Pachinko machine

The gaming machine dynamically controls game states to enhance player advantage and engagement by transitioning between normal and advantageous sections, using probability settings to manage rewards and end advantageous sections, addressing the limitations of conventional gaming machines.

JP7710711B2Active Publication Date: 2025-07-22KITA DENSHI CORP
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Patent Information

Application Number
JP2021104410
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2021-06-23
Publication Date
2025-07-22
Estimated Expiration
2041-06-23

AI Technical Summary

Technical Problem

Conventional gaming machines lack mechanisms to dynamically control game states to enhance player advantage and provide varied and engaging gaming experiences.

Method used

A gaming machine that includes specific game state control means to transition between normal and advantageous sections, with bonus states and special game states, using probability settings to adjust player advantage and end advantageous sections based on predetermined conditions.

Benefits of technology

Enhances player engagement through dynamic game state control, providing varied and advantageous gaming experiences while managing player rewards effectively.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a novel and interesting game machine.SOLUTION: The game machine comprises: third specific game state control means which, on the basis of the establishment of a second specific condition in a predetermined first specific game state, is capable of controlling a game state into a third specific game state; interval control means capable of controlling a game interval into a normal interval and an advantageous interval; and advantageous interval restriction means which, when an advantageous interval restriction condition is established in association with execution of a game in the advantageous interval, is capable of finishing the advantageous interval. The advantageous interval restriction means comprises specific advantageous interval restriction means which, in a case where the game state is controlled in the third specific game state, is capable of establishing a specific advantageous interval restriction condition. In a case where the game interval is controlled from the advantageous interval to the normal interval on the basis of the establish of the specific advantageous interval restriction condition, the third specific game state control means is capable of continuing the third specific game state in a new advantageous interval, on the basis of the establishment of a predetermined advantageous interval transition condition.SELECTED DRAWING: Figure 30
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Description

Technical Field

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

Background Art

[0002] Conventionally, as a gaming machine, there is known a pachinko gaming machine provided with a variable display device capable of displaying a variable display game based on a plurality of identification information, and generating a specific gaming state advantageous to a player according to the result of the variable display game. Further, there is known a slot machine provided with a plurality of reels, starting variable display by the plurality of reels based on a start operation of a player, stopping the plurality of reels based on a stop operation of the player to execute a game, and generating a specific gaming state in relation to the execution of the game. In addition, in recent slot machines, there is also known one in which when the number of game media acquired during a specific gaming state reaches a predetermined number, the specific gaming state is terminated (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, the conventional gaming machines had room for improvement.

Means for Solving the Problems

[0005] In order to solve the above problems, a gaming machine according to the present invention is a gaming machine that executes a game based on the operation of a player and can give a privilege in relation to the execution of the game. Based on the establishment of a first specific condition, there is provided specific game state control means capable of controlling the game state to a specific game state advantageous to the player. Based on the establishment of a second specific condition, there is provided a game state advantageous to the player, which is different from the specific game state ru bo - It can be controlled to a nasus state na bo - Nasus state control means, and based on the establishment of the second specific condition in a predetermined specific game state 、 the said bo - Nasus state as a specific - Bonus state as - Controllable specific - Bonus state control means, section control means capable of controlling a game section into a normal section and an advantageous section, and advantageous section restriction means capable of ending the advantageous section when an advantageous section restriction condition is satisfied in relation to the execution of the game in the advantageous section. The predetermined specific game state is a game state controlled when the establishment of the advantageous section restriction condition is determined in advance before the advantageous section restriction means satisfies the advantageous section restriction condition. The advantageous section restriction means specific - When the game state is controlled to the specific - Bonus state by the bonus state control means, it is provided with specific advantageous section restriction means capable of establishing a specific advantageous section restriction condition. The specific - Bonus state control means, when the game section is controlled from the advantageous section to the normal section based on the establishment of the specific advantageous section restriction condition, based on the establishment of a predetermined advantageous section transition condition, the specific - Bonus state can be continued in a new advantageous section. The specific game state control means specific - Based on the end of the bonus state controlled in the new advantageous section, it is configured to be provided with special specific game state generation means capable of generating a special specific game state which is a new specific game state.

Brief Description of the Drawings

[0006]

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Embodiments for Carrying Out the Invention

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

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

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

[0010] [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) so as to be openable and closable, and is configured to be openable and closable to the front side in a single-opening format. Hereinafter, the left-right direction is shown in a state where the slot machine 1 is viewed from the front side.

[0011] When the slot machine 1 is viewed from the front side, a main display 8 is disposed at the center in the left-right direction at the upper part of the front door 1a. The main display 8 is composed of a liquid crystal display or the like capable of displaying a plurality of 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 from the opening of the display decoration frame 15.

[0012] 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 of a role or the effects displayed on the main display 8.

[0013] An upper effect button 2f, which is exemplified as an 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 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.

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

[0015] The reel 4 is composed of a left reel 4a, a middle reel 4b, and a right reel 4c arranged side by side in the left - right direction. The rotation axes of the respective reels 4a to 4c extend in the left - right direction, and the rotation centers are set to be the same. The reel 4 (4a to 4c) has a pattern (identification information) continuous on the peripheral surface, and these patterns are configured to be distinguishable 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 pattern can be variably displayed from top to bottom. A plurality of patterns (for example, 20) are represented on each of the reels 4a to 4c, and the types of patterns 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 patterns on the peripheral surface may be other than 20.

[0016] Above the display window 6 in the front panel 19, navigation lamps 12a, 12b, 12c capable of notifying the stop order of the stop button 5 described later are arranged corresponding to the respective reels 4a, 4b, 4c. Also, on the lower left side of the display window 6 in the front panel 19, an advantageous section lamp 13 composed of, for example, an LED is arranged. The advantageous section lamp 13 is controlled to light during the advantageous section (described later). Note that the slot machine 1 may, instead of the advantageous section lamp 13, control, 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.

[0017] On the right side of the display window 6 (reel 4) in the front panel 19, a sub - display 17 is arranged. The sub - display 17 is composed of a liquid crystal display or the like capable of displaying a plurality of information such as information related to effects (effect images) as described later, and constitutes display means. In addition, although the sub-display 17 has a smaller display area than 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. Note that the sub-display 17 may be provided on the left side of the display window 6 (reel 4). Further, the sub-display 17 may be configured as a touch panel type display.

[0018] Below the front panel 19, a stepped portion protruding forward is formed, and a medal insertion slot 2, a bet button 2a, and an effect button 2d are disposed on the upper surface of the stepped portion. The medal insertion slot 2 is a part where a player inserts medals (game media). Inside the medal insertion slot 2, a medal selector 2b (medal detection means), which is a sensor or the like for detecting the medals inserted into the medal insertion slot 2, is provided. The bet button 2a is a push button for a 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.

[0019] The effect button 2d exemplified as an operation means is a push 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. Further, inside the effect button 2d, a light emitting source (not shown) made 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.

[0020] On the front surface of the stepped portion, a start lever 3, a return button 2c, and a stop button 5 exemplified as a stop operation means are disposed. The start lever 3 is a lever that a player operates to start the 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 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 predetermined intervals in the horizontal direction corresponding to the left reel 4a, the middle reel 4b, and the right reel 4c.

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

[0022] [Block diagram showing the control configuration of the gaming machine in the embodiment] FIG. 2 shows a block diagram of the control system in the slot machine 1 in the embodiment. As shown in FIG. 2, the slot machine 1 includes a main control device 10 that performs functions such as winning lottery and game progress control, and a sub-control device 20 that is configured to be communicable with the main control device 10 and performs various effect controls based on 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 from the main control device 10 to the sub-control device 20, preventing the input of unauthorized signals from the sub-control device 20 to the main control device 10.

[0023] The main control device 10 is connected to the bet button 2a, the medal selector 2b, the return button 2c, the start lever 3, the stop button 5, the probability setting device 14 (setting means), the external output terminal 18, the medal payout device 7, the drum unit 4d, and the advantageous section lamp 13 by communication cables, enabling it to control each device. The main control device 10 is also provided with a storage unit (storage means) and a control unit.

[0024] The probability setting device 14 as the setting means can change the winning probability of a specific game state (for example, the bonus state) in multiple stages (for example, 6 stages), so that the degree of advantage for the player can be changed in multiple stages. The main control device 10 performs a process of setting the winning probability of the specific game state to any one of a plurality of probability values with different probabilities based on the probability setting operation in the probability setting device 14. The set value set by the probability setting device 14 has setting 1 as the lowest probability value, and the probability value increases as the number gets larger, 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, and setting 6 is the most advantageous setting for the player (the setting with the highest degree of advantage).

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

[0026] 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 parlor, 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 game states advantageous to the player (for example, the bonus state and the AT state described later) under the control of the main control device 10.

[0027] 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 pre-payout medals, and is a device that pays out the medals stored in the medal storage section to the medal payout opening 7b. The medal payout device 7 is equipped with a sensor for detecting the paid-out medals. The medal selector 2b is provided on the downstream side of the medal insertion opening 2, and is equipped with a sensor for detecting the medals inserted from the medal insertion opening 2.

[0028] The storage section of the main control device 10 stores various information such as game programs related to the game, tables for performing lottery for minor roles and AT states, etc. Also, the main control device 10 operates by a control section and a storage section in which a program is stored, and thereby performs processes related to the progress of the game of the slot machine 1.

[0029] Based on the signal from the start lever 3, the main control device 10 performs processes such as the start process of the game and the process of sampling a random number from a random number generator (not shown). Then, a lottery process for roles is performed based on the sampled random number. Also, according to the control program of the storage section, for example, by updating the random number at a predetermined timing, a random number generation process is performed, and based on the generated random number, a transition lottery process for a bonus state, a continuous lottery process during the AT state, a topping-up lottery process during the AT state, etc., which will be described later, are performed.

[0030] That is, the main control device 10 is provided with a grant decision means (lottery means) for determining (lottery) whether or not to grant privileges such as minor roles, bonus states, AT states, etc. in relation to the execution of the game. Also, the lottery pattern using random numbers may be other than the patterns described above. For example, a role lottery may be performed based on soft-generated random numbers, and a transition lottery for a bonus state or an AT state, a topping-up lottery, etc. may be performed based on the random numbers generated by the random number generator. Or, all lotteries may be performed using soft-generated random numbers or random numbers generated by the random number generator.

[0031] In addition, the main control device 10 controls the rotation of the reel 4 based on a signal from the start lever 3. The main control device 10 detects the rotational positions of the respective reels 4a, 4b, 4c based on signals from sensors (not shown) provided 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 a signal from the stop button 5, it performs control to stop a desired symbol within the display window 6.

[0032] In addition, the main control device 10 realizes the game of the slot machine 1 by performing game progress processing involving internal lottery processing and the like, managing various information stored in the storage unit, and controlling devices such as the medal payout device 7 in response to operations of operation units such as the start lever 3.

[0033] 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, and the sub-display 17 via a communication cable and can communicate. The sub-control device 20 controls these devices according to control information from the main control device 10. In addition, the sub-control device 20 is provided with a storage unit and a control unit.

[0034] The storage unit of the sub-control device 20 stores various information such as programs related to effects, effect image data, and audio data. The sub-control device 20 operates by the control unit and the storage unit in which the program is stored, and performs processing such as effects synchronized with the game of the slot machine 1 according to a command (control information) from the main control device 10. For example, it controls the main display 8, the lamp 11, the speaker 9, etc. to output an effect image indicating the transition of the game state, a sound effect, a lamp effect, etc.

[0035] In addition, the sub-control device 20 can control the switching timing of each effect based on a signal from the effect button 2d. Either one or both of the main control device 10 and the sub-control device 20 constitute the first specific game state control means, the second specific game state control means, the third specific game state control means, the section control means, the advantageous section restriction means, the specific advantageous section restriction means, the special first specific game state generation means, the pre-stage determination means, the grant determination means, the effect game state control means, the specific effect control means, the operation effect control means, the specific operation effect control means, and the individual effect control means in the present invention.

[0036] Such a slot machine 1 is configured to be able to execute the following slot machine games under the control of the main control device 10.

[0037] At the start of the game, medals are inserted from the medal insertion slot 2, or the number of bets is set from credit medals by operating the bet button 2a. When the number of bets reaches a predetermined number (for example, 3), one of the game start conditions is satisfied, and the game enters a state where a game can be started with the right to execute one game.

[0038] In this game-startable state, the operation of the start lever 3 becomes effective. In this effective state, when the start lever 3 is tilted, all the game start conditions are satisfied, the game starts, the reels 4a to 4c with a plurality of symbols start to vary, and an internal lottery process is executed to pre-determine the lottery results of this game for a plurality of roles (including losing) such as replay roles, small roles, bonus roles, etc. and the transition to the AT state 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.

[0039] In addition, even when the main control device 10 receives a signal from the start lever 3, if the elapsed time since the start of the rotation of the reel 4 in the previous game has not reached a predetermined time (for example, 4.1 seconds), the main control device 10 temporarily waits for the start of the rotation of the reel 4 (inserts a waiting time) to delay the start of the rotation of the reel 4, thereby performing limit control to limit the number of games so that the number of games executed per unit time (for example, 1 minute) is within a predetermined number (for example, 14 times). That is, the main control device 10 is provided with game number limit means capable of limiting the number of games executed per unit time within a predetermined number. By this control, the shortest execution time required for one game is defined as a predetermined time (for example, 4.1 seconds). Note that the period for monitoring the shortest execution time may be set based on other criteria than the start point of the rotation of the reel 4 between games. For example, it may be based on the point in time when the stop button 5 is made effective, or any point in time as long as the number of games per unit time can be monitored.

[0040] Each of the reels 4a to 4c is an example of a display means. On the circumferential surfaces of the respective reels 4a to 4c, a plurality of symbols (replay, bell, watermelon, cherry, BAR, 7) are represented in a predetermined arrangement. After gradually increasing the rotation speed from the stopped state, a steady rotation at a constant speed is reached. 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.

[0041] 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 in a combination of symbols allowed by the operation timing and the lottery result of the internal lottery process. For the stop control of each of the reels 4a to 4c, a draw range is set for each. When a stop operation is performed, a predetermined number (for example, 4) of symbols in the reverse rotation direction (upward direction) from the symbol at the time of the stop operation can be drawn in, and it is possible to stop on any of the symbols within this draw range on the valid line.

[0042] In the stopped state, three vertically continuous symbols represented on each of the reels 4a to 4c stop (stop display) so as to face outside the machine through the display window 6, and the presence or absence of a winning is determined based on the stop display mode at this time. The winning determination is made based on the combination of symbols that stop on the middle winning line connecting the middle symbols of each reel 4 in the display window 6.

[0043] 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, watermelon combination, and cherry combination.

[0044] For the bell combination, there are two bell combinations with different corresponding symbol combinations. For example, taking the order of "left reel 4a · middle reel 4b · right reel 4c" on the winning line as the corresponding symbol combination (the same below), a common bell combination of "bell · replay · bell" and a pressing order bell combination of "bell · bell · bell" can be provided.

[0045] The common bell combination is a small winning combination in which the corresponding symbol combination ("bell · bell · bell") stops regardless of the operation order (pressing order) for the stop buttons 5a to 5c, and the pressing order bell combination is a small winning combination in which the corresponding symbol combination ("bell · bell · bell") stops by following a specific pressing order.

[0046] Furthermore, for the pressing order bell combination, six pressing order bell combinations 1 to 6 are provided in which, when the stop buttons 5a to 5c are operated in one of the six pressing orders (for example, "5a → 5b → 5c", "5c → 5b → 5a", etc.) (a specific pressing order), the corresponding symbol combination ("bell · bell · bell") is stopped and 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 symbol combination ("bell · bell · bell") is not stopped and displayed, and other symbol combinations such as "bell · bell · replay" (referred to as "bell spill marks") are stopped and displayed.

[0047] In addition, when winning the button order bell role, as long as only the stop button 5 operated first follows a specific button order regardless of the stop buttons 5 operated second and third, the stop control of the reel 4 may be performed so that the combination of symbols corresponding to the button order bell role stops. Also, the button order bell is not limited to six types, and three types of button order bells 1 to 3 may be provided.

[0048] The watermelon role is a minor role (rare role) in which the corresponding symbol combination is "watermelon·watermelon·watermelon". The cherry role is a minor role (rare role) in which the corresponding symbol combination is "cherry·ANY·ANY".

[0049] The replay role is a role in which the corresponding symbol combination is "replay·replay·replay". Since all the symbols constituting the bell role and the replay role are arranged within the drawing range in all the reels 4a to 4c, the bell role and the replay role are minor roles that do not require a so-called button pressing operation. On the other hand, since the symbols constituting the symbol combinations corresponding to the watermelon role and the cherry role are not arranged within the drawing range in all or some of the reels 4a to 4c, the watermelon role and the cherry role are minor roles that require a button pressing operation. Also, the watermelon role and the cherry role are set as so-called rare roles with a relatively low winning probability in the internal lottery process.

[0050] In addition, in the slot machine 1 of the present embodiment, in addition to the above minor roles, a big bonus role and a regular bonus role can also be won as bonus roles. The big bonus role is a role that shifts the game state to the big bonus state, which is a second specific game state to be described later, when winning. When the big bonus role is won, the stop control of the reel 4 is performed so as to allow a predetermined symbol combination (for example, "7·7·7") on the effective line. When the predetermined symbol combination stops on the effective line and the big bonus role wins, the game state will shift to the big bonus state.

[0051] The regular bonus role is a role that causes the game state to shift to the regular bonus state, which is a second specific game state described later, upon winning. When the regular bonus role is won, the stop control of reel 4 is performed so as to allow a predetermined symbol combination (for example, "BAR·BAR·BAR") on the active line. When the predetermined symbol combination stops on the active line and the regular bonus role wins, the game state will shift to the regular bonus state. Note that, unlike when other roles win, when a bonus role wins, no game value such as medal payout is given, and the right to win the bonus role is maintained until the bonus role wins.

[0052] Also, the main control device 10 and the sub-control device 20 can generate an 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 (executing push-order navigation) by the main display 8 and the navi lamp 12. Therefore, it is possible for the player to easily acquire medals due to the generation of AT, and it is controlled during the AT state described later.

[0053] 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 symbol combination corresponding to each of the above, a winning is established and a game value corresponding to the establishment of each winning is given. For example, when the stop of a symbol combination corresponding to a small role such as the bell role, cherry role, watermelon role, etc. determines the establishment of a small role winning, the medal payout device 7 is driven and controlled, and a predetermined number of medals are paid out through the medal payout port 7b.

[0054] Specifically, in the case of the bell role (common bell role, push-order bell role), when the corresponding symbol combination stops and the bell role wins, 10 medals are paid out. Also, when the stop buttons 5a to 5c are operated in a push order other than a specific push order (five push orders) when the bell role is elected, a push order spill mark is derived and one medal is paid out. Note that for the bell role, during the AT state described later, it is set to a winning probability such that the medals held by the player increase.

[0055] Also, when the combination of symbols corresponding to the watermelon role stops and the watermelon role wins, 10 medals are paid out. Also, when the combination of symbols corresponding to the cherry role stops and the cherry role wins, 10 medals are paid out. Note that the number of medals paid out when the combination of symbols corresponding to each role stops may be other than the above-mentioned number.

[0056] Also, when the replay role wins due to the stop display of the combination of symbols corresponding to the replay role, in the next game, without inserting medals (without setting the bet number), a game with the same bet number as set in the previous game becomes possible.

[0057] Also, the winning probabilities of each minor role and the replay role are set such that, at each set value, the relationship is bell role > replay role > cherry role > watermelon role, that is, the bell role is most likely to win and the watermelon role is least likely to win. Note that the relationship of the winning probabilities of each role may be other than the above-mentioned one.

[0058] [Game flow related to the bonus state and RT state in the gaming machine] Next, with reference to FIG. 3, the game flow related to the bonus state and RT state in the slot machine 1 in the present embodiment will be described.

[0059] As shown in FIG. 3, the main control device 10 can control three game states: the bonus state, the RT1 state (RT1) during the non-bonus state, and the RT2 state (RT2) during the non-bonus state, as game states related to the bonus state and RT state. The bonus state in this embodiment is a so-called real bonus, which continues until a predetermined bonus end condition is satisfied. During this period, the lottery control of the roles is changed. For example, in the games during the bonus state, the winning probability of the common bell role is increased compared to the games in the normal gaming state. Also, the big bonus state is set such that the end condition is satisfied by paying out more than 130 medals, and the regular bonus state is set such that the end condition is satisfied by paying out more than 80 medal pieces.

[0060] Note that the end condition of the bonus state may be other than those described above, and the roles whose winning probabilities are increased during the bonus state may be other than those described above.

[0061] The RT1 state (RT1) is a non-RT (non-replay time) gaming state in which the winning state of the replay role is executed at the normal probability, and in the initial state of the slot machine 1, it is controlled to the RT1 state. When the game is executed in the RT1 state (RT1), a lottery for the bonus roles (big bonus role, regular bonus role) is performed with a predetermined probability. When winning the bonus role, the winning state of the bonus role is maintained, and the gaming state shifts to the RT2 state (RT2) (arrow a in FIG. 3).

[0062] The RT2 state (RT2) is an RT (replay time) gaming state in which the winning probability of the replay role is set to be different from that in the RT1 state (for example, set to a higher probability than the RT1 state). While the winning state of the bonus role is maintained, the gaming state is controlled to the RT2 state (RT2). When the game is executed in the RT2 state (RT2) where the winning state of the big bonus combination is maintained, a special symbol combination (e.g., "7·7·7") that awards the big bonus combination becomes possible. Also, when the game is executed in the RT2 state (RT2) where the winning state of the regular bonus combination is maintained, a special symbol combination (e.g., "BAR·BAR·BAR") that awards the regular bonus combination becomes possible. When the special symbol combination stops on reel 4, the game state transitions to the bonus state (arrow b in Figure 3).

[0063] The bonus state as the second specific game state is a game state that is advantageous to the player, and the winning state of a predetermined combination (e.g., the common bell combination) is enhanced compared to the non-bonus state. Then, by executing the game in the bonus state and when the predetermined end condition of the bonus state is satisfied, the game state transitions to the non-bonus state (RT1 state) (arrow c in Figure 3). As described above, the control of the game state regarding the bonus state and the RT state in the slot machine 1 in the present embodiment is executed.

[0064] [Flow of the game related to the game state in the gaming machine] Next, the flow of the game related to the game state of the slot machine 1 will be described with reference to Figure 4. Figure 4 is a diagram for explaining the game state in the slot machine 1 of the present embodiment. The main control device 10 can control the slot machine 1 into a plurality of game states, and performs various processes in each game state, control of transitions between game states (hereinafter also simply referred to as "transitions"), etc. as follows.

[0065] As shown in Figure 4, in the slot machine 1 of the present embodiment, in addition to the aforementioned bonus state, it can be controlled into a plurality of game states including the normal game state and the AT state. And the main control device 10 can execute control to transition from one game state to another game state based on the establishment of a predetermined transition condition.

[0066] In addition, the main control device 10 of the present embodiment includes section control means capable of controlling, separately from the above game state, to either a normal section or an advantageous section as a game section. Therefore, by the control of the main control device 10, any one of the game states and any one of the game sections are executed in parallel. The normal section is a game section in which the push order navigation related to the push order bell combination is not executed, starts when the advantageous section end condition is satisfied, and ends when the advantageous section transition condition is satisfied. In the normal section, the advantageous section lamp 13 is controlled to the off state.

[0067] Also, in the normal section, when the advantageous section transition condition is satisfied, for example, when winning a predetermined combination (e.g., push order bell combination, rare combination) in the internal lottery, it is determined to shift to the advantageous section, and after the end of the game (after the operation of the last stop button 5), the normal section ends and shifts to the advantageous section. Also, in the normal section, the push order navigation is not executed. Based on winning a predetermined rare combination in the normal section, the transition condition to the AT state may be satisfied, and in this case, it is preferable to shift 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 the normal section.

[0068] The advantageous section is a game section in which the push order navigation may be executed, and since the push order navigation can be executed, it is a game section that is advantageous to the player compared to the normal section. Also, the advantageous section starts when the advantageous section transition condition is satisfied in the normal section, is determined to shift to the normal section when a predetermined advantageous section end condition is satisfied, and after the end of the game (after the operation of the last stop button 5), the advantageous section ends and shifts to the normal section. In the advantageous section, the advantageous section lamp 13 is controlled to the on state. Note that after the transition to the advantageous section, when the game state (e.g., the AT state) in which the number of medals held by the player increases due to the execution of the push order navigation is reached, the lighting state of the advantageous section lamp 13 may be started.

[0069] In addition, the advantageous section is configured to shift 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 plurality of game states described above. Examples of the end condition of the advantageous section include when the number of games in one advantageous section is less than 1200 and at the end of the winning bonus state and when not shifting to the AT state, and at the end of the bonus state where the winning state of the winning bonus state with the number of games in one advantageous section less than 1200 is carried over, when the number of games in one advantageous section reaches 1250, etc.

[0070] Furthermore, the end condition of the advantageous section includes an advantageous section restriction condition. In addition to the above, when the number of games (advantageous section game number) in one advantageous section reaches the upper limit game number (e.g., 1500 games), or when the net increase in the number of medals in one advantageous section reaches the upper limit number (e.g., 2400 medals), the advantageous section restriction condition is satisfied, and due to the establishment of the advantageous section restriction condition, the advantageous section ends and the game state also shifts to the normal game state. Therefore, when the game state at the time when the advantageous section restriction condition is satisfied is the AT state, even if the right to continue the AT state (remaining game number) remains, the AT state will be forcibly ended.

[0071] And the advantageous section ends when at least one of the above-mentioned plurality of types of end conditions is satisfied. In particular, the reaching of the upper limit game number of the number of games in the above-mentioned advantageous section and the reaching of the upper limit number of the net increase in the number of medals in the advantageous section are provided as a restriction function (so-called limiter) to limit the amount of medals obtained by the player, and it is possible to suppress the winning nature.

[0072] That is, the main control device 10 is provided with advantageous section limiting means capable of ending the advantageous section when the advantageous section limiting condition is satisfied in relation to the execution of the game in the advantageous section. Note that the main control device 10 may count the number of game times up to the upper limit game number only for normal games, and not count the number of game times for pseudo games executed separately from the normal games.

[0073] Also, in the present embodiment, for example, a period from before a predetermined period when the above-described limiting function operates during the AT state until the limiter operates is set as an ending state (ED state), and an effect (a complete-run effect) for blessing in advance that the advantageous state for the player has continued up to the upper limit is executed.

[0074] Also, in the normal section, when a predetermined combination (for example, a push-order bell combination, a rare combination) is won as a condition for the establishment of the advantageous section transition condition, the game is shifted to the advantageous section. However, the advantageous section transition condition may be other conditions. For example, in the normal section, a shift to a state advantageous to the player (for example, a bonus state or a high-probability state) may cause a shift to the advantageous section, and when the advantageous state for the player continues (for example, when the AT state continues after the end of the bonus state), the advantageous section may be continued.

[0075] Note that the ending condition of the advantageous section may be other than those described above. Even when the game does not shift to the AT state after the end of the bonus state, the advantageous section may not be ended due to the establishment of a predetermined condition. Also, in the state where the winning state of the bonus combination is carried over, the advantageous section may not be ended except when the above-described limiter is reached. Also, the condition for reaching the limiter may be other than those described above. The limiter may be operated when the number of games in one advantageous section reaches 1300 times or 3000 times, or the limiter may be operated when the net increase in the number of medals in one advantageous section reaches 1500 medals or 3000 medals.

[0076] Next, for each game state (normal game state, bonus state, AT state) executed under the control of the main control device 10, the transition process between game states, and various effects and the like that occur along with the transition process, a detailed description will be given for each game state.

[0077] Hereinafter, unless otherwise specified, the transition timing from each game state to another game state is basically after the third reel stop operation of the game (or after the end of medal payout) in which the transition condition is satisfied. However, it is not limited to this, and it may be transitioned from the next game after the transition condition is satisfied. In addition, examples of the effects include the premonitory effects (this premonitory effect or fake premonitory effect) and continuous effects described later, and are composed of notifications for the granting of benefits such as images (videos) on the main display 8 and the sub-display 17, sound effects from the speaker 9, and light emission from the lamp 11, and prior notifications before the benefits are granted, etc., which enhance the player's sense of expectation for the granting of benefits.

[0078] (Normal game state) The normal game state is a game state in which the main control device 10 of the slot machine 1 stays when it is reset, and it is an unfavorable state for the player. In addition, when the main control device 10 is reset, the game section will shift to the normal section, and when the favorable section transition condition is satisfied (winning of the push-order bell or rare combination) during the normal section, it will shift to the favorable section. As shown in FIG. 4, while staying in the normal game state, the main control device 10 performs a transition lottery process to the 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.

[0079] During the normal game state, based on the lottery result of the combination or the like, individual effects including a winning effect that is completed in one game are executed on the main display 8 or the sub-display 17 with a predetermined probability.

[0080] · Transition process from the normal game state to the bonus state (arrow d in FIG. 4) In the normal gaming state, based on the fact that the determination result of whether to grant a privilege by the main control device 10 has become a predetermined special determination result (fulfillment of the second specific condition), it is possible to grant a bonus state (privilege) as the second specific gaming state.

[0081] More specifically, based on the winning of the big bonus combination (fulfillment of the second specific condition) as a special lottery result by the main control device 10, the main control device 10 performs stop control to allow a special symbol combination (“7·7·7”) on the reel 4. When a special symbol combination is derived on the reel 4 based on the player's operation, it is determined that the special condition is fulfilled, and the gaming state is shifted to the big bonus state as the second specific gaming state advantageous to the player. That is, the main control device 10 is provided with second specific gaming state control means capable of controlling the gaming state to a second specific gaming state advantageous to the player based on the fulfillment of the second specific condition.

[0082] Also, based on the winning of the regular bonus combination (fulfillment of the second specific condition) as a special lottery result by the main control device 10, the main control device 10 performs stop control to allow a special symbol combination (“BAR·BAR·BAR”) on the reel 4. When a special symbol combination is derived on the reel 4 based on the player's operation, it is determined that the special condition is fulfilled, and the gaming state is shifted to the regular bonus state as the second specific gaming state advantageous to the player.

[0083] Also, although details will be described later, the bonus combination is set to win simultaneously (duplicate win) with the winning of a predetermined rare combination (for example, the strong cherry combination), but it may also be set to win alone separately from other combinations. Also, since the bonus combination gives the player an opportunity to obtain a large number of medals, it is preferable to set the winning probability lower than that of small combinations and replay combinations. Also, the winning probability of the bonus combination may be made changeable in multiple stages according to the set value of the probability setting device 14.

[0084] In addition, in the normal gaming state, when a bonus combination is won, a continuous performance spanning a predetermined number of games is executed, for example, on the main display 8, to enhance the player's anticipation. The continuous performance, details of which will be described later, is executed, for example, by a performance where the protagonist character and the enemy character fight in a battle or the protagonist character and the enemy character play a game against each other. Note that the continuous performance may be other than the above as long as it finally notifies the player of the presence or absence of winning the bonus combination in a recognizable manner.

[0085] When a bonus combination has been won, for example, an image showing the victory of the protagonist character as a result of the battle performance is displayed, and an image finally notifying that the bonus combination has been won is displayed, and an image prompting the player to stop a special symbol combination is displayed on the main display 8. However, since a special symbol combination can also be derived in the games during the continuous performance, when a special symbol combination is derived in the games during the continuous performance, the continuous performance will end at that point.

[0086] In addition, based on the fulfillment of a predetermined condition, in games where a bonus combination has not been won, a performance similar to the continuous performance is executed on the main display 8. For example, when the bonus combination is configured to be able to be won in duplicate with a predetermined rare combination, when a predetermined rare combination that has not won the bonus combination is won, a continuous performance where the protagonist character finally loses will be executed.

[0087] · Transition process from the normal gaming state to the AT state (arrow f in Fig. 4) In the normal gaming state, the main control device 10 performs a transition lottery process to the AT state, and based on the fulfillment of a predetermined condition (fulfillment of the first specific condition) related to the execution of the game, the gaming state is transitioned to the AT state as the first specific gaming state. That is, since the main control device 10 is provided with first specific gaming state control means capable of controlling the gaming state to the first specific gaming state advantageous to the player based on the fulfillment of the first specific condition. The transition lottery process to the AT state, the details of which will be described later, includes transition lotteries, special lotteries, etc. that are set for specific games. If the player wins the transition lottery, the game state will transition from the normal game state to the AT state.

[0088] In addition to the above transition lottery, it is also possible to directly transition from the normal game state to the AT state based on the results of the AT challenge game described later. Note that according to the set probability in the probability setting device 14, it may be possible to change the probability of directly transitioning from the normal game state to the AT state, or it may be possible to win the transition lottery from the normal game state to the AT state only when the setting value is relatively high (for example, settings 4 to 6).

[0089] Also, when a predetermined rare combination (for example, the cherry combination) is won, a transition process to the AT state may be performed with a predetermined probability (for example, 5%). In addition, it may be possible to provide a normal probability state and a high probability state with different probabilities of transitioning to the AT state. In the games in the high probability state, when a rare combination is won, a transition process to the AT state may be performed with a probability (for example, 10%) higher than the winning probability in the normal probability state.

[0090] In addition, in the normal game state, when the player wins the transition lottery to the AT state, a predetermined delay period is set, and after the elapse of this delay period, the game state will transition to the AT state. The main control device 10 changes the performance game state related to the performance to a precursor state (this precursor state) during the above delay period. In addition, even if the player loses the transition lottery to the AT state despite the transition lottery to the AT state being conducted, the main control device 10 changes the performance game state related to the performance to a precursor state (fake precursor state) during a predetermined period.

[0091] That is, the main control device 10 is provided with performance game state control means capable of controlling the performance game state related to the performance to a precursor state as a specific performance game state in relation to the determination result of whether to grant a privilege. Then, the sub-control device 20 performs control to increase the execution probability of individual effects, control to execute a precursor effect immediately before shifting to the AT state, etc., based on information that can identify the precursor state from the main control device 10.

[0092] The precursor effect is an effect that is executed throughout the latter half period (for example, 20 games) of the precursor state set for a predetermined period (for example, 32 games), and is, for example, an effect executed by a video in which the protagonist character or the like appears on the main display 8. Also, the precursor effect may be any effect as long as the player can recognize that the content of the effect has changed from other effect game states (states that are not the precursor state) and it enhances the sense of expectation for the granting of benefits. For example, it may be executed by switching to an image of a stage with a background different from that in other states and displaying an effect image on the precursor stage where a predetermined character performs a specific action on the stage. Note that the first half before the precursor effect is executed in the precursor state is set as the waiting period before the execution of the precursor effect, and the execution probability of the individual effect is changed as described above during this waiting period.

[0093] However, for example, when an effect on a precursor stage where a character is advancing into a cave is performed, it is preferable that the content of these effects does not change even when one game ends, and even if the screen is switched due to the occurrence of various events or the like in a predetermined game, the content of the effect where the character is advancing into the cave continues to be performed in the next game without changing. That is, the precursor effect is preferably a series of effects executed over a plurality of games (spanning multiple games). Also, a plurality of precursor stages with different backgrounds, characters appearing, etc. are prepared for the precursor effect, and according to the control of the sub-control device 20, one of the precursor stage patterns is selected according to the presence or absence of winning in the AT state at that time.

[0094] In addition, for the premonitory performance, there are set a main premonitory performance when winning the transition lottery for the AT state and a fake premonitory performance when not winning. When the main premonitory performance is executed, it is notified that the player will finally transition to the AT state, and when the fake premonitory performance is executed, it is notified that the player will not finally transition to the AT state.

[0095] Therefore, the main premonitory performance and the fake premonitory performance basically consist of a series of performances in a plurality of games with the same setting of performance images (such as the stage or characters appearing), and by making the content to be finally notified different, the sense of expectation of the player can be attracted until the end.

[0096] Note that the fake premonitory performance may be executed with a predetermined probability (for example, 50%) when the transition lottery for the AT state is conducted, or it may be executed necessarily when the transition lottery for the AT state is conducted. Also, when winning the transition lottery to the AT state in the normal game state, instead of executing the premonitory performance, an individual performance or a continuous performance may be executed, and after the execution of the performance, the player may be transitioned to the AT state.

[0097] In addition, in the main premonitory performance and the fake premonitory performance, it is notified whether the player will finally transition to the AT state or not. In this case, on the main display 8, the above notification is made by executing a continuous performance (continuous performance) from several games before the final game of the premonitory performance (for example, two games before). The continuous performance is the same as the performance executed when winning the above-mentioned bonus combination. For example, it is executed with a battle performance consisting of an image in which the main character and the enemy character battle for a predetermined number of games (for example, three games).

[0098] When winning the AT state (in the case of the main premonitory performance), an image in which the main character finally wins is displayed as an image notifying the winning of the AT state, and when not winning the AT state (in the case of the fake premonitory performance), an image in which the main character finally loses is displayed as an image notifying the non-winning of the AT state. Note that, instead of continuous performance, a performance that is completed only in the final game of this preliminary performance and the fake preliminary performance may be executed, and notification regarding the transition to the AT state may be given based on the result of the performance.

[0099] Also, in a predetermined game during the preliminary performance or the continuous performance, button performance as an operation performance may be executed in parallel. The button performance is a performance executed by the sub-control device 20. When an operation means (for example, the performance button 2d) is operated by the player, a predetermined image is displayed on the main display 8 or the like, thereby enhancing the player's sense of anticipation or notifying information regarding the progress of the game at that time as described later. Note that during the button performance, an image prompting the player to operate the operation means may be displayed.

[0100] Also, the sub-control device 20 performs control to make the occurrence rate of the individual performances executed in each game different from that during other states during the standby period before the preliminary performance is executed during the preliminary state as a specific performance game state. Although details will be described later. In particular, during the standby period, since the preliminary performance will occur thereafter, each individual performance that occurs in a state where the occurrence rate is increased will be a so-called provoking performance for the occurrence of the AT state, and the player's sense of anticipation will be enhanced. Also, as the provoking performance, in addition, the appearance rate of a specific character may be increased during the individual performance, the color scheme of the character's dialogue image may be made different from that other than the provoking performance (for example, blue), the background may be changed, or the like.

[0101] Note that this preliminary performance and the fake preliminary performance may be caused to occur immediately without going through the standby period when the lottery for the transition to the AT state is performed. Also, 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.

[0102] Also, as the execution period of this premonition performance and the fake premonition performance, the selectable number of games may be set to the same number, but when performing this premonition performance, it may be possible to select the number of games not selected in the fake premonition performance. In this way, 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 is possible to improve the player's sense of expectation.

[0103] (Bonus state) The bonus state as the second specific gaming state is a state (so-called real bonus) in which the control related to the lottery of roles by the main control device 10 is performed more favorably for the player than in the normal gaming state.

[0104] In the bonus state, the lottery control of the roles during that period is changed. For example, in the games in the bonus state, the winning probability of the common bell role is increased compared to the games during the normal gaming state. Also, when winning the push-order bell role, regardless of the push order in which the stop operation of the reel 4 is performed, the stop control of the reel 4 is changed so that the winning push-order bell role wins. Therefore, during the bonus state, in addition to the increased winning probability of the common bell role, when winning the push-order bell role, there is no need to select a specific push order, so it becomes extremely easy for the bell role to win, and it becomes an advantageous state for the player such that the player can easily acquire medals.

[0105] And based on the execution of the games during the bonus state, when a predetermined end condition is satisfied, the bonus state is terminated. Basically, during the bonus state, the game section is controlled to be an advantageous section. Although details will be described later, if the specific advantageous section restriction conditions are met in the bonus state that occurred during the ED state, the game section will shift to the normal section. If the advantageous section transition conditions are met during the normal section, it will shift to a new advantageous section.

[0106] The end condition of the bonus state is set to be satisfied when the number of medals paid out during the bonus state exceeds a predetermined number. In the big bonus state, when more than 130 medals are paid out, and in the regular bonus state, when more than 80 medals are paid out, each is set as the end condition. Therefore, the big bonus state allows for more medals to be obtained than the regular bonus state.

[0107] In addition to the above, advantageous controls for the player during the bonus state may include, for example, increasing the winning probability of a predetermined rare combination compared to the games in the normal gaming state, or decreasing the winning probability of the replay combination compared to the games in the normal gaming state, thereby increasing the chance of winning the push-order bell combination accordingly. Also, the winning probability of the push-order bell combination may not be increased.

[0108] Also, the number of medals paid out when the push-order bell combination wins may be set differently between the bonus state and other gaming states. For example, when the push-order bell combination wins during the normal gaming state, 10 medals are paid out, but when the push-order bell combination wins during the bonus state, 15 medals may be paid out.

[0109] Also, during the games in the bonus state, the main control device 10 performs the AT state transition lottery process. Although details will be described later, lottery control is performed such that, depending on the lottery result of the combination for each game, the player wins the AT state with a predetermined probability.

[0110] Note that the transition lottery process for the AT state during the bonus state may be other than those described above. For example, the transition lottery process for the AT state may be performed only in games during a specific period, such as the first predetermined number (such as 3 games) of games played or the last predetermined number (such as 3 games) of games played during the bonus state. Alternatively, the transition lottery process for the AT state may be performed simultaneously when the bonus state is won. Also, during the normal game state, the transition lottery for the AT state may not be performed, and it may be performed only during the bonus state.

[0111] Also, although details will be described later, when transitioning to the bonus state during the AT state or during the bonus state after the right to transition to the AT state has already been granted by the above-described transition lottery for the AT state, instead of the transition lottery for the AT state, a lottery for adding games to the remaining number of games in the AT state is performed.

[0112] And, as will be described later, when winning the transition lottery for the AT state in the bonus state, after the end of the bonus state, the game state will transition to the AT state. During the bonus state, various effects based on the transition lottery for the AT state will be executed by the sub-control device 20 as the effect control means, for example, on the main display 8. Also, due to the occurrence of the bonus state, the lamp 11 emits light in a predetermined manner to notify that it is in the bonus state, and a predetermined sound effect for notifying that it is in the bonus state is output from the speaker 9.

[0113] First, in the first half of the bonus state, as an effect during the bonus state, for example, an effect image introducing the characters appearing is displayed. Also, when winning a rare combination, in that game, a winning effect corresponding to winning the rare combination is executed on the main display 8.

[0114] Also, in the few games before the end of the bonus state, which is the end stage of the bonus state (for example, during the period when the remaining payout number is for 3 games), continuous effects are executed in the same manner as during the aforementioned precursor effects. The continuous performance (battle performance) executed at the end of this bonus state is executed based on the result of the transition lottery of the AT state that has already been executed. If the player wins the transition lottery of the AT state, it is notified in the battle performance that the protagonist character finally wins and transitions to the AT state. If the player does not win the transition lottery of the AT state, it is notified in the battle performance that the protagonist character finally loses and does not transition to the AT state.

[0115] In addition, when the game state transitions to the bonus state, information indicating that it is the bonus state is output from the external output terminal 18.

[0116] · Transition process from the bonus state to the AT state (arrow h in Fig. 4) The bonus state ends when a predetermined end condition is satisfied. The end condition of the bonus state can be any condition. In this embodiment, the big bonus state is set when the number of medals paid out exceeds 130, and the regular bonus state is set when the number of medals paid out exceeds 80.

[0117] When the bonus state ends and the player wins the transition lottery of the AT state executed during the bonus state, the game state will transition from the bonus state to the AT state. As described above, at the end of the bonus state, a continuous performance is executed over a predetermined number of games. If the player wins the transition lottery of the AT state, an image showing the victory of the protagonist character as a result of the continuous performance is displayed after the end of the final game of the bonus state, and an image notifying the transition to the AT state is displayed on the main display 8, and the game state will transition from the next game to the AT state.

[0118] · Transition process from the bonus state to the normal game state (arrow e in Fig. 4) When the bonus state ends and the player does not win the transition lottery of the AT state executed during the bonus state, the game state will transition from the bonus state to the normal game state after the end of the bonus state. At this time, after the end of the final game in the bonus state, an image showing the defeat of the protagonist character as a result of the continuous performance and an image notifying that the transition to the AT state will not occur are displayed on the main display 8, and the game state will shift to the normal game state from the next game. Also, at the end of the bonus state where the transition to the AT state does not occur, the game section will shift to the normal section.

[0119] Note that when transitioning from the 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 sub-control device 20 based on the control information from the main control device 10. For example, on the main display 8 or the sub-display 17, a predetermined character is displayed from among a plurality of characters, and the displayed character is selected according to the selection probability preset according to each set value of the probability setting device 14, so that the set value can be predicted to some extent by the displayed character.

[0120] Also, although the bonus state is set to end when the number of medals paid out during the bonus state reaches the specified number, it may also be set to end when a preset number of games have been executed, or it may be set to end based on the fulfillment of either one of the conditions of executing the specified number of games and paying out the specified number of medals.

[0121] (AT state) The AT state as the first specific game state is a game state in which medal acquisition is easy because, during the games in the AT state, as a notification of an operation mode advantageous to the player, the push order navigation for the push order bell combination is continuously performed during that period. However, unlike the bonus state, the lottery control of the combinations is the same as in the normal game state, so the lottery control of the common bell combination is executed in the same way as in the normal game state. Also, since the AT state occurs after the game section has shifted to the advantageous section, during the AT state, the game section is controlled to be the advantageous section.

[0122] During the AT state, a predetermined number of games (for example, 30 games) given at the initial transition of the AT state are managed as the remaining number of games for which the AT state can continue. The remaining number of games is subtracted for each game, and the AT state continues until the remaining number of games becomes zero. And when the remaining number of games becomes zero in the AT state, the AT state ends.

[0123] During the AT state, control information regarding the AT state is transmitted from the main control device 10 to the sub-control device 20. Under the control of the sub-control device 20, various effect images during the AT state are displayed on the main display 8. Also, the remaining number of games, the total number of medals acquired during a series of AT states, and the total number of games executed during the AT state are displayed on the main display 8.

[0124] Also, during the AT state, although details will be described later, under the control of the main control device 10, an additional lottery process for the number of games based on the winning result of the role is performed for each game. When winning the additional lottery, a predetermined number of games is added to the remaining number of games in the AT state. Therefore, when winning the additional lottery, the duration of the AT state is extended, and the number of medals acquired by the player increases accordingly.

[0125] In this embodiment, the AT state ends when the remaining number of games in the AT state becomes zero. However, a so-called set-type continuous management may be performed in which the remaining number of games for which the AT state can continue is fixedly set, and a continuous lottery for continuing a new AT state is performed each time the remaining number of games becomes zero. Also, during the AT state, for example, a so-called additional-specialized zone may be provided to increase the probability of winning the additional lottery for the number of games for a predetermined period based on winning a rare role.

[0126] Also, during the AT state, in order to enhance the excitement of the game, an effect during the AT state in which a predetermined character appears is displayed on the main display 8 or the sub-display 17, and a predetermined piece of music is output from the speaker 9.

[0127] Further, in the main control device 10, during the AT state, when the AT state continues for a predetermined period or the like, management of the AT state is performed such that a transition (arrow j in FIG. 4) is made from the normal AT state to the AT state of the ED state (hereinafter simply referred to as the ED state). The ED state is for determining that the state is equivalent to the operation of the limiter function when the number of advantageous section games reaches a predetermined number (for example, 1200 games), etc., and managing the period from that point until the end of the AT state separately from the normal AT state. However, even when transitioning to the ED state, the push-order navigator is executed in the same manner as in the normal AT state, so the number of medals that the player can obtain during this period is not affected. That is, the ED state is also included in the AT state, and the ED state also becomes the first specific game state in the same manner as the AT state. Note that the ED state may be other than the ED state that transitions based on the above-mentioned number of advantageous section games (ED state based on the number of advantageous section games), and may be configured to transition to the ED state (ED state based on the number of medal payouts) when the number of medal payouts during the advantageous section reaches a predetermined number (for example, 2000 pieces).

[0128] In the main control device 10, although details will be described later, when a bonus state occurs during the ED state based on the number of advantageous section games, the game section is temporarily transitioned to the normal section during the bonus state, and then transitioned to a new advantageous section, so that control is performed to transition to a new AT state after the end of the bonus state.

[0129] Further, in the sub-control device 20, based on the reception of information regarding the ED state from the main control device 10, by displaying a production image for notifying the player that the state has shifted to the ED state on the main display 8, for example, an effect is executed to pre-bless that the AT state continues until the limiter function activates.

[0130] · Transition process from the AT state to the bonus state (arrow i in Fig. 4) Even during the AT state, similar to the normal game state, based on the lottery result of whether to grant a privilege by the main control device 10 being a predetermined special lottery result, the right to transition to the bonus state can be granted.

[0131] Therefore, in the game during the AT state, when winning a bonus combination as a lottery of roles by the main control device 10, stop control is performed to allow a special symbol combination (''7·7·7'', ''BAR, BAR, BAR'') on the reel 4, and when a special symbol combination is derived on the reel 4 based on the player's operation, the game state transitions to the bonus state as the second specific game state advantageous to the player. In addition, when winning a bonus combination during the AT state, it is preferable to temporarily stop (disable) the execution of the push order navigator until the game state transitions to the bonus state.

[0132] And when winning the lottery for transitioning to the bonus state during the AT state, the ongoing AT state is temporarily interrupted, the game state is transitioned to the bonus state, and the AT state resumes again after the end of the bonus state. Therefore, the remaining number of games in the AT state is held when transitioning to the bonus state, and when returning to the AT state again, the AT state resumes (arrow h in Fig. 4) based on the held remaining number of games.

[0133] However, when transitioning from the AT state to the bonus state, unlike when transitioning from the normal game state to the bonus state, the transition lottery process for the AT state is not performed. Instead, based on the fulfillment of the predetermined end conditions for the bonus state, the bonus state ends and the game returns to the AT state.

[0134] Also, in this embodiment, although details will be described later, the main control device 10 separately manages, as a specific bonus state, the bonus state that occurs during the ED state based on the number of advantageous interval games in the AT state. That is, the main control device 10 is provided with third specific game state control means capable of controlling the game state to a specific bonus state as the third specific game state based on the fulfillment of the second specific condition in the AT state (ED state) as the first specific game state. Also, although details will be described later, when a bonus state occurs during the ED state based on the number of advantageous interval games, the specific advantageous interval restriction condition may be fulfilled during the bonus state. In this case, at that point, the ED state ends rather than being interrupted.

[0135] In addition, when winning the lottery for the transition to the bonus state during the AT state, instead of immediately notifying the transition to the bonus state, after executing the battle effect (the battle effect where the protagonist side wins) for a predetermined period (e.g., between 3 games) as described above, the transition to the bonus state may be notified. However, even in this case, if the symbol combination corresponding to the bonus role is derived on reel 4 during the battle effect, the battle effect is aborted and the game transitions to the bonus state.

[0136] Also, even when winning a rare role that may overlap with the bonus role during the AT state and not winning the bonus role, a battle effect (the battle effect where the protagonist side loses) may be executed. Also, when transitioning from the AT state to the bonus state, a predetermined number of additional games (e.g., 10 times) may be added to the remaining number of games in the AT state.

[0137] ·Transition process from the AT state to the normal game state (arrow g in FIG. 4) In the AT state, when the end condition of the AT state is satisfied, that is, when the remaining number of games in the AT state becomes zero, the game state shifts to the normal game state after the end of the AT state. Also, at the end of the AT state, the game section shifts to the normal section.

[0138] Also, at the end of the AT state (after the end of the final game), an ending period of a predetermined period (for example, 5 seconds) is set. During the ending period, the progress of the game becomes temporarily impossible, and after the end of the ending period, the game shifts to the normal game state. During the ending period, 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 on the main display 8 and the sub-display 17, and a predetermined sound is output from the speaker 9.

[0139] When controlling the winning probability state of the AT state to be either the normal probability state or the high probability state, when shifting from the AT state to the normal game state, it is preferable to control the winning probability state of the AT state to be the normal probability state. Also, at this time, for each setting in the probability setting device 14, it may be possible to shift to the high probability state with a predetermined probability. Also, when shifting to the high probability state after the end of the AT state, there is a possibility that restriction control (limiter control) by the above-described restriction means is performed during the high probability state. When restriction control is performed during the high probability state, shift to the normal probability state. As described above, the game state transitions in the slot machine 1.

[0140] [Payout of roles and lottery table used in lottery of roles in the main control device] Next, with reference to FIG. 5, the role payout and role lottery in the main control device of the slot machine 1 according to the present embodiment will be described.

[0141] As described above, the combination of winning patterns in the slot machine 1 of this embodiment includes minor winning patterns, replay winning patterns, and bonus winning patterns. The minor winning patterns include the push-order bell pattern, common bell pattern, watermelon pattern, and cherry pattern. The bonus winning patterns include the big bonus pattern and regular bonus pattern.

[0142] Similar to the first embodiment described above, for the push-order bell pattern, there are six push orders (for example, "5a → 5b → 5c", "5c → 5b → 5a", etc.), and when the stop buttons 5a to 5c are operated in one of the push orders (a specific push order), six push-order bell patterns 1 to 6 in which the corresponding symbol combination ("bell · bell · bell") is stopped and displayed on the winning line are provided. Also, the common bell pattern is a winning pattern in which the corresponding symbol combination ("bell · bell · bell") stops on the winning line regardless of the push order. Note that neither the push-order bell pattern nor the common bell pattern requires a stop operation for all the reels 4.

[0143] When the push-order bell pattern wins with a specific push order and when the common bell pattern wins, as shown in Fig. 5(a), 10 medals are paid out. Also, when the push-order bell pattern wins (a spill) with a push order other than the specific push order, 1 medal is paid out.

[0144] The replay winning pattern is a minor winning pattern with the winning symbol combination being "replay · replay · replay", and it is configured not to require a stop operation for all the reels 4. When the replay winning pattern wins, as shown in Fig. 5(a), a game (replay) with the same bet amount is possible in the next game.

[0145] The watermelon pattern is a minor winning pattern with the winning symbol combination being "watermelon · watermelon · watermelon", and it is a so-called rare winning pattern that requires a stop operation of the "watermelon" symbol on any of the reels 4. When the watermelon pattern wins, as shown in Fig. 5(a), 10 medals are paid out. The cherry combination is a combination where the winning symbol combination is "cherry·ANY·ANY" (ANY being any symbol), and it is a so-called rare combination that requires a pressing operation on any of the left reels 4a for the "cherry" symbol. When the cherry combination wins, as shown in Fig. 5(a), 10 medals are paid out.

[0146] The bonus combination is a combination that shifts the game state to the bonus state upon winning. There is a big bonus combination where stop control is performed to allow the symbol combination of "7·7·7" on the active line upon winning, and a regular bonus combination where stop control is performed to allow the symbol combination of "BAR·BAR·BAR" on the active line upon winning. Also, when each bonus combination wins, no medals are paid out, and the winning right of each bonus combination is maintained (carried over) until the corresponding bonus combination wins.

[0147] Note that the active line may be set for all lines in the display window 6, or only the middle line may be set as the active line. Also, when a symbol combination as described above stops on other lines while a predetermined 1 line (for example, the middle line) is set as the active line, the combination of symbols stopped on the predetermined 1 line may be determined as the winning symbol combination.

[0148] Next, with reference to Fig. 5(b), the winning probabilities of each combination will be described. Note that Fig. 5(b) shows the case where the set value in the probability setting device 14 is setting 1. In the figure, "BB combination + watermelon combination", etc. indicate that the big bonus combination and the watermelon combination win simultaneously.

[0149] The lottery for each combination is performed by the main control device 10 by lottery of random numbers for combination lottery. In Fig. 5(b), the acquisition range (number) of the random number values to be acquired is 65,536, and the number of winning values (winning) among them is shown respectively.

[0150] For example, as shown in Fig. 5(b), each of the push-order bell roles 1 to 6 is selected with a probability of 7280 / 65536 both during the non-carry-over of the bonus role, during the carry-over of the bonus role, and during the bonus state (during the big bonus state and during the regular bonus state).

[0151] Also, the common bell role is selected with a probability of 1760 / 65536 both during the non-carry-over of the bonus role and during the carry-over of the bonus role, with a probability of 10074 / 65536 during the regular bonus state, and with a probability of 1761 / 65536 during the big bonus state.

[0152] Also, the lottery result that results in a loss of not winning any role has a probability of 8314 / 65536 during the non-carry-over of the bonus role, a probability of 8314 / 65536 during the carry-over of the bonus role, a probability of 0 / 65536 during the big bonus state, and a probability of 8313 / 65536 during the regular bonus state. Also, although the description of the winning probabilities of roles other than the above is omitted, each role will be selected with the probabilities as shown in the illustration.

[0153] With the probabilities as above, the lottery for each role is conducted during the non-carry-over of the bonus role (RT1 state), during the carry-over of the bonus role (RT2 state), and during the bonus state. Therefore, the winning probability of the common bell role will be higher during the regular bonus state than in other states. Along with this, in the regular bonus state, a losing lottery result will not be derived, and it becomes possible to enhance the player's anticipation during the regular bonus state.

[0154] Also, the winning probabilities of the push-order bell roles 1 to 6 will be selected with relatively high probabilities in all states. Therefore, when the push-order navigation is executed, the player can easily acquire medals.

[0155] In addition, the watermelon symbol and the cherry symbol have a higher winning probability during the carry-over of the bonus symbol, during the regular bonus state, and during the big bonus state, which are the states after winning the bonus symbol, than when there is no carry-over of the bonus symbol. Therefore, it becomes possible to enhance the player's sense of anticipation in the state after winning the bonus symbol.

[0156] Although illustration is omitted, even when the set value of the probability setting device 14 is other than setting 1, while maintaining the above tendency, the winning probability is set to be more advantageous to the player as the set value becomes higher. As described above, the distribution of symbols and the symbol lottery in the main control device are realized.

[0157] [List of Slide LV Transition Conditions] Next, with reference to FIG. 6, the slide LV (level), the ascending conditions of the slide LV, and the descending conditions of the slide LV will be described. First, the slide game that serves as the criterion for determining the slide LV will be described. The slide game indicates a game when the player stops the stop button 5 in a specific stop mode when stopping the reel 4 in the game, and indicates a game when the reel 4 is quickly stopped by stopping the stop button within a predetermined time between each of the stop buttons 5a to 5c.

[0158] That is, the slide game is a game in which the player quickly performs a stop operation so that the player's finger slides in the left - right direction with respect to the stop buttons 5 arranged in a column in the left - right direction. Therefore, in the case of the slide game, since a quick stop operation is performed, the player does not perform an aiming operation on each symbol on the reel 4.

[0159] In the main control device 10, when the stop operation intervals between the left stop button 5a and the middle stop button 5b, and between the middle stop button 5b and the right stop button 5c are within a predetermined time (for example, 200 ms) when the reels 4a to 4c are stopped, it is determined that the game is executed by a slide game, and the presence or absence of a slide game in each game is managed.

[0160] In the slot machine 1 of the present embodiment, after the main control device 10 receives the input of a predetermined stop button 5 (for example, the left stop button 5a) and stops the corresponding reel 4, it enables the input of the next stop button 5 immediately without providing an input invalid time for the next stop button 5 (for example, the middle stop button 5b), thereby enabling it to accept a faster stop operation.

[0161] However, when a plurality of stop buttons 5 are operated simultaneously, it is preferable to accept only one of the inputs or to invalidate both. Also, when an input of the next stop button 5 is received within a reference time for monitoring the input of the stop button 5, it may be made invalid. In the present embodiment, the stop operation intervals between the first and second stop buttons 5 and between the second and third stop buttons 5 are monitored. However, after accepting the stop operation of the first stop button 5, the time until the stop operation of the last stop button 5 is performed may be monitored to determine the presence or absence of a slide game.

[0162] And the main control device 10 monitors the execution mode of the slide game in a predetermined period, and sets the slide LV at that time according to the monitoring result. Specifically, in the normal game state when no bonus combination is carried over, a game with a lottery result other than a rare combination and a losing combination is set as a determination target game for the slide game, the presence or absence of a slide game in the determination target game is monitored, and the slide LV at that time is set based on the number of consecutive slide games and non-slide games.

[0163] Figure 6 shows the ascending conditions and falling conditions of the slide LV. First, when the main control device 10 is reset, the slide LV is set to LV1. Then, as shown in Figure 6, when the slide game is continuously executed 10 times in the game to be determined, the slide LV is raised to LV2.

[0164] Next, when the slide LV is in the LV2 state and the slide game is continuously executed 40 times in the game to be determined, the slide LV is raised to LV3. On the other hand, when the slide LV is in the LV2 state and the non-slide game is continuously executed 4 times in the game to be determined, the slide LV is downgraded (fallen) to LV1.

[0165] Next, when the slide LV is in the LV3 state and the slide game is continuously executed 50 times in the game to be determined, the slide LV is raised to LV4. On the other hand, when the slide LV is in the LV3 state and the non-slide game is continuously executed 6 times in the game to be determined, the slide LV is downgraded to LV2.

[0166] Next, when the slide LV is in the LV4 state and the slide game is continuously executed 200 times in the game to be determined, the slide LV is raised to LV5 (upper limit LV). On the other hand, when the slide LV is in the LV4 state and the non-slide game is continuously executed 8 times in the game to be determined, the slide LV is downgraded to LV3. Also, when the slide LV is in the LV5 state and the non-slide game is continuously executed 10 times in the game to be determined, the slide LV is downgraded to LV4.

[0167] As described above, in this embodiment, the execution mode of the slide game is monitored in the game to be determined, and the slide LV is set at that time. And the set slide LV will be referred to when executing the winning presentation at the time of selecting a rare role described later.

[0168] Note that, as the above condition, it is difficult for the slide LV to increase in level and easy to decrease in level, but it may be made such that the ease of increasing in level and the ease of decreasing in level are the same, or it may be made such that it is easy to increase in level and difficult to decrease in level. Also, it may be made such that once the slide LV has increased in level, it does not decrease until reset is performed. Also, the number of consecutive games for increasing and decreasing the slide LV may be other than the above. Also, it may be made such that the setting and non-setting of the slide LV can be switched by operating a predetermined operating means. Also, during the game and / or during non-game, the current slide LV may be displayed. As described above, the slide LV is set.

[0169] [Lottery table used when determining the occurrence timing of the winning performance at the time of selecting a rare combination] Next, with reference to FIG. 7, the determination of the occurrence timing of the winning performance executed at the time of selecting a rare combination will be described.

[0170] In the present embodiment, as described above, based on the fulfillment of a predetermined condition, various performances including performances executed over a plurality of games (spanning), such as a precursor performance and a continuous performance, are executed. In addition, during the normal game state, on the main display 8 or the sub-display 17, an individual performance that is completed in one game is executed with a predetermined probability. The individual performance is for changing the content of the performance, and by executing the individual performance, it is possible to prevent the same performance image from being continuously displayed during the normal game state (becoming monotonous). Also, it may be executed to enhance the player's sense of expectation, or it may be executed to suggest the state at that time. For example, there are those executed to suggest a precursor state as described later, or those executed to suggest a probability state (normal probability state or high probability state) when the probability state can be changed.

[0171] Furthermore, the individual effects include the winning effects executed based on the casting lottery results of the roles. The winning effects are mainly effects executed to notify the casting lottery results of the roles. For example, an item that can notify the winning rare role is displayed along with the appearance of a predetermined character, or character information such as "Chance" or "Super Intense" indicating the degree of expectation for the occurrence of the AT state is displayed along with the appearance of a predetermined character. The winning effects are effects in which an image corresponding to the type of the winning rare role and the lottery result of the privilege transition (for example, the AT state) triggered by the winning rare role is displayed.

[0172] The execution control of the winning effects is performed by the sub-control device 20 based on the control information from the main control device 10. The sub-control device 20 determines whether to execute the winning effects, the type of the winning effects, the occurrence timing of the winning effects, and so on. Regarding the occurrence timing (starting timing) of the winning effects, there are cases where the winning effects are generated (started) at the start of the game, or cases where the winning effects are generated (started) when the reel 4 that has been rotating until the end stops (at the time of the third reel stop).

[0173] In addition, regarding the execution control of the winning effects in the normal game state, the sub-control device 20 determines the occurrence timing of the winning effects based on the above-mentioned slide LV, and controls the occurrence timing of the winning effects to be changeable according to the slide LV at that time.

[0174] FIG. 7 shows a lottery table used to determine the occurrence timing when the winning effects are executed in the sub-control device 20 when a rare role is won. Note that the lottery for each occurrence timing is performed by the sub-control device 20 by lottery of random numbers for the winning effect occurrence timing lottery. In FIG. 7, the acquisition range (number) of the random number values to be acquired is set to 256, and the number of winning values (winning) among them is shown respectively.

[0175] As shown in FIG. 7, when the slide LV at that time is LV1, the occurrence timing of the winning presentation is determined at the start of the game with a probability of 128 / 256, and the occurrence timing of the winning presentation is determined at the stop of the third reel with a probability of 128 / 256.

[0176] Also, when the slide LV at that time is LV2, the occurrence timing of the winning presentation is determined at the start of the game with a probability of 160 / 256, and the occurrence timing of the winning presentation is determined at the stop of the third reel with a probability of 96 / 256.

[0177] Also, when the slide LV at that time is LV3, the occurrence timing of the winning presentation is determined at the start of the game with a probability of 192 / 256, and the occurrence timing of the winning presentation is determined at the stop of the third reel with a probability of 64 / 256.

[0178] Also, when the slide LV at that time is LV4, the occurrence timing of the winning presentation is determined at the start of the game with a probability of 224 / 256, and the occurrence timing of the winning presentation is determined at the stop of the third reel with a probability of 32 / 256.

[0179] Also, when the slide LV at that time is LV5, the occurrence timing of the winning presentation is determined at the start of the game with a probability of 256 / 256, and the occurrence timing of the winning presentation is determined at the stop of the third reel with a probability of 0 / 256.

[0180] As described above, when the sub-control device 20 generates a winning presentation at the time of a rare role win, the occurrence timing is determined based on the slide LV at that time. That is, the main control device 10 is provided with monitoring means for monitoring the game execution mode of the player when executing the game in a predetermined period, and the sub-control device 20 is provided with determination means for determining the occurrence timing when generating a winning presentation based on the monitoring result (slide LV) by the monitoring means. Therefore, the timing of the winning presentation varies depending on the mode of game execution by the player, and it becomes possible to execute a highly interesting winning presentation.

[0181] Also, since the timing of the winning presentation is determined as described above, when winning a rare combination, the higher the slide LV at that time, the higher the probability that the winning presentation will occur (start) at the start of the game. As described above, the winning presentation is often executed to notify the player of winning a rare combination or the type of the winning rare combination. Therefore, by executing the winning presentation, the player needs to be more careful when performing the pressing operation on each reel 4. On the other hand, the slide LV is an index for judging the frequency of the pressing operation by the player. The higher the slide LV, the higher the frequency of the player not performing the pressing operation in the game.

[0182] Therefore, the higher the slide LV, the higher the possibility that the player cannot stop the symbol corresponding to the rare combination (so-called miss) in the game where the player wins a rare combination that requires a pressing operation. On the contrary, in the present embodiment, as described above, when winning a rare combination, the higher the slide LV at that time, the higher the probability that the winning presentation will occur (start) at the start of the game. Therefore, even if the slide game is executed more frequently to quickly progress the game, the probability that the winning presentation will start at the start of the game increases, and it becomes easier for the player to quickly recognize that the player has won a rare combination before stopping reel 4. In the game, it becomes possible to interrupt the slide game once and easily perform a pressing operation aiming at the symbol corresponding to the rare combination.

[0183] Also, when winning a rare combination with the slide LV at LV5, the winning presentation will surely be executed (started) at the start of the game, so it becomes possible to surely make the player recognize that the player has won a rare combination at the start of the game.

[0184] In addition, when determining the occurrence timing of the winning presentation at the time of selecting a rare role, the selection probability for each timing may be other than the above. For example, when the slide LV is LV1, the occurrence timing of the winning presentation may be set so that it is not selected to be determined at the start of the game. Further, as options for the occurrence timing of the winning presentation, the time when the first reel 4 stops (when the first reel stops) or the time when the second reel 4 stops (when the second reel stops) may be provided, and the higher the slide LV, the higher the probability that the first reel stop or the second reel stop is selected rather than the third reel stop. Also, in the present embodiment, the occurrence timing of the winning presentation at the time of selecting a rare role is determined according to the slide LV, but the occurrence timing of the winning presentation at the time of winning a role other than the rare role may be determined according to the slide LV. As described above, the occurrence timing of the winning presentation at the time of selecting a rare role is determined.

[0185] [Winning presentation on the main display at the time of selecting a rare role, and state of the reels] Next, referring to FIG. 8, regarding the winning presentation at the time of selecting a rare role whose occurrence timing has been determined as described above, the presentation image on the main display 8 and the state of the reel 4 at that time when the winning presentation is actually executed will be described.

[0186] First, FIG. 8(a) shows the case where the winning presentation is executed at the start of the game in a game where a rare role is won. As shown in FIG. 8(a), when a game in which a rare role is won is started by the player's operation of the start lever 3, the rotation of the reel 4 is started. Also, almost simultaneously with the start of the game, on the main part of the screen of the main display 8, under the control of the sub-control device 20, a winning presentation image 20 including a predetermined background image and the character information of "chance" that enables the player to recognize winning a rare role is displayed. In correspondence with the display of the winning presentation image 20 on the main display 8, a predetermined sound effect is output from the speaker 9, and the lamp 11 emits light in a predetermined light emission mode.

[0187] Thus, when the winning presentation is executed at the start of the game, the winning presentation image 20 is displayed on the main display 8 from the start of the rotation of the reel 4, that is, before the stop operation for stopping the reel 4 by the player is performed. Therefore, the player can immediately recognize that they have won a rare combination in the game, and can perform a pressing operation aiming at the symbols corresponding to the rare combination for all of the reels 4.

[0188] That is, even when the slide game is being played at that time, the player can recognize that they have won a rare combination in the game before the stop operation of the reel 4, so it becomes possible to stop the slide game once and perform the pressing operation with sufficient time, and it becomes possible to prevent the so-called miss of not being able to stop the symbol corresponding to the rare combination.

[0189] Note that the winning presentation image 20 displayed at the start of the game may be erased when the first reel 4 stops, or may be displayed until the last reel 4 stops.

[0190] Next, FIG. 8(b) shows the case where the winning presentation is executed at the time of the third reel stop in the game in which the rare combination is won. First, although illustration is omitted, when the game in which the rare combination is won is started by the operation of the start lever 3 by the player, the rotation of the reel 4 is started, but at this point, the winning presentation is not yet executed, and the image that has been displayed until then (for example, the image during the normal game state) continues to be displayed on the main display 8.

[0191] Then, as shown in FIG. 8(b), when all of the reels 4 stop (at the time of the third reel stop) by the stop operation by the player, at that point, on the main part of the screen of the main display 8, the same winning presentation image 20 as above is displayed under the control of the sub-control device 20. In addition, corresponding to the display of the winning performance image 20 on the main display 8, a predetermined sound effect is output from the speaker 9, and the lamp 11 emits light in a predetermined light emission mode.

[0192] In this way, when the winning performance is executed at the stop of the third reel, after all the reels 4 have stopped rotating, that is, after the stop operation for the player to stop all the reels 4 has been performed, the winning performance image 20 is displayed on the main display 8. Therefore, in order for the player to prevent omissions in which they cannot stop the symbols corresponding to the rare combination, even when the winning performance is not executed at the start of the game, it is necessary to perform a pressing operation in advance aiming at the symbols corresponding to the rare combination for all the reels 4.

[0193] That is, when the slide game is being played at that time, since the player has not performed the pressing operation in advance, there is a high possibility that an omission will occur in which the symbols corresponding to the rare combination cannot be stopped.

[0194] However, in the present embodiment, when the slide LV is high, the possibility of the winning performance being executed at the stop of the third reel is low, so it is possible to reduce the possibility of the above-mentioned omission occurring. In addition, since the possibility of omission decreases, the player can safely execute the slide game during the normal game state, so it becomes possible to make the player perform the slide game more actively, and it becomes possible to increase the operation rate of the entire slot machine 1.

[0195] The winning performance image 20 may be a still image or may be displayed as a moving image, and any is acceptable as long as the player can recognize that they have won the rare combination. For example, it may be notified that the player has won the rare combination by displaying a predetermined character image or item image. Also, an item image or the like capable of identifying the type of the won rare combination may be displayed. Also, the production image displayed at the start of the game and the production image displayed when the third reel stops may be different from each other. Also, the production images may be different for each type of rare role selected. Also, as the winning production image 20, a plurality of production images of different types may be provided for each of the start of the game and the stop of the third reel, and any one of them may be selectively displayed. Alternatively, a production image for notifying that a rare role has been won at the start of the game may be displayed, and then, a production image capable of recognizing the type of rare role won at the stop of the third reel may be displayed.

[0196] Also, a production image that is displayed only at a specific slide LV (for example, LV3 or higher, or LV5) may be set, and when the production image is displayed, the player may be made to recognize the slide LV at that time. Also, even when the winning production is executed at the stop of the third reel, an effect sound capable of suggesting that a rare role has been won at the start of the game may be output from the speaker 9. Also, at the time of the winning production, in addition to the main display 8, a production image corresponding to the winning production may also be displayed on the sub-display 17. As described above, the winning production at the time of winning a rare role is executed.

[0197] [Lottery table used when determining the generation timing of the lock production in the bonus role winning game] Next, with reference to FIG. 9, the generation control of the lock production in the game in which the bonus role can be won will be described.

[0198] First, the lock production will be described. The lock production indicates a state in which an input signal related to the progress of the game is invalidated for a predetermined period after the start lever 3 in a predetermined game is operated, and the progress of the game during that period is stopped, and a production (freeze production) executed during that period. Also, in response to the stop of the progress of the game, the rotation of the reel 4 is also stopped, and the stop state of the reel 4 in the previous game is maintained. Therefore, the lock effect is mainly controlled by the main control device 10 for its generation, and includes a state effect that stops the progress of the game for a predetermined period (for example, 5 seconds) controlled by the main control device 10, and a predetermined effect (freeze effect) corresponding to the state where the progress of the game is stopped, which is controlled by the sub-control device 20 based on the control information from the main control device 10.

[0199] In this embodiment, the main control device 10 executes the above lock effect, for example, in a game where a bonus role can be won by winning the bonus role. As described above, in this embodiment, even if the bonus role is won, it remains in carry-over until the bonus role is won. In the game during the carry-over of the bonus role, the role lottery is also performed in the same manner as in other states. At this time, when a minor role or replay role is won, the stop control of the reel 4 is performed so that the minor role or replay role is preferentially won rather than the bonus role.

[0200] Therefore, in the game during the carry-over of the bonus role, the bonus role can be won only when no minor role or replay role is won. At this time, when a stop operation aiming at the symbol combination corresponding to the bonus role is performed, the bonus role will be won. In the main control device 10 in this embodiment, in the game where the bonus role can be won, it is determined whether to execute the lock effect. Further, when it is determined to execute the lock effect, as the generation timing of the lock effect in the game, it is determined to be either the start of the game when the start lever 3 is operated or the first reel stop time when the stop operation for the first reel 4 is performed during the rotation of all the reels 4.

[0201] For example, when it is determined to execute the lock effect at the start of the game, the lock effect starts at the start of the game in the game where the bonus role can be won, and the progress of the game stops for a predetermined period (for example, 5 seconds) from that point, and a predetermined effect is executed during that period. After the lock effect ends, the game play resumes, and the player will perform a stop operation on the first reel 4. Therefore, in this case, after the lock effect ends, it becomes possible to perform a pressing operation on all the reel 4s.

[0202] On the other hand, when it is determined to execute the lock effect at the time of stopping the first reel, the lock effect is started when the first reel 4 in the game where the bonus combination can be won is stopped, and from that point (when two reel 4s are still rotating), the game play stops for a predetermined period (for example, 5 seconds), and a predetermined effect is executed during that period. After the lock effect ends, the game play resumes, and the player will perform a stop operation on the second reel 4. Therefore, in this case, after the lock effect ends, since the first reel 4 has already stopped, it becomes possible to perform a pressing operation only on the remaining two reel 4s.

[0203] When executing the lock effect at the start of the game, the game play may be stopped with the reel 4 rotating, or even when the game play is stopped with the reel 4 stopped, the reel 4 may be stopped at a position where the stopped reel 4 is rotated counterclockwise by a predetermined angle (for example, the angle of one frame). On the other hand, when performing the lock effect at the time of stopping the first reel, the two rotating reel 4s may be stopped once to stop the game play.

[0204] Also, in the main control device 10, when executing the lock effect in a game where the bonus combination can be won, based on the slide LV described above, the occurrence timing of the lock effect is determined. Therefore, depending on the slide LV at the time when the game where the bonus combination can be won is executed, the occurrence timing of the lock effect can be changed.

[0205] FIG. 9 shows a lottery table used in the main control device 10 to determine whether to generate a lock effect in a game in which a bonus combination can be won, and when executing the lock effect, to determine its generation timing. Note that whether to generate the lock effect and the lottery for the generation timing are performed by the main control device 10 by lottery of random numbers for determining the lock effect generation timing. In FIG. 9, the acquisition range (number) of the random number values to be acquired is set to 256, and the number of winning values (winning) among them is shown respectively. Also, the extraction timing of the above random numbers may be at the start of the game in which the bonus combination is won, or at the start of the game in which the bonus combination can be won.

[0206] As shown in FIG. 9, in a game in which a bonus combination can be won, if the slide LV at that time is LV1, it is determined with a probability of 254 / 256 not to generate the lock effect, and it is determined with a probability of 1 / 256 that the generation timing of the lock effect is at the start of the game, and it is determined with a probability of 1 / 256 that the generation timing of the lock effect is at the stop of the first reel.

[0207] Similarly, when the slide LV is LV2, it is determined with a probability of 192 / 256 not to generate the lock effect, and it is determined with a probability of 32 / 256 that the generation timing of the lock effect is at the start of the game, and it is determined with a probability of 32 / 256 that the generation timing of the lock effect is at the stop of the first reel.

[0208] Similarly, when the slide LV is LV3, it is determined with a probability of 128 / 256 not to generate the lock effect, and it is determined with a probability of 64 / 256 that the generation timing of the lock effect is at the start of the game, and it is determined with a probability of 64 / 256 that the generation timing of the lock effect is at the stop of the first reel.

[0209] Similarly, when the slide LV is LV4, it is determined with a probability of 64 / 256 not to generate a lock effect, it is determined with a probability of 128 / 256 that the timing of generating the lock effect is at the start of the game, and it is determined with a probability of 64 / 256 that the timing of generating the lock effect is at the stop of the first reel.

[0210] Similarly, when the slide LV is LV5, it is determined with a probability of 0 / 256 not to generate a lock effect, it is determined with a probability of 224 / 256 that the timing of generating the lock effect is at the start of the game, and it is determined with a probability of 32 / 256 that the timing of generating the lock effect is at the stop of the first reel.

[0211] As described above, the main control device 10 determines whether to generate a lock effect in a game in which a bonus combination is winnable, and the timing of generating the lock effect when generating the lock effect based on the slide LV at that time. That is, the main control device 10 is provided with monitoring means for monitoring the game execution mode of the player when executing the game during a predetermined period, and determination means for determining the generation timing when generating the lock effect based on the monitoring result (slide LV) by the monitoring means. Therefore, the generation timing of the lock effect varies variously according to the game execution mode by the player, and it becomes possible to execute a highly interesting lock effect.

[0212] In addition, since the control related to the generation of the lock effect is performed as described above, the higher the slide LV at that time, the higher the probability that the lock effect is executed, and furthermore, the probability that the lock effect is generated (started) at the start of the game is higher than at the stop of the first reel.

[0213] As described above, in a game in which a bonus combination is winnable, the player needs to perform the pressing operation on each reel 4 more carefully. On the other hand, the higher the slide LV, the higher the possibility that the player is advancing the game without performing the eye-press operation. Therefore, even in a game where the player can win a bonus combination, the possibility of not performing the eye-press operation increases.

[0214] Therefore, the higher the slide LV, the higher the possibility of omission occurs where the symbol corresponding to the bonus combination cannot be stopped in a game where winning a bonus combination that requires the eye-press operation. On the other hand, in the present embodiment, as described above, the higher the slide LV at that time, the higher the probability that the lock effect is executed. Therefore, it becomes possible to make the player recognize that a game in which a bonus combination can be surely won has been executed, and it becomes possible to prevent a situation where the symbol corresponding to the bonus combination cannot be stopped. In addition, it becomes possible to provide an advantageous state for players who play more slide games. Therefore, it also becomes possible to make them play slide games more actively, and it becomes possible to increase the operation rate of the gaming machine.

[0215] Furthermore, the higher the slide LV, the higher the probability that the lock effect occurs (starts) at the start of the game. Therefore, even if the slide game is executed more frequently to advance the game quickly, when a game in which a bonus combination can be won is executed, the probability that the lock effect starts at the start of the game increases, and it becomes easier for the player to recognize that a bonus combination can be won before the first reel 4 stops. In this game, it becomes possible to interrupt the slide game once and easily perform the eye-press operation aiming at the symbol corresponding to the bonus combination for all the reels 4.

[0216] Also, in a game where a bonus combination can be won, when the slide LV is LV5, the lock effect is surely executed. Therefore, it becomes possible to make the player recognize that a bonus combination can surely be won in this game.

[0217] In addition, according to the type of the winning bonus role, the probability of generating the lock effect and the selection rate of the generation timing may be made different. Also, in a game in which a bonus role can be won, regardless of the slide LV, if the time from the stop of the first reel to the stop of the second reel is within a predetermined time, a lock effect may be executed thereafter. Further, in this case, the lock effect may be executed only when the symbol corresponding to the bonus role forms a so-called tenpai state. As described above, the generation control of the lock effect in a game in which a bonus role can be won is performed.

[0218] [Freeze effect on the main display and state of the reels] Next, referring to FIG. 10, the production image on the main display 8 and the state of the reel 4 at that time when the lock effect is executed with the generation and generation timing determined as described above will be described.

[0219] First, FIG. 10(a) shows a case where a lock effect is executed at the start of a game in a game in which a bonus role can be won. As shown in FIG. 10(a), even when the game is started by the operation of the start lever 3 by the player, the rotation of the reel 4 is not started and the stopped state is maintained. That is, originally, the rotation of the reel 4 should be started by the operation of the start lever 3, but when the lock effect is executed, the rotation of the reel 4 is not started and the progress of the game stops. Also, in this state, the operation of the stop button 5 is also invalidated.

[0220] Also, almost simultaneously with the start of the game, on the main part of the screen of the main display 8, a start freeze image 21a that allows the player to recognize that it is a game in which a bonus role can be won is displayed under the control of the sub-control device 20. The start-freeze image 21a may be any image as long as the player can recognize that it is a game in which a bonus combination can be won. For example, an image that prompts the stop of a symbol combination corresponding to a bonus combination may be displayed. Also, by instantaneously erasing (fading to black) the image that has been displayed until then, the player may be notified that the state is different from usual. In response to the display of the start-freeze image 21a on the main display 8, a predetermined sound effect is output from the speaker 9, and the lamp 11 emits light in a predetermined light-emitting mode.

[0221] Thereafter, although not shown in the drawing, after a predetermined time (for example, 5 seconds) has elapsed since the start of the game, the lock effect ends, the progress of the game resumes, the rotation of the reel 4 starts, the operation of the stop button 5 is enabled, and the start-freeze image 21a on the main display 8 is also erased.

[0222] Thus, when the lock effect is executed at the start of the game, the start-freeze image 21a is displayed on the main display 8 from the start of the rotation of the reel 4, that is, before the stop operation for stopping the reel 4 by the player is performed. Therefore, the player can immediately recognize that it is possible to win a bonus combination in the game, and can perform a pressing operation aiming at the symbols corresponding to the bonus combination for all the reels 4.

[0223] That is, even when the slide game is being played at that time, the player can recognize from before the stop operation that it is possible to win a bonus combination in the game. Therefore, once the slide game is stopped and sufficient time is taken to perform the pressing operation, it becomes possible to easily stop the symbols corresponding to the bonus combination.

[0224] Next, FIG. 10(b) shows a case where the lock effect is executed at the stop of the first reel in a game in which a bonus combination can be won. First, although illustration is omitted, when a game in which a bonus combination can be won is started by the player's operation of the start lever 3, the reels 4 start to rotate. At this point, however, the lock effect is not yet executed. For example, the image that was being displayed until then (e.g., the image during the normal gaming state) continues to be displayed on the main display 8.

[0225] Then, as shown in FIG. 10(b), when the first reel 4 (the left reel 4a in the figure) stops due to the player's stop operation, at that point (when the first reel stops), on the main part of the screen of the main display 8, under the control of the sub-control device 20, the first stop freeze image 21b is displayed. The first stop freeze image 21b may be any image as long as the player can recognize that it is a game in which a bonus combination can be won. By instantaneously erasing (fading to black) the image that was being displayed until then, it may notify the player that the state is different from usual. However, it is preferably a display mode different from the case where the lock effect is executed at the start of the game. Also, in response to the display of the first stop freeze image 21b on the main display 8, a predetermined sound effect is output from the speaker 9 and the lamp 11 emits light in a predetermined light emission mode.

[0226] Also, when the lock effect starts when the first reel stops, the rotation of the still-unstopped reels 4 (the middle reel 4b and the right reel 4c in the figure) continues, but the operation of the stop buttons 5 corresponding to the reels 4 becomes invalid. At this time, the still-unstopped reels 4 may be temporarily paused.

[0227] Thereafter, although illustration is omitted, after a predetermined time (e.g., 5 seconds) has elapsed since the first reel stopped, the lock effect ends, the progress of the game resumes, the operation of the stop buttons 5 is enabled, and the first stop freeze image 21b on the main display 8 is erased.

[0228] Thus, when the lock effect is executed when the first reel stops, after the rotation of one reel 4 stops, that is, while the remaining two reels 4 are rotating, the first stop freeze image 21b is displayed on the main display 8. Therefore, in order for the player to prevent the omission of not being able to stop the symbol corresponding to the bonus combination, even when the lock effect is not executed at the start of the game, it is necessary to perform a pressing operation aiming at the symbol corresponding to the bonus combination on the reel 4 that stops first in advance.

[0229] That is, when the slide game is being played at that time, since the player has not performed the pressing operation in advance, there is a high possibility that an omission will occur in which the player cannot stop the symbol corresponding to the bonus combination on the reel 4 that stops first.

[0230] However, in the present embodiment, when the slide LV is high, the possibility of the lock effect being executed when the first reel stops is low, so it is possible to reduce the possibility of the above-mentioned omission occurring. In addition, since the possibility of omission decreases, the player can safely execute the slide game during the normal game state, so it becomes possible to make the player perform the slide game more actively, and it becomes possible to increase the operation rate of the entire slot machine 1.

[0231] Note that the start freeze image 21a and the first stop freeze image 21b may be still images or may be displayed as moving images, and any may be used as long as the player can recognize that it is a game in which the bonus combination can be won. For example, it may be notified that it is a game in which the bonus combination can be won by displaying a predetermined character image or item image. Also, the start freeze image 21a and the first stop freeze image 21b may be made different according to the type of the selected bonus combination. In addition, for each of the start freeze image 21a and the first stop freeze image 21b, a plurality of effect images of different types may be provided and any one of them may be selectively displayed.

[0232] Also, a freeze image that is displayed only in a specific slide LV (for example, LV3 or higher or LV5) may be set, and when the freeze image is displayed, the player may be able to recognize the slide LV at that time. In addition, during the lock effect, in addition to the main display 8, a freeze image corresponding to the lock effect may also be displayed on the sub-display 17. The lock effect is executed as described above.

[0233] [Lottery table used when determining the occurrence of the AT challenge game] Next, with reference to FIG. 11, the lottery table for the AT challenge game will be described. First, the AT challenge game will be described. The AT challenge game is a game that determines whether to shift to the AT state during a normal game state in which the player has not won the bonus combination.

[0234] Therefore, when the AT challenge game is executed during the normal game state, a game is played to determine whether to shift to the AT state in the game. If it is determined as a result of the AT challenge game that the player will shift to the AT state, the game state will shift from the normal game state to the AT state. Although the details of the AT challenge game will be described later, the game result is determined by whether the player wins the bell combination in the game.

[0235] The lottery for determining whether to generate the AT challenge game (AT challenge game lottery) is performed by the main control device 10. However, the main control device 10 performs the AT challenge game lottery only in a specific game during the normal game state in which the player has not won the bonus combination. Specifically, in the main control device 10, after the game section shifts from the normal section to the advantageous section, the number of advantageous section games is counted for each execution of the game during the advantageous section. When the number of advantageous section games reaches a specific number and the bell combination (pushing order bell combination and common bell combination) is won in the game, an AT challenge game lottery is conducted. In this embodiment, the specific number is set to the number of advantageous section games where the last digit is "3" or "7".

[0236] FIG. 11 shows a lottery table used when the main control device 10 conducts a lottery (AT challenge game lottery) to determine whether to generate an AT challenge game when the bell combination is won in a game where the number of advantageous section games has reached the specific number. Note that the above lottery is conducted by the main control device 10 by lottery of random numbers for the AT challenge game lottery. In FIG. 11, the acquisition range (number) of the random number values to be acquired is 256, and the number of winning values (winning) among them is shown respectively. Note that the extraction of the above random numbers is performed at the start of a game where the number of advantageous section games has reached the specific number.

[0237] As shown in FIG. 11, when the pushing order bell combination is won in a game where the number of advantageous section games has reached the specific number, it is determined with a probability of 255 / 256 that an AT challenge game will not be generated (non-winning), and it is determined with a probability of 1 / 256 that an AT challenge game will be generated (winning).

[0238] Also, when the common bell combination is won in a game where the number of advantageous section games has reached the specific number, it is determined with a probability of 255 / 256 that an AT challenge game will not be generated (non-winning), and it is determined with a probability of 1 / 256 that an AT challenge game will be generated (winning).

[0239] As described above, in the present embodiment, a game in which the number of advantageous section games becomes a specific number is executed, and when winning the bell combination in the game, an AT challenge game lottery is conducted. Therefore, an AT challenge game lottery is executed in some games during the normal game state, and it becomes possible to shift the game state from the normal game state to the AT state with an appropriate probability. In addition, when winning the bell combination, there is a possibility of shifting to the AT state, so it becomes possible to enhance the player's sense of expectation.

[0240] Note that the AT challenge game lottery is not executed during the carry-over of the bonus combination, but it may also be executed during the carry-over of the bonus combination. In addition, during the fake premonition effect or the main premonition effect for the AT state described later, the AT challenge game lottery is executed, but the AT challenge game lottery may not be executed during the fake premonition effect or the main premonition effect. As described above, a lottery is conducted as to whether or not to generate an AT challenge game.

[0241] [AT Challenge Effect] Next, with reference to FIG. 12, the AT challenge effect executed on the main display 8 will be described.

[0242] As described above, in the main control device 10, an AT challenge game lottery is conducted in a predetermined game during the normal game state, and when winning the lottery, an AT challenge game is executed. In addition, in the sub-control device 20, based on the reception of the control information from the main control device 10, an AT challenge effect is executed for the execution of the AT challenge game.

[0243] FIG. 12 shows the effect image on the main display 8 when the AT challenge game is executed under the control of the sub-control device 20. First, as shown in Fig. 12(a), corresponding to the start of the AT challenge game, the AT challenge effect starts, and the AT challenge effect image 22 is displayed in the main part of the screen of the main display 8. Also, in the lower part of the screen of the main display 8, three AT challenge navigation images 23 are arranged side by side in the left - right direction so as to correspond to the stop buttons 5. Also, corresponding to the display of the AT challenge effect image 22 on the main display 8, a predetermined sound effect is output from the speaker 9, and the lamp 11 emits light in a predetermined light - emitting mode.

[0244] Each AT challenge navigation image 23 includes symbol information of "?" indicating a question mark within a circular enclosure frame, and does not notify the pressing order for winning the bell role for the winning order, but when a predetermined bell role (including the common bell role) is won, if the actual pressing order of the player for the stop button 5 corresponds to the winning bell role, it is designed to make the player recognize that the bell role wins. That is, as described above, since the AT challenge game is executed when the bell role is won, at this time, the player is urged to select the pressing order for winning the bell role.

[0245] Also, the AT challenge effect image 22 may be anything as long as it notifies that the AT challenge game has been executed, and may be a still image or a moving image composed of a predetermined background image or character image. It may also include character information such as "Guess the pressing order" that urges the player to select the pressing order for winning the bell role, or "Get AT if the pressing order is correct" that notifies that the AT state occurs when the bell role wins.

[0246] And every time the player operates any of the stop buttons 5 to stop the reels 4, the corresponding AT challenge navigation image 23 is erased. As a result, if any of the winning bell combinations in the game is won, the main control device 10 controls to grant the right to transition to the AT state with 30 remaining games, and the game state transitions from the normal game state to the AT state starting from the next game.

[0247] In addition, in the AT challenge game, even when winning the common bell combination, the same AT challenge effect as described above is executed. However, since there is no setting for the pressing order in the common bell combination, no matter which pressing order the player selects, the winning common bell combination will always win. Therefore, the AT challenge game when winning the common bell combination is extremely advantageous for the player.

[0248] Also, in the present embodiment, the sub-control device 20 enables the operation of the effect button 2d until either a predetermined time (for example, 5 seconds) elapses after the start of the AT challenge game or the stop button 5 is operated, and during that time, an effect button valid image 22b notifying that the operation of the effect button 2d is valid is displayed in the upper left corner of the screen of the main display 8.

[0249] Then, in a state where the operation of the effect button 2d is enabled, when the effect button 2d is operated, a pressing order prediction image 24 as shown in FIG. 12(b) is displayed in addition to the various images already displayed in the substantially central part of the screen of the main display 8. The pressing order prediction image 24 is information that seems to predict the pressing order for the winning pressing order bell combination in the game, and includes character information of "prediction", pressing order prediction information (in the illustration, "3·1·2"), and symbol information of "?" inside a rectangular surrounding frame. The displayed pressing order prediction image 24 is displayed until all the reels 4 stop, and the player can perform a stop operation on the stop button 5 with reference to the pressing order prediction image 24.

[0250] The push order prediction information displayed by the push order prediction image 24 is generated at a predetermined timing by the sub-control device 20. For example, a predetermined random number is extracted based on the operation of the performance button 2d, and one of six possible push orders is randomly determined by a lottery based on the random number extraction. Therefore, since the predicted push order information is unrelated to the push order for the winning push order bell role in the game, even if the player performs the stopping operation of the stop button 5 according to the predicted push order information, the probability of winning the push order bell role remains the same as when the player does not perform the stopping operation according to the predicted push order information.

[0251] In addition, the push order prediction information may be generated by a method other than that described above. For example, the sub-control unit 20 may manage historical information by storing the push order for the push order bell role during a predetermined number of AT challenge games that have already been executed, and generate push order prediction information based on the historical information. For example, the push order type that has produced the least winning results during the most recent predetermined period may be displayed.

[0252] On the other hand, if the operation of the effect button 2d is enabled and the effect button 2d is not operated until a predetermined time (e.g., 5 seconds) has elapsed, as shown in Figure 12 (c), the operation of the effect button 2d is disabled and the effect button enabled image 22b is erased, and thereafter, even if the effect button 2d is operated, the predicted press order image 24 will not be displayed.

[0253] As described above, the AT challenge presentation is executed in response to the execution of the AT challenge game, so that it is possible to increase the entertainment value of playing the AT challenge game. In addition, when the AT challenge performance is executed, a predicted push order image 24 can be displayed, so that the player can proceed through the AT challenge game by referring to the predicted push order image 24, which can provide a certain sense of security to players who are unsure which push order to select. In addition, since the pressing order prediction image 24 is displayed by operating the effect button 2d, it becomes possible to select whether or not to display the pressing order prediction image 24 according to the preference of the player, and it becomes possible to provide a game that satisfies a large number of players.

[0254] In the present embodiment, when the effect button 2d is operated in a state where the operation of the effect button 2d is enabled, the pressing order prediction image 24 is displayed separately from the AT challenge navigation image 23. However, when the effect button 2d is operated, instead of displaying the pressing order prediction image 24, the symbol information of "?·?·?" in the AT challenge navigation image 23 may be changed to numerical information indicating the pressing order prediction information (for example, "1·3·2", etc.). Also, when winning the common bell combination in the AT challenge game, when the effect button 2d is operated, the symbol information of "?·?·?" in the AT challenge navigation image 23 may be changed to numerical information indicating the pressing order prediction information (for example, "1·3·2", etc.). However, in this case, the bell combination will win regardless of the pressing order in which the stop button 5 is operated. As described above, the AT challenge effect is executed.

[0255] [Lottery table used when determining the occurrence of the precursor state] Next, with reference to FIG. 13, the generation control of the precursor state, which is the effect game state related to the above-described effect, will be described.

[0256] In the present embodiment, in addition to when the above-described AT challenge game is executed, the main control device 10 performs a lottery for shifting to the AT state when the next digit number in the number of advantageous section games during the normal game state becomes "1", and determines whether or not to shift to the AT state based on the lottery result of the combination in the game. When it is determined to shift to the AT state, the shift to the AT state is not immediately performed, but a predetermined delay period is provided, and the shift to the AT state is performed after the elapse of this delay period.

[0257] Further, as described above, the sub-control device 20 performs control to increase the execution probability of individual effects or effect control such as executing a precursor effect immediately before shifting to the AT state based on the occurrence of a precursor state (specific effect game state) based on the result of the lottery for shifting to the AT state. Therefore, when the result of the lottery for shifting to the AT state during the normal game state is a winning result, the AT state will occur via the precursor state (this precursor state).

[0258] Also, in the main control device 10, even when the lottery for shifting to the AT state has been performed but the lottery is a non-winning result, the effect game state related to the effect is changed to a precursor state (fake precursor state). Therefore, even when the sub-control device 20 is in the fake precursor state, it will perform control to increase the execution probability of individual effects as described above and also execute a precursor effect (fake precursor effect) similar to the precursor effect immediately before shifting to the AT state.

[0259] FIG. 13 shows a lottery table used when performing a lottery for shifting to the AT state in a game where the next digit value in the number of advantageous interval games during the normal game state is "1". Note that the lottery for shifting to the AT state is performed by the main control device 10 by lottery of random numbers for shifting. In FIG. 13, the acquisition range (number) of the random number values to be acquired is set to 256, and the number of winning values (winning results) among them is shown respectively. Also, the extraction of the above random numbers is performed at the start of the game to be subjected to the lottery.

[0260] As shown in FIG. 13, when winning the replay role in the game to be subjected to the lottery, causing this precursor state, that is, shifting to the AT state, is determined with a probability of 1 / 256, not shifting to the AT state but causing a fake precursor state is determined with a probability of 1 / 256, and not causing either this precursor state or the fake precursor state (non-winning) is determined with a probability of 254 / 256.

[0261] Also, when winning the watermelon role in the game subject to the lottery, generating this precursor state is determined with a probability of 64 / 256, generating a fake precursor state is determined with a probability of 128 / 256, and not generating either this precursor state or the fake precursor state (non-winning) is determined with a probability of 64 / 256.

[0262] Also, when winning the cherry role in the game subject to the lottery, generating this precursor state is determined with a probability of 128 / 256, generating a fake precursor state is determined with a probability of 128 / 256, and not generating either this precursor state or the fake precursor state (non-winning) is determined with a probability of 0 / 256. Although the illustration is omitted, when winning a role other than the above, all will result in non-winning.

[0263] As a result of the lottery for the transition of the AT state as described above, when winning the lottery for the transition of the AT state, the performance game state related to the performance transitions to the precursor state, and then it is notified that it will transition to the AT state in the final game of the precursor state, and the game state will transition to the AT state from the next game. On the other hand, when not winning the lottery for the transition of the AT state but winning the transition to the fake precursor state, the performance game state related to the performance transitions to the fake precursor state, and then it is notified that it will not transition to the AT state in the final game of the fake precursor state, and the game state will remain in the normal game state.

[0264] Since the lottery for the transition of the AT state is conducted as described above, when winning a rare role in a game where the next digit value in the number of games in the advantageous section is "1", it will transition to this precursor state with a high probability (the transition to the AT state is determined), and it becomes possible to enhance the player's sense of expectation. Also, when winning the replay role with a relatively high winning probability, although with a low probability, this precursor state will occur, so it becomes possible to form an unexpected transition mode of the AT state.

[0265] Moreover, even when the transition to the AT state is not determined, if a rare role is won, a fake precursor state will occur with a high probability, which can enhance the interest in the game and the player's sense of expectation. In addition, the AT state transition lottery is not executed in all games in the normal gaming state, but only in specific games. Therefore, it is possible to set the actual AT state transition probability to an appropriate value, and it is possible to adjust the profit balance between the game parlor and the player.

[0266] Note that it is preferable not to conduct the AT state transition lottery when the transition to the precursor state has already occurred, but it may also be conducted. In addition, when a rare role is won, there may be an overlapping win with a bonus role. Even in this case of overlapping win, the above-mentioned AT state transition lottery is conducted. At this time, it is preferable to invalidate the transition to the precursor state. Also, when winning the transition to the AT state at this time, it is preferable to notify the transition to the AT state at the end of the bonus state and then immediately transition to the AT state.

[0267] In addition, when winning a bonus role during the precursor state, if the precursor state is a fake precursor state, the fake precursor state ends with the transition to the bonus state. If it is the real precursor state, the real precursor state ends with the transition to the bonus state, and it is preferable to notify the transition to the AT state at the end of the bonus state and then immediately transition to the AT state. In addition, when the AT challenge game is executed during the real precursor state and the transition to the AT state is determined by the result of the AT challenge game, it is preferable to end the real precursor state and transition to the AT state. Also, in this case, it is preferable to generate the AT state with the right to transition to the AT state (stock) for the ended real precursor state.

[0268] In addition, the number of advantageous interval games for which the transition lottery to the AT state is to be conducted may be other than those described above, or the transition lottery may be conducted in all games. Further, the number of games subject to the lottery may be changed when a predetermined condition is satisfied. Also, when the bonus combination and the rare combination are both won, the transition lottery to the AT state may not be conducted. As described above, the transition lottery to the AT state is conducted.

[0269] [Lottery table used when determining the number of precursor games in the precursor state] Next, with reference to FIG. 14, control for determining the number of precursor games, which is the duration of the precursor state when the occurrence of the precursor state is determined, will be described.

[0270] As described above, the main control device 10 determines the occurrence of the present precursor state and the fake precursor state as the precursor state based on the result of the transition lottery to the AT state. When the occurrence of the precursor state is determined, the number of precursor games for continuing the precursor state is determined.

[0271] FIG. 14 shows a lottery table used when determining the number of precursor games in the precursor state when the occurrence of the precursor state is determined. Note that the lottery for the number of games is performed by the main control device 10 by lottery of random numbers for the number of games. In FIG. 14, the acquisition range (number) of the random number values to be acquired is set to 256, and the number of winning values (winning) among them is shown respectively. Also, the extraction of the random numbers is performed at the start of the game in which the occurrence of the precursor state is determined.

[0272] As shown in FIG. 14, when generating the fake precursor state as the precursor state, the number of precursor games is determined to be 8 games with a probability of 16 / 256, determined to be 16 games with a probability of 16 / 256, determined to be 31 games with a probability of 224 / 256, and determined to be 32 games with a probability of 0 / 256.

[0273] In addition, when this premonition state is generated as a premonition state, the number of premonition games will be set to 8 games with a probability of 16 / 256, to 16 games with a probability of 16 / 256, to 31 games with a probability of 96 / 256, and to 32 games with a probability of 128 / 256.

[0274] If a fake premonition state occurs as a result of the number of premonition games being determined as described above, the fake premonition state will continue until the determined number of games have been played, and after the fake premonition state ends, the normal game state will be maintained. On the other hand, when the premonition state occurs, the premonition state will continue until the determined number of premonition games have been played, and after the premonition state ends, the game state will transition to the AT state.

[0275] Also, as mentioned above, at the end of the premonition state, a continuous presentation is executed by the sub-control device 20, and as a result of the continuous presentation, in the case of a fake premonition state, a notification is made that there will be no transition to the AT state, and in the case of a real premonition state, a notification is made that there will be a transition to the AT state. In addition, in the case of a fake premonition state, the game may end without generating any continuous effects. In addition, in the latter half of the premonition state, a premonition effect may be executed, and if a premonition effect is executed, a continuous effect similar to that described above will be executed at the end of the premonition effect.

[0276] Since the number of premonition games is determined in the manner described above, the duration of the premonition state can be varied, thereby making it possible to increase the entertainment value of the game. In addition, the number of premonition games is determined so that when a real premonition state occurs, the duration tends to be longer than when a false premonition state occurs. Therefore, it is possible to change the player's sense of expectation depending on the duration of the premonition state, making it possible to increase interest.

[0277] In addition, as the premonitory state continues, it becomes possible to provide game content that can efficiently increase the player's sense of anticipation, such as the player's sense of anticipation gradually increasing as the premonitory state continues. Furthermore, since only this premonitory state is selected as the number of premonitory games being 32 games, when the actual premonitory state exceeds 31 games, it becomes possible to extremely increase the player's sense of anticipation.

[0278] Note that the options for the number of premonitory games and the determination probability for each number of premonitory games may be other than those described above. For example, each number of premonitory games may be set based on a condition of being longer than the duration of the premonitory effect, or each number of premonitory games may be set based on a condition of being longer than the duration of the continuous effect. Also, in the case of this premonitory state, the number of premonitory games with the shortest period may not be selected, and in the case of the fake premonitory state, the number of premonitory games with the shortest period may not be selected. As described above, the number of premonitory games is determined.

[0279] [Lottery table used when determining the occurrence and type of individual effects] Next, with reference to FIGS. 15 and 16, the generation control of individual effects during the normal game state will be described.

[0280] As described above, the sub-control device 20 includes individual effect control means for executing an individual effect when a predetermined condition is satisfied in a game during the normal game state. Also, during the normal game state, although the above-described premonitory state is included, when the premonitory effect in the premonitory state is not executed, the above individual effect can be executed. A plurality of types of individual effects are set. For example, on the background displayed on the main display 8 during the normal game state, there are those that cause a predetermined character to appear, those that allow a vehicle or a train to pass through the background, etc., and they are those that change the effect during the normal game state.

[0281] In the present embodiment, the sub-control device 20 changes the generation control of individual effects according to the presence or absence of the above-described premonitory state. In the sub-control device 20, as individual effects related to the presence or absence of a precursor state, individual effects 1 to 5 are set in which a character appearing from the left corner of the screen of the main display 8 passes to the right corner of the screen as shown in FIG. 16. As shown in FIG. 16, for individual effects 1 to 5, the character images 24a to 24e that appear (pass through) are different from each other. Therefore, due to the difference in the character images that appear, the player will recognize which individual effect has been executed. In FIG. 16, only the character images are shown and other images are omitted, but a predetermined background image or the like during the normal game state is also displayed on the screen.

[0282] In the sub-control device 20, it is determined whether or not to generate an individual effect and which one of the above individual effects 1 to 5 to generate according to the effect game state related to the effect at that time, that is, according to the presence or absence of a precursor state. Therefore, the type of individual effect is selected based on the determination result of whether or not a privilege is given by the sub-control device 20 as individual effect control means. However, even when it is a precursor state, if a precursor effect is being executed, the generation control of the individual effect is not performed.

[0283] FIG. 15 shows a lottery table used when determining whether or not to generate an individual effect and which one of the above individual effects 1 to 5 to generate when a game during the normal game state is executed. The lottery for the individual effect is performed by the main control device 10 by lottery of random numbers for individual effect lottery. In FIG. 15, the acquisition range (number) of the random number values to be acquired is set to 256, and the number of winning values (winning) among them is shown respectively. In addition, the extraction of the above random numbers is performed at the start of each game.

[0284] As shown in Fig. 15, in the case of the non-precursor state, it is determined with a probability of 196 / 256 that none of the individual effects 1 to 5 occur, it is determined with a probability of 32 / 256 that the individual effect 1 occurs, it is determined with a probability of 16 / 256 that the individual effect 2 occurs, it is determined with a probability of 6 / 256 that the individual effect 3 occurs, it is determined with a probability of 6 / 256 that the individual effect 4 occurs, and it is determined with a probability of 0 / 256 that the individual effect 5 occurs.

[0285] Also, in the case of the fake precursor state, it is determined with a probability of 1 / 256 that none of the individual effects 1 to 5 occur, it is determined with a probability of 128 / 256 that the individual effect 1 occurs, it is determined with a probability of 64 / 256 that the individual effect 2 occurs, it is determined with a probability of 32 / 256 that the individual effect 3 occurs, it is determined with a probability of 23 / 256 that the individual effect 4 occurs, and it is determined with a probability of 8 / 256 that the individual effect 5 occurs.

[0286] Also, in the case of the real precursor state, it is determined with a probability of 1 / 256 that none of the individual effects 1 to 5 occur, it is determined with a probability of 128 / 256 that the individual effect 1 occurs, it is determined with a probability of 47 / 256 that the individual effect 2 occurs, it is determined with a probability of 32 / 256 that the individual effect 3 occurs, it is determined with a probability of 32 / 256 that the individual effect 4 occurs, and it is determined with a probability of 16 / 256 that the individual effect 5 occurs.

[0287] Since the generation control of the individual effects as described above is performed, in the case of the precursor state, the occurrence probabilities of the individual effects 1 to 5 are higher than those in the non-precursor state. Also, the larger the numerical value for classifying the individual effects, the less likely it is to occur in the non-precursor state, and the more likely it is to occur in the real precursor state than in the fake precursor state. Also, the individual effect 5 does not occur in the non-precursor state.

[0288] Therefore, based on the occurrence frequencies of the individual effects 1 to 5, it becomes possible to suggest whether the game state related to the effect at that time is a non-precursor state or a precursor state, and based on the occurrence frequencies of the individual effects 1 to 5, it becomes possible to execute an interesting game that can change the player's sense of anticipation. Also, the larger the type numerical value of the individual effect that has occurred, the more it becomes possible to increase the player's sense of anticipation for the occurrence of this precursor state. Also, when the individual effect 5 occurs, it becomes possible to extremely increase the player's sense of anticipation.

[0289] Note that the number of individual effects related to the presence or absence of the precursor state may be less than 5 or 6 or more. Also, an individual effect that occurs only in the non-precursor state may be provided, or an individual effect that occurs only in this precursor state may be provided.

[0290] Also, although the individual effects 1 to 5 are made different according to the types of characters that appear, the individual effects 1 to 5 may be those that display various other images. For example, in a predetermined individual effect, a predetermined character appears, in another individual effect, a train or a car passes by, and in yet another individual effect, the wind blows and an umbrella flies over, etc. Any kind is acceptable as long as the player can recognize the difference in the types of individual effects.

[0291] Also, even when an individual effect is generated during the precursor state, the occurrence probability of the individual effect may be changed according to the number of games in the precursor state. For example, in the first game after transitioning to the precursor state, the occurrence probability of a predetermined individual effect may be increased compared to other games, or in the first game after transitioning to the precursor state, it may be set to always generate some individual effect. By doing so, the player can recognize the point in time when the precursor state starts, so the player can predict the progress state of the subsequent effects to a certain extent, and it becomes possible to improve the interestingness of the game. As described above, the generation control of the individual effect is performed.

[0292] [Lottery Table Used to Determine the Occurrence and Types of Preshow Performances] Next, with reference to FIG. 17, the generation control of the preshow performance will be described.

[0293] As described above, in the sub-control device 20, various performance controls are performed due to the occurrence of the preshow state. For example, during the preshow state, the occurrence probability of a predetermined individual performance is increased. Also, when the number of preshow games in the preshow state is determined to be 31 games or 32 games, in the first half of the preshow state (for example, during the 16 games from the start of the preshow state), control is performed to increase the occurrence frequency of a predetermined individual performance, and in the second half (for example, during the 15 games until the end of the preshow state), a preshow performance spanning a plurality of games is executed. The preshow performance includes this preshow performance executed when transitioning to the AT state and a fake preshow performance executed when not transitioning to the AT state.

[0294] That is, the sub-control device 20 includes specific performance control means capable of executing a preshow performance (specific performance) spanning a plurality of games in relation to the fact that the performance game state is controlled to be a preshow state as a specific performance game state.

[0295] And when the preshow performance is executed, a continuous performance is executed during a predetermined number of games (for example, 3 games) immediately before the end of the preshow performance. When the preshow performance is this preshow performance, as a result of the continuous performance, information that allows the player to recognize the transition to the AT state is displayed, and when it is a fake preshow performance, information that allows the player to recognize that there is no transition to the AT state is displayed as a result of the continuous performance.

[0296] Note that when the number of preshow games in the preshow state is determined to be other than 31 games or 32 games, the preshow performance does not occur. In this case, it is preferable to execute a continuous performance during a predetermined number of games (for example, 3 games) without going through the preshow performance at the point immediately before the end of the preshow state, and to notify the presence or absence of the transition to the AT state based on the result.

[0297] Also, in the sub-control device 20, a plurality of types of precursor effects (videos) that can be executed on the main display 8 are provided, and any one of the precursor effects is executed according to the type of precursor state. For example, any one of a plurality of precursor effects such as the protagonist character performing weight training or the protagonist character running on the riverbank is executed, and then, as a continuous effect, for example, an effect of the protagonist character fighting an enemy character is executed. In the present embodiment, five types of precursor effects 1 to 5 with different effect modes are provided, and the sub-control device 20 can selectively execute any one of the precursor effects 1 to 5.

[0298] FIG. 17 shows a lottery table used when determining whether to generate a precursor effect and which one of the above-mentioned precursor effects 1 to 5 to generate when 31 games or 32 games are selected as the number of precursor games in the precursor state. Note that the lottery for the precursor effect is performed by the main control device 10 by lottery of random numbers for precursor effect lottery. In FIG. 17, the acquisition range (number) of the random number values to be acquired is set to 256, and the number of winning values (winning) among them is shown respectively. Also, the extraction of the random numbers is performed at the start of the game when the number of precursor games is determined.

[0299] As shown in FIG. 17, in the case of a fake precursor state, it is determined with a probability of 32 / 256 not to generate a precursor effect, and it is determined with a probability of 96 / 256 to generate precursor effect 1, and it is determined with a probability of 64 / 256 to generate precursor effect 2, and it is determined with a probability of 32 / 256 to generate precursor effect 3, and it is determined with a probability of 24 / 256 to generate precursor effect 4, and it is determined with a probability of 8 / 256 to generate precursor effect 5.

[0300] Also, in the case of this precursor state, it is determined with a probability of 32 / 256 not to generate a precursor effect, with a probability of 96 / 256 to generate precursor effect 1, with a probability of 48 / 256 to generate precursor effect 2, with a probability of 32 / 256 to generate precursor effect 3, with a probability of 32 / 256 to generate precursor effect 4, and with a probability of 16 / 256 to generate precursor effect 5.

[0301] Since the generation control of the precursor effects as described above is performed, when the number of precursor games in the precursor state is determined to be 31 games or 32 games, any of the precursor effects will occur with a high probability. Also, in the case of this precursor state rather than the fake precursor state, it is easier for a precursor effect with a larger type value to occur.

[0302] Therefore, when a precursor state with a relatively long duration is selected, a precursor effect will occur with a high probability, and it becomes possible to execute an interesting game that can change the player's sense of anticipation. Also, the larger the type value of the generated precursor effect, the more it becomes possible to increase the player's sense of anticipation for the occurrence of this precursor state.

[0303] Note that the number of precursor effects may be less than 5 or 6 or more. Also, a precursor effect that occurs only in this precursor state may be provided. Also, when it is determined not to generate a precursor effect in the precursor state, a continuous effect may be executed in a predetermined number of games at the end of the precursor state, and it may be configured to notify whether to shift to the AT state based on the result of the continuous effect.

[0304] Also, as precursor effects 1 to 5, any can be used as long as the player can recognize the difference in the types of precursor effects. The generation control of the precursor effects is performed as described above.

[0305] [Precursor effect] Next, referring to FIG. 18, the preliminary performance executed on the main display 8 will be described.

[0306] As described above, in the sub-control device 20, when a preliminary state of 31 games or 32 games occurs based on the reception of control information from the main control device 10, a preliminary performance is executed in the latter half. The sub-control device 20 displays a corresponding performance image on the main display 8 by executing the preliminary performance, and operates the speaker 9 and the lamp 11 to output a corresponding sound effect and decorative light emission.

[0307] In addition, the sub-control device 20 can execute a button performance (operation performance) related to the performance game state based on the operation of the performance button 2d in a predetermined game in which the preliminary performance is being executed. For example, when the performance button 2d is operated, various information related to the preliminary state is displayed on the main display 8 or the like. That is, the sub-control device 20 includes an operation performance control means capable of executing an operation performance related to the performance game state based on the operation of the performance button 2d as an operation means. In the present embodiment, when the performance button 2d is operated, in order to notify information related to the preliminary state, a notification performance capable of notifying the process information related to the control to the preliminary state is executed.

[0308] FIG. 18 shows a performance image on the main display 8 when the preliminary performance is executed under the control of the sub-control device 20. In FIG. 18, the case where the preliminary performance 1 is executed is shown. Also, although the performance image is simplified in the drawing, actually, an image (video) such as a background and a character is displayed.

[0309] First, as shown in FIG. 18(a), when the first game of the preliminary performance 1 is executed, a preliminary performance 1 image 25 is displayed on the main part of the screen of the main display 8. The preliminary performance 1 is executed over a predetermined number of games (e.g., 15 games) and during that time, the preliminary performance 1 image 25 is continuously displayed on the main display 8. During the execution of a predetermined game during the preliminary performance, it is preferable to change the player's sense of anticipation by causing a predetermined item image to appear or changing the background image based on the lottery result of the transition to the AT state.

[0310] In this embodiment, the sub-control device 20 enables the operation of the effect button 2d until a predetermined number of games (e.g., 3 games) are executed after the start of the preliminary performance. During this period, an image notifying that the operation of the effect button 2d is valid may be displayed at a predetermined location on the screen of the main display 8.

[0311] When the effect button 2d is operated in a state where the operation of the effect button 2d is enabled, as shown in FIG. 18(b), a specific operation effect is executed, and a small screen 26a appears in the upper right corner of the screen of the main display 8 on which the preliminary performance 1 image 25 is displayed, and a preliminary state history image is displayed in the small screen 26a. The preliminary state history image displays information that can identify the type of individual effect executed in the predetermined games in the first half as the process information during the preliminary state that triggered the current preliminary performance. For example, an image notifying the type of individual effect actually executed in the first game of the preliminary state is displayed.

[0312] FIG. 18 illustrates the case where the individual effect 5 in which the character image 24e appears in the first game of the preliminary state is executed. Therefore, as the preliminary state history image, a target game number image 26b composed of the character image 24e and the character information "first game of the preliminary state" indicating the number of games in the preliminary state in which the individual effect 5 was executed is displayed in the small screen 26a. That is, the sub-control device 20 as the specific operation effect control means can execute a notification effect that can notify the selection result of the individual effect selected by the sub-control device 20 (individual effect control means) in a game before the omen effect (specific effect) is executed as the specific operation effect. In particular, it can execute a notification effect that can notify the selection result of the individual effect selected by the sub-control device 20 (individual effect control means) in the first game in which the effect game state is controlled to the omen state (specific effect game state).

[0313] Further, when the effect button 2d is operated, in addition to the omen state history image, an elapsed game number image 27 indicating the number of games executed from the start of the current omen state to that point is displayed in the lower right of the screen of the main display 8 as the history information during the omen state.

[0314] Therefore, by the player operating the effect button 2d in a predetermined game during the omen effect, the specific operation effect is executed, and it becomes possible to confirm the type of individual effect executed in the first game in the omen state before the current omen effect occurs, and the history information during the omen state such as the number of games in the omen state executed up to that point. Also, the sub-control device 20 can execute a specific operation effect when the effect button 2d is operated during a predetermined number of games (for example, 3 games) after the omen effect is started.

[0315] On the other hand, even if the operation of the effect button 2d is enabled, when the effect button 2d is not operated, as shown in FIG. 18(c), the small screen 26a is not displayed and the omen effect 1 image 25 is displayed as it is.

[0316] Also, the operation of the effect button 2d is also enabled in the second game of the omen effect. Therefore, when the effect button 2d is operated during the execution of the second game of the omen effect, as shown in FIG. 18(e), the small screen 26a and the elapsed game number image 27 are displayed. The omen state history image at this time is the same as the image in the first game, but the elapsed game number image 27 is updated by one game.

[0317] Although not shown in the figure, operation of the effect button 2d is enabled during the execution of the first three games of the premonition effect, so that an image similar to the above will be displayed even if the effect button 2d is operated during the execution of the third game of the premonition effect. Furthermore, the small screen 26a is displayed for a predetermined time (5 seconds) from the time the effect button 2d is operated in each game, and is then erased based on the passage of the predetermined time. However, with regard to the number of games played image 27, when the effect button 2d is operated in a predetermined game, it continues to be displayed until the premonition effect ends.

[0318] As described above, if the effect button 2d is operated during a specified period during which the premonition effect is being executed (for example, until three games have been executed), a premonition state history image and a number of games played image 27 will be displayed as historical information during the premonition state. Therefore, the player can enjoy the premonition effects while checking the context information during the premonition state, which makes it possible to attract the player's interest in the premonition effects.

[0319] Furthermore, as mentioned above, the selection rate of the type of individual performance executed in the first half of the premonition state changes depending on whether the premonition state is a fake premonition state or a real premonition state, so that by checking the premonition state history image, the player's expectations regarding the occurrence of the AT state change, making it possible to increase the interest of the game. Furthermore, if the displayed premonition state history image is one that is likely to be selected in the case of a real premonition state, it is possible to increase the player's sense of expectation. Furthermore, since the history information during the premonition state is displayed based on the operation of the presentation button 2d, the player can choose whether or not to display the history information according to his or her preference.

[0320] In addition, the selection rate for the number of games in the premonition state changes depending on whether the premonition state is a fake premonition state or a real premonition state, so by displaying this information in the same way as the premonition state history image, it is possible to change the player's expectations regarding the occurrence of the AT state, thereby making it possible to increase the interest of the game.

[0321] Also, at the time a premonition effect is executed, there is a high possibility that the player will have forgotten the type of individual effect that was already executed several dozen games ago; however, even in such a case, by displaying various information, the player can check the circumstances surrounding the occurrence of this premonition effect, making it possible to provide a gaming environment that satisfies the player. Similarly, even if the player forgets the number of games played during the premonition state, it is possible to confirm the number of games at that time, and to predict, for example, in which game during the premonition state the premonition effect occurred, and how many more games the premonition effect will continue, etc. In particular, when the premonition state continues for 32 games, this premonition state is confirmed, and there is a risk that the player will be extremely disappointed due to a misconception of the number of games played during the premonition state, but in this embodiment, it is possible to prevent such a situation from occurring. Furthermore, since the player does not need to remember the number of games played during the premonition state for each game, the player can play the game with peace of mind.

[0322] Furthermore, if the effect button 2d is operated between the start of the premonition effect and the execution of a predetermined number of games (e.g., 3 games), a premonition state history image and a number of games played image 27 are displayed, which makes it possible to prevent overlap with other button effects during the premonition effect, and makes it possible to execute various effects without any problems.

[0323] In addition, in this embodiment, when the effect button 2d is operated, the type of the individual effect in the first game of the precursor state is notified. However, the type of the individual effect in other games may be notified. Also, since there is a possibility that no individual effect is executed in the first game of the precursor state, in that case, the type of the individual effect that was first executed after transitioning to the precursor state may be notified, or the type of the individual effect that was most frequently executed during the precursor state (the first half) may be notified. Also, in the first game of the precursor state, it is possible to always execute some individual effect, and when the effect button 2d is operated, the type of the individual effect in the first game of the precursor state may be notified.

[0324] Also, the precursor state history image is erased when a predetermined time has elapsed since the effect button 2d was operated, but it may be continuously displayed until the precursor effect ends. Also, the period during which the effect button 2d is enabled may be other than the above, and it may be enabled only in the first game of the precursor effect, or may be always enabled during the precursor effect. Also, when another button effect is executed during the period when the effect button 2d is enabled, the other button effect may be preferentially executed, and during this period, the operation of the effect button 2d may not display the precursor state history image and the elapsed game number image 27. Also, each time the effect button 2d is operated, the display combinations of the precursor state history image being non-displayed and the elapsed game number image 27 being non-displayed, the precursor state history image being displayed and the elapsed game number image 27 being non-displayed, the precursor state history image being non-displayed and the elapsed game number image 27 being displayed, and the precursor state history image being displayed and the elapsed game number image 27 being displayed may be repeatedly displayed in a predetermined order. The precursor effect is executed as described above.

[0325] [Lottery table used when determining the number of consecutive games of continuous effects] Next, with reference to FIG. 19, the lottery for the number of consecutive games of continuous effects will be described.

[0326] As described above, in the main control device 10, role lottery is performed based on the execution of the game, and bonus role lottery is also performed during this lottery. And when winning the bonus role, the game will be executed while the bonus role is carried over until the bonus role wins.

[0327] Also, in the sub-control device 20, when a lottery related to winning the bonus role is performed based on the control information from the main control device 10, continuous effects are executed over a plurality of games (for example, 3 games). For example, when winning the cherry role that may overlap with the bonus role, continuous effects are executed. When winning the bonus role, continuous effects are executed to notify that the bonus role has been won as the effect result. When not winning the bonus role, continuous effects are executed to notify that the bonus role has not been lost as the effect result.

[0328] Note that the period (number of games) during which continuous effects are executed is controlled by the main control device 10. In the sub-control device 20, effect control corresponding to the continuous effects is performed during the period of the continuous effects controlled by the main control device 10. Therefore, the period during which continuous effects are executed is determined by the main control device 10.

[0329] FIG. 19 shows a lottery table used when the main control device 10 determines the number of games of continuous effects when winning a rare role. Note that the lottery for the number of games of continuous effects is performed by the main control device 10 by lottery of random numbers for the number of games lottery. In FIG. 19, the acquisition range (number) of the random number values to be acquired is set to 256, and the number of winning values (winning) among them is shown respectively. Also, the extraction of the above random numbers is performed at the start of the game when winning the rare role.

[0330] As shown in FIG. 19, when winning a rare role and also winning a bonus role (regular bonus role or big bonus role), the number of consecutive performance games is set to 3 games with a probability of 64 / 256, 4 games with a probability of 64 / 256, 5 games with a probability of 64 / 256, and 6 games with a probability of 64 / 256.

[0331] Also, when winning a rare role but not winning a bonus role, the number of consecutive performance games is set to 3 games with a probability of 96 / 256, 4 games with a probability of 96 / 256, 5 games with a probability of 32 / 256, and 6 games with a probability of 32 / 256.

[0332] During the period when the games for the number of games determined as above are executed, consecutive performances will be executed. In this embodiment, the main control device 10 does not perform control (such as transmitting control information) to immediately execute consecutive performances when a rare role is won. Instead, a waiting period of a predetermined number of games is inserted before the start of consecutive performances so that the consecutive performances end when 8 games have been executed since the rare role was won.

[0333] Therefore, for example, when 3 games are selected as the number of consecutive performance games, consecutive performances will start after the elapse of a waiting period of 5 games since the rare role was won. When 6 games are selected as the number of consecutive performance games, consecutive performances will start after the elapse of a waiting period of 2 games since the rare role was won. This is because when a rare role is won, there is a possibility that the lottery for the transition to the AT state is also conducted. At that time, the shortest number of games for the precursor state may be selected as 8 games. Therefore, by setting the period from when the rare role is won until the consecutive performances end to 8 games, it is to enhance the anticipation of both the transition to the AT state and the winning of the bonus role when a rare role is won.

[0334] In addition, if a bonus role is won and before the continuous performance is executed, or if the symbol combination corresponding to the bonus role is derived during the continuous performance, the continuous performance will not be executed or will be forced to end.

[0335] As described above, since the number of games of the continuous performance is determined in this way, the continuous performance will be executed in various periods. Therefore, it becomes possible to improve the interest of the game. In addition, when a bonus role is won, a relatively large number of games of the continuous performance will be selected compared to when the bonus role is not won. Therefore, the longer the execution period of the continuous performance, the more it becomes possible to increase the player's sense of expectation for winning the bonus role.

[0336] Note that although the continuous performance is always executed when a rare role is won, it may be executed with a predetermined probability (for example, 60%), or when a rare role is won but not a bonus role, it may be executed with a predetermined probability. Also, when a rare role is won but not a bonus role and does not transition to the precursor state, the continuous performance may not be executed. Also, without inserting the above waiting period when a rare role is won, the continuous performance for the determined number of games may be executed immediately. As described above, the number of games of the continuous performance is determined.

[0337] [Lottery table used when determining the type of continuous performance] Next, with reference to FIG. 20, the lottery for the type of continuous performance will be described.

[0338] As described above, in the main control device 10, when the continuous performance is executed, the number of games is determined, but in the sub-control device 20, the type of continuous performance is determined based on the number of games of the continuous performance. The continuous performance is a performance executed by the sub-control device 20 operating various main displays, the speaker 9, and the lamp 11. For example, it is executed by displaying a predetermined continuous performance image on the main display 8. Based on the information indicating the number of games of the continuous performance transmitted from the main control device 10, the sub-control device 20 determines one of the continuous performances 1 to 3 described later.

[0339] Figure 20 shows a lottery table used when the sub-control device 20 determines the type of continuous performance when executing the continuous performance. Note that the lottery for the type of continuous performance is performed by the main control device 10 by lottery of random numbers for continuous performance type lottery. In Figure 20, the acquisition range (number) of the random number values to be acquired is set to 256, and the number of winning values (winning) among them is shown respectively. Also, the extraction of the above random numbers is performed when receiving the number of games of the continuous performance.

[0340] As shown in Figure 20, when it is determined that the number of games of the continuous performance is 3 games, setting the type of continuous performance to continuous performance 1 is determined with a probability of 128 / 256, setting it to continuous performance 2 is determined with a probability of 96 / 256, and setting it to continuous performance 3 is determined with a probability of 32 / 256.

[0341] Also, when it is determined that the number of games of the continuous performance is 4 games, setting the continuous performance to continuous performance 1 is determined with a probability of 96 / 256, setting it to continuous performance 2 is determined with a probability of 128 / 256, and setting it to continuous performance 3 is determined with a probability of 32 / 256.

[0342] Also, when it is determined that the number of games of the continuous performance is 5 games, setting the continuous performance to continuous performance 1 is determined with a probability of 64 / 256, setting it to continuous performance 2 is determined with a probability of 96 / 256, and setting it to continuous performance 3 is determined with a probability of 96 / 256.

[0343] In addition, if the number of games in the consecutive performance is determined to be 6, the probability of consecutive performance 1 is determined to be 64 / 256, the probability of consecutive performance 2 is determined to be 64 / 256, and the probability of consecutive performance 3 is determined to be 128 / 256.

[0344] Since the type of continuous performance is determined as described above, various continuous performances with different performance modes can be executed. Therefore, it is possible to improve the entertainment value of the game. In addition, the more games with consecutive effects, the higher the possibility that consecutive effects 2 will be selected over consecutive effects 1, or consecutive effects 3 will be selected over consecutive effects 2. As mentioned above, the more consecutive games there are, the higher the chance of winning a bonus role. Therefore, the larger the number classifying the consecutive roles, the higher the player's expectations of winning a bonus role.

[0345] The number of types of consecutive effects and the probability of selecting each consecutive effect may be other than those described above, and each consecutive effect may be selected at a uniform selection rate. Also, consecutive effects that are not selected depending on the number of games of a predetermined consecutive effect may be provided. For example, when the number of games of the consecutive effect is 3, consecutive effect 3 may not be selected, and when the number of games of the consecutive effect is 6, consecutive effect 1 may not be selected. In this manner, the type of continuous performance is determined.

[0346] [Continuous performance] Next, with reference to FIG. 21, a description will be given of the performance images displayed on the main display device 8 under the control of the sub-control device 20 when the continuous performances 1 to 3 are executed.

[0347] In this embodiment, successive performances are basically executed in the form of a battle between a main character and an enemy character, with the content of the battle varying depending on the type of successive performance. Figure 21 shows the production images displayed on the main display 8 corresponding to the continuous productions 1 to 3.

[0348] First, Fig. 21(a) shows the production image on the main display 8 when the continuous production 1 is executed. As shown in Fig. 21(a), when the continuous production 1 is executed, the protagonist character image 28a and the enemy character image 28b appear on the screen of the main display 8, and a production image (video) showing the protagonist character image 28a and the enemy character image 28b fighting across the games during the continuous production is displayed.

[0349] In this case, it is preferable to display a production image (video) in which the protagonist character image 28a and the enemy character image 28b repeat offense and defense for each game during the continuous production. And in the final game of the continuous production (for example, after the game ends), if the player has won the bonus role, a result image showing the victory of the protagonist character image 28a is displayed, and if the player has not won the bonus role, a result image showing the victory of the enemy character image 28b is displayed, thereby notifying whether the player has won the bonus role.

[0350] Next, Fig. 21(b) shows the production image on the main display 8 when the continuous production 2 is executed. As shown in Fig. 21(b), when the continuous production 2 is executed, the protagonist character image 28a, the enemy character image 28b, and the roulette image 28c are displayed on the screen of the main display 8, and a production image (video) showing the protagonist character image 28a and the enemy character image 28b playing a roulette game across the games during the continuous production is displayed.

[0351] In this case, it is preferable to display a result image in which both the protagonist character image 28a and the enemy character image 28b play the roulette game for each game during the continuous production and all result in losses ("×" in the figure) until the final game. Then, in the final game of the continuous performance (for example, after the end of the game), if a bonus role has been won, a result image showing the main character image 28a as a winner ("O" in the figure) is displayed, and if the bonus role has not been won, a result image showing the enemy character image 28b as a winner ("O" in the figure) is displayed, thereby informing the player whether or not a bonus role has been won.

[0352] Next, FIG. 21(c) shows an effect image on the main display device 8 when continuous effect 3 is executed. As shown in FIG. 21(c), when continuous performance 3 is executed, a main character image 28a, an enemy character image 28b, and a slot image 28d are displayed on the screen of the main display 8, and a performance image (video) showing the main character image 28a and the enemy character image 28b playing a slot game is displayed across the games during the continuous performance.

[0353] In this case, it is preferable that in each game during the continuous performance, both the main character image 28a and the enemy character image 28b play a slot game, and that result images in which all of the combinations are losers (combinations other than "7·7·7") are displayed until the final game. Then, in the final game of the continuous performance (for example, after the end of the game), if a bonus role has been won, a result image of the main character image 28a indicating a win (the combination "7·7·7") will be displayed, and if a bonus role has not been won, a result image of the enemy character image 28b indicating a win (the combination "7·7·7") will be displayed, thereby informing the player whether or not a bonus role has been won.

[0354] As described above, each time the continuous performances 1 to 3 are executed, various performance images corresponding to the continuous performances are displayed on the main display 8. Therefore, it is possible to improve the entertainment value of the game when a continuous performance is executed. Furthermore, since it is possible to allow the player to clearly recognize the type of continuous performance that has been executed, it is possible to reliably change the player's sense of expectation.

[0355] In addition, the effect images (videos) displayed during the continuous effect may be other than those described above, and any image may be used as long as the player can recognize the type of the continuous effect and can be informed of the presence or absence of winning of the bonus combination. Also, in addition to the main display 8, a corresponding effect image may be displayed on the sub-display 17 during the continuous effect. Further, for example, by displaying the remaining number of games of the continuous effect during the continuous effect, an image that allows the player to recognize the execution period of the continuous effect may be displayed. In this way, the player can grasp the period during which the special lottery described later is executed. In addition to notifying the winning of the bonus combination, the above continuous effect is also executed when notifying the winning of the AT state (during the omen effect). As described above, the effect image is displayed during the continuous effect.

[0356] [Lottery table used when conducting a special lottery during continuous effect] Next, with reference to FIG. 22, the special lottery performed by the main control device 10 during the continuous effect will be described.

[0357] As described above, based on the winning of the rare combination by the execution of the game, the continuous effect related to the lottery of the bonus combination is executed on the main display 8 or the like. This continuous effect is continuously executed until the number of games determined in advance by the main control device 10 is executed. In the present embodiment, the main control device 10 performs a special lottery for granting the right to shift to the AT state in the games during which the continuous effect is being executed.

[0358] That is, during the normal game state, the main control device 10 can grant the right to shift to the AT state not only in the lottery for shifting to the AT state in the above-described predetermined game but also in the special lottery in the games during the continuous effect. And, as a result of a special lottery during continuous performance when winning the bonus role, if the right to transition to the AT state is granted, the game state will transition to the AT state after the end of the bonus state. If the right to transition to the AT state is not granted, the game state will transition to the normal game state after the end of the bonus state. However, even in this case, if winning the lottery for transitioning to the AT state during the bonus state, it will transition to the AT state.

[0359] On the other hand, even during continuous performance when not winning the bonus role, a special lottery is conducted. As a result of this special lottery, if the right to transition to the AT state is granted, the game state will transition to the AT state after the end of the continuous performance. Also, in the case of continuous performance when not winning the bonus role, usually, an image where the main character loses will be displayed as a result of the continuous performance. However, as a result of the special lottery during this continuous performance, if the right to transition to the AT state is granted, similar to the case of winning the bonus role, it will be changed to an image where the main character wins and it will be notified that the player has won the right to transition to the AT state.

[0360] That is, in this case, the sub-control device 20 rewrites the result of the continuous performance to an image where the main character wins based on the winning information from the special lottery. Thus, in a situation where an image where the main character loses would originally be displayed and it would be notified that the player has not won the bonus role, it is changed to an image where the main character wins and it is notified that the player has won the AT state.

[0361] Also, the main control device 10 does not always conduct the above-mentioned special lottery by executing the game during continuous performance. Instead, it conducts the special lottery only when it is derived twice that the lottery result of the role in the game during continuous performance is a losing result where the player does not win any role. For example, when the number of games in a continuous performance is determined to be 5 times, if a losing lottery result is derived in the first game, no special lottery is conducted yet. When a losing lottery result is derived in the subsequent game (for example, the fifth game), a special lottery will be conducted.

[0362] Note that the lottery mode of the special lottery may be other than the above, as long as one special lottery is conducted when the losing lottery results are derived two or more times. For example, when the lottery for roles in the last game of the continuous performance ends and the losing lottery results have been derived two or more times, a special lottery may be conducted. Also, when the losing lottery results are derived three or more times, additional special lotteries may be conducted accordingly.

[0363] Therefore, the more games there are in the continuous performance, the higher the possibility of deriving more losing lottery results, and thus the higher the possibility of conducting a special lottery. In this embodiment, the condition for conducting a special lottery is set when the losing lottery results are derived twice, which corresponds to the number of types of bonus roles (two types).

[0364] As described above, in the games during the continuous performance, since the priority control of minor roles is performed, only when a losing lottery result is derived, the symbol combination corresponding to the bonus role can be stopped on Reel 4. Therefore, in the first game where a losing lottery result is derived, a stop operation aiming at the symbol combination corresponding to the big bonus role is performed, and in the second game where a losing lottery result is derived, a stop operation aiming at the symbol combination corresponding to the regular bonus role is performed. If a bonus role is won, the symbol combination corresponding to the bonus role will stop in one of the games. If a bonus role is not won, the symbol combination corresponding to the bonus role will never stop in any game.

[0365] That is, when not winning the bonus role, in the game during the continuous performance, a player who performs a pressing operation on the symbol combination corresponding to the bonus role will recognize that they have not won the bonus role even if the continuous performance has not ended when the losing lottery result is derived twice.

[0366] On the other hand, in the present embodiment, when the losing lottery result is derived twice in the game during the continuous performance, since the special lottery is performed as described above, even if it is found that the player has not won the bonus role during the continuous performance as a result of performing a pressing operation on the symbol combination corresponding to the bonus role in the game during the continuous performance, it is possible to prevent the player's sense of expectation from decreasing.

[0367] FIG. 22 shows a lottery table used when performing a special lottery when the losing lottery result is derived twice in the game during the continuous performance. The special lottery is performed by the main control device 10 by lottery of random numbers for special lottery. In FIG. 22, the acquisition range (number) of the random number values to be acquired is set to 256, and the number of winning values (winning) among them is shown respectively. In addition, the extraction of the random numbers is performed at the start of the game when the losing lottery result of the second time is derived.

[0368] As shown in FIG. 22, for example, when the set value in the probability setting device 14 is setting 1, it is determined with a probability of 246 / 256 that the non-winning (losing) state is in the AT state, and it is determined with a probability of 8 / 256 that winning in the AT state with 30 games given as the initial number of games, and it is determined with a probability of 2 / 256 that winning in the AT state with 50 games given as the initial number of games.

[0369] Also, for example, when the set value in the probability setting device 14 is setting 6, it is determined with a probability of 223 / 256 that the AT state is a non-winning (losing) state, and it is determined with a probability of 32 / 256 that the AT state is a winning state with 30 games assigned as the initial number of games, and it is determined with a probability of 1 / 256 that the AT state is a winning state with 50 games assigned as the initial number of games. Also, although the explanation is omitted, special lotteries are also conducted with the probabilities shown in the figure for settings 2 to 5.

[0370] Since the special lottery is conducted as described above, as a tendency, the higher the set value in the probability setting device 14, the higher the probability of winning the special lottery. Therefore, in the game arcade, it is possible to adjust the occurrence frequency of the AT state. Also, it is possible to enhance the expectation of the players who are playing with a high set value. Also, overall, when the set value in the probability setting device 14 is an even value, the probability of winning the special lottery is higher than when it is an odd value. On the other hand, when it is an odd value, the probability of winning the AT state with 50 games is higher than when it is an even value. Therefore, the occurrence mode of the AT state changes depending on the parity of the set value, and it is possible to make the occurrence mode of the AT state more diverse and improve the interestingness.

[0371] Also, as described above, the special lottery is conducted when the number of losing lottery results in the games during the continuous performance is equal to the number of types of bonus roles (2 times). Therefore, even when it is determined halfway through the continuous performance when not winning the bonus role that the player has not won the bonus role by the eye-pressing operation, it is possible to prevent the player's expectation from decreasing.

[0372] Note that the special lottery may be other than the above as long as it is conducted when the number of losing lottery results in the games during the continuous performance is equal to the number of types of bonus roles. For example, if three types of bonus roles are set, the special lottery may be conducted when the number of losing lottery results is derived three times. Also, in consideration of the player's misoperation of pressing the button, a special lottery may be conducted when a losing lottery result is derived more times (for example, three times) than the number of types of bonus winning combinations. Also, in a game during a period including the continuous performance period and the waiting period until the continuous performance starts when winning a rare winning combination, a special lottery may be conducted when a losing lottery result is derived by the number of types of bonus winning combinations. Also, as a privilege given when winning the special lottery, it may be a CZ state or a high-probability state. The special lottery is conducted as described above.

[0373] [Lottery table used when adding extra games during the AT state] Next, with reference to FIG. 23, the lottery for adding extra games performed by the main control device 10 during the AT state will be described.

[0374] In the present embodiment, the main control device 10 conducts a lottery for adding a predetermined number of games (adding) to the remaining number of games in a game during the AT state. The main control device 10 conducts the lottery for adding extra games based on the lottery result of the winning combination in the game during the AT state. When winning the lottery for adding extra games, a predetermined number of games are added to the remaining number of games at that time, so that the continuation period of the AT state is extended by that amount. Note that when the lottery for adding extra games is conducted, it is preferable to perform an effect for notifying the lottery result for adding extra games on the main display 8 or the like.

[0375] FIG. 23 shows a lottery table used when conducting the lottery for adding extra games in a game during the AT state (including the ED state). Note that the lottery for adding extra games is conducted by the main control device 10 by lottery of random numbers for adding extra games. In FIG. 23, the acquisition range (number) of the random number values to be acquired is set to 256, and the number of winning values (winning) among them is shown respectively. Also, the extraction of the above random numbers is performed at the start of the game when winning the winning combination which is the lottery trigger.

[0376] As shown in FIG. 23, for example, when winning the replay role, the addition of 0 games, that is, no addition, is determined with a probability of 255 / 256, the addition of 5 games is determined with a probability of 0 / 256, the addition of 10 games is determined with a probability of 0 / 256, the addition of 20 games is determined with a probability of 0 / 256, and the addition of 30 games is determined with a probability of 1 / 256.

[0377] Also, for example, when winning the cherry role, the addition of 0 games, that is, no addition, is determined with a probability of 0 / 256, the addition of 5 games is determined with a probability of 0 / 256, the addition of 10 games is determined with a probability of 128 / 256, the addition of 20 games is determined with a probability of 64 / 256, and the addition of 30 games is determined with a probability of 64 / 256. Also, although the description is omitted, for the bell role (the push-order bell role and the common bell role) and the watermelon role, the additional draw is performed with the illustrated probability.

[0378] Since the additional draw is performed as described above, when winning the rare role, the probability of winning the additional draw is higher than when winning other roles. Therefore, when winning the rare role during the AT state, it is possible to enhance the player's sense of expectation. Also, when winning the replay role, the probability of winning the additional draw is extremely low, but when winning, the maximum of 30 games will be added. Therefore, it is possible to perform an unexpected additional draw and improve the interestingness.

[0379] In addition, when winning the cherry role, all of the 10 to 30 game counts may be added on, whereas when winning the watermelon role, only 10 games and 30 games are the possible game counts to be added on. Therefore, a more distinct added-on mode can be formed, making it possible to improve the interestingness.

[0380] Note that the tables to be referred to may be different between the AT state other than the ED state and during the ED state. Also, when the tables to be referred to are made different between the AT state other than the ED state and during the ED state, the winning probability for the add-on and the number of games that can be added on may be made different in their respective tables. Also, the number of games to be added on may be other than the above, and a number of games greater than 30 games may be added on. The add-on lottery is conducted as described above.

[0381] [Lottery table used when determining the transition of the AT state and the addition of the number of games in the AT state during the bonus state] Next, with reference to FIG. 24, the transition lottery of the AT state and the add-on lottery of the number of games performed by the main control device 10 during the bonus state will be described.

[0382] In the present embodiment, the main control device 10 conducts a transition lottery of the AT state in the games during the bonus state. When winning this transition lottery of the AT state, after the end of the bonus state, the gaming state is transitioned to the AT state. Also, in the games after winning the above transition lottery of the AT state and in the games during the bonus state that have transitioned to the AT state, that is, in the games during the bonus state where the right to transition to the AT state has already been granted, instead of the transition lottery of the AT state, an add-on lottery of the number of games is conducted to add a predetermined number of games to the remaining number of games in the AT state.

[0383] In addition, in the main control device 10, the transition lottery and the additional draw of the AT state during the bonus state are performed based on the lottery result of the role in the game during the bonus state. When the transition lottery or the additional draw of the AT state is performed, it is preferable to perform an effect of notifying the lottery result on the main display 8 or the like.

[0384] FIG. 24 shows a lottery table used when performing the transition lottery and the additional draw of the AT state in the game during the bonus state. Each lottery is performed by the main control device 10 by lottery of corresponding random numbers. In FIG. 24, the acquisition range (number) of the random number values to be acquired is 256, and the number of winning values (winning) among them is shown respectively. In addition, the extraction of the random numbers is performed at the start of the game in which the role that is the lottery trigger wins.

[0385] First, FIG. 24(a) shows the transition probability of the AT state at the time of winning each role in each game during the bonus state in which the right to transition to the AT state is not granted. As shown in FIG. 24(a), for example, when winning the replay role, not transitioning to the AT state (losing) is determined with a probability of 254 / 256, transitioning to the AT state with an initial game count of 30 games is determined with a probability of 1 / 256, and transitioning to the AT state with an initial game count of 50 games is determined with a probability of 1 / 256.

[0386] Also, for example, when winning the cherry role, not transitioning to the AT state (losing) is determined with a probability of 128 / 256, transitioning to the AT state with an initial game count of 30 games is determined with a probability of 64 / 256, and transitioning to the AT state with an initial game count of 50 games is determined with a probability of 64 / 256. Although the description is omitted, when winning the bell role (both the pressing-order bell role and the common bell role) and the watermelon role, the transition lottery of the AT state is also performed with the illustrated probabilities.

[0387] As described above, since the lottery for transition to the AT state is conducted during the bonus state, if you win a rare role, your chances of winning the lottery for transition to the AT state are higher than if you win any other role. Therefore, when a rare combination is won in a game during a bonus state, it is possible to increase the player's sense of expectation.

[0388] Also, even if it is the same rare symbol, if the cherry symbol is won, the probability of transitioning to the AT state is higher than if the watermelon symbol is won, whereas if the watermelon symbol is won and the AT state transition lottery is won, the transition to the 50-game AT state is guaranteed, so a more distinct AT state transition pattern can be created, which can increase interest.

[0389] Next, FIG. 24(b) shows the probability of adding to the number of games when each role is won in each game during the bonus state in which the right to transition to the AT state is granted. As shown in FIG. 24(b), for example, when a replay role is won, 0 games, i.e., no additional games will be added, with a probability of 255 / 256, 5 games will be added, with a probability of 0 / 256, 10 games will be added, with a probability of 0 / 256, 20 games will be added, with a probability of 0 / 256, and 30 games will be added, with a probability of 1 / 256.

[0390] Also, for example, if the Cherry role is won, there is a 0 / 256 probability that 0 games will be added, i.e., no additional games will be added, there is a 0 / 256 probability that 5 games will be added, there is a 128 / 256 probability that 10 games will be added, there is a 64 / 256 probability that 20 games will be added, and there is a 64 / 256 probability that 30 games will be added. Although not explained in detail, if the bell role (push order bell role and common bell role) and watermelon role are won, an additional lottery will be held with the probabilities shown in the figure.

[0391] As described above, in games during the bonus state, a lottery is held to add to the number of games played for the AT state to which transition rights have already been granted. Therefore, if you win a rare role, your chances of winning the additional lottery are higher than if you win any other role. Therefore, when a rare combination is won in a game during a bonus state, it is possible to increase the player's sense of expectation.

[0392] Also, even if the same rare role is played, if a cherry role is won, the probability of the number of games being added is higher than if a watermelon role is won, whereas if a watermelon role is won and the player is entered into the additional lottery, the probability of the maximum of 30 games being added is higher. This makes it possible to create a more dramatic number of games being added, thereby increasing the fun factor.

[0393] In addition, if the right to transition to the AT state has already been granted, a lottery is held to add to the number of games. However, even when the right to transition to the AT state has been granted, a lottery to transition to the AT state is held in the same way as when the right to transition to the AT state has not been granted, and if the lottery is won, the right to cause the AT state to occur again is granted (stocked). As described above, a lottery for transition to the AT state and an additional lottery are held during the bonus state.

[0394] [Number of payouts when ending the advantageous zone during the big bonus state in the ED state and number of games remaining in the AT state] Next, referring to FIG. 25, a control for ending the advantageous zone during a big bonus state that occurs during the ED state will be described.

[0395] As described above, in this embodiment, if a restriction function (so-called limiter) is activated while an AT state is occurring, the main control unit 10 performs control to forcibly terminate the AT state by ending the advantageous zone. In addition, the main control device 10 controls the AT state to the ED state before a predetermined period when the above-mentioned restriction function operates.

[0396] By shifting to this ED state, the lottery for adding extra game counts in subsequent games and the like are invalidated, and an effect is performed to pre - bless that the AT state reaches the upper limit by the main display 8 or the like. Note that the lottery for adding extra game counts may be performed even during the ED state.

[0397] In the present embodiment, the main control device 10 controls the transition to the above - mentioned ED state based on the number of games in the advantageous section. Specifically, before the advantageous section restriction condition is satisfied (for example, when the game is executed 1500 times), when the number of games in the advantageous section during the AT state reaches a predetermined number of games (for example, 1200 times), the main control device 10 causes a transition to the ED state. That is, the main control device 10 includes a pre - stage determination means capable of determining that it has reached a stage before the advantageous section restriction condition is satisfied before the advantageous section restriction condition is satisfied. When the pre - stage determination means determines that the number of games in the advantageous section during the AT state has reached a predetermined number of games (for example, 1200 times), it determines that it has reached the above - mentioned pre - stage, and causes a transition to the ED state based on the number of games in the advantageous section. During the ED state based on the number of games in the advantageous section, the main control device 10 does not subtract the remaining number of games in the AT state. Therefore, the ED state continues until the number of games in the advantageous section reaches a predetermined number (1500 games when the restriction function operates) during the ED state.

[0398] In addition to the ED state based on the number of games in the advantageous section, when the number of medals paid out during the advantageous section reaches a predetermined number (for example, 2000 pieces), a transition may be made to the ED state (ED state based on the number of medals paid out). Also, when transitioning to the ED state based on the number of medals paid out, an effect may be performed to pre-announce that the AT state has reached its upper limit using the main display 8 or the like. Additionally, different effects may be performed for the ED state based on the number of advantageous interval games and the ED state based on the number of medals paid out.

[0399] Also, the transition condition for the ED state based on the number of medals paid out may be other than the above. Calculate the subsequent predicted medal payout number derived from the remaining number of games in the AT state, and when the total predicted medal payout number obtained by adding the predicted medal payout number reaches the above upper limit number of medals, it may be configured to transition to the ED state. Also, when transitioning to the ED state based on the number of advantageous interval games, subtraction of the remaining number of games in the AT state is not performed, and the ED state is continued until the number of advantageous interval games reaches a predetermined number (1500 games). However, even during the ED state, the remaining number of games in the AT state may be subtracted, and when this remaining number of games runs out, the ED state may be terminated. In this case, since the remaining number of games in the AT state may run out before the number of advantageous interval games reaches the predetermined number (1500 games), the ED state may end before the restriction function activates.

[0400] Also, in this embodiment, the main control device 10 designates the bonus state that occurs during the ED state based on the number of advantageous interval games as a specific bonus state, and performs specific advantageous interval restriction control to end the advantageous interval based on the establishment of specific advantageous interval restriction conditions during the specific bonus state. Therefore, the specific advantageous interval restriction control is executed on the condition of transitioning to the ED state based on the number of advantageous interval games. That is, the main control device 10 as the previous stage determination means can establish the specific advantageous interval restriction conditions on the condition of determining that it has reached the stage before the advantageous interval restriction conditions are established, before the advantageous interval restriction conditions are established.

[0401] In addition, in the main control device 10, the specific advantageous section restriction control is executed based on the number of medals paid out during the bonus state in a specific bonus state and the remaining number of games in the AT state. Specifically, during the bonus state, the main control device 10 monitors the number of medals paid out during the bonus state by counting with a payout counter, and when the value of the payout counter exceeds a predetermined number (130 medals in the big bonus state and 80 medals in the regular bonus state), the bonus state is terminated. However, when the relationship between the payout counter that changes for each game and the remaining number of games in the AT state at that time shows a specific relationship set in advance, the specific advantageous section restriction condition is satisfied. That is, the main control device 10 as the specific advantageous section restriction means enables the specific advantageous section restriction condition to be satisfied based on the remaining number of games that can continue the AT state (the first specific game state) and the number of game values (payout number) given in a specific bonus state (the third specific game state).

[0402] And based on the satisfaction of the specific advantageous section restriction condition in a specific bonus state, the main control device 10 shifts the game section from the advantageous section to the normal section. That is, the main control device 10 as the advantageous section restriction means includes specific advantageous section restriction means that can satisfy the specific advantageous section restriction condition when the game state is controlled to a specific bonus state (the third specific game state) by the main control device 10 (the third specific game state control means).

[0403] In addition, since the main control device 10 continues the bonus state until the payout counter reaches the upper limit value, even if the game section shifts from the advantageous section to the normal section, if the payout counter has not reached the upper limit value, the bonus state will continue. In addition, the advantageous section transition condition during the normal section is also satisfied when a predetermined winning result (for example, the push order bell combination) is derived even in the games during the bonus state. Therefore, even when the advantageous section transition condition is satisfied during the continued bonus state, the game section will shift from the normal section to the advantageous section during the bonus state.

[0404] Therefore, based on the fulfillment of the specific advantageous section restriction conditions in a specific bonus state, the game section shifts to the normal section, and then, based on the fulfillment of the subsequent advantageous section transition conditions, the bonus state continues in the new advantageous section. That is, when the game section is controlled from the advantageous section to the normal section based on the fulfillment of the specific advantageous section restriction conditions, the main control device 10 as the third specific game state control means enables the continuation of a specific bonus state (third specific game state) in the new advantageous section based on the fulfillment of a predetermined advantageous section transition condition.

[0405] FIG. 25 is a chart showing a specific relationship between the value of the payout counter during the bonus state and the number of remaining games in the AT state at that time (the number of remaining games in the AT state at the end of the advantageous section), where the specific advantageous section restriction conditions are fulfilled in the above-mentioned specific bonus state (big bonus state). Note that FIG. 25 shows a specific relationship during the big bonus state as a specific bonus state.

[0406] Also, the determination of the fulfillment of the specific advantageous section restriction conditions is made at the start of the game. Therefore, at the start of the game, the payout counter updated by the medal payout until the previous game is referenced. Also, since the number of remaining games in the AT state is not updated (subtracted) during the bonus state, the number of remaining games at the start of the bonus state is referenced throughout the bonus state.

[0407] As shown in FIG. 25, for example, when the payout counter during a specific bonus state (big bonus state) is in the range of "0 to 10" and the number of remaining games in the AT state at that time is in the range of "0 to 20", the specific advantageous section restriction conditions are fulfilled and the advantageous section ends.

[0408] Also, for example, when the payout count counter during a specific bonus state (big bonus state) is in the range of "51 to 60", if the remaining game count in the AT state at that time is in the range of "51 to 100", the specific advantageous section restriction condition is satisfied and the advantageous section ends.

[0409] Also, for example, when the payout count counter during a specific bonus state (big bonus state) is in the range of "121 to 130", if the remaining game count in the AT state at that time is "251 or more", the specific advantageous section restriction condition is satisfied and the advantageous section ends. Also, although the explanation is omitted, the other payout count counters and remaining game counts are set as shown in the illustration.

[0410] Since the values of the payout count counter during the bonus state and the value of the remaining game count in the AT state at that time are set such that the specific advantageous section restriction condition is satisfied as described above, the values are set so that the remaining game count also increases as the payout count counter increases. That is, in the early stage of a specific bonus state (big bonus state) where the payout count counter is small, the possibility that the specific advantageous section restriction condition is satisfied is higher when the remaining game count is less than when it is more. In the late stage of a specific bonus state (big bonus state) where the payout count counter is large, the values are set such that the possibility that the specific advantageous section restriction condition is satisfied is higher when the remaining game count is more than when it is less.

[0411] As described above, since the specific advantageous section restriction control is performed by the main control device 10, when the relationship between the value of the payout count counter during a specific bonus state (big bonus state) and the value of the remaining game count in the AT state becomes a specific relationship, the specific advantageous section restriction condition is satisfied and the game section shifts from the advantageous section to the normal section. As described above, since the determination of the satisfaction of the specific advantageous section restriction condition is made at the start of the game, the game section shifts from the advantageous section to the normal section after the end of the game. That is, when operating the start lever 3, it is determined whether the specific advantageous section restriction condition is satisfied. If it is determined that the specific advantageous section restriction condition is satisfied, when the operation of the stop button 5 for stopping the last reel 4 in the game is completed, the game section will shift from the advantageous section to the normal section.

[0412] Also, when a specific bonus state (big bonus state) continues even after shifting to the normal section, based on the establishment of the advantageous section transition condition in the subsequent game, it will shift to a new advantageous section, and the specific bonus state (big bonus state) will continue in the new advantageous section.

[0413] Furthermore, during a specific bonus state (big bonus state), the previous advantageous section will end once. At that time, the count value of the advantageous section game number (advantageous section game number counter) and the value of the net increase in medals will be initialized, and various data (such as the advantageous section game number) related to the advantageous section will be updated from the initial state with the transition to the new advantageous section. That is, when shifting to a new advantageous section based on the establishment of the advantageous section transition condition during a specific bonus state (big bonus state), the monitoring control related to the previous restriction function becomes invalid due to the initialization of various data related to the advantageous section, and the monitoring control related to the restriction function in the new advantageous section will start from that point.

[0414] Therefore, when shifting to the ED state according to the advantageous section game number, since the AT state is approaching the end, the player's sense of expectation will decrease. However, when a specific bonus state (big bonus state) occurs, there is a possibility that the monitoring control related to the restriction function in the already operating advantageous section will be initialized. Thus, there is a possibility that the AT state will continue even after the point when the AT state would originally end due to the restriction function, and it becomes possible to improve the player's sense of expectation that has once decreased.

[0415] Furthermore, since the specific advantageous zone limiting condition is established based on the number of medals paid out during a specific bonus state and the number of games remaining in the AT state at that time, the establishment of the specific advantageous zone limiting condition changes in various ways, making it possible to increase the interest of the game. In addition, since each value that will establish the specific advantageous zone restriction condition is set so that the number of remaining games increases as the payout counter increases, it is possible to adjust the balance of profits between the gaming facility and the player regarding the continuation of the AT state after the end of a specific bonus state (big bonus state).

[0416] In addition, since the specific advantageous zone restriction control is executed on the condition that the ED state is transitioned due to the number of advantageous zone games, it is possible to prevent the AT state from continuing beyond the period specified by the restriction function, making it possible to adjust the profit balance between gaming establishments and players.

[0417] In addition, if a specific favorable zone restriction condition is met during a specific bonus state (big bonus state), causing a transition to the normal zone, and then the favorable zone transition condition is not met (for example, if only the common bell role is won), the ED state will end when the bonus state ends. In addition, the value of the payout counter during a specific bonus state (big bonus state) that will establish the specific advantageous zone restriction condition and the value of the remaining number of games in the AT state may be other than those mentioned above, and may be anything that can form the above-mentioned trend.

[0418] In addition, the ED state in which the specific advantageous zone restriction condition can be established is set to an ED state based on the number of advantageous zone games, but the specific advantageous zone restriction condition may also be established in the ED state based on the number of medals paid out, as described above.

[0419] In addition, during the BB state (operation of the continuous operation device for the first type special feature), during JACIN (operation of the first type special feature), it is possible to control to a specific RT and not refer to the above table during that RT. During a specific bonus state (big bonus state) as described above, control is performed to end the advantageous section.

[0420] [Payout amount and number of AT state games at the start of the advantageous section when resuming the AT state after the end of the big bonus state in the ED state] Next, with reference to FIG. 26, the initial number of games of the AT state when resuming the AT state after the end of the big bonus state (specific bonus state) during the ED state according to the number of games in the advantageous section will be described.

[0421] As described above, when a specific bonus state (big bonus state) occurs and a transition is made to a new advantageous section during the bonus state, the bonus state continues in the new advantageous section. In the present embodiment, the main control device 10 can generate a new AT state (special AT state) after the end of the specific bonus state based on the establishment of the specific advantageous section restriction conditions during the specific bonus state (big bonus state). That is, the main control device 10 as the first specific game state control means is provided with a special first specific game state generation means capable of generating a special AT state as a special first specific game state based on the end of the specific bonus state (third specific game state) controlled in the new advantageous section.

[0422] Therefore, when a bonus state (big bonus state) occurs during the ED state as a specific bonus state and the specific advantageous section restriction conditions are satisfied, and then the bonus state (big bonus state) that continued in the new advantageous section ends, a new AT state (special AT state) will resume.

[0423] In the main control device 10, when the special AT state is generated, an initial number of games is given as the remaining number of games, and this initial number of games is determined based on the value of the payout counter during the specific bonus state (big bonus state) at the time when the game that will transition to the new advantageous section starts. That is, the main control device 10 as the special first specific game state generation means can determine the remaining number of games (initial number of games) that can be continued in the special AT state (special first specific game state) based on the number of game values (payout numbers) awarded in a specific bonus state (third specific game state).

[0424] Therefore, when generating the special AT state after the end of a specific bonus state (big bonus state), depending on the value of the payout counter at the start of the game when the advantageous section transition condition is satisfied during the specific bonus state, the initial number of games in the special AT state will change.

[0425] However, even if the specific advantageous section restriction condition is satisfied based on the occurrence of a specific bonus state and the game section transitions to the normal section, if the advantageous section transition condition is not satisfied in subsequent games, after the end of the bonus state, it will not transition to the special AT state but to the normal game state. That is, the transition condition for the special AT state is that during the above-mentioned specific bonus state, the specific advantageous section restriction condition is satisfied and then the advantageous section transition condition is satisfied.

[0426] Figure 26 is a chart showing the relationship between the value of the payout counter during the bonus state (big bonus state) and the initial number of games to be awarded (number of games in the AT state at the start of the advantageous section) when transitioning to a new advantageous section when generating the above-mentioned special AT state. Note that Figure 26 shows the case during the big bonus state as a specific bonus state. Also, since the determination of the initial number of games in the special AT state is made at the start of the game when transitioning to a new advantageous section, the payout counter updated by the medal payout up to the previous game is referred to at the start of the game.

[0427] As shown in FIG. 26, for example, when the payout number counter in a specific bonus state (big bonus state) at the start of a game that will transition to a new advantageous section is in the range of "0 to 10", "0", that is, 0 games, is given as the initial number of games in the special AT state (the AT state does not occur).

[0428] Also, for example, when the payout number counter in a specific bonus state (big bonus state) at the start of a game that will transition to a new advantageous section is in the range of "51 to 60", "100", that is, 100 games, is given as the initial number of games in the special AT state.

[0429] Also, for example, when the payout number counter in a specific bonus state (big bonus state) at the start of a game that will transition to a new advantageous section is in the range of "121 to 130", "300", that is, 300 games, is given as the initial number of games in the special AT state. Also, although the description is omitted, for other payout number counters, each initial number of games is given as shown.

[0430] When generating the special AT state as described above, since the initial number of games is determined according to the value of the payout number counter in the bonus state at the start of the game that will transition to a new advantageous section, the initial number of games given increases as the payout number counter increases. That is, when transitioning to a new advantageous section at the beginning of a specific bonus state (big bonus state) where the payout number counter is small, a special AT state with a relatively small initial number of games given will occur, and when transitioning to a new advantageous section at the end of a specific bonus state (big bonus state) where the payout number counter is large, the initial number of games in the special AT state is determined so that a special AT state with a relatively large initial number of games given tends to occur.

[0431] Therefore, a special AT state will occur after the end of a specific bonus state, which can increase the player's sense of anticipation. In addition, a special AT state may occur following the previous AT state, with a specific bonus state in between, thereby greatly increasing the player's sense of anticipation. In addition, when a special AT state occurs, the initial number of games in the special AT state is determined according to the value of the payout counter at the start of the game, when the favorable zone transition condition is met during a specific bonus state. Therefore, various initial game numbers can be set, making it possible to diversify the game content and increase the interest of the game.

[0432] Furthermore, as the payout counter increases, the number of initial games awarded also increases, so if a transition to a new advantageous zone occurs at the beginning of a specific bonus state (big bonus state) where the number of medals paid out is small and a large number of medals can be expected to be paid out thereafter, a special AT state with a relatively small number of initial games will occur.On the other hand, if a transition to a new advantageous zone occurs at the end of a specific bonus state (big bonus state) where the number of medals paid out is large and a large number of medals cannot be expected to be paid out thereafter, a special AT state with a relatively large number of initial games will occur, making it possible to generate a special AT state that strikes a good balance between the benefits of the gaming establishment and the player. In particular, when the payout counter value is "0 to 10" and "11 to 20", the initial number of games is 0, i.e., the special AT state does not occur, making it possible to prevent the player from gaining an extreme advantage.

[0433] In addition, the value of the initial number of games corresponding to the value of the payout counter during a specific bonus state (big bonus state) when generating a special AT state may be other than the above, and may be any value that can form the above-mentioned tendency. As described above, the initial number of games in the special AT state that occurs after the end of a specific bonus state (big bonus state) is determined.

[0434] [Payout amount and remaining AT state games when ending the advantageous section during the regular bonus state in the ED state] Next, referring to FIG. 27, control for ending the advantageous section during the regular bonus state that occurs during the ED state will be described.

[0435] As described above, in the present embodiment, when the main control device 10 generates a big bonus state (specific bonus state) during the ED state based on the number of advantageous section games, the main control device 10 performs specific advantageous section restriction control based on the establishment of specific advantageous section restriction conditions during the big bonus state. However, even when a regular bonus state occurs during the ED state based on the number of advantageous section games, as a specific bonus state, specific advantageous section restriction control is also performed based on the establishment of specific advantageous section restriction conditions during the regular bonus state.

[0436] When a regular bonus state occurs during the ED state based on the number of advantageous section games, the specific relationship between the value of the payout number counter during the bonus state, where the specific advantageous section restriction conditions are satisfied, and the value of the remaining games of the AT state at that time (remaining games of the AT state at the end of the advantageous section) is only different from the case when a big bonus state occurs during the ED state described above, and the same control is performed otherwise.

[0437] FIG. 27 is a chart showing the specific relationship between the value of the payout number counter during the bonus state, where the specific advantageous section restriction conditions are satisfied in the specific bonus state (regular bonus state), and the value of the remaining games of the AT state at that time (remaining games of the AT state at the end of the advantageous section).

[0438] As shown in FIG. 27, for example, when the payout number counter during a specific bonus state (regular bonus state) is in the range of "0 to 10", and the remaining games of the AT state at that time are in the range of "0 to 30", the specific advantageous section restriction conditions are satisfied and the advantageous section ends.

[0439] Also, for example, when the payout counter during a specific bonus state (regular bonus state) is in the range of "51 - 60", and the remaining game count in the AT state at that time is "200 or more", the specific advantageous section restriction condition is satisfied and the advantageous section ends.

[0440] Also, for example, when the payout counter during a specific bonus state (regular bonus state) is in the range of "71 - 80", and the remaining game count in the AT state at that time is "200 or more", the specific advantageous section restriction condition is satisfied and the advantageous section ends. Also, although the explanation is omitted, the other payout counters and the remaining game counts are set as shown in the illustration.

[0441] As described above, even when a regular bonus state occurs as a specific bonus state, since the values of the payout counter during the bonus state and the remaining game count in the AT state at that time are set such that the specific advantageous section restriction condition is satisfied, each value is set so that the remaining game count also increases as the payout counter increases. That is, at the beginning of a specific bonus state (regular bonus state) where the payout counter is at a low level, the possibility of the specific advantageous section restriction condition being satisfied is higher when the remaining game count is less than when it is more. At the end of a specific bonus state (regular bonus state) where the payout counter is at a high level, each value is set such that the possibility of the specific advantageous section restriction condition being satisfied is higher when the remaining game count is more than when it is less.

[0442] As described above, when a regular bonus state occurs as a specific bonus state by the main control device 10, specific advantageous section restriction control is performed in the same manner as when a big bonus state occurs. Thus, the subsequent game progresses in the same manner as described above, and the same effect as described above is obtained.

[0443] Note that the value of the payout counter during a specific bonus state (regular bonus state) that causes the specific favorable interval limit condition to hold, and the value of the remaining game count in the AT state may be other than the above, as long as they can form the above-described tendency. As described above, control is performed to end the favorable interval during a specific bonus state (regular bonus state).

[0444] [Payout number and AT state game count at the start of the favorable interval when resuming the AT state after ending the regular bonus state in the ED state] Next, with reference to FIG. 28, the initial game count of the AT state when resuming the AT state after ending the regular bonus state (specific bonus state) during the ED state will be described.

[0445] In the main control device 10, as described above, when a special AT state occurs after the end of a specific bonus state (regular bonus state), an initial game count is given as the remaining game count. This initial game count is determined based on the value of the payout counter at the start of the game that causes the favorable interval transition condition to hold during the specific bonus state (regular bonus state).

[0446] FIG. 28 is a chart showing the relationship between the value of the payout counter during the bonus state (regular bonus state) at the start of the game that will transition to a new favorable interval when the above special AT state occurs, and the initial game count (AT state game count at the start of the favorable interval) to be given. Also, since the determination of the initial game count of the special AT state is performed at the start of the game that will transition to a new favorable interval, the payout counter updated by the payout of medals up to the previous game is referred to at the start of the game.

[0447] As shown in FIG. 28, for example, when the payout count counter in a specific bonus state (regular bonus state) at the time of transitioning to a new advantageous section is in the range of "0 to 10", "0", that is, 0 games, is given as the initial number of games in the special AT state (the AT state does not occur).

[0448] Also, for example, when the payout count counter in a specific bonus state (regular bonus state) at the time of transitioning to a new advantageous section is in the range of "51 to 60", "100", that is, 100 games, is given as the initial number of games in the special AT state.

[0449] Also, for example, when the payout count counter in a specific bonus state (regular bonus state) at the time of transitioning to a new advantageous section is in the range of "71 to 80", "300", that is, 300 games, is given as the initial number of games in the special AT state. Although the description is omitted, for other payout count counters, each initial number of games is given as shown.

[0450] When generating a special AT state after the end of a specific bonus state (regular bonus state) as described above, similar to after the end of the big bonus state, the initial number of games is determined according to the value of the payout count counter in the bonus state at the time of transitioning to a new advantageous section. Therefore, the initial number of games given increases as the payout count counter increases. That is, when transitioning to a new advantageous section in the early stage of a specific bonus state (regular bonus state) where the payout count counter is small, a special AT state with a relatively small initial number of games will occur. When transitioning to a new advantageous section in the final stage of a specific bonus state (regular bonus state) where the payout count counter is large, the initial number of games in the special AT state is determined so that a special AT state with a relatively large initial number of games tends to occur.

[0451] As described above, even when a regular bonus state occurs as a specific bonus state, the initial number of games in the special AT state is determined in the same manner as when the big bonus state occurs. Thus, the same effects as those in the above-described case can be obtained. In particular, when the value of the payout counter is less than 200, the initial number of games is 0 games, that is, the special AT state does not occur. Therefore, it is possible to prevent the situation from becoming extremely advantageous for the player. On the other hand, when the special AT state occurs, an initial number of games of 100 games or more is given to all. Therefore, it is possible to enhance the player's expectation.

[0452] Also, as described above, the determination of the initial number of games in the special AT state is performed at the start of a game that shifts to a new advantageous section. That is, once the game section shifts to the normal section during the regular bonus state, and then at the start of a game that satisfies the advantageous section shift condition.

[0453] Therefore, in the game after shifting to the normal section, for example, when winning the common bell role that does not satisfy the advantageous section shift condition, the payout number counter increases while the normal section continues. That is, if one continues to win the common bell role in the above normal section, there is a possibility that an advantageous initial number of games will be determined due to the increase in the payout number counter. However, even in this case, if the advantageous section shift condition could not be satisfied in the above normal section, there is also a risk that the AT state will end along with the end of the bonus state.

[0454] In the present embodiment, as described above, during the regular bonus state, the winning probability of the common bell role that does not satisfy the advantageous section shift condition is increased compared to during the big bonus state. Therefore, the possibility of not being able to satisfy the advantageous section shift condition is also increased compared to during the big bonus state. On the other hand, the possibility of determining an advantageous initial number of games is also increased. Therefore, according to the type of a specific bonus state (big bonus state or regular bonus state), the occurrence probability of the special AT state and the initial number of games will vary variously, enabling the provision of more vivid game content and the improvement of the interestingness. In particular, when a regular bonus state occurs as a specific bonus state, it is possible to create game content with a thrilling feeling and improve the interest of the game.

[0455] Note that as the initial number of games in the special AT state, the maximum value is set to 300 games whether the specific bonus state is the big bonus state or the regular bonus state, but it may be possible to assign a larger number of games, or different maximum values may be set according to the type of bonus state. Also, based on the occurrence of a specific bonus state, it is possible to generate an AT state, but other benefits may be provided. For example, it may be possible to generate a CZ state, or rights that are advantageous to the player when transitioning to the AT state may be provided.

[0456] Also, the value of the initial number of games corresponding to the value of the payout counter during a specific bonus state (regular bonus state) when generating the special AT state may be other than the above, as long as it can form the above-described tendency. As described above, the initial number of games in the special AT state after the end of a specific bonus state (regular bonus state) is determined.

[0457] [Game Transition during the Big Bonus State when the Big Bonus State Occurs during the ED State] Next, with reference to FIG. 29, the game transition during the big bonus state when the big bonus state (specific bonus state) occurs during the ED state will be described.

[0458] As described above, when a big bonus state (a specific bonus state) occurs during the ED state depending on the number of games in the advantageous section, and when the specific advantageous section restriction conditions are satisfied in the games during the big bonus state, the game section shifts from the advantageous section to the normal section. Furthermore, when the advantageous section transition conditions are satisfied in the subsequent games, the game section shifts from the normal section to the advantageous section, and thus the big bonus state continues in the new advantageous section. And based on the occurrence of the above specific bonus state, a special AT state will occur after the end of the bonus state.

[0459] FIG. 29 shows the game transitions for each game during the big bonus state as a specific bonus state when the above special AT state occurs. Note that in FIG. 29, for example, it shows the case where an ED state occurs depending on the number of games in the advantageous section and a transition to the big bonus state occurs when the remaining number of games in the AT state is 123 games.

[0460] As shown in FIG. 29, when a transition is made to the big bonus state during the ED state, when the push-order bell combination wins, the push-order bell combination wins regardless of the push order. Therefore, for each game, the payout amount (payout counter) during the big bonus state is added according to the winning of the push-order bell. Note that the remaining number of games in the AT state does not change during the big bonus state, so the 123 games at the start of the big bonus state are maintained. Therefore, as shown in FIG. 25 described above, in this case (when the remaining number of games is 101 to 200 games), the specific advantageous section restriction conditions are satisfied when the payout amount falls within the range of 71 to 80 sheets.

[0461] In the main control device 10, at the start of each game, it is determined whether the specific advantageous section restriction condition is satisfied based on the number of payouts at that time and the remaining number of games in the AT state. However, at the start of the games from the 1st game to the 8th game in the figure, since the number of payouts in each case is outside the range of 71 to 80 sheets, it is determined that the specific advantageous section restriction condition is not satisfied, and the game section is maintained as an advantageous section.

[0462] Then, at the start of the 9th game in the figure, since the number of payouts at that time (80 sheets) is within the range of 71 to 80 sheets, it is determined that the specific advantageous section restriction condition is satisfied. After the 9th game ends, the game section shifts to the normal section, and the 10th game is executed in the normal section. In addition, due to the satisfaction of the specific advantageous section restriction condition, the AT state ends and the remaining number of games in the AT state is initialized. Furthermore, the game state shifts from the big bonus state during the ED state to the normal big bonus state. Note that when shifting to the normal section, the information on the number of advantageous section games related to the restriction function and the net increase in the number of medals during the advantageous section is also initialized.

[0463] The big bonus state continues to be executed until the end condition of the big bonus state is satisfied even if the game section shifts. Therefore, the 10th game is also started during the big bonus state. When winning the push-order bell combination by executing the 10th game, the advantageous section transition condition is satisfied. After the end of the game, that is, starting from the 11th game, the game section shifts to the advantageous section, and a new advantageous section starts. In addition, when shifting to the new advantageous section, the update of the information on the number of advantageous section games related to the restriction function and the net increase in the number of medals during the advantageous section resumes from the initial state.

[0464] Also, due to the satisfaction of the advantageous section transition condition, the transition condition for the special AT state is satisfied, and the initial number of games in the special AT state is determined at the start of the 10th game. Since the number of payouts at the start of the 10th game is 90, as shown in FIG. 26 described above, in this case (remaining game count is 81 - 90), the initial game count in the special AT state will be determined to be 200 games.

[0465] Also, due to the fulfillment of the favorable interval transition condition, the game state will transition from the normal big bonus state to the big bonus state (BB state in the AT - confirmed state) where the right to transition to the special AT state is confirmed.

[0466] After that, games in the big bonus state are executed. When the number of payouts exceeds a predetermined number (130) (at the 14th game in the figure), the big bonus state ends, and the special AT state with an initial game count of 200 games in the new favorable interval starts.

[0467] As described above, during a specific bonus state, for each game, a determination is made regarding the fulfillment of the specific favorable interval restriction condition and the fulfillment of the favorable interval transition condition. Therefore, after the end of the specific bonus state, it is possible to surely transition to the special AT state. In this embodiment, the number of medal payouts in the previous games is determined at the start of the game, but it may also be determined at the end of the game including the number of medal payouts in the current game. As described above, the game transition during the big bonus state when the big bonus state occurs during the ED state is carried out.

[0468] [Effect on the main display when the big bonus state occurs during the ED state] Next, with reference to FIG. 30, the effect (effect image) on the main display 8 when the big bonus state (specific bonus state) occurs during the ED state will be described. Note that FIG. 30 shows the content of the effect image executed corresponding to a part of the game transition in FIG. 29 described above, and shows the effect image displayed on the main display 8 by the sub - control device 20.

[0469] First, FIG. 30(a) shows the effect image of the main display 8 during the normal AT state. As shown in FIG. 30(a), when the AT state occurs, the AT state image 29 is displayed in the main part of the screen of the main display 8.

[0470] The AT state image 29 may be any effect image as long as the player can recognize that it is in the AT state. For example, it may be a still image or a moving image in which a predetermined character appears on a predetermined background. In addition, in the sub-control device 20, in response to the display of the AT state image 29, control is performed to enhance the decoration effect by operating the speaker 9 and the lamp 11.

[0471] In addition, a remaining game number image 33 capable of notifying the remaining game number during the AT state is displayed in the upper left part of the screen of the main display 8. In FIG. 30(a), since the time point when the remaining game number is 103 games is shown, information including the numerical information of "Remaining 103G" is displayed as the remaining game number image 33.

[0472] In addition, three push order navigation images 30 are arranged side by side in the left - right direction at the lower part of the screen of the main display 8 so as to correspond to the stop buttons 5. In FIG. 30(a), since the start point of the game when "5a→5c→5b" is selected as the specific push order is shown, the numerical information of "1·3·2" is displayed as the push order navigation image 30.

[0473] Next, FIG. 30(b) shows the effect image of the main display 8 when the number of games in the advantageous section becomes 1200 games and the game shifts to the ED state due to the number of games in the advantageous section. As shown in FIG. 30(b), when the game shifts to the ED state due to the number of games in the advantageous section, the ED state image 31 is displayed in the main part of the screen of the main display 8. The ED state image 31 may be any effect image as long as the player can recognize that it is in the ED state. For example, it may be a still image or a moving image in which a predetermined character appears on a predetermined background to bless the transition to the ED state.

[0474] Also, the information of the remaining game number image 33 is updated, and the remaining game number in the AT state at that time is displayed. In FIG. 30(b), the remaining game number image 33 is updated and displayed with the information of "Remaining 123G".

[0475] Next, FIG. 30(c) shows the effect image of the main display 8 when in the big bonus state during the ED state according to the number of games in the advantageous section, that is, when a specific bonus state occurs (the first game in FIG. 29). As shown in FIG. 30(c), when the big bonus state occurs, the EDBB state image 32 is displayed in the main part of the screen of the main display 8. During the big bonus state, no matter in what order the stop operation of the reel 4 is performed, the bell for the pressing order will win, so the pressing order navigation is not executed. Also, in the sub-control device 20, corresponding to the display of the EDBB state image 32, control is performed to enhance the decorative effect by operating the speaker 9 and the lamp 11.

[0476] The EDBB state image 32 may be any effect image as long as the player can recognize that the big bonus state has occurred during the ED state, that is, a specific bonus state has occurred. For example, it may be a still image or a moving image in which a predetermined character appears on a predetermined background to notify that there is a chance to shift to a special AT state.

[0477] Also, during the big bonus state, the remaining game number in the AT state is not updated, so the information of the remaining game number image 33 remains "Remaining 123G".

[0478] Next, FIG. 30(d) shows the effect image of the main display 8 during game execution after the specific advantageous section restriction condition is satisfied (the 10th game in FIG. 29) during the occurrence of the big bonus state (specific bonus state) in the ED state according to the number of games in the advantageous section. As shown in FIG. 30(d), even if the game section shifts to the normal section during the occurrence of the big bonus state (specific bonus state), the EDBB state image 32 in the main part of the screen of the main display 8 is continuously displayed.

[0479] Also, since the AT state ends and the game state shifts to the normal big bonus state due to the establishment of the specific advantageous section restriction condition (shift to the normal section), the remaining game number image 33 that has been displayed until then is erased. In addition, when shifting to the normal section during the occurrence of the big bonus state (specific bonus state), it may be switched to an image notifying that fact from the EDBB state image 32, or an image notifying that fact may be added.

[0480] Next, FIG. 30(e) shows the effect image of the main display 8 during game execution after the advantageous section transition condition is satisfied (the 11th game in FIG. 29) during the big bonus state (specific bonus state) in the above normal section. As shown in FIG. 30(e), even if the advantageous section transition condition is satisfied and the game shifts to the big bonus state in the advantageous section during the big bonus state (specific bonus state) in the normal section, the big bonus state continues, so the EDBB state image 32 in the main part of the screen of the main display 8 is continuously displayed.

[0481] In addition, when shifting to the advantageous section during the occurrence of the big bonus state (specific bonus state), it may be switched to an image notifying that fact from the EDBB state image 32, or an image notifying that fact may be added. For example, switching of images or addition of images may be performed to notify that the right to shift to the special AT state has been granted.

[0482] Also, due to the establishment of the advantageous section transition condition during the big bonus state (specific bonus state) in the above normal section, the right to shift to the special AT state is granted, a new advantageous section starts from this point, and the counting of the advantageous section game number and the counting of the net increase number during the advantageous section start.

[0483] Also, at the start of the game, since the initial number of games in the special AT state is determined, a remaining games number image 33 for notifying the determined initial number of games in advance is displayed in the upper left corner of the screen of the main display 8. Note that the remaining games number image 33 is not changed until the end of the big bonus state. In FIG. 30(e), since it shows the case where 200 games are determined as the initial number of games, as the remaining games number image 33, information including numerical information of "Remaining 200G" is displayed.

[0484] Next, FIG. 30(f) shows a rendering image of the main display 8 during game execution when transitioning to the special AT state after the end of the above big bonus state (specific bonus state).

[0485] As shown in FIG. 30(f), when the special AT state occurs, similar to the normal AT state, an AT state image 29 is displayed in the main part of the screen of the main display 8. Also, a remaining games number image 33 capable of notifying the remaining number of games during the special AT state is displayed in the upper left corner of the screen of the main display 8. At this time, since the number of games determined as the above initial number of games is displayed in the remaining games number image 33, information including numerical information of "Remaining 200G" is displayed.

[0486] Also, in the lower part of the screen of the main display 8, three push order navi images 30 are arranged side by side in the left - right direction corresponding to the stop buttons 5. In FIG. 30(f), since it shows the start point of the game when winning the push order bell role with a specific push order of "5b → 5a → 5c", as the push order navi image 30, numerical information of "2·1·3" is displayed.

[0487] As described above, when the big bonus state (specific bonus state) occurs during the ED state, since various images are displayed on the main display 8, it becomes possible to surely notify the player of changes in the game state, changes in the game section, etc. In addition, since the right to transition to the special AT state is granted and it becomes possible to reliably inform the player of the initial number of games, it becomes possible to enhance the player's sense of anticipation.

[0488] Note that even when transitioning to the normal section during a specific bonus state, if the advantageous section is not entered thereafter, the right to transition to the special AT state is not granted. Therefore, when transitioning to the normal section during a specific bonus state, the screen of the main display 8 may not be changed. By doing so, even if the right to transition to the special AT state is not granted, it becomes possible to prevent the player from being discouraged. Also, as a specific bonus state, different images may be displayed during the big bonus state and the regular bonus state. As described above, the effect when the big bonus state (specific bonus state) occurs during the ED state is executed.

[0489] In this embodiment, the AT state is managed by the number of games, but the management method of the AT state may be otherwise. For example, it may be managed by the difference in the number of medals, the number of medals paid out, the winning number of small roles (pushing order bell roles), or the number of medals inserted. Also, although the number of bets for executing the game is set to only 3 bets, the game with 1 bet is allowed, and a small role that determines the overlapping winning with the bonus is set. By setting the symbol combination corresponding to this small role that determines the overlapping winning with the bonus to a symbol combination that urges 1 bet such as "1BET symbol · 1BET symbol · 1BET symbol", the optimal number of bets in the game situation may be suggested by the symbol combination.

[0490] Also, as a bonus state, a special bonus state in which the medals do not increase or decrease even if it occurs is provided, and even if winning the corresponding special bonus role, in the game in which the special bonus role can be won, an operation instruction (navigation) for winning a special small role (1 - piece role, etc.) that makes it impossible to win the bonus role may be executed. Also, when configured as described above, during the normal game state, by performing navigation to avoid winning a special bonus combination, the possibility of always winning the special bonus combination is increased. Also, if by mistake the special bonus combination wins, it is set so that the advantageous period does not end during the special bonus state.

[0491] Then, during the normal game state or during a normal AT state, an operation instruction for winning the above-mentioned special minor combination is performed, but during the ED state, an operation instruction for winning the special bonus combination is performed without performing an operation instruction for winning the special minor combination. Furthermore, when shifting to the special bonus state during the ED state, similar to the present embodiment described above, the advantageous period is ended based on the number of medals paid out during the special bonus state and the remaining game count of the AT state, and the initial game count is determined by the number of medals paid out at the time of shifting to a new advantageous period in the subsequent game, so that a special AT state may be generated in the same manner as in the present embodiment.

[0492] Also, by associating the remaining game count of the AT state with the number of medals paid out during the bonus state and determining the remaining game count of the special AT state according to the remaining game count before the end of the advantageous period, it is indirectly carried over to the advantageous period that will shift after the end of the advantageous period, but the content to be carried over is not limited to the above-mentioned. For example, it may be configured to control to a special AT state according to the number of winnings (difference in the number of medals) during the advantageous period, by associating it with the number of medals paid out during the bonus state. Specifically, when the number of winnings during the advantageous period at the start of the bonus state that has transitioned to the ED state is less than 2000, the advantageous period is ended when the value of the payout counter is less than 60, and when the number of winnings is 2000 or more, the advantageous period is ended when the value of the payout counter is 60 or more. When transitioning from the normal period to the advantageous period when the value of the payout counter is less than 60, it is easy to transition to the upper AT state, and when transitioning from the normal period to the advantageous period when the value of the payout counter is 60 or more, it is easy to transition to the lower AT state. By doing so, even when the number of winnings during the advantageous period is large and the state has transitioned from the ED state to the special AT state, the number of winning balls can be suppressed, so that the excitement of the game of chance can be prevented from being stimulated.

[0493] As described above, in the present invention, in a gaming machine (slot machine 1) that executes a game based on the operation of a player and can give a privilege in relation to the execution of the game, based on the establishment of a first specific condition, a first specific game state control means (main control device 10) capable of controlling the game state to a first specific game state (AT state) advantageous to the player, a second specific game state control means (main control device 10) capable of controlling the game state to a second specific game state (bonus state) advantageous to the player based on the establishment of a second specific condition, a third specific game state control means (main control device 10) capable of controlling the game state to a third specific game state (specific bonus state) based on the establishment of the second specific condition in a predetermined first specific game state, an interval control means (main control device 10) capable of controlling the game interval to a normal interval and an advantageous interval, and an advantageous interval limiting means (main control device 10) capable of ending the advantageous interval when an advantageous interval limiting condition is established in relation to the execution of the game in the advantageous interval. The advantageous interval limiting means includes a specific advantageous interval limiting means (main control device 10) capable of establishing a specific advantageous interval limiting condition when the game state is controlled to the third specific game state by the third specific game state control means. The third specific game state control means is configured such that when the game interval is controlled from the advantageous interval to the normal interval based on the establishment of the specific advantageous interval limiting condition, the third specific game state can be continued in a new advantageous interval based on the establishment of a predetermined advantageous interval transition condition.

[0494] Here, the first specific game state control means, the second specific game state control means, the third specific game state control means, the section control means, the advantageous section restriction means, and the specific advantageous section restriction means may be provided in the main control device 10 or may be provided in the sub-control device 20. Further, they may be configured by the cooperation of the main control device 10 and the sub-control device 20. Also, the predetermined first specific game state may be all of the first specific game states or some of the first specific game states.

[0495] Therefore, for example, even when the first specific game state is approaching the end due to the high possibility of the advantageous section restriction condition being satisfied and the player's expectation level decreases, if the third specific game state occurs, a transition to a new advantageous section will occur, and there is a possibility that the third specific game state will continue in the newly transitioned advantageous section. Thus, it becomes possible to improve the player's expectation level that has once decreased.

[0496] Also, the first specific game state control means is configured to include a special first specific game state generation means (main control device 10) capable of generating a special first specific game state based on the end of the third specific game state controlled in the new advantageous section.

[0497] Therefore, a special first specific game state will occur after the end of the third specific game state, making it possible to enhance the player's expectation level. Also, with the third specific game state in between, a special first specific game state will continuously occur from the previous first specific game state, making it possible to extremely enhance the player's expectation level. Note that the special first specific game state generation means may be provided in the main control device 10 or may be provided in the sub-control device 20. Further, it may be configured by the cooperation of the main control device 10 and the sub-control device 20.

[0498] In addition, the device is equipped with a previous stage judgment means (main control unit 10) that is capable of judging that a previous stage has been reached at which the advantageous zone restriction condition is established before the advantageous zone restriction means establishes the advantageous zone restriction condition, and the specific advantageous zone restriction means is configured to be able to establish the specific advantageous zone restriction condition, on condition that the previous stage judgment means has judged that the previous stage has been reached. Therefore, it is possible to reduce the frequency with which a situation advantageous to the player occurs, and to adjust the balance of benefits between the gaming establishment and the player. The pre-stage determination means may be provided in the main control device 10 or in the sub-control device 20. Also, the pre-stage determination means may be configured by the main control device 10 and the sub-control device 20 working together.

[0499] In addition, the specific advantageous zone limiting means is configured to establish the specific advantageous zone limiting condition based on the remaining number of games that can continue the first specific gaming state and the number of gaming values awarded in the third specific gaming state. Therefore, the establishment of the specific advantageous zone restricting conditions will change in various ways, making it possible to increase the interest of the game.

[0500] In addition, the special first specific game state generating means is configured to be able to determine the number of remaining games in which the special first specific game state can be continued, based on the number of game values awarded in the third specific game state. Therefore, when the special first specific gaming state occurs, the number of remaining games that can be played to continue the special first specific gaming state will change in accordance with the number of gaming values awarded in the third specific gaming state, making it possible to make the gaming content more diverse and to increase the interest of the game.

[0501] On the other hand, Patent Document 1 discloses a gaming machine in which a specific gaming state is ended when the number of gaming media acquired during the specific gaming state reaches a predetermined number. However, in conventional gaming machines, the end of a specific gaming state leaves the player with a sense of loss. In this way, the slot machine 1 of the present invention can solve all or part of the problems that need to be improved in conventional gaming machines.

[0502] The above describes a preferred embodiment of the gaming machine of the present invention. However, it goes without saying that the gaming machine of the present invention is not limited to the above-described embodiment, and various modifications can be made within the scope of the present invention. For example, in this embodiment, the AT state (AT) is granted as a privilege, but ART or RT may be granted instead.

[0503] In addition, in this embodiment, the type of AT state is one that ends when there are no more games remaining in the AT state, but the AT state that is executed in units of a specified number of games may also be one that can be continued multiple times.

[0504] In addition, in this embodiment, the effect button 2d and the upper effect button 2f are given as examples of operating means, but other means that output an input signal when operated by the player can be used, such as the bet button 2a, the stop button 5, the start lever 3, etc.

[0505] In addition, the front door 1a may be provided with a vibration means for vibrating the front door 1a by activating a motor, speaker, etc., and the vibration means may be activated at predetermined times during individual performances, premonition performances, and continuous performances to increase the player's sense of anticipation. In addition, a ventilation means for blowing air toward the player may be provided on the front door 1a, and the ventilation means may be operated at a predetermined time during the individual performances, premonition performances, and continuous performances to heighten the player's sense of anticipation.

[0506] In addition, a main display unit 8 and a sub-display unit 17 are provided as display means, but the individual effects, premonition effects and continuous effects may be executed by any one of the display means, or may be executed by both of the two display means.

[0507] In addition, in this embodiment, the main control device 10 performs operations as various means such as lottery means. However, the sub-control device 20 may perform part or all of them, and the sub-control device 20 can also operate as various means. Conversely, the main control device 10 may perform part or all of the operations executed by the sub-control device 20, and the main control device 10 can also operate as various means.

[0508] In addition, although the present invention is applied to a slot machine, it can also be applied to other gaming machines such as pachinko machines (for example, ball pachinko). The present invention can also be applied to a so-called enclosed gaming machine that can execute a game using a pseudo gaming medium in data form without using physical gaming media such as medals and gaming balls.

Explanation of Signs

[0509] 1: Slot machine 2: Bet button 4: Reel 5: Stop button 8: Main display 10: Main control device 17: Sub display 20: Sub control device

Claims

1. In a gaming machine that executes a game based on the operation of a player and can grant a privilege in relation to the execution of the game, specific game state control means capable of controlling the game state to a specific game state advantageous to the player based on the fulfillment of a first specific condition; bonus state control means capable of controlling to a bonus state that is a game state advantageous to the player and different from the specific game state based on the fulfillment of a second specific condition; specific bonus state control means capable of controlling the bonus state as a specific bonus state based on the fulfillment of the second specific condition in a predetermined specific game state; section control means capable of controlling the game section into a normal section and an advantageous section; advantageous section restriction means capable of ending the advantageous section when an advantageous section restriction condition is fulfilled in relation to the execution of the game in the advantageous section; comprising The predetermined specific game state is a game state that is controlled when the fulfillment of the advantageous section restriction condition is determined in advance before the advantageous section restriction means fulfills the advantageous section restriction condition. The advantageous section restriction means includes specific advantageous section restriction means capable of fulfilling a specific advantageous section restriction condition when the game state is controlled to the specific bonus state by the specific bonus state control means. When the game section is controlled from the advantageous section to the normal section based on the fulfillment of the specific advantageous section restriction condition, the specific bonus state control means can continue the specific bonus state in a new advantageous section based on the fulfillment of a predetermined advantageous section transition condition. The specific game state control means includes special specific game state generation means capable of generating a special specific game state, which is a new specific game state, based on the end of the specific bonus state controlled in the new advantageous section. A gaming machine characterized by the above.

2. In a gaming machine that executes a game based on the operation of a player and can grant a privilege in relation to the execution of the game, specific game state control means capable of controlling the game state to a specific game state advantageous to the player based on the fulfillment of a first specific condition; bonus state control means capable of controlling to a bonus state that is a game state advantageous to the player and different from the specific game state based on the fulfillment of a second specific condition; specific bonus state control means capable of controlling the bonus state as a specific bonus state based on the fulfillment of the second specific condition in a predetermined specific game state; Interval control means capable of controlling a game section into a normal section and a favorable section, Favorable section restriction means capable of ending the favorable section when a favorable section restriction condition is satisfied in relation to the execution of a game in the favorable section, Comprising: The predetermined specific game state is a game state that is controlled when the establishment of the favorable section restriction condition has been determined in advance before the favorable section restriction means satisfies the favorable section restriction condition. The favorable section restriction means includes specific favorable section restriction means capable of satisfying a specific favorable section restriction condition when the game state is controlled to the specific bonus state by the specific bonus state control means. When the game section is controlled from the favorable section to the normal section based on the establishment of the specific favorable section restriction condition, the specific bonus state control means can continue the specific bonus state in a new favorable section based on the establishment of a predetermined favorable section transition condition. The specific favorable section restriction means enables the establishment of the specific favorable section restriction condition based on the remaining number of games capable of continuing the specific game state and the number of game value points awarded in the specific bonus state. A gaming machine characterized by the above.

Citation Information

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