gaming machines

The gaming machine enhances security and effect execution by incorporating a main control system, internal lottery, and specific winning modes to address fraud and improve player engagement.

JP7783611B2Active Publication Date: 2025-12-10OLYMPIA KK
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Patent Information

Application Number
JP2021094423
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2021-06-04
Publication Date
2025-12-10
Estimated Expiration
2041-06-04

AI Technical Summary

Technical Problem

Gaming machines require stronger measures against fraud and the ability to execute various effects based on the results of internal lotteries.

Method used

A gaming machine with a main control means, sub-control means, internal lottery means, reel control means, winning determination means, and presentation state control means, which includes specific winning modes and presentation states to enhance security and effect execution.

Benefits of technology

Strengthened measures against fraud and the ability to execute various effects based on internal lottery results are achieved, enhancing player engagement and game enjoyment.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a game machine in which countermeasures against fraud are strengthened and various performance based on a result of an internal lottery is executable.SOLUTION: A game machine comprises: main control means 31 for performing first processing in first setting processing based on an internal lottery result being a first result and the internal lottery result being a second result, performing second processing in second setting processing based on the internal lottery result being the first result, and performing third processing differing from the second processing in the second setting processing based on the internal lottery result being the second result; and sub control means 32 for determining the internal lottery result on the basis of information showing a result of the first setting processing and information showing a result of the second setting processing that are received from the main control means 31, and performing control on performance on the basis of a result of the determination.SELECTED DRAWING: Figure 12
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Description

[Technical Field]

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

[0002] Conventionally, slot machines have been known as gaming machines, each equipped with a plurality of reels on which a plurality of symbols are arranged on the outer periphery. In a slot machine, when a game starts, the reels begin to spin, and an internal lottery is held using a lottery table. When the reels stop, a symbol combination corresponding to a winning combination selected in the internal lottery is displayed on the reels. If this winning combination results in a win, a process corresponding to the winning combination is carried out, such as a medal payout process that pays out medals (game value) or a replay process that allows the player to play again without consuming any more medals.

[0003] Also, there is known a slot machine that has an AT presentation state (assist time presentation state) that can execute a batting order navigation presentation (instruction presentation) that assists the player in winning a specific role when the specific role is won. In such a slot machine, the batting order navigation presentation is executed in the AT presentation state, making it easier for the player to win the specific role and increase the number of medals.

[0004] Furthermore, the slot machine is equipped with a main control means for controlling the progress of the game and a sub-control means for controlling the execution of effects, and predetermined information is transmitted from the main control means to the sub-control means. Patent Document 1 discloses a slot machine that is configured so that information regarding the type of winning combination is not transmitted from the main control means to the sub-control means in predetermined cases. [Prior art documents] [Patent documents]

[0005] [Patent Document 1] JP 2019-235 A Summary of the Invention [Problem to be solved by the invention]

[0006] Incidentally, gaming machines are required to have stronger measures against fraud and to be able to execute various effects based on the results of internal lotteries.

[0007] The present invention has been made in consideration of the above circumstances, and aims to provide a gaming machine that has strengthened measures against fraud and is capable of executing various effects based on the results of an internal lottery. [Means for solving the problem]

[0008] In order to achieve the above object, the gaming machine according to the present invention comprises: a plurality of reels on the outer periphery of which a plurality of types of symbols are arranged; A main control means for controlling the progress of a game; A sub-control means for controlling the execution of the performance based on the information acquired from the main control means, The main control means an internal lottery means for performing an internal lottery to determine whether or not a plurality of types of winning combinations have been achieved; a reel control means for rotating the plurality of reels for each game and controlling the reels to stop in response to a stop operation in a manner corresponding to the result of the internal lottery; A winning determination means for determining a winning combination; An instruction function control means for controlling the execution of instruction effects that assist in the winning of a predetermined combination; A presentation state control means for transitioning the presentation state between a plurality of presentation states including a first presentation state (non-AT presentation state) and a second presentation state (AT presentation state) that is more advantageous than the first presentation state, The game value according to the winning small prize is paid out, The plurality of reels include a first reel (reel 20a), a second reel (reel 20b), and a third reel (reel 20c); As a winning mode of a small win, there are several specific winning modes (four-choice yellow 7A to four-choice yellow 7H shown in FIG. 5) in which several types of small wins overlap, A correct operation mode is set for each of the plurality of types of specific winning modes, and there are specific winning modes in which the operation mode that causes the second reel to stop first is the correct operation mode and specific winning modes in which the operation mode that causes the third reel to stop first is the correct operation mode, but there is no specific winning mode in which the operation mode that causes the first reel to stop first is the correct operation mode, the reel control means controls the reels to stop during rotation so that a small winning combination is won, which pays out a game value (eight coins) greater than the game value bet for one game, when a stop operation is performed in the correct operation mode corresponding to the specific winning mode in a game in which the specific winning mode is obtained by the internal lottery; When a stop operation is performed in a first failed operation mode that stops the first reel first among failed operation modes that are operation modes different from the correct operation mode corresponding to the specific winning mode, control is performed to stop the reels that are spinning so that a small winning combination that pays out a smaller game value than the game value bet for one game is always won, When a stop operation is performed in a second failure operation mode in which the second reel or the third reel is stopped first among the failure operation modes, control is performed to stop the reels being rotated so that, depending on the timing of the stop operation, there are cases where a small winning combination is won, in which a game value smaller (one coin) than the game value bet for one game is paid out, and cases where no winning combination is won, In the first presentation state, in the first case (when the result of the internal lottery is the first result, paragraph

[0223] ), the main control means does not send information indicating the result of the internal lottery to the sub-control means, but in the second case different from the first case (when the result of the internal lottery is the second result, paragraph

[0222] ), the main control means sends information indicating the result of the internal lottery to the sub-control means.

[0009] Current This can prevent fraudulent acts caused by illegally obtaining election information. , this It is possible to execute various effects based on the selected role. There are specific winning modes in which the correct operation mode is the operation mode that stops the second reel first, and specific winning modes in which the correct operation mode is the operation mode that stops the third reel first. However, there is no specific winning mode in which the correct operation mode is the operation mode that stops the first reel first. Therefore, when playing with the operation mode that stops the first reel first, the probability of obtaining a specific winning mode and receiving a payout of more game value than the game value bet for one game can be lowered compared to when playing with the operation mode that stops the second or third reel first (see, for example, paragraph

[0092] ). [Effects of the Invention]

[0010] According to the present invention, it is possible to strengthen measures against fraud and to execute various effects based on the results of an internal lottery. [Brief explanation of the drawings]

[0011] [Figure 1] 1 is a perspective view showing an example of a gaming machine according to a first embodiment of the present invention. [Figure 2] 10 is a diagram showing the arrangement of symbols on the reels. [Figure 3] FIG. 2 is a block diagram showing the general configuration of the gaming machine. [Figure 4] FIG. 10 is a diagram for explaining the internal lottery table. [Figure 5] 10 is a diagram for explaining the relationship between the manner of stop operation when each winning area is won and the winning combination. FIG. [Figure 6] FIG. 10 is a state transition diagram of the game state. [Figure 7] This is a state transition diagram of the game area and presentation state. [Figure 8] 10 is a diagram showing the number of symbols set in the winning area. [Figure 9] This is a diagram showing the tables used in the reel lock effect lottery, where (a) is table 11, (b) is table 12, (c) is table 21, and (d) is table 22. [Figure 10] 10 is a diagram illustrating the reel lock effect point counter update process. FIG. [Figure 11] FIG. 10 is a diagram for explaining the consecutive win counter update process. [Figure 12] 10 is a diagram for explaining the internal lottery result determination process. FIG. [Figure 13] 10 is a flowchart (part 1) showing an example of the internal lottery result determination process of the first embodiment. [Figure 14] 10 is a flowchart (part 2) showing an example of the internal lottery result determination process of the first embodiment. [Figure 15] 10 is a flowchart (part 3) showing an example of the internal lottery result determination process of the first embodiment. [Figure 16] 10 is a flowchart (part 4) showing an example of the internal lottery result determination process of the first embodiment. [Figure 17] 10 is a flowchart (part 5) showing an example of the internal lottery result determination process of the first embodiment. [Figure 18] 10 is a flowchart (part 6) showing an example of the internal lottery result determination process of the first embodiment. [Figure 19] 10 is a flowchart (part 7) illustrating an example of the internal lottery result determination process. [Figure 20] 10 is a flowchart (part 8) showing an example of the internal lottery result determination process of the first embodiment. [Figure 21] FIG. 10 is a diagram showing an example of a winning area that may be prepared in a gaming machine according to a second embodiment of the present invention. [Figure 22] FIG. 11 is a diagram showing the relationship between predetermined winning areas and the numbers assigned to each effect in a gaming machine according to a third embodiment of the present invention. DETAILED DESCRIPTION OF THE INVENTION

[0012] (First embodiment) Hereinafter, an embodiment of the present invention will be described with reference to the drawings. In this embodiment, the present invention will be described by taking as an example a case where the present invention is applied to a slot machine, which is one type of gaming machine, but the present invention is not limited to slot machines and may be applied to other gaming machines such as pachinko gaming machines and medalless gaming machines. As shown in Fig. 1, a slot machine (gaming machine) 10 of the present invention includes a box-shaped housing 11 that is open on the front side, which faces the player, and a front door 12 that opens and closes the front opening of the housing 11. The housing 11 houses a reel unit that combines a rotatable first reel 20a, a second reel 20b, and a third reel 20c, a hopper device that pays out medals (game value), and the like. The front door 12 is divided into an upper door 12a and a lower door 12b, and the upper door 12a and the lower door 12b can be opened and closed freely relative to the housing 11.

[0013] The upper door 12a is provided with devices for effects such as a liquid crystal display (display means) 13 and a speaker (sound output means) 14, as well as a display window 16. The liquid crystal display 13 displays images (moving images, still images) for various effects. The speaker 14 outputs sounds (music, sound effects, voice, etc.) for various effects. In addition to the liquid crystal display 13 and the speaker 14, other devices for effects may include illumination devices such as lamps (LEDs), movable props that can be operated by actuators, etc.

[0014] A reel unit is disposed behind the display window 16 so that a portion of the reel unit can be seen from outside the display window 16. A plurality of types of symbols are arranged in a line on the outer periphery of each of the reels 20a to 20c, and when each of the reels 20a to 20c stops, three symbols (top, middle, and bottom symbols) are displayed per reel through the display window 16. The display window 16 is provided with upper, middle, and lower display positions for visually viewing the symbols on each of the reels 20a to 20c, and a winning line is set by combining the display positions of the reels 20a to 20c. In the gaming machine of this embodiment, a winning line is formed by the bottom of the first reel 20a, the middle of the second reel 20b, and the top of the third reel 20c. In addition, in the gaming machine of this embodiment, the number of medals required for one game (prescribed number) is set to three, and when the prescribed number of medals are inserted, an active line is activated.

[0015] As shown in Fig. 2, the following symbols are arranged on the outer periphery of each of the reels 20a to 20c: a white 7 symbol "white 7", a white BAR symbol "white BAR", a pink 7 symbol A "peach 7A", a pink 7 symbol B "peach 7B", a pink 7 symbol C "peach 7C", a pink 7 symbol D "peach 7D", a yellow 7 symbol "yellow 7", a red 7 symbol "red 7", a black BAR symbol "black BAR", and a red BAR symbol "red BAR". Each symbol on each of the reels 20a to 20c is assigned a symbol number 0 to 19.

[0016] In the slot machine 10, when a game starts, each of the reels 20a to 20c starts to spin, and an internal lottery is executed to determine whether any of the winning combinations will be a win or a loss (non-win). Next, when the reels 20a to 20c stop, if a symbol combination corresponding to the winning combination selected in the internal lottery is displayed on an active line, this winning combination will be a win, and a process corresponding to the winning combination (a prize-winning process) will be executed.

[0017] Below the display window 16, there are provided a game information display section 17 and a favorable zone indicator 18. The game information display section 17 is made up of an LED, a lamp, a 7-segment display, etc., and displays various game information such as the number of medal credits, the number of medals paid out or won in one game, error information, etc. The favorable zone indicator 18 also has an LED, and by turning this LED on and off, it is possible to notify whether or not the player is in the favorable zone.

[0018] The lower door 12b is provided with a medal insertion slot 22 for inserting medals, a bet button 23 for betting credited medals, a start lever (game start operating means) 24 operated to start a game, stop buttons (stop operating means) 26a, 26b, and 26c for stopping the spinning reels, a payout opening 27 from which medals are paid out by a hopper device, and a medal tray 28 for receiving medals paid out from the payout opening 27. A medal sensor 29 (see FIG. 3) is provided behind the medal insertion slot 22 to detect the passage of medals inserted through the medal insertion slot 22. The lower door 12b is also provided with an effect button 21. The effect button 21 is configured to be pressable, and the type of effect changes based on the button being pressed. For example, pressing the effect button 21 changes the type of effect image displayed on the LCD display 13 or moves a movable accessory. This increases the player's sense of participation in the game and enhances the enjoyment of the game. In addition, the effect button 21 becomes effective when pressed at a predetermined timing, such as when notifying the player of something good for the player, such as when a bonus has been won or when it has been decided that the player will move into a favorable state, or when a crucial moment for the player occurs.

[0019] In the slot machine 10, operation of the start lever 24 is enabled when medals are inserted into the medal slot 22 or when a specified number of medals are bet by operating the bet button 23. Furthermore, a game starts when the enabled start lever 24 is operated. When a game starts, each of the reels 20a to 20c starts to rotate, and when the rotation speed of each of the reels 20a to 20c reaches a certain speed and reaches a steady rotation, operation of the stop buttons 26a to 26c is enabled. Furthermore, when an enabled stop button 26a to 26c is operated, the reel 20a to 20c corresponding to the operated stop button 26a to 26c stops.

[0020] As shown in Fig. 3, the slot machine 10 is provided with a main control board (main control device) 31 and a sub-control board (sub-control device) 32. The main control board 31 receives input signals from input means such as the bet button 23, start lever 24, stop buttons 26a-26c, and medal sensor 29, performs various calculations to execute a game, and controls output means such as the reel unit and hopper device based on the calculation results. The sub-control board 32 receives signals sent from the main control board 31, performs various calculations to execute effects, and controls devices for effects such as the liquid crystal display 13 and speaker 14 based on the calculation results.

[0021] In addition, the main control board 31 and the sub-control board 32 are electrically connected, and various information (signals) such as information indicating the game status can be transmitted from the main control board 31 to the sub-control board 32, but information cannot be transmitted from the sub-control board 32 to the main control board 31. In addition, the functions of each board, such as the main control board 31 and the sub-control board 32, are realized by hardware such as various processors (CPU, DSP, etc.), ICs, or information storage media such as ROM and RAM, or by software consisting of a predetermined program pre-stored in ROM, etc.

[0022] The main control board 31 includes an input receiving means 40, a random number generating means 41, an internal lottery means 42 that performs an internal lottery to determine whether a winning combination has been achieved, a reel control means 43 that controls the rotation of the reels, a winning determination means 44 that determines whether a winning combination has been achieved when all the reels have stopped, a payout control means 45, a replay control means 46, a setting change means 47, an initialization means 48, a game status control means 49, an instruction function control means 51, a main effect control means 52, and a storage means 60. The storage means 60 includes a ROM and a RAM. The sub-control board 32 also includes a sub-effect control means 70 and a sub-side storage means 72. The sub-side storage means 72 also includes a ROM and a RAM.

[0023] Furthermore, the main effect control means 52 and the sub-effect control means 70 constitute the effect control means 100. The main effect control means 52 issues instructions to the sub-effect control means 70 based on the game status, the effect status, etc. Furthermore, the sub-effect control means 70 controls the effect devices using the effect data stored in the sub-side storage means 72 based on the information on the game status, the effect status, or information on whether or not to perform an effect instruction transmitted from the main effect control means 52. Note that the control performed by the main effect control means 52 described in this embodiment may be performed by the sub-effect control means 70, and the control performed by the sub-effect control means 70 may be performed by the main effect control means 52. Furthermore, the control performed by the effect control means 100 described in this embodiment may be performed by the instruction function control means 51, and the control performed by the instruction function control means 51 may be performed by the effect control means 100.

[0024] The insertion acceptance means 40 accepts the insertion of medals for each game, and performs processing to validate a game start operation on the start lever 24 based on the insertion of a specified number of medals. Specifically, when medals are inserted into the medal insertion slot 22, the medal sensor 29 detects the medals, and the insertion acceptance means 40 sets the inserted medals to an inserted state (bet state) up to a specified number. Furthermore, when the bet button 23 is pressed with medals credited, the insertion acceptance means 40 sets the credited medals to an inserted state up to a specified number. Note that in the gaming machine of this embodiment, the first pressing operation of the start lever 24, which has been validated based on the insertion of a specified number of medals, is accepted as a game start operation, and this operation triggers the start of rotation of the reels 20a to 20c, and a lottery such as an internal lottery is held.

[0025] Furthermore, the insertion acceptance means 40 controls so that medals owned by the player are not newly set to an inserted state in the next game following the game in which a replay was won. Specifically, if a replay was won in the previous game, even if medals are inserted into the medal insertion slot 22 while the insertion of medals is being accepted, the inserted medals are not set to an inserted state, and the inserted medals are credited up to the credit upper limit (for example, 50 medals). Furthermore, while the insertion of medals is being accepted, operation of the bet button 23 is not accepted, so that credited medals are not set to an inserted state even if the bet button 23 is pressed.

[0026] The random number generating means 41 generates random numbers for the lottery. The random numbers can be generated based on the count value of an increment counter (a counter that counts numbers so as to circulate within a predetermined count range), for example. In this embodiment, the term "random numbers" includes not only values ​​that are generated randomly in the mathematical sense, but also values ​​that are generated regularly but whose acquisition timing is irregular, and therefore can essentially function as random numbers.

[0027] The internal lottery means 42 performs an internal lottery using an internal lottery table when the activated start lever 24 is operated (that is, when a game starts). The internal lottery table associates various winning combinations including small winning combinations, replays, and bonuses, and losing combinations (non-winning combinations), with each of a plurality of random numbers (for example, 65,536 random numbers from 0 to 65,535), and is stored in a plurality of internal lottery tables in an internal lottery table storage area 61 provided in the ROM of the storage means 60. In the gaming machine of this embodiment, as will be described later, the game status can be set to a normal in-game status, an RBB internal in-game status, and an RBB operating status, and six setting values ​​from setting 1 to setting 6 can be set as setting values, and the internal lottery means 42 selects an internal lottery table according to the game status and setting value and performs an internal lottery. A small win is a win that allows a player to receive a payout of a predetermined number of medals according to the small win. A replay is a win (activation) that allows a player to play again without consuming any more medals. When a replay is won, the operation of the start lever 24 is enabled without the player using any medals, and the player can start playing by operating the start lever 24.

[0028] In the internal lottery, a random number value for the lottery is obtained from the random number generating means 41, and this random number value is compared with the internal lottery table to determine whether or not a winning combination has been achieved. The winning combination associated with the random number value is determined as a winning combination. Specifically, the internal lottery table is provided with a plurality of winning areas as shown in FIG. 4, and each random number value obtained from the random number generating means 41 is corresponding to one of the winning areas. The winning areas include winning areas that contain one or more winning combinations (are associated with winning combinations), and winning areas that do not contain any winning combinations (are associated with losing combinations). Each winning area contains a different combination of winning combinations. All winning combinations that belong to the winning areas that correspond to the random number value obtained from the random number generating means 41 are determined as winning combinations in the internal lottery. Hereinafter, when a combination that belongs to a winning area is achieved in the internal lottery, this will also be referred to as "the winning area is winning." When no combination is achieved, this will also be referred to as "the winning area 'non-winning' is winning."

[0029] As shown in FIG. 4, the gaming machine of this embodiment provides small wins, such as small win 1 to small win 33. The winning areas that include small wins include "small win ALL," "8 coins ALL," "3 coins ALL," "1 coin ALL," "4-choice yellow 7A" to "4-choice yellow 7H," "4-choice 3 coins A" to "4-choice 3 coins D," "Stop-hit order A" to "Stop-hit order D," "Common 3 coins A," "Common 3 coins B," "Chance A," "Chance B," "Right-up yellow 7," "Middle yellow 7," "Black BAR alignment," and "Common 1 coin." Small wins 1 to 3 are 15-coin wins, which pay out 15 medals upon winning. Small wins 4 to 8 are 8-coin wins, which pay out 8 medals upon winning. Small wins 9 to 14 are 3-coin wins, which pay out 3 medals upon winning. Small wins 15 to 33 are 1-coin wins, which pay out 1 medal upon winning. In the following, the winning areas "4-choice yellow 7A" to "4-choice yellow 7H" may be collectively referred to as "4-choice yellow 7". Furthermore, the winning areas "4-choice 3-piece A" to "4-choice 3-piece D" may be collectively referred to as "4-choice 3-piece role". Furthermore, the winning areas "eye-pressing batting order A" to "eye-pressing batting order D" may be collectively referred to as "eye-pressing batting order role". In this embodiment, the batting order bell basically refers to the winning area of ​​the 4-choice yellow 7, but the batting order bell may also refer to the winning area of ​​the 4-choice 3-piece role or the eye-pressing batting order role.

[0030] The winning area "Small Role ALL" is a winning area where all small roles (Small Role 1 to Small Role 33) are won in duplicate. The winning area "8-Coin ALL" is a winning area where small roles 4 to 33 are won in duplicate. The winning area "3-Coin ALL" is a winning area where small roles 9 to 33 are won in duplicate. The winning area "1-Coin ALL" is a winning area where small roles 15 to 33 are won in duplicate. The winning areas "4-Choice Yellow 7A" to "4-Choice Yellow 7H" are winning areas where one type of 8-coin role and multiple types of 1-coin roles are won in duplicate. The winning areas "4-Choice 3-Coin A" to "4-Choice 3-Coin D" are winning areas where one type of 3-coin role and multiple types of 1-coin roles are won in duplicate. The winning areas "Missing Order A" to "Missing Order D" are winning areas where a 15-coin role and multiple types of 1-coin roles are won in duplicate. In addition, the winning area "Common 3 A" is a winning area where multiple types of 3-coin roles overlap and are won. In addition, the winning area "Common 3 B" is a winning area where multiple types of 3-coin roles and one type of 1-coin role (small role 25) overlap and are won. In addition, the winning area "Chance Eye A" is a winning area where a 3-coin role (small role 11) is won alone. In addition, the winning area "Chance Eye B" is a winning area where multiple types of 3-coin roles overlap and are won. In addition, the winning area "Right-Up Yellow 7" is a winning area where an 8-coin role (small role 6) is won alone. In addition, the winning area "Middle Yellow 7" is a winning area where an 8-coin role (small role 4) is won alone. In addition, the winning area "Black BAR Alignment" is a winning area where multiple types of 8-coin roles overlap and are won. In addition, the winning area "Common 1" is a winning area where multiple types of 1-coin roles overlap and are won.

[0031] In addition, in the gaming machine of this embodiment, replays are provided as Replay 1 to Replay 6. In addition, as winning areas containing replays, "Replay A", "Replay B", "7-in-batting order replay", "Middle row replay", "Red 7 fake replay", "Red 7 replay" and "BAR replay" are provided.

[0032] The winning areas "Replay A," "Replay B," "7-in-batting order replay," "Red 7," and "BAR replay" are areas where multiple types of replays can be won at the same time. Additionally, the winning areas "Middle row replay" and "Red 7 fake replay" are areas where only one type of replay can be won.

[0033] In addition, in the gaming machine of this embodiment, a big bonus is provided as a bonus. In addition, as a winning area associated with a bonus, there is provided a winning area "RBB" in which a big bonus can be won alone, and the winning areas "red 7s line up", "bars line up", "black bars line up" and "common one coin" are set to win the big bonus multiple times. In addition, the winning areas "red 7s line up", "bars line up", "black bars line up" and "common one coin" will win the big bonus multiple times when the game state is in the normal state, but when the game state is in the RBB internal state, the big bonus will not be won multiple times. In the gaming machine of this embodiment, a bonus is assumed to be a continuous operation device for a so-called first-class special bonus, but other bonuses may also be used. Other bonuses may also be installed. The installed bonuses may be set to be won independently, or may be set to be won in combination with a replay or small bonus.

[0034] In addition, a "no win" area is provided as a winning area associated with a losing win.

[0035] Each winning area is set to be winable or non-winable depending on the game state. In other words, the internal lottery means 42 selects an internal lottery table depending on the game state and performs an internal lottery, thereby changing the winning combination that can be won. In other words, in each game state, an internal lottery is performed using an internal lottery table in which the winning areas that can be won in each game state are included in the lottery targets. In Figure 4, a circle indicates whether each winning area can be won in each game state. The winning areas "No Win," "All Minor Wins," "All 8 Coins," "All 3 Coins," and "All 1 Coin" are winable when the game state is in the RBB active state, but not when the game state is in the normal or RBB internal state. The winning areas "Replay A," "Replay B," "7-in-batting order replay," "Middle row replay," "Red 7 fake replay," "4-choice yellow 7A" to "4-choice yellow 7H," "4-choice 3-in-batting order A" to "4-choice 3-in-batting order D," "Common 3-in-batting order A," "Common 3-in-batting order B," "Chance A," "Chance B," "Right-up yellow 7," "Middle row yellow 7," "Red 7 replay," "Bar replay," "Black Bar replay," and "Common 1 Coin" are winable when the game state is in the normal or RBB internal state, but not when the RBB is active. In addition, the winning area "RBB" is won when the game state is in the normal state, and cannot be won when the RBB is inside or the RBB is operating.

[0036] Each winning area is assigned a different winning area number, and each winning area can be identified by the winning area number.

[0037] In addition, in the gaming machine of this embodiment, the probability of winning a small win is the same in the normal state and the RBB internal state. Also, in the RBB operating state, a replay cannot be won. In other words, in the normal state and the RBB internal state, the probability of winning a replay is higher than in the RBB operating state.

[0038] The internal lottery means 42 sets the winning flag corresponding to the winning combination as a result of the internal lottery from a non-winning state (OFF state) to a winning state (ON state). In addition, when multiple winning combinations are won at the same time, the winning flag corresponding to each of the winning combinations is set from a non-winning state to a winning state. In addition, the setting information of the winning flag is stored in a winning flag storage area 62 provided in the RAM of the storage means 60.

[0039] Furthermore, there are two types of winning flags: a winning flag (carry-over flag) whose winning state can be carried over to the next game or thereafter until a win is achieved, and a winning flag (non-carry-over flag) whose winning state is not carried over to the next game or thereafter and is reset to a non-winning state regardless of whether a win is achieved or not (non-carry-over flag). A big bonus is a winning combination associated with a carry-over flag. A small bonus and a replay are also winning combinations associated with a non-carry-over flag. For example, when a big bonus is won in the internal lottery, the internal lottery means 42 carries over the winning state of the big bonus winning flag until the big bonus is won. At this time, the internal lottery means 42 also carries out an internal lottery to determine whether a small bonus and a replay are won or not, even in a game in which the winning state of the big bonus winning flag is carried over. That is, when a small bonus or a replay is won in a game in which the winning state of the big bonus winning flag is carried over, the internal lottery means 42 sets winning flags corresponding to two or more types of combinations, namely, the winning flag of the big bonus already won and the winning flag of the small bonus or replay won in the internal lottery, to a winning state.

[0040] Furthermore, the slot machine 10 is configured so that the winning probabilities of winning combinations differ depending on the setting values ​​for the six settings from Setting 1 to Setting 6. Specifically, when the setting is changed, the internal lottery table group consisting of multiple internal lottery tables selected according to the game state is changed to an internal lottery table group associated with each setting, and the winning probabilities of small combinations, replays, and bonuses change to a different internal lottery table group depending on the setting.

[0041] The setting change means 47 controls changing of the setting values ​​stored in the setting value storage area 63 provided in the RAM of the storage means 60. Specifically, when a setting change key is inserted into a setting change key cylinder provided inside the slot machine 10 and the slot machine 10 is powered on with the setting change key (setting change key cylinder) rotated 90 degrees clockwise from its initial position, the setting change means 47 starts the slot machine 10 in setting change mode. The setting value can be selected from six setting values, from Setting 1 to Setting 6, and the winning probability of the internal lottery varies so that the expected payout rate increases sequentially from Setting 1 to Setting 6. In the setting change mode, the setting change means 47 changes the setting value in the following order each time a setting change button provided inside the slot machine 10 is pressed: Setting 1 → Setting 2 →... Setting 6 → Setting 1 →... Each time the start lever 24 is pressed, the setting value is confirmed and stored in the setting value storage area 63. In addition, it is possible to switch from the setting change mode to the game mode by returning the setting change key inserted into the setting change key cylinder to its initial position. In this embodiment, the setting values ​​are expressed in the order of setting 1<setting 2<setting 3<setting 4<setting 5<setting 6.

[0042] Furthermore, when the power is turned on with the setting change key cylinder in the initial position, the slot machine 10 is started in the game mode. In the gaming machine of this embodiment, in the game mode, it is possible to play games but it is not possible to change the setting values, and in the setting change mode, it is possible to change the setting values ​​but it is not possible to play games.

[0043] When the setting value is changed, the initialization means 48 performs an initialization process to initialize at least a portion of the information stored in the RAM of the storage means 60. Specifically, when the setting value is changed, the initialization means 48 performs a process to return the game state, game zone, and presentation state, described below, to their initial states. That is, when the setting value is changed, the game state becomes a normal state, the game zone becomes a non-advantageous zone, and the presentation state becomes a non-advantageous zone presentation state, and these states become the same as when the power was first turned on after shipping from the factory. In addition, during the initialization process, the initialization means 48 also initializes information related to presentation stored in the RAM of the storage means 60. The sub-control board 32 also has initialization means (not shown), and when a signal indicating that the setting value has been changed is transmitted from the main control board 31, the initialization means of the sub-control board 32 initializes information related to presentation stored in the RAM of the sub-side storage means 72. In addition, even if the setting value is changed, the game state, game section, and presentation state may not return to their initial state.

[0044] The reel control means 43 starts the rotation of each reel 20a to 20c when the activated start lever 24 is operated (i.e., the start of a game) under the control of the main control board 31, and when the activated stop button 26a to 26c is operated, it controls the stopping of the reel corresponding to the operated stop button.

[0045] That is, each time one of the stop buttons 26a to 26c is operated, the reel control means 43 determines the stop position of the reel among the first reel 20a to the third reel 20c corresponding to the operated button, and controls the reel to stop at the determined stop position. In the slot machine 10, when the stop button 26a is operated, the rotation of the first reel 20a is stopped, when the stop button 26b is operated, the rotation of the second reel 20b is stopped, and when the stop button 26c is operated, the rotation of the third reel 20c is stopped. Therefore, the stop order of the first reel 20a to the third reel 20c changes depending on the operation order (play order) of the stop buttons 26a to 26c.

[0046] In the following, the order of stop operations (operation order of stop buttons 26a to 26c) will be referred to as the "batting order," which is the order of all stop operations performed among stop buttons 26a to 26c. Of the stop operations that make up the batting order, the first stop operation will be referred to as the "first stop operation," the second stop operation will be referred to as the "second stop operation," and the third stop operation will be referred to as the "third stop operation."

[0047] In the following description, the operation of the stop buttons 26a, 26b, 26c to stop the rotating reels in the order of the first reel 20a, the second reel 20b, and the third reel 20c will be referred to as "batting order 1," the operation of the stop buttons 26a, 26b, 26c to stop the rotating reels in the order of the first reel 20a, the third reel 20c, and the second reel 20b will be referred to as "batting order 2," and the operation of the stop buttons 26a, 26b, 26c to stop the rotating reels in the order of the second reel 20b, the first reel 20a, and the third reel 20c will be referred to as "batting order 3." " Batting order 4 is the operation of the stop buttons 26a, 26b, 26c that stop the rotating reels in the order of the second reel 20b, the third reel 20c, and the first reel 20a. Batting order 5 is the operation of the stop buttons 26a, 26b, 26c that stop the rotating reels in the order of the third reel 20c, the first reel 20a, and the second reel 20b. Batting order 6 is the operation of the stop buttons 26a, 26b, 26c that stop the rotating reels in the order of the third reel 20c, the second reel 20b, and the first reel 20a. Furthermore, "batting order 1" and "batting order 2" are collectively referred to as "left push," "batting order 3" and "batting order 4" are collectively referred to as "center push," and "batting order 5" and "batting order 6" are collectively referred to as "right push." ​​Furthermore, "center push" and "right push" are sometimes collectively referred to as "irregular push."

[0048] In the stop control when the stop buttons 26a to 26c are operated, the reel control means 43 stops the reels 20a to 20c so that a winning combination whose win flag is set to a winning state will be awarded. Specifically, when the win flag for one winning combination is set to a winning state, the reels 20a to 20c are stopped so that this winning combination will be awarded. Furthermore, when the win flags for multiple winning combinations are set to a winning state, the reels 20a to 20c are stopped according to the priority order set for each combination so that a predetermined winning combination will be awarded. In the gaming machine of this embodiment, the priority order is set as "replay > small combination > bonus." The reel control means 43 stops the reels 20a to 20c so that symbols constituting a winning combination with a higher priority are displayed on the pay line in preference to symbols constituting a winning combination with a lower priority.

[0049] Furthermore, when multiple types of small winning combinations are won in the internal lottery, the priority of the candidate stop positions may be determined according to the number of symbol combinations that can be displayed on the active line, or according to the number of medals to be paid out based on the predetermined payout for the small winning combination. When determining the priority of the candidate stop positions according to the number of symbol combinations that can be displayed on the active line, the priority of each candidate stop position is determined so that the higher the number of symbol combinations that can be displayed on the active line and indicate a winning form, the higher the priority. When determining the priority of the candidate stop positions according to the number of medals to be paid out, the priority of each candidate stop position is determined so that the higher the number of medals to be paid out based on the payout for the small winning combination corresponding to the symbol displayed at the display position on the active line (the stop position that can win a small winning combination with a high payout) the higher the priority. However, when determining the priority of the candidate stop positions according to the number of medals to be paid out, if multiple small winning combinations with the same payout are won, the priority of the candidate stop positions that can win each small winning combination is treated as being the same.

[0050] FIG. 5 shows the relationship between the manner of stop operation and the winning combination when each winning area is won in the RBB internal state. As shown in FIG. 5, each of the four-choice yellow 7s has a correct batting order and an incorrect batting order set. When each winning area of ​​the four-choice yellow 7 is selected in the RBB internal state, if the operation is performed in the correct batting order, an 8-coin role (correct role) will be awarded, and if the operation is performed in the incorrect batting order, a 1-coin role (incorrect role) will be awarded. In other words, when any of the four-choice yellow 7s is selected in the RBB internal state, if the stop buttons 26a-26c are pressed in the correct batting order, the priority is determined so that the candidate stop positions that can award small roles 4 to 7 have the highest priority, and if the stop buttons 26a-26c are pressed in the incorrect batting order, the priority is determined so that the candidate stop positions that can award small roles 15, 17 to 28, and 31 have the highest priority.

[0051] There is only one correct batting order for each of the four-choice yellow 7s, and the other five are considered incorrect batting orders. In addition, the winning areas "4-choice yellow 7A" through "4-choice yellow 7D" have different correct batting orders set as their respective correct batting orders, and the winning areas "4-choice yellow 7E" through "4-choice yellow 7H" have different correct batting orders set as their respective correct batting orders. In addition, the winning areas "4-choice yellow 7A" through "4-choice yellow 7D" have any of the correct batting orders from batting order 3 to batting order 6 set as their correct batting orders, and batting orders 1 and 2 have been set as their incorrect batting orders. In addition, the winning areas "4-choice yellow 7E" through "4-choice yellow 7H" have any of the correct batting orders from batting order 3 to batting order 6 set as their correct batting orders, and batting orders 1 and 2 have been set as their incorrect batting orders.

[0052] The contents in parentheses in Figure 5 indicate the winning rate of a 1-piece role when a stop operation is performed in that batting order. For example, the notation "1 piece (1 / 2)" indicates that there is a 1 / 2 probability that a 1-piece role will win, and a 1 / 2 probability that the 1-piece role will be missed (the 1-piece role will not win). Also, the notation "1 piece (1 / 4)" indicates that there is a 1 / 4 probability that a 1-piece role will win, and a 3 / 4 probability that the 1-piece role will be missed (the 1-piece role will not win).

[0053] In the winning areas "4-choice Yellow 7A" to "4-choice Yellow 7H", if you operate the buttons in the correct order, you will win an 8-piece winning combination. Also, in the winning areas "4-choice Yellow 7A" to "4-choice Yellow 7H", if you operate the buttons in the incorrect order, you will win a 1-piece winning combination or no winning combination.

[0054] In addition, when each of the four-choice yellow 7 winning areas is won in the general medium state, if the RBB internal medium state is selected and the stopping operation is performed in the batting order (correct batting order) in which an 8-piece role will be won, there is a 1 / 2 chance that a 1-piece role will be won.

[0055] As shown in FIG. 5, each of the four-choice three-coin roles has a correct batting order and an incorrect batting order. When each winning area of ​​a four-choice three-coin role is won in the RBB internal state, if the player operates in the correct batting order, a three-coin role (correct role) will be awarded, and if the player operates in the incorrect batting order, a one-coin role (incorrect role) will be awarded. In other words, when any of the four-choice three-coin roles is won in the RBB internal state, if the stop buttons 26a-26c are pressed in the correct batting order, the priority is determined so that the candidate stop positions that can award small roles 9 to 10 have the highest priority, and if the stop buttons 26a-26c are pressed in the incorrect batting order, the priority is determined so that the candidate stop positions that can award small roles 15 to 28 and small roles 31 have the highest priority.

[0056] There is one correct batting order for each 4-choice 3-piece role, and the other five batting orders are considered incorrect. Also, the winning areas "4-choice 3-piece A" to "4-choice 3-piece D" have different correct batting orders. Also, the winning areas "4-choice 3-piece A" to "4-choice 3-piece D" have one of the correct batting orders from batting order 3 to batting order 6 set as the correct batting order, and batting order 1 and batting order 2 set as incorrect batting orders.

[0057] In the winning areas "4 Choice 3 Cards A" to "4 Choice 3 Cards D", if you operate the buttons in the correct order, you will win a 3-card role. Also, in the winning areas "4 Choice 3 Cards A" to "4 Choice 3 Cards D", if you operate the buttons in the incorrect order, you will win a 1-card role.

[0058] Furthermore, when the winning areas "4-Choice 3-Card A" to "4-Choice 3-Card D" are won in the normal state, if the operation is performed in the correct batting order, a 3-card role will be awarded, and if the operation is performed in the incorrect batting order, a 1-card role will be awarded. In the normal state, there are two correct batting orders for the winning areas "4-Choice 3-Card A" to "4-Choice 3-Card D," and the other four batting orders are incorrect batting orders. In the normal state, the winning areas "4-Choice 3-Card A" to "4-Choice 3-Card D" are set to any two of batting orders 3 to 6 as correct batting orders, and batting orders 1 and 2 are set to incorrect batting orders. Specifically, in the winning areas "4-Choice 3-Card A" and "4-Choice 3-Card B," in the normal state, batting orders 3 and 4 are set to correct batting orders, and batting orders 1, 2, 5, and 6 are set to incorrect batting orders. In addition, in the winning areas "4 Choices, 3 Cards C" and "4 Choices, 3 Cards D" in the general medium state, batting order 5 and batting order 6 are set as the correct batting order, and batting order 1 to batting order 4 are set as the incorrect batting order. In other words, the winning areas "4 Choices, 3 Cards A" to "4 Choices, 3 Cards D" are set with a higher number of correct batting orders in the general medium state compared to the RBB internal medium state, and the probability of winning a 3-card role (expected value for winning medals) is higher if you win.

[0059] As shown in FIG. 5, each of the eye-pressing batting order roles has a correct batting order and an incorrect batting order set. When each winning area of ​​the eye-pressing batting order role is won in the RBB internal state, if the operation is performed in the correct batting order, a 15-coin role (correct role) can be won, and if the operation is performed in the incorrect batting order, a 1-coin role (incorrect role) can be won. In other words, when any of the eye-pressing batting order roles is won in the RBB internal state, if the stop buttons 26a to 26c are pressed in the correct batting order, the priority is determined so that the candidate stop positions that can win small roles 1 to 3 have the highest priority, and if the stop buttons 26a to 26c are pressed in the incorrect batting order, the priority is determined so that the candidate stop positions that can win small roles 15 to 20, small role 22, and small role 31 to 33 have the highest priority.

[0060] There is one correct batting order for each button-press batting order role, and the other five batting orders are considered incorrect. In addition, different batting orders are set as the correct batting orders for the winning areas "Button-press batting order A" to "Button-press batting order D." In addition, for the winning areas "Button-press batting order A" to "Button-press batting order D," any of batting orders 3 to 6 is set as the correct batting order, and batting orders 1 and 2 are set as incorrect batting orders.

[0061] The winning areas "Striking Batting Order A" to "Striking Batting Order D" are designed to win a 15-coin combination if the reels are operated in the correct batting order and stopped at a predetermined timing (first predetermined timing). The first predetermined timing may be, for example, when the first stopping operation is performed when a specific symbol (e.g., a red BAR symbol "RED BAR") within a predetermined range on the reels 20a to 20c that are stopped first is located at a predetermined display position (e.g., on an active line). In other words, by operating the reels in the correct batting order and performing the first stopping operation while aiming for the specific symbol, it is possible to win a 15-coin combination. In addition, the winning areas "Striking Order A" to "Striking Order D" are configured to win a 1-piece prize when an operation is performed in an incorrect batting order, or when an operation is performed in the correct batting order and the stop operation is performed at a predetermined timing (second predetermined timing). The stop operation at the second predetermined timing may be, for example, when the first stop operation is performed when a pattern within a predetermined range that does not include the specific pattern on the reels 20a to 20c that are stopped first is located at a predetermined display position (for example, on an active line).

[0062] The four-choice yellow 7 is a winning area where an 8-coin combination is awarded if the operation is performed in the correct batting order when it is won, and the eye-pressing batting order combination is a winning area where a 15-coin combination is awarded if the operation is performed in the correct batting order when it is won and the stop operation is performed at a predetermined timing (first predetermined timing). In the gaming machine of this embodiment, the eye-pressing batting order combination is provided as a winning area where the number of medals that can be paid out when it is won is greater than that of the four-choice yellow 7.

[0063] In addition, when the winning areas "Skip Batting Order A" to "Skip Batting Order D" are won in the normal state, if the operation is performed in the correct batting order and the stop operation is performed at a predetermined timing (first predetermined timing), a 15-coin prize will be awarded. In addition, when the winning areas "Skip Batting Order A" to "Skip Batting Order D" are won in the normal state, if the operation is performed in the incorrect batting order, or if the operation is performed in the correct batting order and the stop operation is performed at a predetermined timing (second predetermined timing), a 1-coin prize will be awarded. In the normal state, there are two correct batting orders for the winning areas "Skip Batting Order A" to "Skip Batting Order D," and the other four batting orders are incorrect batting orders. In the normal state, there are two correct batting orders for the winning areas "Skip Batting Order A" to "Skip Batting Order D," and any two of batting orders 3 to 6 are set as correct batting orders, and batting orders 1 and 2 are set as incorrect batting orders. Specifically, in the winning areas "Batto Press Batting Order A" and "Batto Press Batting Order B," batting orders 3 and 4 are set as the correct batting orders, and batting orders 1, 2, 5 and 6 are set as the incorrect batting orders. In the winning areas "Batto Press Batting Order C" and "Batto Press Batting Order D," batting orders 5 and 6 are set as the correct batting orders, and batting orders 1 to 4 are set as the incorrect batting orders. In other words, the winning areas "Batto Press Batting Order A" to "Batto Press Batting Order D" are set with a higher number of correct batting orders in the normal medium state than in the RBB internal medium state, and the probability of winning a 15-coin role (expected value for winning medals) is higher if you win.

[0064] The winning determination means 44 is activated when the reels 20a-20c stop spinning and determines whether a winning combination has been achieved based on the stopping state of the reels 20a-20c. Specifically, the symbol combination displayed (stopped display) on the pay line when the reels 20a-20c stop is compared with a winning determination table stored in the ROM of the storage means 60. The winning determination table stores the winning form (the symbol combination that will win when stopped display) of each winning combination, and the above-mentioned comparison determines whether a winning combination has been achieved and the type of winning combination that has been achieved. When a winning combination is achieved, the main control board 31 executes a winning process corresponding to the winning combination. Specifically, the winning process involves a payout process when a minor combination is achieved, a replay process (replay process) when a replay is achieved (activated), and a process to transition the game state (game state transition control process) when a bonus is achieved (activated).

[0065] Here, the payout process is a process of paying out a number of medals determined based on the payout determined for each role when a small winning combination is achieved, and is performed by the payout control means 45. When a small winning combination is achieved, the payout control means 45 determines the number of medals to be paid out based on the payout determined for each role, and causes the hopper device to pay out the determined number of medals to be paid out. Note that when credits are permitted, instead of actually paying out medals using the hopper device, a credit addition process is performed in which the number of medals to be paid out is added to the number of credits (number of credited medals) stored in a credit storage area provided in the RAM of the storage means 60, and medals are virtually paid out.

[0066] In the gaming machine of this embodiment, 15 medals are paid out when small prizes 1 to 3 are won, 8 medals are paid out when small prizes 4 to 8 are won, 3 medals are paid out when small prizes 9 to 14 are won, and 1 medal is paid out when small prizes 15 to 33 are won.

[0067] Furthermore, the replay process is a process that, when a replay wins, sets the next game to the same game start standby state as the previous game without requiring the player to insert any medals owned by the player, and is performed by the replay control means 46. When a replay wins, an automatic insertion process is performed in which the same number of medals as the number set to the insertion state in the previous game (the game in which the replay won) are automatically inserted without using any medals held by the player (including credited medals), and the system waits for the next game start operation of the start lever 24 with an active line set corresponding to the number of medals inserted by the automatic insertion process. Furthermore, when the automatic insertion process is performed, it is not possible to insert additional medals.

[0068] As shown in Fig. 6, the game state control means 49 (state control means) performs a game state transition control process that transitions the game state between the normal state, the RBB internal state (bonus established state), and the RBB operating state (bonus state). The game state transition condition may be a single condition or multiple conditions. When multiple conditions are established, the game state may be transitioned based on one of the multiple predetermined conditions being established, or based on multiple or all of the multiple predetermined conditions being established.

[0069] As described above, the internal lottery means 42 selects an internal lottery table according to the gaming state and performs an internal lottery. Specifically, in the normal state, the internal lottery is performed by referring to an internal lottery table in which the big bonus is set as a lottery target. In the RBB internal state, the internal lottery is performed by referring to an internal lottery table in which the big bonus is excluded from the lottery targets. In the RBB operation state, the internal lottery is performed by referring to an internal lottery table in which the big bonus is excluded from the lottery targets.

[0070] The initial gaming state is the normal state. In the normal state, an internal lottery is performed by referring to an internal lottery table in which all winning areas except for the winning areas "No Win," "Small Win All," "8 Coins All," "3 Coins All," and "1 Coin All" are set as the lottery targets. In addition, it is possible to transition from the normal state to the RBB internal state. When a big bonus is won in the normal state, the gaming state control means 49 transitions the gaming state to the RBB internal state.

[0071] The RBB internal state is a gaming state to which the game enters when a big bonus is won in an internal lottery. In the RBB internal state, the internal lottery is performed by referring to an internal lottery table in which all winning areas except for the winning areas "No Win," "Small Win," "All 8 Coins," "All 3 Coins," "All 1 Coin," and "RBB" are set as the lottery targets. In the RBB internal state, the lottery flag corresponding to the big bonus is maintained in a winning state until the big bonus is won, and when a symbol combination indicating the winning form of the big bonus is displayed on the pay line, the gaming state control means 49 transitions the gaming state from the RBB internal state to the RBB operating state.

[0072] The RBB operating state is a game state that is entered when a symbol combination indicating a big bonus winning mode is displayed on an active pay line. In the RBB operating state, an internal lottery is conducted by referring to an internal lottery table in which the winning areas "No Win," "Small Win," "All 8 Coins," "All 3 Coins," and "All 1 Coin" are set as the lottery targets. In the RBB operating state, the game state control means 49 determines whether the termination condition is met based on the total number of medals paid out during the RBB operating state. If the number of medals paid out exceeds a predetermined number, the game state control means 49 terminates the RBB operating state and transitions the game state to the normal state. In this embodiment, the termination condition of the RBB operating state is determined by the total number of medals paid out, but the termination condition may be determined by the number of games played in the RBB operating state, the number of small wins, etc. Also, the termination condition of the RBB operating state may be determined so that it ends after one game.

[0073] As shown in FIG. 3 , the instruction function control means 51 includes a game zone control means 80, a presentation state control means 81, and a bonus granting means 82. The instruction function control means 51 performs processing related to the activation of an instruction function that assists in the winning of a specific winning combination in a favorable zone. Specifically, when a specific winning combination is achieved, the instruction function control means 51 determines whether to perform an instruction presentation that assists in the winning of this winning combination. More specifically, when, for example, a four-choice yellow 7 is achieved, the instruction function control means 51 determines whether to perform an instruction presentation (batting order navigation presentation) that notifies the player of the correct batting order and assists in the winning of an eight-piece winning combination. When the instruction function control means 51 determines to perform the batting order navigation presentation, the presentation control means 100 causes presentation devices such as the LCD display 13 and the speaker 14 to execute the batting order navigation presentation. Note that when the batting order navigation presentation is performed, information indicating the correct batting order is also displayed on the 7-segment display of the game information display unit 17.

[0074] As shown in FIG. 7, the gaming zone control means 80 performs a gaming zone transition control process that transitions the gaming zone between a non-advantageous zone and an advantageous zone depending on the progress of the game. The non-advantageous zone is a gaming zone that corresponds to the initial state among multiple types of gaming zones. In the non-advantageous zone, the bonus granting means 82 conducts a lottery for transition to an advantageous zone, and if the lottery for transition to an advantageous zone is won, the gaming zone control means 80 transitions the gaming zone to an advantageous zone. The advantageous zone is a gaming zone in which an upper limit (1,500 times in this example) is set for the number of times that a game can be played. Furthermore, when the gaming zone is set as a non-advantageous zone, instruction effects cannot be performed, and instruction effects can only be performed when the gaming zone is set as an advantageous zone. When the number of times that a game has been played in the advantageous zone reaches the upper limit of 1,500, the gaming zone control means 80 terminates the advantageous zone and transitions the gaming zone to a non-advantageous zone.

[0075] In the non-advantageous zone, the bonus granting means 82 conducts a lottery (advantageous zone transition lottery) to determine whether or not to transition to an advantageous zone at a predetermined trigger. Specifically, the bonus granting means 82 conducts a lottery (advantageous zone transition lottery) to determine whether or not to transition to an advantageous zone based on the result of the internal lottery (winning a predetermined role (winning area)). Then, when the advantageous zone transition lottery is won, the game zone control means 80 transitions the game zone from the non-advantageous zone to the advantageous zone.

[0076] Furthermore, the gaming zone control means 80 performs an increment process, triggered by the operation of the start lever 24 to start a game, to add "1" to the stored value of the advantageous zone play count counter 65 stored in the RAM of the storage means 60 as a value corresponding to one play, as an increment process. The gaming zone control means 80 does not add to the advantageous zone play count counter 65 in the non-advantageous zone. At the time of transition from the non-advantageous zone to the advantageous zone, the stored value of the advantageous zone play count counter 65 is "0." When the stored value of the advantageous zone play count counter 65 reaches a threshold value (upper limit) of "1500," the gaming zone control means 80 determines that the advantageous zone termination condition is met and transitions the gaming zone from the advantageous zone to the non-advantageous zone. In other words, the upper limit for the number of plays in the advantageous zone is set to 1500, preventing more than 1500 consecutive plays from being played in the advantageous zone.

[0077] Furthermore, in the advantageous zone, the gaming zone control means 80 performs an update process in which it updates the stored value of the difference number counter 64 provided in the RAM of the storage means 60 with the difference number of medals, subtracts a value corresponding to the number of medals inserted in the game (for example, "3" if three medals are inserted) from a value corresponding to the number of medals paid out (for example, "8" if eight medals are paid out, and "0" if no winning combination is achieved and no payout is made) to obtain a calculation result of the difference number of medals in the game, and adds this calculation result to the stored value of the difference number counter 64. Note that the gaming zone control means 80 does not add to the difference number counter 64 in the non-advantageous zone. Furthermore, at the time of transition from the non-advantageous zone to the advantageous zone, the stored value of the difference number counter 64 is "0". When the stored value of the difference number counter 64 exceeds a threshold value (e.g., "2400"), the game zone control means 80 determines that the condition for ending the advantageous zone is met and transitions the game zone from the advantageous zone to a non-advantageous zone. The stored value of the difference number counter 64 is controlled so as not to fall below the initial value "0." For example, if the stored value of the difference number counter 64 at the start of a game is "2" and, as a result of playing, no winning combination is achieved and no medals are paid out, the calculation result of the difference number in that game becomes "-3." Adding the calculation result of the difference number to the stored value of the difference number counter 64 results in a value below the initial value "0." However, the updated stored value of the difference number counter 64 is configured to stop counting with the initial value "0" as the lower limit. In other words, an upper limit is set for the number of medals that can be won in the advantageous zone. The point at which the number of medals is lowest in the advantageous zone is set as the reference value "0," and the advantageous zone ends when the number of medals increases by more than 2400 from that reference value. In addition, if a replay is won in a game, the difference in the number of medals may be calculated by treating the game in which the replay was won as having paid out medals equivalent to the specified number of medals inserted for that game, and for the next game that is provided free of charge as a result of the replay being won, even if no actual medals are inserted, the difference in the number of medals may be calculated by treating the next game that is provided free of charge as having paid out medals equivalent to the specified number of medals inserted for that game, even if no actual medals are inserted.

[0078] In addition, the advantageous zone indicator 18 is turned off in a non-advantageous zone and turned on in an advantageous zone. The advantageous zone indicator 18 does not need to be turned on at the same time as the transition to the advantageous zone, but only needs to be turned on before the first instruction performance is performed. Also, once turned on, it will not be turned off until the advantageous zone ends.

[0079] As shown in Fig. 7, the presentation state control means 81 (state control means) performs a presentation state transition control process that transitions the presentation state between multiple types of presentation states, including a non-advantageous zone presentation state, a non-AT presentation state, and an AT presentation state (instruction presentation state). The presentation state transition condition may be one condition or multiple conditions. When multiple conditions are defined, the presentation state may be transitioned when one of the multiple predetermined conditions is met, or the presentation state may be transitioned based on the fulfillment of multiple or all of the multiple predetermined conditions.

[0080] The non-advantageous zone presentation state is a presentation state that corresponds to the initial state among multiple types of presentation states. In the non-advantageous zone, the presentation state control means 81 sets the presentation state to the non-advantageous zone presentation state. In the non-advantageous zone presentation state (non-advantageous zone), the bonus granting means 82 conducts a lottery for transition to an advantageous zone as described above, and when the lottery for transition to an advantageous zone is won and a transition to an advantageous zone is determined, the presentation state control means 81 transitions the presentation state to a non-AT presentation state.

[0081] The non-AT presentation state is a presentation state that is basically transitioned to when an advantageous zone begins, and at the start of an advantageous zone, the probability of transitioning to the non-AT presentation state is set higher than the probability of transitioning to other presentation states. In the non-AT presentation state, the batting order navigation presentation is executed less frequently than in the AT presentation state. In other words, in the non-AT presentation state, the batting order navigation presentation is rarely performed or is not performed at all. In other words, in the non-AT presentation state, the expected value for winning medals is lower than in the AT presentation state.

[0082] In the non-AT presentation state, the bonus granting means 82 performs an AT lottery to determine whether or not to transition to the AT presentation state based on the result of the internal lottery (for example, winning a predetermined role (winning area)). If the AT lottery is won in the non-AT presentation state, the presentation state control means 81 transitions the presentation state to the AT presentation state.

[0083] It should be noted that an upper limit may be set on the number of plays in the non-AT presentation state, and when a predetermined number of plays (for example, 999 plays) have been played in the non-AT presentation state, the presentation state control means 81 may transition the presentation state to the AT presentation state. In other words, a so-called ceiling may be set on the number of plays before transitioning to the AT presentation state. In this case, the number of plays in the non-AT presentation state may be managed by a counter (non-AT presentation state play count counter) provided in the RAM of the storage means 60, and "1" may be added to the stored value of the counter each time a play is played.

[0084] If the AT lottery is not won in the non-AT presentation state, the presentation state control means 81 may transition the presentation state to a non-advantageous zone presentation state, and the game zone control means 80 may transition the game zone to a non-advantageous zone. Note that if the AT lottery is not won in the non-AT presentation state and the end condition of the advantageous zone is not met, the presentation state control means 81 may continue the non-AT presentation state, and the game zone control means 80 may continue the advantageous zone.

[0085] When a predetermined role (for example, a four-choice yellow 7) is won while the performance state is the AT performance state, the performance control means 100 controls the performance devices such as the liquid crystal display 13 and the speaker 14 to execute an instruction performance (batting order navigation performance) that notifies the player of the correct batting order and assists in winning an eight-coin role. When the four-choice yellow 7 is won and the stop buttons 26a to 26c are pressed in accordance with the correct batting order notified in the batting order navigation performance, an eight-coin role is always won and eight medals can be won. The AT performance state in which the batting order navigation performance is executed is a performance state that is advantageous to the player.

[0086] The continuation of the AT presentation state is managed by the difference in the number of medals acquired in the AT presentation state. Specifically, the continuation of the AT presentation state is managed based on the stored value of an AT end determination counter 90 provided in the RAM of the storage means 60 (details will be described later). In the special presentation state to which the AT presentation state is entered at the start of the AT presentation state, the bonus granting means 82 determines a value (initial value) equivalent to a predetermined difference in the number of medals to be set as the stored value of the AT end determination counter 90. In other words, the bonus granting means 82 increases the stored value of the AT end determination counter 90 in the special presentation state. In addition, there may be cases where the special effect state is not passed through when the AT effect state starts, and in that case, a value equivalent to a predetermined difference number may be set in the stored value of the AT end determination counter 90 when the AT effect state starts. Also, the value may be determined by lottery or the like.

[0087] The special effect state is a so-called add-on specialized zone. In the special effect state, a predetermined number of games (for example, at least three or more games) are played, and the value to be added to the stored value of the AT end determination counter 90 is determined by lottery (add-on lottery) for each game. Note that in the add-on lottery, it may be determined that the value to be added to the stored value of the AT end determination counter 90 is "0". In the special effect state, the stored value of the AT end determination counter 90 increases by a predetermined value (for example, 30) or more. When a predetermined number of games are played in the special effect state, play in the AT effect state begins. The transition to the special effect state is not limited to the start of the AT effect state. For example, in the AT effect state, a right to transition to the special effect state may be granted as a privilege based on the winning of a predetermined role, and a transition to the special effect state may occur based on that right.

[0088] The presentation state control means 81 performs a process of subtracting a value corresponding to the difference in the number of medals used in a game from the value stored in the AT end determination counter 90 each time a game is played in the AT presentation state. The difference in the number of medals used in a game (one game) is calculated by subtracting a value corresponding to the number of medals inserted (e.g., "3" if three medals are inserted) from a value corresponding to the number of medals paid out (e.g., "8" if eight medals are paid out, or "0" if no winning combination is achieved and no medals are paid out). When the value stored in the AT end determination counter 90 reaches the threshold value "0," the presentation state control means 81 transitions the presentation state to a non-advantageous zone presentation state, and the play zone control means 80 transitions the play zone from the advantageous zone to the non-advantageous zone. Note that if the end condition for the advantageous zone is not met at the end of the AT presentation state, the presentation state may transition to a normal presentation state without transitioning to a non-advantageous zone presentation state, and the advantageous zone may continue (without transitioning to a non-advantageous zone).

[0089] In this embodiment, the continuation of the AT presentation state is managed based on the difference in the number of medals won in the AT presentation state, but the continuation of the AT presentation state may also be managed based on the number of times played in the AT presentation state (the number of sets in the AT presentation state), the number of medals won in the AT presentation state, or the number of times the batting order navigation presentation has occurred, etc.

[0090] In addition, it may be possible to directly transition from a non-advantageous zone presentation state to an AT presentation state. For example, in the advantageous zone transition lottery, rather than simply determining whether or not to transition to an advantageous zone, it may be possible to draw a lottery to determine whether to transition the presentation state to an AT presentation state, to transition to a non-AT presentation state, or to remain in the non-advantageous zone presentation state.

[0091] When the advantageous zone ends and the game zone transitions to a non-advantageous zone, the instruction function control means 51 performs an instruction function information initialization process to initialize information stored in the RAM of the storage means 60 as information related to the instruction function. Specifically, the instruction function control means 51 initializes the stored value of the advantageous zone play count counter 65, the stored value of the difference number counter 64, the flag (lottery result) related to the lottery related to the instruction function, the stored value of the AT end determination counter 90, the stored value of the reel lock effect point counter 91, and the stored value of the consecutive win count counter 92. In other words, information related to the instruction function is not carried over across multiple advantageous zones. Furthermore, when the initialization means 48 performs the above-mentioned initialization process when the setting value is changed, the information related to the instruction effect shown here is also initialized.

[0092] (Gaining value performance) Gaming machines must be designed so that the payout rate (the ratio of the number of medals paid out to the number of medals inserted), which is an index of medal acquisition performance, falls within a predetermined range. The gaming machine of this embodiment ensures an appropriate payout rate (ball-out performance) by setting the expected payout rate when playing by pressing left lower than when playing by pressing irregular buttons. Specifically, in this embodiment, for the internal RBB state, a batting order bell indicating the correct batting order is triggered by pressing the center button and a batting order bell indicating the correct batting order is triggered by pressing the right button are provided, but a batting order bell indicating the correct batting order is not provided by pressing the left button. In other words, in this embodiment, the probability of winning the batting order bell and receiving the payout of eight medals is lower when playing always by pressing left compared to when playing always by pressing the center button or always by pressing the right button. Note that, by using other methods, the expected value of the payout rate when playing with a predetermined operation sequence (pushing left) may be made lower than that when playing with other operation sequences (pushing center or pushing right). For example, a batting order bell for the correct batting order when pressed left may also be prepared, and the probability of winning the batting order bell for the correct batting order when pressed left in the internal lottery may be set lower than the probability of winning the batting order bell for the correct batting order when pressed center, and lower than the probability of winning the batting order bell for the correct batting order when pressed right.

[0093] Furthermore, as in this embodiment, when each batting order bell is pressed left, it may be a winning area that always wins a 1-coin role (a role that wins the batting order bell and receives a payout less than the maximum payout (8 coins) that can be obtained by operating the batting order in the correct batting order) (a role that receives a payout equal to or less than the number of inserted coins) regardless of the timing of the stop operation. For each batting order bell, this winning area may be set for both the general middle state and the internal middle state, or for either one (for example, the RBB internal middle state). That is, in this embodiment, the expected value of the payout rate when playing by pressing left is set lower than that when playing by pressing the center or right, but this alone may result in the expected value of the payout rate when playing by pressing left being too low. However, by making it possible to receive a certain amount of payout even when pressing left for the batting order bell (by preventing cases where no role is won when pressing left), it is possible to prevent the expected value of the payout rate from becoming too low.

[0094] Furthermore, in this embodiment, the correct batting order for the batting order bell is not set for the normal state, preventing the player from winning an 8-coin combination. This reduces the expected payout rate for the normal state and also reduces the expected payout rate for the RBB-activated state. However, when the expected payout rate for the RBB-inside state is set lower when playing with left-button presses than when playing with irregular button presses, as in this embodiment, it is preferable to also set the expected payout rate for the normal state when playing with left-button presses lower than when playing with irregular button presses. In other words, it is preferable to set the magnitude relationship between the expected payout rate according to the batting order the same for the normal state and the RBB-inside state. Otherwise, it may cause player confusion or put the player in a disadvantageous situation.

[0095] Therefore, in this embodiment, the relationship between each batting order and the payout rate in the general middle state is optimized by the following configuration. That is, first, in the RBB internal middle state, multiple winning areas (4-choice yellow 7, 4-choice 3-coin role, and eye-pressing batting order role) that have different numbers of medals that can be paid out depending on the batting order are divided into a first group and a second group. Specifically, the 3-choice yellow 7 is the first group, and the 4-choice 3-coin role and eye-pressing batting order role are the second group. The winning areas in the first group are winning areas that cannot win a correct role in a non-internal middle state, and the winning areas in the second group are winning areas that can win a correct role in a non-internal middle state. More specifically, for the winning areas in the first group, the reel stop control is different between the RBB internal middle state and the general middle state so that the batting order that can win a correct role in the RBB internal middle state is the same as the batting order that cannot win a correct role in the general middle state. In other words, for the winning areas of the first group, the reel stop control is different between the RBB internal state and the general state so that there are fewer correct batting orders in the general state than in the RBB internal state (including cases where there is no correct batting order).As a result, the winning areas of the first group are made winning areas where the probability of a correct role winning is lower in the general state than in the RBB internal state (including cases where the probability of winning is 0%).Furthermore, for the winning areas of the second group, the reel stop control is performed between the RBB internal state and the general state so that the batting order that can win a correct role in the RBB internal state is also the batting order that can win a correct role in the general state. For the winning areas of the second group, the reel stop control may be the same in the RBB internal state and the general state, or the reel stop control may be different between the RBB internal state and the general state so that a batting order that makes it impossible to win a correct combination in the RBB internal state becomes a batting order that makes it possible to win a correct combination in the general state. In other words, for the winning areas of the second group, the reel stop control is performed in each game state so that the number of correct batting orders in the general state is equal to or greater than the number of correct batting orders in the RBB internal state.Then, thereby, the winning area of the second group is set such that the probability of the winning combination winning in the general medium state is not less than the probability of the winning combination winning in the RBB internal state. For the winning area of the second group, when a batting order that makes it impossible for the winning combination to win in the RBB internal medium state becomes a batting order that allows the winning combination to win in the general medium state, the batting order is the same as the batting order for a predetermined winning area of the first group that allows the winning combination to win in the RBB internal medium state but does not allow the winning combination to win in the general medium state (batting orders 3 to 6 in this embodiment). Also, the winning combination refers to, for example, a combination for which more payouts than the number of inserted coins are received.

[0096] Then, by adjusting the winning probabilities of the first group and the second group, etc., the magnitude relationship of the expected values of the number of balls discharged for each batting order in each game state (acquisition performance of game value) is set to be the following relationship. · Left push (internal medium) < Irregular push (internal medium) · Left push (general medium) < Irregular push (general medium) · Irregular push (general medium) < Irregular push (internal medium) · Irregular push (general medium) < During RBB operation < Irregular push (internal medium) Here, "left push (general medium)" means "the expected value of the number of balls discharged when playing the game with a left push in the general medium state", "left push (internal medium)" means "the expected value of the number of balls discharged when playing the game with a left push in the RBB internal medium state", "irregular push (general medium)" means "the expected value of the number of balls discharged when playing the game with an irregular push in the general medium state", and "irregular push (internal medium)" means "the expected value of the number of balls discharged when playing the game with an irregular push in the RBB internal medium state". Also, "during RBB operation" means "the expected value of the number of balls discharged in the state during RBB operation", and for "during RBB operation", the above relationship holds regardless of the batting order. In other words, for the state during RBB operation, the expected value of the number of balls discharged is the same regardless of the batting order.

[0097] In addition, in this embodiment, the magnitude relationship of the expected value of the ball payout rate (gaming value acquisition performance) of each batting order in each gaming state is set to have the following relationship. Expected payout rate when playing in normal mode Batting order 1 = Batting order 2 < Batting order 3 = Batting order 4 = Batting order 5 = Batting order 6 Expected payout rate when playing in the RBB internal state Batting order 1 = Batting order 2 < Batting order 3 = Batting order 4 = Batting order 5 = Batting order 6 Expected payout rate when playing with RBB in operation Batting order 1 = Batting order 2 = Batting order 3 = Batting order 4 = Batting order 5 = Batting order 6

[0098] In addition, in the relationship of the expected value of the ball payout rate shown here, batting orders 3 to 6 (irregular push) can be said to be the batting orders with the highest expected value of the ball payout rate. In each game state, the expected value of the ball payout rate for each of batting orders 3 to 6 does not have to be completely the same, but may be approximately the same. For example, for a specific winning area, there is a case where a predetermined small role (e.g., a 1-piece role) wins and a case where the small role is missed (no role wins), and the probability of the small role winning (missing) is set to differ depending on the batting order, which may result in a slight difference in the expected value of the ball payout rate for each batting order. However, it is preferable that the specific winning area be a rare role winning area (a winning area with a lower winning probability than a predetermined winning area (e.g., a 4-choice yellow 7)), etc., so that the difference in the expected value of the ball payout rate for batting orders 3 to 6 is small.

[0099] The magnitude relationship of the expected value of each payout rate shown here is set to hold true for both the case where a game is played in each batting order (left push, irregular push) without using the eye-pressing technique, and the case where a game is played in each batting order (left push, irregular push) with using the eye-pressing technique, but it may also hold true for either one of them. Here, "without using the eye-pressing technique" refers to the case where the timing of each stop operation is random (random), and refers to the case where a predetermined stop operation is performed at a predetermined timing and more medals can be paid out than if the predetermined stop operation was performed at another timing (for example, a game where the eye-pressing batting order role is won), assuming that the predetermined stop operation is not performed at the predetermined timing. In other words, it refers to the case where a predetermined stop operation is not performed with the aim of hitting a predetermined symbol. Furthermore, "using a button press" refers to a case where performing a predetermined stop operation at a predetermined timing will result in a payout of more medals than performing the predetermined stop operation at another timing (for example, a game where the player has won the button press batting order role), and it is assumed that the predetermined stop operation will be performed at the predetermined timing. In other words, it refers to a case where the player is performing a predetermined stop operation with the aim of hitting a predetermined symbol. However, "using a button press" only refers to performing a button press within the scope of information that the player has, and does not include performing a specific button press even in a game where the player is unable to sense (recognize) that the specific button press is required. In other words, "using a button press" refers to a case where an actual player plays a game in a way that maximizes the expected value of the payout rate.

[0100] The classification into the first group and the second group does not have to be as described above. That is, the winning areas of the 4-choice Yellow 7, the 4-choice 3-coin combination, and the eye-pressing batting order combination may be arbitrarily classified into either the first group or the second group, or may not be classified into either group. Also, for example, some of the eight winning areas included in the 4-choice Yellow 7 (for example, winning areas "4-choice Yellow 7A" to "4-choice Yellow 7D") may be classified into the first group, and the remaining (for example, winning areas "4-choice Yellow 7E" to "4-choice Yellow 7H") may be classified into the second group. Also, for example, the multiple winning areas classified into the second group may be further subdivided into groups in which the reel stop control is the same between the RBB internal middle state and the general middle state, and groups in which it is different. Specifically, for example, the four-choice three-coin role and the eye-pressing batting order role are classified into the second group, and the stop control for the four-choice three-coin role is the same in the RBB internal middle state and the general middle state, while the stop control for the eye-pressing batting order role can be different in the RBB internal middle state and the general middle state, or vice versa.

[0101] Furthermore, in this embodiment, in addition to the 4-choice yellow 7 (batting order bell) and 4-choice 3-coin role, which always win a correct role when a stop operation is performed in the correct batting order, a button-press batting order role is provided, which wins a correct role when a stop operation is performed in the correct batting order and the stop operation (more specifically, the first stop operation) is performed at a predetermined timing. In other words, the 4-choice yellow 7 and 4-choice 3-coin role are winning areas that do not require button-pressing to win a correct role, while the button-press batting order role is a winning area that does require button-pressing. In other words, the button-press batting order role may not win a correct role even when a stop operation is performed in the correct batting order. Furthermore, the payout for the correct role of the button-press batting order role (15 coins) is higher than the payout for the correct role of the 4-choice yellow 7 (8 coins). That is, in this embodiment, there is provided a first winning area (4-choice yellow 7 (and 4-choice 3-coin role)) in which a first payout number greater than (or equal to) the number of coins inserted is obtained when the stop operation is performed in a predetermined order, and a second winning area in which a second payout number greater than the first payout number is obtained when the stop operation is performed in a predetermined order and at a predetermined timing.

[0102] In this embodiment, the four-choice yellow 7, four-choice three-coin combination, and eye-pressing batting order combination are winning areas where an instruction effect can be executed if they are won. If these winning areas are won during the AT effect state, a batting order navigation effect (instruction effect) is executed to notify the player of the correct batting order. For the eye-pressing batting order combination, not only the batting order navigation effect but also a timing navigation effect is executed to suggest the timing of the stopping operation (first stopping operation) to win the correct combination. The timing navigation effect is executed by notifying the player of the symbol to be aimed at when performing the stopping operation (by displaying an image of the symbol on the LCD display 13). In the instruction effect for the eye-pressing batting order combination, only the batting order navigation effect may be executed, without the timing navigation effect. Furthermore, for any winning area of ​​the four-choice yellow 7, four-choice three-coin combination, and eye-pressing batting order combination, the batting order navigation effect may not be executed even during the AT effect state.

[0103] In this way, by providing a button-press batting order role that has a higher payout for the correct role than the 4-choice yellow 7 and that requires eye-pressing, it is possible to create a divergence in the expected payout rate between following the batting order navigation effect and using eye-pressing (playing the game by ensuring that the correct 4-choice yellow 7 role and the correct button-press batting order role win) and following the batting order navigation effect but not (or not being able to) use eye-pressing (playing the game by ensuring that the correct 4-choice yellow 7 role wins but randomly missing the correct button-press batting order role). In addition, the eye-pressing batting order role will result in a correct role (15-coin role) being awarded regardless of the batting order in the RBB internal state or / and general state, but it may also be a winning area that requires eye-pressing. In other words, the eye-pressing batting order role can result in a correct role being awarded regardless of the order in which the stopping operations are performed, but it may also be a winning area in which the correct role is awarded if some of the stopping operations are performed at a predetermined timing, and the correct role is not awarded if some of the stopping operations are performed at a timing other than the predetermined timing. Even with this configuration, it is possible to create a difference in the expected ball payout rate between following the batting order navigation effect and pressing the button and following the batting order navigation effect but not (cannot) pressing the button. According to this configuration, compared to a gaming machine equipped with a conventional assist time in which a correct combination is won only by the correct batting order, a game feature is added that encourages players to press the buttons by eye during the AT performance state, improving the enjoyment of the game. Also, by making the payout for the correct combination higher than the 4-choice yellow 7 (a winning mode in which the correct combination is won only by the correct batting order), and by deviating the expected value of the payout rate as described above, it can be a factor that encourages players to press the buttons by eye.

[0104] FIG. 8 also shows the distribution of the number of values ​​(also referred to as the number of places) for each winning area in a predetermined internal lottery table of this embodiment. In the internal lottery table, a number of values ​​is determined for each winning area. Here, the number of values ​​is a numerical value indicating the range of winnings relative to the entire range of random numbers (e.g., "65536"). In other words, the number of values ​​indicates the number of random numbers associated with each winning area. For example, as shown in FIG. 8, the number of values ​​for the winning area "4-choice Yellow 7A" in the RBB internal middle state is "2520," which indicates that the probability of winning the winning area "4-choice Yellow 7A" in the internal lottery is approximately 3.8% (=2520 / 65536). While FIG. 8 is merely an example, by adjusting the number of values ​​(the magnitude relationship between the number of values) in this way, the ability to acquire gaming value can be improved.

[0105] In this embodiment, when the gaming state is in the RBB internal state, the instruction function control means 51 (presentation control means 100) performs lotteries related to instruction functions (for example, lotteries related to transition to the AT presentation state), granting of benefits related to the batting order navigation presentation (for example, benefits that increase the probability of transition to the AT presentation state), and processing related to instruction functions such as the batting order navigation presentation, but when the gaming state is in the general state or the RBB operating state, it does not perform lotteries related to instruction functions, granting of benefits related to the batting order navigation presentation, or processing related to instruction functions such as the batting order navigation presentation.In this embodiment, the player is basically designed to play in the RBB internal state, so the following explanation will be made assuming that the gaming state is basically in the RBB internal state.

[0106] The gaming machine of this embodiment is designed to provide an appropriate ball payout rate (ball payout performance) by lowering the expected value of the ball payout rate when playing by pressing the left button compared to the expected value of the ball payout rate when playing by pressing the left button in an irregular manner, and basically recommends playing by pressing the left button. Some gaming machines, when the activated start lever 24 is operated to perform an internal lottery, have the main control board 31 transmit information (signal) informing the sub-control board 32 of the winning combination (winning area) at a predetermined timing. The sub-control board 32 can use the received information (hereinafter referred to as winning combination information) for controlling the presentation, etc. The winning combination information (winning combination command) here refers to information that uniquely identifies the winning combination.

[0107] In this configuration, if winning role information transmitted from the main control board 31 to the sub-control board 32 is fraudulently acquired and the winning role can be determined from the winning role information, fraudulent activities may be committed based on that information. For example, if the winning role information is fraudulently acquired and the winning role information determines that the winning role is a four-choice yellow 7, a modified sub-control board may be used to execute an effect instructing the player to stop the game in a batting order with a high probability of paying out eight coins, or an effect informing the player that the four-choice yellow 7 has been won. If such a sub-control board were used, the ball-out performance of the gaming machine may be excessive. Furthermore, if the winning role information determines that the winning role is a four-choice yellow 7, the player may operate the stop buttons 26a-26c in a batting order with a high probability of winning more medals, which may result in the ball-out performance of the gaming machine being excessive.

[0108] In the gaming machine of this embodiment, the main control board 31 is configured not to transmit winning role information to the sub-control board 32. In other words, information informing the winning role is not transmitted to the sub-control board 32 (the winning role is not notified to the sub-control board 32). On the other hand, the sub-control board 32, which controls the execution of effects, may decide which effects to execute depending on the winning role, and may need to know the winning role.

[0109] In the gaming machine of this embodiment, the winning combination is not notified to the sub-control board 32, but the sub-control board 32 is able to determine (narrow down) the winning combination (winning area) based on information received from the main control board 31. The method for doing so will be specifically described below.

[0110] The main control board 31 performs a lottery (reel lock effect lottery) to determine whether or not a reel lock effect will be executed, for example, based on a win in a predetermined winning area (such as a winning area with "7 reds") In this embodiment, multiple types of reel lock effects are prepared, and the reel lock effect lottery determines which of the multiple types of reel lock effects will be executed, or whether or not a reel lock effect will be executed.

[0111] When a reel lock effect lottery is held and it is determined that a predetermined reel lock effect will be executed, the reel control means 43 controls the rotation of the reels 20a to 20c in a manner corresponding to the determined reel lock effect. Examples of reel lock effects include one in which the reels 20a to 20c are kept stopped for a predetermined period (freeze period) after the start lever 24 is operated, and then the reels 20a to 20c rotate in the forward direction after the predetermined period has elapsed, and one in which the reels 20a to 20c rotate in the reverse direction from the forward rotation direction for a predetermined period after the start lever 24 is operated, and then the reels 20a to 20c rotate in the forward rotation direction after the predetermined period has elapsed.

[0112] In the gaming machine of this embodiment, multiple types of reel lock effects (first reel lock effect, second reel lock effect, and third reel lock effect) are provided as reel lock effects, each with a different rotation pattern for the reels 20a to 20c. The first reel lock effect, the second reel lock effect, and the third reel lock effect have longer freeze periods in that order, with the third reel lock effect being what is known as a long freeze.

[0113] When a reel lock effect lottery is performed, the main control board 31 determines which table to use from among multiple tables by referring to a reel lock effect point counter 91 provided in the RAM of the storage means 60. Specifically, when the winning area "red 7s" or the winning area "bars" is selected, if the value stored in the reel lock effect point counter 91 is less than a predetermined threshold, the main control board 31 determines that the reel lock effect lottery will be performed using the 11th table shown in FIG. 9(a). If the value stored in the reel lock effect point counter 91 is equal to or greater than the predetermined threshold, the main control board 31 determines that the reel lock effect lottery will be performed using the 12th table shown in FIG. 9(b). Furthermore, when the winning area "black bars" is selected, if the value stored in the reel lock effect point counter 91 is less than the predetermined threshold, the main control board 31 determines that the reel lock effect lottery will be performed using the 21st table shown in FIG. 9(c). If the value stored in the reel lock effect point counter 91 is equal to or greater than the predetermined threshold, the main control board 31 determines that the reel lock effect lottery will be performed using the 22nd table shown in FIG. 9(d).

[0114] The probability that a reel lock effect will not be executed and the probability that a first reel lock effect will be executed are different between table 11 and table 12. In the reel lock effect lottery, when table 12 is used, the probability that a reel lock effect will be executed is higher than when table 11 is used. The probability that a reel lock effect will be executed (the occurrence rate of a reel lock effect) varies depending on the value stored in reel lock effect point counter 91, and the larger the value stored in reel lock effect point counter 91, the higher the probability that a reel lock effect will be executed.

[0115] Table 21 and Table 22 have different probabilities of not executing a reel lock effect and of executing each reel lock effect (first to third reel lock effect). In the reel lock effect lottery, when table 22 is used, the probability of executing a reel lock effect (any of the reel lock effects) is higher than when table 21 is used. The probability of executing a reel lock effect (occurrence rate of a reel lock effect) changes according to the value stored in reel lock effect point counter 91, and the larger the value stored in reel lock effect point counter 91, the higher the probability of executing a reel lock effect.

[0116] Furthermore, on tables 21 and 22, the probability of determining the execution of the first reel lock effect decreases in the order of first, second, and third reel lock effects, but the probability of determining the execution of the third reel lock effect (special reel lock effect) is higher on table 22 than on table 21. In other words, the larger the value stored in the reel lock effect point counter 91, the higher the probability of determining the execution of the special reel lock effect.

[0117] The reel lock effect is an effect that suggests that a bonus will be awarded. An example of a bonus is the right to transition to an AT effect state. The reel lock effect is an effect that can make a player feel a sense of anticipation that a bonus may have been awarded. Note that the first reel lock effect, the second reel lock effect, and the third reel lock effect may be set in that order (depending on the level of the reel lock effect) so that the expectation of a bonus being awarded increases, and in that case, it may be set so that a bonus will always be awarded when the third reel lock effect is executed. The reel lock effect does not have to indicate that a special benefit will be awarded. In other words, there does not have to be a correlation between the level of the reel lock effect and the expectation of the special benefit being awarded.

[0118] (Reel lock effect point counter update process) The main control board 31 determines a predetermined value to be awarded as a reel lock effect point (hereinafter simply referred to as a reel lock effect point) based on the result of an internal lottery during the advantageous zone, and performs a process (reel lock effect point counter update process) of adding (updating) the reel lock effect point to the value stored in the reel lock effect point counter 91. The value stored in the reel lock effect point counter 91 is updated every time a reel lock effect point is awarded. The value stored in the reel lock effect point counter 91 is initialized to "0" when the advantageous zone ends and the game moves to a non-advantageous zone.

[0119] As shown in FIG. 10, in the reel lock effect point counter update process, the value added to the stored value of the reel lock effect point counter 91 varies depending on the result of the internal lottery.

[0120] If the result of the internal lottery indicates that one of the first winning area groups (winning areas "Replay A", "Replay B", "7-in-batting order Replay", "4-choice yellow 7A" to "4-choice yellow 7H", "4-choice 3-card A" to "4-choice 3-card D", "Bat order with eye push A" to "Bat order with eye push D", "Common 3-card A", "Common 3-card B" and "Common 1-card") has been won (hereinafter referred to as winning the first winning area group), it is determined that 1 point or 5 points of reel lock effect points will be awarded, and a process is performed to add the reel lock effect points to the stored value of the reel lock effect point counter 91. The first winning area group may also be referred to as the "first winning area group".

[0121] If the result of the internal lottery indicates that one of the second winning area groups (winning areas "Middle Replay", "Right Up Yellow 7", "Chance Eye A" and "Chance Eye B") has been won (hereinafter referred to as winning the second winning area group), it is determined that 2pt or 6pt of reel lock effect points will be awarded, and a process is performed to add the reel lock effect points to the stored value of the reel lock effect point counter 91. The second winning area group may also be referred to as the "second winning area group".

[0122] If the result of the internal lottery indicates that one of the third winning area groups (winning areas "middle yellow 7" and "red 7 fake lip") has been won (hereinafter referred to as winning the third winning area group), it is determined whether 3pt or 7pt of reel lock effect points will be awarded, and a process is performed to add the reel lock effect points to the stored value of the reel lock effect point counter 91. The third winning area group may also be referred to as the "third winning area group".

[0123] If the result of the internal lottery indicates that one of the fourth winning area groups (winning areas "black BAR line", "red 7 line" and "BAR line") has been won (hereinafter referred to as winning the fourth winning area group), it is determined that 4pt or 8pt of reel lock effect points will be awarded, and a process is performed to add the reel lock effect points to the stored value of the reel lock effect point counter 91. The fourth winning area group may also be referred to as the "fourth winning area group".

[0124] When the gaming state is in the normal state, if the result of the internal lottery indicates that the winning area "RBB" has been won, it may be determined that 1 pt or 5 pt of reel lock effect points will be awarded, and a process of adding these to the stored value of the reel lock effect point counter 91 may be performed. Also, when the gaming state is in the RBB operating state, if the result of the internal lottery indicates that one of the winning areas "No Win," "Small Win," "All 8 Coins," "All 3 Coins," and "All 1 Coin" has been won, it may be determined that 0 pt or 4 pt of reel lock effect points will be awarded, and a process of adding these to the stored value of the reel lock effect point counter 91 may be performed. In addition, in the normal state or the RBB operating state, the awarding of reel lock effect points may not be determined.

[0125] A signal indicating the stored value of the reel lock effect point counter 91 (referred to as reel lock effect point counter information) is sent from the main control board 31 to the sub-control board 32 at a predetermined trigger. For each game (each game when the game state or effect state is in a predetermined state), for example, the reel lock effect point counter information is sent from the main control board 31 to the sub-control board 32 at the trigger of a game start operation on the start lever 24 (when the awarding of reel lock effect points is determined based on the result of an internal lottery).

[0126] (Continuous win counter update process) The main control board 31 performs a process (continuous win count counter update process) of updating the stored value of the consecutive win count counter 92 provided in the RAM of the storage means 60 based on the result of the internal lottery. In this embodiment, a plurality of counters (a first consecutive win count counter 92a, a second consecutive win count counter 92b, a third consecutive win count counter 92c, and a fourth consecutive win count counter 92d) are provided as the consecutive win count counter 92, and the stored value of each counter is updated depending on the result of the internal lottery. In other words, the stored value of a predetermined counter corresponding to the result of the internal lottery is updated.

[0127] The consecutive win counter 92 can be used to determine whether or not the same type of result (described in detail later) has occurred consecutively as a result of the internal lottery. For example, when the stored value of a predetermined counter of the consecutive win counter 92 reaches a predetermined value (i.e., when the same type of result has occurred a predetermined number of times in succession), a predetermined lottery (such as the above-mentioned AT lottery or additional lottery) may be performed.

[0128] As shown in FIG. 11, in the consecutive win counter update process, the consecutive win counter whose stored value is updated varies depending on the result of the internal lottery.

[0129] In a predetermined game, when the result of the internal lottery indicates that one of the winning areas in the winning area group A has been won (hereinafter referred to as winning the winning area group A), a process of adding "1" to the stored value of the first consecutive win counter 92a corresponding to the winning area group A is performed. In this embodiment, "1" is added to the stored value of the counter for each win. The winning area group A includes the winning areas "4-choice yellow 7A" to "4-choice yellow 7H", "4-choice 3 A" to "4-choice 3 D", "Matching order A" to "Matching order D", "Common 3 B", "Common 1", "Red 7 alignment", and "BAR alignment". The winning area group A may also be referred to as "winning area group A".

[0130] If the result of the internal lottery for the next game of the game indicates that the winning area group A has been won, a process is performed to add "1" to the stored value of the first consecutive winning number counter 92a corresponding to the winning area group A. On the other hand, if the result of the internal lottery for the next game of the game indicates that the winning area group other than the winning area group A has been won, a process is performed to initialize the stored value of the first consecutive winning number counter 92a (to "0").

[0131] Therefore, when winnings in the winning area group A occur consecutively, the value stored in the first consecutive winning count counter 92a gradually increases. Also, the value stored in the first consecutive winning count counter 92a is initialized based on a win in a winning area group other than the winning area group A. Note that when the value stored in the first consecutive winning count counter 92a is "1", it may be referred to as one consecutive win in the winning area group A, and when the value stored in the first consecutive winning count counter 92a is "n" (n is an integer equal to or greater than 2), it may be referred to as n consecutive wins in the winning area group A.

[0132] Although redundant explanation will be omitted below, the same applies to updating of stored values ​​in the second consecutive winning counter 92b to the fourth consecutive winning counter 92d. Therefore, the stored values ​​of two or more counters of the first consecutive winning counter 92a to the fourth consecutive winning counter 92d will not become "1" or more at the same time.

[0133] In a predetermined game, if the result of the internal lottery indicates that one of the winning areas in the winning area group B has been won (hereinafter referred to as winning the winning area group B), a process is performed to add "1" to the stored value of the second consecutive win counter 92b (replay consecutive counter) corresponding to the winning area group B. The winning area group B is the winning areas "Replay A", "Replay B", "7-batting order replay" and "middle replay". The winning area group B may also be referred to as "winning area group B".

[0134] In a predetermined game, when the result of the internal lottery indicates that one of the winning areas in the winning area group C has been won (hereinafter referred to as winning the winning area group C), a process of adding "1" to the stored value of the third consecutive win counter 92c (bell consecutive counter) corresponding to the winning area group C is performed. The winning area group C is the winning areas "Common 3 A", "Right-up Yellow 7", and "Middle Yellow 7". The winning area group C may also be referred to as "winning area group C".

[0135] In a predetermined game, if the result of the internal lottery indicates that one of the winning areas in the winning area group D has been won (hereinafter referred to as winning the winning area group D), a process of adding "1" to the stored value of the fourth consecutive win counter 92d (rare combination consecutive counter) corresponding to the winning area group D is performed. The winning area group D is the winning areas "Chance Eye A", "Chance Eye B", and "Red 7 Fake Lip". The winning area group D may also be referred to as "winning area group D".

[0136] A signal indicating the stored value of the consecutive wins counter 92 (referred to as consecutive wins counter information) is sent from the main control board 31 to the sub-control board 32 at a predetermined trigger. For each game (each game when the game state or presentation state is in a predetermined state), for example, the consecutive wins counter information is sent from the main control board 31 to the sub-control board 32 at the trigger of a game start operation on the start lever 24 (when the stored value of a predetermined consecutive wins counter is updated based on the result of an internal lottery).

[0137] (Internal lottery result determination process) The sub-control board 32 performs a process of determining the result of the internal lottery (internal lottery result determination process) based on the reel lock effect point counter information and the consecutive win count counter information received from the main control board 31. The internal lottery result determination process will be described with reference to Fig. 12 .

[0138] Based on the reel lock effect point counter information, the sub-control board 32 stores the value (current value) indicated by the reel lock effect point counter information in the RAM of the sub-side storage means 72, and calculates the difference between the current value and the previous value stored in the RAM of the sub-side storage means 72 (increment from the previous value). Then, based on the increment in value, it determines which of the first to fourth winning area groups the result of the internal lottery has been selected for. Hereinafter, this determination will be referred to as the first determination. Note that the main control board 31 may calculate the increment in value and transmit the increment in value to the sub-control board 32.

[0139] If the increment in value is 1 pt or 5 pt, the sub-control board 32 determines that the result of the internal lottery is that the first winning area group has been won. If the increment in value is 2 pt or 6 pt, the sub-control board 32 determines that the result of the internal lottery is that the second winning area group has been won. If the increment in value is 3 pt or 7 pt, the sub-control board 32 determines that the result of the internal lottery is that the third winning area group has been won. If the increment of the value is 4 pt or 8 pt, the sub-control board 32 determines that the result of the internal lottery is that the fourth winning area group has been won.

[0140] The sub-control board 32 narrows down the results of the internal lottery based on the result of the first determination and the consecutive win counter information.

[0141] If the result of the first judgment is a win in the first winning area group and the stored value of the first consecutive win count counter 92a is "1" or more, the sub-control board 32 judges that the win has been in one of the winning areas "4-choice yellow 7A" to "4-choice yellow 7H", "4-choice 3-card A" to "4-choice 3-card D", "Matching order A" to "Matching order D", "Common 3-card B" and "Common 1-card".

[0142] If the result of the first judgment is a win in the first winning area group and the stored value of the second consecutive win counter 92b is "1" or greater, the sub-control board 32 judges that a win has been achieved in one of the winning areas "Replay A," "Replay B," or "7-batting order replay."

[0143] If the result of the first judgment is a win in the first winning area group and the stored value of the third consecutive winning count counter 92c is "1" or greater, the sub-control board 32 judges that the winning area "Common 3 A" has been won.

[0144] If the result of the first judgment is a win in the second winning area group and the stored value of the second consecutive win counter 92b is "1" or greater, the sub-control board 32 judges that the winning area "middle replay" has been won.

[0145] If the result of the first judgment is a win in the second winning area group and the stored value of the third consecutive winning count counter 92c is "1" or greater, the sub-control board 32 judges that the winning area "Right-up Yellow 7" has been won.

[0146] If the result of the first judgment is a win in the second winning area group and the stored value of the fourth consecutive win count counter 92d is "1" or greater, the sub-control board 32 judges that a win has been achieved in either the winning area "Chance Eye A" or "Chance Eye B."

[0147] If the result of the first judgment is a win in the third winning area group and the stored value of the third consecutive win counter 92c is "1" or greater, the sub-control board 32 judges that the winning area "middle yellow 7" has been won.

[0148] If the result of the first judgment is a win in the third winning area group and the stored value of the fourth consecutive winning count counter 92d is "1" or greater, the sub-control board 32 judges that the winning area "Red 7 Fake Lip" has been won.

[0149] If the result of the first determination is that the fourth winning area group has been won and the stored value of the first consecutive winning counter 92a is equal to or greater than "1", the sub-control board 32 determines that the winning area "red 7 alignment" or "BAR alignment" has been won. The specification of the winning area "black BAR alignment" will be described later.

[0150] In the gaming machine of this embodiment, there are multiple types of results of the internal lottery, and a predetermined result among them is designated as the first result, and a result different from the first result is designated as the second result. Some specific examples are shown below, but the first result and the second result undergo a common process (designated as the first process) in the consecutive win counter update process, but undergo different processes (designated as the second process and the third process) in the reel lock effect point counter update process.

[0151] (Example 1) If the result of the internal lottery is, for example, a win in the winning area "Replay A" (first result), the consecutive win count counter update process based on that performs a process of adding "1" to the second consecutive win count counter 92b (first process) (Figure 11), and if the result of the internal lottery is, for example, a win in the winning area "Middle Replay" (second result), the consecutive win count counter update process based on that also performs the first process. On the other hand, if the result of the internal lottery is the first result (Replay A), the reel lock effect point counter update process based on that result performs a process (second process) of adding 1 pt or 5 pt to the stored value of the reel lock effect point counter 91 (FIG. 10). Also, if the result of the internal lottery is the second result (middle replay), the reel lock effect point counter update process based on that result performs a process (third process) of adding 2 pt or 6 pt to the stored value of the reel lock effect point counter 91 (FIG. 10).

[0152] (Example 2) If the result of the internal lottery is, for example, a win in the winning area "Right-up Yellow 7" (first result), the consecutive win count counter update process based on that will perform a process of adding "1" to the third consecutive win count counter 92c (first process) (Figure 11), and if the result of the internal lottery is, for example, a win in the winning area "Middle Yellow 7" (second result), the consecutive win count counter update process based on that will also perform the first process. On the other hand, if the result of the internal lottery is the first result (right-up yellow 7), the reel lock effect point counter update process based on that result performs a process (second process) of adding 2 pt or 6 pt to the stored value of the reel lock effect point counter 91 (FIG. 10). Also, if the result of the internal lottery is the second result (middle yellow 7), the reel lock effect point counter update process based on that result performs a process (third process) of adding 3 pt or 7 pt to the stored value of the reel lock effect point counter 91 (FIG. 10).

[0153] (Example 3) If the result of the internal lottery is, for example, a win in the winning area "Chance Eye A" (first result), the consecutive win count counter update process based on that performs a process of adding "1" to the fourth consecutive win count counter 92d (first process) (Figure 11), and if the result of the internal lottery is, for example, a win in the winning area "Red 7 Fake Lip" (second result), the consecutive win count counter update process based on that also performs the first process. On the other hand, if the result of the internal lottery is the first result (chance eye A), the reel lock effect point counter update process based on that result performs a process (second process) of adding 2 pt or 6 pt to the stored value of the reel lock effect point counter 91 (FIG. 10). Also, if the result of the internal lottery is the second result (red 7 fake lip), the reel lock effect point counter update process based on that result performs a process (third process) of adding 3 pt or 7 pt to the stored value of the reel lock effect point counter 91 (FIG. 10).

[0154] In this way, even if the results of the internal lottery (first result and second result) result in the same (common) first process being performed in the consecutive win count counter update process, the results of the internal lottery are subjected to separate processes (second process and third process) in the reel lock effect point counter update process.

[0155] In addition, the previous statement that "the first result and the second result are subjected to a common process (referred to as the first process) in the consecutive win count counter update process, but different processes (referred to as the second process and the third process) in the reel lock effect point counter update process" may be revised to "the first result and the second result are subjected to a common process (referred to as the first process) in the reel lock effect point counter update process, but different processes (referred to as the second process and the third process) in the consecutive win count counter update process." An example is shown below. For example, if the result of the internal lottery is a win in the "middle replay" win area (first result), the reel lock effect point counter update process based on this performs a process of adding 2 points or 6 points to the stored value of the reel lock effect point counter 91 (first process) ( FIG. 10 ). Also, if the result of the internal lottery is a win in the "right-up yellow 7" win area (second result), the reel lock effect point counter update process based on this also performs the first process. On the other hand, if the result of the internal lottery is the first result (middle row replay), the consecutive win counter update process based thereon performs a process of adding "1" to the second consecutive win counter 92b (second process) (FIG. 11). Also, if the result of the internal lottery is the second result (right-up yellow 7), the consecutive win counter update process based thereon performs a process of adding "1" to the third consecutive win counter 92c (third process) (FIG. 11).

[0156] Because of the above configuration, the sub-control board 32 can narrow down the results of the internal lottery as described above by combining (FIG. 12) information indicating the results of the reel lock effect point counter update process (reel lock effect point counter information) and information indicating the results of the consecutive win count counter update process. Therefore, even if the sub-control board 32 does not receive winning role information indicating a winning role (winning role information that can uniquely identify a winning role) from the main control board 31, it can narrow down the winning roles (winning areas that have been won) and control the effects based on the results. Note that the "information indicating the results" may not directly notify the results, but may indirectly notify the results.

[0157] Here, control of effects by the sub-control board 32 will be described. The sub-control board 32 can execute effects corresponding to the type of winning combination, for example, based on the consecutive win count counter information (single). For example, when the consecutive win count counter information received from the main control board 31 indicates that the stored value of the second consecutive win count counter 92b is "1" or greater, the sub-control board 32 can execute an effect corresponding to the winning area group B via the liquid crystal display 13. One example of such effects is to display a blue predetermined image (navigation image) corresponding to the winning area group B on the liquid crystal display 13, suggesting that the winning area group B has been won. Furthermore, when the consecutive win count counter information received from the main control board 31 indicates that the stored value of the third consecutive win count counter 92c is "1" or greater, the sub-control board 32 can execute an effect corresponding to the winning area group C via the liquid crystal display 13. One example of such effects is to display a yellow predetermined image (navigation image) corresponding to the winning area group C on the liquid crystal display 13, suggesting that the winning area group C has been won.

[0158] However, in the control of the effect based only on the consecutive win counter information, for example, it is not possible to determine which winning area of ​​the winning area group C has been won, and it is not possible to determine whether the winning area is "Right-Up Yellow 7" or "Middle Yellow 7". In other words, it is not possible to execute the effect according to the strength of the winning combination.

[0159] Here, the winning area "Right-Up Yellow 7", which is one of the winning areas belonging to the second winning area group, is called a weak rare role, and the winning area "Middle Yellow 7", which is one of the winning areas belonging to the third winning area group, is called a strong rare role. As shown in Figure 8, in the internal lottery, the probability of winning the winning area "Middle Yellow 7" (strong rare role) is lower than the probability of winning the winning area "Right-Up Yellow 7" (weak rare role).

[0160] The weak rare combination and the strong rare combination are winning areas where a process advantageous to the player may be performed based on the winning combination. Specifically, they are winning areas where a lottery (a lottery for awarding a benefit (described later)) may be held based on the winning combination. If the lottery for awarding a benefit is won, the award is determined. The strong rare combination is a winning area that is more advantageous to the player when won than the weak rare combination. Specifically, the strong rare combination has a higher expectation of awarding a benefit when won than the weak rare combination. Note that when a strong rare combination is won, a lottery with a higher probability of awarding a benefit may be held compared to when a weak rare combination is won, and there may also be cases where a lottery is held that is not held when a weak rare combination is won. Furthermore, when a strong rare combination is won, a more advantageous benefit may be awarded than when a weak rare combination is won (the degree of advantage of the benefit itself may be different).

[0161] If you win a weak rare role, the probability of winning the bonus lottery is lower than if you win a strong rare role. Note that a low probability of winning the bonus lottery includes cases where the probability of winning the lottery is low, as well as cases where the probability of winning is low due to a low probability of the lottery being held, or cases where the probability of winning is 0% due to the lottery not being held.

[0162] While the above describes the relationship between a weak rare role and a strong rare role that is more advantageous to the player than a weak rare role, this may be replaced with the relationship between a predetermined role (winning area) and a weak rare role that is more advantageous to the player than the predetermined role. The predetermined role may be, for example, the winning area "7 in batting order, replies" (belonging to the first winning area group). A weak rare role has a higher expectation of being awarded a bonus if won than the winning area "7 in batting order, replies." Furthermore, in the internal lottery, the probability of winning a weak rare role is lower than the probability of winning the winning area "7 in batting order, replies."

[0163] The benefits include benefits related to the batting order navigation effect, specifically the right to transition to the AT effect state, the right to transition to a special effect state (add-on specialized zone), and benefits that increase the probability of transitioning to the AT effect state.

[0164] The strength of the winning combination indicates the degree of advantage to the player, and is important information for the player. Therefore, if an effect is executed according to the strength of the winning combination, the player can more easily grasp the degree of advantage.

[0165] The gaming machine of this embodiment narrows down the winning roles in the internal lottery result determination process and controls the presentation based on the narrowed down winning roles. Specifically, the system identifies the type of winning role and the strength of the winning role, and controls the presentation based on the results. This makes it possible to set (install) a wide variety of presentation patterns (presentation rules) according to the narrowed down winning roles. In other words, a wide variety of presentation patterns can be realized. In other words, even if the sub-control board 32 does not receive winning role information that can uniquely identify a winning role from the main control board 31, it can realize presentation patterns equivalent to those that would be achieved if the sub-control board 32 had received winning role information.

[0166] The sub-control board 32 can execute different effects, for example, when it is determined in the internal lottery result determination process that the winning area "middle yellow 7" (strong rare role) has been won and when it is determined in the internal lottery result determination process that the winning area "right-up yellow 7" (weak rare role) has been won. Specifically, when it is determined that the winning area "middle yellow 7" (strong rare role) has been won, an effect (special effect) that suggests that the player has a higher expectation of receiving a bonus can be executed via the liquid crystal display 13 or the like, compared to when it is determined that the winning area "right-up yellow 7" (weak rare role) has been won. The special effect may be, for example, a chance-up effect in which predetermined characters are displayed in red, a cut-in effect in which a predetermined character is inserted, or the like.

[0167] In the gaming machine of this embodiment, the winning combinations are narrowed down by the internal lottery result determination process, so it is possible to set which combination a predetermined effect will be executed based on. For example, it is possible to set whether a predetermined effect will be executed based on the winning of a weak rare combination or a strong rare combination. If a predetermined effect is executed based on the winning of a strong rare combination, the frequency with which the predetermined effect will be executed will be lower than if it is executed based on the winning of a weak rare combination. In this way, it is possible to set rules regarding the frequency with which a predetermined effect will be executed.

[0168] In this embodiment, the consecutive win count counter update process may be called a first counter update process (first setting process), and the reel lock effect point counter update process may be called a second counter update process (second setting process). In this case, the consecutive win count counter 92 is the first counter, and the reel lock effect point counter 91 is the second counter. In addition, the reel lock effect point counter update process may be called the first counter update process (first setting process), and the consecutive win count counter update process may be called the second counter update process (second setting process). In this case, the reel lock effect point counter 91 becomes the first counter, and the consecutive win count counter 92 becomes the second counter.

[0169] The gaming machine of this embodiment is a plurality of reels on the outer periphery of which a plurality of types of symbols are arranged; A main control means for controlling the progress of a game; A sub-control means for controlling the execution of the performance based on the information acquired from the main control means, The main control means an internal lottery means for performing an internal lottery to determine whether or not a plurality of types of winning combinations have been achieved; A winning determination means for determining a winning combination based on the stopping state of the plurality of reels; a storage means capable of storing predetermined information; The processing performed by the main control means based on the result of the internal lottery includes a first setting processing and a second setting processing for the storage means, The result of the internal lottery includes a plurality of types of results including a first result and a second result, The main control means In the first setting process based on the result of the internal lottery being the first result and the result of the internal lottery being the second result, a first process is performed, a second process is performed in the second setting process based on the result of the internal lottery being the first result, and a third process different from the second process is performed in the second setting process based on the result of the internal lottery being the second result; The sub-control means determines the result of the internal lottery based on information indicating the result of the first setting process and information indicating the result of the second setting process received from the main control means, and controls the presentation based on the result of the determination.

[0170] The sub-control means determines the result of the internal lottery based on the information indicating the result of the first setting process and the information indicating the result of the second setting process received from the main control means, and controls the effects based on the determination result. Therefore, even if the sub-control means does not receive winning role information that can uniquely identify a winning role from the main control means, it can narrow down the winning roles in the internal lottery and control the effects based on the result. This makes it possible to prevent fraudulent acts caused by the fraudulent acquisition of winning role information, and to enable the execution of various effects (effects with a wide range of patterns, diverse effects) based on the narrowed down winning roles.

[0171] In the above-described internal lottery result determination process, the following process may be performed after the first determination. In the gaming machine of this embodiment, when a predetermined winning area is won in the internal lottery, the counter may be updated (or not updated) depending on the presentation state, and the value added to the counter may differ depending on the presentation state.

[0172] (When the value increment is 1pt or 5pt) An example of specific processing when the sub-control board 32 determines in the first determination that the increment of the value is 1 pt or 5 pt (when it determines that the first winning area group has been won) will be described with reference to the flowcharts shown in Figures 13 to 16. It is assumed that at the start of the flowcharts shown in Figures 13 to 16, the sub-control board 32 determines that the increment of the value is 1 pt or 5 pt.

[0173] When the presentation state is the normal presentation state, processing is performed based on the flowchart shown in Fig. 13. The sub-control board 32 first determines whether the small win history is valid or not (step S1). A small win history that is valid refers to a case where the consecutive win count counter update process has been executed based on the result of the internal lottery. On the other hand, a small win history that is invalid refers to a case where the consecutive win count counter update process has not been executed based on the result of the internal lottery. In the gaming machine of this embodiment, in a predetermined game involving the execution of a special presentation, there are cases where the small win history becomes invalid (i.e., the consecutive win count counter update process based on the result of the internal lottery has not been executed).

[0174] In step S1, if it is determined that the small win history is valid (step S1: YES), the sub-control board 32 determines whether the second consecutive win counter 92b is valid or not (step S2). Hereinafter, a valid counter means that the stored value of the counter is "1" or more, and an invalid counter means that the stored value of the counter is "0".

[0175] In step S1, if it is determined that the small winnings history is not valid (step S1: NO), the sub-control board 32 determines that the result of the internal lottery is a winning area of ​​"Replay A," "Replay B," "7-in-batting order replay," "4-choice yellow 7A" to "4-choice yellow 7H," "4-choice 3-card A" to "4-choice 3-card D," "Matching batting order A" to "Matching batting order D," "Common 3-card A," "Common 3-card B," and "Common 1-card" (step S3).

[0176] In step S2, if the sub-control board 32 determines that the second consecutive win counter 92b is valid (step S2: YES), it determines that the result of the internal lottery is a win in one of the winning areas ``Replay A,'' ``Replay B,'' and ``7-batting order replay'' (step S4). In step S2, if the sub-control board 32 determines that the second consecutive win counter 92b is not valid (step S2: NO), the sub-control board 32 determines whether the third consecutive win counter 92c is valid (step S5).

[0177] In step S5, if the sub-control board 32 determines that the third consecutive winning counter 92c is valid (step S5: YES), it determines that the result of the internal lottery is a win in the winning area ``Common 3 A'' (step S6). In step S5, if the sub-control board 32 determines that the third consecutive winning counter 92c is not valid (step S5: NO), it determines that the result of the internal lottery is a winning area of ​​"4-choice yellow 7A" to "4-choice yellow 7H", "4-choice 3-card A" to "4-choice 3-card D", "Matching order A" to "Matching order D", "Common 3-card B" and "Common 1-card" (step S7).

[0178] When the presentation state is the AT presentation state, processing is performed based on the flowchart shown in FIG. 14. Here, of the first winning area group, the winning areas "4-Choice Yellow 7A" to "4-Choice Yellow 7H," "4-Choice 3-Card A" to "4-Choice 3-Card D," and "Sight-Button Batting Order A" to "Sight-Button Batting Order D" are winning areas in which a batting order navigation presentation can be executed. In the gaming machine of this embodiment, in the AT presentation state, based on the winning of the winning area "4-Choice Yellow 7A" to "4-Choice Yellow 7H" or the winning area "4-Choice 3-Card A" to "4-Choice 3-Card D," a batting order navigation presentation (referred to as the first batting order navigation presentation) that notifies the correct batting order is executed. Furthermore, based on the winning of the winning areas "Sight-Button Batting Order A" to "Sight-Button Batting Order D," a batting order navigation presentation and a timing navigation presentation are executed. Hereinafter, a batting order navigation presentation accompanied by a timing navigation presentation is referred to as the second batting order navigation presentation.

[0179] The sub-control board 32 first determines whether or not the first batting order navigation effect has been executed (step S11).

[0180] In step S11, if it is determined that the first batting order navigation effect has been executed (step S11: YES), the sub-control board 32 determines whether the third consecutive win counter 92c is valid or not (step S12). In step S11, if it is determined that the first batting order navigation effect has not been executed (step S11: NO), the sub-control board 32 determines whether or not the second batting order navigation effect has been executed (step S13).

[0181] In the AT performance state, if the result of the internal lottery indicates that the winning area "4-choice yellow 7A" to "4-choice yellow 7H" has been won, "1" is added to the value stored in the third consecutive win counter 92c, but if the result of the internal lottery indicates that the winning area "4-choice 3-card A" to "4-choice 3-card D" has been won, "1" is not added to the value stored in the third consecutive win counter 92c. In step S12, if it is determined that the third consecutive winning counter 92c is valid (step S12: YES), the sub-control board 32 determines that the result of the internal lottery is a win in the winning areas "4-choice yellow 7A" to "4-choice yellow 7H" (step S14). In step S12, if it is determined that the third consecutive winning counter 92c is not valid (step S12: NO), the sub-control board 32 determines that the result of the internal lottery is a win in one of the winning areas "4 choices, 3 coins A" to "4 choices, 3 coins D" (step S15).

[0182] If it is determined in step S13 that the second batting order navigation effect has been executed (step S13: YES), the sub-control board 32 determines that the result of the internal lottery is a win in one of the winning areas "Matching Batting Order A" to "Matching Batting Order D" (step S16). If it is determined in step S13 that the second batting order navigation effect has not been executed (step S13: NO), the sub-control board 32 determines whether the aim flag is enabled (step S17). The aim flag is stored in the RAM of the sub-side storage means 72, and is set to the ON state when a game accompanied by the aim effect (aim game) is executed. The aim effect is an effect that displays a predetermined symbol that the player is prompted to aim at on the liquid crystal display 13. "Instructing the player to aim" means that the player stops the reels in order to display the predetermined symbol at a predetermined position (upper, middle, or lower) through the display window 16. The aim flag is set to the OFF state upon completion of the aim game.

[0183] In step S17, if it is determined that the aim flag is valid (step S17: YES), the sub-control board 32 determines whether or not there is a compensation (step S18). The compensation means that a predetermined benefit is granted, and the predetermined benefit is, for example, the right to transition to a special performance state in which the expected value of additional bonuses is relatively high in the next AT performance state. In step S17, when it is determined that the aim flag is not valid (step S17: NO), the sub-control board 32 determines whether the second consecutive win counter 92b is valid or not (step S19).

[0184] In step S18, if it is determined that there is a prize (step S18: YES), the sub-control board 32 determines that the result of the internal lottery is a win in the winning area "batting order 7 complete reply" (step S20). In step S18, if it is determined that there is no compensation (step S18: NO), the sub-control board 32 determines that the result of the internal lottery is a win in the winning area "common 1 ticket" (step S21).

[0185] In step S19, if it is determined that the second consecutive win counter 92b is valid (step S19: YES), the sub-control board 32 determines that the result of the internal lottery is a win in one of the winning areas "Replay A," "Replay B," and "7-batting order replay" (step S22). In step S19, when it is determined that the second consecutive winning counter 92b is not valid (step S19: NO), the sub-control board 32 determines whether the third consecutive winning counter 92c is valid or not (step S23).

[0186] In step S23, if it is determined that the third consecutive winning counter 92c is valid (step S23: YES), the sub-control board 32 determines that the result of the internal lottery is a winning in the winning area "Common 3 A" (step S24). In step S23, if it is determined that the third consecutive winning counter 92c is not valid (step S23: NO), the sub-control board 32 determines that the result of the internal lottery is a winning in the winning area "Common 3 B" (step S25).

[0187] When the effect state is the special effect state, processing is performed based on the flowchart shown in Fig. 15. The sub-control board 32 first determines whether or not the second batting order navigation effect has been executed (step S31).

[0188] In step S31, if it is determined that the second batting order navigation effect has been executed (step S31: YES), the sub-control board 32 determines that the result of the internal lottery is a win in one of the winning areas "Matching Batting Order A" to "Matching Batting Order D" (step S32). In step S31, if it is determined that the second batting order navigation effect has not been executed (step S31: NO), the sub-control board 32 determines whether or not it is the final game in the special effect state (step S33). Note that an additional bonus is executed in the final game in the special effect state.

[0189] In step S33, if it is determined that this is the final game in the special presentation state (step S33: YES), the sub-control board 32 determines that the result of the internal lottery is a win in one of the winning areas "Replay A," "Replay B," "4-choice yellow 7A" to "4-choice yellow 7H," "4-choice 3 cards A" to "4-choice 3 cards D," "Common 3 cards B," and "Common 1 card" (step S34). In step S33, if it is not determined that it is the final game in the special effect state (step S33: NO), it is determined whether or not the aim flag is valid (step S35).

[0190] In step S35, if it is determined that the aim flag is valid (step S35: YES), the sub-control board 32 determines whether or not there is a payment (step S36). In step S35, if it is determined that the aim flag is not valid (step S35: NO), the sub-control board 32 determines that the result of the internal lottery is a win in one of the winning areas "Replay A," "Replay B," "4-choice yellow 7A" to "4-choice yellow 7H," "4-choice 3 cards A" to "4-choice 3 cards D," and "Common 3 cards B" (step S37).

[0191] In step S36, if it is determined that there is a prize (step S36: YES), the sub-control board 32 determines that the result of the internal lottery is a win in the winning area "batting order 7 complete reply" (step S38). In step S36, if it is determined that there is no compensation (step S36: NO), the sub-control board 32 determines that the result of the internal lottery is a win in the winning area "common 1 ticket" (step S39).

[0192] Furthermore, in the gaming machine of this embodiment, a judgment game may be performed in a predetermined presentation state (for example, an AT presentation state) accompanied by a presentation that notifies whether or not a special benefit has been awarded. For example, at the end of the AT presentation state, a judgment game is performed, and a presentation that notifies whether or not the continuation of the AT presentation state as a special benefit (addition of a predetermined value to the stored value of the AT end judgment counter 90) has been awarded is executed. In this embodiment, the judgment game is a single game, but the judgment game may be performed over multiple games.

[0193] In the judge game, processing is performed based on the flowchart shown in Fig. 16. The sub-control board 32 first determines whether or not the second batting order navigation effect has been executed (step S41).

[0194] In step S41, if it is determined that the second batting order navigation effect has been executed (step S41: YES), the sub-control board 32 determines that the result of the internal lottery is a win in one of the winning areas "Matching Batting Order A" to "Matching Batting Order D" (step S42). If it is determined in step S41 that the second batting order navigation effect has not been executed (step S41: NO), the sub-control board 32 determines that the result of the internal lottery is a winning area of ​​one of "Replay A," "Replay B," "7-in-batting order replay," "4-choice yellow 7A" to "4-choice yellow 7H," "4-choice 3-card A" to "4-choice 3-card D," "Matching batting order A" to "Matching batting order D," "Common 3-card A," "Common 3-card B," and "Common 1-card" (step S43).

[0195] (When the value increment is 2pt or 6pt) Next, an example of specific processing when the sub-control board 32 determines in the first determination that the increment of the value is 2 pt or 6 pt (when it determines that the second winning area group has been won) will be described with reference to the flowchart shown in Fig. 17. At the start of the flowchart shown in Fig. 17, it is assumed that the sub-control board 32 determines that the increment of the value is 2 pt or 6 pt.

[0196] The sub-control board 32 first determines whether the small win history is valid (step S51). If it is determined that the small win history is valid in step S51 (step S51: YES), the sub-control board 32 determines whether the second consecutive win counter 92b is valid (step S52). In step S51, if it is determined that the small win history is not valid (step S51: NO), the sub-control board 32 determines that the result of the internal lottery is a win in one of the winning areas "Middle Row Replay," "Right-Up Yellow 7," "Chance Eye A," and "Chance Eye B" (step S53).

[0197] In step S52, if the sub-control board 32 determines that the second consecutive win counter 92b is valid (step S52: YES), it determines that the result of the internal lottery is a win in the winning area "middle replay" (step S54). In step S52, if the sub-control board 32 determines that the second consecutive win counter 92b is not valid (step S52: NO), the sub-control board 32 determines whether the third consecutive win counter 92c is valid (step S55).

[0198] In step S55, if the sub-control board 32 determines that the third consecutive win counter 92c is valid (step S55: YES), it determines that the result of the internal lottery is a win in the winning area "Right-up Yellow 7" (step S56). In step S55, if the sub-control board 32 determines that the third consecutive win counter 92c is not valid (step S55: NO), it determines that the result of the internal lottery is a win in the winning area "Chance Eye A" or "Chance Eye B" (step S57).

[0199] (When the value increment is 3pt or 7pt) Next, an example of specific processing when the sub-control board 32 determines that the value increment is 3 pt or 7 pt in the first determination of the internal lottery result determination processing (when it determines that the third winning area group has been won) will be described with reference to the flowcharts shown in Figures 18 to 19. At the start of the flowcharts shown in Figures 18 to 19, it is assumed that the sub-control board 32 determines that the value increment is 3 pt or 7 pt.

[0200] When the effect state is the normal effect state, processing is performed based on the flowchart shown in Fig. 18. The sub-control board 32 first determines whether or not the small winning history is valid (step S61).

[0201] In step S61, if it is determined that the small winnings history is valid (step S61: YES), the sub-control board 32 determines whether the third consecutive winnings counter 92c is valid or not (step S62). In step S61, if it is determined that the small win history is not valid (step S61: NO), the sub-control board 32 determines that the result of the internal lottery is a win in either the winning area "middle yellow 7" or "red 7 fake lip" (step S63).

[0202] In step S62, if it is determined that the third consecutive win counter 92c is valid (step S62: YES), the sub-control board 32 determines that the result of the internal lottery is a win in the winning area "middle yellow 7" (step S64). In step S62, if it is determined that the third consecutive win counter 92c is not valid (step S62: NO), the sub-control board 32 determines that the result of the internal lottery is a win in the winning area "Red 7 Fake Lip" (step S65).

[0203] When the presentation state is the AT presentation state, processing is performed based on the flowchart shown in Fig. 19. The consecutive win counter 92 may further include a fifth consecutive win counter in addition to the first consecutive win counter 92a to the fourth consecutive win counter 92d. The fifth consecutive win counter is a counter whose stored value is updated in the AT presentation state, and "1" is added to the stored value of the fifth consecutive win counter based on the result of the internal lottery in the AT presentation state being a win in the winning area "middle yellow 7". On the other hand, when the result of the internal lottery in the AT presentation state is a win in the winning area "red 7 fake lip", "1" is not added to the stored value of the fifth consecutive win counter.

[0204] The sub-control board 32 determines whether the fifth consecutive win counter is valid or not (step S71).

[0205] In step S71, if it is determined that the fifth consecutive winning count counter is valid (step S71: YES), the sub-control board 32 determines that the result of the internal lottery is a winning in the winning area "middle yellow 7" (step S72). In step S71, if it is determined that the fifth consecutive winning counter is not valid (step S71: NO), the sub-control board 32 determines that the result of the internal lottery is a winning in the winning area "Red 7 Fake Lip" (step S73).

[0206] (When the value increment is 4pt or 8pt) Next, an example of specific processing when the sub-control board 32 determines in the first determination that the increment of the value is 4 pt or 8 pt (when it determines that the fourth winning area group has been won) will be described with reference to the flowchart shown in Fig. 20. At the start of the flowchart shown in Fig. 20, it is assumed that the sub-control board 32 determines that the increment of the value is 4 pt or 8 pt.

[0207] The sub-control board 32 determines whether or not the execution of the long freeze (third reel lock effect) has been determined (step S81). In the gaming machine of this embodiment, the execution of the third reel lock effect is determined only when the winning area "black BAR alignment" is won.

[0208] In step S81, if it is determined that the execution of the third reel lock effect has been decided (step S81: YES), the sub-control board 32 determines that the result of the internal lottery is a win in the winning area "black BAR alignment" (step S82). In step S81, if it is determined that the execution of the third reel lock effect has not been decided (step S82: NO), the sub-control board 32 determines whether or not a predetermined benefit has been granted (step S83). The predetermined benefit may be, for example, the right to transition to a special effect state in which the expected value of additional bonuses is relatively high in the next AT effect state.

[0209] In step S83, if it is determined that a predetermined benefit has been granted (step S83: YES), the sub-control board 32 determines that the result of the internal lottery is a win in the winning area "black BAR alignment" (step S84). If it is determined in step S83 that the specified benefit has not been granted (step S83: NO), the sub-control board 32 determines that the result of the internal lottery is a win in the winning area "red 7 line up" or "BAR line up" (step S85).

[0210] As described above, in addition to (or instead of) the reel lock effect point counter information and the consecutive win count counter information, other information may be referenced to determine the result of the internal lottery. Examples of other information include whether or not a batting order navigation effect is present, the type of batting order navigation effect, whether or not a predetermined effect (aim effect, third reel lock effect) is performed, the effect status, and whether or not a predetermined bonus has been awarded. Furthermore, the determination result of the result of the internal lottery based on the reel lock effect point counter information and the consecutive win count counter information may differ depending on the state of the gaming machine (the gaming state and the effect status).

[0211] (Second embodiment) Next, a second embodiment of the present invention will be described. The gaming machine of this embodiment basically has the same configuration as the gaming machine of the first embodiment, so the description of the same configuration as the gaming machine of the first embodiment will be omitted or simplified.

[0212] As shown in FIG. 5, in the winning areas "4-Choice Yellow 7A" to "4-Choice Yellow 7H," any of batting orders 3 to 6 is set as the correct batting order (first operation order), and batting orders 1 and 2 are set as the incorrect batting order (second operation order). In other words, the winning areas "4-Choice Yellow 7A" to "4-Choice Yellow 7H" are winning areas where the correct batting order is biased (winning areas where the correct batting order is not set evenly). In the winning areas "4-Choice Yellow 7A" to "4-Choice Yellow 7H," if you press left, a 1-coin role (incorrect role) will always be awarded, and if you press center or right, if the correct batting order is awarded, an 8-coin role (correct role) will be awarded, and if the incorrect batting order is awarded, either a 1-coin role or no role will be awarded.

[0213] These winning areas "4-Choice Yellow 7A" to "4-Choice Yellow 7H" are winning areas in which the number of gaming media paid out varies (changes) depending on the batting order (the manner of operation (operation sequence) of the stop buttons 26a to 26c). Note that the winning areas in which the number of gaming media paid out varies depending on the batting order are not limited to the 4-Choice Yellow 7 (batting order bell), but may also refer to a 4-Choice 3-piece role or a button-press batting order role. In other words, the batting order bell is not limited to the 4-Choice Yellow 7, but may also refer to a 4-Choice 3-piece role or a button-press batting order role.

[0214] Also, the winning areas where the payout number of game media varies depending on the batting order (operation mode) may be the winning areas "1 coin 1" to "1 coin 8" shown in FIG. 21. FIG. 21 shows the relationship between the stop operation mode and the winning combination in the RBB internal middle state for the winning areas "1 coin 1" to "1 coin 8". When the winning areas "1 coin 1" to "1 coin 8" are won and an operation is performed by pressing the left, a 1 coin combination will always be won. On the other hand, when the winning areas "1 coin 1" to "1 coin 8" are won and an operation is performed by pressing the center or right, a 1 coin combination will be won with a 1 / 8 probability depending on the timing of the stop operation, and a 7 / 8 probability will be missed (a 1 coin combination will not be won). In the winning areas "1 coin 1" to "1 coin 8", if you perform the stop operation in a specific operation mode (pressing the middle or right and stopping at the specified timing), you will miss out on a 1 coin role and the payout will be 0, but if you perform the stop operation in any other operation mode (pressing the left, or pressing the middle or right and stopping at the specified timing), you will win a 1 coin role and the payout will be 1.

[0215] When always playing by pressing the center button or the right button, the probability of winning the winning areas "1 coin 1" to "1 coin 8" and receiving a payout of 1 medal is lower than when always playing by pressing the left button. By providing the winning areas "1 coin 1" to "1 coin 8" and setting the operation modes (center button and right button) with a relatively high probability of winning the batting order bell and receiving a predetermined number of medals (for example, 8 medals for the 4-choice yellow 7) as operation modes (center button and right button) with a relatively low probability of winning the winning areas "1 coin 1" to "1 coin 8" and receiving a payout of 1 medal, it is possible to prevent excessive differences in medal acquisition performance between the operation modes.

[0216] If the batting order bell is won in a non-AT performance state and the center or right button is pressed in a game where the batting order navigation performance is not executed, a relatively high payout role may be won. Therefore, if a game is played by pressing the center or right button in a non-AT performance state, there is a risk that the ball output performance of the gaming machine will be excessive.

[0217] In the gaming machine of this embodiment, in a game in which a batting order bell (a winning area in which the payout number of gaming media varies depending on the batting order) is won in a non-AT presentation state, if a specific operation mode, i.e., a center push or a right push is performed (if a stop operation is performed at any of batting orders 3 to 6), a predetermined disadvantage will be incurred by the player. Specifically, a predetermined process will not be executed. This may also be referred to as the execution of a penalty process that is disadvantageous to the player.

[0218] (Penalty processing) In the penalty processing of this embodiment, the value "1," which corresponds to the number of plays of the game, is controlled so that it is not added to a predetermined counter. The predetermined counter is a counter whose value is advantageous to the player when added, such as a non-AT effect state play count counter. In this embodiment, a predetermined number of plays are executed in the non-AT effect state, and when the stored value of the non-AT effect state play count counter reaches a predetermined value (e.g., 999), a transition to the AT effect state is determined. However, if penalty processing is performed and "1" is not added to the stored value of the non-AT effect state play count counter, the period until the transition to the AT effect state is determined becomes longer, which is disadvantageous to the player. Note that the penalty processing may be such that a predetermined lottery (e.g., an AT lottery) is not performed in the game.

[0219] In addition, in a non-AT presentation state, a penalty process may be performed when a center or right button is pressed in a game that has won a predetermined winning area other than the batting order bell. In other words, a predetermined winning area other than the batting order bell may be provided in which a penalty is imposed when a center or right button is pressed. The predetermined winning area may be, for example, the winning area "Common 3-Coin A" shown in FIG. 4. The winning area "Common 3-Coin A" is a winning area in which the same payout combination (3-coin combination) is won regardless of the batting order (operation mode) (a winning area in which the number of game media paid out is the same regardless of the batting order). Furthermore, the predetermined winning area may be a winning area in which a combination with a predetermined payout is won when a left button is pressed, and a combination with a payout lower than the predetermined payout is won when a center button or right button is pressed, or in which neither combination is won.

[0220] In the gaming machine of this embodiment, if the player operates and plays in a predetermined operation mode (recommended batting order: left push), he / she will not suffer any disadvantage (penalty processing will not be executed). In other words, if the operation is performed in a predetermined operation mode (left push) different from a specific operation mode (center push or right push), the player will be granted (generated) a predetermined advantage related to the instruction performance (a value will be added to the non-AT performance state play count counter, or a predetermined lottery will be executed) compared to when the operation is performed in a specific operation mode.

[0221] (Sending winning information) In the gaming machine of the first embodiment, the main control board 31 does not transmit winning role information (winning role information that can uniquely identify the winning role (winning area)) to the sub-control board 32, but in the gaming machine of this embodiment, the main control board 31 transmits winning role information to the sub-control board 32 in specified cases.

[0222] In the gaming machine of this embodiment, when a predetermined winning area is won in a non-AT presentation state (when the result of the internal lottery is the second result), the main control board 31 sends winning role information (information indicating that the result of the internal lottery is the second result) informing the sub-control board 32 of the winning role. The predetermined winning area is a winning area where the number of gaming media paid out is the same regardless of the batting order (the number of gaming media paid out does not change depending on the batting order) (a role with a different payout depending on the batting order does not win), and examples of such winning areas include "Replay A," "Replay B," and "Common 3 A." In addition, even in the AT performance state, if the result of the internal lottery is the second result, the main control board 31 may transmit winning combination information to the sub-control board 32.

[0223] On the other hand, in the non-AT performance state, if the batting order bell (a winning area in which the payout number of gaming media varies depending on the batting order) is won (if the result of the internal lottery is the first result), the main control board 31 does not send winning role information informing the winning role (information indicating that the result of the internal lottery is the first result) to the sub-control board 32. When the main control board 31 does not send winning role information to the sub-control board 32 in this way, the main control board 31 does not display predetermined information (such as information indicating the correct batting order, information indicating a recommended batting order, or information indicating that the batting order bell (a predetermined winning area in which the payout number of gaming media varies depending on the batting order) has been won) (information related to the instruction function, information related to the winning role (winning area)) on the 7-segment display (main display) of the game information display unit 17.

[0224] In the AT performance state, when a batting order bell (a winning area in which the number of gaming media paid out varies depending on the batting order) is won, the main control board 31 may transmit winning combination information to the sub-control board 32. In this case, when the main control board 31 determines to execute the batting order navigation performance based on the winning of the winning area, it causes the 7-segment display of the game information display unit 17 to display information indicating the correct batting order (information related to the instruction function).

[0225] If winning role information notifying that a player has won a winning area in which the number of gaming media paid out is the same regardless of the batting order is defined as first winning role information, and winning role information notifying that a player has won a winning area in which the number of gaming media paid out varies depending on the batting order is defined as second winning role information, it can be said that the first winning role information has a smaller impact on ball output performance than the second winning role information if it is obtained fraudulently and fraudulent activity is committed.

[0226] In this embodiment, the non-AT presentation state may refer to a presentation state other than the AT presentation state. For example, the non-AT presentation state may include a non-advantageous section presentation state.

[0227] Furthermore, in the gaming machine of this embodiment, the expected value of the payout rate when playing with a left push is set lower than when playing with a center push or a right push, so that playing with a left push is basically recommended, and penalty processing is performed when playing with a center push or a right push in a predetermined game (when an operation is performed in a specific operation mode), but this is not limited to this. For example, the expected value of the payout rate when playing with a center push may be set lower than when playing with a left push or a right push, so that playing with a center push is basically recommended, and penalty processing may be performed when playing with a left push or a right push in a predetermined game (when an operation is performed in a specific operation mode).

[0228] The gaming machine of this embodiment is a plurality of reels on the outer periphery of which a plurality of types of symbols are arranged; a stop button provided corresponding to each of the plurality of reels; A main control means for controlling the progress of a game; A sub-control means for controlling the execution of the performance based on the information acquired from the main control means, The main control means an internal lottery means for performing an internal lottery to determine whether or not a plurality of types of winning combinations have been achieved; A winning determination means for determining a winning combination based on the stopping state of the plurality of reels; An instruction function control means for controlling the execution of instruction effects that assist the winning of a specific combination; and a presentation state control means for transitioning the presentation state between a plurality of presentation states including an AT presentation state in which the instruction presentation is executed and a non-AT presentation state in which the instruction presentation is executed less frequently than the AT presentation state, The result of the internal lottery includes a plurality of types of results including a first result and a second result, In a game in which the first result is obtained, the payout amount of game value varies depending on the operation mode of the stop button, In a game in which the second result is obtained, the payout amount of the game value is the same regardless of the operation mode of the stop button, In a game in which a predetermined result is obtained in the non-AT performance state, if a stop operation is performed in a specific operation mode, a predetermined disadvantage will occur to the player, The main control means In the non-AT performance state, when the result of the internal lottery is the first result, the information indicating the result of the internal lottery is not transmitted to the sub-control means, In the non-AT presentation state, if the result of the internal lottery is the second result, information indicating the result of the internal lottery is sent to the sub-control means.

[0229] In a game in which the first result is obtained, the payout amount of gaming media varies depending on the operation mode of the stop button. If a stop operation is performed in the specific operation mode that can result in a winning combination with a predetermined payout in that game, a penalty process that is disadvantageous to the player is performed. Furthermore, in the non-AT presentation state, if the result of the internal lottery is the first result, the main control means does not transmit information indicating the result of the internal lottery to the sub-control means. In the non-AT presentation state, if the result of the internal lottery is the second result, the main control means transmits information indicating the result of the internal lottery to the sub-control means. This prevents the information indicating the first result from being fraudulently obtained, and the information indicating the second result can be used by the sub-control means to control the presentation. This prevents fraudulent acts based on fraudulently obtained information. Furthermore, for the result of a predetermined internal lottery (the second result), various presentations can be executed based on winning combination information (winning combination information that can uniquely identify a winning combination).

[0230] (Third embodiment) Next, a third embodiment of the present invention will be described. The gaming machine of this embodiment basically has the same configuration as the gaming machine of the first embodiment, so the description of the same configuration as the gaming machine of the first embodiment will be omitted or simplified.

[0231] In the gaming machine of this embodiment, various effects are executed via the display surface of the liquid crystal display 13. In the non-AT effect state, the effects executed via the display surface of the liquid crystal display 13 include effects (suggestion effects) that suggest the expectation of receiving a bonus related to the instruction effect (expectation of receiving a bonus) (expectation of receiving a bonus). In this embodiment, multiple types of suggestion effects are prepared, and the probability of each suggestion effect being executed varies depending on the result of the internal lottery (depending on the winning area that is won). In other words, the probability of each suggestion effect being executed is set for each result of the internal lottery.

[0232] The suggestive effects are classified into three groups (first group, second group, and third group) according to the magnitude (strength) of the expected degree of suggestion. The effects belonging to the first group are effects with a relatively low expectation degree for the award of a special benefit (for example, about 10% to 30%). The effects belonging to the first group are effects with a lower expectation degree for the award of a special benefit than the effects belonging to the second group and the third group. This first group may be referred to as the "weak category." In the above, it was stated that the effects belonging to the first group have a relatively low expectation of being awarded a bonus, but these effects correspond to rare roles, and the expectation of being awarded a bonus is relatively high compared to when no effect (suggestive effect) is executed.

[0233] The effects belonging to the third group have a relatively high expectation of receiving a special benefit (for example, about 70% to 90%). The effects belonging to the third group have a higher expectation of receiving a special benefit than the effects belonging to the first group and the second group. This third group may be referred to as the "strong category." The effects belonging to the third group may be effects that indicate that the expectation of receiving a special benefit is 100%.

[0234] The effects belonging to the second group are effects with a relatively medium expectation of receiving a special benefit (for example, about 40% to 60%). The effects belonging to the second group are effects with a higher expectation of receiving a special benefit than the effects belonging to the first group, and a lower expectation of receiving a special benefit than the effects belonging to the third group. This second group may be referred to as the "medium category."

[0235] For example, if an effect belonging to the third group is executed in a given game, the player can have a stronger sense of expectation that a special benefit may be awarded than if an effect belonging to the first or second group is executed.

[0236] As described in the first embodiment, there are multiple types of results of the internal lottery, including a result indicating that the winning area "Red 7 Fake Clip" has been won, a result indicating that the winning area "Red 7 Align" has been won, and a result indicating that the winning area "BAR Align" has been won. Hereinafter, the winning area "Red 7 Fake Clip" will be referred to as a fixed role fake, and the winning area "Red 7 Align" and the winning area "BAR Align" will be referred to as fixed roles. In addition, winning a fixed role fake will be referred to as the first result of the internal lottery, and winning a fixed role will be referred to as the second result of the internal lottery.

[0237] FIG. 22 shows the number of symbols assigned to each suggestive effect when the winning area "Red 7 Fake Lip" (Determined Role Fake) is won and when the winning area "Red 7 Align" (Determined Role) is won. In this embodiment, a predetermined number of symbols is also assigned to the decision not to execute the effect. The number of symbols is a value that indicates the range of winning (decision) relative to the entire range of random numbers (for example, 32768). The column for the winning area "Red 7 Align" may also be replaced with the winning area "BAR Align" of the same determined role.

[0238] (Group 1) The effects belonging to the first group (first effects) include first effect A, first effect B, and third effect C. First effect A is an effect in which cherry blossom petals are displayed. First effect B is an effect in which a flag is displayed. First effect C is an effect in which a folding fan is displayed. For example, if you win a fixed role (the winning area ``7 reds together''), the probability that first effect A will be executed is approximately 0.5% (160 / 32768). Note that the number of symbols assigned to each effect belonging to the first group may be the same or different for both the case where a fixed role fake is won and the case where a fixed role is won. Also, the expected degree of expectation suggested by each effect belonging to the first group may be different. For example, there may be an effect suggesting an expected degree of 15%, an effect suggesting an expected degree of 20%, and an effect suggesting an expected degree of 25%. Also, in this embodiment, three effects (first effects A to C) are prepared as the first effect, but it is sufficient that at least one first effect is prepared (it may be one). In other words, there may be one or more first effects.

[0239] (Group 2) The effects (second effects) belonging to the second group include second effect A, second effect B, second effect C, second effect D, and second effect E. Second effect A is an effect in which a flame is displayed. Second effect B and second effect C are effects in which predetermined characters are cut in and displayed, and for example, the appearance of the characters is different. Second effect D and second effect E are effects (PUSH effects) in which a button image resembling an effect button containing the word PUSH is displayed, and for example, the appearance of the button image is different. Note that the PUSH effect is an effect in which a display is displayed to encourage operation of effect button 21, and when an operation is performed in accordance with the display, a predetermined notification related to the granting of a bonus is made. Note that the number of symbols assigned to each effect belonging to the second group may be the same or different for both the case where a fixed role fake is won and the case where a fixed role is won. Also, the expected degree of expectation suggested by each effect belonging to the second group may be different. For example, there may be an effect suggesting an expected degree of 45%, an effect suggesting an expected degree of 50%, and an effect suggesting an expected degree of 55%. Also, in this embodiment, five effects (second effects A to E) are prepared as the second effects, but it is sufficient that at least one second effect is prepared (it may be one). In other words, there may be one or more second effects.

[0240] (Group 3) The effects belonging to the third group (third effects) include third effect A, third effect B, and third effect C. Third effects A to C all display a door appearing and gradually opening. Third effects A to C differ, for example, in the manner of the character that appears after the door opens. Note that the number of symbols assigned to each effect belonging to the third group may be the same or different for both the case where a fixed role fake is won and the case where a fixed role is won. Also, the expected degree of expectation suggested by each effect belonging to the third group may be different. For example, there may be an effect suggesting an expected degree of 75%, an effect suggesting an expected degree of 80%, and an effect suggesting an expected degree of 85%. Also, in this embodiment, three effects (third effects A to third effects C) are prepared as the third effect, but it is sufficient that at least one third effect is prepared (it may be one). In other words, there may be one or more third effects.

[0241] Next, the stopping patterns of the reels 20a to 20c when a fixed role fake is won and when a fixed role is won will be described. The reel control means 43 controls the reels 20a to 20c to stop in a predetermined stopping pattern according to the result of an internal lottery. The stopping pattern refers to the arrangement of symbols (symbol combination) on the stopped reels 20a to 20c, which is displayed (appears) through the display window 16. For example, when red 7 symbols "red 7" are stopped on the top, middle, or bottom row of the reels 20a to 20c and are displayed in a straight line, this is called a red 7 arrangement stopping pattern.

[0242] When the winning area "Red 7s" (guaranteed winning combination) is selected, the player first presses the stop button 26a in batting order 1 or batting order 2 (by pressing the left button) and performs the reel stop operations (first to third stop operations) with the aim of displaying the specific symbol (the red 7 symbol "Red 7" or the red bar symbol "Red BAR"). The red 7 symbol "Red 7" stops in the middle of the first reel 20a, the red 7 symbol "Red 7" stops in the middle of the second reel 20b, and the red 7 symbol "Red 7" stops in the middle of the third reel 20c, creating a red 7s stop pattern. "Displaying a specific symbol" refers to displaying a specific symbol in a predetermined position among the top, middle, and bottom rows through the display window 16. "Aiming" refers to performing the stop operation so that the target symbol stops in a predetermined position among the top, middle, and bottom rows.

[0243] If the winning area "BAR line-up" (guaranteed role) is won, when the stop button 26a is pressed first (by pressing the left button) in batting order 1 or batting order 2, and the reel stopping operations (first to third stop operations) are performed with the aim of displaying a specific pattern (red 7 pattern "red 7" or red BAR pattern "red BAR"), the red BAR pattern "red BAR" will stop on the bottom row of the first reel 20a, the red BAR pattern "red BAR" will stop on the bottom row of the second reel 20b, and the red BAR pattern "red BAR" will stop on the bottom row of the third reel 20c, and the stopping pattern of a red BAR line-up will appear.

[0244] When the winning area "Red 7 Fake Lip" (Definite Role Fake) is won, if the stop button 26a is pressed first in batting order 1 or batting order 2 (by pressing the left button), and the reel stop operations (first to third stop operations) are performed with the aim of displaying a specific symbol (Red 7 symbol "Red 7" or Red BAR symbol "Red BAR"), the Red 7 symbol "Red 7" will stop in the middle of the first reel 20a, the Red 7 symbol "Red 7" will stop in the middle of the second reel 20b, and the Red 7 symbol "Red 7" will stop in the top of the third reel 20c, resulting in a stop pattern that encourages the Red 7s to line up. In other words, the Red 7 symbols "Red 7" will not line up in a straight line. In addition, when the winning area "Red 7 Fake Lip" (Confirmed Role Fake) is won, if the reel stopping operation (first to third stop operations) is performed without aiming to display a specific symbol (red 7 symbol "Red 7" or red BAR symbol "Red BAR"), the white 7 symbol "White 7" will stop in the middle of the first reel 20a, the white 7 symbol "White 7" will stop in the middle of the second reel 20b, and the white 7 symbol "White 7" will stop in the top of the third reel 20c, and a stopping pattern that teases the white 7s to line up will appear.

[0245] If all stop buttons are pressed with the aim of displaying a specific symbol and a red 7 or red BAR stop pattern appears, the player can understand that the winning combination is a fixed combination. On the other hand, if all stop buttons are pressed with the aim of displaying a specific symbol and a red 7 imitation stop pattern appears, the player can understand that the winning combination is a fixed combination fake.

[0246] If the first stop operation is performed with the aim of displaying a specific pattern if a winning area is selected in the "Red 7s line up", "BARs line up" or "Red 7 fake lip" winning area, the first reel 20a (left reel) can be stopped with the red BAR pattern "Red BAR" (pattern number 16 in Figure 2) displayed on the bottom row, the red 7 pattern "Red 7" (pattern number 15 in Figure 2) displayed on the middle row, and the yellow 7 pattern "Yellow 7" (pattern number 14 in Figure 2) displayed on the top row. In addition, if the first stop operation is performed without aiming to display a specific pattern in the winning area "Red 7 Lineup", the winning area "BAR Lineup" or the winning area "Red 7 Fake Lip", the first reel 20a (left reel) will stop with the white BAR pattern "White BAR" displayed on the bottom row.

[0247] When the stop button 26a is pressed for the first time (when the first stop operation is performed) with the aim of displaying a specific symbol, if the red BAR symbol "RED BAR" (symbol number 16 in Figure 2) stops on the bottom row of the first reel 20a, the red 7 symbol "RED 7" (symbol number 15 in Figure 2) stops on the middle row, and the yellow 7 symbol "YELLOW 7" (symbol number 14 in Figure 2) stops on the top row, there is a possibility that a fixed role fake has been won, or that a fixed role has been won.

[0248] As shown in Figure 8, in the internal lottery, the probability of winning a fixed role (winning area "Red 7 Align" or winning area "BAR Align") is lower than the probability of winning a fixed role fake (winning area "Red 7 Fake Clip").

[0249] The fake fixed role and the fixed role are winning areas where a process advantageous to the player can be performed based on the winning. Specifically, they are winning areas where a lottery for awarding a benefit (a benefit awarding lottery) can be performed based on the winning. The fixed role is a winning area that is more advantageous to the player when won than the fake fixed role. Specifically, the fixed role has a higher expectation of awarding a benefit (a benefit awarding) than the fake fixed role. In this embodiment, a benefit is always awarded when a fixed role is won (i.e., the awarding of a benefit is confirmed). When a fixed role is won, a lottery with a higher probability of awarding a benefit than when a fake fixed role is won may be performed, or a lottery that is not performed when a fake fixed role is won may be performed. Furthermore, when a fixed role is won, a more advantageous benefit may be awarded than when a fake fixed role is won (the degree of advantage of the benefit itself may be different).

[0250] If you win a confirmed role fake, the expectation of being awarded a bonus (regarding the awarding of a bonus) is lower than if you win a confirmed role. Note that a lower expectation of being awarded a bonus includes cases where no bonus is awarded. If you win a confirmed role fake, the probability of winning the bonus award lottery is lower than if you win a confirmed role. A lower probability of winning the bonus award lottery includes cases where the probability of winning the lottery is low, as well as cases where the probability of winning is low due to a low probability of the lottery being held, or cases where the probability of winning is 0% due to the lottery not being held. In the above, it has been stated that a bonus lottery may be held when a fixed role fake is won or when a fixed role is won, but the bonus lottery may be held based on the winning of a predetermined role other than a "fixed role fake and fixed role," and the result of the lottery may be notified when a fixed role fake or fixed role is won. When a fixed role fake is won, it is notified that the expectation of the bonus is lower than when a fixed role is won.

[0251] As shown in Fig. 22, when a fixed role fake is won, the probability that the second group's effects will be executed is higher than the probability that the first group's effects will be executed. Note that when it is said that "the probability that the second group's effects will be executed is higher than the probability that the first group's effects will be executed," it is assumed that the case where the probability that the first group's effects will be executed is 0% is also included. Furthermore, in a case where there are multiple effects (second effects) belonging to the second group and multiple effects (first effects) belonging to the first group, when comparing the effects belonging to each group individually, the probability that a predetermined effect belonging to the first group will be executed may be equal to or higher than the probability that a predetermined effect belonging to the second group will be executed. In short, when viewed as a whole group, it is sufficient that the probability that a effect of the second group will be executed is higher than the probability that a effect of the first group will be executed. When there is one effect belonging to the first group and one effect belonging to the second group, the probability that the second effect will be executed is higher than the probability that the first effect will be executed.

[0252] In addition, when a fixed role fake is won, the probability that the second group's effects will be executed is higher than the probability that the third group's effects will be executed. Note that when it is said that "the probability that the second group's effects will be executed is higher than the probability that the third group's effects will be executed," it also includes the case where the probability that the third group's effects will be executed is 0%. Furthermore, if there are multiple effects (second effects) belonging to the second group and multiple effects (third effects) belonging to the third group, when comparing the effects belonging to each group individually, the probability that a predetermined effect belonging to the third group will be executed may be equal to or higher than the probability that a predetermined effect belonging to the second group will be executed. In short, when looking at the groups as a whole, it is sufficient that the probability that a effect of the second group will be executed is higher than the probability that a effect of the third group will be executed. In addition, when there is one effect belonging to the second group and one effect belonging to the third group, the probability that the second effect will be executed is higher than the probability that the third effect will be executed.

[0253] When the fixed role fake is won, either one or both of the probability that the first group of effects will be executed and the probability that the third group of effects will be executed may be 0%.

[0254] When a fixed combination is won, the probability that the second group's effects will be executed is higher than the probability that the first group's effects will be executed, and the probability that the third group's effects will be executed is higher than the probability that the second group's effects will be executed. In other words, when a fixed combination is won, the probability that the first group's effects will be executed, followed by the second group's effects and finally the third group's effects will be executed in that order. When comparing the effects belonging to the second group with the effects belonging to the first group individually, the probability that a predetermined effect belonging to the first group will be executed may be equal to or greater than the probability that a predetermined effect belonging to the second group will be executed. Essentially, when looking at the groups as a whole, it is sufficient that the probability that an effect of the second group will be executed is higher than the probability that an effect of the first group will be executed. However, when there is one effect belonging to the first group and one effect belonging to the second group, the probability that the second effect will be executed is higher than the probability that the first effect will be executed. Furthermore, when comparing the effects belonging to the second group with the effects belonging to the third group individually, the probability that a predetermined effect belonging to the second group will be executed may be equal to or greater than the probability that a predetermined effect belonging to the third group will be executed. In short, when looking at the groups as a whole, it is sufficient that the probability that an effect of the third group will be executed is higher than the probability that an effect of the second group will be executed. However, when there is one effect belonging to the second group and one effect belonging to the third group, the probability that the third effect will be executed is higher than the probability that the second effect will be executed.

[0255] When a fixed role is won, the effects of each group can be executed. In other words, when the winning role is a fixed role, at least one or more numbers are assigned to the effects of each group (the effects of the first to third groups). In other words, there is no group to which a number is not assigned.

[0256] In the gaming machine of this embodiment, whether a fixed role fake is won or a fixed role is won, the probability of the second group of effects suggesting that the expectation of the award of the benefit is relatively medium is executed is higher than the probability of the first group of effects suggesting that the expectation of the award of the benefit is relatively low. This makes it possible to increase the frequency with which a player has an expectation that a benefit may be awarded, whether a fixed role fake is won or a fixed role is won.

[0257] Furthermore, the probability that the effects belonging to the first group will be executed is higher when a fixed role is won than when a fixed role fake is won. As described above, the probability that the effects of the first group will be executed when a fixed role fake is won may be 0%. Furthermore, the probability that the effects belonging to the second group will be executed is higher when a fixed role fake is won than when a fixed role is won. Furthermore, the probability that the effects belonging to the third group will be executed is higher when a fixed role is won than when a fixed role fake is won. As described above, the probability that the effects of the third group will be executed when a fixed role fake is won may be 0%.

[0258] In a game in which the first group of effects, which suggests a relatively low probability of receiving a bonus, is executed, if the player stops the reels in a predetermined operation mode (by pressing left and aiming to display a specific symbol) and a stop pattern (symbol combination) corresponding to a fixed role is displayed, the player feels satisfied because it is an advantageous result for the player. On the other hand, in a game in which the first group of effects is executed, if the player stops the reels in a predetermined operation mode and a stop pattern (symbol combination) corresponding to a fake fixed role is displayed, it may cause the player to feel a sense of loss and reduce their motivation to play. Furthermore, in a game in which the first group of effects is executed, it may cause the player to stop the reels in a predetermined operation mode.

[0259] In the gaming machine of this embodiment, the probability that the first group of effects will be executed when a fixed role is won is higher than the probability that the first group of effects will be executed when a fake fixed role is won. In other words, in a game in which the first group of effects is executed, the probability that the winning role is a fixed role is higher than the probability that the winning role is a fake fixed role. In other words, in a game in which the first group of effects is executed, when the reels are stopped in a predetermined operation mode, the probability that a stop pattern (symbol combination) corresponding to the fixed role is displayed is higher than the probability that a stop pattern (symbol combination) corresponding to the fake fixed role is displayed. This reduces the possibility of a situation in which a player's motivation to play is reduced due to the display of a stop pattern corresponding to a fake fixed role in a game in which the first group of effects is executed, or a situation in which a player stops operating the reels in a predetermined operation mode.

[0260] If the probability of the first group of effects being executed when a fixed role fake is won is set to 0%, in other words, if the probability that the winning role in a game in which the first group of effects is executed is 0%, when the stop button 26a is first pressed with the aim of displaying a specific symbol in a game in which the first group of effects is executed, and the red BAR symbol "RED BAR" stops in the lower row, the red 7 symbol "RED 7" stops in the middle row, and the yellow 7 symbol "YELLOW 7" stops in the upper row on the first reel 20a, it is determined that the winning role is a fixed role. The same applies when the probability of the third group of effects being executed when a fixed role fake is won is set to 0%.

[0261] The gaming machine of this embodiment is a plurality of reels on the outer periphery of which a plurality of types of symbols are arranged; an internal lottery means for performing an internal lottery to determine whether or not a plurality of types of winning combinations have been achieved; A winning determination means for determining a winning combination based on the stopping state of the plurality of reels; a state control means capable of transitioning the state at least between a first state and a second state; a performance control means for controlling the execution of the performance; the second state is a state more advantageous to the player than the first state, As an effect that can be executed in the first state, there is a suggestion effect that suggests the expectation of the granting of a benefit, The suggestive effects include a plurality of types of effects with different suggested expectations, and the probability of each effect being executed varies depending on the result of the internal lottery. The suggestion effects are classified into a first effect, a second effect, and a third effect, The first effect is an effect having a lower expectation of the award of the benefit than the second effect and the third effect, The third effect is an effect that has a higher expectation of the award of the benefit than the first effect and the second effect, The second effect is an effect in which the expectation of the award of the benefit is higher than that of the first effect and the expectation of the award of the benefit is lower than that of the third effect, The result of the internal lottery includes a plurality of types of results including a first result and a second result, When the result of the internal lottery is the first result, the expectation of the award of the benefit is lower than when the result is the second result, When the result of the internal lottery is the first result, the probability that the second effect will be executed is higher than the probability that the first effect will be executed; When the result of the internal lottery is the second result, the probability of the second effect being executed is higher than the probability of the first effect being executed, The probability that the first effect will be executed when the result of the internal lottery is the second result is higher than the probability that the first effect will be executed when the result of the internal lottery is the first result.

[0262] The second effect is an effect with a higher expectation of the award of the benefit than the first effect, and the probability of the second effect being executed when the result of the internal lottery is the first result is higher than the probability of the first effect being executed. Also, the probability of the second effect being executed when the result of the internal lottery is the second result is higher than the probability of the first effect being executed. Therefore, whether the result of the internal lottery is the first result or the second result, the probability that the second effect will be executed is higher than the probability that the first effect will be executed, and the player can be made to feel more frequently excited that a special benefit may be granted. Furthermore, the first effect is an effect with a lower expectation of the award of the benefit than the other effects (the second effect and the third effect). The first result is also with a lower expectation of the award of the benefit than the second result. The probability that the first effect will be executed when the result of the internal lottery is the second result is higher than the probability that the first effect will be executed when the result of the internal lottery is the first result. Therefore, in a game in which the first effect is executed, the probability that the result of the internal lottery will be the second result is higher than the probability that the result of the internal lottery will be the first result. This makes it possible to prevent a decrease in the player's motivation to play based on the result of the internal lottery being the first result in a game in which the first effect is executed.

[0263] In addition, the gaming machine of this embodiment has The probability that the second effect will be executed when the result of the internal lottery is the first result is higher than the probability that the second effect will be executed when the result of the internal lottery is the second result.

[0264] By reducing the frequency with which the first effect is executed when the result of the internal lottery is the first result, the sense of loss caused by frequent instigation of the effect can be reduced. On the other hand, by providing a predetermined effect that is executed when the result of the internal lottery is the first result, with the same frequency as when the result of the internal lottery is the second result, or with a frequency greater than when the result of the second result is the first result (by increasing the frequency of instigation), a greater variety of patterns can be achieved. If the predetermined effect is the third effect, if the result of the internal lottery is frequently the first result despite the third effect being executed, the sense of loss felt by the player is greater, leading to the perception that the third effect is an effect that cannot be expected. Therefore, in this embodiment, the predetermined effect is the second effect, which has a higher expectation rate than the first effect but a lower expectation rate than the third effect. In other words, the second effect is provided as an effect that is more likely to be executed when the result of the internal lottery is the first result than when the result of the internal lottery is the second result. The sense of loss felt by the player when the second effect is executed and the first result is obtained can be reduced compared to when the third effect is executed and the first result is obtained.

[0265] In addition, the gaming machine of this embodiment has The probability that the third effect will be executed when the result of the internal lottery is the second result is higher than the probability that the third effect will be executed when the result of the internal lottery is the first result.

[0266] The third effect is an effect that has a higher expectation of the award of the benefit than the other effects (the first effect and the second effect). The first result has a lower expectation of the award of the benefit than the second result. The probability that the third effect will be executed when the result of the internal lottery is the second result is higher than the probability that the third effect will be executed when the result of the internal lottery is the first result. Therefore, in a game in which the third effect is executed, the probability that the result of the internal lottery will be the second result is higher than the probability that the result of the internal lottery will be the first result. This makes it possible to reduce disappointment felt by a player when the result of the internal lottery is the first result in a game in which the third effect is executed, in which the expectation of a benefit being awarded is higher than in other effects.

[0267] The gaming machine of this embodiment is provided with an AT presentation state (second state) in which the batting order navigation presentation is executed, and a non-AT presentation state (first state) in which the batting order navigation presentation is executed less frequently than in the AT presentation state, and it is possible to increase the number of medals in the AT presentation state more than in the non-AT presentation state (the AT presentation state is a more advantageous state for the player than the non-AT presentation state), but is not limited to this. Among the game states (FIG. 6), when the normal state and the RBB internal state are defined as non-bonus states (first state) and the RBB operating state is defined as the bonus operating state (second state), the bonus operating state may be configured to allow more medals to be awarded than in the non-bonus state. In other words, the bonus operating state may be a state more advantageous to the player than the non-bonus state. In other words, the gaming machine may be configured to allow more balls to be awarded in the bonus operating state. In this case, in the non-bonus state, a suggestion effect (FIG. 22) that suggests the expectation of the award of a bonus may be executed via the LCD display 13, and the bonus includes the right to transition to the bonus operating state. When the third effect is executed during a given game in the non-bonus state, the player can have a stronger expectation that a bonus may be awarded (a bonus has been awarded) than when the first or second effect is executed.

[0268] In each of the above-described embodiments, a game is played using medals as game value, but the game value may be electronic information (a so-called medalless system). In this case, when a winning combination is achieved, the amount of value corresponding to the winning combination is awarded to the player in the form of electronic information.

[0269] The present invention is not limited to the above-described embodiment, and various modifications can be made without departing from the spirit of the present invention. For example, the game control mode and configuration of the slot machine are not limited to those of the above-described embodiment. Furthermore, the above-described control operation can be applied not only to slot machines, but also to other gaming machines such as pachinko gaming machines and medal-less gaming machines. The present invention can be applied to gaming machines, and gaming machines include slot machines, pachinko gaming machines, medal-less gaming machines, etc.

[0270] It should be noted that, within the scope of the present invention, the embodiments may be freely combined, or any of the components of the embodiments may be modified, or any of the components of the embodiments may be omitted. [Explanation of symbols]

[0271] 20a, 20b, 20c reels 31 Main control board (main control means) 32 Sub-control board (sub-control board) 42 Internal lottery procedures 44 Winning Judgment Method 60 Memory means

Claims

[Claim 1] a plurality of reels on the outer periphery of which a plurality of types of symbols are arranged; A main control means for controlling the progress of a game; A sub-control means for controlling the execution of the performance based on the information acquired from the main control means, The main control means an internal lottery means for performing an internal lottery to determine whether or not a plurality of types of winning combinations have been achieved; a reel control means for rotating the plurality of reels for each game and controlling the reels to stop in response to a stop operation in a manner corresponding to the result of the internal lottery; A winning determination means for determining a winning combination; An instruction function control means for controlling the execution of instruction effects that assist in the winning of a predetermined combination; a presentation state control means for transitioning the presentation state between a plurality of presentation states including a first presentation state and a second presentation state that is more advantageous than the first presentation state; The game value according to the winning small prize is paid out, the plurality of reels includes a first reel, a second reel, and a third reel; As a winning mode of a small win, there are several types of specific winning modes in which several types of small wins overlap, A correct operation mode is set for each of the plurality of types of specific winning modes, and there are specific winning modes in which the operation mode that causes the second reel to stop first is the correct operation mode, and specific winning modes in which the operation mode that causes the third reel to stop first is the correct operation mode, but there is no specific winning mode in which the operation mode that causes the first reel to stop first is the correct operation mode, the reel control means controls the reels to stop during rotation so as to win a small winning combination that pays out a larger amount of game value than the game value bet for one game, when a stop operation is performed in the correct operation mode corresponding to the specific winning mode in a game in which the specific winning mode has been obtained by the internal lottery; When a stop operation is performed in a first failed operation mode that stops the first reel first among failed operation modes that are operation modes different from the correct operation mode corresponding to the specific winning mode, control is performed to stop the reels that are spinning so that a small winning combination that pays out a smaller game value than the game value bet for one game is always won, When a stop operation is performed in a second failure operation mode among the failure operation modes in which the second reel or the third reel is stopped first, control is performed to stop the reels being rotated so that, depending on the timing of the stop operation, there are cases in which a small winning combination is won, which pays out a game value less than the game value bet for one game, and cases in which no winning combination is won, A gaming machine in which, in the first presentation state, in a first case, the main control means does not send information indicating the result of the internal lottery to the sub-control means, but in a second case different from the first case, the main control means sends information indicating the result of the internal lottery to the sub-control means.

Citation Information

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