Gaming machine

The gaming machine addresses the need for enhanced player engagement by using a determination means and effect control means to create dynamic gaming states through variable displays and effects, resulting in an improved entertainment experience.

JP7689769B2Active Publication Date: 2025-06-09KITA DENSHI CORP
View PDF 6 Cites 0 Cited by

Patent Information

Application Number
JP2024072137
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-04-26
Publication Date
2025-06-09
Estimated Expiration
2040-04-01

AI Technical Summary

Technical Problem

Conventional gaming machines lack innovative mechanisms to enhance player engagement and provide dynamic gaming experiences through variable displays and effects.

Method used

The gaming machine incorporates a determination means to grant privileges and an effect control means to execute special and specific effects, utilizing a variable display means to showcase specific symbol combinations, thereby creating dynamic gaming states.

Benefits of technology

This solution enhances player engagement by providing dynamic gaming experiences with variable displays and effects, increasing the entertainment value and maintaining player interest.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 0007689769000001
    Figure 0007689769000001
  • Figure 0007689769000002
    Figure 0007689769000002
  • Figure 0007689769000003
    Figure 0007689769000003
Patent Text Reader

Abstract

To provide a game machine unprecedentedly high in amusement properties.SOLUTION: Performance control means includes special performance control means capable of executing a special performance accompanied by special variation display by variation display means in a predetermined game on the basis of a fact that determination means has determined granting of a first privilege and specific performance control means capable of executing a specific performance while the special performance is executed in the predetermined game on the basis of a fact that the determination means has determined granting of a second privilege, and can display a specific symbol combination in the special variation display by the variation display means.SELECTED DRAWING: Figure 12
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

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

Background Art

[0002] Conventionally, as a gaming machine, there is known a pachinko gaming machine provided with a display device capable of displaying a variable display game based on a plurality of identification information, and generating a specific gaming state advantageous to a player according to the result of the variable display game. Further, there is known a slot machine provided with a plurality of reels, executing a game by variably displaying the plurality of reels based on a start operation of a player, stopping the plurality of reels based on a stop operation of the player, and generating a specific gaming state according to a stop display mode of the plurality of reels. In addition, in recent slot machines, those provided with a display device capable of displaying a plurality of information in addition to the reels are increasing (Patent Document 1).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] However, there has been room for improvement in conventional gaming machines.

Means for Solving the Problems

[0005] In order to solve the above problems, the gaming machine of the present invention executes a game involving variable display by a variable display means based on an operation by a player, and also executes an effect related to the game. In the gaming machine, there are provided a determination means capable of determining whether to grant a privilege in relation to the execution of the game, and an effect control means capable of executing control of the effect based on a determination result by the determination means. The effect control means includes a special effect control means capable of executing a special effect involving a special variable display by the variable display means in a predetermined game based on the determination by the determination means that the first privilege is to be granted, and a specific effect control means capable of executing a specific effect during the execution of the special effect in the predetermined game based on the determination by the determination means that the second privilege is to be granted. The variable display means is configured to be able to display a specific symbol combination in the special variable display. Before the execution of the predetermined game Based on the determination that the second privilege is granted, during the execution of the special effect in the predetermined game, it is provided with a specific effect control means capable of executing a specific effect. The special variable display by the variable display means is configured to be able to display a specific symbol combination.

Brief Description of Drawings

[0006]

Figure 1

Figure 2

Figure 3

Figure 4

Figure 5

Figure 6

Figure 7

Figure 8

Figure 9

Figure 10

Figure 11

Figure 12

Figure 13

Figure 14

Mode for Carrying Out the Invention

[0007] Hereinafter, embodiments of the present invention will be described with reference to the drawings. Here, a slot machine as an exemplary gaming machine according to an embodiment of the present invention will be described.

[0008] First, the overall configuration of the slot machine 1 will be described with reference to FIGS. 1 to 2. The slot machine 1 is installed in a game arcade or the like. As shown in FIGS. 1 to 2, the slot machine 1 includes a front door 1a, a bet button 2a, a return button 2c, a production button 2d, an upper production button 2f, a medal insertion slot 2, a start lever 3, reels 4, a stop button 5, a display window 6, a medal payout device 7, a medal payout opening 7b, a main display 8, a speaker 9, a front panel 19, a lamp 11, a navigation lamp 12, a favorable section lamp 13, a probability setting device 14, a display decoration frame 15, a drum unit 4d, a main control device 10, and a sub-control device 20.

[0009] Note that the main control device 10 and the sub-control device 20 each include a storage unit and a control unit, are devices capable of performing various arithmetic processes and various controls, and are included in the concept of a computer. Each storage unit includes a storage device such as a semiconductor memory element that stores programs, information, etc. necessary for the operation of the slot machine 1. Each control unit includes a CPU or the like. Each control unit realizes various functions of the embodiment by appropriately reading and executing various programs stored in each storage unit.

[0010] As shown in FIG. 1, a front door 1a is disposed on the front surface of the slot machine 1. The front door 1a is pivotally attached to one side (left side when viewed from the front) of a main body (not shown) that is disposed on the rear side of the front door 1a and attached to island equipment (not shown) so as to be openable and closable, and is configured to be openable and closable to the front side in a single-opening format. Hereinafter, the left-right direction is shown in a state where the slot machine 1 is viewed from the front.

[0011] In a state where the slot machine 1 is viewed from the front side, the main display 8 is disposed at the center in the left-right direction at the upper part of the front door 1a. The main display 8 is composed of a liquid crystal display or the like capable of displaying a plurality of pieces of information such as information related to production (image production) as described later, and constitutes a first display means. In front of the main display 8 at the upper part of the front door 1a, a display decoration frame 15 having an opening at the center is disposed, and the main display 8 is disposed in a state where the display surface faces forward through the opening of the display decoration frame 15.

[0012] On each of the left and right sides of the main display 8, a speaker 9 is arranged, and for example, it is capable of outputting sound effects corresponding to the effects displayed on the main display 8. Also, on each of the left and right sides of the main display 8, a lamp 11 composed of an LED or the like is arranged, and for example, it is capable of outputting light in a light emission mode corresponding to the light at the time of winning a role or the effects displayed on the main display 8.

[0013] On the right side of the main display 8, an upper effect button 2f as an operation means is arranged. The upper effect button 2f is a push-type button that moves in the front-rear direction. The pressing operation of the upper effect button 2f is detected by a non-contact type sensor or the like and output to the sub-control device 20 as operation information of the upper effect button 2f. Also, inside the upper effect button 2f, a light-emitting source (not shown) composed of an LED or the like is provided, and it is possible to notify that the operation of the upper effect button 2f is valid by the light emission of the light-emitting source.

[0014] At the vertical center of the front door 1a of the slot machine 1, a flat front panel 19 with decorations and various function displays on its surface is arranged. Behind the front panel 19, a drum unit 4d equipped with a reel 4 as variable display means is arranged. Also, at approximately the center of the front panel 19, a display window 6 made of a translucent member through which the symbols attached to the reel 4 can be visually recognized from the front is formed.

[0015] The reel 4 is composed of a left reel 4a, a middle reel 4b, and a right reel 4c arranged side by side in the left-right direction. The rotation axes of the respective reels 4a to 4c extend in the left-right direction, and the rotation centers are set to be the same. The reel 4 (4a to 4c) has symbols (identification information) continuous on its circumferential surface, and these symbols are configured to be distinguishable from outside the machine through the display window 6. When the reel 4 rotates in one direction, for example, the symbols can be variably displayed from top to bottom within the display window 6. A plurality of symbols (for example, 20) are represented on each of the reels 4a to 4c, and the types of symbols are, for example, "replay", "watermelon", "cherry", "bell", "BAR", "7", etc. Note that the form of the reel 4 is not limited to this. For example, the number of patterns on the peripheral surface may be other than 20.

[0016] Above the display window 6 on the front panel 19, navigation lamps 12a, 12b, 12c capable of notifying the stop order of the stop button 5 described later are arranged corresponding to the respective reels 4a, 4b, 4c. Also, on the lower left side of the display window 6 on the front panel 19, for example, an advantageous section lamp 13 composed of LEDs is arranged. The advantageous section lamp 13 is controlled to light up during the advantageous section (described later). Note that the slot machine 1 may control, instead of the advantageous section lamp 13, for example, the "dot" part of a 7-segment display (also referred to as "7-seg") that constitutes a payout number display unit or the like for displaying the number of medals paid out, to light up.

[0017] A sub-display 17 is arranged on the right side of the display window 6 (reel 4) on the front panel 19. The sub-display 17 is composed of a liquid crystal display or the like capable of displaying a plurality of information such as information related to effects (image effects) as described later, and constitutes a second display means. Also, although the display area of the sub-display 17 is smaller than that of the main display 8, it is arranged at a position closer to the reel 4 than the main display 8, and it is easy to visually recognize the displayed image while observing the rotation and stop states of the reel 4. Note that the sub-display 17 may be provided on the left side of the display window 6 (reel 4). Also, the sub-display 17 may be configured as a touch panel type display.

[0018] Below the front panel 19, a stepped portion protruding forward is formed, and a medal insertion port 2 and a bet button 2a are arranged on the upper surface of the stepped portion. Also, an effect button 2d as an operation means (normal operation means) is arranged. The medal insertion port 2 is a part where a player inserts medals (game media). Inside the medal insertion port 2, a medal selector 2b (medal detection means), which is a sensor or the like for detecting the medals inserted into the medal insertion port 2, is provided. The bet button 2a is a push button for a player to input the bet amount that serves as a game start condition, and it is possible to input the maximum bet amount allowed in the slot machine 1 with one operation.

[0019] The effect button 2d is a push button that moves in the vertical direction. The pressing operation of the effect button 2d is detected by a non-contact sensor or the like and output to the sub-control device 20 as operation information of the effect button 2d. Further, inside the effect button 2d, a light-emitting source (not shown) composed of an LED or the like is provided, and it is possible to notify that the operation of the corresponding effect button 2d is valid by the light emission of the light-emitting source. The effect button 2d is disposed at a position closer to the reel 4 than the above-described upper effect button 2f.

[0020] On the front surface of the stepped portion, a start lever 3, a return button 2c, and a stop button 5 are disposed. The start lever 3 is a lever that a player operates to start the game. After the bet amount is input, the start lever 3 becomes effective and the game can be started. The return button 2c is composed of a push button that moves in the front-rear direction, and it is a button that is operated when canceling the set bet amount or paying out the medals stored as credit medals. The stop button 5 is a button for stopping the rotating reel 4, and it is composed of a push button that moves in the front-rear direction. A left stop button 5a, a middle stop button 5b, and a right stop button 5c are disposed at a predetermined interval in the horizontal direction corresponding to the left reel 4a, the middle reel 4b, and the right reel 4c.

[0021] Below the front door 1a of the slot machine 1, a medal payout port 7b through which the medals paid out from the medal payout device 7 are discharged is disposed.

[0022] Figure 2 shows a block diagram of the control system in the slot machine 1. As shown in FIG. 2, the slot machine 1 includes a main control device 10 that performs functions such as lottery of winning combinations and control of game progress, and a sub-control device 20 that is configured to be communicable with the main control device 10 and performs various effect controls and the like based on control information from the main control device 10. Transmission of control information between the main control device 10 and the sub-control device 20 is limited to one direction from the main control device 10 to the sub-control device 20, preventing unauthorized signals from being input from the sub-control device 20 to the main control device 10.

[0023] The main control device 10 is connected to a bet button 2a, a medal selector 2b, a payout button 2c, a start lever 3, a stop button 5, a probability setting device 14 (setting means), a medal payout device 7, a drum unit 4d, and a favorable area lamp 13 via communication cables, enabling control of each device. The main control device 10 is also provided with a storage unit (storage means) and a control unit.

[0024] The probability setting device 14 is capable of changing the winning probability of a specific game state (e.g., the AT state) in multiple stages (e.g., 6 stages). The main control device 10 performs a process of setting the winning probability of the specific game state to any one of a plurality of probability values with different probabilities based on the probability setting operation in the probability setting device 14. The set value set by the probability setting device 14 has the lowest probability value for setting 1, and the probability value increases as the number gets larger, with setting 6 having the highest probability value. Therefore, setting 1 is the most disadvantageous setting for the player, and the larger the number, the more advantageous it is for the player, with setting 6 being the most advantageous setting for the player.

[0025] Note that the winning probability of the specific game state may be controlled with a fixed probability value without being affected by the set value of the probability setting device 14. In addition to the specific game state, the winning probability of a predetermined minor winning combination (e.g., the bell winning combination) may be made changeable in multiple stages (e.g., 6 stages).

[0026] The drum unit 4d is a device integrally provided with reels 4a to 4c and stepping motors (not shown) for rotating each of the reels 4a to 4c. The medal payout device 7 has a medal storage section (not shown) that collects the medals inserted into the medal selector 2b as pre-payout medals, and is a device that pays out the medals stored in the medal storage section to the medal payout opening 7b. The medal payout device 7 is provided with a sensor for detecting the paid-out medals. The medal selector 2b is provided on the downstream side of the medal insertion opening 2, and is provided with a sensor for detecting the medals inserted from the medal insertion opening 2.

[0027] The storage section of the main control device 10 stores various information such as a game program related to the game, tables for performing lotteries for small roles and AT states, and the like. Also, the main control device 10 operates by a control section and a storage section in which a program is stored, and thereby performs processing related to the progress of the game of the slot machine 1.

[0028] Based on the signal from the start lever 3, the main control device 10 performs processing such as game start processing and sampling of random numbers from a random number generator (not shown). Then, a lottery process for the roles is performed based on the sampled random numbers. Also, according to the control program of the storage section, for example, by updating the random numbers at a predetermined timing, a random number generation process is performed, and a transition lottery process for the CZ state and the AT state, a topping-up lottery process during the AT state, and the like are performed based on the generated random numbers.

[0029] That is, the main control device 10 is provided with lottery means (decision means) for lottery (decision) as to whether to grant benefits such as prizes and AT states in response to the execution of the game. Also, the main control device 10 is provided with first decision means capable of pre-determining whether to grant (generate) a pseudo-bonus state as a first benefit to the player, and second decision means capable of pre-determining whether to grant (generate) an AT state as a second benefit to the player. In addition, the lottery pattern using random numbers may be other than the patterns described above. The role lottery may be performed based on soft-generated random numbers, and the transition lottery to the pseudo-bonus state or the AT state, the additional lottery, etc. may be performed based on the random numbers generated by the random number generator. Alternatively, all lotteries may be performed using soft-generated random numbers or random numbers generated by the random number generator.

[0030] In addition, the main control device 10 controls the rotation of the reel 4 based on the signal from the start lever 3. The main control device 10 detects the rotational positions of the respective reels 4a, 4b, 4c based on signals from sensors (not shown) provided in the respective reels 4a, 4b, 4c, and can grasp the rotational positions of the symbols on the respective reels 4a, 4b, 4c. Then, based on the signal from the stop button 5, it performs control to stop a desired symbol in the display window 6.

[0031] In addition, the main control device 10 realizes the game of the slot machine 1 by performing game progress processing including internal lottery processing, etc., managing various information stored in the storage unit, and controlling devices such as the medal payout device 7, etc., according to the operation of the operation unit such as the start lever 3.

[0032] The sub-control device 20 is connected to the effect button 2d, the upper effect button 2f, the speaker 9, the main display 8, the lamp 11, the navigation lamp 12, the sub-display 17 via a communication cable and can communicate. The sub-control device 20 controls these devices according to the control information from the main control device 10. In addition, the sub-control device 20 is provided with a storage unit and a control unit.

[0033] The storage unit of the sub-control device 20 stores various information such as programs related to effects, image effect data, audio data, etc. The sub-control device 20 operates by the control unit and the storage unit in which the program is stored, and performs processes such as effects synchronized with the game of the slot machine 1 according to commands (control information) from the main control device 10. For example, it controls the main display 8, the lamp 11, the speaker 9, etc. to perform image effects indicating the transition of the game state, output of sound effects, lamp effects, etc.

[0034] Further, the sub-control device 20 can control the switching timing of each effect based on the signal from the effect button 2d. Either one or both of the main control device 10 and the sub-control device 20 constitute the determination means, lottery means, effect control means, operation effect control means, special effect control means, and specific effect control means in the present invention.

[0035] Such a slot machine 1 is configured to be able to execute the following slot machine games under the control of the main control device 10.

[0036] At the start of the game, medals are inserted from the medal insertion slot 2, or the number of bets is set from credit medals by operating the bet button 2a. When the number of bets reaches a predetermined number (for example, 3), one of the game start conditions is satisfied, and the game can be started in a state where the right to execute one game is held.

[0037] In this game-startable state, the operation of the start lever 3 becomes effective. In this effective state, when the start lever 3 is tilted, all the game start conditions are satisfied, the game starts, the reels 4a to 4c with a plurality of symbols represented thereon start to vary, and an internal lottery process is executed to determine in advance the lottery result of this game from among a plurality of winning roles (including losing) such as replay roles, small roles, and bonus roles before the stop of the reel 4. In the internal lottery process, the winning role of this game is determined by lottery from among a plurality of winning roles based on a predetermined winning probability. For example, lottery results such as replay roles and bell roles are derived by lottery.

[0038] Also, even when the main control device 10 receives a signal from the start lever 3, if the elapsed time since the start of the rotation of the reel 4 in the previous game has not reached a predetermined time (for example, 4.1 seconds), the main control device 10 temporarily waits for the start of the rotation of the reel 4 (inserts a waiting time) and delays the start of the rotation of the reel 4, thereby performing limit control to limit the number of games so that the number of games executed per unit time (for example, 1 minute) is within a predetermined number (for example, 14 times). That is, the main control device 10 is provided with game number limiting means capable of limiting the number of games executed per unit time within a predetermined number. By this control, the shortest execution time required for one game is defined as a predetermined time (for example, 4.1 seconds). Note that the period for monitoring the shortest execution time may be set based on other criteria than the start point of the rotation of the reel 4 between games. For example, it may be based on the point in time when the stop button 5 is made effective, or any point in time as long as the number of games per unit time can be monitored.

[0039] Each of the reels 4a to 4c is an example of a display means. On the circumferential surfaces of the reels 4a to 4c, a plurality of symbols (replay, bell, watermelon, cherry, BAR, 7) are represented in a predetermined arrangement, and after gradually increasing the rotation speed from the stopped state, it reaches a steady rotation in which it rotates at a constant speed. When such a steady rotation is reached, the stop buttons 5a to 5c provided corresponding to the reels 4a to 4c become in a state where they can be pressed.

[0040] When the stop buttons 5a to 5c are pressed in this state, the reels 4a to 4c are stopped and controlled so as to stop in a combination of symbols allowed by the operation timing and the lottery result of the internal lottery process.

[0041] In the stopped state, the three symbols continuously arranged in the vertical direction represented on each of the reels 4a to 4c stop (stop display) so as to face outside the machine through the display window 6, and the presence or absence of winning is determined based on the stop display mode at this time. The winning determination is made based on the combination of symbols that stop on any of the five winning lines, namely the upper, middle, and lower lines, the downward-right line, and the upward-right line, within the display window 6.

[0042] The winning of winning combinations such as small winning combinations and replay combinations is determined based on the combination of symbols on such winning lines. Examples of small winning combinations include the bell combination, the watermelon combination, and the cherry combination.

[0043] For the bell combination, two different bell combinations with corresponding symbol combinations are provided. For example, taking the order of "left reel 4a · middle reel 4b · right reel 4c" on the winning line (the same hereinafter) as the corresponding symbol combination, a common bell combination with "bell · replay · bell" and a push-order bell combination with "bell · bell · bell" can be provided.

[0044] The common bell combination is a small winning combination where the corresponding symbol combination ("bell · replay · bell") stops regardless of the operation order (referred to as the push order) for the stop buttons 5a to 5c, and the push-order bell combination is a small winning combination where the corresponding symbol combination ("bell · bell · bell") stops by following a specific push order.

[0045] Furthermore, for the push-order bell combination, among the six push orders (for example, "5a → 5b → 5c", "5c → 5b → 5a", etc.), when the stop buttons 5a to 5c are operated by one of the push orders (a specific push order), six push-order bell combinations 1 to 6 are provided where the corresponding symbol combination ("bell · bell · bell") stops and is displayed. When the stop buttons 5a to 5c are operated by the other five push orders (push orders other than the specific push order), the corresponding symbol combination ("bell · bell · bell") does not stop and is displayed, and other symbol combinations (referred to as "bell spill marks") such as "bell · bell · replay" are stopped and displayed.

[0046] In addition, when winning the order-of-pressing bell role, as long as only the stop button 5 operated first follows a specific order of pressing regardless of the stop buttons 5 operated second and third, the stop control of the reel 4 may be performed so that the combination of symbols corresponding to the order-of-pressing bell role stops. Also, the order-of-pressing bell is not limited to six types, and three types of order-of-pressing bells 1 to 3 may be provided.

[0047] The watermelon role is a minor role (rare role) in which the corresponding symbol combination is "watermelon·watermelon·watermelon", and there are a weak watermelon role in which "watermelon·watermelon·watermelon" stops on the upper line or the lower line, and a strong watermelon role in which "watermelon·watermelon·watermelon" stops on the upper-right line or the lower-right line. The cherry role is a minor role (rare role) in which the corresponding symbol combination is "cherry·ANY·ANY", and there are a weak cherry role in which "cherry" stops on the upper or lower stage of the left reel 4a, and a strong cherry role in which "cherry" stops in the middle stage of the left reel 4a.

[0048] For the replay role, two replay roles with different corresponding symbol combinations are provided, a normal replay role (hereinafter referred to as the replay role) in which the corresponding symbol combination is "replay·replay·replay", and a chance replay role (chance role) in which the corresponding symbol combination is "replay·bell·bell". "replay·bell·bell" (chance combination) is the symbol combination that stops and is displayed when winning the chance replay role, and together with the watermelon role and the cherry role, it is set as a so-called rare role with a relatively low winning probability in the internal lottery process.

[0049] In addition, the main control device 10 and the sub-control device 20 can generate AT (assist time) as a game state related to the order-of-pressing bell role. AT is a state in which when winning the order-of-pressing bell role, the order of pressing of the winning order-of-pressing bell role is notified (executing the order-of-pressing navigation) by the main display 8 and the navi lamp 12. Therefore, it is possible for the player to easily acquire medals by the occurrence of AT, and it is controlled during the pseudo-bonus state and the AT state described later.

[0050] Based on the combination of symbols as described above, winning of minor winning combinations and replay winning combinations is respectively determined (determination means), and as a result of the determination, when the combination of symbols is the combination of symbols corresponding to each of the above, a winning is established and a game value corresponding to the establishment of each winning is given. For example, by the stop of the combination of symbols corresponding to minor winning combinations such as bell winning combination, cherry winning combination, watermelon winning combination, etc., the establishment of a minor winning combination is determined, and by driving and controlling the medal payout device 7, a predetermined number of medals are paid out through the medal payout port 7b.

[0051] Specifically, in the case of the bell winning combination (common bell winning combination, push order bell winning combination), when the corresponding combination of symbols stops displaying, 8 medals are paid out. Also, when the push order bell winning combination is won and the stop buttons 5a to 5c are operated in a push order other than a specific push order (5 push orders), medals are not paid out. Regarding the bell winning combination, during the AT state described later, it is set to a winning probability such that the medals held by the player increase.

[0052] Also, when the combination of symbols corresponding to the weak watermelon winning combination and the strong watermelon winning combination stops displaying, 2 medals are paid out. Also, when the combination of symbols corresponding to the weak cherry winning combination and the strong cherry winning combination stops displaying, 1 medal is paid out. Note that the number of medals paid out when the combination of symbols corresponding to each winning combination stops displaying may be other than the above-mentioned number of medals.

[0053] Also, by the stop display of the combination of symbols corresponding to the replay winning combination and the chance replay winning combination, the replay winning combination and the chance replay winning combination are determined, and in the next game, a game can be played with the same bet number as the bet number set in the previous game without inserting medals (without setting the bet number).

[0054] Also, the winning probabilities of each role are set such that, at each set value, the relationship is Bell role > replay role > weak cherry role > weak watermelon role > chance replay role > strong cherry role > strong watermelon role. That is, the Bell role is most likely to win, and the strong watermelon role is least likely to win. Note that the relationship of the winning probabilities of each role may be other than the above. Also, the weak cherry role, weak watermelon role, chance replay role, strong cherry role, and strong watermelon role are referred to as rare roles in the sense of winning roles that are difficult to win.

[0055] Next, the flow of the game of the slot machine 1 will be described with reference to FIG. 3. FIG. 3 is a diagram for explaining the game state in the slot machine 1 according to the embodiment. The main control device 10 and the sub-control device 20 can control the slot machine 1 into a plurality of game states, and perform various processes in each game state, control of transitions between game states (hereinafter simply referred to as "transitions"), etc. as follows.

[0056] As shown in FIG. 3, the game of the slot machine 1 according to the embodiment is composed of a plurality of game states including a normal game state, a CZ state, a pseudo-bonus state, and an AT state. The main control device 10 and the sub-control device 20 can be controlled to transition from one game state to another based on the establishment of a predetermined transition condition.

[0057] Also, the game of the slot machine 1 has a normal section and an advantageous section. These sections are divided by the game state, and further divided by the winning state for a game state advantageous to the player, such as the AT state. For the winning state for a game state advantageous to the player, a normal probability state and a high probability state are set as described later. The normal section is a section in which the game can be played in the normal game state, and includes a section in which the pseudo-bonus state can be played by a lottery with the lottery probability in the normal probability state in the normal game state. Note that in the normal section, lottery control may be performed so as not to win the pseudo-bonus state. Also, in the normal section, it may be set as an ultra-high probability state in which the lottery probability in the pseudo-bonus state is made even higher than the high probability state. For example, in the normal section, when winning a predetermined rare combination, it may be set to always win the pseudo-bonus state. The advantageous section continues to stay continuously until it returns to the normal section again after transitioning from the normal section to another gaming state.

[0058] The advantageous section includes sections where gaming is possible in the CZ state, the precursor state of the CZ state, the pseudo-bonus state, the normal probability state and the high probability state of the pseudo-bonus state, the precursor state of the pseudo-bonus state, and the AT state. The main control device 10 counts (measures) the number of games continuously executed while staying in the advantageous section. When the gaming state is within the advantageous section, the advantageous section lamp 13 is lit. Note that the advantageous section lamp 13 may be lit only while the player can actually recognize that the state such as the CZ state, the pseudo-bonus state, or the AT state is advantageous. For example, the advantageous section lamp 13 may not be lit during the high probability state of the pseudo-bonus state.

[0059] After transitioning to the advantageous section, in order to end the advantageous section, in addition to the case of transitioning to the normal section due to the lottery result of the game or the like, the establishment of either the condition that "the number of consecutive games in the advantageous section has reached a predetermined number" or "the number of medals obtained during the advantageous section has reached a predetermined number" is set, and a limiting means (so-called limiter) is provided to limit the number of medals that can be obtained during a series of advantageous sections specified as the advantageous section, each consisting of the respective states.

[0060] Incidentally, the above end condition for the advantageous section is just an example, and for example, it may include "the fact that the notification of the push order bell has been made at least once". Further, the above end condition for the advantageous section may include, for example, "the fact that the combination of symbols corresponding to the bonus combination has stopped being displayed", "the fact that the combination of symbols corresponding to the winning combination of the first special accessory (so-called regular bonus) has stopped being displayed", and the like. Further, the upper limit of the number of consecutive games in the advantageous section may be any number such as 1000 times or 1500 times, and the upper limit of the number of acquired medals may be any number such as 1000 pieces or 2400 pieces.

[0061] Next, each game state (normal game state, CZ state, pseudo-bonus state, AT state) executed under the control of the main control device 10 and the sub-control device 20, the transition process between game states, and various effects and the like generated along with the transition process will be described in detail for each game state.

[0062] Hereinafter, unless otherwise specified, the transition timing from each game state to another game state is basically after the third reel stop operation of the game in which the transition condition is satisfied (or after the payout of medals is completed). However, it is not limited to this, and it may be transferred from the next game after the transition condition is satisfied. In addition, examples of the effects include the foreshadowing effects (pseudo-bonus foreshadowing effect or pseudo-bonus gas foreshadowing effect) and continuous effects described later, and are composed of notifications of the granting of privileges by images (videos) on the main display 8 and the sub-display 17, sound effects from the speaker 9, light emission by the lamp 11, etc., and prior notifications before the privilege is granted, etc., which enhance the player's sense of expectation for the granting of privileges.

[0063] (Normal game state) The normal game state is a game state that stays when the main control device 10 of the slot machine 1 is reset, and is an unfavorable state for the player. As shown in FIG. 3, while staying in the normal game state, the main control device 10 performs a transition lottery process to the CZ state, the pseudo-bonus state, and the AT state. Note that, depending on the specifications of the slot machine 1 and the like, it may be configured not to directly transition from the normal game state to the AT state.

[0064] · Transition process from the normal game state to the pseudo-bonus state (arrow a in FIG. 3) In the normal game state, based on the determination result that the determination result of whether to grant a privilege by the main control device 10 as a determination means has become a predetermined special determination result, the pseudo-bonus state is granted as a special game state. In the present embodiment, the pseudo-bonus state is regarded as the first privilege or a special privilege.

[0065] More specifically, the main control device 10 performs a transition lottery process to the pseudo-bonus state based on the winning of a predetermined rare combination as a specific lottery result. For example, the transition process to the pseudo-bonus state is performed with a predetermined probability (e.g., 20%) when a chance combination is won. The pseudo-bonus state continues until a predetermined number of games are executed, and during that time, a lottery for transitioning to the AT state is performed. Details of the pseudo-bonus state will be described later.

[0066] Note that the determination of whether to transition to the pseudo-bonus state, that is, whether to grant the first privilege, may be performed other than by the lottery of rare combinations by the lottery means. For example, when the winning (or the actual number of occurrences) of a predetermined combination (e.g., the bell combination) reaches a predetermined number, the transition to the pseudo-bonus state may be determined, or when the number of games executed after the end of the previous pseudo-bonus state or AT state reaches a predetermined number, the transition to the pseudo-bonus state may be determined. Alternatively, points may be added according to the lottery of combinations, and the type of the winning combination and the points added may be made changeable according to the state of winning the combination, and when these points reach a predetermined number, the pseudo-bonus state may be generated. Also, a pseudo-bonus state may be generated during the AT state described later.

[0067] In addition, in the present embodiment, the lottery trigger role in the pseudo-bonus state is mainly set as the chance role, but the pseudo-bonus state may be lottery-selected when other roles are won.

[0068] When winning the lottery for the transition to the pseudo-bonus state, in order to enhance the player's anticipation of the transition to the pseudo-bonus state before the transition to the pseudo-bonus state, a pseudo-bonus precursor effect for a predetermined number of games (for example, 18 games) that finally notifies the transition to the pseudo-bonus state is executed on the main display 8. That is, the sub-control device 20 performs control to cause the main control device 10 as the determination means to execute a pseudo-bonus precursor effect as a pre-effect in a predetermined period before the pseudo-bonus state is generated, based on the fact that the main control device 10 has determined in advance to generate the pseudo-bonus state.

[0069] Also, a waiting period for a predetermined number of games (for example, 12 games) is set between winning the lottery for the transition to the pseudo-bonus state and the execution of the pseudo-bonus precursor effect, and the pseudo-bonus precursor effect is executed after the end of this waiting period. Therefore, even if winning the lottery for the transition to the pseudo-bonus state, it does not immediately transition to the pseudo-bonus state, but will transition after the waiting period and the execution of the pseudo-bonus precursor effect.

[0070] During the pseudo-bonus precursor performance, on the main display 8, the image switches to a stage image with a background different from that during the normal gaming state, and an image performance on the precursor stage is executed in which the characters that appear perform actions different from those during the normal gaming state. For example, an effect on the precursor stage where the character advances into a cave is performed through a plurality of games. These effects do not change the content of the effect itself even after one game ends. For example, even if the screen is switched due to the occurrence of various events in a predetermined game, the content of the effect where the character advances into the cave continues to be performed in the next game without changing. Therefore, the pseudo-bonus precursor performance is a series of performances executed across a plurality of games. Also, although details will be described later, a plurality of patterns with different backgrounds, etc. are prepared for the precursor stage, and according to the presence or absence of winning the pseudo-bonus state at that time under the control of the sub-control device 20, a precursor stage of one of the patterns is selected.

[0071] Also, even when a player wins a rare combination (e.g., a chance combination) that triggers a transition to the pseudo-bonus state but does not win the lottery for the transition to the pseudo-bonus state, a pseudo-bonus gas precursor performance for a predetermined number of games (e.g., 18 games) that notifies that the player will not ultimately transition to the pseudo-bonus state is executed on the main display 8 in the same manner as when winning the pseudo-bonus state. Note that the pseudo-bonus gas precursor performance may be executed with a predetermined probability (e.g., 50%) or always when a player wins a rare combination that triggers a transition to the pseudo-bonus state but does not win the lottery for the transition to the pseudo-bonus state. That is, when the main control device 10 as a determining means has not previously determined to grant the first privilege, the sub-control device 20 performs control to execute the pseudo-bonus gas precursor performance as a missed pre-performance based on the establishment of predetermined conditions (establishment of probability conditions of 50% and 100%) during a predetermined period.

[0072] Also, when executing the pseudo-bonus gas precursor performance, similar to when winning the pseudo-bonus state, a waiting period for a predetermined number of games (for example, 12 games) is set from the winning of a rare combination that triggers the transition to the pseudo-bonus state until the pseudo-bonus gas precursor performance is executed. The pseudo-bonus precursor performance and the pseudo-bonus gas precursor performance basically consist of a series of performances over a plurality of games with the same settings for the image performance (such as the stage or the characters that appear), and by making the content to be finally notified different, the expectation of the player can be attracted until the end.

[0073] Also, during the games in the waiting period, control is performed to make the performance content on the main display 8 different from other states. For example, effects such as an increased appearance rate of a predetermined character that appears in each game, a different color scheme of the dialogue image of the character, or a changed background (so-called exciting effects) are performed.

[0074] Also, in the pseudo-bonus precursor performance and the pseudo-bonus gas precursor performance, it is notified whether or not to finally transition to the pseudo-bonus state. In this case, on the main display 8, a continuous performance (continuous performance) is executed from several games before the final game of the precursor performance (for example, 2 games before). The continuous performance is executed, for example, by a battle performance consisting of an image in which the main character and the enemy character battle for a predetermined number of games (for example, 3 games).

[0075] The continuous performance is executed with an image performance in which the main character and the enemy character repeat offense and defense in each game, and the performance content of each game is executed so as to be carried over to the next game. For example, when the main character given in a predetermined game takes damage, an effect (for example, an effect of changing a meter indicating the amount of damage) is executed so that the damage is carried over to the next game. In addition, depending on whether or not there is a transition to a pseudo-bonus state determined in advance, the attack and defense states of the protagonist character and the enemy character in each game are set. When transitioning to the pseudo-bonus state, the number of games in which the protagonist character attacks is set to be more than when not transitioning. That is, the continuous performance is a series of performances executed across a plurality of games. In addition, as will be described later, there may be a case where the button performance is executed concurrently with the continuous performance.

[0076] When winning the pseudo-bonus state (in the case of the pseudo-bonus precursor performance), as an image for notifying the winning of the pseudo-bonus state, an image in which the protagonist character finally wins is displayed. When not winning the pseudo-bonus state (in the case of the pseudo-bonus false alarm precursor performance), as an image for notifying the non-winning of the pseudo-bonus state, an image in which the protagonist character finally loses is displayed. Note that instead of the continuous performance, a performance that is completed only in the final game of the pseudo-bonus precursor performance and the pseudo-bonus false alarm precursor performance may be executed, and notification regarding the transition to the pseudo-bonus state may be made based on the result of that performance.

[0077] In addition, the pseudo-bonus precursor performance and the pseudo-bonus false alarm precursor performance may be immediately generated when winning a rare role that triggers the transition to the pseudo-bonus state. Also, the pseudo-bonus false alarm precursor performance may be always generated when winning a rare role that triggers the transition to the pseudo-bonus state, or may be generated with a predetermined probability. Also, the number of games of the pseudo-bonus precursor performance and the pseudo-bonus false alarm precursor performance may be any number of games, or may be selectively determined from a plurality of numbers of games (for example, 15 to 20 games). Similarly, the waiting period may also be selectively determined from a plurality of numbers of games (for example, 10 to 15 games) so that the waiting period changes.

[0078] In the normal game state, there are a normal probability state and a high probability state with different winning probability states for the pseudo-bonus state. The winning probability of the transition lottery to the pseudo-bonus state is higher in the high probability state than in the normal probability state. The transition of the probability state is controlled such that, for example, at a probability of 30% when a weak watermelon combination is won, it transitions from the normal probability state to the high probability state. On the other hand, as a predetermined fall condition, for example, at a probability of 5% when a replay combination is won, when a bell combination is won, and when a loss occurs, control is performed to transition from the high probability state to the normal probability state.

[0079] The winning probability of the pseudo-bonus state is set at a probability of 20% when a chance combination is won in the normal probability state, and at a probability of 50% when a chance combination is won in the high probability state. When the set value in the probability setting device 14 is changed or when the main control device 10 is reset, after transitioning to the advantageous section through the normal section, a substantial game can start in the normal game state with the normal probability state. However, for each set value in the probability setting device 14, the normal game state may be started in the high probability state with a predetermined probability.

[0080] · Transition process from the normal game state to the CZ state (arrow c in Figure 3) In the normal game state, the main control device 10 performs a transition lottery process to the CZ state based on winning a predetermined rare combination. For example, when a weak cherry combination or a strong cherry combination is won, a transition process to the CZ state is performed at a predetermined probability. The condition for transitioning to the CZ state is winning this transition lottery.

[0081] In the normal game state, the main control device 10 and the sub-control device 20 may be able to change the winning probability state of the CZ state. Also, notification control for the winning probability state may be performed. When performing notification control, it may not be in a form of directly notifying each probability state, but rather in a way that allows the player to predict which state the probability state is at that time by changing the display content of the main display 8.

[0082] Even if the player wins the lottery for the transition to the CZ state, instead of immediately transitioning to the CZ state, the player is made to transition to the CZ state after a delay period of a predetermined number of games (for example, 3 to 5 games). Also, during the delay period of the CZ state, control is performed to make the production content on the main display 8 different from other states, similar to the standby period of the pseudo-bonus state described above. For example, production (so-called exciting production) such as an increase in the appearance rate of a predetermined character that appears in each game, a change in the color scheme of the character's dialogue image, or a change in the background is performed. And at the end of the game when the delay period is about to end, it is notified on the main display 8 that the player will transition to the CZ state.

[0083] Note that in order to enhance the player's anticipation for the transition to the CZ state, during the delay period of the CZ state, a continuous production of the CZ state for a predetermined number of games (for example, 2 games) that notifies the player that they will finally transition to the CZ state may be executed on the main display 8.

[0084] Also, even when the player wins a predetermined rare combination (for example, a strong cherry combination) but does not win the lottery for the transition to the CZ state, production control (so-called exciting production) is performed to make the production content on the main display 8 different from other states for a predetermined number of games (for example, 3 to 5 games) similar to the above delay period. Therefore, when the player wins a predetermined rare combination (for example, a strong cherry combination), the player's anticipation is heightened for a predetermined period regardless of whether they transition to the CZ state.

[0085] Note that a fake continuous production of the CZ state for a predetermined number of games (for example, 2 games) that notifies the player that they will not finally transition to the CZ state may be executed on the main display 8. In this case, the continuous production of the CZ state and the fake continuous production may be set to have basically the same characters appear, etc., and the content to be finally notified may be made different to attract the player's anticipation until the end. For example, as a continuous effect in the CZ state (a continuous gacha effect), an image effect where a character challenges a sports competition through each game may be executed. In this case, during the continuous effect (continuous gacha effect), the sports competition is continuously executed through the intervening games. If the player has won the CZ state, ultimately they succeed in the competition (for example, score a goal in soccer), and if they have not won the CZ state, an image effect where they fail in the competition is executed.

[0086] Also, during the delay period of the CZ state, a precursor effect of the CZ state (CZ precursor selection or CZ gacha precursor effect) similar to the precursor effect (pseudo-bonus precursor effect or pseudo-bonus gacha precursor effect) may be executed on the main display 8, or a continuous effect or continuous gacha effect may be executed after the precursor effect of the CZ state (CZ precursor selection or CZ gacha precursor effect). Also, the delay period when winning a predetermined rare combination (for example, a strong cherry combination) may be any period during which a plurality of games are executed. One number of games may be determined from a plurality of game numbers based on random number extraction, or it may be determined with a fixed number of games.

[0087] · Transition process from the normal game state to the AT state (arrow g in FIG. 3) In the normal game state, the main control device 10 performs a transition lottery process to the AT state based on winning a predetermined rare combination. For example, when winning the strong cherry combination, a transition process to the AT state is performed with a predetermined probability (for example, 1%). The condition for transitioning to the AT state is winning this transition lottery. Note that the transition from the normal game state to the AT state may be performed with a predetermined probability (for example, 1%) when a losing lottery result in which no winning combination of any minor combination is derived, in addition to being conditional on winning a predetermined rare combination.

[0088] In this embodiment, the transition to the AT state is mainly executed via the pseudo-bonus state in order to enhance the player's anticipation, so the probability of directly transitioning from the normal game state to the AT state is set to an extremely low probability. Note that, depending on the set probability in the probability setting device 14, the probability of directly transitioning from the normal game state to the AT state may be made changeable, or it may be made possible to win the lottery for directly transitioning from the normal game state to the AT state only when the set value is relatively high (for example, set 4 to 6). Also, in the normal game state, when winning the lottery for transitioning to the AT state, a premonition effect similar to that at the time of occurrence of the aforementioned pseudo-bonus state is executed, and the AT state occurs after the end of the premonition effect. Note that when winning the lottery for directly transitioning from the normal game state to the AT state, selection control of a premonition effect different from that at the time of occurrence of the pseudo-bonus state may be performed. For example, when directly transitioning to the AT state, the selection rate of a premonition effect composed of characters or backgrounds with a low appearance rate (or not appearing) in the pseudo-bonus gasp premonition effect may be increased compared to the time of occurrence of the pseudo-bonus state. Also, a premonition effect that is not executed at the time of occurrence of the pseudo-bonus state may be executed only when directly transitioning to the AT state.

[0089] (CZ state) In the CZ state, the push order navigation is not performed when the push order bell role is won, but since the lottery process for transitioning to the pseudo-bonus state is performed with a high probability in each game compared to the normal game state, it is a game state where it is easier to transition to the pseudo-bonus state than when staying in the normal game state. Note that the push order navigation is not performed when the push order bell role is won, but the push order navigation may be executed when the push order bell role is won, or the push order navigation may be executed at a predetermined probability (for example, 40%) during a part of the time when the push order bell role is won, that is, when the push order bell role is won.

[0090] While staying in the CZ state, it is easier to transition to the pseudo-bonus state than when staying in the normal game state, so the CZ state is positioned as a chance zone in the flow of a series of games. The maximum number of playable games in the CZ state is 10 games. In the CZ state, control information regarding the CZ state is transmitted from the main control device 10 to the sub-control device 20, and various effects and the remaining number of games during the CZ state are displayed on the main display 8 under the control of the main control device 10 and the sub-control device 20.

[0091] · Transition process from the CZ state to the pseudo-bonus state (arrow e in Fig. 3) In the CZ state, a transition lottery process to the pseudo-bonus state is performed in each game. The winning probability of the transition lottery process to the pseudo-bonus state is set according to the winning combination of each game. For example, the winning probability of the transition lottery process to the pseudo-bonus state is 50% when a rare combination is won, 10% when a bell combination or a replay combination is won, and 5% when a losing combination is won. The transition lottery to the pseudo-bonus state is performed for each game during the CZ state, but the presence or absence of the transition to the pseudo-bonus state is determined in the final game of the CZ state. When it is notified in the final game that the transition to the pseudo-bonus state has occurred, the game state will transition to the pseudo-bonus state in the same manner as in the normal game state. Note that the transition lottery to the pseudo-bonus state is executed at the time when each combination is internally won. Therefore, even if the symbol corresponding to the won combination does not stop on reel 4 (when it is missed), the transition lottery to the pseudo-bonus state is still executed.

[0092] Note that the winning probability of the transition lottery process to the pseudo-bonus state for some or all of the winning combinations may be other than the above. Also, although the transition lottery process to the pseudo-bonus state is performed when the bell combination is won, it may be performed based on the winning of the symbol corresponding to the bell combination.

[0093] Also, during the CZ state, to enhance the excitement of the game, a CZ performance in which a predetermined character appears is displayed on the main display 8. In the CZ performance, for example, during the first few games (e.g., 7 games), an image performance in which the main character prepares for battle is displayed, and during the last few games of the CZ state (e.g., 3 games), an image performance in which the main character battles against an enemy character is displayed as a series of performances spanning multiple games. And if the player wins the lottery for transitioning to the pseudo-bonus state, it is notified that the main character wins in the final game and transitions to the pseudo-bonus state.

[0094] Also, during the CZ state, according to the winning content of the games executed during that period, the background during the battle preparation performance and the offense and defense content during the battle performance change to give a change in the sense of anticipation for transitioning to the pseudo-bonus state. Also, the remaining number of games in the CZ state is displayed on the main display 8, and the remaining number of games is subtracted every time a game is executed. Also, even during the preparation performance before the battle performance in the CZ performance, since the image performance in which the main character prepares for battle is continuously executed throughout each game, it becomes a series of performances spanning multiple games even during the preparation performance.

[0095] ·Transition process from the CZ state to the normal game state (arrow d in Fig. 3) In the CZ state, if the player does not win the lottery for transitioning to the pseudo-bonus state, after executing a specified number of games during the CZ state, the game transitions to the normal game state. At this time, in the CZ performance, it is notified that the main character loses and does not transition to the pseudo-bonus state.

[0096] In addition, when shifting from the CZ state to the normal game state, setting-related information (setting suggestion information) that can suggest the set value set by the probability setting device 14 may be notified by the notification means (main display 8, speaker 9) under the control of the main control device 10 and the sub-control device 20. For example, on the main display 8 or the sub-display 17, a predetermined character is displayed from among a plurality of characters. Since the character to be displayed is selected according to the selection probability preset according to each set value of the probability setting device 14, it becomes possible to predict the set value to some extent based on the displayed character.

[0097] (Pseudo-bonus state) The pseudo-bonus state is a game state in which, in the games during the pseudo-bonus state, as notification of an operation mode advantageous to the player, push-order navigation for the push-order bell combination is performed in the same way as in the AT state, making it an easy game state to acquire medals. In addition, the pseudo-bonus state continues for a predetermined period (20 games or 30 games), and during the games executed during that period, a transition lottery to the AT state is performed. Therefore, the pseudo-bonus state is a game state that determines whether or not the AT state in which the player can mainly acquire a large number of medals in the slot machine 1 is generated. During the pseudo-bonus state, the frequency of push-order navigation may be reduced compared to the AT state by executing push-order navigation with a predetermined probability (for example, 60%) when winning the push-order bell combination. In addition, the period during which the pseudo-bonus state continues may be defined not only by the number of games executed, but also by the number of times push-order navigation is executed, the number of medals paid out (payout number), the number of medals actually increased due to medal payout (net increase number), etc.

[0098] Two types of pseudo-bonus states are set: a regular pseudo-bonus state and a big pseudo-bonus state, each with a different number of continuous games. The regular pseudo-bonus state is set to continue for 20 games, and the big pseudo-bonus state is set to continue for 30 games. Therefore, in the Big Pseudo-Bonus state, compared to the Regular Pseudo-Bonus state, not only is the number of medals that can be obtained larger due to the greater number of continuous games, but also the number of lottery opportunities in the AT state increases in proportion to the greater number of continuous games, making it a more advantageous state for the player.

[0099] When the pseudo-bonus state is won in the main control device 10, selection control is performed to determine which pseudo-bonus state to enter. For example, the Regular Pseudo-Bonus state is selected with a 60% probability, and the Big Pseudo-Bonus state is selected with a 40% probability. Note that the selection rates for the Regular Pseudo-Bonus state and the Big Pseudo-Bonus state may be different from the above. The selection ratio may be changed according to the set value in the probability setting device 14, or the selection ratio may be changed when the pseudo-bonus state is won. For example, when the pseudo-bonus state is won in the high-probability state, the selection rate for the Big Pseudo-Bonus state may be higher than in other cases.

[0100] Also, in the first game after transitioning to the pseudo-bonus state, under the control of the main control device 10, the period from the operation of the start lever 3 to the operation of the stop button 5 becoming effective is extended compared to a normal game. During this period, a so-called reel effect is performed, where the reel 4 is rotated in reverse, then a specific symbol combination on the reel 4 is temporarily stopped and then rotated forward again, to notify that the pseudo-bonus state has occurred. Therefore, during the period when the reel effect is executed, the progress of the game is temporarily interrupted.

[0101] The specific symbol combination that stops temporarily during the reel effect is set to "7, 7, 7" in the Big Pseudo-Bonus state and "7, 7, BAR" in the Regular Pseudo-Bonus state, to notify which pseudo-bonus state it is in the first game after transitioning to the pseudo-bonus state. Also, during the reel effect, under the control of the sub-control device 20, an image effect corresponding to the reel effect is displayed on the main display 8, as will be described later. In this embodiment, the reel effect executed on the reel 4 and the image effect corresponding to the reel effect executed on the main display 8 are special effects.

[0102] The reel effect period during which the reel effect is performed is set to, for example, 15 seconds. During this period, the operation of the stop button 5 is invalid, so even if the reel 4 is operating, the game cannot proceed. And at the end of the reel effect period, a specific symbol combination (for example, "7, 7, 7") will temporarily stop (automatically stop). Therefore, the pseudo-bonus state is the same as the AT state in terms of the game content, but visually, it appears as if a so-called big bonus state (real bonus state) has occurred, and differentiation from the AT state is achieved.

[0103] Also, when the reel effect period ends, the reel 4 automatically starts rotating in the forward direction, and the operation of the stop button 5 becomes valid. From this point on, the stop operation of the first game that has shifted to the pseudo-bonus state becomes possible in the same way as in a normal game.

[0104] · Transition process from the pseudo-bonus state to the AT state (arrow f in Fig. 3) In the pseudo-bonus state, the transition lottery process to the AT state is performed in each game. The winning probability of the transition lottery process to the AT state is set according to the winning combination of each game. The winning probability of the transition lottery process to the AT state is, for example, 20% when a rare combination is won, 5% when a bell combination or a replay combination is won, and 3% when a losing combination is won. The transition lottery to the AT state is performed for each game during the pseudo-bonus state, but the presence or absence of the transition to the AT state is determined in the final game of the pseudo-bonus state. If it is notified in the final game that the transition to the AT state has occurred, the game state will transition to the AT state from the next game.

[0105] Also, in the normal gaming state, there are a normal probability state and a high probability state with different winning probabilities for the pseudo-bonus state. However, when the high probability state is in effect at the time of transitioning to the pseudo-bonus state, the high probability state is carried over even during the pseudo-bonus state, and the winning probability of the AT state in each game is increased such that, for example, it is 30% when a rare combination is won, 10% when a bell combination or replay combination is won, and 5% when a losing combination is won. Therefore, in the normal gaming state, the high probability state where the winning probability of the pseudo-bonus state increases changes to a state where the winning probability of the AT state increases in the pseudo-bonus state, preventing the high probability state from ending uselessly due to the occurrence of the pseudo-bonus state. Also, the high probability state during the pseudo-bonus state ends when a predetermined fall condition is satisfied. For example, control is performed to transition from the high probability state to the normal probability state at a probability of 5% when a replay combination is won, a bell combination is won, or a losing combination is obtained. Note that the high probability state does not necessarily have to be carried over when transitioning to the pseudo-bonus state. For example, it may be carried over at a predetermined probability (e.g., 50%) when transitioning to the pseudo-bonus state during the high probability state.

[0106] Note that since the AT state transition lottery is executed at the time of internal winning for each combination, the AT state transition lottery is executed even when the symbol corresponding to the winning combination does not stop on reel 4 (miss). Also, the winning probability of the AT state transition lottery process for some or all of the winning combinations may be other than the above. Also, instead of performing the AT state transition lottery process when a bell combination is won, the AT state transition lottery process may be performed based on the winning of the symbol corresponding to the bell combination.

[0107] Also, when the reel 4 is stopped in the normal operation mode (for example, the operation mode of first stopping the left reel 4a), the symbol combination corresponding to the replay role stops. However, when the reel 4 is stopped in an irregular operation mode different from the normal operation mode (for example, the operation mode of first stopping the right reel 4c), a specific replay role (for example, "7, 7, 7") can be selected by lottery, and when winning the specific replay role during the pseudo-bonus state, it may be configured to unconditionally (with a 100% probability) shift to the AT state. In this case, when winning the specific replay role, it is preferable to display, on the main display 8, an image prompting to aim for the irregular operation mode and the specific symbol combination.

[0108] Also, during the pseudo-bonus state, in order to enhance the interest of the game, a pseudo-bonus performance in which a predetermined character appears is displayed on the main display 8 or the sub-display 17. In the pseudo-bonus performance, for example, introduction images of each character appearing during the first several games (for example, 17 games) are displayed, and a predetermined music is output from the speaker 9. Also, during the last several games (for example, 3 games) of the pseudo-bonus state, an image performance in which the protagonist character and the enemy character fight is displayed as a series of performances spanning multiple games. And in any of the AT transition lotteries executed in each of the above-described games, if winning the AT transition lottery, it is notified that the protagonist character wins in the final game and shifts to the AT state. Note that even during the last several games of the pseudo-bonus state, the AT transition lottery is conducted in the same manner as in other games.

[0109] Also, during the last several games of the pseudo-bonus state, according to the winning content of the games executed during the pseudo-bonus state, the background during the battle preparation performance and the offense and defense content during the battle performance change, so as to give a change to the sense of anticipation for the transition to the AT state. Also, the remaining number of games in the pseudo-bonus state is displayed on the main display 8, and the remaining number of games is subtracted every time a game is executed.

[0110] Also, when winning a rare role during the pseudo-bonus state, a winning performance that concludes in one game is executed on the main display 8. The winning performance can display, on the main display 8, an item (e.g., a watermelon item) that can notify the winning rare role along with the appearance of a predetermined character, or display character information such as "Chance" or "Super Intense" that indicates the degree of expectation for the occurrence of the AT state along with the appearance of a predetermined character. Images can be displayed according to the type of the winning rare role and the result of the AT state transition lottery.

[0111] Also, a button performance may be executed during the winning performance. The button performance is, for example, during the execution of the winning performance, first, an operation image consisting of an image imitating an operation button that prompts the operation of the performance button 2d or character information indicating the operation (e.g., "PUSH") is displayed on the main display 8. Then, when the displayed performance button 2d is operated, an image notifying the type of the winning rare role or an image that enhances the player's sense of anticipation is displayed on the main display 8. That is, the sub-control device 20 as the performance control means is provided with operation performance control means capable of executing an operation performance (button performance) that requires the operation of the performance button 2d or the upper performance button 2f as the operation means when a performance is being executed. Note that when winning a rare role during the pseudo-bonus state, a performance spanning multiple games (e.g., a continuous performance) may be executed instead of the winning performance.

[0112] · Transition process from the pseudo-bonus state to the normal game state (arrow b in FIG. 3) In the pseudo-bonus state, when not winning the AT state transition lottery, after executing a specified number of games during the pseudo-bonus state, the game state transitions to the normal game state. At this time, in the pseudo-bonus performance, it is notified that the protagonist character loses and does not transition to the AT state.

[0113] In addition, when shifting from the pseudo-bonus state to the normal game state, setting-related information (setting suggestion information) that can suggest the set value set by the probability setting device 14 may be notified by the notification means (main display 8, sub-display 17, speaker 9) under the control of the main control device 10 and the sub-control device 20. For example, on the main display 8 and the sub-display 17, a predetermined character is displayed from among a plurality of characters. And since the character to be displayed is selected according to the selection probability preset according to each set value of the probability setting device 14, it becomes possible to predict the set value to some extent based on the displayed character.

[0114] (AT state) The AT state is a game state in which, during the game in the AT state, as notification of an operation mode advantageous to the player, push-order navigation for the push-order bell role is performed, making it easy to acquire medals.

[0115] During the AT state, a predetermined number of games (for example, 50 games) given at the initial transition of the AT state are managed as the remaining number of games for which the AT state can continue. The remaining number of games is subtracted for each game, and the AT state continues until the remaining number of games runs out. Also, the remaining number of games in the AT state is added due to the establishment of a predetermined condition during the AT state, and the continuation period of the AT state is extended accordingly. And when the remaining number of games runs out in the AT state, the AT state ends.

[0116] During the AT state, control information regarding the AT state is transmitted from the main control device 10 to the sub-control device 20. Under the control of the sub-control device 20, image displays of various effects during the AT state are performed on the main display 8. Also, during the AT state, the remaining number of games, the total number of medals acquired during the entire AT state, and the total number of games executed during the AT state are displayed on the main display 8.

[0117] Also, during the AT state, when winning a predetermined rare hand (e.g., weak cherry hand, weak watermelon hand, strong watermelon hand, strong cherry hand), a bonus draw for the number of games in the AT state is conducted. If winning the bonus draw, a predetermined number of games corresponding to the rare hand that triggered the win is added to the remaining number of games. Also, when winning a predetermined rare hand, a bonus effect for enhancing the anticipation of the number of games added is executed on the main display 8. The bonus effect is executed, for example, during 1 to 3 games, and the degree of anticipation for the bonus varies depending on the content of the effect. At the final game of the bonus effect, the result is notified and the number of bonus games is notified. For example, when executing the bonus effect as a series of effects over a plurality of games (3 games), the battle effect is executed on the main display 8 or the sub-display 17 in the same way as the continuous effect.

[0118] Also, during the AT state, when winning a predetermined rare hand (e.g., strong cherry hand) as the fulfillment of specific conditions, in addition to the above bonus draw, a bonus-specialized zone is made possible where the probability of adding the number of games for a specific period (e.g., 10 games) is increased compared to other states. The bonus-specialized zone occurs with a predetermined probability (e.g., 10%) when winning a predetermined rare hand (e.g., strong cherry hand). In the bonus-specialized zone, in addition to rare hands with a low winning probability, all hands other than the replay hand become the trigger hands for the bonus, and the possibility of being given (added) a large number of games as a predetermined privilege is increased.

[0119] For example, when winning the weak cherry hand, the probability of winning the bonus is 10% outside the bonus-specialized zone, but 100% in the bonus-specialized zone. When winning the strong cherry hand, the probability of winning the bonus is 50% outside the bonus-specialized zone, but 100% in the bonus-specialized zone, and such control is performed.

[0120] Also, a carry-over lottery is conducted even when a bell role (common bell role and push-order bell role) that cannot be carried over except within the carry-over specialized zone is selected. When a bell role is selected, control is performed so that the probability of winning the carry-over is 80%. Therefore, within the carry-over specialized zone, as a predetermined privilege related to the continuation of the AT state, control is performed so that the probability of winning the carry-over is increased when multiple roles are selected. Note that even when a bell role is selected within the carry-over specialized zone, the probability of winning the carry-over may be set to 100%.

[0121] Also, within the carry-over specialized zone, the number of games to be carried over is larger than that outside the carry-over specialized zone. For example, when a weak cherry role is selected, 10 games are carried over outside the carry-over specialized zone, but 20 games are carried over within the carry-over specialized zone. When a strong cherry role is selected, 20 games are carried over outside the carry-over specialized zone, but 50 games are carried over within the carry-over specialized zone. Therefore, within the carry-over specialized zone, as a predetermined privilege related to the continuation of the AT state, control is performed so that the number of games to be carried over increases when the carry-over is won.

[0122] Within the carry-over specialized zone, based on the control of the sub-control device 20 from the main control device 10, an image in which the protagonist character confronts the enemy character is displayed on the main display 8, and an effect is performed such that the protagonist character attacks unilaterally for each game. Then, as the game is executed, the protagonist character attacks. If the carry-over does not occur, the attack fails, and if the carry-over occurs, the attack succeeds, and the number of carry-over games determined according to the game lottery is notified. In this way, when the carry-over specialized zone is being executed, a series of effects in which the protagonist character repeats attacks is executed throughout the execution period (for example, during 10 games). When the carry-over specialized zone ends, the series of effects ends and returns to the image in the original AT state.

[0123] In addition, when winning a predetermined rare role that serves as a trigger for generating the superimposed specialization zone, the superimposed specialization zone may be generated immediately from the next game, or may be generated after executing a predetermined number of games. Also, when generating the superimposed specialization zone after executing a predetermined number of games, after winning a predetermined rare role that serves as a trigger for generating the superimposed specialization zone, under the control of the sub-control device 20, a superimposed specialization zone generation effect for enhancing the anticipation for the generation of the superimposed specialization zone may be performed. The superimposed specialization zone generation effect is executed, for example, between 1 and 3 games, and the degree of anticipation for the superimposed specialization zone varies according to the content of the effect. It is preferable that the result of winning or losing is notified in the final game of the superimposed specialization zone generation effect.

[0124] Also, when the superimposed specialization zone generation effect is executed as a series of effects over a plurality of games, it may be executed by a battle effect similar to the continuous effect. Also, the superimposed winning probability and the number of superimposed games at the time of winning each role in the superimposed specialization zone may be other than the above, as long as the control for the superimposed is more advantageous to the player in the superimposed specialization zone than outside the superimposed specialization zone. Also, based on the establishment of a predetermined condition during the AT state, the AT state may be temporarily interrupted to generate a pseudo-bonus state.

[0125] · Transition process from the AT state to the normal game state (arrow h in FIG. 3) In the AT state, when the remaining number of games to continue the AT state runs out, the AT state ends and the game state shifts to the normal game state. When transitioning from the AT state to the normal game state, the winning probability state in the AT state is controlled to be the normal probability state. At this time, for each setting in the probability setting device 14, it may be shifted to the high probability state with a predetermined probability. Also, when shifting to the high probability state after the end of the AT state, although there is a possibility that the restriction control by the above-described restriction means is performed during the high probability state, if the restriction control is performed during the high probability state, it is shifted to the normal probability state.

[0126] Also, at the end of the AT state, an ending state for a predetermined period (e.g., 5 seconds) is set. During the ending state (ending period), the progress of the game becomes temporarily impossible, and after the ending state ends, the game shifts to the normal game state. During the ending state, setting-related information capable of suggesting the set value set by the probability setting device 14 is notified by the notification means under the control of the main control device 10 and the sub-control device 20. For example, a predetermined image is displayed by the main display 8 and the sub-display 17, and a predetermined sound is output by the speaker 9. As described above, the game state transitions in the slot machine 1.

[0127] Next, the stage transition lottery on the main display 8 will be described. In the main control device 10 of the slot machine 1, regarding the lottery for the pseudo-bonus state during the normal game state as described above, when winning a predetermined rare combination, the lottery control for the pseudo-bonus state is performed in either a normal probability state with a relatively low transition probability to the pseudo-bonus state or a high probability state with a relatively high transition probability.

[0128] Also, the sub-control device 20 performs display control of the stage on the main display 8 based on information capable of specifying the normal probability state and the high probability state from the main control device 10. That is, the display control of the stage is performed by the sub-control device 20 controlling the image of the stage on the main display 8 based on the control information from the main control device 10 that performs management control of the normal probability state and the high probability state. The stage displayed on the main display 8 is composed of an image including a background image, appearing characters, etc. Under the control of the sub-control device 20 based on the control information from the main control device 10, any of a plurality of stages with different background images and appearing characters can be displayed, and the selection of the stage to be displayed is made according to the game state and the probability state.

[0129] Therefore, the stage displayed on the main display 8 also serves to notify the gaming state and the probability state (suggestive notification). Also, during the normal gaming state, a plurality of stages are set in advance, and during the normal gaming state, any one of stages A to C is displayed on the main display 8.

[0130] The sub-control device 20 performs control to select any one of stages A to C based on the execution of the game. At this time, the selection control varies depending on the state of the transition lottery probability of the pseudo-bonus state at that point, that is, whether it is the normal probability state or the high probability state. Therefore, the type of stage displayed on the main display 8 reflects the probability state at that point. However, since the selection of the stage is made by lottery based on a predetermined probability, it is not a direct reflection of the internal probability state, but is carried out within a range that can be speculated to some extent by the player.

[0131] The lottery for stage transition, that is, the lottery for whether to transition from the current stage to another stage or maintain the current stage, is executed for each game, and the degree of expectation for transitioning to the high probability state is executed so as to form the relationship of stage A < stage B < stage C. For example, in the normal probability state, a transition lottery is performed such that the probability of selecting stage A is the highest, followed by the probability of selecting stage B being high, and the probability of selecting stage C being the lowest. On the other hand, in the high probability state, a transition lottery is performed such that the probability of selecting stage C is the highest, followed by the probability of selecting stage B being high, and the probability of selecting stage A being the lowest. As a result of such a stage transition lottery being performed, the degree of expectation of transitioning to the high probability state is higher for stage B than for stage A. Similarly, the degree of expectation of transitioning to the high probability state is higher for stage C than for stages A and B.

[0132] In each stage, for example, a production is executed such that the main character walks in a predetermined location. In stage A, it is a grassland, in stage B it is a downtown area, and in stage C it is a forest, etc. The difference between the stages is notified according to the location where the main character walks. Unless transitioning to another stage, each stage has the same content for the background, the actions of the main character, etc., and does not change even when the next game starts. Therefore, the production for each stage can also be regarded as a series of productions over multiple games.

[0133] Next, with reference to the timing chart in FIG. 4, the change in the game state according to the execution of the game and the production display on the main display 8 will be described based on the control of the main control device 10 and the sub-control device 20. FIG. 4 illustrates a state where the game is started from a normal game state with a normal probability state. Also, stage A is displayed on the main display 8. In the embodiment, the main control device 10 performs control related to the lottery of various benefits and the change of various game states (including the change timing), and transmits control information related to the control to the sub-control device 20 from the main control device 10, so that the sub-control device 20 performs control related to the corresponding production. Note that the start timing and execution period of a production not directly related to the change of the game state (for example, a pseudo-bonus gas precursor production, etc.) may be controlled by the sub-control device 20 based on the reception of control information from the main control device 10, or may be controlled independently by the sub-control device 20 without receiving control information from the main control device 10. However, it is necessary to receive control information that triggers the production (for example, winning information for a rare combination, etc.).

[0134] As shown in FIG. 4, when winning the weak watermelon role by executing a predetermined game (the second game in FIG. 4) during the normal game state (timing t0), a transition lottery to the high-probability state is conducted with a predetermined probability. However, if it is determined as a transition to the high-probability state as a result of the transition lottery, the probability state is changed to the high-probability state at the start of the next game (the third game) (timing t1). Note that the transition to the high-probability state may be performed at the start of the game in which the transition lottery to the high-probability state is conducted instead of the next game.

[0135] Also, during the execution of the third game, a stage transition lottery in the high-probability state is conducted, and it is determined that there is no stage transition and the stage transition is not performed. Then, as a result of determining the stage transition in the stage transition lottery during the execution of the subsequent fourth game, the stage displayed on the main display 8 at the start of the fourth game (timing t2) is transitioned from stage A to stage C. Also, the lottery result is such that stage C is maintained until the 22nd game.

[0136] Also, as shown in FIG. 4, when winning the chance role during the execution of the tenth game (timing t3), since the probability state at this time is the high-probability state, a transition lottery to the pseudo-bonus state is conducted with a winning probability higher than the normal probability state. When winning the chance role, a pseudo-bonus precursor effect is performed on the main display 8. However, due to the setting of a predetermined standby period, the pseudo-bonus precursor effect is performed from the start of the 22nd game (timing t4). Note that in the example of FIG. 4, the main control device 10 as the determination means shows the case of winning the transition lottery to the pseudo-bonus state as the first privilege. However, even if not winning the transition lottery to the pseudo-bonus state, a pseudo-bonus gas precursor effect is executed on the main display 8 when winning the chance role.

[0137] The pseudo-bonus precursor performance is carried out until the execution of the 40th game. However, for the three games immediately before the final game, continuous performances during the pseudo-bonus precursor performance are executed. That is, from the start of the 38th game (timing t5), continuous performances are executed by a battle performance in which the protagonist character and the enemy character battle on the main display 8. For example, for each game from the 38th game to the 40th game, a battle image in which either the protagonist character or the enemy character attacks is displayed. After the end of the 40th game, which is the final game of the precursor performance, a performance is executed to notify whether or not the pseudo-bonus state is obtained by the victory of either character.

[0138] In addition, the attack and defense images executed for each game during the continuous performance display images in which the protagonist character has more attacks or gives a greater blow to the enemy character when winning the pseudo-bonus state, so as to enhance the player's sense of expectation for the occurrence of the pseudo-bonus state.

[0139] The continuous performance executed at the start of the 38th game (timing t5) ends at a point in time (timing t6) after a predetermined period (for example, 2 seconds) has elapsed since the end of the 40th game, and an image of either character winning is displayed. In the example shown in FIG. 4, since the pseudo-bonus state is won, during the period from when a predetermined period (for example, 2 seconds) has elapsed since the end of the 40th game until the next game starts (timing t6 to t7), as a result image of the continuous performance, an image of the protagonist character winning, character information of "Victory", and character information such as "Bonus Confirmed" are displayed. Thereafter, from the start of the 41st game (timing t7), the gaming state shifts to the pseudo-bonus state, and an image during the pseudo-bonus state is displayed on the main display 8. As described above, according to the execution of the game, changes in the gaming state and performance displays on the main display 8 are performed.

[0140] Next, referring to the timing chart of FIG. 5, the control of the main control device 10 will be used to explain in detail the reel effect, which is exemplified as a special effect executed in the first game of the pseudo-bonus state described above. Note that the example shown in FIG. 5 shows the execution of the 41st game in the example shown in FIG. 4 described above.

[0141] As shown in FIG. 5, when winning the chance role during the execution of the 10th game (see FIG. 4), it is predetermined that the main control device 10 as a determination means generates a pseudo-bonus state as the first privilege, and based on the determination result, when it is determined to start the pseudo-bonus state in the 41st game, the first game of the pseudo-bonus state starts at the time of operating the start lever 3 after the end of the 40th game (timing t7). When the 41st game starts, the main control device 10 starts the reverse rotation of all of the reels 4 all at once (rotation in which the symbols move upward from the bottom within the display window 6), and the reel effect is executed.

[0142] The reel effect is continuously executed until a predetermined reel effect period (for example, 15 seconds) ends (timing t9). Also, during the reel effect period, the stop operation of the reel 4 becomes invalid (the input of the stop button 5 becomes invalid), and during this period, the progress of the game is temporarily interrupted. Note that the reverse rotation of the reel 4 during the reel effect rotates at a constant speed, but the rotation speed may be a low speed such that the type of the moving symbol can be visually recognized, or a high speed such that the symbol cannot be visually recognized. Also, the speed may change during the reel effect, or it may temporarily stop midway, or it may repeat forward and reverse rotations.

[0143] The reverse rotation of the reel during the reel effect period continues until a predetermined time (for example, 10 seconds) elapses (timing t8), and when the predetermined time is reached, all of the reels 4 automatically stop all at once, and a specific symbol combination (for example, "7, 7, 7") temporarily stops within the display window 6. Thereafter, the stopped state of the reel 4 continues until a predetermined pause time elapses (timing t9). When the pause time ends, the reel effect period ends, and each of the reels 4 that had been paused while displaying a specific symbol combination starts rotating forward (in the direction where the symbols move downward from the top within the display window 6) with a shifted start timing, and the game proceeds to a normal game. Also, when shifting to a normal game, the stop operation of the reel 4 becomes effective and the operation of the stop button 5 becomes possible. When all of the stop buttons 5 are operated (timing t10) in this state, the first game of the pseudo-bonus state ends.

[0144] As described above, when it has been determined in advance that a pseudo-bonus state will occur, after the execution of the precursor effect, the pseudo-bonus state occurs. In the first game of the pseudo-bonus state, operations related to the execution of the game are invalidated and a reel effect that rotates the reel 4 in the reverse direction is executed. That is, the main control device 10 as the special effect control means is capable of executing a special effect (for example, a reel effect) that invalidates operations related to the execution of the game and involves a special variable display (reverse rotation) by the reel 4 as the variable display means in, for example, the first game of the pseudo-bonus state, based on having determined in advance to generate (grant) a pseudo-bonus state as a first privilege (special privilege). Therefore, since a reel effect involving the reverse rotation of the reel 4 is executed, it becomes possible to give the player a sense of accomplishment for the occurrence of a profitable state.

[0145] Also, since the reel effect is executed by the reverse rotation (special variable display) of the reel 4, which is different from normal, it becomes possible to notify the occurrence of the pseudo-bonus state in a highly interesting manner. Also, during the reel effect, a specific symbol combination (for example, "7, 7, 7") pauses, so it becomes possible to surely notify that the pseudo-bonus state has started. As described above, the first game in the pseudo-bonus state is executed.

[0146] [Example of image display during winning presentation in normal game state] Next, with reference to FIG. 6, the production image at the time of winning production in the normal game state executed on the main display 8 by the control of the sub-control device 20 based on the control signal from the main control device 10 will be described. FIG. 6 shows a production image during a winning production executed when winning a predetermined rare combination, for example, a chance combination, in the normal game state, and particularly shows a case where a button production is executed during the winning production. The winning production is a production executed in a game in which a rare combination is won. By this production, an image notifying that a rare combination has been won and the type of the won rare combination, and an image that changes the degree of expectation for a privilege (for example, a pseudo-bonus state) drawn by the winning of the rare combination are displayed. Also, during the execution of the winning production, various sound effects are output from the speaker 9 under the control of the sub-control device 20, and various decorative illuminations are performed by the lamp 11.

[0147] First, FIG. 6(a) shows an image production at the start of a game when winning a predetermined rare combination (for example, a chance combination) during the normal game state. As shown in FIG. 6(a), when a game in which a predetermined rare combination (for example, a chance combination) is won starts, a winning production image 30 is displayed in the main part of the screen of the main display 8. Note that the images shown in each figure are simplified versions of the actually displayed images. In reality, images of preset characters, backgrounds, etc. are displayed as a moving image on the main display 8 during the execution of the game. For example, a series of moving images such as having a predetermined character appear at the beginning of the game and the character that has appeared taking out an item that notifies (or suggests) the type of the won rare combination from a box at the end of the game are displayed.

[0148] Also, at this time, when the execution of the button effect is determined by the control of the sub-control device 20, as shown in FIG. 6(b), in addition to the winning effect image 30 on the main display 8, an operation image 31a imitating the effect button 2d is displayed in front of the winning effect image 30 slightly above the screen of the main display 8, and the winning effect with the button effect is executed when the game is disclosed. The operation image 31a displayed at this time is displayed at a position where the main images (characters or items) in the winning effect image 30 are not hidden. In addition, when the button effect is executed, the winning effect image 30 may not be displayed from the start of the game, and after a series of button effects are executed, the winning effect image 30 may be displayed. Also, in this case, when the first reel of the reel 4 stops without operating the effect button 2d, it is preferably determined that the execution of the button effect is canceled, and the winning effect image 30 is displayed at that time.

[0149] FIG. 6(c) shows the effect image on the main display 8 when the player operates the effect button 2d by executing the button effect. As shown in FIG. 6(c), when the player operates the effect button 2d, the operation image 31a is erased and instead, a first chance-up image 32a consisting of character information of "CHANCE" is displayed in front of the winning effect image 30 slightly above the center of the screen of the main display 8.

[0150] Also, when the player operates the effect button 2d by executing the button effect, as shown in FIG. 6(d), images other than the first chance-up image 32a can also be displayed. In the example shown in FIG. 6(d), when the player operates the effect button 2d, the operation image 31a is erased and instead, a second chance-up image 32b consisting of character information of "HOT" is displayed in front of the winning effect image 30 slightly above the center of the screen of the main display 8. The first chance-up image 32a or the second chance-up image 32b displayed at this time is displayed at a position where the main images (characters or items) in the winning effect image 30 are not hidden.

[0151] When a player operates the effect button 2d, the selection of whether to display the first chance up image 32a or the second chance up image 32b is performed under the control of the sub-control device 20, as described below, depending on, for example, whether or not a pseudo bonus state is won in the chance role win. Therefore, by displaying the first chance up image 32a or the second chance up image 32b, it is possible to change the player's expectation regarding the award of a benefit (for example, a pseudo bonus state).

[0152] In addition, the image displayed when the effect button 2d is operated may be other than the text information described above. For example, an image that enables the player to recognize the rare role that has been won (e.g., an image depicting a cherry) or an item in a color scheme that corresponds to the rare role (e.g., purple) may be displayed. In addition, when a button effect is executed, a warning sound may be played at the start of the game to warn of the execution of the button effect, or a warning effect may be executed in which a predetermined warning image is displayed. Furthermore, the button effect may be executed at a time other than the start of the game, and the operation image 31a may be displayed during the game or at the end of the game to execute the button effect. For example, the button effect may be associated with the winning effect and executed during the game, or the button effect may be executed immediately before the character takes out the item, and the character takes out the item when the effect button 2d is operated. In this case, it is preferable that the item to be taken out is the first chance up image 32a or the second chance up image 32b, instead of an item that notifies (or suggests) the type of rare combination.

[0153] Next, with reference to FIG. 7, a selection rate of the button effects when a chance role is won in the normal gaming state, which is executed under the control of the sub-controller 20, will be described.

[0154] As described above, for example, when winning a rare combination during the normal game state, a winning presentation that concludes in one game is executed. However, in the sub-control device 20, when winning a rare combination, depending on the type of the winning rare combination and whether a privilege is granted by the winning rare combination, the type of the winning presentation (type of character to appear, etc.), whether to execute a button presentation in parallel during the execution of the winning presentation, and the image finally displayed by the execution of the button presentation are determined. That is, the sub-control device 20 first determines the main presentation, which is the main part of the winning presentation, and further determines whether to execute a button presentation in parallel with the main presentation, thereby determining the pattern of the entire winning presentation.

[0155] The main presentation is composed of, for example, a series of presentations including a character appearing on the main display 8 and an item taken out by the action of the character. The pattern of the main presentation is determined by the type of the winning rare combination, etc. Whether to execute a button presentation in parallel and the image finally displayed by the execution of the button presentation are determined by whether a privilege is granted, etc.

[0156] FIG. 7 shows the selection rate of the button presentation in the winning presentation when winning the chance combination, which is a trigger for a lottery for a pseudo-bonus state as the first privilege (special privilege), as a selection example of the winning presentation when winning a rare combination. Therefore, FIG. 7 shows the selection table used when determining whether to execute a button presentation in parallel with the main presentation already determined when winning the chance combination and the image finally displayed by the execution of the button presentation.

[0157] As shown in FIG. 7, when not winning in the pseudo-bonus state, the probability of selecting no button effect, that is, not executing the button effect in parallel with the main effect, is 95%, the probability of selecting the "Chance" display, that is, displaying the character information of "Chance" when operating the effect button 2d during the execution of the button effect, is 4%, and the probability of selecting the "Extremely Hot" display, that is, displaying the character information of "Extremely Hot" when operating the effect button 2d during the execution of the button effect, is 1%, respectively. On the other hand, when winning in the pseudo-bonus state, the probability of selecting no button effect is 80%, the probability of selecting the "Chance" display is 15%, and the probability of selecting the "Extremely Hot" display is 5%, respectively.

[0158] As a result of the button effect in the winning effect executed when winning the chance role being selected at each selection rate shown in FIG. 7, regardless of whether winning in the pseudo-bonus state or not, the probability of executing the button effect in the winning effect is suppressed to a relatively low probability (20% or less) by selection control. Therefore, it is possible to prevent the reliability of the button effect itself from decreasing due to the frequent execution of the button effect during the winning effect.

[0159] Also, when winning in the pseudo-bonus state, selection control is performed so that the probability of executing the button effect in the winning effect is higher than when not winning. Therefore, when the button effect is executed during the winning effect, it is possible to enhance the player's expectation for the occurrence of the pseudo-bonus state. Also, when winning in the pseudo-bonus state, selection control is performed so that the probability of displaying the character information of "Extremely Hot" is higher than when not winning. Therefore, when the character information of "Extremely Hot" is displayed by the button effect during the winning effect, it is possible to extremely enhance the player's expectation for the occurrence of the pseudo-bonus state.

[0160] In FIG. 7, the winning of the chance role was described. However, even when winning a rare role other than the chance role, depending on whether or not there is a privilege that can be expected from the winning rare role, similar to when winning the chance role, according to whether or not there is a privilege that can be expected from the winning rare role, the selection control of the button effect during the winning presentation is performed with the same or a value slightly different from the same or a predetermined probability value when winning the chance role. Also, in the present embodiment, the selection table shown in FIG. 7 is used regardless of whether the probability state at the time of winning the chance role is the normal probability state or the high probability state. However, when selecting the button effect according to whether the probability state at the time of winning the chance role is the normal probability state or the high probability state, the selection table may be made different. For example, in the normal probability state, the selection table shown in FIG. 7 is used, and in the high probability state, the execution probability of the button effect is higher both when winning and not winning in a pseudo-bonus state than in the normal probability state, and further, a selection table may be used such that the probability of selecting the character information of "extremely exciting" is higher than that of "chance". However, even in this case, it is preferable to set the value so that the execution probability of the button effect during the winning presentation is lower than the execution probability of the button effect during the reel presentation. Also, other effects (precursor effects, continuous effects, etc.) other than the winning effect may be used as specific effects, and the button effect may be executed in a predetermined game in which those effects are being executed. Also in this case, it is preferable to set, for example, the execution probability of the button effect to a relatively low probability (for example, 20% or less) so as to have a tendency similar to the winning effect when winning the chance role. As described above, the selection control of the button effect at the time of winning the chance role is performed.

[0161] [Example of image display during button effect in normal operation mode during reel presentation] Next, with reference to FIG. 8, the image effect during the button effect in the normal operation mode (normal operation mode) executed on the main display 8 under the control of the sub-control device 20 based on the control signal from the main control device 10 and the reel effect executed on the reel 4 under the control of the main control device 10 as the special effect control means will be described. FIG. 8 shows the display of the reel 4 and the effect image executed on the main display 8 in the game in which the reel effect of the first game in the pseudo-bonus state shown in FIG. 5 described above is performed. During the execution of the first game in the pseudo-bonus state, a special effect consisting of the above-described reel effect and a confirmation effect that blesses the occurrence of the pseudo-bonus state on the main display 8 is executed. In addition, the sub-control device 20 can execute a button effect in the confirmation effect in the same manner as in the above-described winning effect.

[0162] First, as shown in FIG. 8(a), when the game state shifts to the pseudo-bonus state and the first game in the pseudo-bonus state starts, all of the left reel 4a, the middle reel 4b, and the right reel 4c start to rotate reversely all at once, and the reel effect starts. At this time, on the main part of the screen of the main display 8, as a confirmation effect that blesses the occurrence of the pseudo-bonus state, for example, a bonus confirmation effect image 40 consisting of an image (including a moving image) showing a predetermined character being happy is displayed. During the confirmation effect, together with the display of the bonus confirmation effect image 40, a first confirmation image 41a consisting of character information of "bonus confirmed" that notifies the occurrence of the pseudo-bonus state is displayed slightly above the screen and in front of the bonus confirmation effect image 40.

[0163] Next, FIG. 8(b) shows the states of the reel 4 and the main display 8 after a predetermined time (for example, 2 seconds) has elapsed since the reel effect was started due to the shift to the pseudo-bonus state. As shown in FIG. 8(b), even after a predetermined time has elapsed since the reel effect was started, the reverse rotation of the reel 4 continues as it is. At this time, a button effect is always executed under the control of the sub-control device 20. As shown in FIG. 8(b), in addition to the bonus confirmation effect image 40 on the main display 8, an operation image 31a imitating the effect button 2d is displayed slightly above the screen of the main display 8 and in front of the bonus confirmation effect image 40 in place of the first confirmation image 41a that had been displayed until then, and the button effect during the confirmation effect is executed.

[0164] At this time, the button effect is also the same as during the winning effect, where an image prompting the operation of the effect button 2d is displayed, and then, when the displayed effect button 2d is operated, a new image is displayed for the effect. Also, since the button effect is to be executed before the reel effect ends, by operating the effect button 2d before the reel effect ends, the state after the end of the reel effect can be previewed by displaying a predetermined image.

[0165] Next, FIG. 8(c) mainly shows the image effect on the main display 8 when the player operates the effect button 2d by executing the button effect. As shown in FIG. 8(c), when the player operates the effect button 2d, the operation image 31a is erased and replaced by the first confirmed image 41a that was erased due to the execution of the button effect being displayed again in front of the bonus confirmed effect image 40 slightly above the center of the screen of the main display 8.

[0166] Also, when the player operates the effect button 2d by executing the button effect, as shown in FIG. 8(d), images other than the first confirmed image 41a can also be displayed. In the example shown in FIG. 8(d), when the player operates the effect button 2d, the operation image 31a is erased and replaced by the second confirmed image 41b consisting of the character information "BIG BONUS CONFIRMED" being displayed in front of the bonus confirmed effect image 40 slightly at the center of the screen of the main display 8. Therefore, before a specific symbol combination stops due to the end of the reel effect, the occurrence of the big pseudo-bonus state is announced in advance.

[0167] When the player operates the effect button 2d, the selection of whether to display the first confirmed image 41a or the second confirmed image 41b is executed according to whether the pseudo-bonus state is a regular pseudo-bonus state or a big pseudo-bonus state under the control of the sub-control device 20, as will be described later. Therefore, by displaying the first confirmed image 41a or the second confirmed image 41b, it is possible to change the player's sense of expectation regarding the magnitude of the privilege (pseudo-bonus state) to be conferred. When the second confirmed image 41b is displayed, the occurrence of the big pseudo-bonus state is confirmed. However, when the first confirmed image 41a is displayed, the occurrence of the regular pseudo-bonus state is not confirmed, and there is a possibility that the big pseudo-bonus state may occur.

[0168] Next, FIG. 8(e) shows the states of the reels 4 and the main display 8 when the first confirmed image 41a notifying the occurrence of the pseudo-bonus state is displayed on the main display 8 and the reel effect has ended (during the timings t8 to t9 in FIG. 5). In particular, FIG. 8(e) shows the case where a regular pseudo-bonus state occurs as the pseudo-bonus state.

[0169] As shown in FIG. 8(e), when the reel effect ends, a specific symbol combination notifying the occurrence of the regular pseudo-bonus state consisting of "7, 7, BAR" temporarily stops on the left reel 4a, the middle reel 4b, and the right reel 4c. Also, at this time, on the main display 8, the bonus confirmation effect image 40 and the first confirmed image 41a are continuously displayed. Also, the specific symbol combination at this time is formed by the middle line formed by the symbols that have all stopped in the middle stage, the upper line formed by the symbols that have all stopped in the upper stage, the lower line formed by the symbols that have all stopped in the lower stage, the diagonally downward line formed by the symbols that have stopped in the upper, middle, and lower stages in order from left to right, and the diagonally upward line formed by the symbols that have stopped in the lower, middle, and upper stages in order from left to right, among the middle line on the display window 6 on each reel 4. Note that the specific symbol combination may be formed by a line other than the middle line.

[0170] On the other hand, FIG. 8(f) shows the states of the reels 4 and the main display 8 when the reel effect has ended after the second confirmed image 41b notifying the occurrence of the big pseudo-bonus state is displayed on the main display 8. As shown in FIG. 8(f), when the reel effect ends, a specific symbol combination notifying the occurrence of the big pseudo-bonus state consisting of "7, 7, 7" temporarily stops on the left reel 4a, the middle reel 4b, and the right reel 4c.

[0171] Also, even after the first confirmed image 41a notifying the occurrence of the pseudo-bonus state is displayed on the main display 8, a specific symbol combination notifying the occurrence of the big pseudo-bonus state consisting of "7, 7, 7" may temporarily stop. In that case, the first confirmed image 41a shown in FIG. 8(c) changes to the second confirmed image 41b almost simultaneously with the stop of the specific symbol combination consisting of "7, 7, 7" shown in FIG. 8(f), and a re-drawing effect notifying the occurrence of the big pseudo-bonus state is executed. In this embodiment, the button effect is always executed during the reel effect, but it may be executed with a predetermined probability (for example, 80%). In this case, the first confirmed image 41a is displayed on the main display 8 until the reels 4 temporarily stop without the button effect being executed. However, the above re-drawing effect may be executed when a specific symbol combination notifying the occurrence of the big pseudo-bonus state temporarily stops. When the reel effect ends, thereafter, the rotation of the reels 4 in the forward direction starts from the temporarily stopped state, and the normal game starts.

[0172] As described above, when the pseudo-bonus state occurs, in the first game, a reel effect that reversely rotates the reels 4 (special variable display) is executed, and a confirmed effect corresponding to the reel effect is executed on the main display 8, so that a special effect is executed. Therefore, it is possible to notify the pseudo-bonus state in a highly interesting manner. In addition, before a specific symbol combination is displayed upon completion of the reel performance, the occurrence of a big pseudo bonus state is announced by executing the button performance, so that the occurrence of the big pseudo bonus state can be announced in advance by the button performance, thereby increasing the entertainment value of the game. In addition, during the reel presentation, the type of pseudo bonus state is announced as the button presentation is executed, making it possible to announce the type of pseudo bonus state in a more entertaining manner, and further, when a big pseudo bonus state is announced by the button presentation, it is possible to give the player the feeling that he or she has generated the big pseudo bonus state himself or herself, thereby increasing the player's delight. Furthermore, if the transition lottery to the pseudo bonus state is won, a winning effect will be executed when the chance role, which is the winning trigger role for the pseudo bonus state, is won. If a button effect is executed during the winning effect, the button effect will also be executed during the winning effect and the subsequent reel effect, further increasing the excitement of the game and the player's sense of anticipation.

[0173] In addition, since the reel effect involving the reverse rotation of the reel 4 takes a relatively long time, it is possible to execute the button effect by utilizing this long time, allowing the player to operate the effect button 2d with plenty of time to spare. Also, when operating the effect button 2d to aim for a "7" on the reel 4, the player can perform the desired operation with plenty of time to spare. As described above, the reel effects and the display effects corresponding to the reel effects are performed.

[0174] Next, with reference to FIG. 9, an image selection rate at the time of a button effect during a reel effect, which is executed under the control of the sub-controller 20, will be described.

[0175] As described above, during the reel effect, button effects are executed on the main display 8. When the effect button 2d is operated during the execution of the button effect, the button effect is executed in either of the following two cases: the first confirmed image 41a consisting of the character information of "Bonus Confirmed" displayed at the start of the reel effect is maintained as it is, or the first confirmed image 41a is changed to the second confirmed image 41b consisting of the character information of "BIG Bonus Confirmed". These patterns of button effects are selected according to the types of pseudo-bonus states determined in advance. Note that, unlike the winning effect described above, in the reel effect, the button effect is always executed regardless of the type of pseudo-bonus state that has been won. Also, as will be described later, in this embodiment, in addition to the normal operation mode in which the effect button 2d is operated once during the button effect, a button effect that requires a specific operation mode different from the normal operation mode can also be executed. After each of the cases where the first confirmed image 41a consisting of the character information of "Bonus Confirmed" is maintained as it is and the case where the first confirmed image 41a is changed to the second confirmed image 41b consisting of the character information of "BIG Bonus Confirmed" is determined, control is performed to determine whether or not to change the operation mode of the button effect.

[0176] Figure 9 shows an example of selection of an image displayed when the effect button 2d is operated during the button effect at the time of the reel effect. As shown in Figure 9, when winning the regular pseudo-bonus state, the probability of selecting the pattern of maintaining "Bonus Confirmed", that is, redisplaying (maintaining as it is) the display of "Bonus Confirmed" (the first confirmed image 41a) displayed at the start of the reel effect when the effect button 2d is operated, is 100%, and the probability of selecting the pattern of changing to "BIG Bonus Confirmed", that is, changing the display of "Bonus Confirmed" (the first confirmed image 41a) displayed at the start of the reel effect to the display of "BIG Bonus Confirmed" (the second confirmed image 41b) when the effect button 2d is operated, is 0%.

[0177] On the one hand, when winning the big pseudo-bonus state, the probability of selecting the pattern of maintaining "bonus confirmed" is set at 40%, and the probability of selecting the pattern of changing to "BIG bonus confirmed" is set at 60% respectively. In addition, if the effect button 2d is not operated even though the button effect is executed, the character information of "bonus confirmed" is maintained. Also, when winning the big pseudo-bonus state, even if the pattern of maintaining "bonus confirmed" is selected, at the end of the reel effect, it is changed to the character information of "BIG bonus confirmed" (the pattern of transitioning from FIG. 8(c) to FIG. 8(f)).

[0178] As a result of the image selection rate during the button effect at the time of the reel effect being selected at each selection rate shown in FIG. 9, when winning the regular pseudo-bonus state, the character information of "BIG bonus confirmed" is not changed. On the other hand, when winning the big pseudo-bonus state, the character information of "BIG bonus confirmed" is changed with a relatively high probability. Therefore, it is possible to prevent giving the player a sense of distrust by changing the character information to "BIG bonus confirmed" even though winning the regular pseudo-bonus state. On the other hand, when winning the big pseudo-bonus state, since the character information of "BIG bonus confirmed" is changed with a relatively high probability, it is possible to maintain the player's expectation for the occurrence of the big pseudo-bonus state until the end.

[0179] Also, even when winning the big pseudo-bonus state, since the character information of "bonus confirmed" is maintained with a certain probability (a probability that is not extremely low), even if the character information of "BIG bonus confirmed" is not changed when operating the effect button 2d, the possibility of winning the big pseudo-bonus state remains, and it is possible to prevent the player's expectation from decreasing at that point.

[0180] In this embodiment, the button effect is always executed (with a 100% probability) when the reel effect is executed. However, it is not necessary to always execute it. Any probability may be used as long as it is higher than the probability (20%) that the button effect is executed during the winning effect that is executed at least when the above-described chance role (specific role) wins. That is, the sub-control device 20 as the operation effect control means controls the predetermined operation effect (button effect) so that the execution probability of the predetermined operation effect is increased when the reel effect as a special effect is being executed, compared to when a predetermined effect (winning effect) different from the reel effect is being executed.

[0181] This is because at the time of the winning effect, it is not yet determined whether a privilege will be granted. If the button effect is executed unnecessarily, the expectation level of the button effect itself will decrease. However, at the time of the reel effect, since it has already been determined whether a privilege will be granted, not only will increasing the execution probability of the button effect have little impact on the change in the expectation level, but it will also be possible to give new enjoyment to the happy player. Therefore, when a special effect is being executed, the execution probability of the button effect will relatively increase, improving the interestingness of the special effect and also improving the player's sense of expectation.

[0182] Also, as long as the execution probability of the button effect is increased when the reel effect (special effect) is being executed compared to when the winning effect is being executed, it may be other than the above. For example, by comparing the average button effect execution probability when the execution probabilities of non-winning and winning in the pseudo-bonus state in the winning effect are added together, and the average button effect execution probability when the execution probabilities of the big pseudo-bonus state and the regular pseudo-bonus state in the reel effect are added together, the average button effect execution probability in the reel effect may be made higher than the average button effect execution probability in the winning effect.

[0183] Further, for example, by comparing the button effect execution probability of non-winning (or winning) in the pseudo-bonus state in the winning presentation with the button effect execution probability of winning in the regular pseudo-bonus state (or big pseudo-bonus state) in the reel presentation, it may be possible to increase the button effect execution probability of winning in the regular pseudo-bonus state (or big pseudo-bonus state) in the reel presentation compared to the button effect execution probability of non-winning (or winning) in the pseudo-bonus state in the winning presentation. Also, for example, as described later, as an operation mode of the effect button 2d during the button effect, a normal operation mode and a specific operation mode are provided, and by comparing the button effect execution probability in the normal operation mode (or specific operation mode) in the winning presentation with the button effect execution probability in the normal operation mode (or specific operation mode) in the reel presentation, it may be possible to increase the button effect execution probability in the normal operation mode (or specific operation mode) in the reel presentation compared to the button effect execution probability in the normal operation mode (or specific operation mode) in the winning presentation. As described above, image selection control during the button effect during the reel presentation is performed.

[0184] [Example of image display during button effect in the specific operation mode during the reel presentation] Next, regarding the operation mode of the effect button 2d during the button effect executed during the reel presentation, the button effect in the specific operation mode, which is another operation mode, will be described with reference to FIG. 10. As described above, during the reel presentation, the button effect is executed. At this time, for the operation mode of the effect button 2d, when the operation of the effect button 2d is prompted, if the effect button 2d is operated once, a predetermined image is displayed. However, the operation mode of the effect button 2d may be other than the single operation mode, and a predetermined image may be displayed based on the specific operation mode for the effect button 2d as shown in FIG. 10. Note that FIG. 10 shows the state after the button effect is executed during the reel presentation described in FIG. 8 above. Therefore, the description before the button effect is executed is omitted.

[0185] In addition, the determination of whether to set the operation mode of the effect button 2d during the button effect to the normal operation mode or the specific operation mode is made after it has been determined for each of the cases where the first confirmation image 41a consisting of the character information of "bonus confirmed" is maintained as it is and the case where it is changed from the first confirmation image 41a to the second confirmation image 41b consisting of the character information of "BIG bonus confirmed" in the image selection during the reel effect described above. In each of the case where the first confirmation image 41a is maintained as it is and the case where it is changed from the first confirmation image 41a to the second confirmation image 41b, the button effect in the specific operation mode is determined with a predetermined probability. The execution probability of the button effect in the specific operation mode determined at this time is preferably higher when the first confirmation image 41a is changed from the first confirmation image 41a to the second confirmation image 41b than when the first confirmation image 41a is maintained as it is. In this way, when the button effect in the specific operation mode is executed, the degree of expectation of changing from the first confirmation image 41a to the second confirmation image 41b is increased.

[0186] FIG. 10(a) shows the states of the reel 4 and the main display 8 after a predetermined time (for example, 2 seconds) has elapsed since the start of the reel effect due to the transition to the pseudo-bonus state. As shown in FIG. 10(a), even after a predetermined time has elapsed since the start of the reel effect, the reverse rotation of the reel 4 continues as it is. Also, at this time, if it is determined by the control of the sub-control device 20 to execute the button effect in the specific operation mode, as shown in FIG. 10(a), in addition to the bonus confirmation effect image 40 on the main display 8, an operation image 31a imitating the effect button 2d is displayed slightly above the screen of the main display 8, in front of the bonus confirmation effect image 40 in place of the first confirmation image 41a that has been displayed until then, and the button effect is executed.

[0187] Also, when the button effect is executed, a specific operation mode image 31b consisting of the character information of "rapid fire" is displayed at a position near the right side of the operation image 31a, prompting a plurality of repetitions of the pressing operation and non-pressing operation of the effect button 2d, and a so-called rapid fire effect is executed. Also, at the lower part of the operation image 31a, a meter image 31c indicating the executable period of the rapid-fire effect is displayed, and the executable period of the rapid-fire effect is notified. The meter image 31c shows a meter value such that the left region (black part) increases to the right as the execution time of the rapid-fire effect elapses, and when the preset executable time of the rapid-fire effect ends, the meter value reaches the right end. Also, at the lower part of the meter image 31c, the second confirmation image 41b and the first confirmation image 41a are displayed in a vertically arranged state.

[0188] When the button effect (rapid-fire effect) is started, the meter value of the meter image 31c moves to the right, and for each pressing operation of the effect button 2d, an effect is performed such that the second confirmation image 41b gradually pushes the first confirmation image 41a downward. When the second confirmation image 41b completely pushes the first confirmation image 41a by a plurality of pressing operations within the executable time of the rapid-fire effect (for example, 5 seconds), as shown in FIG. 10(c), the operation image 31a, the specific operation mode image 31b, and the meter image 31c are erased, and the second confirmation image 41b is displayed slightly above the screen, and the character information of "BIG BONUS CONFIRMED" is definitely notified.

[0189] On the other hand, when the second confirmation image 41b cannot completely push the first confirmation image 41a even if a plurality of pressing operations are performed within the executable time of the rapid-fire effect (for example, 5 seconds), as shown in FIG. 10(b), the operation image 31a, the specific operation mode image 31b, and the meter image 31c are erased, and the first confirmation image 41a is displayed slightly above the screen, and the character information of "BONUS CONFIRMED" is definitely notified. Note that the first confirmation image 41a or the second confirmation image 41b that is definitely displayed according to the result of the rapid-fire effect is determined in advance by lottery with the selection probability shown in FIG. 9 described above. Therefore, even if the effect button 2d is pressed as many times as possible within the executable time of the rapid-fire effect, if the display (maintenance) of the first confirmation image 41a is determined, the second confirmation image 41b will not be displayed (changed). Similarly, if the pressing operation of the effect button 2d is not performed the predetermined number of times within the executable time of the rapid-fire effect, even if the display (change) of the second confirmed image 41b is determined, the first confirmed image 41a is displayed (maintained). In this case, a change display from the first confirmed image 41a to the second confirmed image 41b is performed at the end of the reel effect.

[0190] In addition, in the present embodiment, when executing the button effect during the reel effect, a button effect that requires an operation in a specific operation mode of the effect button 2d as the first specific operation effect and a button effect that requires a normal operation mode of operating the effect button 2d once as described above are selectively executed under the control of the sub-control device 20. When selectively executing button effects with different operation modes, when a privilege (for example, a pseudo-bonus state) is granted, the execution probability of the button effect that requires an operation in the specific operation mode is increased compared to the case where no privilege is granted and compared to the button effect that requires an operation in the normal operation mode. Therefore, when the button effect that requires an operation in the specific operation mode is executed, the expectation level for the grant of the privilege becomes higher.

[0191] In addition, the button effect (first specific operation effect) that requires an operation in the specific operation mode of the effect button 2d can also be executed in effects other than the reel effect (for example, the winning effect). However, when the first specific operation effect is executed during an effect other than the reel effect (for example, the winning effect), it is executed at a lower probability than the probability of executing the first specific operation effect during the reel effect. That is, the sub-control device 20 as the operation effect control means controls the first specific operation effect so that the execution probability of the first specific operation effect is increased when the reel effect as a special effect is being executed compared to when the winning effect is being executed. For example, during the winning performance, since it is not yet determined whether a privilege will be granted, if the first specific operation performance is executed needlessly, the expectation level of the first specific operation performance itself will decrease. However, during the reel performance, since the granting of the privilege has already been determined, not only will the impact on the change in the expectation level be small even if the execution probability of the first specific operation performance is increased, but it will also be possible to give new enjoyment to the delighted player.

[0192] As described above, since the button performance that requires an operation in a specific operation mode is executed, the intervention rate of the player with respect to the performance content increases, and a highly interesting game can be executed. In addition, since the reel performance is executed within a predetermined time, by setting the executable time of the rapid-fire performance under this time limit, it becomes possible to efficiently execute the rapid-fire performance using the execution time of the reel performance. Also, for example, it is possible to prevent an action such as repeatedly pressing the extremely long-time performance button 2d, which is also effective for the proper progress of the game.

[0193] Note that the specific operation mode for the performance button 2d may be other than repeatedly pressing and not pressing the above-described performance button 2d multiple times. For example, it may be a so-called long-press performance in which the pressing operation time of the performance button 2d is continued for a predetermined time, or any operation mode different from the normal operation mode. If the executable time is set even for the long-press performance, the same effect as the above rapid-fire performance can be obtained. As described above, the button performance that requires an operation in the specific operation mode of the performance button 2d is executed.

[0194] [Example of image display during button performance that requires an operation of the upper performance button during reel performance] Next, regarding the button performance executed during the reel performance, the button performance that requires an operation of an operation means different from the operation means described above will be described with reference to FIG. 11. In the above-described embodiment, when the button effect is executed during the reel effect, an image prompting the operation of the effect button 2d is displayed, and when the effect button 2d is operated, a predetermined image is displayed. However, as shown in FIG. 11, the operation means used during the button effect may use the upper effect button 2f in addition to the effect button 2d, and the button effect prompting the operation of the upper effect button 2f can also be executed. Note that FIG. 11 shows the state up to the point when the game state has shifted to the pseudo-bonus state, the first game of the pseudo-bonus state has started, the bonus determination effect image 40 has been displayed, and then the button effect is executed. Therefore, the description of other states during the execution of the button effect is omitted.

[0195] First, as shown in FIG. 11(a), as described above, when the game state shifts to the pseudo-bonus state and the first game of the pseudo-bonus state starts, all of the left reel 4a, the middle reel 4b, and the right reel 4c start rotating counterclockwise simultaneously, and the reel effect starts. At this time, on the main part of the screen of the main display 8, as a determination effect blessing the occurrence of the pseudo-bonus state, for example, a bonus determination effect image 40 composed of an image (including a video) showing a predetermined character being happy is displayed. Also, during the determination effect, together with the display of the bonus determination effect image 40, a first determination image 41a composed of character information of "bonus determined" notifying the occurrence of the pseudo-bonus state is displayed slightly above the screen and in front of the bonus determination effect image 40.

[0196] Next, FIG. 11(b) shows the states of the reel 4 and the main display 8 after a predetermined time (for example, 2 seconds) has elapsed since the reel effect started due to the shift to the pseudo-bonus state. As shown in FIG. 11(b), even after a predetermined time has elapsed since the reel effect started, the counterclockwise rotation of the reel 4 continues as it is. Also, at this time, button effects are always executed under the control of the sub-control device 20. If the button effect at this time is determined to be a button effect that requires an operation of the effect button 2d, as described above, as shown in FIG. 11(b), in addition to the bonus confirmation effect image 40 on the main display 8, an operation image 31a imitating the effect button 2d is displayed slightly above the screen of the main display 8, replacing the first confirmation image 41a that has been displayed until then, and is displayed in front of the bonus confirmation effect image 40, and the button effect during the confirmation effect is executed. In addition, when the prompted effect button 2d is operated, character information of either "Bonus Confirmed" or "BIG Bonus Confirmed" is displayed, but since it is the same as described above, it is omitted here.

[0197] On the other hand, at this time, when it is determined by the control of the sub-control device 20 to execute a button effect that requires an operation of the upper effect button 2f, as shown in FIG. 11(c), in addition to the bonus confirmation effect image 40 on the main display 8, an upper effect button operation image 33 imitating the upper effect button 2f is displayed slightly above the screen of the main display 8, replacing the first confirmation image 41a that has been displayed until then, and is displayed in front of the bonus confirmation effect image 40, and the button effect that requires an operation of the upper effect button 2f is executed. The upper effect button operation image 33 is composed of an image imitating an operation button that prompts an operation of the upper effect button 2f and character information (for example, "PUSH") that indicates the operation. The image imitating the upper effect button 2f has the same color scheme as the color scheme of the operation part of the actual upper effect button 2f (the hatched part in the figure), clearly distinguishing it from the color scheme (for example, white) of the operation image 31a imitating the effect button 2d.

[0198] This button effect is also the same as when prompting an operation of the effect button 2d. When the prompted upper effect button 2f is operated, it is an effect in which character information of either "Bonus Confirmed" or "BIG Bonus Confirmed" is displayed. Also, the button effect will be executed before the reel effect ends, and when the upper effect button 2f is operated before the reel effect ends, some character information will be displayed in advance.

[0199] In addition, when executing button effects during the reel effect, a button effect that requires the operation of the effect button 2d as a normal button effect (normal operation effect) and a button effect that requires the operation of the upper effect button 2f as a second specific operation effect are selectively executed under the control of the sub-control device 20. When selectively executing button effects that require the operation of different operating means, the probability of granting a privilege (for example, a pseudo-bonus state) is higher when the button effect that requires the operation of the upper effect button 2f is executed than when the button effect that requires the operation of the effect button 2d is executed. Therefore, when the button effect that requires the operation of the upper effect button 2f is executed, the expectation level for the granting of a privilege becomes higher.

[0200] In addition, the button effect that requires the operation of the upper effect button 2f can also be executed in effects other than the reel effect (for example, the winning effect). However, when executing the button effect that requires the operation of the upper effect button 2f during an effect other than the reel effect (for example, the winning effect), it is executed at a lower probability than the probability of executing the button effect that requires the operation of the upper effect button 2f during the reel effect. That is, when the reel effect as a special effect is being executed, the sub-control device 20 as the operation effect control means controls the second specific operation effect so that the execution probability of the second specific operation effect is higher than when an effect different from the reel effect (winning effect) is being executed.

[0201] This is because, for example, during the winning effect, whether a privilege will be granted has not yet been determined. If the button effect that requires the operation of the upper effect button 2f is executed unnecessarily, the expectation level of the button effect itself that requires the operation of the upper effect button 2f will decrease. However, during the reel effect, since the granting of a privilege has already been determined, even if the execution probability of the button effect that requires the operation of the upper effect button 2f is increased, not only is the impact on the change in the expectation level not significant, but it is also possible to give new enjoyment to the happy player.

[0202] As described above, since the button effect that requires the operation of the upper effect button 2f is executed, a novel button effect is executed, and an interesting game can be executed. In addition, since the upper effect button 2f is disposed at a position farther from the reel 4 than the effect button 2d, when the button effect that requires the operation of the upper effect button 2f is executed, the player needs to stretch the arm more greatly than when the button effect that requires the operation of the effect button 2d is executed. However, since the reel effect is an effect that requires a relatively long time, the button effect that requires the operation of the upper effect button 2f is executed by using this long-time reel effect, and the player can operate the upper effect button 2f with ease.

[0203] In addition, when executing the button effect that requires the operation of the upper effect button 2f, a continuous hitting effect that repeatedly performs a pressing operation and a non-pressing operation of the upper effect button 2f a plurality of times, or a long pressing effect that continues the pressing operation time of the upper effect button 2f for a predetermined time may be executed. In this case, although it is necessary to further perform continuous hitting or long pressing on the operation of the upper effect button 2f that requires stretching the arm greatly, since the reel effect requires a relatively long time, the player can operate the upper effect button 2f (continuous hitting or long pressing) with ease. As described above, the button effect that requires the operation of the upper effect button 2f is executed.

[0204] <Modification Example> Next, as a modification example during the reel effect, the effect on the sub-display 17 during the reel effect will be described with reference to FIGS. 12 to 14. In addition, in this modification example, only the effects executed on the sub-display 17 during continuous effect, during reel effect, and during pseudo-bonus state in the above-described embodiment are different, and the rest is the same as in the above-described embodiment. Further, in the above-described embodiment, during the reel effect, on the sub-display 17, as an effect corresponding to the effect being executed on the main display 8, an effect that decorates the occurrence of a pseudo-bonus state or an effect that enhances the notification effect is performed. However, in a modification, the sub-control device 20 causes the sub-display 17 to execute an effect different from the effect corresponding to the reel effect while the reel effect is being executed.

[0205] That is, during the reel effect in which reverse rotation is executed on the reel 4, a confirmation effect for notifying the occurrence of a pseudo-bonus state is executed on the main display 8. At this time, on the sub-display 17, it is possible to execute a specific effect different from the confirmation effect in parallel with the confirmation effect. The specific effects executed on the sub-display 17 include those executed based on the lottery result of the lottery means at the time of execution of the game in the first game of the pseudo-bonus state, and those executed based on the lottery result of the lottery means at the time of execution of the game executed before the occurrence of the pseudo-bonus state.

[0206] [Image display example when button effect in normal operation mode is performed in the first game of pseudo-bonus state] First, with reference to FIG. 12, the specific effect executed under the control of the sub-control device 20 when the lottery result at the main control device 10 is the winning result of a predetermined rare combination (for example, a chance combination) at the time of execution of the game in the first game of the pseudo-bonus state will be described. FIG. 12 shows the display of the reel 4 and the image effects executed on the main display 8 and the sub-display 17 in the game in which the reel effect in the first game of the pseudo-bonus state shown in FIG. 5 above is performed. Similar to the above-described embodiments, also in the modification example, the progress of the game is interrupted until a predetermined time elapses after the start of the first game in the pseudo-bonus state. During that time, a special effect consisting of the above-described reel effect and a confirmation effect that blesses the occurrence of the pseudo-bonus state on the main display 8 is executed. Further, in the confirmation effect, a button effect is also executed. FIG. 12 shows an image effect from the time when the button effect starts on the main display 8.

[0207] First, as shown in FIG. 12(a), when the game state shifts to the pseudo-bonus state and a predetermined time (for example, 2 seconds) elapses after the start of the first game in the pseudo-bonus state, all of the left reel 4a, the middle reel 4b, and the right reel 4c rotate counterclockwise all at once and the reel effect is executed. At this time, on the main part of the screen of the main display 8, a confirmation effect that blesses the occurrence of the pseudo-bonus state is executed and a bonus confirmation effect image 40 is displayed. Also, at this time, when it is determined by the control of the sub-control device 20 to execute the button effect in the confirmation effect, in addition to the bonus confirmation effect image 40 on the main display 8, an operation image 31a imitating the effect button 2d is displayed slightly above the screen of the main display 8, replacing the first confirmation image 41a (see FIG. 8) that has been displayed until then, and is displayed in front of the bonus confirmation effect image 40, and the button effect during the confirmation effect is executed.

[0208] On the other hand, when, for example, winning a chance combination by lottery in the main control device 10 during the execution of the first game in the pseudo-bonus state, a notice image 35 consisting of two exclamation mark symbols that notifies in advance of winning the chance combination is displayed slightly above the sub-display 17 and a specific effect is executed in parallel with the special effect consisting of the reel effect and the confirmation effect on the main display 8. Also, at this time, when it is selected by lottery to execute a winning effect accompanied by a button effect due to winning the chance combination (see FIG. 7), a notice operation image 34a consisting of an image imitating the effect button 2d and character information of "WAIT" is displayed below the notice image 35 on the sub-display 17 to notify in advance that the button effect will be executed during the specific effect.

[0209] The preview operation image 34 notifies that although the button effect is not executed at present, the button effect will be executed later. Therefore, inside the image imitating the effect button 2d, instead of the character information "PUSH" that is normally displayed during the execution of the button effect, the character information "WAIT" is displayed, notifying that the button effect is still waiting at present. That is, during the special effect, although the reel 4 is rotating, the progress of the game is temporarily interrupted. Therefore, in order to notify in advance the effect at the time when the interruption of the game progress is released and the stop operation of the reel 4 becomes possible after the execution of this specific effect, the preview image 35 and the preview operation image 34a are displayed and the preview notification is executed. That is, the sub-control device 20 as the specific effect control means is configured to be able to give a preview notification that a game in which the player wins the chance role as the second privilege will be executed after the end of the special effect by displaying the preview image 35 and the preview operation image 34a as the specific effect.

[0210] Also, when the effect button 2d is not operated for the button effect in the confirmed effect, as shown in Fig. 12(a), two operation images, the operation image 31a and the preview operation image 34a, are simultaneously displayed. However, since the preview operation image 34a indicates that the button effect has not been executed, during the reel effect, the sub-control device 20 enables only the effect button 2d for the button effect in the confirmed effect. During the reel effect, only the preview image 35 may be displayed without displaying the preview operation image 34a on the sub-display 17.

[0211] Next, Fig. 12(b) shows the display of the reel 4, the image effects on the main display 8 and the sub-display 17 when the player operates the effect button 2d by executing the button effect in the confirmed effect, and in particular, shows the case where the occurrence of the big pseudo-bonus state is notified. As shown in FIG. 12(b), when the player operates the effect button 2d, the operation image 31a is erased, and instead, a second confirmed image 41b consisting of character information of "BIG BONUS CONFIRMED" is displayed in front of the bonus confirmation effect image 40 at approximately the center of the screen of the main display 8. On the other hand, in this state, since the special effect is still in progress, a preview image 35 and a preview operation image 34a are continuously displayed on the sub-display 17.

[0212] Next, FIG. 12(c) shows the display of the reel 4, the image effects on the main display 8 and the sub-display 17 when the reel effect has ended (during the timing t8 to t9 in FIG. 5) after the first confirmed image 41a notifying the occurrence of the pseudo-bonus state is displayed on the main display 8. As shown in FIG. 12(c), when the reel effect ends, a specific symbol combination notifying the occurrence of a big pseudo-bonus state consisting of "7, 7, 7" temporarily stops on the left reel 4a, the middle reel 4b, and the right reel 4c. On the other hand, even in this state, since the special effect is still in progress, a preview image 35 and a preview operation image 34a are continuously displayed on the sub-display 17.

[0213] Next, as shown in FIG. 12(d), when the reel effect (special effect) ends, the reel 4 starts rotating forward from the temporarily stopped state, and the temporary interruption of the game progress is released. The stop of the reel 4 (operation of the stop button 5) becomes effective, and the normal game starts. When the normal game starts, the preview image 35 and the preview operation image 34a displayed on the sub-display 17 are erased.

[0214] Also, when the normal game starts, corresponding to the erasure of the preview image 35 and the preview operation image 34a on the sub-display 17, on the main display 8, a winning effect corresponding to the winning of the chance role is executed, and the winning effect image 30 is displayed during the execution of the first game in the pseudo-bonus state. At the same time, by executing the button effect in the winning effect, the operation image 31a is displayed on the front side of the winning effect image 30, and the operation of the effect button 2d becomes effective. That is, in response to the deletion of the preview operation image 34a including the character information of "WAIT", the operation image 31a including the character information of "PUSH" is displayed, so that the waiting state of the button effect that has been waiting until then is released and it is notified that the button effect is actually executed.

[0215] In this way, when the reel effect (special effect) ends and the normal game starts, corresponding to the preview image 35 on the sub-display 17 that has been displayed until then, the winning effect image 30 on the main display 8 is displayed. Similarly, corresponding to the preview operation image 34a on the sub-display 17 that has been displayed until then, the operation image 31a at the time of the winning effect on the main display 8 is displayed. After that, when the winning effect is executed with the start of the normal game during the pseudo-bonus state and the effect button 2d is operated, either the first chance-up image 32a or the second chance-up image 32b (see FIG. 6) is displayed on the main display 8 as described above. Note that when displaying the operation image 31a in response to the deletion of the preview operation image 34a, on the main display 8 and the sub-display 17, a predetermined effect image indicating that the image imitating the effect button 2d has moved, or an effect image (video) in which a predetermined character throws the image imitating the effect button 2d from the sub-display 17 toward the main display 8 may be displayed.

[0216] As described above, in this modification example, under the control of the sub-control device 20, in the first game in which the pseudo-bonus state is started, that is, in the game in which the reel effect as a special effect is executed, based on the winning of a predetermined rare combination (for example, a chance combination) as the second privilege given by the main control device 10, in parallel with the special effect, the preview image 35 and the preview operation image 34a are displayed on the sub-display 17 and the specific effect is executed. That is, based on the determination by the main control device 10 as the determination means that the second privilege is to be granted, the sub-control device 20 constitutes specific performance control means capable of executing a specific performance in parallel with a special performance in a predetermined game (a game in which a special effect is executed). Therefore, in a game where the execution of a special effect has been determined in advance, it is possible to execute a specific performance different from the special effect in parallel. Thus, it is possible to simultaneously execute performances for two privileges with different values, and it is possible to improve the player's sense of expectation accordingly.

[0217] In addition, when the execution of a specific performance cancels the interruption of the game progress and enables the stop operation of the reel 4, the performance at that time will be notified in advance (pre-warning notification). Therefore, it is possible to further improve the sense of expectation for the player who is delighted by the occurrence of the pseudo-bonus state. That is, when winning a rare combination during the pseudo-bonus state, the lottery for the AT state will be conducted advantageously. Therefore, it is possible to improve the sense of expectation for the lottery of the AT state for a long time starting from during a special effect in which the normal game has not yet started. Also, during the execution of a special effect, it is pre-warning notified that a game in which the player wins a chance combination will be executed after the end of the special effect. Therefore, it is possible to enhance the player's sense of expectation not only for the special effect but also for the subsequent state.

[0218] The special effect (confirmed effect) is executed on the main display 8 as the first display means, and the specific effect is executed on the sub-display 17 as the second display means. Therefore, the special effect and the specific effect are executed on different display means, making it possible to execute each effect more diversely and to execute an effect that allows the player to clearly recognize the two different effects.

[0219] In addition, when the special effect (confirmed effect) on the main display 8 ends, a winning effect related to the winning of a rare role as the awarding of a second privilege will be executed on the main display 8. Therefore, following the preview effect on the sub-display 17, the winning effect corresponding to the preview effect will be executed on the main display 8, and corresponding to the timing when the interruption of the game progress is released, the effect corresponding to the winning of the rare role will be changed from the preview effect to the winning effect, making it possible to advance the effect in a more understandable form.

[0220] In addition, in a game where a special effect is executed, when the main control device 10 selects a predetermined rare role (for example, a chance role) as the awarding of a second privilege, in the game, a preview image 35 and a preview operation image 34a will be displayed on the sub-display 17 and a specific effect will be executed in parallel with the special effect. That is, the sub-control device 20 as the specific effect control means causes the main control device 10 to execute the specific effect in parallel with the special effect in the game when it is determined that the main control device 10 will award a second privilege in a game where a special effect is executed. Therefore, even when it is determined to award a second privilege in a game where a special effect is executed, it is possible to surely execute the specific effect.

[0221] In addition, in one game, the button effect in the confirmed effect and the button effect in the winning effect will be continuously executed, making it possible to execute a game with extremely high interestingness. In fact, for the continuous execution of the confirmed effect and the winning effect in one game, a preview notification for the second half is given on the sub-display 17 in the first half, so it is possible to form a state as if two games are being executed with the end of the special effect in between, making it possible to execute an extremely novel game.

[0222] In addition, if the specific performance is to be executed concurrently with the special performance, it may be executed throughout the period during which the special performance is being executed, or it may be executed during a part of the period during which the special performance is being executed. Also, in the above embodiment, the case of winning the chance role is illustrated, but based on winning other rare roles or winning the bell role or replay role, the preview image 35 or the preview operation image 34a may be displayed on the sub-display 17. Also, in the above embodiment, when winning the chance role, the preview image 35 or the preview operation image 34a is always displayed on the sub-display 17, but the preview image 35 or the preview operation image 34a may be displayed with a predetermined probability. In this case, when winning the lottery in the AT state, the preview image 35 or the preview operation image 34a may be displayed with a higher probability than when not winning.

[0223] Also, when winning the chance role and the execution of the button performance is not determined, only the preview image 35 is displayed on the sub-display 17. As described above, the performance when winning a rare role in the first game of the pseudo-bonus state is executed.

[0224] [Example of image display when a button performance in a specific operation mode is performed in the first game of the pseudo-bonus state] Next, with reference to FIG. 13, in this modified example, after the end of the special performance in the first game of the pseudo-bonus state, a continuous pressing performance executed in an operation mode different from the above-described button performance will be described. In this modified example, as shown in FIG. 13, in a game during the pseudo-bonus state, as a rare role, for example, when executing a winning performance based on winning the chance role, in addition to the normal operation performance that requires an operation in the normal operation mode for the performance button 2d, a specific operation performance (continuous pressing performance, long pressing performance) that requires an operation in the specific operation mode for the performance button 2d is made executable. Regarding the selection between the normal operation effect and the specific operation effect, when the specific operation effect is executed, the sub-control device 20 performs selection control such that the probability of winning the AT state is higher than when the normal operation effect is executed.

[0225] First, Fig. 13(a) shows the display of the reel 4 and the image effects executed on the main display 8 and the sub-display 17 at the time when the button effect in the confirmation effect on the main display 8 ends, that is, when the second confirmation image 41b is displayed on the main display 8, when the lottery result in the main control device 10 becomes a winning result for the chance role during the execution of the first game in the pseudo-bonus state. Therefore, since the image effect of the main display 8 before that is the same as described above (see Fig. 12(a)), it is omitted here.

[0226] As shown in Fig. 13(a), when the player operates the effect button 2d, the operation image 31a (see Fig. 12(a)) is erased and replaced by the second confirmation image 41b consisting of the character information "BIG BONUS CONFIRMED" being displayed in front of the bonus confirmation effect image 40 approximately in the center of the screen of the main display 8. Also, on the sub-display 17, a preview image 35 for announcing the execution of the winning effect, a preview operation image 34a for announcing the execution of the button effect, and further, a preview operation mode image 34b consisting of the character information "CONTINUOUS PRESS WAIT" for announcing that the button effect that requires an operation in a specific operation mode for the effect button 2d will be executed are displayed below the preview operation image 34a starting from the start of the special effect.

[0227] With the preview image 35, the preview operation image 34a, and the preview operation mode image 34b displayed on the sub-display 17, it is announced that after the special effect ends and the game transitions to the normal game, a winning effect accompanied by a button effect will be executed, and furthermore, the button effect will be a button effect that requires an operation in a specific operation mode for the effect button 2d. That is, as described above, the display of the preview operation image 34 notifies that the button effect is still waiting at the current time. In addition, the display of the preview operation mode image 34b consisting of the character information of "continuous press waiting" notifies that the button effect requiring an operation in a specific operation mode is waiting.

[0228] Next, Fig. 13(b) shows the display of the reel 4, the image effects on the main display 8 and the sub-display 17 when the reel effect has ended after the first confirmed image 41a notifying the occurrence of the pseudo-bonus state is displayed on the main display 8. As shown in Fig. 13(b), when the reel effect ends, a specific symbol combination notifying the occurrence of the big pseudo-bonus state consisting of "7, 7, 7" will temporarily stop on the left reel 4a, the middle reel 4b, and the right reel 4c. On the other hand, even in this state, since the special effect is still in progress, the preview image 35, the preview operation image 34a, and the preview operation mode image 34b are continuously displayed on the sub-display 17.

[0229] Next, as shown in Fig. 13(c), when the reel effect (special effect) ends, the rotation of the reel 4 will start to rotate forward from the temporarily stopped state. In the example shown in Fig. 13(c), when shifting to the normal game, a so-called reel lock effect is executed in which the temporarily stopped reel 4 is rotated backward at a low speed by about half a frame all at once and the reel 4 is temporarily stopped at that position. Therefore, a reel lock effect using the reel 4 that temporarily stops for a predetermined time (for example, 1 second) when it moves to the intermediate position between the upper and middle stages of the reel 4 while the specific symbol combination is aligned will be executed following the reel effect. After that, each of the reels 4 will start rotating forward with a shifted start timing.

[0230] Subsequent to the reel effect, the reel lock effect is continuously performed from the end of the reel effect until the reel 4 starts rotating in the forward direction. While this reel lock effect is being executed, the progress of the game is interrupted, similar to during the reel effect. Based on the end of the reel lock effect, the rotation of the reel 4 in the forward direction is started. With the start of the rotation of the reel 4 in the forward direction, the temporary interruption of the progress of the game is released, and the stop of the reel 4 (operation of the stop button 5) becomes effective. Also, when the reel lock effect is started, although the progress of the game remains interrupted, since the game has shifted to the normal game, the preview image 35, the preview operation image 34a, and the preview operation mode image 34b displayed on the sub-display 17 are erased.

[0231] In addition, when the reel lock effect is started, corresponding to the erasure of the preview image 35, the preview operation image 34a, and the preview operation mode image 34b on the sub-display 17, on the main display 8, a winning effect corresponding to the winning of the chance role is executed, and the winning effect image 30 is displayed during the execution of the first game in the pseudo-bonus state. Along with this, by executing the button effect in the winning effect, the operation image 31a is displayed on the front side of the winning effect image 30, and the operation of the effect button 2d becomes effective. That is, from the state where a specific symbol combination has temporarily stopped on the reel 4 shown in Fig. 13(b), at the timing when the reel 4 shown in Fig. 13(c) starts rotating in the reverse direction, the button effect is started and the operation of the effect button 2d becomes effective.

[0232] Also, when the button effect is executed, a specific operation mode image 31b consisting of the character information "rapid fire" is displayed in the vicinity of the right side of the operation image 31a, prompting the player to repeatedly perform a plurality of pressing and non-pressing operations of the effect button 2d, and a so-called rapid fire effect is executed. In addition, a meter image 31c indicating the executable period of the rapid fire effect is displayed below the operation image 31a, and the executable period of the rapid fire effect is notified. The meter image 31c shows a meter value such that the left region (black portion) increases to the right as the elapsed time of the rapid-fire effect execution progresses, and the meter value at which the preset executable time of the rapid-fire effect ends reaches the right end portion. Also, below the meter image 31c, the first chance-up image 32a and the second chance-up image 32b are displayed in a vertically arranged state.

[0233] When the button effect (rapid-fire effect) is started, the meter value of the meter image 31c moves to the right, and with each pressing operation of the effect button 2d, an effect is performed such that the second chance-up image 32b gradually pushes the first chance-up image 32a downward. When the second chance-up image 32b completely pushes the first chance-up image 32a due to multiple pressing operations within the executable time of the rapid-fire effect (for example, 5 seconds), as shown in Fig. 13(e), the operation image 31a, the specific operation mode image 31b, and the meter image 31c are erased, and the second chance-up image 32b is displayed slightly above the screen, and the character information "EXTREMELY INTENSE" is definitely notified.

[0234] On the other hand, when the second chance-up image 32b cannot completely push the first chance-up image 32a even after multiple pressing operations are performed within the executable time of the rapid-fire effect (for example, 5 seconds), as shown in Fig. 13(d), the operation image 31a, the specific operation mode image 31b, and the meter image 31c are erased, and the first chance-up image 32a is displayed slightly above the screen, and the character information "CHANCE" is definitely notified. Note that since the first chance-up image 32a or the second chance-up image 32b that is definitely displayed according to the result of the rapid-fire effect is determined in advance by the lottery with the selection probability shown in Fig. 7 described above, even if the effect button 2d is pressed as many times as possible within the executable time of the rapid-fire effect, if the display of the first chance-up image 32a has been determined, the second chance-up image 32b will not be displayed. Similarly, if the pressing operation of the effect button 2d is not performed the predetermined number of times within the executable time of the rapid-fire effect, even if the display of the second chance-up image 32b is determined, the first chance-up image 32a will be displayed.

[0235] As described above, when the special effect in the first game where the pseudo-bonus state starts is being executed, in parallel with the special effect, in addition to the preview image 35 and the preview operation image 34a on the sub-display 17, the preview operation image 34a is displayed and a specific effect will be executed. Therefore, in a game where the execution of the special effect is determined in advance, it is possible to execute a specific effect different from the special effect in parallel. Thus, it is possible to simultaneously execute the effects for two different privileges with different values given, and it is possible to improve the player's sense of expectation accordingly.

[0236] Also, due to the execution of the specific effect, the effect at the point when the interruption of the game progress is released and the stop operation of the reel 4 becomes possible will be notified in advance (preview notification). Therefore, it is possible to further improve the sense of expectation for the players who are delighted by the occurrence of the pseudo-bonus state. Furthermore, due to the execution of the specific effect, the operation mode of the operation means in the button effect will also be notified in advance. Thus, the button effect with relatively high expectation will be notified in advance, and it is possible to improve the sense of expectation for the lottery in the AT state for a long time from the middle of the special effect where the normal game has not started yet. Also, since the operation in the specific operation mode of the operation means is notified in advance, even when a button effect that requires a complicated operation is executed, the player can prepare for the operation in advance. Moreover, even when the button effect is performed under a certain time limit, it is possible to prevent the button effect from ending with insufficient operation due to the prior preparation of the operation. Therefore, the player can fully enjoy the button effect.

[0237] In addition, after the reel effect ends, a reel lock effect is performed. As a result, the effects using the reel 4 are continuously executed, enabling the execution of a novel and highly interesting game that is unprecedented. Also, since the reel lock effect is executed using a state where a specific symbol combination is aligned, it becomes possible to execute an extremely novel effect using the reel 4. Also, when the reel lock effect is performed after the reel effect ends, the reel 4 will operate in a complex manner, and there is a possibility that the player may not be able to recognize what state has occurred. However, since a notice related to the winning effect is pre-executed on the sub-display 17, even when a complex effect using the reel 4 is executed, the player can recognize the state at that time without any problem.

[0238] In addition, in one game, there is also a possibility that the continuous hitting effect in the confirmed effect and the continuous hitting effect in the winning effect are continuously executed, making it possible to execute an extremely interesting game. Note that the operation mode of the button effect notified in advance by the sub-display 17 may be a long-press operation in addition to the continuous hitting operation. As described above, the effect when winning a rare combination in the first game in the pseudo-bonus state is executed.

[0239] [Example of image display when a pseudo-bonus state occurs from a continuous effect] Next, with reference to FIG. 14, in this modified example, a specific effect executed based on the result of the lottery process in the main control device 10 in the game before the transition to the pseudo-bonus state will be described. As described above, when the sub-control device 20 executes the first game in the pseudo-bonus state, if the lottery result in the main control device 10 is a winning result of a predetermined rare combination (for example, a chance combination), a specific effect is executed during the execution of that game. However, in this modified example, in the transition lottery to the pseudo-bonus state, if the lottery for the transition to the pseudo-bonus state has been won in advance, based on the combination lottery result in the game executed before the first game in the pseudo-bonus state, it is possible to execute a specific effect in parallel with the special effect.

[0240] In this modified example, as in the above-described embodiment, when performing the transition lottery to the pseudo-bonus state, a normal probability state and a high probability state are provided, and while staying in the high probability state, the control is such that the transition lottery probability to the pseudo-bonus state is higher than when staying in the normal probability state. Also, in this modified example, when transitioning to the pseudo-bonus state while the probability state is the high probability state, the high probability state is continued during the pseudo-bonus state, and control is performed to increase the lottery probability of the AT state in the pseudo-bonus state due to the continued high probability state.

[0241] And when continuing the high probability state during the pseudo-bonus state, it is configured to notify that it is in the high probability state during the special effect of the first game in the pseudo-bonus state. That is, in the case where the transition to the pseudo-bonus state is determined in advance, a specific effect is performed to notify information related to the privilege (high probability state) given based on the result of the game executed before the transition to the pseudo-bonus state during the special effect of the first game in the pseudo-bonus state.

[0242] FIG. 14 shows the display of the reel 4 and the image effects executed on the main display 8 and the sub-display 17 in the game in which the reel effect of the first game in the pseudo-bonus state is performed in a state where the transition to the high probability state has already been made. First, FIG. 14(a) shows, for example, a state during execution of a game one game before the transition to the pseudo bonus state (while the reel 4 is spinning). As mentioned above, before the transition to the pseudo-bonus state, the main display 8 executes a continuous performance that ultimately notifies the player whether or not the transition to the pseudo-bonus state will occur, and a continuous performance image 50 corresponding to the continuous performance is displayed in the main part of the screen of the main display 8.

[0243] In addition, in order to not affect the notification of the continuous performance image 50 on the main display 8, a probability notification image 36 consisting of text information of "High Probability" is displayed approximately in the center of the screen on the sub-display 17 to notify that the probability state at this time is a high probability state. Since the game state at this time is the normal game state, the notification of the high probability state is a notification for the lottery for transition to the pseudo-bonus state, but it may also be a notice of a transition lottery for the AT state during the pseudo-bonus state to which the transition will subsequently be made.

[0244] Furthermore, normally, notifications regarding the probability state are made to the extent that the probability state can be suggested by switching the stage on the main display 8 depending on the probability state, but only during continuous performances, a high probability state is clearly notified as a bonus for executing the continuous performance. The notification of the high probability state may be made by displaying an image such as a background that can notify the probability state other than text information. Also, even during continuous performance, the probability state may be suggested by displaying a predetermined stage in the same manner as normal.

[0245] Next, FIG. 14(b) shows the state after the end of the game immediately before the transition to the pseudo bonus state (while reel 4 is stopped). As mentioned above, at the end of the game just before the transition to the pseudo bonus state, the winning of the pseudo bonus state will be announced as a result of the continuous presentation, and the continuous presentation image 50 here will ultimately be an image of the main character winning. Also, at this point, a predetermined symbol will stop on each of the reels 4. In addition, on the sub-display 17, a probability notification image 36 for notifying a high-probability state for the transition lottery to the pseudo-bonus state is continuously displayed at approximately the center of the screen.

[0246] Next, as shown in FIG. 14(c), when the game state transitions to the pseudo-bonus state and the first game of the pseudo-bonus state starts, all of the left reel 4a, the middle reel 4b, and the right reel 4c that have been stopped until then start rotating counterclockwise all at once, and a reel effect (special effect) starts. At this time, on the main part of the screen of the main display 8, for example, a confirmed effect (special effect) for blessing the occurrence of the pseudo-bonus state is executed, and a bonus confirmed effect image 40 is displayed. Also, during the confirmed effect, along with the display of the bonus confirmed effect image 40, a first confirmed image 41a consisting of character information of "bonus confirmed", which notifies the occurrence of the pseudo-bonus state, is displayed slightly above the screen and in front of the bonus confirmed effect image 40.

[0247] In addition, on the sub-display 17, a probability notification image 36 consisting of character information of "high probability in progress", which notifies in advance that the pseudo-bonus state is controlled in a high-probability state, is displayed at approximately the center of the screen. Therefore, information regarding the probability state in the normal game during the subsequent pseudo-bonus state will be notified from the state where the special effect is executed and the progress of the game is temporarily interrupted. Note that the probability notification image 36 continues its display from the continuous effect, but it may also start displaying at the point when the execution of the special effect starts. Also, due to the transition to the pseudo-bonus state, the lottery target controlled in the high-probability state changes from the pseudo-bonus state to the AT state. Therefore, in response to the transition to the pseudo-bonus state, the notification mode may be changed, such as from "pseudo-bonus high probability in progress" to "AT high probability in progress". After that, a button effect in the confirmed effect will be executed, but since it is the same as described above, it is omitted here.

[0248] Next, FIG. 14(d) shows the display of the reel 4, the image effects on the main display 8 and the sub-display 17 when the reel effect (special effect) has ended, and in particular shows the case where the occurrence of the big pseudo-bonus state is notified. As shown in FIG. 14(d), when the reel effect (special effect) ends, a second confirmation image 41b consisting of character information of "BIG BONUS CONFIRMED" is displayed in front of the bonus confirmation effect image 40 slightly at the center of the screen of the main display 8. Also, due to the end of the reel effect, a specific symbol combination that notifies the occurrence of the big pseudo-bonus state consisting of "7, 7, 7" temporarily stops on the left reel 4a, the middle reel 4b, and the right reel 4c. Also, since it is still during the special effect at this time, the probability notification image 36 continues to be displayed on the sub-display 17.

[0249] Next, FIG. 14(e) shows the display of the reel 4, the image effects on the main display 8 and the sub-display 17 when the normal game in the first game of the pseudo-bonus state starts after the special effect has ended. As shown in FIG. 14(e), when the normal game in the first game of the pseudo-bonus state starts, the rotation in the forward direction starts on the reel 4, and the temporary mid-stage of the game progress is released, and the stop of the reel 4 (the stop operation of the stop button 5) becomes effective. Also, the probability notification image 36 displayed on the sub-display 17 is erased.

[0250] When a normal game in the first game of the pseudo-bonus state starts, an effect image (pseudo-bonus effect) notifying that it is in the pseudo-bonus state is displayed on the main display 8. Here, since it is a pseudo-bonus state in a high-probability state where the transition lottery of the AT state is performed with a high probability, in response to the erasure of the probability notification image 36 on the sub-display 17, a high-probability pseudo-bonus state image 60 that notifies that it is in the pseudo-bonus state and also notifies that the transition lottery of the AT state is performed in the high-probability state is displayed in the main part of the screen of the main display 8. The high-probability pseudo-bonus state image 60 has a video composition in which a predetermined character appears on a predetermined background. For example, in the normal probability state, the background is a daytime background, while in the high-probability state, the background is a nighttime background. After that, the game in the pseudo-bonus state will be executed. Also, the high-probability state during the pseudo-bonus state is changed to the normal probability state triggered by the winning of a predetermined role (for example, the replay role) in the same way as when it is not in the pseudo-bonus state.

[0251] As described above, when the main control device 10 determines the occurrence of the pseudo-bonus state and further determines the high-probability state during the pseudo-bonus state, under the control of the sub-control device 20, during the reel effect (special effect) in the first game of the game in the pseudo-bonus state, a specific effect notifying the high-probability state is executed concurrently. That is, the main control device 10 can generate a special game state (pseudo-bonus state) advantageous to the player as the first privilege, and can generate a high-probability state in the special game state as the second privilege. The sub-control device 20 executes a specific effect notifying the high-probability state during the special effect. Therefore, in a game where the execution of the special effect is determined in advance, it is possible to execute a specific effect different from the special effect concurrently. Thus, it is possible to execute the effects for two privileges with different values simultaneously, and it is possible to improve the player's sense of expectation accordingly.

[0252] In addition, since the high-probability state is determined in the game before the transition to the pseudo-bonus state, the high-probability state determined before the transition to the pseudo-bonus state will be notified during the special effect. That is, during the special effect, a specific effect related to the granting of the second privilege determined before the occurrence of the pseudo-bonus state as the first privilege can also be executed. Therefore, a plurality of effects for a plurality of privileges are executed in parallel regardless of the determination timing of each privilege, so that a more diverse effect can be executed, and different information can be concentrated and notified using the execution period of the special effect.

[0253] Note that an example is shown in which the high-probability state is determined as the second privilege in the game before the transition to the pseudo-bonus state. However, the determination of the second privilege may be at any time as long as it is determined before the game in which the pseudo-bonus state is transitioned, or it may be determined simultaneously in the game in which the pseudo-bonus state is determined. In addition, the second privilege may be granted after the end of the pseudo-bonus state as the first privilege. Further, the second privilege may be other than the high-probability state as long as the player benefits, and may be a CZ state or an AT state. In addition, although the specific effect is executed on the sub-display 17, it may be executed by a notification means other than the sub-display 17 as long as it can execute a predetermined notification related to the second privilege.

[0254] In addition, in this modification, when the first game is started from the game before the start of the pseudo-bonus state, the probability notification image 36 is continuously displayed as it is on the sub-display 17. However, if it is possible to notify that the high-probability state is in progress at the time of the transition to the pseudo-bonus state, the image on the sub-display 17 may be changed when the first game is started from the game before the start of the pseudo-bonus state. For example, the character color of "High Probability Medium" on the sub-display 17, the background color on the screen may be changed to a different background color, or the brightness of the screen may be changed. Also, by changing the character information of "High Probability Medium" from small to large, the visibility of the image may be changed to be enhanced.

[0255] Also, two displays may be provided. During the high-probability state before the start of the pseudo-bonus state, one display notifies the state, and at the start time of the pseudo-bonus state, the other display starts notifying the high-probability state. By changing the display mode of the two displays as a whole, the high-probability state during the pseudo-bonus state may be notified. That is, the sub-control device 20 as the specific effect control means can execute a specific effect by changing the display mode on the sub-display 17 as the second display means. In this way, when shifting to the pseudo-bonus state, a specific effect is executed by changing the display mode on the sub-display 17, and it becomes possible to more clearly notify that it is in the high-probability state. As described above, the notification (specific effect) of the high-probability state during the special effect is executed.

[0256] As described above, in the present invention, in a gaming machine (slot machine 1) that executes a game involving variable display of a variable display means (reel 4) based on an operation by a player and executes an effect related to the game, a determination means (main control device 10) capable of determining whether to grant a privilege in relation to the execution of the game, an effect control means (main control device 10, sub-control device 20) capable of executing control of the effect based on the determination result of the determination means, and an operation means (effect button 2d, upper effect button 2f) operable by the player are provided. The effect control means includes an operation effect control means (sub-control device 20) capable of executing an operation effect (button effect) that requires operation of the operation means when the effect is being executed, and a special effect control means (main control device 10) capable of invalidating an operation related to the execution of the game and executing a special effect involving a special variable display by the variable display means in a predetermined game based on the determination by the determination means that a special privilege is to be granted. The operation effect control means is configured to control the predetermined operation effect so that the execution probability of the predetermined operation effect is increased when the special effect is being executed compared to when a predetermined effect different from the special effect is being executed.

[0257] Here, the determination means, the effect control means, the operation effect control means, and the special effect control means may be provided in the main control device 10, or may be provided in the sub-control device 20. Further, they may be configured by the cooperation of the main control device 10 and the sub-control device 20. Also, as the privilege, any of those advantageous to the player, such as the AT state, the CZ state, the pseudo-bonus state, the high-probability state, winning of a rare combination, etc., may be used.

[0258] The effect may be executed by display means for displaying a plurality of information such as a liquid crystal display, an LED display, an EL display, or may be executed by light emitting means such as a speaker or a lamp. Also, the predetermined game refers to a game executed after the awarding of a special privilege is determined, and any game may be used as long as it is a game executed after the awarding of a special privilege is determined. Also, the predetermined effect may be any effect as long as it is different from the special effect, and includes effects that are completed within one game as well as effects that are executed over a plurality of games, and examples thereof include a winning effect, a continuous effect, etc. Also, the predetermined operation effect may be all of the plurality of operation effects or a part of the operation effects.

[0259] Therefore, when the special effect is being executed, the execution probability of the operation effect will relatively increase, which not only improves the interestingness of the special effect but also can improve the expectation of the player. Also, if an operation effect is executed without determination of whether a privilege will be awarded or not, the expectation of the operation effect itself will decrease. However, during the special effect, since the awarding of a special privilege has already been determined, even if the execution probability of the operation effect is relatively increased, not only will the impact on the change in expectation not be significant, but it is also possible to give new enjoyment to the happy player.

[0260] Also, the determination means includes a lottery means capable of executing a lottery of roles, and the operation effect control means is configured to control the predetermined operation effect such that the execution probability of the predetermined operation effect is higher than when the winning effect as the predetermined effect corresponding to the winning of a specific role by the lottery means is being executed when the special effect is being executed. Therefore, it is possible to prevent the expectation of the operation effect itself from decreasing during the winning effect, and since the execution probability of the operation effect during the special effect increases, it is possible to improve the expectation of the player during the special effect.

[0261] Also, the determination means is configured to determine to award the special privilege based on the winning of the specific role by the lottery means. Therefore, the special effect and the winning effect are related, which makes it possible to improve the interest of the game. When a special privilege is given due to the winning of a specific combination, since there is a possibility that the operation effect will be executed in both the winning effect and the special effect, it is possible to improve the expectation of the player.

[0262] In addition, the operation effect control means can execute a normal operation effect (button effect by a single pressing operation) and a first specific operation effect (for example, button effect by continuous pressing operation) that requires an operation in a specific operation mode different from the operation mode of the normal operation effect. When the special effect is being executed, the operation effect control means controls the first specific operation effect so that the execution probability of the first specific operation effect is higher than when the predetermined effect is being executed. Therefore, a plurality of operation effects with different operation modes are executed, so that the execution modes of the operation effects can be made more diverse, and an interesting game can be executed. In addition, it is possible to prevent the expectation level of the first specific operation effect itself from decreasing during a predetermined effect, and since the execution probability of the first specific operation effect in the special effect increases, it is possible to extremely improve the expectation of the player during the special effect.

[0263] The operation effect control means can also execute a normal operation effect and a second specific operation effect that requires an operation of an operation means (upper effect button 2f) different from the operation means (effect button 2d) operated in the normal operation effect. When the special effect is being executed, the operation effect control means controls the second specific operation effect so that the execution probability of the second specific operation effect is higher than when the predetermined effect is being executed. Therefore, a plurality of operation effects with different operation means to be operated are executed, so that the execution modes of the operation effects can be made more diverse, and an interesting game can be executed. In addition, it is possible to prevent the expectation level of the second specific operation effect itself during a predetermined effect from decreasing, and since the execution probability of the second specific operation effect in the special effect increases, it becomes possible to extremely improve the player's sense of expectation during the special effect.

[0264] Also, the operating means operated by the second specific operation effect is disposed at a position farther from the variable display means than the operating means operated by the normal operation effect. Therefore, when the second specific operation effect is executed, the player needs to extend the arm more greatly than when the normal operation effect is executed. However, the second specific operation effect will be executed using the execution period of the special effect, and the player can perform an operation that requires a large movement during the second specific operation effect with ease.

[0265] On the other hand, Patent Document 1 discloses a gaming machine that displays an effect button image imitating an effect button operable by a player, performs a display prompting the operation of the effect button, and notifies the result of the effect when the player operates the effect button. However, in conventional gaming machines, an effect involving the operation of an effect button cannot be effectively executed, resulting in a monotonous gameplay and not enhancing the interest. Thus, according to the slot machine 1 of the present invention, all or part of such problems that conventional gaming machines should improve can be solved.

[0266] As described above, the preferred embodiments of the gaming machine of the present invention have been described. Needless to say, the gaming machine according to the present invention is not limited to the above-described embodiments, and various modifications can be made within the scope of the present invention. For example, in this embodiment, the AT state (AT) is given as a privilege, but ART or RT may be given instead. Also, in addition to the pseudo-bonus state, a bonus state may be generated.

[0267] In addition, in this embodiment, as the type of the AT state, it is set to end when the remaining number of games during the AT state reaches zero, but it may be set to a type that allows multiple executions of the AT state in units of a predetermined number of games.

[0268] In addition, in this embodiment, the operation image that prompts the operation of the operation means is always displayed in the same size, but it may be set to display operation images of different sizes. Also, the size of the operation image may be changed according to the expectation levels of special effects, foreshadowing effects, and continuous effects.

[0269] In addition, in this embodiment, the effect button 2d and the upper effect button 2f are provided as the operation means for the player to perform operations, but a touch sensor capable of detecting the player's contact is provided on all or part of the screens of each display, and a touch image (operation image) that prompts the position to be touched on the screen can be displayed. The sub-control device 20 may accept an operation (touch operation) in response to the player's contact with the touch image and display a predetermined image effect on the corresponding display.

[0270] In addition, a vibration means that vibrates by the operation of a motor or the like may be built into the effect button 2d or the upper effect button 2f so that the vibration means is activated when the player operates it. At this time, for example, it is preferable to activate the vibration means when a relatively highly anticipated effect is displayed. By doing so, it is possible to further enhance the player's sense of anticipation.

[0271] In addition, a vibration means that vibrates the front door 1a by the operation of a motor, a speaker, or the like may be provided on the front door 1a, and the player's sense of anticipation may be enhanced by activating the vibration means when a relatively highly anticipated effect is displayed. In addition, a blowing means that blows air toward the player may be provided on the front door 1a, and the player's sense of anticipation may be enhanced by activating the blowing means when a relatively highly anticipated effect is displayed.

[0272] In addition, a detection sensor (for example, an infrared sensor) capable of detecting that the player's hand has approached the effect button 2d or the upper effect button 2f may be provided, and in a state where the button effect is being executed, the operation image may be changed from a normal shape to a larger shape based on the detection signal of the detection sensor. In this way, immediately before pressing the effect button 2d or the upper effect button 2f, the operation image changes, enabling a novel and unprecedented effect.

[0273] In addition, as a display means, a display other than the main display 8 and the sub-display 17 may be provided separately, and each display means may be selectable as an execution location for special effects, specific effects, continuous effects, winning effects, and the like.

[0274] In the above-described embodiment, the main control device 10 performs the operations of various means such as the lottery means (determination means), but the sub-control device 20 may perform some or all of them, and the sub-control device 20 can also operate as various means. Conversely, the main control device 10 may perform some or all of the operations executed by the sub-control device 20, and the main control device 10 can also operate as various means.

[0275] In addition, although the present invention has been applied to a slot machine, it can also be applied to other gaming machines such as pachinko (for example, ball pachinko). In addition, the present invention can also be applied to a so-called enclosed gaming machine that can execute a game using a pseudo gaming medium in data format without using actual gaming media such as medals and gaming balls.

Explanation of Reference Numerals

[0276] 1: Slot machine 2d: Effect button 2f: Upper effect button 4: Reel 8: Main display 10: Main control device 17: Sub-display 20: Sub-control device

Claims

1. A gaming machine that executes a game accompanied by a variable display of a variable display means based on an operation by a player and executes a performance related to the game, A determination means for determining whether or not to provide a bonus in relation to execution of the game; A performance control means capable of controlling the performance based on a result of the determination by the determination means; Equipped with The performance control means includes: a special effect control means for executing a special effect accompanied by a special variable display by the variable display means in a predetermined game based on the determination by the determination means of granting a first special benefit; a specific effect control means for executing a specific effect during the execution of the special effect in the predetermined game, based on the determination by the determination means of granting a second benefit before the execution of the predetermined game; Equipped with A specific symbol combination can be displayed in a special variable display by the variable display means. A gaming machine characterized by:

2. A gaming machine that executes a game accompanied by a variable display of a variable display means based on an operation by a player and executes a performance related to the game, A determination means for determining whether or not to provide a bonus in relation to execution of the game; A performance control means capable of controlling the performance based on a result of the determination by the determination means; Equipped with The performance control means includes: a special effect control means for executing a special effect accompanied by a special variable display by the variable display means in a predetermined game based on the determination by the determination means of granting a first special benefit; a specific effect control means for executing a specific effect during execution of the special effect in the predetermined game based on the determination by the determination means of granting a second benefit; Equipped with The specific performance control means includes: After the special performance is finished, the performance means which has been executing the performance related to the special performance is enabled to execute the performance related to the second privilege. A gaming machine characterized by:

Citation Information

Patent Citations

  • Slot machine

    JP2013162824A

  • Game machine

    JP2015027380A

  • Slot machine

    JP2015080706A

  • Game machine

    JP2017086589A

  • Game machine

    JP2018068882A