gaming machines

The gaming machine addresses boredom by implementing multiple game states with dynamic control methods, ensuring varied gameplay through state transitions and preferential treatments based on game results.

JP7814044B2Active Publication Date: 2026-02-16YAMASA NEXT CO LTD
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Patent Information

Application Number
JP2021211338
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2021-12-24
Publication Date
2026-02-16
Estimated Expiration
2041-12-24

AI Technical Summary

Technical Problem

Existing gaming machines lack variety in ball output control, leading to player boredom and negative impressions due to uniform control methods such as reduced navigation rates.

Method used

A gaming machine with multiple game states, including a normal state, a special state, and a first specific state, equipped with monitoring and preferential treatment decision means to dynamically control transitions between these states based on game results, offering independent or combined settings for enhanced gameplay variety.

Benefits of technology

Provides a wide range of gameplay experiences by varying ball output control, preventing player boredom and enhancing engagement through dynamic state transitions and preferential treatment decisions.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a game that a player does not get tired of due to the diversity in preferential settings based on the number of putout balls.SOLUTION: It is formed so that a first preferential setting related to control from a first normal state to a special state and a second preferential setting related to control from a special state that can be enjoyed after the first normal state is controlled to the special state to a first specific state may be determined independently or in duplicate, on the basis of a game result related to putout balls during a specific period.SELECTED DRAWING: Figure 17
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Description

[Technical Field]

[0001] The present invention relates to a gaming machine that includes a display means having a plurality of variable display columns that variably display a plurality of types of symbols, and a stop operation means that stops the variable display of each of the variable display columns, and that awards a bonus to a player according to the symbol combination when all of the variable display columns have stopped. [Background technology]

[0002] Some slot machines, which are a type of gaming machine, have a push order role in which the number of medals paid out varies depending on the operation mode of the stop switch, and when certain conditions are met, a so-called AT (assist time) function is provided in which an advantageous push order is announced when the push order role is won. Slot machines equipped with an AT function build gameplay by providing an AT state in which an advantageous push order is announced when the push order role is won, and a non-AT state in which no announcement is made.

[0003] Among such gaming machines, there are gaming machines that perform navigation control according to the number of coins won in order to suppress excessive gambling (for example, Patent Document 1). [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Japanese Patent Application Laid-Open No. 2017-051718 Summary of the Invention [Problem to be solved by the invention]

[0005] However, with this technology, the objects controlled to control the ball output were uniform, resulting in gaming machines that lacked interest. In addition, the control method, such as lowering the navigation rate, gave players a negative impression and was one of the reasons why they avoided the machines.

[0006] The present invention has been made in view of the above-mentioned situation, and aims to provide a gaming machine that will not bore players by providing a wide range of ball output control. [Means for solving the problem]

[0007] A gaming machine having, as game states, a first normal state, a special state that is more advantageous to the player than the first normal state, and a first specific state that is not controlled from the first normal state but is controllable from the special state and is more advantageous to the player than the first normal state, the gaming machine is equipped with a monitoring means that monitors game results related to ball payouts during a specific period, a first preferential treatment decision means that decides, based on the monitoring results, to make a setting that favors the decision regarding control from the first normal state to the special state, and a second preferential treatment decision means that decides, based on the monitoring results, to make a setting that favors the decision regarding control from the special state to the first specific state, and the decisions made by the first preferential treatment decision means and the second preferential treatment decision means at least have cases in which they overlap and cases in which they do not overlap.

[0008] In this configuration, the first preferential setting related to the control from the first normal state to the special state and the second preferential setting related to the control from the special state to the first specific state, which can be enjoyed after the control from the first normal state to the special state, are formed so that they can be determined independently or in combination based on the game results related to the ball output during a specific period. In this way, in addition to the variation of whether either one is granted independently or in combination, if it is granted independently, a wide variety of gameplay can be provided to the player depending on whether the preferential setting is applied to an upcoming game or a future game, thereby providing a gaming machine that the player will never get bored of. [Brief explanation of the drawings]

[0009] [Figure 1] 1 is a perspective view of a slot machine as an example of a gaming machine according to one embodiment of the present invention. [Figure 2] FIG. 10 is a diagram showing the arrangement of symbols on the reels. [Figure 3] FIG. 2 is a block diagram showing the electrical configuration of the slot machine of FIG. [Figure 4] FIG. 3 is a functional block diagram showing functions of the main control board and the sub-control board of FIG. 2. [Figure 5] FIG. 10 is a diagram for explaining the transition of game states. [Figure 6] FIG. 10 is a diagram for explaining the game flow. [Figure 7] This is a diagram showing the relationship between winning combinations and winning symbol combinations, and the payout (amount paid out) when a winning combination is achieved. [Figure 8] FIG. 10 is a diagram showing the relationship between winning role groups and role numbers, and the constituent roles. [Figure 9] FIG. 10 is a diagram showing the relationship between winning role groups and role numbers, and the constituent roles. [Figure 10] FIG. 10 is a diagram showing the relationship between winning role groups and role numbers, and the constituent roles. [Figure 11] A diagram showing the relationship between winning role groups and winning patterns based on button press order. [Figure 12] A diagram showing the processing flow when a role that is subject to a penalty is won. [Figure 13] FIG. 10 is a diagram showing a notification method selection screen. [Figure 14] A diagram showing the processing flow for each notification method in AT play. [Figure 15] A diagram for explaining the game flow in the normal state (advantageous zone) in the second modified example. [Figure 16] This is a diagram to explain the probability of winning the CZ lottery when staying in the CZ low probability, CZ normal, or CZ high probability states in the second variant, and the conditions for transitioning between each state. [Figure 17] FIG. 10 is a diagram for explaining a modified example of the game flow. [Figure 18] 10 is a diagram for explaining the lottery probability of the preferential setting flag being ON and the lottery probability of the preferential setting flag being kept ON. FIG. DETAILED DESCRIPTION OF THE INVENTION

[0010] An embodiment of the present invention will be described with reference to FIGS.

[0011] (composition) A slot machine 1, which is an example of a gaming machine according to this embodiment, is configured as shown in FIG. 1, in which a single game is started when a specified number of gaming media such as medals (for example, 3 or 2) are inserted in one of a plurality of pre-set gaming states and a start switch 19, which will be described later, is operated.

[0012] The front of the cabinet 3 is closed by a front door 5 that can be opened and closed freely, and an operation panel 7 is disposed at approximately the center height of the front door 5. A front panel 9 is disposed above the operation panel 7. A horizontally long rectangular display window 11 is provided on the front panel 9. Inside the display window 11, left, center, and right reels 13L, 13M, and 13R are disposed, which variably display a plurality of types of symbols in a predetermined order. As shown in FIG. 2 , the left, center, and right reels 13L, 13M, and 13R are provided with a total of 20 types of symbols (in this embodiment, "R7 (red 7)," "W7 (white 7)," "FR7 (fake red 7)," "BAR (bar)," "BE1 (bell 1)," "BE2 (bell 2)," "CH (cherry)," "WM1 (watermelon 1)," "WM2 (watermelon 2)," and "RP (replay)") in a predetermined arrangement.

[0013] Each symbol is assigned a frame number in order from 0 to 19. In this case, for example, a reel tape on which symbols numbered 0 to 19 are printed is attached to the periphery of each of the reels 13L, 13M, and 13R. When each of the reels 13L, 13M, and 13R rotates, a plurality of symbols are displayed in a predetermined order in the display window 11, with frame numbers 19, 18, ..., 0, 19, .... When each of the reels 13L, 13M, and 13R stops rotating, three symbols are visible in the display window 11, one in the upper row, one in the middle row, and one in the lower row. That is, when all three reels 13L, 13M, and 13R stop rotating, a total of nine symbols arranged in three columns and three rows are displayed in the display window 11. In this embodiment, the winning line in the display window 11 used to determine whether a win has been won is a so-called downward-to-the-right line (common for both 3-coin and 2-coin bets) consisting of the upper row of the left reel 13L, the middle row of the middle reel 13M, and the lower row of the right reel 13R.

[0014] Furthermore, reel motors 14L, 14M, and 14R (see FIG. 3), which are stepping motors, are connected to the reels 13L, 13M, and 13R, respectively, so that the reels 13L, 13M, and 13R can be rotated independently. The display means of the slot machine 1 is configured by reel units (not shown) each consisting of the reels 13L, 13M, and 13R and the reel motors 14L, 14M, and 14R.

[0015] Furthermore, the operation panel 7 is provided with a bet switch 15 for instructing the insertion of one medal at a time from the credit medals stored therein, a maximum bet switch 17 for instructing the insertion of the maximum number of medals to be inserted per game (set to three or two in this case), an effect button 42, a lever-shaped start switch 19 for rotating the reels 13L, 13M, and 13R to start the variable display of each symbol, left, center, and right stop switches 21L, 21M, and 21R (stop operation means) for stopping the rotation of the left, center, and right reels 13L, 13M, and 13R, respectively, to stop the variable display of each symbol, a settlement switch 23 for paying out credit medals, and a medal insertion slot 25. In this embodiment, the number of medals required to be inserted (prescribed number) per game is set to either three or two. In addition, a plurality of variable display columns that variably display a plurality of types of symbols are formed by each of the reels 13L, 13M, and 13R, and each of the stop switches 21L, 21M, and 21R is provided corresponding to each of the reels 13L, 13M, and 13R.

[0016] A liquid crystal display (LCD) 27 is provided at approximately the center of the upper portion of the front panel 9 to display moving images and other information to inform the player of wins and prizes, and to notify the player of the operation of each stop switch 21L, 21M, and 21R. An explanation panel 29 displaying various winning symbols is provided immediately above the LCD display 27. Speakers 31L and 31R are provided on the left and right sides of the LCD display 27 and the explanation panel 29, respectively, to provide musical and audio effects. A central lamp unit 33M is provided on the upper edges of the explanation panel 29 and the speakers 31L and 31R, and left and right lamp units 33L and 33R are provided on the left and right sides of the central lamp unit 33M. Each lamp unit 33M, 33L, and 33R is equipped with a light source such as a light-emitting diode. These lamp units 33M, 33L, and 33R are integrally formed to form an upper lamp unit 33, which provides effects such as informing the player of wins and prizes.

[0017] A lower panel 35 displaying decorative pictures or the like is provided below the operation panel 7. Lower lamp units 37L and 37R, each having a plurality of light sources arranged, for example, in two rows, are provided on the left and right sides of the lower panel 35. A medal payout outlet 39 and a medal receiver 41 for receiving medals paid out from the medal payout outlet 39 are provided below the lower panel 35. A winning line is depicted on the front panel 9, and in the lower left corner of the front panel 9, a credit indicator 45 for displaying the number of stored credit medals and a payout indicator 46 for displaying the number of paid out medals are provided under display control of the CPU 61 mounted on the main control board 63 shown in FIG. 3. The credit indicator 45 is, for example, composed of two 7-segment displays and is capable of displaying a two-digit number of stored medals (up to a maximum of 50). The payout indicator 46 is, for example, composed of two 7-segment displays and is capable of displaying a two-digit number of paid out medals. The seven-segment display is formed in a rod shape and has a total of eight segments, consisting of seven segments arranged in the shape of an "8" and one small round segment (DP) that serves as a decimal point, and each segment is made up of a light-emitting diode. The dispensing indicator 46 is also used to display an error code corresponding to an error that has occurred.

[0018] In addition, a favorable zone lamp 47 is disposed above the payout indicator 46. The favorable zone is a zone that allows notification of the correct push order (the correct push order) that will provide a favorable payout when the winning combination groups "ATLC1" (lower combination number $15) to "ATRC2" (lower combination number $20) (see FIG. 9) or "Special A" (lower combination number $21) to "Special D" (lower combination number $24) (see FIG. 10) are won. The favorable zone lamp 47 is lit to indicate that the zone is favorable. In this embodiment, the favorable zone lamp 47 does not always light up during the favorable zone. It lights up when a predetermined lighting condition is met after the zone has entered. However, once the favorable zone lamp 47 lights up, it remains lit until the zone ends and the zone transitions to a non-favorable zone. The favorable zone lamp 47 may be substituted with the decimal point segment DP of the payout indicator 46.

[0019] A support frame that supports each of the reels 13L, 13M, and 13R is fixed to the rear wall inside the cabinet 3. A hopper unit 43 (see FIG. 3) for discharging medals to the medal payout outlet 39 is disposed below the support frame inside the cabinet 3. A medal selector 48 (see FIG. 3) is disposed on the back side near the medal insertion slot 25 to determine whether medals inserted into the medal insertion slot 25 are genuine or not, and guides only genuine medals to the hopper unit 43.

[0020] Next, the electrical configuration of the slot machine 1 will be described with reference to FIG.

[0021] As shown in FIG. 3, an insertion sensor 53 is provided in the medal selector 48 near the medal insertion slot 25 inside the cabinet 3 and detects each medal inserted into the medal insertion slot 25. A payout sensor 54 is provided at the outlet of the hopper unit 43 and detects each medal paid out to the medal payout outlet 39. Also, on the left side of the hopper unit 43 when viewed from the front of the slot machine 1, an operation box 49 (see FIG. 3) is fixed to the left wall inside the cabinet 3. This operation box 49 is provided with a power switch 50 (see FIG. 3) for turning the power on and off, a change process start switch 56 (see FIG. 3) consisting of a key cylinder for setting change processing, and a reset switch 52 (see FIG. 3) used to switch setting values ​​when changing settings. The reset switch 52 is also used as a switch for resetting an error when an error occurs.

[0022] The left, center, and right position sensors 55L, 55M, and 55R detect the rotational positions of the left, center, and right reels 13L, 13M, and 13R, respectively, and are composed of, for example, photointerrupters that detect protrusions provided on the left, center, and right reels 13L, 13M, and 13R, respectively, and as the left, center, and right reels 13L, 13M, and 13R rotate, they detect the protrusions once per revolution and output the detection signal to the main control board 63. In this embodiment, for example, when the left, center, and right position sensors 55L, 55M, and 55R detect the protrusions, the symbol with frame number 19 is positioned in the middle of the display window 11, respectively.

[0023] The hopper motor 57 is disposed in the hopper unit 43, and is driven to dispense medals toward the medal dispensing opening 39.

[0024] The slot machine 1 is also provided with a main control board 63 on which a main CPU 61 that controls the progress of the game is mounted, and a sub-control board 73 on which a sub-CPU 71 that controls presentations in accordance with the progress of the game based on information transmitted from the main control board 63, and various data is transmitted unidirectionally from the main control board 63 to the sub-control board 73. The main control board 63 is tightly sealed in a board case to prevent unauthorized access from the outside. The board case is also provided with various measures to ensure that unauthorized release can be visually confirmed.

[0025] 3, the RAM 65 of the main control board 63 is a storage capacity within the main CPU 61, and temporarily stores data relating to games such as the game status of the slot machine 1, and is formed with storage areas constituting a role lottery result storage area 651, a flag storage area 652, a number of advantageous zone games counter 653, and a number of special role wins counter 654, all of which are shown in FIG. 4. Also, as shown in FIG. 3, the ROM 67 of the main control board 63 is a storage capacity within the main CPU 61, and stores a program for the slot machine 1 (a gaming machine program) including a role lottery table 671, a stop table 672, and the like, which are pre-set data shown in FIG. 4. The flag storage area 652 stores various flags, such as an advantageous zone flag, an AT flag, and a CZ flag, which will be described later.

[0026] The main CPU 61 of the main control board 63 has an interrupt function such as a timer interrupt, and performs processing related to the progress of the game by executing a game machine program stored in the ROM 67. This main CPU 61 transmits various data, such as data related to the result of the role selection process by the role selection means 103 (described later) and data related to the operation of the operating devices operated by the player, such as the stop switches 21L, 21M, 21R and the start switch 19, to the sub-control board 73 (sub-CPU 71) in a predetermined command format.

[0027] The memory 75 of the sub-control board 73 includes a RAM section for temporarily storing various data and a ROM section for storing various programs for effects. The sub-CPU 71 of the sub-control board 73 has an interrupt function such as a timer interrupt, and executes a program stored in the memory 75 based on various data related to the slot machine 1 transmitted from the main CPU 61 (such as the result of the role lottery performed in the role lottery process by the role lottery means 103, which will be described later, and data related to whether the operation devices such as the stop switches 21L, 21M, and 21R and the start switch 19 have been operated), and determines the content of the effects related to the game for the player. Based on the determined content of the effects, the sub-CPU 71 of the sub-control board 73 controls the LCD display 27, speakers 31L and 31R, and other effect devices via the I / O port of the sub-control board 73.

[0028] (Main control board) Next, the main control board 63 will be described in detail with reference to Fig. 4. As shown in Fig. 4, the main control board 63 has various functions that are realized by executing programs stored in the ROM 67 and various functions that are realized by controlling hardware.

[0029] (1) Game Control Means 100 The game control means 100 in Fig. 4 controls the game of the slot machine 1 in any one of a plurality of game states set in advance. Specifically, as shown in Fig. 5, the game control means 100 executes a general game, which is a general game, in the general game state (normal game state (RT0) and during bonus (RBB1F, RBB2F)), and executes a bonus game (special game) in the bonus game state (RBB1, RBB2) based on a bonus combination that is more advantageous to the player than in the general game state.

[0030] In addition, as a game advantageous to the player that differs from the bonus game that is a game played in the bonus game state (RBB1, RBB2), there is AT game (special game) in which, when the result of the role lottery by the role lottery means 103 described later results in a specific role winning result that wins a specific role (winning role groups "ATLC1-ATLC2", "ATLR1-ATLR2", "ATCL1-ATCL2", "ATCR1-ATCR2", "ATRL1-ATRL2", "ATRC1-ATRC2", "Special A" to "Special D": see Figures 9 and 10) that has a different degree of advantage given to the player depending on the operation procedure of each stop switch 21L, 21M, 21R, the operation procedure of each advantageous stop switch 21L, 21M, 21R corresponding to the specific role is identifiably notified.

[0031] As shown in FIG. 4, the game control means 100 includes an operation mode determination means 100a and a game state setting means 100b.

[0032] (1-1) Operation mode determination means 100a The operation mode determination means 100a determines the mode of operation of the player on the slot machine 1. Specifically, it determines the mode of operation of the player on the slot machine 1, such as the mode of operation of the various switches provided in the slot machine 1, such as the bet switches 15 and 17, the start switch 19, and the stop switches 21L, 21M, and 21R, and the mode of operation of inserting medals into the medal insertion slot 25.

[0033] (1-2) Game status setting means 100b The game state setting means 100b sets the game state of the slot machine 1 to one of a plurality of pre-set game states based on the result of the role lottery process by the role lottery means 103 and the determination result of the pattern combination on the valid line (the line sloping downward to the right) by the pattern determination means 112.

[0034] Specifically, as shown in Fig. 5, in this embodiment, the game states include a normal game state (RT0), a bonus state (RBB1-2F), and a bonus game state (RBB1-2). Here, a normal game is executed in the normal game state consisting of the normal game state (RT0) and the bonus state (RBB1-2F), and a bonus game is executed in the bonus game state (RBB1-2). In addition, the normal game state (RT0) is a game state to which a transition occurs when a setting change (described later) occurs or after the bonus game state (RBB1-2) ends.

[0035] Also, as shown in FIG. 5, when a bonus role (RBB1, RBB2: see FIGS. 7 and 8) is won in the normal game state (RT0), if the symbol combination when all reels 13L, 13M, and 13R stop is not a symbol combination that results in a bonus win (non-win), the game state setting means 100b sets the game state to bonus internal (RBB1, 2F), and the game state transitions to bonus internal (RBB1, 2F). Note that in this embodiment, the bonus role "RBB1" is only eligible for role lottery when three coins are bet, while the bonus role "RBB2" is only eligible for role lottery when two coins are bet. Furthermore, when two coins are bet in the bonus internal (RBB2F), there are no misses (HZ) in the role lottery, and one of the replay role or minor role is always won. Furthermore, because the system prioritizes winning combinations in the order of replay combinations, small combinations, and bonus combinations, if you bet two coins while inside the bonus mode (RBB2F), you will not win the carried-over bonus combination "RBB2." Also, if you bet three coins while inside the bonus mode (RBB2F), a miss (HZ) is included in the combination lottery, but the bonus combination "RBB2" is set as an invalid combination in a three-coin bet game, so the carried-over bonus combination "RBB2" will not win when you bet three coins. Furthermore, while inside the bonus mode (RBB2), you cannot win other bonus combinations unless you win the carried-over bonus combination "RBB2." Therefore, once you transition to inside the bonus mode (RBB2F), you are prevented from transitioning to other game modes.

[0036] In addition, when the bonus role "RBB1" is won in the normal game state (RT0) and the bonus role "RBB1" is won in that game, or when the bonus role "RBB1" is won inside the bonus (RBB1F), the game state setting means 100b sets the game state to the bonus game state (RBB1), and the game state transitions to the bonus game state (RBB1).

[0037] In this embodiment, the bonus game state (RBB1) is set to end when more than 100 medals are paid out. Therefore, when more than 100 medals are paid out in the bonus game state (RBB1), the game state setting means 100b sets the game state to the normal game state (RT0), and the game state transitions to the normal game state (RT0). The termination condition of the bonus game state (RBB1) can be set as appropriate.

[0038] In addition, in the normal game state (RT0), if the bonus role "RBB2" is won and the bonus role "RBB2" is won in that game, the game state setting means 100b sets the game state to the bonus game state (RBB2), and the game state transitions to the bonus game state (RBB2).

[0039] In this embodiment, the bonus game state (RBB2) is set to end when more than 50 medals are paid out. Therefore, when more than 50 medals are paid out in the bonus game state (RBB2), the game state setting means 100b sets the game state to the normal game state (RT0), and the game state transitions to the normal game state (RT0). The termination condition of the bonus game state (RBB2) can be set as appropriate.

[0040] (1-3) Overview of the game Next, an outline of the game executed in the slot machine 1 will be described.

[0041] The slot machine 1 is configured so that one game (play) is played when three (or two) medals are inserted, and when the insertion sensor 53, the bet switch 15, or the max bet switch 17 detects that three (or two) medals have been inserted into the slot machine 1, the pay line (a line sloping downward to the right) in the display window 11 becomes active. When the start switch 19 is operated, one of the pre-set winning combination results is selected by lottery processing using random numbers by the winning combination selection means 103. In addition, when the left, center, and right reels 13L, 13M, and 13R all start to spin, the determination of the symbols on each reel 13L, 13M, and 13R displayed in the display window 11 begins based on the rotation angle of each reel 13L, 13M, and 13R.

[0042] After that, the left, center, and right reels 13L, 13M, and 13R accelerate, and operation of all stop switches 21L, 21M, and 21R becomes effective. After operation of all stop switches 21L, 21M, and 21R becomes effective, if operation of the left stop switch 21L is detected, the left reel 13L is stopped, if operation of the center stop switch 21M is detected, the center reel 13M is stopped, and if operation of the right stop switch 21R is detected, the right reel 13R is stopped. In this way, operation of each stop switch 21L, 21M, and 21R stops the rotation of the left, center, and right reels 13L, 13M, and 13R corresponding to each stop switch 21L, 21M, and 21R.

[0043] When all three left, center, and right stop switches 21L, 21M, and 21R are operated, the left, center, and right reels 13L, 13M, and 13R stop spinning. At this time, if a predetermined symbol stops at a predetermined position on the winning line (a line sloping downward to the right) in the display window 11, that is, if the symbols on each reel 13L, 13M, and 13R are displayed in the display window 11 in a winning combination, a win occurs, and a number of medals corresponding to the winning combination are credited or paid out from the medal payout opening 39. Note that a predetermined benefit (benefit) may be awarded to the player instead of or in addition to the medal payout. Examples of such a predetermined benefit include a transition to a bonus game state (RBB1-2) upon winning a bonus combination (described below), or an automatically set bet amount upon winning a replay combination (described below) to allow the player to play the next game with the same bet amount as in the winning game without inserting new medals.

[0044] As shown in FIG. 7, bonus roles and general roles (replay role, small role) are preset as types of roles. A bonus role is a role that transitions to a bonus game state. A replay role (hereinafter also referred to as a replay) is a role that, when won, allows a player to play the next game with the same number of bets as in the winning game without inserting new medals. A small role is a role that, when won, gives a predetermined dividend (amount of payout).

[0045] Bonus Role Two types of bonus combinations are set: "RBB1" and "RBB2." When the symbol combination (R7-R7-BAR) associated with "RBB1" stops on a winning line, a win is achieved, and the game state transitions to the bonus game state (RBB1). When the symbol combination (W7-R7-WM2) associated with "RBB2" stops on a winning line, a win is achieved, and the game state transitions to the bonus game state (RBB2). In this embodiment, no payout is awarded even when the bonus combinations "RBB1" and "RBB2" are achieved, but a predetermined number of payouts may be awarded.

[0046] ·Replay role There are several types of replay roles: "NRP1" to "NRP15", "IRP1" to "IRP5", "CRP1" to "CRP7", "R7RP1" to "R7RP10", and "WRP1" to "WRP5". When the winning symbol combination stops on the winning line, you can play the next game under the same conditions (number of bets) as the winning game without inserting any medals.

[0047] Minor roles There are several types of minor roles set, including "BE1" to "BE11," "WM1" to "WM4," "CH1" to "CH19," "ATA1" to "ATA10," "ATB1" to "ATB16," "PZ1" to "PZ52," and "PZX1" to "PZX22." Here, "BE1" to "BE10" are set as roles that win when the push order is correct when the push order is correct when the push order AT role (winning role groups "ATLC1 to ATLC2," "ATLR1 to ATLR2," "ATCL1 to ATCL2," "ATCR1 to ATCR2," "ATRL1 to ATRL2," "ATRC1 to ATRC2," "Special A" to "Special D": see Figures 9 and 10) is won. When the symbol combinations that win these roles stop on the winning line, a payout of 10 coins (3 coins bet, 2 coins bet) is obtained. The winning mode for "BE1" is a symbol combination in which the symbol "BE1 (Bell 1)" is aligned on a line sloping downward to the right. The winning mode for "BE2" and "BE3" is a symbol combination in which the symbol "BE1 (Bell 1)" stops on the top row of the left reel 13L, the symbol "BE2 (Bell 2)" stops on the top row of the middle reel 13M, and the symbol "BE1 (Bell 1)" stops on the top row of the right reel 13R (bell symbol on the top row line). The winning mode for "BE4" is a symbol combination in which the symbol "BE1 (Bell 1)" is aligned on the middle row line. In addition, the winning pattern for "BE5" and "BE6" is a symbol combination in which the symbol "BE1 (Bell 1)" stops on the bottom row of the left reel 13L, the symbol "BE2 (Bell 2)" stops on the bottom row of the middle reel 13M, and the symbol "BE1 (Bell 1)" stops on the bottom row of the right reel 13R (bell symbol on the bottom row line). The winning pattern for "BE7" and "BE8" is a symbol combination in which the symbol "BE1 (Bell 1)" stops on a line sloping upward to the right. The winning pattern for "BE9" and "BE10" is a symbol combination in which the symbol "BE1 (Bell 1)" stops on the bottom row of the left reel 13L, the symbol "BE2 (Bell 2)" stops on the middle row of the middle reel 13M, and the symbol "BE1 (Bell 1)" stops on the top row of the right reel 13R (bell symbol on a line sloping upward to the right). In other words, when the player wins the push order AT role, if the push order is correct, the pattern "BE1 (Bell 1)" or the pattern "BE2 (Bell 2)" will appear in a straight line, making it easy for the player to know the correct push order.

[0048] When the winning symbol combinations of "WM1" to "WM4" stop on a winning line, a payout of 3 coins (for both 3-coin and 2-coin bets) is awarded. When the winning symbol combinations of "CH1" to "CH19" stop on a winning line, a payout of 1 coin each (for both 3-coin and 2-coin bets) is awarded. When the winning symbol combinations of "ATA1" to "ATA10" stop on a winning line, a payout of 1 coin each (for both 3-coin and 2-coin bets) is awarded. When the winning symbol combinations of "ATB1" to "ATB16" stop on a winning line, a payout of 1 coin each (for both 3-coin and 2-coin bets) is awarded. When the winning symbol combinations of "PZ1" to "PZ52" stop on a winning line, a payout of 1 coin each (for both 3-coin and 2-coin bets) is awarded. When the winning symbol combinations "PZX1" to "PZX22" stop on the winning line, you will receive a payout of 1 coin each (for both 3-coin and 2-coin bets).

[0049] (2) Setting control means 101 The setting control means 101 in Figure 4 sets one setting value from a plurality of setting values ​​(setting 1 to setting 6) with different ball output rates (payout rates). This setting value is used to select a role selection table 671 that is selected by the table selection means 102 described later, and one of the setting values ​​is associated with each of the plurality of role selection tables 671 stored in the ROM 67. The setting control means 101 then determines whether the change process start switch 56 is on or off when the power is turned on, and starts a predetermined setting change process when the power is turned on with the change process start switch 56 on. The payout rate can be calculated by the formula: total number of payout coins / total number of inserted coins x 100 [%].

[0050] Here, the winning probability in the lottery for regular games is set to multiple stages distinguished by multiple types of setting values ​​(six types in this case), and each of the multiple setting values ​​is associated with a role selection table 671 (lottery table for regular games) shown in Fig. 4. Then, when the setting change process is started, the manager of the pachinko parlor where the slot machine 1 is installed can change this setting value.

[0051] (3) Table selection means 102 The table selection means 102 in Fig. 4 selects one lottery table from a plurality of role selection tables 671 shown in Fig. 4 based on the type of game (RT0, RBB1-2, etc.) controlled by the game control means 100 in the main control board 63 and the setting value (setting 1 to setting 6) set by the setting control means 101. That is, for example, in a general game, the table selection means 102 selects the role selection table 671 (general game lottery table) as the role selection table according to the setting value (setting 1 to setting 6) of the winning probability.

[0052] (4) Role selection means 103 The role selection means 103 in Fig. 4 performs a role selection lottery to determine which of a plurality of roles (winning role group: see Figs. 8 to 10) including a plurality of general roles (small roles, replay roles) and a bonus role has been won based on a lottery value generated based on the start of a game at the timing when the start switch 19 is operated to start a game. The role selection means 103 includes a lottery value generation means 103a and a lottery value judgment determination means 103b.

[0053] (4-1) Lottery value generating means 103a The lottery value generating means 103a generates a lottery value to be used for the lottery, etc., by extracting a random number for lottery generated within a predetermined range (e.g., 0 to 65535 in decimal notation) by a random number generating means configured with an oscillator circuit and a counter circuit that counts the clock signal generated by the oscillator circuit at the timing when the start switch 19 is operated. Note that, since the random number generating means is configured with a counter circuit, etc., the numbers generated by the random number generating means are not strictly random numbers. However, since the timing when the start switch 19 is operated is considered to be random, the lottery value generated by the lottery value generating means 103a can be treated as a random number in practice. Note that the lottery value generating means 103a may generate a lottery value using a random number generated by a random number generator or a software random number generator. Alternatively, the lottery value generating means 103a may generate a lottery value by performing a predetermined calculation on the extracted random number value or the generated random number value.

[0054] (4-2) Lottery value determination means 103b The lottery value judgment and determination means 103b judges the lottery value generated by the lottery value generation means 103a, thereby determining which of the multiple roles (winning role group) has been won.

[0055] Specifically, the role lottery table 671 has preset correspondences between the lottery values ​​and winning role groups for determining which of the plurality of winning role groups shown in Figures 8 to 10 the lottery value will be won for, or whether it will be a loss, for each lottery value within the range generated by the random number generating means. The lottery value judgment determination means 103b refers to the role lottery table 671 selected by the table selecting means 102, and determines whether the lottery value generated by the lottery value generating means 103a is set to a win for which winning role group, or whether it is set to a loss, thereby determining which of the plurality of winning role groups the lottery value will be won for.

[0056] In addition, in the role lottery table 671, since it is set so that a plurality of roles overlap and win for some lottery values, when the lottery value judgment determination means 103b judges the entire range of the lottery values ​​generated by the lottery value generation means 103a, that is, as the role lottery result of the role lottery means 103, the winning role groups shown in Figures 8 to 10 are configured. Note that, for the winning role groups shown in Figures 8 to 10 that are configured by a plurality of roles, when an internal win occurs, it becomes a state in which it is permitted for the symbol combinations related to all roles that configure the winning role group to align on the winning line.

[0057] In addition, the lottery value judgment determination means 103b stores, as the result of the role lottery, information that can identify whether or not a bonus role has been won in a first data area of ​​the role lottery result memory area 651, and stores information that can identify whether or not a general role has been won in a second data area of ​​the role lottery result memory area 651.

[0058] For example, as shown in Figures 8 to 10, each bonus role is assigned a unique hexadecimal upper role number, and each general role (replay role, small role) is assigned a unique hexadecimal lower role number. The lottery value judgment determination means 103b stores the role numbers assigned to the roles (including losing roles) that make up the winning role group, which is the role lottery result, in the corresponding data area of ​​the role lottery result storage area 651.

[0059] That is, when the result of the role drawing by the role drawing means 103 is one of the winning role groups including the bonus role shown in FIG. 8, the lottery value judgment determination means 103b stores one of the higher role numbers "$01" to "$02" assigned to the winning bonus role in a 1-byte first data area of ​​the role drawing result storage area 651. In addition, when the bonus role is a miss (non-win), the lottery value judgment determination means 103b stores the higher role number "$00" assigned to the miss in the data area. In addition, after storing "$01" to "$02" as the higher role number, this value is maintained until the bonus role is won, so that the bonus role is carried over.

[0060] Also, when the result of the role lottery by the role lottery means 103 is one of the winning role groups including the general role (replay role, small role) shown in Figures 8 to 10, the lottery value judgment determination means 103b stores one of the lower role numbers "$01" to "$24" assigned to the winning general role in a 1-byte second data area of ​​the role lottery result storage area 651. In addition, when the general role is a miss (non-win), the lottery value judgment determination means 103b stores the lower role number "$00" assigned to the miss in the data area.

[0061] (5) Reel detection means 104 4 detects the rotational positions of the left, center, and right reels 13L, 13M, and 13R based on the detection signals of the left, center, and right position sensors 55L, 55M, and 55R and the number of pulses supplied to the reel motors 14L, 14M, and 14R that drive the left, center, and right reels 13L, 13M, and 13R. In this case, the reel detection means 104 detects the frame numbers corresponding to the symbols located at predetermined reference positions (for example, the middle row of the display window 11 in this embodiment) while the left, center, and right reels 13L, 13M, and 13R are rotating and when they stop rotating.

[0062] (6) Stop control means 105 The stop control means 105 controls the stops of the reels 13L, 13M, and 13R using the stop table 672 based on the operation of the stop switches 21L, 21M, and 21R by the player and the result of the role lottery by the role lottery means 103. The stop control means 105 basically controls the stops of all of the reels 13L, 13M, and 13R to stop symbols related to winning roles (see FIG. 7) on the winning line within the reel-in range in order to win a role belonging to the winning role group determined by the role lottery means 103. Note that each of the reels 13L, 13M, and 13R has a set allowable number of sliding frames (reel-in range: normally, up to four frames), so if the operation timing is not right, it may not be possible to align the symbols related to winning roles on the winning line, resulting in a missed win (non-winning). Hereinafter, the winning combinations of the winning combination groups and the stop control of the reels 13L, 13M, and 13R when a winning combination is achieved will be described.

[0063] The winning combination group "RPN1" is composed of "NRP1" to "NRP15" and "IRP1" to "IRP5." In this case, when the stop switches 21L, 21M, and 21R are operated in a push order that results in the first stop being the left reel 13L, the stop control means 105 controls the reels so that "NRP1" and "NRP2" are given priority in winning. Regardless of the timing of the operation of the stop switches 21L, 21M, and 21R, either "NRP1" or "NRP2" will always win a prize depending on the timing of the operation of the stop switches 21L, 21M, and 21R, since either of the winning symbols is within the range that can be drawn (no missed prizes). In this case, the symbol "RP" is aligned on the middle line (see Figure 11(a): middle RP). In addition, when the stop switches 21L, 21M, and 21R are operated in a push order that results in the first stop being the center reel 13M, the stop control means 105 controls the reels so that "NRP3" to "NRP6" are given priority in winning. Regardless of the operation timing of the stop switches 21L, 21M, and 21R, since any of the winning symbols "NRP3" to "NRP6" are within the range in which they can be drawn, one of "NRP3" to "NRP6" is always awarded depending on the operation timing of the stop switches 21L, 21M, and 21R (no missed wins). At this time, the stop symbol combination is such that the symbol "RP" is aligned on a line sloping upward to the right (see FIG. 11(a): RP sloping upward to the right). In addition, when the stop switches 21L, 21M, and 21R are operated in a push order that results in the first stop being the right reel 13R, the stop control means 105 controls the reels so that "NRP7" is given priority in winning. Regardless of the operation timing of the stop switches 21L, 21M, and 21R, "NRP7" is always won (no missed wins) depending on the operation timing of the stop switches 21L, 21M, and 21R, because the winning symbol is within the range that can be drawn in. At this time, the symbol "RP" becomes a stopped symbol combination that aligns on a line sloping downward to the right (see Figure 11(a): RP sloping downward to the right). In the following, "NRP1" to "NRP15" and "IRP1" to "IRP5" may be collectively referred to as "basic RP".

[0064] The winning combination group "RPN2" is composed of "basic reel" and "CRP1." In this case, the stop control means 105 controls the reels so that "NRP1" and "NRP2" ("middle RP") are given priority when the first stop reel is the left reel 13L, "NRP7" ("downward right RP") is given priority when the first stop reel is the middle reel 13M, and "NRP3" to "NRP6" ("upward right RP") are given priority when the first stop reel is the right reel 13R. As described above, the combinations that qualify for priority winning are combinations that do not result in a miss, so when the winning combination group is won, if the first stop reel is the left reel 13L, the combination wins the "middle RP," if the first stop reel is the middle reel 13M, the combination wins the "downward right RP," and if the first stop reel is the right reel 13R, the combination wins the "upward right RP." Although "CRP1" is a constituent role of the winning role group, it is set as a role that will not result in a prize.

[0065] The winning combination group "RPN3" is composed of "basic reel" and "CRP2." In this case, the stop control means 105 controls the reels so that "NRP3" to "NRP6" ("upward right RP") are prioritized when the first stop reel is the left reel 13L, "NRP1" and "NRP2" ("middle RP") are prioritized when the first stop reel is the middle reel 13M, and "NRP7" ("downward right RP") is prioritized when the first stop reel is the right reel 13R. As described above, the combinations that qualify for priority winning are combinations that do not result in a miss, so when the winning combination group is won, if the first stop reel is the left reel 13L, the combination will win the "upward right RP", if the first stop reel is the middle reel 13M, the combination will win the "middle RP", and if the first stop reel is the right reel 13R, the combination will win the "downward right RP". Although "CRP2" is a constituent role of the winning role group, it is set as a role that will not result in a prize.

[0066] The winning combination group "RPN4" is composed of "basic reel" and "CRP3." In this case, the stop control means 105 controls the reels so that "NRP3" to "NRP6" ("upward right RP") are prioritized when the first stopped reel is the left reel 13L, "NRP7" ("downward right RP") is prioritized when the first stopped reel is the center reel 13M, and "NRP1" and "NRP2" ("middle RP") are prioritized when the first stopped reel is the right reel 13R. As described above, the combinations that qualify for priority winning are combinations that do not result in a miss, so when the winning combination group is won, if the first stopped reel is the left reel 13L, the combination will win the "upward right RP," if the first stopped reel is the center reel 13M, the combination will win the "downward right RP," and if the first stopped reel is the right reel 13R, the combination will win the "middle RP." Although "CRP3" is a constituent role of the winning role group, it is set as a role that will not result in a prize.

[0067] The winning combination group "RPN5" is composed of "basic reel" and "CRP4." In this case, the stop control means 105 controls the reels so that "NRP7" ("downward right RP") is the first stop reel when the left reel 13L is pressed, "NRP1" and "NRP2" ("middle RP") are the first stop reel when the center reel 13M is pressed, and "NRP3" to "NRP6" ("upward right RP") are the first stop reel when the right reel 13R is pressed. As described above, the combinations related to the priority winning are combinations that do not cause misses, so when the winning combination group is won, if the first stop reel is the left reel 13L, the "downward right RP" is won, if the first stop reel is the center reel 13M, the "middle RP" is won, and if the first stop reel is the right reel 13R, the "upward right RP" is won. Although "CRP4" is a constituent role of the winning role group, it is set as a role that will not result in a prize.

[0068] The winning combination group "RPN6" is composed of "basic reel" and "CRP5." In this case, the stop control means 105 controls the reels so that "NRP7" ("downward right RP") is the first stop reel when the left reel 13L is pressed, "NRP3" to "NRP6" ("upward right RP") is the first stop reel when the center reel 13M is pressed, and "NRP1" and "NRP2" ("middle RP") are the first stop reel when the right reel 13R is pressed. As described above, the combinations related to the priority winning are combinations that do not cause misses, so when the winning combination group is won, if the first stop reel is the left reel 13L, the "downward right RP" is won, if the first stop reel is the center reel 13M, the "upward right RP" is won, and if the first stop reel is the right reel 13R, the "middle RP" is won. Although "CRP5" is a constituent role of the winning role group, it is set as a role that will not result in a prize.

[0069] The winning combination group "RPN7" is composed of "basic reel" and "CRP6." In this case, the stop control means 105 controls the reels so that "NRP1" and "NRP2" ("middle RP") are given priority when the first stop reel is the left reel 13L, "NRP3" to "NRP6" ("upward right RP") are given priority when the first stop reel is the middle reel 13M, and "NRP7" ("downward right RP") is given priority when the first stop reel is the right reel 13R. As described above, the combinations that qualify for priority winning are combinations that do not result in a miss, so when the winning combination group is won, if the first stop reel is the left reel 13L, the combination wins the "middle RP," if the first stop reel is the middle reel 13M, the combination wins the "upward right RP," and if the first stop reel is the right reel 13R, the combination wins the "downward right RP." Although "CRP6" is a constituent role of the winning role group, it is set as a role that will not result in a prize.

[0070] The winning combination group "RPBB1" is composed of "R7RP1" to "R7RP10" and "Basic Rip." In this case, when the stop switches 21L, 21M, and 21R are operated in a push order that results in the first stop being the right reel 13R or the center reel 13M, the stop control means 105 controls the reels so that "R7RP1" and "R7RP2" win first. The winning symbols for "R7RP1" are "R7 (Red 7): Left Reel 13L" - "R7 (Red 7): Center Reel 13M" - "BE1 (Bell 1): Right Reel 13R." Therefore, for example, when the right stop switch 21R is operated within a range where the right reel 13R is the first stop reel and the symbol number 4, "BE1 (Bell 1)," can be pulled onto the winning line (lower row), the symbol will stop on the winning line (lower row). Next, if the middle stop switch 21M is operated within a range where the symbol number 2, "R7 (red 7)", can be pulled onto the pay line (middle row) on the middle reel 13M for the second stop, the symbol will stop on the pay line (middle row). Finally, if the left stop switch 21L is operated within a range where the symbol number 1, "R7 (red 7)", can be pulled onto the pay line (top row) on the left reel 13L for the third stop, the symbol will stop on the pay line (top row). In other words, "R7RP1" is won. This winning combination is a symbol combination where the symbol "R7 (red 7)" or "FR7 (fake red 7)" is lined up on the middle row line.

[0071] The winning symbol "BE1 (Bell 1)" on the right reel 13R of "R7RP1" is positioned within a range where it can be drawn onto the winning line (bottom row) regardless of the timing of operation of the right stop switch 21R, but the winning symbol "R7 (Red 7)" on the center reel 13M cannot be drawn onto the winning line (middle row) depending on the timing of operation of the stop switch 21M. In this case, the stop control means 105 controls the reels to stop so that the winning symbol "CH (Cherry)" on the center reel 13M of "R7RP2" is drawn onto the winning line (middle row). The "CH (Cherry)" symbol on the middle reel 13M is positioned to complement the "R7 (Red 7)" symbol, so when the middle stop switch 21M is operated at a time when the "R7 (Red 7)" symbol cannot be drawn onto the winning line (middle row), the "CH (Cherry)" symbol can always be drawn onto the winning line.

[0072] However, the symbol "R7 (red 7)," which is the winning symbol common to "R7RP1" and "R7RP2" on the left reel 13L, cannot be drawn onto the winning line (upper row) depending on the operation timing of the stop switch 21L. Therefore, if the symbol "R7 (red 7)" cannot be drawn, the stop control means 105 controls the reels to stop, with "R7RP3" to "R7RP10" as the next priority winning combination. Even if the first stop is on the right reel 13R or the center reel 13M and neither "R7RP1" nor "R7RP2" can be won, one of "R7RP3" to "R7RP10" is won depending on the operation timing of the left reel 13L. Therefore, when the winning combination group "RPBB1" is won, if the first stop is the right reel 13R or the center reel 13M, then depending on the timing of the operation of the stop switches 21L, 21M, and 21R, one of "R7RP1" to "R7RP10" will be won. Furthermore, if you press the symbol "R7 (red 7)" with your eyes, you will win "R7RP1", where the symbol "R7 (red 7)" or "FR7 (fake red 7)" is lined up on the middle line.

[0073] On the other hand, if the push order is such that the first stop is on a reel other than the right reel 13R or the center reel 13M, the stop control means 105 controls the reels to stop so that the "basic replay" is given priority. As mentioned above, since there are no misses for the "basic replay," when the winning combination group is won, if the push order is such that the first stop is on a reel other than the center reel 13M or the right reel 13R, one of the combinations belonging to the "basic replay" will always win depending on the operation timing of the stop switches 21L, 21M, and 21R. Note that, hereinafter, "R7RP1" to "R7RP10" may be collectively referred to as "red 7 replay (red 7 replay RP)."

[0074] The winning combination group "RPBB2" is composed of "Red 7 Replay," "Basic Replay," and "CRP1." In this case, when the stop switches 21L, 21M, and 21R are operated in a push order that results in the first stop being the right reel 13R or the center reel 13M, the stop control means 105 controls the reels so that "R7RP3" and "R7RP4" win first. The winning symbols for "R7RP3" are "RP (Replay): Left Reel 13L" - "R7 (Red 7): Center Reel 13M" - "BE1 (Bell 1): Right Reel 13R." Therefore, for example, when the right stop switch 21R is operated within a range that allows the right reel 13R to be the first stop reel and pull the symbol number 4, "BE1 (Bell 1)," onto the winning line (lower row), that symbol will stop on the winning line (lower row). Next, if the middle stop switch 21M is operated within a range where the symbol number 2, "R7 (red 7)," can be pulled onto the pay line (middle row) for the second stop on the middle reel 13M, that symbol will stop on the pay line (middle row). Finally, if the left stop switch 21L is operated within a range where the symbol number 0, "RP (replay)," can be pulled onto the pay line (top row) for the third stop on the left reel 13L, that symbol will stop on the pay line (top row). In other words, the winning combination is "R7RP3." This winning combination is a combination of the symbols "R7 (red 7)" or "FR7 (fake red 7)" on the middle row and the upward-sloping right row, respectively.

[0075] The winning symbol "BE1" on the right reel 13R of "R7RP3" is positioned within a range that allows it to be drawn onto the winning line (bottom row) regardless of the timing of operation of the right stop switch 21R, but the winning symbol "R7 (red 7)" on the center reel 13M cannot be drawn onto the winning line (middle row) depending on the timing of operation of the stop switch 21M. In this case, the stop control means 105 controls the reels to stop so that the winning symbol "CH (cherry)" on the center reel 13M of "R7RP4" is drawn onto the winning line (middle row). The "CH (Cherry)" symbol on the middle reel 13M is positioned to complement the "R7 (Red 7)" symbol, so when the middle stop switch 21M is operated at a time when the "R7 (Red 7)" symbol cannot be drawn onto the winning line (middle row), the "CH (Cherry)" symbol can always be drawn onto the winning line.

[0076] In addition, the symbol "RP (Replay)", which is the common winning symbol on the left reel 13L for "R7RP3" and "R7RP4", can be drawn onto the winning line (upper row) regardless of the operation timing of the stop switch 21L. Therefore, if the first stop is on the center reel 13M or the right reel 13R and the symbol "R7 (Red 7)" cannot be drawn onto the center reel 13M, "R7RP4" will always be drawn.

[0077] On the other hand, if the push order is such that the first stop is on a reel other than the right reel 13R or the middle reel 13M, the stop control means 105 controls the reels to stop so that the "basic lip" is given priority. As mentioned above, since there are no misses for the "basic lip," when the winning combination group is won, if the push order is such that the first stop is on a reel other than the right reel 13R or the middle reel 13M, one of the combinations belonging to the "basic lip" will always win depending on the operation timing of the stop switches 21L, 21M, and 21R.

[0078] "RPS1" is composed of "WRP1" to "WRP5," "R7RP5," "R7RP6," and "Basic Replay." In this case, if the stop switches 21L, 21M, and 21R are operated in a push order that results in the right reel 13R or the center reel 13M being the first stop reel, the stop control means 105 controls the reels so that "WRP1" wins first. The winning symbols for "WRP1" are "RP (Replay)" - "BAR (Bar)" - "BE1 (Bell 1)." Therefore, for example, if the right stop switch 21R is operated within a range in which the right reel 13R is the first stop reel and the symbol number 14, "BE1 (Bell 1)," can be pulled onto the winning line (lower row), the symbol will stop on the winning line (lower row). Next, if the middle stop switch 21M is operated within a range where the second stop is possible on the middle reel 13M and the symbol "BAR" with symbol number 8 can be pulled onto the winning line (middle row), the symbol will stop on the winning line (middle row). Finally, if the left stop switch 21L is operated within a range where the third stop is possible on the left reel 13L and the symbol "RP (replay)" with symbol number 10 can be pulled onto the winning line (top row), the symbol will stop on the winning line (top row). In other words, "WRP1" is won. This combination is a symbol combination where the symbol "BAR" is lined up on the middle row line.

[0079] The winning symbol "BE1 (Bell 1)" for the right reel 13R of "WRP1" is positioned within a range that allows it to be drawn onto the winning line (lower row) regardless of the timing of operation of the right stop switch 21R, but the winning symbol "BAR" for the center reel 13M cannot be drawn onto the winning line (middle row) depending on the timing of operation of the stop switch 21M. In this case, the stop control means 105 controls the reels to stop, with "WRP2" to "WRP5" as the next priority winning symbols. Even if the first stop is on the right reel 13R or the center reel 13M and "WRP1" cannot be won, one of "WRP2" to "WRP5" will win depending on the timing of operation of the left reel 13L. Therefore, when the winning group "RPS1" is won, if the first stop is the right reel 13R or the center reel 13M, you will definitely win one of "WRP1" to "WRP5" depending on the operation timing of the stop switches 21L, 21M, and 21R. Furthermore, if you press the "BAR" symbol with your eyes, you will win "WRP1" where the "BAR" symbol is lined up on the middle line.

[0080] On the other hand, if the push order is such that the first stop is not on the right reel 13R or the middle reel 13M, the stop control means 105 controls the reels to stop so that the "basic replay" is given priority. As mentioned above, since there are no misses for the "basic replay," when the winning combination group is won, if the push order is such that the first stop is not on the right reel 13R or the middle reel 13M, one of the combinations belonging to the "basic replay" will always win depending on the operation timing of the stop switches 21L, 21M, and 21R. Note that, hereinafter, "WRP1" to "WRP5," "R7RP5," and "R7RP6" may be collectively referred to as "BAR matching replay."

[0081] "RPS2" is composed of "BAR Match Replay," "Basic Replay," and "CRP1." In this case, if the stop switches 21L, 21M, and 21R are operated in a push order that results in the right reel 13R or the center reel 13M being the first stop reel, the stop control means 105 controls the reels so that "WRP3" is the first winning symbol. The winning symbols for "WRP3" are "BE1 (Bell 1)"-"BAR"-"BE1 (Bell 1)." Therefore, for example, if the right stop switch 21R is operated within a range in which the right reel 13R is the first stop reel and the symbol number 14, "BE1 (Bell 1)," can be pulled onto the winning line (lower row), that symbol will stop on the winning line (lower row). Next, if the middle stop switch 21M is operated within a range where the second stop is possible and the symbol number 8 "BAR" can be pulled onto the pay line (middle row) on the middle reel 13M, that symbol will stop on the pay line (middle row). Finally, if the left stop switch 21L is operated within a range where the third stop is possible and the symbol number 9 "BE1 (bell 1)" can be pulled onto the pay line (top row) on the left reel 13L, that symbol will stop on the pay line (top row). In other words, "WRP3" is won. In this combination, the symbol "BAR" will stop on the middle row of both the middle reel 13M and the right reel 13R, and the symbol "BAR" will stop on the bottom row of the left reel 13L. In other words, the "BAR" symbol stops in the middle row on the right reel 13R and the middle reel 13M, forming a tenpai combination, but the "BAR" symbol stops in the bottom row on the left reel 13L, resulting in a combination where the "BAR" symbol does not line up on the middle row.

[0082] The winning symbol "BE1 (Bell 1)" for the right reel 13R of "WRP3" is positioned within a range that allows it to be drawn onto the winning line (lower row) regardless of the timing of operation of the right stop switch 21R. However, the winning symbol "BAR" for the center reel 13M cannot be drawn onto the winning line (middle row) depending on the timing of operation of the stop switch 21M. In this case, the stop control means 105 controls the reels to stop, with "WRP1," "WRP2," "WRP4," and "WRP5" as the next priority winning symbols. In this embodiment, even if the first stop is on the right reel 13R or the center reel 13M, and "WRP3" cannot be won, one of "WRP1," "WRP2," "WRP4," and "WRP5" will win depending on the timing of operation of the left reel 13L. Therefore, when the winning combination group "RPS2" is won, if the first stop is the right reel 13R or the center reel 13M, you will definitely win one of "WRP1" to "WRP5" depending on the operation timing of the stop switches 21L, 21M, and 21R. Furthermore, if you press the "BAR" symbol with your eyes, you will win "WRP3", where the "BAR" symbol will be formed on the middle line but will not be aligned.

[0083] On the other hand, if the push order is such that the first stop is on a reel other than the right reel 13R or the middle reel 13M, the stop control means 105 controls the reels to stop so that the "basic lip" is given priority. As mentioned above, since there are no misses for the "basic lip," when the winning combination group is won, if the push order is such that the first stop is on a reel other than the right reel 13R or the middle reel 13M, one of the combinations belonging to the "basic lip" will always win depending on the operation timing of the stop switches 21L, 21M, and 21R.

[0084] The winning group "RPCH1" is composed of "CRP1". "CRP1" always wins (no misses) because the winning symbol is within the range that can be drawn in regardless of the operation timing of the stop switches 21L, 21M, and 21R.

[0085] The winning combination group "RPCH2" is composed of "CRP2" to "CRP7". Since there is no chance of missing "CRP2" to "CRP7", if you win the winning combination group, you will definitely win one of "CRP2" to "CRP7" depending on the operation timing of the stop switches 21L, 21M, and 21R.

[0086] The winning combination group "BE1" is composed of "BE1" to "BE11" and "CH1". In this case, the stop control means 105 controls the reels so that "BE1" to "BE11" are given priority in winning. Since "BE1" to "BE11" are not missed, if the winning combination group is won, one of "BE1" to "BE11" will always win depending on the operation timing of the stop switches 21L, 21M, 21R. In the following, "BE1" to "BE11" may be collectively referred to as "Bell".

[0087] The winning combination group "BE2" is composed of "Bell". As mentioned above, since "Bell" does not cause any misses, if the winning combination group is won, one of the combinations belonging to "Bell" will be won depending on the operation timing of the stop switches 21L, 21M, and 21R.

[0088] The winning role group "CH1" is composed of "CH1" to "CH8", "PZ9" to "PZ12", "PZ21" to "PZ36", "PZ37" to "PZ52", "ATA2", and "ATA5" to "ATA7". The winning role group is set as a role (winning role group) that does not cause misses. Therefore, if you win the winning role group, you will definitely win one of the constituent roles depending on the operation timing of the stop switches 21L, 21M, and 21R.

[0089] The winning role group "CH2" is composed of "CH9" to "CH19" and "PZX22". This winning role group is set up as a role (winning role group) that does not cause misses. Therefore, if you win this winning role group, you will definitely win one of the constituent roles depending on the operation timing of the stop switches 21L, 21M, and 21R.

[0090] The winning combination group "WML" is composed of "WM1" to "WM4". Depending on the operation timing of the stop switches 21L, 21M, and 21R, the winning symbols of "WM1" to "WM4" are arranged in positions where none of them can be won, so in this case, even if the winning combination group "WML" is won, a miss occurs where none of the constituent combinations can be won.

[0091] The winning role group "JAC1" is composed of "BE1" to "BE11", "WM1" to "WM4", "CH1" to "CH19", "ATA1" to "ATA10", "ATB1" to "ATB16", "PZ1" to "PZ52", and "PZX1" to "PZX22". This winning role group is set up as a role (winning role group) that will not be missed. Therefore, if you win this winning role group, you will definitely win one of the constituent roles depending on the operation timing of the stop switches 21L, 21M, and 21R. Note that this winning role group is only subject to role lottery in the bonus game state (RBB1, RBB2).

[0092] The winning role group "JAC2" is composed of "CH1" to "CH19", "ATA1" to "ATA10", "ATB1" to "ATB16", "PZ1" to "PZ52", and "PZX1" to "PZX22". This winning role group is set up as a role (winning role group) that will not cause misses. Therefore, if you win this winning role group, you will definitely win one of the constituent roles depending on the operation timing of the stop switches 21L, 21M, and 21R. In addition, this winning role group is only subject to role lottery in the bonus game state (RBB1, RBB2).

[0093] The winning combination group "ATLC1" is composed of "BE1", "ATA1", "ATA2", "ATB1", "ATB4", "ATB7", "ATB8", "PZ5", "PZ8", "PZ11", "PZ12", "PZX1" to "PZX4", "PZX20", "PZX22", "CH7", "CH8", "CH11", and "CH12". In this case, the stop control means 105 controls the reels to stop so that "BE1" is given priority in the push order (left → center → right). Regardless of the operation timing of the stop switches 21L, 21M, and 21R, "BE1" is within the range in which the winning symbol can be drawn, so "BE1" always wins in the push order (left → center → right) (no missed wins). On the other hand, in the push order (left → right → center), the reels are controlled to stop so that combinations other than "BE1" are given priority in the constituent combinations. No matter when the stop switches 21L, 21M, and 21R are operated, they are configured to always win one of the combinations other than "BE1" (all of which pay out one medal: 1-coin combination) (no misses). In other push orders, the reels are also controlled to stop so that combinations other than "BE1" are given priority. However, unlike the push order (left → right → center), there is a 50% chance that a combination other than "BE1" will win, and a 50% chance that no combination will win (see Figure 11(a)).

[0094] In other words, if the winning role group "ARLC1" is won, and the stop switches 21L, 21M, and 21R are operated in the correct push order (left → center → right), which is one of the six possible push orders, "BE1" will be won, which will result in a payout of 10 medals. Also, if the correct push order and the first stop reel are the same, but the other push orders are different (left → right → center), one of the constituent roles (1-coin role) other than "BE1" will always be won. Also, if the push order is already different from the correct push order at the time of the first stop, there is a chance that one medal will be paid out, or that a miss will occur.

[0095] In addition, for the other push-order AT roles, the same reel stop control is performed for the winning role group "ATLC2": $16 to "ATRC2": $20. That is, as shown in FIG. 11(a), for the other push-order AT roles, if one of the six push orders is set as the correct push order and the stop switches 21L, 21M, and 21R are operated in that push order, a role that will result in a payout of 10 coins (one of "BE1" to "BE10") will be won. Also, if the first stop reel is the same as the correct push order but the other push orders are different, a role that will result in a payout of one medal will always be won. Also, if the push order is different from the correct push order at the time of the first stop reel, there is a chance that one medal will be paid out, or a missed win will occur where no winning role will be won.

[0096] The winning combination group "Special A" is composed of "BE4," "ATA3" to "ATA6," "ATB7," "ATB8," "PZ17" to "PZ20," "PZ23," "PZ24," "PZ25," "PZ27," "PZ28," "PZX5," "PZX6," "PZX10" to "PZX12," "PZX19," "PZX20," "CH7," "CH8," "CH11," and "CH12." In this case, the stop control means 105 controls the reels to stop so that "BE4" wins first in the push order (center → left → right). Regardless of the operation timing of the stop switches 21L, 21M, and 21R, "BE4" is within the range in which the winning symbol can be drawn, so "BE4" always wins in the push order (center → left → right) (no missed wins). On the other hand, when the pressing order is other than (center → left → right), the reels are controlled to stop so that the combinations other than "BE1" are given priority. And, no matter when the stop switches 21L, 21M, and 21R are operated, any of the combinations other than "BE1" (all of which pay out one medal: 1-coin combination) will always win (no missed wins).

[0097] However, in this embodiment, in cases other than the pressing order (center → left → right), the stop control means 105 changes the type of constituent role (1-piece role) that is given priority in winning according to the pressing order. Specifically, among the constituent roles (1-piece roles), there are those that belong to the 1-piece role A group and those that belong to the 1-piece role B group, and in the pressing order (left → center → right) or (left → right → center), the stop control means 105 controls the reels to stop so that the constituent role (1-piece role) that belongs to the 1-piece role A group is given priority in winning (see FIG. 11(b)). In the pressing order (left → center → right) or (left → right → center), it is configured to give priority to winning to any role (1-piece role) that belongs to the 1-piece role A group, regardless of the operation timing. On the other hand, in the case of the pressing order (center → right → left), the pressing order (right → left → center), or the pressing order (right → center → left), the stop control means 105 controls the reels to stop so that a constituent role (1-piece role) belonging to the group of 1-piece role B is given priority to winning (see FIG. 11(b)). In the case of the pressing order (center → right → left), the pressing order (right → left → center), or the pressing order (right → center → left), it is configured so that any role (1-piece role) belonging to the group of 1-piece role B is won regardless of the operation timing.

[0098] Therefore, if the winning role group "Special A" is won, in the pressing order (center → left → right), regardless of the operation timing of the stop switches 21L, 21M, 21R, "BE4" which obtains the payout of 10 medals will be won, and in the pressing order where the first stopped reel is the left reel 13L, regardless of the operation timing of the stop switches 21L, 21M, 21R, one of the roles belonging to the 1-coin role A group will be won, and in the other pressing orders, regardless of the operation timing of the stop switches 21L, 21M, 21R, one of the roles belonging to the 1-coin role B group will be won. In addition, in the case of the winning role group "Special A", if you press in the pressing order (center → left → right), you will obtain the payout of 10 medals, and if you press in the other pressing orders, you will obtain the payout of 1 medal, so the pressing order (center → left → right) is the correct pressing order. However, in this case, the correct button press order is the button press order announced during the pseudo bonus or AT period, and if you follow the announcement, you will win the constituent role that will pay out the most medals, so it is the correct button press order.However, as will be described later, in the non-AT period (normal state (advantageous zone)) when the button press order is not announced, if the stop switches 21L, 21M, 21R are operated in that button press order (middle → left → right), a penalty will be imposed as described later.

[0099] For the winning role groups "Special B" to "Special D," the reels are controlled to stop in the same way as for the winning role group "Special A." That is, as shown in FIG. 11(b), for the winning role groups "Special B" to "Special D," one of six possible push orders is set as the correct push order, and when the stop switches 21L, 21M, and 21R are operated in that push order, a role that provides a payout of 10 coins (any of "BE1" to "BE10") is won among the constituent roles. However, like the winning role group "Special A," for the winning role groups "Special B" to "Special D," the push order in which the left reel 13L is the first stopped reel is not set as the correct push order. In addition, when one of the winning role groups "Special B" to "Special D" is won, if the push order is such that the first stopped reel is the left reel 13L, which is not the correct push order, one of the roles belonging to the 1-coin role A group will be won, and if the push order is other than the correct push order and the push order in which the first stopped reel is the left reel 13L, one of the roles belonging to the 1-coin role B group will be won (see Figure 11 (b)). Note that the correct push order in this case is also the push order notified during the pseudo bonus or AT period, and if you follow the notification, you will win the component role that will result in the most medal payout, so it is the correct push order, but in the non-AT period, if the stop switches 21L, 21M, 21R are operated in that push order (push order (center → left → right)), a penalty will be imposed, which will be described later.

[0100] 11(b) , the configuration of the roles belonging to the 1 coin role A and the 1 coin role B of the winning role groups "Special A" to "Special D" may be exactly the same or different. That is, in each of the winning role groups "Special A" to "Special D", a group of 1 coin role A and a group of 1 coin role B are set from the constituent roles that can obtain the payout of one medal, and in the push order where the first stopped reel is the left reel 13L, the reels are controlled to stop so that the roles belonging to the set 1 coin role A group are given priority in winning, and in the push order other than the push order where the first stopped reel is the left reel 13L and the correct push order, the reels are controlled to stop so that the roles belonging to the set 1 coin role B group are given priority in winning.

[0101] (7) Section transition control means 106 The zone transition control means 106 controls the transition between a non-advantageous zone that does not allow the correct button press sequence to be announced when a push order AT role (winning role groups "ATLC1 ($15)" to "ATRC2 ($20)", "Special A ($21)" to "Special D ($24)") is won, and an advantageous zone that allows the correct button press sequence to be announced, and is equipped with an advantageous zone continued play count means 106a and an increased number of coins count means 106b. The advantageous zone and non-advantageous zone are set for each game state (RT0, RBB1F, RBB2F, RBB1, RBB2).

[0102] Specifically, in this embodiment, the zone transition control means 106 always transitions to the advantageous zone when a winning combination group other than the winning combination groups "JAC1", "JAC2", and a loss is won in a non-advantageous zone in the normal gaming state (RT0) when three coins are bet, or when three coins are bet during a bonus (RBB2F). At this time, the zone transition control means 106 sets the advantageous zone flag set in the flag storage area 652 to ON. Note that, in other gaming states or when the number of coins bet is two, the zone transition control means 106 does not transition to the advantageous zone even if a winning combination group other than the winning combination groups "JAC1", "JAC2", and a loss is won.

[0103] The conditions for transitioning from the non-advantageous zone to the advantageous zone can be changed as appropriate. For example, in this embodiment, when a winning combination group other than the winning combination groups "JAC1" and "JAC2" or a losing combination is won, the player is automatically transitioned to the advantageous zone. However, when these combinations (winning combination groups) are won, a transition lottery is held, and the player is transitioned to the advantageous zone only if the lottery is won. In addition, the type of winning combination group that transitions to the advantageous zone may be changed. In addition, the type of game state that is a condition for transitioning to the advantageous zone may be changed.

[0104] In addition, the zone transition control means 106 transitions from the advantageous zone to the non-advantageous zone in the following cases (i) to (iv): (i) when the AT lottery is not won in the end waiting state after the end of the pseudo BNS (pseudo bonus) described below, (ii) when the end conditions of the AT game described below are met, (iii) when the duration of the advantageous zone exceeds an upper limit (for example, 1500 games), or (iv) when the increase in the number of medals during the advantageous zone exceeds a specified value (for example, 2400). At this time, the zone transition control means 106 sets the advantageous zone lamp to OFF.

[0105] a) Means 106a for counting the number of games continued in the advantageous zone The advantageous zone continuation play number counting means 106a counts the number of continued plays in the advantageous zone, and counts the number of plays from when the advantageous zone flag is set to ON until the flag is set to OFF. Specifically, the advantageous zone continuation play number counting means 106a adds +1 to the count value of the advantageous zone play number counter 653 set in the RAM 65 every time one game is played after the advantageous zone flag is set to ON. Note that when the advantageous zone flag is set from ON to OFF, the advantageous zone continuation play number counting means 106a clears the count value of the advantageous zone play number counter 653 to 0.

[0106] b) Increased number counting means 106b The increased number counting means 106b counts the increased number of medals possessed by the player. When medals are paid out, the increased number counting means 106b adds the number of medals to the increased medal number counter 658 set in the RAM 65. When medals are inserted, the increased number counting means 106b subtracts the count value of the increased medal number counter 658 by the number of medals. However, if the count value becomes negative, the count value remains at 0. When the count value of the increased medal number counter 658 reaches the upper limit (2400 medals) and the advantageous zone flag is set from ON to OFF, the increased number counting means 106b clears the count value of the increased medal number counter 658 to 0.

[0107] (8) CZ Transfer Lottery Method 107 In this embodiment, as shown in FIG. 6, when a non-advantageous zone is shifted to an advantageous zone, the zone first shifts to the normal state of the advantageous zone. In the normal state, the zone is classified into a state with a low probability of shifting to the CZ (chance zone) (normal CZ), a state with a high probability of shifting to the CZ (high CZ probability), and a CZ. AT lottery, which will be described later, is conducted in each state. In the CZ, for example, an AT lottery is conducted every game for 10 games to determine whether or not to shift to the AT period. In the AT period, the correct button press order can be announced when a push-order AT role (winning role groups "ATLC1 ($15)" to "ATRC2 ($20)" and "Special A ($21)" to "Special D ($24)") is won. Therefore, the CZ is established as an advantageous zone that makes it easier to shift to the AT period than the normal CZ or high CZ probability.

[0108] The CZ transition lottery means 107 determines by lottery whether to transition to the CZ during normal CZ or high CZ probability in the advantageous zone. For example, the CZ transition lottery means 107 conducts a CZ transition lottery for each game during normal CZ or high CZ probability. The winning probability of the CZ transition lottery is set according to the type of winning combination group in both normal CZ and high CZ probability. However, the winning probability is set to a higher value for high CZ probability than for normal CZ. If the CZ transition lottery is won, the CZ transition lottery means 107 sets the CZ flag provided in the flag storage area 652 to ON and transitions to the CZ from the next game. Note that this flag is set to OFF when the CZ ends.

[0109] (9) Pseudo Bonus Lottery Method 108 In this embodiment, a pseudo bonus is provided in which, as during the AT period, the correct push order is announced when a push order AT role (winning role groups "ATLC1 ($15)" to "ATRC2 ($20)", "Special A ($21)" to "Special D ($24)") is won, for a predetermined number of games (for example, 30 games). The pseudo bonus lottery means 108 determines by lottery (pseudo bonus transition lottery) whether or not to transition to a pseudo bonus in the normal state of the advantageous zone. The probability of winning the pseudo bonus transition lottery is set, for example, according to the role lottery result. If the pseudo bonus transition lottery is won, the pseudo bonus lottery means 108 sets the pseudo bonus flag provided in the flag storage area 652 to ON. The flag is set to OFF when the pseudo bonus ends.

[0110] (10) Pseudo bonus forced transition control means 109 In this embodiment, there are two routes to transition to the pseudo bonus: a normal transition route, which is triggered by winning the pseudo bonus transition lottery in the normal state (advantageous zone), and a forced transition route, which is triggered by the accumulation of a predetermined transition indicator reaching a specified value in a state where the pseudo bonus transition lottery has not been won in the normal state (advantageous zone). The pseudo bonus forced transition control means 109 controls the transition to the pseudo bonus via the forced transition route.

[0111] In this embodiment, the number of times that one of the winning role groups "Special A" to "Special D" is won is set as a predetermined transition indicator, and when this number reaches a specified number (200 times in this embodiment), the pseudo bonus forced transition control means 109 transitions to the pseudo bonus even if the pseudo bonus transition lottery is not won.

[0112] Incidentally, for the winning combination groups "Special A" to "Special D," the push order in which the first stopped reel is the left reel 13L (corresponding to the "specific operation mode" of the present invention) is not set as the correct push order for obtaining the payout of 10 medals (see FIG. 11). Also, as will be described later, when any of the winning combination groups "Special A" to "Special D" is won, a common notification sound is emitted from the speakers 31L and 31R. Therefore, even when the AT period is not in progress, if the stop switches 21L, 21M, and 21R are operated in a push order in which the first stopped reel is the center reel 13M or the right reel 13R when the notification sound is emitted, the probability of obtaining the payout of 10 medals is higher than if the stop switches are operated in a push order in which the first stopped reel is the left reel 13L.

[0113] Specifically, as shown in FIG. 11(a), the lottery value for each of the winning role groups "Special A" to "Special D" is "3250." The correct push order for the winning role group "Special A" is (center → left → right), the correct push order for the winning role group "Special B" is (center → right → left), the correct push order for the winning role group "Special C" is (right → left → center), and the correct push order for the winning role group "Special D" is (right → center → left). According to these configurations, when one of the winning role groups "Special A" to "Special D" is won, the probability that the push order in which the first stopped reel is the left reel 13L is the correct push order is "0," and the other push orders (four types: center → left → right, center → right → left, right → left → center, and right → center → left) each have a 1 / 4 probability of being the correct push order. Therefore, if the stop switches 21L, 21M, and 21R are operated in a push order that causes the first stop reel to be the center reel 13M or the right reel 13R when the alarm sound is sounded, the probability of getting a payout of 10 coins is higher than if the push order is such that the first stop reel is the left reel 13L.

[0114] Therefore, in this embodiment, when one of the winning role groups "Special A" to "Special D" is won during the non-AT period, in order to prevent the player from gaining an excessive advantage by operating the stop switches 21L, 21M, 21R in an irregular pressing order in which the first stopped reel is not the left reel 13L, a penalty is imposed regarding the transition to a pseudo bonus on a forced transition route when the switch is operated in such an irregular pressing order.

[0115] Specifically, when the stop switches 21L, 21M, and 21R are operated in a push order such that the first stopped reel is the left reel 13L when one of the winning combination groups "Special A" to "Special D" is won in the normal state (advantageous zone), the pseudo bonus forced transition control means 109 adds 1 to the count value of the special combination win count counter 654 (updates the count value of the special combination win count counter 654). On the other hand, when the stop switches 21L, 21M, and 21R are operated in a push order such that the first stopped reel is the center reel 13M or the right reel 13R when one of the winning combination groups "Special A" to "Special D" is won in the normal state (advantageous zone), the pseudo bonus forced transition control means 109 does not add to the count value of the special combination win count counter 654 (does not update the count value of the special combination win count counter 654). In addition, even if one of the winning combinations "Special A" to "Special D" is won during the pseudo bonus or AT period, the count value of the special combination winning counter 654 is not updated. This update may be performed based on the fact that the stopped symbol combination when one of the winning combinations "Special A" to "Special D" is won in the non-announcement section becomes a winning combination belonging to the group of 1-piece combination A.

[0116] Then, when the count value of the special role win count counter 654 reaches 200, the pseudo bonus forced transition control means 109 transitions to the pseudo bonus even if the pseudo bonus transition lottery has not been won. At this time, the pseudo bonus forced transition control means 109 clears the count value of the special role win count counter 654 to 0. In addition, when transitioning from an advantageous zone to a non-advantageous zone, the pseudo bonus forced transition control means 109 also clears the count value of the special role win count counter 654 to 0 if the pseudo bonus transition lottery is won and a transition to the pseudo bonus occurs before the count value of the special role win count counter 654 reaches 200.

[0117] As described above, when the winning combination group "Special A" to "Special D" is won, if the push order is such that the first stopped reel is the left reel 13L, a combination belonging to the 1-coin combination group A will always be won. On the other hand, if the push order is such that the first stopped reel is the center reel 13M or the right reel 13R, a combination that results in a payout of 10 medals or a combination belonging to the 1-coin combination group B will always be won. Therefore, when the winning combination group "Special A" to "Special D" is won, if the determination result of the symbol determination means 112 described later is a combination belonging to the 1-coin combination group A, the pseudo bonus forced transition control means 109 determines that the push order was such that the first stopped reel was the left reel 13L, and adds +1 to the count value of the special combination win count counter 654. In addition, when a winning combination group "Special A" to "Special D" is won, if the result of the determination by the pattern determination means 112 is that a combination belonging to the 1-coin combination B group has been won, or that a combination that results in the payout of 10 medals (any of "BE1" to "BE10") has been won, the pseudo bonus forced transition control means 109 determines that the push order was such that the first stopped reel was the center reel 13M or the right reel 13R, and does not update the count value of the special combination winning count counter 654.

[0118] On the other hand, when a push order AT role other than the winning role groups "Special A" to "Special D" (winning role group "ATLC1 ($15)" to "ATRC2 ($20)") is won, the pseudo bonus forced transition control means 109 does not update the count value of the special role winning count counter 654 regardless of the push order at that time.

[0119] As shown in FIG. 11(a), the lottery values ​​for the winning role groups "ATLC1 ($15)" to "ATRC2 ($20)", which are push-order AT roles other than the winning role groups "Special A" to "Special D", are all "2890". The correct push-order set for the winning role groups "ATLC1" and "ATLC2" is (left → center → right), respectively. The correct push-order set for the winning role groups "ATLR1" and "ATLR2" is (left → right → center), respectively. The correct push-order set for the winning role groups "ATCL1" and "ATCL2" is (center → left → right), respectively. The correct push-order set for the winning role groups "ATCR1" and "ATCR2" is (center → right → left), respectively. The correct push-order set for the winning role groups "ATRL1" and "ATRL2" is (right → left → center), respectively. In addition, the correct push order set for the winning role groups "ATRC1" and "ATRC2" is (right → center → left). According to these configurations, when one of the winning role groups "ATLC1 ($15)" to "ATRC2 ($20)" is won, all push orders (6 options) will be the correct push order with an equal probability (1 / 6). Therefore, if one of the winning role groups "ATLC1 ($15)" to "ATRC2 ($20)" is won, it will not be advantageous to operate in a specific push order (a push order other than the left reel 13L as the first stopped reel) as would be the case if one of the winning role groups "Special A" to "Special D" was won.

[0120] Therefore, in this embodiment, even if one of the winning role groups "ATLC1 ($15)" to "ATRC2 ($20)" is won, the transition indicator for the forced transition route is not updated (the count value of the special role win count counter 654 is not updated), so that no penalty is imposed based on the order of pressing.

[0121] The range of the random number for the role lottery is 0 to 65535, and the lottery value for each of the winning role groups "Special A" to "Special D" is "3250", so the probability of winning one of the winning role groups "Special A" to "Special D" is approximately 1 / 5. Therefore, if you continue to operate in the normal state (advantageous zone) in the push order where the first stopped reel is the left reel 13L (a push order that does not result in a penalty), you will transition to the pseudo bonus in about 1000 games even if there is no transition via the normal transition route (transition to the pseudo bonus via the forced transition route).

[0122] In addition, among the push order AT roles, the total lottery value of the winning role group "ATLC1 ($15)" to "ATRC2 ($20)" is 2890 x 12 = 34680, while the total lottery value of the remaining winning role groups "Special A" to "Special D" is 3250 x 4 = 13000 (see Figure 11(a)). In other words, the lottery values ​​for each winning role group of push order AT roles are set so that the sum of the winning probabilities of the winning role groups ("ATLC1 ($15)" to "ATRC2 ($20)") for which no penalty is assigned regardless of the push order in which stop switches 21L, 21M, and 21R are operated in the normal state (advantageous zone) is higher than the sum of the winning probabilities of the winning role groups ("Special A ($21)" to "Special D ($24)") for which a penalty is assigned such that the count value of the special role win count counter 654 is not updated if stop switches 21L, 21M, and 21R are operated in a push order in which the first stopped reel is the middle reel 13M or the right reel 13R in the normal state (advantageous zone).

[0123] In this embodiment, when the winning role group "ATLC1 ($15)" to "ATRC2 ($20)" is won, the count value of the special role win count counter 654 is not updated regardless of the press order, so that no penalty is given based on the press order. However, it is also possible to avoid giving a penalty based on the press order by performing a common update process regardless of the press order, such as updating the count value of the special role win count counter 654 regardless of the press order in which the stop switches 21L, 21M, and 21R are operated.

[0124] In this embodiment, the number of bets per game is set to 2 or 3 coins, and it is possible to play one game with either number of bets. However, when playing with 2 coins, the count value of the special combination win counter is not added (no update process is performed) regardless of the operation mode. Therefore, when playing with 2 coins, a penalty is given regarding the update process of the count value of the special combination win counter.

[0125] Also, in this embodiment, when one of the winning role groups "Special A" to "Special D" is won in a game with three bets in the normal state (advantageous zone), the pseudo bonus forced transition control means 109 refers to the determination result of the pattern determination means 112, and if the determination result is such that it is possible to identify that the first stopped reel is the center reel 13M or the right reel 13R, it performs a penalty imposition process of not updating the count value of the special role win count counter.

[0126] On the other hand, in a game with two bets in the normal state (advantageous zone), when the number of bets is confirmed by operating the start switch 9, a penalty imposition process is performed in which the count value of the special role win counter is not updated without referring to the judgment result of the symbol judgment means 112. In other words, in this embodiment, since the penalty due to the number of bets and the penalty due to the pressing order are the same, if a penalty due to the number of bets occurs, a penalty due to the pressing order does not occur. Note that in the case of two bets, the winning role groups "Special A" to "Special D" may be excluded from the role lottery. In this way, the penalty due to the number of bets and the penalty due to the pressing order do not occur in the same game, so there is no duplication of penalty processing, and the process can be prevented from becoming complicated.

[0127] In addition, the penalty processing for a three-coin bet may be performed after all reels 13L, 13M, and 13R have stopped, or may be performed at a timing when it is possible to determine that a stop state that results in a penalty (winning 1-coin role B) has occurred after the stop switches 21L, 21M, and 21R for the third stop have been operated, or if it is possible to determine that a stop state that results in a penalty will not occur at the stage of the first stopped reel, it may be performed at that timing. Also, in the case of a two-coin bet, it does not have to be performed at the timing when it is confirmed that two coins have been bet, and the timing can be changed as appropriate as long as it is earlier than the timing for performing the penalty processing for a three-coin bet.

[0128] (11) AT lottery means 110 The AT lottery means 110 determines by lottery (AT lottery) whether or not to transition to the AT period in the advantageous zone. In this embodiment, the AT lottery is conducted (i) in the normal state of the advantageous zone (CZ normal, CZ high probability, CZ), (ii) during the pseudo bonus, and (iii) in the end waiting state. If the AT lottery is won, the AT lottery means 110 sets the AT flag provided in the flag storage area 652 to ON.

[0129] For example, in the AT lottery under normal conditions (CZ normal, CZ high probability), the AT lottery is held when the result of the role lottery is one of the winning role groups "PRCH1," "RPCH2," "CH1," "CH2," or "WML" (so-called rare roles). Here, the probability of winning is set for each type of winning role group. Also, in the CZ, the AT lottery is held for every game. Here, the probability of winning is set individually for each role lottery result (including misses), and it is set so that the lower the winning probability of the role (winning role group), the higher the probability of winning the AT lottery.

[0130] During the pseudo bonus, an AT lottery is held for each game, just like during the CZ. In this embodiment, if the pseudo bonus transition lottery is won, the game transitions to the bonus preparation state. The bonus preparation state is a waiting period until the winning combination group "RPBB1" or "RPBB2" is won, and the count of the predetermined number of games (30 games) set for the pseudo bonus begins from the game following the game in which the winning combination group "RPBB1" or "RPBB2" is won.

[0131] In addition, when the winning combination group "RPBB1" or "RPBB2" is selected in the bonus preparation state, the LCD display 27 displays the message "Line up the red 7 symbol with reverse push!", informing the player that they should press the symbol "R7 (red 7)" with their sight. As described above, when the winning combination group "RPBB1" is selected and the symbol "R7 (red 7)" is pressed with reverse push, the symbol "R7 (red 7)" or "FR7 (fake red 7)" will be aligned on the middle line. On the other hand, when the winning combination group "RPBB2" is selected and the symbol "R7 (red 7)" is pressed with reverse push, the symbol "R7 (red 7)" or "FR7 (fake red 7)" will be aligned on the middle line and the upward-sloping line, respectively. In other words, the pseudo-bonus that is selected in the normal state of the advantageous zone is triggered when the red 7 symbol is aligned on the predetermined line.

[0132] The AT lottery means 110 may set the probability of winning the AT lottery higher during a pseudo bonus in which two lines of red 7 symbols are lined up at the start than during a pseudo bonus in which only one line of red 7 symbols is lined up at the start.

[0133] The end waiting state is one game after the pseudo bonus won in the normal state ends without being won in the AT lottery, or one game after the AT period ends for reasons other than the limiter (upper limit of the duration, upper limit of the number of increased coins), and the AT lottery means 110 performs a lottery to revive the AT or a lottery to return to the AT period in this one game. These lotteries can be performed, for example, using an AT lottery table set for each winning combination lottery result.

[0134] (12) Notification mode determining means 111 The notification mode determination means 111 determines the notification mode of the push order to be notified by the payout display 46. The payout display 46 is composed of two 7-segment displays arranged side by side, and the lighting mode of these segments is set to a unique mode according to the type of push order, thereby notifying the correct push order in a manner that allows it to be identified.

[0135] (13) Pattern determination means 112 The pattern determination means 112 in Figure 4 determines whether the display pattern of the patterns on each of the reels 13L, 13M, and 13R that have been stopped by the stop control means 105 is a predetermined display pattern based on the rotation position of each of the reels 13L, 13M, and 13R, and determines whether the display result of the patterns when the reels 13L, 13M, and 13R have stopped is a predetermined winning pattern.

[0136] (14) Dispensing control means 113 4 provides a predetermined benefit (game value) to the player based on the determination result by the symbol determination means 112, and when the symbol determination means 112 determines that a winning combination (winning combination group) has been achieved, if the winning combination entails a medal payout, the payout control means 113 operates the hopper unit 43 to pay out the number of medals corresponding to the winning combination after the number of stored credit medals reaches an upper limit (for example, 50 medals in this embodiment), thereby providing a benefit to the player. Furthermore, the payout control means 113 increases the number of credit medals by the above-mentioned payout number instead of operating the hopper unit 43 as a medal payout until the number of stored credit medals reaches the upper limit.

[0137] Furthermore, when the symbol determination means 112 determines that a replay role has been won, the payout control means 113 validates the winning line for the next game by assuming that a specified number of medals (3 or 2) have been inserted.

[0138] (15) Medal control means 114 The medal control means 114 in FIG. 4 controls the operation of the medal selector 48 to switch between medal acceptance and non-acceptance.

[0139] (16) Command Creation Means 115 The command creation means 115 in Fig. 4 generates commands for transmitting various information to the sub-control board 73 (sub-CPU 71), such as information regarding the result of the role selection by the role selection means 103, information regarding the operation of the operating devices operated by the player, such as each stop switch 21L, 21M, 21R and start switch 19, information regarding whether the stop switches 21L, 21M, 21R were operated in the correct push order when the push order AT role (winning role groups "ATLC1 ($15)" to "ATRC2 ($20)" and "Special A ($21)" to "Special D ($24)") was selected, information that can identify the state of various flags, information that can identify the game state (RT0, RBB1 to 2F, RBB1 to 2), and information that can identify the type of notification mode determined by the notification mode determination means 111. The commands generated by the command creation means 115 are then transmitted to the sub-control board 73 by command transmission means 116, which will be described later. The sub-control board 73 selects the effect to be executed based on the command sent from the main control board 63.

[0140] In this embodiment, when one of the winning role groups "ATLC1 ($15)" to "ATRC2 ($20)" among the push order AT roles is won, the command creation means 115 always creates a common winning role command provided for these winning role groups ("ATLC1 ($15)" to "ATRC2 ($20)") as information regarding the role lottery result. Therefore, the information regarding the role lottery result can identify that one of the push order AT roles (winning role groups "ATLC1 ($15)" to "ATRC2 ($20)") has been won, but the type cannot be identified. Also, when one of the winning role groups "Special A" to "Special B" is won, the command creation means 115 always creates a common winning role command provided for these winning role groups ("Special A" to "Special D") as information regarding the role lottery result. Therefore, the information regarding the lottery results can identify whether one of the push order AT roles (winning role groups "Special A" to "Special B") has been won, but it cannot identify the type.

[0141] Furthermore, information that can identify the type of notification mode determined by the notification mode determination means 111 is created together with information about the role lottery result, and this information is sent to the sub-control board 73. Therefore, the sub-CPU 71 controls the push order notification that is performed on the liquid crystal display 27 when the push order AT role is won during the AT period, based on the information about the role lottery result (winning role command) and the information that can identify the type of notification mode.

[0142] (17) Command transmission means 116 4 transmits, in one direction, commands including various information created by the command creation means 115 from the main control board 63 to the sub-control board 73. In this case, commands including information representing the state of the slot machine 1 such as game states such as the normal game state (RT0, RBB1-2F) and the bonus game state (RBB1-2), the result of the role lottery by the role lottery means 103, the result of the symbol determination by the symbol determination means 112, the determination result by the notification mode determination means 111, the spinning / stop state of each of the reels 13L, 13M, 13R, and the medal payout state by the payout control means 113 are transmitted to the sub-control board 73.

[0143] The command transmitting means 116 also transmits to the sub-control board 73 commands including data indicating the detection state of the inserted medal by the insertion sensor 53, the operation state of the bet switch 15 and the maximum bet switch 17, etc. The command transmitting means 116 also transmits to the sub-control board 73 commands including data indicating that various switches such as the start switch 19 and the stop switches 21L, 21M, 21R have been operated by the player.

[0144] (Sub-control board) Next, we will explain in detail the sub-control board 73. The sub-control board 73 in Fig. 4 receives commands sent from the main control board 63 and performs effects according to the operation and state of the main control board 63. The sub-control board 73 has various functions that are realized by executing programs stored in memory 75 (see Fig. 3) and various functions that are realized by controlling hardware.

[0145] (1) Command Receiving Means 200 4 receives commands including various information transmitted by the command transmission means 116 of the main control board 63. When the command reception means 200 receives a command transmitted from the main control board 63, it notifies each function of the sub-control board 73 according to the type of command.

[0146] (2) Performance content determining means 201 4 is for determining the content of the effect in accordance with the command received by the command receiving means 200. Specifically, from effect patterns set in advance in accordance with the progress of the game and the result of the role lottery by the role lottery means 103, the means determines the video to be displayed on the liquid crystal display 27, the music or sound to be played from the speakers 31L, 31R, and the effects such as blinking the light sources of the upper lamp unit 33 and the lower lamp units 37L, 37R all at once or individually.

[0147] In addition, when a push order AT role (a winning role group of "ATLC1 ($15)" to "ATRC2 ($20)" or "Special A ($21)" to "Special D ($24)") is won during the AT period, the effect content determination means 201 determines the effect content to be that information that can identify the correct push order displayed on the payout indicator 46 is displayed on the LCD display 27. Specifically, whether the winning push order AT role is one of the winning role groups "ATLC1 ($15)" to "ATRC2 ($20)" in which no penalty is incurred depending on the push order in the normal state (advantageous zone), or one of the winning role groups "Special A" to "Special D" in which a penalty is incurred depending on the push order, the display content is the same. For example, when the winning role group "ATCL1" and the winning role group "Special A" are both won, and the correct push order is the push order (center → left → right), "213" is displayed on the screen of the LCD display 27 in either case.

[0148] In addition, the effect content determination means 201 determines the effect content to sound a common notification sound from the speakers 31L, 37R in a game in which one of the winning combination groups "Special A" to "Special D" is won during the non-AT period. However, even if another push order AT combination (winning combination group "ATLC1 ($15)" to "ATRC2 ($20)") is won, the notification sound will not be sounded from the speakers 31L, 37R.

[0149] Furthermore, in a game in which one of the winning combination groups "Special A" to "Special D" is won during the non-AT period, when the push order is such that the first stopped reel is the center reel 13M or the right reel 13R, the effect content determination means 201 determines the effect content to sound a warning sound from the speakers 31L, 31R, for example. Note that instead of or together with the warning sound, an effect may be provided to notify the player that a penalty will be imposed using the LCD display 27. Also, no warning notification may be provided, in which case some kind of warning or notification effect may be provided for the penalty due to a two-coin bet. Furthermore, in this embodiment, when a penalty due to a two-coin bet occurs, no warning or notification effect is provided to the player, but such effect may be provided. In this case, it is preferable that different notification modes be provided for the two penalties.

[0150] Then, the rendering content determining means 201 transmits a signal including data relating to the determined rendering content to the display control means 202 and the audio control means 203 .

[0151] (3) Display control means 202 The display control means 202 in Figure 4 controls the display of moving images (images) on the liquid crystal display 27 and the blinking of light sources such as the upper lamp unit 33 and the lower lamp units 37L and 37R simultaneously or individually based on the data contained in the signal transmitted from the performance content determination means 201.

[0152] (4) Voice control means 203 The audio control means 203 in FIG. 4 performs control such as playing music or outputting sound from the speakers 31L and 31R based on the data included in the signal transmitted from the performance content determination means 201.

[0153] Therefore, according to the above-described embodiment, when a push order AT role (winning role group "ATLC1 ($15)" to "ATRC2 ($20)") is won in the normal state (advantageous zone), no matter what push order the stop switches 21L, 21M, and 21R are operated in, the count value update process of the special role win count counter 654 used when transitioning to a pseudo bonus via the forced transition route is the same, so the player can predict the correct push order and operate the stop switches 21L, 21M, and 21R without worrying about penalties. As a result, if the predicted push order matches the correct push order, 10 medals will be paid out, which increases the excitement of playing in the normal state (advantageous zone).

[0154] In addition, if you win a push order AT role (winning role group "ATLC1 ($15)" to "ATRC2 ($20)", "Special A ($21)" to "Special D ($24)") during the AT period, the correct push order (the push order that will result in the payout of 10 medals) will be announced regardless of the type, which will increase the frequency of announcements and increase the excitement of playing during the AT period.

[0155] In addition, if one of the push order AT roles (winning role groups "Special A" to "Special D") is won in the normal state (advantageous zone), an alert sound is sounded, so that the player can choose to avoid a push order that would be disadvantageous in the update process of the count value of the special role win count counter 654 on the forced transition route, or to predict the correct push order set for the push order AT role (winning role group "Special A" to "Special D") and operate stop switches 21L, 21M, and 21R even if it is disadvantageous in the process, thereby diversifying the gameplay. In addition, if one of the push order AT roles (winning role groups "Special A" to "Special D") is won, a common alert sound is sounded regardless of the type, so the process of sounding the alert sound can be standardized and data capacity can be reduced.

[0156] Also, if the alarm sound does not sound, it is possible to grasp the possibility of winning other push order AT roles (winning role group "ATLC1 ($15)" to "ATRC2 ($20)"), so the player can enjoy the game of guessing the correct push order without worrying about the penalty of updating the count value of the special role winning count counter 654.

[0157] In addition, the combined probability of winning push order AT roles (winning role group "ATLC1 ($15)" to "ATRC2 ($20)"), which do not incur penalties depending on the push order, is higher than the combined probability of winning push order AT roles (winning role group "Special A" to "Special D"), which incur penalties depending on the push order. This means that more players will be able to predict the correct push order without worrying about penalties, which will increase player interest.

[0158] Furthermore, whether it is a push order AT role (winning role group "Special A" to "Special D") in which a penalty occurs depending on the push order in the normal state (advantageous zone), or a push order AT role (winning role group "ATLC1 ($15)" to "ATRC2 ($20)") in which a penalty does not occur depending on the push order, the notification method for the correct push order is the same during the AT period, so you can play smoothly during the AT period without having to worry about the type of push order AT role.

[0159] Furthermore, when the count value of the special role win counter 654 is updated in a two-coin bet game, the number of medals required to transition to the pseudo bonus via the forced transition route may be less than in a three-coin bet game, which could give a player who plays with a two-coin bet an advantage over a player who plays with a three-coin bet. Also, when a push-order AT role (winning role groups "Special A" to "Special D") is won in the normal state (advantageous zone), if the stop switches 21L, 21M, and 21R are operated in a push order such that the first stopped reel is the center reel 13M or the right reel 13R, the probability of obtaining a payout of 10 medals is higher than when the stop switches are operated in a different push order, which could give an advantage to a player who operates the stop switches 21L, 21M, and 21R in a push order such that the first stopped reel is the center reel 13M or the right reel 13R. However, in these cases, a penalty is imposed in which the update process of the special role winning count counter 654 is not performed, so that actions that are advantageous to the player in a manner that goes against the set game characteristics can be appropriately prevented.

[0160] Furthermore, when one of the winning combination groups "Special A" to "Special D" is won in the normal state (advantageous zone), and the first stopped reel is operated in a push order in which the center reel 13M or the right reel 13R is the center reel 13M, the penalty granting process is performed after the determination result of the symbol determination means 112 is announced. On the other hand, the penalty granting process for a two-coin bet is performed at the timing when the two-coin bet is confirmed. Since various processes related to the game progress processing are concentrated at the timing of the determination processing by the symbol determination means 112, if the processes for granting both penalties are performed at this timing, the processing load on the main CPU 61 will increase. However, by dispersing the timing of the penalty granting processes in this way, the processing load on the main CPU 61 can be reduced.

[0161] Also, even when playing with two bets, when a push order AT role (winning role group "Special A" to "Special D") is won in the normal state (advantageous zone), if the stop switches 21L, 21M, and 21R are operated in a push order such that the first stopped reel is the middle reel 13M or the right reel 13R, the penalty (non-updating of the special role winning count counter 654) is the same, so the data volume required for the penalty granting process can be reduced.

[0162] Furthermore, when a penalty based on the number of bets is given, a penalty based on the pressing order is not given, so that excessive penalties can be prevented from reducing the player's motivation to play.

[0163] In addition, if a penalty occurs due to the order in which buttons are pressed, a warning sound or the like will be sounded to notify the player, but if a penalty occurs due to the number of bets, no notification will be made. In this case, by making an appropriate notification according to the timing of the penalty application process, the game can be played smoothly.

[0164] (First modified example of the penalty imposition method) A first modified example of the penalty inflicting method in the push order AT role, in which a penalty occurs depending on the push order, will be described with reference to Figure 12. Note that, as in the above-mentioned embodiment, four types of winning role groups, "Special A" to "Special D", are set as the push order AT role, and the same configuration as in the above-mentioned embodiment, such as the stop control of reels 13L, 13M, and 13R that operates when stop switches 21L, 21M, and 21R are operated, will be omitted.

[0165] As shown in FIG. 12, the slot machine 1 waits until the start switch 19 is operated, and when the start switch 19 is operated, the role lottery means 103 performs role lottery processing (S101).

[0166] If the result of the role selection by the role selection means 103 is "Special A" to "Special D," which are push order AT roles (S102), unlike the above-mentioned embodiment, the pseudo bonus forced transition control means 109 (corresponding to the "penalty selection means" of the present invention) unconditionally selects a penalty (S103). Specifically, similar to the above-mentioned embodiment, the count value of the special role win count counter 654 is not added (the count value of the special role win count counter 654 is not updated). On the other hand, if the result of the role selection by the role selection means 103 is not "Special A" to "Special D," which are push order AT roles, the count value of the special role win count counter 654 is updated in accordance with the progress of the game, similar to the above-mentioned embodiment (S104).

[0167] When the stop switch 21L is operated by the player for the first time in a state in which a penalty has been applied by the pseudo bonus forced transition control means 109, and it is determined that the left reel 13L is the first stopped reel (S105), the applied penalty is released (S106), and the count of the special role win count counter 654 is incremented by +1 (S107). In other words, depending on the player's operation mode, the count of the win count counter 654 can return the player to an advantageous state in which a bonus can be acquired. On the other hand, when the stop switch 21M or the stop switch 21R is operated by the player for the first time in a state in which a penalty has been applied by the pseudo bonus forced transition control means 109, and it is determined that the center reel 13M or the right reel 13R is the first stopped reel, the applied penalty is not released, and the player will continue to play in a state in which the penalty has been applied (the count value of the special role win count counter 654 is not updated) from the next game onwards. In other words, depending on the player's operating style, the player may not be able to return to the advantageous state before the penalty was imposed, in which the player could obtain a bonus by counting the number of wins counter 654, and the game may proceed in an unfavorable state for the player.

[0168] When all the reels have stopped, the payout process is carried out, and after the payout process is completed, the system waits until the start switch 19 is operated again (S108).

[0169] Here, for example, if a penalty is applied in a certain game and the push order AT role "Special A" to "Special D" is won again, the main CPU 61 performs the same control as in the previous game in which the penalty was applied. That is, based on the role lottery result, the main CPU 61 again controls the special role win count counter 654 to a state in which the count value is not added, and determines whether or not the penalty is released depending on whether the first stopped reel was the left reel 13L. In other words, the conditions for the application and release of the penalty are whether the push order AT role "Special A" to "Special D" is won in the game and whether the left reel 13L is the first stopped reel, respectively, and there are no other conditions.

[0170] This allows the control of imposing a penalty on a player who has committed an illegal operation across multiple games and the control of returning from the penalty state to the normal game state to be unified, eliminating the need to count the number of games played to release the penalty state or to check the current state and control the imposition or release of the penalty, thereby reducing the control load on the main CPU 61 compared to conventional penalty control.

[0171] In the present embodiment, the penalty state is a state in which the count value of the special role win count counter 654 is not added, and a forced transition to the pseudo bonus is not possible, but for example, when the count value of the special role win count counter 654 reaches a specified value, a forced transition to the AT period may be configured to be delayed in the penalty state. In other words, the penalty state is at least partially an unfavorable state with respect to the granting of the right to notify the player of an operation mode that is advantageous to the player, and a state in which no penalty is granted is at least partially an advantageous state with respect to the granting of the right to notify the player of an operation mode that is advantageous to the player.

[0172] In addition, the restriction on the rights received in the penalty state in this embodiment is not limited to the right to transition to the pseudo-bonus or the right to transition to the AT period. For example, it may be possible to prevent the acquisition of rights regarding the addition or stock acquisition performed during the AT period or pseudo-bonus period while in the penalty state.

[0173] In addition, in this embodiment, the penalty state is released only when a special A to D is won, as shown in Figure 12, but the game flow may incorporate control to release the penalty state when the left reel 13L is the first stopped reel in a game after the game in which the penalty state was imposed. In this case, this can be realized by incorporating the processes of S105 and S106 shown in Figure 12 into the game flow.

[0174] (Second modified example of the penalty imposition method) We will explain the second variant of the penalty method in the push order AT role, where a penalty occurs depending on the push order. Note that, as in the above-mentioned embodiment, four types of winning role groups "Special A" to "Special D" are set as the push order AT role, and the same configuration as the above-mentioned embodiment and the first variant, such as stop control, will be omitted.

[0175] Figure 15 is a diagram showing a portion of the game flow in the second modified example of the penalty inflicting method. Specifically, it shows the game flow of the portion corresponding to the normal state (advantageous zone) in Figure 6. As shown in Figure 15, the second modified example of the penalty inflicting method includes CZ normal and CZ high probability, which are states in which a transition to the CZ (advantageous state) described in the above embodiment can be expected, as well as CZ low probability, in which a transition to the CZ cannot be expected. CZ low probability is a state in which no decision is made as to whether or not to control to the CZ.

[0176] As a penalty imposing method in the second modified example, two types of penalty imposing methods will be described.

[0177] First, we will explain penalty infliction method 1. Penalty infliction method 1 involves lottery and control related to the transition between CZ low probability, CZ normal, and CZ high probability, and control related to the stay (lottery state determination means). In other words, depending on whether a penalty is inflicted or not, the expected transition to CZ will differ, and ultimately the frequency of transition to CZ will also differ.

[0178] FIG. 16 shows the winning probability of the CZ lottery when the player is in the low CZ probability, normal CZ, or high CZ probability states, and the conditions for transitioning between these states. As shown in FIG. 16, when the player is in the low CZ probability state, and the result of the lottery by the lottery selection means 103 is a push order AT role "Special A" to "Special D," and the player's stop operation is a stop operation mode that first stops the left reel 13L (a specific operation mode, hereinafter referred to as the recommended operation), a lottery is performed (lottery state selection means) to determine whether to control the player to the normal CZ. Note that the winning probability in the lottery for upgrading from the low CZ probability to the normal CZ is set to approximately 1 / 1.6, and if the player wins the push order AT role and performs the recommended operation, the player can frequently transition to an advantageous state. On the other hand, if the player is in a low CZ probability state, the result of the role selection means 103 is a push order AT role "Special A" to "Special D," and the player's stop operation is a stop operation mode that first stops any reel other than the left reel 13L (predetermined operation mode, hereinafter referred to as a non-recommended operation), no selection is made as to whether to control the CZ to normal. In other words, performing a recommended operation may create an advantageous situation for the player, while performing a non-recommended operation does not create an advantageous situation for the player. In other words, performing a non-recommended operation can be said to create a disadvantageous situation compared to performing a recommended operation. Note that the disadvantageous situation of not being selected when performing a non-recommended operation occurs only in the current game, and is designed to have no effect on the next game.

[0179] When in the normal CZ state, if the result of the lottery by the lottery means 103 is not a miss, that is, all winning roles are subject to a lottery to transition to the CZ (advantageous state lottery means). The probability of winning the lottery to transition to the CZ when in the normal CZ state is approximately 1 / 200. If the lottery to transition to the CZ is won, the player is controlled to the CZ after a CZ precursor period of several games. If the lottery to transition to the CZ is not won, and the result of the lottery by the lottery means 103 is not a miss, that is, all winning roles are subject to a lottery to promote to the high probability CZ. If the promotion lottery is won, the player is controlled to the high probability CZ, and if the promotion lottery is not won, the game continues in the normal CZ state.

[0180] When staying in the CZ high probability state, if the result of the lottery by the lottery means 103 is not a miss, that is, for all winning roles, a lottery for transition to the CZ is held. The winning probability of the lottery for transition to the CZ in the CZ high probability state is set higher than the winning probability of the lottery for transition to the CZ in the CZ high probability state, and is about 1 / 20.

[0181] The length of stay in normal CZ and high probability CZ is controlled depending on the result of the role drawing by the role drawing means 103 and whether the player has performed a recommended operation or a non-recommended operation, which affects the length of stay.

[0182] Specifically, the duration of stay in the normal CZ and the high CZ probability is managed by points (indicators), and points are subtracted and added when subtraction and addition conditions that are established as the game progresses are met (indicator update means). Points (predetermined indicators) are awarded when the game is controlled from the low CZ probability to the normal CZ, or when the game is controlled from the normal CZ to the high CZ probability. As shown in Figure 16, when the game is controlled from the low CZ probability to the normal CZ, 1 point is awarded by lottery at approximately 25% probability, and 5 points at approximately 75% probability. In addition, when the game is controlled from the normal CZ to the high CZ probability, 10 points are awarded uniformly.

[0183] The condition for point deduction is the execution of a unit game, and one point is deducted for each game. In addition, the condition for point addition is that the result of the role lottery by the role lottery means 103 is a push order AT role of "Special A" to "Special D," and the recommended operation is performed, and one point is added when the recommended operation is performed in a game in which the push order AT role is won. On the other hand, points are not added in a game in which the push order AT role is not won, or in a game in which the push order AT role is won but the recommended operation is not performed.

[0184] Then, when the points added or subtracted as the game progresses reach 0 (a specific indicator), the game is controlled from CZ normal or CZ high probability to CZ low probability (lottery state control means). For example, the game is controlled to CZ normal, and the 1 point or 5 points awarded at the time of control are added or subtracted as the game progresses, and when the points reach 0, the game is controlled to CZ low probability. Also, after the game is controlled to CZ normal, if control to CZ high probability is decided before the awarded points reach 0, 10 points are added to the remaining points, and the game is controlled to CZ high probability. Then, points are added or subtracted as the game progresses in CZ high probability, and when they reach 0, the game is controlled from CZ high probability to CZ low probability. Note that, although it has been described that after being controlled to CZ high probability, the game is downgraded to CZ low probability without being controlled to CZ normal, it may also be controlled from CZ high probability to CZ normal when 5 points remain, and then controlled from CZ normal to CZ low probability when the points reach 0. In addition, when the control changes from normal CZ to high probability CZ, 10 points are added to the remaining points in normal CZ, but it is also possible to set 10 points regardless of the remaining points.

[0185] As mentioned above, while you are in the normal CZ or high CZ probability state, 1 point is deducted for each game, but by performing the recommended operation in a game in which you win the push order AT role, 1 point is added. Therefore, by performing the recommended operation, you can delay the points from reaching 0, and extend the period you are in the normal CZ or high CZ probability state.

[0186] The subtraction and addition conditions are not limited to those described above, and may be any conditions that update the period toward the end while also updating the period away from the end so as to extend its life, and the target of the update (subtraction and addition) and its frequency may be determined as appropriate. For example, one may be subtracted for each game played, or one may be subtracted when a predetermined combination is won.

[0187] Furthermore, although points have been used as indicators in the above description, the present invention is not limited to this and may be an indicator such as a level or an indicator such as a flag.

[0188] Also, although it has been explained that the CZ lottery is not held in the case of low CZ probability, it is sufficient that the probability of winning the CZ lottery is set lower than that of normal CZ or high CZ probability, and the lottery may be held so that there is a low probability of winning the CZ.

[0189] Next, we will explain the penalty inflicting method 2. The penalty inflicting method 2 is another form of the pseudo bonus forced transition control means in the above-mentioned embodiment. In the above-mentioned embodiment, the probability of winning any of the push order AT roles "Special A" to "Special D" is approximately 1 / 5, and the specified value of the count value of the special role winning count counter 654 is set to 200, so that the transition to the pseudo bonus will occur via the forced transition route after approximately 1000 games have been played.

[0190] In the penalty giving method 2, in the normal state (advantageous zone), when a recommended operation is performed, regardless of the result of the role selection by the role selection means 103, the game count counter is incremented by 1 based on the consumption of one game. On the other hand, when a non-recommended operation is performed, the game count counter is not incremented.

[0191] When the counter value of the game count counter reaches a specified value (1000) by adding up the game count counter, a transition to a pseudo bonus via a forced transition route is decided, a premonition effect spanning multiple games is executed, and then the pseudo bonus starts.

[0192] Here, it is necessary to impose a penalty if a non-recommended operation is performed during the period of the premonition effect, but because it is difficult to extend the execution period of the premonition effect due to the design of the effect, it is not desirable to impose a penalty using a play count counter.

[0193] In penalty granting method 2, during the period when a premonition effect (so-called real premonition effect) executed when a transition to a pseudo bonus is decided is performed, instead of granting a penalty by the number of plays counter, a penalty granting method is provided in which the AT lottery level related to the performance of the AT lottery executed during the pseudo bonus is lowered. During the period when a premonition effect (so-called false premonition effect) executed when a transition to a pseudo bonus is not decided is performed, a penalty is granted by the number of plays counter instead of granting a penalty related to the AT lottery level.

[0194] Specifically, the AT lottery levels involved in the AT lottery held during the pseudo bonus range from a minimum of level 1 to a maximum of level 5. Level 3 is set when the pseudo bonus is determined, and the level rises when a rare role is won during the premonition period, while the level is controlled so that it drops if a non-recommended operation is performed when a push order AT role is won during the period when this premonition performance is taking place.

[0195] Although the penalty method is to lower the level if a non-recommended operation is performed when the push order AT role is won during the period in which this premonition effect is being performed, it is not limited to this, and the level may be raised if a recommended operation is performed when the push order AT role is won. For example, the level is set to 0 when the pseudo bonus is determined, and the level is raised if a recommended operation is performed when the push order AT role is won, and the level at that time is maintained if a non-recommended operation is performed.

[0196] As described above, by making the imposition of penalties during the period in which this premonition effect is performed related to the performance of subsequent games, it is possible to appropriately suppress non-recommended operations and motivate players to perform recommended operations, while also preventing inconveniences in the effect design.

[0197] (Modifications regarding reel effects) A modified example of the reel effect in the AT state described above will be described with reference to Figures 13 and 14. Note that the data relating to the role lottery process and the role lottery result by the role lottery means 103 in the AT state is the same as in the above embodiment, so the configuration will be omitted.

[0198] When a transition to the AT state is determined based on the result of the role lottery by the role lottery means 103 or the count limit of the special role win count counter 654, the player can select the notification method before the AT state begins. As shown in Figure 13, an image for selecting the notification method is displayed on the LCD display 27, and the player can select the notification method by operating the effect button 42. The notification methods are broadly divided into three types, which are classified according to how the addition is notified in the AT state. Details will be described later.

[0199] Of the three notification methods, the first is a complete notification, which notifies the player each time an addition is confirmed in the AT state due to a trigger (for example, a rare winning combination). The second is a delayed notification, which notifies the player of all the additions confirmed in the previous triggers when the AT state ends. The third is a chance notification, which notifies the player of an addition when, for example, the result of the role lottery by the role lottery means 103 is a red 7 or a BAR combination, or when the result is a miss, prompting the player to press an irregular button, and notifies the player of an addition when the red 7 or a BAR combination is achieved (if the combination is not achieved due to an incorrect button position, it is considered to be a red 7 or a BAR combination). The player selects the notification method using the effect button 42 according to their preference, and starts AT play from the next play.

[0200] As shown in Figure 14, when the transition to the AT state is decided (S201), the player selects the notification method before the start of AT play (S202), and starts AT play (S203), the game begins with an effect corresponding to the selected notification method, but if late notification is selected from the notification methods (Y in S204), it is better for the player not to realize that they have won the chance role, cherry role, watermelon role, etc., which are the target roles for addition, so that the player can be surprised by the number of additions announced at the end of the AT state.

[0201] Therefore, unlike the above embodiment, the winning symbols for the chance role, cherry role, watermelon role, etc., which are the target roles for additional bonuses, are made different depending on the push order. Specifically, for example, when the winning role group WML is drawn by the role drawing means 103, if the left reel 13L is the first stopped reel, the symbols displayed in the display window 11 are controlled to stop so that three WM1 or WM2 symbols are lined up in the upper, middle, lower, right-up, and right-down lines. On the other hand, if a reel other than the left reel 13L is the first stopped reel, the symbols are controlled to stop so that three WM1 or WM2 symbols are not lined up in any line.

[0202] Here, since the fact that the winning role group WML has been won as a result of the lottery by the role lottery means 103 is stored in the role lottery result area 651, the expected degree of addition is the same whether the left reel 13L is the first stopping reel or a reel other than the left reel 13L is the first stopping reel when the winning role group WML is won.

[0203] Returning to the topic of notification methods, if full notification or chance notification is selected (N in S204), and the target combination for the additional bonus is won (Y in S205), the left stop switch 21L is prompted to be operated first via the LCD display 27 and speakers 31L, 31R, etc. so that the left reel 13L becomes the first stopped reel (S206), and the player is notified that the target combination for the additional bonus has been won by the winning symbol, and is notified that an additional bonus will be awarded (S207). Note that the control when the target combination for the additional bonus is not won (N in S205) will be omitted.

[0204] On the other hand, if "Later Notification" is selected, as described above, preventing the player from realizing that they have won the target combination for the additional bonus can provide a surprise when the additional bonus amount is announced at the end of the AT state. Therefore, when the target combination for the additional bonus is won (Y in S208), the LCD display 27 and speakers 31L, 31R prompt the player to operate the center stop switch 21M or the right stop switch 21R first (S209) to prevent the left reel 13L from becoming the first stop reel. This prevents the player from being informed that the winning symbol has won the target combination for the additional bonus, and does not notify the player that an additional bonus has been added (S211). The game then moves to the next game, and this process is repeated until the AT game ends. Note that the control for when the target combination for the additional bonus is not won (N in S208) is omitted.

[0205] Furthermore, when the middle stop switch 21M or the right stop switch 21R is operated first in response to the notification on the liquid crystal display 27 or the speakers 31L, 31R, control is performed so that reel effects such as reel lock or freeze on the reels 13L, 13M, 13R are not performed until the next target combination for additional bonuses is won (S210). In other words, when the later notification is selected, the liquid crystal display 27 and the speakers 31L, 31R do not let the player realize that the target combination for additional bonuses has been won, and at the same time, notification of additional bonuses by the reel effects can be restricted.

[0206] In addition, in this embodiment, the result of the determination by the notification mode determination means 111 is displayed on the payout display 46, but the display may be performed using a dedicated notification display.

[0207] Furthermore, the configurations of the above-described embodiment, the first modified example, and the second modified example may be combined. For example, by appropriately changing the target affected by each penalty inflicting method and making each target different, each penalty inflicting method may be executed together on a single gaming machine. While the target of the penalty inflicting method in the above-described embodiment is related to the transition to a pseudo bonus, the target of the penalty inflicting method in the first modified example is related to the transition from normal play (advantageous zone) to AT, and CZ1 and CZ2 are provided as CZs. Of the penalty inflicting methods in the second modified example, penalty inflicting method 1 is related to CZ1, and penalty inflicting method 2 is related to CZ2, and so on, it is possible to form them so that they coexist.

[0208] Furthermore, in the above-described embodiment, first modified example, and second modified example, a penalty is imposed by not updating the count value of the special role win count counter 654, but if the stop switches 21L, 21M, and 21R are operated in a sequence that results in a penalty, the count value of the special role win count counter 654 is updated, but the transition to the pseudo bonus may be delayed by increasing the threshold value of the count value of the special role win count counter 654 that is required for a forced transition.

[0209] In the above-described embodiment, the first modified example, and the second modified example, the count value of the special role win counter 654 was used as an indicator for transitioning to a pseudo-bonus via a forced transition route. However, the number of continued games in the normal state (advantageous zone) that have not yet transitioned to a pseudo-bonus may be counted (as a transition indicator), and when this count value reaches a predetermined value, a forced transition to a pseudo-bonus may be initiated. In this case, if the stop switches 21L, 21M, and 21R are operated in a push order that results in a penalty when a push order AT role (a push order AT role in which a penalty is imposed depending on the push order) is won, the count value for the number of continued games may not be updated, or the predetermined value for the forced transition may be increased. Furthermore, for example, if a penalty is imposed in the AT state, the number of coins won during the period may be reduced by not announcing the correct push order for the push order AT role that does not result in a penalty.

[0210] Furthermore, in the above-described embodiment, first modified example, and second modified example, a delay in the transition to the pseudo bonus is set as a penalty, but for example, it may be configured so that when the count value of the special role winning count counter 654 reaches a specified value, the transition to the AT period is forced, and if the button presses are operated in a sequence that results in a penalty, a penalty is given that delays the forced transition to the AT period.

[0211] (Variations of game flow) A modified example of the game flow will be explained using Figure 17. In this modified example, the first normal state, the first normal pseudo bonus, the first heaven state, the first heaven pseudo bonus, the second normal state, the second normal pseudo bonus, the second heaven state, and the second heaven pseudo bonus exist as game states during the advantageous zone. The game is controlled to enter the non-advantageous zone when a limiter is reached during play during the advantageous zone or when a setting change is made. The conditions for reaching the limiter are that a specified number of games have been played within the advantageous zone, or the difference in coins calculated from the total number of bets and the total number of payouts since the start of the advantageous zone is used as the criterion, and the advantageous zone ends when the difference in coins exceeds the specified number.

[0212] The first normal state is the most unfavorable gaming state within the favorable zone and is the state controlled when transitioning from the non-favorable zone to the favorable zone after a setting change. The first normal pseudo-bonus is a pseudo-bonus controlled when a transition to a pseudo-bonus is determined while the game is in the first normal state. The probability of winning the first normal pseudo-bonus through the pseudo-bonus transition lottery in the first normal state is set to approximately 1 / 200. The first normal pseudo-bonus includes a pseudo-BB, which ends with the award of 200 game value (medals), and a pseudo-RB, which ends with the award of 100 game value. Either the pseudo-BB or pseudo-RB is determined and executed by lottery. The pseudo-BB is set to be determined with a 65% probability, and the pseudo-RB is set to be determined with a 35% probability. When the first normal pseudo-bonus ends, a lottery is held during or at the end of the pseudo-bonus to determine whether to transition to the first heaven state. If a transition is determined, the game is controlled to the first heaven state. If it is decided not to transition, the game will be controlled to the first normal state. The probability of winning the lottery to transition to the first heaven state is set to approximately 1 in 10.

[0213] The first heaven state is a more advantageous state than the first normal state, and is a state in which the probability of winning a pseudo bonus is high. The first heaven state is controlled during the transition from the non-advantageous zone to the advantageous zone after the limiter is reached and the non-advantageous zone is entered, or during the first normal pseudo bonus. The first heaven pseudo bonus is a pseudo bonus that is controlled when a transition to a pseudo bonus is decided while the player is in the first heaven state. As with the first normal pseudo bonus, either the pseudo BB or pseudo RB is determined by lottery and executed as the first heaven pseudo bonus. However, the probability of determining either the pseudo BB or pseudo RB is different from that of the first normal pseudo bonus, with the pseudo BB being determined with an 80% probability and the pseudo RB being determined with a 20% probability. When the first heaven pseudo bonus ends, the game state is controlled to the first heaven state. If a pseudo bonus is won in the 1st heaven state, the game will be controlled to the 1st heaven pseudo bonus, and if 32 games are played without winning the pseudo bonus, the game will be controlled to the 1st normal state (so-called ST game). Here, the probability of winning a pseudo bonus before 32 games are played in the 1st heaven state is set to approximately 70%. In other words, it is possible to continuously loop between the 1st heaven state and the 1st heaven pseudo bonus with a probability of approximately 70%, and once the game is controlled to the 1st heaven state, it is possible to win a large number of balls in one go.

[0214] The second normal state is a normal state different from the first normal state, and is the most unfavorable state among the second normal state, the second normal pseudo-bonus, the second heaven state, and the second heaven pseudo-bonus. The second normal state is entered when the second normal state transition lottery held during the first normal state is won. The winning probability of the second normal state transition lottery is set to approximately 1 / 400. The timing of the lottery is not limited to this, and may be changed or added during the first normal pseudo-bonus, at the end of the first normal pseudo-bonus, at the end of the first heaven state, or at the end of the first heaven pseudo-bonus. The second normal pseudo-bonus is a pseudo-bonus that is entered when a transition to a pseudo-bonus is determined while the game is in the second normal state. The winning probability of entering the second normal pseudo-bonus through the pseudo-bonus transition lottery in the second normal state is set to approximately 1 / 20. Unlike the 1st Normal Pseudo Bonus and the 1st Heaven Pseudo Bonus, the 2nd Normal Pseudo Bonus only determines the pseudo RB. When the 2nd Normal Pseudo Bonus ends, a lottery is held during or at the end of the pseudo bonus to determine whether or not to transition to the 2nd Heaven state. If a transition is determined to occur, the game will be controlled to the 2nd Heaven state. If a transition is not determined, the game will be controlled to the 2nd Normal state. The probability of winning the lottery to transition to the 2nd Heaven state is set to approximately 1 / 5. Although the expected value of game value gained from the 2nd Normal Pseudo Bonus itself is lower than that of the 1st Normal Pseudo Bonus and the 1st Heaven Pseudo Bonus, there is a high probability of transitioning to the 2nd Heaven state.

[0215] The 2nd Heaven state is a more advantageous state than the 2nd Normal state, and is a state in which the probability of winning a pseudo bonus is high. The 2nd Heaven state is also controlled during a portion of the transition from a non-advantageous zone to an advantageous zone after reaching the limiter and being controlled to a non-advantageous zone. The 2nd Heaven pseudo bonus is a pseudo bonus that is controlled when a transition to a pseudo bonus is determined while remaining in the 2nd Heaven state. Unlike the 1st Normal Zone pseudo bonus, the 1st Heaven pseudo bonus, and the 2nd Normal Zone pseudo bonus, the 2nd Heaven pseudo bonus only determines a pseudo BB. When the 2nd Heaven pseudo bonus ends, the game state is controlled to the 2nd Heaven state. If a pseudo bonus is won in the 2nd Heaven state, the game state is controlled to the 2nd Heaven pseudo bonus. If 32 games are played without winning a pseudo bonus, the game state is controlled to the 1st Normal State (so-called ST game). Here, the probability of winning a pseudo bonus before playing 32 games in the 2nd Heaven state is set to approximately 95%. In other words, the expected value of game value gained from the 2nd Heaven pseudo bonus itself is higher than that of the 1st normal pseudo bonus, the 1st heaven pseudo bonus, and the 2nd normal pseudo bonus, and it is possible to continuously loop between the 2nd Heaven state and the 2nd Heaven pseudo bonus with a probability of approximately 95%, and once the machine is controlled into the 2nd Heaven state, it is possible to win even more balls in a concentrated manner.

[0216] The allocation of pseudo BB and pseudo RB in the first normal pseudo bonus, first heaven pseudo bonus, second normal pseudo bonus, and second heaven pseudo bonus is not limited to the above-mentioned probabilities, but may be such that the expected gains of gaming value are equal to or greater than the second normal pseudo bonus, first normal pseudo bonus, first heaven pseudo bonus, and second heaven pseudo bonus in that order. For example, a pseudo BB may be determined with a low probability in the second normal pseudo bonus, or a pseudo RB may be determined with a low probability in the second heaven pseudo bonus. The advantage of each pseudo bonus is not limited to the allocation of pseudo BB and pseudo RB, and in addition to or instead of this, the advantages may be determined by the net increase in the pseudo bonus or the probability of winning the pseudo bonus.

[0217] (Ball payout monitoring method) This section explains the method for monitoring ball payout (ball payout rate), which is involved in determining whether to implement the preferential setting described below. The number of occurrences of predetermined events that can occur as the game progresses is counted, and the payout level is set based on which of several ranges the counting result falls into. Specifically, the predetermined events are the winning of the push-order AT role and the execution of recommended operations when the push-order AT role is won, and the total number of times the push-order AT role is won and the number of times the recommended operations are executed when the push-order AT role is won is counted. The total number of times the push-order AT role is won and the number of times the recommended operations are executed when the push-order AT role is won is counted to reduce the processing and storage capacity required for counting. Counting is performed using a ring buffer, and the most recent predetermined period (e.g., 650G) is specified as the counting data. The counting data is reset when the game transitions to a non-advantageous zone, and the initial value is set to 0 after the reset. This means that the more times the push order AT role is won or the more times the recommended batting order is followed when the push order AT role is won, the longer the period of time that is not controlled by pseudo bonuses or AT play, and this monitoring method makes it possible to infer that the number of balls being paid out is decreasing.

[0218] Based on the counting data, it is determined which of three ball payout levels the situation falls into. The payout levels are Level 1, Level 2, and Level 3. When there is little counting data, it is Level 1, and when there is a lot of counting data, it is Level 3. The number of levels is not limited to three, and may be increased or decreased. Furthermore, in addition to counting the number of times the push order AT role has been won or the number of times the recommended batting order when the push order AT role was won was executed, various indicators may be counted, such as the probability of winning the push order AT role, the probability of winning a favorable state (e.g., pseudo bonus, AT, etc.), and the payout rate in a favorable state. In this embodiment, the payout rate is calculated using a dedicated ring buffer, but data from the memory area used to calculate the difference in number of coins from the start of the favorable zone described above may also be used.

[0219] (First preferential treatment setting) The first preferential setting will be described. The first preferential setting is intended to set the decision regarding the transition from the first normal state to the first normal pseudo-bonus so as to be advantageous to the player. Specifically, it is set to improve the probability of winning the pseudo-bonus in the first normal state (the so-called first win probability). Based on the ball output level for a specific period obtained by monitoring the ball output, a lottery is held to determine whether or not to set the first preferential setting. If a decision to set the first preferential setting is made, the first preferential setting flag is turned on (if it is on, it is maintained on). On the other hand, if a decision to set the first preferential setting is not made, the first preferential setting flag is turned off (if it is off, it is maintained off). Note that, as the first preferential setting, a decision regarding the transition from the first normal state to the first normal pseudo-bonus has been described as being favorable, but this is not limiting. Alternatively, or in addition, a decision regarding the transition from the first heaven state to the first heaven pseudo-bonus and / or a decision regarding the transition from the second heaven state to the second heaven pseudo-bonus may be favored.

[0220] When the first preferential setting flag is set to on, the probability of winning the pseudo-bonus during the first normal state through the pseudo-bonus transition lottery in the first normal state is set to increase to approximately 1 / 50.

[0221] As shown in Figure 18(a), the first preferential setting flag is never determined to be ON when the payout level is level 1, is determined to be ON with a probability of approximately 15% when the payout level is level 2, and is determined to be ON with a probability of approximately 60% when the payout level is level 3.

[0222] (Second preferential treatment setting) The second preferential setting will be described. The second preferential setting is intended to set the decision regarding the transition destination of the game state after the end of the first normal pseudo-bonus so as to be advantageous to the player. Specifically, it is set to increase the probability of control to the first heaven state after the end of the first normal pseudo-bonus. Based on the payout level for a specific period obtained by monitoring the payout balls, a lottery is held to determine whether or not to perform the second preferential setting. If a decision to perform the second preferential setting is made, the second preferential setting flag is turned on (if it is on, it remains on). On the other hand, if a decision to perform the second preferential setting is not made, the second preferential setting flag is turned off (if it is off, it remains off). Note that, as the second preferential setting, a preferential decision regarding the transition destination of the game state after the end of the first normal pseudo-bonus has been described, but this is not limiting. Alternatively, or in addition, a preferential decision regarding the transition destination of the game state after the end of the second normal pseudo-bonus may be made.

[0223] When the second preferential setting flag is set to on, the probability of winning the lottery to transition from the first normal pseudo-bonus to the first heaven state is set to increase to approximately 1 / 3.

[0224] As shown in Figure 18(a), the second preferential setting flag is never determined to be ON when the payout level is level 1, is determined to be ON with a probability of approximately 15% when the payout level is level 2, and is determined to be ON with a probability of approximately 20% when the payout level is level 3.

[0225] (Third preferential treatment setting) The third preferential setting will now be explained. The third preferential setting is intended to set the decision regarding the transition to the second normal state so that it is advantageous to the player. Specifically, it is set to improve the probability of winning the second normal state transition lottery, which is held at times such as during the first normal state, at the end of the first normal pseudo-bonus, and at the end of the first heaven. Based on the payout level for a specific period obtained by monitoring the payout, a lottery is held to determine whether or not to perform the third preferential setting. If a decision is made to perform the third preferential setting, the third preferential setting flag is turned on (if it is on, it remains on). On the other hand, if a decision is not made to perform the third preferential setting, the third preferential setting flag is turned off (if it is off, it remains off).

[0226] When the third preferential setting flag is set to ON, the probability of winning the lottery for transitioning to the second normal state in the first normal state is set to increase to approximately 1 / 100.

[0227] As shown in Figure 18(a), the third preferential setting flag is never determined to be ON when the payout level is level 1, is determined to be ON with a probability of approximately 3% when the payout level is level 2, and is determined to be ON with a probability of approximately 5% when the payout level is level 3.

[0228] The lotteries for determining whether to use the first, second, and third preferential settings are each conducted independently. Therefore, depending on the results of the lottery, it may be determined that only one of the preferential settings will be used, or that all of the preferential settings will be used. This provides a wide variety of gameplay possibilities, including whether one preferential setting will be selected alone, two preferential settings will be selected together, or all of the preferential settings will be selected together, and the combinations thereof. This allows players to enjoy the game without getting bored, and they can experience joy or sorrow depending on the results of the lottery.

[0229] The lottery for determining whether to set the first preferential setting, the second preferential setting, and the third preferential setting is conducted when a win in the first normal pseudo-bonus is determined and when the first heaven state is switched to the first normal state. Specifically, the first preferential setting flag, the second preferential setting flag, and the third preferential setting flag are reset (OFF) when the game transitions to the non-advantageous zone. Then, when a win in the first normal pseudo-bonus is determined, a lottery is conducted to determine whether to turn on the first preferential setting flag, the second preferential setting flag, and the third preferential setting flag. Then, when the game transitions from the first heaven state to the first normal state, a lottery is conducted to determine whether to maintain the first preferential setting flag, the second preferential setting flag, and the third preferential setting flag if they are ON. The winning probability in the lottery for maintaining the ON state is shown in FIG. 18(b). Note that the lottery is not limited to determining whether to maintain the ON state if the flag is ON. Alternatively or additionally, a lottery may be conducted to determine whether to turn the flag ON if it is OFF. It has been explained that the respective draws on whether to perform the first preferential setting, the second preferential setting, and the third preferential setting are made when it is determined that the first normal pseudo-bonus has been won, and when control is taken from the first heaven state to the first normal state, but this is not limited to this, and instead or in addition, they may be made at the start of the advantageous zone, when it is determined that the second normal pseudo-bonus has been won, or when control is taken from the second heaven state to the first normal state.

[0230] That is, the lottery is triggered when the number of balls being dispensed increases due to play in the first normal state, when the number of balls being dispensed increases as the game transitions to the first normal pseudo-bonus state, and when the number of balls being dispensed decreases due to play in the first heaven state and the first heaven pseudo-bonus state, when the number of balls being dispensed decreases as the game transitions to the first normal state. This allows players who have experienced a period of decreased balls to approach subsequent play with anticipation and enthusiasm. Furthermore, by giving players who have the impression that ball dispenses will cease with the end of the first heaven state the hope that their subsequent play will be favorable, it contributes to promoting play. Note that the lottery trigger must include at least these triggers, and is not limited to these, and the lottery may be triggered by other triggers. Furthermore, as mentioned above, if a decision regarding the transition from the first heaven state to the first heaven pseudo-bonus and / or a decision regarding the transition from the second heaven state to the second heaven pseudo-bonus is added or replaced as the first preferential setting, or if a decision regarding the transition destination of the game state after the end of the second normal pseudo-bonus is added or replaced as the second preferential setting, it is advisable to also carry out the lottery regarding these decisions at the above timing.

[0231] 18(a) and (b) are merely examples, and when the payout level is level 1, the first preferential setting flag, the second preferential setting flag, and the third preferential setting flag are not determined to be ON and are not continued to be ON. However, this is not limiting, and the first preferential setting flag, the second preferential setting flag, and / or the third preferential setting flag may be determined to be ON or continued to be ON with a low probability. In consideration of payout performance, it is desirable to determine the ON winning expectation value and continued winning expectation value totaling levels 1 to 3 in the order of the third preferential setting flag, the second preferential setting flag, and the first preferential setting flag in that order. The preferential setting flag is reset to OFF when the non-advantageous zone is entered.

[0232] In the above embodiment, the slot machine 1 has been described as an example of the gaming machine of the present invention. However, the present invention may also be applied to a gaming machine known as Parrot, which is a combination of a slot machine and a pachinko machine. When applying the present invention to such a gaming machine, gaming balls (pachinko balls) may be used as gaming value. Furthermore, the gaming machine of the present invention may also be applied to a video game in which a computer program is executed. Furthermore, the display means of the present invention may be configured by using an image display device such as a liquid crystal display or a CRT, and by sequentially displaying multiple symbols on this image display device. Furthermore, the number of variable display columns may be two or more, and the optimal number of variable display columns may be configured depending on the type of game.

[0233] The present invention can be widely applied to gaming machines that include a display means having multiple variable display columns that variably display multiple types of patterns, and a stop operation means that stops the variable display of each of the variable display columns, and that award gaming value to a player according to the pattern combination when all of the variable display columns have stopped. [Explanation of symbols]

[0234] 1... slot machine (gaming machine), 13L, 13M, 13R... reels (variable display columns, display means), 14L, 14M, 14R... reel motors (display means), 21L, 21M, 21R... stop switches (stop operation means), 31L, 31R... speakers, 103... role lottery means, 105... stop control means, 109... pseudo bonus forced transition means (penalty granting means), 112... pattern determination means

Claims

[Claim 1] As a state in which to play, A first normal state; a special state that is more advantageous to the player than the first normal state; a first specific state that is not controlled from the first normal state, can be controlled from the special state, and is more advantageous to a player than the first normal state; A gaming machine having: A monitoring means for monitoring game results related to ball payouts during a specific period; a first preferential treatment determination means for determining to perform a preferential setting for a decision regarding a transition from the first normal state to the special state based on a result of monitoring by the monitoring means; a second preferential treatment determination means for determining, based on a result of monitoring by the monitoring means, to perform a preferential setting for a decision regarding a transition from the special state to the first specific state; Equipped with The determination by the first preferential treatment determination means and the determination by the second preferential treatment determination means may or may not overlap with each other. A gaming machine characterized by:

Citation Information

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