Pachinko machine

The gaming machine enhances gameplay engagement by integrating complex lottery results with variable displays and control mechanisms, offering diverse pseudo-games and main games, thus enriching the player experience.

JP7705654B2Active Publication Date: 2025-07-10KITA DENSHI CORP
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Patent Information

Application Number
JP2021208362
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2021-12-22
Publication Date
2025-07-10
Estimated Expiration
2041-12-22

AI Technical Summary

Technical Problem

Conventional gaming machines lack complexity and engagement in their gameplay mechanics, particularly in how lottery results are integrated with variable display games, leading to a need for improved interaction and value imparting mechanisms.

Method used

The gaming machine incorporates a first, second, and third lottery result with variable display means and control mechanisms to execute pseudo-games and main games based on these results, allowing for various effects and production executions tied to specific lottery outcomes, enhancing player interaction and engagement.

Benefits of technology

This approach increases player engagement by providing diverse gameplay experiences and value opportunities, such as pseudo-games and main games, with varied effects and productions, thereby enriching the overall gaming experience.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide an unconventionally highly amusing game machine.SOLUTION: In a game machine capable of executing a game on the basis of a player's operation and of generating a first game state and a second game state more advantageous to a player than the first game state, there is provided with game control means which can control a game state into a specific first game state that control related to generation of the second game state is advantageous to a player in a prescribed period during the first game state. The game control means includes extension lottery control means capable of performing an extension lottery that can extend a duration period of the specific first game state before the specific first game state is generated; and notification control means capable of notifying information about extension of the duration period of the specific first game state on the basis of a result of the extension lottery by the extension lottery control means before the specific first game state is generated.SELECTED DRAWING: Figure 19
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Description

Technical Field

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

Background Art

[0002] Conventionally, as a gaming machine, a pachinko gaming machine is known which is provided with a display device capable of displaying a variable display game based on a plurality of identification information, and generates a specific gaming state advantageous to the player according to the result of the variable display game. Further, a slot machine is known which is provided with a plurality of reels, executes a game by variably displaying the plurality of reels based on a start operation of a player, stops the plurality of reels based on a stop operation of the player, and generates a specific gaming state according to a stop display mode of the plurality of reels. In addition, in recent slot machines, an increasing number are provided with a display device in addition to the reels, and perform effects related to the game on the display device. In such a gaming machine, a gaming machine is also known which displays a stage composed of a predetermined background image or the like on the display device and displays various effects on the stage (Patent Document 1).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

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

Means for Solving the Problems

[0005] To solve the above problems, the gaming machine of the present invention includes a first lottery result (For example, watermelon role) and a second lottery result (For example, strong cherry role) and a third lottery result (For example, chance role)Among a plurality of lottery results including [specific content], lottery means capable of deriving any one of the lottery results, and in this game where game values can be imparted, variable display means capable of stopping the display of identification information that is variably displayed in a manner based on the lottery result derived by the lottery means, and in a predetermined game, when the second lottery result is derived, control means capable of executing the main game after executing a pseudo-game in which the game value cannot be imparted. Before When the identification information is not stopped and displayed by the variable display means And, complex It includes production execution means capable of executing any one of a number of productions. The control means can execute the main game when the first lottery result is derived in a specific game, and can execute the main game when the third lottery result is derived in a specific game. The production execution means During the pseudo-game of the predetermined game and in a state where the identification information is not stopped and displayed by the variable display means, a first effect corresponding to the first lottery result can be executed, and during the pseudo-game of the predetermined game and in a state where the identification information is not stopped and displayed by the variable display means, a third effect corresponding to the third lottery result can be executed, During the pseudo-game of the predetermined game and when the first production corresponding to the first lottery result is being executed, if the identification information is stopped and displayed by the variable display means, it is possible to end the first production corresponding to the first lottery result. During the pseudo-game of the predetermined game and when the third production corresponding to the third lottery result is being executed, if the identification information is stopped and displayed by the variable display means, it is possible to end the third production corresponding to the third lottery result. During the main game of the predetermined game and when the identification information is not stopped and displayed by the variable display means, the second production corresponding to the second lottery result can be executed. During the main game of the specific game and when the identification information is not stopped and displayed by the variable display means, the first production corresponding to the first lottery result can be executed. During the main game of the specific game and when the identification information is not stopped and displayed by the variable display means, the third production corresponding to the third lottery result can be executed.

Brief Explanation of Drawings

[0006]

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Mode for carrying out the invention

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

[0008] <First Embodiment> A first embodiment of a gaming machine according to the present invention will be described with reference to FIGS. 1 to 12.

[0009] First, the overall configuration of the slot machine 1 will be described with reference to FIGS. 1 to 2. The slot machine 1 is installed in a casino or the like. As shown in FIGS. 1 to 2, the slot machine 1 includes a front door 1a, a bet button 2a, a return button 2c, an effect button 2d, an upper effect button 2f, a medal insertion slot 2, a start lever 3, reels 4, a stop button 5, a display window 6, a medal payout device 7, a medal payout port 7b, a main display 8, a sub display 17, a speaker 9, a front panel 19, a lamp 11, a navigation lamp 12, a favorable section lamp 13, a probability setting device 14, a display decoration frame 15, a drum unit 4d, an external output terminal 18, a main control device 10, and a sub control device 20.

[0010] The main control device 10 and the sub control device 20 each include a storage unit and a control unit, and are devices capable of various arithmetic processes and various controls, and are included in the concept of a computer. Each storage unit includes a storage device such as a semiconductor memory element that stores programs, information, etc. necessary for the operation of the slot machine 1. Each control unit includes a CPU or the like. Each control unit realizes various functions of the present first embodiment by appropriately reading and executing various programs stored in each storage unit.

[0011] [Schematic front view showing the appearance of the gaming machine] As shown in FIG. 1, a front door 1a is disposed on the front surface of the slot machine 1. The front door 1a is pivotally attached to one side (left side when viewed from the front) of a main body (not shown) that is disposed on the rear side of the front door 1a and attached to island equipment (not shown), and is configured to be pivotable forward in a single-opening manner. Hereinafter, the left-right direction is indicated in a state where the slot machine 1 is viewed from the front side.

[0012] In a state where the slot machine 1 is viewed from the front side, a main display 8 is disposed at the center position in the left-right direction at the upper part of the front door 1a. The main display 8 is composed of a liquid crystal display or the like capable of displaying a plurality of information such as information related to effects (effect images) as described later, and constitutes a display means. In front of the main display 8 at the upper part of the front door 1a, a display decoration frame 15 having an opening at the center is disposed, and the main display 8 is disposed in a state where the display surface faces forward through the opening of the display decoration frame 15.

[0013] Speakers 9 are disposed on each of the left and right sides of the main display 8, and for example, can output sound effects corresponding to the effects displayed on the main display 8. In addition, lamps 11 made of LEDs or the like are disposed on each of the left and right sides of the main display 8, and for example, can output light in a light emission mode corresponding to the light at the time of winning a prize or the effects displayed on the main display 8.

[0014] An upper effect button 2f, which is exemplified as an operation means (effect operation means), is disposed on the right side of the main display 8. The upper effect button 2f is a push-type button that moves in the front-rear direction. The pressing operation of the upper effect button 2f is detected by a non-contact type sensor or the like and output to the sub-control device 20 as operation information of the upper effect button 2f. In addition, a light emitting source (not shown) made of an LED or the like is provided inside the upper effect button 2f, and it is possible to notify that the operation of the upper effect button 2f is valid by the light emission of the light emitting source.

[0015] At the vertical center of the front door 1a of the slot machine 1, a flat front panel 19 with decorations and various function displays on its surface is arranged. Behind the front panel 19, a drum unit 4d equipped with a reel 4 as variable display means is arranged. Also, at approximately the center of the front panel 19, a display window 6 made of a translucent member through which the symbols attached to the reel 4 can be visually recognized from the front is formed.

[0016] The reel 4 is composed of a left reel 4a, a middle reel 4b, and a right reel 4c arranged side by side in the left - right direction. The rotation axes of the respective reels 4a to 4c extend in the left - right direction, and the rotation centers are set to be the same. The reel 4 (4a to 4c) has symbols (identification information) continuous on its peripheral surface, and these symbols are configured to be identifiable from outside the machine through the display window 6. When the reel 4 rotates in one direction, in the display window 6, for example, the symbols can be variably displayed from top to bottom. A plurality of symbols (for example, 20) are represented on each of the reels 4a to 4c, and the types of symbols are, for example, "Replay", "Watermelon", "Cherry", "Bell", "7", etc. Note that the form of the reel 4 is not limited to this. For example, the number of symbols on the peripheral surface may be other than 20.

[0017] Above the display window 6 on the front panel 19, navigation lamps 12a, 12b, 12c capable of notifying the stop order of the stop buttons 5 described later are arranged corresponding to the respective reels 4a, 4b, 4c. Also, on the lower left side of the display window 6 on the front panel 19, for example, an advantageous section lamp 13 composed of LEDs is arranged. The advantageous section lamp 13 is controlled to light during the advantageous section (described later). Note that the slot machine 1 may control, instead of the advantageous section lamp 13, for example, the "dot" part of a 7 - segment display (also referred to as "7 - seg") that constitutes a payout number display section for displaying the number of medals paid out, etc., to light.

[0018] On the right side of the display window 6 (reel 4) on the front panel 19, a sub - display 17 is arranged. The sub-display 17 is composed of a liquid crystal display or the like that can display a plurality of information, such as information related to effects (effect images) as described later, and constitutes a display means. Also, although the display area of the sub-display 17 is smaller than that of the main display 8, it is disposed at a position closer to the reel 4 than the main display 8, and it is easy to visually recognize the displayed image while observing the rotation and stop states of the reel 4. In addition, the sub-display 17 is composed of a touch panel type display, and enables various operations related to the effect content by a touch operation on the screen by the player. For example, it enables a switching operation for switching the effect mode, a switching operation to an explanatory image of the game content, etc.

[0019] Below the front panel 19, a stepped portion protruding forward is formed, and a medal insertion port 2, a bet button 2a exemplified as an operation means, and an effect button 2d exemplified as an operation means (effect operation means) are disposed on the upper surface of the stepped portion. The medal insertion port 2 is a part where the player inserts medals (game media). Inside the medal insertion port 2, a medal selector 2b (medal detection means), which is a sensor or the like for detecting the medals inserted into the medal insertion port 2, is provided. The bet button 2a is a push-type button for the player to input the number of bets that is a start condition of the game, and it is possible to input the maximum number of bets allowed in the slot machine 1 by one operation.

[0020] The effect button 2d is a push-type button that moves in the vertical direction. The pressing operation of the effect button 2d is detected by a non-contact type sensor or the like and output to the sub-control device 20 as operation information of the effect button 2d. Also, inside the effect button 2d, a light-emitting source (not shown) composed of an LED or the like is provided, and it is possible to notify that the operation of the corresponding effect button 2d is valid by the light emission of the light-emitting source. The effect button 2d is disposed at a position closer to the reel 4 than the upper effect button 2f described above.

[0021] On the front surface of the section part, a start lever 3, a return button 2c, and a stop button 5 exemplified as an operation means (stop operation means) are arranged. The start lever 3 is a lever operated by a player to start a game. After the number of bets is input, the start lever 3 becomes effective and the game can be started. The return button 2c is composed of a push-type button that moves in the front-rear direction, and is a button that is operated when canceling the set number of bets or paying out medals stored as credit medals. The stop button 5 is a button for stopping the rotating reel 4, and is composed of a push-type button that moves in the front-rear direction. A left stop button 5a, a middle stop button 5b, and a right stop button 5c are arranged at a predetermined interval in the horizontal direction corresponding to the left reel 4a, the middle reel 4b, and the right reel 4c. Also, inside each stop button 5, a light-emitting source (not shown) composed of an LED or the like is provided, and it is possible to notify that the operation of each stop button 5 is effective by changing the emission color (red → blue).

[0022] Below the front door 1a of the slot machine 1, a medal payout port 7b through which the medals paid out from the medal payout device 7 are discharged is arranged.

[0023] [Block diagram showing the control configuration of the gaming machine] FIG. 2 shows a block diagram of the control system in the slot machine 1 according to the first embodiment. As shown in FIG. 2, the slot machine 1 includes a main control device 10 that performs lottery of roles, control of game progress, etc., and a sub-control device 20 that is configured to be communicable with the main control device 10 and performs various effect controls, etc. based on the control information from the main control device 10. The transmission of control information between the main control device 10 and the sub-control device 20 is limited to one direction only from the main control device 10 to the sub-control device 20, preventing the input of an unauthorized signal from the sub-control device 20 to the main control device 10.

[0024] The main control device 10 is connected to the bed button 2a, medal selector 2b, return button 2c, start lever 3, stop button 5, probability setting device 14 (setting means), external output terminal 18, medal payout device 7, drum unit 4d, and advantageous section lamp 13 via communication cables, enabling it to control each device. Further, the main control device 10 is provided with a storage unit (storage means) and a control unit.

[0025] The probability setting device 14 as the setting means can change the winning probability of a special game state (for example, a pseudo bonus state) in multiple stages (for example, 6 stages), enabling the degree of advantage for the player to be set and changed in multiple stages. Based on the probability setting operation in the probability setting device 14, the main control device 10 performs a process of setting the winning probability of the special game state to any one of a plurality of probability values with different probabilities. The set value set by the probability setting device 14 has setting 1 as the lowest probability value, and the larger the number, the higher the probability value, with setting 6 being the highest probability value. Therefore, setting 1 is the most disadvantageous setting for the player (the setting with the lowest degree of advantage), and the larger the number, the more advantageous it is for the player, with setting 6 being the most advantageous setting for the player (the setting with the highest degree of advantage).

[0026] Note that the winning probability of the special game state may be controlled with a fixed probability value without being affected by the set value of the probability setting device 14. Also, by changing the transition probability of the CZ state or AT state according to the set value in the probability setting device 14, the degree of advantage for the player may be made changeable in multiple stages. In addition to the special game state, the winning probability of a predetermined minor winning combination (for example, the bell winning combination) may be made changeable in multiple stages (for example, 6 stages).

[0027] The external output terminal 18 outputs information related to the game in the slot machine 1 to a management device (not shown) or a calling device (not shown) installed in the game arcade, and outputs information for collecting various data such as the number of executed games, the number of medal insertions, the number of medal payouts, and the number of occurrences and transition periods of advantageous game states (e.g., a pseudo-bonus state and an AT state described later) for the player under the control of the main control device 10.

[0028] The drum unit 4d is a device integrally provided with the reels 4a to 4c and a stepping motor (not shown) for rotating each of the reels 4a to 4c. The medal payout device 7 has a medal storage section (not shown) that collects the medals inserted into the medal selector 2b as the medals before payout, and is a device that pays out the medals stored in the medal storage section to the medal payout port 7b. The medal payout device 7 is provided with a sensor for detecting the paid-out medals. The medal selector 2b is provided on the downstream side of the medal insertion port 2 and is provided with a sensor for detecting the medals inserted from the medal insertion port 2.

[0029] The storage section of the main control device 10 stores various information such as a game program related to the game, a table for performing a lottery for small roles and the AT state, and the like. Further, the main control device 10 operates by a control section and a storage section in which a program is stored, and thereby performs processing related to the progress of the game of the slot machine 1 and the like.

[0030] Based on the signal from the start lever 3, the main control device 10 performs game start processing, processing for sampling a random number from a random number generator (not shown), and the like. Then, a lottery process for roles is performed based on the sampled random number. Also, according to the control program in the storage section, for example, by updating the random number at a predetermined timing, a random number generation process is performed, and a transition lottery process for a pseudo-bonus state, a transition lottery process during the AT state, a top-up lottery process during the AT state, and the like are performed based on the generated random number.

[0031] That is, the main control device 10 is provided with lottery means for lottery (determination) as to whether to grant benefits such as minor roles, pseudo-bonus states, AT states, etc. in correspondence with the execution of the game. Also, the lottery pattern using random numbers may be other than the patterns described above. The lottery of roles may be performed based on the randomly generated random numbers, and the transition lottery, additional lottery, etc. of the pseudo-bonus state and the AT state may be performed based on the random numbers generated by the random number generator. Or, all lotteries may be performed using the randomly generated random numbers or the random numbers generated by the random number generator.

[0032] Also, the main control device 10 controls the rotation of the reels 4 based on the signal from the start lever 3. The main control device 10 detects the rotational positions of the respective reels 4a, 4b, 4c based on the signals from the sensors (not shown) provided on each of the reels 4a, 4b, 4c, and can grasp the rotational positions of the symbols on each of the reels 4a, 4b, 4c. Then, based on the signal from the stop button 5, it performs control to stop the desired symbol in the display window 6.

[0033] Also, the main control device 10 realizes the game of the slot machine 1 by performing game progress processing including internal lottery processing, etc., managing various information stored in the storage unit, and controlling devices such as the medal payout device 7 in response to operations of the operation unit such as the start lever 3.

[0034] The sub-control device 20 is connected to the effect button 2d, the upper effect button 2f, the speaker 9, the main display 8, the lamp 11, the navigation lamp 12, the sub-display 17 by a communication cable and can communicate. The sub-control device 20 controls these devices according to the control information from the main control device 10. Also, the sub-control device 20 is provided with a storage unit and a control unit.

[0035] The storage unit of the sub-control device 20 stores various information such as programs related to effects, effect image data, audio data, etc. The sub-control device 20 operates by a control unit and a storage unit storing a program, and performs processes such as effects synchronized with the game of the slot machine 1 according to commands (control information) from the main control device 10. For example, it controls the main display 8, the lamp 11, the speaker 9, etc. to perform effect images indicating the transition of the game state, output of sound effects, lamp effects, etc.

[0036] Also, the sub-control device 20 can control the switching timing of each effect, etc. based on signals from the effect button 2d, the upper effect button 2f, and the touch panel of the sub-display 17. Either one or both of the main control device 10 and the sub-control device 20 constitute the special game state control means, special game state switching control means, change lottery control means, privilege granting means, notification control means, game control means, extension lottery control means, probability control means, duplicate notification control means, state notification control means, lottery means, game control means, freeze game control means, specific notification control means, special game state generation determination means, first game control means, second game control means, special game state right granting means, game result derivation means, specific game state control means, effect control means, privilege lottery means, notification change control means, special effect control means, second special game state control means, post-ending instruction effect control means, in-process instruction effect control means, privilege granting effect control means in the present invention.

[0037] Such a slot machine 1 is configured to be able to execute the following slot machine game under the control of the main control device 10.

[0038] At the start of the game, medals are inserted from the medal insertion slot 2, or the number of bets is set from credit medals by operating the bet button 2a. Then, when the number of bets reaches a predetermined number (for example, 3), one of the game start conditions is satisfied, and it becomes a game startable state having the right to execute one game.

[0039] In the game startable state, the operation of the start lever 3 becomes effective. In this effective state, when the start lever 3 is tilted, all the game start conditions are satisfied, the game starts, and the reels 4a to 4c with a plurality of symbols start to vary. At the same time, an internal lottery process is executed to pre-determine the lottery result of this game for the transition to a plurality of roles (including losing), such as replay roles, minor roles, bonus roles, and pseudo-bonus states and AT states, before the stop of the reel 4. In the internal lottery process, the winning role of this game is determined by lottery from among a plurality of winning roles based on a predetermined winning probability. For example, lottery results such as replay roles and bell roles are derived by lottery.

[0040] Also, even when the main control device 10 receives a signal from the start lever 3, if the elapsed time from the start of rotation of the reel 4 in the previous game has not exceeded a predetermined time (for example, 4.1 seconds), the start of rotation of the reel 4 is temporarily waited for (a waiting time is inserted) to delay the start of rotation of the reel 4, thereby performing limit control to limit the number of games so that the number of games executed per unit time (for example, 1 minute) is within a predetermined number (for example, 14 times). That is, the main control device 10 is provided with game number limiting means capable of limiting the number of games executed per unit time within a predetermined number. By this control, the shortest execution time required for one game is defined as a predetermined time (for example, 4.1 seconds). Note that the period for monitoring the shortest execution time may be set based on other criteria than the start time of rotation of the reel 4 between games. For example, it may be based on the time when the stop button 5 is made effective, or any time point may be used as long as the number of games per unit time can be monitored.

[0041] Each of the reels 4a to 4c is an example of a display means. On the circumferential surface of each of the reels 4a to 4c, a plurality of symbols (replay, bell, watermelon, cherry, BAR, 7) are represented in a predetermined arrangement, and after gradually increasing the rotation speed from the stopped state, it reaches a steady rotation at a constant speed. When such a steady rotation is reached, the stop buttons 5a to 5c provided corresponding to the respective reels 4a to 4c become in a state where they can be pressed.

[0042] When the stop buttons 5a to 5c are pressed in this state, the respective reels 4a to 4c are stopped and controlled so as to stop with a combination of symbols permitted by the operation timing and the lottery result of the internal lottery process. For the stop control (drawing-in stop control) of the respective reels 4a to 4c, a drawing-in range is set for each, and a predetermined number (for example, 4) of symbols in the reverse rotation direction (upward direction) from the symbol at the time when the stop operation is performed can be drawn in, and it is possible to stop on any of the symbols within this drawing-in range on the valid line.

[0043] In the stopped state, the respective reels 4a to 4c stop (stop display) so that three symbols continuous in the vertical direction represented on each of them face outside the machine through the display window 6, and the presence or absence of winning is determined based on the stop display mode at this time. The determination of winning is made based on the combination of symbols that stop on the middle winning line connecting the middle symbols of each reel 4 in the display window 6. Therefore, for example, even when a predetermined symbol is aligned on a diagonal line, in fact, the winning is determined by the combination of the symbols that are not aligned and stop in the middle at that time.

[0044] The winning of small winning combinations, replay combinations, etc. is determined based on the combination of symbols on such a winning line. Examples of small winning combinations include the bell combination, the watermelon combination, and the cherry combination.

[0045] For the bell combination, two bell combinations with different corresponding symbol combinations are provided. For example, the corresponding symbol combinations can be set as the common bell combination of "bell · replay · bell" and the push-order bell combination of "bell · bell · bell" in the order of "left reel 4a · middle reel 4b · right reel 4c" on the winning line (the same applies hereinafter).

[0046] The common bell role is a small role in which the combination of symbols ("bell · replay · bell") corresponding to the stop buttons 5a to 5c stops regardless of the operation order (referred to as the pressing order). The pressing order bell role is a small role in which the combination of symbols ("bell · bell · bell") corresponding to it stops by following a specific pressing order.

[0047] Furthermore, among the six pressing orders (for example, "5a → 5b → 5c", "5c → 5b → 5a", etc.) for the pressing order bell role, when the stop buttons 5a to 5c are operated in one of the pressing orders (a specific pressing order), six pressing order bell roles 1 to 6 are provided in which the corresponding combination of symbols ("bell · bell · bell") stops and is displayed. When the stop buttons 5a to 5c are operated in the other five pressing orders (pressing orders other than the specific pressing order), the corresponding combination of symbols ("bell · bell · bell") does not stop and is displayed, and other combinations of symbols (referred to as "bell spill marks") such as "bell · bell · replay" stop and are displayed.

[0048] In addition, when winning the pressing order bell role, regardless of the stop button 5 operated second and third, as long as only the stop button 5 operated first follows a specific pressing order, the stop control of the reel 4 may be performed so that the combination of symbols corresponding to the pressing order bell role stops. Also, the pressing order bell is not limited to six, and three pressing order bells 1 to 3 may be provided.

[0049] The watermelon role is a small role (rare role) in which the corresponding combination of symbols is "watermelon · watermelon · watermelon". There are a weak watermelon role in which "watermelon · watermelon · watermelon" stops on the upper line or the lower line, and a strong watermelon role in which "watermelon · watermelon · watermelon" stops on the upper right diagonal line or the lower right diagonal line. The cherry role is a small role (rare role) in which the corresponding combination of symbols is "cherry · ANY · ANY". There are a weak cherry role in which "cherry" stops on the upper or lower part of the left reel 4a, and a strong cherry role in which "cherry" stops in the middle of the left reel 4a.

[0050] For the replay roles, there are two replay roles with different corresponding symbol combinations. The corresponding symbol combinations are the normal replay role (hereinafter referred to as the replay role) of "Replay·Replay·Replay", and the chance replay role (chance role) of "Replay·Bell·Bell". "Replay·Bell·Bell" (chance result) is the symbol combination that stops displaying when the chance replay role is won. Together with the watermelon role and the cherry role, it is set as a so-called rare role with a relatively low winning probability in the internal lottery process. Among them, the weak watermelon role and the weak cherry role are set as weak rare roles, and those other than the weak watermelon role and the weak cherry role are set as strong rare roles.

[0051] In addition, the main control device 10 and the sub-control device 20 can generate AT (assist time) as a game state related to the push-order bell role. AT is a state in which when the push-order bell role is won, the push order of the won push-order bell role is notified by the main display 8 and the navigation lamp 12 (executing the push-order navigation). That is, the sub-control device 20 constitutes notification control means capable of executing control for notifying operation information (specific operation information) for deriving a specific result ("Bell·Bell·Bell") as the result of the game. Therefore, it is possible for the player to easily obtain medals due to the occurrence of AT, and it is controlled during the pseudo-bonus state and the AT state described later. Note that the navigation lamp 12 may be configured to be directly driven and controlled by the main control device 10 without passing through the sub-control device 20.

[0052] Based on the symbol combinations as described above, the winning of small roles, replay roles, and bonus roles is respectively determined (determination means). As a result of the determination, when the symbol combination is the corresponding symbol combination for each of the above, a winning is established and a game value corresponding to the establishment of each winning is given. For example, when the combination of symbols corresponding to small winning combinations such as the bell combination, the cherry combination, and the watermelon combination stops, it is determined that a small winning combination has been achieved, and when the medal payout device 7 is driven and controlled, a predetermined number of medals are paid out through the medal payout opening 7b.

[0053] Specifically, in the case of the bell combination (common bell combination, sequential bell combination), when the corresponding symbol combination stops displaying, 8 medals are paid out. Also, when winning the sequential bell combination, if the stop buttons 5a to 5c are operated in a sequence other than the specific sequence (5 sequences), no medals are paid out. Note that when winning the sequential bell combination, if the stop buttons 5a to 5c are operated in a sequence other than the specific sequence (5 sequences), a number of medals less than 8 (for example, 1 medal) may be paid out, or in some sequences other than the specific sequence, a number of medals less than 8 (for example, 1 medal) may be paid out, and in other sequences, no medals may be paid out. Also, for the bell combination, during the AT state described later, the winning probability is set such that the number of medals held by the player increases.

[0054] Also, when the symbol combination corresponding to the weak watermelon combination and the strong watermelon combination stops displaying, 2 medals are paid out. Also, when the symbol combination corresponding to the weak cherry combination and the strong cherry combination stops displaying, 1 medal is paid out. Note that the number of medals paid out when the symbol combination corresponding to each winning combination stops displaying may be other than the numbers described above.

[0055] Also, when the symbol combination corresponding to the replay combination and the chance replay combination stops displaying, the replay combination and the chance replay combination are determined, and in the next game, a game can be played with the same bet number as set in the previous game without inserting medals (without setting the bet number).

[0056] In addition, the winning probabilities of each minor role and replay role are set such that, at each set value, the relationship is bell role > replay role > weak cherry role > weak watermelon role > chance replay role > strong cherry role > strong watermelon role. That is, the bell role is most likely to win, and the strong watermelon role is least likely to win. Note that the relationship of the winning probabilities of each role may be other than the above.

[0057] [Transition of game states in a gaming machine] Next, with reference to FIG. 3, the transition of the game state in the slot machine 1 in the first embodiment will be described. In the slot machine 1 in the first embodiment, a 3-bet game in which a game is executed by consuming three medals (betting 3 bets) is executable. FIG. 3 shows the transition mode of the game state during the execution of the 3-bet game, which is realized by the control of the main control device 10. Note that in the first embodiment, the transition control of the game state is performed only during the execution of the 3-bet game, and control is performed so as not to shift the game state in other games (for example, 2-bet games). However, the execution of the game itself may be allowed only at 3 bets, and the execution of the game may be prohibited at other bet numbers. Hereinafter, the 3-bet game will be referred to as the "game".

[0058] As shown in FIG. 3, the game of the slot machine 1 in the first embodiment is executed in a plurality of game states including a normal game state, a CZ state, a pseudo-bonus state, and an AT state. The main control device 10 can be controlled to shift from one game state to another based on the establishment of a predetermined transition condition.

[0059] In addition, the main control device 10 in the first embodiment includes section control means capable of controlling to either a normal section or a favorable section as a game section, separately from the above game states. The normal section is a game section in which the push-order navigator is not executed. It starts when the next game is started after the favorable section ends, and ends when the favorable section transition condition is satisfied. In the normal section, the advantageous section lamp 13 is controlled to be in the off state.

[0060] Also, in the normal section, when the advantageous section transition condition is satisfied, for example, when winning a predetermined role (e.g., bell role) in the internal lottery, it is determined to transition to the advantageous section. Based on winning a predetermined rare role in the normal section, the transition condition to the AT state may be satisfied. In this case, it is preferable to transition to the AT state after the advantageous section transition condition is satisfied. Therefore, since the push order navigation is executed after the advantageous section transition condition is satisfied, the push order navigation is not performed in the normal section. Also, when the main control device 10 is reset, it is controlled to be in the normal section.

[0061] The advantageous section is a game section in which the push order navigation may be executed, and it is a game section that is advantageous for the player compared to the normal section because the push order navigation can be executed. Also, the advantageous section starts when the next game starts after the advantageous section transition condition is satisfied in the normal section, and ends when a predetermined advantageous section end condition is satisfied. In the advantageous section, the advantageous section lamp 13 is controlled to be in the on state. Note that when the game state (e.g., pseudo bonus state) in which the number of medals held by the player increases due to the execution of the push order navigation after the transition to the advantageous section, the lighting state of the advantageous section lamp 13 may be started.

[0062] Also, the advantageous section transitions to the normal section when the end condition of the advantageous section is satisfied based on the end of a predetermined game state among the above-described plurality of game states. Examples of the end condition of the advantageous section include the end of the pseudo bonus state that does not transition to the AT state and the end of the AT state. Note that the end condition of the advantageous section may not be satisfied in part at the end of the pseudo bonus state that does not transition to the AT state.

[0063] Furthermore, in addition to the above, the end conditions for the advantageous section include cases where the number of games in one advantageous section (number of advantageous-section games) reaches the upper limit number of games (for example, 3000 games), and cases where the net increase in medals (difference in number of medals) indicating the increase in the number of medals held by the player in one advantageous section exceeds the upper limit number of medals (for example, 2400 medals). When the advantageous section ends, the gaming state also transitions to the normal gaming state. And when at least one of the above three types of end conditions is satisfied, the advantageous section ends.

[0064] In particular, reaching the upper limit number of games (upper limit) of the number of games in the above-mentioned advantageous section and reaching the upper limit number of medals of the net increase in medals in the advantageous section are provided as a limiting function (so-called limiter) to limit the amount of medals acquired by the player, making it possible to suppress the probability nature. Note that the main control device 10 counts the number of game times up to the upper limit number of games only for normal games. As will be described in detail later, for pseudo-games executed separately from normal games, the main control device 10 does not count them as the above-mentioned number of game times.

[0065] That is, the main control device 10 includes counting means that counts the number of executions of normal games (number of advantageous-section games) in the above-mentioned advantageous section and does not count the number of executions of pseudo-games. Also, the main control device 10 as the section control means transitions the gaming section to the normal section when the counting result by the above-mentioned counting means indicates the upper limit number of games (specific number of times) in the advantageous section.

[0066] Also, in this first embodiment, for example, during the AT state, the operation of the above-mentioned limiting function is determined in advance, the period from this determination until the limiter operates is set as the ending period, and a production (complete-run production) is executed to bless the player in advance that the advantageous state has continued up to the limit. Also, in this first embodiment, although details will be described later, during the ending period, pseudo-games are made unexecutable to prevent players from having a senseless sense of expectation.

[0067] In addition, in the slot machine 1 of this first embodiment, based on the execution of the game, transition control is performed between the normal section, which is the non-executable section of the above-mentioned pressing order navigation, and the advantageous section, which is the executable section of the pressing order navigation. In the initial state of the slot machine 1, it is controlled to be in the normal section, and when a predetermined transition condition is satisfied (for example, winning the bell combination) during the execution of the game in the normal section, a transition to the advantageous section is made.

[0068] (Normal game state) The normal game state is a game state that persists when the main control device 10 of the slot machine 1 is reset, and it is an unfavorable state for the player. As shown in FIG. 3, while staying in the normal game state, the main control device 10 performs a transition lottery process to the CZ state, the pseudo-bonus state, and the AT state. Note that, depending on the specifications of the slot machine 1 and the like, it may be configured not to directly transition from the normal game state to the AT state. In the normal game state such as when the main control device 10 of the slot machine 1 is reset, the game section is controlled to be in the normal section, and when the advantageous section transition condition during the normal game state is satisfied, the game section transitions from the normal section to the advantageous section.

[0069] Also, in the normal game state, a normal probability state and a high probability state are set, and in each game, the transition probability to the pseudo-bonus state is controlled to be higher in the high probability state than in the normal probability state.

[0070] For the transition of the probability state, for example, control is performed to transition from the normal probability state to the high probability state with a 30% probability when winning the weak watermelon combination or the weak cherry combination. On the other hand, as a predetermined falling condition, for example, control is performed to transition from the high probability state to the normal probability state with a 5% probability when winning the replay combination, winning the bell combination, or losing.

[0071] The winning probability in the suspected bonus state is set at a probability of, for example, 20% when a chance combination or a strong cherry combination is won in the normal probability state, and is set at a probability of 50% when a chance combination or a strong cherry combination is won in the high probability state. When the probability state changes from the normal probability state to the high probability state, under the control of the sub-control device 20, the main display 8 notifies that it is in the high probability state. For example, when a stage where the protagonist character is advancing on the grassland is being displayed during the normal gaming state, the background of the stage is changed from the daytime background to the evening background to notify that it is in the high probability state.

[0072] However, when it becomes the high probability state, the stage is not surely changed. Instead, in the game in the high probability state, a stage change lottery is conducted at a predetermined probability (for example, 30%), and control is performed such that the stage is changed only when the change lottery is won. Also, in the game in the normal probability state, a stage change lottery is conducted at a predetermined probability (2%), and control is performed such that when the change lottery is won, the stage is changed to a stage indicating the high probability state.

[0073] On the other hand, even when staying on a stage with an evening background, a lottery for changing to the daytime background is conducted. In the game in the normal probability state, the lottery for the change is won at a relatively high probability (for example, 20%), and in the game in the high probability state, the lottery for the change is won at a relatively low probability (for example, 5%). Therefore, even when on a stage with an evening background, it is not necessarily staying in the high probability state. The stage with an evening background is only something that suggests the high probability state.

[0074] In addition, when the set value in the probability setting device 14 is changed or when the main control device 10 is reset, after shifting to the advantageous section through the normal section, a substantial game can be started in the normal gaming state in the normal probability state. However, for each set value in the probability setting device 14, the normal gaming state may be started in the high probability state with a predetermined probability. Also, during the high probability state, in addition to the pseudo bonus state, the winning probabilities of the CZ state and the AT state may be increased.

[0075] Also, in the game during the normal gaming state, a pseudo game (pseudo game) is executed based on the establishment of a predetermined condition, and a game for notifying a transition to a predetermined gaming state (for example, the pseudo bonus state) is executed. Note that the transition lottery for the above-mentioned benefits (CZ state, pseudo bonus state, AT state) may also be performed based on the pseudo game.

[0076] During the normal gaming state, on the main display 8 or the sub-display 17, individual effects that are completed in one game are executed with a predetermined probability. The individual effects are effects mainly executed to enhance the player's anticipation, and include winning effects executed based on the lottery result of the role in the main control device 10. In addition, other individual effects include those executed based on the probability state (normal probability state or high probability state) at that time, those executed to explain the game, and the like. The winning effect is an effect mainly executed to notify the lottery result of the role. It displays an item that can notify the role (for example, a rare role) that has won along with the appearance of a predetermined character, or displays character information such as "Chance" or "Super Atsu" that indicates the degree of expectation for the occurrence of a benefit (such as the pseudo bonus state) along with the appearance of a predetermined character. It is an effect in which an image corresponding to the type of the winning role and the lottery result related to the granting of a benefit (for example, a rare role) as an opportunity is displayed.

[0077] · Transition process from the normal gaming state to the pseudo bonus state (arrow a1 in Fig. 3) During the execution of the game in the normal gaming state (advantageous range), the number of games is counted. When the number of executions of the game reaches a predetermined number (special number: ceiling number of games), a transition from the normal gaming state to the pseudo-bonus state is made. The ceiling number of games is determined when the gaming range transitions from the normal range to the advantageous range. Although the details will be described later, the ceiling number of games at that time is set each time a transition to the advantageous range occurs.

[0078] Also, during the execution of the game in the normal gaming state, a lottery for transitioning to the pseudo-bonus state is conducted when a predetermined combination is won. When the lottery for the transition is won with a predetermined probability, a transition from the normal gaming state to the pseudo-bonus state is also made.

[0079] More specifically, the main control device 10 performs a lottery process for transitioning to the pseudo-bonus state in advance based on the winning of a predetermined rare combination as a specific lottery result. For example, when a chance combination or a strong cherry combination is won, a transition process to the pseudo-bonus state is performed with a predetermined probability (e.g., 20%). The pseudo-bonus state continues until a predetermined number of games are executed, and during that time, a lottery for transitioning to the AT state is conducted. The details of the pseudo-bonus state will be described later.

[0080] Also, in the normal gaming state, the probability of winning the pseudo-bonus state when a predetermined rare combination is won can be changed according to the setting value in the probability setting device 14 as a setting means. For example, when a strong cherry combination is won, the probabilities of transitioning to the pseudo-bonus state are 10% for setting 1, 12% for setting 2, 14% for setting 3, 16% for setting 4, 18% for setting 5, and 20% for setting 6.

[0081] Note that the transition to the pseudo-bonus state, that is, the determination of whether or not to grant a privilege, may be made other than by exhausting the ceiling number of games or by lottery for rare hands by a lottery means. For example, when the winning (or the actual number of occurrences) of a predetermined hand (for example, a bell hand) reaches a predetermined number of times, the transition to the pseudo-bonus state may be determined, or a lottery for the pseudo-bonus state may be conducted at that time. Alternatively, a predetermined number of points may be added according to the lottery of hands, and the type of the winning hand and the points to be added may be made changeable according to the state of winning the hand. Then, when this number of points reaches a predetermined number, the transition to the pseudo-bonus state may be determined, or a lottery for the pseudo-bonus state may be conducted at that time.

[0082] Also, a pseudo-bonus state may be generated during the AT state described later. In the present first embodiment, the lottery trigger hands for the pseudo-bonus state are set to the chance hand and the strong cherry hand, but a lottery for the pseudo-bonus state may be conducted when other hands are won.

[0083] During a predetermined period immediately before the number of game executions reaches the ceiling number of games, and when winning the lottery for the transition to the pseudo-bonus state, in order to enhance the player's expectation of the transition to the pseudo-bonus state before the transition to the pseudo-bonus state, a predetermined number of games (for example, 18 games) of this preliminary effect (first specific effect) that notifies the final transition to the pseudo-bonus state is executed on the main display device 8.

[0084] That is, even when the main control device 10 has determined in advance the transition to the pseudo-bonus state, it does not immediately make the transition to the pseudo-bonus state, but causes the pseudo-bonus state to occur after a predetermined number of games have been executed from that point. The sub-control device 20 controls the main control device 10 to execute the present preliminary effect as a preliminary effect during a predetermined number of game execution periods before the transition to the pseudo-bonus state, based on the fact that the main control device 10 has determined in advance the occurrence of the pseudo-bonus state. Therefore, when the transition to the pseudo-bonus state is predetermined as a privilege, the sub-control device 20 can execute this premonitory performance over a plurality of games during a predetermined period before the privilege is granted.

[0085] Also, before reaching the ceiling number of games and when the pseudo-bonus state is determined by the above transition lottery, a waiting period for a predetermined number of games (for example, 12 games) is set in the period immediately before this premonitory performance is executed, and this premonitory performance will be executed after the end of this waiting period. During the waiting period, for example, the execution probability of individual performances is increased to enhance the player's sense of expectation for the execution of this premonitory performance. Therefore, when transitioning to the pseudo-bonus state, it will transition after the waiting period and the execution of this premonitory performance.

[0086] During this premonitory performance, on the main display 8, the image switches to a stage with a background different from that during the normal gaming state, and an effect image on the premonitory stage where the characters that appear perform actions different from those during the normal gaming state is executed. For example, an effect on the premonitory stage where the character is advancing into a cave is performed over a plurality of games. These effects do not change the effect content itself even when one game ends. For example, even if the screen is switched due to the occurrence of various events in a predetermined game, the effect content where the character is advancing into a cave continues to be performed in the next game without change. Therefore, this premonitory performance is a series of effects executed over a plurality of games (spanning multiple games). Also, a plurality of patterns with different backgrounds and the like are prepared for the premonitory stage, and according to the control of the sub-control device 20, one of the premonitory stage patterns will be selected according to the presence or absence of winning the pseudo-bonus state at that time.

[0087] Also, when it is not just before the number of game executions reaches the ceiling number of games, and when a rare winning combination (e.g., a chance combination) that triggers a transition to a pseudo-bonus state is won but the player does not win the lottery for the transition to the pseudo-bonus state, a fake premonition effect (the second specific effect) for a predetermined number of games (e.g., 18 games) that notifies that the player will not ultimately transition to the pseudo-bonus state, similar to when winning the pseudo-bonus state, is executed on the main display 8.

[0088] That is, the sub-control device 20 enables the execution of a fake premonition effect as a specific effect (the second specific effect) over a plurality of games based on the fulfillment of predetermined conditions when the main control device 10 has not previously determined the transition to the pseudo-bonus state. Therefore, regardless of whether the main control device 10 has previously determined the transition to the pseudo-bonus state, when predetermined conditions such as winning a chance combination are met, the sub-control device 20 can execute a specific effect (this premonition effect or fake premonition effect) that can suggest whether a privilege will be granted over a plurality of games.

[0089] The fake premonition effect may be executed with a predetermined probability (e.g., 50%) or always executed when a rare winning combination that triggers a transition to the pseudo-bonus state is won but the player does not win the lottery for the transition to the pseudo-bonus state. Also, when executing the fake premonition effect when the number of game executions is not just before reaching the ceiling number of games, it is preferable to execute the fake premonition effect corresponding to a period (zone) in which the preset ceiling number of games is likely to be selected. By doing so, even if the player does not transition to the pseudo-bonus state when reaching the period in which the ceiling number of games is likely to be selected, it is possible to enhance the player's sense of anticipation.

[0090] Also, even when executing a fake precursor performance based on the winning of a rare role, similar to when winning the pseudo-bonus state, during the period immediately before the fake precursor performance is executed, a fake waiting period for a predetermined number of games (e.g., 12 games) is set. This precursor performance and the fake precursor performance basically consist of a series of performances over a plurality of games with the same set performance images (such as the stage or characters that appear), and by making the content to be finally notified different, it is possible to attract the player's sense of expectation until the end.

[0091] Also, in this precursor performance and the fake precursor performance, it is notified whether or not to finally shift to the pseudo-bonus state. In this case, on the main display 8, a continuous performance (continuous performance) is executed from several games before the last game of the precursor performance (e.g., 2 games before). The continuous performance is executed, for example, by a battle performance consisting of an image in which a friendly character and an enemy character battle for a predetermined number of games (e.g., 3 games).

[0092] In the continuous performance (battle performance), performance images in which the friendly character and the enemy character compete on a predetermined battle item are executed for each game, and the performance content of each game is executed in such a way as to continue to the next game. For example, when the friendly character given in a predetermined game is in an unfavorable situation, the performance is executed so as to carry over that situation to the next game, and finally a performance in which one of the characters wins is executed. Note that in the continuous performance (battle performance), the type of the friendly character that appears, the type of the enemy character, and the type of the battle item may be changed according to whether or not to shift to the pseudo-bonus state.

[0093] Also, depending on whether or not to shift to the pseudo-bonus state determined in advance, the content during the battle between the friendly character and the enemy character in each game is set. For example, when shifting to the pseudo-bonus state, it is set so that there are more games in which the friendly character is dominant than when not shifting. That is, the continuous performance is a series of performances that are executed across multiple games. In addition, in the continuous performance, button performances may also be executed in parallel.

[0094] When transitioning to the pseudo-bonus state (in the case of this premonition performance), as an image for notifying the transition to the pseudo-bonus state, an image in which the friendly character finally wins is displayed. When not transitioning to the pseudo-bonus state (in the case of the fake premonition performance), as an image for notifying that the transition to the pseudo-bonus state does not occur, an image in which the friendly character finally loses is displayed.

[0095] Note that instead of the continuous performance, a performance that is completed only in the final game of this premonition performance and the fake premonition performance may be executed, and notification regarding the transition to the pseudo-bonus state may be made based on the result of that performance. In addition, this premonition performance and the fake premonition performance may be caused to occur without executing the above waiting period. Also, the fake premonition performance may be caused to occur necessarily when winning a rare role that triggers the transition to the pseudo-bonus state, or may be caused to occur with a predetermined probability. In addition, after winning a rare role, only the continuous performance during this premonition performance may be executed to cause a transition to the pseudo-bonus state or the like. In addition, the number of games for this premonition performance and the fake premonition performance may be any number of games, or may be selectively determined from a plurality of numbers of games (for example, 15 to 20 games). Similarly, the waiting period may also be selectively determined from a plurality of numbers of games (for example, 10 to 15 games) so that the waiting period changes.

[0096] Note that, as the execution periods of this premonition performance and the fake premonition performance, the number of games that can be selected may be set to be the same, but during this premonition performance, it may be possible to select the number of games that are not selected in the fake premonition performance. By doing so, when the premonition performance ends with a small number of games that are impossible in the fake premonition performance, or when the premonition performance continues until a large number of games that are impossible in the fake premonition performance, this premonition performance will be determined, so it becomes possible to improve the player's sense of anticipation.

[0097] · Transition process from the normal game state to the CZ state (arrow c1 in Fig. 3) In the normal game state, the main control device 10 performs a transition lottery process to the CZ state based on winning a predetermined rare combination. For example, it performs a transition process to the CZ state with a predetermined probability (e.g., 10%) when winning the strong watermelon combination. The condition for transitioning to the CZ state is winning this transition lottery.

[0098] Note that in order to enhance the player's sense of anticipation for the transition to the CZ state, even when winning a predetermined rare combination and the transition to the CZ state is determined, instead of immediately transitioning to the CZ state, a continuous performance of the CZ state for a predetermined number of games (e.g., 3 games) (this continuous performance) that notifies the final transition to the CZ state may be executed on the main display 8.

[0099] Also, even when winning a predetermined rare combination but not winning the transition lottery to the CZ state, a fake continuous performance of the CZ state for a predetermined number of games (e.g., 3 games) that notifies the final non-transition to the CZ state may be executed on the main display 8. In this case, the continuous performance of the CZ state and the fake continuous performance may be set to have basically the same characters and the like appear, and the content finally notified may be made different to attract the player's sense of anticipation until the end.

[0100] For example, as a continuous effect (or fake continuous effect) in the CZ state, an effect image in which a character challenges a sports competition may be executed through each game. In this case, during the continuous effect (or fake continuous effect), the sports competition is continuously executed through the intervening games. If the CZ state is won, an effect image in which the competition is ultimately successful (for example, scoring a goal in soccer) is executed, and if the CZ state is not won, an effect image in which the competition fails is executed.

[0101] · Transition process from the normal game state to the AT state (arrow g1 in FIG. 3) In the normal game state, the main control device 10 performs a transition lottery process to the AT state based on winning a predetermined rare combination. For example, when winning the strong cherry combination, a transition process to the AT state is performed with a predetermined probability (for example, 1%). The condition for transitioning to the AT state is winning this transition lottery. In addition, the transition from the normal game state to the AT state may be performed with a predetermined probability (for example, 1%) when a losing lottery result in which no winning occurs in any minor combination is derived, in addition to being conditional on winning a predetermined rare combination.

[0102] In this first embodiment, since the transition to the AT state is mainly executed via the pseudo-bonus state in order to enhance the player's sense of anticipation, the probability of directly transitioning from the normal game state to the AT state is set to an extremely low probability. Note that the probability of directly transitioning from the normal game state to the AT state may be made changeable according to the set probability in the probability setting device 14, or it may be made possible to win the transition lottery from the normal game state directly only in the case of a relatively high set value (for example, set 4 to 6). Also, in the normal game state, when winning the transition lottery to the AT state, a waiting period is inserted and a precursor effect is executed in the same manner as when the aforementioned pseudo-bonus state occurs, and the AT state occurs after the end of the precursor effect.

[0103] In addition, when winning the transition lottery from the normal game state directly to the AT state, selection control of a premonitory display different from that at the time of the pseudo-bonus state occurrence may be performed. For example, when transitioning directly to the AT state, the selection rate of a premonitory display composed of characters or backgrounds with a low appearance rate (or that do not appear) in the fake premonitory display may be increased compared to the time of the pseudo-bonus state occurrence. Also, a premonitory display that is not executed at the time of the pseudo-bonus state occurrence may be executed only when transitioning to the direct AT state.

[0104] (CZ state) In the CZ state, when the push-order bell role is selected, the push-order navigation is not performed. However, since the transition lottery process to the pseudo-bonus state is performed with a higher probability in each game than in the normal game state, it is a game state where it is easier to transition to the pseudo-bonus state than when staying in the normal game state. Note that although the push-order navigation is not performed when the push-order bell role is selected, the push-order navigation may be executed when the push-order bell role is selected, or the push-order navigation may be executed at a predetermined probability (for example, 40%) during part of the selection of the push-order bell role, that is, when the push-order bell role is selected.

[0105] While staying in the CZ state, since it is easier to transition to the pseudo-bonus state than when staying in the normal game state, the CZ state is positioned as a chance zone in the flow of a series of games. The number of playable games in the CZ state is set to a minimum of 10 games. After 10 games, the end lottery in the CZ state is performed by the main control device 10. When winning the end lottery, the CZ state ends in that game. During the CZ state, control information regarding the CZ state is transmitted from the main control device 10 to the sub-control device 20. Under the control of the main control device 10 and the sub-control device 20, various displays and the remaining number of games during the CZ state are displayed on the main display 8.

[0106] ·Transition process from the CZ state to the pseudo-bonus state (arrow e1 in Figure 3) In the CZ state, a pseudo-bonus state transition lottery process is performed in each game. The winning probability of the pseudo-bonus state transition lottery process is set according to the winning combination of each game. For example, the winning probability of the pseudo-bonus state transition lottery process is 50% when a rare combination is won, 10% when a bell combination or a replay combination is won, and 5% when a loss occurs. The pseudo-bonus state transition lottery is performed for each game during the CZ state. However, the presence or absence of a transition to the pseudo-bonus state is determined in the final game of the CZ state. When it is notified in the final game that a transition to the pseudo-bonus state has occurred, the game state will transition to the pseudo-bonus state in the same manner as in the normal game state.

[0107] That is, the CZ state is similar to the high-probability state described above in that the probability of transitioning to the pseudo-bonus state is increased compared to the normal game state. However, in the CZ state, even a combination (bell combination or replay combination) that is not a trigger combination for the pseudo-bonus state transition lottery in the normal game state may result in a transition to the pseudo-bonus state. Therefore, it is a more advantageous state for the player than the high-probability state. Note that the pseudo-bonus state transition lottery is executed when each combination wins internally. Therefore, even if the symbol corresponding to the winning combination does not stop on reel 4 (miss), the pseudo-bonus state transition lottery is still executed. Also, when transitioning to the pseudo-bonus state due to the end of the CZ state, the game section continues as an advantageous section.

[0108] In addition, the winning probability of the pseudo-bonus state for some or all of each winning combination may be other than the above. Also, the trigger combination for the pseudo-bonus state transition lottery during the CZ state may be other than those described above. Also, although the pseudo-bonus state transition lottery process is performed when the bell combination wins, it may be performed based on the winning of the symbol corresponding to the bell combination.

[0109] Also, during the CZ state, a CZ state image that enables the player to recognize that they are in the CZ state is displayed on the main display 8 throughout the game in the CZ state. Also, when a game that has won the transition lottery to the pseudo-bonus state is executed, during the execution of the game, a predetermined preparatory production image (video) is displayed, and after the game ends, a notification image notifying that the pseudo-bonus state has been entered is displayed. For example, during the CZ state, as the above CZ state image, an image of the main character character sleeping is displayed. During a game that has won the transition lottery to the pseudo-bonus state, by zooming in on the main character character, a preparatory production video is displayed to produce whether or not the character wakes up. After the game ends, an image of the main character character waking up is displayed, and an effect is executed to notify that the pseudo-bonus state has been won.

[0110] Also, even with a predetermined probability (for example, 10%) when a game that does not win the pseudo-bonus state during the CZ state is executed, the above preparatory production image is displayed. In this case, after the game ends, an image of the main character character not waking up is displayed, and an effect is executed to notify that the pseudo-bonus state has not been won.

[0111] Also, when a game is executed after 10 games during the CZ state, an end lottery for the CZ state is conducted. If the end lottery is won, an effect is executed in which the screen gradually darkens during the game execution, and after the game ends, the screen completely darkens to notify that the CZ state has ended. Also, when a game is executed after 10 games during the CZ state and the end lottery results in non-winning (continuation), an effect in which the screen gradually darkens is executed with a predetermined probability in the same manner as above. In this case, after the game ends, the screen brightens again to notify that the CZ state continues.

[0112] Note that the effects for notifying the presence or absence of winning the pseudo-bonus state during the CZ state may be other than the above. For example, an effect may be executed in which the friendly character and the enemy character fight across a predetermined number of games, and the result of the battle effect is used to notify the presence or absence of a transition to the pseudo-bonus state.

[0113] ·Transition process from CZ state to normal game state (arrow d1 in Fig. 3) In the CZ state, if the player wins the end lottery of the CZ state without winning the transition lottery to the pseudo-bonus state, the game will transition to the normal game state after the game ends. At this time, after the game ends, the screen of the main display 8 goes completely dark, and the end of the CZ state is notified without transitioning to the pseudo-bonus state. Also, when transitioning from the CZ state to the normal game state, the game section may continue as an advantageous section, or the game section may be transitioned from the advantageous section to the normal section.

[0114] Note that when transitioning from the CZ state to the normal game state, setting-related information (setting suggestion information) that can suggest the set value set by the probability setting device 14 may be notified by the notification means (main display 8, speaker 9) under the control of the main control device 10 and the sub-control device 20. For example, on the main display 8 or the sub-display 17, a predetermined character is displayed from among a plurality of characters. And since the character to be displayed is selected according to the selection probability preset according to each set value of the probability setting device 14, it becomes possible to predict the set value to some extent based on the displayed character.

[0115] (Pseudo-bonus state) As a special game state, the pseudo-bonus state is a game state in which medal acquisition is extremely easy by executing a push order navigation for the push order bell combination as notification of an operation mode advantageous to the player in the game during the pseudo-bonus state.

[0116] Also, the pseudo-bonus state continues for a predetermined period, and a transition lottery to the AT state is performed in a predetermined game executed during that period. In this first embodiment, the pseudo-bonus state is executed for a predetermined period (for example, 20 games).

[0117] During the suspected bonus state, the push-order navigation will be executed. The winning probability of the push-order bell role is set to the value by which the number of medals increases if the player executes the game according to the push-order navigation. Therefore, if the player wins the transition lottery to the AT state during the suspected bonus state where a large number of medals can be obtained, the AT state will occur after the end of the suspected bonus state. Thus, while the player obtains a certain number of medals, it becomes possible to execute a game for generating the next suspected bonus state, resulting in a synergistically advantageous state for the player.

[0118] Also, in the first game after transitioning to the suspected bonus state, under the control of the main control device 10, the period from the operation of the start lever 3 until the operation of the stop button 5 becomes effective is extended compared to a normal game. During this period, a so-called reel effect is performed, in which after rotating the reel 4 forward, a special symbol combination on the reel 4 is temporarily stopped and then rotated forward again. A suspected game (notification suspected game) is executed to notify that the suspected bonus state has occurred. Instead of executing the notification suspected game in the first game after transitioning to the suspected bonus state and temporarily stopping a special symbol combination (such as "7·7·7"), if the suspected bonus state is started in the next game in which a predetermined role (for example, the replay role) wins, when the predetermined role wins, the stop control of the reel 4 is performed so that a special symbol combination stops when the reel 4 is stopped in a predetermined push order (for example, "5c→5b→5a"). By notifying the above-mentioned predetermined push order when the above-mentioned predetermined role wins, it may be possible to form a special symbol combination one game before the start of the suspected bonus state.

[0119] The period during which the notification suspected game is performed is set to, for example, 15 seconds. During this time, the operation of the stop button 5 is invalid, so the game cannot proceed even if the reel 4 is operating. At the end of the notification pseudo-game, a special symbol combination (such as "7, 7, 7") will stop once (automatically stop). Therefore, the pseudo-bonus state is a state where the navigation is executed in the same way as the AT state in terms of the game content. However, visually, it appears that a so-called bonus state (real bonus state) has occurred, and differentiation from the AT state is achieved.

[0120] Also, when the notification pseudo-game ends, reel 4 automatically starts rotating in the forward direction, and the operation of the stop button 5 becomes effective to start this game. From this point on, the stop operation of the first game that has shifted to the pseudo-bonus state becomes possible in the same way as in a normal game. During the reel effect, under the control of the sub-control device 20, on the main display 8, a display for notifying the occurrence of the pseudo-bonus state is performed as an effect image corresponding to the reel effect.

[0121] · Transition process from the pseudo-bonus state to the AT state (arrow f1 in Figure 3) In the pseudo-bonus state, based on the execution of each game during the pseudo-bonus state, a transition lottery process to the AT state is performed. In this first embodiment, for each game during the pseudo-bonus state, a transition lottery process to the AT state is executed to determine whether to transition to the AT state. As a result of the transition lottery process to the AT state, if the transition condition to the AT state is satisfied as a special condition, the game state will transition to the AT state after the end of the pseudo-bonus state. Also, when transitioning to the AT state due to the end of the pseudo-bonus state, the game section continues as an advantageous section.

[0122] In this first embodiment, the transition lottery process to the AT state may be any as long as it is performed so as to transition to the AT state within a part of the pseudo-bonus state. The transition lottery to the AT state may be performed with a fixed probability in each game, or when winning a rare combination, the transition lottery to the AT state may be performed with a higher probability than when winning a non-rare combination.

[0123] In addition, the AT state transition lottery process may be performed during all of the pseudo-bonus state, or a period of a predetermined number of games (for example, three games) for performing the AT state transition lottery process may be provided at the end stage of the pseudo-bonus state, and a lottery may be performed during this period to determine whether to transition to the AT state or not. In addition to the AT state transition lottery process in the games during the pseudo-bonus state, the AT state transition lottery process may be performed at the transition (start) of the pseudo-bonus state.

[0124] Also, during the pseudo-bonus state, in response to the execution of the game, based on the reception of control information from the main control device 10, a predetermined effect is executed on the main display 8 under the control of the sub-control device 20 as the effect control means.

[0125] For example, when winning a rare role in a game during the pseudo-bonus state, an effect for notifying the winning of the rare role is executed. Also, during a predetermined number of games (for example, three games) at the end stage of the pseudo-bonus state, a continuous effect (battle effect) corresponding to the AT state transition lottery result is executed. If the lottery result is to transition to the AT state, a final effect result in which the friendly character wins is derived. If the lottery result is not to transition to the AT state, a final effect result in which the friendly character loses is derived, and the AT state transition lottery result is notified as the result of the continuous effect.

[0126] Note that the effect mode during the continuous effect is determined in advance based on the result of the AT state transition lottery. If the lottery result is to transition to the AT state, an effect mode in which the friendly character is in an advantageous position is determined. If the lottery result is not to transition to the AT state, an effect mode in which the friendly character is in a disadvantaged position is determined. However, since the AT state transition lottery process is also performed in the games during the execution of the continuous effect, the final continuous effect result is determined in consideration of the AT state transition lottery process during the continuous effect. In addition, when it is determined as a result of the transition lottery process to the AT state during the pseudo-bonus state that a transition to the AT state will occur, an effect may be executed to notify that the transition to the AT state is confirmed from that point on.

[0127] In addition, during other pseudo-bonus states, in order to enhance the interest of the game, an effect during the pseudo-bonus state (pseudo-bonus effect) in which a predetermined character appears is displayed on the main display 8 or the sub-display 17. In the pseudo-bonus effect, for example, an introduction image of each character that appears is displayed, and a predetermined piece of music is output from the speaker 9.

[0128] In addition, the transition lottery to the AT state during the pseudo-bonus state may be executed other than as described above. For example, when the reel 4 is stopped by a normal operation mode (for example, an operation mode in which the left reel 4a is stopped first), a symbol combination corresponding to the replay role stops. However, when the reel 4 is stopped by an irregular operation mode different from the normal operation mode (for example, an operation mode in which the right reel 4c is stopped first), a special symbol combination (for example, "BAR, BAR, BAR") can be used to lottery a specific replay role that stops. When winning the specific replay role during a period other than the lottery game period during the pseudo-bonus state, it may be configured to unconditionally (with a 100% probability) transition to the AT state. In this case, when winning the specific replay role, it is preferable to display an image on the main display 8 that prompts aiming for the irregular operation mode and the special symbol combination.

[0129] In addition, a button effect may be executed during the continuous effect (battle effect) during the pseudo-bonus state. The button effect as an operation effect is a series of effects that first display an operation image on the main display 8 (or the sub-display 17), which consists of an image imitating an operation button that prompts the operation of the effect button 2d and character information indicating the operation (for example, "PUSH"), etc., and then, when the instructed effect button 2d (or the upper effect button 2f) is operated, display a predetermined image on the main display 8 (or the sub-display 17). For example, at the end of a game when the final game of a battle effect is executed, an image imitating an operation button or an operation image is displayed, and then, when the instructed effect button 2d is operated, an image notifying the result of a predetermined battle lottery is displayed on the main display 8. In this case, when the result of the battle lottery is a winning, it is preferable to increase the probability of executing the button effect compared to the case of non-winning.

[0130] ·Transition process from the pseudo-bonus state to the normal game state (arrow b1 in Fig. 3) In the pseudo-bonus state, when special conditions are not satisfied and the right to transition to the AT state is not granted, that is, when the result of the AT state transition lottery process in the pseudo-bonus state is not a winning, it transitions to the normal game state after the pseudo-bonus state ends. Note that, in part of the case where it transitions to the normal game state due to the end of the pseudo-bonus state, it may be arranged not to transition the game section from the advantageous section to the normal section.

[0131] Note that when transitioning from the pseudo-bonus state to the normal game state, setting-related information (setting suggestion information) that can suggest the set value set by the probability setting device 14 may be notified by the notification means (main display 8, sub-display 17, speaker 9) under the control of the main control device 10 and the sub-control device 20. For example, on the main display 8 or the sub-display 17, a predetermined character is displayed from among a plurality of characters, and by selecting the displayed character according to a selection probability preset according to each set value of the probability setting device 14, it becomes possible to predict the set value to some extent based on the displayed character.

[0132] (AT state) In the AT state in this first embodiment, in the game during the AT state, as notification of an operation mode advantageous to the player, push-order navigation for the push-order bell combination is performed, and it is a game state in which it is easy to acquire medals.

[0133] In this first embodiment, although details will be described later, as the AT state, two types are set: a first AT state and a second AT state, each with different end conditions. The main control device 10 determines the type of AT state to be generated and switches the type of AT state, etc. Therefore, the end conditions of the AT state differ according to the type of AT state at that time, and various aspects during the AT state, such as the duration, can be changed.

[0134] When shifting to the AT state, similar to when shifting to the pseudo-bonus state, a notification pseudo-game may be executed in the first game, a predetermined symbol combination may be pseudo-stopped on a predetermined line in the display window 6, and a reel effect for notifying the shift to the AT state may be executed.

[0135] Also, during the AT state, a superimposed lottery is performed to grant predetermined benefits (remaining number of tokens, remaining number of games) based on the winning of a predetermined rare combination. When winning the superimposed lottery, the duration of the AT state is extended according to the granted benefits. Note that the trigger combination for the superimposed lottery can be any, or any one of a plurality of benefits with different magnitudes of the granted benefits may be selected. Also, the magnitude of the benefit granted may be changed according to the winning combination.

[0136] Also, in this first embodiment, in the game during the AT state, when a predetermined condition is satisfied, a superimposed-specialization zone occurs for a predetermined period, and in this specialization zone, the superimposed lottery of the number of games is executed with a higher probability than outside the superimposed-specialization zone. Incidentally, since the specialized zone is in a state that is extremely advantageous to the player, it is preferable that the above-mentioned predetermined conditions be satisfied with a predetermined probability when a rare combination with a low winning probability is won.

[0137] ·Transition process from the AT state to the pseudo-bonus state (arrow i1 in Fig. 3) Even during the AT state, similar to the normal game state, the main control device 10 performs a transition lottery process to the pseudo-bonus state based on the winning of a predetermined rare combination as a specific lottery result. For example, when a chance combination or a strong cherry combination is won, the transition process to the pseudo-bonus state is performed with a predetermined probability (e.g., 20%). Also, when transitioning to the pseudo-bonus state during the AT state, the game section continues as an advantageous section.

[0138] And when winning the transition lottery to the pseudo-bonus state during the AT state, the ongoing AT state is temporarily interrupted, and the game state transitions to the pseudo-bonus state. Therefore, the remaining game count of the AT state is held when transitioning to the pseudo-bonus state, and when returning to the AT state again, the AT state is resumed based on the held remaining game count. Also, when transitioning to the pseudo-bonus state during the AT state, similar to the above, the pseudo-bonus state is executed for a predetermined period (e.g., 20 games).

[0139] However, when transitioning to the pseudo-bonus state during the AT state, different from when transitioning to the pseudo-bonus state during the normal game state, the transition lottery process of the AT state is not performed, and when a predetermined number of games are executed, the pseudo-bonus state ends and returns to the AT state.

[0140] Incidentally, when transitioning to the pseudo-bonus state during the AT state, a top-up lottery may be performed upon winning a predetermined combination during the pseudo-bonus state. Also, when winning the transition lottery to the pseudo-bonus state during the AT state, instead of immediately transitioning to the pseudo-bonus state, a battle effect (a battle effect where the friendly character wins) may be executed in the same manner as described above for a predetermined period (for example, between 3 games), and then transition to the pseudo-bonus state. Also, even when winning a predetermined rare combination during the AT state and losing the transition lottery to the pseudo-bonus state, a battle effect (a battle effect where the friendly character loses) may be executed.

[0141] ·Transition process from the AT state to the normal game state (arrow h1 in Fig. 3) In the AT state, when the end condition is satisfied, after the AT state ends, it transitions to the normal game state. Also, when transitioning to the normal game state due to the end of the AT state, the game section transitions from the advantageous section to the normal section. Note that, in part when transitioning to the normal game state due to the end of the AT state, the advantageous section may be continued.

[0142] Also, at the end of the AT state, an AT end state for a predetermined period (for example, 5 seconds) is set. During the AT end state, the progress of the game becomes temporarily impossible, and after the AT end state ends, it transitions to the normal game state. During the AT end state, setting-related information capable of suggesting the set value set by the probability setting device 14 is notified by the notification means under the control of the main control device 10 and the sub-control device 20. For example, a predetermined image is displayed by the main display 8 or the sub-display 17, and a predetermined sound is output by the speaker 9. As described above, the game state transitions in the slot machine 1 of the first embodiment.

[0143] [Lottery table used when determining the ceiling number of games by the main control device] Next, with reference to Fig. 4, the lottery for the ceiling number of games during game execution in the normal game state in the slot machine 1 of the first embodiment will be described. When the advantageous section transition condition is satisfied (for example, winning the bell combination) in the normal section of the normal gaming state, the main control device 10 selects the ceiling game count in the subsequent normal gaming state.

[0144] When the games in the normal gaming state reach the selected ceiling game count, a pseudo-bonus state is generated as a privilege. In this first embodiment, the pseudo-bonus state can also occur when winning the transition lottery at the winning of a predetermined combination (for example, a rare combination) during the normal gaming state. However, mainly, the pseudo-bonus state is generated when the number of games corresponding to the ceiling game count is executed.

[0145] Also, when determining the ceiling game count, the main control device 10 first determines a zone in which a predetermined game count range for roughly determining the ceiling game count is defined, and determines the ceiling game count by selecting one game count from within the game count range in the determined zone. Four types of zones, zones 1 to 4, are preset, and each zone is set at a predetermined interval. Therefore, when the actual game count reaches one of these four types of zones, the possibility of generating the pseudo-bonus state increases, and the player's sense of anticipation increases at predetermined timings.

[0146] The selection range of the ceiling game count in each zone is 50 games to 100 games in zone 1, 250 games to 299 games in zone 2, 450 games to 499 games in zone 3, and 750 games to 800 games in zone 4.

[0147] Therefore, for example, when Zone 1 is selected, a ceiling game count with a relatively small number of games is determined, and the game progresses in a manner advantageous to the player. On the other hand, when Zone 4 is selected, a ceiling game count with a relatively large number of games is determined, and the game progresses in a manner disadvantageous to the player. However, even when Zone 4 is selected, since the maximum value is set to 800 games, a pseudo-bonus state will definitely occur before the maximum number of games is executed.

[0148] Also, the main control device 10 performs a process of determining the game mode when shifting from the normal section to the advantageous section. The game modes are set to a normal mode in which any one of the above Zones 1 to 4 can be selected and a heaven mode in which only Zone 1 is selected. When shifting from the normal section to the advantageous section, one of the game modes is selected based on the set value in the probability setting device 14. Therefore, when the heaven mode is selected, a pseudo-bonus state will definitely occur within 100 games. Note that the selection probability of the heaven mode is set to increase as the set value in the probability setting device 14 increases.

[0149] Figure 4 shows an internal lottery table used when lotterying the ceiling game count when shifting from the normal section to the advantageous section when the normal mode is selected. When lotterying the ceiling game count when the normal mode is selected, first, a zone for determining the ceiling game count is determined using the internal lottery table shown in Figure 4. Then, the ceiling game count is determined from within the determined zone. When determining the zone, it is performed by lotterying a random number for zone lottery by the main control device 10. In Figure 4, the acquisition range (number) of the random number value to be acquired is set to 256, and the number of random number values for winning in each zone is shown.

[0150] As shown in FIG. 4, for example, when the set value in the probability setting device 14 is setting 1, zone 1 is selected with a probability of 48 / 256, zone 2 is selected with a probability of 16 / 256, zone 3 is selected with a probability of 64 / 256, and zone 4 is selected with a probability of 128 / 256.

[0151] Also, although detailed description is omitted, when the set value in the probability setting device 14 is settings 2 to 6, any zone will be selected and determined with each probability shown in FIG. 4.

[0152] And although not shown in the figure, after each zone is determined, a lottery is conducted to determine the number of ceiling games set within the zone, and finally the number of ceiling games after the advantageous interval shift this time will be determined. For example, when zone 1 is determined, any number of games from 50 games to 100 games will be determined as the number of ceiling games.

[0153] In addition, when the heaven mode is selected, any number of ceiling games within the range of zone 1 will be determined. The determination of the number of ceiling games within the range of each zone is executed based on the random number for ceiling game lottery extracted when the advantageous interval shift condition is satisfied, in the same way as the extraction of the random number for zone lottery, and the number of ceiling games within each zone will be evenly lottery-selected. However, the lottery process may also be performed so that the selection rate of a predetermined number of ceiling games increases within each zone.

[0154] Since the number of ceiling games is determined as described above, when the heaven mode is selected, a number of ceiling games within 100 games will definitely be selected. Also, when the normal mode is selected, the higher the set value in the probability setting device 14, the higher the probability that a smaller number of ceiling games will be selected.

[0155] Also, when the set value is an even number, the probability of selecting Zone 1 is relatively lower than when it is an odd number, but the probabilities of selecting Zone 2 or 3 are higher. Therefore, when the set value is an even number, it is less likely to select a smaller ceiling game count than when it is an odd number, but there is also a tendency that it is less likely to select a larger ceiling game count. On the other hand, when the set value is an odd number, the probability of selecting Zone 1 is relatively higher than when it is an even number, and the probability of selecting Zone 4 is also higher. Therefore, when the set value is an odd number, it is easier to select a smaller ceiling game count than when it is an even number, but there is also a tendency that it is easier to select a larger ceiling game count.

[0156] In the normal section, when winning a rare combination, the advantageous section transition condition may be set to be satisfied. In this case, the probability of selecting a zone with a smaller ceiling game count is increased compared to when winning a combination other than the rare combination, and further, the probability of selecting a relatively large number of games in Zone 3 or Zone 4 may be decreased. Also, in this first embodiment, it is set to shift to the normal section at the end of the pseudo-bonus state without the transition to the AT state. However, it may be set to continue the advantageous section for a part at the end of the pseudo-bonus state without the transition to the AT state. In this case, it is preferable to reset the ceiling game count at the end of the pseudo-bonus state. As described above, the lottery of the ceiling game count is executed.

[0157] [Transition of the game state during the AT state] Next, with reference to FIG. 5, the transition of the game state during the AT state will be described. As described above, in this first embodiment, two types of AT states, a first AT state and a second AT state, are set as the AT state.

[0158] The first AT state as the first special game state is a so-called difference medal count management type AT state, and the continuous period is managed such that the first end condition is satisfied when the net increase in the number of medals obtained by the player during the AT state exceeds a preset upper limit value. On the other hand, the second AT state as the second special game state is a so-called game number management type AT state, and the duration is managed such that when the number of games executed during the AT state exceeds a preset upper limit value, the second end condition is satisfied.

[0159] During the AT state, the main control device 10 manages the duration during the AT state by controlling to either the first AT state or the second AT state. That is, the main control device 10 has special game state control means that can be controlled to either a first special game state (first AT state) in which the special game state ends based on the establishment of a preset first end condition or a second special game state (second AT state) in which the special game state ends based on the establishment of a second end condition different from the first end condition as a special game state.

[0160] Figure 5 shows the transition mode of the game state during the AT state realized by the control of the main control device 10. As shown in Figure 5, when the transition condition (start condition) of the AT state is satisfied, the main control device 10 first makes a transition to the first AT state. Therefore, at the start of the AT state, a transition is made to the first AT state of the difference number management type, and an initial remaining difference number (for example, 100 pieces) is set, and the first AT state for this remaining difference number occurs.

[0161] Then, when the remaining difference number becomes 0 or less by the execution of the game during the first AT state, that is, when the difference number during the first AT state exceeds the upper limit number (+100 pieces) and the first end condition is satisfied, the AT state ends together with the end of the first AT state. That is, the main control device 10 as special game state control means enables the first end condition based on the number of game media acquired by the player during the first special game state (first AT state).

[0162] On the other hand, before the first end condition is satisfied, if the AT state switching condition is satisfied during the first AT state, the switching from the first AT state to the second AT state is performed (arrow a2 in Fig. 5). That is, the main control device 10 as the special game state control means includes a special game state switching control means capable of executing switching control from the first AT state to the second AT state based on the satisfaction of a predetermined condition during the first AT state. Therefore, during the AT state, the switching from the AT state of the difference number management type to the AT state of the game number management type is performed, and the management of the continuous period is changed.

[0163] In the first embodiment, the switching condition for switching to the second AT state is established with a predetermined probability (for example, 30%) when a predetermined rare combination (for example, a strong cherry combination) is won in the game during the first AT state. Therefore, when the predetermined rare combination is won, a switching lottery for whether or not to switch to the second AT state is executed in the main control device 10. When the switching lottery is won, the switching condition is satisfied and the switching to the second AT state is determined. As a result, the first AT state ends (ends halfway) in the game, and the transition to the second AT state starts from the next game.

[0164] Also, when a predetermined rare combination (for example, a strong cherry combination) is won in the game during the first AT state, for example, on the main display 8, an image notifying that the predetermined rare combination has been won is displayed, and at the same time, an effect image notifying the presence or absence of switching to the second AT state is displayed, thereby executing a switching effect. For example, at the start of the game in which a predetermined rare combination is won during the first AT state, the switching effect starts when a treasure chest image imitating a treasure chest is displayed on the main display 8. During the game execution, the switching effect progresses when a video of a predetermined character opening the treasure chest image is displayed. After the game ends, the switching effect ends when an image showing the contents being revealed by opening the treasure chest image is displayed.

[0165] And when the content of the treasure chest image disclosed at the end of the switching effect is empty, it is notified that the switching lottery has not won, that is, the switching to the second AT state is not performed, and the first AT state continues as it is. When a treasure comes out from the content of the treasure chest image disclosed at the end of the switching effect, it is notified that the switching lottery has won, that is, the switching to the second AT state is performed, and the switching to the second AT state is performed. Note that the switching effect may be executed by a continuous effect (such as a battle effect) that spans a plurality of games.

[0166] After the switching to the second AT state is performed, it will shift to the game number management type second AT state, and the initial remaining game number is set at the time of determining the switching, and the second AT state for this remaining game number will occur. And when the remaining game number becomes 0 or less by executing the game during the second AT state, that is, when the second end condition is satisfied because the number of games executed during the second AT state exceeds the upper limit number, the AT state ends together with the end of the second AT state. That is, the main control device 10 as the special game state control means enables the second end condition based on the number of games executed during the second special game state (second AT state). Note that after the switching to the second AT state is performed, the switching to the first AT state is not performed again.

[0167] In addition, the initial remaining game number set at the time of switching to the second AT state refers to the remaining difference number of the first AT state at that time, and this remaining difference number is divided by the expected value of the net increase number of medals per game preset in the slot machine 1 to set the initial remaining game number. Note that in this first embodiment, the expected value of the net increase number of medals per game (the actual number of increasing medals) is set by the winning probability of the push order bell combination, etc., and is about 3 medals per game.

[0168] Therefore, for example, when switching to the second AT state when the remaining difference number of medals is 60, the initial remaining number of games in the second AT state is 20 games. Thus, when switching to the second AT state, the remaining number of games is given such that the expected value of the net increase in the number of medals equal to the remaining difference number of medals in the first AT state at that time can be obtained.

[0169] In this way, when switching to the second AT state, the initial remaining number of games in the second AT state is determined, and the end condition (the second end condition) of the second AT state is defined by this initial remaining number of games in the second AT state. Therefore, the end condition of the second AT state is determined according to the remaining difference number of medals that is updated during the first AT state. That is, the main control device 10 as the special game state switching control means can set the second end condition for the switched second special game state (second AT state) based on the predetermined information (remaining difference number of medals) that is updated during the first special game state (first AT state) and is related to the establishment of the first end condition.

[0170] As described above, in the present first embodiment, during the AT state, either the first AT state or the second AT state with different end conditions will occur. Therefore, it is possible to execute a highly interesting game in which the continuation mode of the AT state changes variously. That is, in the AT state of the difference number management type, since the continuation period is managed according to the actual number of medals paid out regardless of the number of games paid out, it becomes an AT state having a feature that even when a game without paying out medals is executed, it does not give dissatisfaction to the player.

[0171] On the other hand, in the AT state of the game number management type, since the AT state continues until the specified number of games is executed even if a large amount of medals are paid out, it becomes an AT state having a feature that the sense of expectation continues until the specified number of games is executed even if a large amount of medals are paid out. In other words, it is possible to provide game content that changes the player's sense of security and anticipation depending on the type of AT state.

[0172] Furthermore, as described below, in this first embodiment, the second AT state is controlled to be more advantageous to the player than the first AT state, so that while in the first AT state, the player will be interested in switching to the second AT state, and when switched to the second AT state, the player's anticipation of winning medals will increase. In other words, by switching to the second AT state, it is possible to provide game content that enhances the interest of the game and the player's sense of anticipation.

[0173] In addition, a second termination condition for the switched-to second AT state can be set based on the remaining difference in number of coins, which is information updated during the first AT state and is related to the establishment of the first termination condition. Therefore, even when switching between the first AT state and the second AT state is performed, the first AT state and the second AT state can be associated with each other, making it possible to increase interest during the AT state. In addition, since the duration of the second AT state is changed depending on the end time of the first AT state, it is possible to attract the player's interest in the end time of the first AT state. In addition, if the first AT state ends early, the duration of the second AT state is extended, thereby increasing the player's sense of anticipation.

[0174] In addition, a first termination condition can be established based on the number of gaming media acquired by the player during the first AT state, and a second termination condition can be established based on the number of games played during the second AT state, thereby making it possible to clearly distinguish the difference in gaming style between the first AT state and the second AT state and to increase the interest of gaming during the AT state.

[0175] In the first embodiment, as a predetermined condition (switching condition) for switching to the second AT state, it is assumed that it is established with a predetermined probability (for example, 30%) when winning a predetermined rare combination (for example, a strong cherry combination) in the game in the first AT state. However, the predetermined condition may be other than the above. For example, when the number of times of winning a predetermined combination in the first AT state reaches a predetermined number of times, or when the number of games executed in the first AT state reaches a predetermined number of times, etc. may also be possible.

[0176] Regarding the setting of the initial remaining number of games at the time of switching to the second AT state, it may be other than those described above. For example, the remaining number of difference cards in the first AT state may be directly used as the remaining number of games in the second AT state. Also, regardless of the remaining number of difference cards in the first AT state, a predetermined remaining number of games may be set at the initial stage. In this case, it is preferable to set the initial remaining number of games so that the expected value of the net increase in medals is higher than the remaining number of difference cards at the end of the first AT state. Also, based on the remaining number of difference cards in the first AT state, the remaining number of games in the second AT state may be determined by lottery. In this case, it is preferable to conduct a lottery such that the remaining number of games increases as the remaining number of difference cards increases. As described above, the transition of the game state during the AT state is performed.

[0177] [Additional draw during AT state] Next, with reference to FIG. 6, the additional draw during the AT state will be described. As described above, during the AT state, an additional draw for awarding a privilege based on the draw result of the combination is performed. When winning the additional draw, the duration of the AT state is extended according to the awarded privilege.

[0178] In the first embodiment, as the AT state, the first AT state and the second AT state with different controls regarding the duration are provided. Therefore, when winning the additional draw, the mode of awarding the privilege is made different according to the type of the AT state. That is, in the main control device 10, when winning the bonus draw in the game during the first AT state, as a bonus, a predetermined number of medals are added to the remaining number of difference medals, and when winning the bonus draw in the game during the second AT state, as a bonus, a predetermined number of games are added to the remaining number of games.

[0179] Therefore, when winning the bonus draw, in the first AT state, the remaining number of difference medals increases, and thus the continuous period is extended accordingly. In the second AT state, the remaining number of games increases, and thus the continuous period is extended accordingly.

[0180] FIG. 6 shows the winning probability during the bonus draw in the main control device 10, that is, the probability of being given a bonus when winning the opportunity role of the bonus draw during the AT state. In the first embodiment, the opportunity role of the bonus draw is set as a rare role, but other roles may also be used.

[0181] First, as shown in FIG. 6(a), in the game of the first AT state, when winning the weak rare role, with a 50% probability, 0 medals are added to the remaining number of difference medals (no bonus), that is, it is determined that no bonus is given. With a 30% probability, it is determined that 10 medals are added to the remaining number of difference medals (bonus). With a 17% probability, it is determined that 30 medals are added to the remaining number of difference medals (bonus). With a 3% probability, it is determined that 50 medals are added to the remaining number of difference medals (bonus).

[0182] Similarly, in the game of the first AT state, when winning the strong rare role, with a 0% probability, 0 medals are added to the remaining number of difference medals (bonus), that is, it is determined that a bonus is always given. With a 60% probability, it is determined that 10 medals are added to the remaining number of difference medals (bonus). With a 30% probability, it is determined that 30 medals are added to the remaining number of difference medals (bonus). With a 10% probability, it is determined that 50 medals are added to the remaining number of difference medals (bonus).

[0183] Next, as shown in FIG. 6(b), in the game in the second AT state, when winning a weak rare role, with a 50% probability, 0 games are added (boosted) to the remaining number of games, that is, it is determined that no boosting is performed, with a 30% probability, it is determined that 10 games are added (boosted) to the remaining number of games, with a 17% probability, it is determined that 20 games are added (boosted) to the remaining number of games, and with a 3% probability, it is determined that 50 games are added (boosted) to the remaining number of games.

[0184] Similarly, in the game in the second AT state, when winning a strong rare role, with a 0% probability, 0 games are added (boosted) to the remaining number of games, that is, it is determined that boosting is always performed, with a 60% probability, it is determined that 10 games are added (boosted) to the remaining number of games, with a 30% probability, it is determined that 20 games are added (boosted) to the remaining number of games, and with a 10% probability, it is determined that 50 games are added (boosted) to the remaining number of games.

[0185] Since the boosting lottery is conducted as described above, in both the first AT state and the second AT state, there is a possibility of boosting when winning a rare role. Also, when winning a strong rare role compared to a weak rare role, the probability of winning the boosting lottery and the probability of being given a greater privilege increase. Therefore, when winning a rare role, the player's sense of expectation can be improved, and when winning a strong rare role, the player's sense of expectation can be further improved.

[0186] Also, even when winning the boosting lottery with the same rare role and the same probability, in the second AT state compared to the first AT state, a privilege more advantageous to the player will be given. That is, for example, when winning a strong rare role and winning the boosting lottery with a 30% probability, in the case of the first AT state, 30 medals will be added, but in the case of the second AT state, 20 games worth an expected increase of 60 medals will be added.

[0187] Therefore, since the bonus lottery is more advantageous to the player in the second AT state, the second AT state is a more advantageous special game state for the player than the first AT state. During the AT state, the player expects to switch to the second AT state. When the player switches to the second AT state, it is possible to improve the player's sense of expectation.

[0188] In addition, as long as the tendency of the above-mentioned bonus lottery can be formed, the winning probability of each bonus lottery and the size of the privilege granted may be other than the above. Also, when a strong rare combination is won during the first AT state, there may be a switching lottery to the second AT state. In this case, both the switching lottery and the bonus lottery may be conducted, or only the switching lottery may be preferentially executed, and the bonus lottery may be conducted when the player does not win the switching lottery. As described above, the bonus lottery is conducted during the AT state.

[0189] 〔Modification Example 1 of the First Embodiment〕 Next, with reference to FIGS. 7 to 9, Modification Example 1 of the first embodiment will be described. In Modification Example 1 of the first embodiment, only the control related to the bonus lottery in the game during the AT state is different from the slot machine 1 of the first embodiment described above, and the rest is the same as the slot machine 1 described above. Therefore, only the different points will be described.

[0190] First, in Modification Example 1 of the first embodiment, at the initial stage of the AT state as described above, the first AT state will occur. Then, in the game during the first AT state, when the player wins the trigger combination (rare combination) of the bonus lottery, a bonus lottery is conducted to determine whether a predetermined number of medals are added to the remaining difference number as described above. If the player wins this bonus lottery, the remaining difference number will increase by the bonus amount and the continuation period will be extended accordingly.

[0191] Furthermore, in the game in the first AT state, when winning the trigger role (rare role) of the additional draw, in addition to the additional draw related to the increase in the remaining difference number described above, an additional draw related to the increase in the remaining number of games is also carried out simultaneously. This additional draw related to the increase in the remaining number of games is an additional draw for the remaining number of games in the second AT state that may be switched to after that point, and if winning this additional draw, the remaining number of games in the second AT state that may be switched later will increase.

[0192] That is, in the game in the first AT state, when winning the trigger role (rare role) of the additional draw, in addition to the additional draw related to the increase in the remaining difference number for the first AT state that is occurring at that time (hereinafter also referred to as the normal additional draw), an additional draw related to the increase in the remaining number of games for the second AT state that may occur later (hereinafter also referred to as the preparatory additional draw) is also carried out simultaneously. Therefore, if winning the additional draw related to the increase in the remaining number of games for the second AT state (preparatory additional draw), in the state where it has not yet switched to the second AT state, the number of games will be added (increased) in advance. And when switching to the second AT state later, the number of games with the increase determined in advance will be added to the initial remaining number of games given at the time of switching to the second AT state.

[0193] Note that even if winning the above-mentioned preparatory additional draw, there is a possibility that the switch to the second AT state is not made. In this case, the privilege determined by winning the additional draw is invalidated. However, if the switch to the second AT state is not made despite winning the preparatory additional draw, although the details will be described later, based on the lottery result of the preparatory additional draw that has become invalid, a predetermined privilege image is displayed on the main display 8 to prevent the player's dissatisfaction.

[0194] FIG. 7 shows the winning probability at each additional draw in the first AT state in the main control device 10, that is, the probability of being given a privilege when winning the opportunity role of the additional draw during the AT state. Note that although the opportunity role of each additional draw is set to a rare role, other roles may also be used.

[0195] First, FIG. 7(a) shows the winning probability for each winning role in the additional draw related to the increase in the remaining difference number in the game in the first AT state, that is, the additional draw related to the first AT state (normal additional draw) executed in the first AT state.

[0196] As shown in FIG. 7(a), in the game in the first AT state, when winning the additional draw (normal additional draw) for each rare role, the winning probability for the additional draw is the same as that in the additional draw during the first AT state in the first embodiment described above, and a predetermined number of medals is added (additional draw). Note that the probability of winning the additional draw (normal additional draw) when winning each role, and the number of medals added at that time, are the same as those described above (see FIG. 6(a)), so the description here is omitted. When winning the normal additional draw, the corresponding number of medals is added to the remaining difference number, and the first AT state is extended accordingly.

[0197] Also, as shown in FIG. 7(b), in the game in the first AT state, when winning each rare role, in addition to the normal additional draw, an additional draw related to the second AT state (preparation additional draw) that may be switched to later is also performed simultaneously, and the winning probability for the additional draw is the same as described above, and a predetermined number of games is temporarily stored. Also, the preparation additional draw continues to be executed even after winning the preparation additional draw. When winning the preparation additional draw again, the corresponding number of games is added and stored in the number of games temporarily stored.

[0198] Note that the probability of winning the additional draw (preparation additional draw) when winning each role, and the number of games added at that time, are the same as those described above (see FIG. 6(b)), so the description here is omitted. When switching to the second AT state, similar to the first embodiment described above, the initial remaining number of games is given based on the remaining number of cards in the first AT state. However, if the player wins the preparatory bonus lottery, the temporarily stored number of games is added to the initial remaining number of games when switching to the second AT state, and the second AT state is extended accordingly.

[0199] In addition, since the normal bonus lottery and the preparatory bonus lottery are conducted separately, for example, it is possible to win the normal bonus lottery during one rare hand selection and then further win the preparatory bonus lottery.

[0200] Thus, since the remaining number of games in the second AT state changes according to the preparatory bonus lottery, the second end condition in the second AT state is changed according to the preparatory bonus lottery. Therefore, during the first AT state, the preparatory bonus lottery for changing the second end condition in the second AT state is performed in advance.

[0201] That is, the main control device 10 as the special game state switching control means includes a change lottery control means that can execute in advance a lottery (preparatory bonus lottery) for changing the second end condition in the second special game state (second AT state) during the first special game state (first AT state). In addition, the main control device 10 as the change lottery control means can execute both a lottery for changing the first end condition in the first special game state (first AT state) and a lottery for changing the second end condition in the second special game state (second AT state) that can be switched during a predetermined game in the first special game state (first AT state).

[0202] As described above, in variant example 1 of the first embodiment, in a game during the first AT state, in addition to the normal add-on lottery, a preparatory add-on lottery is held, so that when an add-on lottery trigger role is won, in addition to the add-on lottery related to the increase in the remaining difference in the number of coins at that time, an add-on lottery related to the increase in the number of remaining games for the second AT state which may subsequently be switched to will also be held in advance.

[0203] Therefore, in a game during the first AT state, it is possible to increase the interest of the game, and it is also possible to increase the sense of anticipation for both the first AT state and the second AT state. Furthermore, if the player wins the preparation addition lottery, it is possible to greatly increase the player's sense of anticipation even before the switch to the second AT state occurs. Furthermore, in a specified game during the first AT state, both a normal additional draw and a preparatory additional draw are executed, making it possible to greatly increase the player's expectations in that game.

[0204] In addition, the probability of winning the additional prize and the benefits awarded in the regular additional prize lottery and the preparatory additional prize lottery may be other than those described above.For example, all or part of the trigger role for the additional prize lottery may be different between the regular additional prize lottery and the preparatory additional prize lottery. In addition, the number of games added by winning the preparatory add-on lottery is added to the initial number of remaining games in the second AT state, but the initial number of remaining games in the second AT state may be determined only by the preparatory add-on lottery during the first AT state. Therefore, in this case, if the preparatory add-on lottery is not won, the right to continue the second AT state will be lost, so the preparatory add-on lottery also serves as a lottery to determine whether or not the switching condition to the second AT state is established.

[0205] Also, even if a player wins the preparatory bonus lottery, if the switch to the second AT state is not made, the awarded privilege is invalidated. However, even if a player wins the preparatory bonus lottery and the switch to the second AT state is not made but the end condition of the first AT state is satisfied, the first AT state may be extended according to the privilege awarded by winning the preparatory bonus lottery.

[0206] Next, with reference to FIG. 8, in Modification 1 of the first embodiment, the effect (boarding effect) when the above-described normal boarding lottery and preparatory boarding lottery are executed will be described. FIG. 8 shows a production image on the main display 8 when the above-described normal boarding lottery and preparatory boarding lottery are executed.

[0207] In the main control device 10, in the game during the first AT state, when a player wins a predetermined rare combination, the normal boarding lottery and the preparatory boarding lottery are executed. Control information related to the normal boarding lottery and the preparatory boarding lottery is transmitted to the sub-control device 20. Based on the received control information, the sub-control device 20 executes the boarding effect by displaying a production image related to the normal boarding lottery and the preparatory boarding lottery on the main display 8. In response to the execution of the boarding effect on the main display 8, a predetermined sound effect is output from the speaker 9 and a predetermined decorative light is output from the lamp 11.

[0208] First, as shown in FIG. 8(a), during the first AT state, a first AT state image 24 notifying that it is in the first AT state is displayed in the main part of the screen of the main display 8. The first AT state image 24 may be any image as long as the player can recognize that it is in the first AT state and it can enhance the interest during the first AT state. For example, an introduction image (video) of the characters appearing is displayed.

[0209] Also, at the upper left of the screen of the main display 8, a remaining medal count image 21a that notifies the remaining medal count at that time in the first AT state (in FIG. 8(a), it is "50 medals") is displayed, and as the net increase in the number of medals increases in the game during the first AT state, the remaining medal count image 21a is updated (subtracted) and displayed. Also, at the upper right of the screen of the main display 8, an executed game count image 21b that notifies the number of executed games at that time in the AT state (the first AT state + the second AT state) (in FIG. 8(a), it is "20G") is displayed, and as the game is executed in the game during the AT state, the executed game count image 21b is updated (added) and displayed.

[0210] Note that the first AT state image 24, the remaining medal count image 21a, and the executed game count image 21b on the main display 8 will continue to be displayed in subsequent games. Also, when switched to the second AT state in subsequent games, the first AT state image 24 is switched to an image that notifies the second AT state, and the remaining medal count image 21a is switched to an image that notifies the remaining number of games.

[0211] Next, FIG. 8(b) shows the effect image on the main display 8 during the execution of the game from the start of the game when winning a strong rare combination (for example, a strong watermelon combination) during the first AT state.

[0212] In the first embodiment including this modification example 1, when winning the push order bell combination in the game during the AT state, digital information that notifies the operation order (push order) for the stop button 5 is displayed in a circular surrounding frame, and a push order navigation image 22 (left push order navigation image 22a, middle push order navigation image 22b, right push order navigation image 22c) is displayed at the lower part of the screen on the main display 8. However, when winning a rare combination in the game, as shown in FIG. 8(b), symbol information ("!") that notifies winning the rare combination is displayed instead of the digital information in the surrounding frame of each push order navigation image 22. Then, based on the winning of the powerful rare role, in the main control device 10, a normal additional draw and a preparatory additional draw will be performed. In addition, as a notification mode when winning a rare role, it may be other than the above. For example, a winning production accompanied by the appearance of a predetermined character may be executed.

[0213] Next, FIG. 8(c) shows the production image on the main display 8 after the game ends when winning a powerful rare role (for example, a powerful watermelon role) during the first AT state. In particular, it shows the production image when winning both the normal additional draw and the preparatory additional draw. As shown in FIG. 8(c), when winning the normal additional draw, a first additional winning image 21c that notifies the fact of winning the normal additional draw and the number of medals to be added (additional) is displayed at the lower left of the screen of the main display 8. In FIG. 8(c), since the case where 10 medals are added to the remaining difference number is exemplified, an image of “+10 medals” is displayed as the first additional winning image 21c.

[0214] On the other hand, when winning the preparatory additional draw, a second additional winning image 21d that notifies the fact of winning the preparatory additional draw and the number of games to be added (additional) is displayed at the lower right of the screen of the main display 8. In FIG. 8(c), since the case where 20 games are added to the remaining number of games is exemplified, an image of “+20G” is displayed as the second additional winning image 21d.

[0215] Then, as shown in FIG. 8(d), after a predetermined time (for example, 5 seconds) has elapsed since the first additional winning image 21c and the second additional winning image 21d are displayed, the first additional winning image 21c is erased, and the remaining difference number image 21a for the number of medals won this time is updated (“50 medals” → “60 medals”), and it is notified that the duration of the first AT state has been extended.

[0216] In addition, after a lapse of a predetermined time (for example, 5 seconds) since the display of the first superimposed winning image 21c and the second superimposed winning image 21d, the second superimposed winning image 21d is erased, and at the lower right corner of the screen of the main display 8, a preparation superimposed game number image 21e for notifying the total number of superimposed games won during the first AT state as a result of the preparation superimposed lottery is displayed.

[0217] Note that in FIG. 8(d), since it shows the case of winning the current preparation superimposed lottery from the state of not having won the preparation superimposed lottery yet, the second superimposed winning image 21d will directly transition to the preparation superimposed game number image 21e. However, in games after the state where the preparation superimposed lottery has already been won and the preparation superimposed game number image 21e is being displayed, if the preparation superimposed lottery is won again, the number of superimposed games for the re-winning will be added and displayed to the already displayed preparation superimposed game number image 21e.

[0218] In addition, when the player immediately starts the next game after the game ends, at that time, the erasure of the first superimposed winning image 21c and the second superimposed winning image 21d, and the update (including appearance) of the remaining difference number image 21a and the preparation superimposed game number image 21e will be performed. In addition, the switching timing of each image related to the normal superimposed lottery and the preparation superimposed lottery is not limited to the above-mentioned timing, and it may be at any time during the execution of the game and after the game ends when winning a rare combination.

[0219] In addition, when not winning the normal superimposed lottery or the preparation superimposed lottery, the first superimposed winning image 21c or the second superimposed winning image 21d may not be displayed, or an image (such as "too bad") for notifying that the superimposed lottery has not been won may be displayed.

[0220] As described above, in the first modification of the first embodiment, in the game during the first AT state, when the normal superimposed lottery and the preparation superimposed lottery are performed, a superimposed effect related to the normal superimposed lottery and the preparation superimposed lottery is performed on the main display 8.

[0221] Therefore, in the game in the first AT state, it becomes possible to further improve the interest of the game, and it becomes possible to clearly notify the player of the lottery results of the normal bonus lottery and the preparatory bonus lottery, and it becomes possible to prevent misunderstandings by the player regarding each bonus lottery.

[0222] Also, by displaying the preparatory bonus game number image 21e, it becomes possible to improve the sense of anticipation for switching to the second AT state, and the sense of anticipation will be further improved each time the preparatory bonus game number image 21e increases. Therefore, it becomes possible to efficiently improve the player's sense of anticipation. Also, when winning the preparatory bonus lottery multiple times, there is a possibility that the total number of bonus games will not be known, but such a situation can also be prevented.

[0223] Incidentally, although the bonus production related to the normal bonus lottery and the preparatory bonus lottery is executed on the main display 8, it may be executed on the sub-display 17. Also, a button effect accompanied by an operation of the effect button 2d (or the upper effect button 2f) may be executed during the bonus effect.

[0224] Next, with reference to FIG. 9, in Modification 1 of the first embodiment, although winning the preparatory bonus lottery in the first AT state described above, without switching to the second AT state, when the first end condition in the first AT state is satisfied, the effect will be described.

[0225] As described above, in the game during the first AT state, in addition to the normal bonus lottery, a preparatory bonus lottery is conducted. However, the privilege (the number of additional games) granted based on the result of this preparatory bonus lottery is a privilege that only functions when the AT state switches to the second AT state. Therefore, even if the granting of a privilege is determined based on the result of the preparatory bonus lottery, if the switch to the second AT state is not performed thereafter and the first AT state simply ends as it is, the privilege that was originally scheduled to be granted will be invalidated, which may cause dissatisfaction among the players.

[0226] Therefore, in Modification 1 of the first embodiment, even if the granting of a privilege is determined based on the result of the preparatory bonus lottery, if the switch to the second AT state is not performed thereafter, useful privilege information can be provided to the player as a relief measure.

[0227] FIG. 9 shows the effect images on the main display 8 during and after the execution of the final game when the first AT state ends without switching to the second AT state even though the increase in the number of games is determined based on the result of the preparatory bonus lottery. First, FIG. 9(a) shows the effect image on the main display 8 during the execution of the final game of the first AT state when the first end condition is satisfied (after medal payout).

[0228] As shown in FIG. 9(a), during the first AT state as described above, on the main display 8, the first AT state image 24, the remaining number of tickets image 21a, and the executed number of games image 21b will be displayed. Also, as a result of the execution of the final game of the first AT state and the payout of a predetermined number of medals, when the first end condition is satisfied, the remaining number of tickets image 21a will be updated to show "0 tickets".

[0229] Also, at this time, if the number of additional games for the second AT state has been determined based on the result of the preparatory bonus lottery during the first AT state, the preparatory bonus game number image 21e is displayed, and for example, an image of "+30G" is displayed as shown in the drawing.

[0230] In this state, when the final game of the first AT state ends, that is, even though the number of additional games has been determined based on the result of the preparatory bonus lottery, if the first AT state ends without switching to the second AT state, as shown in FIG. 9(b), the first AT state image 24 is erased, and instead, the setting suggestion image 23 is displayed in the main part of the screen of the main display 8. The setting suggestion image 23 is information displayed under the control of the sub-control device 20. The sub-control device 20 displays the setting suggestion image 23 based on the control information from the main control device 10 and based on the set value (setting level) set by the probability setting device 14 as a setting means.

[0231] That is, the sub-control device 20 can display a plurality of images as the setting suggestion image 23, and selects and displays one of the images according to the set value in the probability setting device 14. For example, the sub-control device 20 selects and displays five types of images, image A to image E, each with a different character displayed, according to the selection probability preset according to each set value of the probability setting device 14. For image A, when the set value in the probability setting device 14 is the maximum value (setting 6), the selection rate is 1%, but when the set value is the minimum value (setting 1), the selection rate is 80%. On the other hand, for image E, when the set value in the probability setting device 14 is the maximum value (setting 6), the selection rate is 30%, but when the set value is the minimum value (setting 1), the selection rate is 10%, and so on, and they are displayed with different selection rates for each image.

[0232] Therefore, as a result of each image being selected according to the set value in the probability setting device 14, an image that is more likely to be selected as the setting becomes higher, or an image that is more likely to be selected as the setting becomes lower will occur. With the selected image, the player can predict the set value in the probability setting device 14 to a certain extent. In addition, as long as the player can predict the set value in the probability setting device 14 to a certain extent, the selection control of the image in the setting suggestion image 23 may be other than the above. Also, an image that definitely notifies a predetermined set value may be provided as an option. Further, after the end of the final game in the first AT state, by invalidating the progress of the game for a predetermined time (for example, 5 seconds), a situation where the next game is started without being able to confirm the setting suggestion image 23 can be prevented.

[0233] As described above, in the first modification of the first embodiment, although the increase in the number of games was determined by the result of the preparation bonus lottery during the first AT state, when the first AT state ended without switching to the second AT state, the setting suggestion image 23 is displayed on the main display 8, so that privilege information is provided to the player. That is, even though the main control device 10 as the change lottery control means changed the second end condition, when the switching to the second special game state (second AT state) was not performed, the sub-control device 20 is provided with privilege granting means (sub-control device 20) capable of granting a predetermined privilege (displaying the setting suggestion image 23 as privilege information).

[0234] Therefore, even when the first AT state ends without switching to the second AT state even though the increase in the number of games for the second AT state has been determined by the preparation bonus lottery, it is possible to reduce the player's dissatisfaction. In addition, as a relief measure for the player, the setting suggestion image 23 is displayed, so that the player can obtain important information when selecting a gaming machine, and thus it becomes possible to further reduce the player's dissatisfaction.

[0235] In the case where the number of games added to the second AT state is determined by the preliminary addition lottery, the setting suggestion image 23 is displayed. However, when the number of added games is equal to or more than a predetermined number (for example, 30 games), the setting suggestion image 23 may be displayed, and when it is less than the predetermined number (for example, 30 games), the setting suggestion image 23 may not be displayed.

[0236] In addition, as a relief measure for the player, privilege information is provided. However, when the number of games added to the second AT state is determined by the preliminary addition lottery, or when the number of added games is equal to or more than a predetermined number (for example, 30 games), as a privilege, after the end of the AT state, the advantageous section may be continued without shifting the gaming section to the normal section. As described above, the modification example 1 in the first embodiment is realized.

[0237] 〔Modification Example 2 of the First Embodiment〕 Next, with reference to FIG. 10, the modification example 2 of the first embodiment will be described. In the modification example 2 of the first embodiment, only the control related to the execution of the pressing order navigation at the time of selecting the pressing order bell role is different from the slot machine 1 of the first embodiment described above, and the rest is the same as the slot machine 1 described above, so only the different points will be described.

[0238] As described above, in the slot machine 1 of the first embodiment, in the games during the pseudo bonus state and the AT state, when winning the push order bell combination, the winning push order bell combination is awarded to the player, that is, specific operation information for deriving a specific result corresponding to the push order bell combination ("bell·bell·bell") is notified (the push order navigation is executed). However, in the second modification of the first embodiment, the execution control of the push order navigation during the AT state is different from that of the first embodiment described above.

[0239] Specifically, as described above, when shifting to the AT state, it will be controlled to either the first AT state or the second AT state. In the main control device 10, according to the type of this AT state, the execution probability of the push order navigation when winning the push order bell combination is changed. That is, it is possible to generate an AT state with a relatively high execution probability of the push order navigation and an AT state with a relatively low execution probability of the push order navigation. In the AT state with a relatively low execution probability of the push order navigation, even if winning the push order bell combination, the probability that a game in which the push order navigation is not executed is relatively high, and accordingly the probability that the player cannot obtain medals becomes high.

[0240] FIG. 10 shows the execution probability (notification probability of specific operation information) of the push order navigation when winning the push order bell combination for each type of AT state in the main control device 10. As shown in FIG. 10, when winning the push order bell combination in the first AT state, the execution control of the push order navigation is performed such that the push order navigation is not executed with a probability of 40% and the push order navigation is executed with a probability of 60%. On the other hand, when winning the push order bell combination in the second AT state, the push order navigation is always executed, and the execution control of the push order navigation is performed such that the push order navigation is executed with a probability of 100%.

[0241] The main control unit 10 controls the execution of the push order navigation when the push order bell role is won with the above probability, and if it decides to execute the push order navigation, it transmits control information related to the push order navigation to the sub-control unit 20, which acts as an alarm control means. The sub-control unit 20 controls the main display 8, navigation lamp 12, and speaker 9 to execute various notifications corresponding to the push order navigation, such as displaying a push order navigation image on the main display 8. Therefore, the probability that the push order navigation will be executed when the push order bell role is won is higher in the second AT state than in the first AT state, making the second AT state a more advantageous AT state for the player than the first AT state.

[0242] As described above, in variant example 2 of the first embodiment, when the push order bell role is won, in the first AT state, push order navigation is executed with a predetermined probability (60%), whereas in the second AT state, push order navigation is executed with a higher probability (100%) than in the first AT state. In other words, when a game capable of deriving a specific result ("Bell Bell Bell") is played, the sub-control device 20 as notification control means can notify specific operation information (execute push order navigation) with a first probability (60%) during the first special game state (first AT state), and can notify specific operation information with a second probability (100%) higher than the first probability during the second special game state (second AT state).

[0243] Therefore, it becomes possible to generate a variety of AT states in which the manner in which the push order navigation is executed changes, thereby making it possible to increase the entertainment value of the game. In addition, when the second AT state is switched to, the probability of the push order navigation being executed when the push order bell role is won is higher than in the first AT state, so it is possible to further increase the player's sense of anticipation when the second AT state is switched to. Furthermore, in the first AT state, the player will play the game while anticipating a switch to the second AT state, which can further increase the player's motivation to play.

[0244] In addition, as long as the execution probability of the push order navigation during each AT state is such that the execution probability of the push order navigation at the time of selecting the push order bell role is higher in the second AT state than in the first AT state, it may be other than the above. Further, two types of the second AT state may be further provided, and the execution probability of the push order navigation during one of the second AT states may be set to 80%, and the other may be set to 100%. In addition, when executing the push order navigation, although the push order navigation is executed by the sub-control device 20 based on the control information from the main control device 10, the push order navigation may be executed by directly controlling the notification means by the main control device 10. For example, the main control device 10 may directly control the navigation lamp 12 to execute the push order navigation. As described above, the modification example 2 in the first embodiment is realized.

[0245] 〔Modification Example 3 of the First Embodiment〕 Next, with reference to FIG. 11, the modification example 3 of the first embodiment will be described. In the modification example 3 of the first embodiment, only the superimposed lottery during the second AT state and the control related to the transition of the game state during the AT state are different from the slot machine 1 of the first embodiment described above, and the others are the same as the slot machine 1 described above. Therefore, only the different points will be described.

[0246] First, the superimposed lottery during the second AT state in the modification example 3 of the first embodiment will be described. In the modification example 1 of the first embodiment described above, during the first AT state, upon winning a rare role, a superimposed lottery related to an increase in the remaining number of sheets as a normal superimposed lottery and a superimposed lottery related to an increase in the remaining number of games as a preparation superimposed lottery are executed. Also in this modification example 3, the normal superimposed lottery and the preparation superimposed lottery are performed in the same manner as in the modification example 1.

[0247] Furthermore, in Modification Example 3 of the first embodiment, even after switching to the second AT state, both the normal additional draw and the preparatory additional draw are executed when a rare role is won. However, since it is an additional draw after switching to the second AT state, the additional draw related to the increase in the remaining number of games becomes the normal additional draw, and the additional draw related to the increase in the remaining difference number of tickets becomes the preparatory additional draw.

[0248] Therefore, when winning the preparatory additional draw after switching to the second AT state, additional medals related to the duration of the first AT state, which has no relation to the duration of the second AT state at that time, will be added. Note that the winning probability of each additional draw during the second AT state may be controlled to be the respective winning probabilities shown in FIG. 6(b) for the normal additional draw and the respective winning probabilities shown in FIG. 6(a) for the preparatory additional draw.

[0249] When the second end condition is satisfied in the second AT state, if winning the preparatory additional draw (the additional draw related to the increase in the remaining difference number of tickets) during the second AT state, that is, when there are additional medals added as a result of the preparatory additional draw at the end of the second AT state, as shown in FIG. 11, the switching condition to the first AT state is satisfied, and the switch to the first AT state will be performed (arrow b2 in FIG. 11). The switched first AT state will continue to be managed with the additional medals as the initial remaining difference number of tickets.

[0250] Also, after the switch to the first AT state is performed again, the control related to the switch to the second AT state will be performed again as described above. Therefore, it is possible to repeat the first AT state and the second AT state during the AT state. Note that the transitions to other game states shown in FIG. 11 are the same as those in the first embodiment described above, so the description here is omitted.

[0251] As described above, in the third modification of the first embodiment, after switching from the first AT state to the second AT state, switching back to the first AT state is performed again. In other words, the main control device 10, as a special game state switching control means, is capable of executing switching control to the first special game state again after switching from the first special game state (first AT state) to the second special game state (second AT state).

[0252] Therefore, the game mode during the AT state can be further diversified, and the interest of the game can be further increased. Furthermore, since the switch back to the first AT state occurs upon the end of the second AT state, it is possible to once again increase the motivation of a player who has become discouraged by the end of the second AT state. Furthermore, the repeated control of the first AT state and the second AT state will continue as long as additional bonuses are being added, which can greatly increase the player's sense of expectation.

[0253] In addition, when switching back to the first AT state, the number of medals added in the preparation addition lottery may be added to the initial remaining difference in number of medals (for example, 50 medals) that is set in advance. As described above, the third modification of the first embodiment is realized.

[0254] [Fourth Modification of the First Embodiment] Next, a fourth modified example of the first embodiment will be described with reference to FIG. In variant example 4 of the first embodiment, only the control up to the time when the first AT state is switched to the second AT state during the AT state differs from that of the slot machine 1 of the first embodiment described above. As the rest is the same as the slot machine 1 described above, only the differences will be explained.

[0255] In the first embodiment described above, in the game during the first AT state, when winning a predetermined rare combination (for example, a strong cherry combination), control is performed to switch to the second AT state with a predetermined probability (for example, 30%). However, in this modification 4, instead of directly switching from the first AT state to the second AT state, the game state is shifted to the second AT state via the ATCZ state.

[0256] FIG. 12 shows a transition mode of the game state realized by the control of the main control device 10 in Modification 4 of the first embodiment. As shown in FIG. 12, in Modification 4 of the first embodiment, in the game during the first AT state, when winning a predetermined rare combination (for example, a strong cherry combination), the game state is shifted to the ATCZ state with a predetermined probability (for example, 40%) (arrow a3 in FIG. 12). The ATCZ state is a so-called chance zone that executes the switching to the second AT state with a high probability for a predetermined period (for example, for 10 games). In the games during this period, the lottery for switching to the second AT state is performed with a high probability.

[0257] For example, when winning a weak rare combination, the switching to the second AT state is performed with an 80% probability, when winning a strong rare combination, the switching to the second AT state is performed with a 100% probability, and further, when winning a bell combination and a replay combination, the switching to the second AT state is also performed with a 10% probability. Therefore, instead of directly switching from the first AT state to the second AT state, the game state is once shifted to a game state in which the switching to the second AT state is performed with a high probability.

[0258] Then, in the game during the ATCZ state, when the specified period ends without winning the lottery for switching to the second AT state, the game state is shifted to the first AT state (arrow b3 in FIG. 12). However, when winning the lottery for switching to the second AT state during the period, the game state is shifted to the second AT state from the next game (arrow c3 in FIG. 12). Regarding the transition to other gaming states shown in FIG. 11 and the like, since they are the same as those in the first embodiment described above, the description here is omitted.

[0259] Also, during the ATCZ state, the continuous management of the AT state is performed by subtracting the remaining number of difference cards. Therefore, even when the gaming state is the ATCZ state, the continuous management of the AT state continues from the immediately preceding first AT state, and the continuous management is carried over even when transitioning back to the first AT state.

[0260] Also, during the ATCZ state, under the control of the sub-control device 20, various effects such as effects for notifying the gaming state and effects according to the lottery results of privileges are executed in the same manner as the CZ state during the normal gaming state described above. For example, an effect for notifying that a switching lottery has been performed and an effect for notifying the success or failure of the switching lottery are performed.

[0261] As described above, in the fourth modification of the first embodiment, upon winning a predetermined rare combination in the game during the first AT state, the transition is made to the ATCZ state where the switching to the second AT state is performed with a higher probability than in the previous state. That is, the main control device 10 as the special gaming state control means can be controlled to a high-probability special gaming state (ATCZ state) in which the switching to the second special gaming state (second AT state) by the special gaming state switching control means (main control device 10) is performed with a high probability based on the establishment of a predetermined condition.

[0262] Therefore, the switching to the second AT state can be performed in a more diverse manner, and it is possible to improve the interest of the game. Also, when transitioning to the ATCZ state, it is possible to improve the player's sense of anticipation for a longer period than when the switching lottery is performed in one game.

[0263] Note that, also in Modification Example 4 of the first embodiment, in the game during the first AT state, a switching lottery to directly enter the second AT state may be performed as described above. In this case, there will be cases where the state directly switches to the second AT state and cases where the state switches to the second AT state via the ATCZ state. Also, the duration of the ATCZ state and the respective winning probabilities during the switching lottery in the ATCZ state may be other than those described above.

[0264] Also, in order to prevent the first end condition from being satisfied during the ATCZ state, when the remaining number of difference cards becomes equal to or less than a predetermined number, the transition lottery to the ATCZ state may be prohibited. Also, during the ATCZ state, the update of various data (such as the remaining number of difference cards) related to the continuation of the AT state may be interrupted. In this case, when transitioning from the ATCZ state to the first AT state, the remaining number of difference cards at the start of the ATCZ state will be restored and the first AT state will resume. As described above, Modification Example 3 in the first embodiment is realized.

[0265] As described above, the slot machine 1 of the first embodiment has been described. In the first embodiment, it is possible to switch to the second AT state in all games during the first AT state. However, when the number of advantageous interval games becomes equal to or more than a predetermined number, the switching to the second AT state may be prohibited.

[0266] Also, at the start of the AT state, it is set to transition to the first AT state. However, at the initial stage, it may be set to transition to the second AT state of the game number management type, and when the switching condition to the first AT state is satisfied during the second AT state, it may be switched to the first AT state of the difference card number management type. In this case, it is preferable that the first AT state is more advantageous to the player than the second AT state. Also, at the start of the AT state, it may be made possible to select whether to enter the first AT state or the second AT state based on the player's operation (for example, bet operation). As described above, the slot machine 1 of the first embodiment is configured.

[0267] <Second Embodiment> Next, a second embodiment of the gaming machine according to the present invention will be described with reference to FIGS. 13 to 22.

[0268] In the gaming machine of the second embodiment, only a part of the control related to the transition of the gaming state and a part of the production content are different from those of the gaming machine of the first embodiment described above, and the rest is the same as that of the first embodiment. Therefore, in the present second embodiment, only the points different from the first embodiment will be described, and the other points are the same as those of the first embodiment described above, so the description will be omitted.

[0269] [Transition of Gaming State during CZ State in Gaming Machine of Second Embodiment] First, the transition of the gaming state during the CZ state in the slot machine 1 in the present second embodiment will be described with reference to FIGS. 13 and 14. In the slot machine 1 of the present second embodiment, similar to the first embodiment described above, the main control device 10 controls the transition of each gaming state. However, in the present second embodiment, the control related to the CZ state is different from that of the first embodiment.

[0270] First, in the first embodiment described above, when the CZ state is entered, the main control device 10 does not change the transition lottery control to the pseudo-bonus state during the CZ state. However, in the present second embodiment, the transition lottery control to the pseudo-bonus state during the CZ state can be changed. That is, in the present second embodiment, the transition lottery probability to the pseudo-bonus state during the CZ state can generate two types of CZ states: a relatively low CZ state (the first CZ state) and a relatively high CZ state (the second CZ state). The main control device 10 can control the CZ state to any of the above CZ states when the CZ state is entered.

[0271] Figure 13 shows the transition mode of the game state during the CZ state realized by the control of the main control device 10 in the second embodiment. As shown in FIG. 13, during the normal game state as the first game state, the main control device 10 conducts a transition lottery for the CZ state. When the transition conditions for the CZ state are satisfied due to winning this transition lottery, the game state is shifted from the normal game state to the CZ state, which is a second game state advantageous to the player, for a predetermined period.

[0272] Furthermore, when the transition conditions for the CZ state are satisfied, a transition lottery for the second CZ state is conducted. When the transition conditions for the second CZ state are satisfied due to winning this transition lottery, the CZ state is controlled as the second CZ state, which is a specific second game state. When the transition conditions for the second CZ state are not satisfied due to losing the transition lottery for the second CZ state, the CZ state is controlled as the first CZ state, which is a normal second game state. That is, when winning the transition lottery for the CZ state itself, a lottery for determining the type of the CZ state is conducted, and this lottery determines whether to control the game during the CZ state as the first CZ state (normal second game state) or the second CZ state (specific second game state).

[0273] In the games during the first CZ state and the second CZ state, when the transition conditions for the pseudo-bonus state are satisfied, the game state is shifted from the CZ state to the pseudo-bonus state. Also, in the games during the first CZ state and the second CZ state, when the transition conditions for the pseudo-bonus state are not satisfied and the end conditions for the CZ state set for each CZ state are satisfied, the game state is shifted from the CZ state to the normal game state.

[0274] The main control device 10 conducts a transition lottery for the pseudo-bonus state such that the transition probability of the pseudo-bonus state becomes relatively low during the period of the first CZ state, and conducts a transition lottery for the pseudo-bonus state such that the transition probability of the pseudo-bonus state becomes relatively high during the period of the second CZ state, although details will be described later. Therefore, the second CZ state is more advantageous for the player than the first CZ state.

[0275] Next, with reference to the flowchart of FIG. 14, the CZ state transition lottery process executed by the main control device 10 will be described. FIG. 14 shows a CZ state transition lottery process in which a lottery for whether to transition to the above-described CZ state itself and a lottery for whether to transition to the second CZ state are performed in the main control device 10.

[0276] First, in step S1, it is determined whether or not a game has been executed. This is a determination as to whether or not a game has been executed during the normal game state. If a game has been executed, the process proceeds to step S2. If a game has not been executed, this CZ state transition lottery process ends.

[0277] Next, in step S2, it is determined whether or not the player has won the CZ state transition lottery trigger role. In step S2, if it is determined that the player has won the CZ state transition lottery trigger role (for example, the weak watermelon role), the process proceeds to step S3. If it is determined that the player has not won the transition lottery trigger role, this CZ state transition lottery process ends.

[0278] Next, in step S3, a CZ state transition lottery process is performed. The transition lottery process in step S3 is a transition lottery for determining whether or not to transition to the CZ state itself regardless of the type of CZ state, and a lottery is performed as to whether or not to transition to the CZ state with a predetermined probability. Although details will be described later, the probability of winning the CZ state transition lottery differs between the CZ low probability state and the CZ high probability state, and the probability of transitioning to the CZ state changes according to the probability state at that time.

[0279] Next, in step S4, it is determined whether or not the player has won the CZ state transition lottery. In step S4, if, as a result of the above-described CZ state transition lottery process, it is determined that the lottery for transitioning to the CZ state has been won, the process proceeds to step S5. If it is determined that the lottery for transitioning to the CZ state has not been won, the present CZ state transition lottery process ends.

[0280] Next, in step S5, a lottery process for transitioning to the second CZ state is performed. The lottery process in step S5 is a lottery for determining whether or not to transition the selected CZ state to the second CZ state, and a lottery for determining whether or not to transition to the second CZ state is performed with a predetermined probability. That is, after the transition to the CZ state is determined, a lottery is performed to determine whether the CZ state is to be the first CZ state or the second CZ state. Although details will be described later, the probability of winning the lottery for transitioning to the second CZ state differs between the second CZ low probability state and the second CZ high probability state, and the probability of transitioning to the second CZ state changes according to the probability state at that time.

[0281] Next, in step S6, a determination is made as to whether or not the lottery for transitioning to the second CZ state has been won. In step S6, if it is determined that the lottery for transitioning to the second CZ state has been won, the process proceeds to step S7.

[0282] Then, in step S7, the second CZ state transition flag is set, and after the first CZ state transition flag is set in step S8, the present CZ state transition lottery process ends. The first CZ state transition flag and the second CZ state transition flag indicate that the right to transition to each CZ state has been granted. At the start of the CZ state, this flag is referenced, and depending on the flag, the CZ state is controlled to be either the first CZ state or the second CZ state.

[0283] As described above, in the slot machine 1 of the second embodiment, the CZ state is controlled to be either the first CZ state or the second CZ state, which have different probabilities of transitioning to the pseudo-bonus state. Therefore, it is possible to make the game more diverse during the CZ state and to increase the interest of the game. In addition, the player's sense of expectation can be changed depending on the type of CZ state, and when a transition to the second CZ state occurs, it is possible to increase the player's sense of expectation.

[0284] It should be noted that after the CZ state transition lottery process is performed, a second CZ state transition lottery process is performed. However, the lottery form may be other than that described above as long as the transition to the CZ state itself is determined with a predetermined probability and the type of CZ state to transition to is determined with a predetermined probability. Also, three or more types of CZ states may be provided. Also, if the CZ state transition lottery is won, the next game may be transitioned to the CZ state, or the main display 8 may execute a continuous performance of the CZ state (main continuous performance) for a predetermined number of games (for example, 3 games) before transitioning to the CZ state. Also, if the CZ state transition lottery trigger role is won but the CZ state transition lottery is not won (or in some cases), a fake continuous performance of the CZ state may be executed. As described above, the transition of the gaming state during the CZ state is performed in the gaming machine of the second embodiment.

[0285] [Probability state for transition of CZ state in the gaming machine of the second embodiment] Next, with reference to FIG. 15, a probability state for a transition of the CZ state realized by the control of the main control device 10 in the slot machine 1 of the second embodiment will be described.

[0286] In the slot machine 1 of the second embodiment, as described above, the main control unit 10 conducts a transition lottery to determine whether or not to transition to the CZ state itself (the first CZ state or the second CZ state) based on the winning of a specified rare role (for example, a weak watermelon role), and if the transition lottery is won, the game state is transitioned to the CZ state.

[0287] In addition, with regard to the transition lottery for the CZ state itself (the first CZ state or the second CZ state) in the normal game state, the main control device 10 can be controlled in two probability states (probability state A): a CZ low-probability state in which the CZ state is won with a relatively low probability and a CZ high-probability state in which the CZ state is won with a relatively high probability. The expected degree of transition of the CZ state itself can be changed by this probability state A.

[0288] Also, as described above, when the main control device 10 determines the transition to the CZ state itself, it performs a transition lottery (selection lottery) to determine whether to transition the CZ state to the first CZ state or the second CZ state. Regarding this transition lottery related to the second CZ state, it can also be controlled in two probability states (probability state B): a second CZ low-probability state in which the second CZ state is won with a relatively low probability and a second CZ high-probability state, which is a specific first game state, in which the second CZ state is won with a relatively high probability. The expected degree of transition of the second CZ state can be changed by this probability state B.

[0289] FIG. 15 shows the transitions according to the progress of the game in the probability state A that defines the transition probability of the CZ state itself and the probability state B that defines the transition probability of the second CZ state. First, the probability state A is set to transition to the CZ low-probability state at the time of reset (including when the settings are changed) of the main control device 10. Transitions related to the probability state A will be made according to the result of the promotion lottery in the game during this CZ low-probability state.

[0290] As shown in FIG. 15, in the game where the probability state A is in the CZ low-probability state (at the start of the game), a promotion lottery related to the probability state A is conducted. When winning this promotion lottery (at timing t1), the probability state A will transition from the CZ low-probability state to the CZ high-probability state from the next game (at timing t2). Therefore, due to the transition from the CZ low-probability state to the CZ high-probability state, the transition probability of the CZ state itself is changed from a low state to a high state.

[0291] Also, in the game where the probability state A is the CZ high probability state (at the start of the game), a downgrading lottery regarding the probability state A is conducted. If one wins this downgrading lottery (at timing t4), the probability state A will shift from the CZ high probability state to the CZ low probability state starting from the next game (at timing t5). Therefore, due to the shift from the CZ high probability state to the CZ low probability state, the transition probability state of the CZ state itself is changed from a state with a high transition probability to a state with a low transition probability. Details of the upgrading lottery and downgrading lottery regarding the probability state A will be described later.

[0292] In addition, the main control device 10 performs control related to the transition of the probability state B separately from the probability state A, and performs switching control between the second CZ low probability state and the second CZ high probability state at a predetermined time.

[0293] In this second embodiment, the probability state B is set to shift the probability state B during the normal game state to the second CZ low probability state when the main control device 10 is reset (including when the settings are changed). When a predetermined number (for example, 100 times) of games are executed in the second CZ low probability state, it shifts from the second CZ low probability state to the second CZ high probability state. After that, when a predetermined number (for example, 30 times) of games are executed in the second CZ high probability state, it shifts from the second CZ high probability state to the second CZ low probability state. After that, basically, the switching control of the probability state B is performed at similar times. Although details will be described later, the duration of the second CZ high probability state may be extended based on the fulfillment of predetermined conditions.

[0294] Therefore, as shown in the figure, when a predetermined number (for example, 100 times) of games are executed in the second CZ low probability state and the number of upgrading games to the second CZ high probability state is reached, the probability state B will shift from the second CZ low probability state to the second CZ high probability state starting from that game (at timing t3).

[0295] Also, when a predetermined number (for example, 30 times) of games are executed in the second CZ high probability state and the number of games for degradation to the second CZ low probability state is reached, the probability state B will shift from the second CZ high probability state to the second CZ low probability state in that game (timing t6). Note that the switching timing of each probability state may be at the start or end of the game that triggers the switching.

[0296] The probability state B does not affect the transition lottery of the CZ state itself. When winning the transition lottery of the CZ state itself at that time, it changes the transition probability to the second CZ state. Therefore, when winning the transition lottery of the CZ state itself in the second CZ low probability state, the transition probability to the second CZ state becomes relatively low, and when winning the transition lottery of the CZ state itself in the second CZ high probability state, the transition probability to the second CZ state becomes relatively high.

[0297] In addition, since the main control device 10 concurrently manages the probability states A and B as the probability states related to the CZ state during the normal game state, various combinations of probability states will be formed by the probability states A and B. For example, in the game between the illustrated timings t2 and t3, the probability state A becomes the CZ high probability state, and the probability state B becomes the second CZ low probability state. Therefore, only the transition probability of the CZ state itself is controlled in the high probability state. Therefore, during this period, it is easy to transition to the CZ state itself, but even if it transitions to the CZ state itself, it is difficult to transition to the second CZ state.

[0298] Also, in the game between the illustrated timings t3 and t5, the probability state A becomes the CZ high probability state, and furthermore, the probability state B becomes the CZ overlapping high probability state where the second CZ high probability state is reached. Therefore, the transition probability of the CZ state itself is controlled in the high probability state, and furthermore, the transition probability of the second CZ state is also controlled in the high probability state. Therefore, during this period, it is easy to transition to the CZ state itself, and furthermore, when it transitions to the CZ state itself, it is easy to transition to the second CZ state.

[0299] Also, in the game between timing t5 and timing t6 shown in the figure, the probability state A becomes the CZ low probability state, and the probability state B becomes the second CZ high probability state. Therefore, only the transition probability of the second CZ state is controlled in the high probability state. Therefore, during this period, it is difficult to transition to the CZ state itself, but when it transitions to the CZ state itself, it is easy to transition to the second CZ state.

[0300] As described above, by the control of the main control device 10, upon winning a predetermined role in the CZ low probability state during the normal game state, the probability state A during the normal game state is changed to the CZ high probability state. That is, the main control device 10 as the game control means is provided with probability control means that can control to a high probability first game state (CZ high probability state) with an increased occurrence probability of the second game state (CZ state) based on the result of the game in the first game state (normal game state). Therefore, it becomes possible to improve the player's expectation for the occurrence of the CZ state itself.

[0301] Also, when the number of game executions reaches the promotion game number (for example, 100 games) to the second CZ high probability state in the second CZ low probability state during the normal game state by the main control device 10, the probability state B during the normal game state for a predetermined period (for example, between 30 games) is changed to the second CZ high probability state. That is, the main control device 10 is provided with game control means that can control to a specific first game state (second CZ high probability state) where the control related to the occurrence of the second game state (CZ state) is advantageous to the player during a predetermined period in the first game state (normal game state). Therefore, it becomes possible to improve the player's expectation for the occurrence of the second CZ state.

[0302] In addition, the main control device 10 as the game control means can be controlled to a specific first game state (second CZ high probability state) based on the fact that the number of executions of the game during the first game state (normal game state) reaches a predetermined number of times. Therefore, the second CZ high probability state will occur according to the progress of the game, and it becomes possible to realize a highly interesting game in which the player's sense of expectation gradually increases according to the progress of the game. Also, even when no privilege is obtained after executing the game multiple times, when the game is executed a predetermined number of times, the second CZ high probability state will occur, so it becomes possible to improve the player's gaming motivation.

[0303] In addition, since the main control device 10 separately manages and controls the probability state A and the probability state B, the transition probability of the CZ state itself and the transition probabilities (selection probabilities) of the first CZ state and the second CZ state will vary in various ways, and the game content related to the transition of the CZ state can be diversified to improve the interestingness of the game. In addition, various combinations of the probability states will occur, and it becomes possible to diversify the game content related to the transition of the CZ state even more. Also, it is possible to generate a CZ duplicate high probability state in which both probability states are high probability states, and it becomes possible to extremely improve the player's sense of expectation.

[0304] Note that in this second embodiment, when 100 games are executed in the second CZ low probability state, it is shifted to the second CZ high probability state, and when 30 games are executed in the second CZ high probability state, it is shifted to the second CZ low probability state. However, the number of games for shifting to each probability state may be other than the above. Also, the trigger for changing the probability state B may be other than the above. The number of winning times of a predetermined combination may be counted, and when the counting result reaches a predetermined number, the transition of each probability state related to the probability state B may be performed. As described above, the transition of the probability state with respect to the transition of the CZ state in the gaming machine of the second embodiment is performed.

[0305] [Various Drawings Regarding the CZ State in the Gaming Machine of the Second Embodiment] Next, with reference to FIGS. 16 to 18, various drawings regarding the CZ state in the gaming machine of the second embodiment will be described.

[0306] First, with reference to FIG. 16, the promotion probability to the CZ high probability state and the demotion probability to the CZ low probability state regarding the probability state A will be described. As described above, in the main control device 10, the management of the probability state A is performed, and the control of the transition (or maintenance) between the CZ low probability state and the CZ high probability state is performed. In the second embodiment, based on the lottery result of the role during the normal gaming state in the main control device 10, the transition lottery (promotion lottery) from the CZ low probability state to the CZ high probability state and the transition lottery (demotion lottery) from the CZ high probability state to the CZ low probability state are performed, so as to manage the above probability state A.

[0307] FIG. 16 shows the transition probability to each probability state based on the lottery result of the role realized by the control of the main control device 10. First, FIG. 16(a) shows the promotion probability (winning probability) to the CZ high probability state in the transition lottery when each role is won in the CZ low probability state during the normal gaming state. As shown in FIG. 16(a), when winning the weak cherry role, the transition lottery is performed so that the maintenance of the CZ low probability state (no promotion to the CZ high probability state) is determined with a 70% probability, and the promotion to the CZ high probability state is determined with a 30% probability.

[0308] Similarly, when winning a role other than the weak cherry role (including a loss), the maintenance of the CZ low probability state (no promotion to the CZ high probability state) is determined with a 100% probability. That is, in the lottery result other than the weak cherry role, the transition lottery is performed so as not to promote to the CZ high probability state.

[0309] Next, FIG. 16(b) shows the demotion probability (winning probability) to the CZ low probability state in the transition lottery when each role is won in the CZ high probability state during the normal gaming state. As shown in Figure 16(b), when the push order bell role is won, a transition lottery is held to determine a 95% probability of no demotion to the low probability CZ state (maintaining the high probability CZ state) and a 5% probability of demotion to the low probability CZ state.

[0310] Similarly, if you win a role other than the push order bell role (including a miss), there is a 100% chance that you will not be demoted to the CZ low probability state (maintaining the CZ high probability state). In other words, a transition lottery is held so that you will not be demoted to the CZ low probability state for lottery results other than the push order bell role.

[0311] As described above, promotion and demotion lotteries related to probability state A are conducted with a predetermined probability according to the results of the lottery for the role during the normal game state, making it possible to reliably manage probability state A. Furthermore, when a game is executed, the player will pay attention to things other than the awarding of benefits such as pseudo bonus states, making it possible to increase the entertainment value of the game. Furthermore, if the player wins the promotion lottery trigger role, it is possible to increase the player's sense of expectation.

[0312] In addition, the trigger role for the promotion lottery and the trigger role for the demotion lottery may be other than those described above, and each trigger role may be set to multiple types of roles. In addition, the promotion probability and demotion probability when each role is won may be probabilities other than those mentioned above.

[0313] Next, with reference to Figure 17, we will explain the winning probability of the CZ state itself and the winning probability of the second CZ state.

[0314] As mentioned above, in the main control unit 10, during a game in the normal game state, a transition lottery for the CZ state itself (step S3 in Figure 14) is conducted, and if this transition lottery is won, the game state will transition from the normal game state as the first game state to the CZ state as the second game state (the right to transition is granted). Also, when winning the transition lottery of the CZ state itself, the transition lottery of the second CZ state (step S5 in FIG. 14) is performed. If winning this transition lottery, the transitioned CZ state is controlled as the second CZ state as the specific second gaming state. If not winning the transition lottery, the transitioned CZ state is controlled as the first CZ state as the normal second gaming state. Also, as described above, the transition lottery of the CZ state itself is executed based on the probability state A, and the transition lottery of the second CZ state is executed based on the probability state B.

[0315] First, FIG. 17(a) shows the winning probability in the transition lottery of the CZ state itself according to the lottery result of the combination during the normal gaming state realized by the control of the main control device 10. As shown in FIG. 17(a), when the probability state A during the normal gaming state is in the CZ low probability state and winning the weak watermelon combination, the transition lottery is performed so that there is a 90% probability of not winning the CZ state and a 10% probability of winning the CZ state. Similarly, when the probability state A is in the CZ high probability state and winning the weak watermelon combination, the transition lottery is performed so that there is a 70% probability of not winning the CZ state and a 30% probability of winning the CZ state.

[0316] Also, when the probability state A during the normal gaming state is in the CZ low probability state and winning a combination other than the weak watermelon combination, the transition lottery is performed so that there is a 100% probability of not winning the CZ state and definitely not winning the CZ state. Similarly, when the probability state A is in the CZ high probability state and winning a combination other than the weak watermelon combination, the transition lottery is performed so that there is a 90% probability of not winning the CZ state and a 10% probability of winning the CZ state.

[0317] As described above, the transition lottery of the CZ state itself is mainly triggered by winning the weak watermelon combination, and the probability of winning the CZ state itself is higher in the CZ high probability state than in the CZ low probability state. Therefore, based on the probability state A, it is possible to surely change the winning probability of the CZ state itself. In addition, regardless of the state of the probability state A, when winning the weak watermelon role, it is possible to improve the player's sense of expectation. When winning the weak watermelon role in the CZ high probability state, it is possible to further improve the player's sense of expectation.

[0318] In addition, during the CZ high probability state, even when winning a role other than the weak watermelon role, there is a possibility of winning the CZ state itself. Therefore, it is possible to extremely improve the player's sense of expectation in the CZ high probability state. Note that the trigger role for the transition lottery of the CZ state itself may be other than the above, and a plurality of types of roles may be set as the trigger role. In addition, the winning probabilities at the time of winning the trigger role for the transition lottery of the CZ state itself may be other than the above.

[0319] Next, FIG. 17(b) shows the winning probabilities in the transition lottery to the second CZ state when winning the CZ state. As shown in FIG. 17(b), when the probability state B wins the CZ state in the second CZ low probability state, the transition lottery is performed so that there is an 80% probability of not winning the second CZ state and a 20% probability of winning the second CZ state.

[0320] Similarly, when the probability state B wins the CZ state in the second CZ high probability state, the transition lottery is performed so that there is a 50% probability of not winning the CZ state and a 50% probability of winning the CZ state. As a result of the above transition lottery, when winning the second CZ state, it will transition to the second CZ state, and when not winning the second CZ state, it will transition to the first CZ state.

[0321] As described above, when the probability state B at the time of winning the transition lottery of the CZ state is the second CZ high probability state, the main control device 10 performs lottery control such that the probability of transitioning to the second CZ state is higher than when it is the second CZ low probability state. That is, the main control device 10 as the game control means can execute control to increase the occurrence probability of the specific second game state rather than the first game states other than the specific first game state (for example, the second CZ low probability state) in the specific first game state (the second CZ high probability state).

[0322] Therefore, based on the probability state B, it becomes possible to surely change the probability of transitioning to the second CZ state. Also, when winning in the CZ state itself in the second CZ high probability state, it becomes possible to further improve the player's expectation. In addition, the winning probability of the transition lottery of the second CZ state may be other than the above as long as it is higher in the second CZ high probability state than in the second CZ low probability state.

[0323] Next, with reference to FIG. 18, the bonus lottery for the number of games added to the number of continuous games in the second CZ high probability state will be described.

[0324] As described above, in the present second embodiment, the probability state B during the normal game state transitions to the second CZ low probability state when the main control device 10 is reset (including when the settings are changed). When a predetermined number of games are executed in the second CZ low probability state during the normal game state, it transitions from the second CZ low probability state to the second CZ high probability state. Then, when a predetermined number of games are executed in the second CZ high probability state, it transitions from the second CZ high probability state to the second CZ low probability state, and thereafter, the switching control of the probability state B is basically performed at the same timing.

[0325] The number of continuous games in the second CZ high-probability state is set to the basic number of games (e.g., 30 games) in the initial state. When this basic number of games is executed during the second CZ high-probability state, the second CZ high-probability state will end. However, in the games of the second CZ low-probability state before transitioning to the second CZ high-probability state, a carry-over lottery (extension lottery) is conducted to add (add) a predetermined number of games to the basic number of games in the subsequent second CZ high-probability state. If the player wins this carry-over lottery, a predetermined number of games will be added (added) to the basic number of games, and the number of continuous games in the second CZ high-probability state will be updated by adding in advance. Therefore, the second CZ low-probability state and the second CZ high-probability state will alternately repeat the transition during the normal game state. In each second CZ low-probability state, a carry-over lottery (extension lottery) for the subsequent duration of the second CZ high-probability state will be conducted.

[0326] Also, the above carry-over lottery is continuously executed during the second CZ low-probability state. Each time the player wins this carry-over lottery, the number of continuous games in the second CZ high-probability state will be updated by adding in advance. Therefore, the number of continuous games in the second CZ high-probability state is indefinite as to the number of games extended until transitioning to the second CZ high-probability state, and the actual number of continuous games will change according to the result of the carry-over lottery during the immediately preceding second CZ low-probability state.

[0327] FIG. 18 shows the result of the carry-over lottery (extension lottery) in the games during the second CZ low-probability state realized by the control of the main control device 10, and shows the probability of adding games (winning probability) to the number of continuous games in the subsequent second CZ high-probability state. Note that the above carry-over lottery is executed when winning a rare combination in the games during the second CZ low-probability state.

[0328] As shown in FIG. 18, when winning a weak rare combination in the games during the second CZ low-probability state in the normal game state, a carry-over lottery will be conducted such that 0 games are added with an 85% probability (no addition), 5 games are added with a 10% probability, and 10 games are added with a 5% probability. Also, when winning a strong rare role in the game during the second CZ low probability state, a bonus lottery (extension lottery) is conducted such that there is a 50% probability of adding 0 games (no addition), a 40% probability of adding 5 games, and a 10% probability of adding 10 games.

[0329] As a result of the above bonus lottery, the determined number of games is added to the number of consecutive games in the subsequent second CZ high probability state. Also, the addition of the number of consecutive games is performed for each bonus lottery, and the duration of the second CZ high probability state is extended accordingly. Note that when winning a weak watermelon role during the normal game state, the transition lottery for the CZ state itself is conducted separately from the above bonus lottery. When winning the transition lottery for the CZ state itself, the result of the above bonus lottery is invalidated.

[0330] As described above, the main control device 10 executes in advance a bonus lottery for the number of consecutive games in the subsequent second CZ high probability state in the game during the second CZ low probability state in the normal game state before transitioning to the second CZ high probability state. When winning the bonus lottery, the number of consecutive games in the second CZ high probability state is extended by the number of added games. That is, the main control device 10 as game control means includes bonus lottery control means capable of executing a bonus lottery (addition lottery) that can extend the duration of a specific first game state (second CZ high probability state) before the specific first game state occurs.

[0331] Therefore, the number of consecutive games in the second CZ high probability state will vary variously, making it possible to execute an interesting game that changes the player's sense of expectation. Also, when the duration of the second CZ high probability state is extended by the bonus lottery, it becomes possible to improve the player's sense of expectation. Furthermore, since the extension of the duration of the second CZ high probability state is determined in the game during the immediately preceding second CZ low probability state, it is possible to increase the player's expectations and interest in the game from the point during the second CZ low probability state before the transition to the second CZ high probability state. In addition, the trigger role for the lottery to add to the number of games for the number of continuing games in the second CZ high probability state may be other than the above, or multiple trigger roles may be set, and the winning probability when each trigger role is won may be other than the above. As described above, various lotteries are conducted regarding the CZ state in the gaming machine of the second embodiment.

[0332] [Various effects related to the CZ state in the gaming machine of the second embodiment] Next, various effects related to the CZ state in the gaming machine of the second embodiment will be described with reference to Figures 19 to 22. In this second embodiment, the main control unit 10 performs various controls related to the CZ state, and the main control unit 10 transmits control information related to the CZ state to the sub-control unit 20, and the sub-control unit 20 executes various performances by displaying a specified performance image related to the CZ state on the main display unit 8 based on the received control information. In response to the execution of various effects on the main display 8, a speaker 9 outputs a predetermined sound effect, and a lamp 11 outputs a predetermined decorative light.

[0333] First, referring to FIG. 19, an explanation will be given of the presentation image on the main display 8 when an additional lottery is held for the number of continuation games in the second CZ high probability state during a game in the second CZ low probability state.

[0334] As described above, in this second embodiment, the main control unit 10 executes an additional lottery (extension lottery) for the number of continued games in the second CZ high probability state in a game during the second CZ low probability state in the normal game play state, while the sub-control unit 20 executes an additional effect for the number of continued games by displaying a performance image related to the additional lottery on the main display 8.

[0335] FIG. 19(a) shows a production image on the main display 8 in a game during a normal game state where the probability state A is in the CZ low probability state and the probability state B is in the second CZ low probability state. As shown in FIG. 19(a), during the normal game state, a normal game state image 30 for notifying that it is in the normal game state is displayed in the main part of the screen of the main display 8.

[0336] The normal game state image 30 is composed of an image similar to that of the first embodiment described above. For example, a stage where the protagonist character is advancing through a grassland is displayed as a video. Also, during the normal game state, as described above, since the transition lottery probability of the pseudo-bonus state can also be changed, when the probability state of the transition lottery of the pseudo-bonus state is changed from the normal probability state to the high probability state, the background of the stage is changed from the daytime background to the evening background, and a notification is made that it is in the high probability state.

[0337] And in this second embodiment, in addition to the notification of the probability state related to the transition lottery of the pseudo-bonus state, the notification of the probability state A and the probability state B, which are the probability states related to various transition lotteries in the CZ state, is also executed by changing the normal game state image 30.

[0338] That is, as shown in FIG. 19(a), in a game during a normal game state where the probability state A is in the CZ low probability state and the probability state B is in the second CZ low probability state, a character A image 30a in which the protagonist character included in the normal game state image 30 wears a blue outfit is displayed with a predetermined probability. The color of the outfit (blue) of this character A image 30a notifies (suggests) that the probability state A is in the CZ low probability state and the probability state B is in the second CZ low probability state.

[0339] In addition, in the above state, when the probability state A transitions to the CZ high probability state triggered by the winning of a predetermined rare combination, with a predetermined probability, as shown in the figure, the protagonist character is changed to the character B image 30b wearing yellow clothes, and it is notified (suggested) that the probability state A is in the CZ high probability state and the probability state B is in the second CZ low probability state. However, although details will be described later, when the probability state B is in the second CZ low probability state, the color of the protagonist character's clothes does not completely match that of the probability state A. In the CZ low probability state, the probability that the protagonist character's clothes are blue is high, and in the CZ high probability state, selection control of an image is performed such that the probability that the protagonist character's clothes are yellow is high. That is, the color of the protagonist character's clothes suggests the probability state A.

[0340] Next, FIG. 19(b) shows the effect image on the main display 8 when winning the additional draw of the number of continuous games in the second CZ high probability state from the state shown in FIG. 19(a) above. As shown in FIG. 19(b), the normal game state image 30 including the character A image 30a continues to be displayed on the main display 8.

[0341] In this state, when winning the additional draw of the number of continuous games in the second CZ high probability state, a specific image corresponding to the number of games added by winning the additional draw appears and is displayed. In this second embodiment, as the above specific image, in order to be used in the effect during the second CZ high probability state described later, a firewood image imitating the wood used as fuel is displayed.

[0342] The firewood image can be changed according to the number of additional games. For example, when 5 games are added as the number of additional games, a relatively small firewood image appears and is displayed, and when 10 games are added as the number of additional games, a relatively large firewood image appears and is displayed. That is, by displaying the firewood image, an extended period of the second CZ high probability state is notified in advance.

[0343] In FIG. 19(b), as a result of the additional lottery for the number of continuous games in the second CZ high probability state, when 10 additional game numbers are pre-added, the firewood A image 31a as a large firewood image is additionally displayed at the lower right of the screen of the main display 8 together with the game state image 30. That is, in the games during the normal game state where the probability state B is the second CZ low probability state, an additional lottery for the number of continuous games in the second CZ high probability state that will immediately follow is performed in advance. Depending on the number of games added by winning this additional lottery, by the appearance display of the firewood image, even before transitioning to the second CZ high probability state, it is pre-informed that a predetermined number of games are added to the number of continuous games and the duration of the second CZ high probability state is extended. Also, the degree of extension of the duration of the second CZ high probability state is informed by the size of the firewood image that appears and is displayed.

[0344] Therefore, as shown in FIG. 19(b), when the firewood A image 31a appears and is displayed, it is pre-informed that the number of continuous games in the subsequent second CZ high probability state will be extended by 10 games. Note that the firewood image will be continuously displayed until transitioning to the second CZ high probability state. Also, even when the normal game state image 30 including the character B image 30b is being displayed, the appearance display of the above firewood image is performed in the same manner.

[0345] Next, FIG. 19(c) shows the effect image on the main display 8 when winning the additional lottery for the number of continuous games in the second CZ high probability state again from the state shown in FIG. 19(b) above. It shows the effect image when 5 additional game numbers are pre-added as a result of the additional lottery for the number of continuous games in the second CZ high probability state again. As shown in FIG. 19(c), when 5 additional game numbers are pre-added, the firewood B image 31b as a small firewood image is additionally displayed at the lower right of the screen of the main display 8, to the left of the already displayed firewood A image 31a, together with the game state image 30.

[0346] Therefore, when the firewood A image 31a and the firewood B image 31b are displayed, it is pre-informed that in the subsequent second CZ high-probability state, 10 games and 5 games will be added to the continuous game count and extended by 15 games. Although not shown in the figure, in the games during the subsequent second CZ low-probability state, if the player wins the additional draw of the continuous game count in the second CZ high-probability state again, the corresponding firewood image will be additionally displayed each time the player wins. Note that it is preferable to initialize the additional game count in the second CZ high-probability state and the firewood image corresponding to the additional game count when the game section shifts to the normal section.

[0347] As described above, under the control of the main control device 10, in the games during the second CZ low-probability state, when the player wins the additional draw (extension draw) of the continuous game count in the second CZ high-probability state, the sub-control device 20 makes the main display 8 display the firewood image corresponding to the win, thereby pre-informing the player that the continuous game count in the second CZ high-probability state will be extended and the number of additional games before shifting to the second CZ high-probability state. That is, the sub-control device 20 has notification control means capable of notifying information (firewood image) related to the extension of the duration of the specific first game state (second CZ high-probability state) based on the result of the extension draw by the main control device 10 as the extension draw control means before the specific first game state occurs.

[0348] Therefore, it is possible to surely improve the player's sense of expectation from the games in the second CZ low-probability state that have not yet shifted to the second CZ high-probability state. Also, it is possible to execute a highly interesting game that changes the player's sense of expectation according to the size of the displayed firewood image. In addition, since the player can confirm the appearance display of the firewood image before transitioning to the second CZ high probability state, it is possible to prevent a situation that is disadvantageous to the player, such as the player ending the game before transitioning to the second CZ high probability state even though the subsequent second CZ high probability state is extended.

[0349] Also, in the game during the second CZ low probability state, when winning the additional draw for the number of consecutive games in the second CZ high probability state, a corresponding firewood image is additionally displayed for each win, so that the number of games is notified in advance for each increase in the number of consecutive games in the second CZ high probability state. Therefore, the player can confirm that the number of consecutive games in the second CZ high probability state has been extended each time due to the addition of the firewood image, and it becomes possible to execute a highly interesting game that gradually improves the player's sense of expectation. Also, when a plurality of firewood images are displayed, it is possible to extremely improve the player's sense of expectation.

[0350] In this second embodiment, the lottery result for the number of consecutive games in the second CZ high probability state is notified by the appearance display of the firewood image. However, the notification mode of the lottery result for the number of consecutive games in the second CZ high probability state may be other than the above. For example, regardless of the size of the additional number of games, the same firewood image may be displayed, or one firewood image may be displayed and changed to a larger one for each increase in the number of games. Also, the numerical information of the additional number of games may be displayed as it is. Although the additional number of games is notified by the firewood image, the additional number of games may be notified by the display of other images.

[0351] Next, referring to FIG. 20, the production image on the main display 8 when the number of consecutive games in the second CZ high probability state is extended in the game during the second CZ high probability state will be described.

[0352] As described above, in the second embodiment, when the main control device 10 is in the second CZ high-probability state and the transition of the CZ state is determined at that time, the probability of transitioning to the second CZ state increases. The number of continuous games in this second CZ high-probability state is extended by adding the number of games added during the second CZ low-probability state to the basic number of games. In addition, in the sub-control device 20, on the main display 8, various effects are executed to notify the second CZ high-probability state and the extension of the duration of the second CZ high-probability state.

[0353] First, Fig. 20(a) shows the effect image on the main display 8 in a game during a normal gaming state where the probability state A is in the CZ low-probability state and the probability state B is in the second CZ high-probability state. As shown in Fig. 20(a), during the normal gaming state as described above, a normal gaming state image 30 notifying that it is in the normal gaming state is displayed in the main part of the screen of the main display 8. Note that there may be a case where the probability state B is in the second CZ high-probability state and the probability state A is in the CZ high-probability state, which will be described later.

[0354] Also, in a game during the normal gaming state where the probability state B is in the second CZ high-probability state, a character C image 30c of the protagonist character included in the normal gaming state image 30 wearing a red outfit will be displayed. The color of the outfit of this character C image 30c (red) notifies that the probability state B is in the second CZ high-probability state. Note that when the probability state B is in the second CZ high-probability state, the character C image 30c will be displayed regardless of the state of the probability state A.

[0355] Also, on the main display 8, the firewood image that appeared and was displayed in the second CZ low probability state will be displayed as it is. In Fig. 20(a), it shows the case where the firewood A image 31a and the firewood B image 31b appeared and were displayed. So, in the second CZ high probability state at this time, it will be notified that 10 games and 5 games are added to the basic number of games.

[0356] Also, at the lower left of the screen of the main display 8, a predetermined image for notifying that the probability state B at that time is in the second CZ high probability state and the duration of the second CZ high probability state is displayed. In this second embodiment, as the above-mentioned predetermined image, a flame image imitating a flame is displayed. By displaying this flame image, the second CZ high probability state and its duration are notified.

[0357] Also, the flame image is provided with large, medium, and small images of different sizes. At the initial stage of the second CZ high probability state, the flame image with the largest size is displayed. When the remaining number of continuous games in the second CZ high probability state becomes 10 games, it is changed to the medium-sized flame image. When the remaining number of continuous games further becomes 5 games, it is changed to the smallest flame image. And finally, when the remaining number of continuous games becomes zero, the flame image is erased and the end of the second CZ high probability state is notified. Therefore, since Fig. 20(a) shows the initial stage of the transition to the second CZ high probability state, at the lower left of the screen of the main display 8, the large flame A image 32a with the largest size (the size corresponding to the basic number of games) will be displayed. Note that the large flame A image 32a is colored orange. Although the details will be described later, this color scheme changes according to the probability state A at that time.

[0358] Then, when the game during the second CZ high probability state is executed and the remaining number of continuous games becomes 5 games, as shown in Fig. 20(b), it will be changed to the small flame A image 32b with the smallest size. That is, whether it is in the second CZ high-probability state is notified based on the presence or absence of the flame image, and the remaining number of games for which the second CZ high-probability state continues is notified (suggested) based on the size of the flame image.

[0359] Also, as shown in FIG. 20(b), when the remaining number of continuous games reaches 5 games and a log image is being displayed, that is, when there are additional games that have not been added yet, an extended effect accompanied by a video showing the state where the log B image 31b with a small number of additional games among the displayed log images is put into the small flame A image 32b is executed.

[0360] When the above extended effect is executed, as shown in FIG. 20(c), the flame image is changed from the small flame A image 32b to the medium-sized middle flame A image 32c. That is, since the log B image 31b corresponds to 5 games as the additional games, it is notified by the change to the middle flame A image 32c that 5 games are added to the remaining number of continuous games (5 games), and the remaining number of continuous games is extended to 10 games. In this way, the flame image does not initially have the additional games added, and the size of the flame image corresponds to the remaining number of continuous games before the additional games are added, and it can be changed from the small flame image to the middle flame image or from the small flame image to the large flame image according to the addition of the number of games.

[0361] Although not shown in the figure, when the remaining number of continuous games reaches 5 games again during the execution of subsequent games, an extended effect in which the log A image 31a corresponding to the addition of the remaining 10 games is put into the small flame A image 32b is executed again, and at this time, the flame image is changed from the small flame A image 32b to the large flame A image 32a. In the sub-control device 20, in order to perform the effect of changing the above flame image, it is preferable to separately manage information related to the duration of the second CZ high-probability state by the remaining number of continuous games before the addition, the number of additional games for each additional lottery, and the remaining number of continuous games after the addition. Also, the order in which the log image is input with respect to the flame image (the order of superimposition) may be other than the above.

[0362] As described above, in the second embodiment, the display of the character C image 30c and the flame image notifies that the second CZ high-probability state is in progress. Therefore, it becomes possible to surely make the player recognize that the second CZ high-probability state is in progress, and it becomes possible to improve the player's expectation. Also, the duration of the second CZ high-probability state (the remaining number of continuous games) is notified according to the size of the flame image. Therefore, the player can play the game with confidence while checking the duration of the second CZ high-probability state.

[0363] Also, when the flame image becomes small, an extension effect in which a log image corresponding to the extended period of the second CZ high-probability state is input is executed, so that it is notified that the second CZ high-probability state has been extended by adding the number of games. That is, the sub-control device 20 as the notification control means enables the execution of an effect related to the extension of the specific first game state by a first image (flame image) capable of notifying the duration of the specific first game state (second CZ high-probability state) displayed on the display means (main display 8) and a second image (log image) capable of notifying the extended period of the specific first game state displayed on the display means. Therefore, it becomes possible to make the player recognize that the second CZ high-probability state has been extended in a highly interesting manner, and it becomes possible to improve the interest of the game.

[0364] Also, it is notified in advance that the second CZ high-probability state is extended due to the presence of the log image. Therefore, when the log image exists, the player can play the game in the second CZ high-probability state with confidence.

[0365] Next, referring to FIG. 21, the production image on the main display 8 when the probability state A is changed in the game in which the probability state B is in the second CZ high probability state will be described.

[0366] As described above, in the present second embodiment, since the main control device 10 controls (manages) the probability state A and the probability state B separately, the probability state B is in the second CZ high probability state and the probability state A is in the CZ low probability state, and the probability state B is in the second CZ high probability state and the probability state A is in the CZ high probability state. In the sub-control device 20, on the main display 8, in the second CZ high probability state, when the probability state A is changed, various productions for notifying that state are executed.

[0367] First, FIG. 21(a) shows the production image on the main display 8 at the initial stage of the second CZ high probability state in the normal game state where the probability state A is in the CZ high probability state and the probability state B is also in the second CZ high probability state, that is, the CZ overlapping high probability state (timing t3 to t5 in FIG. 15).

[0368] As shown in FIG. 21(a), during the normal game state as described above, a normal game state image 30 for notifying that it is in the normal game state is displayed in the main part of the screen of the main display 8. At this time, when the probability state B is in the second CZ high probability state, a character C image 30c in which the protagonist character included in the normal game state image 30 wears red clothes is displayed. In addition, in FIG. 20(a), since the state where 10 games and 5 games are added later is shown, the firewood A image 31a and the firewood B image 31b are displayed in an emerging manner.

[0369] In addition, a flame image is displayed at the lower left of the screen of the main display 8. When the probability state A is in the CZ high probability state (in the case of the CZ overlapping high probability state), as shown in the figure, a large flame B image 32d with a blue color scheme is displayed. That is, in terms of the color scheme of the flame image, when the probability state A is in the CZ low probability state at that time, a large flame A image 32a colored orange will be displayed. However, when in the CZ high probability state, a large flame B image 32d colored blue will be displayed.

[0370] As a result, it is reported that the probability state A is in the CZ high probability state, the transition lottery of the CZ state itself is executed with a high probability, further the probability state B is in the second CZ high probability state, and the transition lottery of the second CZ state is executed with a high probability. In addition, even when the size of the flame image changes due to a decrease in the number of continuous games or when an extended effect is executed, the color scheme of the flame image is maintained. For example, it will be changed from the large flame B image 32d to a medium flame B image (or a small flame B image) while maintaining the blue color scheme.

[0371] Next, Fig. 21(b) shows the effect image on the main display 8 during the normal game state when the probability state B is in the second CZ high probability state and the probability state A transitions from the CZ high probability state to the CZ low probability state.

[0372] As shown in Fig. 21(b), when the probability state B is in the second CZ high probability state and the probability state A transitions from the CZ high probability state to the CZ low probability state, the color scheme of the previously displayed blue large flame B image 32d is changed, and an orange large flame A image 32a is displayed. As a result, it is reported that the probability state B is in the second CZ high probability state and the transition lottery of the second CZ state is executed with a high probability, but the probability state A is in the CZ low probability state and the transition lottery of the CZ state itself is executed with a normal probability.

[0373] As described above, the sub-control device 20 displays the flame image and further makes the flame image blue to report that the probability state B is in the second CZ high probability state and the probability state A is in the CZ high probability state. That is, the sub-control device 20 is provided with duplicate notification control means capable of notifying that it is controlled to a specific first game state (second CZ high probability state) and a high probability first game state (CZ high probability state).

[0374] Therefore, the player can surely recognize that the probability state B is the second CZ high-probability state and the probability state A is the CZ high-probability state, and it becomes possible to extremely improve the player's sense of expectation. In addition, by the appearance display of the flame image, it is notified that the probability state B is the second CZ high-probability state, and by the color scheme (blue) of the displayed flame image, it is notified that the probability state A is the CZ high-probability state. Therefore, the player can recognize at a glance that both probability states are high-probability states, and more efficient and effective notification becomes possible.

[0375] In addition, by changing the color scheme of the flame image, while notifying the second CZ high-probability state, the state change in the probability state A is notified. Therefore, it is possible to notify the state change of the probability state A during the second CZ high-probability state without any discomfort, and the player can recognize both probability states while concentrating on the game.

[0376] Although the state change of the probability state A is notified by the color scheme of the flame image, the state change of the probability state A may be notified by changing the pattern or form of the flame image. In addition, various effects related to the CZ state may be executed on the sub-display 17, or may be executed on both the main display 8 and the sub-display 17.

[0377] Next, with reference to FIG. 22, control of various effect images corresponding to the probability state A and the probability state B will be described. As described above, in the sub-control device 20, based on the control information from the main control device 10, by changing the image of the main character or the flame image in the normal game state image 30 on the main display 8, notification related to the probability state A and the probability state B is performed.

[0378] That is, in the sub-control device 20, in the second CZ low probability state, by selecting the color scheme of the clothes of the main character according to the probability state A with a predetermined probability, the probability state A in the second CZ low probability state is notified (suggested). On the other hand, in the second CZ high probability state, by selecting the color scheme of the flame image according to the probability state A with a predetermined probability, the probability state A in the second CZ high probability state is notified.

[0379] FIG. 22 shows the selection rates of each effect image by the sub-control device 20, which are the probabilities of maintaining or changing the color scheme of the clothes of the main character in the game during the second CZ low probability state, and the probabilities of maintaining or changing the color scheme of the flame image in the game during the second CZ high probability state.

[0380] First, FIGS. 22(a) and 22(b) show the probabilities of maintaining or changing the color scheme of the clothes of the main character in the game during the second CZ low probability state.

[0381] As shown in FIG. 22(a), when the character A image (for example, the character A image 30a in FIG. 19) in which the clothes of the main character show blue is displayed in the game during the second CZ low probability state in the normal game state, if the probability state A at that time is the CZ low probability state, it is determined that the character A image is maintained with a probability of 95%, and it is determined that the character B image (for example, the character B image 30b in FIG. 19) in which the clothes show yellow is changed with a probability of 5%. Similarly, when the probability state A at that time is the CZ high probability state, it is determined that the character A image is maintained with a probability of 60%, and it is determined that the character B image is changed with a probability of 40%.

[0382] Also, as shown in FIG. 22(b), when the character B image is displayed in the game during the second CZ low probability state in the normal game state, if the probability state A at that time is the CZ low probability state, it is determined that the character B image is maintained with a probability of 30%, and it is determined that the character A image is changed with a probability of 70%. Similarly, when the probability state A at that time is the CZ high probability state, it is determined that the character B image is maintained with a probability of 90%, and it is determined that the character A image is changed with a probability of 10%.

[0383] With the probabilities as described above, in the game during the second CZ low probability state, it is determined whether to maintain or change the color scheme of the protagonist character's clothing. Therefore, if the color of the protagonist character's clothing is blue, the probability that the probability state A at that time is the CZ low probability state increases, and if the color of the protagonist character's clothing is yellow, the probability that the probability state A at that time is the CZ high probability state increases. That is, during the second CZ low probability state, it is suggested whether the probability state A is the CZ low probability state or the CZ high probability state based on the color of the protagonist character's clothing.

[0384] Next, FIGS. 22(c) and 22(d) show the probabilities of maintaining or changing the color scheme of the flame image in the game during the second CZ high probability state.

[0385] As shown in FIG. 22(c), in the game during the second CZ high probability state in the normal game state, when the flame A image (for example, the large flame A image 32a in FIG. 21) showing an orange color scheme of the flame image is displayed, if the probability state A at that time is the CZ low probability state, it is determined that the flame A image is maintained with a probability of 100%, and it is determined that the flame B image (for example, the large flame B image 32d in FIG. 21) showing a blue color scheme is changed with a probability of 0%. Similarly, when the probability state A at that time is the CZ high probability state, that is, the CZ overlapping high probability state, it is determined that the flame A image is maintained with a probability of 0%, and it is determined that the flame B image is changed with a probability of 100%.

[0386] Also, as shown in FIG. 22(d), in the game during the second CZ high-probability state in the normal game state, when the flame B image is being displayed, if the probability state A at that time is the CZ low-probability state, it is determined that the flame B image will be maintained with a probability of 0%, and it is determined that it will be changed to the flame A image with a probability of 100%. Similarly, if the probability state A at that time is the CZ high-probability state, that is, the CZ duplicate high-probability state, it is determined that the flame B image will be maintained with a probability of 100%, and it is determined that it will be changed to the flame A image with a probability of 0%.

[0387] With the probabilities as described above, in the game during the second CZ high-probability state in the normal game state, whether to maintain or change the color scheme of the flame image is determined. Therefore, if the flame image is orange, it is confirmed that the probability state A at that time is the CZ low-probability state, and if the flame image is blue, it is confirmed that the probability state A at that time is the CZ high-probability state.

[0388] That is, during the second CZ high-probability state, the color scheme of the flame image is selected with a probability different from the selection probability of the color scheme of the protagonist character's clothes during the second CZ low-probability state. As a result, it is definitely notified whether the probability state A is the CZ low-probability state or the CZ high-probability state based on the color scheme of the flame image. Although not shown in the figure, during the second CZ high-probability state, the image of the protagonist character's clothes showing red (for example, the character C image 30c in FIG. 20) will definitely (with a probability of 100%) be changed.

[0389] As described above, since the sub-control device 20 controls the display of the protagonist character's image and the flame image, with the color scheme (yellow) of the protagonist character's clothes during the second CZ low-probability state, it is not notified with a probability of 100% that the probability state A is the CZ high-probability state. However, with the color scheme (blue) of the flame image during the second CZ high-probability state, it is notified with a probability of 100% that the probability state A is the CZ high-probability state. As a result, during the second CZ low probability state, the color of the main character's clothing indicates whether probability state A is a CZ low probability state or a CZ high probability state, whereas during the second CZ high probability state, the color scheme of the flame image definitively indicates whether probability state A is a CZ low probability state or a CZ high probability state.

[0390] In other words, the sub-control device 20 is equipped with a state notification control means that can notify that the game is controlled to a high probability first game state (CZ high probability state) with different probabilities depending on whether the game is controlled to a specific first game state or not. Therefore, the notification mode related to the state of probability state A can be changed in various ways depending on the state of probability state B, thereby creating a clear notification mode, thereby making it possible to increase the interest of the game.

[0391] Furthermore, during the second CZ low probability state, it is indicated whether probability state A is a CZ low probability state or a CZ high probability state, allowing the player to enjoy playing the game while predicting the state of probability state A. On the other hand, during the second CZ high probability state, the player's sense of expectation increases, and by accurately notifying the state related to the probability state A, it is possible to more effectively increase the player's sense of expectation. In particular, it is possible to significantly increase the player's sense of expectation in the CZ overlap high probability state. The probability of changing and maintaining the image of the main character and the flame image may be other than those described above as long as the above-mentioned tendency can be formed. As described above, various effects related to the CZ state are executed in the gaming machine of the second embodiment.

[0392] The above describes the second embodiment of the slot machine 1. In the second embodiment, a state change related to probability state B is performed every time a predetermined number of games are executed, but the state change related to probability state B may also be performed based on the drawing of a predetermined role. In addition, the cycle of shifting to the second CZ high-probability state is repeated starting from the time when it shifts to the advantageous section. However, when the CZ state, pseudo-bonus state, or AT state occurs, the repetition may be started from the time when each gaming state ends.

[0393] Also, even if there is an additional game count in the second CZ high-probability state, if a win occurs in the CZ state before shifting to the second CZ high-probability state, the additional game count may be carried over to the games after the end of the CZ state, or may be cleared. Further, when a win occurs in the pseudo-bonus state during the CZ state, a privilege may be granted based on the remaining additional game count. For example, a predetermined number of games may be added to the initial game count of the pseudo-bonus state. Also, when a win occurs in the pseudo-bonus state during the second CZ state, a pseudo-bonus state with a higher degree of advantage may be generated than when a win occurs in the pseudo-bonus state during the first CZ state. As described above, the slot machine 1 of the second embodiment is configured.

[0394] <Third Embodiment> Next, a third embodiment of the gaming machine according to the present invention will be described with reference to FIGS. 23 to 31.

[0395] In the gaming machine (slot machine 1) of the third embodiment, only a part of the control related to the progress of the game and a part of the presentation content are different from those of the gaming machine of the first embodiment described above, and the rest is the same as that of the first embodiment. Therefore, in this third embodiment, only the points different from the first embodiment will be described, and the other points are the same as those of the first embodiment described above, so the description will be omitted.

[0396] [Freeze Game in the Gaming Machine of the Third Embodiment] First, with reference to FIGS. 23 to 25, the freeze game in the slot machine 1 of the third embodiment will be described. In the slot machine 1 of the third embodiment, a freeze game can be executed in a predetermined game under the control of the main control device 10. The freeze game prohibits (stops) the progress of the game temporarily while a predetermined game is being executed, and is set as a game that disables the stop of the reel 4 by the operation of the player and the end of the game itself. During the freeze game, it is possible to execute an effect related to the lottery result of the combination or the lottery result of the privilege (pseudo bonus state, AT state).

[0397] Therefore, when the freeze game is executed during the execution of the game, even after the start lever 3 is operated and the game is started, the stop control of the reel 4 is invalidated even if the player operates the stop button 5, and the progress of the game during that period is prohibited.

[0398] Also, in the sub-control device 20, by receiving the control information related to the freeze game from the main control device 10 and controlling the main display 8, the sub-display 17, the speaker 9, and the lamp 11, a freeze effect corresponding to the freeze game is executed. In particular, in the third embodiment, although details will be described later, when executing the freeze effect on the main display 8, it is possible to execute an effect that notifies a combination different from the lottery result of the combination at that time.

[0399] Also, in the slot machine 1 of the third embodiment as well, similar to the first embodiment described above, the sub-control device 20 can execute a winning effect based on the lottery result of the combination during the execution of the game, and the winning combination will be notified by the execution of the winning effect. That is, the sub-control device 20 includes notification control means capable of executing control to cause a predetermined notification to be executed based on the lottery result of the lottery means (main control device 10).

[0400] First, referring to FIG. 23, various state transitions when the freeze game is executed in a predetermined game will be described. Figure 23 shows the reception state of the input from the stop button 5, the rotation state of the reel 4, and the transition of the production content on the main display 8 when the freeze game is executed in a predetermined game. In the third embodiment, the freeze game is executed in some games when a rare combination is won.

[0401] As shown in Figure 23, when the game is started (timing t10) by the player's operation of the start lever 3 (start operation), the rotation (forward rotation) of the reel 4 is started. In addition, when a predetermined time (including the wait time) has elapsed since the start operation, the reel 4 that has started rotating shifts to a steady rotation. Normally, when the reel 4 shifts to the steady rotation, the input of the stop button 5 is enabled and the reel 4 can be stopped.

[0402] However, if the lottery result of the combination at the start of the game is, for example, a strong cherry combination and it is determined that the freeze game is to be executed in the game, as shown in the figure, the input of the stop button 5 is not enabled and the invalid state continues, and the freeze game is executed. Although the details will be described later, the freeze game is continuously executed until a predetermined freeze time elapses, and when the freeze time has elapsed, the game proceeds to the main game (timing t11).

[0403] Therefore, from the start of the game until the freeze time elapses (timing t10~t11), a freeze game in which the progress of the game by the player's operation is prohibited is executed. That is, the main control device 10 as the game control means includes a freeze game control means capable of executing a freeze game in which the progress of the game is prohibited for a predetermined period during the execution of a predetermined game.

[0404] Also, when winning the strong cherry role by executing the game, a winning presentation may be executed as shown in the first embodiment. However, originally, in this winning presentation, a presentation for notifying the cherry role (or the strong cherry role) corresponding to the winning of the strong cherry role is to be executed. When the freeze game is executed, during the freeze game, a freeze presentation for notifying a role different from the strong cherry role (fake notification) is to be executed on the main display 8. Also, when the freeze game is executed, except that the emission color inside the stop button 5 is not changed to the color indicating validity (blue), the freeze presentation is performed in the same manner as when a normal winning presentation is executed. Further, during the freeze game, the rotation mode of the reel 4 is also performed in the same manner as in a normal game.

[0405] Therefore, the player will recognize the freeze presentation as if a normal winning presentation has been executed and perform a stop operation aiming at the role fake-notified during the freeze game. However, since the input of the stop button 5 is invalidated during the freeze game, even if a stop operation is performed, the reel 4 will not stop and the rotation of the reel 4 will continue.

[0406] Note that in FIG. 23, a case of notifying the watermelon role as a role different from the strong cherry role is shown. However, as will be described in detail later, the notification mode during the freeze presentation is to be selected from among a plurality of notification modes under the control of the sub-control device 20. Also, during the freeze game, a predetermined effect sound is output from the speaker 9 and the lamp 11 emits light in a predetermined manner.

[0407] Next, when the elapsed time from the start of the freeze game reaches the freeze time, the freeze game ends and the game shifts to the main game (normal game). At that time (timing t11), the input of the stop button 5 is enabled and it becomes possible to stop the reel 4. Also, when this game is started, the notification of the watermelon symbol (fake notification) that has been executed until then ends, and a winning production corresponding to the winning of the strong cherry symbol starts, and on the main display 8, a winning production for notifying the cherry symbol (or the strong cherry symbol) is executed.

[0408] Therefore, the player can confirm the symbol notified during this game and aim for the corresponding symbol for a stop operation. When all the reels 4 stop (the symbol combination corresponding to the strong cherry symbol stops) at the time (timing t12) when the operation of each stop button 5 is performed, a winning determination of the symbol is made. If all the proper stop operations for winning the selected symbol are completed, the winning of the selected symbol (strong cherry symbol) is confirmed.

[0409] As described above, in the slot machine 1 of the third embodiment, when a free game is executed in a game where a winning production based on the symbol lottery result is executed, a fake notification for notifying a symbol different from the winning symbol is executed during the free game. That is, the sub-control device 20 as the notification control means has specific notification control means capable of executing a specific notification (fake notification) different from the lottery result of the lottery means (main control device 10) during the execution of the free game when causing the execution of a notification corresponding to the lottery result of the lottery means in the game.

[0410] Therefore, by executing the free game and the fake notification during that time, it becomes possible to diversify the game and improve the interest. In addition, it is possible to make the player who recognizes that a normal game is being executed recognize that it is a free game at the time of operating the stop button 5, and it becomes possible to execute a highly interesting game that gives a surprise to the player.

[0411] In addition, in the main control device 10, although the freeze game is executed in the game in which the rare combination is selected, the freeze game may be executed in all games in which the rare combination is selected, or the freeze game may be executed with a predetermined probability (for example, 50%) in the games in which the rare combination is selected. Also, the rare combinations that trigger the execution of the freeze game may be all or some of the weak watermelon combination, the strong watermelon combination, the chance combination, the weak cherry combination, and the strong cherry combination. Also, the freeze game may be executed in all or some of the games in which the rare combination is selected for the winning combination of the privilege (CZ state, pseudo-bonus state, AT state).

[0412] Also, when the rare combination is selected, it may be determined whether to determine the freeze game according to the presence or absence of privilege granting. For example, when the strong cherry combination is selected and the transition lottery for the pseudo-bonus state is won, the freeze game is executed with a predetermined probability (for example, 60%), and when the transition lottery for the pseudo-bonus state is not won, the freeze game is executed with a lower probability (for example, 40%). Also, the execution probability of the freeze game may be changed according to the type of the selected rare combination, or the freeze game may be executed even for combinations other than the rare combination. Note that the notification mode of the watermelon combination or the cherry combination may be any as long as the player can recognize the selected combination, and it is also possible to perform notification that can distinguish the weak watermelon combination (or the weak cherry combination) from the strong watermelon combination (or the strong cherry combination).

[0413] Next, with reference to FIG. 24, the execution time of the freeze game will be described. First, also in the third embodiment, similar to the first embodiment described above, a transition lottery for the pseudo-bonus state is performed based on the winning of the strong cherry combination, and when the transition lottery is won, the game state is shifted to the pseudo-bonus state. That is, the main control device 10 includes a special game state generation determination means capable of determining whether or not to generate a special game state (pseudo-bonus state) advantageous to the player based on the lottery result of the lottery means.

[0414] Then, in the game in which the player wins the strong cherry combination, in addition to the transition lottery for the pseudo-bonus state, a lottery is also conducted to determine whether or not to execute a freeze game. As a result of this lottery, if the freeze game is executed, the progress of the game will be stopped for a predetermined period. In the main control device 10 of the third embodiment, the freeze time, which is the predetermined period during which the freeze game is executed, can be changed according to the result of the transition lottery for the pseudo-bonus state at that time. Therefore, when the freeze game is executed, the duration of the freeze game will change according to the result of the transition lottery for the pseudo-bonus state at that time.

[0415] FIG. 24 shows the selection probability of the freeze time when it is determined to execute the freeze game in the game when the player wins the strong cherry combination. In the third embodiment, the freeze time can be set to either 5 seconds or 10 seconds. The main control device 10 conducts a selection lottery for the freeze time by extracting a predetermined random number when the player wins the strong cherry combination.

[0416] As shown in FIG. 24, when the player wins the strong cherry combination and loses the transition lottery for the pseudo-bonus state, a selection lottery for the freeze time is conducted such that the freeze time is determined to be 5 seconds with an 80% probability and 10 seconds with a 20% probability. Also, when the player wins the strong cherry combination and wins the transition lottery for the pseudo-bonus state, a selection lottery for the freeze time is conducted such that the freeze time is determined to be 5 seconds with a 50% probability and 10 seconds with a 50% probability.

[0417] The freeze game continues according to the freeze time determined by the above selection lottery. During this period, the progress of the game is prohibited, and a freeze effect will be executed.

[0418] As described above, in the slot machine 1 of the third embodiment, 5 seconds or 10 seconds is provided as the freeze time in the freeze game, and the freeze time is selected based on the result of the transition lottery for the pseudo-bonus state. That is, the main control device 10 as the freeze game control means selects the execution time of the freeze game from a plurality of execution times, and can execute the freeze game according to the selected execution time, and can select the execution time of the freeze game based on the determination result of the special game state generation determination means (main control device 10).

[0419] Therefore, it is possible to execute freeze games in a plurality of modes with different freeze times, and it is possible to execute a more diverse and interesting freeze game. In addition, since the execution time of the freeze game changes according to whether or not the transition lottery for the pseudo-bonus state is won, it is possible to execute an interesting game that changes the player's sense of expectation according to the execution time of the freeze game. In addition, when winning the transition lottery for the pseudo-bonus state, the probability of selecting a longer freeze time is higher than when not winning. Therefore, when the freeze game continues for a long time, it is possible to improve the player's sense of expectation for the transition to the pseudo-bonus state.

[0420] Note that the freeze time may be other than the above, or three or more types of freeze times may be provided. In addition, although the freeze game is executed with a predetermined probability (for example, 50%) in the game in which the strong cherry combination is won, the freeze game may be always executed in the game in which the strong cherry combination is won.

[0421] Also, when winning the role of strong cherry and not winning the transition lottery to the pseudo-bonus state, a freeze game may be executed with a first probability (e.g., 40%), and when winning the transition lottery to the pseudo-bonus state, a freeze game may be executed with a second probability (e.g., 60%) higher than the first probability.

[0422] Also, it may be possible to execute a freeze game in a game where a role other than the strong cherry role is won. For example, a freeze game may be executed in a game where the strong watermelon role is won. Also, when executing a freeze game in a game where the strong watermelon role is won, similar to the above, the freeze time may be determined based on the result of the transition lottery to the CZ state performed when the strong watermelon role is won.

[0423] Next, with reference to FIG. 25, the notification mode during the freeze game will be described. As described above, when a freeze game is executed in a predetermined game, a freeze effect is executed under the control of the sub-control device 20, and on the main display 8, a fake notification different from the role won at that time is performed. However, in the present third embodiment, when this fake notification is executed, the mode of the fake notification can be changed according to the freeze time at that time.

[0424] That is, for the fake notification, a plurality of notification modes are set. When a freeze game is executed, the fake notification is selected and executed from among the plurality of notification modes according to the freeze time at that time, so that the mode of the fake notification can be changed.

[0425] FIG. 25 shows the execution of the freeze game based on winning the strong cherry role and the selection probability of the notification mode in the freeze game when the freeze time is determined. In addition, in this third embodiment, as notification modes during the freeze game, three types are set: "Watermelon combination", "Chance combination", and "Watermelon combination → Chance combination". In the sub-control device 20, a selection lottery for the notification mode is performed by extracting a predetermined random number when determining the freeze time.

[0426] Note that in the table, "Watermelon combination" indicates the notification of the watermelon combination, "Chance combination" indicates the notification of the chance combination, and "Watermelon combination → Chance combination" indicates a pattern in which the combination to be notified during the freeze game is changed from the watermelon combination to the chance combination. That is, in this third embodiment, a notification mode is also set in which the watermelon combination is first notified during the freeze game, and after a predetermined time (for example, 5 seconds) has elapsed, the notification target is changed to notify the chance combination.

[0427] As shown in FIG. 25, when the freeze time of the freeze game is 5 seconds, a selection lottery for the notification mode is performed such that the "Watermelon combination" is determined with an 80% probability, the "Chance combination" is determined with a 20% probability, and the "Watermelon combination → Chance combination" is determined with a 0% probability. Also, when the freeze time of the freeze game is 10 seconds, a selection lottery for the notification mode is performed such that the "Watermelon combination" is determined with a 30% probability, the "Chance combination" is determined with a 60% probability, and the "Watermelon combination → Chance combination" is determined with a 10% probability. The freeze effect will be executed according to the notification mode determined by the above selection lottery.

[0428] As described above, in the slot machine 1 of this third embodiment, as notification modes for fake notifications during the freeze game, "Watermelon combination", "Chance combination", or "Watermelon combination → Chance combination" is provided, and the notification mode is selected based on the result of the transition lottery for the pseudo-bonus state. That is, the sub-control device 20 as the specific notification control means can select any one of a plurality of notification modes and execute specific notification (fake notification), and based on the determination result of the special game state generation determination means (main control device 10), it can execute the selection of the notification mode in the specific notification (fake notification).

[0429] Therefore, the fake notification will vary in various ways, and it becomes possible to execute a more diverse and interesting freeze game. In addition, since the fake notification will change according to the result of the lottery for the transition to the pseudo-bonus state, it becomes possible to execute an interesting game that changes the player's sense of expectation according to the type of fake notification.

[0430] Also, when the freeze time is 10 seconds, the probability of selecting other than the "watermelon combination" (the "chance combination" or "watermelon combination → chance combination") is higher than when it is 5 seconds. As described above, when the freeze time is 10 seconds, the probability of winning the lottery for the transition to the pseudo-bonus state is higher than when it is 5 seconds. Therefore, when the probability of winning the lottery for the transition to the pseudo-bonus state is high, the probability of selecting other than the "watermelon combination" is higher. Therefore, when other than the "watermelon combination" is selected, it becomes possible to improve the player's sense of expectation for the transition to the pseudo-bonus state.

[0431] Furthermore, when the freeze time is 10 seconds, there is a possibility of selecting the "watermelon combination → chance combination" that is not selected when it is 5 seconds. That is, the sub-control device 20 as the specific notification control means can select a notification mode that switches from a predetermined notification mode to a different notification mode as the notification mode in the specific notification (fake notification). Therefore, it becomes possible to execute highly interesting effects in which fake notifications change midway, and when "Watermelon role → Chance role" is selected, it becomes possible to further improve the player's sense of expectation for the transition to the pseudo-bonus state.

[0432] Note that the fake notification may be any as long as the player can recognize the target role, and may display an item image corresponding to each role, an image with a color scheme corresponding to each role, character information corresponding to each role, etc. Also, although the selection control of the fake notification is performed based on the freeze time in the freeze game, the selection control of the fake notification may be performed based on the presence or absence of winning in the pseudo-bonus state. Also, the selection probability of each fake notification may be other than the above.

[0433] Also, although the selection control of the fake notification is executed by the sub-control device 20, the main control device 10 may execute the selection control and transmit control information for specifying the selection result to the sub-control device 20 to execute the fake notification. As described above, the freeze game in the gaming machine of the third embodiment is executed.

[0434] [Production image during freeze game in the gaming machine of the third embodiment] Next, with reference to FIG. 26, the production image during the freeze game in the slot machine 1 of the third embodiment will be described. In the slot machine 1 of the present third embodiment, based on the control of the sub-control device 20 based on the reception of the control information from the main control device 10, it is possible to execute a freeze effect during the freeze game.

[0435] For example, a freeze effect is executed by displaying a predetermined production image on the main display 8. Note that the control information transmitted from the main control device 10 includes at least information instructing the execution of the freeze game, information specifying the freeze time, and information specifying the winning combination at that time, and any information may be used as long as the sub-control device 20 can execute the freeze effect with it.

[0436] FIG. 26 shows a freeze effect when winning the strong cherry combination and executing the freeze game. The freeze time is determined to be 5 seconds (see FIG. 24), and the fake notification mode is determined to be the "watermelon combination" (see FIG. 25). The figure shows the effect image on the main display 8. Therefore, when a mode other than the "watermelon combination" is selected as the fake notification mode, a fake notification different from that shown in the figure will be performed.

[0437] First, as shown in FIG. 26(a), when the game in which the freeze game is executed starts, the progress of the game is prohibited and the freeze effect starts. On the main part of the screen of the main display 8, a fake notification image 40a consisting of the character information "Aim for the watermelon!" corresponding to the watermelon combination is displayed as the fake notification. That is, since the lottery result of the combination in this game at this time is the strong cherry combination, in a normal game, a winning effect for notifying the winning of the strong cherry combination (or the cherry combination) is executed. However, when the freeze effect is executed, a fake notification corresponding to a watermelon combination (weak watermelon combination or strong watermelon combination) different from the strong cherry combination will be performed.

[0438] However, since the combination notification mode during the fake notification is almost the same as the combination notification mode during the winning effect when winning the watermelon combination (weak watermelon combination or strong watermelon combination) in a normal game, it is difficult for the player to recognize that the freeze effect is being performed at the start of the game. Therefore, similar to a normal game, the player will perform a stop operation on the reel 4 aiming for the watermelon combination. Note that during the freeze game, the only difference from during the winning effect is that the stop button 5 emits light to notify that it is in an invalid state.

[0439] However, during this period, the progress of the game is prohibited and the input of the stop button 5 is invalid. Therefore, even if a stop operation of the reel 4 aiming at the watermelon symbol is performed, the reel 4 will not stop and will continue to rotate as it is. Therefore, when the player operates to stop the reel 4, the player will notice that the freeze game is being executed.

[0440] Note that the period during which the fake notification is made can be any period as long as the game has started and the freeze game is being executed. The fake notification may be made from the time when the start operation is performed until the freeze game ends (timings t10 to t11 in FIG. 23), or the fake notification may be made from the time when the wait time has elapsed (the start time of the rotation of the reel 4) until the freeze game ends. Also, as the fake notification image 40a, an effect image corresponding to the watermelon symbol is displayed. However, effect images corresponding to a weak watermelon symbol and a strong watermelon symbol may be provided and either one may be selectively displayed. Also, although not shown in the figure, during the freeze effect, in addition to the fake notification image 40a, a predetermined decorative image will be displayed.

[0441] Then, as shown in FIG. 26(b), when the freeze time (5 seconds) in the freeze game has elapsed, along with the end of the freeze game, the freeze effect (fake notification) ends, and the winning effect is executed by the start of this game, and the notification of the winning combination corresponding to the winning combination in the game starts. In FIG. 26(b), since it is a game in which the strong cherry combination has won, on the main part of the screen of the main display 8, a winning combination notification image 40b consisting of character information "Aim for the cherry!" corresponding to the strong cherry combination is displayed as the notification of the winning combination. Note that as the winning combination notification image 40b, an effect image corresponding to the cherry combination is displayed. However, effect images corresponding to a weak cherry combination and a strong cherry combination may be provided and either one may be selectively displayed according to the winning combination.

[0442] Also, when switching from freeze game to main game, as shown in the figure, the winning role notification image 40b starts to be displayed, and a video is displayed in which the fake notification image 40a that had been displayed until then is flashed off the screen, notifying the end of the freeze game.

[0443] Then, by transitioning to the main game, input of the stop button 5 is enabled, allowing the game to proceed, and the player who sees the winning role notification image 40b will recognize the winning role in that game and perform the stopping operation of the reel 4 in order to achieve the winning role.

[0444] Although not shown in the figure, when "watermelon role → chance role" is selected as the fake notification mode, after a predetermined time (5 seconds) has elapsed since the fake notification image 40a is displayed, it will be switched to a fake notification image corresponding to the chance role, and after another predetermined time (5 seconds) has elapsed, it will be switched to the winning role notification image 40b in the same manner as above. In this case, when the fake notification image 40a is switched to the fake notification image corresponding to the chance role, the same presentation as when transitioning to the main game is performed, so that when the fake notification image corresponding to the chance role is displayed, the player will recognize that he has again won the chance role in the game and will perform the stopping operation of reel 4.

[0445] As described above, when a freeze game is executed in a specified game, a freeze effect is executed on the main display 8, and a fake notification (specific notification) different from the lottery result of the role in that game is executed. Therefore, when a game involving a transition in the game state is executed, an unexpected presentation can be implemented, such as a change in the announced role, thereby making it possible to increase the interest of the game.

[0446] Furthermore, during freeze play, progress in the game is prohibited, so cancellation of the effects is not possible, making it possible to take sufficient time to execute the effects. Also, a player who is performing a stop operation in the same way as in a normal game will recognize the execution of a freeze game at that time due to the invalidation of the stop operation, so it becomes possible to execute a novel and highly interesting game that can give a certain surprise to the player.

[0447] Note that although the freeze effect is being displayed on the main display 8, it may be displayed on the sub-display 17. Also, during the freeze game, when a fake notification is being made on the main display 8, an effect (waiting effect) may be executed to notify in advance that the notification mode may be changed by displaying an image of "Aim for the cherry!" on the sub-display 17. In this case, it is preferable to display the same image (fake display) as described above on the sub-display 17 in a part of a normal game that is not a freeze game. By doing so, it becomes possible to enhance the player's sense of expectation even in a normal game. As described above, the effect image during the freeze game in the gaming machine of the third embodiment is displayed.

[0448] 〔Modification Example 1 of the Third Embodiment〕 Next, with reference to FIG. 27, Modification Example 1 of the third embodiment will be described. In Modification Example 1 of the third embodiment, only a part of the freeze effect during the freeze game is different from the slot machine 1 of the third embodiment described above, and the rest is the same as the slot machine 1 described above. Therefore, only the different points will be described.

[0449] In the above-described third embodiment, when the player operates the disabled stop button 5 during the freeze game, the freeze effect (fake notification) was not changed. However, in Modification Example 1 of the third embodiment, based on the operation of the stop button 5 during the freeze game, the freeze effect (fake notification) is changed.

[0450] FIG. 27 shows a freeze effect when the player wins the strong cherry role and the freeze game is executed. The freeze time is determined to be 5 seconds, and the figure shows the effect image on the main display 8 when the fake notification mode is determined to be the "watermelon role". Therefore, when a mode other than the "watermelon role" is selected as the fake notification mode, a fake notification different from that shown in the figure will be performed.

[0451] First, as shown in FIG. 27(a), when the game in which the freeze game is executed starts, as described above, the progress of the game is prohibited and the freeze effect is started. On the main part of the screen of the main display 8, a fake notification image 40a consisting of character information of "Aim for the watermelon!" corresponding to the watermelon role is displayed as a fake notification, and a notification of a role different from the winning role is performed.

[0452] Then, if the player operates the stop button 5 aiming for the watermelon role before a predetermined time (for example, 4 seconds) has elapsed since the start of the freeze game, as shown in FIG. 27(b), the fake notification image 40a is erased, and a conversion image 40c consisting of character information of "Conversion!" for notifying in advance that the notification mode will be changed is displayed instead on the main part of the screen of the main display 8. That is, the main control device 10 receives the input from the stop button 5, invalidates it for the stop of the reel 4, but validates it for the effect control, and transmits control information for specifying that the input has been made to the sub-control device 20, thereby displaying the conversion image 40c.

[0453] By the display of this conversion image 40c, the player who has operated the stop button 5 will notice that the current state is during the freeze game at that time, and will recognize that the image notifying the winning role will be converted later from the fake notification image 40a that has been displayed so far. This conversion image 40c is continuously displayed until the freeze game ends.

[0454] When this game starts upon the end of the freeze game, as shown in FIG. 27(c), the conversion image 40c is erased, and a winning combination notification image 40b consisting of character information of "Aim for the cherry!" corresponding to the strong cherry combination is displayed on the main part of the screen of the main display 8 as a notification of the winning combination.

[0455] On the other hand, in a state where the fake notification image 40a is being displayed, if the player operates the stop button 5 after a predetermined time (for example, 4 seconds) has elapsed since the start of the freeze game (game start), the conversion image 40c is not displayed. Then, when the freeze time has elapsed, the image is switched from the fake notification image 40a to the winning combination notification image 40b (FIG. 27(a) → (c)). Thereafter, as described above, the effects during this game are performed.

[0456] That is, if the stop button 5 is operated within a predetermined time (for example, 4 seconds) since the start of the freeze game (game start), the conversion image 40c is displayed. However, if the stop button 5 is operated during the period (1 second) from when the predetermined time (for example, 4 seconds) has elapsed until the freeze time (for example, 5 seconds) is reached, the conversion image 40c is not displayed.

[0457] This is to prevent a situation where if the conversion image 40c is displayed when the stop button 5 is operated near the end of the freeze game, the conversion image 40c is displayed for only an instant and then immediately switched to the winning combination notification image 40b, which would result in an unpleasant effect for the player. Therefore, even if the stop button 5 is operated during the period (1 second) from when the predetermined time (for example, 4 seconds) has elapsed until the freeze time (for example, 5 seconds) is reached, the conversion image 40c is not displayed, and the fake notification image 40a remains displayed. Then, when the freeze time has elapsed, the winning combination notification image 40b is automatically switched and displayed.

[0458] As described above, in Modification 1 of the third embodiment, when the player operates the stop button 5 during the freeze game, a conversion image 40c is displayed that notifies in advance that the fake notification ends and the notification mode is converted. That is, the sub-control device 20 as the specific notification control means can end the specific notification (fake notification) based on the operation of the operation means (stop button 5).

[0459] Therefore, a player who does not recognize that the freeze game is in progress will notice that the freeze game is in progress when operating the stop button 5, and it becomes possible to realize a game with an element of surprise. Moreover, when the stop button 5 is operated, the conversion image 40c that notifies in advance that the notification mode is converted is displayed, so it becomes possible to more clearly recognize that the image displayed until then does not notify the original winning combination. For a player who feels uncomfortable due to the non-stop rotation of the reel 4, it becomes possible to surely recognize that the state at that time is during the freeze game.

[0460] Even if the player does not operate the stop button 5 during the freeze game, when the freeze game ends, it automatically switches to the winning combination notification image 40b. Therefore, even if the player does not operate the stop button 5, it is possible to end the fake notification and notify the winning combination without any problems.

[0461] Also, when the player operates the stop button 5 after a predetermined time (for example, 4 seconds) has elapsed since the start of the freeze game (game start), the conversion image 40c is not displayed and the fake notification image 40a is displayed as it is. That is, the sub-control device 20 as the specific notification control means can prohibit the end of the specific notification (fake notification) when the operation of the operation means (stop button 5) is performed when the predetermined time has passed since the start of the game.

[0462] Therefore, it is possible to prevent a performance that is unpleasant for the player, such as the conversion image 40c being displayed only for an instant and then immediately switching to the winning combination notification image 40b when the stop button 5 is operated near the end of the freeze game.

[0463] Although not shown in the figure, when the notification mode is changed during the freeze game (when "Watermelon combination → Chance combination" in FIG. 25 is selected), when the player first operates the stop button 5 during the freeze game, the image for notifying the watermelon combination is changed to the image for notifying the chance combination, and then when the player operates the stop button 5 next, the image for notifying the chance combination may be changed to the conversion image 40c. As described above, the slot machine 1 of Modification 1 of the third embodiment is realized.

[0464] 〔Modification 2 of the Third Embodiment〕 Next, with reference to FIG. 28, Modification 2 of the third embodiment will be described. In Modification 2 of the third embodiment, only a part of the freeze performance during the freeze game is different from the slot machine 1 of the third embodiment described above, and the rest is the same as the slot machine 1 described above, so only the differences will be described.

[0465] In the above-described third embodiment, the notification mode was automatically switched in the freeze performance during the freeze game, but in Modification 2 of the third embodiment, the notification mode is switched based on the player's operation by executing a button performance during the freeze performance.

[0466] The button effect as an operation effect is executed in the same manner as in the first embodiment described above. First, an operation image composed of an image imitating an operation button that prompts the operation of the effect button 2d (or the upper effect button 2f) as an effect operation means on the main display 8 (or the sub-display 17), character information indicating the operation (for example, "PUSH"), etc. is displayed. Then, when the indicated effect button 2d (or the upper effect button 2f) is operated, a series of effects are performed in which a predetermined image is displayed on the main display 8 (or the sub-display 17). That is, various effect images during the freeze effect are not displayed triggered by the passage of time, but are displayed triggered by the operation of the player.

[0467] FIG. 28 shows a freeze effect when a strong cherry winning combination is selected and the freeze game is executed as described above. The freeze time is determined to be 5 seconds, and the fake notification mode is determined to be the "watermelon winning combination". It shows the effect image on the main display 8. Therefore, when a mode other than the "watermelon winning combination" is selected as the fake notification mode, a fake notification different from the one shown in the figure will be performed.

[0468] First, as shown in FIG. 28(a), when the game in which the freeze game is executed starts, the progress of the game is prohibited, and on the main part of the screen of the main display 8, an operation image 40d imitating the effect button 2d including the character information "PUSH" indicating the operation is displayed, and the button effect is executed. By the display of this operation image 40d, the effect button 2d is activated (the internal LED emits light in a color indicating the active state), and the player is prompted to operate the effect button 2d.

[0469] Then, when the player operates the effect button 2d, as shown in FIG. 28(b), the operation image 40d is erased, and instead, a fake notification image 40a composed of the character information "Aim for the watermelon!" corresponding to the watermelon winning combination as a fake notification is displayed on the main part of the screen of t...

Claims

【Claim 1】 Lottery means capable of deriving any one of a plurality of lottery results including a first lottery result, a second lottery result, and a third lottery result; In this game where game values can be imparted, variable display means capable of stopping the display of identification information that is variably displayed in a manner based on the lottery result derived by the lottery means; Control means capable of executing this game after executing a pseudo-game in which game values cannot be imparted when the second lottery result is derived in a predetermined game; Effect execution means capable of executing any one of a plurality of effects in a state where the identification information is not stopped being displayed by the variable display means; Comprising: The control means: In a specific game, when the first lottery result is derived, this game can be executed; In a specific game, when the third lottery result is derived, this game can be executed; The effect execution means: During the pseudo-game of the predetermined game and in a state where the identification information is not stopped being displayed by the variable display means, capable of executing a first effect corresponding to the first lottery result; During the pseudo-game of the predetermined game and in a state where the identification information is not stopped being displayed by the variable display means, capable of executing a third effect corresponding to the third lottery result; During the pseudo-game of the predetermined game and in a state where the first effect corresponding to the first lottery result is being executed, if the identification information is stopped being displayed by the variable display means, it is possible to end the first effect corresponding to the first lottery result; During the pseudo-game of the predetermined game and in a state where the third effect corresponding to the third lottery result is being executed, if the identification information is stopped being displayed by the variable display means, it is possible to end the third effect corresponding to the third lottery result; During the main game of the predetermined game and in a state where the identification information is not stopped being displayed by the variable display means, capable of executing a second effect corresponding to the second lottery result; During the main game of the specific game and in a state where the identification information is not stopped being displayed by the variable display means, capable of executing a first effect corresponding to the first lottery result; During the main game of the specific game and in a state where the identification information is not stopped being displayed by the variable display means, capable of executing a third effect corresponding to the third lottery result A gaming machine characterized by the above.

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