gaming machines

The gaming machine enhances gameplay dynamics by incorporating a gaming state control system with variable displays and point-based state transitions, improving player engagement and excitement.

JP7827340B2Active Publication Date: 2026-03-10KITA DENSHI CORP
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2025-05-08
Publication Date
2026-03-10

AI Technical Summary

Technical Problem

Conventional gaming machines lack enhancements in gameplay dynamics and player engagement, particularly in determining winning combinations and transitioning between game states.

Method used

The gaming machine incorporates a gaming state control system with variable display capabilities, including a first and second gaming state, a point awarding mechanism, and an alarm system to transition between game states based on stored points, enhancing player interaction and engagement through static display of identification information and specific alarms.

Benefits of technology

The system improves player engagement by dynamically transitioning between game states and providing clear notifications, increasing the excitement and unpredictability of gameplay.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game machine with unprecedentedly high amusement properties.SOLUTION: The game machine includes: point giving means capable of giving points in a first game state, based on a winning combination determined by winning combination determining means; point storage means capable of storing points given by the point giving means; determination means capable of determining as to whether or not to cause a shit to a second game state, based on the points stored in the point storage means; and notification means capable of performing a specific notification based on the points stored in the point storage means. Based on being determined by the determination means that a shift is to be made to the second game state, variable display means is capable of stop-displaying, in a specific mode, identification information being variably displayed. In the second game, the notification means is configured such that the specific notification can be performed when making a notification regarding the operation to stop-display, in the specific mode, identification information being variably displayed by the variable display means.SELECTED DRAWING: Figure 38
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Description

[Technical Field]

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

[0002] A pachinko gaming machine has been known as a gaming machine that has a variable display device capable of displaying a variable display game using multiple identification information, and that generates a specific gaming state that is advantageous to the player depending on the result of the variable display game. Also known is a slot machine that has multiple reels, that executes a game by variably displaying the multiple reels based on a start operation by the player, that stops the multiple reels based on a stop operation by the player, and that generates a specific gaming state depending on the stopped display mode of the multiple reels. In addition, in recent slot machines, when a specific game state occurs, an increasing number of machines are designed to notify the player of the reel stopping order to achieve a winning combination by lighting up an LED or the like, and when the player stops the reels in the notified stopping order, the combination of symbols corresponding to the winning combination will stop (Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2015-128566 A Summary of the Invention [Problem to be solved by the invention]

[0004] However, conventional gaming machines have room for improvement. [Means for solving the problem]

[0005] In order to solve the above problems, the gaming machine of the present invention comprises a gaming state control means capable of controlling a first gaming state and a second gaming state to which a transition can be made from the first gaming state, a variable display means capable of variably displaying identification information, a first gaming control means capable of executing a first game capable of awarding a gaming value for executing a game with the variable display of the variable display means, a second gaming control means capable of executing a second game which is a pseudo game to which the gaming value cannot be awarded with the variable display of the variable display means, a winning combination determination means capable of determining a winning combination when the first game is executed, a point awarding means capable of awarding points based on the winning combination determined by the winning combination determination means in the first gaming state, and a control means for controlling the point awarding means. The game system is provided with a point storage means capable of storing points awarded by an awarding means, a judgment means capable of judging whether or not to transition to the second game state based on the points stored in the point storage means, and an alarm means capable of executing a specific alarm based on the points stored in the point storage means, wherein the variable display means is capable of displaying the variable-displayed identification information in a static manner in a specific manner based on the judgment by the judgment means to transition to the second game state, and the alarm means is configured to be able to execute a specific alarm when executing an alarm regarding an operation to display the variable-displayed identification information in a static manner in the specific manner in the second game. [Brief explanation of the drawings]

[0006] [Figure 1] 1 is a schematic front view showing the appearance of a gaming machine in a first embodiment. [Figure 2] 1 is a block diagram showing the control configuration of a gaming machine in a first embodiment. [Figure 3] FIG. 2 is a diagram for explaining the arrangement of reels in the first embodiment. [Figure 4] This is a diagram to explain the pattern combinations that occur when the push order bell role is won in the first embodiment. [Figure 5] FIG. 10 is a diagram for explaining the symbol combinations when a color bell role is won in the first embodiment. [Figure 6]FIG. 2 is a diagram for explaining the flow of a game in the gaming machine in the first embodiment. [Figure 7] 4 is a timing chart for explaining the transition of the game state and the display contents on the main display device in the first embodiment. [Figure 8] FIG. 10 is a diagram showing the effects at the start of the pseudo bonus state in variant 1 of the first embodiment. [Figure 9] A figure showing the presentation at the start of the AT state in variant example 2 of the first embodiment. [Figure 10] FIG. 10 is a block diagram showing the control configuration of a gaming machine in a second embodiment. [Figure 11] 10 is a timing chart for explaining the transition of the game state and the display contents on the main display device in the second embodiment. [Figure 12] 10 is a timing chart for explaining the navigation state during the bonus state in the first modified example of the second embodiment. [Figure 13] A figure showing the presentation at the start of bonus 1 state in variant example 1 of the second embodiment. [Figure 14] A figure showing the presentation at the start of bonus 2 state in variant example 1 of the second embodiment. [Figure 15] 10 is a timing chart for explaining the navigation state during the bonus state in Modification 2 of the second embodiment. [Figure 16] 10 is a timing chart for explaining the navigation state during the bonus 2 state in the second modification example of the second embodiment. [Figure 17] 10 is a timing chart for explaining the navigation state and the effects of the main display device during the bonus state in Modification 4 of the second embodiment. [Figure 18] FIG. 11 is a diagram for explaining the flow of a two-bet game on a gaming machine according to a third embodiment. [Figure 19] FIG. 11 is a diagram for explaining the flow of a three-bet game on a gaming machine according to a third embodiment. [Figure 20]10 is a diagram showing a lottery table used in the payout of winning combinations and the lottery drawing of winning combinations in the main control device in the third embodiment. [Figure 21] FIG. 10 is a diagram for explaining the arrangement of reels in a third embodiment. [Figure 22] 11 is a diagram showing a lottery table used when determining the ceiling number of games in the main control device in the third embodiment. [Figure 23] 10 is a diagram showing a lottery table used to determine a benefit when the ceiling number of games is reached in the main control device in the third embodiment. [Figure 24] FIG. 11 is a diagram showing a preview effect of a pseudo game on the main display device in the third embodiment. [Figure 25] 10 is a diagram showing a lottery table used when executing a pseudo game with the main control device in the third embodiment. [Figure 26] 11 is a diagram showing a lottery table used when upgrading the pseudo game level in the main control device in the third embodiment. [Figure 27] 13A and 13B are diagrams and tables for explaining the process of determining a pseudo-stop symbol sequence when a weak table is used in the main control device in the third embodiment. [Figure 28] 13A and 13B are diagrams and tables for explaining the process of determining a pseudo-stop symbol sequence when a strong table is used in the main control device in the third embodiment. [Figure 29] 10A and 10B are diagrams and tables for explaining the process of determining a pseudo-stop symbol sequence when using a Gachi table in the main control device in the third embodiment. [Figure 30] 10A and 10B are diagrams and tables for explaining the process of determining a pseudo-stop symbol sequence when using the special 1 table in the main control device in the third embodiment. [Figure 31] 10A and 10B are diagrams and tables for explaining the process of determining a pseudo-stop symbol sequence when using the special 2 table in the main control device in the third embodiment. [Figure 32] 10A and 10B are diagrams and tables for explaining the process of determining pseudo-stop symbol sequences when using the special 3 table in the main control device in the third embodiment. [Figure 33]10 is a diagram showing a lottery table used when determining a high probability state in the main control device in the third embodiment. [Figure 34] 10 is a diagram showing a lottery table used to determine a benefit when a winning combination is achieved on the main control device in the third embodiment. [Figure 35] This is a diagram showing the lottery table used during the CZ state in the main control device in the third embodiment. [Figure 36] A figure showing the presentation on the main display when a pseudo bonus state is won during the CZ state in the third embodiment. [Figure 37] This is a diagram showing an additional point lottery table used to determine additional points when drawing lots for the AT state during a pseudo bonus state in the main control device in the third embodiment. [Figure 38] A figure showing the presentation on the main display when the AT state begins after the pseudo bonus state ends in the third embodiment. [Figure 39] This is a diagram showing a lottery table used when transitioning to a specialized zone during AT state in the main control device in the third embodiment. [Figure 40] These are figures and tables for explaining the process of determining a pseudo-stop pattern sequence when using an AT table in the AT state in the main control device in the third embodiment. [Figure 41] 10 is a diagram showing a lottery table used during a specialized zone in the main control device in the third embodiment. [Figure 42] This is a diagram showing a lottery table used when determining the number of additional games in the AT state in the main control device in the third embodiment. [Figure 43] 10 is a diagram showing a lottery table used when determining the concealment preview performance in the sub-control device in the third embodiment. [Figure 44] FIG. 11 is a diagram showing the concealment notice effect (when fully concealed) of the pseudo game on the main display device in the third embodiment. [Figure 45] FIG. 11 is a diagram showing a concealed notice effect (when part is concealed) of a pseudo game on the main display device in the third embodiment. DETAILED DESCRIPTION OF THE INVENTION

[0007] First Embodiment A first embodiment of the present invention will be described below with reference to the drawings. Here, a slot machine will be described as an example of a gaming machine according to the first embodiment of the present invention.

[0008] First, the overall configuration of the slot machine 1 will be described with reference to FIGS. The slot machine 1 is installed in an amusement park or the like. As shown in Figures 1 and 2, the slot machine 1 includes a front door 1a, a bet button 2a, a return button 2c, a performance button 2d, an upper performance button 2f, a medal insertion slot 2, a start lever 3, reels 4, a stop button 5, a display window 6, a medal payout device 7, a medal payout outlet 7b, a main display 8, a speaker 9, a front panel 19, a lamp 11, a navigation lamp 12, a favorable zone lamp 13, a probability setting device 14, a display decorative frame 15, a drum unit 4d, a main control device 10, and a sub-control device 20.

[0009] The main control unit 10 and the sub-control unit 20 each have a memory unit and a control unit, and are devices capable of various calculation processes and various controls, and are included in the concept of a computer. Each memory unit has a storage device such as a semiconductor memory element that stores programs, information, etc. necessary for the operation of the slot machine 1. Each control unit has a CPU, etc. Each control unit realizes various functions of the embodiment by appropriately reading and executing various programs, etc. stored in the respective memory unit.

[0010] [Front view of the gaming machine] As shown in FIG. 1, a front door 1a is provided on the front of the slot machine 1. The front door 1a is pivotally attached to one side (left side as viewed from the front) of the main body (not shown) which is disposed behind the front door 1a and attached to an island facility (not shown), and is configured to be able to open and close forward in a single-door format. Note that, hereinafter, the left and right directions are indicated when the slot machine 1 is viewed from the front side.

[0011] When the slot machine 1 is viewed from the front side, the main display 8 is located at the center position in the left-right direction at the top of the front door 1a. The main display 8 is made up of a liquid crystal display or the like that can display multiple pieces of information, such as information related to effects (effect images), as will be described later, and constitutes a display means. A display decorative frame 15 having an opening in the center is arranged above the front door 1a and in front of the main display 8, and the main display 8 is arranged with its display surface facing forward through the opening of the display decorative frame 15.

[0012] Speakers 9 are provided on the left and right sides of the main display 8, and are capable of outputting sound effects corresponding to the effects displayed on the main display 8, for example. In addition, lamps 11 consisting of LEDs or the like are arranged on each of the left and right sides of the main display 8, and can output light, for example, when a winning combination is achieved, or light in a light emission mode corresponding to the effects displayed on the main display 8.

[0013] On the right side of the main display 8, an upper performance button 2f is provided as an example of an operation means. The upper performance button 2f is a push-type button that moves back and forth, and the pushing operation of the upper performance button 2f is detected by a non-contact sensor or the like and output as operation information of the upper performance button 2f to the sub-controller 20. In addition, a light-emitting source (not shown) consisting of an LED or the like is provided inside the upper performance button 2f, and the light emitted by the light-emitting source can notify that the operation of the upper performance button 2f is valid.

[0014] In the center of the front door 1a of the slot machine 1 in the vertical direction, a flat front panel 19 is disposed, the surface of which is decorated and displays various functions. Behind the front panel 19, a drum unit 4d equipped with a reel 4 as a variable display means is disposed. Further, in the approximate center of the front panel 19, a display window 6 made of a light-transmitting material is formed, through which the symbols on the reels 4 can be seen from the front.

[0015] The reels 4 are comprised of a left reel 4a, a center reel 4b, and a right reel 4c, which are arranged side by side in the left-right direction. The rotation axes of the reels 4a to 4c extend in the left-right direction, and the rotation centers of the reels 4a to 4c are set to the same. The reels 4 (4a to 4c) have continuous symbols (identification information) on their peripheries, and these symbols are configured to be identifiable from outside the machine through a display window 6. As the reels 4 rotate in one direction, the symbols can be displayed in a variable manner, for example, from top to bottom, within the display window 6. Each of the reels 4a to 4c displays a plurality of symbols (for example, 20 symbols), and the types of symbols include, for example, "replay," "watermelon," "cherry," "bell," and "7." The shape of the reel 4 is not limited to this, and for example, the number of symbols on the periphery may be other than 20.

[0016] Above the display window 6 on the front panel 19, navigation lamps 12a, 12b, and 12c capable of indicating the stop order of the stop buttons 5 (described later) are arranged in correspondence with the reels 4a, 4b, and 4c. In addition, a favorable zone lamp 13, which may be, for example, an LED, is disposed on the lower left side of the display window 6 on the front panel 19. The favorable zone lamp 13 is controlled to light up during a favorable zone (described later). Note that, instead of the favorable zone lamp 13, the slot machine 1 may control to light up, for example, the "dot" portion of a 7-segment display (also called "7-seg") that constitutes a payout number display section that displays the number of medals paid out.

[0017] A sub-display 17 is disposed on the front panel 19 to the right of the display window 6 (reels 4). The sub-display 17 is configured from a liquid crystal display or the like that can display a plurality of pieces of information, such as information related to effects (effect images), as will be described later, and constitutes display means. In addition, the sub-display 17 has a smaller display area than the main display 8, but is disposed closer to the reel 4 than the main display 8, making it easy to view the displayed image while watching the reel 4 rotate and stop. The sub-display unit 17 may be provided on the left side of the display window 6 (reel 4). The sub-display unit 17 may also be configured as a touch panel type display unit.

[0018] A step protruding forward is formed below the front panel 19, and a medal insertion slot 2, a bet button 2a and an effect button 2d, which are exemplified as operating means, are disposed on the upper surface of the step. The medal insertion slot 2 is a portion where a player inserts medals (game media). Inside the medal insertion slot 2, a medal selector 2b (medal detection means) such as a sensor that detects medals inserted into the medal insertion slot 2 is provided. The bet button 2a is a push button that allows the player to input the number of bets that are a condition for starting the game, and allows the player to input the maximum number of bets allowed by the slot machine 1 with one operation.

[0019] The effect button 2d is a push-type button that moves up and down, and the pushing operation of the effect button 2d is detected by a non-contact sensor or the like and output as operation information of the effect button 2d to the sub-controller 20. In addition, a light-emitting source (not shown) made of an LED or the like is provided inside the effect button 2d, and the light emitted by the light-emitting source can notify that the operation of the corresponding effect button 2d is valid. The effect button 2d is disposed in a position closer to the reel 4 than the upper effect button 2f described above.

[0020] A start lever 3, a return button 2c, and a stop button 5, which is exemplified as an operating means (stop operating means), are arranged on the front surface of the stepped portion. The start lever 3 is a lever that the player operates to start the game. After the number of bets is input, the start lever 3 is activated and the game can be started. The return button 2c is configured as a push button that moves back and forth, and is a button that is operated to cancel the set number of bets or to pay out medals stored as credit medals. The stop buttons 5 are used to stop the spinning reels 4 and consist of push-buttons that move back and forth, with the left stop button 5a, center stop button 5b, and right stop button 5c arranged horizontally at predetermined intervals to correspond to the left reel 4a, center reel 4b, and right reel 4c.

[0021] Below the front door 1a of the slot machine 1, a medal payout outlet 7b through which medals paid out from the medal payout device 7 are ejected is provided.

[0022] [Block diagram showing the control configuration of the gaming machine in the first embodiment] FIG. 2 shows a block diagram of the control system in the slot machine 1 in the first embodiment. 2, the slot machine 1 is equipped with a main control device 10 that performs the drawing of winning roles and the control of the progress of the game, and a sub-control device 20 that is configured to be able to communicate with the main control device 10 and performs various performance control etc. based on control information from the main control device 10. Transmission of control information between the main control device 10 and the sub-control device 20 is limited to one direction only, from the main control device 10 to the sub-control device 20, preventing input of unauthorized signals from the sub-control device 20 to the main control device 10.

[0023] The main control device 10 is connected by a communication cable to the bet button 2a, medal selector 2b, return button 2c, start lever 3, stop button 5, probability setting device 14 (setting means), external output terminal 18, medal payout device 7, drum unit 4d, and advantageous zone lamp 13, and is capable of controlling each device. The main control device 10 also includes a memory unit (storage means) and a control unit.

[0024] The probability setting device 14, which serves as a setting means, changes the winning probability of a specific game state (e.g., a pseudo-bonus state) in multiple stages (e.g., six stages), thereby enabling the degree of advantage for the player to be set in multiple stages, and the main control device 10 performs a process of setting the winning probability of a specific game state to one of multiple probability values ​​with different probabilities based on the probability setting operation in the probability setting device 14. Of the setting values ​​set by the probability setting device 14, setting 1 is the lowest probability value, the larger the number, the higher the probability value, and setting 6 is the highest probability value. Therefore, setting 1 is the setting that is most disadvantageous to the player (the setting with the lowest degree of advantage), and the larger the number, the more advantageous it is to the player, and setting 6 is the setting that is most advantageous to the player (the setting with the highest degree of advantage).

[0025] In addition, the winning probability of a specific game state may be controlled by a fixed probability value without being affected by the setting value of the probability setting device 14. In addition, by changing the transition probability to the CZ state or the AT state depending on the setting value in the probability setting device 14, the degree of advantage of the player may be changed in multiple stages. In addition to the specific game state, the probability of winning a predetermined small combination (for example, a bell combination) may be made variable in multiple stages (for example, six stages).

[0026] The external output terminal 18 outputs information related to games played on the slot machine 1 to a management device (not shown) or a calling device (not shown) installed in the gaming facility, and outputs information under the control of the main control device 10 to collect various data such as the number of games played on the slot machine 1, the number of medals inserted, the number of medals paid out, the number of times a game state advantageous to the player occurs (for example, the pseudo-bonus state and AT state described below) and the transition period.

[0027] The drum unit 4d is a device that integrally includes reels 4a to 4c and stepping motors (not shown) that rotate the reels 4a to 4c. The medal payout device 7 has a medal storage section (not shown) that collects medals inserted into the medal selector 2b as medals before being paid out, and is a device that pays out medals stored in the medal storage section to a medal payout outlet 7b. The medal payout device 7 is equipped with a sensor that detects the paid-out medals. The medal selector 2b is provided downstream of the medal insertion port 2 and is equipped with a sensor that detects medals inserted through the medal insertion port 2.

[0028] The memory unit of the main control device 10 stores various information such as game programs related to games, tables for drawing lots for small winning combinations and AT states, etc. Furthermore, the main control device 10 operates by a control unit and a storage unit in which a program is stored, and thereby performs processes related to the progress of games on the slot machine 1, etc.

[0029] The main control device 10 performs processes such as starting the game and sampling random numbers from a random number generator (not shown) based on a signal from the start lever 3. Then, it performs lottery processing for winning combinations based on the sampled random numbers. In addition, it performs random number generation processing by, for example, updating the random numbers at predetermined timings in accordance with the control program in the storage unit, and performs lottery processing for transitioning to a pseudo-bonus state (described later), lottery processing for continuing during the AT state, lottery processing for adding bonuses during the AT state, and so on based on the generated random numbers.

[0030] That is, the main control device 10 is provided with a lottery means for drawing (determining) whether or not to grant a special benefit such as a small win, a pseudo bonus state, or an AT state in response to the execution of a game. In addition, the lottery patterns using random numbers may be other than those mentioned above, and the winning combination may be selected based on random numbers generated by software, and the transition to a pseudo-bonus state or AT state, or additional selection may be performed based on random numbers generated by a random number generator, or all selections may be performed using random numbers generated by software or random numbers generated by a random number generator.

[0031] The main control device 10 also controls the rotation of the reels 4 based on a signal from the start lever 3. The main control device 10 detects the rotation position of each of the reels 4a, 4b, and 4c based on signals from sensors (not shown) provided on each of the reels 4a, 4b, and 4c, and is therefore able to grasp the rotation position of the symbols on each of the reels 4a, 4b, and 4c. Then, based on a signal from the stop button 5, the main control device 10 controls the desired symbols to stop within the display window 6.

[0032] In addition, the main control device 10 realizes game play on the slot machine 1 by controlling game progress processing involving internal lottery processing, management of various information stored in the memory unit, and devices such as the medal payout device 7 in response to the operation of the operating unit such as the start lever 3.

[0033] The sub-controller 20 is connected to and capable of communicating with the effect button 2d, upper effect button 2f, speaker 9, main display 8, lamp 11, navigation lamp 12, and sub-display 17 via a communication cable. The sub-controller 20 controls these devices in accordance with control information from the main controller 10. The sub-controller 20 also includes a memory unit and a control unit.

[0034] The storage unit of the sub-controller 20 stores various information such as programs related to performance, performance image data, and audio data. The sub-controller 20 operates using a control unit and a storage unit in which a program is stored, and performs processing such as effects synchronized with play on the slot machine 1 in response to commands (control information) from the main controller 10. For example, it controls the main display 8, lamps 11, speaker 9, etc. to output effect images and sound effects that indicate the transition of game states, and lamp effects.

[0035] In addition, the sub-control device 20 can control the switching timing of each effect based on a signal from the effect button 2d. Either or both of the main control device 10 and the sub-control device 20 constitute the specific stop control means (first specific stop control means, second specific stop control means), stop operation notification means (first stop operation notification means, second stop operation notification means), first specific game state control means, second specific game state control means, first specific game state lottery means, notification control means, lottery means, presentation control means, change control means, first game control means, second game control means, stop pattern determination means, bonus granting means, and notification means in the present invention.

[0036] [Reel arrangement in the first embodiment] Next, the arrangement of the reels 4, which is an example of the variable display means, will be described with reference to FIG. The reel 4 as a variable display means is composed of a left reel 4a, a center reel 4b, and a right reel 4c as individual variable display means, and each of the reels 4a to 4c displays multiple (20) patterns related to winning roles and transitions in the game state, with each having a different arrangement of the patterns.

[0037] First, as shown in Figure 6(a), the left reel 4a displays, in the order of array numbers 0 to 19, "Blank," "Bell B," "Watermelon," "Bell A," "Replay," "BAR," "Cherry," "Watermelon," "Bell A," "Replay," "Red 7A," "Red 7B," "Watermelon," "Bell A," "Replay," "White 7," "Bell B," "Watermelon," "Bell A," and "Replay."

[0038] Also, as shown in Figure 6(b), the middle reel 4b displays, in the order of array numbers 0 to 19, "Blank," "Bell B," "Replay," "Cherry," "Watermelon," "BAR," "Bell B," "Replay," "Cherry," "Watermelon," "Red 7A," "Bell A," "Replay," "White 7," "Watermelon," "White 7," "Bell A," "Replay," "Cherry," and "Watermelon."

[0039] Also, as shown in Figure 6(c), the right reel 4c displays, in the order of array numbers 0 to 19, "Blank", "Replay", "Bell A", "Cherry", "Watermelon", "BAR", "Replay", "Bell A", "Cherry", "Red 7B", "Red 7A", "Replay", "Bell A", "Cherry", "Watermelon", "White 7", "Replay", "Bell A", "Cherry", and "Watermelon".

[0040] Although the illustration shows symbols that identify each symbol, the actual reel 4 has a predetermined design corresponding to each symbol. In addition, "Bell A" and "Bell B", as well as "Red 7A" and "Red 7B", are each set with the same design, and although the overall design is the same, some of the internal designs are different. In addition, "blank," "BAR," "red 7A," and "white 7" are each set as special symbols, and the spacing between each special symbol on the left reel 4a is greater than the pull-in range for symbol stop control, which will be described later, making it impossible to perform a stop operation that aims for multiple special symbols on the winning line at the same time.

[0041] In addition, each special symbol is designed to make it easier to perform the so-called eye-pressing operation aimed at the special symbol than the other symbols, and is larger in size than the other symbols and has a relatively eye-catching color scheme. Furthermore, to make it easier to distinguish between the "blank," "BAR," "red 7A," and "white 7" symbols, the "blank" is colored blue, the "BAR" is colored black, the "red 7A" is colored red, and the "white 7" is colored white. In addition, "Red 7B" has the same color scheme as "Red 7A", and by arranging "Red 7A" and "Red 7B" side by side, it makes it easier to press the button. However, as will be explained later, "Red 7B" has no effect on winning the role. The pattern arrangement on reel 4 is set as described above.

[0042] Such a slot machine 1 is configured to be able to execute the following slot machine games under the control of the main control device 10.

[0043] At the start of the game, medals are inserted into the medal insertion slot 2, or the number of bets is set from credit medals by operating the bet button 2a. Then, when the number of bets reaches a predetermined number (for example, three coins), one of the conditions for starting the game is met, and the player enters a state in which the right to play one game is held and the game can be started.

[0044] In this state where the game can be started, operation of the start lever 3 is valid. In this valid state, when the start lever 3 is tilted, all of the conditions for starting the game are met, the game starts, and the reels 4a to 4c displaying multiple symbols start to move, and an internal lottery process is executed to determine in advance, before the reels 4 stop, the lottery results for the current game regarding multiple roles (including misses) such as replay roles and small roles, and transitions to pseudo bonus and AT states. In the internal lottery process, a winning combination for the current game is determined by lottery from among a plurality of winning combinations based on a predetermined winning probability. For example, a winning combination such as a replay combination or a bell combination is derived by lottery.

[0045] Furthermore, even if the main control device 10 receives a signal from the start lever 3, if a predetermined time (e.g., 4.1 seconds) has not elapsed since the start of rotation of the reels 4 in the previous game, the main control device 10 performs limiting control to limit the number of games executed per unit time (e.g., 1 minute) to a predetermined number (e.g., 14 games) by temporarily waiting (inserting a waiting time) before the start of rotation of the reels 4, thereby delaying the start of rotation of the reels 4. In other words, the main control device 10 is equipped with game number limiting means that can limit the number of games executed per unit time to a predetermined number. This control limits the shortest execution time required for one game to a predetermined time (e.g., 4.1 seconds). The period for monitoring the above-mentioned shortest execution time may be set based on a point other than the point at which the reel 4 starts to rotate between games. For example, it may be based on the point at which the stop button 5 is activated, or any point at which the number of games per unit time can be monitored.

[0046] When the game starts, the reels 4a to 4c gradually increase their rotation speed from a stopped state, and then reach a steady rotation state where they rotate at a constant speed. When the reels reach this steady rotation, the stop buttons 5a to 5c provided corresponding to the reels 4a to 4c become pressable.

[0047] When each of the stop buttons 5a to 5c is pressed in this state, the reels 4a to 4c are controlled to stop in a combination of symbols that is allowed based on the timing of the operation and the result of the internal lottery process. The stop control of each reel 4a to 4c has a pull-in range set for each, and a predetermined number (for example, four) of symbols in the reverse rotation direction (upward) from the symbol at the time the stop operation is performed can be pulled in, and only any of the symbols within this pull-in range can stop on an active line.

[0048] In the stopped state, three consecutive symbols displayed in the vertical direction on each of the reels 4a to 4c stop (stop display) so that they face the outside of the machine through the display window 6, and whether or not a win has been made is determined based on the state of the stop display at this time. The winning combination is determined based on the combination of symbols that stop on the middle winning line that connects the middle symbols of each reel 4 in the display window 6.

[0049] Winning of a winning combination such as a small combination or a replay combination is determined based on the combination of symbols on such a winning line. Small roles include, for example, bell role, watermelon role, and cherry role.

[0050] There are two bell roles, each with a different corresponding symbol combination. For example, there is a push order bell role, in which the symbol combination of "Bell A" and "Bell B" is formed in the display window 6, and a color bell role, in which one of the special symbols is formed on the left reel 4a and the symbol combination of "Bell A" is formed on the center reel 4b and the right reel 4c.

[0051] Furthermore, there are six push order bell roles 1 to 6 in which, when the stop buttons 5a to 5c are operated in one of six different push orders (for example, "5a → 5b → 5c", "5c → 5b → 5a", etc.) (a specific push order), predetermined symbols stop on each reel 4a to 4c (individual variable display means), and the corresponding combination of symbols is displayed stopped in a predetermined order in the display window 6.

[0052] Push Order Bell Role 1 is a push order bell role that can only win if the push order is "5a → 5b → 5c", and when the push order is correct, either "Bell A" or "Bell B" will stop on the upper line in display window 6. For example, as shown in Figure 4(a), the left reel 4a stops the symbols "Bell A," "Replay," and "BAR" in the range of sequence numbers 3 to 5 in the display window 6, the middle reel 4b stops the symbols "Bell B," "Replay," and "Cherry" in the range of sequence numbers 1 to 3 in the display window 6, and the right reel 4c stops the symbols "Bell A," "Cherry," and "Watermelon" in the range of sequence numbers 2 to 4 in the display window 6, and the symbol combination "Bell A, Bell B, Bell A" stops on the top line when the button press order is correct. However, since the winning decision is made on the middle winning line, the winning combination is actually determined to be the "Replay Replay Cherry" symbol combination that stops on the middle winning line.

[0053] Push Order Bell Role 2 is a push order bell role that can only win if the push order is "5a → 5c → 5b", and when the push order is correct, either "Bell A" or "Bell B" will stop on the diagonally lower right line in display window 6. For example, as shown in Figure 4(b), on the left reel 4a, the symbols "Bell A", "Replay", and "BAR" in the range of sequence numbers 3 to 5 stop in the display window 6, on the middle reel 4b, the symbols "Red 7A", "Bell A", and "Replay" in the range of sequence numbers 10 to 12 stop in the display window 6, on the right reel 4c, the symbols "Blank", "Replay", and "Bell A" in the range of sequence numbers 0 to 2 stop in the display window 6, and the symbol combination "Bell A, Bell A, Bell A" stops on the diagonally lower right line when the button press order is correct. However, in reality, the winning combination is determined to be the "Replay Bell A Replay" symbol combination that stops on the middle winning line.

[0054] The push order bell role 3 is a push order bell role that can only be won when the push order is "5b → 5c → 5a." When the push order is correct, either "Bell A" or "Bell B" will stop on the middle winning line in the display window 6, and this pattern combination will be judged as a winning combination. For example, as shown in Figure 4(c), on the left reel 4a, the symbols "Watermelon", "Bell A", and "Replay" in the range of sequence numbers 2 to 4 stop in the display window 6, on the middle reel 4b, the symbols "Red 7A", "Bell A", and "Replay" in the range of sequence numbers 10 to 12 stop in the display window 6, on the right reel 4c, the symbols "Replay", "Bell A", and "Cherry" in the range of sequence numbers 1 to 3 stop in the display window 6, and on the middle line, the symbol combination "Bell A, Bell A, Bell A" stops when the button press order is correct.

[0055] The push order bell role 4 is a push order bell role that can only win if the push order is "5b → 5a → 5c", and when the push order is correct, either "Bell A" or "Bell B" will stop on the small hill-shaped line connecting the bottom, middle and bottom rows in the display window 6. For example, as shown in Figure 4(d), on the left reel 4a, the symbols "Bell B", "Watermelon", and "Bell A" in the range of sequence numbers 1 to 3 stop in the display window 6, on the middle reel 4b, the symbols "Red 7A", "Bell A", and "Replay" in the range of sequence numbers 10 to 12 stop in the display window 6, and on the right reel 4c, the symbols "Blank", "Replay", and "Bell A" in the range of sequence numbers 0 to 2 stop in the display window 6, and the symbol combination "Bell A, Bell A, Bell A" stops on the small hill-shaped line when the button press order is correct. However, in reality, the winning combination is determined to be the "Watermelon Bell A Replay" symbol combination that stops on the middle winning line.

[0056] The push order bell role 5 is a push order bell role that can only win if the push order is "5c → 5a → 5b", and when the push order is correct, either "Bell A" or "Bell B" will stop on the upper right diagonal line in the display window 6. For example, as shown in Figure 4(e), on the left reel 4a, the symbols "Cherry", "Watermelon", and "Bell A" in the range of sequence numbers 6 to 8 stop in the display window 6, on the middle reel 4b, the symbols "Red 7A", "Bell A", and "Replay" in the range of sequence numbers 10 to 12 stop in the display window 6, on the right reel 4c, the symbols "Bell A", "Cherry", and "Watermelon" in the range of sequence numbers 2 to 4 stop in the display window 6, and the symbol combination "Bell A, Bell A, Bell A" stops on the upper right diagonal line when the button press order is correct. However, in reality, the winning combination is determined to be the "Watermelon, Bell A, Cherry" symbol combination that stops on the middle winning line.

[0057] The push order bell role 6 is a push order bell role that can only win if the push order is "5c → 5b → 5a", and when the push order is correct, either "Bell A" or "Bell B" will stop on the small V-shaped line connecting the top, middle and top rows in the display window 6. For example, as shown in Figure 4(f), the left reel 4a stops in the display window 6 with the symbols "Bell A", "Replay", and "BAR" in the range of sequence numbers 3 to 5, the middle reel 4b stops in the display window 6 with the symbols "Red 7A", "Bell A", and "Replay" in the range of sequence numbers 10 to 12, and the right reel 4c stops in the display window 6 with the symbols "Bell A", "Cherry", and "Watermelon" in the range of sequence numbers 2 to 4, and the symbol combination "Bell A, Bell A, Bell A" stops on the small V-shaped line when the button press order is correct. However, in reality, the winning combination is determined to be the "Replay, Bell A, Cherry" symbol combination that stops on the middle winning line.

[0058] As described above, when any of the push order bell roles 1 to 6 is won, the symbol combination that forms the winning push order bell role will stop on the winning line only when the stop buttons 5a to 5c are operated in the corresponding push order. In other words, the main control device 10 constitutes a first specific stop control means that can output the winning symbol combination of the push order bell role to the reel 4 as a first specific stop mode that can award a predetermined number (e.g., 6 medals) as a first bonus based on the push order operation corresponding to the winning push order bell role as a first stop operation mode by the player.

[0059] When the push order bell role is won, regardless of which stop button 5 is operated second or third, as long as only the first stop button 5 is operated in a specific push order, the reels 4 may be controlled to stop so that a combination of symbols corresponding to the push order bell role stops. Also, the number of push order bells is not limited to six, and three push order bells 1 to 3 may be provided. In addition, a common bell role that can be won without any restrictions on the pressing order may be provided as a bell role in addition to the pressing order bell role.

[0060] On the other hand, the colored bell roles are Colored Bell Role 1, which wins when the symbol combination of "Blank Bell A Bell A" stops on the middle winning line; Colored Bell Role 2, which wins when the symbol combination of "BAR Bell A Bell A" stops on the middle winning line; Colored Bell Role 3, which wins when the symbol combination of "Red 7A Bell A Bell A" stops on the middle winning line; and Colored Bell Role 4, which wins when the symbol combination of "White 7 Bell A Bell A" stops on the middle winning line.

[0061] Specifically, as shown in Figure 5(a), color bell role 1 is a color bell role that wins when the symbols "replay," "blank," and "bell B" in the range of sequence numbers 19 to 1 stop in the display window 6 on the left reel 4a, for example, symbols "red 7A," "bell A," and "replay" in the range of sequence numbers 10 to 12 stop in the display window 6 on the middle reel 4b, and symbols "replay," "bell A," and "cherry" in the range of sequence numbers 1 to 3 stop in the display window 6 on the right reel 4c, and the symbol combination "blank, bell A, bell A" stops on the middle winning line, resulting in a winning result.

[0062] As shown in Figure 5(b), the color bell role 2 is a color bell role that wins when the symbols "replay," "BAR," and "cherry" in the range of sequence numbers 4 to 6 stop in the display window 6 on the left reel 4a, and symbols such as "red 7A," "bell A," and "replay" in the range of sequence numbers 10 to 12 stop in the display window 6 on the middle reel 4b, and symbols such as "replay," "bell A," and "cherry" in the range of sequence numbers 1 to 3 stop in the display window 6 on the right reel 4c, and the symbol combination "BAR·Bell A·Bell A" stops on the middle winning line.

[0063] As shown in Figure 5(c), the color bell role 3 requires that the symbols "Replay", "Red 7A", and "Red 7B" in the range of sequence numbers 9 to 11 stop in the display window 6 on the left reel 4a, and that the symbols "Red 7A", "Bell A", and "Replay" in the range of sequence numbers 10 to 12 stop in the display window 6 on the middle reel 4b, and that the symbols "Replay", "Bell A", and "Cherry" in the range of sequence numbers 1 to 3 stop in the display window 6 on the right reel 4c, and that the symbol combination "Red 7A, Bell A, Bell A" stops on the middle winning line, resulting in a winning combination.

[0064] As shown in FIG. 5(d), the color bell role 4 requires that the symbols "Replay," "White 7," and "Bell B" in the range of sequence numbers 14 to 16 stop in the display window 6 on the left reel 4a, and that the symbols "Red 7A," "Bell A," and "Replay" in the range of sequence numbers 10 to 12 stop in the display window 6 on the middle reel 4b, and that the symbols "Replay," "Bell A," and "Cherry" in the range of sequence numbers 1 to 3 stop in the display window 6 on the right reel 4c, and that the symbol combination "White 7, Bell A, Bell A" stops on the middle winning line to win.

[0065] Furthermore, unlike the push order bell role, the color bell role can be won in any push order, but as mentioned above, each of the special symbols is spaced apart beyond the pull-in range, so in order to win, it is necessary to perform a push operation aimed at one of the special symbols on the left reel 4a, which serves as a specified individual variable display means.

[0066] As described above, when any of the color bell roles 1 to 4 is won, the symbol combination that creates the winning color bell role will stop on the winning line only if a button press operation is performed aiming at the corresponding special symbol on the left reel 4a. In other words, the main control device 10 constitutes a second specific stop control means that can cause the reel 4 to output a winning pattern combination for the color bell role as a second specific stop mode that can award a predetermined number (e.g., 15 medals) as a second bonus based on an operation by the player aiming at a special pattern corresponding to the winning color bell role as a second stop operation mode. In addition, while there may be an operation aimed at a special symbol on a specific reel 4, for the other reels 4, the winning symbol combination may be derived only when the reels 4 are stopped in a predetermined pressing order.

[0067] The watermelon role is a small role (rare role) where the corresponding symbol combination is "watermelon, watermelon, watermelon", and there are two types: a weak watermelon role where "watermelon, watermelon, watermelon" stops on the upper or lower line, and a strong watermelon role where "watermelon, watermelon, watermelon" stops on the upward-to-right or downward-to-right line. The cherry role is a minor role (rare role) where the corresponding symbol combination is "cherry-ANY-ANY." There are two types of cherry roles: a weak cherry role where "cherry" stops on the top or bottom row of the left reel 4a, and a strong cherry role where "cherry" stops on the middle row of the left reel 4a.

[0068] There are two replay roles with different corresponding symbol combinations: a normal replay role (hereinafter referred to as a replay role) with a corresponding symbol combination of "replay-replay-replay" and a chance replay role (chance role) with a corresponding symbol combination of "replay-bell-bell." "Replay Bell Bell" (Chance Eye) is a combination of symbols that stops and is displayed when a Chance Replay symbol is won, and along with the Watermelon and Cherry symbols, it is set as a so-called rare symbol with a relatively low probability of winning in the internal lottery process. As with the push-order bell symbol, the watermelon, cherry, and replay symbols will determine whether they win based on the symbol that stops on the middle winning line when each of the symbol combinations listed above stops. Also, the cherry role and the watermelon role may be considered as a type of replay role.

[0069] The symbols corresponding to the replay role and the push-order bell role ("Bell A" or "Bell B") are set to always be within the reel-in range regardless of when each reel 4 is stopped, so that there is no need for so-called eye-pressing operations to aim for the "replay," "Bell A," or "Bell B." On the other hand, the "cherry" symbol on the left reel 4a and the "watermelon" symbol on the middle reel 4b are arranged with a gap wider than the reel-in range in some places, so when a cherry role is won, eye-pressing operations are required to aim for the "cherry" symbol when stopping the left reel 4a, and similarly, when a watermelon role is won, eye-pressing operations are required to aim for the "watermelon" symbol when stopping the middle reel 4b. In addition, when the cherry and watermelon symbols are won, the arrangement of the "cherry" and "watermelon" symbols on each reel 4 may be any arrangement as long as the eye-pressing operation is required.

[0070] In addition, the main control device 10 and the sub-control device 20 can execute push order navigation for each game as a notification state for the push order bell role. Push order navigation is a state in which, when any of push order bell roles 1 to 6 is won, the push order for the winning push order bell role is notified (push order navigation is executed) by the main display 8 and the navigation lamp 12. Therefore, when the push order navigation is executed, the player can win the winning push order bell role by simply stopping reel 4 in the instructed push order.

[0071] In other words, the sub-controller 20 constitutes a first stop operation notification means that can notify the player in a recognizable manner of the first stop operation mode that stops the winning pattern combination of the push order bell role in a game in which the winning pattern combination can be stopped as a first specific stop mode. Furthermore, the sub-control device 20 notifies the stop operation sequence for each of the reels 4a to 4c as the plurality of individual variable display means as the first stop operation mode.

[0072] Similarly, a color navigation can be executed for each game as a notification state for the color bell combination. The color navigation is a state in which, when any of the color bell combinations 1 to 4 is won, the main display 8 notifies (executes the color navigation) the type of special symbol on the left reel 4a corresponding to the won color bell combination. Therefore, when the color navigation is executed, the player can win the winning color bell role by performing a button press operation to aim for the notified special symbol on the left reel 4a.

[0073] In other words, the sub-controller 20 constitutes a second stop operation notification means that can notify the player in a recognizable manner of the second stop operation mode that stops the winning pattern combination of the color bell role in a game in which the winning pattern combination of the color bell role can be stopped as a second specific stop mode. Furthermore, the sub-control device 20 notifies, as the second stop operation mode, a stop operation mode for causing the left reel 4a serving as the predetermined individual variable display means to produce a predetermined symbol. In this way, players can easily win medals by executing the push order navigation and color navigation, and either the push order navigation or the color navigation is executed (activated) during the pseudo-bonus state and AT state described below.

[0074] Based on the combination of symbols as described above, the winning of a small prize or a replay prize is determined (determination means), and when the result of the determination is that the combination of symbols corresponds to each of the above, a win is made and a game value according to the establishment of each win is awarded. For example, when a combination of symbols corresponding to a small win such as a bell, cherry, or watermelon stops, it is determined that a small win has been achieved, and the medal payout device 7 is driven and controlled to pay out a predetermined number of medals through the medal payout outlet 7b.

[0075] Specifically, when the corresponding symbol combination stops and is displayed during the push order bell role, six medals are paid out. In addition, when the push order bell role is won, if the stop buttons 5a to 5c are operated in a push order other than the specific push order (five push orders) and the corresponding combination of symbols does not stop and display, fewer than six medals (for example, one medal) will be paid out.

[0076] In addition, when a combination of corresponding symbols stops and is displayed in the color bell role, 15 medals are paid out. Also, when a colored bell role is won, if any of the special symbols does not stop and appear on the middle winning line of the left reel 4a, no medals will be paid out. In addition, the probability of winning the push order bell role and the color bell role is set so that the number of medals held by the player increases during the pseudo bonus state and AT state described below.

[0077] In addition, when a combination of symbols corresponding to a weak watermelon role and a strong watermelon role is stopped and displayed, two medals are paid out. In addition, when a combination of symbols corresponding to a weak cherry role and a strong cherry role is stopped and displayed, one medal is paid out. The number of medals paid out when a combination of symbols corresponding to each winning combination is stopped and displayed may be other than the above-mentioned number.

[0078] Furthermore, the replay role and chance replay role are determined by the stopped display of the combination of symbols corresponding to the replay role and chance replay role (chance role), and it becomes possible to play the next game with the same number of bets as the number of bets set in the previous game without inserting medals (without setting the number of bets).

[0079] In addition, the winning probability of each role is set in the following relationship for each setting: Push Order Bell role > Color Bell role > Replay role > Weak Cherry role > Weak Watermelon role > Chance Replay role > Strong Watermelon role > Strong Cherry role, that is, the Bell role is set to be the easiest to win and the Strong Cherry role is set to be the hardest to win. However, the winning probability of the Push Order Bell role here is the total value of each Push Order Bell role, and the same applies to the Color Bell role. The relationship between the winning probabilities of each role may be other than that described above. In addition, the weak cherry role, weak watermelon role, chance replay role (chance role), strong cherry role, and strong watermelon role are called rare roles in the sense that they are winning roles that are difficult to win.

[0080] [Game flow in the gaming machine of the first embodiment] Next, the flow of the game on the slot machine 1 will be described with reference to FIG. FIG. 6 is a diagram for explaining the gaming state in the slot machine 1 according to the first embodiment. The main control unit 10 and the sub-control unit 20 can control the slot machine 1 to multiple game states, and perform various processes in each game state and control transitions between game states (hereinafter simply referred to as "transitions") as follows.

[0081] 6, the game of the slot machine 1 of the first embodiment is composed of multiple game states, including a normal game state, a CZ state, a pseudo bonus state, and an AT state. The main control device 10 and the sub-control device 20 are capable of controlling the transition from one game state to another game state based on the establishment of a predetermined transition condition.

[0082] The game on the slot machine 1 has a normal section and an advantageous section. These sections are divided by the game state, and further divided by the winning state for the game state advantageous to the player, such as the AT state. The winning states for the game states advantageous to the player are set to a normal probability state and a high probability state, as will be described later. The normal section is a section that can be played in a normal gaming state, and includes a section in which a pseudo bonus state can be played by lottery at the lottery probability in the normal probability state in the normal gaming state. In addition, during the normal period, lottery control may be performed so that the pseudo bonus state is not won. In addition, in the normal section, the probability of winning the pseudo-bonus state may be made even higher than in the high-probability state, making it an ultra-high-probability state; for example, in the normal section, if a predetermined rare role is won, the pseudo-bonus state may always be won. After transitioning from the normal zone to another game state, the advantageous zone continues to exist until returning to the normal zone again.

[0083] The advantageous zone includes zones playable in the CZ state, the precursor state of the CZ state, the pseudo-bonus state, the normal probability state and high probability state of the pseudo-bonus state, the precursor state of the pseudo-bonus state, and the AT state. The main control device 10 counts the number of consecutive games executed while in the advantageous zone. When the game state is in the advantageous zone, the advantageous zone lamp 13 is lit. The advantageous zone lamp 13 may be lit only while the player can actually recognize the state as advantageous, such as the CZ state, pseudo bonus state, AT state, etc. For example, the advantageous zone lamp 13 may not be lit during the high probability state of the pseudo bonus state.

[0084] After moving into the advantageous zone, in order to end the advantageous zone, in addition to moving to the normal zone due to the game lottery results, etc., one of the following conditions must be met: "the number of consecutive games played in the advantageous zone reaches a predetermined number" or "the number of medals acquired during the advantageous zone reaches a predetermined number." A limiting means (so-called limiter) is provided to limit the number of medals that can be acquired during a series of advantageous zones consisting of each state identified as an advantageous zone.

[0085] The above conditions for ending the advantageous zone are merely examples, and may include, for example, "at least one push order bell has been announced." The above conditions for ending the advantageous zone may also include, for example, "a combination of symbols corresponding to a bonus role has been stopped and displayed," "a combination of symbols corresponding to a winning role of a first-class special role (a so-called regular bonus) has been stopped and displayed," etc. The upper limit of the number of consecutive games in the advantageous zone may be any number, such as 1,000 or 1,500, and the upper limit of the number of medals that can be won may be any number, such as 1,000 or 2,400.

[0086] Next, we will explain in detail for each game state (normal game state, CZ state, pseudo bonus state, AT state) executed under the control of the main control unit 10 and the sub-control unit 20, the transition processing between game states, and the various effects that occur in conjunction with the transition processing.

[0087] Unless otherwise specified below, the transition from one game state to another is basically made after the third reel is stopped in the game in which the transition condition is met (or after the medals have been paid out). However, this is not limited to this, and the transition may occur from the next game after the transition condition is met. In addition, the effects include, for example, premonition effects (real premonition effects or fake premonition effects) and continuous effects, which will be described later, and consist of notifications of the awarding of a bonus or advance notifications before the bonus is awarded, using images (videos) on the main display 8 and sub-display 17, sound effects from the speaker 9, and light emitted by the lamp 11, etc., which increase the player's anticipation of the awarding of the bonus.

[0088] (Normal gameplay state) The normal gaming state is a gaming state in which the player remains when the main controller 10 of the slot machine 1 is reset, and is a disadvantageous state for the player. As shown in Figure 6, the main control device 10 performs lottery processing to transition to the CZ state, pseudo bonus state, and AT state while in the normal gaming state. Note that depending on the specifications of the slot machine 1, it may not be possible to transition directly from the normal gaming state to the AT state.

[0089] During the normal gaming state, an individual effect that is completed in one game is executed on the main display device 8 or the sub-display device 17 with a predetermined probability. The individual effects are mainly performed to heighten the player's sense of anticipation, and include winning effects that are performed based on the results of the lottery for winning combinations in the main control device 10, which will be described later. In addition, individual effects also include those that are executed based on the probability state at that time (normal probability state or high probability state), and those that are executed to explain the game. The winning effect is an effect that is mainly executed to notify the results of the lottery for the role, and displays an item that can notify the winning rare role along with the appearance of a specified character, or displays text information such as "Chance" or "Super Hot" that indicates the expectation of the AT state occurring along with the appearance of a specified character, and is an effect that displays an image according to the type of rare role that was won and the result of the lottery for transitioning to the AT state that was triggered by the winning rare role.

[0090] -Transition process from normal game state to pseudo bonus state (arrow a in Figure 6) In the normal gaming state, if the decision made by the main control device 10 as to whether or not to grant a bonus is a predetermined special decision result, a pseudo-bonus state (bonus) is granted as a second specific gaming state.

[0091] More specifically, the main control device 10 performs a lottery process for transitioning to the pseudo bonus state in advance based on the winning of a predetermined rare role as a specific lottery result. For example, the process for transitioning to the pseudo bonus state is performed with a predetermined probability (for example, 20%) when a chance role or a strong cherry role is won. The pseudo bonus state continues until a predetermined number of games have been played, during which a lottery to transition to the AT state is held. Details of the pseudo bonus state will be described later.

[0092] In addition, in the normal game state, the probability of entering the pseudo bonus state when a specified rare role is won can be changed according to the setting value in the probability setting device 14, which serves as a setting means. For example, when a chance role is won, the probability of entering the pseudo bonus state is 20% for setting 1, 22% for setting 2, 24% for setting 3, 26% for setting 4, 28% for setting 5, and 30% for setting 6.

[0093] Incidentally, the transition to the pseudo bonus state, i.e., the decision on whether or not to grant a benefit, may be made by a method other than drawing a lottery for a rare role by a lottery means. For example, the transition to the pseudo bonus state may be decided when a predetermined role (for example, a bell role) has been won (or the number of times it has actually been won) reaches a predetermined number, or a lottery for the pseudo bonus state may be held at that time, or the transition to the pseudo bonus state may be decided when the number of games played since the previous pseudo bonus state or the end of the AT state reaches a predetermined number, or points may be added according to the lottery for the role, and the points to be added may be made changeable according to the type of role won or the state in which the role is won, and the transition to the pseudo bonus state may be decided when the points reach a predetermined number, or a lottery for the pseudo bonus state may be held at that time.

[0094] In addition, a pseudo bonus state may be generated during the AT state described below. In addition, in the first embodiment, the lottery trigger role for the pseudo bonus state is set to the chance role and the strong cherry role, but the pseudo bonus state may be drawn when other roles are won.

[0095] If the player wins the lottery to transition to the pseudo bonus state, before the transition to the pseudo bonus state, a premonition effect (first specific effect) is executed on the main display 8 for a predetermined number of games (for example, 18 games) to notify the player that the transition to the pseudo bonus state will eventually occur, in order to increase the player's anticipation for the transition to the pseudo bonus state.

[0096] In other words, even if the main control unit 10, which serves as a lottery means, has previously determined that a transition to the pseudo-bonus state will occur, it does not immediately transition to the pseudo-bonus state, but rather generates the pseudo-bonus state after a predetermined number of games (for example, 30) have been played from that point onwards, and the sub-control unit 20, based on the main control unit 10's prior determination that a pseudo-bonus state will occur, controls the execution of this premonition effect as a premonition effect during the predetermined number of game execution periods before the transition to the pseudo-bonus state. Therefore, when a transition to a pseudo-bonus state is predetermined as a bonus being awarded, the sub-control device 20 is capable of executing this premonition effect as a specific effect (first specific effect) across multiple games during a predetermined period before the bonus is awarded.

[0097] In addition, a waiting period of a predetermined number of games (for example, 12 games) is set between winning the lottery to transition to the pseudo-bonus state and the execution of the actual premonition effect, and the actual premonition effect will be executed after the end of this waiting period. Therefore, even if the lottery for transition to the pseudo-bonus state is won, the transition to the pseudo-bonus state will not occur immediately, but will occur after a waiting period and the execution of this premonition effect.

[0098] During this premonition effect, the main display 8 switches to a stage image with a different background than that during the normal game state, and a premonition stage effect image is executed in which the characters that appear perform actions different from those during the normal game state. For example, an effect on the premonition stage in which a character advances through a cave is executed throughout multiple games. The effect content itself does not change even after one game ends. For example, even if the screen is switched due to the occurrence of various events in a given game, the effect content itself, such as a character advancing through a cave, continues in the next game without changing. Therefore, this premonition effect is a series of effects executed across (spanning) multiple games. In addition, multiple patterns with different backgrounds, etc. are prepared for the premonition stage, and one of the patterns of the premonition stage is selected under the control of the sub-controller 20 depending on whether or not a win has been made in the pseudo-bonus state at that time.

[0099] In addition, even if a player wins a rare role (e.g., a chance role) that triggers a transition to the pseudo bonus state but does not win the lottery for transition to the pseudo bonus state, a fake premonition effect (second specific effect) is executed on the main display 8 for a predetermined number of games (e.g., 18 games) to notify the player that they will not ultimately transition to the pseudo bonus state, just as when they win the pseudo bonus state. In addition, the fake premonition effect may be performed with a predetermined probability (for example, 50%) when a rare role that triggers a transition to the pseudo bonus state is won but the lottery for transitioning to the pseudo bonus state is not won, or it may be performed always.

[0100] In other words, the sub-controller 20 is capable of executing a fake premonition effect as a specific effect (second specific effect) across multiple games based on the establishment of a predetermined condition when the main controller 10 has not previously determined the transition to the pseudo-bonus state. Therefore, regardless of whether the main control unit 10 as a bonus-granting means has previously decided to transition to a pseudo-bonus state, the sub-control unit 20 is capable of executing a specific effect (real premonition effect or fake premonition effect) across multiple games that can indicate whether a bonus will be granted or not when a specific condition such as winning a chance role is met.

[0101] Also, when a fake premonition effect is executed, just as when a pseudo bonus state is entered, a fake waiting period of a predetermined number of games (for example, 12 games) is set between the winning of a rare role that triggers a transition to the pseudo bonus state and the execution of the fake premonition effect. The real premonition effects and fake premonition effects are basically made up of a series of effects across multiple games in which the performance images (stages or characters that appear, etc.) are set in the same way, and by making the content that is finally announced different, it is possible to keep the player's expectations captivated until the very end.

[0102] In addition, during the premonition effect (main premonition effect or fake premonition effect) and the waiting period (or fake waiting period), the occurrence rate of the winning effect executed in each game is higher than during other normal game states, as will be described in detail below. In particular, during the waiting period (or fake waiting period), a premonition effect will occur afterwards, and each winning effect that occurs with an increased occurrence rate will act as a so-called tease for the occurrence of a pseudo-bonus state, increasing the player's expectations. Other examples of promotional effects include increasing the appearance rate of specific characters during winning effects, changing the color scheme of character dialogue images to something different from outside promotional effects (for example, blue), and changing the background.

[0103] In addition, in the main premonition effect and the fake premonition effect, notification is made as to whether or not the state will eventually shift to a pseudo bonus state, and in this case, a continuous effect (continuous effect) is executed on the main display device 8 from several games (for example, two games) before the final game of the premonition effect. The continuous effect is executed, for example, as a battle effect consisting of images of a main character and an enemy character fighting for a predetermined number of games (for example, three games).

[0104] In the continuous effects, an effect image in which the main character and enemy character repeatedly attack and defend each game is executed, and the effect content of each game is carried over to the next game. For example, if the main character receives damage in a certain game, an effect is executed in which the damage is carried over to the next game (for example, an effect in which a meter showing the amount of damage is changed). In addition, the offensive and defensive state between the main character and enemy character in each game is set depending on whether or not there is a transition to a predetermined pseudo-bonus state, and it is set so that when there is a transition to the pseudo-bonus state, there are more games in which the main character attacks than when there is no transition. That is, the continuous effects are a series of effects that are executed over (across) a plurality of games. In addition, a button effect may be executed in parallel with the continuous effect.

[0105] If the pseudo bonus state is won (in the case of the actual premonition effect), an image of the main character ultimately winning will be displayed to notify that the pseudo bonus state has been won, and if the pseudo bonus state is not won (in the case of the fake premonition effect), an image of the main character ultimately losing will be displayed to notify that the pseudo bonus state has not been won. In addition, instead of a continuous effect, an effect may be executed that is completed with only the final game of the main premonition effect and the fake premonition effect, and a notification regarding a transition to a pseudo bonus state may be given based on the result of that effect.

[0106] In addition, the real sign effect and the fake sign effect may be generated immediately when a rare combination that triggers a transition to the pseudo bonus state is won. In addition, the fake sign effect may be generated always when a rare combination that triggers a transition to the pseudo bonus state is won, or may be generated with a predetermined probability. The number of games for the real premonition effects and the fake premonition effects may be any number of games, or may be selectively determined from a plurality of numbers of games (for example, 15 to 20 games).Similarly, the waiting period may be selectively determined from a plurality of numbers of games (for example, 10 to 15 games), so that the waiting period can be varied.

[0107] The number of games that can be selected for the execution period of the real premonition effect and the fake premonition effect may be set to the same, but the number of games that cannot be selected for the fake premonition effect may be selectable during the real premonition effect. In this way, if the premonition effect ends after an unrealistically short number of games for the fake premonition effect, or if the premonition effect continues for an unrealistically long number of games for the fake premonition effect, the real premonition effect will be confirmed, thereby increasing the player's sense of anticipation.

[0108] In addition, the normal game state has a normal probability state and a high probability state, which have different winning probabilities for transitioning to the pseudo-bonus state. The winning probability of the lottery for transitioning to the pseudo-bonus state is higher in the high probability state than in the normal probability state, and the transition from the normal probability state to the high probability state is controlled, for example, with a 30% probability when a weak watermelon or weak cherry role is won. On the other hand, as a predetermined downgrade condition, for example, a transition from the high probability state to the normal probability state is controlled with a 5% probability when a replay role, a bell role, or a miss is won.

[0109] The winning probability in the pseudo bonus state is set at, for example, a 20% probability when a chance role or a strong cherry role is won in the normal probability state, and at a 50% probability when a chance role or a strong cherry role is won in the high probability state. When the probability state changes from a normal probability state to a high probability state, the sub-controller 20 controls the main display 8 to notify the player that the state is high probability. For example, if a stage in which the main character moves through a grassland is displayed during normal gameplay, the background of the stage is changed from a daytime background to an evening background to notify the player that the state is high probability.

[0110] However, rather than ensuring that the stage is changed when a high probability state is reached, a stage change lottery is held with a predetermined probability (for example, 30%) during the game when the high probability state is reached, and the stage is changed only if the result of this change lottery is won. In addition, even in a game in a normal probability state, a lottery for changing to a stage is held with a predetermined probability (2%), and if this change lottery is won, control is exercised to change to a stage indicating a high probability state.

[0111] On the other hand, even when staying on a stage with an evening background, a lottery for changing to a daytime background is held, and the game is controlled so that in a normal probability state, there is a relatively high probability (for example, 20%) of winning the change lottery, and in a high probability state, there is a relatively low probability (for example, 5%) of winning the change lottery. Therefore, even if the stage has an evening background, it does not necessarily mean that the player is in a high probability state; a stage with an evening background merely indicates a high probability state.

[0112] In addition, if the setting value in the probability setting device 14 is changed or the main control device 10 is reset, the game will move through the normal zone and then to the advantageous zone, and then actual play can begin in the normal game state in the normal probability state.However, for each setting value in the probability setting device 14, the normal game state may be started in a high probability state with a predetermined probability. In addition, when a chance role and a strong cherry role are won, the pseudo bonus state may be won with different probabilities.

[0113] -Transition process from normal game state to CZ state (arrow c in Figure 6) In the normal game state, the main control device 10 performs a lottery process to transition to the CZ state based on winning a predetermined rare combination. For example, when a strong watermelon combination is won, the transition process to the CZ state is performed with a predetermined probability (for example, 10%). The condition for transitioning to the CZ state is winning this transition lottery.

[0114] In addition, in the normal gaming state, the main control device 10 may be configured to change the winning probability state of the CZ state, for example, when a weak cherry role is won. Also, the sub-control device 20 may perform notification control for the winning probability state. When performing notification control, rather than directly notifying each probability state, the display content of the main display 8 may be changed to the extent that the player can predict what the probability state is at that time. In addition, in the normal gaming state, the probability of winning the CZ state when a specified rare role is won may be changeable according to the setting value in the probability setting device 14 as a setting means.

[0115] Furthermore, even if the player wins the lottery to transition to the CZ state, the player will not transition to the CZ state immediately, but will instead enter a CZ state waiting state (delay period) for a predetermined number of games (for example, 5 to 8 games), during which time the player will wait to transition to the CZ state before transitioning to the CZ state. Also, during the CZ state standby state, control is performed to make the presentation content on the main display device 8 different from other states, similar to the standby period of the pseudo bonus state described above.

[0116] In other words, by increasing the occurrence rate of winning effects executed in each game compared to other normal game states, the winning effects become so-called hype effects for the CZ state that occurs afterwards, thereby increasing the player's expectations. Other examples of promotional effects include increasing the appearance rate of specific characters during winning effects, changing the color scheme of character dialogue images to something different from outside promotional effects (for example, blue), and changing the background. Then, at the end of the game when the CZ state waiting state ends, the main display 8 will notify that the game will transition to the CZ state.

[0117] In addition, in order to increase the player's anticipation for the transition to the CZ state, during the CZ state waiting state, a continuous CZ state presentation for a predetermined number of games (e.g., 2 games) may be executed on the main display 8 to notify the player that they will eventually transition to the CZ state.

[0118] Also, if a player wins a specified rare role (for example, a strong cherry role) but does not win the lottery to transition to the CZ state, the main display 8 will be controlled to display different content from other states (so-called hype display) for a specified number of games (for example, 5 to 8 games), similar to the delay period described above. Therefore, when a predetermined rare role (for example, a strong cherry role) is won, the player's sense of expectation is heightened for a predetermined period of time regardless of whether or not there is a transition to the CZ state.

[0119] In addition, a fake continuous performance of the CZ state for a predetermined number of games (for example, 3 games) to notify that the game will not ultimately transition to the CZ state may be executed on the main display 8. In this case, the characters that appear in the continuous performance of the CZ state and the fake continuous performance may basically be set to be the same, and the content of the final notification may be made different, thereby keeping the player's expectations high until the end. For example, as a continuous effect in the CZ state (or a fake continuous effect), an effect image may be executed in which a character challenges a sports competition throughout each game. In this case, during the continuous effect (or fake continuous effect), sports competitions are executed continuously throughout the games in between, and if the CZ state is won, an effect image is executed in which the character ultimately succeeds in the competition (for example, succeeds in scoring a goal in soccer), and if the CZ state is not won, an effect image is executed in which the character fails in the competition.

[0120] In addition, during the CZ state standby state, a CZ state premonition effect (CZ main premonition effect or CZ fake premonition effect) similar to the premonition effect (main premonition effect or fake premonition effect) may be executed on the main display 8, or a continuous effect or fake continuous effect may be executed at the final stage of the CZ state premonition effect (CZ main premonition effect or CZ fake premonition effect). In addition, the period during which the promotional effect is performed when a specified rare role (for example, a strong cherry role) is won may be any period during which multiple games are played, and the number of games may be determined from multiple numbers of games based on the extraction of a random number, or may be determined as a fixed number of games.

[0121] -Transition process from normal game state to AT state (arrow g in Figure 6) In the normal gaming state, the main control device 10 performs a lottery process to transition to the AT state as the first specific gaming state based on winning a predetermined rare combination. For example, when a strong cherry combination is won, the transition process to the AT state is performed with a predetermined probability (for example, 1%). The condition for transitioning to the AT state is winning this transition lottery. In addition, the transition to the AT state during normal gameplay may be made on the condition that a specified rare role is won, or may be made with a specified probability (for example, 1%) when a losing lottery result is derived in which no small role is won.

[0122] In this first embodiment, the transition to the AT state is mainly performed via a pseudo-bonus state in order to increase the player's sense of anticipation, and therefore the probability of transitioning directly from the normal game state to the AT state is set to an extremely low probability. In addition, the probability of transitioning directly from the normal gaming state to the AT state may be made changeable depending on the set probability in the probability setting device 14, or the lottery for transitioning directly from the normal gaming state to the AT state may be won only in the case of a relatively high set value (for example, setting 4 to 6). Furthermore, if the player wins the lottery to transition to the AT state during normal gameplay, a premonition effect similar to that which occurs when the pseudo-bonus state described above occurs is executed, and the AT state occurs after the premonition effect ends.

[0123] In addition, when the lottery for transitioning directly from the normal game state to the AT state is won, the selection control of the premonition effect different from that when the pseudo bonus state occurs may be performed. For example, when transitioning directly to the AT state, the selection rate of the premonition effect consisting of characters and backgrounds that have a low appearance rate (or do not appear) in the fake premonition effect may be made higher than when the pseudo bonus state occurs. In addition, the premonition effect that is not executed when the pseudo bonus state occurs may be executed only when transitioning directly to the AT state.

[0124] (CZ state) In the CZ state, push order navigation is not performed when the push order bell role is won, but the lottery process for transitioning to the pseudo bonus state is performed with a higher probability in each game than in the normal game state, so it is a game state in which it is easier to transition to the pseudo bonus state than when staying in the normal game state. Although push order navigation is not performed when the push order bell role is won, push order navigation may be performed when the push order bell role is won, or push order navigation may be performed only when the push order bell role is won, i.e., with a predetermined probability (for example, 40%) when the push order bell role is won.

[0125] When in the CZ state, it is easier to transition to the pseudo-bonus state than when in the normal game state, so the CZ state is positioned as a chance zone in the flow of the game. The maximum number of games that can be played in CZ state is 10. During the CZ state, control information regarding the CZ state is sent from the main control unit 10 to the sub-control unit 20, and under the control of the main control unit 10 and the sub-control unit 20, various effects and the number of remaining games during the CZ state are displayed on the main display unit 8.

[0126] -Transition process from CZ state to pseudo-bonus state (arrow e in Figure 6) In the CZ state, a lottery process to transition to the pseudo-bonus state is performed in each game. The winning probability of the lottery process for transitioning to the pseudo bonus state is set according to the winning combination of each game. The winning probability of the lottery process for transitioning to the pseudo bonus state is, for example, 50% when a rare combination is won, 10% when a bell combination or a replay combination is won, and 5% when a miss occurs. The lottery for transitioning to the pseudo bonus state is conducted for each game in the CZ state, but whether or not there will be a transition to the pseudo bonus state is determined in the final game of the CZ state. If a transition to the pseudo bonus state is announced in the final game, the game state will transition to the pseudo bonus state, just like in the normal game state. The lottery for transitioning to the pseudo-bonus state is executed when each role is internally won, so even if the symbol corresponding to the winning role does not stop on reel 4 (when a win is missed), the lottery for transitioning to the pseudo-bonus state is executed.

[0127] The winning probability of the lottery process for transitioning to the pseudo bonus state for some or all of the winning combinations may be other than those described above. Also, although the lottery process for transitioning to the pseudo bonus state is performed when a bell combination is won, the lottery process for transitioning to the pseudo bonus state may be performed based on the winning of a symbol corresponding to the bell combination.

[0128] Also, during the CZ state, in order to increase the interest of the game, a CZ effect in which a predetermined character appears is displayed on the main display 8. In the CZ effect, for example, during the first few games (e.g., seven games), an effect image in which the main character prepares for a battle is displayed, and during the last few games (e.g., three games) of the CZ state, an effect image in which the main character and an enemy character battle each other is displayed as a series of effects spanning multiple games. Then, if the player wins the lottery for transitioning to the pseudo bonus state, the player is notified that the main character will win the final game and transition to the pseudo bonus state.

[0129] During the CZ state, the background during the preparation for the match and the details of the offense and defense during the match change depending on the winnings of the games played during that time, creating a sense of anticipation for the transition to the pseudo-bonus state. The number of remaining games in the CZ state is displayed on the main display 8, and the number of remaining games is subtracted each time a game is played. Furthermore, even during the preparation performance before the battle performance in the CZ performance, performance images in which the main character prepares for the battle are executed continuously throughout each game, so even during the preparation performance, a series of performances spans (spans) multiple games.

[0130] In addition, during the CZ state, the presence or absence of a transition to the CZ state may be notified without executing a battle effect. For example, if a pseudo-bonus state is won in a predetermined game during the CZ state, an effect may be executed to notify that the pseudo-bonus state will be entered during that game. In this case, if the pseudo-bonus state is not won in any game during the CZ state, the CZ state will end without an effect to notify that the pseudo-bonus state will be entered.

[0131] Transition process from CZ state to normal game state (arrow d in Figure 6) If you do not win the lottery to transition to the pseudo-bonus state in the CZ state, after the specified number of games have been played in the CZ state, the game will transition to the normal game state. At this time, the CZ effect will notify you that the main character has lost and will not transition to the pseudo-bonus state.

[0132] In addition, when transitioning from the CZ state to the normal gaming state, setting-related information (setting suggestion information) that can suggest the setting value set by the probability setting device 14 may be announced by the announcement means (main display 8, speaker 9) under the control of the main control device 10 and the sub-control device 20. For example, a predetermined character from among multiple characters may be displayed on the main display device 8 or the sub-display device 17. The character to be displayed is selected according to a selection probability that is preset in accordance with each setting value of the probability setting device 14, so it is possible to predict the setting value to some extent from the displayed character.

[0133] (pseudo bonus state) The pseudo-bonus state, which is the second specific gaming state, is a gaming state in which it is extremely easy to win medals, as both push order navigation for push order bell roles and color navigation for color bell roles are executed to notify the player of operation modes that are advantageous to the player during the game in the pseudo-bonus state. Also, as will be explained in more detail later, the AT state differs from the pseudo-bonus state in that color navigation for colored bell roles is not performed, and only push order navigation for push order bell roles is performed, making the pseudo-bonus state a gaming state in which it is easier to win medals than the AT state.

[0134] The pseudo bonus state continues for a predetermined period (for example, 18 to 20 games), and a lottery for transition to the AT state is held in a predetermined game executed during that period. Therefore, if a player wins the lottery to transition to the AT state during a pseudo-bonus state in which a large number of medals can be won, the AT state will occur after the pseudo-bonus state ends, allowing the player to play a game to generate the next pseudo-bonus state while winning a certain number of medals, creating a synergistically advantageous state for the player.

[0135] The probability of winning the push order bell role and the probability of winning the color bell role are values ​​that will increase the number of medals in a specified period if any one of the navigation states continues for a specified period, but it is preferable to set the probability of winning the push order bell role (for example, approximately 57%) to a higher value than the probability of winning the color bell role (for example, approximately 30%). In addition, the duration of the pseudo-bonus state may be determined not only by the number of games executed, but also by the number of times either the push order navigation or the color navigation, or both, are executed, the number of medals paid out (number of medals paid out), the number of medals actually increased by the payout of medals (net increase in number of medals), etc.

[0136] Furthermore, in the first game that transitions to the pseudo-bonus state, the period from when the start lever 3 is operated until when the stop button 5 is operated is extended by the control of the main control device 10 compared to a normal game, and during this period, the reel 4 is rotated in reverse, and then a specific symbol combination ("red 7A, red 7A, red 7A") is stopped on the reel 4, and then the reel is rotated forward again, a so-called reel effect is performed, and it is announced that the pseudo-bonus state has occurred.

[0137] The reel effect period during which the reel effect is performed is set to, for example, 15 seconds, and during this period, operation of the stop button 5 is invalid, so that even if the reel 4 is operating, the game cannot proceed. Then, at the end of the reel presentation period, a specific symbol combination (for example, "red 7A, red 7A, red 7A") will stop (automatically stop), so the pseudo-bonus state is a state in which navigation is executed in the same way as the AT state in terms of game content, but in appearance it is as if a so-called big bonus state (real bonus state) has occurred, which differentiates it from the AT state.

[0138] Furthermore, when the reel presentation period ends, reel 4 automatically starts rotating in the forward direction, and operation of stop button 5 becomes effective. From this point on, the first game that has transitioned to the pseudo-bonus state can be stopped in the same way as a normal game. During the reel effect, the sub-controller 20 controls the main display 8 to display an effect image corresponding to the reel effect, which notifies the occurrence of the pseudo bonus state.

[0139] -Transition process from pseudo bonus state to AT state (arrow f in Figure 6) In the pseudo bonus state, a lottery process for transitioning to the AT state is performed in a predetermined number of games (1 to 3 games) executed at the end of the pseudo bonus state. In this first embodiment, the lottery process for transitioning to the AT state is executed over a lottery game period set between the last three games of the pseudo-bonus state at the longest, and whether or not to transition to the AT state is determined based on the results of the match lottery executed in each game during the lottery game period. If all the results of the match lottery for each game during the lottery game period are winning, it is determined that a special condition has been met, a transition to the AT state is decided, and the game state will transition to the AT state after the pseudo-bonus state ends.

[0140] In other words, the main control unit 10 is configured to be able to decide whether or not to transition to an AT state in connection with the execution of multiple games during a lottery game period, which is a predetermined period, and to be able to decide to grant a predetermined benefit when the lottery results related to the transition to the AT state in multiple games satisfy predetermined special conditions. In this first embodiment, the lottery process for transitioning to the AT state is performed in a predetermined number of games executed at the end of the pseudo-bonus state, but it is also possible to set a period of a predetermined number of games after the pseudo-bonus state ends in order to perform the lottery process for transitioning to the AT state, and to execute a game to determine whether or not to transition to the AT state after the pseudo-bonus state ends.

[0141] In addition, the match lottery for each game executed during the lottery game period is executed separately from the lottery for the winning combination, and the lottery mode is set so that the probability of winning is not always constant but varies between games. For example, the probability of winning the match lottery for the first game during the lottery game period is 50%, for the second game it is 60%, and for the third game it is 70%.

[0142] In addition, the lottery pattern may be other than the above-mentioned probability for each battle lottery, as long as it transitions to the AT state with a predetermined probability. In addition, a plurality of lottery modes may be set, and one of the lottery modes may be changed based on the establishment of a predetermined condition. For example, a lottery mode may be set in which the winning probability of the match lottery for each of the three games during the lottery game period is 50%, and a lottery mode in which the winning probability of the match lottery for each game is 25% for the first game, 50% for the second game, and 100% for the third game, and the match lottery for each game is executed, and one of the lottery modes may be switched. However, in this case, it is preferable that the total probability of transitioning from the pseudo bonus state to the AT state is the same regardless of the lottery mode.

[0143] Furthermore, the above-mentioned change of the lottery mode may be made executable based on the player's operation, so that the player can select the lottery mode according to his / her preference. In addition, the total probability of transitioning from the pseudo bonus state to the AT state may be changeable according to the setting value in the probability setting device 14 as a setting means.

[0144] In addition, the total probability of transitioning from the pseudo bonus state to the AT state may be set to differ depending on the lottery mode. For example, the total probability of transitioning to the AT state may be switched from a low lottery mode to a high lottery mode based on a predetermined condition that occurs during the normal game mode or the pseudo bonus state, such as the formation of a predetermined rare role (for example, a strong cherry role). In this case, if the AT state is won in a lottery mode with a low total probability, a bonus that is more advantageous to the player may be granted than if the AT state was won in a lottery mode with a high total probability. For example, if the AT state is won in a lottery mode with a low total probability, multiple continuation rights for the AT state may be stored (stocked), or an AT state with a greater number of continuations (a higher AT state) may be generated.

[0145] Furthermore, during the lottery game period, in response to the execution of the game, based on the reception of control information from the main control device 10, the sub-control device 20, which acts as a presentation control means, controls the main display device 8 to execute a series of character presentations as a predetermined presentation. The continuous effects during the pseudo-bonus state are different in content from the continuous effects executed during the aforementioned real premonition effects (or fake premonition effects), and are designed so that the battle effects are completed for each game.

[0146] In other words, in the continuous performances executed during the actual premonition performance (or fake premonition performance), the main character competes against the enemy character for three games, with the outcome of the battle being determined in the final game, but in the continuous performances executed during the pseudo bonus state, the battle performance is executed in such a way that the outcome of the battle is determined for each game according to the battle lottery in each game. In addition, the battle presentation in each game is executed based on the winning probability set for each game, so that the friendly characters (including the main character) who fight against the enemy characters in each game can appear in different types according to the winning probability.

[0147] For example, in the first game during a series of consecutive performances, ally character A appears in a match lottery with a 50% chance of winning, in the second game, ally character B appears in a match lottery with a 60% chance of winning, and in the third game, ally character C (e.g., the main character) appears in a match lottery with a 70% chance of winning.

[0148] If the match lottery for each game is successful, the allied character that appears will win at the end of that game, and if the match lottery is not successful, the allied character that appears will lose at the end of that game. As a result, if the match lottery for all games is successful, all of the allied characters will win, and finally, a transition to the AT state will be announced. On the other hand, if a player does not win even one match lottery during the lottery game period, the lottery game period ends at that point, and the pseudo-bonus state also ends at that point. Therefore, the duration of the pseudo-bonus state changes depending on the result of the match lottery.

[0149] In addition, in order to enhance the interest of the game during periods other than the lottery game period in the pseudo bonus state, a pseudo bonus effect in which a predetermined character appears is displayed on the main display 8 or the sub-display 17. In the pseudo bonus effect, for example, an introductory image of each appearing character is displayed, and predetermined music is output from the speaker 9.

[0150] On the other hand, during the lottery game period in the pseudo-bonus state, the background during the battle performance and the content of the offense and defense during the battle performance change depending on each battle lottery, thereby changing the sense of anticipation for the transition to the AT state. Furthermore, the number of remaining games in the pseudo bonus state is displayed on the main display 8, and the number of remaining games is subtracted every time a game is executed.

[0151] In this first embodiment, the period for drawing the transition lottery to the AT state in the pseudo-bonus state is set to the last three games of the pseudo-bonus state, but it can be any period in which the transition lottery is drawn over multiple consecutive games, for example, four games, five games, etc. In addition, the condition for transitioning to the AT state is set when all match lotteries in multiple games are won, but other conditions may also be used; for example, it may be decided to transition to the AT state when one or two wins are made.

[0152] Also, if there is a loss in even one match lottery during the lottery game period, the lottery game period (pseudo bonus state) ends at that point, but it is also possible to run all three games during the lottery game period regardless of the lottery results for each game. In this case, if there is a loss in the match lottery for all games, it is also possible to transition to the AT state as a special bonus. However, in this case, the condition is that a game that has a 100% probability of winning the match lottery is not executed.

[0153] In addition, the lottery for transitioning to the AT state during the pseudo bonus state may be executed outside the lottery game period described above. For example, when reel 4 is stopped in a normal operation mode (for example, an operation mode in which the left reel 4a is stopped first), a symbol combination corresponding to a replay role will stop, but when reel 4 is stopped in an irregular operation mode different from the normal operation mode (for example, an operation mode in which the right reel 4c is stopped first), a specific replay role in which a specific symbol combination (for example, "red 7A, red 7A, red 7A") stops can be drawn, and if a specific replay role is won during a period other than the lottery game period during the pseudo bonus state, a transition to the AT state may be made unconditionally (with a 100% probability). In this case, when a specific replay combination is won, it is preferable that the main display 8 displays an image urging the player to perform an irregular operation mode and aim for a specific symbol combination.

[0154] In addition, if a rare role (for example, a strong cherry role) is won during a period other than the lottery game period during the pseudo bonus state, the right to transition to the AT state at that time may be granted with a predetermined probability (for example, 10%). Furthermore, if a rare role (for example, a strong cherry role) is won during a period other than the lottery game period in the pseudo bonus state, rather than granting the right to transition to the AT state, the right to win the match lottery for a specified number of games (1 game or 2 games) during the lottery game period may be granted at that time with a specified probability (for example, 20%). In this case, when a rare combination is won, it is preferable that a winning effect that is completed in one game is executed on the main display device 8.

[0155] In addition, if the right to transition to the AT state is granted when a rare role is won during a period other than the lottery game period in the pseudo bonus state, it is preferable to perform a continuous performance in which the player will always win all games during the lottery game period, regardless of the outcome of the match lottery. In addition, during the lottery game period, a draw lottery may be held separately from the match lottery, and if a player does not win the match lottery but wins the draw lottery, the match lottery for that round may be invalidated, and a game for a new match lottery may be additionally held during the lottery game period. In addition, if all the match lotteries during the lottery game period are won, the lottery game period may be extended so that the lottery game period does not end until a match lottery is not won. In this case, if a match lottery for the extended game is won, the right to continue the AT state may be granted each time.

[0156] In addition, a button effect may be executed during the match effect of each game during the lottery game period in the pseudo bonus state. The button effect as an operation effect is a series of effects in which first, on the main display 8 (or sub-display 17), an image imitating an operation button that prompts the operation of the effect button 2d, or an operation image consisting of text information instructing the operation (for example, "PUSH"), etc. is displayed, and then, when the instructed effect button 2d (or upper effect button 2f) is operated, a predetermined image is displayed on the main display 8 (or sub-display 17).For example, at the end of a game in which a battle effect is executed, an image imitating an operation button or an operation image is displayed, and then, when the instructed effect button 2d is operated, an image announcing the result of a predetermined battle lottery is displayed on the main display 8. In this case, it is preferable that if the result of the match lottery is a win, the probability of the button effect being executed is higher than if the result is a non-win.

[0157] -Transition process from pseudo bonus state to normal game state (arrow b in Figure 6) In the pseudo bonus state, if the special conditions are not met and the right to transition to the AT state is not granted, that is, if all the match lotteries for each game during the lottery game period in the pseudo bonus state are not won, the game will transition to the normal game state after the pseudo bonus state ends. In this first embodiment, if the match lottery is not won even once in a game during the lottery game period, the special condition will not be met.Therefore, when the match lottery is not won in any game during the lottery game period, the condition for terminating the pseudo-bonus state will be met, and the game state will transition to the normal game state from the next game.

[0158] Therefore, the duration of the pseudo bonus state will change depending on the result of the game match lottery during the lottery game period. For example, if the first game during the lottery game period, the 18th game, is not won, the duration of the pseudo-bonus state will be 18 games, but if the first game during the lottery game period, the 20th game, is not won, the duration will be 20 games. Furthermore, since push order navigation and color navigation are performed during the lottery game period, even if the special conditions are not ultimately met in the pseudo-bonus state, the longer the lottery game period continues without the match lottery being a non-win, the more opportunities there are to win medals, making the player in a more advantageous position. In addition, it is possible to perform push order navigation for push order bell roles and color navigation for color bell roles even in games during the lottery game period, but push order navigation or color navigation may not be performed in games during the lottery game period, or push order navigation or color navigation may be performed only with a predetermined probability (for example, 50%).

[0159] When transitioning from the pseudo-bonus state to the normal game state, setting-related information (setting suggestion information) that can suggest the setting value set by the probability setting device 14 may be announced by the announcement means (main display 8, sub-display 17, speaker 9) under the control of the main control device 10 and sub-control device 20. For example, by displaying a predetermined character from among a plurality of characters on the main display 8 or sub-display 17 and selecting this displayed character according to a selection probability that is preset in accordance with each setting value of the probability setting device 14, it becomes possible to predict the setting value to some extent from the displayed character.

[0160] (AT state) The AT state is a game state in which it is easy to win medals, as push order navigation for the push order bell role is continuously carried out during the period in which the game is in the AT state to notify the player of an operation mode that is advantageous to the player. However, unlike the pseudo-bonus state, during the AT state, color navigation for colored bell roles is not performed, and only push order navigation is performed, so the amount of medals earned is less than during the pseudo-bonus state.

[0161] During the AT state, the continuation is managed as the remaining number of games that can continue the AT state, with a predetermined number of games (e.g., 30 games) granted at the time of initial transition to the AT state, and the remaining number of games is subtracted for each game, and the AT state continues until there are no remaining games. When there are no more games remaining in the AT state, the AT state ends.

[0162] During the AT state, control information regarding the AT state is sent from the main control device 10 to the sub-control device 20, and under the control of the sub-control device 20, images of various effects during the AT state are displayed on the main display device 8. Also, during the AT state, the number of remaining games, the total number of medals won during the series of AT states, and the total number of games played during the AT state are displayed on the main display device 8.

[0163] In addition, in the AT state, a lottery process for continuing the AT state is performed in a predetermined number of games (2 to 3 games) executed at the end of the AT state. In this first embodiment, the lottery process for continuing the AT state is executed over a lottery game period set for at most the last three games of the AT state, and whether or not to continue the AT state is determined based on the results of the match lottery executed in each game during the lottery game period. If the result of the match lottery for each game during the lottery game period is a win twice, it is determined that a special condition has been met, the AT state will continue, and a new AT state will begin after the current AT state ends. In other words, the main control unit 10 is capable of deciding whether or not to grant a specified benefit (continuation of the AT state) in connection with the execution of multiple games during a lottery game period, which is a specified period, and is configured to be able to decide to grant the specified benefit when the lottery results related to the granting of the specified benefit in multiple games satisfy predetermined special conditions.

[0164] In addition, even in the new AT state, the continuation of the AT state itself is managed in the same way as during the initial transition to the AT state, and the AT state will end when a predetermined number of games (for example, 30) have been played.However, even in the predetermined number of games (2 to 3 games) played at the end of this new AT state, a lottery process for the continuation of the AT state is carried out in the same way as during the initial transition. Therefore, when special conditions are met in the continuation lottery process during each AT state, the AT state will be executed repeatedly.

[0165] In addition, the winning probability of the match lottery for each game executed during the lottery game period in the AT state is set to be not always constant, as in the pseudo bonus state. The winning probability of each match lottery during the lottery game period in the AT state may be the same as or different from that during the pseudo bonus state. Also, multiple lottery modes for the lottery game period in the AT state may be set and may be changeable based on the establishment of predetermined conditions, or may be changeable based on the player's operation, allowing the player to select according to their preference.

[0166] Also, as in the pseudo-bonus state, during the lottery game period in the AT state, continuous character presentations are executed on the main display 8 in response to the execution of the game under the control of the sub-controller 20 based on the reception of control information from the main controller 10. As with the pseudo-bonus state, the continuous performances during the AT state are designed so that the battle performance is completed for each game, and the battle performance is carried out based on the winning probability set for each game, and the friendly characters (including the main character) who compete against the enemy characters for each game will appear in different types according to the winning probability.

[0167] If the match lottery in each game is successful, the character on the allied side that appears wins at the end of the game, and if the match lottery is not successful, the character on the allied side that appears loses at the end of the game, and this is performed in a complete manner for each game. However, in the continuation lottery process during the AT state, some of the conditions are set differently from the transition lottery process during the pseudo-bonus state. In the pseudo-bonus state, if all the results of the match lotteries in the three games are winning, the transition to the AT state is confirmed, whereas in the AT state, if two of the results of the match lotteries in the three games are winning, the continuation of the next AT state is confirmed.

[0168] Therefore, the conditions for continuing the AT state are easier to achieve than the transition conditions, which are the conditions for entering the AT state. For example, if the match lottery for the first and second games is won, the continuation of the next AT state is confirmed at that point. Even if the match lottery for the third game is not won, after the result of the match performance for that game is determined to be a loss, the continuation of the AT state will finally be announced and the game will transition to a new AT state.

[0169] In addition, in this first embodiment, if the results of the match lottery for each game executed during the lottery game period during the AT state are all winning, the right to continue the AT state for the next time will be granted, as well as the right to continue the AT state for the time after that. In other words, if two winning results are obtained in the match lottery during the lottery game period during the AT state, the right to continue the AT state for the next time will be granted as a specified benefit, but if three winning results are obtained, in addition to the granting of the specified benefit, the right to continue will be stored (stored) so that the AT state will continue for the next time after that as a granting of another benefit.

[0170] In addition, if the right to continue the AT state is stored (stored), the AT state will continue unconditionally, so in the next game during the lottery game period in the AT state, it is preferable to execute an effect image on the main display 8 that can notify that the state has been confirmed to continue, without performing the battle effect as described above.

[0171] Furthermore, even if the right to continue the AT state is stored (stored), rather than unconditionally confirming the AT state, a normal continuation lottery process may be performed in the next AT state, and the AT state may be continued using the stored information of the right to continue the AT state only if the special conditions are not met. Therefore, in this case, a match lottery will also be held for the game during the lottery game period during the next AT state, and if special conditions are met at this time, the AT state will continue without using the stored information on the right to continue the AT state, with its use reserved for the next time onwards. Furthermore, the main control unit 10 may be able to store and hold (stock) multiple continuation rights for the AT state that are granted upon the derivation of three winning results, so that, for example, if three winning results are derived in succession, two continuation rights may be additionally stored. In this case, when the AT state is continued using the stored information of the right to continue the AT state, the stored information of the right to continue is subtracted each time.

[0172] In addition, in order to enhance the enjoyment of the game during periods other than the lottery game period in the AT state, the effects during the AT state in which predetermined characters appear are displayed on the main display 8 or the sub-display 17. In the effects during the AT state, for example, an introductory image of each character that appears is displayed, and predetermined music is output from the speaker 9.

[0173] On the other hand, during the lottery game period in the AT state, the background during the battle presentation and the content of the offense and defense during the battle presentation change depending on the type of battle lottery, thereby changing the sense of expectation for the continuation of the AT state.

[0174] In this first embodiment, the period for which the AT state continuation lottery is conducted in the AT state is set to the last three games of the AT state, but it can be any period in which the transition lottery is conducted in multiple consecutive games, for example, four games, five games, etc. In addition, the special condition for the continuation of the AT state is set when the match lottery in multiple games is won twice, but other conditions may also be used; for example, it may be determined that the AT state will continue when the lottery is won once or three times. Also, if there is a loss in even one match lottery during the lottery game period, the lottery game period (AT state) ends at that point, but it is also possible to run all three games during the lottery game period regardless of the lottery results for each game. In this case, if there is a loss in the match lottery for all games, it is also possible to continue the AT state into the next game as a special bonus. However, in this case, the condition is that a game that has a 100% chance of winning the match lottery is not executed.

[0175] In addition, the lottery for the next AT state continuation during the AT state may be carried out outside the lottery game period described above. For example, similar to the pseudo bonus state, if a specific replay role is won during a period other than the lottery game period during the AT state, the AT state may be continued unconditionally (100% probability).

[0176] In addition, if a rare role (for example, a strong cherry role) is won during a period other than the lottery game period during the AT state, the right to continue the AT state at that time may be granted with a predetermined probability (for example, 10%). Furthermore, if a rare role (for example, a strong cherry role) is won during a period other than the lottery game period during the AT state, rather than granting the right to continue in the AT state, the right to win the match lottery for a specified number of games (1 to 3 games) during the lottery game period may be granted at that time with a specified probability (for example, 20%). In this case, when a rare combination is won, it is preferable that a winning effect that is completed in one game is executed on the main display device 8. Also, similar to the pseudo bonus state, a button effect may be executed during the match effect of each game during the lottery game period in the AT state.

[0177] In addition, if a specified rare role (for example, a weak cherry role, a weak watermelon role, a strong watermelon role, or a strong cherry role) is won during the AT state, a lottery will be held to add to the number of games played in the AT state, and if the additional lottery is won, a predetermined number of games corresponding to the rare role that triggered the win may be added to the remaining number of games in the currently running AT state.

[0178] In addition, if a specific rare role (for example, a strong cherry role) is won during the AT state, in addition to the above-mentioned additional lottery, it may be possible to generate an additional specialized zone in which the probability of the number of games being added for a specific period (for example, 10 games) is higher than in other states. The add-on specialized zone occurs with a predetermined probability (for example, 10%) when a specific rare role (for example, a strong cherry role) is won, and during the add-on specialized zone, in addition to rare roles with a low winning probability, for example, all roles other than replay roles are used as trigger roles for add-on, increasing the possibility of a large number of games being awarded (added) as a predetermined benefit.

[0179] In addition, in the additional special zone, the right to continue the AT state may be granted (stocked) with a predetermined probability (for example, 15%) when a predetermined role (for example, a rare role) is won. Also, multiple rights to continue the AT state may be granted (stocked) each time the above conditions are met. In this case, if there are still rights (stocks) remaining to continue the AT state, special conditions will be met unconditionally in the continuation lottery process during the AT state.

[0180] In addition, if three winning results are derived in the match lottery during the lottery game period during the AT state, in addition to the granting of a predetermined benefit, a continuation right is stored (stocked) so that the AT state will continue for the next AT state as well, and as a granting of another benefit, a predetermined number of games (for example, 20) may be added to the number of remaining games in the AT state currently being executed or the next AT state, or as a granting of another benefit, the aforementioned additional specialized zone may be executed after the end of the AT state currently being executed.

[0181] In addition, during the lottery game period in the AT state, a draw lottery may be executed separately from the match lottery, and if the player does not win the match lottery but wins the draw lottery, the match lottery for that round may be invalidated, and a game for a new match lottery may be executed additionally during the lottery game period. In addition, if all the match lotteries during the lottery game period are won, the lottery game period may be extended so that the lottery game period does not end until a match lottery is not won. In this case, if a match lottery for the extended game is won, the right to continue the AT state may be granted each time.

[0182] -Transition process from AT state to pseudo bonus state (arrow i in Figure 6) During the AT state, as during the normal game state, the main control unit 10 performs a lottery process to transition to the pseudo bonus state in advance based on the winning of a specified rare role as a specific lottery result, and the transition process to the pseudo bonus state is performed with a specified probability (for example, 20%) when a chance role or a strong cherry role is won.

[0183] If the player wins the lottery to transition to the pseudo-bonus state during the AT state, the AT state currently in progress will be temporarily interrupted and the game state will transition to the pseudo-bonus state. Therefore, the number of remaining games in the AT state is reserved when transitioning to the pseudo-bonus state, and when returning to the AT state, the AT state will resume based on the reserved number of remaining games. Furthermore, if the pseudo-bonus state is entered during the AT state, the pseudo-bonus state will be executed for a predetermined period of time (for example, 20 games), as described above, and the navigation state will change from a state in which only push order navigation is executed to a state in which both push order navigation and color navigation are executed, resulting in an increase in the number of medals acquired.

[0184] However, when the pseudo-bonus state is entered during the AT state, unlike when the pseudo-bonus state is entered during normal game play, the lottery process for entering the AT state is not performed, and the pseudo-bonus state ends when a predetermined number of games have been played, and the state returns to the AT state.

[0185] In addition, even if the AT state transitions to a pseudo-bonus state, a continuation lottery period similar to that described above may be set, and lottery processing for the AT state may be performed to increase the right to continue the AT state. Also, if the player wins the lottery to transition to the pseudo-bonus state during the AT state, the transition to the pseudo-bonus state may not occur immediately, but rather a battle presentation (a battle presentation in which the protagonist wins) may be performed as described above for a predetermined period of time (for example, three games) before the transition to the pseudo-bonus state is made. In addition, if a player wins a specified rare role during the AT state but does not win the lottery to transition to the pseudo-bonus state, a battle presentation (a battle presentation in which the protagonist is defeated) may be executed.

[0186] -Transition process from AT state to normal game state (arrow h in Figure 6) In the AT state, if no special conditions are met and the right to continue to the next AT state is not granted, that is, if two winning results are not obtained in the match lottery for each game during the lottery game period in the AT state, the game will transition to the normal game state after the AT state ends. In this first embodiment, if a result that results in a non-winning match lottery is derived twice in a game during the lottery game period, the non-establishment of the special condition is confirmed.Therefore, when a result that results in a non-winning match lottery is derived twice in any game during the lottery game period, the condition for terminating the AT state is established, and the game state transitions to the normal game state from the next game.

[0187] Therefore, the duration of the currently running AT state will change depending on the results of the game match lottery during the lottery game period. For example, if the match lottery for the 28th game, which is the first game during the lottery game period, is not won, and then the match lottery for the 29th game, which is the second game, is also not won, the duration of the AT state will be 29 games, but if the match lottery for the second game is won and the match lottery for the 30th game, which is the last game, is not won, the duration will be 30 games.

[0188] In addition, since push order navigation is performed during the lottery game period, even if the special conditions are not met in the continuation lottery processing in the AT state, the longer the lottery game period continues without two non-winning matches being derived, the more opportunities there are to win medals, making the player in a more advantageous position. In addition, push order navigation for the push order bell role is performed even in games during the lottery game period, but push order navigation may not be performed in games during the lottery game period, or push order navigation may be performed only with a predetermined probability (for example, 50%).

[0189] When the AT state is switched to the normal game state, the winning probability state of the pseudo bonus state is controlled to be the normal probability state. At this time, the state may be switched to the high probability state with a predetermined probability for each setting in the probability setting device 14. In addition, when transitioning to a high probability state after the end of the AT state, there is a possibility that restriction control will be performed by the aforementioned restriction means during the high probability state, but if restriction control is performed during the high probability state, the state will be transitioned to a normal probability state.

[0190] In addition, at the end of the AT state, an ending state is set for a predetermined period (for example, 5 seconds), and during the ending state (ending period), the game progress is temporarily disabled, and after the ending state ends, the game transitions to the normal game state. During the ending state, setting-related information that can suggest the setting value set by the probability setting device 14 is notified by the notification means under the control of the main control device 10 and the sub-control device 20. For example, a predetermined image is displayed on the main display device 8 and the sub-display device 17, and a predetermined sound is output from the speaker 9. As described above, the gaming state transition is performed in the slot machine 1 of the first embodiment.

[0191] [Game state transition and display content on the main display in the first embodiment] Next, referring to the timing chart of Figure 7, we will explain the transition of the game state realized by the control of the main control unit 10 and the sub-control unit 20 in the slot machine 1 of the first embodiment, and the display content on the main display 8, particularly the transition of the game state when the game state changes in the order of normal game state → pseudo-bonus state → AT state, and the display content on the main display 8. FIG. 7 shows the correspondence between the transition of the gaming state from the normal gaming state to the pseudo bonus state, and the transition from the pseudo bonus state to the AT state, and the change in the display content on the main display 8 during that time. Specifically, under the control of the main control device 10, a transition to a pseudo-bonus state is determined with a predetermined probability (e.g., 20%) when a predetermined role (e.g., a chance role) is won in the normal game state, and then as the game progresses, the game state transitions from the normal game state to the pseudo-bonus state, and further, when the transition lottery for the AT state during the pseudo-bonus state is won and the transition to the AT state is made, the navigation state and presentation content (presentation image) displayed on the main display 8 are shown. Note that FIG. 7 shows the period after the continuous presentation executed at the final stage of this premonition presentation during the normal gaming state, and omits the period before that.

[0192] In this embodiment, the main control unit 10 controls the drawing of various prizes and changes to various game states (including the time of change), and control information related to this control is transmitted from the main control unit 10 to the sub-control unit 20, which then controls the various corresponding displays. The start time and duration of effects that are not directly related to changes in the game state (for example, fake premonition effects) may be controlled by the sub-controller 20 based on the reception of control information from the main controller 10, or may be controlled independently by the sub-controller 20 without receiving control information from the main controller 10. However, it is necessary to receive control information that triggers the effects (for example, information on winning a rare role).

[0193] First, as shown in Figure 7, if a player wins a chance role and enters the pseudo-bonus state during normal game play when a transition to the pseudo-bonus state has not yet been determined, the premonition effect will be executed as described above. In the final game of the series of effects (the second game shown in the figure) executed at the final stage of the premonition effect, an image of the main character winning and an image announcing the transition to the pseudo-bonus state will be displayed on the main display 8. During normal gameplay, the push order navigation and color navigation on the main display 8 are not executed.

[0194] Then, from the start of the third game (timing t0), the gaming state shifts from the normal gaming state to the pseudo bonus state. When the game state transitions to the pseudo bonus state, the sub-controller 20 activates the push order navigation control and the color navigation control based on the control information from the main controller 10, and if any of the push order bell roles is won, the push order navigation corresponding to that role is executed, and if any of the color bell roles is won, the sub-controller 20 controls to a state where the color navigation corresponding to that role is executed. Therefore, during the pseudo bonus state, both the push order navigation and the color navigation are executed, making it extremely easy to win medals. Furthermore, when the gaming state shifts to the pseudo bonus state, the main control device 10 continues to output information via the external output terminal 18 to the management device side informing it of the shift to the pseudo bonus state.

[0195] Then, when the game shifts to the 20th game, the transition lottery period to the AT state begins as described above, and the main display 8 executes a continuous performance (battle performance) to determine whether or not to transition to the AT state. Figure 7 shows an example of a transition to the AT state, so if all transition lotteries for the 20th game (timing t1), the 21st game (timing t2), and the 22nd game (timing t2) are won, an image will be displayed on the main display 8 to notify the player that the game will transition to the AT state at the end of the 22nd game.

[0196] Then, from the start of the 23rd game (timing t4), the gaming state shifts to the AT state, and the main display 8 displays an effect image for the AT state. Furthermore, when the game state transitions to the AT state, the sub-controller 20, based on the control information from the main controller 10, activates only the control of the push order navigation out of the push order navigation and color navigation, and if any of the push order bell roles is won, it will control the state to execute the push order navigation corresponding to that role.

[0197] Therefore, the control of the color navigation that was activated during the pseudo-bonus state is deactivated by the transition to the AT state, and even if one of the color bell roles is won, the color navigation corresponding to that role will no longer be executed.While it is easy to win medals during the AT state, the number of medals won will be smaller than during the pseudo-bonus state because the color navigation is not executed. However, since a lottery for transitioning to the pseudo-bonus state is held even during a game in the AT state, the transition to the AT state allows players to acquire a certain number of medals and a lottery for transitioning to the next pseudo-bonus state is held, thereby increasing the player's expectations. Furthermore, when the gaming state transitions to the AT state, the main control device 10 continues to output information via the external output terminal 18 to the management device side informing it that the gaming state has transitioned to the AT state.

[0198] As described above, in the slot machine 1 of the first embodiment, when a pseudo bonus state occurs, both the push order navigation and the color navigation are executed during the pseudo bonus state. In other words, the main control unit 10 constitutes a second specific game state control means that can generate a pseudo-bonus state as a second specific game state that is advantageous to the player by executing (activating) the push order navigation and color navigation by the sub-control unit 20 as the first stop operation notification means and the second stop operation notification means.

[0199] Therefore, the occurrence of the pseudo bonus state allows the player to win a large number of medals, which can increase the player's sense of expectation. Furthermore, while the execution of Color Navigation in particular makes it possible to win more medals during the pseudo-bonus state, it also forces the player to perform relatively laborious operations, such as eye-pressing to aim for special symbols. However, since the pseudo-bonus state has a more limited duration than the AT state, it is possible to win more medals in a short period of time that does not cause dissatisfaction to the player.

[0200] Also, when an AT state occurs, only the push order navigation is executed during the AT state, allowing the player to win a large number of medals, although fewer than during the pseudo-bonus state. In other words, the main control unit 10 constitutes a first specific game state control means that can generate an AT state as a first specific game state that is advantageous to the player by executing (activating) the push order navigation by the sub-control unit 20 as a first stop operation notification means.

[0201] Therefore, when the AT state occurs, the player can win a large number of medals, which can increase the player's sense of anticipation. In addition, since push order navigation requires less effort from the player than color navigation, even if the AT state continues for a long time, the player can still win medals without feeling dissatisfied.

[0202] In addition, during the pseudo-bonus state, a lottery process for transitioning to the AT state is executed, and if the lottery for transitioning to the AT state at that time is won, the AT state will occur after the pseudo-bonus state ends. In other words, the main control device 10 constitutes a first specific gaming state lottery means capable of conducting a lottery to generate an AT state as a first specific gaming state in a game during a pseudo bonus state as a second specific gaming state. Therefore, when a pseudo-bonus state occurs, it is possible to not only acquire a large number of medals, but also to increase the expectation of the occurrence of an AT state. Furthermore, if the player wins the lottery for the AT state, they will receive a certain number of medals and their anticipation for the next pseudo-bonus state to occur will also increase, which will synergistically increase the player's anticipation.

[0203] Also, during the pseudo bonus state, for example, a series of effects corresponding to the transition lottery to the AT state will be executed. That is, the sub-control device 20 constitutes an effect control means capable of executing a continuous effect as a predetermined effect in a game in a pseudo bonus state as the second specific gaming state. Therefore, during the pseudo bonus state, a presentation for the transition to the AT state is executed, which makes it possible to increase the excitement of the game.

[0204] The push order navigation may be any type that allows the player to recognize the order in which to push the reels 4 to achieve the push order bell role that he or she has won, and similarly, the color navigation may be any type that allows the player to recognize the type of color bell role that he or she has won and the type of reel 4 that he or she should press by eye, and may be notified using an image on the main display 8, as well as the sub-display 17, a specified light-emitting means, and speaker 9. In addition, both the push order navigation and the color navigation are executed during the pseudo bonus state, and only the push order navigation is executed during the AT state, but the manner in which which navigation is activated may be other than the above; for example, only the color navigation may be executed during the pseudo bonus state, and only the push order navigation may be executed during the AT state, or both the push order navigation and the color navigation may be executed during the AT state, and only the push order navigation may be executed during the pseudo bonus state.

[0205] Furthermore, the main control device 10 may be provided with a function for generating multiple types of pseudo-bonus states. For example, it may be possible to generate a first pseudo-bonus state that lasts for a predetermined number of games (e.g., 20 games) and a second pseudo-bonus state that lasts for a number of games greater than the predetermined number of games (e.g., 30 games), and selectively generate one of the pseudo-bonus states based on the results of a lottery such as a random number.

[0206] In addition, a first pseudo-bonus state in which only the push order navigation is activated and a second pseudo-bonus state in which both the push order navigation and the color navigation are activated may be selectively generated in the same manner as described above. Furthermore, the AT state transition lottery may be performed so that the probability of transitioning to the AT state differs between the first pseudo bonus state, which activates only the push order navigation, and the second pseudo bonus state, which activates both the push order navigation and the color navigation. For example, the probability of transitioning to the AT state is higher when the second pseudo bonus state occurs than when the first pseudo bonus state occurs. In this way, a pseudo-bonus state is created in which the player's expectations regarding the amount of medals won and the transition to the AT state are different, making it possible to further increase the interest of the game.

[0207] Furthermore, when providing a limiter function in the aforementioned advantageous zone, the sub-controller 20 may be provided with an ending presentation control means that determines in advance that the limiter will be reached during the AT state, and executes a predetermined ending presentation on the main display 8 based on the results of that advance determination. The ending effect is different from the effect images during the normal AT state in that it displays an effect image that is executed only when the limiter is reached, and is an effect that enhances the player's sense of accomplishment.

[0208] At this time, it is preferable to determine the limiter in advance based on the number of medals acquired based on the number of medals that can be acquired by winning the push order bell role.For example, it is preferable to perform a limiter advance determination (determine the start of the ending performance) when the number of medals that can be acquired if the push order bell role is won in all remaining games out of the number of remaining games in the AT state reaches the limiter value. This is because there is a possibility that a pseudo-bonus state in which the color navigation is executed may occur during the AT state. If a pre-determination is made taking into account the number of medals that can be won by winning the color bell role, if the pseudo-bonus state does not occur afterwards, a situation may occur in which the limiter is not reached even though the ending performance is executed. This is to prevent such a situation from occurring.

[0209] Therefore, when the ending performance is executed, it is possible to reliably reach the limiter, and since a preliminary judgment is made based on the push order bell role, which has a relatively small number of medals acquired, it is possible to extend the period during which the ending performance is executed, thereby further increasing the player's sense of accomplishment.

[0210] Furthermore, in a game in which any navigation is executed during the AT state or pseudo bonus state in which an ending performance is being executed, if a stop operation mode different from the executed navigation is performed (if a winning combination is missed), setting-related information (setting suggestion information) that can suggest the setting value set by the probability setting device 14 may be announced by the announcement means (main display 8, sub-display 17, speaker 9), as at the end of the pseudo bonus state described above. In this way, when an ending performance is performed, it becomes possible to provide the player with another benefit, such as providing useful information, thereby increasing the player's motivation to play. In this case, the number of times the setting-related information is notified may be limited to only one time, or the setting-related information may be notified when multiple (e.g., three) missed wins occur.

[0211] In addition, when a colored bell role is won, the stop buttons 5a to 5c can be operated in one of four different sequences (special sequences) other than the sequence that stops the left reel 4a first (for example, "5b → 5a → 5c", "5c → 5b → 5a", etc.), to stop a predetermined pattern combination (for example, "Replay Bell A Bell A") on the middle active line, and a predetermined number of medals (for example, 3 medals) can be paid out when this pattern combination stops.

[0212] For example, three medals may be paid out in each of the following cases: when Color Bell 1, which has the winning symbol combination of "Blank Bell A Bell A," is won, the pressing order of "5b → 5a → 5c" is executed; when Color Bell 2, which has the winning symbol combination of "BAR Bell A Bell A," is won, the pressing order of "5b → 5c → 5a" is executed; when Color Bell 3, which has the winning symbol combination of "Red 7A Bell A Bell A," is won, the pressing order of "5c → 5a → 5b" is executed; and when Color Bell 4, which has the winning symbol combination of "White 7 Bell A Bell A," is won, the pressing order of "5c → 5b → 5a" is executed.

[0213] Furthermore, if any of the colored bell roles is won during the AT state, the main control unit 10 and the sub-control unit 20 may execute a special push order navigation that navigates a special push order in which three medals are paid out. In this way, even if the color bell role is won during the AT state when the color navigation is not executed, the special push order navigation will be executed and the player will be able to win enough medals to maintain their current medal holdings, preventing the player from winning a small number of medals due to frequent wins of the color bell role during the AT state. It is also possible to prevent the formation of the color bell role (15-coin role), which requires the left reel 4a to stop first, so it is possible to prevent the amount of medals won during the AT state from becoming extremely large and to stabilize the amount of medals won.

[0214] In addition, in the above case, it is preferable to execute the display mode of the special push order navigation during the AT state in the same way as the push order navigation.In this way, even if the special push order navigation is executed during the AT state, when the push order navigation is mainly executed, the navigation can be executed without any sense of incongruity.

[0215] In addition, during the pseudo bonus state, both the push order navigation and the color navigation are executed, but it is also possible to execute both the push order navigation and the color navigation until a predetermined number of games have been played during the pseudo bonus state, and then execute only the push order navigation in subsequent games. In addition, when the pseudo-bonus state is executed, the number of games in which both push order navigation and color navigation are executed and the number of games in which only push order navigation is executed may be determined, so that the number of games in which the navigation mode changes may be different.

[0216] In addition, at the start of a specific game state in which only one navigation is executed, the main control device 10 and the sub-control device 20 may be provided with a rescue means for specially executing one navigation until the other navigation is executed first. For example, when an AT state in which only the push order navigation is executed is initiated, if a color navigation role is won in the game up until the first time the push order navigation is executed, the color navigation will be executed. In this way, it is possible to prevent a situation in which, even though a specific game state has occurred, the player is unable to acquire medals at the initial stage, runs out of medals, and is forced to re-lend medals.

[0217] In addition, the display manner of the push order navigation and color navigation executed on the main display 8 may be clearly different. For example, when push order navigation is performed, an image showing the push order may be displayed at the bottom of the screen of the main display 8, while when color navigation is performed, an image showing a special pattern may be displayed approximately in the center of the screen of the main display 8, or when push order navigation is performed, an image of a predetermined size showing the push order may be displayed in a predetermined part of the screen of the main display 8, while when color navigation is performed, an image showing a special pattern that is larger than the image showing the push order may be displayed in a predetermined part of the screen of the main display 8. In this way, it is possible to prevent players from making operational errors, and it is also possible to prevent players from making operational errors even during pseudo-bonus states, where operational errors are more likely to occur due to the mixture of push order navigation and color navigation.

[0218] In addition, in a specified game during the AT state, if one of the push order bell roles 1 to 6 is won, a so-called push order guessing game may be executed in which the player is allowed to select the push order at that time without executing the push order navigation. In this case, in the push order guessing game, if the push order corresponding to the winning push order bell role is operated, a predetermined number of games (for example, 10 games) may be added as a predetermined bonus.

[0219] In addition, in a predetermined game in which a push order bell role or a color bell role is won during a pseudo bonus state, a game may be executed in which the player is allowed to select the winning bell role without executing navigation, and a predetermined benefit may be awarded if the winning bell role is won. In this case, the player does not know whether he or she has won the push order bell role or the color bell role, which gives the player more options and increases the fun factor.

[0220] Furthermore, in this embodiment, when a transition to the pseudo bonus state is notified, the next game is immediately transitioned to the pseudo bonus state. However, after a transition to the pseudo bonus state is notified, if a reel 4 other than the left reel 4a is stopped as a predetermined role, for example, a replay role that can stop a predetermined pattern combination (for example, "red 7A, red 7A, red 7A") is won, the transition to the pseudo bonus state may be triggered.

[0221] In this case, after the transition to the pseudo-bonus state is announced, there is a possibility that the player's medals will decrease during the preparation period until the specified role is won, so a compensation function may be provided to prevent the decrease in medals. For example, if only the stopping order of the first reel 4 is correct in the push order bell role and the push order bell role is missed, push order navigation may be performed to make it easier to win medals in the next game, or navigation may be limited to the next game in which the so-called thimble bonus stops. This will prevent players from feeling dissatisfied. The slot machine 1 in the first embodiment is configured as described above.

[0222] [Modification 1 of the First Embodiment] Next, a first modification of the first embodiment will be described with reference to FIG. In the slot machine 1 in the first embodiment described above, the duration of the pseudo-bonus state is determined by a preset number of games (e.g., 20 games), but in variant 1 of the first embodiment, the duration of the pseudo-bonus state is determined by the number of times the color navigation is executed. Therefore, only the provision for the duration of the pseudo-bonus state differs from the first embodiment described above, and the other configurations are the same as the first embodiment described above.

[0223] In other words, when a pseudo-bonus state occurs, the main control unit 10 determines in advance the upper limit number of times that color navigation will end the pseudo-bonus state, and ends the pseudo-bonus state when actual color navigation has been executed the maximum number of times that color navigation has been executed. Therefore, the duration of the pseudo-bonus state will change depending on the winning status of the randomly drawn colored bell role. Furthermore, the number of times the push order navigation is executed is unrelated to the duration of the pseudo-bonus state, so if the number of times the color navigation is executed does not reach the upper limit and the duration of the pseudo-bonus state is prolonged, the likelihood that the push order navigation will be executed during that time increases, and the period for winning medals will be extended accordingly.

[0224] In addition, the main control unit 10 determines the upper limit number of times the color navigation will be performed during the pseudo bonus state from among a number of preset upper limits (5 times, 10 times, 15 times) when the pseudo bonus state occurs, and changes the duration of the pseudo bonus state depending on the determined upper limit number of times. The upper limit of the number of times that the color navigation can be used may be determined in any way, but for example, the upper limit may be determined based on a predetermined random number drawn when a lottery to transition to the pseudo-bonus state is won, or the upper limit may be determined based on a predetermined random number drawn when the first game is played to start the pseudo-bonus state. Also, the determination of the upper limit of the number of times that the color navigation can be used may be changed depending on the setting value of the probability setting device 14.

[0225] FIG. 8 shows effect images on the main display 8 at the start of the first game in which the pseudo bonus state begins, during the game, and after the game ends. As described above, the main control unit 10 determines the maximum number of times that color navigation can be performed when a pseudo-bonus state occurs, and the sub-control unit 20, which acts as a presentation control means, executes a selection presentation on the main display unit 8 as a predetermined presentation corresponding to the determination of the maximum number of times that color navigation can be performed, based on control information from the main control unit 10.

[0226] As shown in Figure 8(a), when the first game in the pseudo-bonus state starts, in the main part of the screen of the main display 8, a first color navigation selection image 31a containing the text information "Color Navi x 5", which corresponds to the maximum number of times that Color Navi can be used, a second color navigation selection image 31b containing the text information "Color Navi x 10", which corresponds to the maximum number of times that Color Navi can be used, and a third color navigation selection image 31c containing the text information "Color Navi x 15", which corresponds to the maximum number of times that Color Navi can be used, are displayed in an approximately triangular shape.

[0227] Also, at the top of the screen of the main display 8, a game content image 30 consisting of text information of "Color Navigation Acquisition Game" is displayed to notify that the color navigation selection effect will be executed up to the maximum number of times. Although not shown in the figure, if any of the bell roles is won in the first game in the pseudo bonus state, the corresponding navigation will be displayed on the main display 8 in parallel with the selection performance. In the first game in the pseudo bonus state, none of the navigation may be performed so as not to impair the visibility of the selection effects.

[0228] During the execution of the first game, the frame surrounding each selected image moves rapidly, illuminating in sequence, and at the end of the game, the rapid movement of the frame surrounding each selected image stops at the position of the selected image corresponding to the maximum number of times color navigation has been performed, which has been determined in advance by the main control unit 10, and the result of the determination of the maximum number of times color navigation has been performed is announced. In addition, in FIG. 8, the case where the upper limit number of times for color navigation is determined to be 10 times is illustrated, and therefore the high-speed light emitting movement of the surrounding frame stops at the position of the second color navigation selection image 31b.

[0229] FIG. 8(b) shows the effect image on the main display device 8 at the time when the first game in the pseudo bonus state ends. As shown in Figure 8(b), if the maximum number of times color navigation is set to 10, after the high-speed light-emitting movement of the surrounding frame stops, only the second color navigation selection image 31b will be displayed in approximately the center of the screen, and the maximum number of times color navigation will be displayed will be announced. Then, after a predetermined time (e.g., 2 seconds) has elapsed since the end of the first game, a result notification image 32 containing the text information "Game result, color navigation: 10" is displayed approximately in the center of the screen of the main display 8, as shown in Figure 8(c), thereby notifying in detail that the maximum number of times that color navigation can be performed this time is 10.

[0230] When the next game starts in this state, the result notification image 32 will be erased and the pseudo-bonus state presentation images and various navigations will be executed, and the remaining number of times for the determined color navigation will be displayed in a specified part of the screen.

[0231] As described above, in variant 1 of the first embodiment, when a pseudo-bonus state occurs, the maximum number of color navigations that can be performed during the pseudo-bonus state is determined, and the pseudo-bonus state continues for that maximum number of times. In other words, when the main control unit 10 as the second specific game state control means generates a pseudo-bonus state as the second specific game state, the main control unit 10 as the second stop operation notification means can determine the upper limit number of times to notify the color navigation (second stop operation mode), and when a game that reaches the upper limit number of times is played in the pseudo-bonus state, the pseudo-bonus state can be ended. Therefore, the number of games that can continue in the pseudo-bonus state is not fixed but changes in various ways, and a variety of pseudo-bonus state execution modes are formed, making it possible to generate highly interesting pseudo-bonus states.

[0232] Furthermore, the duration of the pseudo bonus state is determined only by the number of times the color navigation is executed, and the number of times the push order navigation is executed does not affect the duration. Therefore, if the game progresses during the pseudo bonus state without the number of times the color navigation is executed increasing, there is a possibility that the push order navigation will be executed during that time, which will increase the number of medals won during the pseudo bonus state. This makes it possible to play a highly entertaining game that changes the number of medals won depending on the execution mode of the navigation, and changes the player's expectations.

[0233] Furthermore, the sub-controller 20, which serves as a presentation control means, executes a selection presentation as a predetermined presentation in a game during the pseudo-bonus state, which is the second specific game state, thereby making it possible to increase the interest during the pseudo-bonus state. The duration of the pseudo-bonus state may be determined solely by the number of times the push order navigation is performed. As described above, the first modification of the first embodiment is realized.

[0234] [Modification 2 of the First Embodiment] Next, a second modification of the first embodiment will be described with reference to FIG. In the slot machine 1 in the first embodiment described above, the duration of the AT state is determined by a preset number of games (e.g., 30 games), but in variant example 2 of the first embodiment, the duration of the AT state is determined by the number of medals (net increase in number of medals) won by the player during the AT state.

[0235] Furthermore, in variant 2 of the first embodiment, the navigation state is also different from that of the first embodiment described above, and the main control unit 10 is capable of generating a type 1 navigation state in which only push order navigation is executed (activated) during the AT state, as in the first embodiment described above, and a type 2 navigation state in which both push order navigation and color navigation are executed (activated) during the AT state, and the other configurations are the same as those of the first embodiment described above.

[0236] Therefore, when Type 1 navigation state is executed during the AT state, only the push order navigation is executed, and when a color bell role is won, the color navigation is not executed, resulting in a relatively small increase in the number of medals per unit game, and when Type 2 navigation state is executed during the AT state, both the push order navigation and the color navigation are executed, resulting in a relatively large increase in the number of medals per unit game. However, in variant example 2 of the first embodiment, the condition for terminating the AT state is set as described above when the number of medals acquired by the player during the AT state reaches a predetermined number (for example, 200 medals), so even if the increase in medals per unit time differs, the number of medals acquired by the player due to the occurrence of one AT state will be the same.

[0237] In addition, the type of navigation state during the AT state can be selected by the player, and the main control unit 10 determines which type is selected based on the player's operation of the bet button 2a as a predetermined operating means, for example.

[0238] FIG. 9 shows the effect images on the main display 8 at the start of the first game when the AT state begins and during the game. As described above, the main control unit 10 determines the type of navigation state when the AT state occurs, and the sub-control unit 20 executes a selection display corresponding to the determined type of navigation state on the main display unit 8 based on the control information from the main control unit 10.

[0239] As shown in Figure 9(a), when the first game in the AT state starts, a first operation selection image 34a containing text information "Type 1, push order navigation" for selecting and operating Type 1 of the navigation state and a second operation selection image 34b containing text information "Type 2, push order navigation + color navigation" for selecting and operating Type 2 of the navigation state are displayed side by side in the left-right direction in the main part of the screen of the main display 8.

[0240] In addition, on the upper right side of the screen of the main display 8, a remaining medal number image 33 is displayed, which notifies the number of medals that can be acquired during the AT state. In the first game during the AT state, the remaining medal count image 33 displays the initial number of medals, "200 medals," and each time a medal is acquired during the AT state, the numerical information corresponding to the number of medals acquired is subtracted. Also, at the bottom of the screen of the main display 8, a game selection instruction image 35a consisting of text information "select game type" is displayed, which prompts the player to select the type of navigation state (game) in the AT state.

[0241] Also, although not shown in the figure, if the push order bell role is won in the first game in the AT state, the corresponding push order navigation will be displayed in parallel with the selection performance on the main display 8. However, only in the first game in the AT state, it is preferable not to execute the color navigation if the color bell role is won, even if Type 2 is subsequently selected. In addition, in the first game in the pseudo bonus state, it is also possible to prevent any navigation from being performed.

[0242] During the first game, the frame of the first operation selection image 34a lights up as an initial state, indicating that the first operation selection image 34a is active at that time, and the illuminated operation selection image alternates each time the player operates the bet button 2a, allowing the player to select the type of navigation state they desire. Thereafter, when the player ends the game (stops the last reel 4) while the operation selection image corresponding to the type of navigation state desired by the player is illuminated, the type of navigation state corresponding to the illuminated operation selection image will be selected.

[0243] Note that Figure 9 illustrates an example in which type 1 navigation state is selected, so as shown in Figure 9(b), after the game ends, only the first operation selection image 34a will be displayed in approximately the center of the screen, and the type of navigation state selected will be announced. After the game is over, a game selection result image 35b including text information "Game Type 1 Determined" will be displayed at the bottom of the screen to notify that type 1 of the navigation state has been selected this time.

[0244] When the next game is started in this state, the first operation selection image 34a and the game selection result image 35b are erased, and the presentation image during the AT state or any of the selected navigations is executed, and the remaining medal number image 33 is displayed with a subtraction according to the medals acquired.

[0245] As described above, in variant example 2 of the first embodiment, when an AT state occurs, the type of navigation state to be executed during that AT state is determined by the player's selection, and the AT state is executed according to the selected type. In other words, the slot machine 1 of variant example 2 of the first embodiment is provided with a selection means that allows the player to select whether to activate the color navigation (second stop operation notification means) in addition to activating the push order navigation (first stop operation notification means) when an AT state as the first specific game state occurs. As a result, for example, if a navigation state of type 1 is selected, an AT state will occur in which the amount of medals earned per unit game will be smaller but will last for a longer period of time, and if a navigation state of type 2 is selected, an AT state will occur in which the amount of medals earned per unit game will be larger but will last for a shorter period of time.

[0246] Therefore, it becomes possible to generate an AT state that suits the player's preferences, thereby increasing the player's sense of satisfaction. In addition, depending on the navigation state of the selected AT state, the medal acquisition method and duration during the AT state will change in various ways, making it possible to increase the excitement of the game by implementing a wider variety of game modes.

[0247] The functions of the first modification of the first embodiment may be provided in the slot machine 1 of the second modification. For example, the duration of the pseudo bonus state may be determined by the number of times the color navigation is executed, and when the AT state occurs, the type of navigation state may be selectable.

[0248] Furthermore, the main control device 10 may be provided with a periodic bonus awarding means for executing a game that can periodically award a bonus according to the progress of the game in the AT state. For example, a lottery may be held every 20 games to add a predetermined number of games to the number of remaining games in the AT state. In this way, if Type 1 is selected, a large number of medals cannot be won in a short period of time, but the duration of the AT state will be relatively longer, so there will be more opportunities to win additional prizes, and it will be possible to increase the player's expectations for an additional number of games.

[0249] On the other hand, if Type 2 is selected, the duration of the AT state will be relatively shorter, meaning fewer opportunities for additional draws, but a large number of medals can be obtained in a short period of time, which can increase the player's motivation to play. Therefore, both types have their advantages and disadvantages, giving players a variety of options to choose from. As described above, the second modification of the first embodiment is realized.

[0250] Second Embodiment Next, a second embodiment of the present invention will be described. In the slot machine 1 of the second embodiment of the present invention, only some of the configuration and control of the slot machine 1 differ from the first embodiment described above, and the rest is the same as the first embodiment, so below we will only explain the parts that differ from the first embodiment described above.

[0251] First, in the slot machine 1 of the second embodiment, the types of symbols on the reels 4 are different from those in the first embodiment described above, and each of the reels 4a to 4c displays multiple symbols (for example, 20 symbols), and the types of symbols are, for example, "replay," "watermelon," "cherry," "bell," "BAR," "7," etc. The "replay" and "bell" symbols are arranged on each reel 4a to 4c so that no eye contact is required, while the "cherry", "watermelon", "bar", and "7" symbols are arranged on designated reels 4 so that eye contact is required. The reels 4 that require timing for the symbols "cherry", "watermelon", "bar" and "7" may be all of the reels 4 or some of the reels 4. The shape of the reel 4 is not limited to this, and for example, the number of symbols on the periphery may be other than 20.

[0252] In addition, the composition of the roles in the second embodiment is a small role, a replay role, and a bonus role, and the small roles include a push order bell role, a watermelon role, and a cherry role. As with the first embodiment described above, the push order bell role has six push order bell roles 1 to 6 in which the stop buttons 5a to 5c are operated in one push order (specific push order) out of six possible push orders (for example, "5a → 5b → 5c", "5c → 5b → 5a", etc.), causing the corresponding pattern combination ("Bell Bell Bell") to stop and be displayed on the valid line.

[0253] When the push order bell role is won, regardless of which stop button 5 is operated second or third, as long as only the first stop button 5 is operated in a specific push order, the reels 4 may be controlled to stop so that a combination of symbols corresponding to the push order bell role stops. Also, the number of push order bells is not limited to six, and three push order bells 1 to 3 may be provided. Also, unlike the first embodiment described above, the second embodiment does not have a color bell role, but the second embodiment may also have a color bell role, or a common bell role.

[0254] As with the first embodiment, the watermelon and cherry combinations are provided with strong and weak watermelon and strong and weak cherry combinations, and the winning symbol combinations are also the same as those described above. As with the first embodiment, the replay role also includes a normal replay role and a chance replay role (chance role), and the winning symbol combinations are also the same. The benefits (number of medals, etc.) awarded when a small win or a replay win is achieved are the same as those in the first embodiment.

[0255] The bonus role is a role that, when won, transitions the game state to the bonus state described below. When a bonus role is won, reel 4 is controlled to stop so as to allow the symbol combination "7·7·7" to appear on an active line, and when the symbol combination "7·7·7" stops on an active line and the bonus role is won, the game state transitions to the bonus state. Unlike the start of the pseudo-bonus state accompanied by the winning of a predetermined role, when a bonus role is won, no gaming value such as the payout of medals is awarded, and the right to win the bonus role is maintained until the bonus role is won.

[0256] [Game flow in the gaming machine of the second embodiment] Next, the flow of the game on the slot machine 1 will be described with reference to FIG. FIG. 10 is a diagram for explaining the gaming state in the slot machine 1 according to the second embodiment. The main control unit 10 and the sub-control unit 20 can control the slot machine 1 to multiple game states, and perform various processes in each game state and control transitions between game states (hereinafter simply referred to as "transitions") as follows.

[0257] 10, the game of the slot machine 1 of the second embodiment is composed of multiple game states, namely, a normal game state, a bonus state, and an AT state. The main control device 10 and the sub-control device 20 are capable of controlling the transition from one game state to another game state when a predetermined transition condition is met.

[0258] Below, we will explain in detail for each game state (normal game state, bonus state, AT state) executed by the control of the main control unit 10 and the sub-control unit 20, the transition processing between game states, and the various effects that occur as a result of the transition processing.

[0259] Unless otherwise specified below, the transition from one game state to another is basically made after the third reel is stopped in the game in which the transition condition is met (or after the medals have been paid out). However, this is not limited to this, and the transition may occur from the next game after the transition condition is met.

[0260] (Normal gameplay state) The normal gaming state is a gaming state in which the player remains when the main controller 10 of the slot machine 1 is reset, and is a disadvantageous state for the player. 10, the main control device 10 performs a lottery process for transitioning to the bonus state and the AT state while remaining in the normal gaming state. Note that, depending on the specifications of the slot machine 1, it may not be possible to transition directly from the normal gaming state to the AT state.

[0261] During normal game play, as in the first embodiment, individual effects including winning effects that are completed in one game are executed with a predetermined probability on the main display 8 or the sub-display 17 based on the lottery results of the winning combination.

[0262] In addition, in the normal game state, there are a normal probability state and a high probability state, which have different winning probabilities for transitioning to the AT state. The winning probability of the lottery for transitioning to the AT state is higher in the high probability state than in the normal probability state, and the transition from the probability state is controlled so that, for example, when a weak watermelon or weak cherry role is won, there is a 30% probability of transition from the normal probability state to the high probability state. On the other hand, as a predetermined fall condition, there is a 5% probability of transition from the high probability state to the normal probability state, for example, when a replay role is won, when a push order bell role is won, or when a miss occurs. In response to the change in the probability state, a stage change process is carried out in the same manner as in the first embodiment described above, and in some high probability states, the stage is changed to one that suggests a high probability state.

[0263] -Transition process from normal game state to bonus state (arrow a in Figure 10) In the normal gaming state, if the decision made by the main control device 10 as to whether or not to grant a bonus is a predetermined special decision result, a bonus state (bonus) can be granted as a special gaming state.

[0264] More specifically, the main control unit 10 performs stop control to allow a special symbol combination ("7 7 7") on the reel 4 based on the winning of a bonus role as a special lottery result, and when the special symbol combination is derived on the reel 4 based on the player's operation, it determines that a special condition has been met and transitions the game state to a bonus state, which is a special game state advantageous to the player. Therefore, while the slot machine 1 of the first embodiment described above was capable of generating a pseudo-bonus state, the slot machine 1 of the second embodiment is capable of generating a bonus state (so-called real bonus) without generating a pseudo-bonus state.

[0265] In the second embodiment, a pseudo-bonus state may also be generated in addition to the bonus state. In addition, the bonus role may be won at the same time as a predetermined rare role (for example, a strong cherry role) (a double win), or may be won separately from other roles, or there may be winning patterns for both double wins and single wins. Furthermore, since the bonus role gives the player an opportunity to win a large number of medals, it is preferable to set the probability of winning lower than that of the small role or the replay role (for example, to about 1 / 250). In addition, the probability of winning a bonus role may be changed in multiple stages according to the setting value of the probability setting device 14.

[0266] In addition, when a bonus role is won in the normal game state, a continuous performance spanning a predetermined number of games, which is executed immediately before the transition to the pseudo-bonus state of the first embodiment, is executed, for example, on the main display 8, to heighten the player's sense of anticipation. When the continuous performance is executed, an image showing the main character winning as a result of the battle performance is displayed, and an image informing the player that a bonus role has been won is displayed, and an image urging the player to stop the special symbol combination is displayed on the main display 8. However, since it is possible to derive a special symbol combination even in a game during a continuous performance, if a special symbol combination is derived in a game during a continuous performance, the continuous performance will end at that point.

[0267] Furthermore, based on the fulfillment of predetermined conditions, even in games in which a bonus role is not won, a performance similar to the continuous performance is executed on the main display device 8. For example, if a bonus role is configured to be winnable in combination with a predetermined rare role, when a predetermined rare role that has not won a bonus role is won, a continuous performance is executed in which the main character is ultimately defeated.

[0268] -Transition process from normal game state to AT state (arrow c in Figure 10) In the normal gaming state, the main control device 10 performs a lottery process to transition to the AT state as a specific gaming state based on winning a predetermined rare combination. For example, when a strong cherry combination is won, the transition process to the AT state is performed with a predetermined probability (for example, 1%). The condition for transitioning to the AT state is winning this transition lottery. In addition, in games in a high probability state, control is performed to increase the probability of transitioning to the AT state. For example, when a strong cherry role is won, the transition process to the AT state is performed with a higher probability (for example, 2%) than the winning probability in a normal probability state. In addition, the transition to the AT state during normal gameplay may be made on the condition that a specified rare role is won, or may be made with a specified probability (for example, 1%) when a losing lottery result is derived in which no small role is won.

[0269] In this second embodiment, the transition to the AT state is mainly performed via the bonus state in order to increase the player's sense of anticipation, and therefore the probability of transitioning directly from the normal game state to the AT state is set to an extremely low probability. In addition, the probability of transitioning directly from the normal gaming state to the AT state may be made changeable depending on the set probability in the probability setting device 14, or the lottery for transitioning directly from the normal gaming state to the AT state may be won only in the case of a relatively high set value (for example, setting 4 to 6).

[0270] Furthermore, if the player wins the lottery to transition to the AT state during normal gameplay, a premonition effect (including continuous effects) is executed after the waiting period has elapsed, as in the case of the pseudo-bonus state occurring in the first embodiment, and the AT state occurs after the premonition effect has ended. In addition, if a specified rare role (for example, a strong cherry role) is won but the AT state is not entered, a fake premonition effect similar to that which occurs when the pseudo bonus state in the first embodiment occurs is executed.

[0271] In addition, if the lottery for transitioning directly from the normal game state to the AT state is won, the consecutive effects may be executed immediately without executing the premonition effect, and the transition to the AT state may be made after the consecutive effects are executed. In addition, similar to the transition to the pseudo bonus state in the first embodiment, a CZ state that can transition to an AT state may be provided.

[0272] (Bonus state) The bonus state as a special gaming state is a state in which the control relating to the lottery of winning combinations by the main control device 10 is more advantageous to the player than in the normal gaming state. That is, in the slot machine 1 of the first embodiment, a pseudo-bonus state is generated as a state advantageous to the player, whereas in the slot machine 1 of the second embodiment, a bonus state, which is a so-called real bonus, is generated as a state advantageous to the player.

[0273] In the bonus state, the game continues until a predetermined number of games (for example, 40 times) have been played, during which the lottery control for the roles is changed. For example, in a game in the bonus state, the probability of winning the push order bell role is made higher than in a game in the normal game state. Also, in the second embodiment, as in the first embodiment described above, the main control device as a specific stop control means performs stop control such that when any of the push order bell roles 1 to 6 is won, the corresponding push order bell role will win only if a stop operation is performed using the push order (specific stop mode) corresponding to the winning push order bell role.

[0274] Note that other control methods may be used to benefit players during the bonus state. For example, the probability of winning a specific rare combination may be increased compared to the normal game state, or the probability of winning a replay combination may be decreased compared to the normal game state, thereby increasing the chances of winning the push order bell combination. Alternatively, the probability of winning the push order bell combination may not be increased.

[0275] In addition, the number of medals paid out when the push order bell role is won may be set to be different between the bonus state and other game states. For example, if the push order bell role is won during normal game mode, six medals will be paid out, but if the push order bell role is won during bonus mode, 15 medals may be paid out.

[0276] During the bonus state, based on the control information from the main control unit 10, the sub-control unit 20, which acts as a specific operation notification means, executes the push order navigation for the push order bell role mentioned above to notify the player of an operation mode that is advantageous to the player, making it easier for the player to win medals. However, push order navigation is not executed during the entire bonus state. Push order navigation is executable during the first half of the bonus state, during which a predetermined number of games (e.g., 20 times) are played as the first period, and then push order navigation is not executable during the second half of the bonus state, during which a predetermined number of games (e.g., 20 times) are played as the second period.

[0277] Therefore, in the games between when the bonus state starts and when a predetermined number of games have been played, if any of push order bell roles 1 to 6 is won, the specific push order corresponding to the won push order bell role is announced and push order navigation is executed, and in the games after the predetermined number of games have been played, even if any of push order bell roles 1 to 6 is won, the specific push order corresponding to the won push order bell role is not announced and push order navigation is not executed.

[0278] In addition, in the latter half of the bonus state, the main control device 10 performs the lottery process for transitioning to the AT state in a way that is advantageous to the player, and controls the game so that the player wins the AT state with a predetermined probability (for example, 5%). The probability of winning in the AT state can be any value that is advantageous to the player in transitioning to the AT state, and it is preferable that the probability be higher than the probability of winning in the AT state during the normal probability state in the normal game state (for example, 1%).

[0279] In addition, in a game during a bonus state, if a rare role is won, the probability of winning the AT state may be higher than if other roles (for example, a push order bell role) are won. For example, if a strong cherry role is won, the probability of winning the AT state may be controlled to be 25%. In addition, the lottery for transitioning to the AT state may not be conducted during the normal gaming state, but may be conducted only during the bonus state. In addition, in the first half of the bonus state, the lottery for transition to the AT state may be held with a lower probability (for example, 1%) than in the second half, or the lottery for transition to the AT state may not be held in the first half.

[0280] As will be described later, if the player wins the lottery to transition to the AT state during the bonus state, the game state will transition to the AT state after the bonus state ends.During the bonus state, the sub-controller 20, which acts as a presentation control means, will execute various presentations based on the lottery to transition to the AT state, for example, on the main display 8. Furthermore, when the bonus state is generated, the lamp 11 emits light in a predetermined manner to notify that the bonus state is in progress, and the speaker 9 outputs a predetermined sound effect to notify that the bonus state is in progress.

[0281] First, in the first half of the bonus state, as a bonus state effect, for example, an effect image introducing the characters that appear is displayed, and if the push order bell role is won, push order navigation is executed on the main display 8. Then, when the game shifts to the latter half of the bonus state, the main display 8 executes a presentation for a high probability state that notifies the player that a lottery for shifting to the AT state is being held with a high probability. For example, as a pre-show of the battle performance that will be executed later, an image showing the main character and enemy character facing each other is displayed to heighten the player's anticipation. In addition, when the game moves to the latter half of the bonus state, the lamp 11 changes from the light-emitting mode of the bonus state to a light-emitting mode that indicates that the game is in a high probability state, and the sound effect from the speaker 9 also changes from the sound effect of the bonus state to the sound effect of the high probability state.

[0282] In addition, in the pre-effect, which is an effect during a high probability state, an effect that increases the expectation level is executed, and by executing the effect that increases the expectation level, for example, the image state of the main character (for example, the aura image that the main character is surrounded by) changes to a higher level out of the images set in multiple levels, thereby notifying that the main character has an increased chance of winning in the subsequent battle effect, i.e., transitioning to the AT state. The expectation increase effect is executed with a predetermined probability for each game, and if the AT state transition lottery is won, it is executed with a higher probability than if the lottery is not won, and if the image state of the main character actually changes to a higher stage, the probability of transitioning to the AT state increases.

[0283] In addition, during the final stages of the second half of the bonus state, which is the period of a few games (for example, three games) before the end of the bonus state, a continuous effect is executed in the same manner as during the premonition effect of the pseudo-bonus state in the first embodiment described above. The consecutive performances (battle performances) that are executed at the end of the second half of this bonus state are executed based on the results of the AT state transition lottery that has already been executed, and if the AT state transition lottery is won, the battle performance will announce that the main character will ultimately win and transition to the AT state, and if the AT state transition lottery is not won, the battle performance will announce that the main character will ultimately be defeated and will not transition to the AT state.

[0284] Therefore, regardless of whether or not the AT state transition lottery held during the bonus state is won, the bonus state will be executed for a preset period (for example, 40 games), and even if the transition to the AT state is to be made, the transition will be made after this period has elapsed.

[0285] Furthermore, when the gaming state shifts to the bonus state, information indicating that the state is in the bonus state is output from the external output terminal 18. However, even if the state transitions to the bonus state, the period during which the player can win a large number of medals is only the first half when the push order navigation is executed, so the output of information indicating that the state is in the bonus state will end when the first half of the bonus state ends.

[0286] Therefore, even if the gaming parlor uses a lamp or image display device to notify that the slot machine 1 is in a bonus state based on the output of information indicating that it is in a bonus state from a call device (not shown) in the island equipment, the notification will end when the game enters the latter half of the bonus state, and will switch to the same notification as during the normal game state.

[0287] In the second embodiment, in the latter half of the bonus state, the main display 8 displays a presentation image in which the main character and enemy character face off against each other, but it is also possible to display an image similar to the image (stage) that suggests a high probability state during the normal game state. In other words, in the latter half of the bonus state, since the push order navigation is not executed, the medal acquisition status is essentially the same as during the normal game state, so by displaying the same image as during the normal game state, it is possible to provide the player with accurate notification corresponding to the medal acquisition status.

[0288] In addition, in the slot machine 1 of the second embodiment, as in the slot machine 1 of the first embodiment described above, a color bell role may be provided, and a color navigation corresponding to the color bell role may be executed in the first half of the bonus state, or both push order navigation and color navigation may be executed in the first half of the bonus state, and only push order navigation may be executed in the second half.

[0289] -Transition process from bonus state to AT state (arrow e in Figure 10) The bonus state ends when a predetermined ending condition is met. The condition for ending the bonus state can be anything, for example, when the number of medals paid out during the bonus state exceeds a predetermined number (for example, 100 medals), or when the number of games played during the bonus state reaches a predetermined number (for example, 40 times).Furthermore, if the number of medals paid out or the number of games played during the bonus state is not announced, and the player is not notified in advance that the condition for ending the bonus state has been met, the number of games played in the consecutive effects executed at the end of the bonus state cannot be known in advance, which can increase the player's sense of anticipation. Then, at the end of the bonus state, if the player wins the lottery for transitioning to the AT state that was executed during the bonus state, the game state will transition from the bonus state to the AT state. As mentioned above, at the end of the bonus state, a series of effects will be executed for a predetermined number of games, and if the player wins the lottery to transition to the AT state, an effect image in which the main character wins as a result of the series of effects will be displayed after the end of the final game of the bonus state, and an image announcing the transition to the AT state will be displayed on the main display 8, and the game state will transition to the AT state from the next game.

[0290] -Transition process from bonus state to normal game state (arrow b in Figure 10) At the end of the bonus state, if the player does not win the lottery for transitioning to the AT state executed during the bonus state, the game state will transition from the bonus state to the normal game state after the specified number of games have been played during the bonus state. At this time, after the final game in the bonus state ends, an image showing the main character being defeated as a result of the continuous effects and an image informing the player that the game will not transition to the AT state will be displayed on the main display 8, and the game state will transition to the normal game state from the next game.

[0291] When transitioning from the bonus state to the normal game state, setting-related information (setting suggestion information) that can suggest the setting value set by the probability setting device 14 may be announced by the announcement means (main display 8, sub-display 17, speaker 9) under the control of the sub-controller 20 based on control information from the main controller 10. For example, the main display 8 or the sub-display 17 may display a predetermined character from among a plurality of characters, and the displayed character may be selected according to a selection probability that is preset in accordance with each setting value of the probability setting device 14, thereby making it possible to predict the setting value to some extent from the displayed character.

[0292] In addition, the bonus state is set to end when a preset number of games have been played, but the bonus state may also be set to end when the number of medals paid out during the bonus state reaches a specified number, or when either the specified number of games have been played or the specified number of medals have been paid out is met. Furthermore, if the bonus state is to be terminated when the number of medals paid out during the bonus state reaches a specified number, it is preferable to allow the first half of the bonus state to continue for a fixed number of games. In this case, the bonus state will end when the total number of medals paid out due to the accidental arrival of the push order bell role reaches a specified number in the latter half of the bonus state, so the number of continuing games in the latter half can change for each bonus state, and the possibility of transitioning to the AT state will change.

[0293] (AT state) The AT state is a game state in which it is easy to win medals, as push order navigation for the push order bell role is continuously carried out during the period in which the game is in the AT state to notify the player of an operation mode that is advantageous to the player. However, unlike the bonus state, the lottery control for the roles is the same as in the normal game state, so the lottery control for the push order bell role that is the target of the push order navigation is executed in the same way as in the normal game state.

[0294] During the AT state, as in the first embodiment described above, the continuation is managed as the remaining number of games that can continue the AT state, with a predetermined number of games (e.g., 30 games) granted at the time of initial transition to the AT state, and the remaining number of games is subtracted for each game, and the AT state continues until there are no remaining games. When there are no more games remaining in the AT state, the AT state ends.

[0295] During the AT state, control information regarding the AT state is sent from the main control device 10 to the sub-control device 20, and under the control of the sub-control device 20, images of various effects during the AT state are displayed on the main display device 8. Also, during the AT state, the number of remaining games, the total number of medals won during the series of AT states, and the total number of games played during the AT state are displayed on the main display device 8.

[0296] In addition, the continuation lottery process for the AT state is also the same as in the first embodiment described above, and the continuation lottery process for the AT state is performed in a predetermined number of games (2 to 3 games) executed at the end of the AT state. If the result of the match lottery for each game during the lottery game period is two wins, it is determined that the continuation condition has been met, the AT state will continue, and a new AT state will begin after the current AT state ends.

[0297] In addition, even in the new AT state, the continuation of the AT state itself is managed in the same way as during the initial transition to the AT state, and the AT state will end when a predetermined number of games (for example, 30) have been played.However, even in the predetermined number of games (2 to 3 games) played at the end of this new AT state, a lottery process for the continuation of the AT state is carried out in the same way as during the initial transition. Therefore, the AT state is repeatedly executed depending on whether the continuation conditions are met in the continuation lottery process during each AT state. Furthermore, the winning probability of the match lottery for each game executed during the lottery game period in the AT state is set to be not always constant, as in the first embodiment described above.

[0298] The winning probability of each match lottery during the lottery game period in the AT state may be the same. Also, multiple lottery modes for the lottery game period in the AT state may be set and may be changeable based on the establishment of predetermined conditions, or may be changeable based on the player's operation, allowing the player to select according to their preference.

[0299] Also, as in the first embodiment described above, even during the lottery game period in the AT state, continuous character presentations are executed on the main display 8 in response to the execution of the game under the control of the sub-controller 20 based on the reception of control information from the main controller 10. Regarding the continuous effects during the AT state, the battle effects are completed for each game, and the battle effects are executed based on the winning probability set for each game, and the friendly characters (including the main character) who fight against the enemy characters for each game will appear in different types according to the winning probability.

[0300] If the match lottery in each game is successful, the character on the allied side that appears wins at the end of the game, and if the match lottery is not successful, the character on the allied side that appears loses at the end of the game, and this is performed in a complete manner for each game. If two of the three games are selected as winners, the continuation of the next AT state is confirmed.

[0301] In addition, in order to enhance the enjoyment of the game during periods other than the lottery game period in the AT state, the effects during the AT state in which predetermined characters appear are displayed on the main display 8 or the sub-display 17. In the effects during the AT state, for example, an introductory image of each character that appears is displayed, and predetermined music is output from the speaker 9.

[0302] On the other hand, during the lottery game period in the AT state, the background during the battle presentation and the content of the offense and defense during the battle presentation change depending on the type of battle lottery, thereby changing the sense of expectation for the continuation of the AT state. In addition, the execution control of the push order navigation during the AT state may be different from that during the bonus state. For example, if the push order bell role is won during the bonus state, the push order navigation may be executed with a predetermined probability (e.g., 100%), and if the push order bell role is won during the AT state, the push order navigation may be executed with a lower probability than during the bonus state (e.g., 60%), thereby resulting in a change in the number of medals that can be won during the bonus state and the AT state.

[0303] -Transition process from AT state to bonus state (arrow f in Figure 10) During the AT state, as in the normal game state, if the result of the lottery by the main control device 10 as to whether or not a bonus will be awarded is a predetermined special lottery result, a bonus state (bonus) can be awarded as a special game state.

[0304] Therefore, if a bonus role is won in the lottery by the main control unit 10 during a game in the AT state, stopping control is performed to allow a special symbol combination ("7 7 7") to appear on the reel 4, and if the special symbol combination is derived on the reel 4 based on the player's operation, the game state will transition to a bonus state, which is a special game state advantageous to the player. In addition, if a bonus role is won during the AT state, it is preferable to temporarily stop (deactivate) the execution of the push order navigation until the game state transitions to the bonus state.

[0305] If the player wins the lottery to transition to the bonus state during the AT state, the AT state currently in progress will be temporarily interrupted and the game state will transition to the bonus state. Therefore, the number of remaining games in the AT state is reserved when transitioning to the bonus state, and when returning to the AT state, the AT state will resume (arrow e in Figure 10) based on the reserved number of remaining games.

[0306] However, when the bonus state is entered during the AT state, unlike when the bonus state is entered during normal game play, the lottery process for entering the AT state is not performed, and the bonus state ends when a predetermined number of games have been played, and the AT state is returned to.

[0307] In addition, even if the AT state transitions to the bonus state, a continuation lottery period similar to that described above may be set, and lottery processing for the AT state may be performed to increase the right to continue the AT state. Also, if the lottery for transitioning to the bonus state is won during the AT state, it may not be announced that the transition to the bonus state will occur immediately, but rather that the transition to the bonus state will occur after a battle presentation (a battle presentation in which the protagonist wins) is executed as described above for a predetermined period (for example, three games). However, even in this case, if a special symbol combination is derived on reel 4 during the battle presentation, the battle presentation will be stopped and the transition to the bonus state will occur. In addition, if a rare role that has the potential to be won in combination with a bonus role is won during the AT state but the bonus role is not won, a battle performance (a battle performance in which the protagonist is defeated) may be executed.

[0308] Also, when transitioning from the AT state to the bonus state, the push order navigation may be executed for the entire period during the bonus state. In other words, when transitioning from normal game mode to bonus mode, push order navigation is executed only in the first half of the bonus mode, but when transitioning from AT mode to bonus mode, push order navigation may be executed in both the first and second half of the bonus mode. In this way, it is possible to increase the number of medals won when the AT state transitions to the bonus state, which means that the total number of medals won when the AT state and the bonus state occur consecutively will increase, greatly increasing the player's sense of anticipation. In addition, when the AT state transitions to the bonus state, a predetermined number of games (for example, 10 times) may be added to the number of remaining games in the AT state.

[0309] -Transition process from AT state to normal game state (arrow d in Figure 10) In the AT state, if the conditions for continuing the AT state are not met and the right to continue to the next AT state is not granted, that is, if two winning results are not derived in the match lottery for each game during the lottery game period in the AT state, the game will transition to the normal game state after the AT state ends. In this second embodiment, if a result that results in a non-winning match lottery is derived twice in a game during the lottery game period, the non-establishment of the special condition is confirmed. Therefore, when a result that results in a non-winning match lottery is derived twice in any game during the lottery game period, the condition for terminating the AT state is established, and the game state transitions to the normal game state from the next game. Therefore, the duration of the currently running AT state will change depending on the results of the game match lottery during the lottery game period.

[0310] In addition, since push order navigation is performed during the lottery game period, even if the special conditions are not met in the continuation lottery processing in the AT state, the longer the lottery game period continues without two non-winning matches being derived, the more opportunities there are to win medals, making the player in a more advantageous position. In addition, push order navigation for the push order bell role is performed even in games during the lottery game period, but push order navigation may not be performed in games during the lottery game period, or push order navigation may be performed only with a predetermined probability (for example, 50%).

[0311] When the AT state is switched to the normal game state, the winning probability state of the AT state is controlled to be the normal probability state. At this time, the state may be switched to the high probability state with a predetermined probability for each setting in the probability setting device 14. In addition, when transitioning to a high probability state after the end of the AT state, there is a possibility that the aforementioned limiting control (limiter control) will be performed during the high probability state, but if limiting control is performed during the high probability state, the state will be transitioned to the normal probability state.

[0312] In addition, at the end of the AT state, an ending state is set for a predetermined period (for example, 5 seconds), and during the ending state (ending period), the game progress is temporarily disabled, and after the ending state ends, the game transitions to the normal game state. During the ending state, setting-related information that can suggest the setting value set by the probability setting device 14 is notified by the notification means under the control of the main control device 10 and the sub-control device 20. For example, a predetermined image is displayed on the main display device 8 and the sub-display device 17, and a predetermined sound is output from the speaker 9. As described above, the gaming state transition is performed in the slot machine 1 of the second embodiment.

[0313] [Game state transition and display content on the main display in the second embodiment] Next, referring to the timing chart of Figure 11, we will explain the transition of the game state realized by the control of the main control unit 10 and the sub-control unit 20 in the slot machine 1 of the second embodiment, and the display content on the main display 8, particularly the transition of the game state when the game state changes in the order of normal game state → bonus state → AT state, and the display content on the main display 8.

[0314] FIG. 11 shows the correspondence between the transition of the gaming state from the normal gaming state to the bonus state, and the transition from the bonus state to the AT state, and the change in the display content on the main display 8 during that time. Specifically, under the control of the main control device 10, when a bonus role is won in the normal game state, and a special symbol combination stops on the reel 4 in the subsequent game, the game state transitions from the normal game state to the bonus state, and further, when the AT state is transitioned to by winning the AT state transition lottery during the bonus state, the navigation state and the presentation content (presentation image) displayed on the main display 8 are shown. It should be noted that FIG. 11 shows the period after the bonus combination is won during the normal gaming state, and omits the period before that.

[0315] In this second embodiment, too, the main control unit 10 controls the drawing of various prizes and changes to various game states (including the time of change), and transmits control information related to this control from the main control unit 10 to the sub-control unit 20, which then controls the various corresponding displays. The start time and duration of effects that are not directly related to changes in the game state (for example, fake premonition effects) may be controlled by the sub-controller 20 based on the reception of control information from the main controller 10, or may be controlled independently by the sub-controller 20 without receiving control information from the main controller 10. However, it is necessary to receive control information that triggers the effects (for example, information on winning a rare role).

[0316] First, as shown in Figure 11, if a bonus role is won during normal gameplay when a transition to a bonus state has not yet been determined, a continuous performance will be executed on the main display 8 as described above, and in the final game of this continuous performance (the first game shown), an image of the main character winning or an image announcing a transition to a pseudo-bonus state will be displayed on the main display 8. During normal gameplay, push order navigation on the main display 8 is not performed.

[0317] Then, in the second game, a stop promotion effect is executed on the main display 8 to encourage the special symbol combination corresponding to the bonus role to stop, and when the special symbol combination corresponding to the bonus role stops on the reel 4 due to the player's stop operation, text information such as "Congratulations on the big bonus" or a predetermined character image is displayed on the main display 8 as an image to notify the occurrence of the bonus state. The winning state of the bonus role is maintained unless the game shifts to the bonus state, and while the holding state continues, the reel 4 capable of stopping a special symbol combination is controlled to stop. However, if control is performed to prioritize the winning of other roles (for example, replay roles) in the held state, the special symbol combination cannot be stopped even in the held state when the other roles are won.

[0318] If a special symbol combination is stopped on reel 4 in the second game, the game state will transition from the normal game state to the bonus state from the start of the third game (timing t5). When the game state transitions to the bonus state, the first half of the bonus state starts first, and based on the control information from the main control unit 10, the sub-control unit 20 activates the control of the push order navigation, and if any of the push order bell roles is won, it will control the state to execute the push order navigation corresponding to that role. Therefore, in the first half of the bonus state, the push order navigation is continuously executed, making it extremely easy to win medals. Furthermore, when the gaming state shifts to the bonus state, the main control device 10 continues to output information via the external output terminal 18 to the management device to inform it that the gaming state has shifted to the bonus state.

[0319] The first half of the bonus state is set until a predetermined number of games (for example, 20 times) have been played, and if any of the push order bell roles is won during this time, the push order navigation corresponding to that role is executed on the main display 8 and the navigation lamp 12. Also, in the first half of the bonus state, as described above, as a bonus state effect, for example, an effect image introducing the characters that appear is displayed on the main display 8 together with the push order navigation.

[0320] Then, when the 33rd game starts (timing t6), the game transitions to the second half of the bonus state, and the control of the push order navigation is disabled, so that even if one of the push order bell roles is won, the corresponding push order navigation will not be executed. In addition, when the game moves to the latter half of the bonus state, the lottery for transitioning to the AT state is executed with a high probability, and as a presentation during the high probability state to inform the player that the lottery for transitioning to the AT state is being executed with a high probability, an image of the main character and enemy character facing each other is displayed on the main display 8 as a pre-performance of the battle performance.

[0321] In addition, when the game moves to the latter half of the bonus state, the lamp 11 changes from the light emission mode of the bonus state to a light emission mode that indicates that the game is in a high probability state, and the sound effect from the speaker 9 also changes from the sound effect of the bonus state to the sound effect of the high probability state. Furthermore, as the gaming state shifts to the latter half of the bonus state, the output information from the external output terminal 18 is changed from information indicating the bonus state to information indicating the normal gaming state.

[0322] Then, when the 40th game, which is part of the latter half of the bonus state, starts (timing t7), a continuous effect (battle effect) based on the lottery for transition to the AT state executed during the high probability state is executed on the main display device 8. The continuous effect is executed across the 40th to 42nd games. Figure 11 shows an example of a transition to the AT state, so after the final game in the bonus state ends, an image of the main character winning or an image announcing a transition to the AT state will be displayed on the main display 8. When the 42nd game ends, the conditions for ending the bonus state are met and the bonus state ends.

[0323] Then, from the start of the 43rd game (timing t8), the gaming state transitions to the AT state, and the main display 8 displays an effect image for the AT state. Furthermore, when the game state transitions to the AT state, the sub-controller 20 activates the control of the push order navigation based on the control information from the main controller 10, and if any of the push order bell roles is won, the sub-controller 20 will control the state to execute the push order navigation corresponding to that role.

[0324] Therefore, the control of the push order navigation, which was deactivated in the latter half of the bonus state, will be activated again by the transition to the AT state. Furthermore, when the gaming state transitions to the AT state, the main control device 10 will continue to output information via the external output terminal 18 to the management device side informing it that the gaming state has transitioned to the AT state.

[0325] As described above, in the slot machine 1 of the second embodiment, as in the first embodiment described above, when one of the push order bell roles 1 to 6 is won, the main control unit 10 controls the winning push order bell role to be awarded only when the stop operation is performed in the specific push order corresponding to the winning push order bell role. In other words, the main control device 10 constitutes a specific stop control means that can cause the variable display means to output a pattern combination that will result in the winning push order bell role being awarded as a specific stop mode that can grant a specific benefit based on a stop operation by the player using a specific push order as a specific stop mode.

[0326] In addition, based on control information from the main control unit 10, the sub-control unit 20 controls the main display 8 and navigation lamp 12 to notify the player of the specific press order required to win the winning press order bell role during the first half of the bonus state or during the AT state. In other words, the sub-controller 20 constitutes a stop operation notification means that can notify the player of a specific push order as a predetermined stop operation pattern in a way that the player can recognize it in a game in which the winning push order bell role can be won.

[0327] Also, when a bonus state occurs, the push order navigation is executed in the first half of the bonus state. In other words, the main control device 10 constitutes a notification control means that executes (activates) push order navigation by the sub-control device 20 as a stop operation notification means during the first half of the bonus state, which is the first period during the special game state.

[0328] Therefore, since the push order navigation is executed only for a predetermined period during the bonus state, it becomes possible to generate a novel bonus state that has never been seen before, thereby making the game more entertaining.

[0329] In addition, in the latter half of the bonus state, the lottery for transitioning to the AT state is executed with a higher probability than in the normal game state. In other words, the main control device 10 as a lottery means is capable of conducting a lottery to generate an AT state as a specific benefit based on the execution of the game in the latter half of the bonus state as a second period different from the first period during the special game state.

[0330] Therefore, in the latter half of the bonus state, a lottery for the AT state is carried out, which can increase the player's sense of anticipation. Furthermore, in the latter half of the bonus state, the AT state lottery is executed with a higher probability than in the normal game state, which can further increase the player's sense of anticipation.

[0331] In addition, in the latter half of the bonus state, effects and consecutive effects that are seen in the high probability state are executed. That is, the sub-control device 20 constitutes an effect control means capable of executing a predetermined effect in a game in the latter half of the bonus state as the second period in the special gaming state. Therefore, in the latter half of the bonus state, it is possible to execute highly entertaining games that effectively heighten the player's sense of expectation.

[0332] Also, in the latter half of the bonus state, the push order navigation will not be executed. In other words, the main control unit 10 as notification control means controls the sub-control unit 20 as stop operation notification means to not execute (deactivate) the push order navigation during the latter half of the bonus state, which is the second period of the special game state.

[0333] Therefore, in the latter half of the bonus state, push order navigation is not executed, but is executed only in the first half, making it possible to create a bonus state in which the benefits of the gaming parlor and the player are balanced. Furthermore, since the AT state is determined by lottery even if the push order navigation is not executed, if a bonus state occurs, it is possible to create a state that is advantageous to the player, thereby increasing the player's sense of anticipation.

[0334] Also, if you win the lottery to transition to the AT state in the latter half of the bonus state, the AT state will occur after the bonus state ends. In other words, when the main control device 10 as a lottery means derives a lottery result for transitioning to an AT state as a specific benefit, after the bonus state as a special gaming state ends, the AT state can be generated as a specific gaming state that is advantageous to the player. Therefore, when a bonus state occurs, the possibility of an AT state occurring also increases, making it possible to greatly increase the player's sense of anticipation.

[0335] Also, in the first half of the bonus state, for example, an effect introducing the characters that appear is executed, whereas in the second half of the bonus state, an effect during the high probability state or a continuous effect is executed. That is, the sub-controller 20 as a performance control means can execute different performances in the first half (first period) and the second half (second period) of the bonus state. Therefore, appropriate effects can be executed in response to the various controls that change during the bonus state, making it possible to execute highly entertaining effects that will not bore the player throughout the bonus state.

[0336] The first and second halves of the bonus state may each be set to any number of games as long as they are within the duration of the bonus state. In addition, the bonus state is set to end when the number of games played reaches a predetermined number, but it may also end when the number of medals won or paid out as prize medals during the bonus state reaches a predetermined number. In this case, if the number of medals acquired or paid out in the first half of the bonus state meets the conditions for terminating the bonus state, the bonus state will end in the middle of the first half without transitioning to the second half, so it is preferable to set the number of games in the first half so that the termination conditions based on the number of medals are not met in the first half.

[0337] It may also be possible to generate multiple bonus states with different durations. For example, it may be possible to generate a regular bonus state with a duration of 20 games and conditional on winning a regular bonus role, and a big bonus state with a duration of 40 games and conditional on winning a big bonus role. In this case, push order navigation is executed throughout the entire period of the regular bonus state, and during a predetermined period (for example, 20 games) during the normal game state immediately after the end of the regular bonus state, a high probability state effect (fake high probability effect) may be executed, similar to the latter half of the big bonus state, even though the state is in the normal probability state.

[0338] In this way, even if the regular bonus state occurs, the actual number of medals won will be the same as in the big bonus state, but since the big bonus state is more advantageous to the player in the AT state transition lottery, it is possible to generate a special game state with a strong contrast, and furthermore, since fake high probability effects are executed even in the regular bonus state, it is possible to give the player a certain degree of expectation. Also, in the regular bonus state, as in the bonus state described above, the push order navigation and lottery control may be performed by dividing the buttons into a first half and a second half, and the ratio between the first half and the second half may be set to different values ​​between the regular bonus state and the big bonus state.

[0339] In addition, the main control device 10 may perform control to make the execution mode of the bonus state that occurs during the normal gaming state different from the execution mode of the bonus state that occurs during the AT state. For example, if a bonus state occurs during normal game play, the button press sequence navigation is performed only in the first half, as described above, but if a bonus state occurs during AT mode, the button press sequence navigation may be performed for the entire bonus state, or the first half may be extended.

[0340] In other words, the main control device 10 as a notification control means executes the push order navigation (activates the stop operation notification means) in the latter half (second period) when a bonus state as a special game state occurs during an AT state as a specific game state, while it does not execute the push order navigation (deactivates the stop operation notification means) in the latter half when the bonus state occurs outside the AT state. Therefore, if the AT state and the bonus state occur in succession, the push order navigation will be executed for the entire period during the bonus state, which will result in a highly exciting game in which a large number of medals can be won synergistically.

[0341] Conversely, if a bonus state occurs during the AT state, the first half may be shortened, or the push order navigation may not be executed during the entire bonus state. In this way, when an AT state and a bonus state occur, the period during which the right to continue the AT state is selected by lottery is extended, which increases the possibility that the AT state will continue, thereby further increasing the player's expectations.

[0342] In addition, when executing control that makes the execution mode of the bonus state that occurs during the normal game state different from the execution mode of the bonus state that occurs during the AT state, the execution probability of the push order navigation may be made different. For example, if a bonus state occurs during normal game play, push order navigation will always be executed if the push order bell role is won, but if a bonus state occurs during AT mode, push order navigation may be executed with a predetermined probability (for example, 60%) if the push order bell role is won.

[0343] In this way, it is possible to reduce the amount of medals acquired when the AT state and the bonus state occur in succession. Also, if the execution probability of the push order navigation during the AT state is set lower than during the bonus state that occurs during the normal game state, and the push order navigation during the bonus state that occurs during the AT state is executed with the same execution probability as this value, even when moving from the AT state to the bonus state, the push order navigation will be executed with the same execution probability, making it possible to execute the bonus state without giving the player any sense of incongruity.

[0344] In addition, when an ending performance is executed based on a pre-determination by the limiter, the push order navigation may be executed for the entire period in the bonus state that occurs during the ending performance. In this way, it is possible to prevent players from becoming dissatisfied when there is a period of time during which the push order navigation is not executed even though the ending performance is being executed.

[0345] In addition, a so-called freeze state may be provided in which the progress of the game is temporarily suspended during the bonus state game. For example, after the final game of the first half is completed, the game progress may be paused for a predetermined period (e.g., 3 seconds), and during this pause period, an image may be displayed on the main display 8 or the like to notify the player that the push order navigation will end and that a lottery for the AT state will be held with a high probability.

[0346] In addition, when playing a game, it is possible to set 1 bet in addition to 3 bets, and in a specified game during the bonus state, a game is played in which only a specified line (for example, the middle line) is made valid by setting 1 bet, and in this game, a pattern that disables the pull-in stop control is stopped on the specified line (so-called JAC removal), and a winning result is derived in which a specified number of medals (for example, 14 medals) are paid out, making it possible to adjust the number of medals paid out during the bonus state. In this way, when the bonus state is ended based on the number of medals paid out during the bonus state, it is possible to reduce the number of games that adjust the number of medals paid out and obtain the maximum number of medals. The slot machine 1 in the second embodiment is configured as described above.

[0347] [Modification 1 of the second embodiment] Next, a first modification of the second embodiment will be described with reference to FIG. In the slot machine 1 of the second embodiment described above, the bonus state is fixedly divided into a first half in which push order navigation is executed and a second half in which push order navigation is not executed, but in variant example 1 of the second embodiment, the duration of the first and second half of the bonus state can be changed. Therefore, only the settings of the first and second halves in the bonus state are different from those of the second embodiment described above, and the other configurations are the same as those of the second embodiment described above.

[0348] As shown in FIG. 12, in the first modification of the second embodiment, the main control device 10 can generate a bonus 1 state and a bonus 2 state as bonus states. However, the duration of the bonus state is the same in the bonus 1 state and the bonus 2 state, and the winning combination is also controlled in the same way. The difference between the Bonus 1 state and the Bonus 2 state is the ratio between the first and second halves. The main control unit 10 changes the timing of switching between the first and second halves. For example, in the Bonus 1 state, the first half ends when 20 games have been played since the start (timing t9), whereas in the Bonus 2 state, the first half ends when 25 games have been played since the start (timing t10). Therefore, as mentioned above, the push order navigation during the bonus state is only executed in the first half, and since the first half in which the push order navigation is executed is set to be longer, the number of medals won will be greater in the bonus 2 state (large number of medals won) than in the bonus 1 state (medium number of medals won).

[0349] On the other hand, as mentioned above, the lottery for transitioning to the AT state during the bonus state is also carried out with a high probability in the latter half, so the probability of transitioning to the AT state is higher in the Bonus 1 state than in the Bonus 2 state because the latter half is set longer. In addition, in the latter half of the Bonus 1 state and the Bonus 2 state, similar to the slot machine 1 of the second embodiment described above, a high probability state presentation is executed to notify the player that the transition lottery to the AT state is being held in a high probability state. In addition, the advantage to the player is set to be higher the longer the first half, so even if the lottery period in the AT state is shortened, the bonus 2 state will be more advantageous.

[0350] In addition, the selection of whether to generate the Bonus 1 state or the Bonus 2 state is controlled by the main control unit 10 when a bonus role is won, and when a predetermined condition is met and the lottery probability state of the AT state during the normal game state is a high probability state, the probability of the Bonus 2 state being selected is controlled to be higher than when it is in the normal probability state. For example, when the normal probability state is in effect, the bonus 2 state is selected with a predetermined probability (e.g., 40%), whereas when the high probability state is in effect, the bonus 2 state is selected with a probability higher than the predetermined probability (e.g., 60%).

[0351] As described above, in the slot machine 1 in variant example 1 of the second embodiment, when a bonus state is generated, the length of the first half of the period in which the push order navigation is activated during the bonus state can be changed. That is, the main control device 10 constitutes a change control means that can change the length of the first half as the first period in the bonus state as the special gaming state. Therefore, a wider variety of bonus states can be generated, which can change the player's expectations and make the game more entertaining.

[0352] In addition, the ratio between the first and second halves when generating bonus states with different execution modes may be other than those described above, and may be any value as long as the player's advantage changes due to the generation of different bonus states. Also, in a bonus state where the period of the first half is relatively short, the first half may not be generated, i.e., the entire period of the bonus state may be the second half in which the AT state is drawn with a high probability, or conversely, in a bonus state where the period of the first half is relatively long, the second half may not be generated, i.e., the entire period of the bonus state may be the first half in which the push order navigation is executed.

[0353] Furthermore, although a bonus state with a different execution mode is generated based on the winning of the same bonus role, a bonus role may be set for each bonus state with a different execution mode.

[0354] Furthermore, the condition for selecting a bonus state with a different execution mode is the probability state at the time when the bonus role is won, but it can also be something else. For example, when a bonus state is won, if the number of games executed since the end of the previous bonus state or the number of games executed since the end of the previous AT state reaches a predetermined number (for example, 300 times), a highly advantageous bonus state may be generated.

[0355] In addition, a bonus state with a different execution mode may be selectively generated with a predetermined probability, regardless of the probability state of the AT state lottery. In addition, the selection rate when selecting a bonus state with a different execution mode may be changed depending on the probability setting value in the probability setting device 14, and for example, the control may be such that a more advantageous bonus state is selected in the case of a relatively high probability setting value than in the case of a low probability setting value.

[0356] Also, bonus states with different execution modes may be selectable based on the player's selection operation, but in this case, it is preferable to equalize the degree of advantage in each bonus state.

[0357] In addition, the execution probability of the push order navigation may be changed for each bonus state with a different execution mode. For example, in the first half of the bonus 1 state, the push order navigation is executed with a predetermined probability (for example, 70%) when the push order bell role is won, but in the first half of the bonus 2 state, the push order navigation may be executed with a predetermined probability (for example, 100%) when the push order bell role is won.

[0358] Furthermore, when a bonus state is generated during normal game play, the Bonus 1 state and the Bonus 2 state are selectively generated as described above, but when a bonus state is generated during an AT state, a bonus state with a different execution mode from the Bonus 1 state and the Bonus 2 state may be generated in which the push order navigation is executed throughout the entire period, i.e., the push order navigation is executed (activated) even in the latter half of the period.

[0359] In addition, the execution mode of the bonus state is determined when a bonus combination is won, but when a predetermined game is executed in the first half of the bonus state, a lottery is held to determine whether or not to continue the first half, and whether or not to continue the first half may be determined based on the result of the lottery. In this case, it is preferable to hold a lottery so that the probability of the first half continuing is higher in a bonus state with a high advantage than in a bonus state with a low advantage.

[0360] In addition, the probability of winning the AT state in the latter half of the bonus state may be set much higher than during the normal game state, so that the bonus state with a longer latter half period is more advantageous. The slot machine 1 of the first modified example of the second embodiment is configured as described above.

[0361] [Effects at the start of the bonus 1 state in Modification 1 of the second embodiment] Next, with reference to FIG. 13, a description will be given of the effects executed on the main display device 8 when the bonus 1 state is started in the first modified example of the second embodiment. FIG. 13 shows an effect image on the main display 8 that is executed during a game in which a special symbol combination corresponding to a bonus role can be stopped on the reel 4 after a bonus role has been won, and after the game has ended.

[0362] First, as shown in FIG. 13(a), when a game in which a special pattern combination can be stopped is executed, a variable display starts on the reel 4 as a variable display means, and also on the main display 8, a variable image display using image patterns starts. The image variation display is performed, for example, by scrolling each of the image reels 40a to 40c, which consist of image patterns similar to the patterns and pattern arrangements displayed on the reels 4a to 4c, from top to bottom in the main screen portion of the main display 8.

[0363] Therefore, the main display 8 performs image varying display in response to the varying display on the reels 4a to 4c. The scrolling speed of the image variation display (the moving speed of the image symbols) may be any speed, but it is preferable that the speed is high enough that the player cannot distinguish the image symbols. Thereafter, when it becomes possible to stop the reel 4, the stop operation of the stop button 5 becomes valid, and in response to the stop operation of the stop button 5, the corresponding reel 4 stops.

[0364] Figure 13(b) shows the stopping state of reel 4 and the presentation image on main display 8 when all reels 4 are stopped by the stop operation of stop button 5 and a special pattern combination corresponding to a bonus role stops on reel 4. As shown in FIG. 13(b), when the 7 symbol 50 stops on each of the reels 4a to 4c as a special symbol combination at the end of the game, the image variation display of the image symbol on the main display 8 also stops, and the bonus 1 symbol combination image 40d corresponding to the special symbol combination on the reel 4 also stops on the main display 8.

[0365] FIG. 13 shows a case where the bonus 1 state occurs, and therefore, the image symbol of "BAR·BAR·BAR" corresponding to the bonus 1 state is stopped as the bonus 1 symbol combination image 40d. At this time, the image symbols of "BAR·BAR·BAR" are stopped individually in correspondence with the stopping of each of the reels 4a to 4c. Moreover, above the BONUS 1 symbol combination image 40d, a BONUS 1 notification image 40e including text information of "REGULAR BONUS" is displayed to notify the occurrence of the BONUS 1 state. In addition, in a game in which a special symbol combination can be stopped, if the special symbol combination is not stopped on reel 4 due to a player's mistake in stopping operation, etc., a losing symbol combination image different from the bonus 1 symbol combination image 40d is displayed. The losing symbol combination may be any image other than the bonus 1 symbol combination image 40d. For example, if the 7 symbol 50 cannot be stopped on the right reel 4c only, the losing symbol combination image "BAR·BAR·-" may be displayed.

[0366] "BAR·BAR·BAR" in the bonus 1 symbol combination image 40d and "regular bonus" in the bonus 1 notification image 40e generally refer to symbol combinations and their values ​​that correspond to a less advantageous bonus state among bonus states, so by displaying the bonus 1 symbol combination image 40d and the bonus 1 notification image 40e, it is possible to make the player aware that a less advantageous bonus 1 state has occurred.

[0367] In this way, when a bonus state is generated, the main control device 10 determines whether to generate a bonus 1 state or a bonus 2 state, and if the bonus 1 state is generated, a bonus 1 pattern combination image 40d or a bonus 1 notification image 40e is displayed in response to the stopping of a special pattern combination on the reel 4, to notify the occurrence of the bonus 1 state. Therefore, the player can play the game in the bonus 1 state while being sure that the bonus 1 state has occurred.

[0368] Then, when the next game is played, the game state transitions to the bonus 1 state, and the bonus 1 pattern combination image 40d and the bonus 1 notification image 40e on the main display 8 are erased, and an image during the bonus 1 state, such as the number of remaining games in the first half of the bonus 1 state (for example, 20), is displayed. As described above, the effects at the start of the bonus 1 state in the first modified example of the second embodiment are executed.

[0369] [Effects at the start of the bonus 2 state in Modification 1 of the second embodiment] Next, with reference to FIG. 14, a description will be given of the effects executed on the main display device 8 when the bonus 2 state is started in the first modified example of the second embodiment. FIG. 14 shows an effect image on the main display 8 that is executed during a game in which a special symbol combination corresponding to a bonus role can be stopped on the reel 4 after a bonus role has been won, and after the game has ended.

[0370] First, as shown in FIG. 14(a), when a game in which a special symbol combination can be stopped is executed, similar to when the bonus 1 state described above occurs, variable display on reel 4 as a variable display means begins, and also on the main display device 8, variable image display on image reels 40a to 40c begins.

[0371] Next, Figure 14(b) shows the stopping state of reel 4 and the presentation image on main display 8 when all reels 4 are stopped by the stop operation of stop button 5 and a special pattern combination corresponding to a bonus role stops on reel 4. As shown in FIG. 14(b), when the 7 symbol 50 stops on each of the reels 4a to 4c as a special symbol combination at the end of the game, the image variation display of the image symbol on the main display 8 also stops, and the bonus 2 symbol combination image 41b corresponding to the special symbol combination on the reel 4 also stops on the main display 8.

[0372] FIG. 14 shows a case where the BONUS 2 state occurs, and therefore, the image symbol of "7·7·7" corresponding to the BONUS 2 state is stopped as the BONUS 2 symbol combination image 41b. At this time, the image symbols of "7·7·7" are stopped individually in correspondence with the stopping of each of the reels 4a to 4c. Moreover, above the BONUS 2 symbol combination image 41b, a BONUS 2 notification image 41a including text information of "BIG BONUS" is displayed to notify the occurrence of the BONUS 2 state. In addition, in a game in which a special symbol combination can be stopped, if the special symbol combination is not stopped on reel 4 due to a player's mistake in stopping operation, etc., a losing symbol combination image different from the bonus 2 symbol combination image 41b will be displayed. The losing symbol combination may be any image other than the bonus 2 symbol combination image 41b. For example, if the 7 symbol 50 cannot be stopped on the right reel 4c only, the losing symbol combination image "7·7·-" may be displayed.

[0373] The "7·7·7" in the bonus 2 symbol combination image 41b and the "big bonus" in the bonus 2 notification image 41a generally refer to symbol combinations and their values ​​that correspond to a highly advantageous bonus state among bonus states, so when the bonus 2 symbol combination image 41b or the bonus 2 notification image 41a is notified, it becomes possible for the player to recognize that a highly advantageous bonus 2 state has occurred.

[0374] In this way, when a bonus state is generated, the main control device 10 determines whether to generate a bonus 1 state or a bonus 2 state, and if the bonus 2 state is generated, a bonus 2 pattern combination image 41b or a bonus 2 notification image 41a is displayed in response to the stopping of a special pattern combination on the reel 4, to notify the occurrence of the bonus 2 state. Therefore, the player can play the game during the bonus 2 state while being sure that the bonus 2 state has occurred.

[0375] Then, when the next game is played, the game state transitions to the Bonus 2 state, and the Bonus 2 pattern combination image 41b and the Bonus 2 notification image 41a on the main display 8 are erased, and an image during the Bonus 2 state, such as the number of remaining games in the first half of the Bonus 2 state (for example, 25), is displayed.

[0376] Although the execution mode of the bonus state is notified by executing an image change display on the main display 8, it may also be notified by other effects on the main display 8, for example, the execution mode of the bonus state may be notified by a roulette effect or a battle effect. In addition, after a special symbol combination is stopped on reel 4, the game progress may be temporarily stopped and a so-called reel effect may be executed in which reel 4 is moved again, and the execution status of the bonus state may be notified by a symbol (for example, "7" or "BAR") that has stopped on the activated line at the end of the reel effect.

[0377] In addition, when it is determined in advance that a bonus 2 state will occur, a bonus 1 pattern combination image 40d or a bonus 1 notification image 40e may be displayed to notify the bonus 1 state, and then in a predetermined game executed in the first half, a so-called promotion effect may be executed to display a predetermined image to notify the bonus 2 state. As described above, the effects at the start of the bonus 2 state in the first modified example of the second embodiment are executed.

[0378] [Modification 2 of the second embodiment] Next, a second modification of the second embodiment will be described with reference to FIG. The slot machine 1 in variant 2 of this second embodiment, like variant 1 of the second embodiment described above, allows the duration of the first and second halves of the bonus state to be changed, and the content of the presentation executed in the second halves is different from that of variant 1 described above. Furthermore, in variant example 2 of the second embodiment, in addition to the Bonus 1 state in which the number of medals earned is medium, and the Bonus 2 state in which the number of medals earned is the maximum, it is possible to generate a Bonus 3 state in which the duration of the first half of the bonus state is shortest and the number of medals earned is the smallest. Therefore, only the presentation executed in the latter half of the bonus state differs from that of the first modified example of the second embodiment, and the other configurations are the same as those of the first modified example.

[0379] First, FIG. 15(a) is a diagram comparing the first and second halves of the bonus state in the bonus 1 state where the number of medals acquired is medium, and the bonus 2 state where the number of medals acquired is the maximum. As shown in FIG. 15(a), in the second modification of the second embodiment, the main control device 10 can selectively generate a bonus 1 state or a bonus 2 state as a bonus state based on the winning of the same bonus role. However, the duration of the bonus state controlled by main control device 10 is set to be the same for bonus 1 state and bonus 2 state, and the period from timing t11 to t13a shown in the figure is controlled as the bonus state.

[0380] In addition, the ratio between the first half and the second half is different between the Bonus 1 state and the Bonus 2 state, and the main control unit 10 changes the timing of switching between the first half and the second half, so that, for example, in the Bonus 1 state, the first half ends when 20 games have been played since the start (timing t12a), whereas in the Bonus 2 state, the first half ends when 25 games have been played since the start (timing t12b). Therefore, as mentioned above, the push order navigation during the bonus state is only executed in the first half, and since the first half in which the push order navigation is executed is set to be longer, the number of medals won will be greater in the bonus 2 state (large number of medals won) than in the bonus 1 state (medium number of medals won).

[0381] On the other hand, the latter half of the bonus state, in which the lottery for transitioning to the AT state is executed with a high probability, is set between timing t12a and t13a in the bonus 1 state, and between timing t12b and t13a in the bonus 2 state. Therefore, the probability of transitioning to the AT state is higher in the Bonus 1 state than in the Bonus 2 state because the latter half is set longer.

[0382] In addition, in the latter half of the Bonus 1 state and the Bonus 2 state, similar to the slot machine 1 of the second embodiment described above, a high probability state effect (high probability effect) is executed to notify that the transition lottery to the AT state is being held in a high probability state. In addition, in the Bonus 2 state, the length of the first half is longer than the standard Bonus 1 state, so the time when the presentation during the high probability state ends is delayed by that amount (5 games) later than the time when the second half actually ends.

[0383] Specifically, in the Bonus 2 state, the effects during the high probability state are executed between timings t12b and t13b, which is the period until the same number of games (20 games) as those executed between timings t12a and t13a in the Bonus 1 state are executed. However, even in the Bonus 2 state, the latter half will end at timing t13a, so the high probability state presentation will be carried out between timings t13a and t13b (extension section), but since the game has actually transitioned to the normal game state, the transition lottery to the AT state will be carried out in the normal probability state.

[0384] As with variant 1 of the second embodiment described above, the advantage to the player is set to be higher the longer the first half, so even if the lottery period for the AT state is shortened, the Bonus 2 state will be more advantageous than the Bonus 1 state.

[0385] In addition, the selection of whether to generate the Bonus 1 state or the Bonus 2 state is controlled by the main control unit 10 when a bonus role is won, as in variant example 1 of the second embodiment described above, and if the predetermined conditions are met and the lottery probability state of the AT state during the normal game state is a high probability state, the probability of the Bonus 2 state being selected is controlled to be higher than when it is in the normal probability state. For example, when the normal probability state is in effect, the bonus 2 state is selected with a predetermined probability (e.g., 20%), whereas when the high probability state is in effect, the bonus 2 state is selected with a probability higher than the predetermined probability (e.g., 30%).

[0386] If the player does not win the lottery to transition to the AT state in the Bonus 2 state, the continuous presentation will end at the end of the extension period (timing t13b), and the next game will return to the presentation in the normal game state. On the other hand, if the lottery for transitioning to the AT state is won in the Bonus 2 state, the continuous performance will end at the end of the extension period (timing t13b), and the game state will transition to the AT state from the next game. Therefore, when the presentation during the high probability state is extended, the transition time to the AT state is also changed to a time later than the standard bonus state in accordance with the extension of the presentation. In addition, when transitioning to the AT state, the transition to the AT state may be made at the end of the original bonus state (timing t13a).

[0387] Next, FIG. 15(b) is a diagram comparing the first and second halves of the bonus state in the bonus 1 state where the number of medals acquired is medium, and the bonus 3 state where the number of medals acquired is the smallest. In the second modification of the second embodiment, the main control device 10 can selectively generate a bonus 3 state in addition to the bonus 1 state and the bonus 2 state based on the winning of the same bonus combination. However, as described above, the duration of the bonus state controlled by the main control device 10 is set to be the same for the bonus 1 state, the bonus 2 state, and the bonus 3 state, and the period between the timings t11 and t13a shown in the figure is controlled as the bonus state.

[0388] As shown in Figure 15(b), the ratio of the first half to the second half is different between the Bonus 1 state and the Bonus 3 state, and the main control unit 10 changes the timing of switching between the first half and the second half so that, for example, in the Bonus 1 state, the first half ends when 20 games have been played since the start (timing t12a), whereas in the Bonus 3 state, the first half ends when 15 games have been played since the start (timing t12c). Therefore, as mentioned above, the push order navigation during the bonus state is only executed in the first half, and because the first half in which the push order navigation is executed is set to be shorter, the number of medals won is greater in the bonus 1 state (medium number of medals won) than in the bonus 3 state (small number of medals won).

[0389] On the other hand, the latter half of the bonus state, in which the lottery for transitioning to the AT state is executed with a high probability, is set between timing t12a and t13a in the bonus 1 state, and between timing t12c and t13a in the bonus 3 state. Therefore, the probability of transitioning to the AT state is higher in the Bonus 3 state than in the Bonus 1 state because the latter half is set longer.

[0390] In addition, in the latter half of the Bonus 1 state and the Bonus 3 state, similar to the slot machine 1 of the second embodiment described above, a high probability state effect (high probability effect) is executed to notify that the transition lottery to the AT state is being held in a high probability state. In addition, in the Bonus 3 state, the length of the first half is shorter than the standard Bonus 1 state, so the time when the presentation during the high probability state ends is brought forward by that amount (5 games) earlier than the time when the second half actually ends.

[0391] Specifically, in the Bonus 3 state, the effects during the high probability state are executed between timings t12c and t13c, which is the period until the same number of games (20 games) as those executed between timings t12a and t13a in the Bonus 1 state are executed. However, even in the bonus 3 state, the latter half will continue until timing t13a, so the high probability state presentation will not be performed between timing t13c and t13a (shortened section), but since you are actually still in the latter half of the bonus state, the transition lottery to the AT state will be executed in the high probability state.

[0392] As with variant 1 of the second embodiment described above, the advantage to the player is set to be higher the longer the first half, so the bonus 1 state is more advantageous than the bonus 3 state.

[0393] In addition, the selection of whether to generate the Bonus 1 state, Bonus 2 state, or Bonus 3 state is controlled by the main control unit 10 when a bonus role is won, as in variant example 1 of the second embodiment described above, and if the predetermined conditions are met and the lottery probability state of the AT state during the normal game state is a high probability state, the selection is controlled so that the probability of selecting a more advantageous bonus state is increased. For example, in the normal probability state, the bonus state is selected so that the relationship is Bonus 2 state (large number of coins acquired: large advantage) < Bonus 1 state (medium number of coins acquired: medium advantage) < Bonus 3 state (small number of coins acquired: small advantage), whereas in the high probability state, the bonus state is selected so that the relationship is Bonus 3 state < Bonus 1 state < Bonus 2 state.

[0394] If the player does not win the lottery to transition to the AT state in the Bonus 3 state, the continuous presentation will end at the end of the shortened section (timing t13c), and the next game will return to the presentation in the normal game state. However, since the lottery for transitioning to the AT state is executed with a high probability even in the shortened section, if the AT state is won in the shortened section, after the end of the game in which the original bonus state ends, it will be announced that the game will transition to the AT state without going through the continuous performance, and the game state will transition to the AT state from the next game.

[0395] On the other hand, if the player wins the lottery to transition to the AT state while in the Bonus 3 state, the continuous performance will be executed so that it ends at the end of the shortened section (timing t13c), and the transition to the AT state will be announced after the end of the game in which the shortened section ends.The announcement will then continue until the end of the original bonus state (timing t13a), and the game state will transition to the AT state from the next game. In other words, even when transitioning to the AT state, the shortened section is still in the bonus state, so the game waits until the end of the original bonus state before transitioning to the AT state.

[0396] As described above, in the slot machine 1 in the second modification of the second embodiment, even when a bonus state with a different execution mode occurs, the presentation is controlled so that the length of the latter half of the bonus state appears to be the same. In other words, the sub-controller 20 as a presentation control means has the function (means) of extending and executing the presentation corresponding to the latter half beyond the end point of the bonus state when the length of the latter half as the second period during the bonus state as a special game state is shortened compared to the standard predetermined bonus state (bonus 1 state). On the other hand, when the length of the latter half of the second period during the bonus state as a special game state is extended longer than the standard predetermined bonus state (bonus 1 state), it has a function (means) to shorten the presentation corresponding to the latter half from the end point of the bonus state.

[0397] Therefore, even if a bonus state occurs in which the length of the latter half is shortened or extended compared to the standard bonus state, the presentation during the high probability state will be executed for the same period as the standard bonus state, and the transition lottery period to the AT state will not be shortened or lengthened for the player, so the player will not feel distrustful or have their expectations lowered. Furthermore, even if the effects during a high probability state are extended or shortened, the actual lottery period for transitioning to the AT state is not always set to a fixed period, so it is possible to prevent situations in which the balance of profits between the gaming parlor and the player is disrupted.

[0398] The period (number of games) for shortening or extending the latter half may be other than those mentioned above, and four or more types of bonus states with different periods in the latter half may be provided in addition to the three types mentioned above. In this case, an extended or shortened section of the high probability state presentation may be provided for the period for which the latter half is shortened or extended.

[0399] In addition, multiple bonus roles may be provided, and the length of the entire bonus state may be set to be different for each bonus role, and the ratio between the first and second halves of the bonus state generated by winning the same bonus role may be made different. Furthermore, when information indicating a bonus state is output from the external output terminal 18, it is preferable not to output the information in the extension section and shortened section.

[0400] Furthermore, when the bonus state is ended by the number of medals paid out during the bonus state (prescribed number of medals), the bonus state is actually ended by paying out the same prescribed number of medals in each bonus state, but in appearance the prescribed number of medals is changed for each type of bonus state, and the performance during the high probability state is executed according to the changed prescribed number of medals.

[0401] Next, with reference to FIG. 16, a case where the execution mode of the push order navigation in the first half is changed in the slot machine 1 of the second modified example of the second embodiment will be described. In the slot machine 1 in variant example 2 of the second embodiment, it is possible to generate bonus 1 state to bonus 3 state, each of which has a different length in the first half, but the predetermined period in the first half of these bonus states may be a section in which push order navigation is not executed, as shown in Figure 16.

[0402] First, Figure 16(a) shows a case in which, in a slot machine 1 in variant example 2 of the second embodiment, a section without push order navigation is set up in a predetermined period in the middle of the first half of a predetermined bonus state (for example, bonus 2 state) under the control of the main control unit 10, in which push order navigation is disabled. The no-press-order navigation section is set during a predetermined number of games (for example, 1 to 2 games).

[0403] As shown in Figure 16(a), the first half is defined as the time up to the point (timing t16) when a predetermined number of games (for example, 25 games) have been played in the entire Bonus 2 state (timings t14 to t17), and in this first half, push order navigation is basically executed when the push order bell role is won. Then, a predetermined period in the middle of the first half (timing t15a to t15b) is set as a section without push order navigation in which push order navigation is not executed. Therefore, during this section without push order navigation, push order navigation will not be executed even if you win the push order bell role.

[0404] The section without push order navigation is set based on the point at which the first half of each bonus state ends. For example, in the first half of Bonus 2 state, the section without push order navigation is set at either the point at which the first half of Bonus 3 state ends (when 15 games have been played) or the point at which the first half of Bonus 1 state ends (when 20 games have been played), or both. Therefore, the start point (timing t15a) of the section without push order navigation shown in Figure 16(a) is the point at which the first half of the Bonus 3 state ends (the point at which 15 games have been played) or the point at which the first half of the Bonus 1 state ends (the point at which 20 games have been played).

[0405] In addition, in the section without push order navigation, the sub-controller 20 controls, for example, the main display 8 to execute a continuation decision display as to whether or not the first half of the bonus state will continue. The continuation decision effect is executed, for example, by a roulette game, and if the roulette game results in a continuation, the first half will continue, and if the roulette game results in a non-continuation (end), the first half will end without continuing and move on to the second half. In addition, if a section without push order navigation is set up in the middle of the first half, the type of bonus state (length of the first half) must not be announced at the start of the bonus state.

[0406] The result of the continuation decision effect is determined according to the type of bonus state being executed at that time, and as shown in Figure 16(a), in the case of the bonus 2 state, at the end of the section without push order navigation (timing t15b), the result is derived that the first half will continue, and the state will return to one in which push order navigation is executed again from the next game. On the other hand, at the end of the first half of the Bonus 1 state and the end of the first half of the Bonus 3 state, the continuation decision effect is executed, and the result that the first half ends is derived, and the second half continues without returning to the state in which the push order navigation is executed. Therefore, in this case, in the Bonus 1 state and the Bonus 3 state, the continuation decision effect is executed in the second half.

[0407] As described above, a section without push order navigation is provided for a predetermined period during the first half of the bonus state, and a continuation decision effect is executed during this section without push order navigation, and the push order navigation is reactivated depending on the result of the continuation decision effect, which makes it possible to improve the entertainment value of the game. Also, it is possible to increase the player's sense of satisfaction and accomplishment compared to when the length of the first half of the bonus state is announced at the beginning. Furthermore, even if the push order bell role is won during the continuation decision performance, the push order navigation on the main display 8 is not executed, so it is possible to prevent situations where the player is unable to concentrate on the continuation decision performance due to their eyes being fixed on the push order navigation, and is therefore unable to accurately determine whether or not the game will continue.

[0408] Furthermore, for example, even at the beginning of the second half of the bonus 1 state or bonus 3 state, a continuation decision effect is executed that leads to the end of the first half, so even if the first half ends, it is possible to prolong the player's anticipation and increase the interest of the game.

[0409] In addition, the section without push order navigation can be any period during which the continuation decision effect can be executed, and the continuation decision effect can be any effect as long as it can inform the player whether or not the first half will continue.

[0410] Next, Figure 16(b) shows a case in which, in a slot machine 1 in variant example 2 of the second embodiment, under the control of the main control unit 10, a section without push order navigation is set up in which push order navigation is disabled during an initial predetermined period in the first half of a predetermined bonus state (for example, bonus 2 state). As described above, the no-press-order navigation section is set during the execution of a predetermined number of games (for example, 1 to 2 times).

[0411] As shown in Figure 16(b), the first half is defined as the time up to the point (timing t16) when a predetermined number of games (for example, 25 games) have been played in the entire Bonus 2 state (timings t14 to t17), and in this first half, push order navigation is basically executed when the push order bell role is won. Then, a predetermined period at the beginning of the first half (timing t14 to t15c) is set as a section without push order navigation in which push order navigation is not executed. Therefore, during this section without push order navigation, push order navigation will not be executed even if you win the push order bell role.

[0412] The section without push order navigation is set at the beginning of the first half of all bonus states, and in the section without push order navigation, under the control of the sub-controller 20, for example, the main display 8 executes a first half determination effect that determines the duration (length) of the first half of the bonus state. The first half determination effect is executed by, for example, a roulette game, and the duration of the first half of the current bonus state is determined by the roulette game. Therefore, the type of the current bonus state is notified by the roulette game.

[0413] The result of the first half determination performance is determined according to the type of bonus state being executed at that time, and as shown in Figure 16(b), in the case of the bonus 2 state, at the end of the section without push order navigation (timing t15c), the duration of the first half (25 games) is announced by the roulette game, and the state transitions to one in which push order navigation is executed from the next game. On the other hand, in the Bonus 1 and Bonus 3 states, the first half determination performance is executed in the initial section of the first half without push order navigation, and the duration of each first half is announced.

[0414] As described above, a section without push order navigation is provided for a predetermined period at the beginning of the first half of the bonus state, and the first half determination effect is executed during this section, and the duration of the first half is announced according to the result of the first half determination effect, which makes it possible to improve the entertainment value of the game. Also, since the duration is announced reliably at the beginning of the first half, the player can proceed with the game while accurately recognizing the type of bonus state that this time. Furthermore, even if the push order bell role is won during the first half determination performance, the push order navigation on the main display 8 is not executed, so it is possible to prevent situations where the player is unable to concentrate on the first half determination performance due to their eyes being fixed on the push order navigation, and is therefore unable to accurately recognize the duration of the first half.

[0415] In addition, the section without push order navigation can be any period during which the first half determination effect can be executed, and the first half determination effect can be any effect as long as it can inform the player of the duration of the first half. As described above, the slot machine 1 of the second modification of the second embodiment is configured.

[0416] [Modification 3 of the second embodiment] Next, a third modification of the second embodiment will be described with reference to FIG. In the slot machine 1 in the second embodiment described above, if the lottery for shifting to the AT state is won in the latter half of the bonus state, the transition to the AT state is made after the bonus state ends. Therefore, even if you win the lottery to transition to the AT state, the push order navigation will not be executed until the entire second half of the bonus state, in which the push order navigation is not executed, has passed.

[0417] On the other hand, in the slot machine 1 in variant example 3 of the second embodiment, if the transition lottery to the AT state is won in the latter half of the bonus state, the push order navigation is executed without waiting for the end of the bonus state. Therefore, the manner in which the push order navigation is executed when the transition lottery to the AT state is won in the latter half of the bonus state is different from that of the second embodiment described above, but the other configurations are the same as those of the second embodiment.

[0418] Figure 17 is a timing chart showing the navigation state and presentation state when a predetermined bonus state (for example, Bonus 1 state) occurs, a predetermined rare role (for example, a chance role) is won in the latter half, and that winning also triggers the lottery for transitioning to the AT state. As shown in Figure 17, when the bonus state occurs and the first half period (timing t18 to t19) in which the push order navigation is activated ends, the next game transitions to the second half and the push order navigation is deactivated.

[0419] Then, if a predetermined rare role is won at the time of execution of a predetermined game in the second half (timing t20) and the lottery for transitioning to the AT state is also won at that time, a continuous performance is executed on the main display 8 under the control of the sub-control device 20 to determine whether or not to transition to the AT state. The continuous performance is executed for a predetermined number of games (for example, three games), and after the final game of the continuous performance ends, a result is derived informing the player that the game will transition to an AT state, and the fake AT state will be initiated by the control of the main control device from the start of the next game (timing t21).

[0420] The fake AT state is a state that appears as if an AT state is occurring during the latter half of the bonus state, and as with the normal AT state, the push order navigation is activated and the same effects as in the normal AT state are executed on the main display 8. Therefore, although the actual gaming state is in the latter half of the bonus state, from the player's perspective, it appears as if the state has transitioned to the AT state from the end of the continuous performance (timing t21).

[0421] Then, from the point when the actual bonus state ends and the next game starts (timing t22), the game state will transition to the AT state (real AT state). However, since the fake AT state has already occurred at this point, the game state will transition to the real AT state when the fake AT state ends. Furthermore, when the fake AT state ends and the actual AT state is entered, the push order navigation and the effects on the main display 8 continue, so from the outside it appears as if a series of AT states are occurring during this time.

[0422] Furthermore, the duration of the fake AT state (timing t21 to t22) is set regardless of the specified number of games (duration) of the AT state (real AT state), so the specific gaming state that is advantageous to the player is extended by the duration of the fake AT state. In other words, the earlier the fake AT state occurs in the bonus state, the longer the duration of the specific game state will be, and the more advantageous it will be for the player. At the start of the fake AT state, it is preferable to announce the number of games by which the specific gaming state will be extended, and it is also preferable to set the number of remaining games in the AT state on the main display 8 to a value obtained by adding the number of games by which the specific gaming state will be extended.

[0423] As described above, in the slot machine 1 in variant example 3 of the second embodiment, if the player wins the lottery to transition to the AT state in the latter half of the bonus state, a fake AT state that looks like an AT state is generated in the middle of the latter half, so that the AT state can be generated without any sense of incongruity. Furthermore, when a fake AT state occurs, the period during which the player has an advantage is extended accordingly, which can increase the player's sense of anticipation.

[0424] In addition, even if a rare role is won in the latter half of the bonus state but the lottery for transitioning to the AT state is not won, a continuous performance may be executed to finally notify that there will be no transition to the fake AT state. In addition, even if you win a rare combination in the latter half of the bonus state and also win the lottery to transition to the AT state, you may set a pattern that does not transition to the fake AT state. In this case, as in the second embodiment described above, a continuous performance is executed at the final stage of the bonus state, and after the end of this continuous performance, that is, after the end of the bonus state, the transition to the AT state will be made.

[0425] In addition, if a pattern is set that does not transition to the fake AT state, a distribution lottery may be held when a rare role is won to determine whether to generate a fake AT state or transition to the AT state after the bonus state ends. In addition, if a rare combination is won in the latter half of the bonus state, a waiting period may be set or a premonition effect may be executed. As described above, the slot machine 1 of the third modified example of the second embodiment is configured.

[0426] Third Embodiment Next, a third embodiment of the present invention will be described. In the slot machine 1 of the third embodiment of the present invention, only some of the configuration and control of the slot machine 1 differ from the first embodiment described above, and the rest is the same as the first embodiment, so below we will only explain the parts that differ from the first embodiment described above.

[0427] [Game flow regarding bonus state and RT state in the gaming machine in the third embodiment] First, the flow of the game regarding the bonus state and the RT state in the slot machine 1 in the third embodiment will be described with reference to FIG. In the slot machine 1 of the third embodiment, it is possible to play a two-bet game in which two medals are spent to play the game, and a three-bet game in which three medals are spent to play the game. Figure 18 shows the flow of play when playing a two-bet game and a three-bet game.

[0428] As shown in FIG. 18, the main control device 10 can control three gaming states when a 2-bet game and a 3-bet game are executed: a non-RT state (RT0), an RT state (RT1), and a bonus state. In the slot machine 1 of the third embodiment, as in the second embodiment described above, it is possible to generate a bonus state, which is a so-called real bonus, but the bonus state is set to a bonus A state and a bonus B state, with the bonus A state occurring only in a two-bet game and the bonus B state occurring only in a three-bet game.

[0429] The non-RT state (RT0) is a non-RT (non-replay time) gaming state in which a winning state of a replay role is executed with a normal probability, and the slot machine 1 is initially controlled to be in the non-RT state. When a 2-bet game is played in the non-RT state (RT0), a lottery is held for the Bonus A role with a predetermined probability, and when a 3-bet game is played, a lottery is held for the Bonus B role with a predetermined probability. If the Bonus A role is won, the winning state of the Bonus A role is maintained, and if the Bonus B role is won, the winning state of the Bonus B role is maintained, and the game state transitions to the RT state (RT1) (arrow a2 in Figure 18(a)).

[0430] The RT state (RT1) is a gaming state of RT (replay time) in which the winning state of the replay role is executed with a high probability, and while the winning state of the bonus role is maintained, the gaming state is controlled to the RT state (RT1). When a 2-bet game is executed in the RT state (RT1) in which the winning state of the Bonus A role is maintained, a predetermined symbol combination (for example, "red 7, white 7, blue 7") that will result in the Bonus A role being awarded becomes possible, and when a 3-bet game is executed in the RT state (RT1) in which the winning state of the Bonus B role is maintained, a predetermined symbol combination (for example, "red 7, blue 7, white 7") that will result in the Bonus B role being awarded becomes possible, and when a predetermined symbol combination stops on reel 4, the game state transitions to the bonus state (arrow a3 in Figure 18(a)).

[0431] The bonus state is a gaming state that is advantageous to the player, and the winning state of a predetermined combination (for example, a bell combination) is increased compared to the non-RT state. Then, when a game is played during the bonus state, if a predetermined condition for ending the bonus state is met (for example, either a predetermined combination is won eight times or 12 games are played), the game state transitions to a non-RT state (arrow a1 in Figure 18(a)). The three game states, non-RT state (RT0), RT state (RT1), and bonus state, can only be transitioned in a 2-bet game for the Bonus A role, and can only be transitioned in a 3-bet game for the Bonus B role. Therefore, for example, if a bonus A role is won in a 2-bet game and the game transitions to the RT state, and then a 3-bet game is executed, the game state transition process will not be performed, and the 3-bet game will be executed while the RT state is maintained, and a lottery for a special prize, which will be described later, will be executed. As described above, the control of the gaming state relating to the bonus state and the RT state is executed in the slot machine 1 in the third embodiment.

[0432] [Flow of a 3-bet game on a gaming machine in the third embodiment] Next, the flow of a game in a three-bet game on the slot machine 1 in the third embodiment will be described with reference to FIG. As mentioned above, the slot machine 1 in the third embodiment is capable of playing a two-bet game in which two medals are spent to play the game, and a three-bet game in which three medals are spent to play the game. Figure 19 shows the flow of play when playing a three-bet game.

[0433] 19, the 3-bet game in the slot machine 1 of the third embodiment is executed in one of a plurality of gaming states, including the normal gaming state, the CZ state, the pseudo bonus state, and the AT state, as in the first embodiment. The main control device 10 can control the transition from one gaming state to another gaming state based on the establishment of a predetermined transition condition.

[0434] The pseudo bonus state is set to a blue 7 pseudo bonus state with a duration of 20 games and a red 7 pseudo bonus state with a duration of 30 games, and the game is controlled to one of the pseudo bonus states. A specialized zone is set in the AT state, and when a predetermined condition is met during the AT state, control can be made to the specialized zone for a predetermined period of time.

[0435] In addition, since the 3-bet game is a game that involves transitions between four game states: normal game state, CZ state, pseudo-bonus state, and AT state, when a 3-bet game is executed, the transition process between the three game states related to the 2-bet game, non-RT state (RT0), RT state (RT1), and bonus state, is not performed, and the game state at that time is maintained. Therefore, for example, if a 3-bet game is executed during the RT state in which the winning state of the bonus A role is maintained, the RT state will be maintained while transitioning from the normal game state to the CZ state, or from the CZ state to the pseudo-bonus state, etc.

[0436] Furthermore, in the slot machine 1 of the third embodiment, based on the execution of a 3-bet game, transition control is performed between the normal zone, which is an area where the aforementioned push order navigation cannot be performed, and the advantageous zone, which is an area where the push order navigation can be performed; in the initial state of the slot machine 1, it is controlled to the normal zone, and when a 3-bet game is executed in the normal zone, if a predetermined transition condition is met (for example, if any of the roles is won), a transition to the advantageous zone is performed.

[0437] Also, during the advantageous period, a transition to the normal period occurs at the end of the CZ state that did not transition to the pseudo-bonus state, at part of the end of the pseudo-bonus state that did not transition to the AT state, and at the end of the AT state. Furthermore, in the slot machine 1 of the third embodiment, similarly to the first embodiment described above, a limiting means (so-called limiter) is provided that limits the number of medals that can be acquired during the advantageous zone. In addition, the transition from the advantageous zone to the normal zone may be other than that described above, and the transition to the normal zone may occur at the end of all pseudo-bonus states, or the advantageous zone may continue for part of the end of the CZ state and part of the end of the AT state.

[0438] (Normal gameplay state) The normal gaming state in the third embodiment is a gaming state in which the player remains when the main control device 10 of the slot machine 1 is reset, as in the first embodiment described above, and is a disadvantageous state for the player. When a 3-bet game (hereafter referred to as the game) is executed during the normal game state, a lottery is held to transition to the pseudo-bonus state when a predetermined role (for example, a rare role) is won, and a transition from the normal game state to the pseudo-bonus state occurs with a predetermined probability (arrow a2 in Figure 19). Also, when the number of games executed during the normal gaming state reaches a predetermined number (ceiling game number), a transition from the normal gaming state to the pseudo bonus state occurs (arrow a2 in FIG. 19).

[0439] Similarly, when a game is played during the normal game state, a lottery is held to transition to the CZ state when a predetermined role (e.g., a rare role) is won, and a transition from the normal game state to the CZ state occurs with a predetermined probability (arrow c2 in Figure 19). Similarly, when a game is played during normal game mode, a lottery is held to transition to the AT mode when a predetermined role (e.g., a rare role) is won, and a transition from the normal game mode to the AT mode occurs with a predetermined probability (arrow g2 in Figure 19).

[0440] As will be explained in more detail later, the probability of transitioning from the normal game state to the pseudo bonus state, CZ state, or AT state is set to a different value for each lottery trigger role, making the difficulty of transitioning to each game state different. In addition, the normal game state is set to a normal probability state and a high probability state, and in each game, the probability of transitioning to the pseudo bonus state, CZ state, and AT state is controlled so that the high probability state is higher than the normal probability state.

[0441] Also, as will be described in more detail later, in games during normal gameplay, pseudo-games are executed based on the fulfillment of specified conditions, and a lottery is also held to transition to the above-mentioned benefits (CZ state, pseudo-bonus state, AT state) based on the pseudo-games. In addition, the high probability state is also reflected in the pseudo game, and control is performed so that the awarding of benefits is increased in the pseudo game as well. Also, as in the first embodiment described above, when a transition to a pseudo bonus state, CZ state, or AT state is decided, a waiting period may be set before transitioning to each game state, or premonition effects or continuous effects (battle effects) may be executed on the main display device 8.

[0442] (CZ state) In this third embodiment, as in the first embodiment described above, the CZ state is a gaming state in which the lottery process for transitioning to the pseudo-bonus state is carried out with a higher probability in each game (3-bet game) than in the normal gaming state, making it easier to transition to the ...

Claims

[Claim 1] a game state control means for controlling a first game state and a second game state to which the first game state can be transitioned; a variable display means capable of variably displaying identification information; a first game control means for executing a first game, which can provide a game value for executing the game, with the variable display of the variable display means; a second game control means for executing a second game, which is a pseudo game to which a game value cannot be awarded, with a variable display of the variable display means; A winning combination determining means for determining a winning combination when the first game is executed; a point awarding means for awarding points based on the winning combination determined by the winning combination determining means in the first gaming state; a point storage means for storing points awarded by the point awarding means; a determination means for determining whether or not to transition to the second gaming state based on the points stored in the point storage means; a notification means capable of issuing a specific notification based on the points stored in the point storage means; Equipped with The variable display means The indicators displayed in a variable manner can be displayed in a static manner based on the determination by the determination means that the game will transition to the second game state. The notification means In the second game, when a notification is made regarding an operation for statically displaying the identification information variably displayed by the variable display means in the specific mode, a specific notification can be made. A gaming machine characterized by:

Citation Information

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