Pachinko machine

The gaming machine addresses the limitations of conventional gaming machines by incorporating dynamic display and operation controls, allowing for enhanced player engagement and privilege distribution based on game progress.

JP7696632B2Active Publication Date: 2025-06-23KITA DENSHI CORP
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Patent Information

Application Number
JP2023016331
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-02-06
Publication Date
2025-06-23
Estimated Expiration
2043-02-06

AI Technical Summary

Technical Problem

Conventional gaming machines lack the ability to dynamically change game displays and provide players with privileges based on game progress, leading to a less engaging and rewarding experience.

Method used

A gaming machine with multiple display and operation means that allows for dynamic image changes and privilege distribution based on player interactions and game outcomes, utilizing a combination of first and second display control means and operation means to enhance player engagement.

Benefits of technology

The solution enhances player engagement by providing dynamic and responsive game displays and the ability to award privileges based on game progress, creating a more immersive and rewarding gaming experience.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a highly amusing unprecedented game machine.SOLUTION: A game machine includes: first display control means capable of executing control for displaying a first image on first display means in one game; and second display control means capable of executing control for displaying a second image on the first display means and displaying a third image on second display means in connection with progress of a game. The first display control means can execute control for changing a first image when first operation means is operated, and the second display control means can execute control for changing a second image and a third image when either the first operation means or second operation means is operated.SELECTED DRAWING: Figure 12
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Description

Technical Field

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

Background Art

[0002] Conventionally, as a gaming machine, a pachinko gaming machine is known which includes a variable display device capable of displaying a variable display game based on a plurality of identification information, and generates a specific gaming state advantageous to the player according to the result of the variable display game. In addition, a slot machine is known which includes a plurality of reels, executes a game by variably displaying the plurality of reels based on a start operation of a player, stops the plurality of reels based on a stop operation of the player, and generates a specific gaming state according to a stop display mode of the plurality of reels. In addition, in recent slot machines, an increasing number of machines are provided with an image display device in addition to the reels, and perform effects related to the game on the image display device. In such a gaming machine, during the execution of an effect, an effect button image imitating an effect button operable by the player is displayed to prompt an operation of the effect button, and when the player operates the effect button, the result of the effect is notified (see, for example, 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 such conventional gaming machines.

Means for Solving the Problems

[0005] In order to solve the above problems, the present invention provides a gaming machine that advances a game based on operations by a player and can give a predetermined privilege to the player according to a result of a predetermined game derived as the game progresses. The gaming machine includes: a first display means capable of displaying a plurality of pieces of information; a second display means provided separately from the first display means and capable of displaying a plurality of pieces of information; a first display control means capable of executing control to display a first image on the first display means in one game; a second display control means capable of executing control to display a second image on the first display means and a third image on the second display means in relation to the progress of the game; a first operation means operable by the player; and a second operation means provided separately from the first operation means and operable by the player. The first display control means is capable of executing control to change the first image when the first operation means is operated, and the second display control means is configured to be capable of executing control to change the second image and the third image when either the first operation means or the second operation means is operated.

Brief Description of the Drawings

[0006]

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Embodiments for Carrying Out the Invention

[0007] Preferred embodiments of the gaming machine according to the present invention will be described. The gaming machine according to this embodiment is a medal-less gaming machine that does not use actual medals (gaming media), manages medals as data, and conducts games using pseudo gaming media in the form of such data (hereinafter referred to as a medal-less gaming machine). Hereinafter, as an example of a medal-less gaming machine, an example applied to a slot machine of Model 6 having an AT state (ART state) will be described. However, the present invention is not limited thereto, and for example, the present invention can also be applied to a normal type (so-called A type) slot machine capable of real bonus games. Note that medals as data used in medal-less gaming machines are referred to as "gaming medals", and medals as data deposited by the gaming store side (management device, dedicated unit) with the "gaming medals" acquired in past games are referred to as "held medals".

[0008] Embodiments of the gaming machine according to the present invention will be described with reference to FIGS. 1 to 22.

[0009] FIG. 1 is a schematic front view showing the appearance of a medal-less gaming machine (gaming machine). FIG. 2 is a schematic perspective view showing the internal configuration of a medal-less gaming machine (gaming machine). As shown in FIGS. 1 and 2, the medal-less gaming machine 1 includes a housing 1b and a front door 1a that can open and close the opening of this housing. A display window 6 through which the rear can be visually recognized is formed in the central portion of the front door 1a, and the symbols shown on the reel 41 can be visually recognized through this display window 6. A stepped portion protruding forward is formed below the display window 6, and around this stepped portion, operation means such as a bet button 2a, a MAX bet button 2b, a first effect button 2g, a count button 2c, a settlement button 2d, a start lever 3, a stop button 5, etc., and notification means such as a gaming medal number display device 7, a count button lamp 2e, a bet number lamp 2f, etc. are provided. Note that the gaming medal number display device 7 may be provided on the upper surface side or the front side of the stepped portion. On the left side of the display window 6, an advantageous interval lamp 13 is provided, and above the display window 6, a navigation lamp 12 is provided to guide the player through the operation sequence of the stop button 5. Further, on the right side of the display window 6, a sub-performance display 18 composed of a liquid crystal display and operating as a notification means or an effect means is provided. On the upper part of the front door 1a, a main performance display 8 operating as a notification means or an effect means is provided. The main performance display 8 has a display portion 8a (see Fig. 5) composed of a liquid crystal display having a predetermined display area, and can display various performance images and the number of gaming medals.

[0010] On the side of the main performance display 8, a second performance button 2h, a speaker 9 for performing sound effects and notifications, and a lamp 11 for performing light effects and notifications corresponding to the winning of each role or the effects displayed on the main performance display 8 are provided.

[0011] Inside the housing 1b, a main control unit 10 equipped with a CPU for comprehensively controlling the game is provided, and a sub-control unit 20 equipped with a CPU for controlling the effects of the game and the like under the control of the main control unit 10 is also provided. Also, inside the housing 1b, a drum unit 4 is provided. The drum unit 4 includes three reels 41a to 41c arranged side by side in the horizontal direction, and these reels 41 are each configured to be rotatable by the drive of a stepping motor (not shown). On the outer peripheral surfaces of the respective reels 41a to 41c, a plurality of symbols (identification information) are represented according to a predetermined arrangement. In the stopped state of the reels 41, for each of the reels 41a to 41c, a predetermined number (for example, three) of consecutive symbols are visible through the display window 6. Inside the housing 1b, a power supply device 15 for supplying power to each device including the main control unit 10 and the sub-control unit 20 is provided. Inside the housing 1b, a game medal number clear button 14 and a probability setting device 16 are provided, and a dedicated unit 19, which is an under-stage device, is adjacent to the outside of the gaming machine corresponding to each medal-less gaming machine 1 (not shown).

[0012] As shown in FIG. 3, various components such as a bet button 2a, a MAX bet button 2b, a settlement button 2d, a start lever 3, a stop button 5, a dedicated unit 19, a drum unit 4, a winning interval lamp 13, a count button 2c, a game medal number display device 7, a game medal number clear button 14, a probability setting device 16, and a power supply device 15 are connected to the main control unit 10. Note that the dashed line portion (dedicated unit 19) in FIG. 3 indicates that it is an external device. The main control unit 10 functions as a lottery means capable of executing a lottery related to the game. In addition, it detects and controls the operations of the above-mentioned various components, shifts the game state, and outputs a predetermined command (control information) to the sub-control unit 20 at a predetermined timing. Further, the main control unit 10 has a storage unit capable of storing the game value (game medal) owned by the player, and performs control to execute a game based on the game value stored in the storage unit. Various components such as a navigation lamp 12, a count button lamp 2e, a bet number lamp 2f, a main effect display 8, a sub-effect display 18, a speaker 9, a lamp 11, a first effect button 2g, and a second effect button 2h are connected to the sub-control unit 20. The sub-control unit 20 operates as an effect control means, and controls the operations of the above-mentioned various components according to a command (control information) from the main control unit 10. Either one or both of the main control unit 10 and the sub-control unit 20 constitute the display control means, the first display control means, the second display control means, and the display mode change control means in the present invention. Note that the game medal number display device 7 may be configured to constitute the display control means and the display mode change control means.

[0013] The operation of the main part will be described. The game medal number display device 7 is a game value display means, and displays the total number of game medals (game values) that can be used in the game. Therefore, the player can insert game medals within the range of the number of game medals displayed on the game medal number display device 7 and play the game. The game medal number display device 7 includes a storage means (such as a RAM) and a game medal number display 7a (see FIG. 5) composed of, for example, 7-segment LEDs. When game medals are lent or given, the main control unit 10 adds the lent number or given number, stores (records) the addition result (total) as the "game medal number" in the storage means, and displays it on the game medal number display 7a. Further, when game medals are inserted or counted, the main control unit 10 subtracts the inserted number or counted number from the "game medal number" that is "stored and displayed" in the game medal number display device 7. The lending of game medals is performed by the lending operation of a dedicated unit 19 which is an inter-stage device, and the insertion of game medals is performed by the operation of a bet button 2a or a MAX bet button 2b. An upper limit value (for example, 16300) is set for the game medal number (amount of game value) that can be stored and displayed in the game medal number display device 7. For example, when the total of game medals exceeds the upper limit value due to a prize, "game impossible" control is executed so that the game cannot be played. In the "game impossible" state, operations of the start lever 3, the bet button 2a, the MAX bet button 2b, and the settlement button 2d are not accepted.

[0014] When game medals are lent or given, the main control unit 10 adds the lent number or given number, stores (records) the addition result (total) as the "game medal number" in the storage means, and transmits control information that can identify the "game medal number" at that time to the sub-control unit 20. Further, when game medals are inserted or counted, the main control unit 10 transmits control information that can identify the "game medal number" subtracted by the insertion or counting to the sub-control unit 20.

[0015] The bet button 2a and the MAX bet button 2b are operating means used to insert (bet) game medals at the start of the game. The bet button 2a sets the number of bets to "1" (temporarily stored in the RAM) by a pressing operation, and the MAX bet button 2b sets the maximum number of bets to "3" (temporarily stored in the RAM). In response to a pressing operation of the bet button 2a or the MAX bet button 2b, the main control unit 10 subtracts the corresponding number of bets from the number of game medals stored and displayed by the game medal number display device 7.

[0016] The start lever 3 is an operating means that the player operates when starting the game after game medals are inserted. The stop button 5 is an operating means that is pressed when stopping the reel 41 that rotates in response to the operation of the start lever 3.

[0017] The counting button 2c is an operating means that the player operates when counting the game medals obtained. Specifically, the counting button 2c is a counting operation means that is operated to output at least a part of the game medals (game values) displayed on the game medal number display 7a as counting data to the dedicated unit 19 (external). Therefore, the counting button 2c is operated when ending the game, but not limited to this, and in principle, it can be operated at any time (even during the game or in a non-gameable state). The amount of counting differs depending on the pressing mode of the counting button 2c. For example, when the counting button 2c is "short-pressed" (pressed for less than 500 milliseconds, for example), the main control unit 10 outputs counting data that can identify that "1" game medal has been counted, that is, the counting amount "1", to the dedicated unit 19. In this case, the main control unit 10 executes a process of subtracting the counting amount "1" from the number of game medals stored and displayed by the game medal number display device 7.

[0018] When the counting button 2c is "long-pressed" (for example, pressed for 500 milliseconds or more), the main control unit 10 outputs to the dedicated unit 19 counting data indicating that a maximum of "50" gaming medals have been counted, that is, counting data that can specify the maximum count amount of "50". In this case, the main control unit 10 executes a process of subtracting the count amount (maximum "50") from the number of gaming medals stored and displayed in the gaming medal number display device 7. For example, when the counting button 2c is long-pressed while the number of gaming medals displayed on the gaming medal number display 7a is "50 or less", since a maximum of "50" gaming medals are counted, all the gaming medal numbers are counted. In this case, the main control unit 10 outputs to the dedicated unit 19 counting data that can specify the count amount, and subtracts the count amount from the number of gaming medals stored and displayed in the gaming medal number display device 7. As a result, the number of gaming medals stored and displayed in the gaming medal number display device 7 is updated to "0". Also, when the long-press of the counting button 2c continues while the number of gaming medals displayed on the gaming medal number display 7a is "more than 50", when the long-press is detected for the first time, 50 gaming medals are counted, and every time the long-press is detected thereafter (for example, every 300 milliseconds), a maximum of "50" gaming medals are counted. In this case, the main control unit 10 outputs to the dedicated unit 19 counting data that can specify the total count amount, and subtracts the total count amount from the number of gaming medals stored and displayed in the gaming medal number display device 7. Note that the output of the counting data to the dedicated unit 19 based on the continuation of the long-press may output at once the counting data that can specify the total count amount at the end of the continuation of the long-press, or may output individually the counting data that can specify the count amount (maximum 50) every time the long-press is detected. On the dedicated unit 19 side, for example, the total number of counted amounts until a return button (not shown) provided on the dedicated unit 19 is operated is managed as the number of held medals. In addition to the normal counting button 2c, separate counting buttons such as a button that can count 100 sheets with a short press or a counting button that stops at 500 sheets even when long-pressed may be provided.

[0019] In this manner, the number of game medals stored and displayed in the game medal number display device 7 can be subtracted by the counting process. Therefore, if the number of game medals exceeds the upper limit and the "unplayable" state occurs, as a countermeasure, the "unplayable" state can be lifted by operating the counting button 2c to reduce the number of game medals below the upper limit.

[0020] The game medal count clear button 14 is an operation means for a store clerk to reset (to 0) the game medal count stored and displayed in the game medal count display device 7. When the game medal number clear button 14 is operated, the main control unit 10 updates the game medal number stored and displayed in the game medal number display device 7 to "0." Therefore, the “unplayable” state can also be released by a store clerk operating the game medal count clear button 14.

[0021] The settlement button 2d is an operation means that is operated when returning (transferring) the set bet number to the game medal number display device . For example, when the settlement button 2d is pressed and the bet number is set to "1", the main control unit 10 clears the bet number and adds "1" to the number of game medals stored and displayed in the game medal number display device 7. When the settlement button 2d is pressed while the bet number is set to "2", the main control unit 10 clears the bet number and adds "2" to the number of game medals displayed on the game medal number display 7a. When the settlement button 2d is pressed with the bet number set to "3", the main control unit 10 clears the bet number and adds "3" to the number of game medals displayed on the game medal number display 7a. That is, the settlement button 2d is a specific operation means that can be operated to add the game medals (game values) set as the bet number (number of wagers) to the number of game medals (game values) displayed on the game medal number display 7a (game value display means). Therefore, when the player wants to end the game, if the bet number lamp 2f is lit and the player confirms that the bet number is set, the player may press the settlement button 2d. As a result, the number of game medals corresponding to the bet number being set is added to the number of game medals stored and displayed on the game medal number display device 7. After that, if the count button 2c is pressed, the bet number can also be returned accordingly.

[0022] In addition, other operation means such as the bet button 2a can also be provided with the function of the settlement button 2d. For example, when the bet button 2a is "short-pressed", the bet number "1" is set, and when the bet button 2a is "long-pressed", the operation of the settlement button 2d (the above return operation) can be performed.

[0023] The bet number lamp 2f is a notification means that notifies, by lighting the LED, that the bet number is set or the bet number (1 to 3 bets) before the start of the game. Based on the reception of the control information from the main control unit 10, the sub-control unit 20 lights one lamp (for example, the "1 BET" lamp shown in FIG. 1) when the bet number "1" is set, lights two lamps (for example, the "1 BET" and "2 BET" lamps shown in FIG. 1) when the bet number "2" is set, and lights three lamps (for example, the "1 BET", "2 BET", and "3 BET" lamps shown in FIG. 1) when the bet number "3" is set. That is, the bet number lamp 2f is a bet number display means, and it is configured to display at least the bet number (game value) set as the bet number in the game before the start of the game. Based on the reception of the information specifying the start of the game (operation of the start lever 3) from the main control unit 10, the sub-control unit 20 performs control to turn off the bet number lamp 2f.

[0024] Further, based on the reception of the control information from the main control unit 10, the sub-control unit 20 performs control to turn off the bet number lamp 2f when a game medal corresponding to the number of bets is inserted. Further, based on the reception of the control information from the main control unit 10, when the pay button 2d is operated and the number of bets is shifted to the number of game medals, the sub-control unit 20 performs control to turn off the bet number lamp 2f. That is, the bet number lamp 2f lights up in a state where the number of bets is set, and turns off in response to the insertion of game medals or the settlement (return) of game medals. Note that, separately from the bet number lamp 2f, display means for displaying the number of bets may be provided, and the main control unit 10 may directly control the display means.

[0025] Further, based on the reception of control information that can identify the "number of game medals" transmitted from the main control unit 10, the sub-control unit 20 displays the "number of game medals" at that time on the display unit 8a of the main effect display 8. Therefore, the "number of game medals" is displayed not only on the game medal number display 7a but also on the main effect display 8. When the "number of game medals" is incremented or decremented due to the lending, granting, insertion, or counting of game medals, the numerical information of both the game medal number display 7a and the main effect display 8 is updated. Note that the storage of the "number of game medals" may be performed by the storage means of the sub-control unit 20.

[0026] The advantageous section lamp 13 is a notification means for notifying the player that the state is advantageous. The advantageous section lamp 13 may be configured to light up during the advantageous section, and may also be configured to light up during the advantageous section and in a game state (such as the AT state) where the medals increase. However, while providing the advantageous section lamp 13, it is also possible to prevent the lamp from lighting up. Further, the advantageous section lamp 13 may not be provided. In this case, it is preferable to provide a lamp or the like that lights up during the AT state instead of the advantageous section lamp 13 so that the recognition during the AT state is not difficult.

[0027] The probability setting device 16 can change the winning probability in the AT state in multiple stages (for example, 6 stages). Based on the probability setting operation in the probability setting device 16 by the staff in the game arcade, the main control unit 10 stores any one setting value in the storage unit, and controls the winning probability in the AT state based on the stored setting value. For example, setting 1 has the lowest winning probability, and the larger the number, the higher the winning probability.

[0028] The dedicated unit 19 is a lending device that lends out game medals. The dedicated unit 19 is installed outside the medal-less gaming machine 1 and is connected to the medal-less gaming machine 1 via a connection terminal board so as to be capable of data communication. When a lending operation such as cash input (banknote) is performed in the dedicated unit 19, the dedicated unit 19 outputs lending data that can identify the number of lent game medals to the medal-less gaming machine 1. In the medal-less gaming machine 1, the main control unit 10 identifies the number of lent game medals based on the input lending data, and adds the lent number to the number of game medals stored and displayed in the game medal number display device 7.

[0029] The dedicated unit 19 is also a return device that returns game medals. Specifically, based on the operation of the counting button 2c, the medal-less gaming machine 1 outputs counting data that can identify the counted quantity of game medals to the dedicated unit 19. When the dedicated unit 19 inputs the counting data output from the medal-less gaming machine 1, it manages the counted quantity of game medals specified based on the counting data as the number of medals in hand.

[0030] The dedicated unit 19 is provided with, for example, a number-of-medals-in-hand display 19a (see FIG. 15) composed of 7-segment LEDs, and is configured to display the stored and managed number of medals in hand on the number-of-medals-in-hand display 19a. In addition, the dedicated unit 19 is provided with a card unit (not shown), and the number of medals held in the card unit (not shown) can be stored (recorded) in the IC card. The IC card can be discharged from the card unit by operating the return button (return operation) provided in the dedicated unit 19. The discharged IC card can be exchanged for prizes by handing it over to the prize exchange corner provided in the game arcade, or can be used for re - gaming by inserting it into the card unit of another dedicated unit 19. The dedicated unit 19 is interlocked with the game medal number display device 7. If the number of game medals stored and displayed in the game medal number display device 7 is at least "1" or more, the IC card cannot be discharged by the return operation, and the IC card can be discharged by the return operation only when the number of game medals is "0". That is, the player cannot obtain the IC card unless all the game medals have been counted. This enables the player to eliminate the omission of returning the remaining game medals.

[0031] The dedicated unit 19 can be connected to a computer called a hall computer or a management computer either via a relay device or directly, and can output game information such as outs, safes, and sales information to the computer. This enables, for example, the computer to total the number of outs, safes, prize balls, etc. for each gaming machine, and to calculate error balls based on this game information. This enables, for example, the computer to total the number of outs, safes, prize balls, etc. for each gaming machine, and to calculate error balls based on this game information.

[0032] In addition, the dedicated unit 19 can be connected via a relay device or directly to a calling device (not shown) provided with a calling button that a player operates when calling a staff member (store clerk), a calling lamp that notifies the staff member that they have been called, etc., and can output game information such as the actual play information of the game received from the medal-less gaming machine 1 and the occurrence information of a specific gaming state (AT state, etc.) to the calling device.

[0033] Regarding the game (also referred to as a medal-less game) in the medal-less gaming machine 1, an explanation will be given with reference to the flowchart of FIG. 4. First, in step S1, a game start process is executed. In the game start process, first, the medal-less gaming machine 1 inputs the lending data output from the dedicated unit 19. Specifically, when the player performs a lending operation of game medals on the dedicated unit 19, lending data that can specify the number of lent medals is output from the dedicated unit 19, so the medal-less gaming machine 1 inputs this lending data. When the medal-less gaming machine 1 inputs the lending data, the main control unit 10 specifies the number of lent medals based on the lending data, stores and displays the number of game medals corresponding to the number of lent medals in the game medal number display device 7, and transmits control information that can specify the number of game medals corresponding to the number of lent medals to the sub-control unit 20 to display the number of game medals on the main effect display 8. When the "number of lent medals" is "100", since the initial number of game medals displayed on the game medal number display device 7 (game medal number display 7a) and the main effect display 8 is "0", it is updated from "0" to "100" (=0 + 100). In the game start process, next, according to the operation by the player, game medals are inserted. Specifically, according to the operation of the bet button 2a or the MAX bet button 2b, the bet number is set as the number of game medals used in one game. When the bet number "3" is set while the game medal number "100" is being displayed on the game medal number display device 7 (game medal number display 7a) and the main effect display 8, the main control unit 10 updates the game medal number stored and displayed on the game medal number display device 7 from "100" to "97" (= 100 - 3), and the sub-control unit 20 lights up the "3 BET" lamp of the bet number lamp 2f and updates the game medal number displayed on the main effect display 8 from "100" to "97" (= 100 - 3). When the bet number (for example, 3 bets) is set as the number of game medals used in one game, the game can be started and the operation of the start lever 3 becomes effective. Note that the medal-less gaming machine 1 may be configured to be able to execute games only with a bet number of "3".

[0034] Next, in step S2, a lottery process is executed. When the start lever 3 is tilted in the game start state, the game starts, and the main control unit 10 executes an internal lottery process to determine the winning combination for this game from among a plurality of winning combinations. The sub-control unit 20 controls to turn off the bet number lamp 2f in response to the tilting operation of the start lever 3. The turning off of the bet number lamp 2f indicates that the inserted (bet) number of game medals has been used.

[0035] Next, in step S3, a reel rotation process is executed. Specifically, the main control unit 10 starts the variation of the reels 41a to 41c with a plurality of symbols represented thereon. After each of the reels 41a to 41c gradually increases its rotation speed from the stopped state and reaches a steady rotation at a constant speed, the stop buttons 5a to 5c provided corresponding to each of the reels 41a to 41c become in a state where they can be pressed.

[0036] Next, in step S4, a reel stop process is executed. When each of the stop buttons 5a to 5c is pressed, the main control unit 10 performs stop control of each of the reels 41a to 41c so as to stop and display in a combination of symbols allowed by the operation timing and the lottery result of the internal lottery process.

[0037] Next, in step S5, a winning process is executed. In the stop control of the reel 41, the main control unit 10 controls to stop in a combination of symbols according to the winning result of the internal lottery process based on the operation timing of the stop button 5. After the third stop operation, when the result of determining the combination of symbols stopped on the effective line is a predetermined combination of symbols, it is determined as a win. Note that after the third stop operation means after the time when the player releases a finger or the like from the stop button 5 operated to stop the third reel. The third reel refers to the reel that is stopped by the stop operation (the third stop operation) in the last third operation when the stop operations of the three reels 41a to 41c are each performed once for a total of three times.

[0038] Next, in step S6, a payout process (granting process) is executed. When it is determined that a win has occurred for a specific minor winning combination, a process of granting (payouting) the corresponding number of game medals is executed. For example, when the main control unit 10 determines that a win has occurred for a 10 - medal combination, it adds the grant number "10" to the number of game medals stored and displayed in the game medal number display device 7.

[0039] Next, in step S7, a game end process is executed. In the game end process, a counting process of game medals is executed. Specifically, when the counting button 2c is operated by the player, the main control unit 10 counts the number of game medals stored and displayed in the game medal number display device 7 and updates and displays the number of game medals displayed on the main effect display 8. More specifically, when the count button 2c is briefly pressed, the count amount "1" is subtracted from the number of game medals stored and displayed in the game medal number display device 7, and "1" is subtracted and displayed from the number of game medals displayed on the main effect display 8. When the count button 2c is long-pressed, the maximum count amount "50" is subtracted from the number of game medals stored and displayed in the game medal number display device 7, and the number of game medals displayed on the main effect display 8 is updated and displayed. When the long press of the count button 2c continues, the maximum count amount "50" is continuously subtracted from the number of game medals stored and displayed in the game medal number display device 7, and "50" is subtracted and displayed from the number of game medals displayed on the main effect display 8. As a result, count data that can identify the count amount is output to the dedicated unit 19. The dedicated unit 19 stores the total number of count amounts as the number of medals held based on the input count data. In the dedicated unit 19, in response to the return operation, the number of medals held in the card unit is stored in the IC card, and then the IC card is discharged from the card unit. Note that the IC card can be discharged only when the number of game medals stored and displayed in the game medal number display device 7 is "0". For this reason, the player needs to operate the count button 2c to execute the counting process until the number of game medals displayed on the game medal number display device 7 becomes "0". The player can perform re-gaming or prize exchange based on the discharged IC card. For re-gaming, instead of inserting cash in S1, the IC card is inserted into the card unit. As a result, the game start process (S1) can be executed according to the lending operation or the like in the dedicated unit 19, and then the lottery process (S2) to the payout process (S6) can be executed. In addition to the above-described configuration, the medal-less gaming machine 1 according to the present invention has the following characteristic configurations. The configurations of each item may be mounted individually or in combination.

[0040] <Display of the number of game medals> Next, with reference to FIGS. 5 to 9, the display of the number of game medals in the medal-less gaming machine 1 according to the present invention will be described.

[0041] [Display position of the number of game medals] First, with reference to FIG. 5, the display position of the number of game medals in the medal-less gaming machine 1 of the present embodiment will be described. In the medal-less gaming machine 1 of the present embodiment, unlike conventional gaming machines, since the game is configured to be executed without using physical medals, the player plays the game on the medal-less gaming machine 1 while checking the number of game medals displayed on the game medal number display 7a as the display means (first display means). Further, in the medal-less gaming machine 1 of the present embodiment, in addition to the number of game medals on the game medal number display 7a, the same number of game medals as the number of game medals on the game medal number display 7a can also be displayed on the display unit 8a of the main effect display 8 as the display means (second display means). That is, the game medal number display device 7 and the sub-control unit 20 constitute display control means for performing control to display the number of game medals on the game medal number display 7a and the main effect display 8 (display unit 8a) based on receiving control information capable of specifying the number of game medals from the main control unit 10. Therefore, the player can check the number of game medals in the vicinity of various effect displays displayed on the main effect display 8.

[0042] Furthermore, in the medal-less gaming machine 1 of the present embodiment, the display mode of the number of game medals on the main effect display 8 (display unit 8a) can be changed based on the establishment of predetermined conditions. Specifically, the display position of the number of game medals on the display unit 8a of the main effect display 8 can be displayed at either the first position or the second position. When the number of game medals (game value) held by the player is less than a specific value (for example, 2000 pieces), the number of game medals is displayed at the first position, and when it is equal to or more than the specific value (for example, 2000 pieces), the number of game medals is displayed at the second position.

[0043] Fig. 5(a) shows the display contents of the main effect display 8 and the game medal number display 7a when the number of game medals (game value) held by the player is less than a specific value (for example, 2000 pieces) and the number of game medals is displayed at the first position. As shown in Fig. 5(a), when the number of game medals is less than the specific value, for example, "200", numerical information of "200" is displayed on the game medal number display 7a composed of five - digit LEDs. Also, when the number of game medals is less than the specific value, for example, "200", a first game medal number image 30a composed of numerical information of "200" is displayed at the first position in the lower right part of the display unit 8a of the main effect display 8. When the sub - control unit 20 displays the first game medal number image 30a on the display unit 8a, the first position is set at a position where the distance from the game medal number display 7a, for example, the distance from the upper end of the game medal number display 7a to the lower end of the first game medal number image 30a is L1. In this way, when the number of game medals held by the player is less than the specific value, the first game medal number image 30a is displayed at the first position in the lower right part of the display unit 8a of the main effect display 8, so that the number of game medals is displayed in a relatively concentrated state by the game medal number display 7a and the first position of the display unit 8a.

[0044] Fig. 5(b) shows the display contents of the main effect display 8 and the game medal number display 7a when the number of game medals (game value) held by the player is equal to or more than a specific value (for example, 2000 pieces) and the number of game medals is displayed at the second position. As shown in FIG. 5(b), when the number of game medals is equal to or greater than a specific value, for example, in the case of "2000", numerical information of "2000" is displayed on the game medal number display 7a composed of five-digit LEDs. Also, when the number of game medals is equal to or greater than a specific value, for example, in the case of "2000", a second game medal number image 30b composed of numerical information of "2000" is displayed at the second position in the upper left part of the display section 8a of the main effect display 8. The second game medal number image 30b displayed at this time is set to have a larger display area than the first game medal number image 30a described above. When the sub-control unit 20 displays the second game medal number image 30b on the display section 8a, it sets the second position at a distance from the game medal number display 7a, for example, at a position where the distance from the upper end of the game medal number display 7a to the lower end of the first game medal number image 30a is L2. And the distance L2 between the game medal number display 7a and the second game medal number image 30b is set to be larger than the distance L1 between the game medal number display 7a and the first game medal number image 30a. In this way, when the number of game medals held by the player becomes equal to or greater than a specific value, the display position is changed (the display mode is changed) from the first game medal number image 30a displayed at the first position in the lower right part of the display section 8a of the main effect display 8 to the second game medal number image 30b at the second position in the upper left part of the display section 8a, so that the number of game medals can be visually recognized by players other than the player playing the medal-less gaming machine 1.

[0045] Also, an effect display section 31a for performing various effects according to the progress of the game is set in the approximate center of the display section 8a of the main effect display 8, and this effect display section 31a is set between the game medal number display 7a and the second game medal number image 30b. Therefore, when the number of game medals changes from less than the specific value to equal to or greater than the specific value, the display of the number of game medals in the lower right part of the effect display section 31a is enlarged while being moved and displayed to the upper left part of the effect display section 31a with the effect display section 31a interposed therebetween.

[0046] As described above, in the present embodiment, the sub-control unit 20 enables the number of game medals held by the player to be displayed on the game medal number display 7a and the display unit 8a of the main effect display 8, and changes the display position of the number of game medals on the display unit 8a of the main effect display 8 when the number of game medals reaches a specific value or more. That is, the sub-control unit 20 as the display control means includes a display mode change control means capable of changing the display mode of the game value displayed on the display means (main effect display 8). The display mode change control means can change the display position of the game value on the display unit 8a when the game value (number of game medals) stored in the storage unit reaches a specific value (for example, "2000"). Therefore, by changing the display position of the number of game medals, the player can surely recognize that the number of game medals held has reached a specific value or more. In addition, it is also possible to appeal to players other than the player who is playing the medal-less gaming machine 1 that the number of game medals has reached a specific value or more.

[0047] Further, when the number of game medals is less than the specific value, the sub-control unit 20 displays the first game medal number image 30a at the first position on the display unit 8a of the main effect display 8. When the number of game medals is equal to or more than the specific value, the sub-control unit 20 displays the second game medal number image 30b at the second position on the display unit 8a of the main effect display 8. When the second game medal number image 30b is displayed at the second position, the distance between the second game medal number image 30b at the second position and the game medal number display 7a is greater than the distance between the first game medal number image 30a at the first position and the game medal number display 7a. That is, the sub-control unit 20 as the display mode change control means enables the game value (number of game medals) stored in the storage unit to be displayed at the first position on the display unit 8a when the game value is not a specific value, and enables the game value to be displayed at the second position on the display unit 8a when the game value stored in the storage unit becomes the specific value. The second distance (L2) between the first display means and the second position is set to be larger than the first distance (L1) between the first display means and the first position. Therefore, when the number of game medals is less than the specific value, the number of game medals on the game medal number display 7a and the number of game medals on the display unit 8a will be displayed at positions close to each other, so that the player can surely grasp the number of game medals at that time. For example, it becomes possible to accurately judge whether it is necessary to lend out game medals. On the other hand, when the number of game medals is equal to or more than the specific value, since it is not necessary to lend out game medals, not only is there no problem in displaying the number of game medals on the game medal number display 7a and the number of game medals on the display unit 8a at separated positions, but it is also possible to set the display position of the number of game medals on the main effect display 8 to a more prominent position for other players.

[0048] Also, an effect display unit 31a for performing various effects according to the progress of the game is set at approximately the center of the display unit 8a of the main effect display 8, and this effect display unit 31a is set between the game medal number display 7a and the second game medal number image 30b. That is, the sub-control unit 20 as the display mode change control means enables the game value to be displayed at the second position so that the effect display unit 31a is located between the first display means and the second position on the display unit 8a. Therefore, it becomes possible to display the second game medal number image 30b at the second position, which is a prominent position, without impairing the visibility of various effects executed on the main effect display 8.

[0049] In addition, the second position on the display unit 8a of the main effect display 8 may be other than the upper left part of the display unit 8a as long as it is a position where other players can easily check the number of game medals. For example, it may be the upper right part of the display unit 8a. Also, the first position on the display unit 8a of the main effect display 8 may be the lower left part of the display unit 8a. Also, when the game shifts to a game state advantageous to the player (for example, a pseudo-bonus state or an AT state), numerical information such as the number of acquired medals and the remaining number of games obtained by the player during the game state is often displayed on the main effect display 8 (display unit 8a). In this case, the numerical information may be displayed at a position different from the display of the number of game medals (the first game medal number image 30a or the second game medal number image 30b) (for example, the upper left part of the screen). Also, the number of acquired medals may be arranged and displayed above the display of the number of game medals. In this way, it becomes possible to compare the updates of both pieces of information. Also, the numerical information may be moved to another position according to the movement of the display position of the number of game medals. Also, the display position of the number of game medals and the display position of the numerical information may be set to the same position, and for example, the numerical information may be displayed during the game, and the number of game medals may be displayed between games, and switching display may be performed at a predetermined timing.

[0050] [Display mode during counting process of number of game medals] Next, with reference to FIG. 6, the display mode of the number of game medals when the counting button 2c is operated will be described. As described above, when counting the number of game medals held by the player, the counting button 2c is operated. When the long press of the counting button 2c continues, the maximum count amount "50" is continuously subtracted from the number of game medals stored and displayed in the game medal number display device 7, and "50" is subtracted and displayed from the number of game medals displayed on the main effect display 8.

[0051] For example, as shown in FIG. 6(a), when changing the number of game medals to "0" from the state where the second game medal number image 30b at the second position of the display unit 8a indicates a value of "3000", usually, the long-press operation of the count button 2c is continuously performed until the number of game medals becomes "0". While continuously performing the long-press operation of the count button 2c, if the number of game medals becomes less than "2000", the sub-control unit 20 would normally move and display the number of game medals on the first game medal number image 30a at the first position of the display unit 8a. However, only while the counting process is ongoing, as shown in FIG. 6(b), even when the number of game medals becomes less than "2000", the subtraction display continues while the second game medal number image 30b at the second position is being displayed.

[0052] Therefore, as long as the long-press operation of the count button 2c is continuously performed, the second game medal number image 30b at the second position is continuously displayed until the number of game medals becomes "0". That is, the sub-control unit 20 as the display mode change control means enables the display of the game value at the second position on the display unit 8a to continue even when the game value stored in the storage unit becomes less than a specific value after being equal to or greater than the specific value, when the player is performing the counting process of the game value (number of game medals) stored in the storage unit. Thereby, it becomes possible to display the number of game medals at a prominent position for other players until the counting process of the number of game medals is completed, and it becomes possible to sustain the satisfaction of the player until the end of the game. Even if the continuation of the long-press operation of the count button 2c is interrupted, the second game medal number image 30b at the second position is displayed until a predetermined time (e.g., 3 seconds) elapses. When the long-press operation is resumed within the predetermined time, the subtraction of the number of game medals may be resumed by the second game medal number image 30b at the second position. Also, a predetermined effect sound may be output from the speaker 9 during the counting process. In this case, different effect sounds may be output depending on whether the number of game medals is less than a specific value or equal to or greater than the specific value.

[0053] [Modification example of the second display means] Next, with reference to FIG. 7, a modification example of the second display means will be described. In the present embodiment, as described above, the main effect display 8 as the second display means is disposed above the reel 41. However, as shown in FIG. 7, the second display means may be disposed other than above the reel 41.

[0054] As shown in FIG. 7, in this modification example, an aperture type main effect display 32 having an aperture of a predetermined area is provided as the second display means, and a display window 6 is set in this aperture. Further, the aperture type main effect display 32 is provided with an aperture type display portion 32a composed of a liquid crystal display capable of displaying a plurality of pieces of information. That is, the reel 41 is disposed behind the aperture, and by configuring the aperture as the display window 6 and making a predetermined range of the reel 41 face forward from this display window 6, the aperture type display portion 32a is disposed over the entire circumference of the reel 41. Therefore, various effects and the like are executed over the entire circumference of the reel 41. In this modification example, the game medal number display device 7 is provided on the front side of the step portion formed on the front door 1a.

[0055] FIG. 7(a) shows the aperture type main effect display 32 and the display content of the game medal number display 7a when the number of game medals (game value) held by the player is less than a specific value (for example, 2000 pieces) and the number of game medals is displayed at the first position. As shown in FIG. 7(a), when the number of game medals is less than the specific value, for example, "200", numerical information of "200" is displayed on the game medal number display 7a composed of five - digit LEDs. Also, when the number of game medals is less than a specific value, for example, in the case of "200", under the control of the sub-control unit 20, at the lower left part of the opening display section 32a of the opening main effect display 32, a first position is set at a position where the distance from the game medal number display 7a is L3, and a third game medal number image 30c consisting of numerical information of "200" is displayed at this first position. In this way, when the number of game medals held by the player is less than a specific value, the third game medal number image 30c is displayed at the first position in the lower left part of the opening display section 32a of the opening main effect display 32, so that the number of game medals is displayed in a relatively concentrated state by the game medal number display 7a and the first position of the opening display section 32a.

[0056] Next, FIG. 7(b) shows the display contents of the opening main effect display 32 and the game medal number display 7a when the number of game medals (game value) held by the player is equal to or more than a specific value (for example, 2000 pieces) and the number of game medals is displayed at the second position. As shown in FIG. 7(b), when the number of game medals is equal to or more than a specific value, for example, in the case of "2000", numerical information of "2000" is displayed on the game medal number display 7a composed of five-digit LEDs. Also, when the number of game medals is equal to or more than a specific value, for example, in the case of "2000", under the control of the sub-control unit 20, at the upper left part of the opening display section 32a of the opening main effect display 32, a second position is set at a position where the distance from the game medal number display 7a is L4 which is larger than L3, and a fourth game medal number image 30d consisting of numerical information of "2000" is displayed at this second position. The display area of the fourth game medal number image 30d at this time is set to be larger than that of the third game medal number image 30c. Thus, when the number of game medals held by the player becomes a specific value or more, the display position is changed (the display mode is changed) from the third game medal number image 30c displayed at the first position in the lower left part of the opening display part 32a of the opening main effect display 32 to the fourth game medal number image 30d at the second position in the upper left part of the opening display part 32a, so that the number of game medals can be visually recognized by players other than the player playing the medal-less gaming machine 1.

[0057] Also, an upper effect display part 31b for performing various effects according to the progress of the game is set above the display window 6 in the opening display part 32a of the opening main effect display 32, and this upper effect display part 31b is set between the game medal number display 7a and the fourth game medal number image 30d. Therefore, when the number of game medals changes from less than the specific value to the specific value or more, the display of the number of game medals in the lower left part of the upper effect display part 31b is enlarged while being moved and displayed to the upper left part of the upper effect display part 31b with the upper effect display part 31b in between.

[0058] As described above, in this modification, when the number of game medals becomes a specific value or more, the third game medal number image 30c at the first position set in the lower left part of the opening display part 32a of the opening main effect display 32 is erased, and the fourth game medal number image 30d is displayed at the second position set in the upper left part of the opening display part 32a. Therefore, the same effects as those of the above-described embodiment can be obtained, and it becomes possible to efficiently use the periphery of the reel 41 to display the number of game medals at each display position. Note that the second position in the opening display part 32a of the opening main effect display 32 may be other than the upper left part of the opening display part 32a as long as it is a position where other players can easily confirm the number of game medals, for example, the upper right part of the opening display part 32a. Also, the first position in the opening display part 32a of the opening main effect display 32 may be the lower right part of the opening display part 32a.

[0059] [Variation Examples of the Display Mode of the Number of Gaming Medals] Next, with reference to FIG. 8, a variation example of the display mode of the number of gaming medals on the main effect display 8 as the second display means will be described.

[0060] First, as shown in FIG. 8(a), when the second gaming medal number image 30b is displayed at the second position in the display portion 8a of the main effect display 8 as the second display means, an effect image 30e may be displayed so as to surround the periphery of the second gaming medal number image 30b. By doing so, the second gaming medal number image 30b will become more prominent, and it will be possible to appeal to the surroundings that the number of gaming medals has reached a specific value or more. Note that the effect image 30e may be any as long as the second gaming medal number image 30b becomes more prominent. For example, it may be composed of a flashy color background image such as red, or a background image composed of a predetermined pattern.

[0061] Also, as shown in FIG. 8(b), when the second gaming medal number image 30b is displayed at the second position in the display portion 8a of the main effect display 8 as the second display means, instead of always displaying the effect image 30e around the second gaming medal number image 30b, for example, every time a numerical value in the thousands place is added, the effect image 30e may be always displayed around the second gaming medal number image 30b for a predetermined time (for example, 5 seconds). Also, in this case, while the effect image 30e is being displayed as shown in the drawing, the second gaming medal number image 30b may be enlarged for display. By doing so, it is possible to make the second gaming medal number image 30b prominent at the dramatic time of the increasing number of gaming medals, and it becomes possible to more efficiently appeal to the surroundings about the number of gaming medals.

[0062] Also, when the number of game medals is large, it may be considered to perform partial counting processing in the middle. In this case, as long as the number of game medals does not become "0", the display position of the number of game medals may be determined based on the total value of the number of game medals that have been counted in the middle and the number of game medals that have not been counted. For example, as shown in FIG. 8(c), when the number of game medals is "3000" and the counting process is performed until the number of game medals becomes "1000", that is, when the number of game medals of "2000" is counted, since the total value of the number of game medals counted in the middle and the number of game medals not counted is equal to or greater than a specific value, even when the number of game medals not counted is less than the specific value and is "1000" (3000 - 2000), the second game medal number image 30b may be displayed at the second position. In this case, a total value image 30f indicating the total value of the number of game medals may be displayed below the second game medal number image 30b. In this way, even when the number of game medals is counted partially in the middle, when the total number of game medals obtained by the player is equal to or greater than a specific value, the second game medal number image 30b at the second position will be displayed, so that the number of game medals can be more effectively appealed to the surroundings.

[0063] Also, in the medal - less gaming machine 1, since the production modes such as the size and position of the production image displayed on the main production display 8 differ for each model, depending on the model, the display of the number of game medals on the main production display 8 may hinder the visibility of the production display. Therefore, under the control of the sub - control unit 20, the display position of the number of game medals may be made changeable for each model. For example, as shown in FIG. 8(d), since the first game medal number image 30a at the first position has a relatively small image area and does not hinder the visibility of the effect display, it is displayed at a fixed position regardless of the model at the lower left part of the screen. However, since the second game medal number image 30b at the second position has a relatively large image area and may hinder the visibility of the effect display, it may be displayed at a changeable position either at the upper right part or the upper left part of the screen according to the model. In this case, for example, when the medal-less gaming machine 1 is powered on, a selection image for selecting either the upper right part or the upper left part of the screen as the second position for displaying the second game medal number image 30b under the control of the sub-control unit 20 is displayed on the sub-effect display 18, and a selection means for selecting the second position by operating the first effect button 2g or the like may be provided. In this way, even when the effect modes such as the size and position of the effect image displayed on the main effect display 8 differ for each model, it is possible to change the second position for displaying the second game medal number image 30b so as not to hinder the visibility of the effect display. The display of the number of game medals is performed as described above.

[0064] <Button effect> Next, with reference to FIGS. 9 to 14, the button effect in the medal-less gaming machine 1 according to the present invention will be described. In the medal-less gaming machine 1 of the present embodiment, a button effect can be executed when various effects are executed on the main effect display 8 or the sub-effect display 18. The button effect is an effect executed under the control of the sub-control unit 20 based on the reception of control information from the main control unit 10, and is an effect of changing part or all of the displayed effect image or presenting a new effect image by operating the first effect button 2g or the second effect button 2h. That is, when the button effect is executed, it becomes possible to change the effect content by operating the first effect button 2g or the second effect button 2h by the player. Also, when the button effect is executed, an instruction image for instructing the player to operate the first effect button 2g or the second effect button 2h may be displayed.

[0065] [Game content] First, the game content in the medal-less gaming machine 1 where the above button effect is to be executed will be described. The game of the medal-less gaming machine 1 of the present embodiment is executed in a plurality of game states including a normal game state, a pseudo-bonus state, and an AT state. The main control unit 10 can be controlled to shift from one game state to another based on the establishment of a predetermined transition condition.

[0066] The normal game state is a game state disadvantageous to the player and is basically a game state for generating a pseudo-bonus state. In the present embodiment, although details will be described later, in the game during the normal game state, a predetermined number of game points are added, and when the total number of game points, which is the sum value, reaches a ceiling point number determined in advance, the transition condition to the pseudo-bonus state is established, and the game state is shifted to the pseudo-bonus state. In addition, the transition condition to the pseudo-bonus state during the normal game state can be established other than when the above number of game points reaches the ceiling point number. For example, when the lottery result of the combination during game execution is a win of a predetermined rare combination, the transition condition to the pseudo-bonus state is established with a predetermined probability (for example, 20%). Also, although details will be described later, when a rare combination is won in the game during the normal game state, for example, a winning effect is executed to notify the win of the rare combination on the sub-effect display 18 or to enhance the anticipation for the transition to the pseudo-bonus state. Note that as the game state, a game state other than those described above may be generated. For example, a CZ state (so-called chance zone) where the transition condition to the pseudo-bonus state is more likely to be established than in the normal game state may be generated for a predetermined period.

[0067] The pseudo-bonus state is a gaming state in which, in the games during the pseudo-bonus state, as notification of an operation mode advantageous to the player, for a plurality of types (for example, six types) of bell winning combinations with different operation orders (pushing orders) of the stop button 5 for winning each combination, by executing a push-order navigator corresponding to the selected bell winning combination, the winning of the selected bell winning combination is facilitated and the acquisition of game medals becomes extremely easy. Also, the pseudo-bonus state continues for a predetermined period, and in a predetermined game executed during that period, a transition lottery to the AT state is performed. In this embodiment, the pseudo-bonus state is executed for a predetermined period (for example, 20 games).

[0068] During the pseudo-bonus state, the push-order navigator is executed. The winning probability of the bell winning combination with a specific push order is set to a value such that the number of game medals increases if the player executes the game according to the push-order navigator. Therefore, if the player wins the transition lottery to the AT state during the pseudo-bonus state where a large number of game medals can be obtained, an AT state will occur after the end of the pseudo-bonus state. Thus, while the player obtains a certain number of game medals, it becomes possible to execute a game for generating the next pseudo-bonus state, resulting in a synergistically advantageous state for the player.

[0069] In the pseudo-bonus state, based on the execution of each game during the pseudo-bonus state, a transition lottery process to the AT state is performed, and it is determined whether to transition to the AT state. Then, as a result of the transition lottery process to the AT state, if the transition condition to the AT state is satisfied, the gaming state will transition to the AT state after the end of the pseudo-bonus state. Note that the transition lottery process to the AT state may be performed in any way as long as it is performed so as to transition to the AT state in a part of the cases where the pseudo-bonus state occurs. The transition lottery to the AT state may be performed with a fixed probability in each game, or when winning a rare combination, the transition lottery to the AT state may be performed with a higher probability than when winning a combination other than the rare combination.

[0070] The AT state is a gaming state in which it is easy to acquire gaming medals. In the game during the AT state, as notification of an advantageous operation mode for the player, push-order navigation for the selected push-order bell combination is performed in the same way as in the pseudo-bonus state. Also, for the AT state, a continuous control (so-called set management type) is performed such that, with a predetermined number of games (for example, 30 games) as one set, if the right to continue to the next set is granted during that set, the game continues to the next set. The granting of the right to continue the AT state is based on the lottery result of the combination during the AT state. For example, based on the winning of a predetermined rare combination, an additional draw for the number of sets is conducted. If the player wins the additional draw, the right to continue for a predetermined number of sets (so-called stock) is granted. The number of granted rights to continue may be fully notified to the player or only partially notified. Note that for the AT state, continuous control may be performed so that the game continues until the number of gaming medals actually acquired by the player (net increase) during the AT state or the number of gaming medals paid out during the AT state reaches a predetermined number (for example, 100 medals). Also, multiple types of AT states with different end conditions may be provided, and when the right to transition to an AT state is acquired, any one of the AT states may be selectively made to occur.

[0071] Also, in this first embodiment, in the game during the AT state, when a predetermined condition is satisfied, a period-upgrade specialization zone occurs, and in this period-upgrade specialization zone, the additional draw for the number of sets is executed with a higher probability than outside the period-upgrade specialization zone. Note that since the period-upgrade specialization zone is a state that is extremely advantageous for the player, it is preferable that the above-mentioned predetermined condition is satisfied with a predetermined probability when a rare combination with a low winning probability is won.

[0072] Also, the main control unit 10 of this embodiment includes interval control means capable of controlling the game interval to either a normal interval (non-advantageous interval) or an advantageous interval separately from the above-mentioned gaming state. The normal section is a game section in which the push-order navigation is not executed, that is, a game section that cannot be controlled to a pseudo-bonus state or an AT state. After the favorable section end condition is satisfied, it is started when the next game is started and ended when the favorable section transition condition is satisfied. In the normal section, the favorable section lamp 13 is controlled to be turned off.

[0073] Also, in the normal section, when the favorable section transition condition is satisfied, for example, when winning a predetermined combination (e.g., replay combination and push-order bell combination) in the internal lottery, it is determined that the game will transition to the favorable section. In the normal section, the push-order navigation is not executed. Also, when the main control unit 10 is reset, it is controlled to the normal section. Note that the timing of transitioning to the favorable section may be other than the above-described timing. For example, it may be at the end of the game in which the favorable section transition condition is satisfied (the moment when the pressing operation of the stop button 5 that was last operated ends, etc.). In this case, the game will transition to the favorable section before the next game starts.

[0074] The favorable section is a game section in which the push-order navigation may be executed, that is, a game section that can be controlled to a pseudo-bonus state or an AT state, and is a game section that is more advantageous for the player compared to the normal section because the push-order navigation can be executed. Also, the favorable section is started when the next game is started after the favorable section transition condition is satisfied in the normal section and ended when a predetermined favorable section end condition is satisfied. In the favorable section, the favorable section lamp 13 is controlled to be turned on. Note that after transitioning to the favorable section, when the game state (e.g., AT state) in which the number of medals held by the player increases due to the execution of the push-order navigation is reached, the lighting state of the favorable section lamp 13 may be started.

[0075] Also, the favorable section is configured to transition to the normal section based on the satisfaction of the favorable section end condition during the favorable section. Examples of the end conditions of the advantageous period include, for example, the case where the medal-less gaming machine 1 (main control unit 10) is reset (including when the settings are changed). Basically, the advantageous period continues at the end of the AT state. However, the end condition of the advantageous period may be made to hold in part at the end of the AT state, or it may be determined whether to end the advantageous period according to the difference in the number of medals at the end of the AT state.

[0076] Furthermore, the medal-less gaming machine 1 is provided with a limiter function (hereinafter simply referred to as a limiter) for restricting the number of game medals acquired by the player, and the end condition of the advantageous period is also to hold when the limiter operates. For example, the limiter is to operate when the difference in the number of medals (the number of game medals paid out - the number of game medals inserted) in one advantageous period reaches the upper limit number of medals (for example, +2400 medals).

[0077] In addition, as an operating condition of the limiter, a case where the number of games (advantageous period game number) in one advantageous period reaches the upper limit number of games (for example, 4000 games) is set in addition to the above. Therefore, the limiter is to operate when either the difference in the number of medals in one advantageous period reaches the upper limit number of medals or the number of games in one advantageous period reaches the upper limit number of games is satisfied. Note that the operating condition of the limiter may be set only when the difference in the number of medals in one advantageous period reaches the upper limit number of medals, and the upper limit number of games may not be provided for the number of games in one advantageous period. And when any of the above-described end conditions of the advantageous period is satisfied, the advantageous period ends.

[0078] In addition to the above-mentioned limiter function, the medal-less gaming machine 1 of the present embodiment is provided with a so-called complete function (also simply referred to as complete) that limits the number of game medals actually acquired by the player (net increase: so-called MY) from when the power of the medal-less gaming machine 1 is turned on until it is turned off. When the net increase from when the power of the medal-less gaming machine 1 is turned on until it is turned off reaches a predetermined number (the complete value + 19,000 medals), the game is set to an unexecutable state, and the subsequent game is set to a game stop state where it becomes impossible. Therefore, during the business hours of the game parlor, the number of medals acquired by the player side will be limited. Also, during the business hours of the game parlor, even if the difference in the number of medals during one advantageous period is an extremely small value and the player can acquire a very large number of game medals before the limiter function activates, the complete function will activate first before the limiter function. This makes it possible to prevent the disadvantage to the game parlor side from becoming extremely large even when the difference in the number of medals is an extremely small value.

[0079] [Transition Control of Quasi-Bonus State] Next, with reference to FIGS. 9 and 10, the transition control of the quasi-bonus state described above will be explained in detail. First, with reference to FIG. 9, the addition of game points related to the transition to the quasi-bonus state will be explained. In the medal-less gaming machine 1 of the present embodiment, as described above, the main control unit 10 adds a predetermined number of game points based on the lottery result of the roles and the winning result of the roles in the game during the normal game state. When the number of game points, which is the total value after the addition, reaches a ceiling number of points determined in advance, the game state is shifted to the quasi-bonus state. In addition, in the medal-less gaming machine 1 of the present embodiment, as types of winning combinations, there are a replay winning combination, a common bell winning combination for which the operation order (pushing order) of the stop button 5 for winning a winning combination is not set, a plurality of types (for example, six types) of pushing order bell winning combinations for which the pushing order for winning a winning combination is set, a rare winning combination (for example, a cherry winning combination or a watermelon winning combination) with a lower winning probability than the replay winning combination or the bell winning combination (common bell winning combination and pushing order bell winning combination), etc. are set, and based on the lottery result (including losing) of the winning combination in the game and the winning result of the winning combination, it is determined whether to add game points or to determine the added value of the game points. Note that in order to win a rare winning combination, it is preferable to configure the arrangement of the symbols so that a so-called aiming operation targeting a specific symbol is required.

[0080] FIG. 9 shows a lottery table used when the main control unit 10 determines the added value of game points in a game during the normal gaming state. As shown in FIG. 9, when the winning result of the winning combination at the end of the game is a win of the bell winning combination (common bell winning combination and pushing order bell winning combination), a lottery is conducted such that the game points are added by "1" with a probability of 160 / 256, the game points are added by "2" with a probability of 64 / 256, and the game points are added by "3" with a probability of 32 / 256. In addition, when the lottery result of the winning combination is a win of a rare winning combination (for example, a cherry winning combination or a watermelon winning combination), a lottery is conducted such that the game points are added by "1" with a probability of 0 / 256, the game points are added by "2" with a probability of 0 / 256, and the game points are added by "3" with a probability of 256 / 256. Note that even if a bell winning combination is won, if the bell winning combination does not win because the symbol combination corresponding to the won bell winning combination does not stop, the game points are not added, but if a rare winning combination is won, even if the rare winning combination does not win because the symbol combination corresponding to the won rare winning combination does not stop (so-called missed case), the game points are added.

[0081] Since the addition lottery of the above game points is conducted, for example, in a game during the normal game state, if the player wins the push-order bell combination, the push-order navigation is not performed. However, if the player can win with the selected push-order bell combination, the game points will be added. Also, when winning a rare combination with a relatively low winning probability, the possibility of adding a large number of game points increases.

[0082] Next, referring to FIG. 10, the lottery for the ceiling point number that will cause a transition to the pseudo-bonus state will be described. When the advantageous section transition condition is satisfied in the normal section of the normal game state, and when the pseudo-bonus state or the AT state ends, the main control unit 10 selects and sets the ceiling point number in the subsequent normal game state. When the number of game points acquired in the game of the normal game state reaches the selected and set ceiling point number, a pseudo-bonus state is generated as a privilege.

[0083] Also, when determining the ceiling point number, the main control unit 10 first determines a zone in which a predetermined game number range for roughly determining the ceiling point number is defined, and determines the ceiling point number by selecting one point number from within the point number range in the determined zone. The above zones are four types from zone 1 to zone 4, which are preset, and each zone is set at a predetermined interval. Therefore, when the actual number of game points reaches one of these four types of zones, the possibility of generating a pseudo-bonus state increases, and the player's sense of expectation increases at predetermined timings.

[0084] FIG. 10 shows a lottery table used when lottery for the ceiling point number when transitioning from the normal section to the advantageous section and when the pseudo-bonus state or the AT state ends. The lottery for the number of ceiling points first determines the zone for determining the number of ceiling points using the lottery table shown in Fig. 10, and then determines the number of ceiling points from within the determined zone.

[0085] Each selected zone is set as follows: Zone 1 where any number of ceiling points from 80 points to 100 points is selected as the number of ceiling points; Zone 2 where any number of ceiling points from 230 points to 250 points is selected as the number of ceiling points; Zone 3 where any number of ceiling points from 430 points to 450 points is selected as the number of ceiling points; and Zone 4 where any number of ceiling points from 780 points to 800 points is selected as the number of ceiling points.

[0086] Therefore, for example, when Zone 1 is selected, a relatively small number of ceiling points will be determined, and the game will proceed in a manner advantageous to the player. On the other hand, when Zone 4 is selected, a relatively large number of ceiling points will be determined, and the game will proceed in a manner disadvantageous to the player. However, even when Zone 4 is selected, since the maximum value is set at 800 points, a pseudo-bonus state will surely occur before more game points are obtained.

[0087] As shown in Fig. 10, for example, when the setting value in the probability setting device 16 is Setting 1, Zone 1 is selected with a probability of 48 / 256, Zone 2 is selected with a probability of 16 / 256, Zone 3 is selected with a probability of 64 / 256, and Zone 4 is selected with a probability of 128 / 256. Also, although detailed description is omitted, when the setting value in the probability setting device 16 is Settings 2 to 6, any zone will be selected and determined with each probability shown in Fig. 10.

[0088] And although not shown in the figure, after each zone is determined, a lottery for determining the number of ceiling points set within the zone is conducted, and finally the number of ceiling points after the advantageous section transition this time is determined. For example, when Zone 1 is determined, a point number within the range of 80 points to 100 points is determined as the ceiling point number. Note that the determination of the ceiling point number is executed based on a random number for ceiling point number extraction that is extracted when the favorable section transition condition is satisfied, similar to the extraction of a random number for zone lottery. The ceiling point number within each zone is evenly lottery-selected, but the lottery process may be performed so that the selection rate of a predetermined ceiling point number increases within each zone. Since the ceiling point number is determined as described above, the higher the set value in the probability setting device 16, the higher the probability that a smaller ceiling point number is selected.

[0089] [First Button Effect and Second Button Effect] Next, with reference to FIGS. 11 and 12, the first button effect and the second button effect in the medal-less gaming machine 1 of the present embodiment will be described. First, with reference to FIG. 11, the first button effect will be described. In the medal-less gaming machine 1 of the present embodiment, based on the reception of control information from the main control unit 10, the sub-control unit 20 can execute a first button effect using the first effect button 2g as the first operation means on the sub-effect display 18 as the first display means. The first button effect is an effect that involves the use of the first effect button 2g. After a predetermined effect image is displayed, based on the operation of the first effect button 2g, the displayed effect image is changed or a new effect image is presented.

[0090] In the medal-less gaming machine 1 of the present embodiment, the first button effect is executed (at a predetermined ratio) as part of the winning effect. The winning effect is an effect executed based on the lottery result of roles or the lottery result of the transition to the pseudo-bonus state during the execution of the game, and is an effect that notifies the type of the winning role or enhances the expectation for the transition to the pseudo-bonus state. The execution period of the winning performance is basically set while the game that triggered the occurrence continues (one game), but it may also be set across multiple (for example, 2 to 3) games. The occurrence conditions of the winning performance are, for example, executed with a predetermined probability (for example, 10%) when winning a non-rare role, and executed with a predetermined probability (for example, 90%) when winning a rare role. In addition, the winning performance can be executed on the main performance display 8 or the sub-performance display 18, and can be selectively executed on either display based on the lottery result of the role or the result of the transition lottery of the pseudo-bonus state. Also, when the winning performance is executed, a predetermined sound effect is output from the speaker 9, and the lamp 11 emits light in a predetermined manner.

[0091] Figure 11 shows the case where a predetermined rare role (for example, the cherry role) is won in a game during the normal game state, and the first button performance is executed in the winning performance on the sub-performance display 18 as the first display means. Although not shown in the figure, during the normal game state, a normal game state image indicating that it is the normal game state is displayed. Also, during the normal game state, a first game point number image 41a for notifying the number of game points at that time is continuously displayed together with other images at the lower part of the screen of the sub-performance display 18.

[0092] First, as shown in Figure 11(a), when the winning performance is executed on the sub-performance display 18 with the start of the game, the normal game state image that has been displayed until then is erased, and a winning performance image 40a as the first image is displayed in the main part of the screen of the sub-performance display 18. The winning performance image 40a is, for example, an image (still image or moving image) in which a predetermined character is displayed on a predetermined background, and is an image suggesting that a certain role has been won. Note that the winning performance image 40a may be other than the above, and may also be a predetermined item image, character image, etc.

[0093] Next, as shown in FIG. 11(b), when the first reel 41 stops in the game, a first operation instruction image 40b consisting of character information "Push" is displayed at the upper part of the screen along with the display of the winning performance image 40a. Also, the first effect button 2g is enabled and the internal LED emits light. That is, a first button effect that prompts the operation of the first effect button 2g as the first operation means is executed during the winning performance in the sub-effect display 18. Note that the timing for displaying the first operation instruction image 40b may be any time from when the game starts until the next game starts, such as when the second or third reel 41 stops, when the game starts, or when a predetermined time (e.g., 1 second) has elapsed since the game started. Also, as an effect for prompting the operation of the first effect button 2g, an image imitating the first effect button 2g may be displayed on the screen of the sub-effect display 18 together with the character information "Push".

[0094] When the player operates the first effect button 2g, as shown in FIG. 11(c), the displayed winning performance image 40a is erased, and a chance-up image 40c as a first image consisting of character information "Chance" is displayed at approximately the center of the screen of the sub-effect display 18. As described above, when winning a rare combination in the game during the normal gaming state, a transition lottery to the pseudo-bonus state is performed. Therefore, the display of the chance-up image 40c enhances the expectation for winning a rare combination and the expectation for the transition to the pseudo-bonus state. That is, when a winning performance accompanied by a first button effect is executed in the sub-effect display 18 as the first display means, in the game, first, the winning performance image 40a as the first image is displayed, and then, when the first effect button 2g as the first operation means is operated, the first image changes and the chance-up image 40c is displayed.

[0095] In addition, when the first button effect is executed, if the player does not operate the first effect button 2g before the start of the next game, the chance-up image 40c may not be displayed, or the chance-up image 40c may be displayed at the start of the next game. Also, although the winning effect image 40a is erased by operating the first effect button 2g and the chance-up image 40c is displayed in an exposed manner, when the first effect button 2g is operated, the winning effect image 40a may not be erased and the chance-up image 40c may be displayed in front of the winning effect image 40a while the winning effect image 40a is still being displayed. That is, as a mode of changing the first image, those that switch from the winning effect image 40a to the chance-up image 40c and those that add the chance-up image 40c to the winning effect image 40a are also included.

[0096] In addition, the chance-up image 40c displayed by operating the first effect button 2g includes not only the character information of "Chance" but also the character information of "Super Intense". Based on the result of a lottery for transitioning to a predetermined pseudo-bonus state, one of the character information will be selected. For example, selection control is performed so that the probability of transitioning to the pseudo-bonus state is higher when "Super Intense" is displayed than when "Chance" is displayed. Also, even when the winning effect is executed based on the winning of a rare combination, the winning effect may be executed without the first button effect. In this case, the chance-up image 40c may be displayed at a predetermined time (for example, when all the reels 41 stop) without the need to operate the first effect button 2g during the execution of the winning effect. Also, in this case, when winning the lottery for transitioning to the pseudo-bonus state, the winning effect with the first button effect may be executed with a higher probability than when not winning.

[0097] In addition, even when winning a role other than a rare role, the above winning performance will be executed with a predetermined probability. In that case, the first button performance will not be executed, and at a predetermined time (for example, when the first reel 41 stops), an image suggesting the winning role will be displayed. For example, when winning the replay role, an item image with a blue color scheme will be displayed, and when winning the common bell role, an item image with a yellow color scheme will be displayed. Also, even when the first operation instruction image 40b is displayed and the first performance button 2g is enabled, the second performance button 2h is disabled, and at this point, even if the second performance button 2h is operated, the displayed image will not change.

[0098] After the chance-up image 40c shown in FIG. 11(c) is displayed, the gaming state will progress according to the result of the transition lottery for the pseudo-bonus state at the time of winning the rare role that triggered the display of the chance-up image 40c. That is, for example, if winning the transition lottery for the pseudo-bonus state at the time of winning a rare role, the pseudo-bonus state will occur in the games after the display of the chance-up image 40c. Although not shown in the figure, if winning the transition lottery for the pseudo-bonus state at the time of winning a rare role, instead of transitioning to the pseudo-bonus state from the next game, it will transition to the pseudo-bonus state with a predetermined period of precursor period (for example, between 32 games) in between. Also, during the precursor period, a predetermined precursor performance will be executed on the main performance display 8, and a battle performance will be executed at the end of the precursor performance (for example, during the last 3 games), and it will be notified that the transition to the pseudo-bonus state will occur according to the result of this battle performance. Note that it may be configured to transition to the pseudo-bonus state from the next game after winning a game with a rare role, or it may be configured to selectively determine whether to transition to the pseudo-bonus state from the next game or to include a precursor period.

[0099] As described above, when winning a rare combination in a game during the normal game state, a winning effect is executed on the sub-effect display 18 during the execution of the game, and a winning effect image 40a is displayed. That is, the sub-control unit 20 includes first display control means capable of executing control to display a first image (winning effect image 40a) on the first display means (sub-effect display 18) in one game.

[0100] Also, when the winning effect on the sub-effect display 18 is executed with the first button effect, in the game where the rare combination is won, first the winning effect image 40a is displayed, and then when the first effect button 2g is operated, the first image changes and a chance-up image 40c is displayed. That is, the sub-control unit 20 as the first display control means is capable of executing control to change the first image (winning effect image 40a) when the first operation means (first effect button 2g) is operated. Therefore, it is possible to improve the interest of the game and also possible to improve the player's sense of expectation. Note that the image changed by the operation of the first effect button 2g in the first button effect may be an effect image other than the winning effect image 40a as long as it is an effect image displayed on the sub-effect display 18. For example, it may be an effect image displayed during a precursor effect or an effect image displayed during a battle effect.

[0101] Next, with reference to FIG. 12, the second button effect in the medal-less gaming machine 1 of the present embodiment will be described. In the medal-less gaming machine 1 of the present embodiment, based on the reception of control information from the main control unit 10, the sub-control unit 20 can execute a second button effect using the main effect display 8, the sub-effect display 18, the first effect button 2g, and the second effect button 2h. The second button effect is an effect that involves the use of the first effect button 2g or the second effect button 2h, and after a predetermined image associated with the progress of the game is displayed, based on the operation of the first effect button 2g or the second effect button 2h, it is an effect that changes the displayed image or reveals a new image.

[0102] In the medal-less gaming machine 1 of the present embodiment, the second button effect is executed (at a predetermined ratio) as part of updating the display of the number of game points. In the present embodiment, as described above, in the game during the normal gaming state, the number of game points is increased to perform transition control to a pseudo-bonus state. And the number of game points at that time is notified by displaying the number of game points on the main effect display 8 and the sub-effect display 18. Therefore, when the number of game points increases, the number of game points displayed on the main effect display 8 and the sub-effect display 18 is updated and displayed according to the increase.

[0103] Also, when increasing the number of game points, one of "1" to "3" is selected as the added value. However, when the added value is "3", when updating the number of game points on the main effect display 8 and the sub-effect display 18 with a predetermined probability (for example, 30%), an update effect accompanied by the second button effect is executed. That is, when updating and displaying the number of game points, usually the number of game points is automatically updated and displayed at a predetermined time after the start of the game (for example, at the end of the game). However, when an update effect accompanied by the second button effect is performed, the number of game points is updated and displayed based on the operation of the first effect button 2g or the second effect button 2h.

[0104] FIG. 12 shows a case where the number of game points is added in the game during the normal gaming state, and the second button effect is executed when the update display of the number of game points is performed. Although illustration is omitted, during the normal gaming state, a normal gaming state image indicating that it is in the normal gaming state is displayed on the main effect display 8 and the sub-effect display 18.

[0105] First, as shown in FIG. 12(a), during the normal gaming state, as an image indicating the number of game points at that time, as a first image, a first game point number image 41a as a second image is displayed at the lower part of the screen of the sub-effect display 18 as the first display means, and a second game point number image 41b as a third image is displayed at the lower right part of the screen of the main effect display 8 as the second display means. In FIG. 12(a), since the case where the number of game points is "100" is illustrated, the first game point number image 41a and the second game point number image 41b are "100P". Therefore, since the number of game points updated according to the progress of the game is notified on both displays, the number of game points at that time, which is important information regarding the transition to the pseudo-bonus state, is surely notified to the player. Although illustration is omitted, when there is no second button effect when the number of game points increases according to the progress of the game, at the end of the game (for example, when the last reel 41 stops), both the numerical information in the first game point number image 41a and the second game point number image 41b are automatically updated and displayed.

[0106] On the other hand, when there is a second button effect when the number of game points increases, as shown in FIG. 12(b), at the end of the game, a second operation instruction image 42a consisting of character information "Press" is displayed at the upper position of the second game point number image 41b on the main effect display 8. At this time, both the first effect button 2g and the second effect button 2h are enabled and the internal LEDs of both emit light. That is, when updating and displaying the first game point number image 41a of the sub-effect display 18 and the second game point number image 41b of the main effect display 8, a second button effect that prompts the operation of the first effect button 2g as the first operation means and the operation of the second effect button 2h as the second operation means is started.

[0107] Note that the timing for displaying the second operation instruction image 42a may be any time from when the game starts until the next game starts. It may be when the second or third reel 41 stops, when the game starts, or when a predetermined time (e.g., 1 second) has elapsed since the game started. Also, the second operation instruction image 42a may be displayed on the sub-effect display 18, or only the first effect button 2g and the second effect button 2h may be enabled without displaying the second operation instruction image 42a. Also, as an effect for prompting the operation of the first effect button 2g and the second effect button 2h, an image imitating the first effect button 2g and the second effect button 2h may be displayed on the screen of the main effect display 8 together with the character information "Press".

[0108] When the player operates the first effect button 2g or the second effect button 2h, as shown in FIG. 12(c), the first game point number image 41a of the displayed sub-effect display 18 and the second game point number image 41b of the main effect display 8 are updated and displayed. In FIG. 12(c), the case where the number of game points has increased by "3" is illustrated, so the first game point number image 41a and the second game point number image 41b are updated and displayed from "100P" to "103P". Also, corresponding to the updated display of the first game point number image 41a, a first addition value image 42b (illustrated as "3") indicating the addition value at that time is displayed, and corresponding to the updated display of the second game point number image 41b, a second addition value image 42c (illustrated as "3") indicating the addition value at that time is displayed to notify the addition value. Thus, in this embodiment, when there is a second button effect when the number of game points increases, whether the player operates the first effect button 2g or the second effect button 2h, the first game point number image 41a and the second game point number image 41b are updated and displayed in the same manner.

[0109] In addition, when the second button effect is executed and the player does not perform any operation on the first effect button 2g and the second effect button 2h, it is preferable to update and display the first game point number image 41a and the second game point number image 41b at the start of the next game. Also, in this embodiment, the second button effect is performed with a predetermined probability (for example, 30%) when the added value of the game point number is "3". However, the second button effect may be performed necessarily when the added value is "3", or the second button effect may be performed with a predetermined probability (for example, 10%) when the added value is "2". Further, when the player operates the first effect button 2g or the second effect button 2h (when updating the display), a predetermined sound effect may be output from the speaker 9, or the lamp 11 may be caused to emit light in a predetermined manner.

[0110] As described above, in this embodiment, the game point number updated in relation to the progress of the game during the normal game state is displayed on the sub-effect display 18 and the main effect display 8. That is, the sub-control unit 20 includes second display control means capable of executing control to display a second image (first game point number image 41a) on the first display means (sub-effect display 18) and a third image (second game point number image 41b) on the second display means (main effect display 8) in relation to the progress of the game.

[0111] Also, when the updated display of the game point number on the sub-effect display 18 and the main effect display 8 is executed in a mode accompanied by the second button effect, both the first game point number image 41a and the second game point number image 41b will be updated and displayed in the same manner when the first effect button 2g is operated and when the second effect button 2h is operated. That is, during the execution of the first button effect, the sub-control unit 20 as the second display control means executes control to change the first image (the winning effect image 40a) when only the first operation means (the first effect button 2g) is operated. On the other hand, during the execution of the second button effect, when either the first operation means (the first effect button 2g) or the second operation means (the second effect button 2h) is operated, control to change the second image (the first game point number image 41a) and the third image (the second game point number image 41b) can be executed. Therefore, it becomes possible to improve the interest of the game and to improve the player's sense of expectation. Also, during the execution of the first button effect, the winning effect image 40a changes by operating only the first effect button 2g. On the other hand, during the execution of the second button effect, the second game point number image 41b changes by operating either the first effect button 2g or the second effect button 2h. That is, since the updated display of a large number of game point numbers, which is important for the player, is executed by a plurality of operation means, it becomes possible to surely notify that a large number of game point numbers have been updated. Note that the image changed by operating the first effect button 2g or the second effect button 2h in the first button effect may be other than the first game point number image 41a and the second game point number image 41b as long as it is displayed on the sub-effect display 18 and the main effect display 8 and is related to the progress of the game. For example, it may be an image for notifying the number of game medals.

[0112] [Erasure of the Third Image] Next, with reference to FIG. 13, the erasure of the third image in the medal-less gaming machine 1 of the present embodiment will be described. In the medal-less gaming machine 1 of the present embodiment, as described above, based on the reception of the control information from the main control unit 10, the sub-control unit 20 displays the first game point number image 41a as the second image on the sub-effect display 18 as the first display means, and also displays the second game point number image 41b as the third image on the main effect display 8 as the second display means. In addition, in the medal-less gaming machine 1 of the present embodiment, when the transition condition to the pseudo-bonus state is satisfied during the normal gaming state, the gaming state is shifted to the pseudo-bonus state as a specific gaming state advantageous to the player. And when the gaming state shifts to the pseudo-bonus state, an image notifying the shift to the pseudo-bonus state is displayed on the main effect display 8. At this time, the second game point number image 41b displayed on the main effect display 8 is temporarily erased.

[0113] FIG. 13 shows the display contents of various images on the main effect display 8 and the sub-effect display 18 when shifting to the pseudo-bonus state. First, FIG. 13(a) shows the display contents of the main effect display 8 and the sub-effect display 18 during the premonition period before shifting to the pseudo-bonus state. In the present embodiment, when the transition condition to the pseudo-bonus state is satisfied during the normal gaming state, it is shifted to the pseudo-bonus state with a premonition period (for example, between 32 games) in between. And during the premonition period, a premonition effect is executed on the main effect display 8 to enhance the anticipation of the shift to the pseudo-bonus state. Also, at the end of the premonition period (for example, between 3 games leaving the last game), for example, a battle effect where a friendly character battles an enemy character is executed. When it has been determined that the shift to the pseudo-bonus state will occur, an image of the friendly character winning in the battle effect is displayed to notify the shift to the pseudo-bonus state. In addition, even when a rare combination is won but the player does not win the lottery for the shift to the pseudo-bonus state, a premonition effect similar to the above (in this case, a fake premonition effect) is executed, and a battle effect where the enemy character wins is executed at the end.

[0114] FIG. 13(a) shows the case where the battle performance is executed during the above-mentioned precursor performance. For example, when the number of game points is "235", the transition condition to the pseudo-bonus state is satisfied, and then it shows the point when the number of game points is updated to "240" during the precursor performance. As shown in FIG. 13(a), when the battle performance is executed, a battle performance image 43a is displayed on the main part of the screen of the main performance display 8. Although FIG. 13(a) shows a simplified version as the battle performance image 43a, when the battle performance is executed, a video in which the ally character and the enemy character repeat offense and defense for each game is displayed. Also, even during the battle performance, the first game point number image 41a (shown as "240P" in the figure) on the sub-performance display 18 and the second game point number image 41b (shown as "240P" in the figure) on the main performance display 8 are continuously displayed. Note that during the battle performance, an image corresponding to the battle performance may also be displayed on the sub-performance display 18.

[0115] And when the transition condition to the pseudo-bonus state is satisfied, an image of the ally character winning is displayed in the final game (the 31st game) during the battle performance. However, when the next game, which is the final game of the precursor period, starts, as shown in FIG. 13(b), on the main part of the screen of the main performance display 8, for example, a bonus confirmation image 43b consisting of an image blessing the victory of the ally character is displayed, and a bonus confirmation information image 43c consisting of character information of "bonus confirmed" is displayed at the lower part of the screen. At this time, the second game point number image 41b on the main performance display 8 that has been displayed until then is erased along with the display of the bonus confirmation image 43b.

[0116] That is, at this time, since the transition to the pseudo-bonus state has already been confirmed, the player is not very interested in the display of the second game point number image 41b. Therefore, while erasing the second game point number image 41b, the bonus confirmation image 43b and the bonus confirmation information image 43c are prominently displayed to enhance the player's satisfaction with the transition to the pseudo-bonus state. However, as shown in the figure, since the first game point number image 41a on the sub-effect display 18 is continuously displayed, the player can confirm the game point number at this time without any problem. In addition, the game point number at the time of transitioning to the pseudo-bonus state may be associated with the provision of benefits during the pseudo-bonus state. For example, the higher the game point number at this time, the higher the probability of winning the transition lottery to the AT state during the pseudo-bonus state. Even in such a case, since the first game point number image 41a on the sub-effect display 18 is continuously displayed, there is no problem for the player to confirm the game point number.

[0117] Then, when the player operates the first effect button 2g or the second effect button 2h in a state where the second game point number image 41b on the main effect display 8 has been erased, as shown in Fig. 13(c), the erased second game point number image 41b on the main effect display 8 will be restored and displayed. That is, even when the second game point number image 41b on the main effect display 8 is erased, the sub-control unit 20 enables the first effect button 2g and the second effect button 2h. When either the first effect button 2g or the second effect button 2h is operated by the player, the second game point number image 41b on the main effect display 8 is restored and displayed. Note that, even when the first effect button 2g and the second effect button 2h are activated at this time, it is preferable not to display an image prompting the operation of the first effect button 2g and the second effect button 2h on the main effect display 8, or to activate only the internal LEDs of the first effect button 2g and the second effect button 2h (executed as a so-called hidden button effect). In this way, only the player who recognizes that the second game point number image 41b will be restored and displayed when the first effect button 2g or the second effect button 2h is operated in this state can obtain a certain sense of superiority.

[0118] As described above, in this embodiment, when shifting to the pseudo-bonus state, the second game point number image 41b on the main effect display 8 is erased. That is, the sub-control unit 20 as the second display control means can erase the third image (the second game point number image 41b) displayed on the second display means (the main effect display 8) in relation to the occurrence of a specific game state (pseudo-bonus state). Therefore, it is possible to prevent the display of the second game point number image 41b from inhibiting the visibility of various images displayed on the main effect display 8 in relation to the occurrence of the pseudo-bonus state, and it is possible to surely notify the occurrence of the pseudo-bonus state and efficiently improve the player's sense of expectation.

[0119] Also, even when the second game point number image 41b on the main effect display 8 is erased, the first game point number image 41a on the sub-effect display 18 is continuously displayed. Therefore, even when the second game point number image 41b is erased, the player can confirm the game point number without any problem.

[0120] Further, when the second game point number image 41b on the main effect display 8 is erased, the sub-control unit 20 enables the first effect button 2g and the second effect button 2h, and when the player operates either the first effect button 2g or the second effect button 2h, the second game point number image 41b on the main effect display 8 is restored and displayed. That is, the sub-control unit 20 as the second display control means can execute control to restore and display the third image when either the first operation means (the first effect button 2g) or the second operation means (the second effect button 2h) is operated while the third image (the second game point number image 41b) is erased. Therefore, even when the second game point number image 41b on the main effect display 8 is erased, it is possible to confirm the game point number at that time by operating the first effect button 2g or the second effect button 2h.

[0121] [Modification Example when Changing the Second Image and the Third Image] Next, with reference to FIG. 14, a modification example when changing the second image and the third image in the medal-less gaming machine 1 of the present embodiment will be described. In the above-described embodiment, when the updated display of the game point number (the first game point number image 41a and the second game point number image 41b) is executed in a mode accompanied by the second button effect, the updated display of the game point number is executed in the same mode whether the first effect button 2g is operated or the second effect button 2h is operated. However, in this modification example, the updated mode of the game point number is executed in different modes according to the operated operation means. That is, the updated mode of the game point number when the first effect button 2g is operated is made different from the updated mode of the game point number when the second effect button 2h is operated.

[0122] FIG. 14 shows the updated mode of the game point number for each operation means executed under the control of the sub-control unit 20. Note that FIG. 14 shows the state subsequent to the state shown in FIG. 12(b) described above. That is, it shows the state after the second operation instruction image 42a for prompting the operation of the operation means is displayed, and shows the case where "3" is added to the number of game points.

[0123] First, as shown in FIG. 14(a), when the first effect button 2g is operated by the player after the second operation instruction image 42a (see FIG. 12(b)) is displayed on the main effect display 8, in the same manner as described above (see FIG. 12(c)), the first game point number image 41a of the sub-effect display 18 and the second game point number image 41b of the main effect display 8 that were being displayed are updated and displayed. That is, by one operation on the first effect button 2g, the first game point number image 41a and the second game point number image 41b are updated and displayed at once from "100P" to "103P". In addition, corresponding to the updated display of the first game point number image 41a, a first addition value image 42b (illustrated as "3") indicating the addition value at that time is displayed, and corresponding to the updated display of the second game point number image 41b, a second addition value image 42c (illustrated as "3") indicating the addition value at that time is displayed to notify the addition value.

[0124] Next, as shown in FIG. 14(b), when the second effect button 2h is operated by the player after the second operation instruction image 42a is displayed on the main effect display 8, the updated display of the first game point number image 41a of the sub-effect display 18 and the second game point number image 41b of the main effect display 8 that were being displayed is executed in a manner different from the case where the first effect button 2g is operated. Specifically, by one operation on the second effect button 2h, the first game point number image 41a and the second game point number image 41b are updated and displayed from "100P" to "101P". In addition, "1" is displayed as the first addition value image 42b and the second addition value image 42c indicating the addition value of the game points.

[0125] Then, as shown in FIG. 14(c), when the player operates the second effect button 2h again, in the same manner as described above, by operating the second effect button 2h once, the first game point number image 41a and the second game point number image 41b are updated and displayed from "101P" to "102P". Thereafter, similarly, until the first game point number image 41a and the second game point number image 41b become "103P", the update mode for the operation is repeatedly performed. That is, when the player operates the second effect button 2h, an update display is performed in such a manner that the game point number is updated by "1" each time the second effect button 2h is operated once. Before the first game point number image 41a and the second game point number image 41b become "103P", if the first effect button 2g is operated or the next game is started, both images are changed to "103P" at that time.

[0126] As described above, in this modification, when the update display of the game point number (the first game point number image 41a and the second game point number image 41b) is executed in a manner accompanied by the second button effect, the update mode of the game point number when the first effect button 2g is operated is made different from the update mode of the game point number when the second effect button 2h is operated. That is, the sub-control unit 20 as the second display control means can change the mode when changing the second image (the first game point number image 41a) and the third image (the second game point number image 41b) according to the type of the operated operation means. Therefore, it is possible to execute the update display of the game point number in a highly interesting manner, and it is also possible to change the update mode according to the preference of the player. As described above, the first button effect and the second button effect are executed.

[0127] [Inter-game button effects across multiple games] Next, referring to FIG. 15, the button effects across a plurality of games in the medal-less gaming machine 1 of the present embodiment will be described. In the medal-less gaming machine 1 of the present embodiment, various effects are performed corresponding to the progress of the game. Also, in a part of the effects, button effects other than the above-described first button effect and second button effect using the operation means (the first effect button 2g or the second effect button 2h) can be executed.

[0128] Further, when a button effect other than the first button effect and the second button effect is executed, the operation mode of the operation means is selectively determined from among a plurality of operation modes, and a button effect corresponding to the determined operation mode can be executed. For example, a normal operation of changing the displayed effect image by operating the operation means once, a continuous operation in which the operation means can be operated a plurality of times and the effect image is gradually changed for each continuous operation of the operation means, and a long-press operation in which the operation means can be continuously operated and the effect image is gradually changed in response to the continuous operation of the operation means (operation for continuously maintaining the ON state of the sensor), any one of the operation modes is selectively determined, and the button effect in the determined operation mode is executed. Also, in the medal-less gaming machine 1 of the present embodiment, for example, even when a continuous effect across a plurality of games such as a battle effect is executed on the main effect display 8, a button effect can be executed, and in the inter-game button effect performed during this continuous effect, an effect corresponding to various operation modes of the operation means is executed.

[0129] FIG. 15 shows a timing chart showing the state of the operation signal of the operation means and the state of the effect image when an inter-game button effect of changing the effect image by a long-press operation of the operation means is executed during the execution of the continuous effect under the control of the sub-control unit 20. Note that FIG. 15 shows a case where an inter-game button effect in which an image prompting a long-press operation of the operation means (for example, the first effect button 2g) is displayed is executed at a predetermined time (for example, when the first reel 41 stops for the first time) during the execution of the first (first G) game of the continuous effect. As shown in FIG. 15, when the player long-presses the operation means in response to the display of an image prompting a long-press operation at a predetermined time during the first game execution of the continuous performance, the operation signal from the operation means is continuously switched to the ON state. Also, in response to the continuous switching of the operation signal to the ON state, for example, an effect is executed in which the effect image displayed on the main effect display 8 changes step by step. For example, an effect is executed in which glass balls with a predetermined color scheme are broken every time the ON state of the operation signal continues for a predetermined time (for example, 2 seconds), and new glass balls with a different color scheme appear. The color scheme of the glass balls changes from white → blue → green → red, etc., and the degree of expectation for the provision of benefits increases as it approaches red. However, the color scheme of the glass balls that finally changes during the continuous performance is determined in advance, and even if the ON state of the operation signal continues for a long time, there will be no further change to other glass balls.

[0130] Therefore, as shown in FIG. 15, when the player long-presses the operation means at a predetermined time during the first game execution of the continuous performance, the effect image displayed on the main effect display 8 at that time will change step by step according to the duration of the long-press operation. Also, the inter-game button effect is continuously executed even when the first game in the continuous performance ends. The sub-control unit 20 continuously receives the operation signal from the operation means, and based on the input of the operation signal, continuously executes a step-by-step change of the effect image even after the game ends. Furthermore, the inter-game button effect is continuously executed even when the second game in the continuous performance starts. The sub-control unit 20 continuously receives the operation signal from the operation means, and based on the input of the operation signal, continuously executes a step-by-step change of the effect image even during the execution of the second game. Note that even when the second game in the continuous performance ends and the third game starts, the button effect may be executed in the same manner as described above. That is, the inter-game button effect may be executed across games after the third game.

[0131] In this way, when the sub-control unit 20 executes an inter-game button effect that requires a long press operation of the operation means during continuous effects, it can continuously execute the button effect across a plurality of games. That is, the sub-control unit 20 can execute continuous continuous effects across a plurality of games, can execute an operation effect (button effect) that requires a specific operation (for example, a long press operation) on the operation means during continuous effects, and when a continuous specific operation on the operation means is performed across a plurality of games during continuous effects, it can change the effect image corresponding to the specific operation. Therefore, the effect image will change due to the operation of the operation means across a plurality of games, and it becomes possible to execute a novel and highly interesting effect that has never existed before. In particular, in the medal-less gaming machine 1, since there is no need for the player to physically insert medals by hand, it becomes possible to more effectively execute button effects than in the past. That is, while progressing the game with one hand, it becomes possible to operate the operation means with the other hand. Therefore, even when an inter-game button effect that requires a specific operation is executed across a plurality of games, the player can enjoy the inter-game button effect without any problem while progressing the game.

[0132] [Image at the end of the AT state] Next, with reference to FIG. 16, the image at the end of the AT state in the medal-less gaming machine 1 of the present embodiment will be described. In the medal-less gaming machine 1 of the present embodiment, as described above, when the AT state for one set ends and there is no right of continuation (so-called stock) to shift to the AT state of the next set, the AT state is ended. And after the end of the final game of the AT state in which the AT state ends, an image notifying that the AT state ends is displayed on the main effect display 8.

[0133] In addition, in the medal-less gaming machine 1 of the present embodiment, based on the reception of control information from the main control unit 10, the sub-control unit 20 has provided in advance a plurality of types of images to be displayed on the main effect display 8 at the end of the AT state, and selects one of the images based on the set value of the probability setting device 16 at that time. For example, selection control of images is performed such that images that are more likely to be selected as the setting becomes higher or images that are more likely to be selected as the setting becomes lower are generated. Therefore, the set value in the probability setting device 16 is suggested by the image displayed on the main effect display 8 at the end of the AT state.

[0134] FIG. 16 shows the effect image displayed on the main effect display 8 at the end of the AT state under the control of the sub-control unit 20. First, FIG. 16(a) shows the effect image displayed on the main effect display 8 after the end of the final game in which one set of the AT state ends. As shown in FIG. 16(a), after the end of the final game in which one set of the AT state ends, an AT end image 44b for notifying that the AT state has ended is displayed in the main part of the screen of the main effect display 8. The AT state end image 44b may be a still image or a moving image including predetermined characters or character information as long as it is an image for notifying that the AT state has ended. Also, at this time, a result image showing achievements such as the number of game medals acquired during the AT state may be included. Normally, when the next game is started from this state, the AT end image 44b is erased from the main effect display 8, and an image capable of notifying that it is in the normal gaming state is displayed. Note that when the right to continue the AT state is granted and this is clearly notified, the AT state end image 44b is not displayed, and an image indicating that it is in the AT state is displayed when the next game is started.

[0135] A plurality of types of the AT end images 44b displayed at this time are provided, and one of the images is selected according to the set value of the probability setting device 16 at that time. Specifically, five types of images from Image 1 to Image 5 are preset. Image 1 is an image randomly selected regardless of the set value. Image 2 is an image that is likely to be selected when the set value is an odd number. Image 3 is an image that is likely to be selected when the set value is an even number. Image 4 is an image that is likely to be selected when the set value is a high value (for example, Setting 4 to Setting 6). Image 5 is an image that is likely to be selected when the set value is Setting 6. In addition, as long as there is an image randomly selected regardless of the set value, the selection rate and tendency of each image may be other than the above.

[0136] Also, during the AT state, since there may be a case where it is not clearly notified that the continuous right is granted for the next and subsequent times, when the continuous right of the AT state is granted but not clearly notified, the AT state will continue. However, displaying the AT end image 44b and then continuing the AT state can give the player a sense of surprise and enhance the interest of the game. Therefore, as shown in FIG. 16(b), once the AT end image 44b is displayed, at the start of the next game, the AT end image 44b is erased, and an AT in-image 44a notifying that it is in the AT state is displayed on the main effect display 8, performing a so-called resurrection effect. And in the medal-less gaming machine 1 of this embodiment, under the control of the sub-control unit 20, as the AT end image 44b temporarily displayed when executing this resurrection effect, the above-mentioned Image 1 is forcibly selected. That is, the AT end image 44b displayed when executing the resurrection effect selects an image that is of no reference value in guessing the set value in the probability setting device 16. This is because when the AT state is continued without executing the resurrection effect, the AT end image 44b is not displayed. Therefore, if an image indicating the set value in the probability setting device 16 is displayed during the resurrection effect, it will give the player useful information to that extent, and there is a risk of giving the player a sense of inequality.

[0137] In this way, when the sub-control unit 20 executes the revival effect at the end of the AT state, when determining the image to be displayed at the end of the AT state, it forcibly selects an image that does not suggest the set value in the probability setting device 16. That is, the sub-control unit 20 enables the display of an end image (AT end image 44b) capable of notifying the end of the AT state at the end of the AT state, and when determining the end image, can select the type of the end image according to the set value in the probability setting device 16. When the AT state is to be continued after displaying the end image, the type of the end image is determined regardless of the set value in the probability setting device 16. Therefore, by changing the opportunity to provide useful information to the player according to the presence or absence of the revival effect, it is possible to prevent giving the player a sense of inequality. In addition, since it does not give the player a sense of inequality, it is possible to increase the execution probability of the revival effect and improve the interest of the game. Note that the end image to be displayed during the revival effect may be an image that suggests the set value in the probability setting device 16 with a higher reliability. Also, when having a function (for example, a function of outputting information to a player-owned mobile terminal) that provides the player with suggestion information (for example, the probability of each image being displayed) of the set value in the probability setting device 16, it may be configured to provide the suggestion information excluding the end image displayed during the revival effect.

[0138] [Button effect involving operations of multiple operation means] Next, with reference to FIGS. 17 and 18, a button effect involving operations of multiple operation means in one game of the medal-less gaming machine 1 of the present embodiment will be described. In the medal-less gaming machine 1 of the present embodiment, it is possible to execute a button effect that involves operations of multiple operation means during the execution of one game, which is a button effect other than the above-described first button effect and second button effect. For example, at a predetermined time (e.g., after the operation of the start lever 3) in a predetermined one game (e.g., the final game) during the battle performance, a button performance is executed by operating either the first performance button 2g or the second performance button 2h. Then, at a different time (e.g., after the stop of the first reel 41) in the game, it is possible to execute the button performance again by operating either the first performance button 2g or the second performance button 2h. And in one game, the probability of being given a privilege (e.g., a pseudo-bonus state) increases as the number of times of switching operations to different operation means, such as from the operation of the first performance button 2g to the operation of the second performance button 2h or from the operation of the second performance button 2h to the operation of the first performance button 2g, increases. The button performance is executed in this way.

[0139] First, with reference to FIG. 17, the case where the number of times of switching operations to different operation means in one game is set to 1 under the control of the sub-control unit 20 will be described. As shown in FIG. 17(a), when a battle performance (e.g., a battle performance between three games) is executed, a battle performance image 43a is displayed in the main part of the screen of the main performance display 8. Then, at a first time (e.g., after the operation of the start lever 3) in a predetermined game (e.g., the final game) during the battle performance, the button performance is executed, and a lower button operation instruction image 45a consisting of character information "Press the lower button" prompting the operation of the first performance button 2g is displayed in the lower part of the screen of the main performance display 8. Although not shown in the figure, at this time, if the player operates the first performance button 2g, character information such as "Chance" is displayed in a predetermined part of the screen of the main performance display 8, and an effect is performed to enhance the expectation for the granting of a privilege.

[0140] Then, as shown in FIG. 17(b), at a second time different from the first time in the same game (e.g., after the stop of the first reel 41), the button performance is executed again, and an upper button operation instruction image 45b consisting of character information "Press the upper button" prompting the operation of the second performance button 2h is displayed in the lower part of the screen of the main performance display 8. Although illustration is omitted, when the player operates the second effect button 2h at this time, for example, character information such as "Button switched once. It's hot." is displayed in a predetermined part of the screen of the main effect display 8, and it is notified that the operation target has switched from the first effect button 2g to the second effect button 2h and the operation has been switched once, and an effect is performed to further enhance the expectation for the awarding of a privilege. Also, there may be a case where an effect prompting the operation of the second effect button 2h is not executed after the operation of the first effect button 2g. In this case, the probability of awarding a privilege is lower than when the effect prompting the operation of the second effect button 2h is executed after the operation of the first effect button 2g. In this way, in one game, when a button effect involving operations of a plurality of operation means is executed and the operation target switches from the first effect button 2g to the second effect button 2h, the probability of awarding a privilege becomes higher.

[0141] Next, with reference to FIG. 18, a case where the number of operation switches to different operation means in one game is set to two under the control of the sub-control unit 20 will be described. In the sub-control unit 20, when the number of operation switches is performed twice during the battle effect, the button effect is controlled so that the probability of awarding a privilege is higher than in the case of once. As shown in FIG. 18(a), a button effect is executed at a first time (for example, after the operation of the start lever 3) in a predetermined game (for example, the final game) during the battle effect, and a lower button operation instruction image 45a consisting of character information "Press the lower button" prompting the operation of the first effect button 2g is displayed in the lower part of the screen of the main effect display 8. Similar to the above, when the player operates the first effect button 2g at this time, for example, character information such as "Chance" is displayed in a predetermined part of the screen of the main effect display 8, and an effect is performed to enhance the expectation for the awarding of a privilege.

[0142] Then, as shown in FIG. 18(b), button effects are executed again at a second time different from the first time in the same game (for example, after the first reel 41 stops due to the operation of the left stop button 5a), and an upper button operation instruction image 45b consisting of character information "Press the up button" prompting the operation of the second effect button 2h is displayed at the lower part of the screen of the main effect display 8. Note that, as described above, when the player operates the second effect button 2h at this time, character information such as "Button switch 1 time. Hot" is displayed at a predetermined part of the screen of the main effect display 8, the operation of the operation means is switched from the first effect button 2g to the second effect button 2h, and it is notified that the operation switch has been performed once, and an effect is performed to further enhance the expectation for the provision of a privilege.

[0143] Furthermore, as shown in FIG. 18(c), triple button effects are executed at a third time different from the second time in the same game (for example, after the second reel 41 stops due to the operation of the middle stop button 5b), and a lower button operation instruction image 45a consisting of character information "Press the down button" prompting the operation of the first effect button 2g is displayed at the lower part of the screen of the main effect display 8. Note that although not shown in the figure, when the player operates the first effect button 2g at this time, character information such as "Button switch 2 times. Super hot" is displayed at a predetermined part of the screen of the main effect display 8, the operation target is switched from the first effect button 2g to the second effect button 2h, and further from the second effect button 2h to the first effect button 2g, and it is notified that the operation switch has been performed twice, and an effect is performed to extremely enhance the expectation for the provision of a privilege. In this way, in one game, when button effects involving operations of the operation means are executed a plurality of times, and the operation target is switched from the first effect button 2g to the second effect button 2h, and further from the second effect button 2h to the first effect button 2g, the probability of being granted a privilege becomes extremely high.

[0144] As described above, the sub-control unit 20 is capable of executing button effects involving the operation of an operating means multiple times in a single game, and controls the button effects so that the more times the operating target is switched to a different operating means, the higher the probability of a special bonus (pseudo bonus state) being awarded. Therefore, the more times a player participates in the performance and the more complex the operation modes used when participating, the higher the probability of receiving a bonus, which makes it possible to increase the entertainment value of the game and efficiently heighten the player's expectations. In addition, the above-mentioned operation switching may be other than those mentioned above as long as it changes the operation target, and the operating means may be other than the second performance button 2h and the first performance button 2g (for example, the start lever 3 and the stop button 5) as long as it is operable by the player. Furthermore, the first and second times at which the button effects are executed may be times other than those described above. For example, the second time may be the time at which the last reel 41 stops. In addition, the button effect is executed during a predetermined game in the match effect, but may be executed during other effects (e.g., winning effects). In addition, during a game in which the button effect is executed, a pseudo game in which the reel 41 is pseudo-stopped may be executed.

[0145] As described above, the present invention relates to a gaming machine (medal-less gaming machine 1) that allows a game to progress based on an operation by a player and is capable of granting a predetermined benefit to a player according to a result of a predetermined game derived as the game progresses, the gaming machine comprising: a first display means (sub-performance display device 18) capable of displaying a plurality of pieces of information; a second display means (main performance display device 8) that is provided separately from the first display means and is capable of displaying a plurality of pieces of information; a first display control means (sub-control unit 20) capable of executing control to cause the first display means to display a first image in one game; and a second image to be displayed on the first display means in relation to the progress of the game. The game device is equipped with a second display control means (sub-control unit 20) capable of executing control to cause the second display means to display a third image while also displaying a first image, a first operation means (first performance button 2g) that can be operated by a player, and a second operation means (second performance button 2h) that is provided separately from the first operation means and can be operated by a player, wherein the first display control means is capable of executing control to change the first image when the first operation means is operated, and the second display control means is configured to be capable of executing control to change the second image and the third image when either the first operation means or the second operation means is operated. Therefore, it is possible to increase the interest of the game and to enhance the player's sense of expectation. In addition, when changing the first image, only the first operating means needs to be operated, whereas when changing the second image and the third image, either the first operating means or the second operating means needs to be operated. Therefore, the changes to the second image and the third image, which are important to the player, are performed by multiple operating means, making it possible to reliably perform the changes to the second image and the third image.

[0146] The second display control means is configured to be able to erase the third image displayed on the second display means in association with the occurrence of a specific gaming state (pseudo bonus state). Therefore, it is possible to prevent the display of the third image on the second display means from inhibiting the visibility of various images displayed on the second display means in relation to the occurrence of a specific gaming state, and it is possible to reliably notify the occurrence of the specific gaming state, and it is possible to efficiently improve the player's sense of expectation.

[0147] Further, the second display control means is configured to be capable of executing control to cause the third image to be redisplayed when either the first operation means or the second operation means is operated in a state where the third image has been erased. Therefore, even in a state where the third image has been erased on the second display means, if either the first operation means or the second effect button 2h is operated, it becomes possible to confirm the number of game points at that time.

[0148] Further, the second display control means is configured to be able to change the mode when changing the second image and the third image according to the type of the operation means that has been operated. Therefore, it is possible to execute the change of the second image and the third image in a highly interesting mode, and it is possible to change the mode of changing the second image and the third image according to the preference of the player.

[0149] Note that the first display control means and the second display control means may be provided in the main control unit 10, may be provided in the sub-control unit 20, or may be configured by the cooperation of the main control unit 10 and the sub-control unit 20.

[0150] On the other hand, as a conventional gaming machine, Patent Document (Japanese Unexamined Patent Application Publication No. 2015-080706) discloses a slot machine capable of performing an effect accompanied by an operation of an effect button. However, such a conventional gaming machine is not sufficient for improving the interest of the game and the player's sense of expectation. According to the gaming machine of the present embodiment, all or part of the above problems to be improved by the conventional gaming machine can be solved.

[0151] As described above, the preferred embodiments of the gaming machine of the present invention have been explained. However, the gaming machine according to the present invention is not limited to the above-described embodiments, and it goes without saying that various modifications can be made within the scope of the present invention. For example, the main control unit 10 may also have two main circuit boards each equipped with a CPU. In this case, the main control unit 10 can be composed of a main control circuit board equipped with a main control CPU and a medal number control circuit board equipped with a medal number control CPU. Specifically, the medal number control CPU can be made responsible for controlling the display device 7 for the number of gaming medals, as well as the control corresponding to the operation of the counting button 2c, the gaming medal number clear button 14, and the dedicated unit 19, and the main control CPU can be made responsible for the operation of comprehensively controlling the other games.

[0152] Also, a configuration in which a part or all of the operations performed by the main control unit 10 are performed by the sub-control unit 20 may be adopted, or a configuration in which a part or all of the operations performed by the sub-control unit 20 are performed by the main control unit 10 may be adopted. For example, the sub-control unit 20 may control the display device 7 for the number of gaming medals, or the sub-control unit 20 may be responsible for the control corresponding to the operation of the counting button 2c, the gaming medal number clear button 14, and the dedicated unit 19. Also, the main control unit 10 may control the operation of the counting button lamp 2e and the bet number lamp 2f. Also, in the present embodiment, when it is expressed that "the probability of one is higher than that of the other" or "the probability of one is lower than that of the other", one probability includes 0%, and the other probability includes 100%. Also, in the present embodiment, the numerical values defined at the time of various lotteries are examples, and they may be numerical values with a range (2 or more) or numerical values without a range (1).

[0153] Also, in the present embodiment, an example of a slot machine is shown for the gaming machine, but it may also be a pachinko machine. That is, it may be a so-called enclosed gaming machine that can execute a game by circulating game media such as game balls internally without paying them out externally. In this case, the gaming machine can be provided with a game ball number display device corresponding to the game medal number display device 7. Furthermore, for example, the notification mode may be changed according to the amount of game balls stored and displayed in the game ball number display device. Also, when the counting button is long-pressed, the amount of counting may be more than when it is short-pressed. When the game ball is acquired while the counting button is still long-pressed even after the number of game balls stored and displayed in the game ball number display device becomes 0, the game ball may be counted.

Explanation of Signs

[0154] 1 Medal-less Gaming Machine 2a Bet Button 2b MAX Bet Button 2c Counting Button 2d Payout Button 2f Bet Number Lamp 2g First Effect Button 2h Second Effect Button 7 Game Medal Number Display Device 7a Game Medal Number Display 8 Main Effect Display 10 Main Control Unit 18 Sub Effect Display 19 Dedicated Unit 19a Held Medal Number Display 19b Amount Information Display

Claims

1. In a gaming machine configured to advance a game based on an operation by a player and to be able to grant a predetermined privilege to the player according to a result of a predetermined game derived as the game progresses, a first display means capable of displaying a plurality of pieces of information; a second display means provided separately from the first display means and capable of displaying a plurality of pieces of information; first display control means capable of executing control to display a first image on the first display means in one game; second display control means capable of executing control to display a second image on the first display means and a third image on the second display means in relation to the progress of the game; first operation means operable by the player; second operation means provided separately from the first operation means and operable by the player; comprising the first display control means is capable of executing control to change the first image when the first operation means is operated; the second display control means is capable of executing control to change the second image and the third image when either the first operation means or the second operation means is operated; A gaming machine characterized by the above.

2. The second display control means is capable of erasing the third image displayed on the second display means in relation to the occurrence of a specific gaming state; The gaming machine according to claim 1, characterized by the above.

3. The second display control means is capable of executing control to cause the third image to be redisplayed when either the first operation means or the second operation means is operated in a state where the third image has been erased; The gaming machine according to claim 2, characterized by the above.

4. The second display control means The mode when changing the second image and the third image can be changed according to the type of the operated operation means. The gaming machine according to any one of claims 1 to 3, characterized in that.

Citation Information

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