Gaming machine

The gaming machine addresses the challenge of enhancing player expectation and interest by using a counting and presentation mechanism to indicate advantageous game states, thereby improving player engagement.

JP7698891B2Active Publication Date: 2025-06-26NEWGIN KK
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Patent Information

Application Number
JP2022185144
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2022-11-18
Publication Date
2025-06-26
Estimated Expiration
2042-11-18

AI Technical Summary

Technical Problem

Existing gaming machines lack mechanisms to enhance player expectation and interest by providing advantageous game states and informative feedback during gameplay.

Method used

A gaming machine equipped with a counting mechanism to track a predetermined numerical value, a presenting mechanism to display various information, and a control mechanism to manage the presentation based on the counted value, allowing for the presentation of special information that indicates advantageous game states.

Benefits of technology

The solution effectively enhances player interest by providing clear indicators of advantageous game states, thereby increasing player engagement and expectation.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game machine that can increase the interest of a player.SOLUTION: On the basis of a counted value (for example, a first point) by counting means (for example, a CPU of a main board) having reached a specified value, presentation means (for example, a display performance device 15) can present special information (for example, an enemy character). The special information includes first special information (for example, enemy characters A and B) and second special information (for example, enemy character C). In a situation where the second special information is presented, it is possible to recognize that a game is more likely to develop advantageously than in a situation where the first special information is presented.SELECTED DRAWING: Figure 11
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Description

Technical Field

[0001] This invention relates to a gaming machine.

Background Art

[0002] Conventionally, as an example of a gaming machine, a slot machine is known. In a slot machine, the states related to the game include states that are advantageous in some respects compared to the normal state. As shown in Patent Document 1, CZ (Chance Zone) and ART (Assist Replay Time) etc. are known as advantageous states.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] In recent years, it is expected to enhance the sense of expectation for the game to be developed advantageously and further improve the interest of the players.

Means for Solving the Problems

[0005] The gaming machine that solves the above problems includes a counting means capable of counting a predetermined numerical value in a game executed during a predetermined period, a presenting means for presenting various information, and a presenting control means for controlling the presenting means. Based on the fact that the count value by the counting means has reached a specified value, the presenting means can present special information, and the special information includes first special information and second special information. In the situation where the second special information is presented, it can be recognized that the game is more likely to develop advantageously compared to the situation where the first special information is presented. The predetermined period ends according to the number of times of variable display of symbols associated with the game. If the predetermined period ends before the count value by the counting means reaches the specified value, the special information is not presented, and special information different from the special information can be presented. In the situation where the special information is presented, it can be recognized that the game is developed advantageously. , before the start of the predetermined period, suggestive information can be presented, and the suggestive information is information that suggests the type of the special information presented when the count value by the counting means reaches the specified value in the subsequent predetermined period This is the gist.

Effect of the Invention

[0006] According to the present invention, the interest of the player can be improved.

Brief Description of the Drawings

[0007]

Figure 1

Figure 2

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Figure 10

Figure 11

Figure 12

Embodiments for Carrying Out the Invention

[0008] [First Embodiment] The first embodiment of a slot machine, which is an example of a gaming machine, will be described. In this specification, the directions of up, down, left, right, front, and rear indicate the respective directions when viewed from a player who plays a game on the gaming machine.

[0009] As shown in FIG. 1, a slot machine 10, which is an example of a gaming machine, includes a main body cabinet 11. The main body cabinet 11 has a rectangular box shape with an opening on the front surface. The slot machine 10 includes a front door 12 that can cover the opening of the main body cabinet 11. The front door 12 is pivotally supported so as to be openable and closable with respect to one side edge of the main body cabinet 11. A substantially rectangular display window 12a through which the inside of the machine can be visually recognized is formed in the front door 12. The slot machine 10 includes a locking device 12b for locking the front door 12. The slot machine 10 is configured such that the front door 12 cannot be opened unless it is unlocked using a door key.

[0010] The slot machine 10 includes a light emission performance device 13 on the front surface of the front door 12. The light emission performance device 13 includes one or more light emitters (not shown), such as LEDs, as an example. The light emission performance device 13 can execute an effect (hereinafter referred to as a light emission effect) according to a predetermined light emission pattern and a notification (hereinafter referred to as a notification light emission) according to a predetermined light emission pattern. The predetermined light emission pattern may include at least one of lighting, extinguishing, and blinking of the light emitter.

[0011] The slot machine 10 includes a voice effect device 14 on the front surface of the front door 12. The voice effect device 14 is configured to include one or more speakers. The voice effect device 14 is capable of performing an effect (hereinafter referred to as a voice effect) of outputting a predetermined voice and a notification (hereinafter referred to as a voice notification) of outputting a predetermined voice. For example, the predetermined voice is a music piece, a sound effect, a human voice reading a predetermined character string, or the like.

[0012] The slot machine 10 includes a display effect device 15. As an example, the display effect device 15 is disposed above the display window 12a on the front side of the front door 12. The display effect device 15 has one or more image display units exemplified by a liquid crystal display. The display effect device 15 is capable of performing an effect (hereinafter referred to as a display effect) of displaying a predetermined image and a notification (hereinafter referred to as a display notification) of displaying a predetermined image. For example, the predetermined image is an image such as a game symbol, a character, a landscape, a character (character string), a number, and a symbol. In the following description, when simply indicating "displaying" for these game symbols, characters, etc., it means displaying these characters, etc. as images.

[0013] The light emission effect device 13, the voice effect device 14, and the display effect device 15 constitute an effect device group ES which is an example of effect execution means. The effect device group ES is not limited to including all of the effect devices 13 to 15, and may be constituted by one or more effect devices arbitrarily selected from these effect devices. The effect device group ES may be configured to include a movable effect device that operates a movable body, a vibration effect device that generates vibration, or a blowing effect device that generates wind. The effect device group ES is an example of effect execution means for performing an effect.

[0014] The slot machine 10 includes a reel unit 16. The reel unit 16 is disposed inside the machine body of the slot machine 10 so that the player can visually recognize it through the display window 12a. The reel unit 16 has a left reel 16a, a middle reel 16b, and a right reel 16c. Each of the reels 16a to 16c has a symbol row in which a plurality of symbols are arranged. As an example, the symbol row is formed by winding a strip-shaped translucent film printed with a plurality of symbols along the longitudinal direction around the outer peripheries of the reels 16a to 16c. There are a plurality of types of symbols. As an example, the types of symbols may include a cherry symbol, a watermelon symbol, a bell symbol, a seven symbol, and a replay symbol.

[0015] The reel unit 16 includes actuators (not shown) that drive the respective reels 16a to 16c. As an example, each actuator is a stepping motor. The reels 16a to 16c can rotate and stop independently of each other in the vertical direction by the actuators provided corresponding to each of them. In the slot machine 10, when the reels 16a to 16c rotate, the symbol row visible through the display window 12a fluctuates, and a variation game is executed. For example, the fluctuation of the symbol row is performed in such a manner that the symbol row is scrolled vertically from top to bottom. The reel unit 16 is an example of symbol display means capable of variably displaying symbols.

[0016] The display window 12a is sized to display three symbols that are continuous in the circumferential direction on the reels 16a to 16c. For each of the reels 16a to 16c, an upper stop position, a middle stop position, and a lower stop position are defined in the display window 12a. When the rotation of the reel stops, one symbol is stopped at each of the upper stop position, the middle stop position, and the lower stop position.

[0017] The reel unit 16 includes reel sensors SE1 to SE3 that detect the rotational positions of the respective reels 16a to 16c (see FIG. 7). Each of the reel sensors SE1 to SE3 outputs a symbol signal for specifying a symbol passing through the valid line NL or a symbol stopped at the valid line NL.

[0018] The valid line NL will be described. In the slot machine 10, a "valid combination of stop positions" is set, which can determine that the combination of stopped symbols (stop results) is a winning combination by a combination of stop positions each selected from among three stop positions defined for each of the reels 16a to 16c. The line connecting a plurality of stop positions constituting the valid combination of stop positions is the valid line NL. As an example, the valid line NL is a line connecting the middle stop positions of the respective reels 16a to 16c.

[0019] Regarding the symbols, "stopping" means that within the display window 12a, the symbols are stopped at any one of the upper stop position, the middle stop position, and the lower stop position and are displayed in a visible manner to the player. "Winning" means that a symbol combination for which a prize is defined is displayed on the valid line NL. In the slot machine 10, when a winning occurs, a prize (profit) defined for the winning symbol combination is awarded. The "symbol combination for which a prize is defined" is a so-called "hand". Note that combinations other than the valid combination of stop positions are invalid combinations of stop positions (so-called invalid lines) that cannot determine that the displayed symbol combination is a winning combination.

[0020] The slot machine 10 is provided with an effect operation unit 21 on the front surface of the front door 12. The effect operation unit 21 has an operation unit that can be operated by a player or the like. As an example, the effect operation unit 21 is of a button type. However, it is not limited to this, and the effect operation unit 21 may be of a touch sensor type or a lever type. The slot machine 10 is provided with a medal insertion unit 22 into which a game medal, which is an example of a game medium, can be inserted. A medal insertion port 22a into which a game medal is inserted is formed in the medal insertion unit 22. The slot machine 10 is provided with a medal selector (not shown) inside the machine. The medal selector has an insertion sensor SE4 that detects a game medal inserted from the medal insertion port 22a (see FIG. 7). When the insertion sensor SE4 detects a game medal, it outputs a medal detection signal.

[0021] The slot machine 10 is provided with a bet operation unit 23 on the front surface of the front door 12. The bet operation unit 23 includes a unit bet operation unit 23a and a maximum bet operation unit 23b. Each bet operation unit 23a, 23b is a means for performing an operation of betting game medals from the credits stored internally in the slot machine 10. As an example, for one variation game, 1, 2, or 3 game medals can be bet. 3 is an example of the maximum bet. When each bet operation unit 23a, 23b is operated, it outputs an operation signal respectively. The bet is the so-called BET number.

[0022] The slot machine 10 is provided with a settlement operation unit 24 on the front surface of the front door 12. The settlement operation unit 24 is a means for performing an operation of paying back the bet game medals and credits. When the settlement operation unit 24 is operated, it outputs an operation signal. The slot machine 10 is provided with a start operation unit 25 on the front surface of the front door 12. As an example, the start operation unit 25 is of a lever type. The start operation unit 25 is a means for performing a start operation to start the rotation of the reels 16a to 16c. The variation game can be started based on the start operation. The start operation can be an opportunity to start the variation game. When the start operation unit 25 is operated, it outputs an operation signal.

[0023] The slot machine 10 is provided with a stop operation unit 26 on the front surface of the front door 12. The stop operation unit 26 includes a left stop operation unit 26a, a middle stop operation unit 26b, and a right stop operation unit 26c. As an example, each stop operation unit 26a to 26c is of a button type. The left stop operation unit 26a corresponds to the left reel 16a and is a means for performing a stop operation to stop the rotation of the left reel 16a. The middle stop operation unit 26b corresponds to the middle reel 16b and is a means for performing a stop operation to stop the rotation of the middle reel 16b. The right stop operation unit 26c corresponds to the right reel 16c and is a means for performing a stop operation to stop the rotation of the right reel 16c. When each stop operation unit 26a to 26c is operated, it outputs an operation signal respectively.

[0024] The slot machine 10 is provided with a payout opening 27 for game medals at the lower part on the front surface of the front door 12. The slot machine 10 is provided with a tray 28 for receiving the game medals paid out from the payout opening 27. The slot machine 10 is provided with a hopper unit (not shown) inside the machine. The hopper unit pays out game medals from the payout opening 27.

[0025] As shown in FIGS. 1 and 2, the slot machine 10 is provided with an information display unit 30. The information display unit 30 has an insertable display unit 31. The insertable display unit 31 displays information that can identify whether the insertion of game medals into the medal insertion slot 22a can be accepted. The information display unit 30 has a replay display unit 32. The replay display unit 32 displays information that can identify whether the replay operation is in progress. When the replay is activated, the player can perform a variable game with the number of bets in the previous variable game without placing new game medals.

[0026] The information display unit 30 has a wait display unit 33. The wait display unit 33 displays information that can identify whether it is during the wait time. The wait time is set so that the number of executions of the variable game per unit time does not exceed a specified number. The information display unit 30 has a bet number display unit 34. The bet number display unit 34 displays information that can identify the bet number. As an example, the bet number display unit 34 has a display unit corresponding to bet number = 1, a display unit corresponding to bet number = 2, and a display unit corresponding to bet number = 3. In the bet number display unit 34, the display unit corresponding to the bet number lights up. The information display unit 30 has a credit display unit 35. The credit display unit 35 displays information that can identify the credit stored internally.

[0027] The information display unit 30 includes a payout display unit 36. The payout display unit 36 displays information that can identify the number of game medals paid out as a prize. In this specification, "payout" means giving game medals to the player upon winning, and it does not necessarily mean that the game medals are actually paid out. As an example, the payout display unit 36 is also used as a means for displaying information (hereinafter referred to as operation information) that can identify the operation modes of the stop operation units 26a to 26c necessary for generating a winning. The operation information can identify at least one of the operation order and operation timing of the stop operation units 26a to 26c. The operation information is information for notifying the operation mode necessary for winning a winning combination selected in the internal lottery. The payout display unit 36 may also be used as a means for displaying information that can identify an error.

[0028] As shown in FIG. 3, the operation mode of the stop operation unit 26 may include the operation order (hereinafter referred to as the pressing order) of the stop operation units 26a to 26c and the operation timing (hereinafter referred to as the pressing position). There are a total of six pressing orders from the first to the sixth. In the figure, in the parentheses in the column of the pressing order, the left stop operation unit 26a is abbreviated as "left", the middle stop operation unit 26b is abbreviated as "middle", and the right stop operation unit 26c is abbreviated as "right" to show the pressing order. In the column of the first stop operation, the reel stopped first is shown, in the column of the second stop operation, the reel stopped second is shown, and in the column of the third stop operation, the reel stopped third is shown. In the column of the payout display unit, the operation information displayed on the payout display unit is shown. The operation information is information that can identify the recommended or instructed operation mode. For example, the first pressing order is the pressing order for operating the stop operation units 26a to 26c so that the rotation stops in the order of the left reel 16a → the middle reel 16b → the right reel 16c. When the first pressing order is instructed, the payout display unit 36 displays "o1" as the operation information that can identify the first pressing order.

[0029] An example of a winning combination and a prize will be described. As shown in FIG. 4, the slot machine 10 has a plurality of types of winning combinations. As an example, the plurality of types of winning combinations may include a payout winning combination and a replay winning combination. For the payout winning combination, game medals are determined as a prize. The payout winning combination is a so-called small winning combination. For the replay winning combination, the activation of a replay is determined as a prize. As an example, the payout winning combinations include a cherry winning combination, a watermelon winning combination, a bell winning combination, and a bell spill winning combination. As an example, as the number of payout medals, 4 medals are determined for the cherry winning combination, 15 medals for the watermelon winning combination, 10 medals for the bell winning combination, and 1 medal for the bell spill winning combination.

[0030] The internal state of the slot machine 10 will be described. As shown in FIGS. 5 and 6, the internal state of the slot machine 10 can be defined by the combination of a game section and a game state. The slot machine 10 has a plurality of game sections. The plurality of game sections include a normal section and an advantageous section. The advantageous section is more likely to shift to an advantageous game state than the normal section. The notification of operation information is permitted in the advantageous section and prohibited in the normal section. The game section shifts from the normal section to the advantageous section when the start condition of the advantageous section is satisfied in the normal section. The game section shifts from the advantageous section to the normal section when the end condition of the advantageous section is satisfied in the advantageous section.

[0031] The slot machine 10 has a plurality of game states. The plurality of game states include a normal state and an advantageous state. The operation information is notified in the advantageous state and not notified in the normal state. The advantageous state is a so-called assist time (AT). The advantageous state is a state in which it is easier to win a payout winning combination selected by an internal lottery compared to the normal state. That is, the advantageous state is an advantageous internal state compared to the normal state.

[0032] In the normal state, there are a first normal state and a second normal state. The second normal state has a higher degree of expectation of transitioning to a favorable state (hereinafter referred to as the transition expectation) compared to the first normal state. The second normal state is a so-called chance zone (CZ). In the second normal state, there are a plurality of states with different transition expectations. As an example, there are three types in the second normal state, which are denoted as the second normal state [A], the second normal state [B], and the second normal state [C] in order from the one with the lowest transition expectation. When the transition condition to any of the second normal states is satisfied in the first normal state, the gaming state transitions to the second normal state in which the transition condition is satisfied. When the transition condition to the favorable state is satisfied in any of the normal states, the gaming state transitions to the favorable state. When the transition condition to the first normal state is satisfied in the favorable state or any of the second normal states, the gaming state transitions to the first normal state.

[0033] An example of a specific transition mode of the internal state will be described. The internal state can transition to the favorable section and the first normal state when the start condition of the favorable section is satisfied in the normal section and the first normal state. The internal state can transition to the favorable section and any of the second normal states when the transition condition to the second normal state is satisfied in the favorable section and the first normal state. The internal state can transition to the favorable section and the favorable state when the transition condition to the favorable state is satisfied in the favorable section and any of the normal states. The internal state can transition to the normal section and the first normal state when the transition condition to the first normal state is satisfied in the favorable section and the favorable state. Not limited to this, the internal state may transition to the favorable section and the first normal state when the transition condition to the first normal state is satisfied in the favorable section and the favorable state. Also, the internal state can transition to the normal section and the first normal state when the end condition of the favorable section is satisfied in the favorable section and the favorable state.

[0034] The first normal state may include a case with a precursor to the second normal state and a case without a precursor to the second normal state. In the following description, a phenomenon or effect that is a precursor to the second normal state is simply referred to as a "precursor". In the slot machine 10, a possibility of transitioning to the second normal state is suggested or notified by the precursor. The precursor includes a genuine precursor that appears when transitioning to the second normal state and a false precursor that appears when not transitioning to the second normal state. As an example, the precursor may include precursor [A], precursor [B], and precursor [C]. Precursors [A] to [C] respectively correspond to the second normal states [A] to [C].

[0035] The effect mode of the slot machine 10 will be described. The slot machine 10 is provided with a plurality of effect modes. Each effect mode can be recognized as to which effect mode it is staying in by at least a part of the effect aspects in the effect device group ES being different. As an example, the effect mode corresponds to the gaming state. When the gaming state transitions, the effect mode can transition to the effect mode corresponding to the gaming state after the transition. The plurality of effect modes include a normal mode corresponding to the first normal state without a precursor, a precursor mode [A] corresponding to the first normal state with precursor [A], a precursor mode [B] corresponding to the first normal state with precursor [B], and a precursor mode [C] corresponding to the first normal state with precursor [C]. The plurality of effect modes include a chance mode [A] corresponding to the second normal state [A], a chance mode [B] corresponding to the second normal state [B], and a chance mode [C] corresponding to the second normal state [C]. The plurality of effect modes include an advantageous mode corresponding to the advantageous state.

[0036] The electrical configuration of the slot machine 10 will be described. As shown in FIG. 7, the slot machine 10 includes a main board 80 and a sub-board 90. The main board 80 and the sub-board 90 are disposed inside the machine. The main board 80 performs various processes related to the progress of the game. The main board 80 outputs a control signal (control command) to the sub-board 90 according to the result of the process. The sub-board 90 performs various processes related to the effect based on the various control signals input from the main board 80.

[0037] The main board 80 will be described. The main board 80 includes a CPU 81, a ROM 82, and an RWM 83. The CPU 81 executes various control operations in a predetermined procedure based on the main control program. The ROM 82 stores the main control program, various tables, and various determination values. The various tables may include a winning combination determination table that is referred to for determining one or more winning combination information from among a plurality of winning combination information. The winning combination information is an identifier (ID) that can identify a winning combination (symbol combination) that allows a win in a variable game. As an example, each winning combination information defines one or a plurality of winning combinations that allow a win in the variable game.

[0038] As shown in FIG. 4, the plurality of winning combination information may include cherry winning combination information, watermelon winning combination information, bell winning combination information, and replay winning combination information. In the slot machine 10, when the stop operation units 26a to 26c are operated in an operation mode corresponding to the winning combination defined in the winning combination information (hereinafter referred to as the corresponding operation mode), control (hereinafter referred to as symbol stop control) for generating a win of the corresponding winning combination according to the corresponding operation mode is performed. In the figure, in the column of "corresponding operation mode", the pressing order and the pressing position are shown as the corresponding operation modes necessary for generating a win of the winning combination shown in the column of "winning combination".

[0039] The cherry winning combination information defines a cherry winning combination. The corresponding operation mode of the cherry winning combination is to operate the stop operation units 26a to 26c at a "cherry pressing position" within a predetermined range from the cherry symbol in the symbol column, and the pressing order is not limited. Note that when not operated at the cherry pressing position, a symbol combination of non-winning cherry spill is stopped and displayed. The watermelon winning combination information defines a watermelon winning combination. The corresponding operation mode of the watermelon winning combination is to operate the stop operation units 26a to 26c at a "watermelon pressing position" within a predetermined range from the watermelon symbol in the symbol column, and the pressing order is not limited. Note that when not operated at the watermelon pressing position, a symbol combination of non-winning watermelon spill is stopped and displayed. The predetermined range is a range in which the symbol can be drawn and stopped (slip stop) by the symbol stop control.

[0040] The bell role information defines a bell role and a spill bell role. In each bell role information, the corresponding operation mode of the bell role is to operate the stop operation units 26a to 26c in the pressing order corresponding to the selected bell role information, and the pressing position is not limited. In each bell role information, the corresponding operation mode of the spill bell role is all operation modes different from the corresponding operation mode of the bell role. As an example, in the first bell role information, the corresponding operation mode of the bell role is to operate the stop operation units 26a to 26c in the first pressing order, and the operation mode different from the said operation mode becomes the corresponding operation mode of the spill bell role. The replay role information defines a replay role. The corresponding operation mode of the replay role is all combinations of pressing orders and all pressing positions. That is, if the replay role information is selected, the winning of the replay role can occur regardless of the operation mode of the stop operation units 26a to 26c. The plurality of role information may include information defining a role that does not require a pressing order but requires a pressing position. The plurality of role information may include information defining a role that requires both a pressing order and a pressing position.

[0041] Return to the description of the main board 80. As shown in FIG. 7, the RWM 83 stores various information generated according to the processing of the CPU 81. For example, the RWM 83 stores credits, flags, timers, counters, and the like. In the main board 80, random numbers used for various lotteries are generated. The random number may be a hardware random number generated by a random number generation circuit, or a software random number generated by the CPU 81. The random number preferably includes a special random number for determining role information.

[0042] The CPU 81 is connected to the reel sensors SE1 to SE3. The CPU 81 can input symbol signals from each of the reel sensors SE1 to SE3. The CPU 81 is connected to the insertion sensor SE4. The CPU 81 can input a medal detection signal from the insertion sensor SE4. The CPU 81 is connected to each of the unit bet operation unit 23a, the maximum bet operation unit 23b, the settlement operation unit 24, the start operation unit 25, and each of the stop operation units 26a to 26c. The CPU 81 can input operation signals from each of the unit bet operation unit 23a, the maximum bet operation unit 23b, the settlement operation unit 24, the start operation unit 25, and the stop operation units 26a to 26c.

[0043] The CPU 81 is connected to each actuator of the reel unit 16. The CPU 81 can drive each actuator by outputting a predetermined operation signal (drive signal) thereto. The CPU 81 can rotate and stop each of the reels 16a to 16c separately by controlling the operation of each actuator of the reel unit 16. The CPU 81 is connected to the actuator of the hopper unit. The CPU 81 can control the payout of game medals by the hopper unit by controlling the operation of the actuator.

[0044] The sub-board 90 will be described. The sub-board 90 includes a CPU 91, a ROM 92, and an RWM 93. The CPU 91 executes various control operations in a predetermined procedure based on various control signals input from the main board 80 and a sub-control program. The ROM 92 stores the sub-control program, various tables, various determination values, etc. The ROM 92 stores a display effect pattern capable of specifying the display effect mode in the display effect device 15, an audio effect pattern capable of specifying the audio effect mode in the audio effect device 14, and a light emission effect pattern capable of specifying the light emission effect mode in the light emission effect device 13. The CPU 91 is an example of an effect control means for controlling an effect execution means (for example, an effect device group ES).

[0045] RWM93 stores various types of information generated according to the processing of CPU91. For example, RWM93 stores flags, timers, counters, etc. On the sub-board 90, random numbers used for various lotteries are generated. The random numbers may be hardware random numbers generated by a random number generation circuit, or software random numbers generated by CPU91. The random numbers may include special random numbers for determining role information.

[0046] CPU91 is connected to the light emission effect device 13, the voice effect device 14, and the display effect device 15. Based on various control information input from the main board 80, CPU91 controls the light emission effect device 13, the voice effect device 14, and the display effect device 15 to execute various effects. CPU91 can also cause an effect corresponding to the internal state of the slot machine 10. Various effects include an effect (so-called navigation effect) for notifying the operation mode of the stop operation unit 26 required to win a specific role (symbol combination), and an effect for suggesting a role (winning role) for which winning is permitted.

[0047] The slot machine 10 includes a power supply unit 99. The power supply unit 99 is disposed inside the machine. The power supply unit 99 receives power supply from outside the machine, converts the input voltage to a predetermined voltage, and supplies it to the main board 80 and the sub-board 90. The power supply unit 99 includes a power switch 99a. The slot machine 10 can be powered on by starting power supply to the power supply unit 99 with the power switch 99a in the on state, or by turning on the power switch 99a while power supply is being performed.

[0048] The game progress main process executed by the main board 80 (CPU81) will be described. As shown in FIG. 8, first, the CPU 81 executes game start set processing (S101). In the game start set processing, the CPU 81 updates a predetermined storage area in the RWM 83. Next, the CPU 81 determines whether replay is inactivated (S102). If replay is inactivated (S102: YES), the CPU 81 executes bet setting processing for setting the bet in the current variable game (S103).

[0049] In the bet setting processing, when the CPU 81 inputs a detection signal from the insertion sensor SE4 and the bet is less than the maximum bet, the bet is incremented by 1. When the CPU 81 inputs a detection signal from the insertion sensor SE4 and the bet is at the maximum bet, the credit is incremented by 1. Note that when the credit reaches the upper limit number (for example, 50 pieces), the CPU 81 controls a medal selector (not shown) to return the inserted game medals from the payout port 27.

[0050] When no detection signal is input from the insertion sensor SE4, the CPU 81 determines whether an operation signal is input from the bet operation units 23a and 23b. When the CPU 81 inputs an operation signal from the unit bet operation unit 23a, the credit is 1 or more, and the bet is less than the maximum bet, the bet is incremented by 1. When the CPU 81 inputs an operation signal from the maximum bet operation unit 23b and the bet is less than the maximum bet, the bet is incremented so as to approach the maximum bet with the credit at that time as the limit. When the bet is incremented and when no operation signal is input from the bet operation units 23a and 23b, the CPU 81 ends the bet setting processing.

[0051] When the bet setting process ends, the CPU 81 executes a settlement process (S104). In the settlement process, if no operation signal is input from the settlement operation unit 24, the CPU 81 ends the settlement process. If an operation signal is input from the settlement operation unit 24, the CPU 81 controls a hopper unit (not shown) to return the number of game medals corresponding to the bet from the payout port 27. Then, the CPU 81 sets the bet to 0. If an operation signal is input from the settlement operation unit 24, the CPU 81 controls a hopper unit (not shown) to return the number of game medals corresponding to the credit from the payout port 27. In this case, the CPU 81 sets the credit to 0. After that, the CPU 81 ends the settlement process.

[0052] When the replay is not in the non-operating state (S102: NO) and the settlement process ends, the CPU 81 determines whether the bet matches the specified bet (S105). Note that when the replay is in operation, the CPU 81 sets the bet at the start of the previous variable game as the bet in the current variable game.

[0053] If the bet does not match the specified bet (S105: NO), the CPU 81 proceeds to the process of step S102. If the bet matches the specified bet (S105: YES), the CPU 81 determines whether a start operation has been received (S106). The CPU 81 makes an affirmative determination when a detection signal is input from the start operation unit 25. On the other hand, the CPU 81 makes a negative determination when no detection signal is input from the start operation unit 25. If the start operation has not been received (S106: NO), the CPU 81 proceeds to the process of step S102. On the other hand, if the start operation has been received (S106: YES), the CPU 81 executes a winning combination lottery process (S107).

[0054] The role lottery process will be described. By executing the role lottery process, the CPU 81 determines one piece of role information from among a plurality of pieces of role information. The CPU 81 acquires a special random number generated on the main board 80. The CPU 81 determines the role information by means of a role lottery using the special random number so as to achieve a predetermined winning probability. The role lottery can also be said to be a special lottery for determining a win or loss. Not winning any of the role information is a so-called loss. The CPU 81 stores information indicating the winning role information (hereinafter referred to as the winning flag) in the RWM 83. Note that the winning flag is initialized in the next game start set process (S101). The CPU 81 stores control information (hereinafter referred to as the winning command) that can identify the winning role information in the output buffer. Thereafter, the CPU 81 ends the role lottery process. When the role lottery process ends, the CPU 81 executes a transition determination process regarding the internal state (S108).

[0055] By executing the transition determination process, the CPU 81 can control the transition of the internal state. In the transition determination process, while it is possible to determine the game section and the possibility of transitioning the game state, the transition of the internal state according to the result of the determination is performed in the game update process (S117) described later. The transition determination process will be described.

[0056] The CPU 81 can identify the game section by referring to the information set in the game section flag. The game section flag is stored in the RWM 83. The information set in the game section flag includes advantageous section information indicating that it is an advantageous section and normal section information indicating that it is a normal section. The CPU 81 can identify the game state by referring to the information set in the game state flag. The game state flag is stored in the RWM 83. The information set in the game state flag includes first normal state information indicating that it is the first normal state, second normal state information indicating that it is the second normal state, and advantageous state information indicating that it is an advantageous state. The second normal state information includes second normal state information [A] indicating that it is the second normal state [A], second normal state information [B] indicating that it is the second normal state [B], and second normal state information [C] indicating that it is the second normal state [C].

[0057] When the CPU 81 is in the normal section and the first normal state, it executes the first transition determination process. The first transition determination process is a process for determining whether to transition from the normal section to the advantageous section. In the first transition determination process, the CPU 81 acquires a predetermined random number generated on the main board 80. The CPU 81 determines whether to transition to the advantageous section by performing a section transition lottery using the acquired random number. When winning the section transition lottery, the CPU 81 stores an advantageous section transition flag in the RWM 83 as information indicating that it will transition to the advantageous section. Then, the CPU 81 ends the transition determination process. On the other hand, when not winning the section transition lottery, the CPU 81 ends the transition determination process.

[0058] When the CPU 81 is in the advantageous section and the first normal state, it executes the second transition determination process. The second transition determination process is a process for determining whether to transition from the first normal state to the second normal state. In the second transition determination process, the CPU 81 determines whether a transition wait flag is stored in the RWM 83. The fact that the transition wait flag is stored indicates that a transition to any of the second normal states has already been determined and the system is waiting for the transition to the second normal state.

[0059] When the transition wait flag is not stored, the CPU 81 performs a state transition lottery to determine whether to allow the transition from the first normal state to the second normal state. The state transition lottery is a so-called chance zone lottery. The CPU 81 acquires a predetermined random number generated on the main board 80 and performs the state transition lottery using the random number. The CPU 81 performs the state transition lottery so that the winning probability corresponds to the winning probability according to the winning role information in the role lottery process. As an example, the state transition lottery can win when winning the watermelon role information or the cherry role information, but cannot win when winning other role information. The winning probability of the state transition lottery may be higher in the order of cherry role information < watermelon role information.

[0060] When winning the state transition lottery, the CPU 81 determines the second normal state to be the destination from among the second normal states [A] to [C] by lottery for the destination using a predetermined random number. The CPU 81 sets the information indicating the second normal state determined as the destination in the scheduled flag stored in the RWM 83. The CPU 81 stores the control information (hereinafter referred to as the reservation command) indicating the second normal state determined as the destination in the output buffer. The CPU 81 stores the transition standby flag in the RWM 83. The CPU 81 sets an initial value (for example, 7 times) in the remaining number of transition standby times stored in the RWM 83. The remaining number of transition standby times is information indicating the remaining number of variable games waiting for the transition to the second normal state. Thereafter, the CPU 81 ends the transition determination process.

[0061] When not winning the state transition lottery, the CPU 81 can execute fake omen processing. As an example, when in the first normal state and when the transition waiting flag and the fake omen flag are not stored, the CPU 81 can execute fake omen processing. The fake omen flag is information that can identify that fake omen processing is in progress. The fake omen flag is stored in the RWM 83. In the fake omen processing, when a winning of the cherry role or the watermelon role occurs, the CPU 81 determines whether to generate a fake omen by a fake omen lottery using a predetermined random number. When winning the fake omen lottery, the type of the fake omen is determined by a lottery using a predetermined random number. The types of fake omens include fake omens [A] to [C]. The fake omens [A] to [C] have the same production modes as the omens [A] to [C], respectively. The CPU 81 stores in the output buffer control information (hereinafter referred to as a fake omen start command) that can identify starting the fake omen and the type of the fake omen to be started. The fake omen start command can also be said to be information that can identify the destination omen mode. As an example, the CPU 81 sets 7 times as the initial value of the remaining number of fake omens stored in the RWM 83. The CPU 81 stores the fake omen flag in the RWM 83. Thereafter, the CPU 81 ends the transition determination process. On the other hand, when not winning the fake omen lottery, the CPU 81 ends the transition determination process. Also, when in the first normal state and when the transition waiting flag or the fake omen flag is stored, and when in a game state different from the first normal state, the CPU 81 does not execute the fake omen processing and ends the transition determination process.

[0062] When the transition determination process ends, the CPU 81 executes operation information processing (S109). In the advantageous section, the CPU 81 is permitted to display operation information on the payout display unit 36. On the other hand, in the normal section, the CPU 81 is prohibited from displaying operation information on the payout display unit 36. As an example, when it is in the advantageous section and in an advantageous state, the CPU 81 causes the operation information specified according to the winning information to be displayed. As an example, when it is in the advantageous section and in any normal state, the CPU 81 does not cause the operation information to be displayed. As an example, when the CPU 81 has won any of the first to sixth bell winning information, the CPU 81 specifies operation information indicating the operation modes of the stop operation units 26a to 26c necessary for generating a win in the bell winning. The CPU 81 controls the payout display unit 36 so as to display the specified operation information. For example, when the CPU 81 has won the first bell winning information, the CPU 81 specifies operation information indicating the first pressing order, and controls the payout display unit 36 so as to display the operation information. The CPU 81 stores control information (hereinafter referred to as an operation information command) indicating the operation information specified according to the winning information in the output buffer, and ends the operation information processing. Note that even when the CPU 81 does not specify any operation information, it may store an operation information command that does not specify operation information in the output buffer.

[0063] Then, the CPU 81 determines whether or not the wait time has elapsed (S110). If the wait time has not elapsed (S110: NO), the CPU 81 waits until the wait time elapses. If the wait time has elapsed (S110: YES), the CPU 81 sets a wait time for determining whether or not the wait time has elapsed next time. Note that the set wait time is measured in a count subtraction process executed as a timer interrupt process.

[0064] After setting the waiting time, the CPU 81 controls each actuator of the reels 16a to 16c so that the rotation of the reels 16a to 16c is started (S111). The variable game starts when the rotation of the reels 16a to 16c is started in step S111. Thus, in the reel unit 16, the symbol variation as the variable game is started. The CPU 81 stores control information (hereinafter referred to as a start command) that can identify that the variable game has started in the output buffer. The start command may also be control information that can identify the number of bets at the time when the start operation is received.

[0065] When the rotation speed of the reels 16a to 16c reaches the specified speed, the CPU 81 determines whether a stop operation has been received by any of the stop operation units 26a to 26c (S112). In the process of step S112, the CPU 81 makes an affirmative determination when a detection signal is input from any of the stop operation units 26a to 26c corresponding to the rotating reel. On the other hand, the CPU 81 makes a negative determination when a detection signal is input from the stop operation unit corresponding to the reel that has already stopped, or when no detection signal is input from any of the stop operation units 26a to 26c. If a stop operation has not been received (S112: NO), the CPU 81 waits until a stop operation is received.

[0066] When a stop operation is received (S112: YES), the CPU 81 executes a reel stop process for stopping the rotation of the reel corresponding to the stop operation unit that has input the detection signal (S113). That is, the CPU 81 controls the actuator upon the stop operation and stops the rotation of the reel corresponding to the stop operation. As an example, symbol stop control is realized by the reel stop process. The symbol stop control may include symbol drawing-in control and symbol kicking control.

[0067] In the reel stop process, the CPU 81 searches for symbols that are permitted to stop on the valid line NL among the symbols within a predetermined pull-in range (for example, 5 symbols) from the timing (rotation position) at which the stop operation unit is operated, according to the result of the winning combination draw (the winning combination information). For example, the symbol search can be realized by referring to the stop symbol search table stored in the ROM 82 and / or by performing at least one of the operations using the stop symbol search data. Then, the CPU 81 stops the rotation of the reel so that any of the searched symbols stops on the valid line NL.

[0068] When the first stop operation, the second stop operation, and the third stop operation are performed, the CPU 81 executes the reel stop process respectively to display a symbol combination corresponding to the result of the current winning combination draw and the operation modes (pressing order and pressing position) of the stop operation units 26a to 26c. That is, the CPU 81 can cause a winning of the winning combination associated with the winning combination information according to the operation modes of the stop operation units 26a to 26c. Note that when the CPU 81 has not won any winning numbers (in the case of a loss), it controls so as not to cause any winning of the winning combination.

[0069] Next, the CPU 81 determines whether all of the reels 16a to 16c have been stopped (S114). If some of the reels 16a to 16c have not been stopped (S114: NO), the CPU 81 proceeds to the process of step S112. On the other hand, if all of the reels 16a to 16c have been stopped (S114: YES), the CPU 81 ends the variable game and executes the winning determination process (S115). The CPU 81 ends the variable game triggered by the stop operation. The CPU 81 stores control information (hereinafter referred to as an end command) that can identify that the variable game has ended in the output buffer.

[0070] In the winning determination process, the CPU 81 performs a winning determination as to whether or not a win of any role has occurred. That is, the CPU 81 determines whether or not the symbol combination stopped on the active line NL is a combination predetermined as a combination necessary for awarding a prize. When a win of any role occurs, the CPU 81 awards the prize determined for the role in which the win has occurred. The CPU 81 stores control information (hereinafter referred to as a winning occurrence command) capable of specifying the role in which the win has occurred in the output buffer. When no win of any role has occurred, the CPU 81 ends the winning determination process.

[0071] When a win of the payout role occurs, the CPU 81 adds to the credit so as to increase by the number of payout game medals awarded as a prize. When the credit exceeds the upper limit number, the CPU 81 controls the hopper unit so as to pay out the excess game medals from the payout port 27. Thereafter, the CPU 81 ends the winning determination process. When a win of the replay role occurs, the CPU 81 activates the replay. That is, the CPU 81 sets the same number of bets as the variable game in which the win of the replay role has occurred. Thereafter, the CPU 81 ends the winning determination process.

[0072] When the winning determination process ends, the CPU 81 executes information generation processing (S116). The information generation processing is a process for generating various types of information for shifting the internal state. In the information generation processing, the CPU 81 executes game section information generation processing. In the game section information generation processing, when it is an advantageous section, the CPU 81 subtracts 1 from the remaining number of times of the advantageous section stored in the RWM 83. The remaining number of times of the advantageous section is information that can identify the remaining number of variable games that can stay in the advantageous section. As an example, when shifting to the advantageous section, the initial value of the remaining number of times of the advantageous section is 4000 times. When it is an advantageous section, the CPU 81 updates the difference number of game medals stored in the RWM 83 for the advantageous section. The difference number of medals in the advantageous section indicates the difference number of medals since shifting to the advantageous section. When shifting to the advantageous section, the initial value of the difference number of medals in the advantageous section is 0. As an example, the CPU 81 subtracts the bet amount in the current variable game from the difference number of medals in the advantageous section. The CPU 81 adds the payout number of medals in the current variable game to the difference number of medals in the advantageous section.

[0073] Next, the CPU 81 determines whether or not the end condition of the advantageous section is satisfied. When the remaining number of times of the advantageous section becomes 0 as a result of subtracting the remaining number of times of the advantageous section, the CPU 81 determines that the end condition of the advantageous section is satisfied. When the difference number of medals in the advantageous section reaches the specified number as a result of updating the difference number of medals in the advantageous section, the CPU 81 determines that the end condition of the advantageous section is satisfied. As an example, the specified number is 2400 medals. When the end condition of the advantageous section is satisfied, the CPU 81 stores an advantageous section end flag in the RWM 83 as information indicating the end of the advantageous section. Further, the CPU 81 sets information indicating the transition to the first normal state in the transition destination state flag stored in the RWM 83. Then, the CPU 81 ends the game section information generation processing. When the end condition of the advantageous section is not satisfied, the CPU 81 ends the game section information generation processing. When the CPU 81 ends the game section information generation processing, the CPU 81 executes game state information generation processing.

[0074] In the game state information generation process, when the game is in an advantageous state, the CPU 81 subtracts 1 from the remaining advantageous state count stored in the RWM 83. The remaining advantageous state count is information that can identify the remaining number of variable games in which the game can remain in the advantageous state. As an example, when a game transitions to an advantageous state, the initial value of the remaining advantageous state count is 100. When the remaining advantageous state count becomes 0 as a result of subtracting the remaining advantageous state count, the CPU 81 sets information indicating a transition to the first normal state (end of the advantageous state) in the transition destination state flag. Furthermore, the CPU 81 stores an advantageous period end flag in the RWM 83.

[0075] In the game state information generation process, when the game is in the first normal state and the transition standby flag is stored, the CPU 81 subtracts 1 from the remaining transition standby count. When the remaining transition standby count becomes 0 as a result of subtracting the remaining transition standby count, the CPU 81 sets information indicating a transition to the second normal state, which can be specified by referring to the scheduled flag, in the transition destination state flag. In this case, the CPU 81 erases the transition standby flag and the reservation flag.

[0076] In the game status information generation process, when the first normal state is reached and the false premonition flag is stored, the CPU 81 subtracts 1 from the remaining number of false premonitions. When the remaining number of false premonitions becomes 0 as a result of subtracting the remaining number of false premonitions, the CPU 81 stores control information (hereinafter, referred to as a false premonition end command) capable of specifying that the false premonitions are to be ended in the output buffer. The CPU 81 erases the false premonition flag. Thereafter, the CPU 81 ends the game update process. On the other hand, when the remaining number of false premonitions is 1 or more, the CPU 81 ends the game update process.

[0077] In the game state information generation process, the CPU 81 executes various processes for transitioning to the advantageous state or the first normal state when in the second normal state. The control state in the second normal states [A] to [C] can be divided into a first part and a second part.

[0078] The processing in the first part will be described. When the CPU 81 is in the first part of the second normal state [A], it subtracts 1 from the remaining number of times of the first part. The remaining number of times of the first part is information that can identify the remaining number of variable games that can stay in the second normal state. As an example, when transitioning to the second normal state [A], the initial value of the remaining number of times of the first part is 15 times. When the CPU 81 updates (adds or subtracts) the remaining number of times of the first part, it stores control information (hereinafter referred to as the first remaining number command) that can identify the updated remaining number of times of the first part in the output buffer.

[0079] When the result of subtracting the remaining number of times of the first part by the CPU 81 causes the remaining number of times of the first part to become 0, the CPU 81 performs an advantageous transition lottery on whether to transition to the advantageous state. As an example, the CPU 81 acquires a predetermined random number generated on the main board 80. The CPU 81 determines whether to transition to the advantageous state by performing an advantageous transition lottery using the acquired random number. When winning the advantageous transition lottery, the CPU 81 sets information indicating that it will transition to the advantageous state in the destination state flag. The winning probability of the advantageous transition lottery varies according to the second point described later. As an example, the winning probability of the advantageous transition lottery is higher as the second point increases. As an example, it can also be said that the winning probability of the advantageous transition lottery is different when the second point is the first number and when the second point is the second number. The CPU 81 stores control information (hereinafter referred to as the specific transition command) indicating that it has won the advantageous transition lottery in the output buffer. On the other hand, when not winning the advantageous transition lottery, the CPU 81 sets information indicating that it will transition to the first normal state in the destination state flag. The CPU 81 stores control information (hereinafter referred to as the chance end command) indicating that it will transition to the first normal state in the output buffer. In the variable game where the remaining number of times of the first part becomes 0, that is, in the final variable game in the chance mode (second normal states [A] to [C]), the specific transition command or the chance end command can be transmitted. Thereafter, the CPU 81 ends the game state information generation process.

[0080] When the result of subtracting the remaining number of times of the first part, if the remaining number of times of the first part is 1 or more, the CPU 81 determines whether or not a winning of the corresponding role in the second normal state [A] has occurred. The corresponding role in the second normal state [A] is common to the first part and the second part. As an example, the corresponding role in the second normal state [A] is the replay role. When no winning of the corresponding role in the second normal state [A] occurs, the CPU 81 does not add to the first point stored in the RWM 83. The first point is information indicating the number of winning times of the corresponding role in the first part. On the other hand, when a winning of the corresponding role in the second normal state [A] occurs, the CPU 81 adds 1 to the first point. When the CPU 81 updates the first point, it stores control information (hereinafter referred to as the first point command) that can identify the updated first point in the output buffer.

[0081] When the result of adding to the first point, if the first point reaches the first specified point, the CPU 81 shifts to the second part. As an example, the first specified point is 3 points. The CPU 81 stores control information (hereinafter referred to as the second part start command) that can identify the start of the second part in the output buffer. The CPU 81 sets an initial value to the remaining number of times of the second part stored in the RWM 83 as information indicating the remaining number of variable games that can stay in the second part. As an example, the initial value of the remaining number of times of the second part is 3 times, which is equal to the first point. When the CPU 81 updates (adds or subtracts) the remaining number of times of the second part, it stores control information (hereinafter referred to as the second remaining number command) that can identify the updated remaining number of times of the second part in the output buffer. Then, the CPU 81 ends the game state information generation process. On the other hand, when the result of adding to the first point, if the first point does not reach the first specified point, the CPU 81 maintains the first part. Then, the CPU 81 ends the game state information generation process.

[0082] The CPU 81 can constitute an example of a counting means that counts a predetermined numerical value according to the game. The first point is an example of a predetermined numerical value. The CPU 81 counts, as the predetermined numerical value, a numerical value indicating the number of times a specific condition is satisfied. The specific condition can be satisfied when a predetermined symbol stops being displayed after a variable display of symbols associated with the game. As an example, the predetermined symbol is a symbol that constitutes a corresponding winning combination in the second normal state during stay. Note that the CPU 81 clears the first point when shifting to the second part or when the second normal state ends.

[0083] The processing in the second part will be described. When the CPU 81 is in the second part of the second normal state [A], it determines whether or not a winning of the corresponding winning combination in the second normal state [A] has occurred. When the winning of the corresponding winning combination in the second normal state [A] has not occurred, the CPU 81 does not add 1 to the second point stored in the RWM 83. The second point is information indicating the number of times of winning of the corresponding winning combination in the second part. On the other hand, when the winning of the corresponding winning combination in the second normal state [A] has occurred, the CPU 81 adds 1 to the second point.

[0084] When the result of adding to the second point causes the second point to reach the second specified point, the CPU 81 determines to shift to an advantageous state. The CPU 81 sets, in the transition destination state flag, information indicating that it shifts to the advantageous state. Then, the CPU 81 ends the game state information generation process. Note that the CPU 81 clears the second point when the current second normal state ends.

[0085] On the other hand, when the result of adding to the second point does not reach the second specified point, the CPU 81 does not determine to shift to the advantageous state. When it is the second part of the second normal state [A], the CPU 81 subtracts 1 from the remaining number of times of the second part. When it is the second part of the second normal state [A], the CPU 81 maintains the remaining number of times of the first part without subtracting it. When the result of subtracting the remaining number of times of the second part causes the remaining number of times of the second part to become 0, the CPU 81 shifts to the first part. Thereafter, the CPU 81 ends the game state information generation process. On the other hand, when the result of subtracting the remaining number of times of the second part does not cause the remaining number of times of the second part to become 0, the CPU 81 maintains the second part. Thereafter, the CPU 81 ends the game state information generation process.

[0086] When the CPU 81 shifts to the part in the second normal state, it stores control information (hereinafter referred to as the part shift command) that can specify the destination part in the output buffer. Note that the processes executed by the CPU 81 in each part of the second normal state [B] are processes in which the second normal state [A] is read as the second normal state [B] and the corresponding role is read as the bell role for the processes executed by the CPU 81 in each part of the second normal state [A], so detailed descriptions are omitted. Also, the processes executed by the CPU 81 in each part of the second normal state [C] are processes in which the second normal state [A] is read as the second normal state [C] and the corresponding role is read as the bell role and the replay role for the processes executed by the CPU 81 in each part of the second normal state [A], so detailed descriptions are omitted.

[0087] When the information generation process ends, the CPU 81 executes a game update process (S117). The game update process is a process of shifting the internal state according to the processing results regarding the game section and the game state. By executing the game update process, the CPU 81 constitutes an example of state control means for controlling the state. In the game update process, when the advantageous section transition flag is stored in the RWM 83, the CPU 81 sets the advantageous section information in the game section flag. That is, the CPU 81 causes a transition from the normal section to the advantageous section. When the advantageous section end flag is stored in the RWM 83, the CPU 81 sets the normal section information in the game section flag. That is, the CPU 81 causes a transition from the advantageous section to the normal section. When the CPU 81 causes a transition of the game section, it stores control information (hereinafter referred to as a game section command) that can identify the game section of the transition destination in the output buffer.

[0088] The CPU 81 refers to the transition destination state flag and determines whether information indicating the game state of the transition destination is set. When information indicating a transition to the first normal state is set, the CPU 81 sets the first normal state information in the game state flag. When information indicating a transition to the second normal state [A] is set, the CPU 81 sets the second normal state information [A] in the game state flag. When information indicating a transition to the second normal state [B] is set, the CPU 81 sets the second normal state information [B] in the game state flag. When information indicating a transition to the second normal state [C] is set, the CPU 81 sets the second normal state information [C] in the game state flag. When information indicating a transition to the advantageous state is set, the CPU 81 sets the advantageous information in the game state flag. That is, the CPU 81 causes a transition of the game state. When the CPU 81 causes a transition of the game state, it stores control information (hereinafter referred to as a game state command) that can identify the game state of the transition destination in the output buffer.

[0089] As described above, the slot machine 10 can perform a variable display of symbols based on a start trigger, and grant a privilege according to the symbol that is stopped and displayed after the variable display of symbols. The activation of replay, the payout of game medals, and the transition to a relatively advantageous game state are examples of privileges. In the main game progress process, the CPU 81 is configured to further perform the following controls. The CPU 81 controls the information display unit 30 (display units 31 to 36) so that information regarding the state of the slot machine 10 at each moment is notified. For example, when an error occurs in the slot machine 10, the CPU 81 controls the payout display unit 36 to display error information that can identify the occurred error.

[0090] The processing executed by the sub-board 90 (CPU 91) will be described. The CPU 91 controls the effect device group ES based on various control information (control commands) input as the game progresses, and causes various effects to be executed. The CPU 91 identifies the progress status of the variable game, the transition of the internal state (game section and game state), etc. by inputting the control information output from the main board 80 (CPU 81). The CPU 91 identifies the current game section by inputting a game section command. The CPU 91 identifies the current game state by inputting a game state command.

[0091] When the CPU 91 receives a game state command, it sets an effect mode corresponding to the game state that can be specified from the game state command. The CPU 91 controls the effect device group ES so that various effects are executed in an effect mode according to the currently set effect mode. As an example, the CPU 91 displays a mode screen corresponding to the currently set effect mode on the display effect device 15. The mode screen is composed of a plurality of elements such as characters, backgrounds, and characters (character strings). The mode screen can be recognized as the currently set effect mode by at least some of the plurality of elements being different. Different for a certain element is not limited to the presence or absence of the element being different, and may include the display mode (display area and display position) being different even for the same element. Among the elements constituting the mode screen, the elements different from other mode screens can function as mode information for notifying the internal state during stay.

[0092] As an example, the CPU 91 sets the effect mode based on various commands including the game state command. When the CPU 91 receives a game state command that can specify the first normal state, it sets the normal mode. When the CPU 91 is setting the normal mode and receives a reservation command or a precursor start command, it sets the precursor mode. When the CPU 91 can specify the second normal state [A] from the reservation command, it sets the precursor mode [A]. Therefore, until the final game of the precursor mode ends, it can shift to the precursor mode [A] and then to the chance mode [B].

[0093] When the CPU 91 can specify the second normal state [B] from the reservation command, it first sets the precursor mode [A]. Each time the CPU 91 receives a start command, it executes a mode upgrade lottery using a predetermined random number. When the CPU 91 wins the mode upgrade lottery, it sets the precursor mode [B]. The CPU 91 counts the number of times the start command is received, and when the number of times reaches a specified number (7 times as an example), it sets the precursor mode [B]. Therefore, until the final game of the precursor mode ends, it can shift to the precursor mode [B] and then to the chance mode [B].

[0094] When the CPU 91 can identify the second normal state [C] from the reserved command, it first sets the precursor mode [A]. Each time the CPU 91 inputs a start command, it executes a mode promotion lottery. When the CPU 91 wins the mode promotion lottery, it sets the precursor mode [B]. When the CPU 91 wins the mode promotion lottery again, it sets the precursor mode [C]. The CPU 91 counts the number of times the start command is input, and when the number of input times reaches a specified number (for example, 7 times), it sets the precursor mode [C]. Therefore, until the end of the final game in the precursor mode, it can shift to the precursor mode [C] and then to the chance mode [C].

[0095] When the CPU 91 inputs a fake precursor start command, it sets the precursor mode [A]. Each time the CPU 91 inputs a start command, it executes a fake promotion lottery using a predetermined random number. When the CPU 91 wins the fake promotion lottery, it sets the precursor mode [B]. When the CPU 91 wins the fake promotion lottery again, it sets the precursor mode [C]. The winning probability of the fake promotion lottery is lower when in the precursor mode [B] than when in the precursor mode [A]. Therefore, in the order of precursor mode [A] < [B] < [C], the expectation of shifting to the second normal state becomes higher. Not limited to this, the CPU 91 may be configured not to perform the fake promotion lottery. In this case, some precursor modes (for example, precursor modes [B] and [C]) become production modes in which the shift to the second normal state is determined.

[0096] When the CPU 91 can identify any one of the second normal states [A] to [C] from the game state command, it sets the chance modes [A] to [C], respectively. In each of the chance modes [A] to [C], when the CPU 91 inputs a part transition command, it causes a transition to the part that can be identified from the command. In each of the chance modes [A] to [C], when the CPU 91 inputs a first point command, it stores the first point that can be identified from the command in the RWM 93. When the CPU 91 inputs a first remaining number of times command, it stores the first part remaining number of times that can be identified from the command in the RWM 93. When the CPU 91 inputs a second point command, it stores the second point that can be identified from the command in the RWM 93. When the CPU 91 inputs a second remaining number of times command, it stores the second part remaining number of times that can be identified from the command in the RWM 93.

[0097] In the first part, the CPU 91 controls the display effect device 15 to display the first point stored in the RWM 93. In the first part, the CPU 91 controls the display effect device 15 to display the first part remaining number of times stored in the RWM 93. In the second part, the CPU 91 controls the display effect device 15 to display the first part remaining number of times stored in the RWM 93. In the second part, the CPU 91 controls the display effect device 15 to display the second part remaining number of times stored in the RWM 93. In the first part, the CPU 91 may control the display effect device 15 to display the first point and the second point stored in the RWM 93.

[0098] In the first part of the chance mode, when a chance end command or a specific transition command is input, the CPU 91 controls the display effect device 15 to execute the final effect. The final effect may include an introductory effect that foretells that the result of the advantageous transition lottery will be announced, and a result notification effect that announces the result of the advantageous transition lottery. When a chance end command is input, the CPU 91 controls the display effect device 15 to execute the result notification effect in such a way that it announces, through the introductory effect, that the transition to the first normal state without transitioning to the advantageous state is made. When a specific transition command is input, the CPU 91 controls the display effect device 15 to execute the result notification effect in such a way that it announces, through the introductory effect, that the transition to the advantageous state is made.

[0099] When a game state command capable of specifying an advantageous state is input, the CPU 91 sets the advantageous mode. When a game state command capable of specifying an advantageous state is input, the CPU 91 controls the display effect device 15 to execute an intrusion effect that announces the transition to the advantageous state. When the advantageous mode is being set, if an operation mode command is input, the CPU 91 causes the navigation effect to be executed so as to announce the operation mode that can be specified from the command. As an example, the navigation effect is executed in such a way that information (hereinafter referred to as navigation information) capable of recognizing the pressing order of the stop operation units 26a to 26c is displayed on the display effect device 15. In the first normal state and the second normal state, since no operation mode command is transmitted from the main board 80 (CPU 81), the navigation effect is not executed.

[0100] Hereinafter, a specific example of the display mode in the display effect device 15 will be described. As shown in FIG. 9, on the display effect device 15, a mode screen corresponding to the internal state can be displayed. In the case of the normal section and the first normal state, on the display effect device 15, a normal mode screen M1 corresponding to the normal mode is displayed. In the case of the advantageous section and the first normal state, when there is no precursor, on the display effect device 15, a normal mode screen M1 corresponding to the normal mode is displayed. As an example, the normal mode screen M1 can include, as mode information H1, a predetermined background image and the character string "Normal Mode". In each mode of the first normal state and the second normal state, on the display effect device 15, a winning suggestion performance that suggests the selected role information can be executed. As an example, the winning suggestion performance can include a winning suggestion performance for the cherry role, a winning suggestion performance for the watermelon role, a winning suggestion performance for the bell role, and a winning suggestion performance for the replay role. The winning suggestion performance can be executed in a manner of displaying an image corresponding to the selected role information on the display effect device 15.

[0101] In the case of the advantageous section and the first normal state, when accompanied by a precursor [A], on the display effect device 15, a precursor mode screen M1a is displayed. The precursor mode screen M1a can include, as an example of the suggestion information F11 indicating the transition to the chance mode [A], the characters "Search" and "Enemy Character A". The display mode on the display effect device 15 is the same in the case of the first normal state accompanied by a false precursor [A]. That is, it is difficult to determine from the display mode on the display effect device 15 whether it is a precursor [A] or a false precursor [A]. The precursor mode screen M1a can include a background image different from other modes as an example of the mode information H1a.

[0102] In the favorable section and the first normal state, when accompanied by a precursor [B], on the display effect device 15, a precursor mode screen M1b is displayed. The precursor mode screen M1b may include the characters "Search" and "Enemy Character B" as an example of the suggestion information F12 that suggests a transition to the chance mode [B]. The CPU 91 is the same in the case of the first normal state accompanied by a false precursor [B]. That is, it is difficult to determine whether it is a precursor [B] or a false precursor [B] from the display mode on the display effect device 15. The precursor mode screen M1b may include a background image different from other modes as an example of the mode information H1b.

[0103] In the favorable section and the first normal state, when accompanied by a precursor [C], on the display effect device 15, a precursor mode screen M1c is displayed. The precursor mode screen M1c may include the characters "Search" and "Enemy Character C" as an example of the suggestion information F13 that suggests a transition to the chance mode [C]. The display mode on the display effect device 15 is the same in the case of the first normal state accompanied by a false precursor [C]. That is, it is difficult to determine whether it is a precursor [C] or a false precursor [C] from the display mode on the display effect device 15. The precursor mode screen M1c may include a background image different from other modes as an example of the mode information H1c.

[0104] As shown in FIGS. 9 to 11, as an example, the chance modes [A] to [C] are expressed as effects motivated by the confrontation between the enemy character and the player character. When it is the advantageous section and the second normal state [A], on the display effect device 15, a chance mode screen M2a is displayed. The chance mode screen M2a may include, as an example of the mode information H2a, a background different from other modes and an enemy character A. When it is the advantageous section and the second normal state [B], on the display effect device 15, a chance mode screen M2b is displayed. The chance mode screen M2b may include, as an example of the mode information H2b, a background different from other modes and an enemy character B. When it is the advantageous section and the second normal state [C], on the display effect device 15, a chance mode screen M2c is displayed. The chance mode screen M2c may include, as an example of the mode information H2c, a background different from other modes and an enemy character C. Note that the chance mode screens M2a to M2c may include the player character as an example of the common information F2x that can recognize that it is any one of the second game states [A] to [C].

[0105] As described above, it is possible to shift from the omen modes [A] to [C] to the chance modes [A] to [C], respectively. That is, the transition destination suggestion information F11 to F13 included in each of the omen mode screens M1a to M1c is an example of the suggestion information that suggests what special information (for example, an enemy character) is presented. That is, on the display effect device 15, before presenting the first special information or the second special information, it is possible to present the suggestion information that suggests what special information is presented. The enemy characters A and B are examples of the first special information, and the enemy character C is an example of the second special information.

[0106] The first part will be described. As shown in FIGS. 9 and 10, as an example, the first part of the chance modes [A] to [C] is expressed as an effect with the motif of the confrontation between the enemy character and the player character. In the first part, on the display effect device 15, the confrontation between the enemy character and the player character is displayed. Each of the chance mode screens M2a to M2c may include part information F21a that can recognize that it is the first part. As an example, the part information F21a is a character string of "first part". Each of the chance mode screens M2a to M2c may include counterpart information F21b that can recognize the counterpart in the second normal state during stay. As an example, if the counterpart information F21b is in the second normal state [A], it is a character string of "weak point: replay", if it is in the second normal state [B], it is a character string of "weak point: bell", and if it is in the second normal state [C], it is a character string of "weak point: bell & replay".

[0107] Each of the chance mode screens M2a to M2c may include first point information F21c that can recognize the first point at that time. As an example, the first point information F21c is a gauge divided into a plurality of squares, and the first point can be notified by changing the color of the same number of squares as the first point stored in the RWM83. When the CPU 91 inputs a first point command, it changes the display mode of the first point information F21c so as to indicate the first point that can be specified from the command. When the first specified point can be recognized from the display mode of the first point information F21c, the process proceeds to the second part.

[0108] Each of the chance mode screens M2a to M2c may include second point information F21d that can recognize the acquired second point. As an example, the second point information F21d is a gauge divided into a plurality of squares, and the second point can be notified by changing the color of the same number of squares as the second point. When the CPU 91 inputs a second point command, it changes the display mode of the second point information F21d so as to indicate the second point that can be specified from the command. As an example, the second point information F21d is displayed as an effect indicating the remaining durability value of the enemy character.

[0109] Each of the chance mode screens M2a to M2c may include first part remaining number information F21e that can recognize the remaining number of times of the first part. As an example, the first part remaining number information F21e is an Arabic numeral indicating the remaining number of times of the first part, and the remaining number of times of the first part can be notified. When the CPU 91 inputs a first remaining number command, it changes the display mode of the first part remaining number information F21e so as to indicate the remaining number of times of the first part that can be specified from the command.

[0110] The second part will be described. The second part of the chance modes [A] to [C] is expressed as a production motif based on the state of the battle between the enemy character and the player character. In the second part, the player can obtain an advantageous state by achieving the task of defeating the enemy character. That is, the second part is a production that can recognize that at least one task is presented to the player, and the game is likely to develop advantageously when the task is achieved.

[0111] As shown in FIGS. 9 and 11, in the second part, each of the chance mode screens M2a to M2c may include part information F22a that can recognize that it is the second part. As an example, the part information F22a is a character string of "second part". Similar to the first part, each of the chance mode screens M2a to M2c may include each information F21b, F21d, F21e, F2x. Each of the chance mode screens M2a to M2c does not include the first point information F21c. Not limited to this, each of the chance mode screens M2a to M2c may include the first point information F21c. Similar to the first part, the CPU 91 may change the display mode of each information F21b, F21d, F21e based on various commands input from the main board 80.

[0112] Each of the chance mode screens M2a to M2c may include second part remaining times information F21g that can recognize the number of remaining times in the second part. As an example, the second part remaining times information F21g is a predetermined icon (sword icon in the figure), and the number of remaining times in the second part can be notified by the number of the icons. When the CPU 91 inputs a second remaining times command, it changes the display mode of the second part remaining times information F21g so as to indicate the number of remaining times in the second part that can be specified from the command. Note that in the second part, the number of remaining times in the first part does not decrease.

[0113] In the second part, in the display effect device 15, each time a variable game is executed, a state where the self-character attacks the enemy character is displayed. When the role that can be specified from the winning occurrence command matches the corresponding role in the second normal state during stay, the CPU 91 displays a state where the attack of the self-character on the enemy character is successful. At this time, the display mode of the second point information F21d is updated, and it becomes possible to recognize that the second point has increased by 1.

[0114] On the other hand, when the role that can be specified from the winning occurrence command does not match the corresponding role in the second normal state during stay, the CPU 91 displays a state where the attack of the self-character on the enemy character fails. At this time, the display mode of the second point information F21d is not updated, and it becomes possible to recognize that the second point does not increase. Note that when it becomes possible to recognize from the display mode of the second part remaining times information F21g that the number of remaining times in the second part has become 0, the process proceeds to the first part.

[0115] In this way, the display effect device 15 can execute the chance modes [A] to [C]. The chance modes [A] to [C] are an example of a special effect. The chance modes [A] to [C] are configured to include a first part and a second part. From the first part to the second part, during the stay in the first part, it can shift according to the winning of the corresponding role. In response to the corresponding role being stopped and displayed after the variable display of the symbols, the second part of the chance modes [A] to [C] can be executed by the display effect device 15. The second part of the chance modes [A] to [C] is an example of a special effect. The corresponding role for each second normal state is an example of a specific symbol. The state of the slot machine 10 has a first state until the first point reaches the first specified point, and a second part after the first point reaches the first specified point. The first state mentioned here is a state that ends when a count value (for example, the first point) corresponding to the game reaches a specific value (for example, the first specified point), and the second state is a state in which the second part can be executed by the display effect device 15.

[0116] As shown in FIG. 12, the winning probability of the bell role (the first bell role information), which is the corresponding role in the second normal state [A], is higher than that of the replay role (the replay role information), which is the corresponding role in the second normal state [B]. Also, the combined winning probability of the bell role (the first bell role information) and the replay role (the replay role information), which are the corresponding roles in the second normal state [C], is higher than the winning probability of each of the bell role and the replay role alone. Therefore, in the order of the second normal state [A] < [B] < [C], it is easier to obtain the second point, and the expectation degree of shifting to an advantageous state becomes higher. Therefore, in the order of the chance modes [A] < [B] < [C], the sense of expectation for shifting to an advantageous state increases. In this way, there are a first specific symbol and a second specific symbol for the specific symbol, and the expectation degrees of the first specific symbol and the second specific symbol being stopped and displayed after the variable display of the symbols are different. The replay role is an example of the first specific symbol. The bell role is an example of the second specific symbol.

[0117] Based on the fact that the count value of the first point by the CPU 81 has reached the specified value, the display effect device 15 can present any one of the enemy characters A to C as an example of special information. The enemy characters A to C to be defeated, presented as problems, respectively correspond to the second normal states [A] to [C] with different advantageous expectations. That is, there are the first special information and the second special information in the special information. It can be recognized that in the situation where the second special information is presented, the game is more likely to develop advantageously compared to the situation where the first special information is presented. The problems that can be presented in the second part of the chance modes [A] to [C] include multiple types of problems with different degrees of achievement difficulty.

[0118] In the chance modes [A] to [C], the first part and the second part can stay over a specified number of times of variable display of symbols, and during the specified number of times of variable display of symbols, it is possible to shift to the second part multiple times. An increase in the number of times of shifting to the second part corresponds to an increase in the staying period in the second part. That is, it can be said that during the stay in the first part, a specific symbol can be stopped and displayed, and the staying period in the second part changes according to the number of times of stopping and displaying the specific symbol in the first part.

[0119] The longer the staying period in the second part, the higher the expectation of the winning times of the corresponding role. Therefore, the longer the staying period in the second part, the higher the possibility of shifting to an advantageous state after the end of the second part. From another perspective, the number of times of variable display that can stay in the second part is the first number of times and the second number of times that is more than the first number of times. When the second number of times of variable display is performed, it can be said that the occurrence expectation of the stop display of the symbol (a corresponding role as an example) that can be a trigger for shifting to an advantageous state is higher compared to the case where the first number of times of variable display is performed.

[0120] As shown in FIG. 9, in the final variable game in the first part of chance modes [A] to [C], the display effect device 15 can execute the final effect. The final variable game in the first part can also be regarded as the third part. In the display effect device 15, as the introduction effect of the final effect, introduction information F22h that can recognize that it is notified whether or not to shift to an advantageous state is displayed. As an example, the introduction information F22h is a character string of "judgment time". Subsequently, in the display effect device 15, as the result notification effect of the final effect, either confirmation information F22m that notifies shifting to an advantageous state or end information F22n that notifies shifting to the first normal state without shifting to the advantageous state is displayed. As an example, the confirmation information F22m is a character string of "advantageous state shift confirmed". As an example, the end information F22n is a character string of "end".

[0121] In this way, in the display effect device 15, the final effect is executed in response to the count value reaching a specific value and the end of the first state. The final effect is an example of an end effect. In the slot machine 10, when the final effect is executed, there are cases where it shifts to an advantageous state more advantageous than the first state and the second state, and cases where it does not shift to the advantageous state. In chance modes [A] to [C], the confirmation information F22m may be presented in response to the corresponding role being stopped and displayed. Presenting the confirmation information F22m is an example of deriving a specific effect result. When the specific effect result is derived, it may shift to an advantageous state more advantageous than the first state and the second state.

[0122] The final effect may be configured to include displaying other information instead of or in addition to any one or all of the introduction information F22h, the confirmation information F22m, and the end information F22n on the display effect device 15. For example, the other information may be information indicating the count value in the CPU 81 or the CPU 91. The count value may be the cumulative value of the first points, the cumulative value of the second points, or the acquisition history of either one or both of the points.

[0123] Also, in the second part, when the second point reaches the second specified point, the display mode of the second point information F21d is changed so that it can be recognized that the second point has reached the second specified point. Subsequently, in the display effect device 15, similar to the result notification effect, the confirmed information F22m can be displayed. As described above, the display effect device 15 is an example of a presentation means for presenting various types of information. The CPU 91 that controls the display effect device 15 is an example of a presentation control means for controlling the presentation means.

[0124] When it is in the advantageous section and the advantageous state, on the display effect device 15, an advantageous mode screen M3 corresponding to the advantageous mode is displayed. The advantageous mode screen M3 may include, as mode information H3, a background image different from other modes and the character string "advantageous mode". In the advantageous mode, on the display effect device 15, a navigation effect can be executed.

[0125] Therefore, according to the above-described embodiment, the following effects can be obtained. (1-1) A predetermined numerical value (the first point) is counted according to the game, and when the counted value reaches the specified value, the first special information (enemy characters A and B) or the second special information (enemy character C) is presented. The player can recognize the level of possibility that the subsequent game will develop advantageously according to the type of special information. Also, since the display of the special information requires the accumulation of a predetermined numerical value according to the game, it is also possible to suppress the player from getting bored during the period until the specified value is reached by attracting the player's attention to the counted value. Therefore, the player's interest can be improved.

[0126] (1-2) The specific condition for counting a predetermined numerical value (the first point) can be established by the stop display of a predetermined symbol (corresponding combination) after the variable display of the symbols associated with the game. Therefore, in the game, the degree of attention can be increased each time the symbol stops displaying, and the player's interest can be improved.

[0127] (1-3) Suggestion information F11 to F13 that suggests which special information will be displayed is presented, so that the player's anticipation can be heightened and interest improved even before the presentation of the special information. (1-4) When a special effect (the second part of the chance mode) is executed in response to the stop display of a specific symbol (corresponding role) after the variable display of symbols, a task is presented in the special effect. It can be recognized that if this task is achieved, the game is likely to develop advantageously. Therefore, the player increases their motivation to achieve the task. Also, for the execution of the special effect, the stop display of the specific symbol is required. Therefore, by also attracting the player's attention to the variable display of the symbols, it is possible to prevent boredom from occurring during the period until the special effect is executed. Thus, the player's interest can be improved.

[0128] (1-5) The special effect (the second part of the chance mode) has a plurality of types of tasks with different degrees of difficulty of achievement. Therefore, attention can be drawn to the tasks presented along with the execution of the special effect. For this reason, the improvement of interest by the special effect can be further promoted.

[0129] (1-6) Since an end effect (final effect) can be executed in response to the count value (first point) reaching a specific value, it is easier for the player to understand the end of the first state (first part). Thus, in the second state (second part), the anticipation for the stop display of the specific symbol (corresponding role) can be heightened.

[0130] (1-7) Even if the end effect is executed, it may transition to an advantageous state. Therefore, the player's anticipation can be sustained until the end of the first state (first part). (1-8) A specific effect result (confirmation information F22m) is derived in response to the stop display of a specific symbol (corresponding role), and it is possible to transition to an advantageous state in response to the derivation of the result. Therefore, the player can be made to stay in the second state for as long as possible and expect the stop display of the specific symbol.

[0131] (1-9) Depending on the number of stop displays of the specific symbol (corresponding winning combination) in the first part, the stay period in the second part changes. The longer the stay period, the higher the expected degree of occurrence of the stop display of the symbol that can trigger a transition to an advantageous state, that is, the higher the possibility of transitioning to an advantageous state. Therefore, in the second part, it is possible to draw attention to whether or not a transition to an advantageous state occurs in relation to the length of the stay period. Thus, the player's interest can be improved.

[0132] (1-10) Since it is possible to transition to the second part multiple times, even if the player returns to the first part, a decrease in the player's interest is suppressed. (1-11) When the number of variable games (i.e., the second point) in which the winning of the corresponding winning combination occurred, which was counted in the second part, is the first number, the expected degree of transition is higher compared to the case where it is the second number. Therefore, it is possible to create an expectation for the winning of the corresponding winning combination.

[0133] (1-12) When the second point reaches the second specified point, the confirmation information F22m is presented, and the player is informed that the transition to an advantageous state is confirmed. Therefore, in the second part, the expectation for the winning of the specific winning combination can be increased.

[0134] (1-13) There are multiple types of specific symbols that can trigger a transition to the second part, and they have different expected degrees of stop display. Therefore, the development of the game in the first part can also have variations, and the player's interest can be improved.

[0135] [Second Embodiment] A second embodiment of a slot machine, which is an example of a gaming machine, will be described. In the following description, for the same configurations and the same controls as those of the already described embodiments, the same reference numerals are used, and duplicate descriptions are omitted or simplified.

[0136] In the information generation process (S116) of the main game progress process, the CPU 81 of the main board 80 counts the first points until the remaining number of times of the first part reaches 0. Then, when the remaining number of times of the first part reaches 0 and the first points reach a predetermined number of times, the CPU 81 causes a transition to the second part over a variable game of the same number of times as the first points. If the first points do not reach the predetermined number of times, the CPU 81 does not cause a transition to the second part. Not limited to this, when the first points do not reach the predetermined number of times, the CPU 81 may perform a predetermined lottery and cause a transition to the second part when winning the lottery.

[0137] As an example, the predetermined number of times is 2 times. For example, when a winning of the corresponding winning combination occurs 3 times until the remaining number of times of the first part reaches 0, the first points = 3, so the second part may be executed with the remaining number of times of the second part = 3. For example, when a winning of the corresponding winning combination occurs 4 times until the remaining number of times of the first part reaches 0, the first points = 4, so the second part may be executed with the remaining number of times of the second part = 4. Not limited to this, the predetermined number of times may be 1 or more times.

[0138] In this way, during the stay in the first part, the specific symbol can be stopped and displayed, and the stay period of the second part changes according to the number of times the specific symbol is stopped and displayed in the first part. In the second part, the larger the remaining number of times of the second part, the easier it is to accumulate the second points, and as a result, it becomes easier to obtain the right to transition to an advantageous state. Therefore, the longer the stay period of the second part, the higher the possibility of transitioning to an advantageous state after the end of the second part. When the number of times the specific symbol is stopped and displayed in the first part does not reach the predetermined number of times, there may be no transition to the second part. On the other hand, when the number of times the specific symbol is stopped and displayed in the first part reaches the predetermined number of times, a transition to the second part occurs. From another perspective, the number of variable displays that can stay in the second part is the first number of times and the second number of times that is more than the first number of times. When the second number of variable displays is performed, the expected degree of occurrence of the stop display of the symbol that can be a trigger for transitioning to an advantageous state is higher than when the first number of variable displays is performed.

[0139] Therefore, according to the above embodiment, the following effects can be obtained. (2-1) According to the number of stop displays of the specific symbol (corresponding role) in the first part, the stay period in the second part changes, and the longer the stay period, the higher the possibility of shifting to an advantageous state. For this reason, in the first part, attention can be paid to the number of stop displays of the specific symbol, and in the second part, attention can be paid to whether or not a shift to an advantageous state occurs in relation to the length of the stay period. Therefore, the player's interest can be improved.

[0140] (2-2) If the number of stop displays of the specific symbol reaches a predetermined number, the process shifts to the second part, so attention can be paid to the number of stop displays of the specific symbol. (2-3) According to the number of stop displays of the specific symbol in the first part, the stay period in the second part changes, and the longer the stay period, the higher the expected degree of occurrence of the stop display of the symbol that can trigger a shift to an advantageous state, that is, the higher the possibility of shifting to an advantageous state. For this reason, in the second part, attention can be paid to whether or not a shift to an advantageous state occurs in relation to the length of the stay period. Therefore, the player's interest can be improved.

[0141] [Third Embodiment] A third embodiment of a slot machine, which is an example of a gaming machine, will be described. The slot machine 10 can shift to the second state in response to the stop display of a specific symbol (as an example, a corresponding role) when it is in the first part. In the information generation process (S116) of the main game progress process, when the CPU 81 of the main board 80 shifts from the second part to the first part, it determines whether or not a winning of the corresponding role has occurred in the second part before the shift. When no winning of the corresponding role has occurred, the CPU 81 restarts the first part from the remaining number of times of the first part stored in the RWM 83. That is, when the specific symbol is not stopped and displayed in the second state and the second state ends and shifts to the first state, the count value is not reset.

[0142] On the other hand, when a winning of the corresponding symbol occurs, the CPU 81 resets the remaining number of times of the first part stored in the RWM 83 and restarts the first part from the initial number of times. That is, when the specific symbol is further stopped and displayed in the second state and the second state ends and shifts to the first state, the count value is reset. That is, the remaining number of times of the first part will increase.

[0143] Therefore, according to the above embodiment, the following effects can be obtained. (3-1) In response to the specific symbol (corresponding symbol) being stopped and displayed, it is possible to shift from the first state (first part) to the second state (second part) in which a special effect can be executed. And in the second state, when the specific symbol is stopped and displayed, the count value is reset when returning to the first state, and the period that can stay in the first state is initialized. For this reason, in the second state, the anticipation for the specific symbol to be stopped and displayed can be enhanced. Therefore, the interest of the player can be improved.

[0144] The above-described embodiment can be implemented with the following modifications. Note that the above-described embodiment and the following modification examples can be implemented in combination with each other within a range where there is no technical contradiction.

[0145] · The initial value of the remaining number of times of the second part may be different from the first point. For example, when the first point reaches the first specified point, the CPU 81 may determine whether to use the first point as the initial value of the remaining number of times of the second part or use a number of times greater than the first point as the initial value by a predetermined lottery.

[0146] ·The first point may not match the number of times the specific symbol stops displaying (the number of winning times of the corresponding winning combination). For example, in the first part, when a winning of the corresponding winning combination occurs, the CPU 81 may execute a predetermined lottery and determine the value to be added to the first point. According to this modified example, it is possible to change the number of winning times of the corresponding winning combination required until the first point reaches the first specified point. The counting (addition) condition of the first point may be a win or a complete loss of the corresponding winning combination, a winning of a combination different from the corresponding winning combination, or the execution of a variable game that meets a predetermined condition. Note that a combination different from the corresponding winning combination preferably has a certain symbol alignment. That is, the target event to be counted as a predetermined value can be changed.

[0147] ·The second point may not match the number of times the specific symbol stops displaying (the number of winning times of the corresponding winning combination). For example, in the second part, when a winning of the corresponding winning combination occurs, the CPU 81 may execute a predetermined lottery and determine the value to be added to the second point. According to this modified example, it is possible to change the number of winning times of the corresponding winning combination required until the second point reaches the second specified point. The counting (addition) condition of the second point may be a win or a complete loss of the corresponding winning combination, a winning of a combination different from the corresponding winning combination, or the execution of a variable game that meets a predetermined condition. Note that a combination different from the corresponding winning combination preferably has a certain symbol alignment.

[0148] ·When the task presented in the special effect is achieved, the slot machine 10 may have a situation where the game develops advantageously and a situation where the game does not develop advantageously. As an example, when the second point reaches the second specified point, the CPU 81 may execute a predetermined lottery and, when winning the lottery, may be configured to shift to an advantageous state. According to this modified example, just because the task is achieved, it is not always the case that the game develops advantageously. Therefore, the player can enjoy the progress of the special effect with a sense of tension.

[0149] · The second normal state is not limited to three types, and may be one or two types, or four or more types. The first normal state may be two or more types. The advantageous state may be two or more types. The normal state may not include either the first normal state or the second normal state, and may further include another normal state.

[0150] · The advantageous state may also be transitionable from the first normal state. In this case, in the state transition process, it is advisable to conduct a lottery on whether to transition to the advantageous state. · Each part of the chance modes [A] to [C] may be an effect in the second advantageous state among the first advantageous state and the second advantageous state configured as assist times. In this modification example, by accumulating the first points in the first advantageous state, a transition is made to the second advantageous state, and by accumulating the second points in the second advantageous state, the remaining number of advantageous states in the first advantageous state is added (overlaid).

[0151] · Each of the chance modes [A] to [C] is not limited to having a motif of a confrontation between characters, and may have motifs such as a car race, a yacht race, tennis, and golf, or may have a motif of cultivating some object to be cultivated. The information presented by the display effect device 15 is not limited to being a character, and may be characters (character strings), backgrounds, expectations, numbers, etc. Further, the presenting means is not limited to the display effect device 15, and may be another display device in addition to or instead of the display effect device 15.

[0152] · In the second normal states [A] to [C], the corresponding role in the first part and the corresponding role in the second part may be different roles. That is, the counting conditions for the first points and the counting conditions for the second points may be the same conditions or different conditions.

[0153] · The slot machine 10 may be provided with a bonus combination. When a winning of the bonus combination occurs, the CPU 81 may cause a bonus state to occur. The bonus state may be included in the advantageous section. When the CPU 81 wins a bonus combination (bonus combination information) but no winning of the bonus combination has occurred, it may be controlled as one gaming state.

[0154] · Various effects may be executed as effects in the freeze state. As an example, the notification of the transition to the advantageous state may be to operate the reels 16a to 16c and stop the seven symbols alignment on the effective line NL in the freeze state.

[0155] · The main board 80 may be provided with a setting operation unit for changing the set value. The set value is information that defines the payout rate (machine percentage) in the slot machine 10. The payout rate is the ratio of the number of payout game medals (payout number) as a prize to the total number of inserted game medals (total bet number). As an example, the payout rate can be adjusted by varying the winning probabilities of specific combinations (minor combinations and bonus combinations, etc.) in the internal lottery. As an example, the adjustment of the payout rate can be made by varying the winning probabilities of advantageous states (assist times) in the internal lottery.

[0156] · The slot machine 10 may be provided with a plurality of effective lines NL. · The slot machine 10 may be configured to be able to impose a penalty that causes a disadvantage to the player. The penalty may be imposed for one variation game or for a plurality of variation games.

[0157] · The slot machine 10 is not limited to a configuration that uses game medals as gaming media, and may be a configuration that uses game balls. The slot machine 10 may be configured as a management gaming machine (medal - less gaming machine) that uses electronic game medals.

[0158] ·The functions of the sub-board 90 may be divided among a plurality of boards. For example, a display board that specifically controls the display effect device 15, an audio board that specifically controls the audio effect device 14, and a lamp board that specifically controls the light emission effect device 13 may be provided, and a master board that comprehensively controls these board groups may be further provided.

[0159] ·The gaming machine is not limited to being a slot machine 10 and may be embodied as a pachinko gaming machine that uses game balls as gaming media. The pachinko gaming machine includes a game board having a gaming area and a frame that supports the game board. The frame includes a firing handle as a means operable by the player. The game ball is fired by operating the firing handle. The operation modes of the firing handle include an operation mode in which the game ball can flow down the left side portion of the gaming area (so-called left shot) and an operation mode in which the game ball can flow down the right side area of the gaming area (so-called right shot). In the gaming area, a first start port (so-called bottom) and a second start port (so-called electric chu) are formed. When the game ball enters any of the start ports, an internal lottery (so-called big win lottery) is conducted, and based on the result, symbol variation can be performed on a predetermined display device. In one symbol variation, the longer the variation time, the higher the expectation of transitioning to a big win state accompanied by the opening of a big winning port (so-called attacker), and the higher the number of repetitions of symbol stop and re-variation, the higher the expectation may be. Among the effects that enable recognition of the expectation of transitioning to a big win state, there is a reach effect, and when the number of repetitions exceeds a predetermined number, it may be configured to be able to display a specific reach effect that does not appear when the number is less than the predetermined number. The reach effect can also be regarded as an effect aimed at forming a reach and having the same symbol as the symbol forming the reach stop-displayed in the final column. When the big win symbol stops and is displayed after symbol variation (reach), a big win state may occur.

[0160] The pachinko gaming machine is provided with a probability variation function for varying the jackpot probability and a ball entry assistance function for assisting the entry of balls into the second start port. The pachinko gaming machine may be provided with a normal state in which neither the probability variation function nor the ball entry assistance function operates, a probability variation state in which both operate, and a short time state in which only the ball entry assistance function operates. Left hitting is recommended in the normal state, and right hitting is recommended in the probability variation state, the short time state, and the jackpot state. The probability variation state and the short time state may be given over a period until the next jackpot state is given, or may be given with an upper limit until the number of executions of the symbol variation reaches the number of operations. The internal state of the pachinko gaming machine can transition in the order of the normal state, the jackpot state, the advantageous state of the number of operations, and the normal state. For example, when transitioning to the jackpot state in the short time state, it can transition back to the short time state, and the number of operations at this time can be reset to the default number. The pachinko gaming machine may be configured to be able to give the probability variation state for a specified number of times. The short time state may include a plurality of states with different ball entry rates into the second start port. The effect device group ES executes various effects in accordance with the symbol variation. The various effects may include varying the effect symbol and suggesting or notifying a jackpot. There are multiple types of jackpot suggestion effects, and the expected degree of ultimately becoming a jackpot is different. Note that the above-mentioned reach also has an expected degree of becoming a jackpot, can be grasped as different targets depending on the type, and it can also be recognized that the difficulty of becoming a jackpot is different. The pachinko gaming machine can set various effect modes according to the internal state. When a game state such as the short time state transitions, an end effect may be executed so as to be able to recognize that the game state before the transition ends. In the end effect, information notifying the transition of the internal state may be displayed, or the total amount of profit (for example, the number of acquired game balls) acquired in the game state before the transition may be notified. Of course, in the symbol variation accompanied by the end effect, if it fails in the internal lottery, a losing symbol is displayed and it transitions to an unfavorable internal state, but if it wins, the winning symbol is displayed as it is and it can transition to the jackpot state.

[0161] The pachinko gaming machine may be provided with a plurality of symbol combinations as winning combinations that can be won in an internal lottery. The CPU 81 can control the number of game media that can be paid out in the jackpot state according to the type of win, and the game state after the end of the jackpot state. For example, for specific symbols, a 10-round jackpot state and a probability-variable state are provided. For example, for non-specific symbols, a 5-round jackpot state and a time-saving state are provided. The number of rounds in the jackpot state and the internal state after the end of the jackpot state can be changed as appropriate. There may be a plurality of types of specific symbols with different numbers of rounds and / or internal states. There may be a plurality of types of non-specific symbols with different numbers of rounds and / or internal states. In this case, at least one of the specific symbols and non-specific symbols may include a symbol with a lower appearance rate than other symbols. Not limited to the above, the specifications of the pachinko gaming machine may be changed. The pachinko gaming machine may be configured to end the probability-variable state upon winning a fall lottery. The pachinko gaming machine may be configured to provide a probability-variable state when a game ball that has entered the big winning opening passes through a specific area (so-called V zone). The pachinko gaming machine may be configured to provide a jackpot state when a game ball enters the big winning opening during a small win state and the game ball passes through the specific area.

[0162] The pachinko gaming machine may be a circulating type gaming machine that circulates game balls inside the machine. In this modification example, the pachinko gaming machine is not limited to paying out actual game balls as prizes, and may be configured to increase the electronically stored number of game balls.

[0163] Next, the technical ideas that can be grasped from the above embodiments and alternative examples are added below. (Appendix 1-1) A gaming machine comprising a counting means for counting a predetermined numerical value according to a game, a presenting means for presenting various kinds of information, and a presenting control means for controlling the presenting means, wherein based on the fact that the counted value by the counting means has reached a specified value, the presenting means can present special information, and the special information includes first special information and second special information, and in a situation where the second special information is presented, it can be recognized that the game is more likely to develop advantageously than in a situation where the first special information is presented.

[0164] (Appendix 1-2) The counting means counts, as the predetermined numerical value, a numerical value indicating the number of times a specific condition is satisfied, and the specific condition can be satisfied when a predetermined symbol stops being displayed after a variable display of symbols associated with the game. The gaming machine according to Appendix 1-1.

[0165] (Appendix 1-3) The presenting means of the gaming machine according to Appendix 1-1 or Appendix 1-2 can present suggestive information indicating which special information will be presented before presenting the first special information or the second special information.

[0166] (Appendix 2-1) A gaming machine comprising a symbol display means capable of variable display of symbols, an effect execution means capable of executing an effect, and an effect control means for controlling the effect execution means, wherein in response to a specific symbol stopping being displayed after the variable display of the symbols, the effect execution means can execute a special effect, and the special effect presents at least one task to the player, and it can be recognized that the game is more likely to develop advantageously when the task is achieved.

[0167] (Appendix 2-2) The gaming machine according to Appendix 2-1, wherein the tasks that can be presented in the special effect include a plurality of types of tasks with different degrees of difficulty of achievement. (Appendix 2-3) When the task presented in the special effect is achieved, there are cases where the game develops advantageously and cases where the game does not develop advantageously. The gaming machine according to Appendix 2-1 or Appendix 2-2.

[0168] (Appendix 3-1) In a gaming machine that can perform variable display of symbols based on a start trigger and grant a privilege according to the symbol that stops displaying after the variable display of the symbol, there are state control means for controlling the state, effect execution means for executing an effect, and effect control means for controlling the effect execution means. The state includes a first state and a second state. The first state is a state that ends when a count value corresponding to the game reaches a specific value. The second state is a state in which a special effect can be executed by the effect execution means. When a specific symbol stops displaying in the first state, it can shift to the second state. When the specific symbol further stops displaying in the second state and the second state ends and shifts to the first state, the count value is reset. On the other hand, when the specific symbol does not stop displaying in the second state and the second state ends and shifts to the first state, the count value is not reset. A gaming machine characterized by this.

[0169] (Appendix 3-2) The gaming machine according to Appendix 3-1, wherein in the effect execution means, an end effect is executed in response to the count value reaching the specific value and the end of the first state. (Appendix 3-3) The gaming machine according to Appendix 3-1 or Appendix 3-2, wherein when the end effect is executed, there are cases where it shifts to a favorable state more advantageous than the first state and the second state, and cases where it does not shift to the favorable state.

[0170] (Appendix 3-4) In the special effect, there are cases where a specific effect result is derived in response to the specific symbol stopping displaying. When the specific effect result is derived, it can shift to a favorable state more advantageous than the first state and the second state. The gaming machine according to any one of Appendices 3-1 to 3-3.

[0171] (Supplementary Note 4-1) In a gaming machine that can perform a variable display of symbols based on a start trigger and grant a privilege according to the symbol that is stopped and displayed after the variable display of the symbol, it includes an effect execution means capable of executing an effect, and an effect control means for controlling the effect execution means. The effect execution means can execute a special effect, and the special effect includes a first part and a second part. During the stay in the first part, a specific symbol can be stopped and displayed. According to the number of times the specific symbol is stopped and displayed in the first part, the stay period of the second part changes. The longer the stay period of the second part, the higher the possibility of transitioning to an advantageous state after the end of the second part. A gaming machine characterized by this.

[0172] (Supplementary Note 4-2) While there may be a case where the transition to the second part does not occur when the number of times the specific symbol is stopped and displayed in the first part has not reached a predetermined number, in the gaming machine according to Supplementary Note 4-1, when the number of times the specific symbol is stopped and displayed in the first part has reached the predetermined number, the transition to the second part occurs.

[0173] (Supplementary Note 4-3) In the second part, at least one task is presented to the player, and it can be recognized that the game is likely to develop advantageously when the task is achieved. The gaming machine according to Supplementary Note 4-1 or Supplementary Note 4-2.

[0174] (Supplementary Note 5-1) In a gaming machine that can perform a variable display of symbols based on a start trigger and can provide a privilege according to the symbol that is stopped and displayed after the variable display of the symbols, the gaming machine includes an effect execution means capable of executing an effect, and an effect control means for controlling the effect execution means. The effect execution means can execute a special effect. The special effect includes a first part and a second part. During the stay in the first part, a specific symbol can be stopped and displayed. In response to the stop display of the specific symbol in the first part, a transition to the second part is made. The number of variable displays that can be stayed in the second part is the first number and the second number that is greater than the first number. When the variable display of the second number is performed, the probability of the occurrence of the stop display of the symbol that can be a trigger for a transition to an advantageous state is higher than when the variable display of the first number is performed.

[0175] (Supplementary Note 5-2) The gaming machine according to Supplementary Note 5-1, wherein the first part and the second part can stay during a variable display of symbols for a specified number of times, and during the variable display of symbols for the specified number of times, a transition to the second part can be made a plurality of times.

[0176] (Supplementary Note 5-3) The gaming machine according to Supplementary Note 5-1 or Supplementary Note 5-2, wherein the specific symbol includes a first specific symbol and a second specific symbol, and the first specific symbol and the second specific symbol have different probabilities of being stopped and displayed after the variable display of the symbols.

Explanation of Reference Numerals

[0177] 10… Slot machine 15… Display effect device 80… Main board 81… CPU 90… Sub-board 91… CPU ES… Effect device group F11~F13… Suggestion information H2a~H2c… Mode information

Claims

【Claim 1】 Counting means capable of counting a predetermined numerical value in a game executed during a predetermined period, Presentation means for presenting various types of information, Presentation control means for controlling the presentation means, and comprising: Based on the fact that the count value by the counting means has reached a specified value, the presentation means can present special information, and the special information includes first special information and second special information. In the situation where the second special information is presented, it can be recognized that the game is more likely to develop advantageously compared to the situation where the first special information is presented. The predetermined period ends according to the number of times of variable display of symbols associated with the game. If the predetermined period ends before the count value by the counting means reaches the specified value, the special information is not presented, and special information different from the special information can be presented. In the situation where the special information is presented, it can be recognized that the game is developed advantageously. Before the start of the predetermined period, suggestive information can be presented. The suggestive information is information suggesting the type of the special information presented when the count value by the counting means reaches the specified value in the subsequent predetermined period. A gaming machine characterized by this.

Citation Information

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