gaming machines

The gaming machine addresses the issue of incorrect total winnings display by using a counting button and display control mechanism to manage winnings, ensuring accurate and fair display for active players.

JP7774340B1Active Publication Date: 2025-11-21KONAMI AMUSEMENT CO LTD
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Patent Information

Application Number
JP2024172124
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-10-01
Publication Date
2025-11-21
Estimated Expiration
2044-10-01

AI Technical Summary

Technical Problem

In gaming machines with a consecutive winning display function, the total number of winnings across multiple special prize games is incorrectly displayed to subsequent players if the previous player leaves within a predetermined period, including winnings they did not achieve.

Method used

A gaming machine with a counting button to return game media, a display control mechanism to manage the display of winnings, and options to initialize or continue counting winnings based on player selection when the machine transitions between special and non-special prize states.

Benefits of technology

Ensures accurate display of total winnings only to players who have won the prizes, preventing confusion and ensuring fairness by allowing players to control the display of their winnings.

✦ Generated by Eureka AI based on patent content.

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    Figure 0007774340000001_ABST
Patent Text Reader

Abstract

To provide a game machine capable of properly displaying the total number of prizes won over a plurality of special prize games. [Solution] While the number of game media acquired by a player is being counted, the number of game media acquired is initialized on the condition that the number of game media stored in the game machine becomes zero by operating the counting button and the stage displayed on the liquid crystal display at that time is a specified stage.
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Description

[Technical Field]

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

[0002] Conventionally, gaming machines that display the number of gaming media, such as balls or medals, a player has won in a special prize game such as a bonus game (hereinafter referred to as the number of acquired gaming media) on a liquid crystal screen at the end of the special prize game have been widely used. Furthermore, among such gaming machines, there is also a gaming machine equipped with a function (hereinafter referred to as a consecutive winning display function) that adds the number of gaming media won in the previous special prize game to the number of gaming media won in the next special prize game when a new special prize game is started within a predetermined period after the end of the special prize game, i.e., when a series of special prize games is achieved, and displays the result on the liquid crystal screen (see Patent Document 1). In a gaming machine equipped with the consecutive winning total display function, a player who has achieved a series of consecutive winning games can easily grasp the total number of gaming media won over multiple special prize games by checking the display on the liquid crystal screen. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2013-66693 Summary of the Invention [Problem to be solved by the invention]

[0004] However, in a gaming machine equipped with a function for displaying total winnings during consecutive wins, even if a player finishes playing and leaves the gaming machine within a predetermined period after the end of a special prize game, and the next player sits at the vacant gaming machine and starts a special prize game within the predetermined period, the LCD screen will still display the total number of winnings across multiple special prize games. In this case, the total number of winnings will include the number of gaming media won by the previous player that the next player did not win, which can be unpleasant for the next player.

[0005] The present invention has been made in consideration of the above-mentioned problems, and aims to provide a gaming machine that can properly display the total number of prizes won over multiple special prize games. [Means for solving the problem]

[0006] The present invention will be described below. In order to facilitate understanding of the invention, reference numerals in the accompanying drawings are given in parentheses, but the present invention is not limited to the form of the drawings.

[0007] The gaming machine (1) of the first invention is A gaming machine that includes a counting button (5b) for electromagnetically returning game media stored in the gaming machine to an external game media lending device (60), and that electromagnetically inputs game media that a player can use for games from the game media lending device (60), acquires game media by winning, or uses game media for games, a display device (16); and a display control means (101) for controlling the display device (16). The display control means (101) a production stage determination means for determining one production stage from a plurality of production stages; a performance display means for displaying a performance corresponding to one performance stage determined by the performance stage determination means on the display device (16); a counting means for starting counting the number of game media acquired by the player as a game result when a transition is made from a non-special prize state, in which the number of game media used by the player for game play is set to relatively exceed the number of game media that can be acquired as a game result, to a special prize state, in which the number of game media that can be acquired as a game result is set to relatively exceed the number of game media used by the player for game play; and an acquisition number display means for displaying the acquisition number on the display device (16), The counting means continues to count the number of wins during a predetermined counting period even after the state falls from the special prize state to the non-special prize state, The acquisition number display means stops or continues displaying the acquisition number on the display device (16) when the state falls from the special prize state to the non-special prize state, but when the display of the acquisition number is stopped, the display of the acquisition number is resumed when the state falls from the non-special prize state to the special prize state during the counting period, The counting means is characterized in that when the number of gaming media stored in the gaming machine becomes zero by operating the counting button (5b) during the counting period and the first condition that the presentation stage at that time was a specified presentation stage (special stage) is met, the counting means ends counting the number of winnings and initializes the number of winnings.

[0008] The gaming machine (1) of the second invention is In the gaming machine (1) of the first invention, Further, when the first condition is satisfied, a selection means is provided for allowing a player to select whether or not to initialize the number of wins, The counting means initializes the number of acquisitions when the selection means selects to initialize the number of acquisitions, and continues counting the number of acquisitions when the selection means selects not to initialize the number of acquisitions. [Effects of the Invention]

[0009] According to the present invention, it is possible to provide a gaming machine that can appropriately display the total number of prizes won over multiple special prize games. [Brief explanation of the drawings]

[0010] [Figure 1] 1 is a perspective view showing the appearance of a slot machine 1 to which the present invention is applied. [Figure 2] FIG. 2 is an enlarged view of the vicinity of the game ball etc. lending device 5 of the slot machine 1. [Figure 3] FIG. 2 is a block diagram showing the electrical configuration of the slot machine 1. [Figure 4] 1 is an enlarged view of the winning coin number display 10 and the indication monitor NM of the slot machine 1. FIG. [Figure 5]FIG. 1 is a diagram showing a state in which the above-mentioned slot machine 1 is installed in a pachinko parlor 301 and connected to an external device. [Figure 6] 1 is a diagram showing the arrangement of symbols drawn on the periphery (reel band) of each of the left reel, center reel, and right reel of the slot machine 1. FIG. [Figure 7] 10 is a diagram for explaining symbol stop positions and pay lines of the slot machine 1. FIG. [Figure 8] 10 is a flowchart showing the flow of various processes from the start to the end of one game in the slot machine 1. [Figure 9] 10 is a table showing winning symbol combinations for winning roles allowed in the slot machine 1, and prizes / payouts when winning is achieved. [Figure 10] 10 is a table showing the lottery values ​​for each lottery category for each set value in the internal lottery process of the slot machine 1. [Figure 11] FIG. 1 is a simplified diagram showing the non-profitable zone and the profitable zone of the above slot machine 1. [Figure 12] 10 is a diagram showing the transition of the gaming state in the slot machine 1. FIG. [Figure 13] FIG. 10 is a diagram showing the winning probability of the high probability mode transition lottery of the above slot machine 1. [Figure 14] FIG. 10 is a diagram showing the winning probability of the chance zone (CZ) transition lottery of the above slot machine 1. [Figure 15] This is a diagram showing the winning probability of the AT stock acquisition lottery for the above slot machine 1. [Figure 16] This is a diagram showing the mode transition allocation lottery after the AT of the above slot machine 1 ends. [Figure 17] FIG. 10 is a diagram showing a bonus end screen displayed on the liquid crystal display 16 in the slot machine 1. [Figure 18] 1 is a diagram showing an AT screen displayed on the liquid crystal display 16 in the above slot machine 1. FIG. [Figure 19]FIG. 1 is an enlarged view of a credit number display 5a in the slot machine 1, which displays the current credit number. [Figure 20] FIG. 2 is an enlarged view of a medal lending device 60 connected to the slot machine 1. [Figure 21] 10 is a flowchart showing an example of a processing procedure performed by the sub-control device 101 when the number of accumulated game media becomes zero by operating the count button 5b. [Figure 22] 10 is a flowchart showing an example of another processing procedure by the sub-control device 101 when the number of accumulated game media becomes zero by operating the count button 5b. [Figure 23] FIG. 10 is a diagram showing an example of an operation screen relating to initialization of acquired coin number information in the slot machine 1. DETAILED DESCRIPTION OF THE INVENTION

[0011] Hereinafter, embodiments of the present invention will be described in detail with reference to the accompanying drawings.

[0012] <1. Appearance of the gaming machine> FIG. 1 is a perspective view of a slot machine 1 according to one embodiment of the present invention. The slot machine 1 includes a box-shaped main body 2 with an open front and a front door 3 that can be opened and closed from the front of the main body 2. Inside the main body 2, a left reel R1, a center reel R2, and a right reel R3 are arranged side by side slightly above the vertical center. The left reel R1, the center reel R2, and the right reel R3 are configured by wrapping a reel band around the periphery of a drum-shaped reel frame, and are rotatable around an axis extending left and right at the center of the reel frame. Twenty symbols are arranged circumferentially on the reel band.

[0013] The front door 3 is provided with an operation panel 4, a display panel unit 9, and a liquid crystal display 16. The display panel unit 9 is provided in a position facing the left reel R1, center reel R2, and right reel R3. A reel window 8 is provided in the center of the display panel unit 9 to make part of the circumferential surfaces of the left reel R1, center reel R2, and right reel R3 visible. While the left reel R1, center reel R2, and right reel R3 are spinning, the symbols of the left reel R1, center reel R2, and right reel R3 appear one after another in the reel window 8 (variable symbol display). When the left reel R1, center reel R2, and right reel R3 stop, three symbols each of the left reel R1, center reel R2, and right reel R3 are displayed in the reel window 8, for a total of nine symbols (stop symbol display).

[0014] Below the reel window 8, there is disposed a winning number display 10. The winning number display 10 is made up of a three-digit seven-segment display with dots. The three-digit segment also serves as an indication monitor NM.

[0015] An operation unit 4 is provided on the front door 3 below the display panel unit 9. The operation unit 4 is provided with a game medal count display device 5, a 1-coin bet button 7, a MAX bet button 11, a start lever 12, a left stop button 15L, a center stop button 15C, a right stop button 15R, and a settlement button 17.

[0016] In addition, in the center of the operation unit 4, an effect button PB, which is prompted to be operated when a player intervention type effect is executed on the liquid crystal display 16, and a cross key JK are arranged.

[0017] Furthermore, on the front door 3, below the operation unit 4, there are arranged a display panel 14 that displays the model name of the slot machine 1, a pair of speakers 6L, 6R that output sound effects to enhance the atmosphere during play, and a tray 13.

[0018] As shown in Figure 2, the game medal count display device 5 is provided with a credit count display 5a that displays the current number of credits in the slot machine 1, and a counting button 5b that is operated when returning credits to the medal lending device 60 described later.

[0019] Returning to FIG. 1, the MAX BET button 11 is a button that is operated to set the number of bets to the maximum of three by deducting medals from the credits.

[0020] The 1 coin bet button 7 is a button that is operated to add 1 to the number of bets by deducting medals from the credits.

[0021] The start lever 12 is a lever that is operated to start a game. After the number of medals required to play one game (hereinafter referred to as the specified number) is bet, when the start lever 12 is operated, the left reel R1, center reel R2, and right reel R3 start to spin.

[0022] The left stop button 15L corresponds to the left reel R1, the center stop button 15C corresponds to the center reel R2, and the right stop button 15R corresponds to the right reel R3, and are buttons operated to stop the corresponding reels R1, R2, and R3. For example, if the left stop button 15L is pressed while the left reel R1 is spinning, the left reel R1 will stop spinning.

[0023] The medal number display 10 displays the number of medals acquired by winning.

[0024] The settlement button 17 is a button that is operated to return the number of medals bet by operating the MAX BET button 11 and the 1 BET button 7 to credits, and when the settlement button 17 is operated with medals bet, the number of bets at the time of operation is added to the credits and the number of bets becomes zero.

[0025] Above the display panel unit 9, a liquid crystal display 16 is arranged for displaying effect images and the like in accordance with the progress of the game.

[0026] Around the liquid crystal display 16, decorative lamps 18L, 18C, and 18R are provided to enhance the atmosphere during the game by emitting light.

[0027] <2. Electrical configuration of gaming machine> Next, the electrical configuration of the gaming machine will be described. <2-1. Electrical configuration of gaming machine (main control device)> FIG. 3 is a block diagram showing the electrical configuration of the slot machine 1.

[0028] The slot machine 1 includes a main control device 100 that controls the game, and a sub-control device 101 that controls the effects associated with the game.

[0029] The main control device 100 comprises a main control unit 100a and a payout control unit 100b, each of which is configured with a single-chip microcomputer. The payout control unit 100b is dedicated to credit-related processing, while the main control unit 100a is responsible for overall game control except for credit-related processing.

[0030] The input / output ports of the main control unit 100a are connected to the MAX bet button 11, 1 coin bet button 7, start lever 12, left stop button 15L, middle stop button 15C, right stop button 15R, settlement button 17, number of coins won display 10, left reel sensor 54L, middle reel sensor 54C, right reel sensor 54R, left reel motor 51L, middle reel motor 51C, right reel motor 51R, setting change switch 20, setting change button 21, payout control unit 100b, and sub-control unit 101.

[0031] When any of the MAX BET button 11, 1 BET button 7, start lever 12, left stop button 15L, middle stop button 15C, right stop button 15R, and settlement button 17 is operated, an operation signal is output from the switch (not shown) built into each button, and the operation signal is input to the main control unit 100a.

[0032] When the start lever 12 is operated, the main control unit 100a outputs drive pulse signals to the left reel motor 51L, center reel motor 51C, and right reel motor 51R, causing the left reel R1, center reel R2, and right reel R3 to start rotating. Each time the left reel R1, center reel R2, and right reel R3 rotate once, detection signals are output from the left reel sensor 54L, center reel sensor 54C, and right reel sensor 54R, respectively, and these detection signals are input to the main control unit 100a. The main control unit 100a constantly monitors the rotation positions of the left reel R1, center reel R2, and right reel R3 based on the reel drive control details of the left reel R1, center reel R2, and right reel R3, and the detection signals from the left reel sensor 54L, center reel sensor 54C, and right reel sensor 54R.

[0033] Thereafter, when any of the left stop button 15L, middle stop button 15C, and right stop button 15R is pressed, the main control unit 100a determines the stop position based on the rotation position of the reels R1, R2, and R3 corresponding to the operated stop button 15L, 15C, and 15R, and when the rotation position of the corresponding reels R1, R2, and R3 reaches the stop operation, it stops outputting drive pulse signals to the reel motors 51L, 51C, and 51R, stopping the corresponding reels R1, R2, and R3 (reel stop control).

[0034] In the reel stop control, after the left stop button 15L, the middle stop button 15C, and the right stop button 15R are operated, the left reel R1, the middle reel R2, and the right reel R3 are stopped from rotating within a range of a predetermined maximum number of retracted frames (for example, 4 frames), respectively.

[0035] When the game is started by operating the start lever 12, the main control unit 100a obtains a random number and executes an internal lottery in which multiple winning combinations are selected. If no winning combination is obtained through the internal lottery, the nine symbols (three symbols on each of the left reel R1, center reel R2, and right reel R3) stopped and displayed in the reel window 8 by the reel stop control will not form a winning pattern, and no winning combination will occur. When a minor winning combination that pays out medals as a payout for winning is achieved, the main control unit 100a displays the number of medals to be paid out on the winning number display 10 and sends information about the number of medals to the payout control unit 100b.

[0036] The setting change switch 20 and setting change button 21 are provided inside the main body 2, and by selecting a setting value from six setting values ​​from 1 to 6, it is possible to set the payout rate of the slot machine 1. The higher the setting value, the higher the payout rate. The setting change switch 20 is a key switch that is turned on by inserting a setting key and turning it clockwise, and the setting change button 21 is a push button.

[0037] FIG. 4 is an enlarged view of the winning coin number display 10 of the slot machine 1.

[0038] To select (change) a setting value, first, with the front door 3 open, insert a setting key into the setting change switch 20 and rotate it clockwise to change the operating mode of the slot machine 1 to setting change mode. When the setting change mode is entered, the current setting value is displayed on the number of coins acquired indicator 10. In addition, in setting change mode, each time the setting change button 21 is pressed, the setting value displayed on the number of coins acquired indicator 10 is incremented by one if it is between 1 and 5, and returns to 1 if it is 6. In this way, the desired setting value can be selected by operating the setting change button while checking the setting value displayed on the number of coins acquired indicator 10. With the desired setting value displayed on the number of coins acquired indicator 10, the start lever 12 is operated to complete the selection (change) of the setting value. Then, the setting key inserted in the setting change switch 20 is rotated counterclockwise to return the operating mode to the normal (game) mode, and the setting key is removed from the setting change switch to complete the selection (change) of the setting value.

[0039] The input / output port of the payout control unit 100b is connected to a game ball etc. lending device connection terminal board 30, a credit number display 5a, and a counting button 5b. The credit number display 5a displays the current number of credits. A medal dispenser 60 that dispenses game medals to the slot machine 1 is connected to the game ball etc. dispenser connection terminal board 30. The counting button 5b is a button that is operated when returning the credits of the slot machine 1 to the medal lending device 60. By continuing to press the counting button 5b for a unit time, one is subtracted from the credits, and one game medal is returned to the medal lending device 60. In other words, the number of credits to be returned can be adjusted by the length of time that the counting button 5b is pressed.

[0040] FIG. 5 is a diagram showing a state in which the slot machine 1 is installed in a pachinko parlor 301 and connected to an external device. The slot machine 1 outputs information (hereinafter referred to as operation information) from the game ball etc. lending device connection terminal board 30, including in information regarding the number of medals inserted for use in the game, out information regarding the number of medals paid out as a result of the game, and special prize information regarding whether or not the player is in a special prize period advantageous to the player (for example, during a bonus game). The operation information is transmitted from the medal dispenser 60 connected to the game ball dispenser connection terminal board 30 of the slot machine 1 to the hall computer 62 via the relay board 61 .

[0041] Meanwhile, information regarding the amount of money inserted into the medal lending device 60 for medal lending is transmitted from the medal lending device 60 to the hall computer 62 and also to the management computer company 302 via the management computer 63. The management computer company 302 provides the data to the gaming machine management center 303 in order to strengthen security against fraud and to strengthen measures against gambling and other addictions.

[0042] Returning to FIG. 3, the main control unit 100a sends signals required for control to the sub-control device 101 as commands.

[0043] <2-2. Electrical configuration of gaming machine (sub-controller)> The sub-control device 101 is responsible for controlling the effects associated with the game. The input / output ports of the sub-control device 101 are connected to the main control unit 100a, the LCD display 16, the effect button PB, the cross key JK, the decorative lamps 18L, 18C, 18R, and the speakers 6L, 6R. The sub-control device 101 also has a volatile memory 101a that stores information on the number of medals acquired as gaming media. The process of storing information on the number of acquired gaming media will be described later.

[0044] The sub-control device 101 controls the display contents of the liquid crystal display 16 relating to effects and the like accompanying the game, based on commands from the main control unit 100a, operation of the effect button PB, and operation of the cross key JK. In addition, as one component of the effects, it controls the light effects by the decorative lamps 18L, 18C, 18R, and the background music and sound effects output from the speakers 6L, 6R.

[0045] <3. Reel arrangement and stop position explanation> FIG. 6 is a diagram showing the arrangement of symbols on the left reel R1, the center reel R2, and the right reel R3.

[0046] The reel bands of the left reel R1, the center reel R2, and the right reel R3 each have 20 symbols (20 frames) arranged on them, and the 20 symbols on each of the reels R1 to R3 are each assigned a symbol number from "1" to "20."

[0047] The reel band of the left reel R1 has the following symbols arranged in this order: "Cherry," "Blue 7," "Lip," "Bell A," "Watermelon A," "Lip," "Cherry," "Lip," "Bell B," "Black Bar," "Watermelon B," "Red 7," "Lip," "Bell B," "Watermelon A," "Lip," "Yellow Bar," "Lip," "Bell A," and "Watermelon A," and each of these symbols is assigned a symbol number from "1" to "20."

[0048] The reel band of the middle reel R2 has the following symbols arranged in this order: "Lip", "Yellow Bar", "Bell B", "Watermelon A", "Cherry", "Lip", "Watermelon B", "Bell B", "Black Bar", "Cherry", "Lip", "Red 7", "Bell A", "Black Bar", "Cherry", "Lip", "Blue 7", "Bell A", "Watermelon A", and "Cherry", and each of these symbols is assigned a symbol number from "1" to "20".

[0049] The reel band of the right reel R3 has the following symbols arranged in this order: "Lip", "Yellow Bar", "Watermelon A", "Watermelon A", "Bell B", "Lip", "Blue 7", "Cherry", "Watermelon A", "Bell A", "Lip", "Red 7", "Watermelon B", "Watermelon A", "Bell A", "Lip", "Black Bar", "Cherry", "Watermelon A", and "Bell B", and each of these symbols is assigned a symbol number from "1" to "20".

[0050] FIG. 7 is a diagram for explaining the symbol stop positions and the pay lines.

[0051] When the left reel R1 stops, one symbol stops at each of the symbol stop positions PL1, PL2, and PL3 arranged vertically within the reel window 8. When the center reel R2 stops, one symbol stops at each of the symbol stop positions PC1, PC2, and PC3 arranged vertically within the reel window 8. When the right reel R3 stops, one symbol stops at each of the symbol stop positions PR1, PR2, and PR3 arranged vertically within the reel window 8.

[0052] The slot machine 1 is a so-called one-line machine in which a middle line L1 connecting the symbol stop positions PL2, PC2, and PR2 is set as a pay line NL. Hereinafter, the line connecting the three symbol stop positions PL1, PC1, PR1 aligned in a horizontal row on the upper row within the reel window 8 will be referred to as the upper line L2, the line connecting the three symbol stop positions PL3, PC3, PR3 aligned in a horizontal row on the lower row will be referred to as the lower line L3, the line connecting the three symbol stop positions PL1, PC2, PR3 aligned on a diagonal line sloping downward to the right will be referred to as the downward-to-right line L4, and the line connecting the three symbol stop positions PL3, PC2, PR1 aligned on a diagonal line sloping upward to the right will be referred to as the upward-to-right line L5.

[0053] <4.1 Game Description> FIG. 8 is a diagram illustrating the outline of the flow of one game executed by the main controller 100 of the slot machine 1.

[0054] <4-1. Processing flow>

[0055] <4-1-1. Betting Processing> First, the number of bets is set according to the operation of the 1-coin bet button 7, the MAX bet button 11, or the winning of a replay combination (S101).

[0056] Specifically, when the 1 coin bet button 7 is operated, if the current number of bets is equal to or less than the maximum number specified for that game and there are remaining credits, the main control device 100 subtracts 1 from the credits and adds 1 to the number of bets. Also, when the MAX bet button 11 is operated, if there are remaining credits, the main control device 100 subtracts the required number of coins from the credits and sets the number of bets to the maximum number specified for that game. Furthermore, when a replay role is won, the main control device 100 executes an automatic bet process in which the number of bets that was bet in the game is bet again in the next game without subtracting from the credits.

[0057] <4-1-2. Lever reception process> The main control device 100 starts a game when it receives operation of the start lever 12 with the number of bets set to a specified number (S102). On the other hand, if the start lever 12 is operated with the number of bets less than the specified number, the game does not start.

[0058] <4-1-3. Internal lottery processing> The main control device 100 acquires a random number value when a game starts, and executes an internal lottery process to determine information for deriving the game result by lottery based on the random number value (S103).

[0059] <4-1-4. Instruction function related lottery processing> The main control device 100 acquires a random number value when a game starts, and executes various lottery processes related to the instruction functions based on the random number value, the game state, and the result of the internal lottery process (S104). The game state in which the instruction function is activated to give instructions necessary to win a winning combination advantageous to the player from among the winning combinations in the internal lottery is called AT. During AT, the player is instructed on the order in which to press the stop buttons 15L, 15C, and 15R provided for the left, center, and right reels R1 to R3. By operating the stop buttons 15L, 15C, and 15R in the order instructed, the player can win a winning combination without missing out on any advantageous combinations and can receive a dividend for that winning combination.

[0060] <4-1-5. Slot machine effect processing> After executing the instruction function related lottery process, the slot machine 1 executes a reel effect using each of the reels R1 to R3 based on the result of the instruction function related lottery process (S105). The reel effect initiates a freeze state that temporarily delays the progress of the game, and during this freeze state, it controls the execution of a pseudo-game process that spins each of the reels R1 to R3 without the need for a bet and causes the player to stop each of the reels R1 to R3.

[0061] <4-1-6. Display process on the indicator monitor> When the instruction function is activated, the slot machine 1 displays identification information corresponding to the activation of the instruction function on the instruction monitor NM (S106). The activation of the instruction function is determined by the game state, the lottery category won by the internal lottery process, and the activation lottery of the instruction function. The activation of the instruction function will be described later.

[0062] <4-1-7. Reel rotation processing> After executing the internal lottery process, the main controller 100 spins each of the left reel R1, the center reel R2, and the right reel R3 to variably display the symbols arranged on each of the reels R1 to R3 (S107).

[0063] In addition, the reel effects and reel spinning process for the left reel R1, center reel R2, and right reel R3 in the next game do not start until 4.1 seconds have passed since the start of rotation of the left reel R1, center reel R2, and right reel R3 in the previous game. This keeps the time required for one game at 4.1 seconds or more.

[0064] <4-1-8. Reel stop processing> When a stop button 15L, 15C, or 15R is operated while reels R1, R2, or R3 are rotating, the main control device 100 determines a stop position based on the rotation position of reels R1, R2, or R3 corresponding to the operated stop button 15L, 15C, or 15R and the result of an internal lottery, and stops the rotation of the corresponding reels R1, R2, or R3 at the determined stop position (S108).

[0065] <4-1-9. Pattern Determination Processing> After all reels R1, R2, and R3 have stopped, the main control device 100 determines whether the symbol combination displayed on the winning line corresponds to any one of a plurality of predetermined target symbol combinations (S109).

[0066] <4-1-10. Display monitor off process> After executing the symbol determination process, if the identification information is displayed on the instruction monitor NM, the slot machine 1 executes the process of turning off the instruction monitor NM (S110). That is, the instruction monitor NM is a monitor on which the identification information is displayed during a game in which the instruction function is activated, and is turned off when the game ends.

[0067] <4-1-11. Medal payout process> When the main control device 100 determines that a winning symbol combination for a minor role has stopped and been displayed among the multiple types of symbol combinations to be determined, it executes a payout process of medals equal to the number of medals awarded for the winning minor role (S111). The slot machine 1 is a so-called smart pachislot that does not use actual medals as gaming medals, but lends or wins gaming medals, or uses gaming medals for gaming only electromagnetically, and therefore simply adds the number of medals awarded to the credit number and does not pay out actual medals.

[0068] <4-1-12. State transition processing> When the main control device 100 determines, as a result of the symbol determination process, that a state transition condition for transitioning the gaming state is met, it transitions the gaming state (S112).

[0069] <4-2. Details of internal lottery process> Next, a description will be given of details of the internal lottery process in the slot machine 1. The internal lottery process is a process for determining, by lottery, from a plurality of predetermined winning combinations, a winning combination that is permitted to win a prize.

[0070] In the slot machine 1, the combinations that are the subject of the internal lottery include a bonus combination, a replay combination, and a small combination. A bonus role is a role in which even if a winning game is won and then lost, the winning state is carried over to the next game or thereafter until a winning is made, and if a winning is made, a bonus game (hereinafter also referred to as a BB game) will start from the next game.

[0071] In contrast, the replay role and the small role are roles in which the winning state disappears when all the reels R1, R2, and R3 stop and one game ends. In addition, a small winning combination is a combination in which medals are paid out upon winning, and a replay winning combination is a combination in which the next game can be played without the need to bet medals upon winning.

[0072] <4-2-1. Lottery Division>

[0073] FIG. 9 is a table showing the lottery categories, types, and winning symbol combinations that are the subject of the lottery in the internal lottery process. As shown in Figure 9, there are 16 types of lottery categories: three types of bonus roles, Red 7 Bonus, Blue 7 Bonus, and Unique Color Bonus; three types of replay roles, Replay 1, Special Replay 1, and Special Replay 2; and 10 types of small roles, Push Order Bell Roles 1 to 6, Common Bell Role, Watermelon Role, Cherry Role, and All Winning Small Role.

[0074] The lottery category Red 7 Bonus is a lottery category that includes the Red 7 Bonus role in the winning combination, the lottery category Blue 7 Bonus is a lottery category that includes the Blue 7 Bonus role in the winning combination, and the lottery category Unique Bonus is a lottery category that includes the Unique Bonus role in the winning combination. The three types of bonus roles, red 7 bonus role, blue 7 bonus role, and unique color bonus role, are each role continuous operation devices related to the first type special role under the gaming machine related regulations, and the winning symbol combination for the red 7 bonus role is a combination of "red 7" symbols lined up on the winning line NL, the winning symbol combination for the blue 7 bonus role is a combination of "blue 7" symbols lined up on the winning line NL, and the winning symbol combination for the unique color bonus role is a combination of "red 7", "red 7", and "blue 7" symbols lined up in order from left to right on the winning line NL.

[0075] Even if each bonus role wins a prize in a winning game and then loses it, the winning state is carried over from the next game onwards until a prize is won, and if a prize is won, a bonus game is started from the next game. The bonus game that starts when each bonus role is won will activate the first-class special role continuously, but all of them are set to the so-called continuous operation type, which does not require a win to activate the first-class special role. Each bonus game ends when the number of medals paid out during the bonus game exceeds a preset number of medals to be paid out. The bonus game resulting from the winning of a bonus role in the lottery category Red 7 Bonus (hereinafter referred to as the Red 7 Bonus Game) is set to end when more than 224 coins are paid out, the bonus game resulting from the winning of a bonus role in the lottery category Blue 7 Bonus (hereinafter referred to as the Blue 7 Bonus Game) is set to end when more than 184 coins are paid out, and the bonus game resulting from the winning of a bonus role in the lottery category Different Color Bonus (hereinafter referred to as the Different Color Bonus Game) is set to end when more than 96 coins are paid out.

[0076] The number of games in each bonus game is approximately 32 for the red 7 bonus game, approximately 26 for the blue 7 bonus game, and approximately 14 for the unique color bonus game.

[0077] The maximum number of coins that can be won in each bonus game (the number of coins paid out minus the number of coins bet during the bonus game) is 145 coins in the Red 7 bonus game, 120 coins in the Blue 7 bonus game, and 65 coins in the unique bonus game.

[0078] The lottery categories Replay 1, Special Replay 1, and Special Replay 2 are lottery categories related to replay roles.

[0079] In a game in which the lottery category Replay 1 role is won, regardless of the operation timing and stop operation order of the left stop button 15L, the middle stop button 15C, and the right stop button 15R, a replay role in which the replay pattern is aligned on one of the lines L1 to L5 will be won.

[0080] In a game in which the lottery category special replay 1 is won, the winning combination differs depending on whether or not the bonus game is in progress. Specifically, when not in a bonus game, similar to the lottery category replay 1 role, regardless of the operation timing and stop operation order of the left stop button 15L, the middle stop button 15C, and the right stop button 15R, a replay role in which the replay pattern is aligned on one of the lines L1 to L5 will be won. During the bonus game, if the timing of operating the left stop button 15L, the center stop button 15C, and the right stop button 15R is appropriate, a replay role in which a yellow bar pattern is aligned on any of the lines L1 to L5 will be won, and in all other cases, a replay role in which a lip pattern is aligned will be won. In other words, in a winning game of lottery category special replay 1, it is possible to line up the yellow bar pattern only during the bonus game, while outside the bonus game, the reel stop control is switched so that only the replay pattern can be lined up regardless of the operation timing and stop operation order of the stop buttons 15L, 15C, and 15R.

[0081] In a game that wins the lottery category special replay 2, if the timing of operating the left stop button 15L, the middle stop button 15C, and the right stop button 15R is appropriate, a replay role in which a yellow bar pattern is aligned on one of the lines L1 to L5 will be won, and in all other cases a replay role in which a replay pattern is aligned will be won.

[0082] Lottery Category Push Order Bell Roles 1 to 6, Common Bell Roles, Watermelon Roles, Cherry Roles, and All Winning Small Roles are lottery categories related to small roles.

[0083] The lottery division push order bell roles 1 to 6 are so-called push order minor roles in which different payouts are awarded depending on the order of stopping operations. Specifically, in a game in which the result of the internal lottery is a winning combination of any of the lottery division push order bell combinations 1 to 6, if the stop buttons 15L, 15C, and 15R are operated in the correct operation order, a small combination with a payout of 8 coins will be won regardless of the operation timing. On the other hand, in the same game, if the stop buttons 15L, 15C, and 15R are operated in a stop operation order other than the correct operation order, a small combination with a payout of 1 coin will be won on any of the lines L1 to L5, or the winning combination will be lost, depending on the operation timing.

[0084] The correct operation order for lottery section push order bell role 1 is set to "left → center → right", and in a game in which lottery section push order bell role 1 is won, when the stopping operation is performed in the correct operation order and a small role with a payout of 8 coins is won, the bell symbols will line up on the middle line L1, but if the stopping operation is performed in a stopping operation order other than the correct operation order, the bell symbols will not line up on any of the lines L1 to L5.

[0085] The correct operation order for the lottery section push order bell role 2 is set to "left → right → center." In a game in which the lottery section push order bell role 2 is won, when the stopping operation is performed in the correct operation order and a small role with a payout of 8 coins is won, the bell symbols will line up on the upper line L2, but if the stopping operation is performed in a stop operation order other than the correct operation order, the bell symbols will not line up on any of the lines L1 to L5.

[0086] The correct operation order for lottery section push order bell role 3 is set to "center → left → right", and in a game in which lottery section push order bell role 3 is won, when the stopping operation is performed in the correct operation order and a small role with a payout of 8 coins is won, the bell patterns will line up on the lower line L3, but if the stopping operation is performed in a stopping operation order other than the correct operation order, the bell patterns will not line up on any of the lines L1 to L5.

[0087] The correct operation order for lottery section push order bell role 4 is set to "center → right → left", and in a game in which lottery section push order bell role 4 is won, when the stopping operation is performed in the correct operation order and a small role with a payout of 8 coins is won, the bell patterns will line up on the downward-sloping right line L4, but if the stopping operation is performed in a stop operation order other than the correct operation order, the bell patterns will not line up on any of the lines L1 to L5.

[0088] The correct operation order for lottery section push order bell role 5 is set to "right → left → center." In a game in which lottery section push order bell role 5 is won, when the stopping operation is performed in the correct operation order and a small role with a payout of 8 coins is won, the bell symbols will line up on the upward-sloping right line L5, but when the stopping operation is performed in an order other than the correct operation order, the bell symbols will not line up on any of the lines L1 to L5.

[0089] The correct operation order for the lottery section push order bell role 6 is set to "right → center → left", and in a game in which the lottery section push order bell role 6 is won, when the stopping operation is performed in the correct operation order and a small role with a payout of 8 coins is won, the bell pattern will stop on one of the lines L1 to L3, but if the stopping operation is performed in a stop operation order other than the correct operation order, the bell patterns will not line up on any of the lines L1 to L5.

[0090] In a game in which the common bell symbol for the lottery category is won, a small symbol with a payout of 8 coins will be won regardless of the operation timing and stop operation order of the left stop button 15L, the middle stop button 15C, and the right stop button 15R, and in this case, the bell symbol will be aligned on one of the lines L1 to L5.

[0091] In a game in which the lottery category watermelon role is won, a small role with a payout of 3 coins will be won depending on the timing of operation of the left stop button 15L, the middle stop button 15C, and the right stop button 15R, and in this case, the watermelon pattern (watermelon A or watermelon B) will be lined up on one of the lines L1 to L5.

[0092] In a game in which the lottery category cherry role is won, a small role with a payout of 3 coins will be won depending on the timing of operation of the left stop button 15L, the middle stop button 15C, and the right stop button 15R, and in this case, the cherry symbol will stop on the upper row PL1 or the lower row PL3 of the left reel.

[0093] In a game in which all winning small prizes in the lottery category are won, regardless of the operation timing and stop operation order of the left stop button 15L, the middle stop button 15C, and the right stop button 15R, a small prize with a payout of 8 coins will be won, and in this case, bell symbols will line up on one of the lines L1 to L5. The all winning small roles in the lottery category is a lottery category in which all roles included in the above-mentioned push order bell roles 1 to 6, common bell role, watermelon role, and cherry role are overlapping and won, and is drawn only during the bonus game, and is not drawn in any other game state than during the bonus game.

[0094] <4-2-2. Lottery Value> 10 shows the contents of the lottery table used in the internal lottery process during the normal state and bonus game of the slot machine 1, and shows the lottery values ​​corresponding to each lottery category for each set value. Since the range of random numbers in the internal lottery process is 0 to 65535, the winning probability of each lottery category for each set value can be calculated by dividing the lottery value by 65536.

[0095] Under normal circumstances, the lottery value for the red 7 bonus lottery category is set to 25 regardless of the setting value. In addition, the lottery value for the blue 7 bonus lottery category is set to 180 for setting 1, 185 for setting 2, 190 for setting 3, 195 for setting 4, 200 for setting 5, and 205 for setting 6. Furthermore, the lottery values ​​for the unique bonus lottery category are set to 145 for setting 1, 150 for setting 2, 155 for setting 3, 160 for setting 4, 165 for setting 5, and 170 for setting 6.

[0096] The lottery value for the lottery category Replay 1 role is set to 6022 in the normal state regardless of the set value. Also, in the bonus game state, it is set to 0 regardless of the set value.

[0097] The lottery value for lottery category special replay 1 is set to 2700 regardless of the set value in both the normal state and the bonus game state. Therefore, the lottery category Special Replay 1 is set to be a lottery category that is always drawn with a certain probability of winning, regardless of the game state and setting value.

[0098] The lottery value for the lottery category special replay 2 is set to 256 regardless of the set value in both the normal state and the bonus game state. Therefore, the lottery category Special Replay 2 is set to be a lottery category that is always drawn with a certain probability of winning, regardless of the game state and setting value.

[0099] Therefore, the total lottery value for the replay role in the normal state is set to 8978.

[0100] The lottery value for the lottery classification push order bell combinations 1 to 6 is set to 4000 in the normal state and regardless of the set value. On the other hand, in the bonus game state, it is set to 0 regardless of the set value.

[0101] The lottery value for the common bell combination is set to 4000 in the normal state and regardless of the set value. On the other hand, in the bonus game state, it is set to 0 regardless of the set value. The lottery value for the watermelon role is set to 660 for setting 1, 665 for setting 2, 670 for setting 3, 675 for setting 4, 680 for setting 5, and 685 for setting 6. On the other hand, in the bonus game state, it is set to 0 regardless of the setting value. The lottery value for the lottery classification cherry role is set to 1114 regardless of the set value in both the normal state and the bonus game state. On the other hand, in the bonus game state, it is set to 0 regardless of the set value.

[0102] The lottery value for all winning small roles in the lottery division is set to 62580 in the bonus game state regardless of the set value. On the other hand, in the normal state, it is set to 0 regardless of the set value.

[0103] For those who do not win any lottery category, that is, losers, the numbers are set to 26434 for setting 1, 26419 for setting 2, 26404 for setting 3, 26889 for setting 4, 26374 for setting 5, and 26359 for setting 6. On the other hand, for bonus game mode, the numbers are set to 0 regardless of the setting value.

[0104] As described above, the result of the internal lottery is determined to be one of 17 lottery categories including a losing result as shown in FIG.

[0105] <5. Detailed explanation of the game> Next, the details of the game on the slot machine 1 will be explained.

[0106] <5-1. Section status (non-advantageous section, advantageous section)> In the slot machine 1, the non-advantageous zone is a play zone in which the instruction function that notifies the player of information that facilitates winning a prize is not activated. On the other hand, the advantageous zone is a play zone in which the instruction function is activated. In other words, the non-advantageous zone is a play zone in which instruction information that facilitates winning a prize cannot (is not) transmitted from the main control unit 100 to the sub-control unit 101, while the advantageous zone is a play zone in which instruction information can be transmitted from the main control unit 100 to the sub-control unit 101. Specifically, in the non-advantageous zone, in a game in which one of the lottery section push order bell roles 1 to 6 is won as a result of the internal lottery, information that can identify the correct operation sequence (hereinafter referred to as correct operation sequence identification information) is not transmitted from the main control unit 100 to the sub-control unit 101. The correct operation sequence identification information may be so-called instruction information that directly instructs the stop operation sequence of the stop buttons 15L, 15C, and 15R, or information that can identify the type of lottery section that has been won.

[0107] When the game enters the advantageous zone, the main control device 100 can transmit correct operation sequence identification information to the sub-control device 101. When the main control device 100 transmits correct operation sequence identification information to the sub-control device 101 during the advantageous zone, the main control device 100 displays the corresponding identification information on the instruction monitor NM.

[0108] FIG. 11 is a diagram showing the transition between the non-profitable zone and the profitable zone of the slot machine 1. As shown in FIG.

[0109] As a result of the internal lottery in the non-advantageous zone, if a role that transitions to an advantageous zone is won, the player will be transferred to the advantageous zone. As shown in Figure 10, the roles that transition to an advantageous zone are set to the lottery categories Red 7 Bonus, Blue 7 Bonus, Unique Bonus, Replay 1, Special Replay 1, Special Replay 2, Push Order Bell Roles 1 to 6, Common Bell Role, Watermelon Role, and Cherry Role. On the other hand, if the result of the internal lottery in the non-advantageous zone is a miss, or if the lottery categories for all winning small roles are won, the player will not be transferred to the advantageous zone. When moving into the favorable zone, the number of games in the favorable zone, the number of coins in the favorable zone, the number of coins out of the favorable zone, and the difference in the favorable zone are set to 0, and the game moves into the favorable zone.

[0110] During processing during the advantageous zone, the number of games in the advantageous zone is increased by 1 for each game, the number of coins in the advantageous zone is added to the number of coins in the advantageous zone, the number of coins paid out in each game is added to the number of coins out of the advantageous zone, and the value obtained by subtracting the number of coins in the advantageous zone from the current number of coins out of the advantageous zone is updated as the number of coins in the advantageous zone difference.

[0111] Slot machine 1 is equipped with a limiter function that forcibly ends the advantageous zone when the difference in the advantageous zone number in 1 reaches 2,400 coins. In addition to ending the advantageous zone due to the activation of this limiter function, slot machine 1 may end the advantageous zone and fall into a non-advantageous zone when the number of AT games and AT stock become 0, or may continue the advantageous zone. When the advantageous zone ends, all information related to the advantageous zone is cleared. When the setting value is changed by a hall staff member, the initial section state is set to a non-advantageous section.

[0112] <5-2. Game state transition> Next, the processing in each game state will be described.

[0113] <5-2-1. Game Status> 12 is a diagram showing the transition of the gaming state in the slot machine 1. The gaming state of the slot machine 1 is roughly divided into a non-prize state and a prize state. The non-prize state is a game state in which the number of game media used by the player (hereinafter referred to as the "IN number") relatively exceeds the number of game media that can be acquired as a result of the game (hereinafter referred to as the "OUT number"). In contrast, the prize state is a game state in which the "OUT number" relatively exceeds the "IN number". Specifically, the special prize state in the slot machine 1 is during the AT and the BB game.

[0114] <5-2-2. Internal mode in non-prize state> During the non-special prize state, the player stays in one of five internal modes with different specifications for the instruction function-related lottery, specifically, normal mode, high probability mode, chance zone (also called CZ), heaven mode, and pull-back mode.

[0115] <5-2-3. Internal mode transition> Next, the details of the game state and the transition of the internal mode in FIG. 12 will be explained. As shown in Figure 12, the slot machine 1 has three transition routes to the AT: a direct route from the normal mode or high probability mode, a route via the CZ, and a route to transition after the BB game ends. The condition for transition to the AT is the acquisition of AT stock. High probability mode is a mode in which the probability of CZ transition and the probability of acquiring AT stocks are higher than in normal mode, i.e., a mode in which the probability of transitioning to AT is higher. To transition to high probability mode, a lottery is required to win the high probability mode transition lottery, and when a win is made, the number of high probability games to maintain in high probability mode is drawn. After the number of high probability games determined by the lottery is consumed, the game returns to the internal mode at the time of transition to high probability mode. CZ is a mode with a higher probability of transitioning to AT than high probability mode. To transition to CZ, you must win the CZ transition lottery, and if you win, the number of CZ games to maintain the CZ will be drawn by lottery. After the number of CZ games determined by the lottery is consumed, the game will return to the internal mode at the time of transition to CZ. In addition, if the number of games in which the player remains in the non-special prize state without transitioning to either the special prize state or the CZ reaches a predetermined CZ ceiling game number, the player will also transition to the CZ. Similarly, if the number of games remaining in the non-prize state without transitioning to the prize state reaches a predetermined AT ceiling number of games, the game will transition to the AT.

[0116] After the AT ends, there are cases where the player falls into a non-advantageous zone and then returns to the advantageous zone, and cases where the player continues to stay in the advantageous zone. In the former case, when the player returns to the advantageous zone, the player will transition to either pull-back mode or heaven mode. In the latter case, the player will transition to normal mode, heaven mode, or pull-back mode. In pull-back mode, the player will transition back to the AT within 100 games, and in heaven mode, the player will transition back to the AT within 32 games. After the AT ends, the player is not notified of which internal mode, normal mode, pull-back mode, or heaven mode, the mode to which the game has transitioned. For this reason, the presentation stage on the LCD display 16 after the AT ends is set to a special stage regardless of the internal mode. The presentation stage will be described later.

[0117] In addition, regardless of which internal mode the player is in, if a bonus role is won and the BB game is started after the bonus role is won, or if an AT stock is acquired by winning the AT stock acquisition lottery or the like and the AT is started, the player will transition to the special prize state.

[0118] During the BB game, a lottery is held to obtain AT stocks, and if you have AT stocks after the BB game ends, you will consume one stock and move on to the AT. On the other hand, if you do not have AT stocks after the BB game ends, you will move on to high probability mode. If the difference in the advantageous zone reaches 2400 coins during the bonus game, the game will fall into a non-advantageous zone, but the BB game will continue until the conditions for ending the BB game are met.

[0119] If the game transitions to a BB game during the AT, the AT will be interrupted, and the number of remaining AT games will be maintained without subtraction during the BB game, and the AT will resume after the BB game ends. The AT will end when the number of remaining AT games reaches zero. If the AT stock is 0 at the end of the AT, the game will transition to normal mode, heaven mode, or pull-back mode. On the other hand, if the AT is forcibly terminated due to the activation of the limiter function, the game will transition to a non-advantageous zone, and when the advantageous zone is restored, the game will transition to pull-back mode or heaven mode.

[0120] If you move to Heaven mode, the AT game will start again within 32 games after the AT ends. If you move to the BB game during Heaven mode, the AT will start after the BB game ends.

[0121] If you switch to the pull-back mode, the AT will start again within 100 games after the AT ends. Even if you switch to the BB game during the pull-back mode, you will switch to the AT after the BB game ends, just like in the Heaven mode.

[0122] <5-2-4. Regarding the lottery processes in each internal mode> Figure 13(a) is a lottery table regarding the probability of winning the high probability mode transition lottery during normal mode and high probability mode. The high probability mode transition lottery is held when neither the AT stock acquisition lottery nor the CZ transition lottery is won. Specifically, the high probability mode transition lottery is held in games where the internal lottery results in a win for watermelon or cherry, based on the transition probability according to a set value. If the high probability mode transition lottery is won, the number of high probability games is drawn using the lottery table in Figure 13(b). Furthermore, if the high probability mode transition lottery is won during high probability mode, the number of high probability games is added. Also, if you do not have AT stocks after the BB game ends during a non-special prize state, you will transition to a high-probability mode of 100 games regardless of the setting value.

[0123] Figure 14 is a lottery table showing the winning probability of the CZ transition lottery during the normal mode and the high probability mode. The CZ transition lottery is held when the AT stock acquisition lottery is not won. Figure 14(a) is a table showing the winning probability of the CZ transition lottery when in normal mode. The winning probability varies depending on the lottery category. Also, the higher the set value, the better the winning probability. Figure 14(b) is a table showing the winning probability of the CZ transition lottery when in high probability mode. The winning probability varies depending on the lottery category. Also, the higher the setting value, the better the winning probability. Figure 14(c) is a table showing the specifications of the lottery for allocating the CZ ceiling game number. The lottery for allocating the CZ ceiling game number is executed at the end of the CZ, and the next CZ ceiling game number is determined as 100 / 200 / 300 / 500 games based on the allocation probability according to the set value.

[0124] Figure 15(a) is a table showing the winning probability of the AT stock acquisition lottery when in normal mode, and the winning probability varies depending on the lottery category. Figure 15(b) is a table showing the probability of winning the AT stock acquisition lottery when in high probability mode, and the probability of winning varies depending on the lottery category. Figure 15(c) is a table showing the winning probability of the AT stock acquisition lottery when in CZ, and the winning probability differs depending on the lottery category. The winning probability of the AT is significantly higher than when in normal mode or high probability mode. FIG. 15(d) is a table showing the winning probability of the AT stock acquisition lottery during the BB game stay, and the winning probability differs depending on the lottery category. Figure 15(e) is a table showing the specifications of the lottery for allocating the AT ceiling game number. The lottery for allocating the AT ceiling game number is executed at the end of the AT, and the next AT ceiling game number is determined to be either 100 / 200 / 500 / 900 games with an allocation probability according to the set value. Figure 15(f) is a table showing the winning probability of the AT stock acquisition lottery when staying in the AT, and the winning probability differs depending on the lottery category. Also, AT consists of 30 games per set, and if you win the AT stock acquisition lottery during the AT, it will be added to the remaining AT stock number.

[0125] Figure 16 is a table showing the probability of winning the mode transition allocation lottery when the number of AT games is 0 and the AT stock is 0, and the AT ends, that is, when the advantageous zone is maintained and the game falls into a non-special prize state. The probability of winning the heaven mode or the pullback mode differs depending on the setting value.

[0126] <5-2-5. Relationship between the stage displayed on the LCD 16 and the internal mode> Next, the effect stages (hereinafter simply referred to as stages) will be explained. As mentioned above, the LCD display 16 displays effect images and the like in accordance with the progress of the game, and a plurality of effect stages corresponding to the internal modes are provided so that the player can recognize or imagine the current internal mode by looking at the effect on the LCD display 16. The slot machine 1 provides a total of six effect stages: four types of effect stages in the non-special prize state, namely the normal stage, evening stage, special stage, and CZ stage, and two types of effect stages in the special prize state, namely the AT stage and BB stage.

[0127] The normal stage is a stage with a daytime background. The normal stage is a stage that is rarely selected when the internal mode is normal mode or pull-back mode. Therefore, the internal mode for the normal stage is almost normal mode, and occasionally pull-back mode.

[0128] The evening stage is a stage with an evening background. The evening stage is selected only when the internal mode is the high probability mode. Therefore, in the case of a normal stage, the internal mode is determined to be the high probability mode.

[0129] The special stage is a stage with a night background. The special stage is displayed after the AT ends, and the special stage is always displayed regardless of whether the mode is switched to normal mode, heaven mode, or pull-back mode. As mentioned above, heaven mode transitions to the AT within 32 games, and pull-back mode transitions to the AT within 100 games, so both modes are guaranteed to transition to the AT again. In contrast, normal mode is a mode in which early transition to the AT cannot be expected. Therefore, if the AT does not transition to the special stage within 32 games, heaven mode is denied, and if the AT does not transition to the AT within 100 games, pull-back mode is also denied and normal mode is confirmed. For this reason, the maximum stay in the special stage is set to 100 games, and after 100 games, normal mode is confirmed, so the player switches to the normal stage corresponding to normal mode.

[0130] The CZ stage is the stage used in the CZ and is displayed during the CZ. When the AT game ends without winning during the CZ and the game transitions to normal mode or high probability mode, the CZ stage will simultaneously switch to the normal stage or evening stage.

[0131] The BB stage and the AT stage are stages that are displayed during the BB game and the AT, respectively.

[0132] As described above, the CZ stage, BB stage, AT stage, and evening stage correspond to the CZ, BB game, AT, and high-probability mode, respectively. A player can check these stages by looking at the screen of the LCD display 16 and determine whether the current internal mode is the CZ, BB game, AT, or high-probability mode. Meanwhile, since the normal stage and special stage each correspond to multiple internal modes, when these stages are displayed on the LCD display 16, a player cannot completely determine the internal mode they are currently in. Therefore, a player must predict the current internal mode while taking into account the history of internal lottery results, etc.

[0133] <6. Management of the number of gaming media acquired> Next, the management of the number of acquired game media by the sub-control device 101 will be described.

[0134] <6-1. Counting the number of gaming media acquired> As mentioned above, the main control unit 100 manages the value obtained by subtracting the number of coins in the advantageous zone from the current number of coins in the advantageous zone OUT as the advantageous zone difference number, but since the advantageous zone difference number is used to determine whether the limiter function is activated, it is generally not notified to the player. On the other hand, the number of game media acquired in the BB game or the like, which is displayed on the liquid crystal display 16, is managed by the sub-controller 101 that controls the display of the liquid crystal display 16, and is stored in the volatile memory 101a. When a player wins the BB game or AT, the number of game media acquired stored in the volatile memory 101a is used to display on the liquid crystal display 16 the total number of game media acquired up to that point.

[0135] The sub-control device 101 begins counting the number of gaming media acquired when the game state switches from the non-prize state to the prize state. Then, for each game, the total number of gaming media acquired is counted by subtracting the number of IN coins from the number of OUT coins, and the total number of gaming media acquired is updated as stored in the volatile memory 101a. On the other hand, when the game state switches from the prize state to the non-prize state, the counting continues until the counting duration, specifically, 100 games, has elapsed in the non-prize state. The reason for setting the counting duration to 100 games is that, as mentioned above, the recoupment mode, which may be entered after the AT ends, can last up to 100 games. In other words, of the multiple internal modes to which the game enters after the AT ends and the game transitions to the non-prize state, Heaven mode and Recoupment mode are considered to be relatively advantageous to the player, and the counting duration is set to match the recoupment mode, which has the longest duration.

[0136] If the special prize state is switched to a non-special prize state and the non-special prize state is switched to the special prize state before the count duration period ends, the count of the number of acquired game media continues as is. On the other hand, if the special prize state is switched to a non-special prize state and the count duration period ends while the game is still in the non-special prize state, the sub-control device 101 initializes the number of acquired game media stored in the volatile memory 101a to "0" and ends counting the number of acquired game media.

[0137] <6-2. Display of the number of gaming media acquired> The number of acquired game media stored in the volatile memory 101a is displayed on the screen during the AT, and at the end of the BB game and the AT. A specific example will be described below.

[0138] 17 is a diagram showing an example of a bonus end screen 1700 displayed on the liquid crystal display 16 when the BB game ends, and is displayed when the final bonus game has been played. The bonus end screen 1700 displays the number 1701 of game media acquired in the BB game and the number 1702 of game media acquired that are counted by the sub-control device 101 and stored in the volatile memory 101a. The sub-control device 101 also counts the number of game media acquired only in the BB game, and this is displayed on the bonus end screen 1700.

[0139] 18(a) is a diagram showing an example of a screen 1800 displayed on the liquid crystal display 16 during the AT. During the AT, the instruction function is activated, and in S106 of FIG. 8, the main control device 100 displays identification information corresponding to the activation of the instruction function on the instruction monitor NM, and the sub-control device 101 receives the result of the internal lottery process and the correct operation sequence identification information from the main control device 100. Based on the result of the internal lottery process and the correct operation sequence identification information, the pressing order 1801 of the left stop button 15L, the center stop button 15C, and the right stop button 15R is displayed on the liquid crystal display 16, superimposed on the screen of the AT stage. In the example of FIG. 18(a), the "lottery classification pressing order bell role 4" is won by the internal lottery process, and the pressing order 1801 of "center → right → left," which is the correct operation sequence, is displayed.

[0140] During the AT, the number of games remaining in the AT 1802, the number of sets in which the AT has been consumed 1803, and the number of acquired gaming media 1804 stored in the volatile memory 101a, which are counted by the sub-control device 101, are also superimposed and displayed. When the medal payout process is executed in S111 of Fig. 8, the sub-control device 101 updates the number of acquired gaming media stored in the volatile memory 101a. As a result, the sub-control device 101 replaces the number of acquired gaming media 1804 in Fig. 18(a) on the screen 1800 of Fig. 18(a) with the updated number of acquired gaming media, and further erases the display of the push order 1801 on the screen 1800 of Fig. 18(a), and subtracts one from the number of games remaining in the AT 1802. Regarding the final game of the AT, when the medal payout process is executed, instead of changing the number of game media acquired 1804 on screen 1800 of Figure 18(a), the display changes to AT end screen 1805 shown in Figure 18(b).

[0141] 18(b) is a diagram showing an example of an AT end screen 1805 displayed on the liquid crystal display 16 at the end of the AT, which is displayed when the final game of the AT has been played. The AT end screen 1805 displays the number of sets 1806 played in the AT and the number of game media acquired 1807 stored in the volatile memory 101a, which is counted by the sub-control device 101.

[0142] In addition, after the AT ends, if the state falls into a non-special prize state and the presentation stage transitions to a special stage, the sub-control device 101 continues counting the number of game media acquired, but suspends display of the number of game media acquired on the LCD display 16, and resumes if the state transitions back to the special prize state during the special stage. Alternatively, during the special stage corresponding to the counting duration after the special prize state ends and the state falls into a non-special prize state, the display of the number of game media acquired on the LCD display 16 may continue, and the display may end at the end of the counting duration. The counting duration will be described later.

[0143] <7. Input / Output of Game Media> Next, the input and output of game media stored in the slot machine 1 will be described in detail.

[0144] FIG. 19 is a diagram showing an example of the display of the number of game media stored in the slot machine 1. FIG. 20 is an enlarged view of the medal dispenser 60. A status indicator lamp 60a is provided on the top of the medal dispenser 60, indicating whether the device is operating normally. A bill insertion slot 60b is provided for dispensing game media. When a bill is inserted into the bill insertion slot 60b, the inserted amount is displayed as the balance in the balance display 60c. Specifically, to transfer game media to the slot machine 1, the player presses the dispense button 60d, which electromagnetically inputs the game media into the slot machine 1. The credit number display 5a of the game medal count display device 5 of the slot machine 1 displays the number of game media as shown in FIG. 19(a). The number of game media displayed on the credit number display 5a increases or decreases depending on the game results. If the number of game media falls below a predetermined number, the game cannot be played. When adding more game media, the lending button 60d is pressed again to add more game media.

[0145] Next, a method for obtaining the number of game media acquired as a result of playing will be explained. Figure 19(b) shows that the number of game media acquired as a result of playing has reached 5,730. In this state, by pressing the counting button 5b shown in Figure 2, the number of game media is transferred to the medal lending device 60, and the number of game media transferred is displayed on the medal lending device display 60f. Pressing the counting button 5b once transfers one number of game media to the medal lending device 60, and pressing and holding the counting button 5b transfers the number of game media at high speed. If the number of game media transferred to the medal lending device 60 is to be used again in the slot machine 1, pressing the payout button 60e inputs a preset number into the slot machine 1.

[0146] FIG. 19(c) shows that by operating the counting button 5b, all 5,730 game media have been transferred to the medal lending device 60, and the number of game media stored in the slot machine 1 has become 0. The card insertion slot 60g stores a card medium that stores information on the amount inserted through the bill insertion slot 60b and the number of game media acquired. By pressing the card return button 60h, the card medium that stores game information such as the amount information and the number of game media is ejected. When the player leaves his / her seat, he / she needs to transfer all game media acquired in the slot machine 1 to the medal lending device 60.

[0147] <8. Restrictions on displaying the number of gaming media acquired> Next, a process will be described in the case where a player leaves the seat while the sub-control device 101 is counting the number of acquired game media.

[0148] <8-1. Issues with displaying the number of gaming media acquired> Cases in which a player leaves the slot machine 1 include when the player finishes playing the slot machine 1, and when the player stops playing to take a break, such as to go to the restroom, and then resumes playing later. In either case, the player operates the counting button 5b to set the number of game media stored in the slot machine 1 to zero, and then the player presses the card return button 60h, removes the card media, and leaves the slot machine.

[0149] As described above, the sub-control device 101 starts counting the number of game media acquired when the game state switches from the non-prize state to the prize state, and if the game state switches from the prize state to the non-prize state, it continues counting the number of game media acquired until the count duration in the non-prize state has elapsed. Therefore, if a player leaves their seat before the count duration has elapsed, there is no problem if the player suspends play and later resumes play (the latter case). However, in the former case where the player finishes playing the slot machine 1, if the next player then sits down to play and the game state switches from the non-prize state to the prize state before the count duration has elapsed, the count of the number of game media acquired will continue as is, and the number of acquired game media displayed on the end screen of the BB game or AT will include the number acquired by the previous player, which will be unpleasant for a player who has just started playing.

[0150] On the other hand, in the former case where a player ends play on the slot machine 1, the player usually leaves the seat in a non-prize state where the AT is not expected. However, in the latter case where the player pauses play and later resumes play, the player may leave the seat for various reasons, such as during a bonus game or AT. Therefore, if operation of the counting button 5b is detected while counting the number of gaming media acquired, the counting is terminated and the number of acquired gaming media is initialized depending on the presentation stage currently being held. Note that, as explained below, the number of acquired gaming media is initialized by the number of acquired gaming media stored in the volatile memory 101a of the sub-controller 101, and the advantageous zone difference number managed by the main controller 100 is not initialized.

[0151] <8-2. Processing Procedure for Initializing the Number of Acquired Gaming Media (First Embodiment)> Next, a process will be described when the sub-controller 101 detects operation of the count button 5b while counting the number of acquired game media. Fig. 21 is a flowchart showing an example of a process procedure by the sub-controller 101 when the number of accumulated game media becomes zero due to operation of the count button 5b. The process of Fig. 21 starts when the sub-controller 101 receives a notification from the main controller 100 that the number of accumulated game media in the slot machine 1 has become "0" due to operation of the count button 5b.

[0152] <8-2-1. Check the stage> The sub-control device 101 checks the stage currently displayed on the liquid crystal display 16 (S2101). If a predetermined time has passed without a game being played, a demo screen or the like is displayed on the liquid crystal display 16. However, if the sub-control device 101 receives a notification from the main control device 100 that the number of game media stored in the slot machine 1 has become "0" while the demo screen or the like is being displayed, the sub-control device 101 checks the stage that was displayed immediately before the demo screen or the like was displayed.

[0153] <8-2-2. Determining whether a stage can be initialized> Then, the sub-control device 101 determines whether or not the stage currently displayed on the liquid crystal display 16 is a stage in which the number of acquired game media stored in the volatile memory 101a can be initialized (S2102). If the result of this determination is that the stage cannot be initialized (S2102 / No), the process of FIG. 21 is terminated in order to continue counting the number of acquired game media.

[0154] As mentioned above, the non-special prize state has five internal modes: normal mode, high probability mode, CZ, heaven mode, and pullback mode. The special prize state includes the BB game and the AT. During the BB game and the AT, the corresponding BB stage and AT stage are displayed on the LCD display 16. Since players generally do not quit playing and leave their seats while these stages are displayed, if the counting button 5b is operated while the BB stage or AT stage is displayed, it can be assumed that the player will resume playing. Also, during the CZ, the CZ stage is displayed on the LCD display 16, allowing the player to recognize that there is a high probability of winning the AT. Therefore, even if the counting button 5b is operated while the CZ stage is displayed, it can be assumed that the player will resume playing.

[0155] On the other hand, during Heaven mode and Pullback mode, a special stage is displayed on the LCD display 16, but even if the game transitions to normal mode after the AT ends, the special stage is also displayed on the LCD display 16, and since there is a high probability that the game will transition to normal mode after the AT ends, the player may determine that the game has transitioned to normal mode even during Heaven mode or Pullback mode. Therefore, it can be assumed that the player may end the game and leave the seat while the special stage is displayed.

[0156] Furthermore, even when the normal stage or evening stage is displayed on the LCD 16, the player can recognize that there is a low expectation of winning the AT. Therefore, it can be assumed that the player may end the game and leave the seat even while the normal stage or evening stage is displayed.

[0157] From the above, when the stage currently displayed on the LCD display 16 is the CZ stage, BB stage, or AT stage, the sub-controller 101 determines that the stage currently displayed on the LCD display 16 is a stage in which it is not possible to initialize the number of acquired game media stored in the volatile memory 101a. On the other hand, when the stage currently displayed on the LCD display 16 is a normal stage, evening stage, or special stage, the sub-controller 101 determines that the stage currently displayed on the LCD display 16 is a stage in which it is possible to initialize the number of acquired game media stored in the volatile memory 101a.

[0158] <8-2-3. Initializing the number of acquired game media> If the result of the determination in S2102 is that the stage can be initialized (S2102 / Yes), the sub-control device 101 initializes the number of acquired game media stored in the volatile memory 101a to "0" and ends counting the number of acquired game media (S2103). As a result, even if the next player sits down to play and immediately wins the BB game or AT, the number of acquired game media by the previous player is not carried over, so that the player is not made to feel uncomfortable by the number of acquired game media displayed in the BB game or AT.

[0159] In addition, in the non-special prize state, if the stage currently displayed on the LCD display 16 is a stage other than the CZ stage, the number of acquired game media stored in the volatile memory 101a is initialized to "0." However, if the game transitions to Heaven mode or Rewind mode after the AT ends, it is confirmed that the game will transition back to the AT. Therefore, in many cases, the player will not end the game until they are sure that the game has transitioned to Normal mode after the AT ends. Also, if the player does not interrupt or end the game and the AT starts via these modes, the count of the acquired game media continues. For these reasons, even when a special stage is displayed, the number of acquired game media stored in the volatile memory 101a may not be initialized.

[0160] Furthermore, if the difference in the number of advantageous zone coins reaches 2,400 during a BB game or AT, the game will always transition to the pull-back mode after the BB game or AT ends. In this case, the player can recognize that the AT will start again regardless of the stage displayed on the LCD display 16. Therefore, in principle, the number of acquired gaming media stored in the volatile memory 101a is initialized even during a special stage. However, as an exception, the number of acquired gaming media stored in the volatile memory 101a may not be initialized only during a special stage that is displayed when the difference in the number of advantageous zone coins reaches 2,400 and the game transitions to the pull-back mode.

[0161] <8-3. Processing Procedure for Initializing the Number of Acquired Gaming Media (Second Embodiment)> In the procedure shown in FIG. 21 , if the stage displayed when the number of accumulated game media reached zero due to a player's operation was a special stage, the number of acquired game media stored in the volatile memory 101a was initialized to "0." Meanwhile, while a special stage was being displayed, a player may interrupt play to take a break, such as to go to the restroom. In that case, if the player resumes play and immediately wins the BB game or AT, the number of acquired game media will be displayed on the LCD display 16 with the number of acquired game media initialized, which may cause discomfort to the player. Therefore, the player may be allowed to select whether or not to initialize the number of acquired game media. The following describes a specific procedure for allowing the player to select whether or not to initialize the number of acquired game media.

[0162] FIG. 22 is a flowchart showing another processing procedure performed by the sub-control device 101 when the number of accumulated game media becomes zero by operating the count button 5b.

[0163] <8-3-1. Check the stage> The sub-control device 101 checks the stage currently being displayed on the liquid crystal display 16 (S2101), which is basically the same as S2101 in FIG.

[0164] <8-3-2. Determining whether a stage can be initialized> Then, the sub-control device 101 determines whether or not the stage currently displayed on the liquid crystal display 16 is a stage in which the number of acquired game media stored in the volatile memory 101a can be initialized (S2102). If the result of this determination is that the stage cannot be initialized (S2102 / No), the processing of Fig. 22 is terminated in order to continue counting the number of acquired game media. On the other hand, if the stage can be initialized (S2102 / Yes), the processing proceeds to the next S2201 in order to have the player select whether or not to continue counting the number of acquired game media.

[0165] <8-3-3. Resumption of play> The sub-controller 101 waits until it receives notification from the main controller 100 that the game media has been input into the slot machine 1 by electromagnetic means when the player presses the lending button 60d or the payout button 60e of the medal lending device 60, and that the number of game media stored in the slot machine 1 has reached a predetermined number (S2201).

[0166] <8-3-4. Initialization Selection> When the sub-controller 101 receives a notification from the main controller 100 that the number of game media stored in the slot machine 1 has reached a predetermined number, the sub-controller 101 displays a screen on the liquid crystal display 16 to allow the player to select whether or not to initialize the number of acquired game media. Then, the sub-controller 101 determines whether or not the player has selected to initialize the number of acquired game media by operating the cross key JK and the effect button PB, which are the selection means (S2202).

[0167] 23 is a diagram showing an example of an operation screen 2300 for initializing the information on the number of acquired coins in the slot machine 1. The player operates the cross key JK while looking at the operation screen 2300 displayed on the liquid crystal display 16 to select either the "clear" option 2301 or the "do not clear" option 2302. Then, when the player selects the "clear" option 2301 and presses the effect button PB, the number of acquired gaming media stored in the volatile memory 101a is initialized (cleared).

[0168] For example, when the previous player finishes playing and the next player takes his / her seat to play, the player can select the "clear" option 2301 to initialize the number of coins acquired by the previous player. On the other hand, when a player suspends play for a break or the like and then resumes play later, the player can select the "do not clear" option 2302 to continue counting the number of acquired gaming media stored in the volatile memory 101a without initializing it. Note that when a player starts play by operating the start lever 12 without operating the cross key JK or the like, it is considered that the player has selected the "do not clear" option 2302.

[0169] If the player does not select to initialize the number of gaming media acquired (S2202 / No), specifically if the player operates the directional pad JK or the like to select the "Do not clear" option 2302, or if the player operates the start lever 12 without operating the directional pad JK or the like to start the game, the processing of Figure 22 is terminated in order to continue counting the number of gaming media acquired.

[0170] <8-3-3. Initializing the number of acquired game media> If the player selects to initialize the number of acquired game media by operating the cross key JK and the effect button PB (S2202 / Yes), the sub-control device 101 functions as an initialization means, initializes the number of acquired game media stored in the volatile memory 101a to "0," and ends counting the number of acquired game media (S2103). This process is basically the same as S2103 in FIG. 21.

[0171] As described above, since the player is allowed to select whether or not to initialize the number of acquired game media, if the player suspends play, leaves the seat, and then resumes play, the number of acquired game media can be prevented from being unintentionally initialized, which can prevent the player from feeling uncomfortable. Also, when a player finishes play and the next player starts play, the number of acquired game media can be initialized, which can prevent the next player from feeling uncomfortable.

[0172] In the description of FIG. 22 , a screen prompting the player to select whether to initialize the number of acquired gaming media is displayed on the LCD 16 upon receiving notification from the main control device 100 that the number of gaming media stored in the slot machine 1 has reached a predetermined number. However, the timing of the screen prompting the player to select whether to initialize the number of acquired gaming media is not limited to this. For example, the sub-control device 101 may display an operation screen such as that shown in FIG. 23 on the LCD 16 immediately after determining that the stage currently displayed on the LCD 16 is a stage in which the number of acquired gaming media can be initialized. In this case, the operation screen such as that shown in FIG. 23 is displayed almost simultaneously with the player operating the counting button 5b to cause the number of gaming media stored in the slot machine 1 to become "0." If the cross key JK or the like is not operated until a predetermined time has elapsed since the operation screen such as that shown in FIG. 23 is displayed, the operation screen such as that shown in FIG. 23 may continue to be displayed without displaying a demo screen or the like after the predetermined time has elapsed.

[0173] As another timing, an operation screen such as that shown in Fig. 23 may be displayed on the liquid crystal display 16 when the player operates the bet-one button 7 or the max bet button 11 after the number of game media stored in the slot machine 1 reaches a predetermined number. Furthermore, it is not essential to display the operation screen such as that shown in Fig. 23 on the liquid crystal display 16, and the operation screen such as that shown in Fig. 23 may be displayed on the liquid crystal display 16 via a menu screen at any timing.

[0174] Also, as in the example of Figure 21, only when the difference in the number of advantageous zone coins reaches 2,400 coins and the game enters the pull-back mode, it is possible to exceptionally not display the operation screen as shown in Figure 23 and not initialize the number of acquired gaming media stored in volatile memory 101a.

[0175] <9. Variations> Although one embodiment of the present invention has been described above, various design modifications can be made to the present invention within the scope of the claims. For example, the slot machine 1 is a slot machine that can be played using only electrically stored gaming media, a so-called smart pachinko, but it may also be applied to a pinball gaming machine called a smart pachinko, which stores balls electromagnetically in the same way as a smart pachinko.

[0176] Similarly, in the case of smart pachinko, the player operates the counting button to reset the number of game media (number of balls) stored in the pinball game machine to zero, and then the player presses the card return button, removes the card media, and leaves the machine. In pinball game machines, in a probability-varying state where the probability of a jackpot is favored, or in a state where the probability of a jackpot is not favored but the electric chute support allows play without reducing the number of balls dispensed (so-called time-saving state), the player is expected to win a jackpot, so the player generally does not end play and leave the machine. Therefore, if the counting button is operated during these states, it can be assumed that the player will resume play.

[0177] Similarly, in the case of pinball gaming machines, the sub-controller manages the increase or decrease in the number of balls dispensed until a predetermined number of games have elapsed since the end of the jackpot. If a jackpot is won before the predetermined number of games has elapsed, the number of gaming media acquired previously will be carried over, and the total number of games acquired will be displayed during or after the jackpot.

[0178] Therefore, when the present invention is applied to a pinball gaming machine (smart pachinko), if the counting button is operated and the number of game media stored in the pinball gaming machine becomes "0" when a screen (stage) is displayed in which a jackpot is expected, such as a probability-varying state in which the jackpot probability is favored or a time-saving state in which the electric chute support allows play without reducing the number of balls dispensed, the number of acquired game media will not be initialized, but if the counting button is operated in any other non-special prize state, the number of acquired game media will be initialized. Also, the player may be allowed to select whether or not to initialize the number of acquired game media using a procedure similar to that of Figure 22. [Explanation of symbols]

[0179] 1. Slot Machine R1 Left reel R2 middle reel R3 Right reel 12 Start lever 15L Left stop button 15C Middle stop button 15R Right Stop Button 16 LCD display 100 Main control device 101 Sub-controller

Claims

1. A gaming machine that includes a counting button for electromagnetically returning game media stored in the gaming machine to an external game media lending device, and that electromagnetically inputs game media that a player can use for games from the game media lending device, acquires game media by winning, or uses game media for games, a display device; a display control means for controlling the display device; The display control means a production stage determination means for determining one production stage from a plurality of production stages; a performance display means for displaying, on the display device, a performance corresponding to one performance stage determined by the performance stage determination means; a counting means for starting counting the number of game media acquired by the player as a game result when a transition is made from a non-special prize state, in which the number of game media used by the player for game play is set to relatively exceed the number of game media that can be acquired as a game result, to a special prize state, in which the number of game media that can be acquired as a game result is set to relatively exceed the number of game media used by the player for game play; and an acquisition number display means for displaying the acquisition number on the display device, The counting means continues to count the number of wins during a predetermined counting period even after the state falls from the special prize state to the non-special prize state, The acquisition number display means, when the state falls from the special prize state to the non-special prize state, stops or continues displaying the acquisition number on the display device, but when the display of the acquisition number is stopped, when the state falls from the non-special prize state to the special prize state during the counting period, resumes displaying the acquisition number; The counting means of the gaming machine is characterized in that when the number of gaming media stored in the gaming machine becomes zero by operating the counting button during the counting period and the first condition that the presentation stage at that time was a predetermined presentation stage is met, the counting means ends counting the number of games won and initializes the number of games won.

2. The game system further includes a selection means for allowing a player to select whether or not to initialize the number of wins when the first condition is met, The gaming machine described in claim 1, wherein the counting means initializes the number of winnings when the selection means selects to initialize the number of winnings, and continues counting the number of winnings when the selection means selects not to initialize.

Citation Information

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