gaming machines

The gaming machine maintains presentation devices in a less noticeable mode at the lowest payout rate to enhance player awareness of events, addressing the challenge of reduced presentation effects in low-power mode.

JP7813056B2Active Publication Date: 2026-02-12OLYMPIA KK
View PDF 1 Cites 0 Cited by

Patent Information

Application Number
JP2024089033
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-05-31
Publication Date
2026-02-12
Estimated Expiration
2044-05-31

AI Technical Summary

Technical Problem

Existing gaming machines face challenges in providing effective presentations while minimizing the reduction in presentation effects during low-power mode operations.

Method used

A gaming machine with a setting change mechanism and presentation control system that maintains a specific presentation device in a less noticeable operating mode at the lowest payout rate setting, while reducing the frequency of less noticeable effects to enhance player awareness of advantageous events.

Benefits of technology

This approach minimizes the reduction in presentation effects and ensures players frequently recognize advantageous events, maintaining engagement and effectiveness in low-power mode.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 0007813056000001
    Figure 0007813056000001
  • Figure 0007813056000002
    Figure 0007813056000002
  • Figure 0007813056000003
    Figure 0007813056000003
Patent Text Reader

Abstract

To provide a game machine capable of executing an effective performance.SOLUTION: A game machine comprises a lower panel lamp as a performance device, a setting value can be changed in six steps from a setting L to a setting 6, an AT winning notice performance and a first AT winning determined notice performance for allowing the lower panel lamp 400 to blink speedily are provided as winning notice performances, the lower panel lamp is always kept off in the setting L, an operation mode of the lower panel lamp is kept in an off state in execution of the first AT winning determined notice performance, and an appearance probability of the first AT winning determined notice performance is set lower than the AT winning notice performance in the setting L.SELECTED DRAWING: Figure 29
Need to check novelty before this filing date? Find Prior Art

Description

[Technical Field]

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

[0002] Gaming machines (slot machines) equipped with multiple reels with symbols arranged on their outer peripheries have been known for some time. These types of gaming machines assign a fixed gaming value to gaming media, such as medals or pachinko balls, and players play to acquire these gaming media. When a player inserts gaming media into a designated slot and bets a specified number of gaming media, the gaming machine is able to start the game. When the player initiates a spin start operation, an internal lottery is conducted and the multiple reels begin to spin. When the player initiates a stop operation, the multiple reels are stopped in a manner corresponding to the results of the internal lottery. The game result is determined by the symbol combination displayed on the pay line when the multiple reels are stopped, and medals or other items are paid out according to the game result.

[0003] In addition, gaming machines have been known that operate in a low-power mode that consumes less power than normal if no operation is performed for a predetermined period of time after the end of a single game, and that limit the operation of the presentation device in the low-power mode (see Patent Document 1). [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Japanese Patent Application Publication No. 2020-58469 Summary of the Invention [Problem to be solved by the invention]

[0005] In gaming machines such as those described above, it is desirable to provide effective presentations while minimizing the reduction in presentation effects in situations where the operation of presentation devices is restricted, such as in low power mode.

[0006] The present invention has been made in view of the above circumstances, and an object of the present invention is to provide a gaming machine that can provide effective presentations. [Means for solving the problem]

[0007] (1) The present invention relates to a gaming machine equipped with a setting change means capable of changing the setting value among a plurality of setting values, and a presentation control means for controlling presentations, wherein a first presentation and a second presentation for operating a specific presentation device in a first operating mode are provided as gaming presentations for notifying the player of the occurrence of an event advantageous to the player, and the setting value with the lowest expected value of the payout rate among the plurality of setting values ​​is set as the minimum setting value, and the presentation control means sets the standard operating mode of the specific presentation device to the second operating mode at the minimum setting value, and maintains the operating mode of the specific presentation device in the second operating mode when executing the second presentation, and the frequency of occurrence of the second presentation at the minimum setting value is set lower than that of the first presentation.

[0008] In this invention, a first effect and a second effect that operates a specific effect device in a first operating mode are provided as effects to notify the player of the occurrence of an event advantageous to the player. At the lowest setting value, which has the lowest expected value for the payout rate among multiple setting values, the base operating mode of the specific effect device is set to the second operating mode, and the operating mode of the specific effect device is maintained in the second operating mode when the second effect is executed. In other words, at the lowest setting value, the operating mode of the specific effect device does not change even when the second effect is executed, so the second effect is executed in an operating mode that is less noticeable to the player than when the specific effect device is operated in the first operating mode. In this invention, the frequency of the second effect, which is executed in an operating mode that is less noticeable to the player, is set lower than the first effect at the lowest setting value, so that the player can often recognize the occurrence of an event advantageous to the player through the first effect. This minimizes the reduction in the effect of the effect and enables effective execution of the effect.

[0009] (2) The present invention relates to a gaming machine equipped with a setting change means capable of changing the setting value among a plurality of setting values, and a presentation control means for controlling presentations, wherein a first presentation and a second presentation for operating a specific presentation device in a specific operation mode are provided as gaming presentations for notifying the player of the occurrence of an event advantageous to the player, and the setting value with the lowest expected value of the ball payout rate among the plurality of setting values ​​is set as the minimum setting value, and the presentation control means sets the standard operation mode of the specific presentation device to the specific operation mode at the minimum setting value, and maintains the operation mode of the specific presentation device in the specific operation mode when executing the second presentation, and the frequency of occurrence of the second presentation at the minimum setting value is set lower than that of the first presentation.

[0010] In this invention, a first effect and a second effect that operates a specific effect device in a specific operation mode are provided as effects to notify the occurrence of an event advantageous to the player. At the lowest setting value, which has the lowest expected value for the payout rate among multiple setting values, the base operation mode of the specific effect device is set to the specific operation mode, and the operation mode of the specific effect device is maintained in the specific operation mode when the second effect is executed. In other words, at the lowest setting value, the operation mode of the specific effect device does not change even when the second effect is executed, so the second effect is executed in an operation mode that is difficult for the player to notice. In this invention, the frequency of the second effect, which is executed in an operation mode that is difficult for the player to notice, is set lower than the first effect at the lowest setting value, so in most cases the player can grasp the occurrence of an event advantageous to the player through the first effect. This minimizes the reduction in effect and enables effective effects. [Brief explanation of the drawings]

[0011] [Figure 1] 1 is a perspective view showing the external configuration of a gaming machine according to an embodiment of the present invention; [Figure 2] 1 is a block diagram showing a schematic electrical configuration of a gaming machine and a dedicated unit according to an embodiment of the present invention. [Figure 3] 1 is a diagram illustrating the functional blocks of a gaming machine according to an embodiment of the present invention. [Figure 4]10 is a diagram illustrating an internal lottery table in the gaming machine according to an embodiment of the present invention. FIG. [Figure 5] 10A and 10B are diagrams illustrating the winning patterns of small prizes in the gaming machine according to an embodiment of the present invention. [Figure 6] 10A and 10B are diagrams illustrating the winning patterns of small prizes in the gaming machine according to an embodiment of the present invention. [Figure 7] 10A and 10B are diagrams illustrating the winning patterns of small prizes in the gaming machine according to an embodiment of the present invention. [Figure 8] 1 is a diagram illustrating the arrangement of symbols on the reels in a gaming machine according to an embodiment of the present invention. [Figure 9] 10 is a diagram illustrating the relationship between the order in which stop buttons are pressed and winning combinations in the gaming machine according to an embodiment of the present invention. FIG. [Figure 10] 10 is a diagram illustrating the relationship between the order in which stop buttons are pressed and winning combinations in the gaming machine according to an embodiment of the present invention. FIG. [Figure 11] 10 is a diagram illustrating the relationship between the order in which stop buttons are pressed and winning combinations in the gaming machine according to an embodiment of the present invention. FIG. [Figure 12] 10 is a diagram illustrating the relationship between the order in which stop buttons are pressed and winning combinations in the gaming machine according to an embodiment of the present invention. FIG. [Figure 13] 10A to 10C are diagrams illustrating the stopping modes of the reels in the gaming machine according to the embodiment of the present invention. [Figure 14] 10A and 10B are diagrams illustrating the relationship between winning roles and symbol combinations in the gaming machine according to an embodiment of the present invention. [Figure 15] 10A and 10B are diagrams illustrating the relationship between winning roles and symbol combinations in the gaming machine according to an embodiment of the present invention. [Figure 16] 10A and 10B are diagrams illustrating the relationship between winning roles and symbol combinations in the gaming machine according to an embodiment of the present invention. [Figure 17] 10A and 10B are diagrams illustrating the relationship between winning roles and symbol combinations in the gaming machine according to an embodiment of the present invention. [Figure 18] 10A and 10B are diagrams illustrating the relationship between winning roles and symbol combinations in the gaming machine according to an embodiment of the present invention. [Figure 19]10A and 10B are diagrams illustrating the relationship between winning roles and symbol combinations in the gaming machine according to an embodiment of the present invention. [Figure 20] 10A and 10B are diagrams illustrating the relationship between winning roles and symbol combinations in the gaming machine according to an embodiment of the present invention. [Figure 21] 10A and 10B are diagrams illustrating the relationship between winning roles and symbol combinations in the gaming machine according to an embodiment of the present invention. [Figure 22] 10A and 10B are diagrams illustrating the relationship between winning roles and symbol combinations in the gaming machine according to an embodiment of the present invention. [Figure 23] 3 is a transition diagram of the gaming state in the gaming machine according to the embodiment of the present invention. FIG. [Figure 24] FIG. 2 is a transition diagram of the presentation state in the gaming machine according to the embodiment of the present invention. [Figure 25] 1 is a transition diagram of a gaming zone in a gaming machine according to an embodiment of the present invention. [Figure 26] A diagram explaining the payout rate for each setting value in an gaming machine according to an embodiment of the present invention. [Figure 27] A diagram explaining the payout rate for each setting value in an gaming machine according to an embodiment of the present invention. [Figure 28] This is a diagram illustrating the first AT winning confirmation preview effect in an embodiment of the gaming machine of the present invention. [Figure 29] 10 is a flowchart illustrating the effect processing of a sub-board in an gaming machine according to an embodiment of the present invention. [Figure 30] This is a diagram illustrating the first AT winning confirmation preview effect in an embodiment of the gaming machine of the present invention. [Figure 31] 10A and 10B are diagrams illustrating errors in a gaming machine according to an embodiment of the present invention. [Figure 32] This is a diagram explaining the AT winning notice display and the first AT winning confirmation notice display in an embodiment of the gaming machine of the present invention. [Figure 33] A figure explaining the winning probability of the left-center batting order bell group and the left-right batting order bell group in a gaming machine of a modified embodiment of the present invention. DETAILED DESCRIPTION OF THE INVENTION

[0012] Hereinafter, embodiments of the present invention will be described. Note that the embodiments described below do not unduly limit the content of the present invention described in the claims. Furthermore, not all of the configurations described in the present embodiments are necessarily essential constituent elements of the present invention.

[0013] 1. Configuration FIG. 1 is a perspective view showing the external configuration of a gaming machine according to an embodiment of the present invention.

[0014] The gaming machine of this embodiment is called a smart pachislot, and is a type of gaming machine that maintains the playability of a slot machine while using electronic medals, which are electronic gaming value, as the gaming medium used in the game instead of physical medals.

[0015] The gaming machine of this embodiment contains a reel unit 310 consisting of a first reel R1 to a third reel R3 (multiple reels) housed in a box-shaped cabinet consisting of a storage box BX (an example of a gaming machine body), an upper front door UD (an example of a front door), and a lower front door DD (an example of a front door). A power supply unit with a built-in power supply and various switches such as a power switch, a setting change key cylinder, and a setting change button is housed below the reel unit 310 in the cabinet. The gaming machine of this embodiment also contains a control board mounted with a CPU (an example of a computing means), a ROM (an example of an information storage medium), a RAM (an example of a temporary storage means), etc., for controlling the operation of the gaming machine. In this embodiment, multiple types of electronic circuit boards are provided, including a main board 10 that serves as a control board and controls the progress of the game, a sub-board 20 that receives signals sent from the main board 10 and performs control to execute game presentations that match the progress of the game, and a medal number control board 30 that controls the number of digitized medals that are electronically held in the gaming machine and can be used for games (number of gaming medals).In the following, the total number of digitized medals that are electronically held in the gaming machine and can be used for games will sometimes be referred to as the "number of gaming medals," and the memory unit that holds the digitized medals will sometimes be referred to as the "medal holding unit."

[0016] The upper front door UD and lower front door DD, which close the front (an example of the front) of the storage box BX in an openable and closable manner, are provided so as to be able to be opened and closed individually, and the upper front door UD is provided with a display window DW which allows the rotation and stopped states of the first reel R1 to the third reel R3 to be observed.

[0017] In the gaming machine of this embodiment, each reel is provided with an upper, middle, and lower display positions for observing the symbols through the display window DW, and an activated line is set by the combination of the display positions of each reel. In the gaming machine of this embodiment, when the number of electronic medals required for one game, that is, the so-called specified number of medals, is inserted (bet), an activated line L1 formed by the middle of the first reel R1, the upper of the second reel R2, and the middle of the third reel R3 is activated.

[0018] The game result is determined by the symbol combination displayed on the active line in the display window DW, and if the symbol combination on the active line corresponds to a predetermined winning combination, that winning combination is considered to have won and electronic medals are paid out.

[0019] Additionally, the upper front door UD is provided with an upper panel 92. An upper panel lamp 402 (an example of a performance device) which is an illumination light source (LED) is provided on the rear side of the upper panel 92, and the upper panel 92 is illuminated from behind by the light emitted from the upper panel lamp 402.

[0020] In addition, the upper front door UD is provided with a winning notification section 410. The winning notification section 410 notifies (reports) that the AT lottery has been won (winning the right to move to assist time play), and on the back side of the winning notification section 410, a notification lamp 412 (an example of a performance device) which is a light source (LED) for illumination is provided, and the winning notification section 410 is illuminated from behind by the light emitted from the notification lamp 412.

[0021] The upper front door UD is also provided with a liquid crystal display LCD and a frame lamp AL for game presentations. The liquid crystal display LCD displays various videos (or images) to assist and liven up the game, and the frame lamp AL lights up and flashes to liven up the game.

[0022] In addition, in the gaming machine of this embodiment, a plurality of speakers SP for producing game effects are provided on the lower front door DD. These speakers SP output various sounds to assist and liven up the game.

[0023] Additionally, the lower front door DD is provided with a game medal count display device 70 (an example of a display device). The game medal count display device 70 displays the total number of digitized medals held in the medal holding section, i.e., the number of game medals (an example of a game value number). However, the number of game medals does not include the digitized medals bet. Therefore, the game medal count display device 70 displays the number of digitized medals acquired by the player minus the number of digitized medals bet. The game medal count is displayed in a numerical range of 0 to 16,382 on a 5- or 6-digit 7-segment display or the like located in a position visible to the player.

[0024] The lower front door DD is provided with various operating means, such as a bet button B0 (an example of an inserting operation means, a gaming operation means) for inserting (betting) electronic medals held in the medal holding section, a start lever SL (an example of a game starting operation means, a gaming operation means) for rotating the first reel R1 to the third reel R3 to start a game, stop buttons B1 to B3 (an example of a stop operation means, a gaming operation means) for stopping each of the first reel R1 to the third reel R3 that are driven to rotate by a stepping motor, and a settlement button B4 (an example of a predetermined operation means, a settlement operation means, a gaming operation means) for returning (settling) all inserted (bet) electronic medals to the medal holding section.

[0025] In addition, the lower front door DD is provided with a counting button B8 (an example of a counting operation means, a gaming operation means) as an operation means for transferring (counting) some or all of the electronic medals held in the medal holding section to a dedicated unit 50 (an example of a specific unit) described later.

[0026] The lower front door DD is also provided with a game information display section DS. The game information display section DS is made up of LEDs, lamps, 7-segment displays, etc., and displays various game information such as the number of electronic medals paid out or won in one game (the difference between the number of electronic medals paid out and the number inserted), the total number of electronic medals paid out or won in bonus games, etc.

[0027] The lower front door DD is provided with a lower panel 91. A lower panel lamp 400 (an example of a performance device) which is a light source (LED) for illumination is provided on the rear side of the lower panel 91, and the light emitted from the lower panel lamp 400 illuminates the lower panel 91 from behind.

[0028] In the gaming machine of this embodiment, when a player inserts (bet) a specified number of electronic medals by pressing the bet button B0 in a state where a game can be started, the machine is set to a ready state where rotation control of the first reel R1 to the third reel R3 can be started, and pressing the start lever is permitted (enabled). Then, when the player presses the start lever SL, the control board starts rotating the first reel R1 to the third reel R3 by driving the stepping motor, and an internal lottery is performed using a random number value. On the condition that the rotation speed of the first reel R1 to the third reel R3 has increased to a predetermined speed, pressing the stop buttons B1 to B3 is permitted (enabled).

[0029] Thereafter, when the player presses the stop buttons B1 to B3 at any timing, the stop switch (stop signal output means: for example, a photosensor, a conductivity sensor, a pressure sensor, etc.) built into each of the stop buttons B1 to B3 turns on, changing the reel stop signal input to the control board from the off state to the on state.

[0030] Furthermore, when the player releases any of the pressed stop buttons B1 to B3 at any time, the stop switches corresponding to the respective stop buttons B1 to B3 turn off, changing the reel stop signal input to the control board from on to off.

[0031] The control board then stops the first reel R1 to the third reel R3 at a stop position corresponding to the result of the internal lottery based on the change from OFF to ON of the reel stop signal, whose signal state changes depending on the timing of pressing and releasing the stop buttons B1 to B3.

[0032] When medals are paid out according to the results of a game, the electronic medals are paid out (stored) in the medal holding section, and the display of the number of game medals on the game medal number display device 70 is updated.

[0033] FIG. 2 is a block diagram showing a schematic electrical configuration of the gaming machine and the dedicated unit 50 of this embodiment, and FIG. 3 is a functional block diagram of the gaming machine of this embodiment.

[0034] The gaming machine of this embodiment is electrically connected to a dedicated unit 50, which is an external device, via a gaming ball etc. lending device connection terminal board 40. The dedicated unit 50 is provided with a dedicated unit control board 60 that transmits and receives electronic medals to and from the gaming machine.

[0035] The gaming machine of this embodiment is controlled by a control board including a main board 10 (a main control unit, an example of a first control unit), a sub-board 20 (an example of a sub-control unit), and a medal count control board 30 (a game value count control unit, an example of a second control unit). The main board 10 receives input signals from input means such as a bet switch 220, a start switch 230, a stop switch 240, a settlement switch 250, a setting change switch 260, and a setting change permission switch 265, performs various calculations to execute a game, and controls the operation of output means such as a reel unit 310 based on the calculation results. The sub-board 20 also receives signals from the main board 10, performs various calculations to execute effects according to the progress of the game, and controls the operation of output means such as a display device 330, a sound device 340, a lower panel lamp 400, an upper panel lamp 402, and an announcement lamp 412 based on the calculation results. Furthermore, the medal count control board 30 receives input signals from input means such as the count button switch 255, performs various calculations to manage the number of game medals, and controls the operation of output means such as the game medal count display device 70 based on the calculation results. The functions of each board such as the main board 10, sub-board 20, and medal count control board 30 are realized by hardware such as various processors (CPU, DSP, etc.), ASIC (gate array, etc.), ROM (an example of an information storage medium), or RAM, or by software consisting of a given program pre-stored in ROM, etc.

[0036] The main board 10 is equipped with a main CPU 10a, a main ROM 10b, a main RAM 10c, etc., and by the main CPU 10a executing various programs stored in the main ROM 10b, it functions as a setting change means 103, a deposit acceptance means 105 (acceptance control means, deposit processing means, settlement processing means), a random number generation means 110, an internal lottery means 120, a reel control means 130, a winning determination means 140, a payout control means 150, a replay processing means 160, a game status control means 170, a presentation status control means 180 (auxiliary game control means), a communication control means 190, etc.

[0037] The setting change means 103 performs a setting change process to change the setting value among multiple setting values ​​(e.g., six levels) with different degrees of advantage. Information about the setting values ​​is stored in a setting value storage area provided in the main RAM 10c. In this embodiment, the gaming machine is switched between starting up in game mode and starting up in setting change mode depending on the state of the setting change permission switch 265 when the power is turned on. When the setting key is inserted into the setting change key cylinder and turned clockwise from the initial position, the signal state of the setting change permission switch 265 becomes an ON state. When the power switch is operated in this state to supply power from the power supply unit, the setting change means 103 starts up the gaming machine in setting change mode. In this embodiment, the setting value can be selected from six levels: setting L (lowest setting value), setting 1, setting 2, setting 3, setting 5, and setting 6 (highest setting value), and the probability of the internal lottery varies so that the expected value of the payout rate (medal acquisition rate (number of medals paid out / number of medals inserted)) increases in the order of "setting L < setting 1 < setting 2 < setting 3 < setting 5 < setting 6".

[0038] Furthermore, when the setting change switch 260 is activated by pressing the setting change button in the setting change mode, the setting change means 103 changes the setting value in the order of Setting L → Setting 1 → Setting 2 →... Setting 6 → Setting L →... each time it receives an input signal from the setting change switch 260, confirms the setting value based on a game start signal from the start switch 230 which is activated by pressing the start lever SL, and controls the setting change means 103 to store the confirmed setting value in the setting value storage area. In this embodiment, the signal state of the setting change permission switch 265 is changed to the OFF state by returning the setting key inserted in the setting change key cylinder to the initial position, thereby enabling the transition from the setting change mode to the game mode.

[0039] In this embodiment, when the power is turned on with the setting change key cylinder in the initial position, the gaming machine is started in the gaming mode based on the signal state of the setting change permission switch 265 being in the OFF state. In this embodiment, in the gaming 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.

[0040] Furthermore, when the setting value is confirmed by pressing the start lever SL in the setting change mode, the setting change means 103 performs an initialization process to initialize predetermined information related to the game (for example, the game state, the presentation state, the game section, etc.) stored in a predetermined storage area of ​​the main RAM 10c. In the initialization process accompanying the change (confirmation) of the setting value, for example, the game state is initialized to the normal state, the presentation state is initialized to the initial presentation state, and the game section is initialized to the normal section.

[0041] The insertion acceptance means 105 accepts the insertion of electronic medals for each game, and performs control to validate a game start operation for the start lever SL (game start operation means) based on the insertion of a specified number of electronic medals (for example, three medals). In the gaming machine of this embodiment, the first pressing operation of the start lever SL, which is validated based on the insertion of a specified number of electronic medals, is accepted as a game start operation, and serves as a trigger to start the rotation of the first reel R1 to the third reel R3 and also as a trigger to execute an internal lottery.

[0042] In addition, when the bet button B0 is operated while the deposit acceptance means 105 is accepting the deposit of electronic medals, the bet switch 220 is activated and an deposit process (bet process) is performed to set the electronic medals held in the medal holding section to a deposited state (bet state) up to a specified deposit number.

[0043] In addition, when the settlement button B4 is operated while the deposit acceptance means 105 is accepting the deposit of electronic medals, the settlement switch 250 is activated, and a settlement process is performed to return all of the electronic medals set to the deposited state to the medal holding section.

[0044] The random number generating means 110 is a means for generating random numbers for lottery. The random number 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 "random number" 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.

[0045] The internal lottery means 120 performs an internal lottery to determine whether or not multiple types of roles such as replays, small roles, and bonuses have been won, based on a start signal from a start switch 230 that is activated by a game start operation on the start lever SL (first pressing of the activated start lever SL). If a role is won in the internal lottery, the lottery flag corresponding to the winning role is set from a non-winning state (first flag state, off state) to a winning state (second flag state, on state).

[0046] In the internal lottery, the random number acquired for the internal lottery is compared with an internal lottery table stored in the main ROM 10b, and the winning or losing combination is determined based on the comparison result. In the gaming machine of this embodiment, three types of internal lottery tables (internal lottery table 1 to internal lottery table 3) are prepared as shown in FIG. 4. Each internal lottery table corresponds to a plurality of random number values ​​(e.g., 65,536 random number values ​​from 0 to 65,535), with various combinations such as replays, small combinations, and bonuses, as well as losing combinations (non-winning combinations). In this embodiment, three types of internal lottery tables are prepared for each of six setting values. The probability of obtaining certain winning combinations in the internal lottery varies depending on the setting value, and the correspondence between combinations and random number values ​​is set so that the higher the setting value, the higher the expected ball payout rate. In this manner, in this embodiment, the internal lottery is performed in a selection mode corresponding to the setting value.

[0047] In addition, in the gaming machine of this embodiment, small roles 1 to 95 are prepared as small roles, and as winning modes of small roles, as shown in FIGS. 5 to 7, left-center batting order bell group (left-center batting order bell A1 to left-center batting order bell A4, left-center batting order bell B1 to left-center batting order bell B4), left-right batting order bell group (left-right batting order bell A1 to left-right batting order bell A4, left-right batting order bell B1 to left-right batting order bell B4), center-left batting order bell group (center-left batting order bell 1 to center-left batting order bell 4) , center-right batting order bell group (center-right batting order bell 1 to center-right batting order bell 4), right-left batting order bell group (right-left batting order bell 1 to right-left batting order bell 6), right-center batting order bell group (right-center batting order bell 1 to right-center batting order bell 6), common 1 A1 to common 1 A4, common 1 B1 to common 1 B4, special role group (special role A1 to special role A9, special role B1 to special role B3), cherry A, cherry B, watermelon, and JAC1 to JAC3 are set. In the following explanation, the 36 types of winning patterns of the left-center batting order bell group, left-right batting order bell group, center-left batting order bell group, center-right batting order bell group, right-left batting order bell group, and right-center batting order bell group are collectively referred to as batting order bells, and the 12 types of winning patterns of the special role group are collectively referred to as special roles.

[0048] In addition, in the gaming machine of this embodiment, Replay 1 to Replay 2 are provided as replays, and normal Replay 1 to normal Replay 2 are set as winning modes for the replays. The lottery mode is set so that in normal Replay 1, Replay 1 is the sole winning, and in normal Replay 2, Replay 1 and Replay 2 are both winning.

[0049] In addition, in the gaming machine of this embodiment, the winning probability and winning pattern for small roles are the same on internal lottery table 1 and internal lottery table 2, the winning probability for replays is higher on internal lottery table 2 than on internal lottery table 1, replays are not included in the lottery on internal lottery table 3, and the lottery pattern for small roles on internal lottery table 3 is different from that on internal lottery table 1 and internal lottery table 2, and the winning probability for small roles is higher than that on internal lottery table 1 and internal lottery table 2.

[0050] In addition, in the gaming machine of this embodiment, a big bonus (BB) is prepared as a bonus, and the big bonus (BB) is the object of lottery in the internal lottery table 1. In the internal lottery table 1, the lottery mode is set so that the big bonus (BB) can be won in combination with each of the common one B1 to common one B4, special combination A1 to special combination A9, special combination B1 to special combination B3, cherry A, cherry B, and watermelon, or can be won alone.

[0051] In addition, in the gaming machine of this embodiment, the gaming state can be set to a normal state, a BB formation state, and a BB state, and the internal lottery means 120 selects one of the internal lottery tables 1 to 3 as the internal lottery table to be used in the internal lottery depending on the gaming state.

[0052] In addition, the gaming machine of this embodiment is provided with a lottery flag (carry-over flag) that allows a winning state to be carried over to subsequent games until a prize is won, and a lottery flag (non-carry-over flag) that is reset to a non-winning state without carrying over the winning state to subsequent games regardless of whether a prize is won. The former carry-over flag is associated with a big bonus (BB), while the latter non-carry-over flag is associated with a small bonus and a replay. In the internal lottery process, for example, when a big bonus (BB) is won in the internal lottery, a process is performed to carry over the winning state of the lottery flag for the big bonus (BB) until the big bonus (BB) is won. At this time, the internal lottery means 120 performs an internal lottery to determine whether a small bonus and a replay will be won, even in a game in which the winning state of the lottery flag for the big bonus (BB) is carried over. That is, in the internal lottery process, in a game in which the winning state of the lottery flag of the bonus corresponding to the carryover flag is carried over, if a small winning combination or replay is won, lottery flags corresponding to two or more types of combinations consisting of the lottery flag of the bonus that has already been won and the lottery flag of the small winning combination or replay that has been won in the internal lottery are set to a winning state.

[0053] The reel control means 130 starts the rotation of the first reel R1 to the third reel R3 using a stepping motor based on a start signal from a start switch 230 which is activated by a game start operation on the start lever SL, and controls the first reel R1 to the third reel R3 to start rotating by pressing a stop button B1 to B3 (stop operation means) corresponding to the reel that is rotating steadily at a predetermined speed (approximately 80 rpm: a rotation speed of approximately 80 rotations per minute), and also controls the first reel R1 to the third reel R3 that are being rotated by the stepping motor to stop in a manner according to the setting state of the lottery flag (the result of the internal lottery).

[0054] When the stop switch 240 is activated by the player pressing one of the stop buttons B1 to B3 while the stop operation for the stop buttons B1 to B3 is enabled, the reel control means 130 disables the operation for the operated stop button, and based on the reel stop signal from the stop switch 240, supplies a full-phase excitation drive pulse to the stepping motor of the reel unit 310, thereby controlling the stopping of each of the first reel R1 to the third reel R3.

[0055] That is, each time one of the stop buttons B1 to B3 is pressed, the reel control means 130 determines the stop position of the reel corresponding to the pressed button among the first reel R1 to the third reel R3, and controls the reel to stop at the determined stop position. In the gaming machine of this embodiment, pressing the stop button B1 corresponds to an operation to stop the first reel R1, pressing the stop button B2 corresponds to an operation to stop the second reel R2, and pressing the stop button B3 corresponds to an operation to stop the third reel R3. That is, in the gaming machine of this embodiment, if the order in which the stop buttons B1 to B3 are pressed is changed, the stop order of the first reel R1 to the third reel R3 is also changed. In this embodiment, the stop operation corresponding to the first reel to stop among the first reel R1 to the third reel R3 is referred to as the first stop operation, the stop operation corresponding to the second reel to stop as the second stop operation, and the stop operation corresponding to the last reel to stop as the third stop operation, and the stop of the reel corresponding to the first stop operation may be referred to as the first stop, the stop of the reel corresponding to the second stop operation as the second stop, and the stop of the reel corresponding to the third stop operation as the third stop. Also, in this embodiment, the operation sequence of stop operations that stops the first reel R1 (an example of a specific reel) first may be referred to as a recommended hitting order (an example of a specific operation sequence), and the operation sequence of stop operations that stops the second reel R2 or the third reel R3 first may be referred to as an irregular hitting order (an example of a non-specific operation sequence).

[0056] In the gaming machine of this embodiment, the first reel R1 through the third reel R3 corresponding to the pressed stop button is stopped within 190 ms of the time when the stop button B1 through B3 is pressed. When the rotating reels are stopped within 190 ms of the time when the stop button is pressed, the stop position of each rotating reel is determined based on the number of frames required from the time when the stop button is pressed to the time when the reel stops, within a range of 0 to 4 frames (a predetermined pull-in range). The reel control means 130 controls the rotating reel corresponding to the pressed stop button B1 through B3 to stop so that, when the symbol corresponding to the winning combination in the internal lottery is located within a range of 0 to 4 frames from the display position on the pay line at the time when the stop button is pressed, the symbol corresponding to the winning combination for which the lottery flag is set to a winning state is displayed at the display position on the pay line.

[0057] 8, the red 7 symbol "RED 7," the blue 7 symbol "BLUE 7," the bar symbol "BAR," the replay symbol 1 "RP1," the replay symbol 2 "RP2," the bell symbol "BL," the watermelon symbol "WM," the cherry symbol "CH," the dummy symbol 1 "DUM1," and the dummy symbol 2 "DUM2" are arranged on the outer periphery of the first reel R1 through the third reel R3 constituting the reel unit 310. When symbols located within four frames from the push detection position are drawn onto an active line, the symbols arranged within four frames on the outer periphery of each reel can be displayed on the active line regardless of the push detection position, which is the position of the reel at the time the stop switch 240 is activated (when the stop button is detected being pressed). In this embodiment, the push detection position is the display position of the top row of each reel.

[0058] In addition, in the gaming machine of this embodiment, the reel unit 310 is equipped with a reel index made up of a photosensor, and the reel control means 130 is able to monitor the current rotation state of the reel by determining the rotation angle (the number of rotation steps of the rotary shaft of the stepping motor) from the reference position of the reel (the frame detected by the reel index 315) based on the reference position signal detected by the reel index every time the reel makes one rotation. In other words, the reel control means 130 can obtain the position of the reel when the stop switch 240 is activated by determining the rotation angle from the reference position of the reel.

[0059] Furthermore, the reel control means 130 determines the stop position of the reel during rotation by referring to the stop control table stored in the main ROM 10b.

[0060] Here, in the stop control table, a correspondence relationship between the push detection position, which is the position of the reel at the time of operation of the stop switch 240 (the time when the push of the stop button is detected), and the actual stop position is set according to the setting state of the lottery flag. Note that in the stop control table, a correspondence relationship between the push detection position and the number of sliding symbols, which indicates the amount of rotation from the push detection position to the actual stop position, may also be set according to the setting state of the lottery flag.

[0061] In addition, in the gaming machine of this embodiment, the priority order for small wins, replays, and bonuses is set as "replay > bonus" and then "small win > bonus," and the stop control table is set so that a stop position including a symbol that constitutes the winning form of a high-priority win is selected according to the priority order associated with each win.

[0062] In addition, in the gaming machine of this embodiment, the stop control table that is referenced when the lottery flags for multiple types of minor roles are set to a winning state in the internal lottery has two cases: one in which the stop position is set according to the number of pattern combinations that indicate winning forms that can be displayed on the valid line (number priority control: an example of first control), and one in which the stop position is set according to the number of medals paid out based on a predetermined payout for the minor role (payout number priority control: an example of second control).When the stop position is set according to the number of pattern combinations that indicate winning forms that can be displayed on the valid line, the stop position relative to the press detection position is set so that priority is given to stop positions with a greater number of pattern combinations that indicate winning forms that can be displayed on the valid line, and when the stop position is set according to the number of medals paid out, the stop position relative to the press detection position is set so that priority is given to stop positions with a greater number of medals paid out based on the payout of the minor role corresponding to the pattern displayed at the display position on the valid line (stop positions that can win a minor role with a greater payout). However, when the stop positions are set according to the number of medals paid out, for multiple stop positions where the number of medals paid out is the same, the priority of each stop position is treated as being the same and a stop position relative to the press detection position is set, and when the stop positions are set according to the number of pattern combinations that indicate winning forms that can be displayed on the valid line, the priority of each stop position is treated as being the same and a stop position relative to the press detection position is set, and when the stop positions are set according to the number of pattern combinations that indicate winning forms that can be displayed on the valid line, the number of pattern combinations that indicate winning forms that can be displayed on the valid line is the same.

[0063] In addition, in this embodiment, for convenience of explanation, small roles are sometimes categorized by the payout and referred to collectively, for example, a small role with a payout of 1 coin (small role 1 to small role 71) is referred to as a 1-coin small role, a small role with a payout of 3 coins (small role 72 to small role 73) is referred to as a 3-coin small role, a small role with a payout of 8 coins (small role 74 to small role 75) is referred to as an 8-coin small role, and a small role with a payout of 15 coins (small role 76 to small role 95) is referred to as a 15-coin small role.

[0064] In the stop control table that is referenced when any of the batting order bells is selected in the internal lottery, the correct batting order is set for each batting order bell, as shown in Figures 9 to 11, and any operation sequence that differs from the correct batting order is treated as an incorrect batting order.

[0065] First, in the stop control table which is referenced when either the batting order bell belonging to the left-center batting order bell group or the left-right batting order bell group is won, as shown in Figure 9, the stop position relative to the press detection position is set so that when stop buttons B1 to B3 are pressed in the correct batting order, an 8-coin small role (correct small role) will be won, and when stop buttons B1 to B3 are pressed in the incorrect batting order, the stop position relative to the press detection position is set so that either a 1-coin small role (incorrect small role) will be won or neither role will be won (missed out).

[0066] In addition, "1 piece small role (1 / 4)" in Figures 9 to 11 means that in a situation where only 1 piece small role can be won, 1 piece small role will be won with a probability of 1 / 4, and there will be a 3 / 4 chance that neither role will be won, resulting in a miss. Also, "1 piece small role (1 / 2)" in Figures 10 and 11 means that in a situation where only 1 piece small role can be won, 1 piece small role will be won with a probability of 1 / 2, and there will be a 1 / 2 chance that neither role will be won, resulting in a miss.

[0067] In addition, in the stop control table which is referenced when one of the batting order bells belonging to the center-left batting order bell group, center-right batting order bell group, right-left batting order bell group, or right-center batting order bell group is won in the internal lottery, the stop position relative to the press detection position is set so that when stop buttons B1 to B3 are pressed in the correct batting order, a 15-coin small role (correct small role) will be won, as shown in Figures 10 and 11, and when stop buttons B1 to B3 are pressed in the incorrect batting order, the stop position relative to the press detection position is set so that either a 1-coin small role (incorrect small role) will be won or no role will be won (missed out).

[0068] In addition, in this embodiment, when each batting order bell is won and the stop operation is performed in the correct batting order, the stop position relative to the press detection position is set in each stop control table so that the symbols that make up the winning form of a 15-coin small win are preferentially displayed on the valid line due to payout number priority control, and when the stop operation is performed in the incorrect batting order, the symbols that make up the winning form of a 1-coin small win are preferentially displayed on the valid line due to number priority control.

[0069] In addition, in the stop control table that is referenced when one of the common 1 card A1 to common 1 card A4 and common 1 card B1 to common 1 card B4 is won in the internal lottery, the stop position relative to the press detection position is set so that there are cases where a 1-card small win (incorrect small win) is won and cases where no win is won (missed out), as shown in Figure 11.

[0070] In addition, in the stop control table that is referenced when one of the special roles belonging to the special role group is won in the internal lottery, a specific batting order is set for each special role, and an operation order different from the specific batting order is treated as a non-specific batting order, as shown in Fig. 12. In the stop control table that is referenced when one of the special roles A1 to A9 is won in the internal lottery, the stop positions relative to the press detection positions are set so that when the stop buttons B1 to B3 are pressed in the specific batting order, a 15-piece small role of small role 86, small role 88, small role 89, or small role 91 is won, and when the stop buttons B1 to B3 are pressed in the non-specific batting order, the stop positions relative to the press detection positions are set so that a 15-piece small role different from the small role 86, small role 88, and small role 89 is won.

[0071] In addition, in the stop control table that is referenced when any of the special roles B1 to B3 is won in the internal lottery, the stop position relative to the press detection position is set so that when the stop buttons B1 to B3 are pressed in a specific batting order, a 15-coin small role of small role 90 is won, and when the stop buttons B1 to B3 are pressed in a non-specific batting order, the stop position relative to the press detection position is set so that a 15-coin small role different from small role 90 is won.

[0072] In addition, in the stop control table that is referenced when Cherry A is won in the internal lottery, the stop position relative to the press detection position is set so that a 1-coin small win will be awarded, and in the stop control table that is referenced when Cherry B is won in the internal lottery, the stop position relative to the press detection position is set so that there are cases where a 3-coin small win will be awarded (1 / 2 chance of winning) and cases where neither win will be awarded (1 / 2 chance of missing out), and in the stop control table that is referenced when Watermelon is won in the internal lottery, the stop position relative to the press detection position is set so that a 3-coin small win will be awarded.

[0073] In addition, in the stop control table that is referenced when JAC1 wins in the internal lottery, the stop position relative to the press detection position is set so that a 15-coin small win will be awarded, in the stop control table that is referenced when JAC2 wins in the internal lottery, the stop position relative to the press detection position is set so that an 8-coin small win will be awarded, and in the stop control table that is referenced when JAC3 wins in the internal lottery, the stop position relative to the press detection position is set so that a 1-coin small win will be awarded.

[0074] In addition, in the stop control table that is referenced when normal replay 1 or normal replay 2 is won in the internal lottery, the stop position relative to the press detection position is set so that either replay will win.

[0075] In addition, the Big Bonus (BB) can only be won if the Big Bonus (BB) is won alone in the normal state, and there are no misses when the BB is formed, and since there are always overlapping wins of small winning combinations or replays that have a higher priority than the Big Bonus (BB), the stop position relative to the press detection position is set in the stop control table so that the Big Bonus (BB) is not won.

[0076] In addition, in this embodiment, when small win 86, small win 88, or small win 89 is won when any of special wins A1 to A9 is won, as shown in Figures 13(A) to 13(F), there are cases where a symbol combination of red 7s (specific symbol combination) consisting of red 7 symbols "red 7" or a symbol combination of blue 7s (specific symbol combination) consisting of blue 7 symbols "blue 7" is displayed on an invalid line (a line not used to determine whether a win has been made), and as shown in Figures 13(A) and 13(B), when small win 86 is won, a symbol combination of red 7s or a symbol combination of blue 7s may be displayed on the middle invalid line consisting of the middle row of each reel. When a small winning combination 88 is won, a symbol combination of red 7s or blue 7s may be displayed on the right-down void line consisting of the upper row of the first reel R1, the middle row of the second reel R2, and the lower row of the third reel R3, as shown in Figures 13(C) and 13(D). When a small winning combination 89 is won, a symbol combination of red 7s or blue 7s may be displayed on the lower void line consisting of the lower rows of each reel, as shown in Figures 13(E) and 13(F). Therefore, when any of the special winning combinations A1 to A9 is won, if a stop operation is performed in a specific batting order, a symbol combination of red 7s or blue 7s will be displayed depending on the timing of the stop operation.

[0077] Also, when a small win 90 is won when any of the special wins B1 to B3 is won, as shown in Figure 13 (G), there are cases where a BAR matching symbol combination (specific symbol combination) consisting of the BAR symbol "BAR" is displayed on an invalid line, and when a small win 90 is won, a BAR matching symbol combination can be displayed on the upper right invalid line consisting of the lower row of the first reel R1, the middle row of the second reel R2, and the upper row of the third reel R3. Therefore, when any of the special wins B1 to B3 is won, if a stop operation is performed in a specific hitting order, a BAR matching symbol combination will be displayed according to the timing of the stop operation.

[0078] The winning determination means 140 performs a winning determination process to determine whether or not a winning combination has been achieved based on the stopping state of the first reel R1 to the third reel R3. Specifically, by referring to a winning determination table stored in the main ROM 10b, it determines whether or not the symbol combination displayed on the pay line when all of the first reel R1 to the third reel R3 have stopped is in the form of a predetermined winning combination. Then, the winning determination table is prepared so that the presence or absence of a winning combination of a big bonus (BB), replay 1, replay 2, and small bonus 1 to small bonus 95 can be determined based on the symbol combination displayed on the pay line when each reel has stopped, as shown in Figures 14 to 22. The winning determination means 140 is not limited to performing the winning determination process based on the stopping state of each reel (information on the actual stopping position of each reel). For example, the winning determination process may be performed based on the stopping position of each reel determined by the reel control means 130 (the predicted stopping position of each reel at the time of the stopping operation), or may be performed based on the actual stopping position of the reel that has already stopped and the predicted stopping position (planned stopping position) of the reel for the third stopping operation. In this example, the winning determination process can be performed before all reels stop (at the time when the stopping position of the reel corresponding to the third stopping operation is determined). Then, when a symbol combination indicating a predetermined winning form for each winning combination is displayed on the pay line, the winning combination is achieved.

[0079] In the gaming machine of this embodiment, when a winning combination is achieved, a winning process is executed based on the determination result of the winning determination means 140. As the winning process, for example, when a small combination is achieved, a payout process of electronic medals is executed by the payout control means 150, when a replay is achieved, a replay process is executed by the replay processing means 160, and when a bonus is achieved, a game state transition process for transitioning the game state is executed by the game state control means 170.

[0080] When a small winning combination is achieved, the payout control means 150 determines the number of electronic medals to be paid out based on a payout predetermined for each combination, and pays out the determined number of electronic medals to be paid out to a medal holding section.

[0081] When a replay wins, the replay processing means 160 performs replay processing (replay processing) to set the next game to the same preparation state as the previous game without requiring the player to insert any electronic medals that he owns. That is, in the gaming machine of this embodiment, when a replay wins, an automatic insertion process is performed to automatically insert the same number of electronic medals as in the previous game without using any electronic medals that the player has in hand, and the machine waits for the next game start operation using the start lever SL with the same pay lines as in the previous game set.

[0082] As shown in FIG. 23, the game state control means 170 performs a game state transition process that transitions the game state between the normal state, the BB established state, and the BB state. In this embodiment, information indicating the current game state is stored in a game state storage area of ​​the main RAM 10c. The game state transition condition may be one condition or multiple conditions. When multiple conditions are set, the game state can be transitioned to another game state when one of the multiple predetermined conditions is established, or when all of the multiple predetermined conditions are established.

[0083] The normal state is a game state corresponding to the initial state among multiple game states, and it is possible to transition from the normal state to the BB establishment state or the BB state. Specifically, if a big bonus (BB) is won in the normal state but the big bonus (BB) is not won, the game transitions to the BB establishment state, and if a big bonus (BB) is won and also won in the normal state, the game transitions to the BB state. In addition, in the normal state, an internal lottery is performed by referring to internal lottery table 1, among internal lottery tables 1 to 3 shown in Figure 4, in which the winning probability of a replay is set to approximately 1 / 7.3 or more and the big bonus (BB) is set as a lottery target.

[0084] The BB formation state is a game state that is entered when a big bonus (BB) is won in an internal lottery in the normal state but the big bonus (BB) is not won.Of the internal lottery tables 1 to 3 shown in Figure 4, the probability of winning a replay is higher than that of internal lottery table 1, so a miss (non-win) does not occur, and an internal lottery is held by referring to internal lottery table 2, in which the big bonus (BB) is excluded from the lottery.

[0085] In addition, in the BB established state, the lottery flag corresponding to the big bonus (BB) is maintained in a winning state until the big bonus (BB) is won, and when a symbol combination indicating the winning form of the big bonus (BB) is displayed on the activated line, the game state control means 170 transitions the game state from the BB established state to the BB state.

[0086] The BB state is a game state that is entered when a symbol combination indicating a big bonus (BB) winning form is displayed on an active line, and an internal lottery is conducted by referring to internal lottery table 3, of internal lottery tables 1 to 3 shown in Figure 4, which has a different method of drawing small roles from internal lottery table 1 and internal lottery table 2.

[0087] In the BB state, it is determined whether or not the termination condition is met based on the total number of electronic medals paid out during play in the BB state, and when it is determined that more than a predetermined number of electronic medals (for example, 18 medals) have been paid out, the game state control means 170 terminates the BB state and controls the game state to return to the normal state. In this embodiment, count information on the number of payouts in the BB state is stored in the game state storage area.

[0088] In addition, in the gaming machine of this embodiment, in the normal state (an example of when the bonus is not operating) and the BB formation state (an example of when the bonus is not operating), an internal lottery is conducted so that there are multiple types of first winning patterns (center-left batting order bell group, center-right batting order bell group, right-left batting order bell group, and right-center batting order bell group) in which multiple types of 15-coin small roles (an example of correct small roles: small roles 76 to 83) are won without overlapping each other, and in the BB state (an example of when the bonus is operating), there is a second winning pattern (JAC1) in which multiple types of 15-coin small roles (small roles 76 to 83) are won in overlapping, and the internal lottery is conducted so that the probability of the second winning pattern in the BB state is lower than the probability of one of the multiple types of first winning patterns in the internal lottery in the normal state and the BB formation state, and the winning probability of each small role is equal to or higher than the winning probability in the normal state and the BB formation state and the winning probability of the small roles as a whole is higher than in the normal state and the BB formation state. In other words, in the BB state of this embodiment, the probability of winning at least one type of small win is higher than in the normal state or the BB state, and the probability of winning all small wins is also higher than in the normal state or the BB state, but the probability of obtaining the second winning pattern (JAC1) including small wins 76 to 83 with a higher payout than the specified number of coins inserted (3 coins) is lower than the probability of obtaining any of the first winning patterns including any of small wins 76 to 83 in the normal state or the BB state, so the expected value of the winning rate of electronic medals in the BB state (number of coins paid out / number of coins inserted) can be made less than 100%.

[0089] As shown in Fig. 24, the presentation state control means 180 performs a presentation state transition process that transitions the presentation state among the initial presentation state, the normal presentation state, the first AT state, and the second AT state. In this embodiment, information indicating the current presentation state is stored in a presentation state storage area of ​​the main RAM 10c. The presentation state transition condition may be one condition or multiple conditions. When multiple conditions are defined, the presentation state can be transitioned to another presentation state when one of the multiple predetermined conditions is met, or when all of the multiple predetermined conditions are met.

[0090] In this embodiment, when the player is in the first AT state or the second AT state, the effect control means 210 performs a winning assistance effect to assist the player in winning a winning combination, and an assist time game (an example of an assist game, advantageous game, or bonus game) can be played in which electronic medals are easier to win than in normal games when the player is in the initial effect state or normal effect state. In this embodiment, the function of executing an assist time game in an advantageous zone is the instruction function, and the processing that affects the execution of the assist time game is the processing related to the instruction function.

[0091] Furthermore, as shown in Figure 25, the presentation state control means 180 is capable of setting a normal section (non-advantageous section) and an advantageous section, and in the normal section, the presentation state is fixed to the initial presentation state, which is the initial state, and a lottery is held to transition to an advantageous section, and by winning the lottery to transition to an advantageous section, the advantageous section is started, and the presentation state can be set to an AT state (first AT state and second AT state) on the condition that it is an advantageous section.

[0092] The presentation state control means 180 then performs a lottery for transition to an advantageous zone when the normal state or the BB state is established in the normal zone. In the normal state and the BB state, the lottery for transition to an advantageous zone is performed when a winning mode other than the normal replay 2 is selected in the internal lottery.

[0093] When the advantageous zone transition lottery is won, advantageous zone transition processing is performed based on the fact that the advantageous zone transition lottery has been won, the advantageous zone is started from the next game of the game in which the advantageous zone transition lottery has been won, and the presentation state is set to the normal presentation state.

[0094] Furthermore, when the presentation state is in the normal presentation state in the advantageous zone, the presentation state control means 180 performs an AT lottery (an example of processing related to the instruction function) each time one game is played. In this embodiment, the first AT win and the second AT win are set as the winning types. In the AT lottery, the probability of winning the first AT or the second AT varies depending on the result of the internal lottery, and the probability of winning the first AT or the second AT is set to be higher in the order of "Cherry A < Watermelon < Cherry B < Special role group". Furthermore, when Normal Replay 1, Normal Replay 2, Left-Center Batting Order Bell Group, Left-Right Batting Order Bell Group, Center-Left Batting Order Bell Group, Center-Right Batting Order Bell Group, Right-Center Batting Order Bell Group, Common 1 A1 to Common 1 A4, Common 1 B1 to Common 1 B4, JAC1 to JAC3, or a miss (miss), the AT lottery will be held with a lower probability of winning than when Cherry A is won, and when Special Roles A1 to A9 are won, the first AT will be won, and when Special Roles B1 to B3 are won, the second AT will be won.

[0095] The effect state control means 180 can set a penalty state and a non-penalty state as penalty management states for managing whether or not a penalty that would be disadvantageous to the player occurs. When a penalty occurrence condition is met, the effect state is controlled to the penalty state, and when the penalty occurrence condition is not met, the effect state is controlled to the non-penalty state. In this embodiment, if a stop operation is performed in an irregular batting order during a game that is in an advantageous zone and in a normal effect state, the effect state is determined to have met the penalty occurrence condition, and the effect state is controlled to the penalty state at the end of the game. In other words, the next game after a stop operation in an irregular batting order is entered into the penalty state. In the penalty state, an automatic turnover lottery is performed as a penalty with a probability significantly lower than that of the non-penalty state (e.g., 1 / 65536). Furthermore, when a stop operation is performed in the recommended batting order during the penalty state, the effect state is determined to have met the penalty release condition, and the effect state is controlled to the non-penalty state at the end of the game. On the other hand, if a stop operation is performed during the irregular batting order during the penalty state, the penalty state continues.

[0096] In addition, when the penalty occurrence condition is met, the presentation state control means 180 performs penalty processing to invalidate the result of the AT lottery for the game.

[0097] The presentation state control means 180 controls the presentation state to transition to the first AT state based on the first AT winning being obtained in the AT lottery in the normal presentation state, and transitions the presentation state to the second AT state based on the second AT winning being obtained in the AT lottery. In this embodiment, the assist time game is started from the game after the game in which the first AT winning or the second AT winning is obtained in the AT lottery.

[0098] In this embodiment, the playing period of the first AT state or the second AT state is managed by the difference in the number of electronic medals (the difference between the number of medals inserted and the number of medals paid out), and when transitioning to the first AT state, the ending condition for the first AT state, which is the difference in the number of medals to end the first AT state (for example, 341 medals), is set, and when transitioning to the second AT state, the ending condition for the second AT state, which is the difference in the number of medals to end the second AT state (for example, 122 medals), is set.

[0099] In this embodiment, an assist time game is played based on whether the presentation state is the first AT state or the second AT state, and the difference in the number of electronic medals in the first AT state or the second AT state is cumulatively counted by the AT counter in the main RAM 10c. When the difference in the number of electronic medals in the first AT state reaches the ending difference number (e.g., 341 medals), the presentation state control means 180 determines that the ending condition for the first AT state has been met, ends the first AT state, and transitions to the normal presentation state. When the difference in the number of electronic medals in the second AT state reaches the ending difference number (e.g., 122 medals), the presentation state control means 180 determines that the ending condition for the second AT state has been met, ends the second AT state, and transitions to the normal presentation state. In this way, in this embodiment, more electronic medals can be won in the first AT state than in the second AT state, so the first AT state has a higher ability to win electronic medals than the second AT state.

[0100] In this embodiment, when the presentation state is the normal presentation state, there are cases where the game state is the normal state, the BB established state, or the BB state, and depending on the change in the game state, the presentation state is not changed and the normal presentation state is continued.Similarly, when the presentation state is the first AT state or the second AT state, there are cases where the game state is the normal state, the BB established state, or the BB state, and depending on the change in the game state, the presentation state is not changed and the first AT state or the second AT state is continued.

[0101] In addition, in this embodiment, the presentation state control means 180 sets the value of the first clear counter in the main RAM 10c to a predetermined value "1" in the advantageous zone transition process, and in the advantageous zone, performs an incremental update by adding a fixed value (e.g., 1) equivalent to one game to the value of the first clear counter each time one game is played, and determines that the advantageous zone end condition has been met when the value of the first clear counter exceeds a threshold value (e.g., 4000) (when the value of the first clear counter reaches "4001"). In this embodiment, the first clear counter is updated after all rotating reels in each game have stopped, but the first clear counter may be updated at any time as long as it is predetermined for each game. For example, the update may be triggered by operating the start lever SL to start a game.

[0102] In addition, the presentation state control means 180 sets the value of the second clear counter in the main RAM 10c to the initial value "0" during the advantageous zone transition process, and during the advantageous zone, updates the value of the second clear counter according to the difference in the number of electronic medals in each game, subtracts the value "3" corresponding to the number of electronic medals inserted in the game (3 medals) from the value corresponding to the number of electronic medals paid out (for example, "10" if 10 electronic medals are paid out, and "0" if no winning combination is achieved and no medals are paid out), to obtain the calculation result of the difference in the number of medals in that game, and performs an update process in which this calculation result is added to the value of the second clear counter, and when the value of the second clear counter exceeds a threshold value (for example, 2400: a predetermined number), it determines that the condition for ending the advantageous zone has been met. The difference in the number of coins in the advantageous zone counted by the second clear counter starts counting from a base point of 0 when the advantageous zone starts (after the advantageous zone transition process), and even if the value of the second clear counter falls below the initial value "0," the counting of the difference in the number of coins continues, and the negative amount is also counted. For this reason, in this embodiment, it is possible to acquire a predetermined amount of coins exceeding 2,400 coins from the lowest point of the difference in the number of coins in one advantageous zone, and for example, if the lowest point is -600 coins, it is possible to acquire 3,000 coins (= 600 coins + 2,400 coins) + α (for example, if a 15-coin small combination wins in the next game after the difference in the number of coins reaches +2,400 coins, 12 coins (= 15 coins - 3 coins) can be acquired). Furthermore, if a replay is won in a game, the difference in the number of medals is calculated by treating the game in which the replay was won as having paid out electronic medals equivalent to the specified number of medals inserted for that game, and for the next game that is provided free of charge due to the replay being won, even if actual electronic medals are not inserted, the difference in the number of medals is calculated by treating the next game that is provided free of charge as having paid out electronic medals equivalent to the specified number of medals inserted for that game.

[0103] The presentation state control means 180 also determines that the optional termination condition of the advantageous zone is met when the optional termination condition of the advantageous zone is met at the end of the first AT state or the second AT state. In this embodiment, the optional termination condition is met when the number of games in which the first AT win or the second AT win is obtained in the AT lottery in the normal presentation state is equal to or greater than a predetermined number (e.g., 2001 games) since the start of the advantageous zone. Specifically, when the first AT win or the second AT win is obtained in the AT lottery in the normal presentation state, the value of the first clear counter is checked, and if the value of the first clear counter is equal to or greater than a predetermined value (e.g., 2001), the advantageous zone reset flag in the main RAM 10c is set to the ON state. If the value of the first clear counter is less than the predetermined value (e.g., 2001), the advantageous zone reset flag is set to the OFF state. In this embodiment, the optional termination condition of the advantageous zone is met when the advantageous zone reset flag is set to the ON state at the end of the first AT state or the second AT state.

[0104] In addition, in the advantageous zone, unless the conditions for ending the advantageous zone are met, the first clear counter and the second clear counter are updated even if a transition in the game state or the presentation state occurs.

[0105] Furthermore, the presentation state control means 180 performs an initialization process to initialize information stored in a predetermined storage area of ​​the main RAM 10c based on the end of the advantageous zone. Specifically, information related to the AT, such as the AT counter, first clear counter, second clear counter, presentation state, and advantageous zone reset flag, is initialized by the initialization process performed upon the end of the advantageous zone. Note that the initialization process performed upon the end of the advantageous zone does not initialize information such as the number of electronic medals bet, the number of game medals, the internal lottery table, the lottery flag for the internal lottery, and the game state.

[0106] When the initialization process is performed following the end of the advantageous zone, the presentation state is initialized to the initial presentation state and returns to the normal zone. Therefore, at the end of the first AT state or the second AT state, if the advantageous zone reset flag is set to the OFF state, the presentation state transitions to the normal presentation state and the advantageous zone continues, while if the advantageous zone reset flag is set to the ON state, the advantageous zone ends and the presentation state transitions to the initial presentation state.

[0107] In addition, in this embodiment, an initialization process is executed upon the end of the advantageous zone to return to the normal zone, so if the value of the first clear counter or second clear counter exceeds the threshold value while remaining in the first AT state or the second AT state, the initialization process upon the end of the advantageous zone will forcibly terminate the first AT state or the second AT state and the presentation state will be initialized to the initial presentation state.

[0108] The communication control means 190 controls the transmission of signals to the sub-board 20. In the gaming machine of this embodiment, the main board 10 and the sub-board 20 are connected in a communication manner such that only one-way communication from the main board 10 to the sub-board 20 is possible, and signals cannot be transmitted from the sub-board 20 to the main board 10.

[0109] The communication control means 190 then transmits signals (commands) to the sub-board 20 to notify the result of the internal lottery, the result of the winning determination, the result of the advantageous zone transition lottery, the result of the AT lottery, the operation performed by the player (operations on the bet button B0, start lever SL, stop buttons B1 to B3, and settlement button B4), the game status, the presentation status, the penalty management status, the AT counter value, etc. As a result, in the gaming machine of this embodiment, based on various notifications from the main board 10, the presentation control means 210 of the sub-board 20 can cause the display device 330, the sound device 340, etc. to execute presentations according to the result of the internal lottery, the result of the winning determination, the result of the advantageous zone transition lottery, the result of the AT lottery, the operation performed by the player, the game status, the presentation status, the penalty management status, the AT counter value, etc.

[0110] The communication control means 190 also controls the transmission of signals (commands) to the medal count control board 30. In the gaming machine of this embodiment, the main board 10 and the medal count control board 30 are connected to each other so that two-way communication is possible, and various information can be exchanged to appropriately determine whether the game is playable or in an error state.

[0111] When the bet button B0 or ​​the settlement button B4 is operated while the communication control means 190 is accepting the insertion of electronic medals, the communication control means 190 transmits a gaming medal insertion command notifying the requested number of medals to be inserted to the medal count control board 30. Furthermore, when electronic medals are paid out in response to the winning of a minor winning combination, the communication control means 190 transmits a payout end command notifying the number of electronic medals to be paid out to the medal count control board 30.

[0112] Next, we will explain the sub-board 20. The sub-board 20 includes a sub-CPU 20a, a sub-ROM 20b, a sub-RAM 20c, etc., and functions as a performance control means 210, etc., as shown in Figure 3, by the sub-CPU 20a executing various programs stored in the sub-ROM 20b.

[0113] The effect control means 210 controls the display effects performed using the display device 330 (an example of an effect device) and the sound effects performed using the sound device 340 (an example of an effect device) based on the effect data stored in the sub-ROM 20b of the sub-board 20. For example, in response to the operation of the bet button B0, the start lever SL, the stop buttons B1 to B3, and the count button B8, or the occurrence of game events such as changes in the game status, the effect control means 210 controls the execution of effects to liven up the game or to assist the game (for example, winning support effects) according to the progress of the game. The content of the effects executed during the game is determined by referring to the effect lottery table stored in the sub-ROM 20b according to the game status, effect status, the result of the internal lottery, etc.

[0114] Furthermore, the effect control means 210 controls the notification lamp 412 and the sound device 340 to execute a winning notification effect that notifies the player that they have won the AT lottery (winning the right to transition to assist time play) in the next game following a game in which they have won the first or second AT in the AT lottery during the normal effect state. In the winning notification effect, when a game start operation is performed on the start lever SL or the third (final) stop operation is performed on the stop buttons B1 to B3 during the next game following a game in which they have won the AT lottery, the notification lamp 412 is lit and a winning notification sound is output from the speaker SP. The lit state of the notification lamp 412 ends and the lamp is turned off when a game start operation is performed on the start lever SL during the next game. Furthermore, the winning notification effect is executed whenever a first or second AT is won in the AT lottery.

[0115] In addition, the effect control means 210 controls the effect device to execute a winning notice effect (an example of a game effect that notifies the occurrence of an event that is advantageous to the player) that notifies the player that the AT lottery has been won before the winning notice effect is executed (or that the winning notice effect will be executed in advance). The winning notice effect is also an effect that suggests or notifies the player that the AT lottery has been won. In this embodiment, the winning notice effects include an AT winning notice effect (an example of a first effect) that notifies the player that the first AT win or the second AT win has been obtained in the AT lottery, and a first AT winning confirmation notice effect (an example of a second effect) that notifies the player that the first AT win has been obtained in the AT lottery. The AT winning notice effect is executed when the first AT win or the second AT win has been obtained in the AT lottery, and the first AT winning confirmation notice effect is executed only when the first AT win has been obtained in the AT lottery.

[0116] In addition, the winning notice effect is performed during a part of the time when the AT is won, and when the AT lottery is won, the effect control means 210 determines by effect lottery whether or not to execute the AT winning notice effect and the first AT winning confirmation notice effect. In addition, since the first AT winning confirmation notice effect is performed only when the first AT is won in the AT lottery, the occurrence frequency of the first AT winning confirmation notice effect is set lower than that of the AT winning notice effect.

[0117] In addition, in the AT winning notice performance, in a game in which the first or second AT has been won in the AT lottery during normal performance mode, a notice sound is output from the speaker SP in response to the game start operation on the start lever SL, and when the third (final) stop operation is performed on the stop buttons B1 to B3 during that game, the notice lamp 412 is lit for just a moment (for example, 0.1 seconds).

[0118] In addition, in the first AT winning confirmation notice performance, in a game in which the first AT winning is obtained in the AT lottery in the normal performance state, a notice sound is output from the speaker SP in response to a game start operation on the start lever SL, and when the third (final) stop operation is performed on the stop buttons B1 to B3 in that game, the lower panel lamp 400 (an example of a specific performance device) is made to flash at high speed (an example of a first operation mode) for a predetermined time (for example, 2 seconds). Note that the announcement lamp 412 is not used in the first AT winning confirmation notice performance, and the lower panel lamp 400 is not used in the AT winning notice performance.

[0119] Furthermore, the performance control means 210 sets the reference operation mode of the lower panel lamp 400 and the upper panel lamp 402 based on the setting values. Specifically, of the six setting values, setting L sets the reference operation mode of the lower panel lamp 400 and the upper panel lamp 402 to off (an example of a second operation mode), and setting values ​​other than setting L (settings 1, 2, 3, 5, and 6) set the reference operation mode of the lower panel lamp 400 and the upper panel lamp 402 to on (an example of a third operation mode). Here, setting the reference operation mode to off means basically controlling the lamps to an off state, but also includes cases where the lamps are turned on, blinking, or dimmed, and setting the reference operation mode to on means basically controlling the lamps to an on state, but also includes cases where the lamps are turned off, blinking, or dimmed.

[0120] In addition, when one of the batting order bells belonging to the left-center batting order bell group or the left-right batting order bell group is won in the first AT state or the second AT state, the performance control means 210 controls the display device 330 and the sound device 340 to execute a winning assistance performance that announces the correct batting order according to the type of batting order bell and assists in winning an 8-coin small prize.

[0121] In addition, when any of the batting order bells belonging to the center-left batting order bell group, center-right batting order bell group, right-left batting order bell group, or right-center batting order bell group is won in the first AT state or the second AT state, the effect control means 210 controls the display device 330 and the sound device 340 to execute a winning assistance effect that announces the correct batting order according to the type of batting order bell and assists in winning the 15-coin small prize.

[0122] In addition, when any of the special roles belonging to the special role group is won in the first AT state or the second AT state, the presentation control means 210 controls the display device 330 and the sound device 340 to execute a winning assistance presentation that notifies a non-specific batting order according to the type of special role and assists in winning a 15-coin small role. For example, when special role A1 or special role A2 is won, batting order 6 (B3 → B2 → B1) is announced as a non-specific batting order, when special role A3 is won, batting order 3 (B2 → B1 → B3) is announced as a non-specific batting order, when special role A4 is won, batting order 4 (B2 → B3 → B1) is announced as a non-specific batting order, when any of special roles A5 to A9 is won, batting order 5 (B3 → B1 → B2) is announced as a non-specific batting order, when special role B1 is won, batting order 5 (B3 → B1 → B2) is announced as a non-specific batting order, when special role B2 is won, batting order 3 (B2 → B1 → B3) is announced as a non-specific batting order, and when special role A3 is won, batting order 4 (B2 → B3 → B1) is announced as a non-specific batting order.

[0123] Furthermore, when a stop operation is performed in an irregular batting order (batting order 3-6) in which the second reel R2 or the third reel R3 stops first while in a normal zone or an advantageous zone and normal effect state, the effect control means 210 causes the display device 330 and the sound device 340 to execute a recommended batting order alert effect (a predetermined alert effect, an example of an alert effect) that alerts the player that the stop operation should be performed in the recommended batting order in which the first reel R1 stops first (an example of an event different from an error). In the recommended batting order alert effect, a recommended batting order alert image (for example, an image including a message saying "push left is recommended") that alerts the player that the stop operation should be performed in the recommended batting order is displayed on the liquid crystal display LCD, and a recommended batting order alert sound (for example, the sound saying "push left is recommended": an example of an alert sound) that alerts the player that the stop operation should be performed in the recommended batting order is output from the speaker SP.

[0124] Next, the medal count control board 30 will be described. The medal count control board 30 is connected to the main board 10 and includes a medal CPU 30a, a medal ROM 30b, a medal RAM 30c, etc. The medal CPU 30a executes various programs stored in the medal ROM 30b to manage the digitized medals used in games, and the medal RAM 30c functions as a medal holding unit (an example of a storage unit or storage means) that holds the digitized medals. In the gaming machine of this embodiment, the medal number control board 30 is communicatively connected to the dedicated unit 50 via the gaming ball etc. lending device connection terminal board 40 so as to be able to communicate bidirectionally. The medal holding unit stores the number of game medals up to a predetermined upper limit (for example, 16,382 medals).

[0125] When the medal CPU 30a receives the medal insertion command sent by the main board 10, it determines the number of medals that can be inserted, which is the total number of electronic medals that can be inserted (bet) from the medal holding unit, and updates the number of medals based on the determined number of medals that can be inserted. Therefore, when an insertion process is performed on the main board 10, the number of medals held in the medal holding unit decreases, and when a settlement process is performed, the number of medals increases.

[0126] The medal CPU 30a also transmits a medal count control information command to the main board 10, notifying the number of medals that can be inserted and the updated number of medals, and updates the display of the number of medals on the medal count display device 70. When the medal CPU 30a receives a lending command transmitted by the dedicated unit 50, which will be described later, it updates the number of medals, and updates the display of the number of medals on the medal count display device 70.

[0127] In addition, when the medal CPU 30a receives the payout completion command sent by the main board 10, it adds the number of payout medals to the number of game medals, and based on the number of game medals after the addition, it sends a medal number control information command to the main board 10 notifying the number of game medals after the addition, and updates the display of the number of game medals on the game medal number display device 70.

[0128] Next, the dedicated unit 50 will be described. The dedicated unit 50 is installed near the gaming machine and is a device for lending electronic medals to players and counting the electronic medals that players have won. The dedicated unit 50 is provided with a dedicated unit control board 60, and when a predetermined lending operation is performed, the dedicated unit control board 60 performs lending processing to send a lending command to the gaming machine (medal CPU 30a) and updates the number of electronic medals held by the dedicated unit 50. Furthermore, when electronic medals are sent from the gaming machine, the number of electronic medals held by the dedicated unit 50 is updated.

[0129] 2. Method of this embodiment The control method employed in the gaming machine of this embodiment will be specifically described below with reference to Figures 26 to 27. Figures 26 to 27 are diagrams explaining the payout rate for each setting value in the gaming machine of this embodiment. Note that the "8-card batting order bell" in Figure 26(A) refers to the left-center batting order bell group and the right-left batting order bell group, and the "15-card batting order bell" in Figure 26(A) refers to the center-left batting order bell group, center-right batting order bell group, right-left batting order bell group, and right-center batting order bell group.

[0130] Gaming machines must pass a type test conducted by the Security Communications Association, a testing organization designated by the National Public Safety Commission. Type tests include simulation tests and lower limit tests. The simulation test requires that the payout rate be within a range set by the regulations, and the lower limit test requires that the payout rate exceed 60%. The gaming machine of this embodiment is designed so that the expected value of the payout rate in normal play in the initial presentation state or normal presentation state is less than 100%, and the expected value of the payout rate in assist time play in the first AT state or second AT state is greater than 100%, and the payout rates in normal play and assist time play must meet the standards set by the regulations.

[0131] In addition, in the type test, at least the setting value with the lowest expected value of the payout rate and the setting value with the highest expected value of the payout rate are tested. Since gaming machine design often proceeds in the direction of improving payout performance, it is unavoidable that the payout rate of the setting value with the highest expected value of the payout rate will exceed the upper limit due to an upward deviation, resulting in failure to pass the test, but it is desirable to avoid failure due to other factors as much as possible, and it is required that the setting value with the lowest expected value of the payout rate reliably passes the lower limit test to increase the compliance rate of the type test.

[0132] Therefore, in this embodiment, as a countermeasure for the lower limit test, setting L is provided, which has the lowest expected value of the ball payout rate for normal play and assist time play, and the highest expected value of the ball payout rate for normal play, among the six setting values.

[0133] First, to explain why the expected value of the payout rate for normal games is highest in setting L, in this embodiment, the winning probabilities of winning roles are set as shown in Fig. 26(A) for the six setting values ​​from setting L to setting 6. Specifically, the winning probability of a replay (the overall winning probability of normal replay A and normal replay B) is set to the same probability (approximately 1 / 7.30) for all setting values, the overall winning probability for the left-center batting order bell group and the right-right batting order bell group is the highest for setting L, set to approximately 1 / 5.12, and is in ascending order of "setting 1 < setting 2 < setting 3 < setting 5 < setting 6" from settings 1 to 6, and the overall winning probability for the center-left batting order bell group, center-right batting order bell group, right-left batting order bell group, and right-center batting order bell group is the lowest for setting L, set to approximately 1 / 2.00, and is set to the same probability (approximately 1 / 1.74) for settings 1 to 6. The overall winning probability for Common 1 A1 to Common 1 A4 and Common 1 B1 to Common 1 B4 is highest for setting L, at approximately 1 / 6.61, and is ranked in descending order from setting L to setting 6 as "Setting L > Setting 1 > Setting 2 > Setting 3 > Setting 5 > Setting 6." The overall winning probability for the special roles is set to the same probability (approximately 1 / 1820.00) for all settings. The winning probability for Cherry A is set to the same probability (approximately 85.33) for all settings. The winning probability for Cherry B is set to the lowest for setting L, at approximately 1 / 257.00, and is ranked in ascending order from setting L to setting 6 as "Setting L < Setting 1 < Setting 2 < Setting 3 < Setting 5 < Setting 6." The winning probability for Watermelon is set to the lowest for setting L, at approximately 1 / 100.05, and is ranked in ascending order from setting L to setting 6 as "Setting L < Setting 1 < Setting 2 < Setting 3 < Setting 5 < Setting 6." Reel stop control is also set to the same regardless of the setting. As a result, in this embodiment, setting L is the highest among the six setting values ​​for the expected value of the ball payout rate in normal play, and the ascending order is "setting 1 < setting 2 < setting 3 < setting 5 < setting 6 < setting L".The higher the expected payout rate for normal play, the higher the expected number of plays (number of games) that can be played with a specified number of electronic medals (for example, 50 medals).Therefore, as shown in Figure 24(B), the expected number of plays that can be played with 50 electronic medals in normal play, the so-called base expected value for normal play, is also such that setting L is the highest of the six setting values, and the ascending order is "setting 1 < setting 2 < setting 3 < setting 5 < setting 6 < setting L".

[0134] In this embodiment, as shown in Figure 26(A), the overall winning probability of the center-left batting order bell group, center-right batting order bell group, right-left batting order bell group, and right-center batting order bell group is set higher than the overall winning probability of the left-center batting order bell group and the right-left batting order bell group. Therefore, the expected value of the payout rate is higher when playing with an irregular batting order (an example of the second case) in which the second reel R2 or the third reel R3 stops first than when playing with a recommended batting order (an example of the first case) in which the first reel R1 (an example of a specific reel) stops first. That is, in the normal state (an example of the first game state) and the BB formation state (an example of the first game state), the expected value of the payout rate is higher with the irregular batting order than with the recommended batting order. In the BB state (an example of the second game state), there is no bias in the expected value of the payout rate depending on the order of the stop operation. For this reason, setting L also has the highest expected value for the payout rate in normal games when playing in the recommended batting order, and setting L also has the highest expected value for the base of normal games when playing in the recommended batting order, resulting in an ascending order of "setting 1 < setting 2 < setting 3 < setting 5 < setting 6 < setting L". Similarly, setting L also has the highest expected value for the payout rate in normal games when playing in an irregular batting order, and setting L also has the highest expected value for the base of normal games when playing in an irregular batting order, resulting in an ascending order of "setting 1 < setting 2 < setting 3 < setting 5 < setting 6 < setting L".

[0135] Regarding the expected value of the payout rate, the calculation method varies depending on the gaming method. Examples of gaming methods for calculating the expected value of the payout rate include obtaining all small winning combinations, free play, and market play. In the case of obtaining all small winning combinations, the expected value of the payout rate is calculated assuming that the small winning combination with the maximum payout wins. In free play, in normal games, the winning rate in the design is used for winning combinations, and in assist time games, the game is played according to the winning assistance performance to calculate the expected value of the payout rate. In market play, in normal games, the game is played in the recommended batting order, and the winning rate in the design is used for winning combinations. In assist time games, the game is played according to the winning assistance performance to calculate the expected value of the payout rate. Regarding replays, there are two cases: when the handling at the time of replay winning is to pay out 3 medals and insert 3 medals in the next game (including replays), and when the handling is to pay out 0 medals and insert 0 medals in the next game (excluding replays). According to the configuration of the present embodiment, regardless of which gaming method is used, for the expected value of the payout rate in normal games, setting L is the highest, and for the base expected value in normal games, setting L is also the highest, resulting in an ascending order of "setting 1 < setting 2 < setting 3 < setting 5 < setting 6 < setting L". In particular, in the present embodiment, the expected value of the payout rate in normal games at setting L is higher than 60%.

[0136] Also, in the present embodiment, it is set to the winning probability of the winning combination shown in FIG. 26(A), and by performing the same stop control regardless of the set value, among the six set values for the expected value of the payout rate in assist time games, setting L is the lowest, resulting in an ascending order of "setting L < setting 1 < setting 2 < setting 3 < setting 5 < setting 6". Regarding the expected value of the net increase in the number of electronic medals per game in assist time games, which is the expected value of the net increase in the number of medals in assist time games, as shown in FIG. 26(C), setting L is also the lowest among the six set values, resulting in an ascending order of "setting L < setting 1 < setting 2 < setting 3 < setting 5 < setting 6". In particular, in the present embodiment, at setting L, by reducing the overall winning probability of the middle left batting order bell group, middle right batting order bell group, right left batting order bell group, and right middle batting order bell group to approximately 1 / 2.00, the expected value of the payout rate and the expected value of the net increase in the number of medals in assist time games can be suppressed.

[0137] In addition, in this embodiment, the probability of winning the AT lottery (overall probability of winning the first AT and the second AT) is, as shown in Figure 27(A), the lowest of the six setting values ​​for setting L, and is in ascending order of "setting L < setting 1 < setting 2 < setting 3 < setting 5 < setting 6".

[0138] Next, to explain why the expected value of the payout rate for normal play and assist time play is lowest in setting L, in this embodiment, the expected value of the payout rate for normal play is designed to be the base expected value for normal play shown in Figure 26(B), the expected value of the payout rate for assist time play is designed to be the expected value of the net increase in the number of coins in assist time play shown in Figure 26(C), and the winning probability of the AT lottery is designed as shown in Figure 27(A).As a result, as shown in Figure 27(B), setting L is the lowest among the six setting values ​​for the expected value of the payout rate for normal play and assist time play, and the ascending order is "Setting L < Setting 1 < Setting 2 < Setting 3 < Setting 5 < Setting 6".In particular, in this embodiment, by significantly lowering the winning probability of the first AT win in the AT lottery in setting L to approximately 1 / 1638.4, the expected value of the payout rate for normal play and assist time play can be significantly reduced. Furthermore, according to the configuration of this embodiment, regardless of the playing method, whether it is a play to fully acquire small winnings, a free play, or a market play, setting L is the lowest among the six setting values ​​for the expected value of the payout rate for normal play and assist time play, and the ascending order is "setting L < setting 1 < setting 2 < setting 3 < setting 5 < setting 6".

[0139] In this embodiment, since the expected value of the payout rate for normal game is set to the highest of the six setting levels at setting L, which is the lowest of the six setting levels for the expected value of the payout rate for normal game and assist time game, it is possible to reliably pass the lower limit test and increase the conformance rate for the type test. In particular, in this embodiment, the expected value of the payout rate for normal game at setting L is set higher than 60%, so that the lower limit test can be passed regardless of the payout performance of assist time game for setting L. This makes it possible to adjust the payout performance of assist time game, such as the stay rate (probability of winning the AT lottery) and end conditions, in order to increase the conformance rate for the type test without worrying about the lower limit test, thereby increasing the design freedom for assist time game.

[0140] Also, in this embodiment, as shown in FIG. 26(A), the winning probabilities of each of the replay, special role group, and cherry A are set to the same probability for all setting values, and the winning probabilities of other winning modes are set in ascending or descending order between setting L and setting 6, or are set to the same probability between setting 1 and setting 6. Specifically, the winning probabilities of each of the common 1 A1 to common 1 A4 and common 1 B1 to common 1 B4 are set in descending order between setting L and setting 6, with setting L being the highest, and the winning probabilities of each of the cherry B and watermelon are set in ascending order between setting L and setting 6, with setting L being the lowest, and the winning probabilities of each of the center-left batting order bell group, center-right batting order bell group, right-left batting order bell group, and right-center batting order bell group are set in the lowest setting, with setting L being the same probability between setting 1 and setting 6. As a result, in this embodiment, setting L can be used as the test target for type testing.

[0141] Next, the winning notice effect will be described with reference to Figures 28 to 32. Figure 28 is a diagram explaining the first AT winning confirmation notice effect in the gaming machine of this embodiment, Figure 29 is a flowchart explaining the effect processing of the sub-board 20 in the gaming machine of this embodiment, Figure 30 is a diagram explaining the first AT winning confirmation notice effect in the gaming machine of this embodiment, Figure 31 is a diagram explaining an error in the gaming machine of this embodiment, and Figure 32 is a diagram explaining the AT winning notice effect and the first AT winning confirmation notice effect in the gaming machine of this embodiment.

[0142] In this embodiment, the sub-CPU 20a sets the standard operating mode of the lower panel lamp 400 and the upper panel lamp 402 to off at setting L among the six setting values, and sets the standard operating mode of the lower panel lamp 400 and the upper panel lamp 402 to on at setting values ​​other than setting L (setting 1, setting 2, setting 3, setting 5, and setting 6).

[0143] In addition, in this embodiment, as winning notification effects that notify the player that they have won the AT lottery before the winning notification effect is executed (or that the winning notification effect will be executed in advance), there are provided an AT winning notification effect that turns on the notification lamp 412 for a moment (for example, 0.1 seconds), and a first AT winning confirmation notification effect that flashes the lower panel lamp 400 at high speed for a predetermined period of time (for example, 2 seconds).

[0144] In this embodiment, when the sub-CPU 20a executes the first AT winning confirmation notice performance, it causes the lower panel lamp 400 to flash rapidly (an example of the first operating mode) for a predetermined period of time (for example, 2 seconds) for setting values ​​other than setting L (setting 1, setting 2, setting 3, setting 5, and setting 6), while for setting L, it maintains the operating mode of the lower panel lamp 400 in an off state.

[0145] In detail, in this embodiment, a plurality of storage areas (for example, a first storage area to a third storage area) with preset priorities are prepared in the sub-RAM 20c as storage areas for controlling the upper panel lamp, and the sub-CPU 20a operates the upper panel lamp 402 based on the performance data of the upper panel lamp 402 set in the storage area with the highest priority. In this embodiment, as shown in Fig. 28, among the first storage area to the third storage area for controlling the upper panel lamp, the first storage area is set to have the highest priority and the third storage area is set to have the lowest priority, and the first storage area is set as a storage area for errors (for management), the second storage area is set as a storage area for setting L (for setting the reference operating mode of setting L), and the third storage area is set as a storage area for performance.

[0146] Similarly, the sub-RAM 20c is provided with a plurality of storage areas (for example, a first storage area to a third storage area) with preset priorities as storage areas for controlling the lower panel lamp, and the sub-CPU 20a operates the lower panel lamp 400 based on the performance data of the lower panel lamp 400 set in the storage area with the highest priority. In this embodiment, as shown in Fig. 28, among the first storage area to the third storage area for controlling the lower panel lamp, the first storage area is set to have the highest priority and the third storage area is set to have the lowest priority, and the first storage area is set as a storage area for errors (for management), the second storage area is set as a storage area for setting L (for setting the reference operating mode of setting L), and the third storage area is set as a storage area for performance.

[0147] Then, for setting values ​​other than setting L (setting 1, setting 2, setting 3, setting 5, and setting 6), sub-CPU 20a sets the reference operation mode to on by setting on performance data in the third storage area for controlling the upper panel lamp and the third storage area for controlling the lower panel lamp, and for setting L, sets the reference operation mode to off by setting off performance data in the second storage area for controlling the upper panel lamp and the second storage area for controlling the lower panel lamp. As a result, for setting values ​​other than setting L (setting 1, setting 2, setting 3, setting 5, and setting 6), lower panel lamp 400 and upper panel lamp 402 are always on, and for setting L, lower panel lamp 400 and upper panel lamp 402 are always off.

[0148] Furthermore, as shown in FIG. 29, when the sub-CPU 20a decides to execute the first AT winning confirmation notice effect through a performance lottery (Y in step S100), for setting values ​​other than setting L (setting 1, setting 2, setting 3, setting 5, and setting 6) (N in step S101), it sets the performance data for the first AT winning confirmation notice effect in place of the lighting performance data in the third memory area for controlling the lower panel lamp (step S102), and for setting L (Y in step S101), it sets the performance data for the first AT winning confirmation notice effect in the third memory area for controlling the lower panel lamp while maintaining the lighting performance data setting in the second memory area for controlling the lower panel lamp (step S103). As a result, for setting values ​​other than setting L (setting 1, setting 2, setting 3, setting 5, and setting 6), the 1st AT winning confirmation notification performance is executed in a normal performance mode in which the lower panel lamp 400 is made to flash rapidly for a predetermined period of time (for example, 2 seconds) based on the performance data of the 1st AT winning confirmation notification performance set in the third memory area for controlling the lower panel lamp, as shown in Figure 30 (A), and for setting L, the 1st AT winning confirmation notification performance is executed in a performance restricted operation mode in which the operation mode of the lower panel lamp 400 is maintained in an off state based on the light-off performance data set in the second memory area which has a higher priority than the third memory area in which the performance data of the 1st AT winning confirmation notification performance is set, as shown in Figure 30 (B). In addition, for setting values ​​other than setting L (setting 1, setting 2, setting 3, setting 5, and setting 6), when the operation of rapidly flashing the lower panel lamp 400 for a predetermined time (for example, 2 seconds) during the first AT winning confirmation notice performance ends (when the first AT winning confirmation notice performance ends), lighting performance data is set in the third memory area for controlling the lower panel lamp, and the lamp returns to a lit state. Furthermore, the number of memory areas for controlling the upper panel lamp and the memory areas for controlling the lower panel lamp is not limited to three, but may be four or more, there may be multiple memory areas for errors, there may be multiple memory areas for setting L, or there may be multiple memory areas for performances. Furthermore, the number of memory areas for controlling the upper panel lamp and the memory areas for controlling the lower panel lamp may be different or the same.In addition, for setting values ​​other than setting L (setting 1, setting 2, setting 3, setting 5, and setting 6), the second memory area for controlling the upper panel lamp and the second memory area for controlling the lower panel lamp (memory area for setting L) are not used.

[0149] 31, multiple types of errors such as a backup error and a door open error are set as errors that the main CPU 10a can detect, and when the main CPU 10a detects an error, it sets an error flag corresponding to the error to the ON state, sets the internal state to an error state, restricts the progress of the game, and sends a command notifying the occurrence (detection) of the error to the sub-CPU 20a, and the sub-CPU 20a (presentation control means 210) that receives the command executes an error notification to notify the error. When executing the error notification, the sub-CPU 20a executes the error notification with priority over the currently executing game presentation by setting presentation data for the error notification in the first storage area for controlling the upper panel lamp and the first storage area for controlling the lower panel lamp.

[0150] In addition, in this embodiment, the probability of drawing the AT winning notice effect and the 1st AT winning confirmation notice effect is set to be the same for all setting values, but the AT winning notice effect is executed when the 1st AT or 2nd AT is won in the AT lottery, and as shown in Figure 27(A), the winning probability of the AT lottery is in ascending order of "Setting L < Setting 1 < Setting 2 < Setting 3 < Setting 5 < Setting 6" between settings L to 6, so the appearance probability (execution probability) of the AT winning notice effect is also in ascending order of "Setting L < Setting 1 < Setting 2 < Setting 3 < Setting 5 < Setting 6" between settings L to 6, as shown in Figure 32(A). Similarly, the 1st AT winning confirmation preview effect is executed only if the 1st AT is won in the AT lottery, and as shown in Figure 27(A), the winning probability of the 1st AT is in ascending order of "Setting L < Setting 1 < Setting 2 < Setting 3 < Setting 5 < Setting 6" between settings L and 6, so the appearance probability (execution probability) of the 1st AT winning confirmation preview effect is also in ascending order of "Setting L < Setting 1 < Setting 2 < Setting 3 < Setting 5 < Setting 6" between settings L and 6, as shown in Figure 32(A).

[0151] Also, as shown in Fig. 27(A), the probability of winning the 1st AT at each setting value is lower than the combined probability of winning the 1st AT and the 2nd AT, so the probability of the appearance of the 1st AT winning confirmation notice effect at each setting value is lower than the AT winning notice effect. In this embodiment, since the winning probability of the 1st AT winning at setting L is set significantly lower than the other setting values, as shown in Fig. 32(B), at setting L, the appearance probability of the 1st AT winning confirmation notice effect is extremely low.

[0152] In this manner, in this embodiment, the winning notice effects are an AT winning notice effect in which the notification lamp 412 is turned on for only a moment (for example, 0.1 seconds), and a first AT winning confirmation notice effect in which the lower panel lamp 400 is flashed at high speed. In setting L, which has the lowest expected value of the payout rate in normal play and assist time play among the six setting values, the standard operation mode of the lower panel lamp 400 is set to off, and when the first AT winning confirmation notice effect is executed, the operation mode of the lower panel lamp 400 is maintained in the off state. As a result, in setting L, even when the first AT winning confirmation notice effect is executed, the operation mode of the lower panel lamp 400 does not change (it remains off), so the first AT winning confirmation notice effect is executed in a presentation mode that is less noticeable to the player than when the first AT winning confirmation notice effect is executed in the normal presentation mode in which the lower panel lamp 400 is flashed at high speed. In this embodiment, in setting L, the occurrence frequency (appearance probability) of the first AT winning confirmation notice effect, which is performed in a presentation mode that is difficult for the player to notice, is set lower than the AT winning notice effect, so in many cases the player can understand that they have won the AT lottery from the AT winning notice effect. This makes it possible to minimize the decline in presentation effect and to perform effective presentation. In particular, in this embodiment, as shown in Figure 32 (B), the appearance probability of the first AT winning confirmation notice effect is set extremely low in setting L, so it is possible to prevent the player from noticing as much as possible the execution of the first AT winning confirmation notice effect in the presentation limited operation mode in which the operation mode of the lower panel lamp 400 is maintained in the off state, and it is possible to minimize the decline in presentation effect.

[0153] In addition, in this embodiment, since the first AT winning confirmation notice effect can be executed in setting L as well as other setting values, there is no need to impose restrictions such as excluding effects using the lower panel lamp 400 including the first AT winning confirmation notice effect from the lottery targets in the effect lottery in setting L. This eliminates the need to set specifications such as changing the effect content for setting L, thereby reducing the complexity of effect control.

[0154] 3. Variations The present invention is not limited to the above-described embodiment, and various modifications are possible, and modifications are introduced below. Note that the above-described embodiment and the various methods described below as modifications can be appropriately combined and adopted as a control method for realizing the present invention.

[0155] In the above embodiment, the expected value of the payout rate for normal games in setting L is set higher than 60%, but the expected value of the payout rate for normal games in setting L may be set to 60% or less. Note that the expected value of the payout rate for normal games for some or all of the other setting values ​​(settings 1 to 6) may also be set to 60% or less or higher than 60%.

[0156] In addition, in the above embodiment, the example was explained in which setting L is the highest in terms of the expected value of the ball payout rate for normal play, and the ascending order is "setting 1 < setting 2 < setting 3 < setting 5 < setting 6 < setting L", but as long as at least setting L is the highest, the other setting values ​​are not limited to this, and for example, the order may be "setting 6 < setting 5 < setting 3 < setting 2 < setting 1 < setting L", there may be setting values ​​with the same expected value of the ball payout rate for normal play, or the expected value of the ball payout rate for normal play may be the same for all setting values ​​other than setting L.

[0157] In addition, in the above embodiment, the example was explained in which setting L is the lowest for the expected value of the ball payout rate for assist time play and the ascending order is "setting L < setting 1 < setting 2 < setting 3 < setting 5 < setting 6", but as long as setting L is at least the lowest, the other setting values ​​are not limited to this, and for example, the order may be "setting L < setting 6 < setting 5 < setting 3 < setting 2 < setting 1", there may be setting values ​​with the same expected value of the ball payout rate for assist time play, or the expected value of the ball payout rate for assist time play may be the same for all setting values ​​other than setting L.

[0158] Furthermore, in the above embodiment, the example was explained in which setting L is the highest and the ascending order is "Setting 1 < Setting 2 < Setting 3 < Setting 5 < Setting 6 < Setting L" for the expected value of the payout rate and the base expected value of the normal game when playing with an irregular batting order, but setting L may also be the lowest. In other words, in this example, setting L is the highest and the ascending order is "Setting 1 < Setting 2 < Setting 3 < Setting 5 < Setting 6 < Setting L" for the expected value of the payout rate and the base expected value of the normal game when playing with an irregular batting order, but setting L may also be the lowest. Also in this example, the expected value and base expected value of the payout rate for normal play when playing with an irregular batting order may be in ascending order of "Setting L < Setting 1 < Setting 2 < Setting 3 < Setting 5 < Setting 6", or there may be setting values ​​that have the same expected value of the payout rate for normal play when playing with an irregular batting order, or the expected value of the payout rate for normal play when playing with an irregular batting order may be the same for all setting values ​​other than Setting L.

[0159] In addition, in the above embodiment, an example was given in which the first AT state or the second AT state ends when the difference in the number of electronic medals in the first AT state or the second AT state reaches the ending difference number, but if the addition condition is met in the first AT state or the second AT state, it may be possible to extend the playing period of the assist time play in the first AT state or the second AT state by adding a given difference number to the ending difference number.

[0160] In addition, in the above embodiment, an example was given in which the playing period of assist time play in the first AT state or the second AT state was managed by the difference in the number of electronic medals, but it may also be managed by the number of games played, the number of electronic medals paid out, the number of times the winning assistance effect is executed, etc.

[0161] In the above embodiment, the winning probability of each of replay, special role group, and cherry A is set to the same probability for all setting values, but the winning probability may be set in ascending or descending order between setting L and setting 6, or the winning probability may be the same between setting 1 and setting 6, with only setting L being set to a different winning probability (a higher or lower winning probability than the other setting values).

[0162] In addition, in the above embodiment, an example was given in which the winning probability of each of the common 1 ticket A1 to common 1 ticket A4 and the common 1 ticket B1 to common 1 ticket B4 is set in descending order between setting L and setting 6, but the same probability may be set for all setting values, or the winning probability may be set in ascending order between setting L and setting 6, or the winning probability may be the same between setting 1 to setting 6, with only setting L being set to a different winning probability (a higher or lower winning probability than the other setting values).

[0163] In the above embodiment, the winning probability of each of Cherry B and Watermelon is set in ascending order between setting L and setting 6, but the same probability may be set for all setting values, or the winning probability may be set in descending order between setting L and setting 6, or the winning probability may be the same between setting 1 and setting 6, with only setting L being set to a different winning probability (a higher or lower winning probability than the other setting values).

[0164] In addition, in the above embodiment, the winning probability for each of the center-left batting order Bell group, center-right batting order Bell group, right-left batting order Bell group, and right-center batting order Bell group is explained as an example where setting L is the lowest and the winning probability is set to the same probability from setting 1 to setting 6, but the same probability may be set for all setting values, or the winning probability may be set in ascending or descending order from setting L to setting 6.

[0165] In addition, in the above embodiment, the overall winning probability for the left-center batting order bell group and the left-right batting order bell group is highest for setting L, and the winning probability is set in ascending order from setting 1 to setting 6. However, the same probability may be set for all setting values, or the winning probability may be set in ascending or descending order from setting L to setting 6, or the winning probability may be the same for settings 1 to 6, with only setting L being set to a different winning probability (a winning probability higher or lower than the other setting values).

[0166] Also, as shown in Figure 33(A), among the left-center batting order bell group, for left-center batting order bell A1 to left-center batting order bell A4, setting L has the lowest winning probability, and the winning probability is set in ascending order of "Setting L < Setting 1 < Setting 2 < Setting 3 < Setting 5 < Setting 6" between setting L and setting 6, while for left-center batting order bell B1 to left-center batting order bell B4, setting L has the highest winning probability, and the winning probability is set in descending order of "Setting L > Setting 1 > Setting 2 > Setting 3 > Setting 5 > Setting 6" between setting L and setting 6, so that for the overall winning probability of the left-center batting order bell group, setting L has the highest winning probability, and the winning probability is set in ascending order of "Setting 1 < Setting 2 < Setting 3 < Setting 5 < Setting 6" between setting 1 and setting 6.

[0167] Similarly, as shown in Figure 33 (B), for the left-right batting order bell group, for the left-right batting order bell A1 to the left-right batting order bell A4, the winning probability of setting L is the lowest, and the winning probability is set in ascending order of "Setting L < Setting 1 < Setting 2 < Setting 3 < Setting 5 < Setting 6" between setting L and setting 6, and for the left-right batting order bell B1 to the left-right batting order bell B4, the winning probability of setting L is the highest, and the winning probability is set in descending order of "Setting L > Setting 1 > Setting 2 > Setting 3 > Setting 5 > Setting 6" between setting L and setting 6, so that setting L is the highest for the overall winning probability of the left-right batting order bell group, and the winning probability is set in ascending order of "Setting 1 < Setting 2 < Setting 3 < Setting 5 < Setting 6" between setting 1 and setting 6. Note that the number of batting order bells placed in the left-center batting order bell group and the left-right batting order bell group shown in Figure 28 is an example and is not limited to this.

[0168] Furthermore, for each batting order bell in the left-center batting order bell group, setting L has the lowest winning probability, and the winning probability is set in ascending order from setting L to setting 6 as "setting L < setting 1 < setting 2 < setting 3 < setting 5 < setting 6", and for each batting order bell in the left-right batting order bell group, setting L has the highest winning probability, and the winning probability is set in descending order from setting L to setting 6 as "setting L > setting 1 > setting 2 > setting 3 > setting 5 > setting 6".

[0169] In the above embodiment, the same stop control is performed in the normal state and the BB formation state, but in the normal state, if any of the batting order bells belonging to the left-center batting order bell group, the left-right batting order bell group, the center-left batting order bell group, the center-right batting order bell group, the right-left batting order bell group, and the right-center batting order bell group is won, the order of all stop operations may be treated as an incorrect batting order, and a 1-coin small combination may be won. In other words, in the normal state, even if the stop operation is performed in the correct batting order in which an 8-coin small combination or a 15-coin small combination can be won in the BB formation state, a 1-coin small combination may be won.

[0170] In the above embodiment, an example was given in which the main CPU 10a notifies the sub-CPU 20a of the results of the internal lottery, but when notifying the results of the internal lottery when one of the batting order bells is won, in the normal zone, it is notified that one of the batting order bells has been won in the internal lottery, and in the advantageous zone, it is notified of the type of batting order bell that has been won, but in a penalty state during the advantageous zone, it may be notified that one of the batting order bells has been won in the internal lottery.

[0171] Furthermore, in the above embodiment, an example was given in which a notification lamp 412 was provided as the effect device, but a rotating light may also be provided on the upper front door UD as the effect device. The rotating light comprises a light emitter, a reflector (movable body) that rotates around the light emitter to reflect the light from the light emitter, and a rotating device (motor) that rotates the reflector, and the rotating device rotates the reflector so that the light emitted by the light emitter can be irradiated to the surrounding area. The rotating light may be turned on (activated) in the winning notification effect, and may be turned on for only a moment (for example, 0.1 seconds) in the AT winning notice effect.

[0172] In the above embodiment, the lower panel lamp 400 is flashed at high speed in the first AT winning confirmation notice performance, but the upper panel lamp 402 (an example of a specific performance device) may be flashed at high speed for a predetermined time (for example, 2 seconds). Also, the lower panel lamp 400 may be operated in an operating mode (an example of the first operating mode: for example, lit, flashing, dimmed, etc.) different from the fast flashing.

[0173] For example, as winning notice effects, an AT winning notice effect in which the notification lamp 412 is turned on for only a moment (for example, 0.1 seconds), and a first AT winning confirmation notice effect in which the lower panel lamp 400 is turned off (an example of a specific operation mode) are provided, and in setting L, which has the lowest expected value of the payout rate in normal play and assist time play among the six setting values, the standard operation mode of the lower panel lamp 400 is set to off, and when the first AT winning confirmation notice effect is executed, the operation mode of the lower panel lamp 400 is maintained in the off state. Even in this way, as in the above embodiment, in setting L, the operation mode of the lower panel lamp 400 does not change (it remains off) even when the first AT winning confirmation notice effect is executed, so the first AT winning confirmation notice effect is executed in a mode that is less noticeable to the player than when the first AT winning confirmation notice effect is executed in the normal performance mode in which the lit lower panel lamp 400 is turned off. In this example, in setting L, the occurrence frequency (probability of occurrence) of the first AT winning confirmation notice effect, which is performed in a presentation mode that is difficult for the player to notice, is set lower than the AT winning notice effect, so in many cases the player can understand that they have won the AT lottery from the AT winning notice effect. This achieves the same effect as the above embodiment, making it possible to minimize the decline in presentation effect and to perform an effective presentation. In particular, in this example, as shown in Figure 32 (B), the occurrence probability of the first AT winning confirmation notice effect is set extremely low in setting L, so it is possible to minimize the player's awareness of the execution of the first AT winning confirmation notice effect in the presentation limited operation mode in which the operation mode of the lower panel lamp 400 is maintained in the off state, and it is possible to minimize the decline in presentation effect.

[0174] In addition, in the above embodiment, an example was given in which a first AT winning confirmation notice effect was provided as an effect using the lower panel lamp 400, but multiple types of effects may also be provided as effects using the lower panel lamp 400.

[0175] In the above embodiment, the example was explained in which the lower panel lamp 400 and the upper panel lamp 402 are always turned off in setting L, but it is also possible to keep only one of them always turned off and set the reference operating mode of the other to an operating mode other than turned off (for example, turned on).

[0176] In the above embodiment, the winning notice effect was described as an example in which a player is notified of a win in the AT lottery before the winning notice effect is executed. However, a winning notice effect (an AT winning notice effect and a first AT winning confirmation notice effect) may be executed as a game effect to notify the player of a win in the CZ lottery (an example of the occurrence of an event advantageous to the player) or a win in the additional lottery (an example of the occurrence of an event advantageous to the player). For example, a CZ state (chance zone state) may be set as the presentation state, and if Cherry A, Watermelon, or Cherry B is won in the normal presentation state, a CZ lottery is held, and based on the winning of the CZ lottery, the presentation state is transitioned to the CZ state, and in the CZ state, the AT lottery is held in a more advantageous lottery mode than in the normal presentation state. In this example, a winning notice effect (an AT winning notice effect or a first AT winning confirmation notice effect) may be executed as a game effect to notify the player of a win in the CZ lottery when the CZ lottery is won. Also, for example, if Cherry A, Watermelon, Cherry B, or a special role is won in the first AT state or the second AT state, an additional lottery is held, and based on the winning of the additional lottery, a given difference number is added to the ending difference number of the first AT state or the second AT state, thereby making it possible to extend the game period of the first AT state or the second AT state. In this example, if the additional lottery is won, a winning notification effect (AT winning notice effect or first AT winning confirmation notice effect) may be executed as a game effect to notify the player that the additional lottery has been won.

[0177] In addition, in the above embodiment, an example was given in which the reference operating mode of the lower panel lamp 400 and the upper panel lamp 402 was set to off in setting L, but this is not limited to off, and an operating mode other than off (for example, on, flashing, dimming, etc.) may be set as the reference operating mode.

[0178] In the above embodiment, the example was described in which the probability of drawing the AT winning notice effect and the first AT winning confirmation notice effect was set to the same value for all settings, but the probability of drawing the effect may be set according to the setting value. In this example, the appearance probability (execution probability) of the AT winning notice effect and the first AT winning confirmation notice effect does not have to be in ascending order of "Setting L < Setting 1 < Setting 2 < Setting 3 < Setting 5 < Setting 6" between settings L and 6. For example, the appearance probability (execution probability) of the AT winning notice effect and the first AT winning confirmation notice effect in setting L may be the highest among all settings, and setting L may not be the lowest. In addition, the appearance probability (execution probability) of the AT winning notice effect and the first AT winning confirmation notice effect in setting L is not limited to the probability shown in FIG. 32(B). The appearance probability of the first AT winning confirmation notice effect can be set arbitrarily, preferably lower than that of the AT winning notice effect, and the appearance probability of the first AT winning confirmation notice effect may be higher than or the same as that of the AT winning notice effect.

[0179] Furthermore, in the above embodiment, an example was explained in which the main board 10, the sub-board 20, and the medal count control board 30 are arranged so as to share the functional units for progressing through the game, but some of the functional units of the main board 10 may be arranged on the sub-board 20 or the medal count control board 30, some of the functional units of the sub-board 20 may be arranged on the main board 10 or the medal count control board 30, some of the functional units of the medal count control board 30 may be arranged on the main board 10 or the sub-board 20, or all of the functional units may be arranged together on one control board. Also, all of the functional units of the medal count control board 30 may be arranged on the main board 10, and the medal count control board 30 may not be provided.

[0180] Furthermore, the invention of the above embodiment is not limited to smart pachislots, but can also be applied to slot machines in which games are played using actual medals (game value), gaming machines in which games are played using game balls (pachinko balls) (pinball gaming machines, Smart Pachinko (registered trademark)), etc. In a smart pachinko, a main board (first control unit) that controls the progress of the game, a sub-board that controls the presentation, and a frame control board (second control unit) that can communicate with the main board and can communicate with a dedicated unit (specific unit) that lends game balls are provided, and the frame control board can manage the number of game balls. [Explanation of symbols]

[0181] BX storage box, UD upper front door, DD lower front door, DW display window, L1 valid line, DS game information display, LCD liquid crystal display, AL Frame Lamp, R1 1st reel, R2 2nd reel, R3 3rd reel, SL start lever, B0 bet button, B1~B3 stop buttons, B4 settlement button, B8 counting button, 10 Main board, 10a Main CPU, 10b Main ROM, 10c Main RAM, 20 sub-board, 20a sub-CPU, 20b sub-ROM, 20c sub-RAM, 30 medal count control board, 30a medal CPU, 30b medal ROM, 30c Medal RAM, 40 Game ball rental device connection terminal board, 50 Dedicated unit, 60 Dedicated unit control board, 91 Lower panel, 92 Upper panel, 103 setting change means, 105 input acceptance means, 110 random number generation means, 120 internal lottery means, 130 reel control means, 140 winning determination means, 150 payout control means, 160 replay processing means, 170 game state control means, 180 performance state control means, 190 communication control means, 210 performance control means, 220 Bet switch, 230 Start switch, 240 Stop switch, 250 settlement switch, 255 counting button switch, 260 setting change switch, 265 Setting change permission switch, 310 reel unit, 330 display device, 340 sound device, 400 lower panel lamp, 402 upper panel lamp, 410 winning notification section, 412 Announcement Lamp

Claims

1. a setting change means for changing the setting value between a plurality of setting values; A gaming machine equipped with a performance control means for controlling performance, As game effects for informing a player of the occurrence of an event advantageous to the player, a first effect and a second effect occurring less frequently than the first effect are provided, The setting value with the lowest expected value of the ball payout rate among the plurality of setting values ​​is set as the minimum setting value, The performance control means A lottery will be held to determine the performance to be performed. When the setting value is different from the minimum setting value, if the execution of the second effect is determined by the effect lottery, the specific effect device is operated in the first operation mode; A gaming machine characterized in that, at the minimum setting value, the standard operating mode of the specific presentation device is set to a second operating mode, and when the execution of the second presentation is decided by the presentation lottery, the operating mode of the specific presentation device is maintained in the second operating mode.

2. a setting change means for changing the setting value between a plurality of setting values; A gaming machine equipped with a performance control means for controlling performance, As game effects for informing a player of the occurrence of an event advantageous to the player, a first effect and a second effect occurring less frequently than the first effect are provided, The setting value with the lowest expected value of the ball payout rate among the plurality of setting values ​​is set as the minimum setting value, The performance control means A lottery will be held to determine the performance to be performed. At a setting value different from the minimum setting value, when the execution of the second effect is determined by the effect lottery, a specific effect device is operated in a specific operation mode, A gaming machine characterized in that, at the minimum setting value, the standard operation mode of the specific presentation device is set to the specific operation mode, and when the execution of the second presentation is decided by the presentation lottery, the operation mode of the specific presentation device is maintained in the specific operation mode by maintaining the setting of the standard operation mode of the specific presentation device and prioritizing the presentation data of the standard operation mode over the presentation data of the second presentation.

Citation Information

Patent Citations

  • Game machine

    JP2020058469A