gaming machines

The gaming machine addresses inefficiencies in conventional gaming machines by implementing zone control and differential number management to dynamically generate and manage special gaming states, enhancing player engagement and fairness.

JP7721135B2Active Publication Date: 2025-08-12KITA DENSHI CORP
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Patent Information

Application Number
JP2022039015
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2022-03-14
Publication Date
2025-08-12
Estimated Expiration
2042-03-14

AI Technical Summary

Technical Problem

Conventional gaming machines lack effective mechanisms to manage and control advantageous gaming states, leading to inefficiencies and player dissatisfaction, particularly in medal-less gaming environments where the concept of zones and special states are not adequately addressed.

Method used

The gaming machine incorporates zone control mechanisms, special gaming state generation, and differential number information management to dynamically control and enhance player benefits, including the ability to generate special gaming states based on input gaming value, manage differential number information, and terminate advantageous periods strategically.

Benefits of technology

This approach enhances player engagement by providing dynamic and fair gaming experiences, ensuring balanced and rewarding special gaming states while maintaining game integrity and preventing abuse.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a highly entertaining game machine that has never existed before.SOLUTION: A game machine includes: section control means capable of controlling a game section to a normal section and an advantageous section; special game state generation control means capable of executing control to generate a special game state advantageous to a player in the advantageous section; difference number information counting means capable of subtracting difference number information corresponding to an input game value on the basis of the input of the game value in the advantageous section and capable of executing control to add the difference number information corresponding to an imparted game value on the basis of the imparting of the game value in the advantageous section; advantageous section termination control means capable of executing control to terminate the advantageous section when the difference number information counted by the difference number information counting means reaches a specific number; and special game state termination control means capable of executing control to terminate the special game state when the number of increase in the difference number information that is counted by the difference number information counting means reaches a specific number of increase.SELECTED DRAWING: Figure 27
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Description

[Technical Field]

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

[0002] BACKGROUND ART Conventionally, slot machines have been known as gaming machines that have a plurality of reels, and start a game by displaying the reels in a variable manner based on a start operation by the player, end the game by stopping the reels based on a stop operation by the player, and award medals to the player depending on the results of the game. In such slot machines, there are advantageous zones in which the player can activate a command function to enable the player to win medals, and normal zones in which the command function cannot be activated, and during the advantageous zones the player can win a large number of medals. In addition, in recent slot machines, there are also known gaming machines that have a function that ends the advantageous zone when the number of games during the advantageous zone exceeds a predetermined number, or when the number of medals won by the player during the playing zone exceeds a predetermined number (Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Publication No. 2020-092837 Summary of the Invention [Problem to be solved by the invention]

[0004] However, there is room for improvement in such conventional gaming machines. [Means for solving the problem]

[0005] In order to solve the above problems, the gaming machine of the present invention executes a game based on the input of gaming value, and is capable of awarding the gaming value to a player in relation to the result of the game, and comprises: zone control means capable of controlling a normal zone and an advantageous zone; special gaming state generation control means capable of executing control to generate a special gaming state advantageous to a player in the advantageous zone; and a special gaming state generation control means that, based on the input of the gaming value in the advantageous zone, generates a special gaming state corresponding to the input gaming value. No. 1 The difference number information is subtracted, and based on the granting of the gaming value in the advantageous zone, the No. 1 Control to add difference information can be performed and the first difference information can be counted including a negative value. Na No. 1 difference number information counting means; a second difference number information counting means capable of executing control to subtract second difference number information corresponding to the game value inserted based on the game value inserted in the advantageous zone, and to add second difference number information corresponding to the game value granted based on the game value granted in the advantageous zone, and capable of counting the second difference number information without including negative numerical values, thereby counting the increase in the second difference number information based on a numerical value at which the second difference number information becomes zero; The aforementioned No. 1 Counted by the differential number information counting means The first Difference information is a positive number A favorable zone end control means capable of executing control to end the favorable zone when a constant is reached; No. 2 Counted by the differential number information counting means The second a special game state termination control means for executing control to terminate the special game state when the increase number of the difference number information reaches a specific increase number; a first benefit granting means for granting a first benefit based on the termination of the special game state by the special game state termination control means; Equipped with The first benefit providing means can provide the first benefit by generating a high probability state in which the probability of occurrence of the special game state is higher than normal for a predetermined period of time, and the advantageous period end control means can execute control to end the advantageous period when the first difference number information reaches a predetermined number that is a positive number even if the first difference number information at the end of the special game state has not reached the specific number, and can execute control to continue the advantageous period when the first difference number information at the end of the special game state has not reached the predetermined number. It is structured as follows. [Brief explanation of the drawings]

[0006] [Figure 1] 1 is a schematic front view showing the appearance of a gaming machine according to a first embodiment. [Figure 2] 1 is a schematic perspective view showing the internal configuration of a gaming machine according to a first embodiment. [Figure 3] 1 is a block diagram showing a control configuration of the gaming machine of the first embodiment. [Figure 4] 3 is a flowchart showing a gaming method in the gaming machine of the first embodiment. [Figure 5] 10A to 10C are diagrams for explaining the operating procedure for setting the gaming machine of the first embodiment to an occupied state. [Figure 6]5 is a flowchart showing an occupied state process in the main control unit of the gaming machine of the first embodiment. [Figure 7] FIG. 10 is a diagram showing an explanatory image for occupying the display in the gaming machine of the first embodiment. [Figure 8] FIG. 10 is a diagram showing an example of an image in an occupied state on a display in the gaming machine of the first embodiment, and is a diagram showing an image in an occupied state during a normal gaming state. [Figure 9] This is an example of an image in an occupied state on a display in the gaming machine of the first embodiment, and is a figure showing an image in an occupied state during an AT state. [Figure 10] 10A and 10B are diagrams for explaining the time until the first and second notifications of an occupied state are made in the gaming machine of the first embodiment. [Figure 11] 10 is a flowchart showing the occupied state disabling process in the main control unit of the gaming machine of the first embodiment. [Figure 12] 3A to 3C are diagrams for explaining the transition of game states in the gaming machine of the first embodiment. [Figure 13] 10 is a flowchart for explaining the difference number counting process in the main control unit of the gaming machine of the first embodiment. [Figure 14] 10 is a flowchart for explaining limiter monitoring processing in the main control unit in the gaming machine of the first embodiment. [Figure 15] 10 is a flowchart for explaining the difference number display process in the main control unit of the gaming machine of the first embodiment. [Figure 16] 10A and 10B are diagrams showing images on a display when a difference in number of coins display process is performed in the gaming machine of the first embodiment. [Figure 17] FIG. 10 is a diagram showing a presentation image on a display device during a pseudo bonus state in the gaming machine of the first embodiment. [Figure 18] 10 is a diagram for explaining the selection rate of the effect image during the pseudo bonus state in the gaming machine of the first embodiment. [Figure 19] A figure showing the presentation image on the display at the start of the AT state in the gaming machine of the first embodiment. [Figure 20] A figure showing the presentation image on the display at the end of the AT state in the gaming machine of the first embodiment. [Figure 21] A table for explaining the selection rate of the start image and end image of the AT state in the gaming machine of the first embodiment. [Figure 22] This is a diagram to explain the transition destination of the game area after the AT state ends in the gaming machine of the first embodiment. [Figure 23] FIG. 10 is a diagram showing an image on a display device when a difference number display process is performed in Modification 1 of the first embodiment. [Figure 24] 10 is a flowchart for explaining a difference number display process in the main control unit in Modification 2 of the first embodiment. [Figure 25] 10 is a flowchart for explaining a limiter monitoring process in a main control unit in Modification 2 of the first embodiment. [Figure 26] 10 is a flowchart for explaining a first difference number counting process in a main control unit in a gaming machine of a second embodiment. [Figure 27] 10 is a flowchart for explaining a first limiter monitoring process in a main control unit in a gaming machine of a second embodiment. [Figure 28] 10 is a flowchart for explaining a second difference number counting process in a main control unit in a gaming machine of a second embodiment. [Figure 29] 10 is a flowchart for explaining a second limiter monitoring process in a main control unit in a gaming machine of a second embodiment. [Figure 30] 10 is a table for explaining the selection rate of the first limit value in the gaming machine of the second embodiment. [Figure 31] This is a diagram to explain the high probability state after transition to a favorable zone and after activation of the first limiter function in the gaming machine of the second embodiment. [Figure 32] A diagram to explain the transition destination of the game area after the AT state ends in the gaming machine of the second embodiment. [Figure 33]10 is a diagram for explaining the winning probability of the high probability state extension lottery during the first ending period in the gaming machine of the second embodiment. [Figure 34] FIG. 10 is a diagram showing a presentation image on a display device during a first ending period in a gaming machine according to a second embodiment. [Figure 35] FIG. 10 is a diagram showing a presentation image on a display during the second ending period in the gaming machine of the second embodiment. [Figure 36] 10 is a timing chart for explaining the transition of the game state and the game section when the first ending period and the second ending period overlap in the gaming machine of the second embodiment. [Figure 37] A figure showing a presentation image on a display when a fake ending presentation is executed during the AT state in a gaming machine of the second embodiment. DETAILED DESCRIPTION OF THE INVENTION

[0007] A preferred embodiment of the gaming machine according to the present invention will now be described. The gaming machine of this embodiment is a gaming machine (hereinafter referred to as a medalless gaming machine) that does not use actual medals (gaming media), but manages medals as data and plays games using pseudo-gaming media in that data format. Below, we will explain an example of applying the present invention to a No. 6 slot machine that has an AT (ART) state as a medal-less gaming machine, but this is not limited to this, and the present invention can also be applied to, for example, an A-type slot machine that allows real bonus play. The medals used as data in medalless gaming machines are referred to as "game medals."

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

[0009] FIG. 1 is a schematic front view showing the appearance of a medalless gaming machine (gaming machine). FIG. 2 is a schematic perspective view showing the internal configuration of the medalless gaming machine (gaming machine). As shown in FIGS. 1 and 2, the medal-less gaming machine 1 includes a cabinet 1b and a front door 1a that opens and closes the opening of the cabinet. A display window 6 is formed in the center of the front door 1a, through which the rear can be seen, and the symbols displayed on the reels 41 can be seen through this display window 6. Below the display window 6, a step is formed that protrudes forward, and around this step, operating means such as the bet button 2a, MAX bet button 2b, effect button 2g, counting button 2c, settlement button 2d, start lever 3, and stop button 5, as well as notification means such as a game medal number display device 7, counting button lamp 2e, and bet number lamp 2f are provided. A favorable zone lamp 13 is provided on the side of the display window 6, and a navigation lamp 12 is provided above the display window 6 to guide the player through the operation sequence of the stop button 5. The upper part of the front door 1a is provided with a display 8 that acts as a notification means. The display 8 can be, for example, a single-screen liquid crystal display, but is not limited to this and may be a multi-screen configuration (for example, a main screen and a sub-screen). Note that instead of or in addition to the display 8, a liquid crystal display may be provided at the bottom (lower panel) of the front door 1a, and the display 8 is not necessarily provided.

[0010] On the side of the display 8, there is a speaker 9 that acts as an alarm means and produces sound effects and notifications, and a lamp 11 that produces light effects and notifications in response to the winning combinations and effects displayed on the display 8.

[0011] Inside the cabinet 1b, there is a main control unit 10 equipped with a CPU that performs overall control of the game, and also a sub-control unit 20 equipped with a CPU that controls the game presentation and other aspects under the control of the main control unit 10. The housing 1b also includes a drum unit 4. The drum unit 4 includes three reels 41a to 41c arranged in parallel in the horizontal direction, and each of these reels 41a to 41c is configured to be rotatable by being driven by a stepping motor (not shown). A plurality of symbols (identification information) are displayed on the outer peripheral surface of each reel 41a to 41c in a predetermined arrangement, and when the reel 41 is stopped, a predetermined number of consecutive symbols (for example, three) can be seen through the display window 6 for each reel 41a to 41c. A power supply device 15 for supplying power to each device including the main control unit 10 and the sub-control unit 20 is provided inside the housing 1b. Inside the cabinet 1b, there are provided a game medal number clear button 14 and a probability setting device 16, and a dedicated unit 19, which is an inter-machine device, is adjacent to the outside of the gaming machine corresponding to each medalless gaming machine 1 (not shown).

[0012] As shown in Figure 3, the main control unit 10 is connected to various parts such as a bet button 2a, a MAX bet button 2b, a settlement button 2d, a start lever 3, a stop button 5, a dedicated unit 19, a drum unit 4, a favorable zone lamp 13, a counting button 2c, a game medal number display device 7, a game medal number clear button 14, a probability setting device 16, and a power supply unit 15. The dotted line portion (dedicated unit 19) in FIG. 3 indicates an external device. The main control unit 10 functions as a lottery means capable of executing lotteries related to games, and also detects and controls the operation of each of the above-mentioned units, transitions the game state, and outputs predetermined commands (control information) to the sub-control unit 20 at predetermined timings. The main control unit 10 also has a storage unit capable of storing game values (game medals) owned by the player, and controls the execution of the game based on the game values stored in the storage unit. The sub-controller 20 is connected to various parts such as the navigation lamp 12, the counting button lamp 2e, the bet number lamp 2f, the display 8, the speaker 9, the lamp 11, and the effect button 2g. The sub-controller 20 operates as a performance control means, and controls the operation of each of the above-mentioned units in response to commands (control information) from the main controller 10. In either or both of the main control unit 10 and the sub-control unit 20, the judgment means and notification means in the present invention are composed of a display control means, a zone control means, a difference number information counting means, a favorable zone end control means, a special game state end control means, a specific increase number change control means, a first bonus granting means, a second bonus granting means, and an ending presentation control means.

[0013] The operation of the main parts will be explained. The game medal number display device 7 is a game value display means, and displays the total number of game medals (game value) that can be used in a game. Therefore, the player can insert game medals within the range of the number of game medals displayed on the game medal number display device 7 to play the game. The game medal count display device 7 includes a memory means (such as RAM) and a game medal count display 7a (see Figure 5) consisting of, for example, a 7-segment LED. When game medals are loaned or awarded, the main control unit 10 adds up the number of loaned or awarded medals, stores (records) the addition result (total) in the memory means as the "game medal count," and displays it on the game medal count display 7a. Furthermore, when a gaming medal is inserted, the main control unit 10 subtracts the number of inserted medals from the "number of gaming medals" that is "stored and displayed" on the gaming medal number display device 7. The game medals are lent out by operating the dedicated unit 19, which is an inter-machine device, and the game medals are inserted by operating the bet button 2a or the MAX bet button 2b. The number of game medals (amount of game value) that can be stored and displayed in the game medal number display device 7 is set to an upper limit (for example, 16,300), and if the total number of game medals awarded as a result of winning, for example, exceeds the upper limit, a "play not permitted" control is executed so that game play is not possible. In the "unplayable" state, the start lever 3, bet button 2a, MAX bet button 2b, and settlement button 2d are not accepted.

[0014] The bet button 2a and the MAX bet button 2b are operating means used to insert (bet) game medals when starting a game. When pressed, the bet button 2a sets the number of bets to "1" (temporarily stored in RAM), and the MAX bet button 2b sets the maximum number of bets to "3" (temporarily stored in RAM). In response to the pressing of the bet button 2 a or the MAX bet button 2 b, the main control unit 10 subtracts the corresponding bet number from the number of game medals stored and displayed on the game medal number display device 7 .

[0015] The start lever 3 is an operating means that is operated by the player when starting a game after inserting a game medal. The stop button 5 is an operating means that is pressed to stop the reel 41 that rotates in response to the operation of the start lever 3.

[0016] The count button 2c is an operation means that is operated when the player counts the number of game medals he has acquired. Specifically, the count button 2c is a count operation means that is operated to output at least a portion of the game medals (game value) displayed on the game medal number display 7a to the dedicated unit 19 (external) as count data. For this reason, the count button 2c is operated when the game is ended, but is not limited to this and can be operated at any time in principle (even during the game or when the game is unavailable). The counting amount of the counting button 2c varies depending on how it is pressed. For example, when the count button 2c is "short pressed" (for example, pressed for less than 500 milliseconds), the main control unit 10 outputs count data that indicates that "1" game medal has been counted, i.e., the counted number "1", to the dedicated unit 19. In this case, the main control unit 10 executes a process of subtracting the counted number "1" from the number of game medals stored and displayed in the game medal number display device 7.

[0017] When the count button 2c is "pressed and held" (for example, pressed for 500 milliseconds or longer), the main control unit 10 outputs count data that indicates that a maximum of "50" game medals have been counted, i.e., that the maximum counted number "50", to the dedicated unit 19. In this case, the main control unit 10 executes a process of subtracting the counted number (maximum "50") from the number of game medals stored and displayed in the game medal number display device 7. For example, if the count button 2c is pressed and held down when the game medal count display 7a shows a game medal count of "50 or less," the maximum number of game medals will be "50," and therefore all game medals will be counted. In this case, the main control unit 10 outputs count data that can identify the counted number to the dedicated unit 19, and subtracts the counted number from the number of game medals stored and displayed in the game medal number display device 7. As a result, the number of game medals stored and displayed on the game medal number display device 7 is updated to "0." Furthermore, if the counting button 2c is pressed and held down continuously while the number of game medals displayed on the game medal count display 7a is "over 50," the number of game medals "50" will be counted in response to the first detection of the long press, and a maximum of "50" game medals will be counted each time the second or subsequent long press is detected (for example, every 300 milliseconds). In this case, the main control unit 10 outputs count data that can identify the total count amount to the dedicated unit 19, and subtracts the total count amount from the number of game medals stored and displayed in the game medal number display device 7. In addition, the counting data output to the dedicated unit 19 based on the continued long press may be output all at once, with the counting data capable of identifying the total count amount at the end of the continued long press, or may be output individually, with the counting amount (maximum 50) capable of identifying each time a long press is detected. The dedicated unit 19 manages the total number of medals counted until the return button 21 (see FIG. 5) is operated, for example, as the number of medals held. In addition to the normal counting button 2c, other counting buttons may be provided, such as a button that can count 100 sheets with a short press, or a counting button that stops at 500 sheets even if pressed for a long time.

[0018] In this way, the number of game medals stored and displayed in the game medal number display device 7 can be subtracted by the counting process. Therefore, if the number of game medals exceeds the upper limit and the game becomes "unplayable," the countermeasure is to operate the counting button 2c to reduce the number of game medals below the upper limit, thereby canceling the "unplayable" state.

[0019] The game medal count clear button 14 is an operation means for a store clerk to reset (to 0) the game medal count stored and displayed in the game medal count display device 7. When the game medal count clear button 14 is operated, the main control unit 10 updates the game medal count stored and displayed on the game medal count display device 7 to "0." Therefore, the "unplayable" state can also be cancelled by the store clerk operating the game medal count clear button 14.

[0020] The settlement button 2d is an operation means that is operated when returning (transferring) the set number of bets to the game medal number display device 7. For example, when the settlement button 2d is pressed while the bet number is set to "1", the main control unit 10 clears the bet number and adds "1" to the number of game medals stored and displayed in the game medal number display device 7. When the settlement button 2d is pressed while the bet number is set to "2", the main control unit 10 clears the bet number and adds "2" to the number of game medals displayed on the game medal number display 7a. When the settlement button 2d is pressed with the bet number set to "3", the main control unit 10 clears the bet number and adds "3" to the number of game medals displayed on the game medal number display 7a. In other words, the settlement button 2d is a specific operating means that can be operated to add the game medals (game value) set as the number of bets (number of wagers) to the number of game medals (game value) displayed on the game medal number display 7a (game value display means). Therefore, when the player wishes to end the game, he or she can simply press the settlement button 2d after confirming that the number of bets has been set by checking that the number of bets lamp 2f is lit. As a result, the number of game medals corresponding to the set bet number is added to the number of game medals stored and displayed in the game medal number display device 7, and then by pressing the counting button 2c, the bet number can be returned together with the number of game medals.

[0021] It is also possible to give the function of the settlement button 2d to other operating means such as the bet button 2a. For example, when the bet button 2a is "short pressed", the bet number "1" is set, and when the bet button 2a is "long pressed", the operation of the settlement button 2d (the above-mentioned return operation) is performed.

[0022] The bet number lamp 2f is a notification means that notifies the player that the bet number has been set and the bet number (1 to 3 bets) by lighting an LED before the start of a game. Based on the control information received from the main control unit 10, the sub-control unit 20 controls the following: when the bet number is set to "1", one lamp (for example, the "1 BET" lamp shown in Figure 1) is turned on; when the bet number is set to "2", two lamps (for example, the "1 BET" and "2 BET" lamps shown in Figure 1) are turned on; when the bet number is set to "3", three lamps (for example, the "1 BET", "2 BET", and "3 BET" lamps shown in Figure 1) are turned on. That is, the bet number lamp 2f is a bet number display means, and displays the bet number (game value) set as the number of bets in a game at least before the start of a game. The sub-controller 20 performs control to turn off the bet number lamp 2f based on the reception of information specifying the start of a game (operation of the start lever 3) from the main controller 10.

[0023] Furthermore, based on the control information received from the main control unit 10, the sub-control unit 20 performs control to turn off the bet number lamp 2f when game medals corresponding to the bet number are inserted. Furthermore, based on the control information received from the main control unit 10, the sub-control unit 20 controls to turn off the bet number lamp 2f when the settlement button 2d is operated and the bet number is transferred to the number of game medals. That is, the bet number lamp 2f lights up when the bet number is set, and goes out when a gaming medal is inserted or when the gaming medal is settled (returned). In addition, a display means for displaying the number of bets may be provided separately from the bet number lamp 2f, and the main control unit 10 may directly control the display means.

[0024] The advantageous zone lamp 13 is a notification means that notifies the player that the situation is advantageous to the player. The advantageous zone lamp 13 lights up during the advantageous zone, but may also be configured to light up during the advantageous zone and in a game state (AT state, etc.) in which medals increase. However, it is also possible to provide the advantageous zone lamp 13 but not turn it on. It is also possible to not provide the advantageous zone lamp 13. In this case, it is preferable to provide a lamp that lights up during the AT state instead of the advantageous zone lamp 13 so that it is not difficult to recognize the AT state.

[0025] The probability setting device 16 can change the winning probability in the AT state into multiple stages (for example, six stages). The main control unit 10 stores one of the set values in the memory unit based on the probability setting operation by the gaming parlor staff on the probability setting device 16, and controls the winning probability in the AT state based on the stored set value. For example, setting 1 is the lowest winning probability, and the higher the number, the higher the winning probability.

[0026] The dedicated unit 19 is a lending device that lends out game medals. The dedicated unit 19 is provided outside the medal-less gaming machine 1, and is connected to the medal-less gaming machine 1 via a connection terminal board so as to be able to communicate data with the medal-less gaming machine 1. When a lending operation such as inserting cash (banknotes) is performed in the dedicated unit 19, the dedicated unit 19 outputs to the medalless gaming machine 1 lending data that can identify the number of gaming medals to be lent. In the medalless gaming machine 1, the main control unit 10 determines the number of gaming medals to be lent based on the inputted lending data, and adds the number of lent medals to the number of gaming medals stored and displayed in the gaming medal number display device 7.

[0027] The dedicated unit 19 also serves as a return device for returning game medals. Specifically, the medal-less gaming machine 1 outputs count data that can identify the counted number of gaming medals to the dedicated unit 19 based on the operation of the count button 2c. When the dedicated unit 19 receives the count data output from the medal-less gaming machine 1, it manages the counted number of gaming medals identified based on the count data as the number of possessed medals.

[0028] The dedicated unit 19 is provided with a medal count display 19a (see Figure 5) consisting of, for example, a 7-segment LED, and the number of medals held that is stored and managed is displayed on the medal count display 19a. The dedicated unit 19 also includes a card unit (not shown), which can store (record) the number of medals held in an IC card. The IC card can be ejected from the card unit by operating (returning) a return button 21 (see FIG. 5) provided on the dedicated unit 19. The ejected IC card can be handed over to a prize exchange corner set up in the game center to exchange the number of medals held for a prize, or inserted into the card unit of another dedicated unit 19 to play again using the number of medals held. The dedicated unit 19 and the game medal number display device 7 are linked together, and if the number of game medals stored and displayed in the game medal number display device 7 is at least "1" or more, the IC card cannot be discharged by the return operation, and the IC card can be discharged by the return operation only when the number of game medals is "0". In other words, the player cannot obtain the IC card until all the game medals have been counted. This prevents the player from forgetting to return any remaining game medals.

[0029] The dedicated unit 19 can be connected to a computer called a hall computer or a management computer either directly or via a relay device, and is capable of outputting game information such as out or safe, as well as sales information, to the computer. This allows the computer to tally up the number of outs, safes, prize balls, etc. for each gaming machine, and calculate error balls using this gaming information. This allows the computer to tally up the number of outs, safes, prize balls, etc. for each gaming machine, and calculate error balls using this gaming information.

[0030] In addition, the dedicated unit 19 can be connected via a relay device or directly to a call device (not shown) that is equipped with a call button that a player operates to call an attendant (store clerk) and a call lamp that notifies that an attendant has been called, and is capable of outputting game information such as game execution information and information on the occurrence of special game states (AT states, etc.) received from the medal-less gaming machine 1 to the call device.

[0031] A game in the medal-less gaming machine 1 (also called medal-less game) will be described with reference to the flowchart of FIG. First, in step S1, a game start process is executed. In the game start process, first, the medalless gaming machine 1 inputs the lending data output from the dedicated unit 19. Specifically, when a player performs a game medal lending operation on the dedicated unit 19, lending data that can identify the number of medals to be lent is output from the dedicated unit 19, and the medalless gaming machine 1 inputs this lending data. When the lending data is input into the medalless gaming machine 1, the main control unit 10 determines the number of lending medals based on the lending data, and stores and displays the number of gaming medals corresponding to the number of lending medals in the gaming medal number display device 7. When the "number of loaned medals" is "100", the initial number of medals displayed on the medal number display device 7 is "0", so it is updated from "0" to "100" (=0+100). In the game start process, next, game medals are inserted in response to an operation by the player. Specifically, the bet number is set as the number of game medals to be used in one game in response to the operation of the bet button 2a or the MAX bet button 2b. When the number of game medals displayed on the game medal number display device 7 is "100" and the number of bets is set to "3", the main control unit 10 updates the number of game medals stored and displayed on the game medal number display device 7 from "100" to "97" (=100-3), and the sub-control unit 20 lights up the "3BET" lamp on the bet number lamp 2f. When the number of bets (for example, 3 bets) is set as the number of game medals to be used in one game, the game is ready to start, and operation of the start lever 3 is enabled. The medalless gaming machine 1 may be configured to allow games to be played only with a bet number of "3".

[0032] Next, in step S2, a lottery process is executed. When the start lever 3 is tilted in the game start state, the game starts, and the main control unit 10 executes an internal lottery process to determine the winning combination for the current game from among a plurality of winning combinations. In response to the tilting operation of the start lever 3, the sub-controller 20 controls to turn off the bet number lamp 2f. When the bet number lamp 2f goes out, it indicates that the number of game medals inserted (betted) has been used.

[0033] Next, in step S3, a reel rotation process is executed. Specifically, the main control unit 10 starts the movement of the reels 41a to 41c, which display a plurality of symbols. The reels 41a to 41c gradually increase their rotation speed from a stopped state, and when they reach a steady rotation speed at which they rotate at a constant speed, the stop buttons 5a to 5c provided corresponding to the reels 41a to 41c become pressable.

[0034] Next, in step S4, a reel stop process is executed. When each of the stop buttons 5a to 5c is pressed, the main control unit 10 controls the stop of each of the reels 41a to 41c so that a combination of symbols allowed by the operation timing and the lottery result of the internal lottery process is displayed.

[0035] Next, in step S5, a prize-winning process is executed. The main control unit 10 controls the stopping of the reel 41 so that it stops with a combination of symbols corresponding to the winning result of the internal lottery process based on the timing of operation of the stop button 5, and after the third stop operation, it determines that a winning combination has been achieved if the combination of symbols that has stopped on the valid line is a predetermined combination of symbols. Note that "after the third stop operation" refers to the point after the player releases his / her finger or the like from the stop button 5 that was operated to stop the third reel, and the third reel refers to the reel that is stopped in the third and final operation (third stop operation) when the stop operations for the three reels 41a to 41c are performed once for each reel, a total of three times.

[0036] Next, in step S6, a payout process (a grant process) is executed. When it is determined that a specific small winning combination has been won, a process of awarding (paying out) the corresponding number of game medals is executed. For example, when the main control unit 10 determines that a 10-coin combination has been won, it adds the awarded number "10" to the number of game medals stored and displayed in the game medal number display device 7.

[0037] Next, in step S7, a game end process is executed. In the game end process, a counting process of game medals is executed. Specifically, when the player operates the count button 2c, the main control unit 10 counts the number of game medals stored and displayed in the game medal number display device 7. More specifically, when the count button 2c is pressed for a short time, the counted amount "1" is subtracted from the number of game medals stored and displayed in the game medal number display device 7. When the count button 2c is pressed and held, the maximum count number "50" is subtracted from the number of game medals stored and displayed in the game medal number display device 7. If the count button 2c is pressed and held down continuously, the maximum count number "50" is continuously subtracted from the number of game medals stored and displayed in the game medal number display device 7. As a result, count data that can identify the counted number is output to the dedicated unit 19. The dedicated unit 19 stores the total number of counted medals based on the input count data as the number of medals held. In the dedicated unit 19, in response to a return operation, the number of medals held is stored in the IC card in the card unit, and then the IC card is ejected from the card unit. The IC card can be dispensed only when the number of game medals stored and displayed on the game medal number display device 7 is "0". Therefore, the player needs to operate the count button 2c to execute the counting process until the number of game medals displayed on the game medal number display device 7 becomes "0". The player can play again or exchange the prize based on the dispensed IC card. To play again, instead of inserting cash at S1, an IC card is inserted into the card unit. As a result, the game start process (S1) can be executed in response to the lending operation or the like in the dedicated unit 19, and then the lottery process (S2) to the payout process (S6) can be executed.

[0038] In addition to the above-mentioned configuration, the medal-less gaming machine 1 according to the present invention has the following characteristic configuration. Each of the configuration items may be installed independently or in combination.

[0039] Next, the exclusive function in the medalless gaming machine 1 (gaming machine) of the first embodiment will be described. The medal-less gaming machine 1 of this first embodiment differs from conventional gaming machines in that it is configured to play games without using gaming medals, and therefore does not have a mechanism such as a bottom tray for storing gaming medals or the player's belongings (cigarettes, etc.). In conventional gaming machines, when a player temporarily leaves the machine to purchase a drink, for example, the player typically places gaming medals and other personal belongings in the bottom tray of the machine to indicate that the player intends to continue playing on the machine. In other words, placing the player's personal belongings in the bottom tray of the machine indicates that the machine is occupied by the absent player, preventing other players from playing on the machine.

[0040] However, in a medalless gaming machine 1 that does not use gaming medals, there is no bottom tray, so when a player temporarily leaves the medalless gaming machine 1, it is difficult to notify the player that the medalless gaming machine 1 is occupied. Therefore, in the medal-less gaming machine 1 of the first embodiment, an occupancy function is provided as described below, making it possible to notify that the medal-less gaming machine 1 is in an occupied state.

[0041] [Notification of occupancy status on the medal count display] First, referring to Figures 5 and 6, we will explain the operating procedure for notifying the medalless gaming machine 1 that it is occupied by a player who is away from his seat, and the notification of the occupied state on the gaming medal count display 7a. Figure 5 shows the operating procedure when a player playing on a medal-less gaming machine 1 temporarily leaves the seat and places the medal-less gaming machine 1 in an exclusive state, and the display contents of the number of medals played indicator 7a and the number of medals held indicator 19a at that time. FIG. 5 shows a case where the player leaves the medalless gaming machine 1 when the number of game medals is "300".

[0042] First, as shown in FIG. 5(a), when the number of game medals is "300", the main control unit 10 controls the game medal number display 7a to display the numerical information of "300". If the number of medals held at this time is "0", the number information of "0" is displayed on the medal number display 19a of the dedicated unit 19 as shown in the figure.

[0043] In this state, when a player leaves the seat during play, as shown in Figure 5(b), he or she first operates the MAX BET button 2b to set the maximum number of bets on the medalless gaming machine 1 to "3" (MAX BET). When the main control unit 10 receives a detection signal from the MAX BET button 2b, it stores (sets) the bet number "3" in the game execution memory unit and sends control information to the sub-control unit 20, which then lights up the "3 BET" lamp on the bet number lamp 2f. Furthermore, when the MAX BET is set, the main control unit 10 subtracts the number of medals equivalent to the MAX BET from the number of medals display 7a, and changes the numerical information to "297."

[0044] Next, as shown in FIG. 5(c), the count button 2c is operated until the number of game medals stored and displayed on the game medal number display device 7 becomes "0". When the counting button 2c is operated until the number of game medals becomes "0" based on the reception of a detection signal from the counting button 2c, the main control unit 10 clears the number of game medals stored in the game medal number display device 7 and changes the numerical information of the game medal number display 7a to "0". In addition, based on receiving control information from the main control unit 10, the dedicated unit 19 stores the number of game medals that had been stored and displayed in the game medal number display device 7, and changes the numerical information of the held medal number display device 19a to "297." Note that the number of game medals counted by operating the counting button 2c is only the number displayed on the game medal number display 7a. Therefore, even if the number of game medals becomes "0", the number of bets set at that time will be maintained, the bet number setting of "3" will be maintained as is, and the "3BET" lamp on the bet number lamp 2f will continue to light up.

[0045] Next, as shown in FIG. 5(d), the set bet number is transferred to the number of game medals by operating the settlement button 2d. When the main control unit 10 receives a detection signal from the settlement button 2d, it clears the bet number "3" (MAX BET) stored and set in the game execution memory unit and sends control information to the sub-control unit 20, which then turns off the "3 BET" lamp on the bet number lamp 2f. In addition, in response to the clearing of the MAX bet, the main control unit 10 transfers the game value of the MAX bet to the memory unit and changes the number of game medals to "3", and also adds the number of medals of the MAX bet to the game medal number display 7a and changes the numerical information to "3". In this state, when the return button 21 of the dedicated unit 19 is operated, an IC card (membership card or visitor card) storing the gaming value of the number of medals held displayed on the medal number display 19a is ejected from the dedicated unit 19. Therefore, with only "3" remaining in the number of game medals on the game medal number display device 7, other players can leave their seats with their IC cards that store their game values.

[0046] Then, when a predetermined time (e.g., 30 seconds) has elapsed from the point at which the gaming value of the MAX bet is converted into the number of gaming medals, as shown in Figure 5(e), the numerical information displayed on the gaming medal number display 7a changes from being lit to flashing at a first flashing interval (e.g., 0.5 seconds), and the occupied state is notified (first notification). The main control unit 10 starts counting the timer to monitor the start of the occupied state from the point when the gaming value of the MAX bet is transferred to the number of gaming medals, and when the number of gaming medals does not change until the count value of the timer reaches a predetermined value (30 seconds), it determines that the medalless gaming machine 1 has entered an occupied state and switches the display mode of the numerical information of the gaming medal number display 7a from lit to flashing at the first flashing interval. Therefore, when the display mode of the numerical information on the game medal count display 7a is switched from being lit to flashing at the first flashing interval, an alert (first alert) is given that the medalless gaming machine 1 is occupied by a player who is away from his seat.

[0047] Furthermore, if a player who has been away from his / her seat returns to the medalless gaming machine 1 and converts the number of medals he / she has into the number of game medals by inserting an IC card while the occupied state is being notified (first notification), the main control unit 10 will cancel the occupied state, switch the display mode of the game medal number display 7a from flashing at the first flashing interval back to being lit, and end the notification of the occupied state.

[0048] Furthermore, if the occupied state in which the flashing at the first flashing interval continues for a predetermined time (e.g., 30 minutes), the display mode of the numerical information displayed on the game medal count display 7a changes from flashing at the first flashing interval to flashing at the second flashing interval (e.g., 0.3 seconds), as shown in Figure 5(f), and the notification mode of the occupied state changes from the first notification to the second notification. The main control unit 10 starts counting a timer to monitor whether the occupied state has exceeded the limit from the point when the occupied state is entered, in which the flashing occurs at the first flashing interval, and when the number of game medals does not change until the count value of the timer reaches a predetermined value (30 minutes), it determines that the occupied state of the medalless gaming machine 1 has exceeded the limit (excess state), and switches the display mode of the numerical information of the game medal count display 7a from flashing at the first flashing interval to flashing at the second flashing interval. Therefore, the display mode of the numerical information of the game medal count display 7a is switched from flashing at the first flashing interval to flashing at the second flashing interval, thereby notifying that the occupancy state of the medalless game machine 1 has exceeded a predetermined time.

[0049] Furthermore, if the occupancy state becomes excessive and the second notification is being executed while the player who was away from his / her seat returns to the medalless gaming machine 1 and converts the number of medals he / she is holding into the number of game medals by inserting an IC card, the main control unit 10 will cancel the occupancy state and switch the display mode of the game medal number display 7a from flashing at the second flashing interval back to being lit, thereby ending the notification of the occupancy state.

[0050] The time for monitoring the start of the occupied state and the time for monitoring the excess of the occupied state may be other than those described above. In addition, notifications of an occupied state (first notification) and an over-occupied state (second notification) are made by flashing the numerical information of the game medal count display 7a or by changing the flashing interval, but notifications of an occupied state or an over-occupied state may also be made by changing other display modes, and for example, the above notifications may be realized by changing the display color of the numerical information. In addition, the occupancy state is determined on the condition that the gaming value of the MAX bet has been transferred (settled) to the number of gaming medals, but the occupancy state may also be determined on the condition that the gaming value of another bet number (for example, bet number "1") has been transferred (settled) to the number of gaming medals.

[0051] Next, the occupied state process executed by the main control unit 10 will be described with reference to the flowchart of FIG. FIG. 6 shows the occupancy state process for executing the first notification of the occupancy state and the second notification when the occupancy state is exceeded.

[0052] First, when the occupied state process is executed, it is determined in step S8 whether the number of game medals is "0" or not. If the number of game medals is "0", the process proceeds to step S9, and if the number of game medals is "1" or more, the process proceeds to step S12. Next, in step S9, it is determined whether or not the settlement button 2d has been operated. If the settlement button 2d is operated, the process proceeds to step S10, and if the settlement button 2d is not operated, the process proceeds to step S12.

[0053] Next, in step S10, it is determined whether the number of game medals is "3" or not. If the number of game medals is "3", the process proceeds to step S11, and if the number of game medals is not "3", the process proceeds to step S12. Next, in step S11, a process is performed to start counting by a timer. This process starts the occupancy state and starts counting a timer for monitoring whether the occupancy state has exceeded the limit. In other words, when the number of game medals is "0", the settlement button 2d is operated and the game value stored in the game execution memory unit that stores the number of bets is transferred (converted) to the memory unit, changing the number of game medals to "3", and the timer for monitoring the start of the occupancy state will start counting.

[0054] Furthermore, the settlement button 2d is enabled when no game is being played, and since the condition for the timer to start counting is also when a game is not being played, the determination of the occupancy state is enabled when no game is being played. In the above example, the timer starts counting when the settlement button 2d is operated to change the number of game medals to "3," but the timer may start counting when the number of game medals becomes "3" without operating the settlement button 2d. For example, after inserting an IC card with the number of held medals of "3," the number of held medals may be converted into the number of game medals, and the timer may start counting when the number of game medals becomes "3."

[0055] Next, in step S12, it is determined whether the timer is running. The process in step S11 starts counting on a timer, and if the timer is operating, the process proceeds to step S13, and if the timer is not operating, the occupied state process is terminated. Next, in step S13, it is determined whether or not the condition for canceling the occupied state is met. The condition for releasing the occupancy state is met when a state change occurs in the medalless gaming machine 1 that allows the player to resume playing, for example, when the number of medals held is converted into the number of game medals, or when the number of bets is set from the number of game medals. If the condition for canceling the occupied state is met, the process proceeds to step S14, and if the condition for canceling the occupied state is not met, the process proceeds to step S15.

[0056] If the result of the determination in step S13 is that the condition for canceling the occupied state is met, in step S14, the timer count is terminated, the count value of the timer is initialized, and the notification of the occupied state is terminated. By processing step S14, when the conditions for releasing the occupancy state, such as the resumption of the game by a player who has left the seat, are met, the occupancy state notification (first notification and second notification) that had been executed up to that point is terminated, the counting of the timer that is running is terminated, and the count value of the timer is initialized. Then, when the notification of the occupied state ends and the first or second notification of the occupied state is executed, the display mode of the game medal count display 7a will be switched from flashing at the first or second flashing interval to being lit.

[0057] On the other hand, if the result of the determination in step S13 is that the condition for canceling the occupied state is not met, then in step S15 it is determined whether or not the counting result of the timer has exceeded the second time period. If the counting result of the timer exceeds the second time, step S 19 If the counting result of the timer does not exceed the second time, the process proceeds to step S 16 Transition to. The second time is a reference time for determining whether the occupancy state has exceeded the limit. For example, if the occupancy state has exceeded 30 minutes, the occupancy state is determined to have exceeded the limit.

[0058] If it is determined in step S15 that the counting result of the timer has not exceeded the second time, step S 16 Then, it is determined whether the counting result of the timer has passed the first time period. If the counting result of the timer has exceeded the first time, step S 17 If the counting result of the timer does not indicate that the first time has elapsed, the occupied state process is terminated. The first time is a reference time for determining the start of an occupied state, and for example, when 30 seconds have passed since the timer started counting, it is determined that the occupied state has started. As will be described in detail later, the first time period can be changed based on the establishment of a predetermined condition.

[0059] Next, step S 17 Then, the first notification process of the occupied state is performed. The first notification process for an occupied state is a process for notifying that the medalless gaming machine 1 is occupied by a player who is away from his / her seat, and the display mode of the gaming medal count display 7a is switched from being lit to flashing at a first flashing interval, thereby executing the first notification. Next, step S 18 Then, the first notification information is output to the outside. The external output process of the first notification information is a process of transmitting information that can identify that the first notification of an occupied state has been made to an external device such as a management computer or a calling device, and by transmitting this information, the external device is able to understand (manage) that the first notification of an occupied state has been made in the medalless gaming machine 1. The management computer then collects data such as the number of times the occupied state occurs in each medalless gaming machine 1 and the duration of the occurrence. In addition, the calling device, for example, determines whether an occupancy state has occurred in the medal-less gaming machine 1 corresponding to the calling device, and executes a predetermined notification corresponding to the first notification in the medal-less gaming machine 1 by a display means provided in the calling device. Thereafter, the occupied state processing ends.

[0060] On the other hand, if the result of determination in step S15 is that the counting result of the timer exceeds the second time, 19 Then, the second notification process for the occupied state is performed. The second notification process for the occupied state is a process for notifying that the occupied state of the medalless gaming machine 1 is in an excess state, and the display mode of the gaming medal count display 7a is switched from flashing at the first flashing interval to flashing at the second flashing interval to execute the second notification. Next, step S 20 Then, the second notification information is externally output. The external output process of the second notification information is a process of transmitting information that can identify that the second notification of an occupied state is being made to an external device such as a management computer or a calling device, and by transmitting this information, the external device is able to understand (manage) that the second notification of an occupied state is being made in the medalless gaming machine 1. The management computer then collects data such as the number of times the over-occupancy state occurs in each medalless gaming machine 1, the duration of the occurrence, and so on. In addition, the call device will, for example, determine whether an excessive occupancy state has occurred in the medal-less gaming machine 1 corresponding to the call device, and will execute a predetermined notification corresponding to the second notification in the medal-less gaming machine 1 by a display means provided in the call device. Thereafter, the occupied state processing ends. The second time period can be changed based on the establishment of a predetermined condition, which will be described in detail later.

[0061] As described above, in the medalless gaming machine 1 of the first embodiment, when the settlement button 2d is operated while no game is being played and the number of gaming medals in the memory unit is changed to "3", the main control unit 10 starts counting on the timer, and when the counting result of this timer has passed the first time period (for example, 30 seconds), it determines that the medalless gaming machine 1 is occupied by a player who is away from his / her seat. If it is determined that the state is occupied, a first notification of the occupation information is made, for example, on the game medal count display 7a.

[0062] In other words, the main control unit 10 is equipped with a determination means that can determine that the gaming machine (medalless gaming machine 1) is occupied by a specific player (a player who is away from his / her seat) based on the gaming value (gaming medals) stored in the memory unit being a specific value ("3") for a predetermined period of time (for example, 30 seconds). In addition, the main control unit 10 and the game medal count display device 7 (game medal count display 7a) constitute an alarm means that can execute an alarm (first alarm) that allows the player to recognize that the device is in an occupied state based on the judgment result of the judgment means. Therefore, a player who wishes to temporarily leave the medal-less gaming machine 1 can operate a specified operating means provided on the medal-less gaming machine 1 to issue a notification that the medal-less gaming machine 1 is occupied, allowing the player to leave the machine with peace of mind.

[0063] In addition, in order to enter the occupied state, the condition is that the number of game medals in the memory section is "3", which is the maximum value required to execute one game. Therefore, since three gaming medals are required to achieve an occupied state, it is possible to prevent the medalless gaming machine 1 from being fraudulently placed in an occupied state. Furthermore, since the number of game medals is "3" during the occupied state, it is possible to play the game immediately after the occupied state is released.

[0064] Furthermore, the main control unit 10 determines that the game value set in the number of bets (for example, MAX bet) is occupied when it is transferred to the number of game medals. In other words, the main control unit 10 is equipped with a game execution memory unit that can store the game value for executing one game, and the main control unit 10, as a judgment means, can judge that the game is in an occupied state on the condition that the game value stored in the game execution memory unit has been transferred to a memory unit that stores the number of game medals. Therefore, it is possible to establish an occupied state by utilizing the procedure for operating when playing the game, and it is possible to easily establish an occupied state.

[0065] Furthermore, when the count value of the timer exceeds a second time (for example, 30 minutes), the main control unit 10 determines that the occupancy state has become an overdose state. When the occupancy state is determined to be the excess state, a second notification of the occupancy information is made, for example, on the game medal count display 7a. In other words, the main control unit 10, as a judgment means, can determine that the occupancy state has exceeded a predetermined period (30 seconds) based on the fact that the occupancy state has exceeded a specific period (30 minutes), and the main control unit 10 and the game medal count display device 7, as an alert means, can execute an alert (second alert) that allows the player to recognize that the occupancy state has exceeded based on the judgment result of the judgment means.

[0066] Therefore, if a player leaves their seat for an extended period of time, it is possible to notify staff of the occurrence of the long absence and to take appropriate action against players who do not follow the rules of the gaming parlor. In addition, it is possible to notify the player that a second notification will be issued if the player leaves their seat for an extended period of time, so it is also possible to prevent players from leaving their seat for an extended period of time. Furthermore, if the medalless gaming machine 1 is illegally occupied, the fact can be quickly notified to an attendant, thereby minimizing the disadvantage to the gaming parlor caused by the illegal activity.

[0067] The occupancy state is determined on the condition that the gaming medals set as the bet number have been converted into the number of gaming medals, but the occupancy state may also be determined when the number of gaming medals reaches a specific value for a predetermined period of time without converting the bet number into the number of gaming medals. Furthermore, the specific value of the number of game medals when determining the occupancy state may be other than "3", such as "1" or "2". In addition, the medal-less gaming machine 1 may be provided with a means for changing the first time when determining the occupancy state and the second time when determining the excess occupancy state through external operation by the gaming facility.

[0068] In addition, in the above example, the occupied state is notified from a state in which the number of game medals held is stored in the memory unit, but it is also possible to notify the occupied state by inserting an IC card into the dedicated unit 19, on which the number of held medals of three medals is stored in advance. For example, in a state where a plurality of game medal numbers are stored, only the number of game medals for three medals is counted, and then an IC card storing the number of three held medals is discharged, and then the remaining number of game medals is counted and a card storing the remaining held medal number is discharged. Then, the IC card that stores the number of medals held for the three medals that were initially ejected is reinserted, and the number of medals held for the three medals is converted into the number of game medals.Then, the operation procedure shown in Figure 5 is performed to notify the occupancy status. Furthermore, when creating an IC card that stores the number of medals held for three medals, it is also possible to first leave the number of game medals for three and create an IC card that stores the number of medals held for the remaining three medals, and then create an IC card that stores the number of medals held for the remaining three medals. When creating an IC card that stores the number of medals held (three medals) in advance, it is preferable to be able to eject the IC card by returning it even if the number of medals stored and displayed on the medal count display device 7 is "1" or more. Furthermore, the medal-less gaming machine 1 may be provided with a dedicated button that allows counting only three gaming medals with one operation. As described above, the occupancy state is notified by the game medal number display 7a.

[0069] [Notification of occupancy status on display unit] Next, various notifications relating to the occupancy state on the display 8 will be described with reference to FIGS. In the medal-less gaming machine 1 of the first embodiment, the occupied state is notified by changing the display mode of the game medal count display 7a as described above. Furthermore, when an occupied state occurs, the main control unit 10 is configured to notify the occupied state also on the displays 8 other than the game medal count display 7a. Therefore, when an occupied state occurs, both the game medal number display 7a and the display 8 notify the occupied state. In addition, when an occupancy state is to be notified on the display 8, when the main control unit 10 determines the occupancy state, it sends control information to the sub-control unit 20 that can identify the occurrence of an occupancy state or an occurrence of an over-occupancy state, and various notifications regarding the occupancy state are made under the control of the sub-control unit 20.

[0070] First, the explanatory image of the occupied state will be described with reference to FIG. As mentioned above, a specific procedure is required to place the medalless gaming machine 1 in an occupied state, but players who are unfamiliar with the game often do not understand the operating procedure for placing the machine in an occupied state. Therefore, in the medal-less gaming machine 1 of this first embodiment, as shown in Figure 7, for example, during normal gaming mode, an occupancy state explanation image 22 is displayed in the main part of the screen of the display 8, which explains the operating procedure for achieving an occupancy state.

[0071] Although FIG. 7 shows a simplified image, it is sufficient to display an image showing the operation procedures using the various operation means described above with reference to FIGS. Furthermore, the image showing the operation procedure may be any image that allows the player to understand the operation procedure for achieving the occupied state, and may be a still image or a moving image. In addition, the occupancy state explanation image 22 may be displayed at all times during normal game play, or may be displayed during a part of the demo display that is displayed when the normal game play state continues for a predetermined period of time. Also, for example, the occupancy state explanation image 22 may be displayed by operating the effect button 2g.

[0072] Next, with reference to FIG. 8, the first and second notifications of the occupied state on the display device 8 during the normal gaming state will be described. First, with reference to FIG. 8(a), the first notification of the occupied state on the display device 8 during the normal gaming state will be described. As described above, when the medalless gaming machine 1 enters an occupied state, the main control unit 10 changes the display mode of the gaming medal count display 7a to flashing at a first flashing interval, thereby providing a first notification of the occupied state. In addition, when the main control unit 10 executes the first notification of an occupied state, it sends control information to the sub-control unit 20 informing it of the execution of the first notification of an occupied state, thereby causing the display unit 8 to display a predetermined image corresponding to the first notification. Therefore, when the occupied state is reached, the first notification is executed on both the game medal count display 7a and the display 8.

[0073] FIG. 8(a) shows an image on the display 8 when the first notification of the occupied state is executed during the normal gaming state. As shown in Figure 8(a), when the medalless gaming machine 1 is in an occupied state, an occupied state image 23 that allows the player to recognize that the machine is in an occupied state is displayed in approximately the center of the screen of the display 8, in front of the normal gaming state image (not shown) that notifies the player that the machine is in a normal gaming state. The occupied state image 23 is composed of a rectangular first frame image 23a which forms the background of the occupied state image 23, an away image 23b which is placed inside the first frame image 23a and consists of text information saying "Away from your seat now" to notify that the player playing on the medalless gaming machine 1 is away from his seat, and an elapsed time image 23c which indicates the time that has elapsed since the occupied state began. The first frame image 23a will have a white background while the first notification is being executed, and the elapsed time image 23c will display "00:00" (0 minutes, 0 seconds) at the beginning of the occupied state, with the numerical information updated and displayed according to the elapsed time. Therefore, by displaying the occupied state image 23, it is notified that the medalless gaming machine 1 is in an occupied state, and by displaying the first frame image 23a, it is notified that the occupied state has not reached an over-occupied state, and the elapsed time of the occupied state is also notified.

[0074] Next, with reference to FIG. 8(b), the second notification of the occupied state on the display device 8 during the normal gaming state will be described. As mentioned above, when the occupancy state of the medalless gaming machine 1 becomes an overage state, the main control unit 10 issues a second notification of the occupancy state by changing the display mode of the game medal count display 7a to flash at a second flashing interval.When the main control unit 10 executes the second notification of the occupancy state, it sends control information to the sub-control unit 20 informing it that the second notification of the occupancy state has been executed, thereby displaying a predetermined image corresponding to the second notification on the display 8.

[0075] FIG. 8(b) shows an image on the display 8 when the second notification of the occupied state is executed during the normal gaming state. 8(b), when the occupancy state of the medalless gaming machine 1 becomes the overage state and the second notification is executed, the first frame image 23a in the occupancy state image 23 that has been displayed until then is changed to the second frame image 23d. Note that the away image 23b and the elapsed time image 23c continue to be displayed. The second frame image 23d has a red background, which makes it stand out more than the first frame image 23a. Therefore, when the occupancy state becomes excessive and the elapsed time reaches "31:00" as shown in the figure, the background of the occupancy state image 23 is changed to the second frame image 23d, and the second notification is executed.

[0076] As described above, when the first notification of the occupied state is executed, the control information is received from the main control unit 10, and the display device 8 displays the occupied state image 23 corresponding to the first notification. In other words, the notification means is composed of a display 8 as a display means capable of displaying multiple pieces of information, and a sub-controller 20 as a display control means capable of causing the display means to display information corresponding to the occupancy state, and displays an occupancy state image 23 as information corresponding to the occupancy state. Therefore, the occupied state is notified by the display 8, and other players can be sure to recognize that the medalless gaming machine 1 is in an occupied state. Since the occupied state image 23 is displayed by the sub-controller 20 in response to control information from the main controller 10, the display control means can be considered to be realized by the cooperation of the main controller 10 and the sub-controller 20.

[0077] Furthermore, when the occupancy state becomes the overage state and the second notification is executed, the sub-controller 20 changes the first frame image 23a in the occupancy state image 23 to the second frame image 23d. That is, the sub-controller 20 as a display control means can change the information corresponding to the occupancy state (occupancy state image 23) based on the fact that the occupancy state has become the overage state. Therefore, the excessive occupancy state is notified by the display 8, and other players and staff can be sure to recognize that the occupancy state has become excessive.

[0078] The occupied state image 23 may be displayed on the entire screen of the display device 8, or may be displayed on a part of the screen. In addition, in response to the execution of the first and second notifications of the occupied state, a predetermined sound effect may be output from the speaker 9, or the lamp 11 may be made to emit light in a predetermined light emission mode.

[0079] Next, the first and second notifications of the occupied state on the display 8 in the AT state will be described with reference to FIG. First, with reference to FIG. 9(a), the first notification of the occupied state on the display 8 in the AT state will be described. The main control unit 10 can generate an AT state as a special gaming state that is more advantageous to the player than the normal gaming state, based on the establishment of a predetermined condition. And, just like during normal gaming, it is possible to notify of the occupied state even during the AT state.

[0080] FIG. 9(a) shows an image on the display 8 when the first notification of the occupied state is executed during the AT state. As shown in FIG. 9(a), when the gaming state becomes the AT state, an AT state image 24 is displayed in the main screen portion of the display 8 to notify that the AT state is in progress. Furthermore, when the medalless gaming machine 1 enters an occupied state during the AT state, a specific occupied state image 25 is displayed on the lower right side of the screen of the display 8, allowing the player to recognize that the machine is in an occupied state. The specific occupancy state image 25 is composed of a rectangular first specific frame image 25a which forms the background of the specific occupancy state image 25, a specific away image 25b which is placed inside the first specific frame image 25a and consists of text information saying "Away from your seat now" to notify that the player playing on the medalless gaming machine 1 is away from his seat, and a specific elapsed time image 25c which indicates the time that has elapsed since the occupancy state began.

[0081] In addition, the display area of the specific occupancy state image 25 is set smaller than that of the occupancy state image 23 displayed during normal game play, and furthermore, it is displayed near the lower right corner of the screen, so that it does not interfere with the visibility of the AT state image 24. The first specific frame image 25a will have a white background while the first notification is being executed, and the specific elapsed time image 25c will display "00:00" (0 minutes, 0 seconds) at the beginning of the occupied state, with the numerical information updated and displayed according to the elapsed time. Therefore, by displaying the specific occupancy state image 25, it is notified that the medalless gaming machine 1 is in an AT state and is in an occupied state, and by displaying the first specific frame image 25a, it is notified that the occupancy state has not reached an overage state, and the elapsed time of the occupancy state is also notified.

[0082] Next, the second notification of the occupied state on the display 8 in the AT state will be described with reference to FIG. 9(b). In the main control unit 10, when the occupancy state of the medalless gaming machine 1 becomes an excessive state during normal gaming, the first frame image 23a in the occupancy state image 23 is changed to the second frame image 23d to execute a second notification, but the second notification can also be executed if the occupancy state becomes an excessive state during AT.

[0083] FIG. 9(b) shows an image on the display 8 when the second notification of the occupied state is executed during the AT state. 9(b), when the occupancy state of the medalless gaming machine 1 becomes an overage state during the AT state and the second notification is executed, the first specific frame image 25a in the specific occupancy state image 25 that has been displayed until then is changed to the second specific frame image 25d. Note that the specific absent image 25b and the specific elapsed time image 25c continue to be displayed. The second specific frame image 25d has a red background, which makes it stand out more than the first specific frame image 25a. Therefore, when the occupancy state becomes excessive during the AT state and the elapsed time becomes "31:00" as shown in the figure, the background of the specific occupancy state image 25 is changed to the second specific frame image 25d, and the second notification is executed.

[0084] As described above, when the first notification of the occupied state is executed during the AT state, the sub-control unit 20 displays the specific occupied state image 25 in the lower right part of the screen of the display 8, unlike during the normal game state. Therefore, during the AT state, the notification of the occupied state is executed without interfering with the AT state image 24 on the display 8, and while notifying other players that the game state at that time is the AT state, it is possible to reliably make other players aware that the medalless gaming machine 1 is in an occupied state.

[0085] Furthermore, when the occupancy state becomes an overage state during the AT state and the second notification is executed, the sub-control unit 20 changes the first specific frame image 25a in the specific occupancy state image 25 to the second specific frame image 25d. That is, the sub-controller 20 as a display control means can change the information corresponding to the occupancy state (specific occupancy state image 25) based on the fact that the occupancy state has become the overage state. Therefore, even during the AT state, the display 8 will notify the player of the excess occupancy state, making it possible for other players and staff to be reliably aware that the occupancy state has become excessive even during the AT state.

[0086] In Figure 9, the first and second notifications related to the occupancy state during the AT state as a special game state are illustrated as examples, but similar notifications may also be made during the pseudo bonus state or CZ state as a special game state. Furthermore, the specific occupancy state image 25 may have any display area or display position on the screen as long as it does not reduce the visibility of the AT state image 24. Furthermore, even during the AT state, in response to the execution of the first and second notifications of the occupied state, a predetermined sound effect may be output from the speaker 9, or the lamp 11 may be made to emit light in a predetermined light emission mode. As described above, the display 8 notifies the occupancy state.

[0087] [Changes in 1st and 2nd periods] Next, with reference to FIG. 10, changes to the first time period until the first notification is started and the second time period until the second notification is started in the occupied state will be described. As mentioned above, the main control unit 10 starts counting the timer when the settlement button 2d is operated and the set number of bets, "3," is changed to the number of game medals, "3." When the count value of the timer reaches the first time, it determines that the machine is in an occupied state and issues the first notification. However, the main control unit 10 is able to change this first time depending on the game state.

[0088] Similarly, when the timer count reaches a second time, the main control unit 10 determines that the occupancy state has been exceeded and issues a second notification, but the main control unit 10 also makes this second time variable depending on various conditions. Therefore, the time until the first and second notifications of the occupancy state are initiated will vary depending on the game state and other conditions at the time the timer starts counting.

[0089] First, with reference to FIG. 10(a), a description will be given of a change in the first time period until the first notification is started in an occupied state. As shown in FIG. 10(a), the main control unit 10 sets the first time period to "30 seconds" when the gaming state is the normal gaming state. On the other hand, in a special gaming state (AT state, etc.), the first time period is set to "10 seconds." The main control unit 10 sets each of the first periods by referring to the game state at the time when the timer starts counting.

[0090] As described above, the main control unit 10 can change the first time until the first notification is initiated in the occupied state depending on the game state, and in the special game state, the first time is set to a time shorter than that in the normal game state. That is, the main control unit 10 as the determination means can change the period (predetermined period) until it is determined that the medalless gaming machine 1 is in an occupied state (the first notification is initiated). Therefore, it is possible to efficiently start notifying the occupancy state according to the gaming state. Furthermore, since the first time period is relatively long in the normal gaming state, it is possible to prevent the state from being shifted to the occupied state by mistake due to the player's operation or the like. Furthermore, in the special game state, the first time period is relatively short, but since there is a high possibility that a large number of game medals will be stored during the special game state, there is a low possibility of accidentally transitioning to the occupied state. Therefore, even if the first time period is short, not only can the start of the occupied state be monitored without any problems, but when the player leaves the seat during the special game state, it is possible to quickly start notifying the player of the occupied state. Furthermore, since there is little possibility of fraudulent behavior (such as leaving the store while the machine is still in occupancy) during the special gaming state, there is no problem even if the first time period is shortened.

[0091] The special game state may be any game state that is advantageous to the player, such as an AT state, a pseudo bonus state, a CZ state, etc. In addition, only the AT state, which is the most advantageous gaming state for the player, may be set as the special gaming state, and in the pseudo bonus state, CZ state, etc., the first time may be set in the same way as in the normal gaming state. In addition, the first time period set during the special gaming state may be other than the above, as long as it is shorter than the first time period set during the normal gaming state. Furthermore, each first time period may be changeable according to the preference of the gaming parlor, or a mode may be provided in which the first time period is not changed according to the gaming status.

[0092] Next, with reference to FIG. 10(b), a description will be given of a change in the second time period until the second notification is started in an occupied state. As shown in FIG. 10(b), the main control unit 10 sets the second time period to "5 minutes" if the number of games played on the day is 50 or less. Therefore, when the number of games played on a given day is small, such as immediately after the opening of the gaming establishment, the time until the occupancy is determined to be excessive is extremely short compared to the standard time of "30 minutes." This is to prevent situations where, immediately after an amusement parlor opens, many players are selecting the gaming machine they will use to play, and if the machine is occupied at this time, it will cause inconvenience to the many players who are choosing a gaming machine.

[0093] In addition, if the difference in the number of medals on that day (number of medals awarded - number of medals inserted) is -5,000 or less, the second time is set to "10 minutes." Therefore, if the disadvantage to the player is large on that day, the time until the occupancy state is determined to be an excess state will be shorter than the reference time. This is to prevent situations where the player is unfairly placed in a monopoly state when the player's disadvantage is great.

[0094] Furthermore, if the business hours on that day are after 6:00 PM, the second time period is set to "10 minutes." Therefore, after 6 p.m., when it is expected that the gaming establishment will be crowded, the time until the occupancy state is determined to be an excess state will be shorter than the reference time. This is to prevent situations where many gaming machines are occupied when the gaming parlor is crowded, causing inconvenience to many players. In other cases than those mentioned above, the reference time is set to "30 minutes." The main control unit 10 sets each second time period by referring to the above conditions at the start of counting by the timer. Furthermore, it is preferable that the main control unit 10 be provided with a real-time clock (RTC) to monitor the above conditions.

[0095] As described above, the main control unit 10 can change the second time period until the second notification is started in the occupied state in accordance with the above-mentioned conditions. That is, the main control unit 10 as a determination means can change the specific period (second time) until the excessive occupancy state starts based on the establishment of a predetermined condition. Therefore, it becomes possible to efficiently initiate the second notification of occupancy according to various conditions, making it possible to prevent fraudulent behavior that may cause inconvenience to players and prevent disadvantages to the gaming establishment.

[0096] Note that the second time periods may be other than those described above as long as the above-described effects can be obtained. Furthermore, each second time period may be changeable according to the preference of the gaming facility, or a mode may be provided in which the second time period is not changed according to each state. As described above, the first time and the second time are changed in the occupied state.

[0097] [Deactivation of occupied state] Next, the process of disabling the occupied state will be described with reference to FIG. As mentioned above, a call device (not shown) is installed on the island equipment (outside the gaming machine) above the medal-less gaming machine 1, and when a player operates the call button on the call device, the built-in call lamp lights up, allowing the player to call an attendant. In addition, various types of game information from the medal-less gaming machine 1 are input to the calling device, and game data of the medal-less gaming machine 1 can be displayed.

[0098] In addition, the call device is generally equipped with a break function (meal break function), and when a player leaves his seat for a relatively long period of time (for example, 40 minutes) such as for a meal break, an attendant can operate the remote control to display a notification that the medal-less gaming machine 1 is on a break and the elapsed time during the break. In this way, if the call device is equipped with a rest function and the medalless gaming machine 1 is equipped with an exclusive function, both notifications may be made at the same time, which may result in confusing notifications for other players and staff. Therefore, in the medal-less gaming machine 1 of this first embodiment, when the call device is making a break notification, information informing that effect is input to the main control unit 10, and the main control unit 10 is provided with a function to disable the occupancy state when a break notification is being made.

[0099] The flowchart in FIG. 11 shows the occupied state disabling process executed by the main control unit 10 to realize the above-mentioned disabling of the occupied state. First, in step S21, it is determined whether or not a resting signal has been input. If a resting signal has been input from the calling device, the process proceeds to step S22, and if a resting signal has not been input, the occupied state disable process is terminated. Next, in step S22, the occupied state disable process is executed. The occupied state deactivation process is a process that disables various notifications of the occupied state. For example, even if the conditions for executing the occupied state are met, the determination of the occupied state may be disabled, or the process itself shown in Figure 6 described above may be disabled, so that various notifications of the occupied state are not made (or are stopped if they are currently being executed). Thereafter, the occupied state disable process is terminated.

[0100] As described above, when a resting signal is input from the calling device, the main control unit 10 disables the notification of the occupied state even if the execution condition for the occupied state is met. That is, the main control unit 10 as a determining means invalidates the determination of the occupied state based on the reception of information indicating that the gaming machine is in a break from outside the gaming machine. Therefore, if the call device is already making a break notification, the occupied state notification cannot be executed, which makes it possible to prevent a confusing notification state in which both notifications are made at the same time. Furthermore, during breaks, players will be away from their seats for a relatively long period of time, but during this time, it is possible to prevent other players from illegally occupying the seat. Although the resting signal is input from the calling device, the occupied state may be disabled by inputting a signal from another device equipped with a resting function. In this manner, the process of disabling the occupied state is carried out.

[0101] Next, the control of a game in the medal-less gaming machine 1 (gaming machine) of the first embodiment will be described in more detail. First, at the start of the game, the number of bets is set. Then, when the number of bets reaches a predetermined number (for example, three coins), one of the conditions for starting the game is met, and a state in which one game can be played is established.

[0102] In this game executable state, operation of the start lever 3 is valid. When the start lever 3 is tilted in this valid state, all of the game start conditions are met, the game starts, and the reels 41a to 41c displaying multiple symbols start to move, and an internal lottery process is executed to determine in advance, before the reels 41 stop, the lottery results of the current game for multiple roles (including misses) such as replay roles and small roles, and transitions to a pseudo bonus state or an AT state. In the internal lottery process, a winning combination for the current game is determined by lottery from among a plurality of winning combinations based on a predetermined probability of winning. For example, a winning combination such as a replay combination or a bell combination is derived by lottery.

[0103] Furthermore, even if the main control unit 10 receives a signal from the start lever 3, if a predetermined time (e.g., 4.1 seconds) has not elapsed since the start of rotation of the reels 41 in the previous game, the main control unit 10 performs limiting control to limit the number of games executed per unit time (e.g., 1 minute) to a predetermined number (e.g., 14 games) by temporarily waiting (inserting a waiting time) before the start of rotation of the reels 41, thereby delaying the start of rotation of the reels 41. That is, the main control unit 10 is provided with game number limiting means that can limit the number of games executed per unit time to a predetermined number. By this control, the shortest execution time required for one game is set to a predetermined time (e.g., 4.1 seconds). The period for monitoring the above-mentioned shortest execution time may be set based on a point other than the point at which the reel 41 starts to rotate between games. For example, it may be based on the point at which the stop button 5 is activated, or any point at which the number of games per unit time can be monitored.

[0104] Each reel 41a to 41c is an example of a display means, and multiple symbols (replay, bell, watermelon, cherry, BAR, 7) are displayed on the periphery of each reel 41a to 41c in a predetermined arrangement, and the rotation speed gradually increases from a stopped state, before reaching a steady rotation at a constant speed. When the reels reach this steady rotation, the stop buttons 5a to 5c provided corresponding to the reels 41a to 41c become operable to be pressed. When each of the stop buttons 5a to 5c is pressed in this state, the reels 41a to 41c are controlled to stop in a combination of symbols that is allowed based on the timing of the operation and the result of the internal lottery process. The stop control (pull-in stop control) of each reel 41a to 41c has a pull-in range set for each, and a predetermined number (for example, four) of symbols in the reverse rotation direction (upward) from the symbol at the time the stop operation is performed can be pulled in, and only any of the symbols within this pull-in range can stop on an active line.

[0105] In the stopped state, three consecutive symbols displayed in the vertical direction on each of the reels 41a to 41c are stopped (stopped display) so that they face the outside of the machine through the display window 6, and whether or not a win has been won is determined based on the state of the stopped display at this time. A win is determined based on the combination of symbols that stop on the middle win line that connects the middle symbols of each reel 41 in the display window 6. Therefore, for example, even if predetermined symbols line up on a diagonal line, the win is determined based on the combination of symbols that are actually stopped in the middle row at that time but are not lined up.

[0106] Winning of a winning combination such as a small combination or a replay combination is determined based on the combination of symbols on such a winning line. Small roles include, for example, bell role, watermelon role, and cherry role.

[0107] There are two types of bell roles, each with a different combination of corresponding symbols. For example, there can be a common bell role where the corresponding symbol combination is "bell-replay-bell" in the order of "left reel 41a, middle reel 41b, right reel 41c" (and so on) on the winning line, and a push-order bell role where the corresponding symbol combination is "bell-bell-bell".

[0108] The common bell role is a minor role in which the corresponding combination of symbols ("bell, replay, bell") stops regardless of the order in which the stop buttons 5a to 5c are operated (called the push order), and the push order bell role is a minor role in which the corresponding combination of symbols ("bell, bell, bell") stops by following a specific push order.

[0109] Furthermore, the push order bell role has six push order bell roles 1 to 6, in which the stop buttons 5a to 5c are operated in one of six push orders (for example, "5a → 5b → 5c", "5c → 5b → 5a", etc.) (specific push order), and the corresponding symbol combination ("Bell Bell Bell") is stopped and displayed. When the stop buttons 5a to 5c are operated in five other push orders (push orders other than the specific push order), the corresponding symbol combination ("Bell Bell Bell") is not stopped and displayed, and another symbol combination (called a "Bell Spill") such as "Bell Bell Replay" is stopped and displayed.

[0110] In addition, when the push order bell role is won, regardless of which stop button 5 is operated second or third, as long as only the first stop button 5 is operated in a specific push order, the reels 41 may be controlled to stop so that a combination of symbols corresponding to the push order bell role stops. Also, the push order bell is not limited to six types, and three types of push order bells 1 to 3 may be provided.

[0111] The watermelon role is a small role (rare role) where the corresponding symbol combination is "watermelon, watermelon, watermelon", and there are two types: a weak watermelon role where "watermelon, watermelon, watermelon" stops on the upper or lower line, and a strong watermelon role where "watermelon, watermelon, watermelon" stops on the upward-to-right or downward-to-right line. The cherry role is a small role (rare role) in which the corresponding symbol combination is "cherry-ANY-ANY", and there are two types of cherry roles: a weak cherry role in which "cherry" stops on the top or bottom row of the left reel 41a, and a strong cherry role in which "cherry" stops on the middle row of the left reel 41a.

[0112] There are two replay roles with different corresponding symbol combinations: a normal replay role (hereinafter referred to as a replay role) with a corresponding symbol combination of "replay-replay-replay" and a chance replay role (chance role) with a corresponding symbol combination of "replay-bell-bell." "Replay Bell Bell" (Chance Eye) is a combination of symbols that stops and is displayed when a Chance Replay symbol is won, and along with the Watermelon symbol and the Cherry symbol, it is set as a so-called rare symbol with a relatively low probability of winning in the internal lottery process. Of these, the Weak Watermelon symbol and the Weak Cherry symbol are set as weak rare symbols, and all symbols other than the Weak Watermelon symbol and the Weak Cherry symbol are set as strong rare symbols.

[0113] In addition, the main control unit 10 and the sub-control unit 20 are capable of generating an AT (assist time) as a game state related to the push order bell role. The 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 (push order navigation is executed) by the display 8 and the navigation lamp 12. That is, the sub-control unit 20 is capable of executing control to notify operation information (specific operation information) for deriving a specific result ("Bell Bell Bell") as the result of the game. Therefore, the occurrence of an AT allows players to easily acquire game medals, and is controlled during the pseudo-bonus state and AT state described below. The navigation lamp 12 may be configured to be directly drive-controlled by the main control unit 10 without going through the sub-control unit 20.

[0114] Based on the combination of symbols as described above, the winning of a small prize or a replay prize is determined (determination means), and when the result of the determination is that the combination of symbols corresponds to each of the above, a win is made and a game value according to the establishment of each win is awarded. For example, when a combination of symbols corresponding to a small win such as a bell, cherry, or watermelon stops, it is determined that a small win has been achieved, and the number of game medals displayed on the game medal number display device 7 is added up.

[0115] Specifically, in the case of a bell role (common bell role, push order bell role), when a combination of corresponding symbols is stopped and displayed, eight game medals are awarded. Furthermore, when the push order bell role is won, if the stop buttons 5a to 5c are operated in a push order other than the specific push order (five push orders), no game medals will be awarded. In addition, when the push order bell role is won, if the stop buttons 5a to 5c are operated in a push order other than the specific push order (five different push orders), fewer than eight game medals (for example, one) may be awarded, or with some push orders other than the specific push order, fewer than eight game medals (for example, one) may be awarded, and with other push orders, no game medals may be awarded. In addition, the probability of winning the bell role is set so that the number of game medals held by the player increases during the AT state described below.

[0116] In addition, when a combination of symbols corresponding to a weak watermelon role and a strong watermelon role is stopped and displayed, two game medals are awarded. In addition, when a combination of symbols corresponding to a weak cherry role and a strong cherry role is stopped and displayed, one game medal is awarded. The number of game medals awarded when a combination of symbols corresponding to each winning combination is stopped and displayed may be other than the above-mentioned number.

[0117] Furthermore, the replay role and chance replay role are determined by the stopped display of the combination of symbols corresponding to the replay role and chance replay role, and the next game can be played with the same number of bets as the number of bets set in the previous game without inserting game medals (without setting the number of bets).

[0118] In addition, the probability of winning each small role and replay role is set so that, for each setting value, the relationship is Bell role > Replay role > Weak Cherry role > Weak Watermelon role > Chance Replay role > Strong Cherry role > Strong Watermelon role, meaning that Bell role is the most likely to win and Strong Watermelon role is the least likely to win. The relationship between the winning probabilities of each role may be other than that described above.

[0119] [Game state transition] Next, with reference to FIG. 12, a description will be given of the transition of the gaming state in the medal-less gaming machine 1 (gaming machine) in the first embodiment. In the medal-less gaming machine 1 in this first embodiment, it is possible to play a 3-bet game in which three gaming medals are spent (three bets are made) to play the game, and Figure 12 shows the transition of the gaming state when a 3-bet game is played, which is realized by the control of the main control unit 10. In this first embodiment, the transition of the game state is controlled only when a 3-bet game is executed, and the game state is not transitioned for other games (for example, a 2-bet game). However, it is also possible to allow the game to be executed only when 3 bets are placed, and to prohibit the game from being executed for other bet numbers. Hereafter, the 3-bet game will be referred to as the "game."

[0120] 12, the game of the medalless gaming machine 1 of the first embodiment is executed in a plurality of gaming states, including a normal gaming state, a CZ state, a pseudo bonus state, and an AT state. The main control unit 10 can control the transition from one gaming state to another gaming state based on the establishment of a predetermined transition condition. Furthermore, the main control unit 10 of the first embodiment is provided with a zone control means that can control the gaming zone to either a normal zone or an advantageous zone, in addition to the above gaming state. The normal zone is a game zone in which push order navigation is not executed, and begins when the next game starts after the advantageous zone ends, and ends when the conditions for transitioning to the advantageous zone are met. In the normal zone, the advantageous zone lamp 13 is controlled to be off.

[0121] In addition, in the normal zone, when the conditions for transitioning to the advantageous zone are met, for example, when a predetermined role (for example, a bell role) is won in an internal lottery, it is determined that the player will transition to the advantageous zone. In addition, the transition conditions for the AT state may be established based on the winning of a predetermined rare role in the normal zone, and in this case, it is preferable to transition to the AT state after the establishment of the advantageous zone transition conditions. Therefore, since the push order navigation will be executed after the establishment of the advantageous zone transition conditions, push order navigation will not be performed in the normal zone. When the main control unit 10 is reset, the control is performed in the normal section.

[0122] The advantageous zone is a game zone in which push order navigation may be performed, and is a game zone that is more advantageous to the player than the normal zone because push order navigation may be performed. In addition, the advantageous zone begins when the next game starts after the advantageous zone transition condition is met in the normal zone, and ends when a predetermined advantageous zone end condition is met. In the advantageous zone, the advantageous zone lamp 13 is controlled to be lit.

[0123] In addition, after transitioning to the advantageous zone, the advantageous zone lamp 13 may start to light up when the game state (for example, pseudo-bonus state) is reached in which the number of game medals held by the player increases due to the execution of the push order navigation. In addition, the advantageous zone lamp 13 may not be turned on even when the game has moved to an advantageous zone, or may be turned on only when the game has moved to an AT state even when the game has moved to an advantageous zone. Also, it is not necessary to provide the advantageous zone lamp 13, but instead it is preferable to provide an AT status lamp controlled by the main control unit 10 and turn on the AT status lamp during the AT state.

[0124] In addition, the advantageous zone transitions to the normal zone based on the establishment of the advantageous zone termination condition within the advantageous zone. An example of an end condition of the advantageous zone is when the medal-less gaming machine 1 (main control unit 10) is reset (including when the settings are changed). Although details will be described later, the advantageous period basically continues when the AT state ends, but there are cases where the advantageous period ends depending on the value of the difference number counter at the end of the AT state. In addition, the conditions for ending the advantageous period may be met at a part of the end of the AT state.

[0125] Furthermore, the medalless gaming machine 1 is provided with a limiter function (so-called limiter), which is a restriction function for restricting the number of gaming medals that a player can acquire, and the conditions for ending the advantageous zone are met even when the limiter function is activated, as will be described in detail later. For example, the limiter function is activated when the difference in the number of medals in a single advantageous period (number of medals awarded - number of medals inserted) exceeds a limit value (for example, +2400 medals). Since the advantageous zone is a play zone where push order navigation can be executed, the end of the advantageous zone will forcibly end the special play state (pseudo bonus state, AT state), and as a result, the number of play medals that the player can acquire will be limited by the activation of the limiter function.

[0126] In addition to the above, the limiter function may be activated when the number of games in one advantageous period (number of advantageous period games) reaches an upper limit (for example, 3,000 games). The advantageous zone will end when any of the above-mentioned conditions for ending the advantageous zone are met.

[0127] Furthermore, in this first embodiment, as will be described in detail later, the operation of the limiter function is determined in advance during the AT state, and the period from this determination until the limiter is activated is set as the ending period, and an effect (ending effect) is executed to congratulate the player in advance that the advantageous state has continued to the upper limit. Furthermore, in the medal-less gaming machine 1 of the first embodiment, transition control is performed between a normal zone, which is a zone where the push order navigation cannot be performed, and an advantageous zone, which is a zone where the push order navigation can be performed, based on the execution of the game. The medal-less gaming machine 1 is initially controlled to the normal zone, and when a predetermined transition condition is met (for example, when a bell role is won) during execution of the game in the normal zone, a transition to the advantageous zone occurs.

[0128] (Normal gameplay state) The normal gaming state is a gaming state in which the player remains when the main control unit 10 of the medalless gaming machine 1 is reset, and is a disadvantageous state for the player. 12, the main control unit 10 performs a lottery process for transitioning to the CZ state, pseudo bonus state, and AT state while in the normal gaming state. Note that, depending on the specifications of the medal-less gaming machine 1, it may not be possible to transition directly from the normal gaming state to the AT state. In the normal game state, such as when the main control unit 10 of the medalless game machine 1 is reset, the game zone is controlled to the normal zone, and when the conditions for transition to the advantageous zone during the normal zone are met, the game zone transitions from the normal zone to the advantageous zone.

[0129] In addition, the normal game state is set to a normal probability state and a high probability state, and in each game, the probability of transitioning to the pseudo-bonus state is controlled so that the high probability state is higher than the normal probability state.

[0130] The transition of the probability state is controlled so that, for example, when a weak watermelon or weak cherry role is won, there is a 30% probability of transition from the normal probability state to the high probability state. On the other hand, as a predetermined fall condition, for example, when a replay role is won, when a bell role is won, or when a miss occurs, there is a 5% probability of transition from the high probability state to the normal probability state.

[0131] The winning probability in the pseudo bonus state is set at, for example, a 20% probability when a chance role or a strong cherry role is won in the normal probability state, and at a 50% probability when a chance role or a strong cherry role is won in the high probability state. When the probability state changes from a normal probability state to a high probability state, the sub-control unit 20 controls the display 8 to notify the user that the state is high probability. For example, if a stage in which the main character moves through a grassland is displayed during normal game play, the background of the stage is changed from a daytime background to an evening background to notify the user that the state is high probability.

[0132] However, rather than ensuring that the stage is changed when a high probability state is reached, a stage change lottery is held with a predetermined probability (for example, 30%) during the game when the high probability state is reached, and the stage is changed only if the change lottery is won. In addition, even in a game in a normal probability state, a lottery for changing to a stage is held with a predetermined probability (2%), and if this change lottery is won, control is exercised to change to a stage indicating a high probability state.

[0133] On the other hand, even when staying on a stage with an evening background, a lottery for changing to a daytime background is held, and the game is controlled so that in a normal probability state, there is a relatively high probability (for example, 20%) of winning the change lottery, and in a high probability state, there is a relatively low probability (for example, 5%) of winning the change lottery. Therefore, even if the stage has an evening background, it does not necessarily mean that the player is in a high probability state; a stage with an evening background merely indicates a high probability state.

[0134] In addition, if the setting value in the probability setting device 16 is changed or the main control unit 10 is reset, the game will move through the normal zone and then to the advantageous zone, and then actual play can begin in the normal game state in the normal probability state.However, for each setting value in the probability setting device 16, the normal game state may be started in a high probability state with a predetermined probability. In addition, during the high probability state, in addition to the pseudo bonus state, the probability of winning the CZ state or AT state may be increased.

[0135] Furthermore, in a game during the normal gaming state, a pseudo game is executed based on the establishment of a predetermined condition, and a game is executed to notify the player of a transition to a predetermined gaming state (for example, a pseudo bonus state). In addition, a transition lottery for the above benefits (CZ state, pseudo bonus state, AT state) may also be conducted based on pseudo play.

[0136] During the normal gaming state, an individual effect that is completed in one game is executed on the display device 8 with a predetermined probability. The individual effects are mainly performed to heighten the player's sense of anticipation, and include winning effects that are performed based on the results of the lottery for winning combinations in the main control unit 10. In addition, individual effects also include those that are executed based on the probability state at that time (normal probability state or high probability state), and those that are executed to explain the game. The individual effects also include a dialogue effect in which a predetermined dialogue image is displayed together with a predetermined character image displayed on the display device 8.

[0137] The winning effect is an effect that is mainly executed to notify the results of the lottery for the winning role, and displays an item that can notify the winning role (for example, a rare role) when a specified character appears, or displays text information such as "Chance" or "Super Hot" that indicates the expectation of the occurrence of a special role (such as a pseudo-bonus state) when a specified character appears, and displays an image corresponding to the type of winning role and the lottery result related to the granting of a special role triggered by the winning role (for example, a rare role).

[0138] -Transition process from normal game state to pseudo bonus state (arrow a in Figure 12) The number of games is counted as games are played during the normal game state (advantageous zone), and when the number of times the game is played reaches a predetermined number (special number: ceiling game number), a transition from the normal game state to the pseudo-bonus state is made. The ceiling number of games is determined when the game zone transitions from the normal zone to the advantageous zone, when the pseudo-bonus state ends, and when the AT state ends, and the ceiling number of games at that time is set. Therefore, a different ceiling number of games can be set when the game zone transitions from the normal zone to the advantageous zone, when the pseudo-bonus state ends, and when the AT state ends, and the period until the next pseudo-bonus state occurs will change. In addition, as modes for determining the ceiling game number, a heaven mode in which a relatively small ceiling game number is determined, a hell mode in which a relatively large ceiling game number is determined, and a normal mode in which an average ceiling game number is determined may be provided, and the above modes may be determined when the game zone shifts from the normal zone to the advantageous zone, when the pseudo bonus state ends, and when the AT state ends. Also, the maximum value of the options for the ceiling game number may be changed depending on the mode.

[0139] Furthermore, when a game is executed during the normal game state, a lottery is held to transfer to the pseudo-bonus state when a predetermined combination is won, and if the lottery is won with a predetermined probability, a transition from the normal game state to the pseudo-bonus state is also made. Therefore, the transition to the pseudo-bonus state occurs not only when the ceiling number of games is reached, but also depending on the results of the lottery for the winning combination.

[0140] More specifically, the main control unit 10 performs a lottery process for transitioning to a pseudo bonus state in advance based on the winning of a predetermined rare role as a specific lottery result. For example, the process for transitioning to a pseudo bonus state is performed with a predetermined probability (for example, 20%) when a chance role or a strong cherry role is won. The pseudo bonus state continues until a predetermined number of games have been played, during which a lottery to transition to the AT state is held. Details of the pseudo bonus state will be described later.

[0141] In addition, in the normal game state, the probability of entering the pseudo bonus state when a specified rare role is won can be changed according to the setting value in the probability setting device 16, which serves as a setting means. For example, when a strong cherry role is won, the probability of entering the pseudo bonus state is 10% in setting 1, 12% in setting 2, 14% in setting 3, 16% in setting 4, 18% in setting 5, and 20% in setting 6.

[0142] Incidentally, the decision to transition to the pseudo bonus state, i.e., whether or not to grant a benefit, may be made by means other than the consumption of the ceiling number of games or the drawing of a rare role by a drawing means. For example, the decision to transition to the pseudo bonus state may be made when a predetermined role (for example, a bell role) has been won (or the actual number of times it has been won) reaches a predetermined number, or a drawing of a pseudo bonus state may be held at that time. Alternatively, predetermined points may be added according to the drawing of a role, and the points to be added may be made changeable according to the type of role won or the state in which the role is won, and the decision to transition to the pseudo bonus state may be made when these points reach a predetermined number, or a drawing of a pseudo bonus state may be held at that time.

[0143] In addition, a pseudo bonus state may be generated during the AT state described below. In addition, in the first embodiment, the lottery trigger role for the pseudo bonus state is set to the chance role and the strong cherry role, but the pseudo bonus state may be drawn when other roles are won.

[0144] During a predetermined period immediately before the number of games played reaches the ceiling number of games, and if the player wins the lottery to transition to the pseudo-bonus state, before the transition to the pseudo-bonus state, a premonition effect is executed on the display 8 for a predetermined number of games (for example, 18 games) to notify the player that the transition to the pseudo-bonus state will eventually occur, in order to increase the player's anticipation for the transition to the pseudo-bonus state.

[0145] In other words, even if the main control unit 10 has previously decided to transition to the pseudo bonus state, it does not immediately transition to the pseudo bonus state, but rather generates the pseudo bonus state after a predetermined number of games have been played from that point onwards, and the sub-control unit 20 controls the execution of this premonition effect as a premonition effect during the period of a predetermined number of games played before transitioning to the pseudo bonus state, based on the main control unit 10's prior decision to generate the pseudo bonus state. Therefore, when a transition to a pseudo-bonus state is predetermined as a bonus award, the sub-control unit 20 is capable of executing this premonition effect across multiple games during a predetermined period before the bonus is awarded.

[0146] In addition, before the ceiling number of games is reached and when the pseudo-bonus state is determined by the transition lottery, a waiting period of a predetermined number of games (for example, 12 games) is set in the period immediately before this premonition effect is executed, and this premonition effect will be executed after the end of this waiting period. During the waiting period, for example, the probability of an individual effect being executed is increased, thereby increasing the player's anticipation for the execution of the premonition effect. Therefore, when transitioning to the pseudo-bonus state, the transition will occur after a waiting period and the execution of this premonition effect.

[0147] During this premonition effect, the display device 8 switches to a stage image with a different background than that during the normal game state, and a premonition stage effect image is executed in which the character in question behaves differently than during the normal game state. For example, an effect on the premonition stage in which a character advances through a cave is executed throughout multiple games. The effect content itself does not change even after one game ends. For example, even if the screen is switched due to the occurrence of various events in a given game, the effect content itself, such as a character advancing through a cave, continues to be executed in the next game without change. Therefore, this premonition effect is a series of effects executed across (spanning) multiple games. In addition, multiple patterns with different backgrounds, etc. are prepared for the premonition stage, and one of the patterns of the premonition stage is selected under the control of the sub-control unit 20 depending on whether or not the pseudo-bonus state at that time has been won.

[0148] In addition, when the number of games played is not about to reach the ceiling number of games, and when a rare role (e.g., a chance role) that triggers a transition to the pseudo bonus state is won but the lottery for transition to the pseudo bonus state is not won, a fake premonition effect is executed on the display 8 for a predetermined number of games (e.g., 18 games) to notify that the transition to the pseudo bonus state will not ultimately occur, just as when the pseudo bonus state is won.

[0149] In other words, the sub-control unit 20 is capable of executing fake premonition effects across multiple games based on the establishment of predetermined conditions when the main control unit 10 has not previously determined the transition to the pseudo bonus state. Therefore, regardless of whether the main control unit 10 has previously decided to transition to a pseudo-bonus state, the sub-control unit 20 is able to execute, across multiple games, an effect (real premonition effect or fake premonition effect) that can suggest whether or not a bonus will be awarded when a predetermined condition such as winning a chance role is met.

[0150] In addition, the fake premonition effect may be performed with a predetermined probability (for example, 50%) when a rare role that triggers a transition to the pseudo bonus state is won but the lottery for transitioning to the pseudo bonus state is not won, or it may be performed always. Furthermore, when executing a fake premonition effect at a time when the number of games played is not immediately before reaching the ceiling number of games, it is preferable to execute the fake premonition effect in accordance with a period (zone) in which a preset ceiling number of games is likely to be selected.In this way, when the period in which the ceiling number of games is likely to be selected is reached, it is possible to increase the player's sense of anticipation even if the game does not transition to a pseudo-bonus state.

[0151] Also, when a fake premonition effect is executed based on the winning of a rare role, a fake waiting period of a predetermined number of games (e.g., 12 games) is set in the period immediately before the fake premonition effect is executed, just as when a pseudo-bonus state is won. The real premonition effects and fake premonition effects are basically made up of a series of effects across multiple games in which the performance images (stages or characters that appear, etc.) are set in the same way, and by making the content that is finally announced different, it is possible to keep the player's expectations captivated until the very end.

[0152] In addition, in the actual premonition effect and the fake premonition effect, notification is made as to whether or not the state will eventually shift to a pseudo bonus state, and in this case, a continuous effect (continuous effect) is executed on the display device 8 from several games (for example, two games) before the final game of the premonition effect. The continuous effect is executed, for example, as a battle effect consisting of images of a friendly character and an enemy character fighting for a predetermined number of games (for example, three games).

[0153] In the continuous performance (battle performance), a performance image is executed in which a friendly character and an enemy character compete in a predetermined battle event for each game, and the performance content of each game is carried over to the next game. For example, if a given friendly character is in a disadvantageous situation in a predetermined game, a performance is executed to carry over that situation to the next game, and ultimately a performance is executed in which one of the characters wins. In the continuous performance (battle performance), the type of ally character that appears, the type of enemy character, and the type of battle event may be changed depending on whether or not a transition to a pseudo bonus state occurs.

[0154] In addition, the content of the battle between ally characters and enemy characters in each game is set depending on whether or not there is a transition to a predetermined pseudo-bonus state, and for example, when there is a transition to the pseudo-bonus state, there are more games in which the ally characters have the advantage than when there is no transition. That is, the continuous effects are a series of effects that are executed over (across) a plurality of games. In addition, a button effect may be executed in parallel with the continuous effect.

[0155] If the game transitions to a pseudo-bonus state (in the case of this premonition effect), an image of the ally character ultimately winning is displayed to notify the player of the transition to the pseudo-bonus state, and if the game does not transition to a pseudo-bonus state (in the case of a fake premonition effect), an image of the ally character ultimately losing is displayed to notify the player that the game will not transition to the pseudo-bonus state.

[0156] In addition, instead of a continuous effect, an effect may be executed that is completed with only the final game of the main premonition effect and the fake premonition effect, and a notification regarding a transition to a pseudo bonus state may be given based on the result of that effect. In addition, the real sign effect and the fake sign effect may be generated without executing the waiting period. In addition, the fake sign effect may be generated always when a rare combination that triggers a transition to the pseudo bonus state is won, or may be generated with a predetermined probability.

[0157] In addition, after winning a rare role, only the continuous effects during this premonition effect may be executed to transition to a pseudo bonus state or the like. The number of games for the real premonition effects and the fake premonition effects 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 be selectively determined from a plurality of numbers of games (for example, 10 to 15 games), so that the waiting period can be varied.

[0158] The number of games that can be selected for the execution period of the real premonition effect and the fake premonition effect may be set to the same, but the number of games that cannot be selected for the fake premonition effect may be selectable during the real premonition effect. In this way, if the premonition effect ends after an unrealistically short number of games for the fake premonition effect, or if the premonition effect continues for an unrealistically long number of games for the fake premonition effect, the real premonition effect will be confirmed, thereby increasing the player's sense of anticipation.

[0159] -Transition process from normal game state to CZ state (arrow c in Figure 12) In the normal game state, the main control unit 10 performs a lottery process to transition to the CZ state based on winning a predetermined rare combination. For example, when a strong watermelon combination is won, the transition process to the CZ state is performed with a predetermined probability (for example, 10%). The condition for transitioning to the CZ state is winning this transition lottery.

[0160] In addition, in order to heighten the player's anticipation for the transition to the CZ state, even if a specified rare role is won and a transition to the CZ state is determined, the transition to the CZ state may not occur immediately, but rather a continuous CZ state presentation (main continuous presentation) may be executed on the display 8 for a specified number of games (for example, 3 games) to notify the player that they will eventually transition to the CZ state.

[0161] Also, even if a player wins a predetermined rare combination but does not win the lottery for transition to the CZ state, a fake continuous performance of the CZ state for a predetermined number of games (for example, 3 games) may be executed on the display 8 to notify the player that they will not ultimately transition to the CZ state. In this case, the characters that appear in the continuous performance of the CZ state and the fake continuous performance may basically be set to be the same, and the content of the final notification may be made different, thereby keeping the player's expectations high until the end.

[0162] For example, as a continuous effect in the CZ state (or a fake continuous effect), an effect image may be executed in which a character challenges a sports competition throughout each game. In this case, during the continuous effect (or fake continuous effect), sports competitions are executed continuously throughout the games in between, and if the CZ state is won, an effect image is executed in which the character ultimately succeeds in the competition (for example, succeeds in scoring a goal in soccer), and if the CZ state is not won, an effect image is executed in which the character fails in the competition.

[0163] -Transition process from normal game state to AT state (arrow g in Figure 12) In the normal game state, the main control unit 10 performs a lottery process to transition to the AT state based on winning a predetermined rare role. For example, when a strong cherry role is won, the transition process to the AT state is performed with a predetermined probability (for example, 1%). The condition for transitioning to the AT state is winning this transition lottery. In addition, the transition to the AT state during normal gameplay may be made on the condition that a specified rare role is won, or may be made with a specified probability (for example, 1%) when a losing lottery result is derived in which no small role is won.

[0164] In this first embodiment, the transition to the AT state is mainly performed via a pseudo-bonus state in order to increase the player's sense of anticipation, and therefore the probability of transitioning directly from the normal game state to the AT state is set to an extremely low probability. In addition, the probability of transitioning directly from the normal gaming state to the AT state may be made changeable depending on the set probability in the probability setting device 16, or the lottery for transitioning directly from the normal gaming state to the AT state may be won only in the case of a relatively high set value (for example, setting 4 to 6). Also, if the player wins the lottery to transition to the AT state during normal gameplay, a waiting period is inserted and a premonition effect is executed, just as when the pseudo-bonus state described above occurs, and the AT state occurs after the premonition effect ends.

[0165] In addition, when the lottery for transitioning directly from the normal game state to the AT state is won, the selection control of the premonition effect different from that when the pseudo bonus state occurs may be performed. For example, when transitioning directly to the AT state, the selection rate of the premonition effect consisting of characters and backgrounds that have a low appearance rate (or do not appear) in the fake premonition effect may be made higher than when the pseudo bonus state occurs. In addition, the premonition effect that is not executed when the pseudo bonus state occurs may be executed only when transitioning directly to the AT state.

[0166] (CZ state) In the CZ state, push order navigation is not performed when the push order bell role is won, but the lottery process for transitioning to the pseudo bonus state is performed with a higher probability in each game than in the normal game state, so it is a game state in which it is easier to transition to the pseudo bonus state than when staying in the normal game state. Although push order navigation is not performed when the push order bell role is won, push order navigation may be performed when the push order bell role is won, or push order navigation may be performed only when the push order bell role is won, i.e., with a predetermined probability (for example, 40%) when the push order bell role is won.

[0167] When in the CZ state, it is easier to transition to the pseudo-bonus state than when in the normal game state, so the CZ state is positioned as a chance zone in the flow of the game. The number of times that can be played in the CZ state is the minimum number of games, 10 games, and after 10 games, the main control unit 10 will conduct a lottery to end the CZ state, and if the lottery is won, the CZ state will end with that game. During the CZ state, control information regarding the CZ state is sent from the main control unit 10 to the sub-control unit 20, and under the control of the main control unit 10 and the sub-control unit 20, various effects and the number of remaining games during the CZ state are displayed on the display unit 8.

[0168] -Transition process from CZ state to pseudo bonus state (arrow e in Figure 12) In the CZ state, a lottery process to transition to the pseudo-bonus state is performed in each game. The winning probability of the lottery process for transitioning to the pseudo bonus state is set according to the winning combination of each game. The winning probability of the lottery process for transitioning to the pseudo bonus state is, for example, 50% when a rare combination is won, 10% when a bell combination or a replay combination is won, and 5% when a miss occurs. The lottery for transitioning to the pseudo bonus state is conducted for each game in the CZ state, but whether or not there will be a transition to the pseudo bonus state is determined in the final game of the CZ state. If a transition to the pseudo bonus state is announced in the final game, the game state will transition to the pseudo bonus state, just like in the normal game state.

[0169] In other words, the CZ state is similar to the high probability state described above in that the probability of transitioning to the pseudo-bonus state is higher than in the normal game state, but in the CZ state, even roles that do not trigger the transition to the pseudo-bonus state in the normal game state (bell roles and replay roles) have the potential to transition to the pseudo-bonus state, making it a more advantageous state for the player than the high probability state. The lottery for transitioning to the pseudo-bonus state is executed when an internal win is achieved for each role, so the lottery for transitioning to the pseudo-bonus state is executed even if the symbol corresponding to the winning role does not stop on reel 41 (when a win is missed). Also, when the CZ state ends and the game transitions to a pseudo-bonus state, the game zone will continue as an advantageous zone.

[0170] In addition, the winning probability of the pseudo bonus state for some or all of each winning role may be other than those described above. In addition, the transition lottery trigger role to the pseudo bonus state during the CZ state may be other than those described above. Furthermore, although the lottery process for transitioning to the pseudo bonus state is performed when the bell role is won, the lottery process for transitioning to the pseudo bonus state may be performed based on the winning of a symbol corresponding to the bell role.

[0171] Also, during the CZ state, a CZ state image is displayed on the display 8, allowing the player to recognize that they are in the CZ state throughout the game during that CZ state. In addition, when a game that wins the lottery to transition to the pseudo-bonus state is played, a predetermined preparation effect image (video) is displayed while the game is being played, and after the game ends, a notification image is displayed to notify the player that the game has transitioned to the pseudo-bonus state. For example, during the CZ state, an image of the main character sleeping is displayed as the CZ state image, and during a game in which the player wins the lottery to transition to the pseudo-bonus state, a preparatory video is displayed in which the main character is shown in close-up, showing whether or not he will wake up, and after the game ends, an announcement image of the main character waking up is displayed, thereby announcing that the player has won the pseudo-bonus state.

[0172] In addition, the above preparation effect image is displayed even when there is a predetermined probability (for example, 10%) that a game will not be won in the pseudo-bonus state during the CZ state.In this case, after the game ends, an announcement image in which the main character does not wake up is displayed, thereby announcing that the pseudo-bonus state will not be won.

[0173] In addition, when the game is played after the 10th game in the CZ state, a lottery to end the CZ state is held. If this lottery is won, an effect is executed in which the screen gradually becomes darker during game execution, and after the game ends, an effect is executed in which the entire screen becomes dark, indicating that the CZ state has ended. Also, when playing games after the 10th game during the CZ state, even if the ending lottery is not won (continued), the same effect of gradually darkening the screen as described above will be executed with a certain probability.In this case, the screen will brighten again after the game ends, indicating that the CZ state will continue.

[0174] In addition, the presentation for notifying whether or not a pseudo-bonus state has been entered during the CZ state may be other than that described above.For example, a presentation in which an ally character and an enemy character compete against each other over a specified period of games may be executed, and the result of the competition presentation may be used to notify whether or not a transition to the pseudo-bonus state has occurred.

[0175] Transition process from CZ state to normal game state (arrow d in Figure 12) In the CZ state, if you do not win the lottery to transition to the pseudo-bonus state but win the lottery to end the CZ state, you will transition to the normal game state after the game ends. At this time, after the game ends, the screen of the display 8 goes black, and the end of the CZ state is announced without transitioning to the pseudo bonus state. Also, when the CZ state ends and the game transitions to the normal game state, the game zone continues as the advantageous zone, but the game zone may also transition from the advantageous zone to the normal zone.

[0176] In addition, when transitioning from the CZ state to the normal game state, setting-related information (setting suggestion information) that can suggest the setting value set by the probability setting device 16 may be announced by the announcement means (display 8, speaker 9) under the control of the main control unit 10 and the sub-control unit 20. For example, the display unit 8 may display a predetermined character from among multiple characters. The character to be displayed is selected according to a selection probability that is preset in accordance with each setting value of the probability setting device 16, so that it is possible to predict the setting value to some extent from the displayed character.

[0177] (pseudo bonus state) The pseudo-bonus state, which is a special game state, is a game state in which it is extremely easy to win game medals, as push order navigation for the push order bell role is executed to notify the player of an operation mode that is advantageous to the player during the game in the pseudo-bonus state.

[0178] In addition, the pseudo bonus state continues for a predetermined period of time, and a lottery to transition to the AT state is held in a predetermined game that is executed during that period. In the first embodiment, the pseudo bonus state is executed for a predetermined period (for example, 20 games).

[0179] During the pseudo bonus state, push order navigation is executed, and the probability of winning the push order bell role is set so that the number of game medals increases if the player plays the game according to the push order navigation. Therefore, if the player wins the lottery to transition to the AT state during the pseudo bonus state, in which a large number of game medals can be won, the AT state will occur after the pseudo bonus state ends, and the player will be able to play the game to trigger the AT state while winning a certain number of game medals, which creates a synergistically advantageous state for the player.

[0180] Furthermore, in the first game that transitions to the pseudo bonus state, the period from the operation of the start lever 3 to the operation of the stop button 5 becoming effective is extended by the control of the main control unit 10 compared to a normal game, and during this period, a pseudo game (announcement pseudo game) is executed in which the reel 41 is rotated forward, and then a special pattern combination on the reel 41 is temporarily stopped and then rotated forward again, thereby announcing that the pseudo bonus state has occurred. It should be noted that rather than executing a pseudo-game notification in the first game that transitions to the pseudo-bonus state and temporarily stopping the special symbol combination (such as "7 7 7"), the pseudo-bonus state may be initiated in the next game in which a predetermined role (for example, a replay role) is won, and when the predetermined role is won, the reels 41 may be controlled to stop so that the special symbol combination stops when the reels 41 are stopped in a predetermined sequence of presses (for example, "5c → 5b → 5a"), and when the predetermined role is won, the predetermined sequence of presses may be announced, thereby making it possible to form the special symbol combination one game before the pseudo-bonus state begins.

[0181] The period during which the pseudo-game notification is performed is set to, for example, 15 seconds, and during this period, operation of the stop button 5 is invalid, so that even if the reel 41 is operating, the game cannot proceed. Then, at the end of the pseudo-game notification, the special symbol combination (such as "7, 7, 7") will stop (automatically stop), so the pseudo-bonus state is a state in which navigation is executed in the same way as the AT state in terms of game content, but in appearance it is as if a so-called bonus state (real bonus state) has occurred, which differentiates it from the AT state.

[0182] Furthermore, when the notification pseudo game ends, the reel 41 automatically starts rotating in the forward direction, and operation of the stop button 5 becomes effective, starting the actual game. From this point on, the stop operation of the first game that has transitioned to the pseudo bonus state becomes possible in the same way as in a normal game. During the reel effect, the sub-controller 20 controls the display 8 to display an effect image corresponding to the reel effect, which notifies the occurrence of the pseudo bonus state.

[0183] -Transition process from pseudo bonus state to AT state (arrow f in Figure 12) In the pseudo bonus state, a lottery process for transitioning to the AT state is performed based on the execution of each game during the pseudo bonus state. In the first embodiment, a lottery process for transitioning to the AT state is executed for each game during the pseudo bonus state to determine whether or not to transition to the AT state. Then, as a result of the AT state transition lottery process, if the transition condition to the AT state is met as a special condition, the game state will transition to the AT state after the pseudo bonus state ends. Also, when the pseudo-bonus state ends and the game transitions to the AT state, the game zone will continue as a favorable zone.

[0184] In this first embodiment, the AT state transition lottery process can be any process that is carried out so as to transition to the AT state during part of the pseudo bonus state, and the AT state transition lottery may be carried out with a fixed probability for each game, or if a rare role is won, the AT state transition lottery may be carried out with a higher probability than if a non-rare role is won.

[0185] In addition, the lottery process for transitioning to the AT state may be performed throughout the entire pseudo-bonus state, or a period of a predetermined number of games (for example, three games) may be set at the end of the pseudo-bonus state for performing the lottery process for transitioning to the AT state, and a lottery may be held during this period to determine whether or not to transition to the AT state. In addition to the above-mentioned lottery process for transition to the AT state in a game during the pseudo bonus state, a lottery process for transition to the AT state may be performed at the time of transition (start) of the pseudo bonus state.

[0186] During the pseudo bonus state, a predetermined effect is executed on the display 8 based on the control information received from the main control unit 10 in response to the execution of the game, under the control of the sub-control unit 20 as a display control means.

[0187] For example, when a rare role is won in a game during the pseudo bonus state, an effect is executed to notify the player that the rare role has been won. Furthermore, during a predetermined period of games (for example, three games) at the end of the pseudo-bonus state, a continuous presentation (battle presentation) is executed according to the result of the lottery to transition to the AT state, and if the lottery result is to transition to the AT state, the presentation result that the ally character ultimately wins is derived, and if the lottery result is not to transition to the AT state, the presentation result that the ally character ultimately loses is derived, and the result of the lottery to transition to the AT state is announced as the result of the continuous presentation.

[0188] The presentation mode during the continuous performance is determined in advance based on the result of the lottery for transitioning to the AT state, and if the lottery result is to transition to the AT state, a presentation mode in which the ally character is in the lead is determined, and if the lottery result is not to transition to the AT state, a presentation mode in which the ally character is in the lead is determined. However, since the lottery process for transitioning to the AT state is also performed in the game while the continuous performance is being executed, the final result of the continuous performance is determined taking into account the lottery process for transitioning to the AT state during the continuous performance. In addition, if the result of the AT state transition lottery process during the pseudo bonus state is that a transition to the AT state is decided, a presentation may be executed from that point on to notify that the transition to the AT state has been confirmed.

[0189] Furthermore, in order to enhance the interest of the game during other pseudo bonus states, a pseudo bonus state effect (pseudo bonus effect) in which a predetermined character appears is displayed on the display 8. In the pseudo bonus effect, for example, an introductory image of each appearing character is displayed, and predetermined music is output from the speaker 9.

[0190] Furthermore, the lottery for transitioning to the AT state during the pseudo bonus state may be carried out in a manner other than that described above. For example, when reel 41 is stopped using a normal operation mode (for example, an operation mode in which the left reel 41a is stopped first), a symbol combination corresponding to a replay role will stop, but when reel 41 is stopped using an irregular operation mode different from the normal operation mode (for example, an operation mode in which the right reel 41c is stopped first), a specific replay role in which a special symbol combination (for example, "BAR, BAR, BAR") stops can be drawn, and if a specific replay role is won during a period other than the lottery game period during the pseudo bonus state, a transition to the AT state may occur unconditionally (with a 100% probability). In this case, when a specific replay combination is won, it is preferable that the display device 8 displays an image encouraging the player to aim for an irregular operation mode and a special symbol combination.

[0191] In addition, a button effect may be executed during a continuous effect (battle effect) in the pseudo bonus state. The button effect as an operation effect is a series of effects in which first, on the display 8, an image imitating an operation button that prompts the operation of the effect button 2g, or an operation image consisting of text information instructing the operation (e.g., "PUSH"), etc. is displayed, and then, when the instructed effect button 2g is operated, a predetermined image is displayed on the display 8. For example, at the end of the game in which the final game of the battle effect is executed, an image imitating an operation button or an operation image is displayed, and then, when the instructed effect button 2g is operated, an image announcing the result of the predetermined battle lottery is displayed on the display 8. In this case, it is preferable that if the result of the match lottery is a win, the probability of the button effect being executed is higher than if the result is a non-win.

[0192] -Transition process from pseudo bonus state to normal game state (arrow b in Figure 12) In the pseudo bonus state, if the special conditions are not met and the right to transition to the AT state is not granted, that is, if the result of the lottery process for transition to the AT state in the pseudo bonus state is not a winning result, the game will transition to the normal game state after the pseudo bonus state ends. In addition, in some cases where the pseudo-bonus state ends and the game state transitions to the normal game state, the game zone may not transition from the advantageous zone to the normal zone.

[0193] When transitioning from the pseudo bonus state to the normal game state, setting-related information (setting suggestion information) that can suggest the setting value set by the probability setting device 16 may be notified by the notification means (display 8, speaker 9) under the control of the main control unit 10 and the sub-control unit 20. For example, by displaying a predetermined character from among a plurality of characters on the display unit 8 and selecting this displayed character according to a selection probability that is preset in accordance with each setting value of the probability setting device 16, it becomes possible to predict the setting value to some extent from the displayed character.

[0194] (AT state) The AT state in this first embodiment is a game state in which it is easy to win game medals, as push order navigation for the push order bell role is performed to notify the player of operation modes that are advantageous to the player during the game in the AT state.

[0195] The AT state continues until the number of game medals (net increase) actually acquired by the player during the AT state reaches a predetermined number (for example, 100 medals). In other words, when the AT state is transitioned to, an initial value (for example, 100 medals) is assigned to the number of remaining medals (net increase) required to continue the AT state, and this number of remaining medals is subtracted each time a game medal is awarded during the AT state, and the AT state ends when the number of remaining medals becomes "0." The condition for ending the AT state may be set to be met when the number of game medals awarded (paid out) during the AT state reaches a predetermined number, or when the number of games played during the AT state reaches a predetermined number. In addition, multiple types of AT states with different durations may be provided, and when the right to transition to an AT state is acquired, one of the AT states may be selectively generated.

[0196] Also, when the game transitions to the AT state, a pseudo-game notification may be executed in the first game, similar to when the game transitions to the pseudo-bonus state, by pseudo-stopping a predetermined symbol combination on a predetermined line in the display window 6, and a reel effect may be executed to notify the transition to the AT state.

[0197] In addition, during the AT state, if a specified rare role is won, an additional lottery will be held to award a specified bonus, and if the additional lottery is won, the duration of the AT state will be extended according to the bonus awarded. For example, when a rare role is won, an additional lottery is held with different winning probabilities depending on the type of rare role won, and if this additional lottery is won, a specified number of game medals is added to the number of remaining medals, thereby extending the duration of the AT state. Any combination may be used as a trigger for the additional lottery, or a combination of multiple bonuses with different bonus sizes may be selected. The size of the bonus may also be changed depending on the winning combination.

[0198] In addition, in this first embodiment, if a predetermined condition is met in a game during the AT state, an additional specialized zone occurs for a predetermined period of time, and during this specialized zone, the number of games to be added is drawn at a higher rate than outside the additional specialized zone. Furthermore, since the specialized zone is a state that is extremely advantageous to the player, it is preferable that the above-mentioned specified conditions be met with a specified probability when a rare combination with a low probability of winning is won.

[0199] -Transition process from AT state to pseudo bonus state (arrow i in Figure 12) During the AT state, as during the normal game state, the main control unit 10 performs a lottery process to transition to the pseudo bonus state based on the winning of a specified rare role as a specific lottery result, and the transition process to the pseudo bonus state is performed with a specified probability (for example, 20%) when a chance role or a strong cherry role is won. Also, if the AT state transitions to a pseudo-bonus state, the game zone will continue as a favorable zone.

[0200] If the player wins the lottery to transition to the pseudo-bonus state during the AT state, the AT state currently in progress will be temporarily interrupted and the game state will transition to the pseudo-bonus state. Therefore, the number of remaining games in the AT state is reserved when transitioning to the pseudo-bonus state, and when returning to the AT state, the AT state will resume based on the reserved number of remaining games. Also, if the AT state transitions to the pseudo bonus state, the pseudo bonus state will be executed for a predetermined period (for example, 20 games) as described above.

[0201] However, when the pseudo-bonus state is entered during the AT state, unlike when the pseudo-bonus state is entered during normal game play, the lottery process for entering the AT state is not performed, and the pseudo-bonus state ends when a predetermined number of games have been played, and the state returns to the AT state.

[0202] In addition, if the AT state transitions to a pseudo-bonus state, an additional lottery may be held when a predetermined role is won during the pseudo-bonus state. Also, if the player wins the lottery to transition to the pseudo-bonus state during the AT state, the transition to the pseudo-bonus state may not occur immediately, but rather the transition to the pseudo-bonus state may be made after a battle presentation (a battle presentation in which the ally character wins) is performed as described above for a predetermined period of time (for example, three games). In addition, if a player wins a specified rare role during the AT state but does not win the lottery to transition to the pseudo-bonus state, a battle effect (a battle effect in which an ally character is defeated) may be executed.

[0203] -Transition process from AT state to normal game state (arrow h in Figure 12) In the AT state, if the condition for ending the AT state is met, such as when the number of game medals (net increase in number) acquired by the player reaches a predetermined number, the game will transition to the normal game state after the AT state ends. Also, when the AT state ends and the game transitions to the normal game state, the game zone will continue as the advantageous zone. In addition, in some cases where the AT state ends and the game state transitions to the normal game state, the game area may be transitioned to the normal area.

[0204] In addition, at the end of the AT state, an AT end state is set for a predetermined period (for example, 5 seconds), and during the AT end state, the game progress is temporarily disabled, and after the AT end state ends, the game transitions to the normal game state. During the AT end state, setting-related information that can suggest the setting value set by the probability setting device 16 is notified by the notification means under the control of the main control unit 10 and the sub-control unit 20. For example, a predetermined image is displayed by the display 8, and a predetermined sound is output by the speaker 9. As described above, the transition of the gaming state is performed in the medalless gaming machine 1 of the first embodiment.

[0205] [Processing related to limiter function] Next, with reference to Figs. 13 to 15, each process relating to the limiter function (restriction function) in the medal-less gaming machine 1 (gaming machine) of the first embodiment will be described. As described above, the medal-less gaming machine 1 of the first embodiment is provided with a limiter function to set a limit on the number of gaming medals that a player can acquire during an advantageous zone.

[0206] In the medal-less gaming machine 1 of this first embodiment, the limiter function is activated when the difference in the number of medals (number of gaming medals awarded - number of gaming medals inserted) during one advantageous period exceeds a specific number (for example, the limit value of +2400 medals). Therefore, if the AT state (or pseudo-bonus state) is entered when the difference in number of coins is a small value such as a negative value, the number of game medals (net increase in number of coins) that the player can actually acquire before reaching a specific number will be greater than if the AT state is entered when the difference in number of coins is a large value such as a positive value.

[0207] For example, if the difference in number of medals is +1000 when the machine transitions to the AT state, it will be possible to win 1400 medals (2400 medals - 1000 medals) before the limiter function is activated, but if the difference in number of medals is -2000 when the machine transitions to the AT state, it will be possible to win 4400 medals (2400 medals + 2000 medals) before the limiter function is activated. In other words, the greater the difference between the number of coins in the advantageous zone at the time of transition to the AT state and the specific number, the greater the number of game medals that the player can acquire before the limiter function is activated.

[0208] First, the difference number counting process executed by the main control unit 10 will be described with reference to the flowchart of FIG. FIG. 13 shows a difference number counting process for counting the difference number based on the number of game medals inserted and the number of game medals awarded (the number of game medals paid out) during one advantageous zone.

[0209] First, when the difference number counting process is started, in step S23, it is determined whether or not the game is in an advantageous zone. This is a process to determine whether the gaming area is in a favorable area or not. If it is in a favorable area, the process proceeds to step S24, and if it is not in a favorable area (if it is in a normal area), the difference number counting process is terminated.

[0210] Next, in step S24, it is determined whether or not a game has been executed. This is a process to determine whether or not a game has been played during the advantageous period. If a game has been played during the advantageous period, the process proceeds to step S25; if a game has not been played, the process of counting the difference in number of coins is terminated.

[0211] Next, in step S25, the bet number is subtracted from the difference number counter. The difference number counter is a counter for monitoring the increase or decrease in the difference number of coins during one advantageous period, and when a game is played, the number of game medals (number of bets) inserted (set as a bet) into the game is subtracted from the difference number counter. The difference number counter can also count negative values, and if a game is executed after the difference number counter has reached ±0, the difference number counter will become a negative value.

[0212] Next, in step S26, it is determined whether or not a gaming medal has been awarded. This is a process that determines whether or not game medals have been awarded based on the results of the game during the advantageous zone.If a predetermined combination is achieved and a predetermined number of game medals are awarded (the number of game medals increases), the process proceeds to step S27, and if no game medals have been awarded (if it is a loss), the process proceeds to step S28. The awarding of game medals also includes automatically setting the number of bets when a replay role is won.

[0213] Next, in step S27, the process of adding the number of awarded game medals to the difference number counter is performed. Therefore, if a predetermined number of game medals are awarded as a result of a game executed during the advantageous period, the number of game medals awarded will be added to the difference number counter.

[0214] Next, in step S28, it is determined whether or not the advantageous period has ended. This is a process that determines whether the advantageous period has ended by meeting the conditions for ending the advantageous period during the advantageous period.If the advantageous period has ended due to the limiter function being activated or the main control unit 10 being reset, etc., the process proceeds to step S29, and if the advantageous period has not ended, the difference number counting process is terminated.

[0215] Next, in step S29, a process of initializing the difference number counter is performed. Therefore, when one advantageous period ends, the difference number counter is initialized (cleared to zero). Thereafter, the difference counting process is completed.

[0216] As described above, in the main control unit 10, when a game is executed during one advantageous period, the difference number counter counts according to the number of game medals (number of bets) inserted (set as a bet) and the number of game medals awarded (paid out), and the difference number at that time is managed. In other words, the main control unit 10 is equipped with a difference number information counting means that can execute control to subtract difference number information (difference number counter) corresponding to the game value inserted based on the game value (game medal) inserted in the advantageous zone, and to add difference number information corresponding to the game value granted based on the game value granted in the advantageous zone.

[0217] Next, the limiter monitoring process executed in the main control unit 10 will be described with reference to the flowchart of FIG. FIG. 14 shows a limiter monitoring process for activating the limiter function when the difference number counter exceeds a specific number during one advantageous period, by referring to the difference number counter described above.

[0218] First, when the limiter monitoring process is started, a determination is made in step S30 as to whether or not the game is currently in a favorable zone. If it is in the favorable zone, the process proceeds to step S31, and if it is not in the favorable zone (if it is in the normal zone), the limiter monitoring process is terminated.

[0219] Next, in step S31, it is determined whether the game has ended. If one game has ended during the advantageous period, the process proceeds to step S32, and if the game has not ended (including when the game is not being executed), the limiter monitoring process is terminated.

[0220] Next, in step S32, it is determined whether or not the value of the difference number counter has exceeded a limit value (specific number). This is a process to determine whether the value of the difference number counter calculated in the difference number counting process described above has exceeded the limit value, which is the condition for activating the limiter function.If the value of the difference number counter has exceeded the limit value, the process proceeds to step S33; if it has not exceeded the limit value, the limiter monitoring process is terminated.

[0221] Next, in step S33, a special game state ending process is carried out. The special game state termination process is a process that terminates a special game state such as an AT state or a pseudo bonus state, and this process limits the acquisition of game medals during one advantageous period. Then, the process proceeds to step S34.

[0222] Next, in step S34, a transition process to a normal section is performed. This is a process that transitions the game zone to the normal zone, and this process ends one advantageous zone. Therefore, the limiter function is activated by executing the special game state ending process and the process of transitioning to the normal zone. Thereafter, this limiter monitoring process ends.

[0223] As described above, when the value of the difference number counter exceeds the limit value (+2400), the main control unit 10 activates the limiter function to transition the gaming zone from the advantageous zone to the normal zone. In other words, the main control unit 10 is equipped with a favorable zone end control means that can execute control to end the favorable zone when the difference number information counted by the difference number information counting means (main control unit 10) reaches a specific number (limit value). Therefore, the number of gaming medals that a player can acquire is limited, and the gambling aspect of the medal-less gaming machine 1 can be reduced.

[0224] Next, the difference number display process executed by the main control unit 10 will be described with reference to the flowchart of FIG. FIG. 15 shows the difference number display process executed by operating the probability setting device 16.

[0225] First, when the difference number display process is started, it is determined in step S35 whether or not the setting key is on. After the medal-less gaming machine 1 is powered on, when the setting key is inserted into the key insertion port of the probability setting device 16 and rotated in a predetermined direction, the setting key switch (not shown) turns on.This is a process to determine whether this setting key switch has been detected.If the setting key is on, the process proceeds to step S36, and if the setting key is not on, the difference number display process is terminated.

[0226] Next, in step S36, a difference number display instruction process is performed. The difference number display instruction process is a process for causing the sub-control unit 20 to display the difference number of sheets, and information that can identify the value of the difference number counter at that time and information that instructs the display of the difference number of sheets are sent to the sub-control unit 20. Thereafter, the difference number display process ends.

[0227] As described above, after the medalless gaming machine 1 is turned on, when the gaming parlor operates the setting key to insert the setting key into the key insertion port of the probability setting device 16 and rotate it in a predetermined direction, the main control unit 10 transmits information to the sub-control unit 20 to display the difference in the number of coins at that time. Then, as will be described in detail later, the sub-controller 20 performs control to display the difference in number of coins at that time on the display 8 based on the received information.

[0228] Also, although not shown in the figure, after the medal-less gaming machine 1 is turned on, when the gaming parlor operates the setting key to insert it into the key insertion port of the probability setting device 16 and rotate it in a predetermined direction, processing is also performed to display the setting value at that time on the setting confirmation display. Therefore, when the above operation is performed using the setting key, the display 8 simultaneously displays the difference in number of coins and the setting value on the setting confirmation display.

[0229] In this first embodiment, the difference in the number of coins is displayed by a predetermined operation based on inserting a setting key into the key insertion port of the probability setting device 16, but the difference in the number of coins may also be displayed by operating other operating means provided in the medal-less gaming machine 1, as long as the difference in the number of coins can be displayed by an operation on the gaming facility side (an operation that cannot be performed by the player). As described above, each process related to the limiter function in the medalless gaming machine 1 of the first embodiment is performed.

[0230] [Notification of difference in number of sheets] Next, with reference to FIG. 16, notification of the difference in the number of medals in the medalless gaming machine 1 (gaming machine) of the first embodiment will be described.

[0231] As mentioned above, in the medal-less gaming machine 1 of this first embodiment, the limiter function is activated according to the difference in the number of coins (difference in the number of coins counter), so if the gaming establishment starts business without resetting the main control unit 10, the difference in the number of coins at that time will affect the business content. In other words, since the medalless gaming machine 1 is equipped with a function (memory retention function) to back up the memory unit of the main control unit 10, if the main control unit 10 is not reset when the gaming facility opens, the limiter function will be activated based on the difference in the number of coins up to the previous business day.

[0232] Also, as mentioned above, the gaming parlor can initialize the difference number counter by resetting the main control unit 10 (or changing the setting value of the probability setting device 16). Therefore, for example, if a function is provided that can notify the value of the difference number counter at the time of opening of an amusement parlor, it will be possible to provide the amusement parlor with important information to determine whether or not to initialize the value of the difference number counter. The medal-less gaming machine 1 of the first embodiment has a function capable of notifying the difference in number of coins (difference in number of coins counter) as follows.

[0233] Figure 16 shows a difference number confirmation image displayed on the display 8 when the sub-controller 20 performs a difference number display process to notify (display) the difference number based on information instructing the main controller 10 to display the difference number and information from the difference number counter sent by the main controller 10 through the difference number display instruction process (see Figure 15) described above. In other words, this shows the difference number confirmation image at the time when, after the medalless gaming machine 1 is turned on, the setting key is inserted into the key insertion port of the probability setting device 16 and rotated in a specified direction by operation from the gaming parlor.

[0234] As mentioned above, the main control unit 10 has the function of storing (backing up) information on the difference number counter, so when the difference number display process is performed after power is turned on, a difference number confirmation image is displayed based on the stored information on the difference number counter. Therefore, if the main control unit 10 has not been reset, when the gaming parlor opens, a difference number confirmation image based on the information of the difference number counter stored and held at the time of closing on the previous business day will be displayed.

[0235] First, FIG. 16(a) shows a difference number confirmation image on the display 8 when the difference number counter is -3500. As shown in Figure 16(a), when the difference number confirmation image is displayed on the display 8, a difference number image 30a ("Difference number of medals -3500") showing the value of the difference number counter at that time and an obtainable number image 30b ("+5900 medals until limiter") showing the number of game medals that can be obtained before the limiter function is activated are displayed side by side in a vertical direction in the upper right corner of the screen.

[0236] In other words, it displays that the value of the difference number counter at that time is -3500, and that the number of increments that the difference number counter can make before the limiter function is activated (the difference information between the value of the difference number counter at that time and the limit value) is 5900 (2400 + 3500). Although not shown in the figure, the display 8 also displays other images (for example, an image informing that the game is in normal play mode), but the difference number confirmation image is displayed with a higher priority than those images.

[0237] Next, FIG. 16(b) shows a difference number confirmation image on the display 8 when the difference number counter is +900. As shown in Figure 16(b), when the difference number confirmation image is displayed on the display 8, a difference number image 30a ("Difference number + 900") showing the value of the difference number counter at that time and a specific winable number image 30c ("1500 left until limiter") showing the number of game medals that can be won before the limiter function is activated are displayed side by side in a vertical direction in the upper right corner of the screen.

[0238] In this first embodiment, when the number of game medals that can be acquired before the limiter function is activated is less than a predetermined number (for example, 2000 medals), control is performed to switch from the image of the number of medals that can be acquired 30b to the image of the specific number of medals that can be acquired 30c. Therefore, the specific obtainable number image 30c is displayed in a manner that allows the player to recognize that it is different from the obtainable number image 30b, and for example, the background color of the image portion changes from white to red, etc., and the image is displayed after relatively noticeable image processing.

[0239] This is to emphasize that if the number of game medals that can be acquired before the limiter function is activated is below a predetermined number, and an AT state occurs immediately thereafter, the limiter function may be activated by acquiring a relatively small number of game medals.

[0240] Then, when the setting key inserted into the key insertion port of the probability setting device 16 is rotated in the direction of its original position, the difference number display process ends and the difference number confirmation image on the display 8 is erased.

[0241] As described above, the sub-controller 20 displays the difference number confirmation image including the difference number image 30a on the display 8 based on the information capable of identifying the difference number counter received from the main controller 10. In other words, the sub-controller 20 as a notification control means is capable of executing control to notify the difference number information (difference number counter) counted by the difference number information counting means (main controller 10) based on the establishment of predetermined conditions.

[0242] Therefore, the gaming establishment can obtain important information when deciding whether or not to reset the difference number counter, and can handle the difference number counter appropriately in accordance with the gaming establishment's business policy. For example, if the difference in number of coins counter is an extremely small value, continuing business as usual could result in an extremely large number of gaming medals being awarded before the limiter function is activated, which could be extremely detrimental to the gaming establishment, so in such cases it is possible to reset the difference in number of coins counter.

[0243] In addition, the sub-control unit 20 displays the difference number confirmation image based on the setting key being inserted into the key insertion slot of the probability setting device 16 and rotated in a predetermined direction. In other words, the sub-control unit 20, which serves as a notification control means, is capable of executing control to notify the setting means (probability setting device 16), which can set the player's advantage level, of difference number information (difference number counter) based on a predetermined operation being performed using the setting key. Therefore, the value of the difference number counter is kept secret and can only be confirmed by the gaming parlor, making it possible to prevent fraudulent activities, etc.

[0244] The sub-controller 20 also displays an obtainable number image 30b, which is information on the difference between the value of the difference number counter at that time and the limit value. In other words, the sub-control unit 20, which serves as a notification control means, is capable of executing control to notify the difference information between the difference number information (difference number counter) counted by the difference number information counting means (main control unit 10) and a specific number (limit value). Therefore, it becomes possible to easily grasp the number of game medals that can be acquired before the limiter function is activated, and it becomes possible to provide more useful information to game parlors.

[0245] Furthermore, if the number of game medals that can be won before the limiter function is activated is less than a predetermined number (for example, 2000 medals), the difference number confirmation image will switch from the number of medals that can be won image 30b to the specific number of medals that can be won image 30c, allowing the gaming establishment to immediately determine that the number of medals that can be won is low, and further enabling the gaming establishment to be provided with useful information.

[0246] Although the difference number confirmation image is displayed on the display device 8, it may be displayed on other display means. Furthermore, the predetermined number (threshold) when switching from the obtainable number image 30b to the specific obtainable number image 30c may be other than the above. As described above, the difference in the number of medals is notified in the medalless gaming machine 1 of the first embodiment.

[0247] [Effects during pseudo bonus state] Next, with reference to FIG. 17 and FIG. 18, the effects during the pseudo bonus state in the medalless gaming machine 1 of the first embodiment will be described. The main control unit 10 transitions the game state to a pseudo-bonus state based on the fulfillment of predetermined conditions, while the sub-control unit 20, based on receiving control information from the main control unit 10, executes the effects of the pseudo-bonus state on the display unit 8 during the pseudo-bonus state.

[0248] The effects during the pseudo bonus state are executed by displaying a predetermined effect image on the display device 8, which notifies the player that the pseudo bonus state is in effect and increases the excitement during the pseudo bonus state. For example, an introductory image of the characters appearing, various action images, etc. are displayed to enhance the dramatic effect. During the pseudo bonus state, a predetermined sound effect is output from the speaker 9, and the lamp 11 emits light in a predetermined manner.

[0249] FIG. 17 shows an effect image displayed on the display device 8 under the control of the sub-control unit 20 during the pseudo bonus state. First, FIG. 17(a) shows a normal image (information related to difference number) in the effect image (effect information) during the pseudo bonus state. As shown in Figure 17(a), when the game state transitions to the pseudo-bonus state, a normal pseudo-bonus state image 34a is displayed in the main part of the screen of the display device 8 to notify the player that they are in the pseudo-bonus state and to increase the interest in the pseudo-bonus state. Although the illustration is simplified, the normal pseudo-bonus state image 34a is displayed as a moving image consisting of, for example, a predetermined character image and a background image that evokes a daytime grassland.

[0250] In addition, the upper left corner of the screen of the display device 8 displays a remaining game count image 33a ("20G remaining") containing numerical information indicating the number of games remaining in the pseudo-bonus state, and the upper right corner of the screen of the display device 8 displays a number of medals won image 33b ("0 medals won") containing numerical information indicating the number of game medals won by the player during the pseudo-bonus state (net increase in medals). In addition, based on the execution of the game, the numerical information of the remaining number of games image 33a is subtracted, and based on the acquisition of game medals by the player, the numerical information of the number of medals acquired image 33b is added, and the game result during the pseudo bonus state is announced.

[0251] Next, FIG. 17(b) shows a first special image (information related to difference number) in the effect image (effect information) during the pseudo bonus state. In the sub-control unit 20, when a first image switching condition based on the value of the difference number counter at the time of transition to the pseudo bonus state is established, the effect image in the pseudo bonus state is changed to a first special image. Therefore, normally, the presentation image during the pseudo-bonus state is the normal image shown in Figure 17(a), but when the first image switching condition is met, it will be changed to the first special image shown in Figure 17(b). The image switching conditions will be described in detail later.

[0252] As shown in Figure 17(b), when the game state transitions to a pseudo-bonus state and the first image switching condition is met, the first special pseudo-bonus state image 34b is displayed as the first special image in the main part of the screen of the display 8. The first special pseudo-bonus state image 34b is different from the normal pseudo-bonus state image 34a, for example, by changing the background image from a daytime grassland to an evening grassland. Furthermore, the display 8 displays the remaining game number image 33a and the acquired medal number image 33b in the same manner as when the normal image is displayed.

[0253] Next, FIG. 17(c) shows a second special image (information related to difference number) in the effect image (effect information) during the pseudo bonus state. In the sub-control unit 20, when a second image switching condition based on the value of the difference number counter at the time of transition to the pseudo bonus state is established, the effect image in the pseudo bonus state is changed to a second special image. Therefore, normally, the presentation image during the pseudo-bonus state is the normal image shown in Figure 17(a), but when the second image switching condition is met, it will be changed to the second special image shown in Figure 17(c).

[0254] As shown in Figure 17(c), when the game state transitions to a pseudo-bonus state and the second image switching condition is met, the second special pseudo-bonus state image 34c is displayed as the second special image in the main part of the screen of the display 8. The second special pseudo-bonus state image 34c is different from the normal pseudo-bonus state image 34a, for example, by changing the background image from a daytime grassland to a nighttime grassland. Furthermore, the display 8 displays a remaining game number image 33a and an acquired medal number image 33b in the same manner as when the basic image is displayed.

[0255] Next, with reference to FIG. 18, the selection control of the effect image during the pseudo bonus state, which is executed by the sub-control unit 20, will be described. When the pseudo-bonus state is entered, the sub-control unit 20 selects whether the presentation image during the pseudo-bonus state will be a normal image, a first special image, or a second special image by extracting a predetermined random number. When selecting the effect image, the selection of the effect image is controlled by referring to the difference in the number of coins when the game is shifted to the pseudo bonus state. Therefore, the first image switching condition and the second image switching condition are established according to the difference in the number of coins when the state shifts to the pseudo bonus state. The selection control of each effect image is executed when the right to enter the pseudo-bonus state is acquired. Therefore, the selection control is executed when the ceiling number of games is reached or when a predetermined rare combination is won and the transition lottery to the pseudo-bonus state is won. Furthermore, the main control unit 10 transmits information that can identify the value of the difference number counter each time a game is played, and the sub-control unit 20 performs the above selection control based on the received information.

[0256] FIG. 18 shows the selection rate of each effect image during the pseudo bonus state. First, FIG. 18(a) shows the selection rate of each effect image when the pseudo bonus state occurs three times or less in the game on that day. The main control unit 10 is equipped with a means for counting the number of times the pseudo-bonus state has occurred since the opening of the gaming parlor, and if this count value is "3" or less, each presentation image is selected at each selection rate shown in Figure 18(a).

[0257] As shown in Figure 18(a), if the value of the difference number counter at the time of transition to the pseudo-bonus state (when the right is acquired) is "1" or more, selection control is performed so that the normal image (normal pseudo-bonus state image 34a) is selected with an 80% probability, the first special image (first special pseudo-bonus state image 34b) is selected with a 20% probability, and the second special image (second special pseudo-bonus state image 34c) is selected with a 0% probability. Furthermore, if the value of the difference number counter at the time of transition to the pseudo bonus state is within the range of "0" to "-1999", selection control is performed such that the normal image is selected with a 60% probability, the first special image is selected with a 40% probability, and the second special image is selected with a 0% probability. Furthermore, if the value of the difference number counter at the time of transition to the pseudo bonus state is "-2000" or less, selection control is performed so that the normal image is selected with a 50% probability, the first special image is selected with a 45% probability, and the second special image is selected with a 5% probability.

[0258] Next, FIG. 18(b) shows the selection rate of each effect image when the pseudo bonus state occurs four times or more in the game on that day. As shown in Figure 18(b), if the value of the difference number counter at the time of transition to the pseudo bonus state (when the right is acquired) is "1" or more, selection control is performed so that the normal image is selected with a 70% probability, the first special image is selected with a 30% probability, and the second special image is selected with a 0% probability. Furthermore, if the value of the difference number counter at the time of transition to the pseudo bonus state is within the range of "0" to "-1999", selection control is performed such that the normal image is selected with a 60% probability, the first special image is selected with a 40% probability, and the second special image is selected with a 0% probability. Furthermore, if the value of the difference number counter at the time of transition to the pseudo bonus state is "-2000" or less, selection control is performed so that the normal image is selected with a 50% probability, the first special image is selected with a 45% probability, and the second special image is selected with a 5% probability.

[0259] As described above, the difference in number of coins (difference in number counter) during one advantageous period is counted, and the display 8 displays the presentation image during the pseudo bonus state based on the counting result. Therefore, the presentation image during the pseudo bonus state changes in various ways depending on the difference in number of coins at the time of transition to the pseudo bonus state (when the right is acquired), and when the first special image or the second special image is displayed, the difference in number of coins at that time is indicated. In other words, the sub-control unit 20 is equipped with a notification control means capable of executing control to notify difference number related information (normal image, first special image, second special image) related to the difference number information (difference number counter) counted by the difference number information counting means (main control unit 10), and makes it possible to suggest the difference number information by notifying the difference number related information. Therefore, by notifying the difference number related information (normal image, first special image, second special image), it is possible to change the player's sense of expectation. Furthermore, the difference in number of medals suggests that the player can predict the number of medals that he or she can acquire, and therefore the player can decide whether or not to continue playing.

[0260] In addition, the difference number related information can be notified by using the effect image during the pseudo bonus state. In other words, the sub-control unit 20, which serves as a notification control means, is capable of executing control to notify difference number related information (normal image, first special image, second special image) in connection with the occurrence of a special game state (pseudo bonus state) that is advantageous to the player. Therefore, when a pseudo-bonus state occurs, it is possible to increase the player's sense of expectation not only for the occurrence of the pseudo-bonus state, but also by suggesting the difference in the number of coins. Furthermore, since the difference in number of coins is suggested on the display 8, it is possible to reliably execute the suggestion of the difference in number of coins, and it is also possible to efficiently execute the suggestion by utilizing the effects on the display 8 during the pseudo-bonus state.

[0261] In addition, the sub-control unit 20 allows selection of a normal image, a first special image, or a second special image as the presentation image during the pseudo-bonus state, and suggests the difference in number of coins by changing the selection rate of each presentation image depending on whether the value of the difference in number counter at that time is "1" or more, "0" to "-1999", or "-2000" or less. In other words, the sub-control unit 20, which serves as a notification control means, selects one of a plurality of pieces of performance information (normal image, first special image, second special image) to notify the difference number related information, and is capable of changing the selection rate for the plurality of difference number related information depending on the difference number information. Therefore, it is possible to reliably execute the suggestion of the difference in number of coins.

[0262] Furthermore, the probability that the first special image will be selected is higher when the difference number counter is "0" or less than when it is "1" or more, and when it is "-2000" or less, the probability that the first special image will be selected is even higher, and the probability that the second special image will be selected is also higher. Therefore, when a special image is displayed, there is a possibility that the number of game medals that can be acquired before the limiter function is activated will increase, which makes it possible to increase the player's sense of expectation. Also, it is possible to increase the player's sense of expectation in stages in the order of normal image → first special image → second special image. Furthermore, if the special image is the second special image, it is confirmed that the difference in number of coins is "-2000" or less, which can further increase the player's sense of anticipation.

[0263] In addition, if the pseudo-bonus state occurs three times or less in the game on that day, the selection rate of the special image when the difference number counter is "1" or more will be lower (30% → 20%) than if it occurs four times or more. That is, the sub-controller 20 as the notification control means can change the selection rate of the plurality of pieces of presentation information according to the number of times the special game state (pseudo bonus state) occurs during the advantageous zone. If a special image is displayed when the difference in number of coins counter is "1" or more, the image displayed will be a fake effect (a so-called false effect) that does not announce the value of the difference in number of coins counter, but by performing the selection control as described above, the probability of this fake effect being executed will be lower if the pseudo bonus state occurs three times or less during one advantageous period than if it occurs four times or more. Therefore, for a specified period of time immediately after the opening of the gaming establishment, highly credible (reliable) presentation images will be displayed, making it possible to provide useful information to players who have been playing since the establishment opened, and to improve the operating rate of gaming machines immediately after the establishment opened.

[0264] Furthermore, in a game during the pseudo-bonus state, the lottery for transitioning to the AT state is executed more advantageously for the player than during the normal game state, and the pseudo-bonus state (first special game state) serves as a trigger for transitioning to the AT state (second special game state). Therefore, by suggesting the difference in the number of medals during this pseudo-bonus state (first special game state), it is possible to increase the anticipation of the transition to the AT state during the pseudo-bonus state, as well as the anticipation of knowing the number of game medals that can be won before the limiter function is activated. Furthermore, even if the right to transition to the AT state is not granted in this pseudo-bonus state, if a highly anticipated difference in the number of coins is suggested, it is possible to increase the player's motivation to play in the event of the pseudo-bonus state occurring next time onwards. Furthermore, by increasing the player's motivation to play, the player is more likely to continue playing, which also makes it possible to improve the operating rate of the medalless gaming machine 1.

[0265] The first special image and the second special image may be any image as long as the player can recognize that they are different from the normal image, and they may feature different types of characters or different stages. Furthermore, although the suggestion of the difference in number of coins is implemented by the display 8, the suggestion may be implemented by other display means, or the suggestion may be implemented by sound from the speaker 9 or the lighting pattern of the lamp 11. In addition, the selection control of the normal image, first special image, and second special image may select each image with a selection probability other than those described above, as long as the value of the difference number counter at that time is indicated. Alternatively, a normal image may be displayed at the beginning of the pseudo bonus state, and may be selectively switched to a special image (first special image or second special image) midway through the state. As described above, the effects during the pseudo bonus state are executed.

[0266] [Attack mode effects] Next, with reference to Figs. 19 to 21, the effects during the AT state in the medal-less gaming machine 1 of the first embodiment will be described. As mentioned above, the main control unit 10 and the sub-control unit 20 change the presentation during the pseudo-bonus state according to the difference in the number of coins at that time, but even when the game state transitions to the AT state, various presentations during the AT state are changed according to the difference in the number of coins. For example, the effects that are displayed at the start of the AT state to notify the start of the AT state, and the effects that are displayed at the end of the AT state to notify the end of the AT state, can be changed depending on the difference in the number of coins.

[0267] Referring to FIG. 19, the effect image displayed on the display device 8 at the start of the AT state will be described. FIG. 19 shows the start image of the AT state displayed on the display 8 after the end of the game immediately before the transition to the AT state.

[0268] First, FIG. 19(a) shows a normal start image (difference number related information) in the start image (effect information) of the AT state. As shown in Figure 19(a), after the end of the game immediately before the transition to the AT state, an AT state start text image 36 consisting of text information "Congratulations, AT state confirmed" indicating the transition to the AT state is displayed in approximately the center of the screen of the display device 8. The normal start image of the AT state also includes a background image that serves as the background for the AT state start character image 36. The background image is, for example, a wilderness-like background, and the normal start image is a daytime image including a sun image 35a as shown in the figure. In the drawing, only the sun image 35a is displayed as the background image, and other images are omitted.

[0269] Next, FIG. 19(b) shows a special start image (difference number related information) in the start image (effect information) of the AT state. In the sub-controller 20, when the start image switching condition based on the value of the difference number counter at the time of transition to the AT state is met, the start image is changed to the special start image. Therefore, normally, the starting image in the AT state is the normal starting image shown in Figure 19(a), but when the starting image switching condition is met, it will be changed to the special starting image shown in Figure 19(b). The conditions for switching the start image will be described in detail later.

[0270] As shown in Figure 19(b), when the start image switching condition is met and the special start image is displayed, the AT state start text image 36 is displayed in the main part of the screen of the display 8, similar to the normal start image. Also, when the special start image is displayed, the background image of the AT state start character image 36 is changed to a night image including a moon image 35b as shown in the figure. In addition, three types of moon images 35b are provided in advance: a full moon, a half moon, and a crescent moon, and the sub-control unit 20 controls to selectively display one of the images depending on the value of the difference number counter at the end point when the right to transition to the AT state is granted. The selection control of the moon image 35b in the special start image will be described in detail later.

[0271] Next, with reference to FIG. 20, a description will be given of the effect image displayed on the display device 8 when the AT state ends. FIG. 20 shows an image of the end of the AT state that is displayed on the display 8 after the end of the final game that will end the AT state.

[0272] First, FIG. 20(a) shows a normal ending image (difference number related information) in the ending image (effect information) of the AT state. As shown in Figure 20(a), after the final game in the AT state has ended, when the normal ending image of the AT state is displayed on the display 8, an AT state ending text image 37a consisting of text information "AT state ended" indicating that the AT state has ended is displayed in approximately the center of the screen. In addition, below the AT state end text image 37a, an executed game count result image 37b ("Number of games 50G") indicating the number of games executed during the AT state and an acquired medal count result image 37c ("Number of medals acquired 150") indicating the number of game medals (net increase) acquired by the player during the AT state are displayed side by side. In addition, the normal end image of the AT state also includes a background image that serves as the background for the AT state end text image 37a, the number of games played result image 37b, and the number of medals won result image 37c. The background image in the end image is similar to the background image in the start image, and is, for example, a wilderness-like background. In the normal end image, a daytime image including a sun image 35a as shown in the figure is displayed.

[0273] Next, FIG. 20(b) shows a special ending image (difference number related information) in the ending image (performance information) of the AT state. In the sub-controller 20, when the end image switching condition based on the value of the difference number counter at the time of the end of the AT state is met, the end image is changed to a special end image. Therefore, normally, the end image in the AT state is the normal end image shown in Figure 20(a), but when the end image switching condition is met, it will be changed to the special end image shown in Figure 20(b). The conditions for switching the end image will be described in detail later.

[0274] As shown in Figure 20(b), when the end image switching condition is met and the special end image is displayed, an AT state end text image 37a, a number of games played result image 37b, and a number of medals won result image 37c are displayed in the main part of the screen of the display 8, similar to the normal end image. Furthermore, when the special end image is displayed, the background image of the AT state end text image 37a and the like is changed to a night image including a moon image 35b as shown in the figure. In addition, three types of moon images 35b are pre-set: a full moon, a half moon, and a crescent moon, and the sub-control unit 20 controls to selectively display one of the images depending on the value of the difference number counter at the end of the AT state. The selection control of the moon image 35b in the special end image will be described in detail later.

[0275] Next, with reference to FIG. 21, the selection control of the effect image during the AT state, which is executed by the sub-control unit 20, will be described. When the right to transition to the AT state is acquired, the sub-control unit 20 extracts a predetermined random number to draw a lottery to determine whether the above-mentioned start image switching conditions and end image switching conditions will be met, and whether the background of the special start image and special end image will be a crescent moon, half moon, or full moon. When selecting the start image of the AT state, the difference in the number of coins at the time when the right to transition to the AT state is acquired is referenced, and when selecting the end image of the AT state, the difference in the number of coins at the time when the AT state ends is referenced, and the selection of each of the above-mentioned effect images is controlled. Therefore, when selecting the start image for the AT state, one of the following presentation information is selected depending on the difference in the number of coins at the time the right to transition to the AT state is acquired: normal start image, special start image (crescent moon), special start image (half moon), or special start image (full moon); and when selecting the end image for the AT state, one of the following presentation information is selected depending on the difference in the number of coins at the time the AT state ends (the end of the final game). The main control unit 10 transmits information that can identify the value of the difference number counter each time a game is played, and the sub-control unit 20 performs the above selection control based on the received information.

[0276] FIG. 21 shows the selection rate of each effect image in the AT state. First, FIG. 21(a) shows the selection rate of the starting image in the AT state. As shown in Figure 21(a), if the value of the difference number counter at the time of acquiring the right to transition to the AT state is "1" or more, selection control is performed so that the normal start image (sun in the background) is selected with a 90% probability, the special start image (crescent moon in the background) is selected with a 10% probability, the special start image (half moon in the background) is selected with a 0% probability, and the special start image (full moon in the background) is selected with a 0% probability. Furthermore, if the value of the difference number counter at the time of acquiring the right to transition to the AT state is within the range of "0" to "-1999", selection control is performed so that the normal start image (sun in the background) is selected with a 70% probability, the special start image (crescent moon in the background) is selected with a 20% probability, the special start image (half moon in the background) is selected with a 10% probability, and the special start image (full moon in the background) is selected with a 0% probability. Furthermore, if the value of the difference number counter at the time of acquiring the right to transition to the AT state is "-2000" or less, selection control is performed so that the normal start image (sun in the background) is selected with a 60% probability, the special start image (crescent moon in the background) is selected with a 20% probability, the special start image (half moon in the background) is selected with a 15% probability, and the special start image (full moon in the background) is selected with a 5% probability.

[0277] Next, FIG. 21(b) shows the selection rate of the end image in the AT state. As shown in Figure 21(b), if the value of the difference number counter at the end of the AT state (end of the final game) is "1" or more, selection control is performed so that the normal end image (sun in the background) is selected with an 80% probability, the special end image (crescent moon in the background) is selected with a 15% probability, the special end image (half moon in the background) is selected with a 5% probability, and the special end image (full moon in the background) is selected with a 0% probability.

[0278] Furthermore, if the value of the difference number counter at the end of the AT state is within the range of "0" to "-1999", selection control is performed so that the normal end image (sun in the background) is selected with a 70% probability, the special end image (crescent moon in the background) is selected with a 20% probability, the special end image (half moon in the background) is selected with a 10% probability, and the special end image (full moon in the background) is selected with a 0% probability. Furthermore, if the value of the difference number counter at the end of the AT state is "-2000" or less, selection control is performed so that the normal ending image (sun in the background) is selected with a 60% probability, the special ending image (crescent moon in the background) is selected with a 20% probability, the special ending image (half moon in the background) is selected with a 15% probability, and the special ending image (full moon in the background) is selected with a 5% probability.

[0279] As described above, the selection control of the effect images is performed, and based on the selection result, the effect images at the start and end of the AT state are displayed on the display 8, so the effect images at the start and end of the AT state will change in various ways depending on the difference in the number of coins at the start (when the transition right is acquired) and end of the AT state. In other words, the sub-control unit 20 as a notification control means is capable of executing control to notify difference number related information at the start and end of a special game state (AT state) that is advantageous to the player, and is capable of selecting one of multiple presentation information (normal start image, special start image, normal end image, special end image) based on the difference number information (difference number counter) to notify the difference number related information, and is capable of executing selection control of difference number related information individually at the start and end of the special game state. Therefore, the value of the difference number counter at that time is suggested depending on the presentation images at the start and end of the AT state, making it possible to change the player's sense of expectation at multiple times. Furthermore, since the difference number counter suggestion is made on the display 8, it is possible to reliably execute the difference number counter suggestion, and it is also possible to efficiently execute the suggestion by utilizing various effects during the AT state.

[0280] Furthermore, the probability that the special start image and special end image will be selected is higher when the difference number counter is "0" or less than when it is "1" or more, and the probability that the special start image and special end image will be selected is even higher when it is "-2000" or less. Therefore, when the special start image and the special end image are displayed, there is a possibility that the number of game medals that can be acquired before the limiter function is activated will be large, which makes it possible to increase the player's sense of anticipation. Also, it is possible to gradually increase the player's sense of anticipation depending on the shape of the moon in the background of the special start image and the special end image. Furthermore, when the special start image (half moon) and the special end image (half moon) are displayed, it is confirmed that the difference in number of coins is "0" or less, which can further increase the player's sense of anticipation. Furthermore, when the special start image (full moon) and the special end image (full moon) are displayed, it is confirmed that the difference in number of coins is "-2000" or less, which can greatly increase the player's sense of anticipation.

[0281] Furthermore, when selecting the presentation image (start image) at the start of the AT state, the difference in the number of coins at the start of the AT state (when the transition right is acquired) is referenced, whereas when selecting the presentation image (end image) at the end of the AT state, the difference in the number of coins at the end of the AT state is referenced, so that at the end of the AT state, it is possible to suggest the difference in the number of coins by taking into account the number of game medals awarded during the AT state. Furthermore, when the difference in number of coins is "1" or more, the selection rate of the normal ending image is lower (90% to 80%) and the selection rate of the special ending image is higher (for example, the selection rate of the crescent moon is 10% to 15%) at the end of the AT state than at the start, so there is a higher probability that the special ending image will be displayed as a fake effect when the difference in number of coins is "1" or more. That is, the sub-controller 20 as the notification control means can change the selection rates for the plurality of pieces of effect information at the start and end of the special game state. Therefore, it is possible to prevent as much as possible the player from quitting the game at that point by displaying an ending image with low expectations at the end of the AT state.

[0282] The special start image and special end image can be anything as long as the player can recognize that they are different from the normal start image and normal end image, and they may also feature different types of characters or different stages. Furthermore, although the suggestion of the difference in number of coins is implemented by the display 8, the suggestion may be implemented by other display means, or the suggestion may be implemented by sound from the speaker 9 or the lighting pattern of the lamp 11.

[0283] Furthermore, the selection control of each special start image and each special end image may select each image with a selection probability other than that described above, as long as the value of the difference number counter at that time is indicated. In addition, the start image of the AT state is displayed after the end of the game immediately before the transition to the AT state, but it may also be displayed during game execution of the first game in the AT state. In addition, the difference in the number of coins is suggested by changing the presentation image displayed at the start of the AT state and the presentation image displayed at the end, but the difference in the number of coins may also be suggested by changing the presentation image displayed during the AT state, just as during the pseudo bonus state. As described above, the effects during the AT state are executed.

[0284] [Controlling the transition of the game section after the AT state ends] Next, referring to the diagram in Figure 22, we will explain the transition control of the game area after the AT state ends. Figure 22 shows the transition destination of the gaming area after the AT state ends, which is realized by the control of the main control unit 10.

[0285] As mentioned above, when the game transitions to the AT state during a favorable zone, the difference number counter is incremented by the awarding of game medals during the AT state. In this first embodiment, however, depending on the value of the difference number counter at the end of the AT state, it is determined whether the game zone will continue as a favorable zone or whether the favorable zone will end and the game zone will transition to a normal zone.

[0286] As shown in Figure 22, the main control unit 10 continues the advantageous period as is if the value of the difference number counter at the end of the AT state is less than +999, and ends the advantageous period and transitions to the normal period if the value of the difference number counter at the end of the AT state is +1000 or more. In addition, the main control unit 10 performs a process to initialize the difference number counter when the gaming area shifts to the normal area. In other words, the main control unit 10 is equipped with a difference number information initialization means that can initialize the difference number information (difference number counter) based on the fact that the difference number information (difference number counter) exceeds a predetermined number at the end of the special game state (AT state).

[0287] Therefore, the game zone will change depending on the value of the difference number counter at the end of the AT state, and if the difference number counter is a relatively small value, the advantageous zone will continue as is and the value of the difference number counter will be maintained, but if the difference number counter is a relatively large value, the advantageous zone will end and the transition will be made to the normal zone, and the value of the difference number counter will be initialized.

[0288] This is a control to ensure that the number of game medals that a player can actually win is a predetermined number (1,400 medals) or more when the AT state is transitioned, and regardless of the value of the difference medal counter when the AT state is transitioned, it is possible to ensure that the number of game medals that can be won during that AT state before the limiter function is activated is at least the predetermined number (1,400 medals).

[0289] In other words, if a player wins a large number of game medals during the AT state, and the value of the difference number counter at the end of the AT state is +1000 or more, if the next AT state occurs immediately thereafter, there is a possibility that the value of the difference number counter will reach the limit value (+2400 medals) without the next player having won many game medals, and this system can prevent such a situation.

[0290] In addition, the threshold value for changing the above-mentioned play area may be any other than those mentioned above, as long as it can ensure that the player acquires a certain number of play medals before the limiter function is activated during the AT state. As described above, transition control of the game area is performed after the AT state ends.

[0291] [Modification 1 of the First Embodiment] Next, notification of the difference in the number of coins in the first modified example of the first embodiment will be described with reference to FIG. In variant 1 of this first embodiment, only the notification of the difference in the number of coins is different from the medal-less gaming machine 1 of the first embodiment described above, and everything else is the same as the medal-less gaming machine 1 described above, so only the differences will be explained.

[0292] Figure 23 shows the difference number confirmation image displayed on the display 8 when the difference number display process is performed in the sub-controller 20 based on information instructing the display of the difference number of sheets and information from the difference number counter being sent from the main controller 10 through the difference number display process in the main controller 10 mentioned above (see Figure 15). In other words, this shows the difference number confirmation image when, after the medal-less gaming machine 1 is turned on, the gaming parlor inserts the setting key into the key insertion port of the probability setting device 16 and rotates it in a predetermined direction.

[0293] In addition, in variant example 1 of the first embodiment, the sub-control unit 20 separately stores and holds information on the difference number counter at the time the medal-less gaming machine 1 is turned on, in addition to information on the current difference number counter, and each time the difference number display process is performed, a difference number confirmation image is displayed based on information on each of the past difference number counters that have been stored and held, in addition to information on the current difference number counter.

[0294] First, FIG. 23(a) shows a difference number confirmation image on the display 8 when the current difference number counter is -3500.

[0295] As shown in Figure 23(a), when the difference number confirmation image is displayed on the display 8, a first difference number image 30d ("difference number before last - 1200") showing the value of the difference number counter stored and held the time the power was turned on two times before, a second difference number image 30e ("difference number last time - 2000") showing the value of the difference number counter stored and held the time the power was turned on last time, and a third difference number image 30f ("difference number this time - 3500") showing the current value of the difference number counter are displayed side by side in a vertical direction in the upper right corner of the screen. Also, below the third difference number image 30f, an obtainable number image 30b ("+5900 medals remaining until limiter function is activated") is displayed, which indicates the number of game medals that can be obtained until the limiter function is activated.

[0296] The medal-less gaming machine 1 is usually turned on when the gaming parlor opens, so the first difference number image 30d usually shows the value of the difference number counter at the time of opening two days ago, and the second difference number image 30e usually shows the value of the difference number counter at the time of opening the previous day. That is, the value of the difference number counter at each opening time of the gaming establishment on business days is reported as history information.

[0297] The sub-controller 20 stores the value of the difference number counter at the time of power-on on the day separately from the value of the difference number counter at that time, but this information is stored as storage information for the next time the power is turned on. In other words, the value of the difference number counter at the time of power-on on the day will be displayed in the second difference number image 30e the next time the power is turned on.

[0298] Next, FIG. 23(b) shows a difference number confirmation image on the display 8 when the main control unit 10 was reset the previous time the power was turned on and the current difference number counter is -1500.

[0299] As shown in Figure 23(b), when the difference number confirmation image is displayed on the display 8, a first difference number image 30d ("Difference number before last -1200") showing the value of the difference number counter stored and held the second time the power was turned on, a second difference number image 30e ("Previous difference number 0") showing the value of the difference number counter stored and held the last time the power was turned on, and a third difference number image 30f ("Current difference number -1500") showing the current value of the difference number counter are displayed side by side in a vertical direction in the upper right corner of the screen. Also, below the third difference number image 30f, an obtainable number image 30b ("+3900 medals remaining until limiter function is activated") is displayed, which indicates the number of game medals that can be obtained until the limiter function is activated.

[0300] As mentioned above, if the value of the difference number counter is reset when the power is turned on, the reset value is stored and retained, and the next time the power is turned on or thereafter, history information including the reset information is displayed. Therefore, in FIG. 23(b), it is notified that the value of the difference number counter was reset when the store opened the previous day.

[0301] As shown in FIG. 23(c), the difference number confirmation image may include information indicating the current setting value in the probability setting device 16. That is, as shown in the figure, a setting value image 30g ("setting value 3") indicating the current setting value in the probability setting device 16 may be displayed below the obtainable number image 30b.

[0302] As described above, in variant 1 of the first embodiment, when the difference number confirmation image is displayed, the sub-control unit 20 controls the display to display not only the value of the difference number counter at that time, but also historical information on the difference number counter for each previous power-on (each business day). In other words, the sub-control unit 20, which serves as a notification control means, is capable of executing control to notify historical information for each specified period (each business day) for the difference number information (difference number counter) counted by the difference number information counting means (main control unit 10).

[0303] Therefore, gaming establishments can check not only the current value of the difference number counter, but also the past trends of the difference number counter, providing more important reference information when deciding whether or not to reset the difference number counter, and making it possible to handle the difference number counter after formulating a business strategy for the day based on past history.

[0304] Furthermore, if the value of the difference number counter is reset when the power is turned on, history information including the reset information is displayed. That is, the sub-controller 20 as the notification control means can execute control to notify, as history information, information that can identify that the difference number information has been initialized by the initialization means (main controller 10). Therefore, at the gaming establishment, it is possible to determine whether or not to reset the difference number counter after confirming that the value of the difference number counter was reset a few days ago, etc.

[0305] In addition, information indicating the current setting value in the probability setting device 16 is displayed as the difference number confirmation image. Therefore, it is possible to determine whether or not to reset the difference number counter after checking the set value in the probability setting device 16. The history information may also be displayed including the value of the difference number counter from three days ago or more. As described above, the medal-less gaming machine 1 in the first modification of the first embodiment is configured.

[0306] [Modification 2 of the First Embodiment] Next, a second modification of the first embodiment will be described with reference to FIGS. In variant 2 of the first embodiment, only the processing related to the difference number counter and the processing related to the limiter function differ from the first embodiment described above, and the rest is the same as the medalless gaming machine 1 described above, so only the differences will be explained.

[0307] First, in the medalless gaming machine 1 of variant example 2 of the first embodiment, the main control unit 10 activates the limiter function not only when the value of the difference number counter during one advantageous period exceeds a specific number (for example, the limit value of +2400 coins), but also when the number of times the game is executed during one advantageous period exceeds a predetermined number (for example, the limit value of 3000 times). Therefore, even if the value of the difference number counter during one advantageous period does not exceed a specific number, if the number of times the game is played during one advantageous period exceeds a predetermined number, the limiter function will be activated and the advantageous period will end. In addition, in the medal-less gaming machine 1 according to the second modification of the first embodiment, the following processing related to the difference number counter and processing related to the limiter function are performed.

[0308] First, with reference to the flowchart of FIG. 24, a difference number counter initial value setting process executed in the main control unit 10 of the second modified example of the first embodiment will be described. As shown in FIG. 24, when the difference number counter initial value setting process is performed, it is determined in step S37 whether or not the game has moved to a favorable zone. If the conditions for transitioning to the advantageous zone are met in a game in the normal zone and the game zone transitions from the normal zone to the advantageous zone, the process proceeds to step S38, and if the game zone has not transitioned from the normal zone to the advantageous zone (there is no transition of the game zone), the difference number counter initial value setting process is terminated.

[0309] Next, in step S48, a process of setting the difference number counter to "+9000" is performed. Therefore, in the first embodiment described above, the initial value of the difference number counter referenced in one advantageous period is set to "0", but in this modified example 2, the initial value of the difference number counter is set to "+9000". This is a process to prevent the value of the difference number counter from becoming a negative value even when the limiter function is activated by the number of games played. For example, if the number of games played during one advantageous period reaches the limit value of 3000, it is possible to prevent the value of the difference number counter from becoming less than "0" even if no game medals are awarded in all of those games (3000 times x (-3 medals)). Thereafter, the difference number counter initial value setting process is completed.

[0310] Next, the limiter monitoring process executed in the main control unit 10 of the second modification of the first embodiment will be described with reference to the flowchart of FIG. As shown in FIG. 25, when the limiter monitoring process is executed, a determination is made in step S39 as to whether or not the current time is in a favorable zone. If it is in the advantageous zone, the process proceeds to step S40, and if it is not in the advantageous zone (if it is in the normal zone), the limiter monitoring process is terminated.

[0311] Next, in step S40, it is determined whether the game has ended. If the game in the advantageous zone has ended, the process proceeds to step S41, and if the game has not ended (including the case where the game is not being executed), the limiter monitoring process ends.

[0312] Next, in step S41, it is determined whether or not the value of the difference number counter has exceeded "+11400". If the value of the difference number counter exceeds "+11400", the process proceeds to step S42, and if the value does not exceed "+11400", the process proceeds to step S44. In the present modified example 2, the initial value of the difference number counter is set to "+9000", and accordingly the limit value is also set to "+11400". Therefore, the difference in the difference number counter until the limiter function is activated during one advantageous period will be "+2400" (11400-9000), as in the first embodiment described above.

[0313] Next, in step S42, a special game state ending process is carried out. The special game state termination process is a process that terminates a special game state such as an AT state or a pseudo bonus state, and this process limits the acquisition of game medals during one advantageous period. Then, the process proceeds to step S43.

[0314] Next, in step S43, a transition process to a normal section is performed. This is a process that transitions the game zone to the normal zone, and this process ends one advantageous zone. Therefore, the limiter function is activated by executing the special game state ending process and the process of transitioning to the normal zone. Thereafter, this limiter monitoring process ends.

[0315] On the other hand, when the process proceeds to step S44, it is determined whether or not the game number counter has exceeded "3000". The game number counter is a counter for counting the number of games played during one advantageous period. If the value of the game number counter exceeds "3000", the process proceeds to step S42, and if the value does not exceed "3000", the limiter monitoring process is terminated. When the value of the game number counter exceeds "3000", the special game state ending process and the transition process to the normal zone are executed in steps S42 and S43, and the limiter function is activated. Therefore, in variant example 2, the limiter function will be activated even if the number of games played during one advantageous period exceeds 3,000.

[0316] As described above, in variant example 2 of the first embodiment, the main control unit 10 operates not only when the value of the difference number counter during one advantageous period exceeds the limit value, but also when the number of times the game is executed during one advantageous period exceeds the limit value (3000 times). In other words, the main control unit 10, which serves as a means for controlling the end of the advantageous period, is capable of executing control to end the advantageous period when the number of games executed during the advantageous period reaches a predetermined number (3,000 times). The initial value of the difference number counter is set to a value that will not become less than "0" even if no game medals are awarded in any of the 3000 games. That is, the initial value of the difference number information (difference number counter) is set to a value that makes the difference number information 0 or greater even if no gaming value (gaming medals) is awarded in all of the predetermined number of games.

[0317] Therefore, when monitoring the operation of the limiter function, it is possible to prevent the value of the difference number counter from becoming a negative value, and it is possible to efficiently execute each process related to the operation of the limiter function. Although the initial value of the difference number counter is set to "9000", it may be set to a value greater than "9000". In this case, however, the limit value of the difference number counter must also be changed.

[0318] As described above, in the medal-less gaming machine 1 of the first embodiment, when the value of the difference number counter exceeds the limit value, the limiter function is activated, but it is also possible to manage the difference number of the day (difference number counter of the day), and when the difference number of the day exceeds a predetermined number (for example, +19,000), control is made to stop the game. Note that it is preferable that the game stop state be released by simply resetting.

[0319] In addition, in the pseudo bonus state or AT state, presentation images (special image, special start image, special end image) that can suggest the difference in the number of coins are displayed with a predetermined probability, but the selection control of presentation images that can suggest the difference in the number of coins may be other than those described above. For example, a presentation image that can suggest the difference in number of coins may be selected depending on the number of games played since the reset or the previous pseudo bonus state (or AT state). In addition, a presentation image that can suggest the difference in the number of coins may be selected according to the probability setting value. In addition, a predetermined number of points may be awarded according to the result of the lottery for the winning combination, and an effect image that can suggest the difference in the number of coins may be selected according to the points. In addition, an image suggesting a probability setting value may be displayed when the pseudo bonus state ends, and this setting suggestion image may be displayed together with an effect image that can suggest the difference in the number of coins.

[0320] In addition to displaying an effect image that can suggest the difference in number of coins, the effect image may include the value of the difference in number counter to notify the difference in number counter itself. In addition, when announcing the difference number counter itself, the value of the difference number counter may be included based on a predetermined probability of displaying an effect image that can suggest the difference number of coins, or based on the establishment of a predetermined condition. The medal-less gaming machine 1 of the first embodiment is configured as described above.

[0321] Second Embodiment Next, a second embodiment of the gaming machine according to the present invention will be described with reference to FIGS.

[0322] In the medal-less gaming machine 1 of the second embodiment, the control relating to the operation of the limiter function is different from that in the medal-less gaming machine 1 of the first embodiment. In the medal-less gaming machine 1 of the first embodiment described above, a limiter function is activated when the difference in the number of coins during one advantageous period exceeds a limit value, but the medal-less gaming machine 1 of this second embodiment also has a limiter function similar to that of the first embodiment, and further, in addition to the above limiter function, an auxiliary limiter function can be activated before the limiter function is activated, and the special gaming state (AT state, etc.) is also terminated when this auxiliary limiter function is activated depending on the difference in the number of coins during the advantageous period. In the medal-less gaming machine 1 of the second embodiment, the auxiliary limiter function is the first limiter function, and the limiter function in the first embodiment is the second limiter function.

[0323] However, in the medal-less gaming machine 1 of the second embodiment, even if the first limiter function is activated, the special gaming state is ended but the advantageous zone is not ended. Therefore, there is a possibility that the first limiter function will be activated before the second limiter function is activated during one advantageous period, and if the first limiter function is activated, the special game state may temporarily end. In other words, the first limiter function can be activated during the favorable zone until the second limiter function is finally activated, and even if the first limiter function is activated, the favorable zone will continue and the operation of the second limiter function will continue to be monitored.

[0324] The medalless gaming machine 1 of this second embodiment differs from the medalless gaming machine 1 of the first embodiment described above only in that a first limiter function has been added and that various controls (processing) related to the first limiter function are performed.Otherwise, it is the same as the medalless gaming machine 1 described above, so only the differences will be explained.

[0325] [Limiter function of the second embodiment] First, with reference to Figs. 26 to 32, the first limiter function, the second limiter function, and functions associated therewith in the medal-less gaming machine 1 (gaming machine) of the second embodiment will be described.

[0326] First, with reference to the flowchart of FIG. 26, the first difference number counting process executed in the main control unit 10 of the second embodiment will be described. Figure 26 shows a first difference number counting process for counting the difference number based on the number of game medals inserted and the number of game medals awarded (number paid out) during the advantageous zone, and this first difference number counting process is used to count the difference number for activating the first limiter function.

[0327] First, when the first difference number counting process is started, in step S44, it is determined whether or not the game is in an advantageous zone. This is a process to determine whether the gaming area is in a favorable area or not. If it is in a favorable area, the process proceeds to step S45, and if it is not in a favorable area (if it is in a normal area), the first difference number counting process is terminated.

[0328] Next, in step S45, it is determined whether or not a game has been executed. This is a process to determine whether or not a game has been played during the advantageous period. If a game has been played during the advantageous period, the process proceeds to step S46; if a game has not been played, the first difference number counting process is terminated.

[0329] Next, in step S46, the process of subtracting the bet number from the first difference number counter is performed. The first difference number counter is a counter for monitoring the increase or decrease in the difference number of coins during the advantageous zone in order to activate the first limiter function, and when the game is executed, the number of gaming medals (number of bets) inserted (set as a bet) into the game is subtracted from the first difference number counter.

[0330] Next, in step S47, it is determined whether the first difference number counter is less than "0". If the first difference number counter is less than "0", the process proceeds to step S48, and if it is not less than "0" (if it is "0" or greater), the process proceeds to step S49.

[0331] Next, in step S48, a process is performed to set the first difference number counter to "0". Therefore, the first difference number counter will never be less than "0" and will count the difference number in the range of "0" or more, thereby counting the net increase (increase) in the number of gaming medals during the advantageous zone.

[0332] Next, in step S49, it is determined whether or not a gaming medal has been awarded. This is a process that determines whether or not game medals have been awarded based on the results of the game during the advantageous zone.If a predetermined combination is achieved and a predetermined number of game medals are awarded (the number of game medals increases), the process proceeds to step S50, and if no game medals have been awarded (if it is a loss), the process proceeds to step S51. The awarding of game medals also includes automatically setting the number of bets when a replay role is won.

[0333] Next, in step S50, a process is performed to add the number of awarded game medals to the first difference number counter. Therefore, when a predetermined number of game medals are awarded as a result of a game executed during the advantageous period, the number of game medals awarded is added to the first difference number counter.

[0334] Next, in step S51, it is determined whether or not the advantageous period has ended. This is a process that determines whether the advantageous zone has ended by satisfying the advantageous zone end condition during the advantageous zone. If the advantageous zone has ended due to the second limiter function being activated or the main control unit 10 being reset, for example, the process proceeds to step S52, and if the advantageous zone has not ended, the process proceeds to step S53.

[0335] Next, in step S52, a process of initializing the first difference number counter is performed. Therefore, when one advantageous period ends, the first difference number counter is initialized (cleared to zero). The first difference number counter is also initialized when the main control unit 10 is reset. Thereafter, the first difference number counting process ends.

[0336] On the other hand, if the advantageous period has not ended, a determination is made in step S53 as to whether the AT state has ended. If the AT state has ended, the process proceeds to step S52, where the first difference number counter is initialized (cleared to zero), and if the AT state has not ended, the first difference number counting process is terminated.

[0337] As described above, in the medalless gaming machine 1 of the second embodiment, when a game is played during a favorable zone, the main control unit 10 counts the first difference number counter according to the number of gaming medals (number of bets) inserted (set as a bet) and the number of gaming medals awarded (paid out).

[0338] Furthermore, the first difference number counter counts the difference number within a range of "0" or more, and therefore counts the net increase (increase) in the number of game medals during the advantageous zone. In addition, the first difference number counter is initialized at the end of the advantageous period (including reset) and at the end of the AT state. Therefore, a new counting of the first difference number counter is started at the end of each advantageous period (or reset) and each end of the AT state. That is, the main control unit 10 counts the increase in the difference in number of coins after the end of the advantageous period (or reset) and after the end of the AT state using the first difference in number of coins counter.

[0339] Next, the first limiter monitoring process executed in the main control unit 10 of the second embodiment will be described with reference to the flowchart of FIG. Figure 27 shows a first limiter monitoring process that refers to the first difference number counter mentioned above and activates the first limiter function when the first difference number counter during the advantageous period reaches a predetermined number. In other words, as mentioned above, the value of the first difference number counter is initialized at the end of the advantageous period and the end of the AT state, and indicates the net increase (increase) in the number of game medals during the subsequent advantageous period.When this counting result reaches a specific increase, the first limiter function is activated to end the special game state (AT state, etc.), and this indicates the first limiter monitoring process at this time.

[0340] First, when the first limiter monitoring process is started, a determination is made in step S54 as to whether or not the game is currently in a favorable zone. If it is in the advantageous zone, the process proceeds to step S55, and if it is not in the advantageous zone (if it is in the normal zone), the first limiter monitoring process is terminated.

[0341] Next, in step S55, it is determined whether the game has ended. If one game has ended during the advantageous period, the process proceeds to step S56, and if the game has not ended (including when the game is not being executed), the first limiter monitoring process is terminated.

[0342] Next, in step S56, it is determined whether or not the value of the first difference number counter has exceeded the first limit value. This is a process that determines whether the value of the first difference number counter calculated in the aforementioned first difference number counting process exceeds the first limit value, which is the condition for activating the first limiter function.If the value of the first difference number counter exceeds the first limit value, the process proceeds to step S57, and if it does not exceed the first limit value, the first limiter monitoring process is terminated. Since the first difference number counter indicates the net increase (increase) in the number of game medals after the transition to the advantageous zone and after the end of the AT state, when the first difference number counter reaches the first limit value, i.e., when the net increase (increase) in the number of game medals after the transition to the advantageous zone and after the end of the AT state exceeds the first limit value as a specific increase, the process proceeds to step S57. The first limit value can be changed according to predetermined conditions, the details of which will be described later.

[0343] Next, in step S57, a special game state ending process is carried out. The special game state termination process is a process that terminates a special game state such as an AT state or a pseudo bonus state, and this process will terminate the special game state when the net increase in the number of game medals (number of increases) during the advantageous zone exceeds a first limit value as a specific increase number. At this time, for example, even if there are remaining medals that control the duration of the AT state, the special game state will end (forced termination). Therefore, this process activates the first limiter function. Then, the process proceeds to step S58.

[0344] Next, in step S58, a process of initializing the first difference number counter is performed. Therefore, when the first limiter function is activated, the first difference number counter is initialized, and counting of the first difference number counter is resumed in order to activate the first limiter function next time. In other words, the first difference number counter is initialized not only at the end of the advantageous period but also at the end of the AT state, so the operation of a new first limiter function is then monitored, and there is a possibility that the first limiter function will be activated multiple times during one advantageous period. Thereafter, the first limiter monitoring process ends.

[0345] As described above, in the medalless gaming machine 1 of the second embodiment, after the transition to the advantageous zone, when the value of the first difference number counter, which indicates the net increase (increase) in the number of gaming medals since the end of the previous AT state, reaches the first limit value as a specific increase (for example, 2,400 medals), the main control unit 10 activates the first limiter function to end (force end) the special gaming state. Furthermore, even if the first limiter function is activated, the advantageous zone will continue as is. In other words, the main control unit 10 is equipped with a special game state termination control means that can execute control to terminate the special game state (e.g., AT state) when the increase in the difference number information (first difference number counter) counted by the difference number information counting means (main control unit 10) reaches a specific increase number (e.g., 2,400 coins).

[0346] Therefore, even before the second limiter function is activated, the number of gaming medals that a player can acquire is limited by the activation of the first limiter function, thereby making it possible to reduce the gambling nature of the medalless gaming machine 1. Furthermore, when the first limiter function is activated, only the special game state is terminated and the advantageous zone continues as is, so that a variety of game content can be realized, such as the limiter function being activated multiple times in one advantageous zone, thereby making it possible to increase the interest of the game. The first difference number counter may also be initialized when the pseudo bonus state ends.

[0347] Next, with reference to the flowchart of FIG. 28, a second difference number counting process executed in the main control unit 10 of the second embodiment will be described. Figure 28 shows a second difference number counting process for counting the difference number based on the number of game medals inserted and the number of game medals awarded (number paid out) during one advantageous period, and this second difference number counting process counts the difference number for activating the second limiter function.

[0348] First, when the second difference number counting process is started, in step S59, it is determined whether or not the game is in an advantageous zone. This is a process to determine whether the gaming area is in a favorable area or not. If it is in a favorable area, the process proceeds to step S60, and if it is not in a favorable area (if it is in a normal area), the second difference number counting process is terminated.

[0349] Next, in step S60, it is determined whether or not a game has been executed. This is a process to determine whether or not a game has been played during a favorable zone. If a game has been played during a favorable zone, the process proceeds to step S61; if a game has not been played, the second difference number counting process is terminated.

[0350] Next, in step S61, the process of subtracting the bet number from the second difference number counter is performed. The second difference number counter is a counter for monitoring the increase or decrease in the difference number of coins during one advantageous period in order to activate the second limiter function, and when the game is played, the number of gaming medals (number of bets) inserted (set as a bet) into the game is subtracted from the second difference number counter. As mentioned above, the first difference number counter is corrected so that it does not become less than "0", but the second difference number counter is not corrected. Therefore, the second difference number counter will also count values less than "0" (negative values).

[0351] Next, in step S62, it is determined whether or not a gaming medal has been awarded. This is a process that determines whether or not game medals have been awarded based on the results of the game during the advantageous zone.If a predetermined combination is achieved and a predetermined number of game medals are awarded (the number of game medals increases), the process proceeds to step S63, and if no game medals have been awarded (if it is a loss), the process proceeds to step S64. The awarding of game medals also includes automatically setting the number of bets when a replay role is won.

[0352] Next, in step S63, a process is performed to add the number of awarded game medals to the second difference number counter. Therefore, if a predetermined number of game medals are awarded as a result of a game executed during the advantageous period, the number of game medals awarded will be added to the second difference number counter.

[0353] Next, in step S64, it is determined whether or not the advantageous period has ended. This is a process that determines whether the favorable zone end condition is met during the favorable zone and the favorable zone has ended.If the second limiter function is activated or the main control unit 10 is reset and the favorable zone has ended, the process proceeds to step S65, and if the favorable zone has not ended, the second difference number counting process is terminated.

[0354] Next, in step S65, a process of initializing the second difference number counter is performed. Therefore, when one advantageous period ends, the second difference number counter is initialized (cleared to zero). In other words, since the second difference number counter is initialized at the end of the advantageous period, the second difference number counter counts throughout one advantageous period, and the operation of the second limiter function is monitored during one advantageous period. Thereafter, the second difference number counting process ends.

[0355] As described above, in the medalless gaming machine 1 of the second embodiment, when a game is played during one advantageous period, the main control unit 10 counts the second difference number counter according to the number of gaming medals (number of bets) inserted (set as a bet) and the number of gaming medals awarded (paid out), and manages the difference number at that time. In other words, the main control unit 10 is equipped with a difference number information counting means that can execute control to subtract difference number information (second difference number counter) corresponding to the game value inserted based on the game value (game medal) inserted in the advantageous zone, and to add difference number information corresponding to the game value granted based on the game value granted in the advantageous zone. In addition, the second difference number counter is counted throughout one advantageous period, and the increase or decrease in the difference number of sheets during one advantageous period is monitored.

[0356] Next, the second limiter monitoring process executed in the main control unit 10 of the second embodiment will be described with reference to the flowchart of FIG. Figure 29 shows a second limiter monitoring process that refers to the second difference number counter mentioned above and activates the second limiter function when the second difference number counter reaches a specific number during one advantageous period. In other words, when the difference in the number of game medals during one advantageous period reaches a specific number, a second limiter monitoring process is shown to terminate the special game state (AT state, etc.) and the advantageous period at that time. That is, the processing is functionally similar to the limiter monitoring processing (see FIG. 14) in the first embodiment described above.

[0357] First, when the second limiter monitoring process is started, a determination is made in step S66 as to whether or not the game is currently in a favorable zone. If it is in the advantageous zone, the process proceeds to step S67, and if it is not in the advantageous zone (if it is in the normal zone), the second limiter monitoring process is terminated.

[0358] Next, in step S67, it is determined whether the game has ended. If one game has ended during the advantageous period, the process proceeds to step S68, and if the game has not ended (including when the game is not being executed), the second limiter monitoring process is terminated.

[0359] Next, in step S68, it is determined whether or not the value of the second difference number counter has exceeded the second limit value. This is a process that determines whether the value of the second difference number counter calculated in the second difference number counting process described above exceeds the second limit value (a specific number "+2400"), which is the condition for activating the second limiter function.If the value of the second difference number counter exceeds the second limit value, the process proceeds to step S69; if the value does not exceed the second limit value, the second limiter monitoring process is terminated. The second difference number counter indicates the difference in the number of game medals after the game zone transitions to the advantageous zone, so when the second difference number counter exceeds the second limit value, i.e., the difference in the number of game medals in one advantageous zone, the process proceeds to step S68.

[0360] Next, in step S69, a special game state ending process is carried out. The special game state termination process is a process that terminates a special game state such as an AT state or a pseudo bonus state, and this process will end the special game state when the difference in the number of coins during one advantageous period exceeds a second limit value, which is a specific number. At this time, for example, even if there are remaining medals that control the duration of the AT state, the special game state will end (be forced to end). Then, the process proceeds to step S70.

[0361] Next, in step S70, a transition process to a normal section is performed. This is a process that transitions the game zone to the normal zone, and this process ends one advantageous zone. Therefore, the second limiter function will be activated by executing the above-mentioned special game state termination processing and transition processing to the normal zone, and then monitoring of the operation of the new second limiter function will begin by transitioning to a new advantageous zone. Thereafter, the second limiter monitoring process ends.

[0362] As described above, in the medalless gaming machine 1 of the second embodiment, when the value of the second difference number counter during one gaming period reaches the second limit value (+2400) as a specific number, the main control unit 10 activates the second limiter function to end the special gaming state and the advantageous period at that time. In other words, the main control unit 10 is equipped with a favorable period end control means that can execute control to end the favorable period when the difference number information (second difference number counter) counted by the difference number information counting means (main control unit 10) reaches a specific number (second limit value of +2400). Therefore, the number of gaming medals that a player can acquire during one advantageous zone is limited, making it possible to reduce the gambling nature of the medal-less gaming machine 1.

[0363] Because of the control carried out for each limiter function as described above, in the medal-less gaming machine 1 of this second embodiment, the second limiter function is activated when the value of the difference in number of medals (second difference in number counter) during one advantageous period reaches the second limit value (+2400), and the first limiter function is activated when the net increase in the number of gaming medals acquired by the player before the second limiter function is activated reaches the first limit value (2400). When the first limiter function is activated, the advantageous zone continues as is and the special game state ends, and when the second limiter function is activated, both the advantageous zone and the special game state end.

[0364] Next, the selection rate of the first limit value related to the operation of the first limiter function will be described with reference to FIG. As mentioned above, in the medalless gaming machine 1 of this second embodiment, the first difference number counter is counted based on the execution of the game during the advantageous zone, and when the value of this first difference number counter exceeds the first limit value, the first limiter function is activated to end the special gaming state. In the main control unit 10, the first limit value, which is a determination value of the first difference number counter for activating the first limiter function, can be changed when monitoring of the first limiter function is started. In other words, the first difference number counter is initialized at the end of the advantageous period (including reset) and at the end of the AT state, and then monitoring of the new first limiter function begins, but at this time the first limit value related to the activation of the new first limiter function can be selected from multiple values and set.

[0365] Figure 30 shows the first limit value options and the corresponding selection probabilities when the advantageous period ends (including reset) and the AT state ends, ending monitoring related to the previous first limiter function and starting monitoring related to the operation of a new first limiter function. In addition, the main control unit 10 selects and controls each first limit value by extracting a predetermined random number when the conditions for transitioning to the advantageous zone are met in the normal zone (for example, when a game is executed in which the bell role is won), when the first game is executed after the AT state ends, and when the first game is executed after the first limiter function is activated.

[0366] As shown in Figure 30, the first limit value is selected and controlled so that there is a 40% probability that the first limit value will be set to "1000" ("+1000"), a 30% probability that the first limit value will be set to "1500" ("+1500"), and a 30% probability that the first limit value will be set to "2000" ("+2000"). Then, a determination process (see step S56 in FIG. 27) is performed to activate a new first limiter function using the selected first limit value.

[0367] As described above, the main control unit 10 selectively determines the first limit value corresponding to the new first limiter function from among multiple values when the advantageous period ends (including reset), the AT state ends, and the first limiter function is activated. Therefore, when the first limiter function is activated, the first limit value to be compared with the first difference number counter can be changed. As mentioned above, the value of the first difference number counter indicates the net increase (increase) in the number of game medals after the end of the advantageous period (including reset) and after the end of the AT state, so the first limit value as a specific increase that is compared and judged with this net increase (increase) can be changed. That is, the main control unit 10 is provided with specific increment change control means that can change the specific increment (first limit value). Therefore, the net increase in the number of game medals until the first limiter function is activated varies, making it possible to improve the entertainment value of the game.

[0368] It should be noted that four or more options for the first limit value may be provided. Furthermore, the number of game medals for each option may be other than those described above, and each selection probability may be other than those described above. In addition, each selection probability may be changed according to the setting value in the probability setting device 16.

[0369] Next, with reference to Figure 31, we will explain the transition to a high probability state after the limiter function is activated. As with the medal-less gaming machine 1 of the first embodiment described above, the medal-less gaming machine 1 of the second embodiment can also generate a high probability state in which a transition lottery to a pseudo bonus state is executed with a high probability. Furthermore, in the medal-less gaming machine 1 of the second embodiment, when the gaming zone shifts from the normal zone to the advantageous zone, a high probability state is generated until a predetermined number of games are subsequently played. Furthermore, even when the first limiter function is activated, a high probability state is generated until a predetermined number of games are executed thereafter.

[0370] FIG. 31 shows the transition period of the high probability state when the game zone transitions from the normal zone to the advantageous zone and when the first limiter function is activated. As shown in Figure 31, when the game zone shifts from the normal zone to the advantageous zone, the probability state is shifted to the high probability state until 30 games are subsequently played. Furthermore, even when the first limiter function is activated, the probability state is shifted to the high probability state until 30 games have been executed thereafter.

[0371] In addition, when the first limiter function is activated, the special game state ends, and as a result, the probability state transitions to a high probability state after the special game state ends. In addition, when the main control unit 10 is reset, the game zone transitions from the advantageous zone to the normal zone, but the advantageous zone also ends when the second limiter function is activated, so that the probability state transitions to a high probability state when there is a transition from the normal zone to the advantageous zone.

[0372] As described above, after the special game state ends due to the activation of the first limiter function, the probability state transitions to a high probability state as the first benefit is given to the player, and then a lottery to transition to the pseudo-bonus state is carried out with a high probability for a predetermined period of time. In other words, the medalless gaming machine 1 is equipped with a first benefit granting means (main control unit 10) that can grant a first benefit (high probability state) based on the termination of a special gaming state (e.g., an AT state) by a special gaming state termination control means (main control unit 10). Therefore, it is possible to prevent the player from quitting the game immediately after the limiter function is activated, and it is possible to prevent a decrease in the operating rate of the medal-less gaming machine 1.

[0373] Furthermore, in the medal-less gaming machine 1 of the second embodiment, when the probability state shifts from the normal probability state to the high probability state, the sub-controller 20 controls the display 8 to notify the user that the state is now in the high probability state. For example, if a stage in which the main character advances through a grassland is displayed during the normal gaming state, the background of the stage is changed from a daytime background to an evening background to notify the user that the state is now in the high probability state. Furthermore, in the medal-less gaming machine 1 of the second embodiment, when the limiter function is activated, the player is prevented from recognizing whether the limiter function is the first limiter function or the second limiter function. For example, even when the first limiter function is activated, the favorable zone lamp 13 that was lit is turned off, just as when the second limiter function is activated.

[0374] Also, the display device 8 is configured to give a similar end notification even when the special game state ends due to the operation of the first limiter function and the second limiter function. In other words, after each limiter function is activated, the display 8 will display a similar notification that a high probability state is in effect, and even if, for example, the activation of the second limiter function triggers a transition to a high probability state, the player will not be able to determine which limiter function has been activated. Therefore, for example, even if a player intends to stop playing when the second limiter function is activated, the player will not be able to tell whether the first limiter function or the second limiter function has been activated at the time the limiter function is activated, so it is possible to prevent the player from ending the game as a result of the activation of the limiter function.

[0375] In addition, when the gaming zone shifts from the normal zone to the advantageous zone and when the first limiter function is activated, the high probability state may be controlled for different periods. In addition, the first benefit given to the player may be something other than the above, for example, the lottery for transitioning to the AT state may be set to a high probability state. In addition, the period for which the high probability state is maintained may be changed depending on the setting value in the probability setting device 16. As described above, the limiter function in the second embodiment is realized.

[0376] [Transition control of the gaming area after the AT state ends in the second embodiment] Next, with reference to the table of FIG. 32, the transition control of the game section after the AT state ends in the medal-less gaming machine 1 of the second embodiment will be described. Figure 32 shows the transition destination of the gaming area after the AT state ends, which is realized by the control of the main control unit 10.

[0377] As mentioned above, when the game transitions to the AT state during the advantageous period, the second difference number counter is incremented due to the awarding of game medals during the AT state. In this second embodiment, however, depending on the value of the second difference number counter at the end of the AT state, it is determined whether the game period will continue as the advantageous period or whether the advantageous period will end and transition to the normal period.

[0378] As shown in Figure 32, the main control unit 10 continues the advantageous zone as is if the value of the second difference number counter at the end of the AT state is less than "+999", and ends the advantageous zone and transitions to the normal zone if the value of the second difference number counter at the end of the AT state is "+1000" or more.

[0379] In addition, in the main control unit 10, when the gaming section shifts to the normal section, the process of initializing the second difference number counter is performed as described above. Therefore, if the value of the second difference number counter at the end of the AT state is "+1000" or more, the first difference number counter will be initialized.

[0380] Furthermore, even when the AT state ends due to the activation of the first limiter function, the transition control of the above-mentioned game zone is performed, so even if the value of the second difference number counter at the time when the AT state ends due to the activation of the first limiter function is "+1000" or more, the advantageous zone will end and the game will transition to the normal zone. In other words, the main control unit 10, which serves as the interval control means, enables the advantageous interval to end based on the fact that the difference number information (second difference number counter) at the time of the end of the special game state (AT state) by the special game state end control means (main control unit 10) exceeds a predetermined number ("+1000").

[0381] Therefore, the game zone will change depending on the value of the second difference in number of coins counter at the end of the AT state, and if the second difference in number of coins counter is a relatively small value, the advantageous zone will continue as is and the value of the second difference in number of coins counter will be maintained, but if the second difference in number of coins counter is a relatively large value, the advantageous zone will end and the game will transition to the normal zone, and the value of the second difference in number of coins counter will be initialized.

[0382] This is a control to ensure that the number of game medals that a player can actually win is a predetermined number (1,400 medals) or more when the AT state is transitioned, and regardless of the value of the second difference number counter when the AT state is transitioned, it is possible to ensure that the number of game medals that can be won during that AT state until the second limiter function is activated is at least the predetermined number (1,400 medals).

[0383] In other words, if a player wins a large number of game medals during the AT state, and the value of the second difference number counter at the end of the AT state is "+1000" or more, if the next AT state occurs immediately thereafter, there is a possibility that the value of the second difference number counter will reach the second limit value ("+2400") without the next player having won many game medals, and it is possible to prevent such a situation.

[0384] In addition, the threshold value for changing the above-mentioned play area may be any other than those mentioned above, as long as it can ensure that the player acquires a certain number of play medals before the second limiter function is activated during the AT state. As described above, transition control of the game area after the AT state ends in the second embodiment is performed.

[0385] [Ending effect in the second embodiment] Next, with reference to FIGS. 33 to 37, the ending presentation in the medalless gaming machine 1 of the second embodiment will be described. In the medal-less gaming machine 1 of this second embodiment, as in the first embodiment described above, various presentations according to each game state are executed on the display 8 under the control of the sub-controller 20 based on the reception of control information from the main controller 10. For example, during the AT state, the display device 8 is configured to execute the effects that are present during the AT state.

[0386] The effects during the AT state are executed by displaying a predetermined effect image on the display device 8, thereby informing the player that the AT state is in progress and increasing the interest during the AT state. For example, a staged image (video) of a character appearing and running through a predetermined location (such as a city) is displayed. During the AT state, a predetermined sound effect is output from the speaker 9, and the lamp 11 emits light in a predetermined manner.

[0387] Furthermore, if the second limiter function is activated during the AT state, the maximum number of game medals that the player can acquire at that time will be awarded, so when the second limiter function is activated, an ending performance is executed on the display 8 to celebrate the activation of the second limiter function. The main control unit 10 sets a predetermined period immediately before the second limiter function is activated during the AT state as an ending period (second ending period), and the sub-control unit 20 executes an ending presentation on the display 8 when this ending period is reached, and the presentation image during the AT state is switched from the presentation image during the normal AT state to the presentation image corresponding to the ending period. For example, when the value of the second difference number counter, which is calculated based on the number of remaining medals during the AT state and is scheduled to increase, reaches the second limit value (+2400), it is determined in advance that the second limiter function will be activated, and the period from that point until the second limiter is activated is set as the ending period, and the ending performance is executed.

[0388] The ending period may be any period before the predetermined period when the second limiter function is activated. For example, provided that it has been determined in advance that the second limiter will be activated, it may be set from a predetermined period before the second difference number counter reaches the second limit value (for example, the point when the second difference number counter reaches +1400), or it may be set from a predetermined number of games before.

[0389] Furthermore, in the medal-less gaming machine 1 of this second embodiment, an ending period (first ending period) is set even during a predetermined period immediately before the first limiter function is activated during the AT state, and the sub-control unit 20 executes an ending presentation on the display 8 similar to that of the second ending period even when this ending period (first ending period) is reached. For example, when the value of the first difference number counter, which is calculated based on the number of remaining medals during the AT state and is scheduled to increase, reaches the first limit value (2,400 medals), it is determined in advance that the first limiter function will be activated, and the period from that point until the first limiter is activated is set as the ending period (first ending period) and the ending performance is executed.

[0390] Furthermore, in the medal-less gaming machine 1 of this second embodiment, as will be described later, an ending presentation (fake ending presentation) is executed even when the ending period has not yet arrived during the AT state in order to increase the player's sense of expectation and interest in the game.

[0391] First, with reference to FIG. 33, the extension lottery in the high probability state during the first ending period will be described. In the medal-less gaming machine 1 of the second embodiment, as described above, after the first limiter function is activated, the probability state is shifted to the high probability state. Furthermore, the main control unit 10 executes an extension lottery for extending the duration of the high probability state based on the lottery result of the winning combination in the game during the first ending period. Therefore, depending on the result of the game during the first ending period, the duration of the high probability state to which the game transitions after the first limiter function is activated may be extended from the preset initial period.

[0392] FIG. 33 shows the winning probability when an extended lottery in a high probability state is held in a game during the first ending period. In addition, the main control unit 10 extracts predetermined random numbers in the game during the first ending period, thereby conducting an extension lottery with a high probability.

[0393] As shown in Figure 33, if a weak rare role is won in a game during the first ending period, an extension lottery is held so that there is a 60% chance that "no extension" (not winning the extension lottery) will be selected, a 30% chance that "10 game extension" (10 games added to the duration of the high probability state at that time) will be selected, and a 10% chance that "20 game extension" (20 games added to the duration of the high probability state at that time) will be selected.

[0394] In addition, if a strong rare role is won in a game during the first ending period, an extension lottery will be held so that there is a 0% chance that "no extension" (not winning the extension lottery) will be selected, a 70% chance that "10 game extension" (10 games will be added to the duration of the high probability state at that time) will be selected, and a 30% chance that "20 game extension" (20 games will be added to the duration of the high probability state at that time) will be selected. In addition, a lottery to extend the high probability state is held each time a rare role is won, and the number of games played at each win is totaled, and the duration of the high probability state is extended by the final total number of games played.

[0395] As described above, in the game during the first ending period, an extension lottery for the high probability state is held, and if the extension lottery is won, the duration of the high probability state to which the game enters after the first limiter function is activated is extended. In other words, the medalless gaming machine 1 is equipped with a second benefit granting means that can grant a second benefit (extension of the high probability state) related to the first benefit (high probability state) based on the execution of the game during a predetermined period (first ending period) before the end of the special gaming state (AT state) by the special gaming state end control means (main control unit 10). Therefore, it is possible to increase the player's sense of expectation during the first ending period, and to increase the interest of the game.

[0396] Furthermore, if a rare role that triggers an additional lottery that may extend the duration of the AT state is won during the first ending period when the end of the AT state is confirmed, the winning of the rare role will be invalid for the additional lottery, which may give the player a sense of having wasted their draw (a sense of having lost out), but it is possible to prevent such a situation. Furthermore, if you win a strong rare role, which has a lower probability of winning, you are more likely to win the extended lottery than if you win a weak rare role, and the probability that the high probability state will be extended for a greater number of games increases. Therefore, when a strong rare role is won, it is possible to further increase the player's sense of expectation.

[0397] In addition, an option for extending the duration of the high probability state in the extension lottery may be provided, which extends the duration by 30 games or more. Furthermore, the selection probabilities corresponding to each option may be other than those mentioned above. In addition, each selection probability may be changed according to the setting value in the probability setting device 16.

[0398] Next, with reference to Figs. 34 and 35, the effect image in the AT state displayed on the display device 8 under the control of the sub-control unit 20 will be described. First, with reference to FIG. 34, a description will be given of the effect image on the display device 8 during the first ending period, which is a predetermined period before the first limiter function is activated in the AT state. Figure 34 shows the presentation image on the display 8 after the number of game medals (net increase) acquired by the player during the AT state reaches 1900 when the first limit value is set to "2000" and it is confirmed that the number of game medals (net increase) acquired by the player during the AT state exceeds the first limit value (2000), and the game is moving to the first ending period.

[0399] As shown in Figure 34(a), when the AT state transitions to the first ending period, a first ending image 40a is displayed in the main part of the screen of the display 8 to notify the player that the ending period has been transitioned to or to celebrate the activation of the limiter function. The first ending image 40a may be any image that allows the player to recognize that the game has entered the ending period, such as a predetermined character appearing or a predetermined background image, or may be a moving image or a still image. In addition, in the upper right corner of the screen of the display 8, an acquired medal number image 33b ("acquired 1900 medals") is displayed to notify the player of the number of game medals acquired by the player during the AT state. The acquired medal number image 33b notifies the player of the number of game medals acquired throughout the pseudo bonus state and the AT state, and therefore the same image as that displayed during the pseudo bonus state is displayed. During the ending performance, sound effects corresponding to the ending performance are output from the speaker 9, and the lamp 11 emits light in a manner corresponding to the ending performance. Also, during the AT state, a remaining medal number image 44 (see FIG. 37) that notifies the number of remaining medals in the AT state is displayed, but during the ending performance, this image is not displayed.

[0400] Next, FIG. 34(b) shows an effect image on the display 8 during the first ending period when a game in which a rare combination is won is being executed. As shown in Figure 34(b), if a rare role is won during the first ending period, the first ending image 40a displayed on the display 8 can be changed to a second ending image 40b. The second ending image 40b is an image that the player can recognize as different from the first ending image 40a, for example, the background color in the first ending image 40a has been changed from blue to yellow.

[0401] The sub-control unit 20 controls the game so that if a rare role is won in the first ending period, the image changes to the second ending image 40b with a predetermined probability. For example, if a rare role is won and the player is selected in the extended lottery with a high probability, the image changes to the second ending image 40b with a 30% probability, and if a rare role is won but the player is not selected in the extended lottery with a high probability, the image changes to the second ending image 40b with a 10% probability. Therefore, when the second ending image 40b is displayed, it is not confirmed that the duration of the high probability state has been extended, but it is suggested that the duration of the high probability state has been extended. The background color of the second ending image 40b may be changeable in multiple stages (for example, yellow → green → red), and the background color may be changed in stages for each extension lottery in a high probability state. Furthermore, the total number of games to be extended may be indicated by changing the background color of the second ending image 40b in multiple stages.

[0402] Then, if a game is played during the first ending period in which the first difference number counter reaches the first limit value, the number of medals won image 33b will become the value indicating the first limit value ("2000 medals won"), as shown in Figure 34(c), and the AT state will end.

[0403] Next, FIG. 34(d) shows an effect image on the display 8 after the end of the game, which will result in the end of the AT state. As shown in Figure 34(d), after the end of the game when the AT state ends due to the activation of the first limiter function, an AT state end text image 37a consisting of text information "AT state end" to notify the end of the AT state is displayed in the upper part of the screen of the display 8. In addition, below the AT state end text image 37a, a total number of games image 37b ("Number of games: 670G") indicating the total number of games played during the AT state and a total number of medals won image 37c ("Number of medals won: 2000") indicating the total number of game medals won by the player during the AT state are displayed side by side in the vertical direction. Also, at the end of the AT state, as in the first embodiment, an AT state end image (in the illustration, a special end image including a crescent moon image 35b) is displayed as the background image, suggesting the value of the second difference number counter at that time. The selection of the end image for the AT state is the same as in the first embodiment described above, so the explanation will be omitted here.

[0404] Then, when the game following the game in which the AT state ends starts, a high probability state image 42 is displayed in the main part of the screen of the display 8, as shown in Figure 34 (e), indicating that the probability state is a high probability state. Therefore, when the state transitions to a high probability state due to the activation of the first limiter function, the display 8 notifies the user that the state is a high probability state. In addition, the high probability state image 42 may be anything that can be recognized by the player, for example, it may be something that indicates the high probability state by changing the background on the stage displayed during the normal game state.

[0405] Next, with reference to FIG. 35, a description will be given of the effect image on the display device 8 during the second ending period, which is a predetermined period before the second limiter function is activated during the AT state. Figure 35 shows the presentation image on the display 8 after the number of game medals (net increase) acquired by the player reaches 2200 medals during the AT state, when the value of the second difference number counter is confirmed to exceed the second limit value (+2400) and the game is transitioning to the second ending period.

[0406] As shown in Figure 35(a), when the AT state transitions to the second ending period, the first ending image 40a is displayed in the main part of the screen of the display 8 to notify the player that the ending period has been transitioned to and to congratulate the player on the activation of the limiter function. Therefore, even when the second ending period begins, the first ending image 40a will be displayed in the same manner as during the first ending period. In addition, in the upper right corner of the screen of the display 8, an acquired medal number image 33b ("2500 acquired medals") is displayed to notify the player of the number of game medals acquired by the player during the AT state. ...

Claims

1. A gaming machine that executes a game based on the input of a gaming value and can award the gaming value to a player in relation to the result of the game, A section control means capable of controlling the section into a normal section and an advantageous section; A special game state generation control means capable of executing control to generate a special game state advantageous to a player in the advantageous zone; a first difference number information counting means capable of executing control to subtract first difference number information corresponding to the game value inserted based on the game value inserted in the advantageous zone, and to add the first difference number information corresponding to the game value granted based on the game value granted in the advantageous zone, and capable of counting the first difference number information including negative numerical values; a second difference number information counting means capable of executing control to subtract second difference number information corresponding to the game value inserted based on the game value inserted in the advantageous zone, and to add second difference number information corresponding to the game value granted based on the game value granted in the advantageous zone, and capable of counting the second difference number information without including negative numerical values, thereby counting the increase in the second difference number information based on a numerical value at which the second difference number information becomes zero; A favorable zone termination control means capable of executing control to terminate the favorable zone when the first difference number information counted by the first difference number information counting means reaches a specific number that is a positive number; a special game state termination control means for executing control to terminate the special game state when the increase number of the second difference number information counted by the second difference number information counting means reaches a specific increase number; a first benefit granting means for granting a first benefit based on the termination of the special game state by the special game state termination control means; Equipped with The first benefit granting means As the first benefit, a high probability state in which the occurrence probability of the special game state is higher than normal for a predetermined period of time can be generated; The advantageous zone end control means Even if the first difference number information at the end of the special game state has not reached the specific number, if it reaches a predetermined number that is a positive number, control can be executed to end the advantageous period, If the first difference number information at the end of the special game state has not reached the predetermined number, control for continuing the advantageous zone can be executed. A gaming machine characterized by:

2. a specific increment change control means for changing the specific increment; 2. The gaming machine according to claim 1 .

3. A second benefit granting means is provided which is capable of granting a second benefit related to the first benefit based on the execution of a game during a first period in which the end of the special game state is determined in advance by the special game state end control means before the end of the special game state; The second benefit granting means As the second benefit, the high probability state can be extended.

3. The gaming machine according to claim 1 or 2.

4. During a second period in which the end of the advantageous zone is determined in advance by the advantageous zone end control means before the end of the advantageous zone, an ending effect control means is provided which is capable of executing an ending effect which allows the player to be aware in advance that the advantageous zone will end; The ending performance control means The ending presentation can be executed even during a first period in which the end of the special game state is determined in advance by the special game state end control means before the end of the special game state.

4. The gaming machine according to claim 1, wherein the first and second axes are arranged in a direction perpendicular to the axis of rotation of the gaming machine.

5. The special game state termination control means When the second period is reached by the execution of the game during the first period, the end of the special game state is invalidated even if the increase in the second difference number information reaches the specific increase number.

5. The gaming machine according to claim 4.

6. The ending performance control means The ending performance can be executed even before the transition to the first period.

6. The gaming machine according to claim 4 or claim 5.

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