottery (including AT lottery in a normal presentation state or a non-AT presentation state) is different, that the winning probability in the AT lottery held in the chance presentation state when a transition to the chance presentation state occurs is different, that the winning probability in the CZ lottery (probability that a transition to the chance presentation state will be determined) is different, or a combination of these.

[0223] Here, the gaming machine has four states, low probability, normal, high probability, and heaven, from relatively low to relatively high transition probabilities, as multiple types of states with different transition probabilities to the AT presentation state. When transitioning from a non-advantageous zone to an advantageous zone, it may be low probability (probability is relatively high) when transitioning to the first advantageous zone, normal or high probability (probability is relatively high) when transitioning to the second advantageous zone, and heaven (probability is relatively high) when transitioning to the third advantageous zone. In other words, it may be higher probability of transitioning to the AT presentation state in the second advantageous zone than in the first advantageous zone, and higher probability of transitioning to the AT presentation state in the third advantageous zone than in the second advantageous zone. In addition, when moving to the second advantageous zone, whether it will be normal or high probability may be determined by lottery, etc. Also, during the second advantageous zone, a transition between normal and high probability may be made.

[0224] In addition, each state of low probability, normal, high probability, or heaven may not change from the start to the end of each advantageous zone of the first advantageous zone, the second advantageous zone, or the third advantageous zone, or may change to another state at a predetermined opportunity. In other words, each of the first advantageous zone, the second advantageous zone, or the third advantageous zone may be each state of low probability, normal, high probability, or heaven itself (in this case, there are two types of the second advantageous zone, normal and high probability). In addition, there may be only one state corresponding to the second advantageous zone (for example, only normal), or there may be multiple states corresponding to the first advantageous zone or the third advantageous zone.

[0225] In addition, the correspondence between each state and each advantageous zone may be as follows. That is, for example, when moving from a non-advantageous zone to an advantageous zone, the probability of moving to the first advantageous zone may be normal or high (probability is relatively high), the probability of moving to the second advantageous zone may be low (probability is relatively high), and the probability of moving to the third advantageous zone may be heaven (probability is relatively high). In other words, the probability of moving to the AT presentation state may be higher in the first advantageous zone than in the second advantageous zone, and the probability of moving to the AT presentation state may be higher in the third advantageous zone than in the first advantageous zone. In other words, the probability of moving to the AT presentation state may be higher when the game state at the time of moving to the advantageous zone is in the normal state than when it is in the RB internal state.

[0226] The present invention is not limited to the above-described embodiment, and can be modified in various ways without departing from the spirit of the present invention. For example, the game control form and configuration of the slot machine are not limited to those of the above-described embodiment. The above-described control operation can be applied not only to slot machines, but also to other gaming machines such as pachinko gaming machines and medal-less gaming machines. The present invention can be applied to gaming machines, and gaming machines include slot machines, pachinko gaming machines, medal-less gaming machines, and the like.

[0227] It should be noted that, within the scope of the present invention, the embodiments may be freely combined, any component of each embodiment may be modified, or any component of each embodiment may be omitted. [Explanation of symbols]

[0228] 49 Game status control means 51 Indication function control means 80 Gaming area control means

Claims

1. A plurality of reels on which a plurality of types of symbols are arranged; An internal lottery means for performing an internal lottery for determining whether a winning combination is achieved; a reel control means for rotating the plurality of reels for each game and controlling the reels to stop in a manner corresponding to a result of the internal lottery when a stop operation is initiated; A payout control means for controlling the awarding of a game value according to the payout of the winning minor winning combination based on the winning of the minor winning combination; A game state control means for transitioning a game state between a plurality of game states; An instruction function control means for controlling the execution of instruction performance to assist in the winning of a predetermined combination; A game zone control means for transitioning a game zone between an advantageous zone in which the instruction performance can be executed and a game zone different from the advantageous zone, The gaming state includes a normal state and a bonus in-game state into which a transition occurs based on winning a bonus in the normal state; The advantageous section includes a specific section and a predetermined section after the specific section, The winning possibilities obtained in the internal lottery include: A first winning mode is a winning mode in which a predetermined small winning combination that can obtain a gaming value smaller than the gaming value bet for one game is won when the winning combination is won, and in the normal state, the bonus is won in a double winning mode; a winning mode in which a correct combination that can acquire a larger amount of game value than the game value bet for one game is won in the case of winning, and an incorrect combination different from the correct combination are won in combination, and when the winning mode is acquired, the correct combination can be won if the stopping operation is performed in the correct order, and a second winning mode in which the incorrect combination can be won if the stopping operation is performed in the incorrect order, The incorrect combination includes the predetermined minor combination, The instruction effect includes an effect of notifying the correct answer order when the second winning mode is obtained in the internal lottery, The gaming machine is capable of executing, in the specific section but not in the predetermined section, a presentation for informing of the state of the stop operation in which the specified minor role can be won but the bonus cannot be won when the first winning mode is obtained in the internal lottery.

2. A plurality of reels on which a plurality of types of symbols are arranged; An internal lottery means for performing an internal lottery for determining whether a winning combination is achieved; a reel control means for rotating the plurality of reels for each game and controlling the reels to stop in a manner corresponding to a result of the internal lottery when a stop operation is initiated; A payout control means for controlling the awarding of a game value according to the payout of the winning minor winning combination based on the winning of the minor winning combination; A game state control means for transitioning a game state between a plurality of game states; An instruction function control means for controlling the execution of instruction performances that assist in the winning of a predetermined combination; A game zone control means for transitioning a game zone between an advantageous zone in which the instruction performance can be executed and a game zone different from the advantageous zone; a sound control means for controlling the output of sound from the sound output means, The gaming state includes a normal state and a bonus in-game state into which a transition occurs based on winning a bonus in the normal state; The advantageous section includes a specific section and a predetermined section after the specific section, The winning modes obtained in the internal lottery include a winning mode in which a predetermined minor winning combination is won, which can obtain a gaming value smaller than the gaming value bet for one game if the winning combination is won, and a specific winning mode in which the bonus is won multiple times in the normal state, When the specific winning mode is obtained in the internal lottery, a performance of informing the player of a mode of the stop operation in which the predetermined minor role can be won and the bonus cannot be won is executable in the specific section but not executable in the predetermined section; The sound control means stops the output of a sound related to the return of game value when a specific operation is performed by the player during the output of the sound.

Citation Information

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