Gaming Machines

The gaming machine addresses the limitations of conventional gaming machines by incorporating dynamic operation means and performance modes, significantly enhancing player engagement and excitement in assist time modes.

JP7654214B2Active Publication Date: 2025-04-01KITA DENSHI CORP
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Patent Information

Application Number
JP2020142086
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2020-08-25
Publication Date
2025-04-01
Estimated Expiration
2040-08-25

AI Technical Summary

Technical Problem

Conventional gaming machines lack features to enhance player engagement and excitement, particularly in assist time (AT) modes, where presentations are limited and do not adequately improve the fun experience.

Method used

The gaming machine incorporates multiple operation means and performance modes that allow for dynamic interactions, including a first operation means for displaying identification information, a performance means for executing operation instructions, and various performance modes that enable selection of special performance modes, enhancing player engagement.

Benefits of technology

The enhanced gaming machine provides a more engaging and exciting experience for players by offering multiple performance modes and special features, thereby improving player satisfaction and retention.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide an unprecedented and highly entertaining game machine.SOLUTION: Operation means operated by a player includes first operation means, second operation means, third operation means, and fourth operation means. Performance control means for controlling performance means can control so as to execute an operation instruction performance for instructing the operation of the first operation means. Performance mode determination means capable of determining the performance mode of the performance on the basis of the operation of the operation means can determine a selected performance mode as the performance mode of the operation instruction performance when the third operation means is operated in a state in which a predetermined performance mode is selected by the operation of the second operation means, and can determine a special performance mode related to the performance mode instead of the selected performance mode when the operation of the fourth operation means is operated in a state in which the performance mode is selected by the operation of the second operation means.SELECTED DRAWING: Figure 85
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Description

[Technical field]

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

[0002] An example of this type of gaming machine is a slot machine, and some slot machines have a gaming state called AT (Assist Time) that is advantageous to the player and assists (navigates) the player to achieve a small winning combination or a replay winning combination. Also, among such slot machines, there are known ones that execute various effects during the AT in order to enhance the interest (for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2018-114055 A Summary of the Invention [Problem to be solved by the invention]

[0004] However, there is room for improvement in such conventional gaming machines. [Means for solving the problem]

[0005] In order to solve the above problems, the gaming machine of the present invention comprises a first operation means for stopping and displaying the identification information fluctuating on the variable display means, an operation instruction effect for instructing an operation on the first operation means, a second operation means for selecting one of a plurality of effect effects including a first effect effect and a second effect effect, a third operation means for determining the effect effect selected by the operation on the second operation means as the effect effect of the operation instruction effect, a fourth operation means for enabling selection of a first special effect effect related to the first effect effect when the first effect effect is selected by the operation on the second operation means, and an effect effect determination means for determining the effect effect of the operation instruction effect to be the first special effect effect when the third operation means is operated when the first special effect effect is selected by the operation on the fourth operation means, wherein the effect means When the fourth operation means is operated in a state in which the first performance mode is selected by an operation on the second operation means, only the first special performance mode can be selected; When the fourth operation means is operated in a state in which the second performance mode is selected by an operation on the second operation means, a first second special performance mode and a second second special performance mode related to the second performance mode are selected. only the presentation mode determination means is configured to be capable of determining the presentation mode of the operation instruction presentation to be the first second special presentation mode when the third operation means is operated in a state in which the first second special presentation mode is selected by operation of the fourth operation means, and to be capable of determining the presentation mode of the operation instruction presentation to be the second second special presentation mode when the third operation means is operated in a state in which the second second special presentation mode is selected by operation of the fourth operation means. [Brief description of the drawings]

[0006] [Figure 1] 1 is a schematic front view showing the appearance of the gaming machine according to a first embodiment. [Diagram 2] 1 is a schematic perspective view showing the internal configuration of the gaming machine according to a first embodiment. [Diagram 3] 1 is a block diagram showing a control configuration of the gaming machine according to a first embodiment. [Figure 4] 1 is a diagram showing an arrangement of reel symbols according to the first embodiment. [Diagram 5] 13 is a diagram showing a payout table according to the first embodiment. [Figure 6] 13 is a diagram showing an internal lottery table (2 bets) according to the first embodiment. [Figure 7] 13 is a diagram showing an internal lottery table (3 bets) according to the first embodiment. [Figure 8] FIG. 1 is a state transition diagram of an RT state according to the first embodiment. [Figure 9] FIG. 2 is a state transition diagram of the game state according to the first embodiment. [Figure 10] 13 is a diagram showing a score mode selection table according to the first embodiment. [Figure 11] 13 is a diagram showing a score mode detail table according to the first embodiment. [Figure 12] 13 is a diagram showing a score level lottery table according to the first embodiment. [Figure 13] 13 is a diagram showing an item B acquisition level lottery table according to the first embodiment. [Figure 14] 13 is a diagram showing an episode pattern lottery table according to the first embodiment. [Figure 15] 4 is a diagram showing an episode pattern table according to the first embodiment. [Figure 16] This is a diagram showing a lottery table for the additional specialization stage ceiling game number in the first embodiment. [Figure 17] 13 is a diagram showing an item A initial value lottery table according to the first embodiment. [Figure 18] 13 is a diagram showing a high probability transition lottery table according to the first embodiment. [Figure 19] 13 is a diagram showing a high probability end lottery table according to the first embodiment. [Figure 20] 13 is a diagram showing a pseudo bonus transition lottery table (low probability) according to the first embodiment. [Figure 21] 13 is a diagram showing a pseudo bonus transition lottery table (high probability) according to the first embodiment. [Figure 22]13 is a diagram showing a score acquisition lottery table (normal stage) according to the first embodiment. [Figure 23] 13 is a diagram showing a pseudo bonus shift lottery table (when a specified score is reached) according to the first embodiment. [Figure 24] 13 is a diagram showing a score-specialized mode transition lottery table (when a specified score is reached) according to the first embodiment. [Diagram 25] 13 is a diagram showing a destination lottery level promotion lottery table (when a specified score is reached) according to the first embodiment. [Figure 26] 13 is a diagram showing a score-specialized mode shift lottery table (watermelon) according to the first embodiment. [Figure 27] 13 is a diagram showing a score specializing mode shift lottery table (1-coin role) according to the first embodiment. [Figure 28] 13 is a diagram showing a score specialization mode end lottery table according to the first embodiment. [Figure 29] 13 is a diagram showing a score-specialized stage transition lottery table according to the first embodiment. [Diagram 30] 13 is a diagram showing a score acquisition lottery table (score specialized stage) according to the first embodiment. [Diagram 31] 13 is a diagram showing a score specialized stage end lottery table according to the first embodiment. [Diagram 32] 13 is a chart showing a score acquisition lottery table (fake omen) according to the first embodiment. [Diagram 33] 13 is a diagram showing a destination lottery level promotion lottery table (main sign) according to the first embodiment. [Diagram 34] 13 is a diagram showing a destination selection level promotion selection table (pseudo bonus) according to the first embodiment. [Diagram 35] 13 is a diagram showing a destination determination lottery table (stable) according to the first embodiment. [Diagram 36] 13 is a diagram showing a destination determination lottery table (turbulence) according to the first embodiment. [Figure 37]This is a chart showing the additional specialization stage direct hit lottery table (stable) in the first embodiment. [Figure 38] 13 is a diagram showing a CZ3 direct hit lottery table (turbulence) according to the first embodiment. [Figure 39] 13 is a diagram showing a ST game number addition lottery table according to the first embodiment. [Diagram 40] 13 is a diagram showing a rewind stock lottery table according to the first embodiment. [Diagram 41] 13 is a diagram showing a one-hit breakthrough selection table according to the first embodiment. [Diagram 42] 13 is a diagram showing an AT transition lottery table (CZ2) according to the first embodiment. [Diagram 43] 13 is a diagram showing a difference number addition lottery table according to the first embodiment. [Diagram 44] 13 is a diagram showing an add-on unit difference number determination table according to the first embodiment. [Diagram 45] 13 is a diagram showing an item B acquisition lottery table according to the first embodiment. [Figure 46] 13 is a diagram showing a loop execution lottery table according to the first embodiment. [Figure 47] 13 is a diagram showing a loop rate lottery table according to the first embodiment. [Figure 48] 13 is a diagram showing an additional lottery table according to the first embodiment. [Figure 49] 13 is a diagram showing the item A add-on lottery table (rush stage) according to the first embodiment. [Figure 50] 13 is a diagram showing a lottery table at the end of a rush stage according to the first embodiment. [Figure 51] This is a diagram showing the item A add-on lottery table (episode stage) according to the first embodiment. [Figure 52] 13 is a diagram showing an ending ticket acquisition lottery table according to the first embodiment. [Diagram 53] 13 is a diagram showing a bug mode selection table according to the first embodiment. [Figure 54]13 is a diagram showing a bug mode premonition game number lottery table according to the first embodiment. [Figure 55] 13A to 13C are diagrams for explaining an example of a performance during a normal stage according to the first embodiment. [Figure 56] A figure to explain an example of presentation during a pseudo bonus in the first embodiment. [Figure 57] A figure to explain an example of a performance in CZ1-1 in the first embodiment. [Figure 58] 11A to 11D are diagrams illustrating an example of a performance during a rush stage in the first embodiment. [Figure 59] This is a diagram to explain an example of a performance during CZ1-2 in the first embodiment. [Figure 60] A figure to explain an example of presentation during an add-on specialized stage in the first embodiment. [Figure 61] A figure to explain an example of presentation during an add-on specialized stage in the first embodiment. [Figure 62] 13A to 13C are diagrams for explaining examples of presentations during the ending preparation stage etc. in the first embodiment. [Figure 63] 13 is a diagram for explaining an example of a presentation (lottery method selection) during a destination determination stage in the first embodiment. FIG. [Figure 64] FIG. 13 is a diagram for explaining a push order display pattern table according to the first embodiment and an example of the presentation (roulette presentation) of the transition destination determination stage. [Figure 65] FIG. 13 is a diagram for explaining an example of a presentation of the destination determination stage according to the first embodiment (when a power outage occurs). [Figure 66] FIG. 13 is a diagram for explaining an example of a performance during a normal stage in the first embodiment (when transitioning to a stable mode). [Figure 67] FIG. 4 is a diagram for explaining a control method in a stable mode according to the first embodiment. [Figure 68] 11 is a schematic front view showing the appearance of a gaming machine according to a second embodiment. FIG. [Figure 69] FIG. 11 is a block diagram showing the control configuration of a gaming machine according to a second embodiment. [Figure 70] 13 is a diagram showing an additional display number lottery table according to the second embodiment. [Figure 71] FIG. 11 is a diagram for explaining an example of a performance during a score-specialized stage in the second embodiment. [Figure 72] FIG. 11 is a diagram for explaining an example of a performance during a score-specialized stage in the second embodiment. [Figure 73] FIG. 11 is a diagram for explaining a display example of a result screen according to the second embodiment. [Figure 74] FIG. 11 is a diagram for explaining a display example of a menu screen according to the second embodiment. [Figure 75] 13 is a diagram showing a setting suggestion icon table according to the second embodiment. [Figure 76] 13 is a diagram showing a setting suggestion pattern table according to the second embodiment. [Figure 77] 13 is a flowchart showing a setting suggestion icon determination process (lottery every time) according to the second embodiment. [Figure 78] 13 is a flowchart showing the setting suggestion icon determination process (scenario lottery) according to the second embodiment. [Figure 79] 13 is a diagram showing a setting suggestion icon lottery table according to the second embodiment. [Figure 80] 13 is a diagram showing a scenario table according to the second embodiment. [Figure 81] 13 is a diagram showing a scenario selection table according to the second embodiment. [Figure 82] 13 is a diagram showing an identical icon lottery table according to the second embodiment. [Figure 83] 13 is a diagram showing a unique icon lottery table according to the second embodiment. [Figure 84] FIG. 11 is a diagram for explaining a display example of a navigation character setting screen according to the second embodiment. [Figure 85] FIG. 11 is a diagram for explaining a display example of a navigation character setting screen according to the second embodiment. [Figure 86] FIG. 11 is a diagram for explaining a display example of a navigation character setting screen according to the second embodiment. [Figure 87] 13 is a diagram showing an episode pattern lottery table according to the second embodiment. [Figure 88] 13 is a diagram showing an episode pattern table according to the second embodiment. [Figure 89] 13 is a diagram showing an additional lottery table (bug mode) according to the second embodiment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0007] DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS A preferred embodiment of a gaming machine according to the present invention will be described with reference to the drawings. [First embodiment] The first embodiment will be described with reference to FIGS. 1 to 67.

[0008] First, the overall configuration of the slot machine 1 will be described with reference to FIGS. The slot machine 1 is one embodiment of a gaming machine according to the present invention, and like a normal slot machine, has a cabinet 1b with an opening on the front, and a front door 1a that opens and closes to cover the opening.

[0009] A display window 6 through which the rear can be seen is formed in the center of the front door 1a, and symbols displayed on the reels 41 can be seen through this display window 6. In addition, below the display window 6, a step is formed that protrudes forward, and the upper surface of this step is provided with a medal insertion slot 2 for inserting medals, a 3 bet button 2a and a 2 bet button 2b that the player presses to set the number of bets when starting a game, and an effect button 2c that the player operates to change the effects displayed on the display 8. In addition, on the front surface of the stepped portion, there are provided a start lever 3 which the player operates when starting a game, and a stop button 5 which the player presses to stop the reel 41.

[0010] The 3 bet button 2a is a button that can accept a player's operation to set the number of bets, and operates as a setting means to set 3 bets by the player's operation. In addition, the 3 bet button 2a is equipped with a sensor (not shown) that detects that the 3 bet button 2a has been operated, and an LED (not shown) that emits light (lights up) so that the effective state of the 3 bet button 2a can be identified. The 2 bet button 2b is a button that can accept a player's operation to set the number of bets, and operates as a setting means to set 2 bets by the player's operation. In addition, the 2 bet button 2b is equipped inside with a sensor (not shown) that detects that the 2 bet button 2b has been operated, and an LED (not shown) that emits light (lights up) so that the effective state of the 2 bet button 2b can be identified.

[0011] In addition, above the display window 6, there is provided a navigation lamp 12 that guides the player through the operation sequence of the stop button 5. In addition, there is provided an advantageous zone lamp 13 that notifies the player that the player is in an advantageous state. In addition, instead of the advantageous zone lamp 13, for example, the "dot" portion of a 7-segment display (also called "7-seg") constituting the payout number display section that displays the number of medals paid out may be lit up.

[0012] A display 8 that functions as a notification means, a display means, and a performance means is provided at the top of the front door 1a. The display 8 is, for example, a liquid crystal display, and displays various effects using images, various information regarding the game, and the like. As shown in Fig. 1, one display 8 is provided, but multiple displays may be provided. For example, two displays (a main display and a sub-display) may be provided and arranged side by side, so that the main display and the sub-display function as a single display unit. Also, a display may be provided on a lower panel display, which is a large display unit arranged below the slot machine 1.

[0013] Above the display 8, there is a speaker 9 which acts as an alerting means and provides sound effects and alerts, and a lamp 11 which lights up when each winning combination is achieved and provides light effects and alerts corresponding to the effects displayed on the display 8. Further, at the bottom of the front door 1a, there is provided a medal payout opening 7b through which medals are paid out.

[0014] The top of the cabinet 1b is equipped with a main control unit 10 that provides overall control of the game, and the top of the front door 1a is equipped with a sub-control unit 20 that controls aspects of the game, etc., under the control of the main control unit 10. The center of the housing 1b is provided with a drum unit 4 that rotates the reel 41. The drum unit 4 is provided with reels 41a, 41b, and 41c that are arranged in parallel in the horizontal direction, and each of the reels 41a to 41c is configured to be rotatable by driving a stepping motor (not shown). A plurality of symbols (identification information) are displayed on the outer periphery of each of the reels 41a to 41c in a predetermined arrangement, and when the reel 41 is stopped, a predetermined number of consecutive symbols (e.g., three) can be seen through the display window 6 for each of the reels 41a to 41c. In addition, the lower part of the cabinet 1b is equipped with a medal payout device 7 that pays out medals, and a hopper 7a that stores the medals, and the medals paid out from the medal payout device 7 are paid out to the player via a medal payout outlet 7b.

[0015] A power supply unit 14 is provided at the bottom of the housing 1b. The power supply unit 14 is a device for supplying power to each device including the main control unit 10 and the sub-control unit 20. It monitors the voltage or frequency of the power supply input from outside the slot machine 1, and outputs a power cut-off signal to the main control unit 10 and the sub-control unit 20 indicating that the power supply to the slot machine 1 has been stopped when the voltage or frequency drops below a predetermined value. Furthermore, when the power supply device 14 detects a supply of power indicating a voltage or frequency exceeding a predetermined value due to power restoration, it outputs a power restoration signal to the main control unit 10 and the sub-control unit 20 indicating that power supply to the slot machine 1 has started.

[0016] Fig. 3 shows the configuration of the control system of the slot machine 1. Note that the same reference numerals are used to designate components that are the same as or equivalent to those described in Figs. 1 and 2.

[0017] The main control unit 10 is equipped with a CPU (not shown) that performs various calculation processes, a ROM (not shown) in which control programs related to the game and lottery tables are stored, and a RAM (not shown) that has a memory area for temporarily storing various data and a working area for the CPU, etc. In addition, the main control unit 10 is connected to a 3 bet button 2a, a 2 bet button 2b, a medal selector 2e, a start lever 3, and a stop button 5, and is configured to be able to input signals from sensors built into each device. The main control unit 10 also performs processes such as starting a game based on a signal from the start lever 3 and sampling random numbers from a random number generator (not shown).The main control unit 10 then performs an internal lottery process based on the sampled random numbers.The main control unit 10 also realizes various functions of the embodiments described below by appropriately reading and executing control programs stored in the ROM.

[0018] The main control unit 10 is also configured to be able to input a power interruption signal and a power restoration signal from the power supply device 14 . When the main control unit 10 receives the power-off signal, it executes a power-off process to store (save) the game information at the time of the input in the RAM. This game information includes, for example, the game state at that time, winning combination, the stopping state of the reels 41, the number of bets (3 bets, 2 bets, 1 bet), etc. In addition, when the main control unit 10 receives a power return signal, it executes a power return process to read out the game information stored (saved) in the RAM and resume the game. That is, when the main control unit 10 receives a power return signal, it returns to the state immediately before the power was turned off based on the read out game information. Furthermore, in the power restoration process, the main control unit 10 transmits game information to the sub-control unit 20. This allows the sub-control unit 20 to resume presentation based on the game state immediately before the power was cut off.

[0019] In addition, the main control unit 10 is connected to the drum unit 4, the medal payout device 7, the advantageous zone lamp 13, and the sub-control unit 20, and is configured to be able to output signals to each device. Specifically, based on signals from the start lever 3 and the stop button 5, the main control unit 10 performs processes such as driving the drum unit 4 to rotate and stop the reels 41a to 41c, driving the medal payout device 7 to pay out medals, and turning on the advantageous zone lamp 13 when a gaming state advantageous to the player occurs.

[0020] The sub-control unit 20 is equipped with a ROM (not shown) that stores various information such as programs related to the performance, image data for the performance, audio data, etc., and a RAM (not shown) that has a memory area for temporarily storing various data and a working area for the CPU, etc. The sub-controller 20 is also connected to a performance button 2c and is configured to be able to input signals from sensors built into the devices, and is also connected to a display 8, a speaker 9, a lamp 11, and a navigation lamp 12 and is configured to be able to output signals to each device. For example, the sub-controller 20 is capable of controlling the switching timing of each performance based on a signal from the performance button 2c. In addition, the sub-control unit 20 operates as a performance execution means and a performance control means, and in response to one-way commands (control information) from the main control unit 10, performs image processing for a specified performance on the display 8, audio output processing on the speaker 9 for various performances and notifications, and lighting processing of lamps 11 and navigation lamps 12 composed of LEDs, etc.

[0021] The sub-controller 20 is also configured to be able to input a power interruption signal and a power restoration signal from the power supply device 14 . When the sub-controller 20 receives the power interruption signal, it stores (saves) in RAM the performance information that specifies the performance content being executed at the time of the power interruption signal. This performance information includes, for example, various information displayed on the display 8. Furthermore, when the sub-controller 20 receives a power return signal, it resumes the presentation based on the game information received from the main controller 10 and the presentation information stored (saved) in the RAM.

[0022] Such a slot machine 1 is configured to be able to execute the following slot machine games using the main control unit 10. At the start of a game, the number of bets is set using medals (including credit medals). The number of bets can be set either by inserting medals directly into the medal insertion slot 2 or by pressing the 3-bet button 2a or the 2-bet button 2b.

[0023] In the method of setting the number of bets by inserting medals into the medal insertion slot 2, the medal selector 2e provided on the back of the front door 1a detects the inserted medals and sets the number of bets corresponding to the number of medals inserted (however, the upper limit is 3 bets corresponding to 3 medals). If medals exceeding 3 bets are inserted, they are internally stored as data as credit medals.

[0024] When the 3 bet button 2a is pressed, the number of medals corresponding to three medals as the number of medals to be used in one game is subtracted from the credit medals stored internally as data, and the subtracted amount is set as a bet of 3 (the number of second game media). Similarly, when the 2 bet button 2b is pressed, the number of medals corresponding to two medals as the number of medals to be used in one game is subtracted from the credit medals stored internally as data, and the subtracted amount is set as a bet of 2 (the number of first game media). In addition, by providing a 1 bet button for setting the number of medals corresponding to one coin, pressing the 1 bet button twice may set a 2 bet, and pressing the 1 bet button three times may set a 3 bet. In this embodiment, games with 1 bet, 2 bets, and 3 bets are also referred to as a 1-bet game, a 2-bet game, and a 3-bet game, respectively. Furthermore, credit medals are added by inserting medals into the medal insertion slot 2 or winning, and up to 50 medals can be credited (stored), for example.

[0025] In this manner, the number of bets set by directly inserting medals into the medal insertion slot 2 or by pressing each bet button is stored in a storage means such as a RAM provided in the main control unit 10. Then, when the number of bets reaches the number that allows one game to be played, the game becomes ready to start. In this state where the game can be started, the operation of the start lever 3 is valid. In this valid state, when the start lever 3 is tilted, the game starts, the reels 41a to 41c on which a plurality of symbols are displayed start to move, and an internal lottery process is executed to determine the lottery result of the current game before the reels 41 stop from among a plurality of winning combinations (including losing combinations) such as replay combinations, small combinations, and bonus combinations. In the internal lottery process, a winning combination for a current game is determined by lottery from among a plurality of winning combinations based on a predetermined winning probability.

[0026] Each of the reels 41a to 41c is an example of a variable display means, and the peripheral surface of each of the reels 41a to 41c displays a plurality of (e.g., 20) symbols that serve as identification information, such as "REPLAY 1", "REPLAY 2", "BELL", "BAR", "RED 7", "RED 7-2", "CLOWELL", etc., as shown in FIG. 4. The rotation speed gradually increases from a stopped state, and then reaches a steady rotation where the reels rotate at a constant speed. When such steady rotation is reached, the stop buttons 5a to 5c provided corresponding to the reels 41a to 41c become operable to be pressed.

[0027] The stop buttons 5a to 5c are an example of an operating means for stopping the reel 41. For example, the stop buttons 5a to 5c become operable by lighting up light-emitting means such as an LED built into them, and when each stop button 5 is pressed in this state, each reel 41a to 41c is controlled to stop with a combination of symbols that is allowed based on the timing of the operation and the lottery results of the internal lottery process. The stopping control of each reel 41a to 41c has a pull-in range set for each, and a predetermined number (for example, four) of symbols in the reverse rotation direction (upward) from the symbol at the time the stopping operation is performed can be pulled in, and only any of the symbols within this pull-in range can be stopped on a winning line (hereinafter also referred to as a winning line).

[0028] After the third reel is stopped, the combination of symbols that have stopped on the winning line as a result of the game is determined. If the combination of symbols is a predetermined combination, it is determined that a win has been won, and a game value according to the combination of symbols is awarded. The third reel refers to the reel that is stopped in the third and final operation when the three reels 41a to 41c are stopped once each for a total of three times. Furthermore, "after the third reel is stopped" refers to the time after the player releases his / her finger from the stop button 5 that was used to stop the third reel.

[0029] When the reels 41 are stopped, the three symbols displayed on each of the reels 41a to 41c are stopped so as to be visible from outside the machine (also called "stop display"). Whether or not a win has been won is determined based on the state of the stop display at this time. For example, in this embodiment, winning is determined based on the combination of symbols that stop only on the upward-to-right line out of a total of five lines: the upper, middle, and lower lines, the downward-to-right line, and the upward-to-right line. The number of winning lines for determining a win is not limited to one line, but can be changed as appropriate depending on the relationship between the arrangement of the symbols, the type of symbols, the combination of symbols corresponding to the winning combination, and the like.

[0030] The slot machine 1 is provided with a probability setting means (a setting button (not shown)) that can change the winning probability of a specific role among the roles drawn by the main control unit 10 (lottery means, first lottery means) by external operation (manual). For example, the probability of winning a particular role can be divided into six levels, from low to high, and each level can correspond to a setting 1 through 6, thereby changing the probability of winning a particular role to a winning probability corresponding to each setting value. In this case, the probability of winning a specific role is set higher when setting 6 is set than when setting 1 is set, and as a result, the slot machine game is controlled so that it progresses more advantageously when setting 6 is set than when setting 1 is set. Although the setting value can be set in six stages, the present invention is not limited to this, and may be set in four stages (setting values ​​1, 2, 5, 6) or three stages (setting 1, setting 3, setting 6), for example.

[0031] (Winning combination and corresponding symbols) Next, each winning combination and the symbol combination corresponding to each winning combination will be described. The winning combinations include, for example, a small combination, a replay combination, and a bonus combination. Small roles include, for example, bell role, watermelon role, cherry role, chance role, 1-coin role, and increase role. In the following description, the cherry role, the watermelon role, and the chance role are collectively referred to as a "rare role."

[0032] The bell roles include a "common bell" and a "push order bell." The "common bell" is won regardless of the order in which the stop buttons 5a to 5c are operated (hereinafter, also referred to as the push order), but the combination of symbols that is stopped and displayed varies depending on the push order. For example, when the stop buttons 5a to 5c are operated in the "left → middle → right" push order (hereinafter referred to as "forward push order") out of the six possible push orders ("left → middle → right", "left → right → middle", "middle → left → right", "middle → right → left", "right → middle → left"), "Bell, Bell, Bell" is displayed in the order of "left reel 41a, middle reel 41b, right reel 41c" on the top line (same below). Furthermore, when the stop buttons 5a to 5c are operated in the order of "left → right → center" out of the six possible pressing orders, for example, "bell-bell-bell" is displayed stopped on a line sloping downward to the right.

[0033] The "Push Order Bell" is a winning role in which a combination of symbols is formed by following the push order, and there are six "Push Order Bells 1 to 6". In the following explanation, "Push Order Bell 1 to 6" will also be referred to simply as "Push Order Bell". In "Push Order Bells 1-6," when the stop buttons 5a-5c are operated in one (1 / 6) of the six possible push orders (correct push order), the corresponding combination of symbols is displayed in a frozen state; however, when the stop button 5 is operated in one of the other five (5 / 6) possible push orders (incorrect push orders), the corresponding combination of symbols is not displayed in a frozen state. For example, if "Push Order Bell 1" is won, when the stop buttons 5a to 5c are operated in the push order of "left → middle → right" (the correct push order), "Bell Bell Bell" will be displayed on the upper line, and when the stop buttons 5a to 5c are operated in any other push order (the incorrect push order), a different pattern combination (hereinafter referred to as "bell spill") will be displayed.

[0034] In addition, when the "push order bell" is won, regardless of which stop button 5 is operated second or third, as long as only the first stop button 5 is operated in the correct push order, the reel 41 can be controlled to stop so that the combination of symbols corresponding to the "push order bell" stops. In this case, the "push order bell" is not limited to six types, and may be three types, "push order bell 1 to 3".

[0035] The watermelon role ("watermelon") allows symbols such as "Replay 2, watermelon, and bell" to stop on the winning line, and in this case, the watermelon symbols line up in a straight line on a downward sloping line to the right. There are two types of cherry roles: "weak cherry" and "strong cherry." A "weak cherry" can cause a combination of symbols such as "cherry, bell, cherry" to stop on the winning line, and a "strong cherry" can cause a combination of symbols such as "cherry, cherry, cherry" to stop on the winning line. There are two types of chance roles: "weak chance" and "strong chance." A "weak chance" is when a combination of symbols such as "BAR, Bell, BAR" can stop on the winning line, and a "strong chance" is when a combination of symbols such as "Replay 1, Watermelon, Replay 1" can stop on the winning line.

[0036] The 1-coin role is a winning role in which the combination of symbols that stops and appears varies depending on the order in which you press the buttons, and there are three "1-coin roles 1 to 3." For example, in the case of winning "1 coin role 1-3", if the stop buttons 5a-5c are operated in order, a combination of symbols such as "BAR·Replay 1·BAR" will be displayed on the winning line, and if the stop buttons 5a-5c are operated in the order of "right → middle → left" (hereinafter, this order will be called "reverse pressing"), a different combination of symbols will be displayed depending on the timing of the operation of the stop buttons 5a-5c.

[0037] For example, when the "1 piece role 1" is won, if the stop buttons 5a to 5c are operated in reverse to aim for the "red 7" symbol, "red 7 red 7 red 7" (single 7 line) can be stopped on the middle line. In addition, when the "1 piece role 2" is won, if the stop buttons 5a to 5c are operated in reverse to aim for the "red 7" symbol, "red 7 red 7 red 7" can be stopped on the middle line, and "red 7 red 7 red 7-2" (double 7) can be stopped on the line sloping down to the right. In addition, when the "1-piece role 3" is won, if the stop buttons 5a to 5c are operated in reverse to aim for the "red 7" symbol, "Replay 1 · Red 7 · Red 7" can be stopped on the middle line, and "Bell · Red 7 · Red 7-2" (double 7 tenpai) can be stopped on the line sloping down to the right.

[0038] In addition, although a detailed explanation will be given later, in this embodiment, when "1 coin role 1-3" is won, the stop buttons 5a-5c are operated in order, aiming for the "Red 7-2", "Cherry" and "Blank" symbols on the winning line from the left, and when each symbol is located within one frame from the winning line and the stop buttons 5a-5c are operated (perfect press), the "Red 7-2, Cherry and Blank" can be stopped. In addition, when "1 coin role 1 to 3" is won, if the stop buttons 5a to 5c are operated in reverse to aim for the "BAR" symbol on the winning line, the "BAR" symbols will line up in a straight line on the middle line.

[0039] The increasing role is only won during the bonus state (RT3, RT4) described below, and is a winning role that results in a matching combination of symbols regardless of the order in which the buttons are pressed. There are three increasing roles: "Increasing Roles 1 to 3." For "Increase Role 1", a symbol combination such as "Bell Bell Bell" is displayed stationary on the top line, for "Increase Role 2", a symbol combination such as "Bell Bell Bell" is displayed stationary on the middle line, and for "Increase Role 3", a symbol combination such as "Blank Cherry Replay 1" is displayed stationary on the winning line.

[0040] A replay role can be won regardless of the order in which you press the buttons, but the winning role will result in a different combination of symbols that are displayed depending on the order in which you press the buttons. There are four replay roles, "Replay 1-4." For example, when "Replay 1 to 4" is won, if the stop buttons 5a to 5c are operated in order, a combination of symbols such as "Replay 1, Replay 1, Replay 1" will be displayed on the winning line. When the stop buttons 5a to 5c are operated by pushing them in the opposite direction, different combinations of symbols are displayed in a stopped state according to the timing of operation of the stop buttons 5a to 5c. For example, when "Replay 1" is won, if the stop buttons 5a to 5c are operated in reverse to aim for the "red 7" symbol, "red 7-2·red 7-2·red 7-2" (single 7s) can be stopped on a downward sloping line to the right. In addition, when "Replay 2" or "Replay 3" is won, if the stop buttons 5a to 5c are operated in reverse to aim for the "red 7" symbol, "Clown Clown Clown" (Clown combination) can be stopped on the upper line. In addition, when "Replay 4" is won, if the stop buttons 5a to 5c are operated in reverse to aim for the "red 7" symbol, "Clown Clown Clown" (Clown combination) can be stopped on a line sloping to the right.

[0041] The bonus roles include "Bonus 1 (hereinafter referred to as BB1)" and "Bonus 2 (hereinafter referred to as BB2)". "BB1" and "BB2" are winning roles that can be drawn during RT0 in the RT state described below. The pattern combination corresponding to "BB1" is "Pierrot·BAR·Blank", and the pattern combination corresponding to "BB2" is "Pierrot·BAR·BAR". In addition, the bonus role is a role subject to carry-over control that allows the winning right to be carried over as long as the corresponding symbol combination does not stop in the winning game and subsequent games by the main control unit 10. Therefore, the bonus winning state is maintained until the bonus role is won by stopping the corresponding symbol combination (hereinafter, this game state is called the bonus winning state).

[0042] Based on the symbol combinations as described above, the winning of the small role, replay role, and bonus role is determined, and when the result of the determination is a symbol combination corresponding to each winning role, a game value according to each winning role is awarded (medals are paid out). The "payout table" shown in FIG. 5 specifies each winning combination and the number of medals to be paid out when each winning combination is achieved. As shown in FIG. 5, when a symbol combination corresponding to the "common bell" is displayed, eight medals are paid out regardless of the number of bets. In addition, when "Push Order Bell 1 to 6" is won, if the corresponding combination of symbols stops by operating the stop buttons 5a to 5c in the correct push order (one push order), 8 medals will be paid out regardless of the number of bets. On the other hand, when "Push Order Bell 1-6" is won, if the stop buttons 5a-5c are operated in an incorrect push order (five different push orders), the corresponding combination of symbols will not stop, the bell spill will stop, and the specified number of medals will not be paid out, but instead, for example, one medal will be paid out.

[0043] In addition, when a symbol combination corresponding to the watermelon role is displayed, 5 medals will be paid out regardless of the number of bets. In addition, if the symbol combination corresponding to "Strong Cherry" appears, two medals will be paid out regardless of the number of bets. In addition, when a combination of symbols corresponding to a "strong chance" appears, one medal will be paid out regardless of the number of bets. In addition, when a combination of symbols corresponding to a 1-coin role is displayed, one medal will be paid out regardless of the number of bets. In addition, by displaying a combination of symbols corresponding to the replay role, "weak cherry" and "weak chance", the player can play again in the next game without inserting a medal. In this embodiment, the number of medals paid out is the same regardless of the number of bets, but the number of medals paid out may be varied depending on the number of bets. In addition, the number of medals paid out when a combination of symbols corresponding to each winning combination is stopped and displayed may be other than the above-mentioned number.

[0044] (Observations of each winning combination) Next, the winning probability of each role will be explained with reference to Figures 6 and 7. The “internal lottery table” shown in Figures 6 and 7 shows the probability of winning each winning role in 2-bet games and 3-bet games. The "internal lottery table" indicates the range (number) of random numbers acquired in the internal lottery process by the main control unit 10, which is 65535, and the number of winning values ​​(wins) among them.

[0045] The winning roles include winning roles whose winning probability varies according to a set value set by a probability setting means, and winning roles whose winning probability does not vary according to the set value. The winning probability varies depending on the setting value, and examples of winning roles include "Replay 1," "Weak Cherry," and "Strong Chance." As shown in Figures 6 and 7, the higher the setting, the higher the winning probability. Winning roles other than these are provided as winning roles whose winning probabilities do not vary according to the set value, and as shown in FIGS. 6 and 7, the winning probabilities are set to be the same for all set values. In addition, if a random number other than that for each winning role is drawn, the lottery result will be a "lose," and the probability of winning is set to vary according to a set value.

[0046] FIG. 6 shows the probability of winning each winning combination in a two-bet game. For example, for "Weak Cherry", in RT0 to RT2, the winning probability is set to 936 / 65535 in setting 1, and the winning probability is set to 1093 / 65535 in setting 6. For each of the "Push Order Bells 1 to 6", the winning probability is set at 66 / 65535 for all settings in RT0 to RT2. For each of the "1-piece roles 1 to 3", the winning probability is set at 10310 / 65535 for all settings in RT0 to RT2. "BB2" can only be won with RT0, and the winning probability is set at 10,000 / 65,535.

[0047] FIG. 7 shows the probability of winning each winning combination in a 3-bet game. For example, for "Weak Cherry", in RT0 to RT2, the winning probability is set to 936 / 65535 in setting 1, and the winning probability is set to 1093 / 65535 in setting 6. For each of the "Push Order Bells 1 to 6", the winning probability is set at 6534 / 65535 for all settings in RT0 to RT2. For each of the "1-piece roles 1 to 3", the winning probability is set at 4195 / 65535 for all settings in RT0 to RT2. "BB1" can only be won with RT0, and the winning probability is set at 4233 / 65535.

[0048] The winning combinations for the 2-bet game and 3-bet game are drawn based on the winning probabilities described above. In a 2-bet game, the probability of winning "Push Order Bell 1-6" is set lower than in a 3-bet game, and the probability of winning "1-coin role 1-3" is set higher, so the number of medals decreases. In addition, in the two-bet game, no lottery is held for the specific gaming state described below. Therefore, during a two-bet game, the game progresses in a manner that is unfavorable to the player.

[0049] In the "internal lottery table" shown in Figures 6 and 7, the types of winning roles whose winning probability varies according to the set value and the types of winning roles whose winning probability does not vary according to the set value can be set arbitrarily. Also, it is possible to set the winning probability of each winning role not to vary according to the set value. In addition, the higher the setting, the higher the probability of winning each winning role. However, without being limited to this, the higher the setting for some or all of the winning roles, the lower the probability of winning each winning role. In a 3-bet game, the probability of winning "Replay 1" may be set high in RT1 and RT2, so that "Loss" is not won (see FIG. 7).

[0050] In addition to the above configuration, the slot machine 1 according to this embodiment has the following game states and characteristic game features based on these game states. Each game state is controlled (hereinafter also referred to as transition) to each game state by the main control unit 10 operating as a game state control means.

[0051] (RT state) First, with reference to FIG. 8, the RT state (hereinafter, simply referred to as RT) of the slot machine 1 according to this embodiment will be described. 8, the slot machine 1 according to this embodiment has RT states RT0, RT1, RT2, RT3, and RT4. Although the number of RT states in this embodiment is five, it may be four or less or six or more.

[0052] RT0 is entered when the slot machine 1 system is reset, when the setting value is changed (including when the same setting value is set again (re-entering the setting value)), or when the bonus state (RT3 or RT4) ends. As shown in the internal lottery tables in FIGS. 6 and 7, in RT0, BB2 can be won only in a 2-bet game, and BB1 can be won only in a 3-bet game. RT0 ends when BB1 is won in the 3-bet game, and transitions to RT1 (arrow a in Figure 8). Or, RT0 ends when BB2 is won in the 2-bet game, and transitions to RT2 (arrow b in Figure 8). In this way, RT0 is not a finite gaming state with a predetermined gaming period, but an infinite gaming state (infinite RT) that does not transition to another gaming state unless a bonus is won.

[0053] RT1 ends when the symbol combination corresponding to BB1 is displayed, and transitions to RT3 (arrow c in Figure 8). That is, RT1 continues from when BB1 is won until BB1 is won, and in RT1, the game proceeds in a state where BB1 ​​is internally won (BB1 winning state). RT2 ends when the symbol combination corresponding to BB2 is displayed, and transitions to RT4 (arrow d in Figure 8). That is, RT2 continues from when BB2 is won until BB2 is won, and in RT2, the game proceeds in a state where BB2 is internally won (BB2 winning state). In addition, in RT1, the lottery for the specific game state (pseudo bonus transition lottery, difference number addition lottery, etc.) described later is not held. In addition, in RT2, the lottery for the specific game state is held only during the 3-bet game. In this way, RT1 and RT2 are not finite game states with a predetermined game period, but are infinite game states (infinite RT) that do not transition to other game states unless a bonus role is won.

[0054] RT3 is a bonus state, in which "increasing roles 1 to 3" can be won only during the 3-bet game as shown in Figures 6 and 7. When the number of medals paid out reaches a predetermined number (for example, 55 medals), the state ends and transitions to RT0. RT4 is a bonus state, in which "increasing role 1 to 3" can be won only during the 2-bet game as shown in Figures 6 and 7. When the number of medals paid out reaches a predetermined number (for example, 5 medals), the state ends and transitions to RT0. For this reason, even if the game moves to the bonus state (RT3, RT4), the player has little expectation of an increase in the number of medals won. Therefore, if a losing combination is won during RT1 or RT2 (when a bonus combination can be won), the player is not allowed to perform the eye-pressing operation to win the bonus combination.

[0055] By the above process, in the RT state according to this embodiment, control is performed so that transition from RT1 and RT2 to RT3 and RT4 is difficult. Specifically, during RT1 and RT2, if the AT state described below is active, when the "push order bell" is hit, the push order navigation is announced, and by performing the stopping operation according to the push order navigation, the corresponding combination of symbols is displayed in a stopped state, and by performing the stopping operation without following the push order navigation, the combination of symbols corresponding to the bell spill is displayed in a stopped state. Also, if a "miss" is won during RT1 and RT2 (when a bonus role can be won), the game is not notified that a bonus role can be won. Note that, during RT1 and RT2, a "miss" is not won in the 2-bet game, so a bonus role cannot be won (see FIG. 6). Furthermore, even if a transition to RT3 or RT4 occurs, the expectation of an increase in the number of medals acquired is low, so players usually do not play games (winning bonus roles) with the aim of transitioning to RT3 or RT4. For this reason, the slot machine 1 according to this embodiment is designed so that the probability of transitioning from RT1 and RT2 to RT3 and RT4 is extremely low, and the game is played while remaining in RT1 or RT2. As mentioned above, the lottery for the specific game state is conducted only when the slot machine is in RT2 and a 3-bet game is being played, so that the slot machine 1 according to this embodiment is basically designed so that the game progresses while the slot machine is in RT2. Therefore, for example, when the slot machine 1 is in its initial state (when the system is reset, when the settings are changed, etc.), it is assumed that a 2-bet game will be played by an arcade staff member, causing BB2 to be won during RT0, and causing a transition to RT2.

[0056] (AT state) The AT state of the slot machine 1 of this embodiment is a gaming state in which, when the "Push Order Bells 1 to 6" is won, the sub-control unit 20 controls the display 8, etc. to notify the player of the order in which to press the stop button 5 and the patterns that serve as a guide for pressing the buttons, thereby assisting in stopping the combination of patterns corresponding to the "Push Order Bells 1 to 6". For this reason, during the AT state, the balls are dispensed faster than during non-AT states. For example, when "Push Order Bell 1" is won, the push order navigation of "1," "2," and "3" is displayed on the display 8 from left to right, the voices "left," "middle," and "right" are output from the speaker 9, and the navigation lamps light up in the order 12a (left), 12b (middle), and 12c (right) to notify the order in which to press the stop buttons 5. In this embodiment, the navigation of the button press order by notification means such as the display 8, navigation lamp 12, speaker 9, etc. is also referred to as "push order navigation." In the non-AT state, even if the internal lottery result of each game is "Push Order Bell 1 to 6", the push order of the stop button 5 is not announced. Therefore, the player basically cannot stop the display of the combination of symbols corresponding to "Push Order Bell 1 to 6". For this reason, the playability of the slot machine 1 is basically such that the player can increase the number of balls dispensed by staying in the AT state for a long time.

[0057] (Normal section, advantageous section) The game on the slot machine 1 according to this embodiment has a normal zone and an advantageous zone. These sections are divided by game states (stages), each of which will be described in detail later. The normal section is the play section during the initial stage. The advantageous zone is a zone in which the player can remain continuously after transitioning from the normal zone to another game state (stage) until transitioning back to the normal zone, and is a game zone in which the player is staying in a stage other than the initial stage. The condition for transitioning from the normal zone to the advantageous zone is that a winning combination other than a "miss" is won during a 3-bet game in the normal zone, and the zone transitions from the normal zone to the advantageous zone after the third reel of the winning game is stopped. In other words, if a "miss" is won while in the initial stage, the player will remain in the normal zone, whereas if a winning role other than a "miss" is won, the player will move from the normal zone to the advantageous zone. In addition, without being limited to this, the transition from the normal zone to the advantageous zone may be made, for example, by the stopped display of a combination of symbols corresponding to a predetermined winning role, or the stopped display of a combination of symbols not corresponding to a predetermined winning role (for example, a losing symbol or a bell drop).

[0058] The condition for transitioning from the advantageous zone to the normal zone is that the game result at each stage will cause a transition to the initial stage, ending the advantageous zone and transitioning to the normal zone. In addition to this, when the advantageous zone limiter is reached, the advantageous zone ends and transition occurs to the normal zone. A favorable zone limiter is when one of the following conditions is met: "The number of games played during the favorable zone reaches the upper limit (limiter)" or "The number of coins won (difference in coins) during the favorable zone reaches the upper limit (limiter)." In addition, the above-mentioned conditions for ending the advantageous period are merely examples, and may include, for example, "at least one push order bell has been announced," "a combination of symbols corresponding to a bonus role has been displayed," etc.

[0059] In addition, during the advantageous zone, the advantageous zone lamp 13 is basically lit. In order to prevent the player's interest from decreasing, the advantageous zone lamp 13 may be turned on only when the player is in a state where the number of medals is expected to increase. For example, the advantageous zone lamp 13 may not be turned on during the normal game mode.

[0060] (Game-related counters) While in the advantageous zone, the main control unit 10 counts the number of games played in the advantageous zone and the number of medals won in the advantageous zone, and stores them in the RAM as counter information shown below. Counter A1: Count of the number of games played during the advantageous period Counter B1: Count of the number of coins won (difference) during the favorable zone Counter A2: Counting number of games played in 3-bet games during the favorable zone

[0061] Counters A1 and B1 are counters related to advantageous zone limiters (upper limit number of games played in an advantageous zone). The main control unit 10 forcibly ends the advantageous period when the value indicated by the counter A1 reaches "1500" or the value indicated by the counter B1 reaches "2400". Moreover, the counters A2 and B1 are counters related to an ending limiter (an upper limit number of games until an ending in an advantageous zone). When the value indicated by counter A2 reaches "1425" or when the value indicated by counter B1 reaches "2075", the main control unit 10 forcibly transitions to an "ending" which will be described later. The values ​​of counters A1, B1, and A2 are erased (initialized) when the favorable zone ends (when the game progresses to the initial stage due to the game results in each stage, or when the favorable zone limiter is reached).

[0062] (Details of each game state (stage)) Next, with reference to FIG. 9, each game state of the slot machine 1 according to this embodiment, transitions between each game state, and game characteristics based on each game state will be described. The main control unit 10 can independently control the transition between the normal zone and the advantageous zone, the transition between RT0 to RT4, and the transition between each game state (stage) shown in Fig. 9. However, as described above, the game in this embodiment is basically played in RT2, so the game in each game state (stage) is basically played while staying in RT2.

[0063] As shown in FIG. 9, the slot machine 1 of this embodiment has, as game states, a normal game state, a pseudo bonus preparation stage, a pseudo bonus, a transition destination determination stage, a chance zone (hereinafter, CZ), and a specific game state. The normal game state is further divided into an initial stage, a normal stage, a score-specialized stage, and a premonition stage. The specific game states are further divided into an added special stage, a rush stage, an episode stage, an ending preparation stage, an ending challenge, and an ending. The normal game state is controlled to a non-AT state, and as the player continues playing, the number of medals in hand of the player gradually decreases, which is a disadvantageous game state for the player. On the other hand, the specific game state is controlled to an AT state, and as the player continues playing, the number of medals increases, which is advantageous for the player. Therefore, the player will play the game aiming to transition from the normal game state to the specific game state and to stay in the specific game state for a long time.

[0064] (Normal gameplay state) There are multiple transitions from the normal game state to the specific game state, but the basic transition is to move from the normal game state to a pseudo bonus, then move from the pseudo bonus to a CZ via a transition destination determination stage, and then move from the CZ to the specific game state. Furthermore, when a transition is made to a bug mode, which will be described later, in the normal gaming state, a transition to a specific gaming state is confirmed. Therefore, while in the normal gaming state, the player will first play in the hope of transitioning to the pseudo bonus or bug mode.

[0065] (Early stage) The initial stage is entered when the slot machine 1 system is reset, when the setting value is changed (including re-entering the setting value), or when the advantageous zone ends. For example, it enters the transition stage, rush stage, ending challenge, or after the ending ends, or when the advantageous zone limiter is reached. In the initial stage, when a winning combination other than "Miss" is won by the internal lottery process, the main control unit 10 controls to transition from the initial stage to the normal stage (arrow A in FIG. 9). In other words, the duration of the initial stage is extremely short, and the player will spend most of the time in the normal game state outside the initial stage. Also, the initial stage may be made indistinguishable from other game states (stages) in appearance. For example, on the display screen displayed on the display device 8, the initial stage and the normal stage may have the same background image. In this way, by sharing the same display screen for the initial stage and the normal stage, it is difficult to recognize the transition from the normal zone to the advantageous zone, making it difficult to understand the end of the advantageous zone, and preventing the player from stopping playing. However, without being limited to this, the initial stage and other game states (stages) may be distinguishable from each other in appearance.

[0066] Next, various processes executed while staying in the initial stage will be described. In the initial stage, the following processes are executed. -Score mode lottery -Score level lottery Item B Acquisition Level Lottery Episode pattern lottery · Add-on stage ceiling game number lottery Item A initial value lottery

[0067] -Score mode lottery In the initial stage, a score mode lottery is conducted to determine the "score mode" that affects the transition lottery to the pseudo bonus. The slot machine 1 according to this embodiment has a gaming feature in which accumulating a "score" in the normal gaming state can serve as an opportunity to transition to a pseudo bonus. A predetermined number of scores is awarded to the player when a win other than a "miss" occurs during the initial stage, or when a replay or bell win occurs during the normal stage (see FIG. 22). When the score accumulated as the game progresses reaches a specified value (for example, 200), a lottery for transition to a pseudo bonus is executed (see FIG. 23). In addition, the score is set to the initial value (0) when the transition lottery to the pseudo bonus is won and the game is transitioned to the pseudo bonus. However, this is not limited to this, and the score may be initialized when the transition lottery to the pseudo bonus is won or when the advantageous zone ends.

[0068] The score mode is linked to the expected probability of winning the pseudo bonus transition lottery when the score reaches a specified value, and indicates the likelihood of winning the lottery. Specifically, when a winning role other than "Miss" is won in the initial stage, that is, when a winning role in the advantageous zone is won (and so on below), the main control unit 10 determines the score mode by lottery by referring to the "Score Mode Lottery Table" shown in Figure 10, and stores the result in the RAM of the main control unit 10. The "score mode" is set, for example, in four stages (mode 0 to mode 3), and is determined based on the setting value currently set in the slot machine 1. For example, "mode 3" is likely to be selected in the case of setting 6, "mode 0" is likely to be selected in the case of odd number settings (setting 1, setting 3, setting 5), and "mode 1" is likely to be selected in the case of even number settings (setting 2, setting 4, setting 6). The score mode is not limited to four levels, but may be three levels or less or five levels or more.

[0069] For example, when "Mode 0" is selected, pattern 0 (Pt0) is selected as the lottery pattern when the score reaches a specified value (200), as shown in Figure 11. When "Pt0" is selected, the pseudo bonus is not won, but the transition to the score-specialized mode, which will be described later, is confirmed (see Figures 23 and 24). Also, if "Mode 3" is selected, Pattern 2 (Pt2) is selected when the score reaches a specified value (200). If "Pt2" is set, the transition to the pseudo bonus is confirmed (see Figure 23). In addition, if "Mode 1" is determined, Pattern 1 (Pt1) is selected when the score reaches the specified value (600). If "Pt1" is set, there is a possibility of winning the pseudo bonus, but the probability of not switching to the score-specialized mode increases (see Figures 23 and 24). Also, when the score reaches a specified value (2000), "Pt2" is selected regardless of the score mode value.

[0070] -Score level lottery In the initial stage, a score level lottery is conducted to determine a "score level" that indicates how easily a player can accumulate scores as the game progresses. Specifically, when a winning role other than "Miss" is won, the main control unit 10 refers to the "Score Level Lottery Table" shown in Figure 12 to determine the score level by lottery according to the set score mode, and stores the result in the RAM of the main control unit 10. The "score level" is set, for example, in two stages (level L and level H), and it is easier to accumulate scores at level H than at level L (see FIG. 22). For example, when the score mode is determined to be either "Mode 0," "Mode 1," or "Mode 3," as shown in FIG. 12, level L is selected with a probability of 229 / 255, level H is selected with a probability of 26 / 255, and when "Mode 2" is determined, level H is confirmed (255 / 255).

[0071] Item B Acquisition Level Lottery In the initial stage, an item B acquisition level lottery is conducted to determine the "item B acquisition level." The item B acquisition level is a parameter that influences the determination of the "item B" that will be referenced in the next transition to the specific game state (add-on specialized stage). Details will be given later, but in the add-on specialized stage, an add-on lottery is held that can extend the period of stay in a specific game state depending on the type of item B. For example, six types (pawn, knight, bishop, rook, queen, and king) are provided for item B. However, the number of types of item B is not limited to this, and may be five or less, or seven or more.

[0072] Specifically, when a winning role other than "Miss" is won in the initial stage, the main control unit 10 refers to the "Item B Acquisition Level Lottery Table" shown in Figure 13 to determine the item B acquisition level by lottery based on the setting value currently set in the slot machine 1, and stores the result in the RAM of the main control unit 10. The item B acquisition level is set, for example, in six stages (level 0 to level 5), and is set so that the higher the set value, the more likely it is that a high level will be determined. And, when a higher level of the item B is determined as the acquisition level, the item B with a higher expected additional bonus is determined (see FIG. 45).

[0073] In this manner, the item B acquisition level is determined in the initial stage, so that before transitioning to the add-on specialization stage, it is possible to be notified of the item B acquisition level that has been determined for the next add-on specialization stage to be transitioned to. For example, when the item B acquisition level is determined to be the highest level 5, a transition to a special stage is made to indicate that the item B acquisition level is level 5, thereby preventing the player from quitting the game. Note that it is also possible to indicate other levels in addition to level 5. Furthermore, the indication of the level at which item B can be obtained may not only be given in special stages, but may also be given in effects executed during normal stages.

[0074] Episode pattern lottery In the initial stage, an episode pattern lottery is conducted to determine an "episode pattern" that specifies the execution interval of the episode stage. Although details will be described later, an episode stage is entered when a specified number of games have elapsed while in the rush stage, and the episode pattern sets the timing of entering the episode stage (specified number of games). When a winning combination other than “Miss” is won in the initial stage, the main control unit 10 refers to the “Episode Pattern Selection Table” shown in FIG. 14 to determine an episode pattern by lottery according to the setting values ​​currently set in the slot machine 1, and stores the result in the RAM of the main control unit 10.

[0075] There are, for example, seven types of episode patterns (episode pattern 1 to episode pattern 7), and the timing of entering the episode stage is defined to differ for each pattern. For example, when Episode Pattern 1 is determined, as shown in FIG. 15, the first Episode stage is entered after 25 games, the second after 200 games, the third after 25 games, the fourth after 50 games, the fifth after 100 games, and the sixth after 200 games. Each episode pattern shown in FIG. 15 is set to enter the episode stage six times in 600 games, but this is not limited to the above, and the number of games or the number of entries may be different for each episode pattern (for example, entering the episode stage four times in 600 games, entering the episode stage seven times in 400 games, etc.). In this way, the timing of entering the episode stage can be made indefinite, which can add an element of surprise to the timing of entering the episode stage and increase interest.

[0076] · Add-on stage ceiling game number lottery In the initial stage, while in the rush stage, a lottery for the ceiling number of games for the add-on specialization stage is conducted to determine the upper limit number of games (ceiling number of games) until the next transition to the add-on specialization stage. Specifically, when a winning role other than "Miss" is won, the main control unit 10 determines the number of games to be played in the added-on specialized stage by lottery by referring to the "Table for determining the number of games to be played in the added-on specialized stage ceiling" shown in FIG. 16, and stores the result in the RAM of the main control unit 10. The ceiling number of games for the add-on specialization stage is subtracted by 1 for every 3-bet game that is executed while in the rush stage, and when it reaches "0", the player is forced to move to the add-on specialization stage. It should be noted that the "Add-on Specialized Stage Ceiling Game Number Lottery Table" shown in Figure 16 is assumed to be common to all setting values, but this is not limited to the above, and it may be set so that a lower ceiling game number is determined for higher settings, and as a result, the probability of re-entering the add-on specialized stage may be higher for higher settings. In addition, if the player moves to the add-on specialized stage due to other triggers (such as acquiring a specified number (8) of item A during the rush stage or episode stage), it is preferable to re-determine the ceiling number of games for the add-on specialized stage.

[0077] Item A initial value lottery In the initial stage, an item A initial value lottery is held to determine the initial value of "item A." Details will be provided later, but Item A can be acquired (added on) while in the Rush Stage and Episode Stage (see Figures 49 and 51), and when the number of Item A acquired reaches the upper limit (8), transition to the add-on specialized stage is confirmed. In other words, by acquiring more items A as the game progresses, the duration of time in the specific game state can be extended. The initial number of such items A to be acquired is determined in the initial stage. Specifically, when a winning combination other than “Miss” is won, the main control unit 10 determines the initial value of item A by lottery by referring to the “Item A Initial Value Lottery Table” shown in FIG. 17, and stores the result in the RAM of the main control unit 10. For example, as shown in FIG. 17, the probability of selecting "0" is 101 / 255, the probability of selecting "1" is 77 / 255, and the probability of selecting "4" is 51 / 255.

[0078] (Normal Stage) While staying on the normal stage, for example, a production screen such as that shown in FIG. A score counter 81, a cycle counter 82, a level icon 83, etc. are displayed at the top of the screen. The score counter 81 displays the current score value. The score counter 81 is configured to display a value that is five times the score value stored in the RAM of the main control unit 10. Therefore, each time the value of the score counter 81 reaches "1000", a lottery for transition to a pseudo bonus is executed, and when the value of the score counter 81 reaches "10000", transition to the pseudo bonus is confirmed. The cycle counter 82 is incremented by 1 each time the score counter 81 reaches "1000." In other words, when the cycle counter 82 reaches "10" from the initial value "0" (when the score reaches "10000"), a transition to the pseudo bonus is confirmed. The level icon 83 indicates the current destination lottery level, and is displayed in a color corresponding to each level. The destination lottery level is a parameter that is referenced when determining the destination after the pseudo bonus ends, and the higher the level that is determined, the more advantageous the stage will be for the player after the pseudo bonus ends (see Figures 35 and 36).

[0079] The normal stage has a low probability state (hereinafter also referred to as low probability) in which it is difficult to win the pseudo bonus, and a high probability state (hereinafter also referred to as high probability) in which it is easier to win the pseudo bonus than in the low probability state. In addition, in the normal stage, the difference between the low probability state and the high probability state is notified to the player in a distinguishable manner. For example, the state is notified by the background image of the display 8, and during the low probability state, a "day" background image is displayed, and during the high probability state, an "evening" background image or a "night" background image is displayed. Note that this display mode is only one example, and any notification mode can be adopted as long as it is associated with each stage.

[0080] Next, various processes executed while staying at a normal stage will be described. During normal stage stay, the following various processes are executed. High probability transition lottery High probability end lottery - Pseudo bonus transition lottery (when a rare role is won) ·Score Winning Lottery - Pseudo bonus transition lottery (when the required score is reached) -Score-specific mode transition lottery (when a certain score is reached) - Level promotion lottery (when the required score is reached) -Score-specific mode transition lottery -Score Specialized Mode End Lottery -Score-specialized stage transition lottery (score-specialized mode)

[0081] High probability transition lottery In the normal stage, a high probability transition lottery is executed to determine whether or not the lottery state of the pseudo bonus is to be transitioned from a low probability state to a high probability state. Specifically, when a "weak cherry" is won, the main control unit 10 refers to the "high probability transition lottery table" shown in Figure 18 to determine by lottery whether to transition to a high probability state, and stores the result in the RAM of the main control unit 10. For example, when a "Weak Cherry" is won, the probability of winning is 192 / 255, of which 10 games are selected as the high probability stay game number with a probability of 128 / 255, and 20 games are selected as the high probability stay game number with a probability of 64 / 255. In addition, the high probability transition lottery may be held for winning symbols other than "weak cherry". In addition, the high probability transition lottery is also executed when a winning combination other than a "miss" is won (a winning combination in the favorable zone is won) while the player is in the initial stage.

[0082] High probability end lottery In the normal stage, during the high probability state, a high probability end lottery is executed to determine whether or not to end the high probability state. During the high probability state, the number of high probability stay games determined in the high probability transition lottery is subtracted by 1 for each game, and when the number of high probability stay games reaches "1", the main control unit 10 decides whether or not to end the high probability state by referring to the "high probability end lottery table" shown in Figure 19. For example, as shown in FIG. 19, when a normal role (a winning role other than a rare role including a "miss") is won, the probability of winning is set to 64 / 255, and when a rare role is won, the win is confirmed (255 / 255). When the lottery is won, the number of high probability stay games is maintained and the high probability state continues, and when the lottery is not won, the number of high probability stay games is decremented by 1 to "0" and the state transitions to a low probability state. However, without being limited to this, when the lottery is won, the state transitions to a low probability state.

[0083] - Pseudo bonus transition lottery (when a rare role is won) In the normal stage, when a rare role is won, a lottery for transition to a pseudo bonus is held. Specifically, when the main control unit 10 is in a low probability state, it determines by lottery whether to transition to a pseudo bonus by referring to the "pseudo bonus transition lottery table (low probability)" shown in Figure 20, and stores the result in the RAM of the main control unit 10. For example, the probability of winning is set to 1 / 255 when a "weak cherry" is won, 26 / 255 when a "weak chance" is won, 51 / 255 when a "strong cherry" is won, 1 / 255 when a "watermelon" is won, and 51 / 255 when a "strong chance" is won.

[0084] Also, in the pseudo bonus transition lottery, it is possible to win a "fake". For example, the probability of winning is set to 1 / 255 when a "weak cherry" is won, 229 / 255 when a "weak chance" is won, 204 / 255 when a "strong cherry" is won, 1 / 255 when a "watermelon" is won, and 204 / 255 when a "strong chance" is won. When a fake win occurs, an effect is executed to pique the player's expectations as if he or she had won a pseudo bonus.

[0085] In addition, when the main control unit 10 is in a high probability state, it determines by lottery whether to transition to a pseudo bonus by referring to the "pseudo bonus transition lottery table (high probability)" shown in Figure 21, and stores the result in the RAM of the main control unit 10. For example, the probability of winning is set to 26 / 255 when a "weak cherry" is won, 51 / 255 when a "weak chance" is won, 128 / 255 when a "strong cherry" is won, 26 / 255 when a "watermelon" is won, and 128 / 255 when a "strong chance" is won. In addition, when a "weak cherry" is won, there is a 26 / 255 chance of winning a fake, when a "weak chance" is won, there is a 204 / 255 chance of winning a fake, when a "strong cherry" is won, there is a 127 / 255 chance of winning a fake, when a "watermelon" is won, there is a 26 / 255 chance of winning a fake, and when a "strong chance" is won, there is a 127 / 255 chance of winning a fake. In addition, even if a winning combination other than a "miss" is won in the initial stage, the transition lottery to the pseudo bonus is executed by referring to the "pseudo bonus transition lottery table (high probability)" shown in Figure 21.

[0086] In the pseudo bonus transition lottery (when a rare role is won), if a pseudo bonus is won or if a fake is won, the main control unit 10 controls to transition to the premonition stage (arrow B in Figure 9). In this case, in the premonition stage, the premonition effect (premonition A) is executed for a predetermined number of games, and in the final game of the premonition effect, the result of whether or not the pseudo bonus has been won is announced. In Premonition A, the presentation content is basically set to be the same whether the pseudo bonus is won or the fake bonus is won, and by making the final announcement content different, it is possible to keep the player's expectations captivated until the very end.

[0087] ·Score Winning Lottery In the normal stage, a lottery for winning a score is executed when a replay role or a bell role is won. Specifically, the main control unit 10 determines the score to be acquired by lottery based on the current score level (Level L or Level H) by referring to the "Score Acquisition Lottery Table (Normal Stage)" shown in Figure 22, and stores the result in the RAM of the main control unit 10. As shown in FIG. 22, a larger score is more likely to be selected when level H has been determined than when level L has been determined. In addition, a lottery for determining the score may be held not only when a replay role or a bell role is won, but also when another winning role is won.

[0088] - Pseudo bonus transition lottery (when the required score is reached) In the normal stage, when the score acquired during the game reaches a specified value (200) (the score counter 81 reaches "1000"), a lottery for transition to a pseudo bonus is executed. Specifically, the main control unit 10 refers to the "pseudo bonus shift lottery table (when a specified score is reached)" shown in FIG. 23, and performs a shift lottery to a pseudo bonus based on a lottery pattern. For example, as shown in FIG. 23, when the current lottery pattern is "Pt0", a fake win is confirmed, when it is "Pt1", there is a 204 / 255 probability of winning a fake and a 51 / 255 probability of winning a pseudo bonus, and when it is "Pt2", a pseudo bonus win is confirmed. In the lottery, when the pseudo bonus is won or when the fake is won, the main control unit 10 controls the gaming state to transition to the premonition stage (arrow B in FIG. 9). In this case, in the premonition stage, the premonition effect (premonition B) is executed for a predetermined number of games, and in the final game of the premonition effect, the result of whether or not the pseudo bonus has been won is announced.

[0089] -Score-specific mode transition lottery (when a certain score is reached) In the normal stage, when the acquired score reaches a set value (200), a lottery for transition to "score-specialized mode" is held. The score-specialized mode is a mode in which a lottery is held to transition to a score-specialized stage where a large amount of score can be obtained. For example, there are three types of score-specialized modes (short, medium, and long), and the expectation of staying in the score-specialized stage for a long period of time increases in the order of long, medium, and short (see Figure 28). The main control unit 10 refers to the "score specialization mode transition lottery table (when a specified score is reached)" shown in FIG. 24 to determine transition to the score specialization mode by lottery, and stores the result in the RAM of the main control unit 10. For example, as shown in FIG. 24, when the current lottery pattern is "Pt0", the winning of the score-specialized mode (short or middle) is confirmed, when it is "Pt1", the winning of short has a probability of 13 / 255, and when it is "Pt2", the winning is confirmed. If the player is already in the score-specialized mode, the player will transition (rewrite) to the determined score-specialized mode only if a mode higher than the current mode is determined in the lottery.

[0090] - Level promotion lottery (when the required score is reached) In the normal stage, a promotion lottery for the next level is held each time the score reaches a certain value (200). Specifically, the main control unit 10 refers to the "Destination lottery level promotion lottery table (when a specified score is reached)" shown in Figure 25, and determines whether or not to promote the destination lottery level based on the current value of the period counter. For example, as shown in FIG. 25, when the periodic counter is "5", promotion is confirmed (255 / 255), and when the periodic counter is other than "5", the probability of winning the promotion lottery is set to 13 / 255. If you win the lottery, your current destination lottery level will be increased by 1. Although the probability of winning is the same when the period counter is other than "5", this is not limited to the above, and the probability of winning may be different for some or all of the period counters. In addition, the value added when a player wins the promotion lottery is not limited to "1" and may be 2 or more.

[0091] -Score-specific mode transition lottery In the normal stage, a score specialization mode transition lottery is executed to determine whether or not to transition to the score specialization mode. Specifically, when the "Watermelon" is won, the main control unit 10 refers to the "Score Specialized Mode Transition Lottery Table (Watermelon)" shown in Figure 26 and conducts a lottery for transition to the score specialization mode based on the setting value currently set in the slot machine 1. For example, as shown in FIG. 26, the higher the set value, the easier it is to win the score specialization mode.

[0092] In addition, when a "1-coin role" is won, the main control unit 10 refers to the "Score Specialized Mode Transition Lottery Table (1-coin role)" shown in Figure 27 and determines by lottery whether to transition to the score specialization mode based on the number of consecutive wins of the 1-coin role. For example, as shown in FIG. 27, when the number of consecutive wins of one coin is between 15 and 19 times, the probability of winning is 128 / 255, of which the probability of "Middle" being selected as the score specialization mode is 102 / 255, and the probability of "Long" being selected as the score specialization mode is 26 / 255. In addition, if the number of consecutive wins of a single coin is 20 or more, a win is confirmed, and the probability of selecting "Middle" as the score specialization mode is 191 / 255, and the probability of selecting "Long" as the score specialization mode is 64 / 255. That is, when a 1-coin role is won in the current game, the greater the number of consecutive 1-coin role wins up to the current game, the higher the probability of winning in the score-specialized mode. If the player is already in the score-specialized mode, the player will transition (rewrite) to the determined score-specialized mode only if a mode higher than the current mode is determined in the lottery.

[0093] Here, winning a 1-coin role is assumed to include both winning "1-coin roles 1-3" and when the bell spill pattern stops when "push order bell 1-6" is won, but it is not limited to this and may be only one of these. In addition, a lottery for switching to the score specialization mode may be held not only when a 1-coin winning combination is won, but also when other winning combinations are won consecutively. In addition, the lottery for transition to the score specialization mode need not necessarily be held in all games in which a 1-coin role is won, but the lottery for transition to the score specialization mode may be held in a game in which a streak of 1-coin roles is broken. In addition, the score-specialized mode transition lottery is also executed when the "watermelon" or "1-coin role" is won (the advantageous zone winning role is won) in the initial stage.

[0094] -Score Specialized Mode End Lottery During the score specialization mode, a score specialization mode end lottery is executed for each game to determine whether or not to continue the score specialization mode. Specifically, the main control unit 10 refers to the "score specialization mode termination lottery table" shown in FIG. 28 to determine whether or not to terminate the score specialization mode based on the type of the score specialization mode at that time. For example, as shown in FIG. 28, the probability of not winning (continuing) is set to be high based on the relationship of Long>Middle>Short, and the player will remain in the score-specialized mode until a win (end) is selected. In addition, when Win (End) is selected, the score specialization mode may not be immediately ended, but may transition to a mode one rank lower, and the score specialization mode may end only if the lottery is won during a "Short" stay.

[0095] ·Score-specific stage transition lottery During the score specialization mode, a lottery for transition to a score specialization stage is executed. Specifically, the main control unit 10 determines by lottery whether to transition to a score specialized stage by referring to the "score specialized stage transition lottery table" shown in FIG. For example, as shown in FIG. 29, if a winning combination other than the “watermelon” combination is won, the probability of winning is 26 / 255, and if the “watermelon” combination is won, the win is confirmed. In addition, when a winning combination other than "watermelon" is won, the winning probability of the lottery may be made different. For example, the winning probability may be made different between a rare combination and a combination other than a rare combination. When the score-specialized stage transition lottery is won, the main control unit 10 controls the gaming state to transition to the score-specialized stage (arrow D in FIG. 9).

[0096] (Score-focused stage) The score-specialized stage is a stage in which one set is made up of five games and in which it is possible to obtain a large number of scores. Note that one set is not limited to five games, and may be any number of games. In the score-specialized stage, a lottery is held for each game to determine the score. Specifically, the main control unit 10 determines the score to be acquired by lottery based on the winning role of the current game by referring to the "score acquisition lottery table (score-specialized stage)" shown in Figure 30, and stores the result in the RAM of the main control unit 10. For example, as shown in Fig. 30, it is set so that a score can be acquired for all winning combinations, and a larger score is more likely to be selected when a rare combination is won than when a non-rare combination is won. However, it is not limited to this, and it is also possible to set it so that no score is acquired when some winning combinations are won. During the stay in the score specialization stage, for example, a score counter 81, a cycle counter 82, and a level icon 83 are displayed on the display 8, and the score acquired in the current game is displayed in the center of the screen. At the start of a score-specialized stage, the score counter 81, the cycle counter 82, and the level icon 83 continue to display the information that was displayed at the end of the immediately preceding normal stage.

[0097] Then, when the acquired score reaches a specified number (200) while in the score-specialized stage (when the score counter 81 reaches "1000"), the main control unit 10 executes the pseudo-bonus transition lottery described above (when the specified score is reached) in the next game after the score-specialized stage ends. Also, at this time, if the score reaches a specified number (2000) (the score counter 81 reaches "10000"), a transition to CZ3, which will be described later, is confirmed, and then a transition to a specific game state occurs. In addition, in the score-specialized stage, the above-mentioned pseudo bonus transition lottery (when a rare role is won) may be executed in response to the winning of a rare role.

[0098] In addition, in the score-specialized stage, a score-specialized stage continuation lottery is executed in the final game (the fifth game) to determine whether or not to continue the score-specialized stage. Specifically, the main control unit 10 refers to the "score specialized stage end lottery table" shown in FIG. 31 to determine whether or not to continue the score specialized stage. For example, as shown in Fig. 31, the probability of winning (continuing) is set to 26 / 255, and the probability of not winning (ending) is set to 229 / 255. If the lottery is won, the score-specialized stage continues for one set, and if not won, the main control unit 10 controls to transition to the normal stage (arrow E in Fig. 9). The continuation lottery may be triggered not only at the final game (the fifth game) but also at the start of the game or during the game. In addition, when the continuation lottery is won, the award may be set to two or more sets instead of one set.

[0099] (Premonition stage) The premonition stage consists of premonition A, premonition B, and premonition C. Premonition A is entered when a pseudo bonus is won or a fake is won in the pseudo bonus transition lottery mentioned above (when a rare role is won). Premonition B is entered when the pseudo bonus is won or the fake is won in the pseudo bonus transition lottery mentioned above (when a specified score is reached). The premonition C is entered when the lottery for switching to the bug mode is won in the normal game state, or when the lottery for switching to the bug mode is won with a fake (hereinafter, bug fake). Details of the bug mode and the premonition C will be described later. In the case where the pseudo bonus or bug mode is not won in each premonition, the main control unit 10 controls so as to transition to the normal stage after the end of each premonition (arrow C in FIG. 9).

[0100] At each premonition, a premonition effect is executed on the display 8 for a predetermined number of games. In premonition A and premonition B, a premonition effect is executed to notify whether or not the game will eventually transition to a pseudo bonus. The premonition effect when a pseudo bonus is won (hereinafter referred to as the real premonition) and the premonition effect when a fake bonus is won (hereinafter referred to as the fake premonition) basically have similar image effects, but by making the final notification content different, it is possible to keep the player's expectations captivated until the very end.

[0101] In addition, if a fake premonition is executed in premonition A and premonition B, or if a bug fake premonition is executed in premonition C, a score acquisition lottery is held in the final game of that premonition performance. Specifically, the main control unit 10 determines the score to be acquired by lottery by referring to the "Score Acquisition Lottery Table (Fake Premonition)" shown in FIG. For example, as shown in FIG. 32, the probability of winning is 191 / 255, of which, for example, a score of "10" is selected with a probability of 102 / 255 and a score of "200" is selected with a probability of 4 / 255. If a fake is won in premonitions A and B, the player will not move on to the pseudo bonus, giving the player a sense of loss after the fake premonition ends. However, because it is possible to earn a score when the fake premonition ends in this way, the player's sense of loss can be reduced.

[0102] In addition, if this premonition is executed in premonition A and premonition B, a promotion lottery for the destination lottery level is executed. Specifically, the main control unit 10 refers to the "Destination lottery level promotion lottery table (main precursor)" shown in Figure 33 to determine whether or not to promote the destination lottery level when a rare role is won. For example, as shown in FIG. 33, the probability of winning is set to 3 / 255 when a "weak cherry" is won, 13 / 255 when a "weak chance" is won, 26 / 255 when a "strong cherry" is won, 3 / 255 when a "watermelon" is won, and 26 / 255 when a "strong chance" is won. If you win the lottery, your current destination lottery level will be increased by 1. In addition, a promotion lottery for the transition destination lottery level may be executed not only during this premonition, but also after the premonition stage ends and when the game state transitions to another game state (for example, a pseudo bonus preparation stage, etc.).

[0103] (Pseudo bonus preparation stage) The pseudo bonus preparation stage is entered via the premonition stage after the pseudo bonus is won in the normal gaming state (arrow F in FIG. 9). The pseudo bonus preparation stage continues until "1 coin role 1 to 3" is won, and when "1 coin role 1 to 3" is won, the main control unit 10 controls to transition to the pseudo bonus (arrow H in FIG. 9). In addition, if the "1 coin role 1 to 3" is won in the pseudo bonus preparation stage, an image is displayed to encourage the player to stop the "BAR" symbol (for example, "Aim for BAR!") based on the operation of the start lever 3 of the winning game, and a push order navigation is displayed to encourage the player to push the buttons in the reverse direction, prompting the player when to move on to the pseudo bonus. In addition, the "winning one coin role 1-3" which is the trigger for ending the pseudo bonus preparation stage includes "the stop display of a combination of symbols that can be stopped when any of the one coin roles 1-3 is won and that will result in a payout of one coin." In other words, the transition to the pseudo bonus occurs not only when the "BAR" symbols are stopped in a straight line, but also when other combinations of symbols are stopped.

[0104] In addition, the pseudo bonus preparation stage is partially controlled in an AT state. "Partially controlled in AT state" means that when "Push Order Bell 1-6" is won, the push order for the "Push Order Bell" will be partially announced by basically alternating between "Announcement" → "Non-Announcement" → "Announcement" → "Non-Announcement", etc. By controlling the notification of the push order in this manner, it is possible to prevent excessive payout of medals to players, and to prevent a major disruption in the balance of benefits between the gaming facility and the players. Furthermore, if the push order bell happens to hit when the push order is in the "non-announcement" state, the next push order announcement will be controlled to remain in the "non-announcement" state (it will not be "announced" until the push order bell is missed). However, without being limited to this, a lottery may be held for each game as to whether or not to "announce" the push order based on a predetermined probability (for example, 50%).

[0105] Also, in the pseudo bonus preparation stage, like the score specialization stage described above, a lottery is held for each game to determine the score based on the winning combination of the current game (see FIG. 30), and the acquired scores are added up. Then, if the score reaches a specified number (200) while remaining in the pseudo bonus preparation stage, the above-mentioned destination lottery level promotion lottery (when the specified score is reached) is executed (see FIG. 25). During the pseudo bonus preparation stage, a cycle counter 82 and a level icon 83 are displayed on the display 8. At the start of the pseudo bonus preparation stage, the cycle counter 82 and the level icon 83 continue to display the information that was displayed at the end of the previous normal stage, and the cycle counter 82 is incremented and the level icon 83 is promoted according to the score obtained.

[0106] (pseudo bonus) The pseudo bonus is a gaming state in which the AT state is controlled and an increase in medals can be expected. The pseudo bonus continues until "Push Order Bell 1 to 6" is won eight times, and when "Push Order Bell 1 to 6" is won eight times, the main control unit 10 controls to transition to the transition destination determination stage (arrow I in FIG. 9).

[0107] During the pseudo bonus, for example, a presentation screen as shown in FIG. The top of the screen displays the remaining number of push order bell wins, which is 84, and the bottom left of the screen displays the destination lottery level, which is 85. The remaining number of Push Order Bell wins, 84, is initially set to "8", and is reduced by 1 each time "Push Order Bell 1 to 6" is won. The current destination selection level (for example, Lv2) is displayed in the destination selection level 85. In addition, when the pseudo bonus starts, the information of the level icon 83 displayed at the end of the previous pseudo bonus preparation stage is taken over and displayed in the destination selection level 85. In addition, a color corresponding to the current destination lottery level is displayed in the screen frame of the display device 8. For example, as the destination lottery level increases, the display color of the frame changes in the order of "white → blue → green → red → rainbow."

[0108] In addition, in the pseudo bonus, a promotion lottery for the destination lottery level is executed. Specifically, the main control unit 10 refers to the "Destination lottery level promotion lottery table (pseudo bonus)" shown in Figure 34 to determine whether or not to promote the current destination lottery level based on the winning role of the current game, and stores the result in the RAM of the main control unit 10. For example, as shown in Fig. 34, the probability of winning is set to be high based on the relationship of "Common Bell" < "Push Order Bell" < "Weak Cherry", "Weak Chance", "Watermelon" < "Strong Cherry" < "Strong Chance". Also, if "Strong Cherry" or "Strong Chance" is won, the win is confirmed. If the player wins the lottery, the current destination lottery level is increased by 1 or 2. The level increased by 3 or more may be added if the player wins the lottery. In addition, when the transition lottery level reaches the maximum level (level 5), a specified benefit (confirmation of transition to pseudo bonus, confirmation of transition to a specific gaming state, confirmation of bug mode, confirmation of staying in the specific gaming state until the advantageous zone limiter is reached) may be granted.

[0109] In addition, in normal game mode, the pseudo bonus is entered when the score counter 81 reaches "10,000" or when a rare role is won, or when the value indicated by counter A2 reaches "500 games" (pseudo bonus ceiling game number). The pseudo bonus ceiling game number is not limited to this, and can be set arbitrarily, and may be greater than 500 games or less than 500 games. Also, a smaller pseudo bonus ceiling game number may be selected for a higher setting.

[0110] (Destination decision stage) The transition destination determination stage is a gaming state that starts after the pseudo-bonus ends and is controlled to a partial AT state. The transition destination determination stage continues with the winning games of "Push Order Bells 1 to 6" and the next game until they are completed. After these two games are completed, the main control unit 10 controls the system to transition to another stage (arrows J, K, and L in Fig. 9). That is, the transition destination determination stage will end in a minimum of two games.

[0111] And during these two games, a transition destination determination lottery is executed to determine the transition destination after the transition destination determination stage ends. As the transition destination, one of CZ (CZ1 to CZ3), the bonus specialization stage, or the initial stage is determined by lottery. In the transition destination determination lottery, the lottery is conducted based on the lottery method (stable or volatile) selected by the player. The selection of this lottery method can be made from the selection operation acceptance screen displayed on the display 8 in the winning games of "Push Order Bells 1 to 6". And in the next game, an effect for notifying the lottery result (transition destination) is performed. Note that the transition destination determination lottery and the effect modes during the transition destination determination stage will be described later.

[0112] (Chance Zone (CZ)) CZ starts after the transition destination determination stage ends and starts from the type of CZ determined in the transition destination determination stage. CZ has CZ1, CZ2, and CZ3, and is set so that the expectation of transitioning to a specific gaming state increases based on the relationship CZ1 < CZ2 < CZ3. CZ continues until the specified number of games set for each CZ is completed (until the remaining number of games becomes "0"). In CZ1 and CZ2, a lottery is conducted to determine whether to transition to a specific gaming state during the period until the specified number of games is completed.

[0113] CZ1 is a gaming state controlled to a non-AT state. CZ1 is composed of a first half (CZ1-1) and a second half (CZ1-2), and after CZ1-1 ends, the main control unit 10 controls to transition to CZ1-2 (arrow M in FIG. 9). In CZ1-1, the game is played continuously for a predetermined number of games (for example, 7 games), and during this time, the number of games to stay in CZ1-2 (hereinafter referred to as the number of ST games) is determined. Specifically, the main control unit 10 refers to the "ST Game Number Addition Lottery Table" shown in FIG. 39 to determine by lottery whether or not to add an additional number of games to the initial number of games (7 games) of CZ1-2. For example, as shown in FIG. 39, if a replay role is won, the probability of winning is 128 / 255, and if a rare role is won, the win is guaranteed (255 / 255). If the lottery is won, "1 game" will be added to the number of ST games. In other words, if the lottery for the addition is won for all games (7 games) during the stay in CZ1-1, the number of ST games will be a maximum of 14 games (initial number of games (7 games) + added number of games (7 games)). Note that the number of added games is not limited to 1 game, and may be 2 games or more.

[0114] In addition, a lottery will be held in CZ1-1 to win rewind stocks. Rewind stock is the right to reset the number of ST games that was set at the start of CZ1-2 and make CZ1-2 playable again (rewind) even if the number of ST games in CZ1-2 becomes "0" as the game progresses. Therefore, the more rewind stocks you have, the longer you can stay in CZ1-2, and the higher the expectation of transitioning to a specific game state. Specifically, the main control unit 10 refers to the “rewind stock lottery table” shown in FIG. 40 to perform a lottery for acquiring a rewind stock based on the winning combination of the current game, and stores the result in the RAM of the main control unit 10. For example, as shown in FIG. 40, the probability of winning is set to 26 / 255 when "weak cherry", "weak chance" and "watermelon" are won. In addition, in CZ1-2, if you own a rewind stock and win the lottery to transition to a specific game state, the rewind stock will be converted into the "guaranteed number of times to win a specific role" described below. Therefore, in CZ1-2, any rewind stock that has not been completely consumed can be used efficiently in subsequent games, preventing the player's interest from declining.

[0115] FIG. 57 shows an example of a screen displayed on the display device 8 while staying in CZ1. The left side of the screen of the display 8 displays the number of remaining ST games 86, the total number of ST games 87, and the number of rewind stocks 88, and the top of the screen displays the battle breakthrough number 89. The numbers 1 to 4 in the battle breakthrough number 89 indicate the number of times a breakthrough has been made to the battles executed during CZ1-2. If you win the lottery to add more games while you are in CZ1-1, the number of remaining ST games will be added to 86 and the total number of ST games will be added to 87, and if you win the lottery to acquire rewind stocks, the number of rewind stocks will be added to 88.

[0116] In CZ1-2, the game progresses based on the number of ST games determined in CZ1-1, and a game is played to transition to a specific game state. Specifically, when the number of remaining ST games (86) does not reach "0" and either the replay role or the rare role is won a total of four times, the game will transition to a specific game state.

[0117] FIG. 59 shows an example of a presentation displayed on the display device 8 while staying in CZ1-2. During the stay in CZ1-2, an effect is executed to attract the player's sense of expectation for the transition to a specific game state. For example, a battle effect in which a friendly character fights an enemy character is executed (FIG. 59(a)). The outcome of the battle is determined as follows: if a replay or rare role is won before the number of remaining ST games 86 reaches "0", the ally character will win (Figure 59(c)); if a replay or rare role is not won, the ally character will be defeated in the final game (when the number of remaining ST games 86 reaches "0") (Figure 59(b)). If the ally character wins, one "CLEAR" is displayed in the battle breakthrough number 89, the number of remaining ST games 86 is reset, and the second battle performance begins (Figure 59 (e)).

[0118] On the other hand, if the ally character is defeated and the rewind stock number 88 is "0", the battle performance ends (FIG. 59(f)), and the main control unit 10 controls to transition to the initial stage (arrow O in FIG. 9). However, in this case, if the rewind stock number 88 is 1 or more, 1 rewind stock number 88 is consumed and the number of ST games determined in CZ1-1 is set again. In other words, CZ1-2 becomes playable again based on the number of ST games set at the start of CZ1-2. However, this is not limiting, and the number of games in CZ1-2 that is set when the rewind stock number 88 is consumed may be the initial number of games in CZ1-2 (for example, 7 games). Then, on the display 8, an effect is displayed in which the ally character is revived, and the effect of the first battle is restarted (FIG. 59(d)). Thereafter, when either the replay or rare role is won a total of four times, four battles are won, and all 89 battle breakthrough numbers are displayed as "CLEAR" (Figure 59(g)), the main control unit 10 controls the game to transition to the added-on specialized stage after the number of games in the currently running CZ1-2 has been played (arrow N in Figure 9).

[0119] In addition, when a replay or rare role is won (when an ally character wins), the number of "CLEAR" displayed for the battle breakthrough number 89 is not limited to one, and may be two or more. Also, together with the display of "CLEAR" for the battle breakthrough number 89, information regarding the next added-on specialized stage to be transitioned to may be displayed. For example, the type of item B to be referenced in the next added-on specialized stage may be displayed. This can increase the player's interest by suggesting the degree of expectation for the next additional stage to which the player will move.

[0120] In addition, in CZ1-2, a lottery is held to determine whether or not a player will be able to transition to a specific game state, separate from the number of battles that have been cleared as mentioned above. Specifically, the main control unit 10, upon winning a rare combination, refers to the "one-hit breakthrough lottery table" shown in FIG. 41 to determine whether or not to transition to a specific gaming state. For example, as shown in FIG. 41, the probability of winning is set to 1 / 255 when a "weak cherry" is won, 26 / 255 when a "weak chance" is won, 51 / 255 when a "strong cherry" is won, 1 / 255 when a "watermelon" is won, and 51 / 255 when a "strong chance" is won. In this way, regardless of the number of battles 89 that have been broken through, a transition to a specific game state can be made in one game, thereby increasing the interest of the game. In addition, in the lottery, the probability of winning may be varied based on the number of times the current battle has been broken through. For example, the probability of winning may be increased or decreased as the number of times the current battle has been broken through (the number of times "CLEAR" is displayed) increases.

[0121] CZ2 is a game state controlled in a non-AT state and is completed in one game. In CZ2, operation of the start lever 3 triggers a lottery for transition to a specific game state. In addition, in CZ2, operation of the start lever 3 triggers a so-called freeze effect that temporarily halts the progress of the game for a predetermined period of time (e.g., 20 to 30 seconds), and by accepting operation of the effect button 2c at the end of the freeze effect, it is possible to notify the player whether or not to transition to a specific game state. Specifically, the main control unit 10 refers to the "AT transition lottery table (CZ2)" shown in Figure 42 to determine by lottery whether to transition to a specific game state based on the winning role of the current game, and stores the result in the RAM of the main control unit 10. For example, as shown in Figure 42, if a rare combination is won, the winning probability is confirmed (255 / 255), and if a combination other than a rare combination is won, the winning probability is set to 150 / 255. In this way, CZ2 is a gaming state that is easier to transition to a specific gaming state than CZ1. If the lottery is won, the main control unit 10 controls the transition to the added-on specialized stage (arrow P in Figure 9), and if the lottery is not won, the main control unit 10 controls the transition to the initial stage (arrow Q in Figure 9).

[0122] CZ3 is a gaming state controlled in the AT state, and the game is played for 10 games. When CZ3 is entered, a transition to a specific game state is confirmed, and the main control unit 10 controls the transition to an added-specialized stage after the number of games in the currently executed CZ3 has been played (arrow R in FIG. 9). In CZ3, a lottery is held to add the difference in the number of coins managed in the specific game state to which the game transitions after the end of CZ3. Specifically, the main control unit 10 determines by lottery the difference in number of coins to be added based on the winning role of the current game by referring to the "difference in number of coins addition lottery table" shown in Figure 43, and stores the result in the RAM of the main control unit 10. As shown in Fig. 43, when any winning combination is won, the combination is set to be added, and when a rare combination is won, a relatively larger difference in number of sheets (high difference in number of sheets) is selected than when a non-rare combination is won. However, without being limited to this, a winning combination that is not added may be set. In addition, when the "Push Order Bell 1 to 6" (see Figure 7), which has a high winning probability set in the internal lottery process, is won, the winning probability of the added difference in number of coins of "10" to "50" is set to the same (64 / 255), so in CZ3, there is a high expectation of adding a high difference in number of coins. In this way, when transitioning to a specific game state via CZ3, the remaining difference in number of coins during the next transition to the specific game state can be increased (added on), which is advantageous for the player.

[0123] In the above explanation, only CZ3 is controlled to the AT state, and CZ1 and CZ2 are controlled to the non-AT state, but this is not limited to the above, and all may be controlled to the AT state, or all may be controlled to the non-AT state. Also, only some CZs may be controlled to the AT state, and the remaining CZs may be controlled to the non-AT state.

[0124] (Specific game state) The specific game state is broadly divided into a first half stage consisting of an add-on specialization stage, a rush stage, and an episode stage, and a second half stage consisting of an ending preparation stage, an ending challenge, and an ending. In this embodiment, all stages in the first half of the game and the ending preparation stage and ending challenge in the second half of the game are managed by the difference in number of coins (difference in number of coins management type), and the endings are managed by the number of games (number of games management type). Although details will be described later, during the bug mode, all stages of the specific game state become game number-managed game states.

[0125] In this embodiment, in the rush stage and the ending preparation stage, the game progresses by consuming (subtracting) the difference in number of coins (remaining difference in number of coins) depending on the winning role of the current game, and continues until the remaining difference in number of coins becomes "0". Also, at the ending, the game progresses by consuming (subtracting) one game from the number of games (number of remaining games) for each game, and continues until the number of remaining games becomes "0." In this way, in the gaming state of the difference number management type in this embodiment, a difference number subtraction method is applied in which the remaining difference number of coins is subtracted according to the play, and in the gaming state of the number of games management type, a game number subtraction method is applied in which the remaining number of games is subtracted for each game.

[0126] When entering the specific game state for the first time after moving to the advantageous zone (initial entry), the initial difference in number of coins (for example, 100 coins) is awarded as the remaining difference in number of coins. In addition, the remaining difference in number of coins is added (added) when a predetermined condition is met during the specific game state, and the duration of the specific game state is extended by the amount of the addition (addition). Furthermore, if the remaining number of coins in the first half stage (rush stage) reaches "0," there is a high possibility that the specific game state will end, so the player will play the game with the aim of moving to the second half stage before the remaining number of coins in the first half stage reaches "0." As described above, in the two-bet game, the probability of winning the "push order bell" is low (see FIG. 6). Furthermore, even if the "push order bell" is won, the game is controlled so that the push order navigation does not occur. Therefore, in a specific gaming state, the remaining difference in number of coins is updated as the game progresses in a 3-bet game, but the remaining difference in number of coins is not updated as the game progresses in a 2-bet game. As a result, when a two-bet game is played in a specific gaming state, the number of games played during the advantageous period (counter A1) is counted without updating the remaining difference in number of coins, which results in the advantageous period being wasted, to the disadvantage of the player.

[0127] (Add-on special stage) The add-on specialized stage is the first gaming state in which a player remains after entering a specific gaming state, and in which a large amount of difference in the number of coins can be added. In other words, in the add-on specialized stage, the add-on difference number acquired during the add-on specialized stage is added to the current remaining difference number (the initial difference number at the time of initial entry). Furthermore, since the remaining difference in number of coins at the end of the added-on specialization stage affects the duration of stay in the specific gaming state thereafter, it is advantageous for the player to obtain a large difference in number of coins during the added-on specialization stage. In addition, the add-on specialized stage is partially controlled to an AT state, and similar to the pseudo bonus preparation stage described above, if the "Push Order Bell 1-6" is selected, the push order notification is controlled to alternate in the following order: "Notification" → "Non-notification" → "Notification" → "Non-notification", etc.

[0128] In the add-on specialized stage, the difference in the number of coins is added when a specific role is won. The specific combination is "Replay 1-4" or "1-coin combination 1-2". In addition, when a combination other than these is won, the difference in the number of coins may be added. The addition of the difference in number of sheets (calculation of the added difference in number of sheets) is performed at least "three times" during one stay in the addition-specialized stage. Specifically, in the slot machine 1 of this embodiment, the guaranteed number of times that a specific role can be won during one stay in the additional special stage (guaranteed number of times that a specific role can be won) is set. The number of times a specific role is guaranteed to win is decremented by 1 when a specific role is won. The additional special stage continues until the number of times a specific role is guaranteed to win reaches "0", during which the additional difference in number of coins is calculated. For example, the initial value of the number of times a specific role is guaranteed to win is set to "3 times". When the number of guaranteed wins of the specific role reaches "0", the main control unit 10 controls to transition to the rush stage (arrow S in FIG. 9). Also, as mentioned above, in CZ1-2, if you have rewind stocks and enter the add-on specialized stage, the rewind stocks will be converted into the number of guaranteed wins of a specific role, so the rewind stocks you own will also be added when the add-on specialized stage begins.

[0129] Next, the calculation of the added difference in number of coins will be described. The added difference in number of sheets is calculated, for example, using the following formula, and various processes shown below are executed in relation to the calculation of the added difference in number of sheets. Add-on difference = Add-on unit difference × Loop lottery winning count (formula) · Lottery for the difference in the number of added units Item B lottery ·Loop execution lottery ·Loop rate lottery ·Loop lottery

[0130] · Lottery for the difference in the number of added units In the add-on specialized stage, when a specific role is won, a lottery for the difference in the number of added units is held to determine the difference in the number of added units. Specifically, when a specific role is won, the main control unit 10 determines the additional unit difference in number of coins by lottery by referring to the “Additional Unit Difference In Number Determination Table” shown in Figure 44, and stores the result in the RAM of the main control unit 10. For example, as shown in FIG. 44, when "Replay 1" is won, "10" is selected as the difference in the added unit number of coins; when "Replay 2-4" is won, "30" is selected; when "1 coin role 1" is won, "10" is selected; and when "1 coin role 2" is won, "20" is selected. The difference in the number of added units determined by the lottery is displayed visibly to the player (see Figure 60(b), etc.). The additional unit difference in number of coins can be set to any value, and the additional unit difference in number of coins may be determined by lottery based on a predetermined probability of winning.

[0131] Item B lottery In the add-on specialized stage, a lottery to acquire Item B is held, in which Item B can be acquired. Specifically, the main control unit 10 refers to the "Item B Acquisition Lottery Table" shown in Figure 45 to determine item B by lottery based on the item B acquisition level determined in the initial stage, and stores the result in the RAM of the main control unit 10. For example, the probability of determining "King", which has the highest expected additional bonus, is set as follows: for "Level 0", 3 / 255, for "Level 1", 8 / 255, for "Level 2", 25 / 255, for "Level 3", 25 / 255, for "Level 4", 63 / 255, and for "Level 5", 255 / 255. In this way, the higher the level of Item B acquisition, the higher the expected additional bonus will be determined. Then, when the add-on specialized stage is entered (when the start lever 3 is operated), five items B (initial display amount) are determined as the initial value, and are stored in the determined order.

[0132] The item B determined in the item B acquisition lottery is notified to the player on the display 8 in a recognizable manner. Specifically, at the start of the add-on specialized stage, the items B are displayed in the item B display areas 90 to 94 in the order in which they were determined (stored) (see FIG. 60). That is, the item B display area 90 displays the first determined (stored) item B (hereinafter referred to as the current item), the item B display area 91 displays the next item B, and the item B display areas 92 to 94 display the other three items B in the order in which they were determined (stored).

[0133] One item B is consumed from the item B display area 90 for each game, and the items B in the item B display areas 91 to 94 are moved to the item B display areas 90 to 93, respectively. After item B in item B display areas 91-94 is moved to item B display areas 90-93, if the number of guaranteed wins of a specific role is 1 or more, a new item B is determined by an item B acquisition lottery (see Figure 45) and added to item B display area 94. In this way, the player can understand the type of item B that affects the lottery for adding the difference in the number of coins, and can know the expectation level for up to five games ahead. On the other hand, if the guaranteed number of times a specific role is won is "0", then without deciding on a new item B, four games are played, and when all items B in the item B display areas 91 to 94 are erased, the added-on specialized stage ends.

[0134] The five initially displayed items B may be determined when a winning combination other than "Miss" is achieved in the initial stage. In addition, instead of determining the newly added item B by lottery for each game, multiple predefined patterns of item B for multiple games (e.g., 128 games) may be stored and item B may be determined based on one of the patterns.

[0135] ·Loop execution lottery In the add-on specialization stage, a loop execution lottery is held to determine whether or not to execute a loop lottery for item B determined in the item B acquisition lottery. Specifically, the main control unit 10 refers to the "loop execution lottery table" shown in Figure 46 to determine whether or not to execute a loop lottery for all items B determined in the item B acquisition lottery, and stores the result in the RAM of the main control unit 10. For example, as shown in FIG. 46, if item B is a king or queen, the lottery is confirmed as a winning item, and the winning probability is set to increase in the order of rook, knight, bishop, and pawn.

[0136] ·Loop rate lottery In the add-on specialization stage, a loop rate lottery is held to determine the loop rate for item B that was won in the loop execution lottery. Specifically, the main control unit 10 determines the loop rate for each item B by lottery by referring to the "loop rate lottery table" shown in FIG. For example, as shown in FIG. 47, if item B is a pawn, bishop, or king, the loop rate is determined to be 90%, if item B is a knight, 50% is selected with a probability of 229 / 255, if item B is a rook, 66% is selected with a probability of 229 / 255, and if item B is a queen, either 66%, 80%, or 90% is selected with a probability of 85 / 255.

[0137] The loop rate for each item B determined by the lottery is displayed so as to be visible to the player. For example, by touching a touch sensor provided at a predetermined location on the slot machine 1, the loop rate corresponding to the current item B is displayed in the loop rate display area 95 (see FIG. 60(a)). Note that if the player does not win the loop execution lottery, the loop rate in the loop rate display area 95 is not displayed. Furthermore, the display of the loop rate is not limited to the current item B, and the loop rate for other items B may be displayed.

[0138] ·Loop lottery In the add-on specialized stage, a loop lottery is executed when a specific role is won. Specifically, the main control unit 10 executes a loop lottery based on the loop rate of the current item B in the game in which the specific combination is won. In the case where the current item B is selected in the loop execution lottery, the loop lottery is repeated based on the determined loop rate until the item B is not selected. Then, the number of consecutive wins in the loop lottery (the number of wins in the loop lottery) is stored in the RAM of the main control unit 10. Note that when the loop lottery is executed, it may be set so that a win is always obtained once.

[0139] In this way, the player is awarded the additional difference, which is the product of the additional unit difference calculated when the specific combination is won and the number of times the loop lottery is won. Therefore, it is advantageous for the player to determine a large additional unit difference and win many times in the loop lottery. The sum of the difference in the number of added coins calculated at least three times and the current remaining difference in the number of coins (the initial difference in the number of coins if entering for the first time) will be the remaining difference in the number of coins at the start of the rush stage or ending preparation stage to which the player transitions after the end of the added-on specialization stage. In addition, instead of setting an initial difference in the number of sheets at the time of the first entry, an additional difference in the number of sheets of at least 100 sheets may be calculated when calculating the third additional unit difference in the number of sheets.

[0140] In addition, in the loop lottery, if the following conditions are met, an upper limit is set on the number of consecutive wins of the loop lottery. For example, the upper limit is set to "3 times." When the transition to the ending has been confirmed (when the value indicated by counter B1 is 2075 or more coins, or when the value indicated by counter A2 is 1425 or more games) Counter A2+(remaining difference / 2) is greater than 1000 During the bug mode described below, if the number of remaining games on counter A2+ is greater than 500

[0141] In this way, by setting a limit on the number of consecutive wins in the loop lottery, the maximum number of additional difference coins that can be obtained as a result of one win of a specific role is 120 coins (30 coins (maximum number of additional unit difference coins) x 4 times (maximum number of loop lottery wins)) based on the above formula. The reason for setting a limit on the number of consecutive wins in the loop lottery is that, although a large number of additional difference coins can be won and used up at the beginning of the advantageous period, there is a high possibility that at the end of the advantageous period, it will not be possible to use up all of them, and the advantageous period limiter will be reached, causing the advantageous period to be forcibly ended. This prevents the player from feeling a sense of loss when an additional difference in number of coins is acquired at the end of the advantageous period, but the advantageous period is forcibly terminated when the advantageous period limiter is reached. Furthermore, since the benefit is not completely eliminated even at the end of the advantageous period, the player can be prevented from feeling a sense of loss.

[0142] In addition, by setting an upper limit on the number of consecutive wins in the loop lottery, the maximum number of additional winnings that can be acquired by winning one specific role is "120" (less than "300"), so the right to extend the stay period of the additional special stage (guaranteed number of winnings of specific roles), which will be described later, is not added. In other words, the number of times the specific role winnings are granted as a privilege is limited. This prevents the player from feeling a sense of loss when the advantageous zone limiter is reached and the advantageous zone is forcibly terminated, even if the player has acquired the right to extend the additional specialized stage (guaranteed number of times to win a specific role) at the end of the advantageous zone.

[0143] In addition, in the add-on specialized stage, a lottery for adding the remaining difference in number is held for each game, separate from the lottery for adding the difference in number that is held when a specific role is won. Specifically, when a rare role is won, the main control unit 10 determines by lottery the difference in the number of coins to be added based on the winning role by referring to the "difference in the number of coins addition lottery table" shown in Figure 43, and stores the result in the RAM of the main control unit 10. If you win the lottery to add the difference in the number of coins, the difference in the number of coins to be added will be added to the remaining difference in the number of coins. In this way, in the add-on specialized stage, the remaining difference in number of coins can be increased separately from the lottery for adding the difference in number of coins triggered by winning a specific role.

[0144] In addition, while in the add-on specialized stage, if a rare role is won, item B will be maintained without being consumed. In other words, during the additional specialization stage, if a winning role other than a specific role or a rare role is won, the current item B will be erased, whereas if a rare role is won, the current item B will be maintained. However, this is not limited to the above, and even if a rare role is won, the current item B may be consumed and a loop lottery may be executed in the same manner as when a specific role is won. For example, when a "weak cherry", "weak chance symbol", or "watermelon" is won, the additional unit difference in number of coins may be set to "10", and when a "strong cherry" or "strong chance" is won, the additional unit difference in number of coins may be set to "20", thereby executing a loop lottery. In addition, when a rare role is won, the number of guaranteed wins of a specific role is not deducted, but it may be deducted.

[0145] (Rush Stage) The rush stage is controlled in an AT state, and is an advantageous gaming state in which the player can expect an increase in medals. When the rush stage is entered for the first time, the stage transitions from the add-on special stage, and the remaining difference in number of coins at the end of the add-on special stage is carried over. Then, when the remaining difference in number of coins is consumed, the main control unit 10 controls to transition to the initial stage (arrow U in FIG. 9). In the rush stage, the game is controlled so as to transition to the episode stage every time a prescribed number of games are played (arrow T in FIG. 9) based on the episode pattern (see FIG. 15) determined in the initial stage. Specifically, it is executed in the following order: rush stage → episode stage → rush stage → episode stage → ... rush stage → episode stage. For example, if Episode Pattern 1 is determined, it will be executed in the following order: Rush Stage (25 games) → Episode Stage (18 games) → Rush Stage (200 games) → Episode Stage (18 games) → Rush Stage (200 games) → Episode Stage (18 games) (see Figure 15).

[0146] Since the rush stage is managed by the difference in number of coins, if a winning combination with a payout number greater than the number of bets is won, the remaining difference in number of coins will decrease, whereas if a winning combination with a payout number less than the number of bets is won, the remaining difference in number of coins will increase. For example, if a three-bet game is played when the remaining difference is 100 coins and a symbol corresponding to a bell (a winning symbol with a payout greater than the number of bets) is displayed, the difference of 5 coins is subtracted and the remaining difference becomes 95 coins. On the other hand, when a 3-bet game is played and a symbol corresponding to a 1-coin role (a winning role with a payout amount less than the bet amount) is displayed, the difference in number of coins, 2, is added, and the remaining difference in number of coins becomes 102 coins. In addition, when the remaining difference increases due to winning a winning combination with a payout amount less than the bet amount, an upper limit may be set. In this case, for example, the remaining difference at the start of the rush stage or the maximum remaining difference in a specific game state may be set as the upper limit.

[0147] In addition, during the rush stage, a lottery for additional item A will be held. Specifically, the main control unit 10 determines by lottery the number of items A to be added based on the winning role of the current game by referring to the "Item A Add-On Lottery Table (Rush Stage)" shown in Figure 49, and stores the result in the RAM of the main control unit 10. For example, a larger added number is selected based on the relationship: "Weak Cherry" < "Weak Chance" < "Strong Cherry" < "Watermelon" < "Strong Chance". In addition, if a winning role other than a rare role is won, a lottery for adding item A may be executed. The item A determined in the item A acquisition lottery is notified to the player in a recognizable manner on the display 8. For example, information about the item A acquired in the current game is displayed in the center of the screen of the display 8, and the current number of items A, 97, is displayed in the lower left of the screen (see FIG. 58).

[0148] Then, when the number of items A reaches a specified number (eight) during the rush stage, the main control unit 10 controls the stage to transition to the top-up specialized stage (arrow V in FIG. 9). In addition, when a player moves to the add-on specialized stage by acquiring a specified number of items A (8 items), if the number of games is just before the ceiling number of games for the add-on specialized stage is reached (for example, 10 games or less), the player is given the right to move to another add-on specialized stage. This prevents the player from feeling a sense of loss that "if only a few more games were played, I could have moved to the add-on specialized stage."

[0149] In addition, during the rush stage, a lottery will be held to add the difference in the number of coins. Specifically, the main control unit 10 refers to the “addition lottery table” shown in FIG. 48 to determine the difference in the number of coins to be added by lottery based on the winning role of the current game, and stores the result in the RAM of the main control unit 10. For example, as shown in FIG. 48, the probability of winning is set to be high based on the relationship between "watermelon" < "weak cherry" and "weak chance" < "strong chance" < "strong cherry", and a large additional amount is selected based on this relationship.

[0150] In addition, in the rush stage, when the remaining difference in number of coins reaches "0", a lottery is held to see whether the specific game state will continue. Specifically, the main control unit 10 refers to the "rush stage end lottery table" shown in FIG. 50 to determine by lottery whether or not the specific game state will end, based on the current number of items A owned. For example, as shown in FIG. 50, the probability of winning the lottery is set to be higher the more item A a player currently owns. If the lottery is won, the main control unit 10 controls the game to move to the additional special stage (arrow V in FIG. 9), and the specific game state continues. On the other hand, if the lottery is not won, the main control unit 10 controls the game to move to the initial stage (arrow U in FIG. 9), and the specific game state ends. In addition, if the lottery is won, the rush stage may be executed again instead of the added-on specialized stage, or a transition to the CZ may be made.

[0151] (Episode Stage) The episode stage is a game state in which the game is controlled in an AT state and 18 games are played. The episode stage starts from the rush stage based on the number of games defined in the episode pattern (see FIG. 15). When 18 games have been played, if the episode entry count is other than the upper limit (sixth), the main control unit 10 controls to transition to the rush stage (arrow W in FIG. 9), and if the episode entry count is the upper limit (sixth), the main control unit 10 controls to transition to the added-on specialized stage (arrow X in FIG. 9). When the number of episode entry times reaches the upper limit, control may be performed so that the game transitions to an ending preparation stage after the episode stage ends.

[0152] During the stay in the episode stage, a predetermined effect is executed on the display device 8. The effects that are executed correspond to the number of times the episode stage is entered, and there are six types (Episode 1 to Episode 6). Each episode has different effects (display contents on the display device 8, story, BGM, etc.). The first time you move from the Rush Stage to the Episode Stage (the first time), the Episode 1 performance will be played, and from the next time onwards, when you move to the Episode Stage, the performance will be played in the following order: Episode 2 → Episode 3 → ... → Episode 6. Also, during the episode stage, subtraction of the remaining difference number is stopped, and the display of the remaining difference number is hidden (for example, grayed out) on the display 8. Note that, although the main control unit 10 subtracts the difference number, the sub-control unit 20 may stop subtracting the remaining difference number on the display 8 and display it.

[0153] In the episode stage, a lottery for additional item A will be held. Specifically, the main control unit 10 determines by lottery the number of items A to be added based on the winning role of the current game by referring to the "Item A Add-On Lottery Table (Episode Stage)" shown in Figure 51, and stores the result in the RAM of the main control unit 10. Then, if the number of items A acquired during the episode stage reaches a specified number (8), the main control unit 10 controls the transition to the add-on specialized stage after the remaining number of games in the episode stage have been played (arrow X in Figure 9). In addition, the more items A are acquired, the more advantageous benefits are given to the player. For example, if the number of items A acquired is 16 or more, the add-on special stage will be executed two consecutive times after the episode stage ends, and if the number is 24 or more, the add-on special stage will be executed three consecutive times. In addition, when the player wins the lottery for adding the item A, the player may be notified of the winning in the winning game, or in a game subsequent to the winning game. When notifying in a game subsequent to the winning game, the player may be notified of the winning by performing a stop operation according to the push order navigation, for example.

[0154] As explained above, if the number of items A acquired reaches a set number (8) while in the episode stage, the player will move to the add-on specialized stage after playing the remaining number of games in the episode stage, but the player may also move before playing the remaining number of games in the episode stage. Also, while staying in the episode stage, only the lottery for adding item A is executed, and the lottery for adding the difference in the number of coins is not executed, but this is not limited to this, and the lottery for adding the difference in the number of coins may also be executed.

[0155] (Ending preparation stage) The ending preparation stage is entered after the end of the additional specialization stage executed after the end of the sixth episode stage (episode 6) (arrow Y in Figure 9), and is a game state controlled in an AT state. The remaining difference in number of coins at the start of the ending preparation stage is the sum of the remaining difference in number of coins at the end of the sixth episode stage (episode 6) and the remaining difference in number of coins at the end of the immediately preceding added-on specialization stage. The player can stay in the ending preparation stage until the remaining difference in number of coins is consumed, and when the remaining difference in number of coins is consumed, the main control unit 10 controls the player to move to the ending challenge (arrow Z in FIG. 9).

[0156] In the ending preparation stage, a lottery is held to win an ending ticket, which is the right to execute a lottery for transition to the ending. Specifically, the main control unit 10 refers to the "Ending Ticket Acquisition Lottery Table" shown in Figure 52 to determine by lottery whether or not an ending ticket will be acquired based on the winning role of the current game, and stores the result in the RAM of the main control unit 10. For example, as shown in FIG. 52, if a rare symbol is won, the probability of winning the lottery is set high, and if a "Strong Cherry" and a "Strong Chance" are won, an ending ticket is guaranteed to be acquired.

[0157] If the lottery is won, the display 8 visibly notifies the player that an ending ticket has been acquired, and the number of ending tickets 98 is incremented by one (see FIG. 62(a)). Note that the number of ending tickets added is not limited to one, and may be two or more. In addition, the number of ending tickets awarded may vary depending on the winning role. For example, in the case of a "strong cherry," which has a low probability of winning, five tickets may be awarded, and in the case of a "weak cherry," one ticket may be awarded. Also, an upper limit (for example, 10) may be set for the number of ending tickets that can be acquired, and when the number of acquired tickets reaches the upper limit, a transition to the ending may be confirmed. In this embodiment, two ending tickets are given as an initial value at the start of the ending preparation stage, so the lottery is held for the acquisition of the third or subsequent ending tickets. However, this is not limited to this, and the initial value of the ending tickets may be other than two (including 0).

[0158] Further, the ending ticket may be provided with a plurality of types of tickets with different expectations of transition to the ending. For example, gold tickets, silver tickets, and bronze tickets may be provided, and the expectation level in the ending transition lottery may be varied based on the relationship of gold tickets > silver tickets > bronze tickets. Also, if a player wins the lottery to win an ending ticket, the number of ending tickets, 98, may not be notified (for example, by displaying "?"), and may then be notified when the game moves to the ending challenge. In addition, during the time of staying in the ending preparation stage, not only a lottery for acquiring an ending ticket is held, but also a lottery for adding the remaining difference in the number of pieces or the number of sets in the ending preparation stage is held, making it possible to extend the ending preparation stage.

[0159] (Ending Challenge) The ending challenge is a game state which is entered after the ending preparation stage ends and is controlled in an AT state. The ending challenge can be continued for a number of games equal to the number of ending tickets acquired in the ending preparation stage. During the Ending Challenge, one Ending ticket is consumed for each game, and a lottery for transition to the ending is held based on the winning role of this game. Specifically, if you win "1-coin role 1-3" or a rare role, you are confirmed as having won the ending transition lottery. The winning probability of the ending transition lottery may be varied depending on the winning combination, or may be varied depending on the type of ending ticket (gold ticket, silver ticket, bronze ticket) described above.

[0160] If the ending transition lottery is not won before the ending ticket reaches "0", a result screen informing the game results (number of coins won, etc.) will be displayed on the display 8, and then the main control unit 10 will control the game to transition to the initial stage (arrow AB in Figure 9). On the other hand, if the ending transition lottery is won, an image notifying the player of the transition to the ending is displayed on the display 8, and then the main control unit 10 performs control to transition to the ending (arrow AA in FIG. 9). In addition, the lottery for winning an ending ticket may be held at the end of the ending preparation stage, and the ending preparation stage and the ending challenge may be treated as a single game state.

[0161] (ending) The ending is a game state which is entered after the ending challenge ends and is controlled in an AT state. At the ending, 60 games are played, and when the 60 games are played, the main control unit 10 controls the game to transition to the initial stage (arrow AC in FIG. 9). In addition to being reached through an ending challenge, endings can also be reached when the ending limiter is reached. In other words, it also enters when counter A2 (the count of the number of games played in a 3-bet game during the advantageous zone) reaches 1,425 games (condition 1), or when counter B1 (the count of the number of coins won (difference in number of coins) during the advantageous zone) reaches 2,075 coins (condition 2). When any of these conditions is met, the game will enter the ending 5 games after the game in which the condition was met. At this time, for example, "XX games remaining until the ending" or the like is displayed on the display 8 to indicate to the player the timing of the transition to the ending.

[0162] In addition, at each stage of the specific game state, the condition for terminating the specific game state may be met if, for example, the remaining number of coins reaches "0" within the time period of five games played since the game in which condition 1 or condition 2 is met. In such a case, even if condition 1 or condition 2 is met, the game does not move to the ending but moves to the initial stage. However, without being limited to this, if condition 1 or condition 2 is met, the game may always transition to the ending. For example, if the remaining number of coins reaches "0" during the period from the game where condition 1 or condition 2 is met until 5 games are played, a display screen is displayed on the display device 8 to indicate a transition to the initial stage. At this time, the game may be controlled to continue in the advantageous zone without transitioning to the normal zone, so that the game may transition to the ending after 5 games are played. In this way, when the remaining number of coins reaches "0", it is made to appear as if the specific game state (advantageous zone) has ended, and then the transition to the ending is announced, which can surprise the player and increase his / her interest.

[0163] Furthermore, the present invention is not limited to this, and the following control can also be performed. If the remaining number of coins reaches "0" between the game where condition 1 or condition 2 is met and the time when 5 games have been played, the 5 games may be played and then the game may move to the ending. If condition 1 or condition 2 is met, the game may transition to an ending. If the remaining number of coins reaches "0" within 5 games from the game in which condition 1 or condition 2 is met, the game in which the remaining number of coins reaches "0" may transition to the ending.

[0164] Furthermore, if control is exercised to the ending because one of condition 1 and condition 2 is satisfied, control to the ending will not be exercised again even if the other of condition 1 and condition 2 is subsequently satisfied. However, without being limited to this, it is also possible to control the ending again, for example, to forcibly end the ending currently being executed and execute the endings for 60 games again from the beginning. Alternatively, after 60 games of the ending currently being executed have been played, the endings for a predetermined number of games may be executed so that the endings continue.

[0165] Also, while you are in the ending, the lottery for adding the remaining number of games is generally not performed, so the ending ends at a fixed number of games (60 games). Therefore, when the ending limiter is reached (condition 1 or condition 2 is met), if only 3 bet games have been played up to that point, the ending will end within 1490 games (1425 games (value indicated by counter A2 when the ending is entered) + 5 games (number of games in the interval) + 60 games (number of games remaining in the ending)). As a result, the ending will always end before the advantageous zone limiter (1500 games) is reached, so the player can be sure to see all of the ending effects.

[0166] In addition, the ending is completed by 1490 games, which is a specified number of games (10 games) before the advantageous zone limiter, rather than 1500 games, for the following reasons. Counter A1 related to the advantageous zone limiter counts even when a two-bet game is played. Therefore, if, for example, the ending is set to end after 1,500 games, if a two-bet game is played even once during the advantageous zone, either intentionally or accidentally, the limiter of the advantageous zone will be reached and the ending will end without the player being able to see all of the ending effects. On the other hand, by setting the ending to end at 1490 games, 10 games before, even if several 2-bet games are played, the limiter of the advantageous zone will not be reached and all of the ending effects can be shown.

[0167] So far, the configuration of the slot machine 1 and each gaming state have been explained. The slot machine 1 as described above has the following features. (1) Determining the method of drawing lots for specific game states according to winning combinations and payout amounts (2) The advantageous period can be ended depending on the operation mode (push order). (3) To grant a bonus when the upper limit of the added difference is reached. (4) It is possible to transition from a game state that manages the number of difference coins to a game state that manages the number of games. (5) Standardizing the add-on performance of difference-number-managed game states and game-number-managed game states (6) The ability to change ball output performance according to the operation mode (eye push) These features will be explained in order below.

[0168] (1) Determining the method of drawing lots for specific game states according to winning combinations and payout amounts As described above, in the transition destination determination stage, the slot machine 1 in this embodiment determines and notifies the game state of the transition destination after the transition destination determination stage ends. Specifically, the destination is determined by lottery in the first "Push Order Bell 1-6" winning game after entering the destination determination stage, and the lottery result (destination) is announced in the next game. The slot machine 1 in this embodiment has the feature that it determines the destination based on the lottery method (stable or turbulent) selected by the player, and that this lottery method (stable or turbulent) is determined based on the type of winning role (push order bell) and the number of medals paid out for this winning role.

[0169] First, the determination of the lottery method will be described. After entering the destination determination stage, if the "push order bell 1 to 6" is selected, the sub-control unit 20 causes the display 8 to display a push order notification screen (see Figures 63(a), (c), and (e)). On the push order notification screen, a display corresponding to the push order display pattern is displayed based on the push order display pattern table (see FIG. 64). The push order display pattern is the display mode of the push order when "Push Order Bell 1-6" is won. Specifically, it displays only the operation order when the first reel is stopped for the winning "Push Order Bell 1-6", and for the remaining two operations of the second and third reels, it is set to display "Stable" and "Unsettled" from left to right regardless of the operation order. In other words, when the correct push order for "Push Order Bells 1-6" is "Left → Center → Right" or "Left → Right → Center", the push order display pattern is "1 / Stable / Unstable". In addition, when the correct push order for "Push Order Bells 1-6" is "Center → Left → Right" or "Center → Right → Left", the push order display pattern is "Stable / 1 / Unstable". In addition, when the correct push order for "Push Order Bells 1-6" is "Right → Left → Center" or "Right → Center → Left", the push order display pattern is "Stable / Unsettled / 1".

[0170] The push order notification screen has a push order navigation 51a for the first stop button and selection navigations 51b, 51b for navigating the selection of the lottery method "stable" or "turbulent." The push order navigation 51a, selection navigation 51b, and selection navigation 51c display the characters "1, stable, turbulent," respectively. In this way, the display of the lottery methods "Stable" and "Unstable" is included in the push order navigation. When the push order notification screen is displayed and the first reel is stopped in accordance with the push order navigation 51a, a selection operation acceptance screen (see Figures 63(b), (d), and (f)) is displayed. At this time, if the first reel stopping operation is not performed in accordance with the push order navigation 51a (i.e., if the stop button 5 corresponding to the selection navigation of "Stable" or "Turmoil" is operated first), all push order navigations 51a, selection navigations 51b, and selection navigations 51c will disappear. The selection operation receiving screen also displays background navigation 52 (52a, 52b, 52c). Background navigation 52 is made up of three large areas aligned in the left-right direction. The background navigation 52a is an area where information such as "Choose with the button!" is displayed to encourage the player to select "Stable" or "Unsettled" as the lottery method by operating the stop button 5. The background navigation 52b is the background area of ​​the selection navigation 51b, and has a red background with the character "stable" further displayed within the background. The background navigation 52c is the background area of ​​the selection navigation 51c, and has a blue background with the character "turbulent" further displayed within the background.

[0171] Therefore, the arrangement of "Stable" and "Turmoil" in the selection operation reception screen can be distinguished by the color of the background navigations 52b and 52c. Furthermore, the arrangement of "Stable" and "Turmoil" is always from left to right, regardless of the type of "push order bell." This allows the slot machine 1 to prevent players from making incorrect selection operations (i.e., making a mistake in selecting the lottery methods "Stable" and "Turmoil").

[0172] For example, when "Push Order Bell 1" or "Push Order Bell 2" is won, and the push order notification screen shown in Figure 63(a) is displayed, if the player wants to select "Stable", the player operates the stop button 5a corresponding to the push order navigation 51a when operating to stop the first reel, and then operates the stop button 5b corresponding to the selection navigation 51b when operating to stop the second reel. On the other hand, when the player wishes to select "Turmoil", the player operates the stop button 5c corresponding to the selection navigation 51c in the second reel stopping operation (see FIG. 63(b)). Then, when the player operates to stop the third reel, he or she only needs to operate the remaining stop buttons.

[0173] Also, Figures 63(c) and (d) are examples of when "Push Order Bell 3" or "Push Order Bell 4" is won (when the stop button corresponding to Push Order Navigation 51a is stop button 5b), and Figures 63(e) and (f) are examples of when "Push Order Bell 5" or "Push Order Bell 6" is won (when the stop button corresponding to Push Order Navigation 51a is stop button 5c). In these cases, too, as in the examples of Figures 63(a) and (b), "Stable" or "Turmoil" can be selected.

[0174] When the second reel is stopped, the remaining selection navigation disappears. For example, in the scene of FIG. 63(b), when the stop button 5b corresponding to "stable" is operated, the selected navigation 51b and background navigation 52b corresponding to stability disappear, and at the same time, the selected navigation 51c and background navigation 52c corresponding to turbulence also disappear. However, the present invention is not limited to this. For example, after a stop operation of a stop button corresponding to one navigation system is performed, the other navigation system may continue to be displayed. Also, when a stop button corresponding to one navigation device is operated to stop the other navigation device, the display contents of the other navigation device may be changed to those of the other navigation device and continued to be displayed.

[0175] The main control unit 10 determines such a lottery method ("Stable" or "Unstable") based on the type of "Push Order Bell" and the number of payouts in the winning game of that "Push Order Bell" by referring to the push order display pattern table (Figure 64 (a)) as follows: Specifically, when "Push Order Bell 1," "Push Order Bell 3," and "Push Order Bell 5" are selected, the correct button presses are pressed in the correct order, and eight medals are paid out; then "stable" is determined as the lottery method. In addition, when "Push Order Bell 1," "Push Order Bell 3," and "Push Order Bell 5" are won, if the stopping operation is performed with an incorrect push order, the bell spill stops, and one medal is paid out, "Turmoil" is determined as the lottery method. In addition, when "Push Order Bell 2," "Push Order Bell 4," and "Push Order Bell 6" are won, if the correct button presses are pressed in the correct order and eight medals are paid out, "Turmoil" will be determined as the lottery method. In addition, when "Push Order Bell 2," "Push Order Bell 4," and "Push Order Bell 6" are won, if the stopping operation is performed with an incorrect push order, the bell spill stops, and one medal is paid out, "stable" is determined as the lottery method.

[0176] Here, whether a player selects "stable" or "turbulent" may vary from player to player depending on the player's personality, preferences, and the like. In other words, the options may be biased, such as one player only choosing "stable" and another player only choosing "turbulent." In such a case, if the payout amount varies depending on the option, it will be unfair to the players. Regarding this, the probability of winning the "Push Order Bell" is the same for "Left → Center → Right" and "Left → Right → Center" (see Figure 7, etc.), so when "1, Stable, Unsettled" is displayed, even if the options are biased to one side, the probability of paying out 1 coin and the probability of paying out 8 coins are the same. This means that there is no difference in the number of coins paid out between players.

[0177] In this way, when either the "stable" or "turbulent" selection method is selected in the "push order bell" winning game, the main control unit 10 executes a selection to determine the transition destination based on the selected selection method. Specifically, when "Stable" is selected, the main control unit 10 refers to the "Destination Determination Lottery Table (Stable)" shown in Figure 35, determines the destination by lottery based on the current destination lottery level, and stores the result in the RAM of the main control unit 10. For example, if the destination lottery level is "Level 5," the add-on specialized stage has a 127 / 255 chance of winning, and CZ3 has a 128 / 255 chance of winning; if it is "Level 4," CZ2 has a 191 / 255 chance of winning, and the add-on specialized stage has a 64 / 255 chance of winning; if it is "Level 3," CZ1 has an 85 / 255 chance of winning, and CZ2 has a 170 / 255 chance of winning; if it is "Level 2," CZ1 has a 191 / 255 chance of winning, and CZ2 has a 64 / 255 chance of winning; and if it is "Level 1," CZ1 has a 242 / 255 chance of winning, and CZ2 has a 13 / 255 chance of winning. In this way, the higher the current transition destination lottery level, the higher the expectation of transition to the specific game state.

[0178] In addition, when "Turmoil" is selected, the main control unit 10 refers to the "Destination Determination Lottery Table (Turmoil)" shown in Figure 36, determines the destination by lottery based on the current destination lottery level, and stores the result in the RAM of the main control unit 10. For example, if the destination lottery level is "Level 5," the added-on specialized stage has a 127 / 255 chance of winning, and CZ3 has a 128 / 255 chance of winning; if it is "Level 4," CZ3 has a 128 / 255 chance of winning; if it is "Level 3," CZ3 has an 85 / 255 chance of winning; if it is "Level 2," CZ3 has a 51 / 255 chance of winning; and if it is "Level 1," CZ3 has a 32 / 255 chance of winning.

[0179] In this way, when "stable" is selected, although it is difficult to select the add-on specialized stage or CZ3 as the transition destination in the lottery, one of CZ1, CZ2, the add-on specialized stage, or CZ3 is guaranteed to be selected; on the other hand, when "turbulent" is selected, although there is a high probability of selecting the add-on specialized stage or CZ3 as the transition destination, the probability of not being selected is also set high. Therefore, a player who wants to be sure to transition to a favorable gaming state after the transition destination determination stage is completed can select "stable" as the lottery method, while a player who is taking a gamble between transitioning to a specific gaming state and not winning can select "turbulent" as the lottery method. In this way, it is possible to realize a gaming experience in which the method of the lottery for determining the transfer destination can be selected, and a decline in interest can be suppressed.

[0180] In addition, in the game following the winning game of "Push Order Bell 1 to 6", a special performance will be held to notify the player of the next move. For example, as shown in Figures 64(b) and (c), an image resembling a roulette (roulette image) is displayed on the display 8, and when the roulette image stops spinning, an arrow image indicates the item to which the player will move. The roulette image has different items and area ratios for each item depending on the lottery method ("stable" or "turbulent"). For example, multiple transfer destinations are displayed with area ratios corresponding to the winning probability of each transfer destination. The display mode of the roulette image is not limited to this, and transfer destinations that are not winning in the transfer destination determination lottery or with area ratios different from the winning probability may be displayed.

[0181] In addition, in the transition destination determination stage, in addition to the transition destination determination lottery that is executed when the above-mentioned ``Push Order Bell'' is won, a transition destination lottery is also held for the game following the ``Push Order Bell'' winning game. Specifically, when "Stable" is selected as the lottery method, the main control unit 10 refers to the "Add-on Specialized Stage Direct Hit Lottery Table (Stable)" shown in Figure 37 to determine by lottery whether or not to transition to the added-on specialized stage based on the winning role of the current game, and stores the result in the RAM of the main control unit 10. For example, as shown in FIG. 37, there is a 3 / 255 probability of winning when a "weak cherry" or a "strong cherry" is won, and if a "weak chance," "watermelon," or a "strong chance" is won, the win is confirmed. If the lottery is won, the main control unit 10 controls the game to move to the additional bonus specialization stage (arrow K in FIG. 9). In addition, if you win this lottery, you will move to the additional special stage only if you have not won CZ3 in the transition destination determination lottery that is executed when you win the above-mentioned ``push order bell.''

[0182] In addition, when "Turmoil" is selected as the lottery method, the main control unit 10 refers to the "CZ3 Direct Hit Lottery Table (Turmoil)" shown in Figure 38 to determine by lottery whether or not to transition to CZ3 based on the winning role of the current game, and stores the result in the RAM of the main control unit 10. For example, as shown in FIG. 38, the probability of winning is 3 / 255 when a "weak cherry," "weak chance," or "watermelon" is won, and if a "strong cherry" or "strong chance" is won, the win is confirmed. If the lottery is won, the main control unit 10 controls the transition to CZ3 (arrow J in FIG. 9). In this way, in the transition destination determination stage, not only is the ``push order bell'' won, but also the winning of a rare role triggers a lottery to transition to the added-on specialized stage or CZ3, so players can look forward to winning a rare role during the added-on specialized stage, increasing excitement. As explained above, when "stable" is selected as the lottery method, the player wins the lottery to transition to the added-on specialized stage (see Figure 37), and when "turbulent" is selected as the lottery method, the player wins the lottery to transition to CZ3 (see Figure 38). However, this is not limited to the above, and the player may win the lottery to transition to the added-on specialized zone and / or CZ3 in either or both of "stable" and "turbulent".

[0183] In this way, the slot machine 1 of this embodiment allows the player to select the method of drawing lots for a specific gaming state (AT state), thereby preventing the drawing lots for the specific gaming state (AT state) from becoming monotonous and preventing a decline in interest. In addition, since the slot machine 1 of this embodiment is an gaming machine (AT machine) in which the "push order bell" has a high probability of winning (see Figure 7, etc.), the period until the lottery method is determined can be shortened, and the game can be played without wasting advantageous zones in the transition destination determination stage. In addition, since the selection method is determined based on two or more winning roles (push order bells 1 to 6), it is possible to prevent an unequal situation from occurring, such as "the number of payouts is always large (8 coins paid out) only when one selection method (stable or turbulent) is selected." For example, if "Push Order Bell 1" is selected, the payout number will be large (8 coins will be paid out) if the lottery method (stable) is selected, but if "Push Order Bell 2" is selected, the payout number will be small (1 coin will be paid out). In this way, it is possible to prevent the above-mentioned unequal situation from occurring. In addition, when displaying the push order navigation when "Push Order Bell 1-6" is selected, the positional relationship of the display related to the navigation other than the first reel stop operation can be made uniform. For example, no matter which of "Push Order Bell 1-6" is selected, "Stable" is displayed on the left and "Unrest" on the right, so the game can be played without breaking the rule that pressing the left side = "Stable" and pressing the right side = "Unrest".

[0184] In contrast to this, conventional gaming machines (such as the gaming machines described in JP 2013-103100 A) conduct lotteries regarding the AT state, such as a lottery to transition to the AT state during a non-AT state, or a lottery to add to the number of AT games during the AT state. However, in this gaming machine, since the method of drawing the lottery regarding the AT state cannot be selected, there was a risk that the lottery regarding the AT state would become monotonous, resulting in a decrease in interest.

[0185] (Navigation when power is interrupted during the transition stage) Next, with reference to FIG. 65, a description will be given of control at the time of power recovery in the case where a power interruption occurs during stay in the destination determination stage. As an example of when a power outage occurs, we will explain the case where it occurs during a game that involves the selection operation of "stable" or "turbulent" while the player is in the transition destination determination stage (the game in which the push order bell is first drawn after entering the transition destination determination stage).

[0186] As shown in Figures 65(a) and (b), if a power outage occurs before the first reel is stopped, the main control unit 10 stores (backs up) information at the time of the power outage (such as the fact that the winning role is a push order bell role, and that the stopping operation mode is before the first reel is stopped) in RAM. After recovering from the power outage, the main control unit 10 reads out the information at the time of the power outage from the RAM, and by referring to the push order display pattern table, transmits the push order display pattern information at the time of the power outage, "1 / stable / turbulent," to the sub-control unit 20.

[0187] The sub-controller 20 causes the display 8 to display the information on the push order display pattern received from the main controller 10 . In this case, the push order navigation 51a for the first reel stop operation is displayed. This allows the player to recognize the push order displayed in the current game even if a power outage occurs during play. On the other hand, the selection navigations 51b and 51c (stable and turbulent) and the background navigations 52a, 52b, and 52c are not displayed. In addition, the display 8 displays text and characters such as "play the game" to encourage the player to restart the game, and performs a different presentation from normal times. This displays a background image different from that displayed when no power interruption occurs, and notifies the player that a power interruption has occurred and that the game is to be played after the power has been restored. In addition, without being limited to this, the correct button press order may be indicated by displaying "1," "2," and "3" as the button press order navigation that is displayed when the power is restored after a power outage.

[0188] Next, as shown in Figures 65(d) and (e), we will explain an example in which a power outage occurs after the ``Push Order Bell'' is won, between the first reel stopping operation and the second reel stopping operation. In this case, as in the above case, the main control unit 10 stores (backs up) in RAM the information at the time of the power outage (the winning role is the push order bell role, the stopping operation mode is that the first reel has been stopped and before the second reel has been stopped, etc.). As described above, after recovering from a power outage, the main control unit 10 reads out information from the RAM at the time the power outage occurred, refers to the push order display pattern table, and transmits information about the push order display pattern at the time the power outage occurred to the sub-control unit 20. In the example of Figures 65(d) to (f), when the power outage occurs, the first reel has been stopped and the state is before the second reel has been stopped, so the main control unit 10 transmits to the sub-control unit 20 push order display pattern information "none (already operated) / stable / turbulent", in which the push order navigation information for the first stop button has been deleted from the push order display pattern information. The sub-controller 20 causes the display 8 to display the information on the push order display pattern received from the main controller 10 . In this case, none of the push order navigation 51a for the first reel stop operation, the selection navigations 51b and 51c (stable and turbulent), and the background navigations 52a, 52b, and 52c are displayed.

[0189] In this way, in the transition destination determination stage, a power outage occurs before the first reel is stopped, and when the power is restored, the push order navigation is displayed but the "Stable" and "Unstable" indications are not displayed. In addition, if a power outage occurs between the time the first reel is stopped and the time the second reel is stopped, and the power is then restored, the push order navigation will not be displayed in addition to the "Stable" and "Unstable" indications. This type of control makes it possible to reuse the push order navigation display when power is restored after a power outage across multiple models, thereby reducing the manufacturing costs of the slot machine 1. While push order navigation is an essential navigation for AT machines with six-choice bells (push order bells 1-6) or three-choice bells (push order bells 1-3) when recovering from a power outage, the display of "stable" and "turbulent" is not an essential navigation for AT machines with six-choice bells or three-choice bells. Therefore, by limiting the display of the push order navigation to the navigation displayed when the power is restored, it is possible to make it highly versatile and applicable to other models. Furthermore, it is possible to reduce the amount of data required for displaying when the power is restored after a power outage.

[0190] However, without being limited to this, "stable" and "turbulent" may be displayed as the navigation displayed when power is restored after a power outage. As a result, if a power outage occurs while the lottery method ("stable" or "turbulent") is selectable, the player can be allowed to select the lottery method ("stable" or "turbulent") when the power is restored. In addition, only one of "stable" and "turbulent" may be displayed, or the correct button press order may be indicated by displaying "2" and "3" instead of "stable" and "turbulent".

[0191] In addition, in the case of "(1) determining the lottery method for the destination determination lottery according to the winning combination and the payout amount", the following modified example may be adopted. The above explanation was given in the case of selecting a lottery method for conducting a lottery for transition to a specific gaming state (AT state), but this is not limited to this, and a lottery method may be selected for the various lotteries mentioned above, such as a lottery for score acquisition, a lottery for transition to a pseudo bonus, a lottery for transition to a bug mode, and a lottery for adding the difference in the number of coins. In addition, the main control unit 10 can also determine the lottery method ("stable" or "turbulent") regardless of the payout amount. In other words, the main control unit 10 may make a determination based on the type of "push order bell" and the stop button 5 at the time of the second reel stop operation by referring to the push order display pattern table. In the above description, the selection method ("stable" or "turbulent") is determined based on the winning combination and the payout amount, but the selection method may be selected based on only the winning combination or only the payout amount. Also, the selection method may be selected based on the combination of the bet amount and the symbols displayed in a stopped state. In addition, in the above explanation, two payout numbers (1 or 8 coins) are set for one winning role, allowing one to be selected from two lottery methods, but it is also possible to set three or more payout numbers and select from three or more lottery methods. For example, when "Push Order Bell 1" is won, pressing right first will generate 0 coins (missing the push order bell), and when "Push Order Bell 1" is won and 0 coins are paid out, a new selection method ("Heaven") may be provided, or these selection methods may be selected by lottery. Note that it is preferable that the selection method "Heaven" is set so that the probability of winning CZ2 and CZ3 is higher than "Stable" and lower than "Turmoil", and the probability of not winning is set higher than "Stable" and lower than "Turmoil".

[0192] (2) The advantageous period can be ended depending on the operation mode (push order). As described in “(1) Determining the lottery method for a specific gaming state according to the winning role and payout amount” in this embodiment, the slot machine 1 determines the gaming state to which the player will transition after the transition destination determination stage ends based on the lottery method (stable, turbulent). The slot machine 1 in this embodiment has a feature that it is possible to end the advantageous zone based on the fact that one lottery method (turbulence) is selected as the lottery method.

[0193] As mentioned above, in the first "Push Order Bell 1-6" winning game after entering the destination determination stage, if the player selects "Stable" as the lottery method by operating the stop buttons 5a-5c, either the CZ or the added-on specialized stage will be won without fail, and the advantageous zone will continue after the destination determination stage ends. On the other hand, if the player operates the stop buttons 5a to 5c to select "turbulence" as the lottery method, there is a high probability that "non-win" will be selected in the destination determination lottery (see Figure 36), and the advantageous zone will likely end after the destination determination stage ends. Therefore, if a player wants to ensure that the player remains in the advantageous zone after the destination determination stage ends, the player can select "stable" as the lottery method, whereas if the player wants to end the advantageous zone, the player can select "turbulent" as the lottery method. In this way, the player can choose whether to continue the advantageous zone or end the advantageous zone depending on the operation mode (press order) of the player.

[0194] However, there are cases where a player is forced to end his / her game despite being in a favorable gaming state due to circumstances arising from the player's personal circumstances, the closing time of the gaming center, etc. In such a case, if a player stops playing during business hours while in a favorable gaming state, he or she is likely to be treated as a so-called "hyena" by other players who play afterwards, resulting in a frustrating experience. In addition, if a player stops playing in an advantageous state when closing time comes, unless the system of slot machine 1 is reset by the next business day, the advantageous state may be handed over to another player who starts playing first after the start of the next business day. Therefore, in the slot machine 1 of this embodiment, in a situation where a player is forced to end a game during a game, the player can select "turbulence" as a lottery method according to the operation mode (push order) by the player in the transition destination determination stage, thereby making it possible to end the advantageous zone with a high probability. As a result, the player can escape from the advantageous gaming state and alleviate the disappointment of the player.

[0195] In this way, the slot machine 1 of this embodiment is capable of ending a favorable zone in a specific game (a winning game of the "push order bell") during the favorable zone, depending on the operation mode (push order) by the player. Furthermore, since the advantageous zone can be ended simply by performing a stop operation, the advantageous zone can be ended with a simple operation without having to perform complicated operations. Therefore, even if a player is forced to stop playing, he or she can end the advantageous zone with a simple operation and leave the slot machine 1 without worrying about hyenas or the like. On the other hand, by the player selecting the continuation of the advantageous zone by performing a stopping operation (selecting "stable"), it is possible to meet the needs of players who wish to play the game without ending the advantageous zone.

[0196] In contrast, conventional gaming machines (such as those described in JP 2017-153724 A) count the number of games played and the number of coins won during the advantageous zone, and end the advantageous zone when the counting result reaches a specific value. Incidentally, in an arcade where such gaming machines are installed, if the arcade closes while the gaming machine is in the advantageous zone, the advantageous zone is ended by a setting change operation etc. by a store clerk. Generally, the setting change is realized by turning the power OFF once and then ON again. Therefore, in such gaming machines, the store clerk was required to perform complicated operations to end the advantageous zone.

[0197] In addition, with regard to "(2) The ability to end the advantageous period depending on the operation mode (pressing order)", the following modified examples may be used. In the above explanation, when "turbulence" is selected as the lottery method, there is a high probability that the advantageous zone will end after the end of the next game of a specific game (the winning game of "Push Order Bell 1-6" in the transition destination determination stage). However, this is not limited to this, and the advantageous zone may end after the end of a specific game or after two or more games have passed since a specific game. In addition, in the above explanation, when "turbulence" is selected as the lottery method, there is a possibility that the additional specialized stage or CZ3 will be won, and the advantageous zone will not necessarily end, but this is not limited to the above, and it is also possible to make it so that when "turbulence" is selected, the advantageous zone will always end. Also, in a non-AT state, a "specific zone" may be entered every predetermined number of games (for example, 100 games), and in this case, a choice between "stable" and "turbulent" may be made. For example, if "stable" is selected, the advantageous zone will definitely continue thereafter, and if "turbulent" is selected, there is a 99% chance that the advantageous zone will end, and a 1% chance that the advantageous zone will continue thereafter. This makes it easy to end the advantageous zone at a predetermined cycle (every 100 games). Also, in a specific game state (AT state), the specific zone may be entered, and if "stable" is selected, the advantageous zone is guaranteed to continue, and if "turbulent" is selected, the advantageous zone is guaranteed to end. In this way, in a situation where a player is forced to stop playing during an advantageous game state, the AT state can be surely ended by playing up to the specific zone. In addition, the above explanation was given regarding the case where a lottery method (stable, turbulent) is selected while remaining in the transition destination determination stage, but instead or in addition to this, it may be possible to make the lottery method (stable, turbulent) selectable in a normal gaming state, a specific gaming state, a pseudo bonus, a CZ, or other gaming state.

[0198] (3) To grant a bonus when the upper limit of the added difference is reached. As described above, in the slot machine 1 of this embodiment, in the add-on specialized stage, the difference in the number of coins can be added when a specific role is won, and the amount of the added difference in the number of coins won changes depending on the number of consecutive wins of the loop lottery that is executed at that time. Furthermore, if the player wins the loop lottery consecutively and the added difference in number of coins calculated as a result of winning a specific role once reaches an upper limit, a special bonus will be awarded to the player, granting them a guaranteed number of wins of the specific role.

[0199] FIG. 60 shows some examples of the effects executed on the display 8 while in the add-on specialized stage. If a specific role is won while in the add-on specialized stage, an image is displayed encouraging the player to stop the "red 7" symbol (for example, "Aim for the red 7!") based on the operation of the start lever 3 of the winning game, and a push order navigation is displayed encouraging the player to push the buttons in the reverse direction (Figure 60(a)). At this time, for example, if "1 piece role 1" or "Replay 1" is won, a single 7 combination can be stopped, and 10 pieces are selected as the additional unit difference number. In addition, if you win the "1 piece role 2", the double 7 combination can be stopped, and 20 pieces will be selected as the additional unit difference number. In addition, if "Replay 2 to 4" is won, the clown combination can be stopped and 30 coins will be selected as the additional unit difference. An image (eg, +30) showing this determined difference in the number of added units is notified to the player on the display 8 after the third reel is stopped (FIG. 60(b)).

[0200] Furthermore, if the player wins the loop lottery described above when a specific combination is won, an image resembling the effect button 2c is displayed, and the player is prompted to operate the effect button 2c (Figure 60(c)). When the operation of the performance button 2c is accepted, an image is displayed to inform that the number of times the loop lottery has been consecutively won (the number of times the loop lottery has been won) will be added to the number of additional unit difference coins. For example, if the number of additional unit difference coins is "30" and the number of times the loop lottery has been won is "2", it will be displayed as "+30" → "+60" → "+90" (Fig. 60(d), (e)), and the additional unit difference coins calculated as a result of one specific winning combination will be displayed. In this way, even if a small unit difference in added coins is selected, the player can play in the hope that a large unit difference in added coins will be obtained by the occurrence of the button effect, thereby increasing the player's interest. In addition, even if the loop lottery is not won, a button effect may be generated to create anticipation of an additional bonus.

[0201] Furthermore, when the added difference in number of coins calculated by winning one specific role reaches an upper limit (e.g., 300) (Figure 61(a)), further execution of the loop lottery is forcibly restricted, but as a bonus, the number of guaranteed wins of the specific role is increased by one. In the additional special stage, if the number of guaranteed wins of a specific role is "0", the stage will end after a specified number of games (5 games) have been played, but will continue if the number of guaranteed wins of a specific role is 1 or more. Therefore, by adding one to the guaranteed number of times a specific role can be won, the number of times that a specific role can be won increases, the duration of the additional special stage is extended, and the number of additional winning coins increases. In addition, when the number of times of winning the specific role is 0, if the number of times of winning the specific role is increased by 1, the item B is replenished (added) to the item B display area 90-94 (FIG. 61(b)). Therefore, when the number of remaining items B is 4 or less, the number of remaining games in the additional special stage is essentially added.

[0202] In this way, the slot machine 1 of this embodiment awards the number of guaranteed wins of a specific role, which is the right to extend the added-on specialized stage, even if the upper limit of the difference in the number of added coins calculated as a result of winning a specific role is reached. Therefore, when the number of guaranteed wins of a specific role is in a state of "0", the period of stay in the added-on specialized stage is extended (the number of remaining games is added), thereby reducing the sense of loss felt by the player and preventing a decline in interest.

[0203] In contrast to this, conventional gaming machines (such as the gaming machines described in JP 2017-209249 A) ​​set an upper limit on the added difference number, and add the number so as not to exceed the upper limit. For this reason, although an upper limit is set on the difference in the number of added coins to prevent excessive profits from being given to the player, there is a risk that the player will feel a sense of loss and lose interest because the difference in the number of coins that was supposed to be added will disappear once the upper limit is reached.

[0204] In addition, in the case of "(3) Granting a bonus when the upper limit of the added difference in number of coins is reached," the following modified example may be adopted. In the above explanation, when the added difference in number of coins calculated as a result of one winning of a specific role reaches an upper limit (e.g., 300), a special bonus of a guaranteed number of winnings of the specific role is awarded; however, the bonuses awarded are not limited to this. For example, an additional difference in the number of added coins may be awarded, the right to execute an added specialized stage may be awarded, or the right to execute another game state (episode stage, ending, etc.) may be awarded. In addition, the upper limit is set uniformly (300 pieces), but the upper limit may be changed according to the value indicated by the counter A1 or the value indicated by the counter B1. For example, when the value indicated by the counter A1 or the counter B2 is close to the advantageous zone limiter, the upper limit may be changed to a lower value (for example, 100). In addition, when the added difference reaches an upper limit (eg, 300), whether or not to grant a bonus may be determined by lottery based on a predetermined probability of winning (eg, 50%). In addition, the calculation of the difference in the number of added coins is not limited to the above formula. For example, the difference in the number of added coins and the loop rate may be determined each time the loop lottery is won, or instead of the loop lottery, the number of times to perform the addition may be determined, and the difference in the number of added coins may be determined by the number of times.

[0205] (4) It is possible to change from a difference-in-number-management type gaming state to a number-of-games-management type gaming state. The slot machine 1 in this embodiment has the feature that in a specific gaming state (AT state), it transitions to a game number management type gaming state (ending) (hereinafter, game number management type AT) based on a specific right (ending ticket) acquired in a difference number management type gaming state (ending preparation stage, ending challenge) (hereinafter, difference number management type AT).

[0206] FIG. 62 shows some examples of effects executed on the display device 8 during the ending preparation stage, the ending challenge, and the ending stay. While in the ending preparation stage, a lottery will be held for an ending ticket every game until the remaining difference of 99 becomes "0". If the lottery is won, the display 8 will notify you that an ending ticket has been won and the number of ending tickets will be increased by 98 (see Figure 62(a)). Then, in the ending preparation stage, when the remaining difference of 99 becomes "0", the currently acquired ending tickets are kept (stored) and the game moves to the ending challenge (see FIG. 62(b)).

[0207] During the Ending Challenge, games will be played according to the number of ending tickets acquired, and a lottery for the ending transition will be held for each game. If the player wins the lottery (for example, if the player wins "1-coin role 1-3"), an image is displayed to encourage the player to stop the "BAR" symbol (for example, "Aim for BAR!") based on the operation of the start lever 3 of the winning game, and a push order navigation is displayed to encourage the player to push the buttons in the reverse direction (see Figure 62(c)). After the third reel is stopped, an image is displayed to notify the player that the game will move to the ending, and the game will move to the ending from the next game (see FIG. 62(d)). Note that the game may move to the ending after all ending tickets have been consumed, without moving to the next game. During the ending state, a fixed number of games (100 remaining games) are played, and when the remaining number of games is 100, the specific game state ends (see FIG. 62(e)) and the game moves to the initial stage.

[0208] In this way, the slot machine 1 of this embodiment can transition from a game state that manages the difference in the number of coins to a game state that manages the number of games, and the game play changes from one based on the difference in the number of coins to one based on the number of games played, thereby preventing the game from becoming monotonous and preventing a decline in interest. In addition, the transition from the difference-number-managed game state to the number-of-games-managed game state occurs when a lottery based on a specific right (ending ticket) acquired in the difference-number-managed AT is won, so the difference-number-managed AT can be played not as a mere game to kill time, but as a tense game.

[0209] In addition, since the game count managed AT (ending) ends after a fixed number of games have been played, it does not continue indefinitely. This prevents the game from becoming monotonous due to only the game count managed AT continuing for a long period of time, which can cause the player to feel bored with the game count managed game state. Similarly, by controlling the addition of the difference in the number of sheets managed by the difference-in-number-managed AT not to occur, it is possible to prevent the game from becoming monotonous due to only the difference-in-number-managed AT continuing for a long period of time, which would cause the player to feel bored with the difference-in-number-managed game state.

[0210] In contrast to this, conventional gaming machines (such as the gaming machines described in JP 2015-123104 A) are controlled to a game number management type gaming state that allows the player to obtain a predetermined profit by informing the player of an operation method that will give the player an advantage while there are games remaining. However, in this gaming machine, the game ends when the number of remaining games becomes "0", but if certain conditions are met, a large number of games can be acquired (added), and in some cases, the game number management type game state may continue semi-permanently. Therefore, the game may become monotonous as the game number management type game state continues, and the player may feel bored with the game number management type AT state. Furthermore, since there is no change to the gameplay of the game number management type, there is a risk that the game will become monotonous, resulting in a decrease in interest.

[0211] In addition, with regard to "(4) the ability to transition from a difference-in-number-managed AT state to a game-number-managed AT state," the following modified example may be used. In the above explanation, a lottery for transition to a number-of-games-managed AT is held based on a specific right acquired in a difference-in-number-managed AT, but a lottery for transition to a difference-in-number-managed AT is held based on a specific right acquired in a number-of-games-managed AT, and the difference-in-number-managed AT to which the player transitions after winning the lottery may end by consuming a fixed difference in number of coins. In addition, it may be applied to a management method other than the difference number management type or the number of games management type. For example, it may be applied to the push order navigation number management type, the payout number management type, the number of small wins management type, the number of small wins management type, etc., and may be a game that transitions between any two of these states.

[0212] (5) Standardizing the add-on performance of difference-number-managed game states and game-number-managed game states The slot machine 1 in this embodiment has a bug mode that provides an advantageous state to the player. The bug mode is entered from the non-bug mode when a bug mode entry lottery is won in a game state other than the specific game state. Specifically, the main control unit 10 refers to the "Bug Mode Lottery Table" shown in Figure 53 to determine by lottery whether to transition to bug mode when the "Common Bell" is won, and stores the result in the RAM of the main control unit 10. For example, as shown in FIG. 53, the probability of winning bug mode is 1 / 255, and the probability of winning bug fake is 25 / 255. In addition, if a winning combination other than the "common bell" is won, a lottery for transition to bug mode may be held.

[0213] When the bug mode is selected, the main control unit 10 performs control so as to transition to a specific game state (addition specialized stage) via a premonition stage (premonition C) (arrow G in FIG. 9). That is, when the bug mode is won, it is possible to transition to a specific game state (addition special stage) without going through the pseudo bonus or CZ, etc. However, this is not limited to this, and it is also possible to go through either or both of the pseudo bonus and CZ, and not transition to the add-on special stage. The bug mode ends when the advantageous period ends and the game transitions to non-bug mode. In this way, by winning the bug mode during the normal game state, the transition to the specific game state is confirmed, and the bug mode will continue until the transition to the normal game state (until the advantageous zone ends). Therefore, during the bug mode, the player is in an advantageous state.

[0214] In the bug mode transition lottery, if the player wins or if the player wins the bug fake, the main control unit 10 controls the game to transition to the premonition C (arrow B in FIG. 9). In the premonition C, the premonition effect is executed over a predetermined number of games (bug mode premonition game number), and finally, it is notified whether or not the game will shift to the bug mode. The number of games to play before the bug mode is determined when the bug mode transition lottery is won or when the bug fake is won. Specifically, the main control unit 10 determines the number of games to play before the bug mode by lottery by referring to the "bug mode premonition game number lottery table" shown in Figure 54, and stores the result in the RAM of the main control unit 10. For example, as shown in FIG. 54, when a bug fake is won, "8 games" is selected with a probability of 203 / 255, and "24 games" is selected with a probability of 52 / 255. When a bug mode is won, "8 games" is selected with a probability of 63 / 255, "24 games" is selected with a probability of 52 / 255, and "32 games" is selected with a probability of 140 / 255. In other words, the longer Premonition C continues, the higher the chance of winning the Bug Mode, and if it continues for 25 games or more, the Bug Mode will be confirmed as a win. The number of bug mode precursor games is not limited to this and can be set arbitrarily.

[0215] In Premonition C, a special effect (bug effect) is executed that is not executed in non-bug mode. Specifically, the following bug effects are executed in the notification means (display 8, speaker 9, lamp 11, etc.) and the operation means (effect button 2c, stop button 5, etc.). For example, display bug effects include "a noise image is displayed on the display screen of the display device 8," "the display screen of the display device 8 is displayed upside down or upside down," and "the same effect (a dialogue effect, a stage movement effect, etc.) is repeatedly executed on the display device 8." Sound-related bugs include "noise mixed in with the sound effects and production sounds," "the start lever operation sound or button operation sound occurs multiple times," and "all sounds disappear." In addition, bugs related to the cabinet include "the response to operation of the stop button 5 or the effect button 2c becomes slow (operation is invalid for a certain period of time)", "the reel 41 rotates at an irregular speed (as if out of sync)", "the lamp 11 lights up in contradictory colors when a small winning combination is achieved", and "all lamps 11 go out".

[0216] In this way, in Premonition C, a special effect is executed that is not performed during non-bug mode, which gives the player a sense of discomfort and creates anticipation for the transition to bug mode, thereby increasing the player's interest in the game. In addition, when a specific bug effect among the bug effects described above is executed, the bug mode may be confirmed.

[0217] In addition, in the premonition C, which is executed when the bug fake is won, if the pseudo bonus shift lottery is won, the game will shift to the bug mode after the bug mode premonition game number is consumed. In other words, even if the bug fake is won, it may be rewritten to the bug mode, so the player's expectations can be kept until the end.

[0218] As described above, in the slot machine 1 of this embodiment, in the specific gaming state during the bug mode, all gaming states are controlled to be game number managed. In other words, in a specific game state during non-bug mode, all stages in the first half (addition-specialized stage, rush stage, and episode stage) and the ending preparation stage and ending challenge in the second half are managed by the difference in number of coins (difference-in-number-managed AT), but during bug mode, these stages are managed by the number of games (game-number-managed AT).

[0219] The game number management type AT consumes the remaining number of games by "1" for each game played, while the difference number management type AT may consume the remaining difference number by "2 or more" for each game played depending on the winning combination of that game, so the AT performance is different between the two. Therefore, the bug mode (game number management type) allows you to play more advantageously than the non-bug mode (difference number management type). For example, in the case of the difference number management type, when the remaining difference number is "100", one game is played and a symbol corresponding to the bell role is stopped and displayed, the difference number of "5" is subtracted and the remaining difference number becomes "95". On the other hand, in the case of the game number management type, when the number of remaining games is "100", one game is played and the symbol corresponding to the bell role is stopped and displayed, "1" is subtracted from the number of remaining games, and the number of remaining games becomes "99". Therefore, a game number management type AT can stay in a specific gaming state (AT state) for a longer period of time than a difference number management type AT.

[0220] In this way, during bug mode, although it is controlled by a game number management type AT, it has the characteristic that the additional performance is the same as that of a difference number management type AT during non-bug mode. Specifically, during bug mode, the lottery for adding the difference in the number of coins refers to the same lottery table as the difference-in-number-managed AT during non-bug mode, so that the add-on performance (for example, the number of coins added and the probability of winning the add-on) is standardized.

[0221] For example, in the add-on specialized stage during the bug mode, the add-on unit difference number lottery is executed in the same way as during the non-bug mode. In this case, the main control unit 10 determines the add-on unit difference number by lottery by referring to the same lottery table (add-on unit difference number determination table (FIG. 44)) as during the non-bug mode. In other words, during the bug mode, the "add-on unit difference number" determined in the add-on unit difference number lottery is applied as the "add-on unit game number." In addition, in the bug mode, in the add-on specialized stage, a lottery for the remaining difference number is executed in the same manner as in the non-bug mode. In this case, the main control unit 10 determines the difference number to be added by lottery by referring to the same lottery table (difference number addition lottery table (FIG. 43)) as in the non-bug mode. In other words, in the bug mode, the "add-on difference number" determined in the difference number addition lottery is applied as the "number of games to be added." In addition, in the rush stage during the bug mode, the addition lottery is executed when a rare role is won, as in the non-bug mode. In this case, the main control unit 10 determines the number of additions (number of addition games) by lottery by referring to the same lottery table (addition lottery table (FIG. 48)) as in the non-bug mode.

[0222] In this way, the slot machine 1 of this embodiment has two types of AT states: a difference number management type AT and a game number management type AT, so that the game does not become monotonous and a decline in interest can be prevented. In addition, in the slot machine 1 of this embodiment, in the game number management type AT in the bug mode, various processes related to the addition are performed by referring to the same lottery table as the difference number management type AT in the non-bug mode. Therefore, the number of additions and the winning probability are the same in both addition lotteries. This allows addition lotteries to be performed without managing lottery tables, etc., for each type of AT state, so multiple types of AT states can be managed without increasing the storage capacity of the ROM of the main control unit 10.

[0223] In contrast to this, conventional gaming machines (such as the gaming machines described in JP 2015-123104 A) acquire a number of games based on the fulfillment of certain conditions, and while the acquired number of games remains, the machine controls the gaming state to a number-of-games management type, allowing the player to obtain a certain profit by informing the player of an operation method that will give the player an advantage. However, in this gaming machine, if a certain condition is met during the game count management type game state, a large number of games can be acquired (added), and in some cases, the game count management type game state may continue semi-permanently. Therefore, the game may become monotonous as the game count management type game state continues, and the player may feel bored with the game count management type AT state. Furthermore, since there is no change to the gameplay of the game number management type, there is a risk that the game will become monotonous, resulting in a decrease in interest.

[0224] In addition, in regard to "(5) Sharing the add-on performance between the difference number management type gaming state and the game number management type gaming state," the following modified example may be adopted. In the above explanation, the case where the add-on performance of the difference number management type AT and the game number management type AT is common has been described, but this is not limited to the above. For example, the add-on performance may be common by adopting some or all of the push sequence navigation count management type AT, payout number management type AT, small prize winning count management type AT, small prize winning count management type AT, etc. Also, when entering a specific game state (addition special stage), it is possible to notify whether the AT entered is a difference number management type AT or a game number management type AT, and to make the display mode of the remaining difference number and the remaining number of games, etc. the same. This keeps the player interested because he or she cannot recognize which AT state the AT entered until the displayed value (residual number of coins or remaining number of games) is subtracted. Also, when entering a specific game state (addition special stage), it may be made to appear as if it is controlled by a difference number management type AT, and then, halfway through, it may be made to appear as if it is controlled by a game number management type AT. For example, the display screen may show "150" remaining, and when the remaining difference number becomes "0", the remaining number of games may be displayed, making it appear as if it has been promoted from a difference number management type AT to a game number management type AT.

[0225] (6) The ability to change ball output performance according to the operation mode (eye push) The slot machine 1 in this embodiment has a stable mode and an unstable mode as game modes related to ball output, with the stable mode being a mode in which the fluctuations in ball output (ball output performance) are gentler, and the unstable mode being a mode in which the fluctuations in ball output (ball output performance) are rougher than in the stable mode. The slot machine 1 of this embodiment has a feature that a mode related to ball dispensing can be selected by a player's operation, and ball dispensing performance can be controlled.

[0226] The stable mode is entered from the non-stable mode when a specific condition is met after a winning combination other than a "miss" is won (a winning combination in a favorable zone) in the initial stage. A specific condition is, for example, when a specific symbol combination ("Red 7-2, Cherry, Blank") is displayed three times in a row during three "1-coin winning combinations 1 to 3". In addition, the stable mode ends when the advantageous period ends.

[0227] FIG. 66 shows an example of a performance executed on the display device 8 during a normal stay on the stage. When the "1 coin role 1-3" is won for the first time after moving to the favorable zone, a message is displayed indicating that it is time to display a specific symbol combination (for example, the conditions for moving to the stable mode, symbol images that require careful pressing, the order of pressing (in order), etc.) based on the operation of the start lever 3 of the winning game (Figure 66(b)). In the winning game, by pressing the "red 7-2" symbol on the bottom row of reel 41a, the "cherry" symbol on the middle row of middle reel 41b, and the "blank" symbol on the top row of reel 41c in order, the symbol combination of "red 7-2, cherry, blank" will be stopped and displayed on the active line.

[0228] On the other hand, in the winning game, if the "perfect push" is not performed or if the stop operation is performed in a manner other than the sequential push, a different symbol combination (a symbol combination corresponding to the payout of one coin) different from the specific symbol combination is displayed as stopped. Then, after the transition to the advantageous zone, if a specific pattern combination is displayed three times in a row at three times when the "1-coin role 1 to 3" is won, the main control unit 10 controls the transition to the stable mode (Figure 66 (c)). On the other hand, if the specific symbol combination cannot be stopped and displayed even once when the "1 coin role 1 to 3" is won, the transition to the stable mode is restricted and the unstable mode is maintained. In this way, if a specific symbol combination cannot be won even once when "1 coin role 1-3" is won, the player cannot switch to the stable mode until the next time the player moves into the favorable zone, so the probability of switching to the stable mode varies depending on the player's skill. This increases the player's ability to intervene technically, making the game more interesting.

[0229] During the stable mode, the acquisition of the random value is controlled differently than during the non-stable mode. Specifically, during the unstable mode, the main control unit 10 sets the range of random number values ​​to, for example, 0 to 254 (255 values), whereas during the stable mode, the range of random number values ​​to be obtained is 0 to 1 (2 values). After the main control unit 10 acquires a random number value within the acquisition range of 0 to 254, it clears the above 7-bit value of the acquired random number value to "0", thereby making all random number values ​​used in various processes "0" or "1".

[0230] During the stable mode, various lotteries are carried out based on the random number values ​​("0" or "1") obtained in this manner, which causes bias in the lottery results. For example, as mentioned above, when staying in the normal stage (high probability), a lottery for transition to a pseudo bonus is executed when a rare combination is won (see Figs. 20 and 21). In this lottery, when a "weak cherry" is won, as shown in Fig. 67(a), the random number value "0 to 202" corresponds to "non-win", "203 to 228" corresponds to "fake", and "229 to 254" corresponds to "win". In this case, in the stable mode where the obtained random number value is "0" or "1", "non-win" is always determined. Also, when a "Strong Cherry" is selected, the random number "0-126" corresponds to "Fake" and "127-254" corresponds to "Win". In this case, in stable mode, "Fake" is always determined. Therefore, during the stable mode, even if any rare role is won, the pseudo bonus will not be won, and a "non-win" or "fake" will be won.

[0231] As a result, during the stable mode, the normal game state transitions to the pseudo bonus state when the score reaches a specified value (2000) or when the value indicated by the counter A2 reaches the pseudo bonus ceiling game number. However, during the stable mode, the random number acquisition control is performed, so that it is difficult to accumulate scores during normal gaming. Specifically, when a score lottery is executed in response to the winning of a replay or bell role during the normal stage, the random number value obtained is either "0" or "1", so as shown in Figure 22, "1" is always selected as the score, making it difficult to accumulate scores. Therefore, in a non-AT state, the trigger for transitioning to the pseudo bonus is essentially when counter A2 reaches the pseudo bonus ceiling game number.

[0232] The pseudo bonus ceiling game number during the stable mode is determined based on the setting value currently set in the slot machine 1 when the stable mode is won. For example, for settings 1 to 3, "180 games" is set, and for settings 4 to 6, "200 games" is set. In this way, during the stable mode, the pseudo bonus ceiling game number is set to a smaller number (the ceiling is set lower) than the pseudo bonus ceiling game number (500 games) during the unstable mode. Therefore, in the stable mode, although the possibility of winning the lottery for transition to the pseudo bonus triggered by winning a rare role or reaching a certain score is low, the transition to the pseudo bonus is confirmed by playing a maximum of 200 games after transitioning to the advantageous zone. Therefore, it is possible to prevent the player from feeling bored by staying in the normal stage for a long time.

[0233] In addition, if a pseudo bonus is won during the stable mode, the transition to the bug mode is confirmed. Therefore, in the stable mode, if a maximum of 200 games are played during the normal gaming state, the game will then transition to a specific gaming state (bug mode), allowing frequent transitions to the specific gaming state. Also, as mentioned above, the bug mode is a game number management type AT, and since the AT performance is higher than the difference number management type AT in non-bug mode, you can play the game with an advantage. When the stable mode is switched to the bug mode, it is preferable not to execute the bug effect (sign C) described above. In addition, if a pseudo bonus is won during the stable mode, a lottery for transition to the bug mode may be held based on a predetermined probability of winning.

[0234] In addition, even in the add-on specialized stage (bug mode) during stable mode, the above-mentioned random number acquisition control is performed, so the number of games added is reduced. Specifically, in the add-on specialized stage (bug mode), the number of add-on games calculated when a specific role is won (add-on unit difference number of coins x number of loop lottery wins) is calculated as a random value of "0" or "1", so item B, which has the lowest expected probability of winning the loop lottery, is selected (see Figure 45), and as a result, it becomes difficult to win the loop lottery (see Figure 46). Also, in the add-on specialized stage (bug mode), even if an add-on lottery is executed in response to a rare role being won, the above-mentioned random number acquisition control is performed, and the smallest number of add-on games is selected for each winning role (see Figure 43). In the rush stage, the random number acquisition control is performed in the same way, so even if you win the add-on lottery, the number of games added will be small. For example, as shown in Figure 48, if you win something other than "Strong Cherry", it will always be determined as "Not Winning", and if you win "Strong Cherry", the smallest number of added games, "20", will be determined.

[0235] In addition, "1500 games" is stipulated as an episode pattern during the stable mode. In other words, even if the game moves to the rush stage, it is controlled not to move to the episode stage. This effectively restricts the extension of the specific game state.

[0236] In this manner, during the stable mode, the normal gaming state can be shifted to the specific gaming state with a small investment. In addition, the specific game state during the stable mode is controlled to the bug mode, so that the AT performance is high, but the number of games is difficult to add, and the rush stage is controlled not to transition to the episode stage. Therefore, it is difficult to acquire a large number of remaining games during the specific game state. Therefore, during the stable mode, the specific game state is likely to end in the rush stage, and the possibility of transitioning to the ending is low. This makes it possible to prevent excessive additions to the player during a specific gaming state in the stable mode, while also preventing a situation in which no additions are made at all.

[0237] In this manner, the slot machine 1 of this embodiment allows the player to select a game mode related to ball output through operation, and can control ball output performance. For example, a player who wishes to play in a stable gaming state with a small investment but also with a small number of balls can select the stable mode by stopping the display of a specific symbol combination, while a player who wishes to invest more but with a large number of balls can select the non-stable mode by performing any stopping operation. This allows the player to choose between modes with different ball output performance, making it possible to realize gameplay that is enjoyable, and thus preventing a decline in interest. Furthermore, if it is specified that the game proceeds more advantageously in the stable mode than in the non-stable mode, the specific symbol combination can be proactively displayed as stopped for the player, thereby attracting interest in the "vita push" operation. In addition, by stopping a specific symbol combination a predetermined number of times (three times), it becomes possible to switch to a specific mode, which increases the player's ability to intervene technically and makes the game more interesting.

[0238] In contrast to this, conventional gaming machines (such as the gaming machine described in JP 2017-121301 A) are disclosed that, based on winning a specific role, hold a promotion lottery to determine whether or not to promote the rank of the ball output mode, and if the promotion lottery is won, promote the ball output mode to one that is more likely to transition to an AT state than the current state. However, in this gaming machine, a lottery for promoting the ball output mode is simply executed depending on whether or not a specific role is won, and there is no technical intervention in the lottery for promoting the ball output mode, nor does the player have control over the ball output performance.

[0239] In addition, in the case of "(6) The ability to change the ball output performance according to the operation mode (eye pressing) (stable mode)", the following modified examples may be used. In the above description, the case has been described in which two modes (stable mode, unstable mode) are provided, but the present invention is not limited to this and may have three or more modes. For example, if "Vita Push" is successful three times in a row in the first mode, the mode may transition to a second mode in which the fluctuations in the ball output are gentler than in the first mode, and if "Vita Push" is successful five times in a row, the mode may transition to a third mode in which the fluctuations in the ball output are more drastic than in the first mode. Also, modes in which the waves of balls dispensed differ depending on the game state may be provided. For example, different modes may be set for the normal game state, CZ, and specific game state, and the mode may be changed when three consecutive "vita pushes" are successful for a specific role after the start of each game state. In addition, in the above explanation, if a single "Vita Push" fails before three consecutive "Vita Push"s are successful, the transition to stable mode is restricted until the transition to the next advantageous zone. However, this is not limited to the above, and the mode may be set to transition to stable mode even if consecutive "Vita Push"s are not successful. For example, failure may be tolerated up to a predetermined number of times (e.g., two times), or a counter may be provided which adds 1 when a "vita push" is successful and subtracts 1 when a "vita push" is unsuccessful, and when the value of the counter reaches "3," the mode may transition to stable mode. In addition, the trigger for transitioning to the stable mode is not limited to when a specific pattern combination is displayed, but may be based on the difference in number of coins from the start of the advantageous zone to a specified period, the number of times small winnings are won, etc. For example, if the difference in number of coins becomes "+50" or more within 20 games from the start of the advantageous zone, or if the "push order bell" is won 10 times or more, the stable mode may be entered. In the above explanation, when the "1 coin role 1-3" is won for the first time after the transition to the advantageous zone, the player is informed that it is time to display a specific symbol combination in the game in which the winning symbol is won. However, this is not limited to this, and the player may be prevented from recognizing the stable mode and the unstable mode. For example, when the "1 coin role 1-3" is won, the screen display as shown in FIG. 66 may not be displayed.

[0240] [Second embodiment] Next, a second preferred embodiment of the gaming machine according to the present invention will be described with reference to FIGS. Except for some configurations, the slot machine 1 of the second embodiment is similar to the slot machine 1 of the first embodiment described above in terms of basic configuration (Figures 1 to 7) and control related to the progress of the game (Figures 8 to 9, etc.). Therefore, only the points that differ from the first embodiment described above will be explained, and the rest of the configuration is the same as in the first embodiment, so the explanation will be omitted. In each drawing, the same components as those in the first embodiment are denoted by the same reference numerals.

[0241] As shown in FIG. 68, the slot machine 1 according to the second embodiment differs from the first embodiment in that a cross key button 2d (second operating means) and a decorative member 15 are provided. The cross key button 2d is provided near the effect button 2c (third operating means), and is a button that allows the player to select or cancel a display item on the display device 8 by pressing it. The decorative member 15 is provided adjacent to the display 8, in the center in the left-right direction of the slot machine 1 above the reel 41 (variable display means). In other words, the decorative member 15 is disposed at a position sandwiched between the display 8 and the reel 41 in the vertical direction.

[0242] The decorative member 15 is made of a transparent resin such as acrylic, and covers light-emitting elements such as LEDs, and enhances the presentation by lighting or blinking according to the progress of the game. For example, when a presentation with a relatively high expectation is executed, the decorative member 15 itself emits light by lighting the LED. A sensor 15a is provided in the center of decorative member 15, which functions as a detection means for detecting an object. In this embodiment, a case where a distance measuring sensor 15a is used as the sensor 15a will be described.

[0243] The distance measuring sensor 15a is a non-contact sensor that detects an object without coming into contact with the object, and is used to detect whether or not an object is present within a predetermined detection range (or to detect the distance to the object). The distance measuring sensor 15a includes at least a light projecting section and a light receiving section. The light-projecting unit consists of a light-projecting element, for example, a highly directional infrared-emitting diode, and a light-projecting lens located in front of the light-projecting element to focus the light, and projects light from the infrared-emitting diode as a light source toward an object in front of the gaming machine. The light receiving unit consists of a light receiving element, for example a PSD (Position Sensitive Detector) that uses the surface resistance of a photodiode, and a light receiving lens located in front of the light receiving element to collect light, and receives reflected light from the player's hand, which is the target of the light projected from the light projecting unit. The light projecting portion and the light receiving portion are arranged opposite to each other and are enclosed in a housing member. The distance measuring sensor 15a configured in this manner converts the change in the amount of light received by the light receiving unit into an electrical signal, and detects the player's actions, such as whether or not the player's hand is within the detection range, based on the change in the voltage value of the electrical signal, depending on the angle of incidence of the reflected light.

[0244] Specifically, the detection range of the distance measuring sensor 15a is set to a close distance (about several centimeters) on the side facing the player in front of the gaming machine. When the light from the light projecting unit hits an object within the detection range, it is reflected, and the reflected light is received by the light receiving unit. For example, when a player moves his / her hand into the detection range of the distance measuring sensor 15a, the distance measuring sensor 15a can detect it. As such, the distance measuring sensor 15a is located above the display window 6, away from the 3 bet button 2a, 2 bet button 2b and stop button 5 that the player operates during play, and since the detection range of the distance measuring sensor 15a is close to the decorative member 15 (about a few centimeters), it is unlikely that the player's hand will enter the detection range during normal play, and the sensor is installed in a position that will not be detected unless the player intentionally places his or her hand over the decorative member 15. Therefore, the decorative member 15 (distance measuring sensor 15a) also functions as an operating means (fourth operating means) operated by the player.

[0245] In addition, a cover portion (not shown) that covers the area in front of the distance measuring sensor 15a is provided on the decorative member 15. For example, by applying a "dark blue" decorative sheet to the cover portion, the distance measuring sensor 15a can be appropriately operated while still concealing the distance measuring sensor 15a in a natural manner. In this way, by concealing the distance measuring sensor 15a with the cover, the player can play the game without being aware of the presence of the distance measuring sensor 15a. Therefore, the decorative member 15 can be used as a special operation means, for example, by providing a special performance display that is executed in response to the detection of the player's hand by the distance measuring sensor 15a only to those who know the above operation. As a result, the player can be satisfied both visually and in terms of presentation, and the interest of the game can be increased. In this embodiment, it is assumed that the distance measuring sensor 15a is concealed from the player, but this is not limiting, and the presence of the distance measuring sensor 15a may be made recognizable to the player.

[0246] In addition, the cross key button 2d and the distance measurement sensor 15a are connected to the sub-control unit 20, as shown in Figure 69, and the player's operation of the cross key button 2d and the decorative member 15 is detected by each sensor, and the operation signal is output to the sub-control unit 20 for control.

[0247] The slot machine 1 according to the second embodiment has the following features. (1) The setting can be suggested by the notification of the added number. (2) The setting suggestion icon can be used alone or in combination to suggest settings. (3) It is possible to determine special presentation modes (navigation characters) by specific operations. (4) Controlling the granting of benefits that can extend the AT state according to the type of remaining play value that manages the AT state These features will be explained in order below.

[0248] (1) The setting can be suggested by the notification of the added number. As described in the first embodiment, the slot machine 1 in this embodiment allows the player to accumulate a score (specific value) during normal game play, and the more score the player accumulates, the more advantageous the game becomes for the player. For example, when the acquired score reaches "200," a lottery for transition to a pseudo bonus is held, and when the acquired score reaches "1000," transition to the pseudo bonus is confirmed.

[0249] The slot machine 1 of this embodiment has the characteristic that it can determine an added score (increase) that will increase (add) the score, and can notify the player of the added score by issuing a first notification that notifies the player of the added score in a manner that makes the added score easy to recognize and a numerical value (first number) that corresponds to the added score, and a second notification that notifies the player of the added score in a manner that makes it difficult for the player to recognize and a numerical value (second number) that does not correspond to the added score.

[0250] It is possible to earn large amounts of score while staying in a score-specialized stage. In the score-specialized stage, a lottery is held for each game to determine the amount of additional score (increase) to be awarded (score acquisition lottery), and the additional score acquired is added (added) to the score acquired up to that point. Specifically, the score acquisition lottery determines the additional score to be acquired by lottery based on the winning combination of the current game by referring to the "score acquisition lottery table (score-specialized stage)" shown in Fig. 30, with the main control unit 10 operating as the first determination means. The determined additional score is stored in the RAM of the main control unit 10, and the additional score is added to the cumulative score stored in the RAM of the main control unit 10.

[0251] Then, when the added score is determined under the control of the main control unit 10, the sub-control unit 20 operates as a second determination means to determine the added display number based on the determined added score (added display number lottery). The determined added display number is stored in the RAM of the sub-control unit 20, and the added display number is added to the current cumulative added score (cumulative added score 101) stored in the RAM of the sub-control unit 20.

[0252] The additional display number determined in the additional display number lottery includes at least the first additional display number (first number) and the second additional display number (second number), and the determined additional display number is notified on the display 8 (see Figures 71 (c) and (d), etc.). The first add-on display number is a number corresponding to the add-on score. For example, it is a value that is 5 times the add-on score. As described in the first embodiment, the score-related value displayed on the display 8 (for example, the score counter 81) is set to show a value that is five times the score value stored in the RAM of the main control unit 10. Therefore, for the added score, the display 8 also shows a value that is five times the added score. For example, the first add-on display number is pre-set as follows: for an add-on score of "40", the first add-on display number is "200", for an add-on score of "60", the first add-on display number is "300", for an add-on score of "100", the first add-on display number is "500", and for an add-on score of "200", the first add-on display number is "1000". When the first add-on display number is determined in the add-on display number lottery, a number five times this add-on score will be displayed.

[0253] The second added-on display number is a number that does not correspond to an added-on score, and is a number used to suggest or definitively inform the player of the setting value set by the probability setting means. For example, the second additional display number may be set to "123," which definitely indicates that the setting value set on slot machine 1 is any of settings 1 to 3, "456," which definitely indicates that the setting is any of settings 4 to 6, or "666," which definitely indicates that setting 6 is set.

[0254] In other words, the first additional display number is a value (additional display number) that is added (added) to the cumulative score acquired up to now, and when checked by the player, it is a number that makes it easy for the player to recognize the additional score acquired in the current game. On the other hand, the second additional display number is a value for setting suggestion presentation that is not added to the cumulative score, and when the player checks it, it is a number that makes it difficult for him or her to recognize the additional score acquired in the current game.

[0255] Next, we will explain how to determine the additional display number in the additional display number lottery. The sub-control unit 20 determines the additional display number based on the setting value set by the probability setting means by referring to the "additional display number lottery table" shown in FIG. For example, as shown in FIG. 70(a), when the additional score determined by the score acquisition lottery is "40", either "200" (first additional display number) or "123" (second additional display number) is determined based on the set value. When setting 1 is set, "200" is selected with a probability of 223 / 255, and "123" is selected with a probability of 32 / 255. When setting 2 is set, "200" is selected with a probability of 239 / 255, and "123" is selected with a probability of 16 / 255. When setting 3 is set, "200" is selected with a probability of 247 / 255, and "123" is selected with a probability of 8 / 255. When settings 4 to 6 are set, "200" is selected with a probability of 255 / 255, and "123" is not selected.

[0256] Also, as shown in Figure 70(b), if the additional score determined by the score acquisition lottery is "60", either "300" (first additional display number) or "246" (second additional display number) will be determined. For example, when settings 2, 4, or 6 are set, either "300" or "246" is selected, and when settings 1, 3, or 5 are set, only "300" is selected and "246" is not selected. Also, as shown in Figure 70 (c), if the additional score determined by the score acquisition lottery is "100", either "500" (first additional display number) or "456" (second additional display number) will be determined. For example, when settings 4, 5, or 6 are set, either "500" or "456" is selected, and when settings 1, 2, or 3 are set, only "500" is selected and "456" is not selected. Also, as shown in Figure 70 (d), if the additional score determined by the score acquisition lottery is "200", either "1000" (first additional display number) or "666" (second additional display number) will be determined. For example, when setting 6 is set, either "1000" or "666" is selected, and when a setting other than 6 is set, only "1000" is selected and "666" is not selected.

[0257] In this way, in the score specialization stage, when the added score is determined under the control of the main control unit 10, the added display number is determined based on the determined added score under the control of the sub-control unit 20. Then, when the second additional display number is determined as the additional display number, the setting value set in the probability setting means is notified to the player in a recognizable manner. Therefore, since there is a possibility that the set value will be announced during the score addition effect during the score specialization stage, the player will pay attention to the effect, which can increase the player's interest in the game. Furthermore, even if a player is unaware that a set value may be announced in the score addition presentation, the player can recognize that a set value has been hinted at or definitively announced by the display of numbers in an unnatural and peculiar format such as "456" or "666," thereby making it possible to increase the interest of the game.

[0258] In this embodiment, as shown in FIG. 70, when the added-on score determined by the score acquisition lottery is "40" or more, an added-on display number lottery is executed, whereas when the determined added-on score is less than "40", the lottery is not executed and the first added-on display number (added-on score x 5) is fixed as the added-on display number. However, this is not limited to the above, and an added-on display number lottery may be executed even when the determined added-on score is less than "40". In addition, in the above-mentioned additional display number lottery, the explanation was given of a case where the additional display number to be determined is one of two types, the first additional display number and the second additional display number, but this is not limited to this, and the additional display number may be determined by lottery from three or more types of additional display numbers. In addition, the notification of the second additional display number has been described as a definite notification of the set value set by the probability setting means, but it is not limited to this, and may be a mode that suggests the set value. This allows the player to guess the set value, making it possible to improve the interest of the game.

[0259] (Score addition effect) FIG. 71 shows an example of a score-adding effect executed on the display 8 during a score-specializing stage. When entering a score-specialized stage, as shown in FIG. 71(a), the score counter 81, the cycle counter 82 and the level icon 83 display the same information as was displayed at the end of the immediately preceding normal stage. In addition, an accumulated score 101, which is the total number of scores acquired during the score-specialized stage, is displayed below the score counter 81. The accumulated score 101 is updated (added) every time an additional score is acquired, and when entering the score-specialized stage, "0" is displayed as the initial value.

[0260] In the score-specialized stage, a score acquisition lottery and an additional display number lottery are executed in response to the operation of the start lever 3 at the start of the game, and the lottery results are announced during the current game. For example, when the third reel is stopped, the additional display number determined in this game is displayed in the center of the screen of the display device 8, appearing to pop out from a treasure chest (Figures 71(b) and (c)). In addition, the display of the added display number is not limited to the timing when the third reel is stopped, but can also be displayed when the first reel is stopped or when the second reel is stopped.

[0261] The example shown in FIG. 71 shows a case where the additional score "40" is determined in the score acquisition lottery. In addition, the example shown in Figure 71 (c) shows the case where the first additional display number is determined in the additional display number lottery, and the first additional display number 102 displays ``200'', which corresponds to the additional score (40). In addition, the example shown in FIG. 71(d) shows a case where the second additional display number is determined in the additional display number lottery, and "123" is displayed in the second additional display number 103. In other words, it definitely shows that the set value is one of the settings 1 to 3.

[0262] After that, for example, an effect is executed in which the displayed added-on display numbers (first added-on display number 102, second added-on display number 103) are absorbed into the cumulative added score 101, and the numerical value is added to the cumulative added score 101 (Figure 71 (e)). At this time, the value added is five times the added score determined in the current game, and is added to the cumulative added score 101. In other words, as shown in Figure 71 (d), since the second added display number (123) is determined in the added display number lottery, even if the second added display number 103 is displayed, the value of the first added display number (200) is added to the cumulative added score 101. In this way, because the second added-on display number 103, which is a numerical value with a unique format, is displayed, even if it is difficult for the player to recognize the score actually acquired in the current game, the player can recognize the added-on score acquired in the current game by subsequently checking the numerical value (first added-on display number) that is added to the cumulative added score 101.

[0263] Also, a button effect may be executed during the score addition effect. For example, before the additional display number is displayed (Figure 71 (b)), an operation image consisting of an image imitating an operation button that prompts the user to operate the performance button 2c, or text information instructing the operation (e.g., ``PUSH''), may be displayed on the display 8, and then, when the instructed performance button 2c is operated, the determined additional display number may be displayed on the display 8. In this case, in order to increase the level of expectation, when the first additional display number is determined, it is preferable that a large value is determined, and when the second additional display number is determined, it is preferable that a value suggesting a high setting value (for example, setting 5 or setting 6) is determined.

[0264] In this way, when the second additional display number is determined in the additional display number lottery, the value of the second additional display number 103 and the value actually added to the cumulative added score 101 (first additional display number) will be different numbers. Therefore, for example, if a player notices that the numerical values ​​related to these additions are different, distrust and doubts may arise. Therefore, in order to prevent such distrust or doubts from arising among players, the slot machine 1 according to this embodiment has the following configuration.

[0265] Specifically, the magnitude of the added display number determined in the added display number lottery is set so that the relationship is: first added display number > second added display number. For example, as shown in FIG. 70, when the added score is determined to be "40", the first added display number (200) > the second added display number (123), when the added score is determined to be "60", the first added display number (300) > the second added display number (246), when the added score is determined to be "100", the first added display number (500) > the second added display number (456), and when the added score is determined to be "200", the first added display number (1000) > the second added display number (666). As a result, when the second additional display number is determined in the additional display number lottery and displayed in the second additional display number 103, even if the player notices that the value of the additional display number 103 and the value added to the cumulative added score 101 are different, the value actually added to the score (the first additional display number) is greater than the value of the additional display number 103, thereby preventing the player from feeling distrustful or having doubts.

[0266] In the above explanation, the added display number determined in the added display number lottery is based on the relationship of first added display number > second added display number, but this is not limited to the above. If the display of the second added display number suggests that the setting value set in the slot machine 1 is a higher setting value than normal (for example, setting 5 or setting 6), the number can be set based on the relationship of first added display number < second added display number. For example, if slot machine 1 is set to setting 6, and if the added score is determined to be "60" in the score acquisition lottery, the second added display number can be set to "666" so that the first added display number (300) < the second added display number; if the added score is determined to be "100", the second added display number can be set to "666" so that the first added display number (500) < the second added display number; and if the added score is determined to be "200", the second added display number can be set to "6666" so that the first added display number (1000) < the second added display number.

[0267] The example shown in Figure 72 shows an example in which when the added score is determined as "60" in the score acquisition lottery, the second added display number is determined in the added display number lottery, and "666" is displayed as the second added display number 103. In other words, it definitely shows that the setting value set in the slot machine 1 is set to 6 (Figure 72(b)). Thereafter, the value of the first additional display number (300) corresponding to the additional score (60) is added to the cumulative added score 101 (Figure 72 (c)). In this way, although the number actually added to the score (first additional display number) is smaller than the number of additional display numbers 103, the display of the second additional display number (666) definitively notifies the player that the setting is high, thereby reducing the possibility of the player developing distrust or doubts as described above. In addition, even when setting 4 or setting 5 is set, the setting may be based on the relationship of the first added-on display number < the second added-on display number. In this case, for example, "444" or "555" may be set and displayed as the second added-on display number.

[0268] However, without being limited to this, the display of the second added display number may suggest that the setting value set in the slot machine 1 is a setting value lower than normal (for example, setting 1 or setting 2). For example, if slot machine 1 is set to setting 2, and the added score is determined to be "40" in the score acquisition lottery, the second added display number may be set to "222" or the like so that the first added display number (200) is less than the second added display number. In addition, when slot machine 1 is set to setting 1, if the added score is determined to be "20", the second added display number may be set to "111" or the like so that the first added display number (100) is less than the second added display number.

[0269] As described above, in the slot machine 1 of this embodiment, the main control unit 10 determines an additional score to increase the score, and the sub-control unit 20 controls the number of additional displays based on the determined additional score. The added score can then execute a first notification that notifies the player of the first added display number in a manner that is easy for the player to recognize, and a second notification that notifies the player of the second added display number in a manner that is difficult for the player to recognize. This makes it possible to increase the entertainment value of the game by having the added score displayed in a unique manner that makes it difficult to recognize the added score. In contrast to this, conventional gaming machines (such as the gaming machine disclosed in JP 2009-178237 A) award points when certain conditions are met, and provide advantageous benefits to the player based on the cumulative value of the awarded points. However, in this gaming machine, the awarded points are simply displayed in their original form, and the display of the points is insufficient in terms of increasing the interest of the game and enhancing the player's sense of anticipation.

[0270] In addition, the second notification is in a form that can suggest the setting value that is set in the slot machine 1 by notifying the second additional display number. This allows the player to guess or be certain of the set value based on the displayed second add-on number, which will draw the player's attention to the add-on presentation, thereby increasing the interest of the game. In addition, the setting is made so that there is a relationship of first added-on display number > second added-on display number. As a result, when the second additional display number is determined and displayed in the additional display number lottery, even if the player notices that the value of the second additional display number is different from the value of the first additional display number that is actually added, the first additional display number that is actually added to the score is greater than the second additional display number, thereby preventing the player from feeling distrustful or having doubts.

[0271] In addition, the slot machine 1 of this embodiment can determine and store the score under the control of the main control unit 10, and can determine and store the additional display number based on the additional score under the control of the sub-control unit 20. This makes it possible to reduce the storage capacity of storage means such as the RAM of the main control unit 10, while also enabling the implementation of innovative add-on presentations based on the number of add-on displays. In addition, by reducing the memory capacity of the main control unit 10, when the main control unit 10 controls the game in the AT state, a large amount of presentation data (image data, programs, etc.) related to additional play can be set in the ROM, making it possible to perform a variety of additional play effects.

[0272] In addition, with regard to "(1) The ability to suggest settings by notifying the additional display number," the following modified example may be adopted. In the above explanation, the numerical value relating to the score is described as being five times the score value stored in the RAM of the main control unit 10 and displayed on the display 8, but this is not limited to this and any multiplier may be used, or it may be the same multiplier. In the case of a straight multiplication, for example, if the added score is determined to be "40" in the score acquisition lottery, it is preferable to set the second added-up display number to "12" so that the first added-up display number (40) > the second added-up display number, thereby displaying an unusual number that would not normally be added. In addition, in the above explanation, a special benefit (such as the right to transition to a pseudo bonus) is awarded when the value of the score counter 81 reaches an upper limit number. However, this is not limited to the above, and a special benefit may also be awarded when the value of the cumulative added score 101 reaches a predetermined number. In addition, in the above explanation, a score (point value) is used as a value to manage so that a player can be granted a privilege (such as the right to transition to a pseudo bonus), but this is not limited to this and other numerical values ​​can also be used. For example, it may be managed using at least one of the number of games played, the difference in number of coins, the number of times push order navigation occurs, the number of times a small prize is won, the number of coins acquired, the number of coins paid out, etc. In the above explanation, the first and second notifications are executed in the score-specialized stage, but the present invention is not limited to this. For example, the first and second notifications can be executed in the score-specialized stage. In this case, it is preferable to display the number of games or the difference in number of coins instead of the score.

[0273] (2) The setting suggestion icon can be used alone or in combination to suggest settings. The slot machine 1 of this embodiment can notify the player of information regarding the setting value set by the probability setting means in a manner that allows the player to recognize it, and can execute, as the notification, a first notification that notifies the player of one setting value information alone, and a second notification that notifies the player of at least two or more setting value information in a combined form. In addition, the second notification has the feature that it is a combination including setting value information that makes it difficult for the player to predict the setting value in the first notification, and can be executed in a manner that makes it easy for the player to predict the setting value.

[0274] (Setting suggestion icon notification only: 1st notification) In the slot machine 1 according to the present embodiment, a result screen is displayed on the display 8 when the AT state ends. The result screen is displayed, for example, in the game immediately before the transition from a specific game state to a normal game state (from an AT state to a non-AT state) (arrows U, AB, and AC in Figure 9). The end of the AT state is not limited to the normal end due to the consumption of the remaining number of difference coins or the remaining number of games, but also includes the end of the AT state due to a forced end caused by reaching the limiter of the advantageous zone. The result screen displays information to inform the player of the results of the game during the AT state. For example, the number of games played during the AT state (total number of games) and the number of medals won during the AT state (total number of medals won) are displayed (see FIG. 73).

[0275] Furthermore, a setting suggestion icon 104 is displayed on the result screen, as shown in FIG. The setting suggestion icon 104 is information (setting value information) for suggesting or definitively notifying the player of the setting value set by the probability setting means. As the setting suggestion icon 104, for example, an image of a character is displayed. Specifically, as shown in FIG. 75, when the character A image is displayed alone, it indicates "no setting suggested," when the character B image is displayed alone, it indicates "odd number setting suggested," when the character C image is displayed alone, it indicates "even number setting suggested," when the character D image is displayed alone, it indicates "setting 2 not confirmed," when the character E image is displayed alone, it indicates "setting 3 or higher confirmed," when the character F image is displayed alone, it indicates "even number setting confirmed," and when the character G image is displayed alone, it indicates "setting 5 or setting 6 confirmed."

[0276] In addition to these, for example, images indicating "setting ○ (○ indicates any of 1 to 6; same below) suggested", images indicating "setting ○ negative suggested", images indicating "UP suggested from the previous day" or "DOWN suggested from the previous day", images indicating "setting ○ confirmed", images indicating "odd number setting confirmed", images indicating "UP confirmed from the previous day" or "DOWN confirmed from the previous day", etc. may be provided. Furthermore, the types of character images are not limited to the seven types described above, and may be six or less, or eight or more.

[0277] In this way, by displaying one (single) character image on the result screen, the player can guess or be certain of the set value. Therefore, it is possible to increase the player's sense of expectation depending on the type of character image displayed, and to provide useful information when deciding whether or not to continue playing on the slot machine 1. For example, it is easier for a player to predict the setting value if a setting confirmation image (e.g., a character D image, a character E image, a character F image, a character G image) is displayed alone in the setting suggestion icon 104, rather than a setting suggestion image (e.g., a character A image, a character B image, a character C image) is displayed alone. In particular, when the character G image is displayed, a high setting is confirmed, so the player can use this as a deciding factor for continuing the game. In addition, the result screen may suggest a setting value or notify the player that the setting value has been confirmed, which gives the player a sense of anticipation when displayed on the result screen, compared to a monotonous result screen that simply displays the game results during the AT state. Therefore, even when a result screen is displayed indicating that the AT state is ending, the player's interest does not decrease, but rather the player focuses on the result screen display, thereby increasing the player's interest in the game.

[0278] Such setting suggestion icons 104 (character images) are determined by lottery. Specifically, the sub-controller 20 operates as a setting value information determining means to determine a character image based on the setting value set by the probability setting means, and then causes the display 8 to display the character image by referring to the performance image data stored in the ROM of the sub-controller 20. Details of how the setting suggestion icon is determined will be described later.

[0279] In the above description, one setting suggestion icon 104 is displayed on the result screen, but this is not limiting and two or more may be displayed. In this case, the number of setting suggestion icons 104 displayed may be changed depending on the game situation in which the result screen is displayed. For example, one icon may be displayed on the result screen at the end of the rush stage, and two icons may be displayed on the result screen at the end of the ending, so that players who have reached the ending are given preferential treatment. In addition, the setting suggestion icon 104 may not be displayed on the result screen that is displayed when the AT state ends due to reaching the limiter of the advantageous zone. In addition, the number of setting suggestion icons 104 to be displayed may be determined by lottery. In addition, the higher or lower the setting value set by the probability setting means is, the more setting suggestion icons 104 are displayed. This makes it possible to suggest the setting value based on the number of icons displayed. In addition, the timing at which the result screen is displayed is not limited to the end of the AT state, and it may be displayed, for example, at the end of a pseudo bonus or at the end of a CZ. In addition, when displaying setting suggestion images (for example, character A image, character B image, character C image), each may have a different reliability. In terms of the reliability, for example, the background color of the result screen may have a relationship of rainbow>red>yellow>white, that is, rainbow color has the highest reliability and white has the lowest reliability. Furthermore, the reliability may vary depending on the character's facial expression, items the character possesses, and the like.

[0280] (Setting suggestion icon combination notification: 2nd notification) The slot machine 1 according to this embodiment is capable of notifying the player of the setting suggestion icon (character image) notified on the result screen in the subsequent game as well. Specifically, it is displayed on the menu screen so that the player can view it. The menu screen is displayed when the player operates the effect button 2c (operation means) while not playing a game, and allows the player to select a predetermined item (for example, game flow, payout table, customization). Here, "not playing" refers to a state which changes from "playing" when the 3 bet button 2a is not operated when there are three or more credit medals, when the 2 bet button 2b is not operated when there are two or more credit medals, or when no medal is inserted into the medal insertion slot 2, during a specified period of time after the third reel is stopped, and ends when the 3 bet button 2a is operated when there are three or more credit medals, when the 2 bet button 2b is operated when there are two or more credit medals, or when a medal is inserted into the medal insertion slot 2. In addition, "in play" refers to a state other than a non-play state, that is, includes a state in which the reels 41 are moving.

[0281] As shown in FIG. 74, a setting suggestion icon history 105 is displayed at the bottom of the menu screen. The setting suggestion icon history 105 shows the history of the setting suggestion icons 104 displayed on the result screen. Specifically, the setting suggestion icons 104 are displayed from the right side of the screen in the order in which they were displayed (determined). That is, the most recently displayed current character image is displayed in display area R6, the previous character image is displayed in display area R5, the character image before last is displayed in display area R4, and the previous character images are displayed in display areas R3, R2, and R1 in order.

[0282] The example shown in Figure 74 shows that the current character image is "Character A Image," the previous character image is "Character A Image," the character image before that is "Character A Image," and before that is "Character C Image," "Character A Image," and "Character B Image," in that order. In this state, when a new setting suggestion icon is determined by the setting suggestion icon lottery, the character image in display area R1 disappears, the character images in display areas R2 to R6 shift one screen to the right, and the new character image determined by lottery is added to display area R6.

[0283] It is assumed that the setting suggestion icon history 105 will be erased when the setting value is changed (including re-entering the setting value) by the probability setting means and the power-off period has elapsed for a predetermined period of time (e.g., 2 hours), but this is not limited to this and it may not be erased until a new character image is displayed by the setting suggestion icon lottery. Furthermore, the number of setting suggestion icons 104 displayed in the setting suggestion icon history 105 is not limited to this, and may be five or less, or seven or more.

[0284] In this way, even after a character image is displayed on the result screen, the player can check the character image in the setting suggestion icon history 105 on the menu screen. Thus, even if the player forgets or overlooks the type of the displayed character image, the player can later grasp the type of the displayed character image and the number of occurrences without having to remember them by himself.

[0285] In addition, the setting suggestion icon history 105 can definitively notify the player of the setting value set by the probability setting means, based on the combination of displayed character images. For example, as shown in FIG. 76, if different character images are displayed three times in a row, including the current character image, it indicates "setting 2 or higher confirmed," if the same character image is displayed three times in a row, it indicates "setting 3 or higher confirmed," if the same character image is displayed four times in a row, it indicates "setting 4 or higher confirmed," if the same character image is displayed five times in a row, it indicates "setting 5 or higher confirmed," and if the same character image is displayed six times in a row, it indicates "setting 6 confirmed."

[0286] In this way, the setting value can be suggested to the player by a combination of at least two or more character images displayed in the setting suggestion icon history 105, so that the player can predict the setting value not only by the individual display of the character image on the result screen, but also by the combination display of the character images on the menu screen. This makes it possible for the setting value to be suggested on the menu screen as well, which will draw the player's attention to the menu screen as well, thereby increasing the player's interest in the game.

[0287] The example shown in Fig. 74 shows a case where "Character A image" has been determined three times in a row in the last few minutes. In this case, the setting suggestion icon 104 on the result screen displays "Character A image" three times in a row by itself, which is not a basis for estimating the setting value, but the setting suggestion icon history 105 on the menu screen displays "Character A image" in a combination of three consecutive images. Therefore, it indicates "setting 3 or higher confirmed", and the player can predict the setting value more easily than if the setting suggestion icon 104 was displayed on the result screen. Furthermore, when the "Character B image" or "Character C image" is displayed alone on the result screen, it indicates "even number setting suggestion" or "odd number setting suggestion", making it difficult to guess the setting value from this display alone. However, when it is displayed in combination with the "Character B image" or "Character C image" as shown in FIG. 76 in the setting suggestion icon history 105, the setting value can be easily predicted.

[0288] In this way, even if information is displayed that does not suggest a setting value or information that does not suggest a high setting, it is possible to suggest a high setting by combining these pieces of information. In other words, even if a setting suggestion icon 104 is displayed that does not motivate the player to continue playing when displayed alone, it is possible for the setting suggestion icon 104 to be displayed in combination with other setting suggestion icons 104 in the setting suggestion icon history 105 to motivate the player to continue playing.

[0289] In addition, when a setting value is suggested by a combination of character images displayed in the setting suggestion icon history 105, the content of the setting suggestion may be made clearly recognizable to the player. For example, by making each character image displayed in the setting suggestion icon history 105 selectable by operating the cross key button 2d, the content of the setting suggestion corresponding to the selected character image may be displayed as a text image or the like.

[0290] Next, the setting suggestion icon determination process performed by the sub-control unit 20 will be described. Here, there are two methods for determining the setting suggestion icon: a "method for determining the setting suggestion icon by drawing lots each time" shown in Fig. 77, and a "method for determining the setting suggestion icon by drawing lots for a scenario" shown in Fig. 78. In this embodiment, the setting suggestion icon determination process is performed using one of the two methods that is determined in advance. The following explains each in order.

[0291] (The setting suggestion icon is determined by lottery each time) Referring to Figure 77, a method for determining the setting suggestion icon by lottery each time will be described. First, the sub-control unit 20 judges whether it is time to display a result screen (S1). That is, it judges whether the game is one in which the AT state will end. If it is determined that it is not the time to display the result screen (S1: No), the processing is terminated, and if it is determined that it is the time to display the result screen (S1: Yes), a setting suggestion icon lottery is executed (S2).

[0292] The setting suggestion icon lottery is performed by the sub-control unit 20, which refers to the "setting suggestion icon lottery table" shown in Figure 79 to determine a character image by lottery based on the setting value set by the probability setting means, and stores the result in a memory unit (e.g., RAM). For example, when setting 1 is selected, character A image is selected with a probability of 64 / 255, character B image is selected with a probability of 64 / 255, character C image is selected with a probability of 43 / 255, and character D image is selected with a probability of 84 / 255, and character E, character F, and character G images are not selected. When setting 2 is selected, one of the character A image, character B image, character C image, and character F image is selected, and the character D, character E image, and character G image are set not to be selected. When setting 3 is selected, one of the character A image, character B image, character C image, character D image, and character E image is selected, and the character F and character G images are set not to be selected. When setting 4 is selected, one of the character A image, character B image, character C image, character D image, character E image, and character F image is selected, and the character G image is set not to be selected. When setting 5 is selected, one of the character A image, character B image, character C image, character D image, character E image, and character G image is selected, and the character F image is set not to be selected. When setting 6 is selected, it is set so that one of the character A image, character B image, character C image, character D image, character E image, character F image, and character G image is selected.

[0293] Next, it is determined whether or not different character images have been determined (stored) three or more times in succession, including the current character image determined in the setting suggestion icon lottery (S3). If it is determined that different character images have been determined three or more times in succession (S3: Yes), it is determined whether or not the setting suggestion content corresponds to the setting value currently set in the slot machine 1 (S4). In other words, it is determined whether or not the setting value is other than "Setting 1". The sub-controller 20 receives information about the setting values ​​currently set in the slot machine 1 from the main controller 10 at a predetermined timing, such as when the power is turned on, and stores the information in the RAM. If the result of the judgment is that a setting other than 1 has been set (S4: No), the processing is terminated, and if it is determined that setting 1 has been set (S4: Yes), the sub-control unit 20 changes the current character image determined in the setting suggestion icon lottery to a new character image (S5).

[0294] The reason why the character image is changed in this way is as follows. As described above, when different character images are determined three or more times in succession, the combination of character images in the setting suggestion icon history 105 indicates "setting 2 or higher confirmed." On the other hand, even when the set value is set to 1, the result of the setting suggestion icon lottery may result in a different character image being determined three or more times in succession. In this case, the setting suggestion content in the setting suggestion icon history 105 differs from the setting value actually set in the slot machine 1, so that the current character image is forcibly changed to a character image corresponding to the setting value actually set.

[0295] Specifically, if the previous character image or the character image before last contains a character A image, the current character image is changed to a character A image, and if the previous character image or the character image before last does not contain a character A image, the current character image is changed to a character B image. In this way, the current character image is changed so that different character images are not displayed three times in a row. Therefore, when setting 1 is set, it is possible to avoid displaying a combination of character images that would never be displayed in the setting suggestion icon history 105.

[0296] If the previous character image or the character image before last does not include the character A image, the current character image may be changed to either the character B image or the character D image based on a predetermined probability (for example, 50%). Furthermore, the present character image may be forcibly changed to the same character image as the previous character image or the character image before last.

[0297] In this way, when the current character image is determined, if the setting suggestion content resulting from a combination with at least two or more character images already determined does not correspond to the setting value actually set in the slot machine 1, it is possible to change the determined current character image to a new current character image that corresponds to the setting value actually set. This makes it possible to prevent a setting value different from the setting value actually set in the slot machine 1 from being definitively announced, and prevents doubts from arising among the player.

[0298] Next, in S3, if it is determined that different character images have not been determined three or more times in succession (S3: No), it is determined whether or not the same character image has been determined three or more times in succession, including the current character image (S6). If it is determined that the same character image has not been determined three or more times in a row (S6: No), the processing is terminated, and if it is determined that the same character image has been determined three or more times in a row (S6: Yes), it is determined whether or not the setting suggestion content corresponds to the setting value currently set in the slot machine 1 (S7). Specifically, based on the "setting suggestion pattern table" shown in FIG. 76, if the same character image is determined three times in a row, it is determined to be "corresponding" to settings 3 to 6; if the same character image is determined four times in a row, it is determined to be "corresponding" to settings 4 to 6; if the same character image is determined five times in a row, it is determined to be "corresponding" to settings 5 ​​or 6; if the same character image is determined six times in a row, it is determined to be "corresponding" only if setting 6 is set, and it is determined to be "not corresponding" if settings 1 and 2 are set.

[0299] If the result of the judgment is that it corresponds to the set value (S7: Yes), the processing is terminated, and if it is determined that it does not correspond to the set value (S7: No), the sub-control unit 20 changes the current character image determined in the setting suggestion icon lottery to a new character image (S8). Specifically, the current character image is changed to a new character image as follows.

[0300] For example, when setting 1 is selected, if character A image is determined three times in a row, the current character image (character A image) is changed to character B image, and if an image other than character A image is determined three times in a row, the current character image (other than character A image) is changed to character A image. When setting 2 is selected, if the character A image is selected three times in a row, the current character image (character A image) will be changed to character C image, and if an image other than character A image is selected three times in a row, the current character image (other than character A image) will be changed to character A image.

[0301] When setting 3 is selected, if character A image is selected four times in a row, the current character image (character A image) will be changed to character B image, and if an image other than character A image is selected four times in a row, the current character image (other than character A image) will be changed to character A image. When setting 4 is selected, if character A image is determined five times in a row, the current character image (character A image) will be changed to character C image, and if an image other than character A image is determined five times in a row, the current character image (other than character A image) will be changed to character A image. When setting 5 is selected, if character A image is determined six times in a row, the current character image (character A image) will be changed to character B image, and if an image other than character A image is determined six times in a row, the current character image (other than character A image) will be changed to character A image.

[0302] In this way, under the control of the sub-control unit 20, a setting suggestion icon lottery is executed each time the result screen is displayed (each time the AT state ends), and one setting suggestion icon (character image) to be displayed in the current game is determined. Then, the character images determined in the setting suggestion icon lottery are accumulated and stored in the RAM, and the character images stored in the RAM are displayed in the setting suggestion icon 104 and the setting suggestion icon history 105. Furthermore, if the result of determining the current character image by lottery is that the setting suggestion content based on the combination of character images does not correspond to the setting value currently set in the slot machine 1, the determined current character image is changed to a new character image.

[0303] (Setting suggestion icon determined by scenario lottery) The aforementioned "method of determining the setting suggestion icon by lottery each time" determines the setting suggestion icon (current character image) to be displayed each time the result screen is displayed (each time the AT state ends), whereas in this process, a scenario is determined at a predetermined timing, and multiple setting suggestion icons (character images) are determined all at once based on the determined scenario. A scenario is information (pattern information) that sets a predetermined number of setting suggestion icons (character images) (for example, six times), and these setting suggestion icons (character images) for the predetermined number of times are displayed in sequence at the end of a predetermined number of consecutive AT states, completing the execution of one scenario (one set).

[0304] The slot machine 1 according to this embodiment is capable of suggesting to the player the setting values ​​that have been set by the probability setting means by displaying a setting suggestion icon based on each scenario. Specifically, as shown in the "Scenario Table" of Figure 80, scenario A is set to indicate an "odd number setting suggestion," and is set to be displayed in the following order, for example: "Character A image," "Character B image," "Character A image," "Character B image," "Character A image," and "Character B image." Scenario B is set to indicate an "even number setting suggestion," and is set to be displayed in the following order, for example: "Character A image," "Character C image," "Character A image," "Character C image," "Character A image," and "Character C image." Scenario C is set to indicate "setting 2 or higher confirmed", and is set to display, for example, "character A image", "character B image", "character C image", "character A image", "character B image", and "character C image" in that order. In other words, it is set to display different character images three times in a row.

[0305] Scenario D is set to indicate "setting 3 or higher confirmed," and is set to display the same character image three times in a row. Scenario E is set to indicate "setting 4 or higher confirmed," and is set to display the same character image four times in a row. Scenario F is set to indicate "setting 5 or higher confirmed," and is set to display the same character image five times in a row. Scenario G is set to indicate "Setting 6 Confirmed," and is set to display the same character image six times in a row.

[0306] Next, referring to Figure 78, a method for determining a setting suggestion icon by scenario lottery will be described. First, the sub-controller 20 determines whether it is time to display a result screen (S11). If it is determined that it is not the timing to display the result screen (S11: No), the process ends, and if it is determined that it is the timing to display the result screen (S11: Yes), it is determined whether it is the timing to decide the scenario (S12). That is, it is determined whether the number of times the result screen is displayed (the number of times the AT state ends), with one set being a predetermined number (for example, six times), or not.

[0307] If it is determined that it is not time to decide a scenario (S12: No), the process ends, and if it is determined that it is time to decide a scenario (S12: Yes), a scenario lottery is executed (S13). Specifically, the sub-control unit 20 refers to the "scenario lottery table" shown in FIG. 81 to determine one of a plurality of types of scenarios based on the setting value set by the probability setting means. For example, when setting 1 is selected, one of scenarios A and B is set to be selected. When setting 2 is selected, it is set so that one of scenarios A to C is selected. When setting 3 is selected, one of scenarios A to D is set to be selected. When setting 4 is selected, one of scenarios A to E is set to be selected. When setting 5 is selected, one of scenarios A to F is set to be selected. When setting 6 is selected, one of scenarios A to G is set to be selected.

[0308] Next, it is determined whether or not any of Scenario D to Scenario G has been determined in the scenario lottery (S14). If it is determined that Scenario D to Scenario G have not been determined (S14: No), the processing is terminated, and if it is determined that any of Scenario D to Scenario G have been determined (S14: Yes), a same icon lottery is performed (S15). The same icon lottery determines the character images (same character images) that are displayed consecutively in some or all of scenarios D to G, and stores the results in a storage unit (eg, RAM).

[0309] Specifically, the sub-control unit 20 refers to the "identical icon lottery table" shown in FIG. 82 to determine the character image based on the setting value set by the probability setting means. For example, when setting 3 is selected, character A image is selected with a probability of 64 / 255, character B image is selected with a probability of 64 / 255, character D image is selected with a probability of 64 / 255, and character E image is selected with a probability of 63 / 255, and other character images are not selected. When setting 4 is selected, character A image is selected with a probability of 64 / 255, character C image is selected with a probability of 64 / 255, character D image is selected with a probability of 64 / 255, character E image is selected with a probability of 32 / 255, and character F image is selected with a probability of 31 / 255, and other character images are not selected. As a result of this lottery, in scenario D, the same character image determined by the same icon lottery will be displayed three times in a row (3rd to 5th times), in scenario E, the same character image will be displayed four times in a row (2nd to 5th times), in scenario F, the same character image will be displayed five times in a row (2nd to 6th times), and in scenario G, the same character image will be displayed six times in a row (1st to 6th times).

[0310] Next, a unique icon lottery is carried out (S16). The unique icon lottery determines a character image (unique character image) to be displayed during a game period in which a unique character image is not displayed, and stores the result in a storage unit (eg, RAM).

[0311] Specifically, the sub-control unit 20 refers to the "unique icon lottery table" shown in FIG. 83 to determine a character image based on the setting value set by the probability setting means. For example, when setting 2 is selected, character A image is selected with a probability of 64 / 255, character C image is selected with a probability of 64 / 255, and character F image is selected with a probability of 127 / 255, and other character images are not selected. When setting 3 is selected, character A image is selected with a probability of 64 / 255, character B image is selected with a probability of 64 / 255, character D image is selected with a probability of 64 / 255, and character E image is selected with a probability of 63 / 255, and other character images are not selected. As a result of this lottery, in the case of scenario D, the unique character image determined by the unique icon lottery will be displayed the first, second and sixth times, in the case of scenario E, the unique character image will be displayed the first and sixth times, and in the case of scenario F, the unique character image will only be displayed the first time. Although the same character image and the different character image are determined by separate lotteries, this is not limiting, and the same character image and the different character image may be determined at the same time by referring to a lottery table in which both are specified as objects to be selected.

[0312] Next, it is determined whether the same character image determined in the same icon lottery and the different character image determined in the different icon lottery are the same character image (S17). As a result of the determination, if it is determined that the character images do not match (S17: No), the process ends, and if it is determined that the character images match (S17: Yes), the process proceeds to S16 and a non-identical icon lottery is performed again. In this way, during a game period in which the AT state continues a predetermined number of times, a scenario for setting the character images to be displayed in each AT state at once is determined in advance. Then, in accordance with the determined scenario, each character image is displayed in the setting suggestion icon 104 and the setting suggestion icon history 105 during each AT state.

[0313] As described above, the slot machine 1 of this embodiment is capable of executing a first notification that notifies a single piece of setting value information and a second notification that notifies a combination of at least two or more pieces of setting value information. In the second notification, by notifying a combination of multiple pieces of setting value information, including setting value information whose setting value is difficult to predict in the first notification, it is possible to make it easier to predict the setting value. Therefore, when setting value information that does not suggest a setting or setting value information that does not suggest a high setting is displayed alone, it will not motivate the player to continue playing. However, when a combination of multiple setting value information including setting value information whose setting value is difficult to predict is displayed, it will suggest a high setting and can motivate the player to continue playing. This allows the player to continue playing even if the setting value information is difficult to predict when displayed alone, as it is possible to expect a suggestion of a high setting. In contrast to this, conventional gaming machines (such as the gaming machine disclosed in JP 2009-106589 A) execute a setting suggestion effect that suggests a setting value to the player at a predetermined timing. However, with this gaming machine, when a setting suggestion effect suggesting a high setting is executed, the player is likely to continue playing, but when an effect that does not suggest a high setting is executed, the player is likely to end playing, making it difficult to continue playing.

[0314] In addition, in the slot machine 1 according to the present embodiment, the second notification indicates the display history of the setting value information notified in the first notification, and can be notified during non-playing after the first notification is executed. This allows the setting value information notified in the first notification to be checked thereafter, so even if the player forgets or overlooks the displayed setting value information, the player can grasp it later without having to remember the type of setting value information that has been displayed or the number of times it has occurred.

[0315] In addition, with regard to "(2) The ability to suggest settings by notification using setting suggestion icons alone or in...

Claims

1. a first operating means for statically displaying the varying identification information on the variable display means; A representation means capable of executing an operation instruction representation for instructing an operation to the first operating means; A second operation means for selecting one of a plurality of presentation modes including the first presentation mode and the second presentation mode; a third operation means for determining a presentation mode selected by an operation on the second operation means as a presentation mode of the operation instruction presentation; a fourth operation means for enabling selection of a first special performance mode related to the first performance mode in a state in which the first performance mode is selected by an operation on the second operation means; a presentation mode determination means for determining a presentation mode of the operation instruction presentation to be the first special presentation mode when the third operation means is operated in a state in which the first special presentation mode is selected by an operation on the fourth operation means; Equipped with The production means is When the fourth operation means is operated in a state in which the first performance mode is selected by an operation on the second operation means, only the first special performance mode is selectable; When the fourth operation means is operated in a state in which the second performance mode is selected by an operation on the second operation means, only a first second special performance mode and a second second special performance mode related to the second performance mode are selectable; The presentation mode determination means When the third operation means is operated in a state in which the first second special performance mode is selected by an operation on the fourth operation means, the performance mode of the operation instruction performance can be determined to be the first second special performance mode; When the third operation means is operated in a state in which the second special performance mode is selected by an operation on the fourth operation means, the performance mode of the operation instruction performance can be determined to be the second special performance mode. A gaming machine characterized by:

2. The production means is A display means capable of selectively displaying the plurality of presentation modes.

2. The gaming machine according to claim 1 .

Citation Information

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