Gaming machine

The gaming machine addresses engagement limitations by integrating winning role determination, special game state control, and bonus granting mechanisms, offering dynamic and exciting gameplay experiences with adjustable probabilities and bonuses.

JP7863912B2Active Publication Date: 2026-05-22KITA DENSHI CORP
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
KITA DENSHI CORP
Filing Date
2024-11-07
Publication Date
2026-05-22

AI Technical Summary

Technical Problem

Conventional gaming machines lack innovative mechanisms to enhance player engagement and provide dynamic game states with adjustable probabilities and bonus opportunities, limiting player interaction and excitement.

Method used

The gaming machine incorporates a winning role determination mechanism, special game state control, bonus granting, and bonus information determination, along with display means to enhance player interaction and offer replay opportunities, special game states, and bonus awards.

Benefits of technology

This enhances player engagement by providing dynamic game states with adjustable probabilities and bonus opportunities, increasing player interaction and excitement through varied gameplay experiences.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game machine that has high interest being not available conventionally.SOLUTION: A game machine enables executing a game on the basis of operation of a game player, and enables generating a specific game state being advantageous to the game player in relation to the execution of the game. The game machine includes: setting means capable of changing the setting in multiple stages with respect to the advantageous degree for the game player; first suggestion control means capable of performing control for suggesting information concerning the generation of the specific game state; second suggestion control means capable of performing control for suggesting the information concerning the setting stage of the setting means; and switching control means capable of switching whether any of the first suggestion control means or the second suggestion control means is made to perform the control, on the basis of the operation of the game player.SELECTED DRAWING: Figure 5
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Description

Technical Field

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

Background Art

[0002] Conventionally, there is known a slot machine that includes a plurality of reels, executes a game by variably displaying the plurality of reels based on a start operation by a player, stops the plurality of reels based on a stop operation by the player, and generates a specific game state according to the stop display state of the plurality of reels. In recent years, in slot machines, in addition to reels, there are an increasing number of machines equipped with an image display device and performing effects related to the game on the image display device. In conventional gaming machines, those equipped with a probability setting device capable of setting and changing the generation probability of a specific game state are common. However, there is also known a gaming machine that notifies setting suggestion information by displaying an image indicating the set value set in the probability setting device on an image display device (Patent Document 1).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] However, there was room for improvement in conventional gaming machines.

Means for Solving the Problems

[0005] ]] To solve the above problems, the gaming machine of the present invention includes: a winning role determination means capable of determining any winning role from among a plurality of winning roles, including a special role as a replay role that allows the game to be played again; a special game state control means capable of controlling the game to a special game state advantageous to the player; a bonus granting means capable of granting a predetermined bonus in the special game state; and a bonus information determination means capable of determining any bonus information from among a plurality of bonus information, including a first bonus information that can grant the predetermined bonus to the player for the game to be played in the special game state, and a second bonus information that can terminate the special game state. A display means capable of displaying the pending information determined by the pending information determination means, The means for granting the bonus is provided in the game corresponding to the first reserved information, By the means for determining the winning role The aforementioned special role Decision made In that case, the aforementioned predetermined benefits may be granted. the law of nature, The special game state control means can continue the special game state when the special role is determined by the winning role determination means in the game corresponding to the second reserved information. The reserved information determination means does not determine the second reserved information as reserved information to be displayed by the display means at the start of the special game state. This was the structure. [Brief explanation of the drawing]

[0006] [Figure 1] This is a schematic front view showing the external appearance of the gaming machine according to the first embodiment. [Figure 2] This is a block diagram showing the control configuration of a gaming machine in the first embodiment. [Figure 3] This is a diagram illustrating the flow of gameplay in the gaming machine of the first embodiment. [Figure 4] This is a diagram showing a lottery table used in the main control unit of the gaming machine according to the first embodiment to determine the maximum number of games. [Figure 5] This is a diagram illustrating the performance modes in the gaming machine of the first embodiment. [Figure 6] This is a diagram illustrating the probability of acquiring performance points in the gaming machine of the first embodiment. [Figure 7] This is a diagram illustrating the types of expectation-enhancing effects that occur when the performance points reach a predetermined value while performance mode A is selected in the gaming machine of the first embodiment. [Figure 8] This is a diagram illustrating the selection rate of each expected value performance when performance points reach a predetermined value while performance mode A is selected in the gaming machine of the first embodiment. [Figure 9] This is a diagram illustrating the types of expectation-enhancing effects that occur when the performance points reach a predetermined value while performance mode B is selected in the gaming machine of the first embodiment. [Figure 10] This is a diagram illustrating the selection rate of each item animation when the animation points reach a predetermined value while selecting animation mode B in the first embodiment of the gaming machine. [Figure 11] This is a diagram illustrating the selection rate of each item when item presentation 1 is executed in the gaming machine of the first embodiment. [Figure 12] This is a diagram illustrating the selection rate of each item when item presentation 2 is executed in the gaming machine of the first embodiment. [Figure 13] This is a diagram illustrating the selection rate of each item when item presentation 3 is executed in the gaming machine of the first embodiment. [Figure 14] This figure shows the display images on the main display when expectation level effects 1 and 2 are executed when performance mode A is selected in the gaming machine of the first embodiment. [Figure 15] This figure shows the display images on the main display when expectation level effects 3 and 4 are executed when performance mode A is selected in the gaming machine of the first embodiment. [Figure 16] This figure shows the display images on the main display when expectation level effects 5 and 6 are executed when the performance mode A is selected in the gaming machine of the first embodiment. [Figure 17] This figure shows the display image on the main display during a pre-announcement animation when animation mode A is selected in the first embodiment of the gaming machine. [Figure 18] This figure shows the display image on the main display during a battle sequence in the gaming machine of the first embodiment. [Figure 19] This figure shows an explanatory image of the battle sequence on the sub-display in the gaming machine of the first embodiment. [Figure 20] It is a figure showing the effect image on the main display when item effects 1 and 2 are executed when the effect mode B is selected in the gaming machine of the first embodiment. [Figure 21] It is a figure showing the effect image on the main display when item effects 3 and 4 are executed when the effect mode B is selected in the gaming machine of the first embodiment. [Figure 22] It is a figure for explaining the flow of the game during the AT state in the gaming machine of the first embodiment. [Figure 23] It is a figure showing the effect image on the main display at the start of the superimposition specialization zone in the gaming machine of the first embodiment. [Figure 24] It is a figure showing the effect image on the main display at the end of the superimposition specialization zone in the gaming machine of the first embodiment. [Figure 25] It is a figure showing the effect image on the main display during the hold return process in the gaming machine of the first embodiment. [Figure 26] It is a chart for explaining the selection rate of the hold state in the superimposition specialization zone in the gaming machine of the first embodiment. [Figure 27] It is a chart for explaining the selection rate of the number of superimposition games in each hold state in the gaming machine of the first embodiment. [Figure 28] It is a chart for explaining the selection rate of the number of hold return frames corresponding to the lottery result of the winning combination in the gaming machine of the first embodiment. [Figure 29] It is a chart for explaining the selection rate of the number of superimposition games in each hold state in the first modification of the first embodiment. [Figure 30] It is a figure showing the effect image on the main display at the time of adding a hold in the second modification of the first embodiment. [Figure 31] It is a figure showing the effect image on the main display at the time of moving a hold in the third modification of the first embodiment. [Figure 32] It is a figure for explaining the flow of the game in the gaming machine of the second embodiment. [Figure 33]This is a diagram illustrating the probability of shortening the number of games played during game modes B and C in the gaming machine of the second embodiment. [Figure 34] This is a diagram illustrating the stage transitions in a gaming machine according to the second embodiment. [Figure 35] This is a diagram illustrating the stage transitions during game mode A in the gaming machine of the second embodiment. [Figure 36] This is a diagram illustrating the stage transitions during game modes B and C in the gaming machine of the second embodiment. [Figure 37] This figure shows the display images shown on the main display unit during stage transitions in the gaming machine of the second embodiment. [Figure 38] This is a diagram illustrating the probability of obtaining avoidance navigation in the gaming machine of the second embodiment. [Figure 39] This figure shows the display images on the main display when transitioning from Stage C to Stage A in the gaming machine of the second embodiment. [Figure 40] This figure illustrates the transition destination after the end of game modes B and C in a modified example of the second embodiment. [Figure 41] This is a diagram illustrating the flow of gameplay in the third embodiment of the gaming machine. [Figure 42] This is a diagram illustrating the game section and probability state after the end of the pseudo-bonus state in the gaming machine of the third embodiment. [Figure 43] This is a diagram illustrating the game section and probability state after the end of the AT state in the gaming machine of the third embodiment. [Figure 44] This is a diagram illustrating the selection rate of the ending image at the end of the pseudo-bonus state in the gaming machine of the third embodiment. [Figure 45] This is a timing chart for explaining the transition of game states and the content displayed on the main display when transitioning from a pseudo-bonus state to a CZ state in the gaming machine of the third embodiment. [Figure 46]This is a timing chart for explaining the transition of game states and the content displayed on the main display when transitioning from a pseudo-bonus state to a CZ state via a normal section in a gaming machine of the third embodiment. [Figure 47] This figure shows the display images on the main display when transitioning from a pseudo-bonus state to a CZ state via a normal section in the gaming machine of the third embodiment. [Figure 48] This is a timing chart for explaining the transition of game states and the content displayed on the main display when transitioning from a pseudo-bonus state to a CZ state via a normal section in Modification 1 of the third embodiment. [Figure 49] This is a flowchart illustrating the timing for setting the normal section flag in the pseudo-bonus state and AT state in Modification 2 of the third embodiment. [Figure 50] This is a flowchart illustrating the game counting process performed during normal gameplay in the gaming machine of the fourth embodiment. [Figure 51] This is a flowchart illustrating the process of setting the initial value of the AT state counter, which is performed when the AT state starts in the gaming machine of the fourth embodiment. [Figure 52] This is a flowchart illustrating the bonus lottery process performed during the AT state in the gaming machine of the fourth embodiment. [Figure 53] This is a diagram illustrating the probability of winning an additional prize during the bonus lottery in the fourth embodiment of the gaming machine. [Figure 54] This is a flowchart illustrating the process of setting the initial value of the pseudo-bonus state counter, which is performed when the pseudo-bonus state starts in Modification 1 of the fourth embodiment. [Figure 55] This is a flowchart illustrating the AT state transition lottery process performed during the pseudo-bonus state in Modification 1 of the fourth embodiment. [Figure 56] This is a diagram illustrating the probability of winning the AT state during the AT state transition lottery in Modification 1 of the Fourth Embodiment. [Figure 57]This is a diagram illustrating the AT preparation state and AT state in a modified example 2 of the fourth embodiment. [Figure 58] This is a flowchart illustrating the process of setting the initial value of the AT preparation state counter, which is performed when the AT preparation state starts in Modification 2 of the fourth embodiment. [Figure 59] This is a flowchart illustrating the process for setting the initial number of games in the AT preparation state, which is performed at the start of the AT preparation state in Modification 2 of the fourth embodiment. [Figure 60] This is a diagram illustrating the selection probability of the initial number of games in the AT preparation state in Modification 2 of the fourth embodiment. [Figure 61] This is a flowchart illustrating the remaining game count reduction lottery process performed during the AT preparation state in Modification 2 of the fourth embodiment. [Figure 62] This is a diagram illustrating the probability of selecting the number of games to be shortened in the remaining game count shortening lottery process performed during the AT preparation state in Modification 2 of the fourth embodiment. [Modes for carrying out the invention]

[0007] Embodiments of the present invention will be described below with reference to the drawings. Here, we will describe a slot machine as a suitable example of a gaming machine according to an embodiment of the present invention.

[0008] <First Embodiment> A first embodiment of the gaming machine according to the present invention will be described with reference to Figures 1 to 21.

[0009] First, the overall configuration of slot machine 1 will be explained with reference to Figures 1 and 2. Slot machine 1 is intended to be installed in amusement facilities, etc. 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 special effect button 2d, an upper special effect button 2f, a coin slot 2, a start lever 3, reels 4, a stop button 5, a display window 6, a coin dispensing device 7, a coin dispensing outlet 7b, a main display 8, a sub-display 17, a speaker 9, a front panel 19, a lamp 11, a navigation lamp 12, a favorable section lamp 13, a probability setting device 14, a display decorative frame 15, a drum unit 4d, an external output terminal 18, a main control device 10, and a sub-control device 20.

[0010] The main control unit 10 and the sub-control unit 20 are each equipped with a memory unit and a control unit, and are devices capable of various calculations and controls, and are included in the concept of a computer. Each memory unit is equipped with a memory device such as a semiconductor memory element that stores programs, information, etc., necessary for the operation of the slot machine 1. Each control unit is equipped with a CPU, etc. Each control unit realizes the various functions of this first embodiment by appropriately reading and executing various programs, etc., stored in each memory unit.

[0011] [Schematic front view showing the exterior of the gaming machine] As shown in Figure 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 when viewed from the front) of the main body (not shown), which is located on the rear side of the front door 1a and attached to the island equipment (not shown), and is configured to open and close in a single-opening manner, allowing it to open and close towards the front. Hereafter, the left and right directions are indicated when viewing the slot machine 1 from the front.

[0012] When viewing slot machine 1 from the front, the main display unit 8 is positioned in the center of the left-right direction at the top of the front door 1a. The main display unit 8 is composed of a liquid crystal display or the like, which can display multiple pieces of information, such as information related to the effects (effect images) as described later, and constitutes a display means. A display decorative frame 15 having an opening in the center is provided above the front door 1a and in front of the main display unit 8, and the main display unit 8 is positioned so that its display surface faces forward through the opening of the display decorative frame 15.

[0013] Speakers 9 are provided on both the left and right sides of the main display unit 8, enabling them to output sound effects corresponding to the visuals displayed on the main display unit 8, for example. Furthermore, lamps 11, consisting of LEDs or the like, are provided on both the left and right sides of the main display unit 8, and can output light in patterns corresponding to the effects displayed on the main display unit 8, for example, when a winning combination is achieved.

[0014] To the right of the main display unit 8, an upper performance button 2f is provided, which is an example of an operating means (performance operation means). The upper performance button 2f is a push-button that moves in the forward and backward directions. The pressing operation of the upper performance button 2f is detected by a non-contact sensor or the like, and output to the sub-control device 20 as operation information for the upper performance button 2f. In addition, the upper performance button 2f is equipped with a light source (not shown) consisting of an LED or the like, and the illumination of the light source can be used to indicate that the operation of the upper performance button 2f is valid.

[0015] In slot machine 1, a flat front panel 19, which has decorative elements and various function displays on its surface, is positioned in the vertical center of the front door 1a. Behind the front panel 19, a drum unit 4d equipped with a reel 4 as a variable display means is provided. Furthermore, a display window 6 made of a translucent material is formed approximately in the center of the front panel 19, allowing the design attached to the reel 4 to be viewed from the front.

[0016] Reel 4 consists of a left reel 4a, a middle reel 4b, and a right reel 4c arranged side by side in the left-right direction. The rotation axes of each reel 4a to 4c extend in the left-right direction, and their centers of rotation are set to be the same. Reels 4 (4a to 4c) have continuous patterns (identification information) on their circumferential surfaces, and these patterns are configured to be identifiable from outside the machine through the display window 6. As Reel 4 rotates in one direction, the patterns can be displayed in the display window 6, for example, by moving from top to bottom. Each reel 4a to 4c displays multiple patterns (for example, 20), and the types of patterns include, for example, "replay," "watermelon," "cherry," "bell," and "7." However, the form of reel 4 is not limited to this; for example, the number of symbols on the surface may be other than 20.

[0017] Above the display window 6 on the front panel 19, navigation lamps 12a, 12b, and 12c, which can indicate the stopping order of the stop button 5 (described later), are provided corresponding to each reel 4a, 4b, and 4c. Furthermore, a special zone lamp 13, for example, consisting of an LED, is provided on the lower left side of the display window 6 on the front panel 19. The special zone lamp 13 is controlled to light up during the special zone (described later). Alternatively, the slot machine 1 may control the lighting up of, for example, the "dot" portion of a 7-segment display (also called a "7-segment") that constitutes the payout display section that displays the number of medals dispensed.

[0018] A sub-display unit 17 is positioned to the right of the display window 6 (reel 4) on the front panel 19. The sub-display 17 is composed of a liquid crystal display or the like capable of displaying multiple pieces of information, such as information related to the performance (performance images), as described later, and constitutes a display means. Furthermore, although the sub-display unit 17 has a smaller display area than the main display unit 8, it is positioned closer to the reel 4 than the main display unit 8, making it easier to view the displayed image while observing the rotation and stopping status of the reel 4. Furthermore, the sub-display unit 17 is a touch panel display that allows players to perform various operations related to the game's presentation by touching the screen. For example, it enables switching operations to change the presentation modes described later, and switching to explanatory images of the battle presentation.

[0019] Below the front panel 19, a step is formed that protrudes forward, and on the upper surface of the step, a coin slot 2, and an example of an operating means, a bet button 2a and an effect button 2d, are provided. The medal slot 2 is the part where the player inserts medals (game currency). Inside the medal slot 2 is a medal selector 2b (medal detection means), which is a sensor or similar device that detects the medals inserted into the medal slot 2. Bet button 2a is a push-button used by the player to input the number of bets that will be the start of the game. With a single operation, the maximum number of bets allowed by slot machine 1 can be entered.

[0020] The performance button 2d is a push-button that moves vertically. The pressing operation of the performance button 2d is detected by a non-contact sensor or the like, and the operation information of the performance button 2d is output to the sub-control device 20. In addition, the performance button 2d is equipped with a light source (not shown) consisting of an LED or the like, and the illumination of the light source can be used to indicate that the operation of the corresponding performance button 2d is valid. The performance button 2d is positioned closer to the reel 4 than the upper performance button 2f mentioned above.

[0021] The front of the stepped section is equipped with a start lever 3, a return button 2c, and a stop button 5, which is an example of an operating means (stopping operation means). Start Lever 3 is a lever operated by the player to start the game. After the bet amount is entered, Start Lever 3 becomes active and the game can be started. The return button 2c is a push-button that moves in the forward and backward directions. It is used to cancel the set number of bets or to dispense medals stored as credit medals. The stop buttons 5 are buttons for stopping the rotating reels 4, and consist of push-type buttons that move in the forward and backward directions. The left stop button 5a, middle stop button 5b, and right stop button 5c are arranged horizontally at predetermined intervals, corresponding to the left reel 4a, middle reel 4b, and right reel 4c.

[0022] Below the front door 1a of the slot machine 1, there is a medal payout port 7b from which medals dispensed from the medal payout device 7 are discharged.

[0023] [Block diagram showing the control configuration of a gaming machine] Figure 2 shows a block diagram of the control system in the slot machine 1 in this first embodiment. As shown in Figure 2, the slot machine 1 includes a main control unit 10 that performs tasks such as drawing winning combinations and controlling the progress of the game, and a sub-control unit 20 that is configured to communicate with the main control unit 10 and performs various performance control tasks based on control information from the main control unit 10. The transmission of control information between the main control unit 10 and the sub-control unit 20 is restricted to one direction only, from the main control unit 10 to the sub-control unit 20, preventing the input of unauthorized signals from the sub-control unit 20 to the main control unit 10.

[0024] The main control unit 10 is connected 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 section lamp 13 by communication cables, and is capable of controlling each of these devices. The main control unit 10 also includes a memory unit (memory means) and a control unit.

[0025] The probability setting device 14, as a setting means, allows the player to change the degree of advantage in multiple stages by changing the probability of winning a specific game state (for example, a pseudo-bonus state) in multiple stages (for example, 6 stages). The main control device 10 performs a process to set the probability of winning 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. The probability setting device 14 sets the probability values ​​such that setting 1 is the lowest probability value, and the probability value increases with larger numbers, with setting 6 being the highest probability value. Therefore, setting 1 is the setting least advantageous to the player (the setting with the lowest degree of advantage), and the probability value increases with larger numbers, with setting 6 being the setting most advantageous to the player (the setting with the highest degree of advantage).

[0026] Alternatively, the probability of winning in 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. Furthermore, by changing the probability of transitioning to the CZ state or AT state based on the setting value in the probability setting device 14, the degree of advantage for the player can be changed in multiple stages. In addition to specific game states, the probability of winning a predetermined minor role (for example, the bell role) may be changed to multiple levels (for example, 6 levels).

[0027] The external output terminal 18 outputs information related to gameplay on slot machine 1 to a management device (not shown) and a calling device (not shown) installed in the amusement parlor. The main control device 10 controls the output of information for collecting various data such as the number of games played on slot machine 1, the number of tokens inserted, the number of tokens paid out, and the number of occurrences and transition periods of advantageous game states for the player (for example, the pseudo-bonus state and AT state described later).

[0028] The drum unit 4d is a device that integrates reels 4a to 4c and stepping motors (not shown) that rotate each of the reels 4a to 4c. The medal dispensing device 7 has a medal storage unit (not shown) that collects medals inserted into the medal selector 2b as medals before dispensing, and dispenses the medals stored in the medal storage unit to the medal dispensing port 7b. The medal dispensing device 7 is equipped with a sensor that detects the dispensed medals. The medal selector 2b is located downstream of the medal slot 2 and is equipped with a sensor that detects medals inserted into the medal slot 2.

[0029] The storage unit of the main control device 10 stores various information such as game programs related to the game, tables for determining small wins and AT status, etc. Furthermore, the main control unit 10 operates using a control unit and a storage unit that stores programs, thereby performing processing related to the progress of gameplay on the slot machine 1.

[0030] The main control unit 10 performs processes such as starting the game and sampling random numbers from a random number generator (not shown) based on the signal from the start lever 3. Then, it performs a lottery process for winning combinations based on the sampled random numbers. Furthermore, according to the control program of the memory unit, it performs a random number generation process by updating the random numbers at predetermined timings, and based on the generated random numbers, it performs the following processes: a lottery process for transitioning to a pseudo-bonus state, a lottery process for transitioning during the AT state, and a lottery process for adding bonuses during the AT state.

[0031] In other words, the main control device 10 is equipped with a lottery means that, in response to the execution of a game, determines whether or not to grant benefits such as minor roles, pseudo-bonus states, or AT states. Furthermore, the lottery patterns using random numbers are not limited to those mentioned above. For example, the lottery for winning combinations may be based on random numbers generated by software, and the lottery for transitioning to pseudo-bonus states or AT states, or for adding bonuses, may be based on random numbers generated by a random number generator. Alternatively, all lotteries may be performed using random numbers generated by software or random numbers generated by a random number generator.

[0032] Furthermore, the main control unit 10 controls the rotation of the reels 4 based on signals from the start lever 3. Based on signals from sensors (not shown) provided on each reel 4a, 4b, and 4c, the main control unit 10 detects the rotational position of each reel 4a, 4b, and 4c, and is able to determine the rotational position of the symbols on each reel 4a, 4b, and 4c. Then, based on signals from the stop button 5, it controls the reels to stop the desired symbols within the display window 6.

[0033] Furthermore, the main control device 10 enables gameplay of the slot machine 1 by controlling game progression processing, including 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 operation unit such as the start lever 3.

[0034] The sub-control unit 20 is connected to the performance button 2d, upper performance button 2f, speaker 9, main display 8, lamp 11, navigation lamp 12, and sub-display 17 via communication cables and is capable of communication. The sub-control unit 20 controls these devices according to the control information from the main control unit 10. The sub-control unit 20 also includes a memory unit and a control unit.

[0035] The storage unit of the sub-control device 20 stores various information such as programs related to the performance, performance image data, and audio data. The sub-control unit 20 operates using a control unit and a memory unit that stores programs, and performs processing such as effects synchronized with the gameplay of the slot machine 1 in response to commands (control information) from the main control unit 10. For example, it controls the main display unit 8, lamps 11, speaker 9, etc., to display effect images indicating transitions in game state, output sound effects, and lamp effects.

[0036] Furthermore, the sub-control device 20 can control the switching timing of each effect based on signals from the effect button 2d, the upper effect button 2f, and the touch panel of the sub-display 17. Either or both of the main control device 10 and the sub-control device 20 are configured to include the first suggestion control means, second suggestion control means, switching control means, information update means, notification control means, section control means, special game state generation control means, game mode control means, stage control means, bonus information notification means, avoidance information notification means, transition count means, bonus granting means, special game state control means, bonus lottery control means, lottery mode pre-determination means, lottery mode notification control means, bonus lottery progress control means, progress mode change control means, executed lottery mode notification control means, executed lottery mode change means, lottery mode change means, counting means, setting stage suggestion means, high probability game state granting means, pre-announcement effect control means, game control means, operation mode determination means, lottery mode change control means, preparation game state control means, first game counting means, second game counting means, and determination game count calculation means.

[0037] Such a slot machine 1 is configured to be able to perform the following slot machine games under the control of the main control device 10.

[0038] To start the game, insert tokens into token slot 2, or set the number of tokens to bet using credit tokens by pressing the bet button 2a. Then, when the number of bets reaches a predetermined number (for example, 3), one of the conditions for starting the game is met, and the player enters a state where they have the right to play one game.

[0039] In this state where the game can be started, the operation of start lever 3 becomes active. When start lever 3 is tilted in this active state, all the conditions for starting the game are met, the game starts, and reels 4a to 4c, which display multiple symbols, begin to move. At the same time, an internal lottery process is executed to determine the results of the current game's draw for multiple roles (including misses), such as replays, minor roles, and bonus roles, as well as the transition to pseudo-bonus states and AT states, before reel 4 stops. In the internal lottery process, the winning combination for the current game is determined by drawing lots from among multiple winning combinations based on predetermined winning probabilities. For example, the lottery may yield results such as a replay combination or a bell combination.

[0040] Furthermore, even if the main control unit 10 receives a signal from the start lever 3, if the elapsed time since the start of reel 4 rotation in the previous game has not reached a predetermined time (for example, 4.1 seconds), it will temporarily delay the start of reel 4 rotation (inserting a waiting time) to limit the number of games played per unit time (for example, 1 minute) to a predetermined number (for example, 14). In other words, the main control unit 10 is equipped with a game count limiting means that can limit the number of games played per unit time to a predetermined number. This control ensures that the minimum execution time required for one game is set to a predetermined time (for example, 4.1 seconds). Furthermore, the period for monitoring the shortest execution time mentioned above does not have to be set based on the start of reel 4's rotation between games. For example, it could be based on the point in time when the stop button 5 is activated. Any point in time can be used as the basis as long as the number of games per unit time can be monitored.

[0041] Each reel 4a to 4c is an example of a display means, and on the circumferential surface of each reel 4a to 4c, multiple symbols (replay, bell, watermelon, cherry, BAR, 7) are displayed in a predetermined arrangement, and the rotation speed is gradually increased from a stopped state until it reaches a steady rotation at a constant speed. When this steady rotation is reached, the stop buttons 5a to 5c, which are provided for each reel 4a to 4c, become pressable.

[0042] In this state, when each stop button 5a to 5c is pressed, each reel 4a to 4c is controlled to stop in a combination of symbols that is permitted based on the timing of the operation and the result of the internal lottery process. Each reel 4a to 4c has a set stop control (pull-in stop control) with a pull-in range. When the stop operation is performed, a predetermined number of symbols (for example, 4) located in the reverse rotation direction (upward) from the symbol at the time of the stop operation can be pulled in, and only any of the symbols within this pull-in range can stop on the active line.

[0043] When stopped, the three consecutive symbols displayed on reels 4a to 4c, which are arranged vertically, stop (stop display) so that they face out of the machine through the display window 6. Whether or not a prize has been won is determined based on the manner in which the symbols are displayed at this time. Winning is determined based on the combination of symbols that stop on the middle winning line connecting the middle symbols of each reel 4 within the display window 6.

[0044] Winning combinations, such as minor roles and replay roles, are determined based on the combination of symbols on these winning lines. Minor roles include, for example, the bell role, the watermelon role, and the cherry role.

[0045] There are two types of bell symbols, each with a different combination of corresponding symbols. For example, there can be a common bell symbol where the corresponding symbols are "bell-replay-bell" in the order of "left reel 4a, middle reel 4b, right reel 4c" (and so on) on the winning line, and a push-order bell symbol where the corresponding symbols are "bell-bell-bell".

[0046] The common bell symbol is a small win in which the corresponding combination of symbols ("bell-replay-bell") stops regardless of the order in which the stop buttons 5a to 5c are pressed. The ordered bell symbol is a small win in which the corresponding combination of symbols ("bell-bell-bell") stops when a specific order of pressing the buttons is followed.

[0047] Furthermore, the push-order bell symbols include six types, 1 to 6, where pressing one of the six possible button presses (for example, "5a→5b→5c", "5c→5b→5a", etc.) to operate the stop buttons 5a to 5c, resulting in the corresponding symbol combination ("bell, bell, bell") being displayed. If the stop buttons 5a to 5c are operated using any of the other five button presses (any button presses other than the specific one), the corresponding symbol combination ("bell, bell, bell") will not be displayed, and instead, other symbol combinations such as "bell, bell, replay" (referred to as "bell spill") will be displayed.

[0048] Furthermore, when a push-order bell combination is won, regardless of whether the second or third stop button 5 is operated, if only the first stop button 5 is operated in a specific order, the reel 4 may be controlled to stop in a way that the combination of symbols corresponding to the push-order bell combination stops. Also, the push-order bell combination is not limited to 6 types, but may be set to 3 types, push-order bells 1 to 3.

[0049] The watermelon symbol is a minor symbol (rare symbol) where the corresponding symbol combination is "watermelon, watermelon, watermelon". There is a weak watermelon symbol where "watermelon, watermelon, watermelon" stops on the upper or lower line, and a strong watermelon symbol where "watermelon, watermelon, watermelon" stops on the upward-sloping line or the downward-sloping line. The Cherry symbol is a minor (rare) symbol combination that results in "Cherry-ANY-ANY". There are two types of Cherry symbols: the weak Cherry symbol, where the Cherry stops in the upper or lower position of the left reel 4a, and the strong Cherry symbol, where the Cherry stops in the middle position of the left reel 4a.

[0050] There are two types of replay symbols, each with a different combination of symbols: a regular replay symbol (hereinafter referred to as the replay symbol) with the combination of symbols "replay-replay-replay", and a chance replay symbol (chance symbol) with the combination of symbols "replay-bell-bell". "Replay-Bell-Bell" (Chance Symbol) is a combination of symbols that stops and displays when a Chance Replay is won. 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. Of these, the Weak Watermelon and Weak Cherry symbols are set as Weak Rare Symbols, while all other symbols are set as Strong Rare Symbols.

[0051] Furthermore, the main control unit 10 and the sub-control unit 20 are capable of generating AT (Assist Time) as a game state related to the push-order bell role. In AT, when a push-order bell role is won, the main display unit 8 and the navigation lamp 12 notify the player of the order in which to press the buttons for the won push-order bell role (execute push-order navigation). In other words, the sub-control device 20 constitutes a notification control means capable of executing control that notifies operation information for deriving a specific result ("Bell, Bell, Bell") as a result of the game. Therefore, the occurrence of AT makes it easy for players to acquire medals, and this is controlled during the pseudo-bonus state and AT state, which will be described later.

[0052] Based on the combinations of symbols described above, the winning of minor roles, replay roles, and bonus roles is determined (determination means). If the result of the determination is that the combination of symbols corresponds to the respective combinations described above, a win is achieved and a game value corresponding to the achievement of each win is awarded. For example, when a combination of symbols corresponding to minor winning combinations such as bell, cherry, or watermelon stops, it is determined that a minor winning combination has been achieved, and the medal payout device 7 is driven and controlled so that a predetermined number of medals are dispensed through the medal payout port 7b.

[0053] Specifically, in the case of bell symbols (common bell symbols and ordered bell symbols), if the corresponding combination of symbols stops and is displayed, 8 medals will be dispensed. Furthermore, when a specific button sequence bell is won, if the stop buttons 5a to 5c are operated in a sequence other than the designated sequence (one of five possible sequences), no medals will be dispensed. Furthermore, when a button sequence bell is won, if the stop buttons 5a to 5c are operated in a sequence other than the specific sequence (5 possible sequences), the machine may dispense fewer than 8 medals (for example, 1 medal), or it may dispense fewer than 8 medals (for example, 1 medal) in some sequences other than the specific sequence, and not dispense medals in the other sequences. Furthermore, the probability of winning the bell symbol is set so that the number of medals held by the player increases during the AT state, which will be described later.

[0054] Additionally, if a combination of symbols corresponding to the weak watermelon or strong watermelon combination stops and is displayed, two medals will be dispensed. Additionally, if a combination of symbols corresponding to a weak cherry or a strong cherry stops on the reels, one medal will be dispensed. Furthermore, the number of medals dispensed when a combination of symbols corresponding to each role is displayed may be different from the numbers mentioned above.

[0055] Furthermore, the stopping display of combinations of symbols corresponding to the replay and chance replay roles determines whether a replay or chance replay role has occurred, allowing the next game to be played with the same bet amount as the previous game without inserting any more tokens (without setting a bet amount).

[0056] Furthermore, the probability of winning each minor role and replay role is set such that, at each setting value, the relationship is bell role > replay role > weak cherry role > weak watermelon role > chance replay role > strong cherry role > strong watermelon role, meaning that the bell role is the easiest to win and the strong watermelon role is the hardest to win. Furthermore, the relationship between the winning probabilities of each role may be different from that described above.

[0057] [Gameplay flow in a gaming machine] Next, the flow of gameplay on slot machine 1 in this first embodiment will be explained with reference to Figure 3. In the slot machine 1 of this first embodiment, it is possible to play a 3-bet game by spending 3 tokens (3 bets) to play the game. Figure 3 shows the flow of gameplay when a 3-bet game is played, which is realized by the control of the main control device 10. In this first embodiment, the game state transition control is performed only when a 3-bet game is being played, and control is performed to prevent the game state transition in other games (for example, a 2-bet game). However, it is also possible to allow the game to be played only when a 3-bet is played, and to prohibit the game from being played with any other number of bets. From now on, the 3-bet game will be referred to simply as "the game."

[0058] As shown in Figure 3, the gameplay of the slot machine 1 in this first embodiment is performed in multiple game states: normal game state, CZ state, pseudo-bonus state, and AT state. The main control device 10 can control the transition from one game state to another based on the fulfillment of predetermined transition conditions.

[0059] Furthermore, the main control device 10 of this first embodiment is equipped with a section control means that can control the game section to either a normal section or a favorable section, separate from the game state described above. The normal section is a gameplay section in which no button-pressing navigation is performed. It begins when the next game starts after the advantageous section ends, and ends when the conditions for transitioning to the advantageous section are met. During normal operation, the advantageous section lamp 13 is controlled to be off.

[0060] Furthermore, in the normal section, the transition to the advantageous section is determined when the conditions for transitioning to the advantageous section are met, for example, when a specific role (for example, the bell role) is won in the internal lottery. Furthermore, the conditions for transitioning to the AT state may be met based on the winning of a predetermined rare role during the normal section, and in this case, it is preferable to transition to the AT state after the conditions for transitioning to the advantageous section have been met. Therefore, since the push-button navigation will be executed after the conditions for transitioning to the advantageous section have been met, the push-button navigation will not be performed during the normal section. Furthermore, when the main control unit 10 is reset, it is controlled to the normal section.

[0061] The advantageous period is a game period in which button-press order navigation may be performed, and because button-press order navigation may be performed, it is a game period that is more advantageous for the player compared to the normal period. Furthermore, the advantageous period begins when the conditions for transitioning to the advantageous period are met in the normal period and the next game starts, and ends when the predetermined conditions for ending the advantageous period are met. During the advantageous period, the advantageous period lamp 13 is controlled to be lit. Furthermore, after transitioning to the advantageous section, the advantageous section lamp 13 may be turned on when the number of medals held by the player increases due to the execution of the push-button navigation (for example, a pseudo-bonus state).

[0062] Furthermore, the advantageous period ends when a predetermined game state among the aforementioned multiple game states is reached, and the player returns to the normal period. Examples of conditions for ending the advantageous period include the end of the pseudo-bonus state and the end of the AT state. Furthermore, it is possible to prevent the conditions for ending the advantageous period from being met in some cases when the pseudo-bonus state ends without transitioning to the AT state.

[0063] Furthermore, in addition to the above, the conditions for ending the advantageous period include when the number of games in a single advantageous period (advantageous period games) reaches the upper limit (for example, 3000 games), and when the net increase in medals in a single advantageous period exceeds the upper limit (for example, 2400 medals). Upon the end of the advantageous period, the game state also returns to the normal game state. The advantageous period ends when at least one of the above three termination conditions is met.

[0064] In particular, reaching the maximum number of games (maximum limit) in the advantageous period, and reaching the maximum net increase in medals during the advantageous period, are implemented as limiting functions (so-called limiters) to restrict the amount of medals that players can acquire, thereby suppressing the element of gambling. The main control unit 10 counts the number of games up to the upper limit, focusing only on normal games. As will be explained in more detail later, it does not count simulated games, which are performed separately from normal games, as part of the game count.

[0065] In other words, the main control device 10 is equipped with a counting means that counts the number of times a normal game (number of games in the advantageous period) is played during the advantageous period, but does not count the number of times a simulated game is played. Furthermore, the main control device 10, acting as a section control means, will transition the game section to the normal section if the counting result from the above-mentioned counting means indicates the upper limit number of games (specific number of times) during the advantageous section.

[0066] Furthermore, in this first embodiment, for example, the operation of the limiting function is determined in advance while in AT state, the period from this determination until the limiter is activated is set as the ending period, and an effect (completion effect) is executed to celebrate in advance that the advantageous state for the player has continued to the upper limit. Furthermore, in this first embodiment, although the details will be described later, the simulated game is made unplayable during the ending period to prevent players from having unnecessary expectations.

[0067] Furthermore, in the slot machine 1 of this first embodiment, the transition between the normal section, which is a section where the push-button navigation cannot be performed, and the advantageous section, which is a section where the push-button navigation can be performed, is controlled based on the execution of the game. Initially, the slot machine 1 is controlled to the normal section, and when a predetermined transition condition is met during the execution of a game in the normal section (for example, when a bell symbol is won), a transition to the advantageous section occurs.

[0068] (Normal gameplay state) The normal game state is the state in which the slot machine 1 remains after its main control unit 10 has been reset, and it is a disadvantageous state for the player. As shown in Figure 3, the main control unit 10 performs a lottery process to determine the transition to the CZ state, pseudo-bonus state, or AT state while the player is in the normal game state. Depending on the specifications of the slot machine 1, it is also possible to prevent a direct transition from the normal game state to the AT state. In normal gameplay states, such as when the main control device 10 of slot machine 1 is reset, the gameplay section is controlled to the normal section, and when the conditions for transitioning to the advantageous section during normal gameplay are met, the gameplay section transitions from the normal section to the advantageous section.

[0069] Furthermore, the game has two states: a normal probability state and a high probability state. In each game, the probability of transitioning to a pseudo-bonus state is controlled to be higher in the high probability state than in the normal probability state.

[0070] The transition between probability states is controlled such that, for example, when a weak watermelon or weak cherry is won, there is a 30% chance of transitioning from the normal probability state to the high probability state. On the other hand, as a predetermined condition for dropping out of the high probability state, for example, when a replay, a bell, or a miss is won, there is a 5% chance of transitioning from the high probability state to the normal probability state.

[0071] The probability of winning a pseudo-bonus state is set at 20% in the normal probability state, for example, when a chance role or strong cherry role is won, and at 50% in the high probability state when a chance role or strong cherry role is won. When the probability state changes from the normal probability state to the high probability state, the sub-control device 20 controls the main display 8 to notify that it is in the high probability state. For example, if the stage displayed during normal gameplay shows the main character moving through a grassland, the background of that stage is changed from a daytime background to an evening background to notify that it is in the high probability state.

[0072] However, instead of automatically changing the stage when a high probability state is reached, a stage change lottery is conducted with a predetermined probability (for example, 30%) during the game while in a high probability state. The stage is only changed if the result of this lottery is successful. Furthermore, even during normal probability states, a lottery to change to a different stage is held with a predetermined probability (2%), and if this lottery is won, control is implemented to change the stage to one that indicates a high probability state.

[0073] On the other hand, even when staying on a stage with an evening background, a lottery is held to change to a daytime background. In games with normal probability, the probability of winning the change lottery is relatively high (for example, 20%), while in games with high probability, the probability of winning the change lottery is relatively low (for example, 5%). Therefore, even if a stage features an evening background, it doesn't necessarily mean you're in a high-probability state; an evening background merely indicates a high-probability state.

[0074] Furthermore, if the setting value in the probability setting device 14 is changed, or if the main control device 10 is reset, after transitioning to the advantageous section via the normal section, the game can be effectively started 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. Furthermore, during the high-probability state, it may be possible to increase the probability of winning the CZ state or AT state, in addition to the pseudo-bonus state.

[0075] Furthermore, during normal gameplay, a simulated game is executed based on the fulfillment of predetermined conditions, and a game is executed that notifies the player of a transition to a predetermined game state (for example, a simulated bonus state). Furthermore, the above-mentioned benefits (CZ state, pseudo-bonus state, AT state) may also be determined by a lottery based on simulated gameplay.

[0076] During normal gameplay, individual animations that are completed in a single game are executed with a predetermined probability on the main display 8 or the sub-display 17. Individual effects are effects that are primarily performed to heighten the player's anticipation, and include winning effects that are performed based on the results of the role lottery in the main control device 10. In addition, individual effects 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, etc. Winning animations are primarily used to announce the results of the lottery for winning roles. They may display an item that indicates the rare role won along with the appearance of a designated character, or display text information such as "Chance" or "Super Hot" to indicate the likelihood of a bonus (such as a pseudo-bonus state) occurring along with the appearance of a designated character. These animations display images corresponding to the type of rare role won and the lottery results related to the awarding of bonuses triggered by that rare role.

[0077] • Transition process from normal gameplay to pseudo-bonus state (arrow a1 in Figure 3) During normal gameplay (advantageous period), the number of games played is counted, and when the number of games played reaches a predetermined number (special number: ceiling game count), the game transitions from normal gameplay to a pseudo-bonus state. The maximum number of games is determined when the game transitions from the normal section to the advantageous section. As will be explained in more detail later, the maximum number of games is set each time the game transitions to the advantageous section.

[0078] Furthermore, during normal gameplay, when a specific combination of symbols is achieved, a lottery is held to determine whether the player will transition to a pseudo-bonus state. If the player wins the transition lottery with a predetermined probability, the player will transition from normal gameplay to a pseudo-bonus state.

[0079] More specifically, the main control unit 10 performs a preliminary lottery process for transitioning to a pseudo-bonus state based on the winning of a predetermined rare role as a specific lottery result. For example, when a chance role or a strong cherry role is won, the transition to a pseudo-bonus state is performed at a predetermined probability (for example, 20%). The pseudo-bonus state is a game state that continues until a predetermined number of games are played, during which a lottery is held to determine whether the player will transition to the AT state. Details of the pseudo-bonus state will be described later.

[0080] Furthermore, in normal gameplay, the probability of winning a pseudo-bonus state when a predetermined rare role is won can be changed according to the setting value in the probability setting device 14, which is a setting means. For example, when a strong cherry role is won, the probability of transitioning to the pseudo-bonus state is 10% for setting 1, 12% for setting 2, 14% for setting 3, 16% for setting 4, 18% for setting 5, and 20% for setting 6.

[0081] Furthermore, the decision to transition to a pseudo-bonus state, that is, whether or not to grant a bonus, may be made in a manner other than consuming the ceiling number of games or drawing rare roles by a lottery method. For example, the decision to transition to a pseudo-bonus state may be made when a predetermined role (e.g., the bell role) is won (or actually occurs a predetermined number of times) or a lottery for the pseudo-bonus state may be held at that time. Alternatively, predetermined points may be added according to the lottery for the role, and the points added may be changed depending on the type of role won and the state in which the role was won, and the decision to transition to a pseudo-bonus state may be made when these points reach a predetermined number or a lottery for the pseudo-bonus state may be held at that time.

[0082] Furthermore, a pseudo-bonus state may be generated during the AT state, as described later. Furthermore, in this first embodiment, the triggers for the pseudo-bonus state are set to be the chance role and the strong cherry role, but the pseudo-bonus state may also be drawn when other roles are won.

[0083] During a predetermined period immediately before the number of game plays reaches the maximum number of games, and if the player wins the lottery for transitioning to the pseudo-bonus state, a pre-announcement performance (first specific performance) of a predetermined number of games (for example, 18 games) is performed on the main display 8 to increase the player's expectation of transitioning to the pseudo-bonus state and to inform the player that they will eventually transition to the pseudo-bonus state.

[0084] In other words, even if the main control unit 10 has decided in advance to transition to a pseudo-bonus state, it does not immediately transition to the pseudo-bonus state, but rather causes the pseudo-bonus state to occur after a predetermined number of games have been played from that point onward. The sub-control unit 20, based on the fact that the main control unit 10 has decided in advance to cause the pseudo-bonus state to occur, controls the execution of a pre-bonus performance as a pre-bonus performance during a predetermined number of game play periods before transitioning to the pseudo-bonus state. Therefore, the sub-control device 20 is capable of executing a pre-bonus sequence over multiple games during a predetermined period before the bonus is awarded, in cases where the transition to a pseudo-bonus state is predetermined as the awarding of a bonus.

[0085] Furthermore, if the pseudo-bonus state is determined by the above transition lottery, a predetermined waiting period of several games (for example, 12 games) is set between the time the lottery for transitioning to the pseudo-bonus state is won and the execution of the main pre-bonus sequence. The main pre-bonus sequence will be executed after this waiting period ends. Therefore, even if you win the lottery to transition to the pseudo-bonus state, you will not immediately transition to the pseudo-bonus state. Instead, you will transition after a waiting period and the execution of the main pre-bonus sequence.

[0086] During the pre-announcement sequence, the main display 8 switches to a stage image with a different background than that seen during normal gameplay, and a sequence of animations is performed on the pre-announcement stage in which the characters perform actions different from those seen during normal gameplay. For example, an animation on the pre-announcement stage in which a character moves through a cave is performed over multiple games. These animations do not change even after one game ends. For example, even if the screen changes due to various events in a given game, the animation itself, such as the character moving through a cave, remains unchanged and continues into the next game. Therefore, the pre-announcement sequence is a series of animations that are performed across multiple games. Furthermore, the pre-bonus stage has multiple patterns with different backgrounds, etc., and the sub-control device 20 controls which pre-bonus stage pattern is selected depending on whether or not the pseudo-bonus state has been won at that time.

[0087] Furthermore, if the number of game plays is not immediately before reaching the maximum number of games, and if a rare role (for example, a chance 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, a fake premonition sequence (second specific sequence) of a predetermined number of games (for example, 18 games) is executed on the main display 8 to inform the player that the player will not ultimately transition to the pseudo-bonus state, just as when the player wins the pseudo-bonus state.

[0088] In other words, the sub-control device 20 is capable of executing a fake premonition effect as a specific effect (second specific effect) across multiple games, based on the fulfillment of predetermined conditions when the main control device 10 has not predetermined the transition to the pseudo-bonus state. Therefore, regardless of whether the main control device 10, which acts as a means of granting benefits, has decided in advance to transition to a pseudo-bonus state, the sub-control device 20 can execute a specific performance (a genuine pre-announcement performance or a fake pre-announcement performance) that can indicate whether or not a benefit will be granted, when predetermined conditions such as winning a chance role are met, across multiple games.

[0089] Furthermore, the fake premonition sequence may be executed at 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 executed in all cases. Furthermore, when executing a fake premonition sequence at a time when the number of game plays is not immediately before reaching the ceiling game count, it is preferable to execute the fake premonition sequence in a period (zone) that is likely to be selected based on a predetermined setting. In this way, even if the game does not transition to a pseudo-bonus state when the period in which the ceiling game count is likely to be selected is reached, it is possible to increase the player's sense of anticipation.

[0090] Furthermore, when a fake pre-announcement sequence is executed based on the winning of a rare role, a fake waiting period of a predetermined number of games (for example, 12 games) is set between the winning of the rare role that triggers the transition to the pseudo-bonus state and the execution of the fake pre-announcement sequence, just as when the pseudo-bonus state is won. Both genuine and fake pre-announcement sequences basically consist of a series of sequences spanning multiple games, with the same visuals (stage or characters appearing, etc.), but the content of the announcement at the end differs, thus maintaining the player's anticipation until the very end.

[0091] Furthermore, in both the genuine pre-announcement and fake pre-announcement sequences, notification is given as to whether or not the game will ultimately transition to a pseudo-bonus state. In this case, the main display 8 will execute a continuous sequence of events starting a few games before the final game of the pre-announcement sequence (for example, two games before). The continuous sequence of events is executed, for example, as a battle sequence consisting of images in which an ally character and an enemy character battle for a predetermined number of games (for example, three games).

[0092] In the continuous animation (battle animation), an animation sequence is executed for each game in which allied and enemy characters compete in a predetermined battle event, and the animation content of each game is carried over to the next game. For example, if an allied character is in a disadvantageous situation in a given game, the animation will be executed in such a way that the situation is carried over to the next game, and ultimately an animation will be executed in which one of the characters wins. Furthermore, as will be explained in more detail later, in this first embodiment, the types of allied characters that appear, the types of enemy characters, and the types of battle events change depending on whether or not the game transitions to a pseudo-bonus state.

[0093] Furthermore, the content of the battle between allied and enemy characters in each game is determined by whether or not a predetermined pseudo-bonus state is entered. For example, when a pseudo-bonus state is entered, the game is set up so that allied characters have an advantage more often than when the state is not entered. In other words, a continuous sequence of events is a series of events that are executed across multiple games. Additionally, button-pressing sequences may be executed concurrently with continuous sequences.

[0094] Then, if the game transitions to a pseudo-bonus state (in the case of a genuine pre-bonus sequence), an image showing the allied character ultimately winning will be displayed to indicate the transition to the pseudo-bonus state. If the game does not transition to a pseudo-bonus state (in the case of a fake pre-bonus sequence), an image showing the allied character ultimately losing will be displayed to indicate that the game will not transition to a pseudo-bonus state.

[0095] Furthermore, instead of a continuous sequence of events, a sequence that concludes only in the final game of the main pre-announcement sequence and the fake pre-announcement sequence may be performed, and notification regarding the transition to the pseudo-bonus state may be given based on the result of that sequence. Furthermore, the main pre-announcement and fake pre-announcement sequences may be triggered without executing the above-mentioned waiting period. Also, the fake pre-announcement sequence may be triggered only when a rare role that triggers a transition to the pseudo-bonus state is won, or it may be triggered at a predetermined probability. Alternatively, after a rare role is won, the game may be configured to execute only the consecutive sequences during the pre-bonus sequence to transition to a pseudo-bonus state or similar. Furthermore, the number of games for the main pre-announcement sequence and the fake pre-announcement sequence can be any number of games, or it may be selectively determined from multiple numbers of games (for example, 15 to 20 games). Similarly, the waiting period may also be selectively determined from multiple numbers of games (for example, 10 to 15 games), so that the waiting period changes.

[0096] Furthermore, the number of selectable games for the execution period of both the genuine pre-announcement and the fake pre-announcement may be set to be the same, but during the genuine pre-announcement, it may be possible to select a number of games that would not be available in the fake pre-announcement. In this way, if the pre-announcement ends after a number of games that would not be possible in the fake pre-announcement, or if the pre-announcement continues for a number of games that would not be possible in the fake pre-announcement, it will be confirmed that it is a genuine pre-announcement, thereby increasing the player's sense of anticipation.

[0097] • Transition process from normal gameplay state to CZ state (arrow c1 in Figure 3) In the normal game state, the main control unit 10 performs a lottery process to determine the transition to the CZ state based on the winning of a predetermined rare role. For example, when a strong watermelon role is won, the transition 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.

[0098] Furthermore, in order to increase the player's anticipation of transitioning to the CZ state, even if a predetermined rare role is won and the transition to the CZ state is determined, the main display 8 may not immediately transition to the CZ state, but instead execute a series of CZ state sequences for a predetermined number of games (for example, 3 games) that notify the player that they will eventually transition to the CZ state.

[0099] Furthermore, even if a player wins a predetermined rare role but fails to win the lottery for transitioning to the CZ state, the main display 8 may execute a fake CZ state sequence for a predetermined number of games (for example, 3 games) to inform the player that they will not ultimately transition to the CZ state. In this case, the CZ state sequence and the fake sequence may basically feature the same characters, etc., but the content of the final announcement may differ to maintain the player's anticipation until the very end.

[0100] For example, as a continuous sequence of events (or a fake continuous sequence) during the CZ state, the game may execute a sequence of images in which the character participates in a sports competition. In this case, during the continuous sequence (or fake continuous sequence), the sports competition is executed continuously throughout the games in between, and if the CZ state is won, the character ultimately succeeds in the competition (for example, scoring a goal in soccer), while if the CZ state is not won, an image of the character failing the competition is executed.

[0101] • Transition process from normal gameplay state to AT state (arrow g1 in Figure 3) In the normal game state, the main control unit 10 performs a lottery process to determine the transition to the AT state based on the winning of a predetermined rare role. For example, when a strong cherry role is won, the transition to the AT state process is performed with a predetermined probability (for example, 1%). The condition for transitioning to the AT state is winning this transition lottery. Furthermore, in addition to transitioning to the AT state during normal gameplay based on the winning of a predetermined rare role, the transition may also occur at a predetermined probability (for example, 1%) when a losing lottery result is obtained in which no minor role is won.

[0102] In this first embodiment, the transition to the AT state is mainly performed via a pseudo-bonus state in order to enhance the player's expectations; therefore, the probability of transitioning directly from the normal game state to the AT state is set to an extremely low probability. Furthermore, the probability of transitioning directly from the normal game state to the AT state may be changed according to the probability setting in the probability setting device 14, or the lottery for transitioning directly from the normal game state to the AT state may be won only when the setting value is relatively high (for example, setting 4 to 6). Furthermore, if the player wins the lottery for transitioning to the AT state during normal gameplay, a pre-announcement sequence similar to the one described above for when the pseudo-bonus state occurs will be executed, and the AT state will be activated after the pre-announcement sequence ends.

[0103] Furthermore, if the player wins the lottery to transition directly from the normal game state to the AT state, the selection control of pre-announcement sequences may be different from that when the pseudo-bonus state occurs. For example, when transitioning directly to the AT state, the selection rate of pre-announcement sequences consisting of characters and backgrounds that appear infrequently (or not at all) in fake pre-announcement sequences may be increased compared to when the pseudo-bonus state occurs. In addition, pre-announcement sequences that are not executed when the pseudo-bonus state occurs may be executed only when transitioning directly to the AT state.

[0104] (CZ state) In the CZ state, when a push-order bell combination is won, no push-order navigation is provided. However, the probability of transitioning to the pseudo-bonus state is higher in each game than in the normal game state, making it a game state where it is easier to transition to the pseudo-bonus state than when in the normal game state. Note that while button-pressing navigation is not performed when a button-pressing bell combination is won, it is also possible to perform button-pressing navigation when a button-pressing bell combination is won, or to perform button-pressing navigation only in a portion of the cases when a button-pressing bell combination is won, i.e., with a predetermined probability (for example, 40%) when a button-pressing bell combination is won.

[0105] While in the CZ state, it is easier to transition to the pseudo-bonus state than when in the normal gameplay state, so the CZ state is positioned as a chance zone in the flow of gameplay. The maximum number of games that can be played during the CZ (Chance Zone) state is 10. During the CZ state, control information regarding the CZ state is transmitted 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 remaining number of games during the CZ state are displayed on the main display unit 8.

[0106] • Transition process from CZ state to pseudo-bonus state (arrow e1 in Figure 3) During the CZ (Chance Zone) state, a lottery process is performed in each game to determine whether to transition to a pseudo-bonus state. The probability of winning the lottery process for transitioning to the pseudo-bonus state is set according to the winning role in each game. For example, the probability of winning the lottery process for transitioning to the pseudo-bonus state is 50% when a rare role is won, 10% when a bell role or replay role is won, and 5% when it is a miss. The lottery for transitioning to the pseudo-bonus state is performed for each game during the CZ state, but whether or not a transition to the pseudo-bonus state occurs 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 as in the normal game state. Note that the lottery for transitioning to the pseudo-bonus state is executed when each winning combination is internally determined, so even if the symbol corresponding to the winning combination does not stop on reel 4 (in the case of a missed win), the lottery for transitioning to the pseudo-bonus state will still be executed. Furthermore, if the game transitions to a pseudo-bonus state upon the end of the CZ state, the gameplay period will continue as the advantageous period.

[0107] Furthermore, the probability of winning the lottery process for transitioning to the pseudo-bonus state for some or all of the winning combinations may be different from those stated above. Also, although the lottery process for transitioning to the pseudo-bonus state is performed when the bell combination is won, it may also be performed based on whether the symbol corresponding to the bell combination is won.

[0108] Furthermore, during the CZ state, a CZ sequence featuring a predetermined character is displayed on the main display 8 to enhance the excitement of the game. In the CZ sequence, for example, during the first few games (for example, 7 games), an image of the main character preparing for battle is displayed, and during the last few games of the CZ state (for example, 3 games), an image of the ally character and the enemy character battling is displayed as a series of sequences spanning multiple games. If the player has won the lottery to transition to the pseudo-bonus state, it is announced that the ally character has won in the final game and the game has transitioned to the pseudo-bonus state.

[0109] Furthermore, during the CZ state, the background during the battle preparation sequence and the content of the offense and defense during the battle sequence change depending on the outcome of the games played during that time, thereby changing the sense of anticipation for transitioning to the pseudo-bonus state. In addition, the remaining number of games in the CZ state is displayed on the main display 8, and the remaining number of games is decreased each time a game is played. Furthermore, during the preparation sequence before the battle sequence in the CZ (Challenge Zone) sequence, the animation of the allied characters preparing for battle is continuously displayed throughout each game, resulting in a sequence of animations that spans multiple games.

[0110] Furthermore, during the CZ state, it is also possible to notify whether or not the player will transition to the CZ state without executing a battle sequence. For example, if the player wins a pseudo-bonus state in a predetermined game during the CZ state, a sequence may be executed to notify the player that they will transition to the pseudo-bonus state during that game. In this case, if the player does not win a pseudo-bonus state in any game during the CZ state, the CZ state will end without any sequence being executed to notify the player that they will transition to the pseudo-bonus state.

[0111] • Transition process from CZ state to normal game state (arrow d1 in Figure 3) If, during the CZ state, the player does not win the lottery for transitioning to the pseudo-bonus state, the game will return to the normal game state after a predetermined number of games have been played during the CZ state. At this time, the CZ animation will indicate that the player's character has been defeated and will not transition to the pseudo-bonus state. Furthermore, if the game transitions to a normal game state upon the end of the CZ state, the game period will continue as the advantageous period, but the game period may be transitioned from the advantageous period to the normal period.

[0112] Furthermore, when transitioning from the CZ state to the normal game state, the main control device 10 and the sub-control device 20 may, under their control, provide notification means (main display 8, speaker 9) of setting-related information (setting suggestion information) that can indicate the setting value set in the probability setting device 14. For example, the main display 8 and the sub-display 17 may display a predetermined character from among multiple characters. The character to be displayed is selected according to a selection probability predetermined according to each setting value of the probability setting device 14, so it becomes possible to predict the setting value to some extent by the displayed character.

[0113] (Pseudo-bonus state) The pseudo-bonus state, as a specific game state, is a game state in which, during the game in the pseudo-bonus state, the player is notified of an operation method that is advantageous to the player, and a push-order navigation for the push-order bell symbol is performed, making it an extremely easy game state to acquire medals.

[0114] Furthermore, the pseudo-bonus state continues for a predetermined period, and during that period, a lottery is held to determine whether the player will transition to the AT state. In this first embodiment, two types of pseudo-bonus states with different durations can be generated as pseudo-bonus states: a pseudo-regular bonus state with a duration of 20 games, and a pseudo-big bonus state with a duration of 30 games that is more advantageous to the player than the pseudo-regular bonus state. The type of pseudo-bonus state is predetermined by a control mechanism that is in place when the conditions for transitioning to the advantageous section are met, or when a specific rare role, which is the trigger for winning a pseudo-bonus state, is achieved.

[0115] During the pseudo-bonus state, button-press navigation is performed, and the probability of winning the button-press bell is such that the number of medals increases if the player follows the button-press navigation. Therefore, if the player wins the lottery to transition to the AT state during the pseudo-bonus state, which is capable of acquiring a large number of medals, the AT state will be activated after the pseudo-bonus state ends. This allows the player to acquire a certain number of medals while playing the game to trigger the next pseudo-bonus state, resulting in a synergistically advantageous situation for the player.

[0116] Furthermore, in the first game after transitioning to the pseudo-bonus state, the control of the main control unit 10 extends the period from the operation of the start lever 3 to the operation of the stop button 5, which is longer than in a normal game. During this period, a pseudo-game (notification pseudo-game) is executed in which the reels 4 are rotated forward, then stopped at a specific combination of symbols on the reels 4, and then rotated forward again, a so-called reel effect, and the player is notified that the pseudo-bonus state has been activated. Furthermore, instead of performing a notification-based simulated game in the first game after transitioning to the simulated bonus state and temporarily stopping a specific symbol combination (such as "7-7-7"), the simulated bonus state may be initiated in the game following the winning of a predetermined role (for example, a replay role). In this scenario, when the predetermined role is won, the stopping control of reel 4 is performed so that a specific symbol combination stops when reel 4 is stopped in a predetermined order (for example, "5c→5b→5a"). By notifying the predetermined order of pressing when the predetermined role is won, it may be possible to form a specific symbol combination one game before the simulated bonus state begins.

[0117] The specific combination of symbols that will be pseudo-stopped at this time will differ depending on the type of pseudo-bonus state that occurs. In the case of a pseudo-regular bonus state, "BAR, BAR, BAR" will be pseudo-stopped, and in the case of a pseudo-big bonus state, "7, 7, 7" will be pseudo-stopped. In other words, the main control device 10 enables the execution of a simulated game (notified simulated game) when it notifies the granting of a predetermined benefit. Furthermore, the predetermined benefits announced through the notification-based simulated gameplay do not have to be in a simulated bonus state, but may also be in a state advantageous to the player, such as a CZ state or AT state, or they may be the result of winning a rare role or other special role.

[0118] The period during which the notification simulation is performed is set to, for example, 15 seconds. During this time, the operation of stop button 5 is disabled, so even if reel 4 is operating, the game cannot proceed. Furthermore, at the end of the notification-based simulated game, a specific combination of symbols (such as "7, 7, 7") will temporarily stop (automatically stop). Therefore, although the simulated bonus state is a state in which navigation is executed in the same way as the AT state in terms of gameplay, it visually appears as if a so-called bonus state (real bonus state) has occurred, thus differentiating it from the AT state.

[0119] Furthermore, once the notification simulation game ends, reel 4 automatically starts rotating in the normal direction, and the stop button 5 becomes active, initiating the main game. From this point onward, the stopping operation for the first game after transitioning to the simulation bonus state becomes possible, just like in a normal game. Furthermore, during the reel animation, the sub-control device 20 controls the main display 8 to display an animation image corresponding to the reel animation, indicating the occurrence of a pseudo-bonus state.

[0120] • Transition process from pseudo-bonus state to AT state (arrow f1 in Figure 3) In the pseudo-bonus state, a lottery process for transitioning to the AT state is performed based on the execution of each game during that pseudo-bonus state. In this first embodiment, a transition lottery process for the AT state is executed for each game during the pseudo-bonus state to determine whether or not to transition to the AT state. Then, as a result of the AT state transition lottery process, if the conditions for transitioning to the AT state are met as a special condition, the game state will transition to the AT state after the pseudo-bonus state ends. Furthermore, if the game transitions to the AT state upon the end of the pseudo-bonus state, the gameplay period will continue as the advantageous period.

[0121] In this first embodiment, the AT state transition lottery process may be any method that allows the player to transition to the AT state in part of the pseudo-bonus state. The AT state transition lottery may be performed with a fixed probability in each game, or if a rare role is won, the AT state transition lottery may be performed with a higher probability than if a non-rare role is won.

[0122] Furthermore, the AT state transition lottery process may be performed throughout the entire pseudo-bonus state, or a predetermined period of games (for example, 3 games) may be set aside at the end of the pseudo-bonus state for the AT state transition lottery process, during which a lottery may be held to determine whether or not to transition to the AT state. In addition to the AT state transition lottery process during the game while in the pseudo-bonus state described above, the AT state transition lottery process may also be performed when the pseudo-bonus state is transitioned to (started).

[0123] Furthermore, during the pseudo-bonus state, in response to the execution of the game, a predetermined performance is executed on the main display 8 by the control of the sub-control device 20, which acts as a performance control means, based on the reception of control information from the main control device 10.

[0124] For example, if a rare role is won during a game in a pseudo-bonus state, an animation will be performed to notify the player that the rare role has been won. Furthermore, during a predetermined number of games at the end of the pseudo-bonus state (for example, 3 games), a series of performance sequences (battle sequences) are executed according to the result of the AT state transition lottery. If the lottery result is for transitioning to the AT state, a sequence is shown in which the allied character ultimately wins. If the lottery result is not for transitioning to the AT state, a sequence is shown in which the allied character ultimately loses, and the result of the AT state transition lottery is announced as the result of the series of performance sequences.

[0125] The presentation style during a continuous performance is predetermined based on the results of the AT state transition lottery. If the lottery result is to transition to the AT state, a presentation style in which the allied characters have an advantage is determined. If the lottery result is not to transition to the AT state, a presentation style in which the allied characters have a disadvantage is determined. However, the AT state transition lottery process is also performed during the game while the above continuous performance is running, so the final result of the continuous performance will be determined by taking into account the AT state transition lottery process during the continuous performance. Furthermore, if the transition to the AT state is determined as a result of the AT state transition lottery process during the pseudo-bonus state, a visual effect may be executed to inform the player that the transition to the AT state is confirmed from that point onward.

[0126] Furthermore, during other pseudo-bonus states, in order to enhance the enjoyment of the game, a pseudo-bonus state animation (pseudo-bonus animation) featuring predetermined characters is displayed on the main display 8 or sub-display 17. In the pseudo-bonus animation, for example, introductory images of each character appearing are displayed, and predetermined music is output from speaker 9.

[0127] Furthermore, the lottery for transitioning to the AT state during the pseudo-bonus state may be performed in ways other than those described above. For example, if reel 4 is stopped using the normal operation method (for example, stopping the left reel 4a first), a combination of symbols corresponding to a replay will stop. However, if reel 4 is stopped using an irregular operation method different from the normal operation method (for example, stopping the right reel 4c first), it may be possible to draw for a specific replay symbol that stops with a specific combination of symbols (for example, "BAR, BAR, BAR"). If the specific replay symbol is won outside of the lottery game period during the pseudo-bonus state, the player may transition to the AT state unconditionally (with 100% probability). In this case, if a specific replay combination is won, it is preferable that the main display unit 8 displays an image prompting the player to aim for an irregular operation pattern and a specific combination of symbols.

[0128] Additionally, during a continuous sequence of events (battle sequences) while in a pseudo-bonus state, you may also perform a button press sequence. Button effects as an operation effect first display an operation image on the main display 8 (or sub-display 17) that resembles an operation button prompting the user to operate the effect button 2d, or text information instructing the user to operate it (for example, "PUSH"). 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 the game in which the final game of a battle effect is executed, an image resembling an operation button or an operation image is displayed, and then, when the instructed effect button 2d is operated, an image announcing the predetermined result of the battle lottery is displayed on the main display 8. In this case, it is preferable that the probability of the button animation being executed is higher when the result of the match draw is a win compared to when the draw is not a win.

[0129] • Transition process from pseudo-bonus state to normal gameplay state (arrow b1 in Figure 3) If, during the pseudo-bonus state, no special conditions are met and the right to transition to the AT state is not granted, that is, if the result of the AT state transition lottery process during the pseudo-bonus state is not a win, the game will transition to the normal game state after the pseudo-bonus state ends. Furthermore, in some cases where the game transitions to the normal game state after the pseudo-bonus state ends, it may be possible to prevent the game section from transitioning from the advantageous section to the normal section.

[0130] Furthermore, when transitioning from a pseudo-bonus state to a normal game state, the main control device 10 and the sub-control device 20 may, under their control, provide notification information (setting suggestion information) that can indicate the setting value set in the probability setting device 14 via notification means (main display 8, sub-display 17, speaker 9). For example, by displaying a predetermined character from among multiple characters on the main display 8 or sub-display 17, and selecting the character to display according to a selection probability predetermined according to each setting value of the probability setting device 14, it becomes possible to predict the setting value to some extent based on the displayed character.

[0131] (AT state) In this first embodiment, the AT state is a game state in which, during the game in the AT state, the player is notified of an operation method that is advantageous to the player, and the button press order navigation for the button press order bell symbol is provided, making it easier to acquire medals. During AT mode, the continuation of the AT mode is managed using a predetermined number of games (for example, 50 games) granted at the initial transition to AT mode. The number of remaining games is deducted with each game played, and the AT mode continues until the number of remaining games runs out.

[0132] Furthermore, when the game transitions to the AT state, a notification simulation may be performed in the first game, similar to when the game transitions to the pseudo-bonus state. This simulation may involve stopping a predetermined combination of symbols on a predetermined line within the display window 6 to signal the transition to the AT state.

[0133] Furthermore, during AT mode, a lottery is held to add a predetermined number of games to the remaining game count based on the winning of a predetermined rare role. If the lottery is won, the remaining game count increases, and the duration of AT mode is extended accordingly. Furthermore, any of the winning combinations can be used to trigger the bonus round, and the number of bonus games can be selected from a number of options. Additionally, the number of bonus games may vary depending on the winning combination.

[0134] Furthermore, in this first embodiment, if a predetermined condition is met during a game in AT state, a special bonus zone is generated for a predetermined period of time, and during this special zone, the lottery for increasing the number of games is performed at a higher rate than outside of the special bonus zone. Furthermore, since the special zone is a state that is extremely advantageous to the player, it is preferable that the above predetermined conditions be met with a predetermined probability when a rare role with a low probability of winning is won. Details about the bonus zone will be explained later.

[0135] • Transition process from AT state to pseudo-bonus state (arrow i1 in Figure 3) Even during AT mode, just as during normal gameplay, the main control device 10 performs a lottery process to determine the transition to a pseudo-bonus state based on the winning of a predetermined rare role as a specific lottery result. For example, when a chance role or a strong cherry role is won, the transition to a pseudo-bonus state is performed with a predetermined probability (for example, 20%). Furthermore, if the game transitions to a pseudo-bonus state while in AT mode, the gameplay period will continue as an advantageous period.

[0136] Furthermore, if the player wins the lottery for transitioning to the pseudo-bonus state while in AT state, the ongoing AT state will be temporarily interrupted, and the game state will transition to the pseudo-bonus state. Therefore, the remaining number of games in the AT state is held in reserve 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 game transitions to a pseudo-bonus state while in AT mode, the pseudo-bonus state will be executed for a predetermined period (for example, 20 games), as described above.

[0137] However, if the game transitions to a pseudo-bonus state while in AT mode, unlike when the game transitions to a pseudo-bonus state during normal gameplay, the AT state transition lottery process will not be performed. Instead, the pseudo-bonus state will end and the game will return to AT mode after a predetermined number of games have been played.

[0138] Furthermore, if the game transitions to a pseudo-bonus state during the AT state, a bonus draw may be conducted during that pseudo-bonus state when a predetermined role is won. Furthermore, if the player wins the lottery to transition to the pseudo-bonus state while in AT state, the player may not immediately transition to the pseudo-bonus state. Instead, a battle sequence (a battle sequence in which the player's character wins) may be performed for a predetermined period (for example, 3 games) as described above before transitioning to the pseudo-bonus state. Furthermore, if a predetermined rare role is won during the AT state but the lottery for transitioning to the pseudo-bonus state is not won, a battle sequence (a battle sequence in which the ally character is defeated) may be executed.

[0139] • Transition process from AT state to normal gameplay state (arrow h1 in Figure 3) If the number of remaining games reaches zero while in AT mode, the game will return to normal gameplay mode after the AT mode ends. Furthermore, when the AT state ends and the game transitions to the normal game state, the game period shifts from the advantageous period to the normal period. Furthermore, in some cases where the game transitions to normal gameplay after the AT state ends, the advantageous period may be allowed to continue.

[0140] Furthermore, when the AT state ends, an ending state is set for a predetermined period (for example, 5 seconds). During the ending state (ending period), game progression becomes temporarily impossible, and after the ending state ends, the game returns to the normal gameplay state. During the ending state, setting-related information that can suggest the setting value set by the probability setting device 14 is notified by 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 8 and the sub-display 17, and a predetermined sound is output from the speaker 9. As described above, the transition of the game state occurs in the slot machine 1 of the first embodiment.

[0141] [A lottery table used to determine the maximum number of games in the main control unit.] Next, with reference to Figure 4, the lottery for the maximum number of games during normal gameplay in the slot machine 1 of this first embodiment will be described. The main control unit 10 is configured to select the maximum number of games for the subsequent normal game state when the conditions for transitioning to the advantageous section are met during the normal section of the normal game state (for example, when a bell symbol is won).

[0142] Furthermore, when a game in normal gameplay reaches a selected number of games, a pseudo-bonus state is triggered as a reward. In this first embodiment, the pseudo-bonus state can also be generated when a predetermined role (for example, a rare role) is won during normal gameplay, but the pseudo-bonus state is primarily generated when the number of games up to the ceiling is played.

[0143] Furthermore, when determining the maximum number of games, the main control device 10 first determines a zone in which a predetermined range of games is defined for roughly determining the maximum number of games, and then determines the maximum number of games by selecting 1 from the range of games within the determined zone. The above-mentioned zones consist of four types, Zones 1 through 4, which are pre-set and spaced apart. Therefore, when the actual number of games played reaches one of these four zones, the probability of a pseudo-bonus state occurring increases, and the player's anticipation rises at predetermined intervals.

[0144] The range of selectable maximum game counts in each zone is as follows: Zone 1: 50 to 100 games; Zone 2: 250 to 299 games; Zone 3: 450 to 499 games; Zone 4: 750 to 800 games.

[0145] Therefore, for example, if Zone 1 is selected, a relatively small number of games will be set as the ceiling, resulting in a game that is advantageous to the player. On the other hand, if Zone 4 is selected, a relatively large number of games will be set as the ceiling, resulting in a game that is disadvantageous to the player. However, even if Zone 4 is selected, the maximum value is set to 800 games, so a pseudo-bonus state will always occur before the maximum number of games is reached.

[0146] Furthermore, the main control unit 10 is configured to perform a process to determine the game mode when transitioning from the normal section to the advantageous section. The game modes include a normal mode in which any of the above zones 1 to 4 can be selected, and a heaven mode in which only zone 1 can be selected. When transitioning from the normal section to the advantageous section, one of the game modes is selected based on the setting value in the probability setting device 14. Therefore, when Heaven Mode is selected, a pseudo-bonus state is guaranteed to occur within 100 games. Furthermore, the probability of selecting Heaven Mode increases as the setting value in the probability setting device 14 increases.

[0147] Figure 4 shows the internal lottery table used when determining the number of games to reach the ceiling when transitioning from the normal section to the advantageous section when the normal mode is selected. When normal mode is selected, the lottery for the maximum number of games is first conducted using the internal lottery table shown in Figure 4 to determine the zone for determining the maximum number of games. Then, the maximum number of games is determined from within the determined zone. When determining the zone, the main control device 10 conducts a lottery for random numbers for zone selection. In Figure 4, the range (number) of random values ​​to be acquired is set to 256, and the number of random values ​​when a zone is selected is shown.

[0148] As shown in Figure 4, for example, if the setting value in the probability setting device 14 is setting 1, then Zone 1 is selected with a probability of 48 / 256, Zone 2 is selected with a probability of 16 / 256, Zone 3 is selected with a probability of 64 / 256, and Zone 4 is selected with a probability of 128 / 256.

[0149] Furthermore, although a detailed explanation will be omitted, even when the setting value in the probability setting device 14 is set to 2 to 6, one of the zones shown in Figure 4 will be selected and determined according to each probability.

[0150] Although not shown in the diagram, after each zone is determined, a lottery is held to determine the set maximum number of games within that zone, and finally the maximum number of games after the transition to the advantageous section is determined. For example, if Zone 1 is determined, the maximum number of games will be set to be one of the following: 50 games to 100 games.

[0151] If Heaven Mode is selected, a ceiling game count will be determined within the range of Zone 1. The determination of the maximum number of games within each zone is performed based on random numbers for determining the maximum number of games, which are extracted when the conditions for transitioning to the advantageous section are met, similar to the extraction of random numbers for zone selection. The maximum number of games within each zone is drawn equally, however, the drawing process may be performed in such a way that the selection rate of a predetermined maximum number of games within each zone is increased.

[0152] As explained above, the maximum number of games is determined in this way, so if Heaven Mode is selected, the maximum number of games will always be within 100 games. Furthermore, when normal mode is selected, the higher the setting value in the probability setting device 14, the higher the probability that a smaller ceiling game count will be selected.

[0153] Furthermore, when the setting value is an even number, the probability of Zone 1 being selected is relatively lower than when the value is odd, but the probability of Zone 2 or 3 being selected is higher. Therefore, when the setting value is even, it is less likely to select a smaller number of ceiling games than when the value is odd, but it is also less likely to select a larger number of ceiling games. On the other hand, when the setting value is an odd number, the probability of Zone 1 being selected is relatively higher than when the value is even, but the probability of Zone 4 being selected is also higher. In the case of odd numbers, a smaller number of ceiling games is more likely to be selected than when the value is even, but a larger number of ceiling games is also more likely to be selected.

[0154] Furthermore, in the normal section, the conditions for transitioning to the advantageous section may be met when a rare role is won. In this case, the probability of selecting a zone with fewer ceiling games than when a role other than a rare role is won may be increased, and the probability of selecting a relatively large number of games in Zone 3 or Zone 4 may be decreased. As described above, the lottery for the maximum number of games is performed.

[0155] [Performance Mode] Next, we will explain the performance modes with reference to Figure 5. In this first embodiment, multiple performance modes are set up to determine the tendencies of the performance content on the main display 8 and sub-display 17, mainly during normal gameplay, and the performance content changes according to the selected performance mode.

[0156] As shown in Figure 5, the sub-control device 20 can be controlled to either performance mode A or performance mode B, and switches between performance modes based on the player's selection.

[0157] In the sub-control device 20, as will be described in detail later, when the device is switched to performance mode A, it displays bonus-suggestion-related images on the main display 8, and updates (or displays) these bonus-suggestion-related images in accordance with the execution of various bonus-suggestion-related performances related to the occurrence of a pseudo-bonus state, thereby making it possible to suggest when the next pseudo-bonus state will occur. In other words, the sub-control device 20 constitutes a first suggestion control means capable of controlling information related to the occurrence of a pseudo-bonus state as a specific game state.

[0158] Bonus-indicating images are updated and displayed when the performance points, which are updated during normal gameplay, reach a predetermined value (50 points). Furthermore, the data related to bonus-indicating images is reset when transitioning to the normal section (including during a reset) and when a pre-bonus performance ends. In addition to the above, data related to bonus-indicating images is also initialized when switching from performance mode B to performance mode A.

[0159] On the other hand, when the system is switched to performance mode B, setting-suggestion-related images are displayed on the main display 8. By adding new images to these setting-suggestion-related images in response to the execution of various setting-suggestion-related performances related to the setting value in the probability setting device 14, it is possible to suggest whether the setting value in the probability setting device 14 is high or low. In other words, the sub-control device 20 constitutes a second suggestion control means capable of controlling information related to the setting stage of the probability setting device 14, which is a setting means.

[0160] The image related to setting indications is updated and displayed when the performance points, which are updated during normal gameplay, reach a predetermined value (50 points). In addition, the data related to the image related to setting indications is not initialized when transitioning to the normal section or when the pre-announcement performance ends, but is initialized only when the machine is reset.

[0161] Therefore, for example, even if the display mode is switched from mode B to mode A, the data related to the setting suggestion images is not initialized, and the display image at that time is stored in memory. When mode B is selected next, the stored display image is restored and displayed. Additionally, the performance points that trigger updates to bonus-related images and setting-related images are reset when transitioning to the normal section (including when reset) and when the pre-announcement performance ends.

[0162] Furthermore, the performance mode is switched by touch operation on the touch panel of the sub-display unit 17, and the sub-control device 20 is configured to switch the performance mode when transitioning to the normal section and when the pre-announcement performance ends, that is, in accordance with the data initialization time in performance mode A.

[0163] One way to switch between performance modes is to display information such as "Do you want to switch performance modes?" and "YES" or "NO" during the first game after transitioning to the normal section or during the game after a pre-announcement performance has ended. If the player touches the "YES" image, the performance mode will switch from the previously selected mode to a different one. If the player does not wish to switch performance modes, they can touch the "NO" image or continue playing the game, which will keep them in the previously selected performance mode.

[0164] As described above, in this first embodiment, the player can choose to switch between two modes: Mode A, in which bonus-suggesting effects are executed, and Mode B, in which setting-suggesting effects are executed. In other words, the sub-control device 20 is configured as a switching control means that can switch, based on the player's operation, whether to have the game controlled by a first suggestion control means that controls bonus-suggestion-related effects or a second suggestion control means that controls setting-suggestion-related effects. Therefore, it becomes possible to change the content of the presentation according to the player's preferences, making it possible to implement presentations that will satisfy a large number of players.

[0165] Furthermore, the ability to switch between performance modes is possible when transitioning to the normal section and at the end of the pre-announcement performance, that is, in conjunction with the data initialization time in performance mode A. In other words, the sub-control device 20, acting as a switching control means, enables switching between the first suggestion control means and the second suggestion control means based on the fulfillment of predetermined conditions. Therefore, it becomes possible to prevent players from becoming dissatisfied, for example, when updated bonus-indicating images are reset midway through, and both bonus-indicating and setting-indicating effects can be executed without any problems.

[0166] Furthermore, the method for switching between performance modes does not have to be as described above, as long as it allows the player to select and operate it. In addition to touch operation on the touch panel of the sub-display 17, it may also be performed by operating the performance button 2d or the upper performance button 2f. Furthermore, the timing for switching between performance modes is not limited to the above; for example, the performance mode may be switchable after the pre-announcement performance ends, until a predetermined number of games (e.g., 30) have been played. Furthermore, it is possible to disable the switching of the performance mode during the advantageous period, or to enable the switching of the performance mode when the number of games during the advantageous period exceeds a predetermined number (for example, 500 times), or to allow the change from performance mode B to A even when switching is disabled. The performance mode is set as described above.

[0167] [Probability of obtaining performance points] Next, we will explain the probability of acquiring performance points, referring to Figure 6. As mentioned above, the sub-control device 20 manages data related to performance points that trigger updates of bonus-indicating images and setting-indicating images, and performs processing to add (acquire) performance points in relation to the execution of the game during normal gameplay.

[0168] Then, as a result of the above additions, when the performance points reach a predetermined value (specific value: 50 points), the bonus-indicating images and setting-indicating images are updated (or appear) with new images. In other words, the sub-control device 20 is equipped with an information update means that can update the performance points as specific information based on the execution of the game, and can update bonus suggestion-related images and setting suggestion-related images as suggestive information with new suggestive information based on the specific information obtained by the information update means reaching a specific value (50 points).

[0169] Furthermore, the performance points are reset when transitioning to the normal section (including when reset) and when a pre-announcement performance ends. After the game starts, one of 1 to 30 points is added to the previous performance points based on the result of the role draw, and the accumulated value becomes the performance points at that time.

[0170] Furthermore, the sub-control device 20 can control the game to either a normal probability state for performances, in which performance points are added (acquired) with a predetermined probability, or a high probability state for performances, in which the probability of adding (acquiring) performance points is higher than in the normal probability state. For example, after the pre-announcement performance ends, the game is controlled to remain in the high probability state for performances until a predetermined number of games (for example, 30) are played.

[0171] Figure 6 shows the probability of acquiring each point in the normal probability state of the performance, as determined by the control of the sub-control device 20. First, as shown in Figure 6(a), in the normal probability state of the performance, for example, when the common bell role is won, there is an 82% chance that 1 point will be added, a 10% chance that 2 points will be added, a 5% chance that 3 points will be added, a 3% chance that 5 points will be added, and the probability of adding 10 points, 20 points, and 30 points is 0%. Furthermore, although a detailed explanation will be omitted, points are added according to the probabilities shown when weak rare roles and strong rare roles are won in the normal probability state of the performance.

[0172] On the other hand, as shown in Figure 6(b), in the high probability state for performance, for example, when the common bell role is won, there is a 70% chance that 1 point will be added, a 15% chance that 2 points will be added, a 10% chance that 3 points will be added, a 5% chance that 5 points will be added, and the probability of adding 10 points, 20 points, and 30 points is 0%. Furthermore, although a detailed explanation will be omitted, when weak rare roles and strong rare roles are won during the high probability state for performance, points are added according to the probabilities shown in the diagram. Although not shown in the diagram, points are not added when winning any role other than the common bell role or rare role, regardless of the probability state of the performance.

[0173] As described above, performance points are added, and although the details will be explained later, the accumulated value after the addition will be displayed on the main display 8 as the performance points at that time. Furthermore, when the system enters a high-probability performance state, an image (such as a background image) indicating that the system is in a high-probability performance state will be displayed on the main display unit 8. However, in the high-probability performance state, the performance points are not updated and displayed each time performance points are added. Instead, the addition results are stored internally, and the accumulated value is added to the performance points all at once when the high-probability performance state ends. Therefore, while the high probability state for special effects is active, the number of points added for each winning combination is unknown, but a large number of points are added all at once when the high probability state for special effects ends.

[0174] As explained above, since a predetermined number of points are added to the performance points based on the result of the role lottery, the probability of points being added is higher when winning a rare role than when winning a common bell role, and furthermore, the probability of points being added is higher when winning a strong rare role than when winning a weak rare role. In particular, if you win a rare or powerful combination, it is guaranteed that you will receive 10 points or more.

[0175] Therefore, various points are added depending on the type of winning combination, which can enhance the enjoyment of the game. Furthermore, if a rare role is won, it is possible to increase the player's sense of anticipation, and in particular, if a strong rare role is won, it is possible to increase the player's sense of anticipation even more.

[0176] Furthermore, the probability of points being added when winning each role is higher in the high-probability state compared to the normal probability state. Therefore, during the high-probability performance state, the likelihood of accumulating a large number of points increases, which can raise the player's expectations.

[0177] Furthermore, since the high probability state for special effects is entered upon the end of the pre-bonus effect, even if the pseudo-bonus state does not occur, it is possible to reduce the player's disappointment and increase their motivation to play in order to trigger the next pseudo-bonus state.

[0178] Then, if the accumulated performance points reach a predetermined value, the bonus-related images and setting-related images, which serve as suggestive information, will be updated with new suggestive information. Therefore, bonus-indicating images and setting-indicating images will be periodically updated (or appear) with new ones, which will improve the enjoyment of the game and allow players to maintain their expectations over a long period of time. As described above, control is performed regarding the acquisition of performance points.

[0179] [Performance Mode A] Next, referring to Figures 7 and 8, we will explain the aforementioned performance mode A. First, referring to Figure 7, we will explain the various expectation-level effects that are performed as bonus-indicating effects when performance mode A is selected. As mentioned above, during normal gameplay, performance points are added based on the execution of the game. However, when performance mode A is selected, a bonus suggestion-related performance is executed, which updates and displays bonus suggestion-related images each time these performance points reach a predetermined value (for example, 50 points).

[0180] This bonus-suggesting animation includes multiple animations, numbered 1 to 6. When the animation points reach a predetermined value, one of the animations is selected, and the bonus-suggesting image is updated (or appears) in response to the execution of the selected animation. Therefore, each time the performance points reach a predetermined value, a bonus-suggesting performance is executed, and various bonus-suggesting images are updated and displayed (or appear) in response to the executed performance, thereby increasing the expectation of a pseudo-bonus state occurring.

[0181] Figure 7 shows the types of expected value effects 1 to 6, which are bonus-indicating effects executed in the sub-control device 20. First, the expectation level effect 1 is an effect that upgrades allied characters, and it is an effect that upgrades the image of an allied character displayed as a bonus suggestion related image to an allied character with a higher expectation level. The ally character images, as will be explained in more detail later, represent the allied characters that appear during the battle sequences that follow in the pre-battle sequences. These characters will battle against enemy characters, and each time an ally character is promoted, the expectation of winning the battle sequence, i.e., winning a pseudo-bonus state, increases.

[0182] In addition, the ally character images are set to four types of images corresponding to ally characters A to D, and the degree of expectation increases in the order of A → B → C → D. Note that when the ally character is upgraded to D, selection control may be performed so that the victory of the ally character (occurrence of a pseudo-bonus state) is determined in the next battle performance.

[0183] The expectation performance 2 is a performance for upgrading the battle level, and is a performance for upgrading the battle level image displayed as a bonus suggestion-related image to a battle level with a higher degree of expectation. The battle level image is for displaying the degree of expectation for winning the pseudo-bonus state in the battle performance during the precursor performance executed thereafter in stages, and the victory in the battle performance, that is, the degree of expectation for winning the pseudo-bonus state, increases every time the battle level is upgraded.

[0184] In addition, the battle level images are set to four types of images corresponding to battle levels 1 to 4, and the degree of expectation increases in the order of 1 → 2 → 3 → 4. When the battle level is upgraded to 4, selection control is performed so that the victory of the ally character (occurrence of a pseudo-bonus state) is determined in the next battle performance.

[0185] The expectation performance 3 is a performance for notifying the number of release games, and is a performance for notifying in advance the occurrence time (number of release games) of the pseudo-bonus state by showing a lucky item image from the character information of the character "Fu" as a bonus suggestion-related image. The lucky item image is an image that appears on the condition that the number of games in the advantageous section at that time is within 300 games with respect to reaching the ceiling number of games of the pseudo-bonus state. By the appearance of the lucky item image, it is notified that the pseudo-bonus state will occur within 300 games.

[0186] The expectancy presentation 4 is a presentation that announces the number of release games, and it is a presentation that pre-announces the occurrence timing (number of release games) of a pseudo-bonus state by causing a congratulatory item image to appear from the character information of "congratulation" as a bonus suggestion-related image. The congratulatory item image is an image that appears on the condition that the number of games in the advantageous section at that time is within 100 games with respect to reaching the ceiling number of games in the pseudo-bonus state, and the appearance of the congratulatory item image will announce that a pseudo-bonus state will occur within 100 games. Therefore, when the expectancy presentation 4 is executed, it will be announced that the occurrence of the pseudo-bonus state is approaching more than when the expectancy presentation 3 is executed.

[0187] The expectancy presentation 5 is a presentation that suggests the number of release games, and it is a presentation that suggests that the occurrence timing (number of release games) of the pseudo-bonus state may be approaching by causing a strange item image to appear from the character information of "strange" as a bonus suggestion-related image. The strange item image is an image whose appearance probability is increased compared to other states when the number of games in the advantageous section at that time is within 300 games with respect to reaching the ceiling number of games in the pseudo-bonus state, and the appearance of the strange item image will increase the possibility that a pseudo-bonus state will occur within 300 games. Therefore, when any of the expectancy presentations 3 to 5 is executed, the pre-determined occurrence timing of the pseudo-bonus state is not announced, but it will be suggested that the occurrence timing is approaching.

[0188] The expectancy presentation 6 is a presentation that announces the type of the next bonus, and it is a presentation that announces the type of the next pseudo-bonus state by causing a large item image to appear from the character information of "large" as a bonus suggestion-related image. The large item image is an image that appears on the condition that the next pseudo-bonus state determined in advance is the pseudo-big bonus state. When the large item image appears, it will be announced that the next pseudo-bonus state is the pseudo-big bonus state.

[0189] As described above, every time the production point reaches the specified value (for example, 50 points), one of the expectation performances 1 to 6 related to the bonus suggestion is selected and executed as a bonus suggestion-related production. Then, the bonus suggestion-related image is updated and displayed or appears corresponding to the executed expectation performance. Therefore, a variety of bonus suggestion-related productions will be executed, which can improve the interest of the game and enhance the player's sense of expectation for the occurrence of the pseudo-bonus state. The types of expectation performances are set as described above.

[0190] Next, referring to FIG. 8, the selection rate of the expectation performance when the bonus suggestion-related production is executed by the sub-control device 20 will be described. As described above, in the sub-control device 20, when the production point reaches the specified value, one of the expectation performances 1 to 6 is selected and executed. In this first embodiment, the selection of this expectation performance is changed according to various conditions such as the number of games in the advantageous section at that time. The number of games in the advantageous section indicates the number of games executed with 3 bets in the advantageous section. The main control device 10 counts and manages the number of games in the advantageous section, and compares and determines the number of games in the advantageous section and the ceiling number of games. When the number of games in the advantageous section reaches the ceiling number of games, a pseudo-bonus state is generated.

[0191] First, FIG. 8(a) shows the selection rate of the expectation performance when the remaining number of game section games obtained by subtracting the number of games in the advantageous section at that time from the ceiling number of games in the pseudo-bonus state remains 301 games or more until the ceiling number of games is reached. As shown in Fig. 8(a), for example, as the generation condition 1 of the bonus suggestion-related performance, when the performance point first reaches the specified value after initialization, the expectation performance 1 is selected with a probability of 50%, the expectation performance 2 is selected with a probability of 10%, the expectation performances 3 and 4 are not selected, the expectation performance 5 is selected with a probability of 10%, and the expectation performance 6 is selected with a probability of 30%.

[0192] Also, as the generation conditions, there are generation condition 2 where the performance point reaches the specified value during the specific period within 50 games before each of the aforementioned zones 1 to 4, that is, the period before the occurrence of the precursor performance, generation condition 3 which is other than the above generation conditions 1 and 2 and where the performance point reaches the specified value when the number of games in the advantageous section is between 150 and 399 games, and generation condition 4 which is other than the above generation conditions 1 and 2 and where the performance point reaches the specified value when the number of games in the advantageous section is 400 games or more. Although detailed explanations are omitted, each expectation performance will be selected with the probabilities shown in the figure.

[0193] On the other hand, Fig. 8(b) shows the selection rate of the expectation performance when the remaining number of games in the advantageous section is within 300 games until the ceiling number of games in the pseudo-bonus state is reached. As shown in Fig. 8(b), as the generation condition 5 of the bonus suggestion-related performance, when the performance point first reaches the specified value after initialization and the performance point reaches the specified value when the remaining number of games in the advantageous section is between 101 and 300 games until the ceiling number of games is reached, the expectation performance 1 is selected with a probability of 35%, the expectation performance 2 is selected with a probability of 10%, the expectation performance 3 is selected with a probability of 25%, the expectation performance 4 is not selected, the expectation performance 5 is selected with a probability of 10%, and the expectation performance 6 is selected with a probability of 20%.

[0194] Furthermore, there are three conditions for occurrence: Condition 6, which occurs when the performance points reach a predetermined value for the first time after being initialized, and when the performance points reach a predetermined value while the remaining number of advantageous section games is within 100 games until the ceiling game count is reached; Condition 7, which occurs when the performance points reach a predetermined value between 101 and 300 games until the ceiling game count is reached, other than conditions 5 and 6 above; and Condition 8, which occurs when the performance points reach a predetermined value while the remaining number of advantageous section games is within 100 games until the ceiling game count is reached, other than conditions 5 and 6 above. A detailed explanation is omitted, but each expected performance will be selected according to the probabilities shown in the diagram.

[0195] In addition, the promotion limit for allied characters in the expectation level animation 1 is set according to the current battle level. At battle levels 3 and 4, allied characters can be promoted up to character D, but at battle level 1, allied character B is the promotion limit, and at battle level 2, allied character C is the promotion limit. Furthermore, since a battle level of 4 guarantees victory for the allied character, if the next battle sequence in a battle level 3 state is not one that occurs when a pseudo-bonus state is triggered, a correction control is implemented to prevent the player from selecting expectation sequence 2 and instead select a different expectation sequence.

[0196] Furthermore, if the expected bonus animation 6 is selected through the above selection process, and the next pseudo-bonus state is a pseudo-regular bonus state, the execution of expected bonus animation 6 will be invalid. In this case, the expected bonus animation re-selection process may be performed to select from expected bonus animations 1 to 5 in a manner that shows a similar trend to the selection rate under each of the above occurrence conditions. Additionally, when expectation level 6 is selected, if the next pseudo-bonus state is a pseudo-regular bonus state, an item image such as "Big?" may be displayed to indicate that the occurrence of a pseudo-big bonus state is not guaranteed but the possibility is high.

[0197] As described above, each expectation-level effect is selected accordingly. Therefore, when the predetermined value is reached for the first time after the effect points are reset (in the case of occurrence conditions 1, 5, and 6), the probability of expectation-level effect 1 or expectation-level effect 6 being selected becomes relatively higher, regardless of whether the number of advantageous section games is approaching the ceiling game count. Therefore, for example, it becomes possible to increase the player's motivation to play when performance points are reset, such as after the AT state ends, and to continue playing until the next pseudo-bonus state is triggered.

[0198] Furthermore, when the performance points are reset and the predetermined value is first reached, if the number of games in the advantageous section is approaching the ceiling number (in the case of conditions 5 and 6), the probability of expectation performance 3 or expectation performance 4 being selected becomes relatively higher. Therefore, for example, it becomes possible to increase the player's sense of anticipation when performance points are reset, such as after the AT state ends. Furthermore, when the performance points are reset, players will expect to see Expectation Performance 3 or Expectation Performance 4, so even if the number of games in the advantageous section is not approaching the ceiling number of games, it is possible to prevent players from immediately ending the game after the performance points are reset.

[0199] Furthermore, if the performance points reach a predetermined value during a specific period (in the case of occurrence condition 2), the probability of expectation performance 2 or expectation performance 5 being selected becomes relatively higher, even if the number of games in the advantageous section is not approaching the ceiling number of games. Therefore, it becomes possible to increase the player's anticipation during a specific period immediately preceding the occurrence of a premonition sequence, thereby making the premonition sequence more effective.

[0200] Also, when the production point reaches the specified value during the number of games in the advantageous section being between 150 and 399 games (in the case of generation condition 3), even if the number of games in the advantageous section is not approaching the ceiling number of games, the probability of selecting anticipation production 1 or anticipation production 5 becomes relatively high. Therefore, even when a pseudo-bonus state does not occur even though a certain number of games have been executed, it is possible to prevent the player's gaming motivation from decreasing by enhancing the player's anticipation, and it becomes possible to continue the game until the next pseudo-bonus state occurs.

[0201] Also, when the production point reaches the specified value during the number of games in the advantageous section being 400 games or more (in the case of generation condition 4), even if the number of games in the advantageous section is not approaching the ceiling number of games, the probability of selecting anticipation production 1 or anticipation production 2 becomes relatively high. Therefore, even when a pseudo-bonus state does not occur even though a large number of games have been executed, it becomes possible to enhance the interest of the game.

[0202] Also, since a large number of games have already been executed, the possibility that the timing of the occurrence of the pseudo-bonus state is approaching to a certain extent is increasing. Therefore, the production that notifies the timing of the occurrence of the pseudo-bonus state in this state will not arouse much interest from the player. However, in this state, anticipation productions 3, 4, and 5 are not made to occur, so it becomes possible to prevent a situation that would rather disappoint the player.

[0203] Also, when the production point reaches the specified value during the number of games in the advantageous section being between 101 and 300 games until the ceiling number of games is reached (in the case of generation condition 7), the probability of selecting anticipation production 3 or anticipation production 5 becomes relatively high. Therefore, as the actual number of games in the advantageous section approaches the timing of the occurrence of the pseudo-bonus state, a large number of productions that inform or suggest the timing of the occurrence of the pseudo-bonus state will be executed, so it becomes possible to more effectively enhance the player's anticipation.

[0204] Furthermore, the above selection control makes it possible to associate the execution of expectation-enhancing effect 5 with the occurrence of a pseudo-bonus state, thus preventing situations where players show little interest even when expectation-enhancing effect 5 occurs.

[0205] Furthermore, if the number of games in the advantageous section reaches a predetermined value within 100 games of reaching the ceiling game count (when condition 8 is met), the probability of selecting expectation effect 3 or expectation effect 4 becomes relatively higher. Therefore, when the actual number of games in the advantageous period approaches the time when the pseudo-bonus state will occur, numerous animations will be performed to announce the timing of the pseudo-bonus state, which can greatly increase the player's anticipation.

[0206] As described above, the selection rate of the anticipation-building effects is changed according to the various situations that change as the game is played. This makes it possible to execute anticipation-building effects in a wide variety of ways, which improves the enjoyment of the game and makes it possible to more effectively increase the player's sense of anticipation.

[0207] Furthermore, the selection rate for each expectation-enhancing effect may be a probability value other than those mentioned above, as long as it allows for the formation of the above-mentioned trends. Additionally, multiple anticipation-building effects may be executed in overlapping sequences.

[0208] Furthermore, in the above selection control, if the number of games in the advantageous section is 301 or more until the ceiling game count is reached and the performance points reach a predetermined value, the expectation performance 3 or 4 will not be selected. However, it may be possible to control the system to select them, although the probability is lower than when the number of games until the ceiling game count is 300 or less. In this case, the expectancy presentation 3 is a suggestive presentation rather than a presentation that notifies the occurrence of a pseudo-bonus state within 300 games, and the expectancy presentation 4 is a suggestive presentation rather than a presentation that notifies the occurrence of a pseudo-bonus state within 100 games. However, the probability of occurrence of the presentation itself can be increased, and the趣味性 of the game can be improved.

[0209] Also, during the high-probability presentation state or the precursor presentation, the expectancy presentation is not executed, and the presentation points increased during that period are stored (stocked) in memory, and the expectancy presentation will be executed after the end of that period. However, when the presentation points are 100 points or more at this time, selection control of multiple expectancy presentations is performed, and multiple expectancy presentations are executed at once (continuously). The selection control of the expectancy presentation is performed as described above.

[0210] [Presentation Mode B] Next, referring to FIGS. 9 to 13, the aforementioned presentation mode B will be described. First, referring to FIG. 9, as a setting suggestion-related presentation executed when presentation mode B is selected, various item presentations will be described. As described above, during the normal game state, presentation points are added based on the execution of the game. However, when presentation mode B is selected, every time the presentation points reach a specified value (for example, 50 points), a setting suggestion-related presentation that reveals and displays (adds and displays) a predetermined image for the setting suggestion-related image is executed.

[0211] This setting suggestion-related presentation is provided with a plurality of presentations of item presentations 1 to 4. When the presentation points reach the specified value, any one of the item presentations is selected, and a predetermined setting suggestion-related image is revealed and displayed corresponding to the execution of the selected item presentation. Therefore, every time the presentation points reach the specified value, the setting suggestion-related presentation is executed, and various setting suggestion-related images corresponding to the executed presentation are revealed and displayed, so that it is possible to suggest or notify (inform) the set value in the probability setting device 14.

[0212] FIG. 9 shows the types of item effects 1 to 4 as setting suggestion-related effects executed in the sub-control device 20. First, item effect 1 is an effect that suggests the parity of the set value in the probability setting device 14, and by displaying either the item A image or the item B image as a setting suggestion-related image, it suggests whether the set value is an odd value (1, 3, 5) or an even value (2, 4, 6).

[0213] Item effect 2 is an effect that suggests the high or low of the set value in the probability setting device 14, and by displaying any one of the three types of item C to E images as a setting suggestion-related image, it suggests whether the set value is low or high.

[0214] Item effect 3 is an effect that determines or negates the set value in the probability setting device 14, and by displaying any one of the six types of item F to K images as a setting suggestion-related image, it definitely notifies that the set value is a predetermined value or negatively notifies that the set value is a predetermined value. That is, the sub-control device 20 as the second suggestion control means can notify that the setting stage in the probability setting device 14 as the setting means is a predetermined setting stage among a plurality of setting stages.

[0215] Item effect 4 is an effect that pre-announces the determination and negation of the set value in the probability setting device 14. This time, the determination and negation item effects of the set value are not performed, but it is an effect that pre-announces that the item effect 3 will be executed when the next item effect is executed. That is, the sub-control device 20 as the second suggestion control means can notify in advance that the setting stage in the probability setting device 14 as the setting means is a predetermined setting stage among a plurality of setting stages.

[0216] As described above, each time the performance points reach a predetermined value (for example, 50 points), one of item performances 1 to 4 will be selected and executed as a performance related to suggesting the settings. Then, in response to the executed item animation, a predetermined setting-suggesting related image will appear and be displayed. Therefore, a wide variety of setting-suggestion-related effects are executed, providing players with important information for predicting the setting value in the probability setting device 14, and thereby increasing the players' motivation to play. The types of item effects are set as described above.

[0217] Next, referring to Figure 10, we will explain the selection rate of item effects when the sub-control device 20 executes setting suggestion-related effects when effect mode B is selected. As mentioned above, the sub-control device 20 will select and execute one of item animations 1 to 4 when the animation points reach a predetermined value. In this first embodiment, the selection of this item animation is changed according to the number of times the animation points have reached the predetermined value.

[0218] In other words, the sub-control device 20 is capable of storing the number of times a predetermined value for the performance point has been reached, and generates setting suggestion-related images based on this stored number of times the predetermined value has been reached (update information). Furthermore, the sub-control device 20 is designed so that the number of times the specified value of performance points has been reached (update information) is not reset even when the game section transitions from the advantageous section to the normal section. Therefore, for example, even after the AT state ends, the number of times the specified value of performance points has been reached will continue to be updated.

[0219] As shown in Figure 10, for example, if the number of times the specified value of the performance points is reached is between 1 and 10 times (other than the specified number), there is a 62% chance that item performance 1 will be selected, a 5% chance that item performance 2 will be selected, a 30% chance that item performance 3 will be selected, and a 3% chance that item performance 4 will be selected.

[0220] Furthermore, if the number of times the specified value of performance points is reached is between 11 and 30 times (except for specific numbers), between 31 and 50 times (except for specific numbers), 51 times or more (except for specific numbers), a specific number (number of times the last digit is 3, 5, or 7), or the 55th time, the item performance will be selected according to the probabilities shown in the diagram, although a detailed explanation will be omitted. Furthermore, if item animation 4 is selected, the selection control for when the next animation point reaches the predetermined value will not be performed, and item animation 3 will be forcibly selected regardless of the number of times it has been reached.

[0221] As described above, each item's animation is selected based on the number of times the predetermined value of the animation points is reached (update information), and the animation related to suggesting the settings is then executed. In other words, the sub-control device 20, as a second suggestion control means, is capable of storing the number of times the performance point has reached a predetermined value (specific value) as update information, and is capable of generating setting suggestion-related images as suggestion information based on said update information. Therefore, it becomes possible to execute item-based effects in accordance with the progress of the game, thereby enhancing the enjoyment of the game and the players' sense of anticipation.

[0222] Furthermore, when the number of times the required performance points are reached is between 1 and 10 (other than a specific number), the probability of selecting Item Performance 1 or Item Performance 3 becomes relatively higher. Therefore, for example, in the early stages of a game when the performance points are reset, such as immediately after the opening of a gaming parlor, the likelihood of players obtaining important information increases. This makes it possible to motivate players to play the gaming machine and improve the machine's utilization rate.

[0223] Furthermore, when the number of times the required performance points are reached is between 11 and 30 (outside of a specific number), the probability of item performance 4 being selected becomes relatively higher, while the probability of item performance 2 or item performance 3 being selected becomes relatively lower. Therefore, if the number of games in the advantageous period is not very large after the performance points are reset, the likelihood of players obtaining important information decreases, thus preventing the arcade from incurring losses. Furthermore, since the probability of Item Animation 4 occurring increases, if Item Animation 4 is executed, it becomes possible to continue playing at least until the next Item Animation is executed, thus preventing the player from ending the game prematurely.

[0224] Furthermore, when the number of times the performance points are reached is between 31 and 50 (excluding the specific number), the probability values ​​are almost the same as when the number of times the points are reached is between 11 and 30, but the probability of item performance 2 being selected is slightly higher. Therefore, in addition to preventing the aforementioned amusement parlors from suffering losses and preventing players from ending their games, it also increases opportunities to provide players with somewhat important information, which in turn can increase players' motivation to play to some extent.

[0225] Furthermore, if the required number of performance points is reached 51 times or more (excluding specific numbers), the probability of selecting Item Performance 2 or Item Performance 3 becomes relatively higher. Therefore, if there are many games in the advantageous period after the performance points have been reset, the likelihood of obtaining important information for the player increases, making it possible to prevent the player from ending the game in this state. Furthermore, it becomes possible to provide important information in a remedy to players who have played many games and incurred significant losses before the pseudo-bonus state is triggered. This remedy prevents a decrease in the operating rate of the gaming machines.

[0226] Furthermore, if the number of times the required performance points are reached is a specific number, the probability of selecting Item Performance 2 or Item Performance 3 increases, much like in the case of 51 times or more mentioned above. Therefore, even outside of the various periods mentioned above, situations that heighten the player's expectations will occasionally occur, making it possible to give the player a certain level of anticipation at any point in the game leading up to the occurrence of a pseudo-bonus state.

[0227] Furthermore, if the required number of performance points is reached 55 times, the probability of item performance 3 being selected becomes extremely high. Therefore, when the number of games in the advantageous period becomes extremely large after the performance points have been reset, it becomes possible to reliably provide important information to the player, and to give players a sense of satisfaction even in such situations.

[0228] Furthermore, the number of times the specified value for performance points has been reached (update information) is not reset even when the game transitions from the advantageous section to the normal section. Therefore, the longer a player continues to play, the higher the probability that important information will be provided to the player, which can increase the player's motivation to continue playing and effectively increase the utilization rate of the gaming machine.

[0229] Furthermore, the selection rate for each item's animation may be set to a probability value other than those mentioned above, as long as the above-mentioned trend can be established. Furthermore, if item animation 3 is selected, a restriction control may be implemented to prevent the selection of item animation 3 until the animation points reach a predetermined value a predetermined number of times. Similarly, if item animation 4 is selected, a restriction control may be implemented to prevent the selection of item animation 4 until the animation points reach a predetermined value a predetermined number of times.

[0230] Furthermore, during high-probability performance states or pre-performance states, item performances are not executed. The performance points accumulated during that period are stored (stockpiled), and item performances are executed after the end of that period. However, if the performance points exceed 100 at this time, the selection of multiple item performances is controlled, and multiple item performances are executed at once. The selection of item effects is controlled as described above.

[0231] Next, referring to Figure 11, we will explain the selection rate of each item when the sub-control device 20 executes item animation 1 when animation mode B is selected.

[0232] As mentioned above, when performance mode B is selected, the sub-control device 20 will select and execute one of item performances 1 to 4 when the performance points reach a predetermined value. If item performance 1 is selected, the device will select either item A or item B as the item that appears during the setting suggestion-related performance, according to the setting value set in the probability setting device 14. Therefore, as will be explained in more detail later, if item A is selected, the image of item A will be displayed on the main display 8 as a setting suggestion related image, and if item B is selected, the image of item B will be displayed as a setting suggestion related image.

[0233] Figure 11 shows the selection rates for Item A and Item B when Item Animation 1 is executed. As shown in the diagram, for example, if the setting value in the probability setting device 14 is set to 1, item A will be selected with a 60% probability and item B will be selected with a 40% probability. Furthermore, for example, if the setting is 6, there is a 30% chance that item A will be selected and a 70% chance that item B will be selected.

[0234] Furthermore, in the cases of settings 2 through 5, although a detailed explanation will be omitted, item A or item B will be selected with the respective probabilities as shown in the diagram.

[0235] As described above, since the item selection in item presentation 1 is performed accordingly, if item A is selected, the probability of the setting value in the probability setting device 14 being an odd number increases, while if item B is selected, the probability of the setting value in the probability setting device 14 being an even number increases.

[0236] Therefore, when item animation 1 is executed, it indicates whether the setting value in the probability setting device 14 is an odd or even number. Furthermore, the higher the set value, the more pronounced the distribution of even and odd values ​​becomes. Therefore, higher set values ​​provide a more accurate indication of whether the set value is even or odd.

[0237] Note that the selection probabilities for each item may be other than those described above, as long as they create a similar trend to those described above. As described above, the selection of each item in Item Animation 1 is controlled accordingly.

[0238] Next, referring to Figure 12, we will explain the selection rate of each item when the sub-control device 20 executes item animation 2 when animation mode B is selected.

[0239] In the sub-control device 20, if item presentation 2 is selected, the device selects one of item C, item D, or item E as the item to appear during the setting suggestion-related presentation, according to the setting value set in the probability setting device 14. Therefore, the item image corresponding to each selected item will appear as a setting suggestion related image.

[0240] Figure 12 shows the selection rates of items C to E when item animation 2 is executed. As shown in the diagram, for example, if the setting value in the probability setting device 14 is set to 1, then item C will be selected with an 80% probability, item D with a 10% probability, and item E with a 5% probability. Furthermore, for example, if the setting is 6, there is a 5% chance that item C will be selected, a 40% chance that item D will be selected, and a 55% chance that item E will be selected.

[0241] Furthermore, for settings 2-5, although a detailed explanation will be omitted, items C-E will be selected with the respective probabilities shown in the diagram.

[0242] As described above, since the item selection occurs in Item Presentation 2, the higher the selected item (C→D→E), the higher the probability that the setting value in the probability setting device 14 is. Therefore, if item animation 2 is executed, it indicates whether the setting value in the probability setting device 14 is high or low.

[0243] Note that the selection probabilities for each item may be other than those described above, as long as they create a similar trend to those described above. As described above, the selection of each item in Item Animation 2 is controlled accordingly.

[0244] Next, referring to Figure 13, we will explain the selection rate of each item when the sub-control device 20 executes the item animation 3 when animation mode B is selected.

[0245] In the sub-control device 20, if item presentation 3 is selected, one of six types of items F to K is selected as the item to appear during the setting suggestion-related presentation, according to the setting value set in the probability setting device 14. Therefore, the item image corresponding to each selected item will appear as a setting suggestion related image.

[0246] Figure 13 shows the selection rates for items F through K when item animation 3 is executed. As shown in the diagram, for example, if the setting value in the probability setting device 14 is set to 1, item F will be selected with a 70% probability, item I will be selected with a 30% probability, and no other items will be selected. Furthermore, for example, if the setting is 6, item F will not be selected, item G will be selected with a 20% probability, item H will be selected with a 20% probability, item I will be selected with a 25% probability, item J will be selected with a 20% probability, and item K will be selected with a 5% probability.

[0247] Furthermore, for settings 2 through 5, although a detailed explanation will be omitted, items F through K will be selected with the respective probabilities shown in the diagram.

[0248] As described above, since the item selection occurs in Item Animation 3, Item F is not selected in settings 2, 4, and 6. Therefore, if Item F is selected, it is confirmed that the setting is one of settings 1, 3, or 5. Similarly, if item G is selected, it will be determined that the setting is one of 2, 4, or 6.

[0249] Furthermore, since item H is selected for all settings except setting 1, if item H is selected, setting 1 will be negated. Similarly, since item I is selected for all settings except setting 2, if item I is selected, setting 2 will be negated.

[0250] Furthermore, since item J is not selected in settings 1, 2, or 3, if item J is selected, it is confirmed that the setting is one of settings 4, 5, or 6 (setting 4 or higher). Furthermore, since item K is only selected in setting 6, if item K is selected, it is confirmed that the setting is 6.

[0251] Note that the selection probabilities for each item may be other than those described above, as long as they create a similar trend to those described above. Furthermore, the setting values ​​that apply to the definitive and negative systems may be other than those mentioned above. As described above, the selection of each item in Item Animation 3 is controlled accordingly.

[0252] [Image of the animation when animation mode A is selected] Next, with reference to Figures 14-19, the performance images displayed on the main display 8 and sub-display 17 when performance mode A is selected, as controlled by the sub-control device 20, will be described.

[0253] First, referring to Figure 14, we will explain the animation images displayed on the main display 8 when expectation animation 1 and expectation animation 2 are executed while performance mode A is selected.

[0254] Figure 14(a) shows various animation images on the main display 8 when animation mode A is selected during normal gameplay. As shown in Figure 14(a), when performance mode A is selected, a performance mode A image 30a indicating that performance mode A is selected is displayed in the upper right corner of the main display 8 screen.

[0255] Additionally, in the lower right corner of the main display unit 8, an image 31a of performance points A is displayed as a bonus suggestion related image, which notifies the performance points when performance mode A is selected. Image 31a of the production point A consists of a circular frame image and numerical information inside it indicating the production point at that time. In Figure 14(a), the production point is "49", so the numerical information is "49".

[0256] Furthermore, in the lower left corner of the main display unit 8, an image of an ally character is displayed as a bonus suggestion related image, indicating the type of ally character when performance mode A is selected. If the selected ally character at this time is ally character A, then ally character A image 32a will be displayed as shown in the figure.

[0257] Additionally, in the lower right corner of the production point A image 31a, a battle level image 33 is displayed as a bonus suggestion related image, indicating the battle level when production mode A is selected. The battle level image 33 consists of a circular frame image and numerical information inside that frame indicating the current battle level. In Figure 14(a), the battle level is shown as level 1, so the numerical information is "1".

[0258] Additionally, in the lower left of the presentation point A image 31a, an image 34 indicating the number of games in the advantageous period at that time is displayed. The advantageous section game count image 34 consists of a rectangular frame image and numerical information inside that frame indicating the number of advantageous section games at that time. In Figure 14(a), the advantageous section game count is 200 games, so the numerical information is "200".

[0259] Next, Figures 14(b) and (c) show the various animation images displayed on the main display 8 when the animation points reach a predetermined value (50P) as a result of the game being played from the state described above.

[0260] First, Figure 14(b) shows the animation image when the performance points reach a predetermined value, and the expected value animation 1 is selected and executed as a bonus suggestion-related animation. As shown in Figure 14(b), the numerical information in the advantageous section game count image 34 will be updated to "201" upon execution of the next game. Furthermore, if the performance points are added at this time and reach a predetermined value, the numerical information of performance point A image 31a will be updated and displayed as "50".

[0261] Then, when the performance points reach a predetermined value, the selection of the expectation performance will be controlled as described above. If expectation performance 1 is selected at this time, as shown in Figure 14(b), the ally character will be promoted from ally character A to ally character B, and the display will be updated from ally character A image 32a to ally character B image 32b.

[0262] Next, Figure 14(c) shows the animation image when the performance points reach a predetermined value and the expected value animation 2 is selected and executed as a bonus suggestion-related animation. As shown in Figure 14(c), if expectation level animation 2 is selected, the battle level will be upgraded from level 1 to level 2, and the numerical information in the battle level image 33 will be updated and displayed as "2" instead of "1".

[0263] Next, FIG. 15 shows the production image on the main display 8 when the expectation effects 3 and 4 are selected and executed as bonus suggestion-related effects when the production point reaches the specified value (50P).

[0264] First, FIG. 15(a) shows the production image when the expectation effect 3 is selected. As shown in FIG. 15(a), when the expectation effect 3 is selected and executed, a circular lucky item image 35 containing the character information of "fortune" inside appears and is displayed to the right of the ally character A image 32a as a bonus suggestion-related image. The display of the lucky item image 35 is only for a predetermined period, and for example, it will be erased when the next game starts. As described above, the appearance and display of this lucky item image 35 notifies that a pseudo-bonus state will occur within 300 games.

[0265] Next, FIG. 15(b) shows the production image when the expectation effect 4 is selected. As shown in FIG. 15(b), when the expectation effect 4 is selected and executed, a circular celebration item image 36 containing the character information of "celebration" inside appears and is displayed to the right of the ally character A image 32a as a bonus suggestion-related image. The display of the celebration item image 36 is only for a predetermined period, and for example, it will be erased when the next game starts. As described above, the appearance and display of this celebration item image 36 notifies that a pseudo-bonus state will occur within 100 games.

[0266] Next, FIG. 16 shows the production image on the main display 8 when the expectation effects 5 and 6 are selected and executed as bonus suggestion-related effects when the production point reaches the specified value (50P).

[0267] First, FIG. 16(a) shows the production image when the expectation effect 5 is selected. As shown in FIG. 16(a), when the expectation effect 5 is selected and executed, a circular monster item image 37 containing the character information of "monster" inside appears and is displayed to the right of the ally character A image 32a as a bonus suggestion-related image. The display of the monster item image 37 is only for a predetermined period, and for example, it will be erased when the next game starts. As described above, the appearance and display of this monster item image 37 suggests that a pseudo-bonus state will occur within 300 games.

[0268] Next, FIG. 16(b) shows an effect image when the expectation effect 6 is selected. As shown in FIG. 16(b), when the expectation effect 6 is selected and executed, a circular large item image 38 containing the character information of "big" inside appears and is displayed to the right of the ally character A image 32a as a bonus suggestion-related image. The display of the large item image 38 is only for a predetermined period, and for example, it will be erased when the next game starts. As described above, the appearance and display of this large item image 38 notifies that the next pseudo-bonus state to occur will be a pseudo-big bonus state.

[0269] As described above, when the effect mode A is selected, various bonus suggestion-related effects are executed on the main display 8, and a part of the bonus suggestion-related image is updated or a new image appears. Therefore, the interest of the game can be improved, and as information regarding the pseudo-big bonus state, various information such as the occurrence time of the next pseudo-bonus state and the type of the pseudo-bonus state will be provided to the player, making it possible to improve the player's sense of expectation and the player's gaming motivation.

[0270] Note that the bonus suggestion-related effect may be executed on the sub-display 17, or may be executed on both the main display 8 and the sub-display 17. Furthermore, a predetermined expectation-building sequence may be performed accompanied by a button press sequence. Furthermore, in response to the execution of bonus-indicating effects, a predetermined sound effect is output from speaker 9, and lamp 11 lights up in a predetermined manner. As described above, bonus-indicating effects are executed when performance mode A is selected.

[0271] Next, with reference to Figure 17, the display images shown on the main display 8 during the pre-announcement sequence (either the real pre-announcement sequence or the fake pre-announcement sequence) will be explained.

[0272] As mentioned above, in this first embodiment, during the high probability state for performance and during the pre-performance performance, the lottery for adding performance points is conducted in the same way as in other states, but the points are not added at that time. Instead, each point that is won in the lottery for adding points during the high probability state for performance or during the pre-performance performance is stored (stocked) as total added points, and after the high probability state for performance or the pre-performance performance ends, the total added points are added to the performance points all at once.

[0273] Therefore, at the end of a high-probability performance state or a premonition performance, the accumulated performance points may exceed 100 points (reaching the specified value twice), in which case multiple expectation performances or item performances will be executed consecutively. Furthermore, during high-probability performance states or pre-performance sequences, the accumulation of performance points is suspended and ceases. Therefore, during high-probability performance states or pre-performance sequences, the performance points from the previous sequence are maintained.

[0274] Figure 17 shows the display image of the main display 8 during the pre-announcement sequence. Figure 17 shows the case where performance mode A is selected.

[0275] As shown in Figure 17, when a premonition sequence is performed, a premonition sequence image 39 is displayed on the main part of the screen of the main display unit 8. Also, as mentioned above, the presentation mode A image 30a and the advantageous section game count image 34 will be displayed in the designated positions on the screen.

[0276] Furthermore, if the ally character immediately before the pre-announcement sequence was ally character A, then, as shown in the diagram, ally character A image 32a will be displayed throughout the pre-announcement sequence without being promoted. Similarly, if the battle level immediately before the pre-announcement sequence was level 3, then, as shown in the diagram, battle level image 33 with the numerical information "3" will be displayed throughout the pre-announcement sequence without being promoted. The allied characters and battle level displayed during the pre-battle sequence will affect the subsequent battle sequence.

[0277] On the other hand, during the pre-announcement sequence, instead of the aforementioned sequence point A image 31a, a circular stock image 40 containing the text information "Point Stocking" is displayed in the lower right corner of the main display 8 to indicate that the sequence point is being stored (stocked).

[0278] Then, after the pre-announcement sequence ends, all the points that were stored during the sequence are added to the sequence points, and the sequence point image A 31a, which takes the result into account, is displayed again.

[0279] As described above, during the pre-announcement sequence, any points accumulated during that time are not added to the sequence points but are stored in memory and added all at once after the sequence ends. Therefore, players can concentrate solely on the sequence without worrying about the addition of sequence points, and can enjoy the sequence more.

[0280] Furthermore, since there is a possibility of a significant increase in performance points after the pre-announcement sequence ends, it becomes possible to enjoy the pre-announcement sequence while anticipating an increase in performance points. Furthermore, even if the premonition sequence is a fake one, the number of performance points may increase significantly, which prevents the player's motivation to play from decreasing at the end of the fake premonition sequence, allowing them to continue playing afterward.

[0281] In the above, the allied characters and battle level are displayed during the pre-battle animation so that the allied characters and battle level that will appear in the next battle animation can be checked. However, it is also possible to hide them during the pre-battle animation. Furthermore, while Figure 17 shows an example of an image during a premonition sequence, during the high probability state for sequences, the stocked image 40 will be displayed on the main display 8 and the same display processing as described above will be performed, just as during the premonition sequence. Furthermore, during the pre-announcement sequence, the same display processing is performed when selecting performance mode B as when selecting performance mode A. As shown above, the images displayed during the pre-announcement sequence are shown.

[0282] Next, with reference to Figure 18, the display images shown on the main display 8 during the battle sequence will be explained. As mentioned above, in the final stages of the pre-announcement sequence (either a genuine pre-announcement sequence or a fake pre-announcement sequence), a battle sequence is performed on the main display 8, and the result of this battle sequence indicates whether or not a pseudo-bonus state has been triggered.

[0283] The battle sequence is a sequence in which an ally character and an enemy character compete in a predetermined event. In the battle sequence during the main pre-bonus sequence when a pseudo-bonus state occurs, the battle result is that the ally character wins. In the battle sequence during the fake pre-bonus sequence when a pseudo-bonus state does not occur, the battle result is that the ally character loses, thereby indicating whether or not a pseudo-bonus state has occurred.

[0284] Furthermore, if performance mode A is selected, the ally character that has been promoted through the aforementioned expectation level performance will appear in the battle performance, and the type of battle and the type of enemy character will be determined by the type of ally character and the battle level at that time. Further details regarding the determination of the match types and enemy character types will be provided later.

[0285] Figure 18 shows the display image on the main display 8 during a battle sequence. As shown in Figure 18, when the battle sequence begins, a start image 41 consisting of the word "Match" is displayed in the upper left corner of the main display 8 screen to indicate the start of the battle sequence. Additionally, the main display unit 8 displays a competition image 42 in the upper right corner of the screen, indicating the competition event for the current match.

[0286] In this first embodiment, four types of battle events, 1 to 4, are set as battle events, and the expected probability of a pseudo-bonus state occurring changes depending on the combination with the enemy character. In Figure 18, the image 42 for the competition event simply displays an image indicating the type of competition event, such as "Competition Event 3." However, it is also possible to display information that specifically indicates the competition event, such as "Swimming" or "Sumo."

[0287] Furthermore, on the left side of the main display unit 8 screen, an image corresponding to the ally character that was displayed when performance mode A was selected will be displayed. In Figure 18, the case where ally character A was displayed is shown as an example, so the image of ally character A 32a will be displayed.

[0288] Additionally, the right side of the screen displays an image corresponding to the newly selected enemy character, showing the two characters facing each other. Figure 18 illustrates the case where enemy character Y has been determined, so the enemy character Y image 44 corresponding to enemy character Y will be displayed.

[0289] There are three types of enemy characters: X, Y, and Z. As will be explained in more detail later, the characters are designed so that the level of expectation increases in the order of X → Y → Z. Additionally, at the bottom of the main display unit 8, an expectation image 45 is displayed, indicating the probability that the allied character will win in the current battle sequence.

[0290] Expectation Image 45 consists of six star-shaped images arranged horizontally. The more blacked-out star-shaped images there are, the higher the expectation that your character will win. In Figure 18, there are four black star-shaped images, so the expected value is 4.0. Furthermore, the expectation level image 45 is predetermined based on the ally character, enemy character, and type of battle, and the expectation level changes depending on these combinations. The expectation level increases as the ally character and battle level are upgraded.

[0291] As mentioned above, the probability of allied characters and battle levels being promoted increases as the time for the pseudo-bonus state to occur approaches. The sub-control device 20 determines the combination of allied characters, enemy characters, and battle events so that the combination becomes more promising as the allied characters and battle levels are promoted. Therefore, when selecting performance mode A, it becomes possible to predict to some extent when the pseudo-bonus state will occur based on the level of advancement of the allied characters and the battle level.

[0292] As described above, after the allied characters, enemy characters, battle type, and expected outcome are determined, the battle sequence (continuous sequence) will be executed as a video spanning a predetermined number of games (for example, 3 times). Then, in the final game of the battle sequence, the outcome of the battle (win or loss for the allied character) is determined based on whether or not a predetermined pseudo-bonus state occurs.

[0293] As described above, the execution of the battle sequences enhances the enjoyment of the game and increases the player's anticipation for the pseudo-bonus state. Furthermore, when performance mode A is selected, it becomes possible to check in advance the allied characters and the degree of rank advancement, which are the determining factors for the above-mentioned combinations in the battle performance, during normal gameplay before the battle performance is executed. This makes it possible to more effectively increase the player's anticipation even before the battle performance is executed.

[0294] The battle sequence will also be executed when performance mode B is selected. However, when performance mode B is selected, the sub-control device 20 will determine the ally character, enemy character, battle type, and expected value at the start of the battle sequence, depending on whether or not a pseudo-bonus state occurs. Therefore, when selecting performance mode B, various information regarding the battle performance cannot be confirmed in advance, but the battle performance itself will be executed in a manner in which the level of expectation changes depending on whether or not a pseudo-bonus state occurs. As shown above, the images displayed during the pre-announcement sequence are shown.

[0295] Next, referring to Figure 19, we will explain how the enemy character, the type of battle, and the probability of winning are determined in the battle sequence described above. As mentioned above, the enemy character, battle type, and expected value in the battle sequence are determined according to the ally character and battle level that are selected through a promotion lottery when performance mode A is selected. The sub-control device 20 determines this ally character and battle level at the start of the pre-battle sequence and determines the combination of enemy character, battle type, and expected value.

[0296] Furthermore, the sub-control device 20 pre-sets the correspondence between allied characters and battle levels, and enemy characters, battle types, and expected outcomes, and determines the above combinations based on this correspondence. Furthermore, the sub-control device 20 displays the above correspondence based on the player's touch operation on the sub-display 17, thereby enabling the display of explanatory images for the battle sequence.

[0297] Figure 19 shows a table-format explanatory image of the battle sequence, which is displayed by the sub-control device 20 based on the player's touch operation on the sub-display 17. As shown in Figure 19, for example, if the ally character displayed at the start of the pre-announcement sequence is ally character A, then if the battle level is level 1, enemy character X, battle type 1, and expectation level 1.5 (one and a half black star-shaped images) are determined; if the battle level is level 2, enemy character Y, battle type 2, and expectation level 2.5 (two and a half black star-shaped images) are determined; if the battle level is level 3, enemy character Z, battle type 3, and expectation level 4.0 (four black star-shaped images) are determined; and if the battle level is level 4, enemy character Z, battle type 4, and expectation level 5.5 (five and a half black star-shaped images) are determined.

[0298] Furthermore, although a detailed explanation will be omitted, the combination of enemy characters, battle type, and expected difficulty level will be determined for all other ally characters and battle levels as shown in the diagram. As mentioned earlier, the battle level will only be increased to level 4 if the next premonition sequence confirms the occurrence of a pseudo-bonus state. Therefore, the expectation level of 5.5 in the item corresponding to battle level 4 indicates a guaranteed victory for your character.

[0299] Furthermore, the sub-control device 20 determines the ally character displayed when the player touches the sub-display 17, and can change the explanatory image of the battle sequence to distinguish between combinations that can be determined and combinations that cannot be determined at that time and thereafter. Figure 19 shows the case where ally character A and battle level 3 are displayed (see Figure 17). By changing the background color of the items corresponding to battle levels 3 and 4 (e.g., white background) to the background color of the items corresponding to battle levels 1 and 2 (e.g., gray background), it is indicated that the combinations with changed background colors are unavailable for selection at that time and thereafter (however, until the next battle animation).

[0300] Furthermore, when displaying explanatory images for the battle sequence, a touch image requesting the display of the explanatory image should be displayed on the sub-display unit 17 during normal gameplay or at all times, and the explanatory image should be displayed on the screen when the player touches the other touch image. Furthermore, during the period when the performance mode can be switched, there may be overlaps between the request for the explanatory image described above and the request to switch the performance mode. In such cases, either the switching request or the touch image corresponding to each request may be displayed on the screen.

[0301] As described above, explanatory images of the battle sequence are displayed on the sub-display 17 based on the player's actions. This allows the player to check the combination of enemy characters, battle type, and expected outcome in relation to their ally character and battle level. Therefore, they can fully enjoy the battle sequence after gaining prior knowledge about it. Furthermore, not only can you view explanatory images of battle sequences whenever needed, but the system also identifies the combinations of enemy characters, battle types, and expected outcomes that are available at the time the explanatory image is requested. This makes it possible to display explanatory images more clearly, even when there are many combinations.

[0302] While the explanatory images for the battle sequences are displayed on the sub-display 17, they may also be displayed on the main display 8. Additionally, explanatory images for the battle sequences may be displayed based on the operation of the animation button 2d or the upper animation button 2f.

[0303] Additionally, the explanatory images for the battle animations may be displayed even when animation mode B is selected. However, since the ally characters and battle level are not upgraded when animation mode B is selected, the background colors of the above items will not be changed.

[0304] Furthermore, when displaying explanatory images for the battle sequence, in addition to the above combinations, it may also be possible to display images of various items acquired at that time (such as lucky item images) and the number of times they have been acquired. In this way, it becomes possible to check item images that are only displayed for a limited time at the time of acquisition. Additionally, the system may store images of multiple items acquired at that time, and when displaying explanatory images for the battle sequence, it may be possible to display these stored item images for review.

[0305] Furthermore, the item images that appear during item animations when animation mode B is selected may be retained even when the game transitions to a normal game mode, and these retained item images may be displayed when displaying explanatory images for battle animations. The explanatory images for the battle sequence are displayed as shown above.

[0306] [Image of the animation when animation mode B is selected] Next, with reference to Figures 20 and 21, we will explain the performance images displayed on the main display 8 when performance mode B is selected, which are controlled by the sub-control device 20.

[0307] First, referring to Figure 20, we will explain the display images on the main display 8 when Item Performance 1 and Item Performance 2 are executed as setting suggestion-related performances when Performance Mode B is selected.

[0308] Figure 20(a) shows various animation images on the main display 8 when animation mode B is selected during normal gameplay. As shown in Figure 20(a), when performance mode B is selected, a performance mode B image 30b is displayed in the upper right corner of the main display 8 screen to indicate that performance mode B is selected.

[0309] Additionally, in the lower right corner of the main display unit 8, an image 31b of performance points B is displayed as a setting suggestion related image, which notifies the performance points when performance mode B is selected. The production point B image 31b consists of a circular frame image, numerical information indicating the production point at that moment displayed inside the frame, and arrival information (update information) indicating the number of times the predetermined value has been reached at that moment. In Figure 20(a), the specified value has already been reached three times, and the performance points are at "49," so the numerical information is "49" and the arrival information is "Cycle:03."

[0310] Additionally, in the lower left of the production point B image 31b, the same as when production mode A is selected, the advantageous section game count image 34 is displayed, which indicates the number of advantageous section games at that time. Figure 20(a) shows the point in time when the number of games in the advantageous period is 249, so the numerical information is "249". Additionally, when selecting presentation mode B, the images of allied characters and battle levels that are displayed when selecting presentation mode A will be hidden.

[0311] Next, Figures 20(b) and (c) show the various animation images displayed on the main display 8 when the animation points reach a predetermined value (50P) as a result of the game being played from the state described above.

[0312] First, Figure 20(b) shows the animation image when Item Animation 1 is selected and executed as a setting suggestion-related animation when the animation points reach a predetermined value. As shown in Figure 20(b), the numerical information in the advantageous section game count image 34 will be updated to "250" upon execution of the next game. Furthermore, if the performance points are added at this time and reach a predetermined value, the numerical information of the performance point B image 31b will be updated and displayed as "50".

[0313] Then, when the performance points reach a predetermined value, the selection of item performance will be controlled as described above. If item performance 1 is selected at this time, either item A or item B will be displayed. Figure 20(b) shows the animation image when item B is selected during the execution of item animation 1.

[0314] As shown in Figure 20(b), when item B is selected, the item B image 46 will appear in the lower left corner of the main display 8 screen as a setting suggestion related image. On the other hand, although not shown in the diagram, if item A is selected at this time, an image corresponding to item A will appear and be displayed instead of the item B image 46 mentioned above. The appearance and display of these images will indicate whether the setting value in the probability setting device 14 is even or odd.

[0315] Next, Figure 20(c) shows the animation image when item animation 2 is selected and executed as a setting suggestion-related animation when the animation points reach a predetermined value. If item animation 2 is selected and executed, one of items C to E will appear and be displayed. Figure 20(c) shows the animation image when item D is selected.

[0316] As shown in Figure 20(c), if item D is selected, the item D image 47 will appear and be displayed in the lower left corner of the main display 8 screen as a setting suggestion related image. On the other hand, although not shown in the diagram, if item C or E is selected at this time, an image corresponding to the selected item will appear and be displayed instead of the item D image 47, and the appearance and display of these images will indicate whether the setting value in the probability setting device 14 is high or low.

[0317] Next, Figure 21(a) shows the animation image when item animation 3 is selected and executed as a setting suggestion-related animation when the animation points reach a predetermined value. If item animation 3 is selected and executed, one of items F to K will appear and be displayed. Figure 21(a) shows the animation image when item F is selected.

[0318] As shown in Figure 21(a), when item F is selected, the item F image 48 will appear and be displayed in the lower left corner of the main display 8 screen as a setting suggestion related image. On the other hand, although not shown in the diagram, if any of items G to K is selected at this time, the image corresponding to the selected item will appear and be displayed instead of the item F image 48 mentioned above. The appearance and display of these images will trigger the confirmation or denial of the set value in the probability setting device 14.

[0319] Next, Figure 21(b) shows the animation image when item animation 4 is selected and executed as a setting suggestion-related animation when the animation points reach a predetermined value. If item animation 4 is selected and executed, only item L will be selected.

[0320] As shown in Figure 21(b), when item L is selected, item L image 49 will appear in the lower left corner of the main display 8 screen as a setting suggestion related image. The appearance of item L image 49 will indicate that item performance 3 will be executed in the next setting suggestion related event.

[0321] The displayed item images will then be deleted after a predetermined period of time, such as at the start of the next game. Furthermore, even if the performance points reach a predetermined value, the achievement information indicating the number of times the predetermined value has been reached within the performance point B image 31b will not be reset. Instead, the achievement information will be updated (+1) at the start of the next game after the item performance is executed.

[0322] As mentioned above, based on this arrival information, the selection of item presentations for subsequent events will be made, and setting-related suggestive images will appear (be generated) as suggestive information. In other words, the sub-control device 20, as a second suggestion control means, is capable of storing the number of times that the performance point, which is specific information, has reached a specific value as update information (arrival information), and is capable of generating suggestion information based on said update information.

[0323] Furthermore, this arrival information is retained even when the performance mode is switched from performance mode B to performance mode A. If the performance mode is then switched back to B, the stored information is restored and the updated display resumes. It is preferable that the arrival information be initialized when the sub-control device 20 is reset or when the power is turned on after a day has passed.

[0324] As described above, when performance mode B is selected, various setting-suggestion-related performances are executed on the main display 8, and some of the setting-suggestion-related images are updated or new images are displayed. Therefore, it is possible to improve the enjoyment of the game, and to provide players with important information regarding the setting value in the probability setting device 14, such as information suggesting whether the setting value is even or odd, high or low, and information confirming (or denying) a predetermined setting value, which is useful when selecting a game machine to play or when deciding whether to continue or end the game, thereby making players feel satisfied.

[0325] Furthermore, since the execution of item animation 4 foreshadows the execution of item animation 3 next, this animation makes it possible to encourage players to continue playing until the next item animation is executed, thereby improving the utilization rate of the gaming machine.

[0326] Note that each item image can be any image that clearly identifies the item, such as a weapon, vehicle, or character's face. Furthermore, items may be grouped together with variations in color scheme, frame shape, etc., for each item's animation. Furthermore, when each item image appears, a predetermined effect image may be displayed along with it, or a predetermined sound effect or a predetermined type of light emission may be performed. Furthermore, since item L image 49 foreshadows the execution of the next item animation 3, it may be left displayed until the next item animation 3 is executed without being erased by the next game. As described above, the effects when selecting effect mode B will be executed.

[0327] [Gameplay flow during AT mode] Next, we will explain the flow of gameplay during AT mode, referring to Figure 22. In the slot machine 1 of this first embodiment, the AT state is generated when the conditions for transitioning to the AT state are met during the pseudo-bonus state. As mentioned above, when the conditions for transitioning to the bonus zone are met as predetermined conditions during the AT state, the bonus zone is generated as a special game state.

[0328] Figure 22 shows the flow of gameplay between a normal AT state where no special bonus zones occur and a special bonus zone. As shown in Figure 22, the main control device 10 controls the game state from the normal AT state to the special bonus zone when the conditions for transitioning to the bonus zone are met during a game in the normal AT state.

[0329] The main control unit 10 performs a lottery to add a predetermined number of games to the remaining number of games in the AT state for each game played during the AT state. However, when a special bonus zone occurs, the control unit controls the system so that the probability of winning this bonus lottery (the probability of having the number of games added) is higher than in the normal AT state.

[0330] In other words, the main control device 10 is equipped with a special game state control means that can control the game to enter a special game state in which predetermined benefits (addition of game time) can be granted based on the fulfillment of predetermined conditions, while in the AT state as a special game state. In this first embodiment, the conditions for transitioning to the bonus zone are set to be met with a predetermined probability (for example, 10%) when a predetermined rare role (for example, a strong cherry role) is won, but the winning role and transition probability may be other than those mentioned above.

[0331] Furthermore, the main control device 10 is capable of setting multiple types of lottery methods for the lottery that determines the probability of adding games and the probability of selecting the number of games to be added, and pre-determines one of the lottery methods for each game scheduled to be played during the special bonus zone. Therefore, in the bonus zone, the probability of winning the bonus lottery and the selection rate of the number of bonus games vary from game to game.

[0332] In this first embodiment, the main control device 10 is capable of storing a hold state as information that identifies the lottery method described above. As will be described in detail later, the hold states include hold state A, hold state B, and hold state C. The lottery for additional games is conducted in the order of hold state A → hold state B → hold state C, in a manner that is advantageous to the player in terms of the probability of winning the additional game lottery and the selection rate of the number of additional games. In addition to the above-mentioned pending states A to C, there is also a pending state D, which is a pending state in which the conditions for ending the bonus zone can be met. In a game in which this pending state D is set, if the player wins a push-order bell role but fails to win the push-order bell role (incorrect push order), the main control device 10 determines that the conditions for ending the bonus zone have been met, as shown in Figure 22, and ends the bonus zone, transitioning to the normal AT state.

[0333] In this first embodiment, when the above-mentioned pending state D is set and a push-order bell combination is won, a push-order navigation is performed that notifies only the reel 4 that should be stopped first. Therefore, in games where hold state D is set, even if the player stops the reels according to the push order navigation, the second and third reels to stop (reel 4) are determined by the player's will, and the probability of the bonus zone ending (incorrect push order) is 50%. As long as the push order is not incorrect, the bonus zone will continue. Furthermore, in a game where the above-mentioned pending state D is set, if a role other than the ordered bell role is won, it is confirmed that the bonus special zone will continue at that point.

[0334] As described above, in this first embodiment, in the game during the bonus zone, multiple pending states with different lottery methods for bonus draws are provided, and bonus draws are performed according to these pending states. In other words, the main control device 10, as a special game state control means, is capable of executing an additional bonus lottery as a bonus lottery related to the granting of predetermined bonuses (addition of the number of games) in response to the execution of a game, and is equipped with a bonus lottery control means that can execute the bonus lottery in any of a plurality of lottery modes with different lottery modes. Therefore, in the bonus-focused zone, various bonus-winning lotteries are conducted, making it possible to enhance the enjoyment of the game.

[0335] Furthermore, during a game in the bonus zone, a hold state is predetermined. If any of the hold states A, B, or C is set, there is no possibility of the bonus zone ending. Therefore, players can play the game with peace of mind, expecting to increase the number of games played. However, if the hold state D is set, there is a possibility that the bonus zone will end, so players will play the game with a sense of tension. Further details regarding the control of the hold state settings for each game during the bonus zone will be described later. As described above, gameplay is performed while in AT mode.

[0336] [Image of the special bonus zone] Next, with reference to Figures 23 to 25, we will explain the visual effects displayed on the main display 8 during the bonus zone. First, referring to Figure 23, we will explain the visual effects displayed on the main display unit 8 at the start of the bonus zone.

[0337] As mentioned above, in this first embodiment, when a special bonus zone occurs, a game is played in which the lottery for increasing the number of games is conducted in a manner that is advantageous to the player. However, the lottery for increasing the number of games is not conducted in the same manner for all games in the special bonus zone, but rather the lottery for increasing the number of games is conducted in one of several manners.

[0338] Furthermore, the main control device 10 determines the lottery method for the bonus lottery in advance before the start of the game in the bonus special zone, and performs the bonus lottery in each game according to the determined lottery method. In this first embodiment, however, the lottery method for the first multiple games (4 games) to be executed after the start of the bonus special zone is first determined in advance as the initial lottery method, and the determined lottery methods for the multiple games are stored in the order in which they are to be executed, and the bonus lottery for the corresponding games is performed sequentially according to this order.

[0339] Furthermore, the lottery method for the game to be played after the above-mentioned multiple games is determined for each game in the bonus zone, and this determined lottery method is stored in memory so that it is the last one to be executed. Therefore, during the bonus zone, the method of drawing lots for the game to be executed a predetermined number of minutes later (4 games) is always predetermined and stored in memory in accordance with the execution order. Furthermore, the timing for determining the lottery method for multiple game durations at the beginning of the bonus zone can be anytime before the games in the bonus zone begin, for example, when the transition to the bonus zone is decided.

[0340] Furthermore, the main control unit 10 not only stores and retains the lottery patterns for multiple games scheduled to be executed, but also stores and retains the lottery patterns for the game currently being executed, as well as the lottery patterns for multiple completed games (3 games) in the order they were completed. These are used in the hold-back process, as will be described in more detail later.

[0341] Figure 23 shows the visuals displayed on the main display 8 during the game in which the bonus zone was initiated, and during the following game. Furthermore, as described above, the main control unit 10 manages games scheduled to be played, games that have been played, and games currently undergoing a bonus lottery as game holds, and stores the lottery pattern corresponding to each game hold. It then transmits control information that can identify this stored information to the sub-control unit 20, and the sub-control unit 20 displays the relevant performance image on the main display unit 8 for each game hold based on the received control information.

[0342] First, Figure 23(a) shows the display image of the main display 8 at the point when the number of bets for the first game in the bonus zone is set. As shown in Figure 23(a), once the bet amount for the first game in the bonus zone is set, a bonus zone image 51 is displayed on the main part of the screen of the main display unit 8 to indicate that the bonus zone is in progress. The bonus zone image 51 can be any image that indicates that the bonus zone is active, but it is preferable to display a video consisting of a predetermined character image, background image, etc.

[0343] Additionally, an image 50a showing the total number of medals acquired during the AT state is displayed in the upper left corner of the main display 8 screen, and an image 50b showing the remaining number of games in the AT state is displayed in the upper right corner of the main display 8 screen. During the bonus-adding special zone, the deduction of the remaining number of games in the AT state is interrupted and does not occur. Therefore, the remaining number of games image 50b will continue to display the remaining number of games in the AT state at the start of the bonus-adding special zone.

[0344] Additionally, a hold area image 58 is displayed at the bottom of the main display unit 8 screen to show information related to the hold status of the bonus lottery corresponding to each game hold during the bonus special zone. The pending area image 58 consists of a pending game area image 54 for notifying the pending state of the pending games, corresponding to the four games scheduled to be executed; a pending game area image 53 for notifying the pending state of the pending games, corresponding to the game currently being executed; and a completed game area image 52 for notifying the pending state of the completed game area, corresponding to the three games that have already been executed.

[0345] Furthermore, the execution area image 54 is composed of a rectangular first execution area image 54a for notifying the first scheduled game hold and hold state corresponding to the first game scheduled to be executed in the bonus zone (the first game scheduled to be executed from that point in time), a rectangular second execution area image 54b for notifying the second scheduled game hold and hold state corresponding to the second game scheduled to be executed, which is the game that will be executed next, a rectangular third execution area image 54c for notifying the third scheduled game hold and hold state corresponding to the third game scheduled to be executed, which is the game that will be executed next, and a rectangular fourth execution area image 54d for notifying the fourth scheduled game hold and hold state corresponding to the fourth game scheduled to be executed, which is the game that will be executed next, all arranged horizontally. Within each execution area image, a hold state image is displayed that notifies the predetermined type of hold state (type of lottery mode).

[0346] Figure 23(a) illustrates a case where the lottery patterns for the first scheduled game to be held are predetermined: held state A for the first scheduled game to be held, held state B for the second scheduled game to be held, held state A for the third scheduled game to be held, and held state C for the fourth scheduled game to be held. Therefore, the first scheduled game area image 54a displays a held state A image 55a indicating that the first scheduled game to be held is in held state A, the second scheduled game area image 54b displays a held state B image 55b indicating that the second scheduled game to be held is in held state B, the third scheduled game area image 54c displays a held state A image 55a indicating that the third scheduled game to be held is in held state A, and the fourth scheduled game area image 54d displays a held state C image 55c indicating that the fourth scheduled game to be held is in held state C.

[0347] In other words, the presence of a game hold is indicated by a circular frame image, and the symbols inside indicate the type of hold state for that game hold. While the pending status image for each execution area is displayed when setting the bet amount, it may also be possible to display this image after the game ends, immediately before the start of the bonus zone.

[0348] Furthermore, the execution area image 53 is a rectangular image for notifying the pending state in the execution game pending corresponding to the game currently being executed, and within it, a pending state image is displayed that notifies the type of pending state (type of lottery method) in that game.

[0349] Furthermore, the completed area image 52 is composed of a rectangular first completed area image 52a for notifying the presence or absence of a first completed game hold corresponding to a game that was executed one game ago, and its hold status; a rectangular second completed area image 52b for notifying the presence or absence of a second completed game hold corresponding to a game that was executed two games ago, and its hold status; and a rectangular third completed area image 52c for notifying the presence or absence of a third completed game hold corresponding to a game that was executed three games ago, and its hold status, arranged in a left-right direction. Within each completed area image, a hold status image is displayed that notifies the type of completed game hold and hold status (type of lottery method) that has already been executed.

[0350] Next, Figure 23(b) shows the display image on the main display 8 when the game is started by operating the start lever 3 after the number of bets has been set. As shown in Figure 23(b), once the game starts, the bonus zone image 51, the number of medals won image 50a, and the remaining game count image 50b are continuously displayed. These images will continue to be displayed in subsequent games as well. Furthermore, in this game, when a button-press sequence bell combination is won, a button-press sequence navigation image 56, consisting of a left button-press sequence navigation image 56a, a middle button-press sequence navigation image 56b, and a right button-press sequence navigation image 56c, is displayed in the main part of the screen, in front of the bonus zone image 51, to notify the player of the won button-press sequence bell combination. In Figure 23(b), an example is shown of a case where the button press sequence "5a→5c→5b" is used to select the winning combination for the button press sequence. Therefore, the numerical information "1" will be displayed in the left button press sequence navigation image 56a, "3" in the middle button press sequence navigation image 56b, and "2" in the right button press sequence navigation image 56c.

[0351] Furthermore, when the game starts, the main control unit 10 updates each of the stored information, while the sub-control unit 20 shifts each game hold to the left based on the control information received from the main control unit 10. In other words, the pending status images in each execution area image that were displayed when setting the number of bets are moved one square (frame) to the left, and pending status A image 55a is displayed in the execution area image 53, pending status B image 55b in the first execution area image 54a, pending status A image 55a in the second execution area image 54b, and pending status C image 55c in the third execution area image 54c.

[0352] Furthermore, when a game is executed, the main control unit 10 predetermines the lottery mode for the additional lottery corresponding to the new game hold and stores it in memory in accordance with the game hold scheduled to be executed for the next game after the already determined lottery mode. The sub-control unit 20 displays the newly determined game hold scheduled to be executed and the hold state corresponding to its lottery mode in the now-empty fourth execution scheduled area image 54d.

[0353] In other words, the main control device 10 pre-determines and stores the method of drawing for the bonus lottery corresponding to the game four games ahead for each game in the bonus zone. In Figure 23(b), the case where the pending state D is determined is illustrated as an example of the lottery method for the additional lottery corresponding to the newly scheduled game pending, so the pending state D image 55d will be displayed in the fourth scheduled execution area image 54d.

[0354] Therefore, when the game starts, it will be announced that the bonus lottery will first be conducted using the lottery method in pending state A, and then it will be newly announced that the lottery method in pending state D has been predetermined for the game scheduled to be played 4 games later.

[0355] Next, Figure 23(c) shows the display image on the main display 8 at the end of the game. As shown in Figure 23(c), when the game ends, the button press navigation image 56 is erased, and an image indicating the result of the bonus lottery in hold state A is displayed in the place where the image was erased.

[0356] Figure 23(c) illustrates a case where, as a result of the bonus lottery, 5 games are added to the remaining number of games in the AT state. Therefore, an image 57a of the bonus game count consisting of "+5G" information is displayed to inform the player that 5 games have been added. Additionally, the number of medals won (image 50a) will be updated and displayed based on the number of successful button presses for the bell combination.

[0357] Next, Figure 23(d) shows the display image on the main display 8 at the start of the second game after the first game has finished. As shown in Figure 23(d), when the second game starts, the information "+5G" will be displayed below the remaining game count image 50b as an added game count image 50c, which shows the number of games added in the previous game. The bonus game count image 50c indicates the total number of games added during the bonus special zone. Numerical information is added each time a game is added, and at the end of the bonus special zone, the value of the bonus game count image 50c is added to the acquired medal count image 50a.

[0358] Furthermore, when the second game starts, the sub-control device 20, in the same way as when the first game starts, will shift each game hold to the left based on the control information received from the main control device 10. Therefore, the pending state images in each execution area image and execution area image that were displayed during the first game execution will each move one square to the left, and the pending state A image 55a will be displayed in the first completed area image 52a, the pending state B image 55b in the execution area image 53, the pending state A image 55a in the first execution area image 54a, the pending state C image 55c in the second execution area image 54b, and the pending state D image 55d in the third execution area image 54c.

[0359] Also, similar to the start of the first game, the lottery method for the game four games ahead is determined as a new game hold, and this determined hold state is displayed in the vacant fourth execution area image 54d. In Figure 23(d), the case where hold state C is determined is shown as an example of the lottery method for the additional lottery corresponding to the new game hold, so the hold state C image 55c will be displayed in the fourth execution planned area image 54d. Although not shown in the illustration, in this game as well, if you win the button-press sequence bell combination, the button-press sequence navigation image 56 will be displayed, just as described above.

[0360] Although not shown in the diagram, each time the third and subsequent games in the bonus zone are played, the game reserves are shifted to the left, similar to the process at the start of the second game, until all reserve area images 58 are filled with game reserves. Furthermore, after a game is displayed in all pending area images 58, each time a game is executed, a new scheduled game pending is added or each game pending is shifted in the same manner as described above, and the executed game pending that was displayed in the third executed area image 52c is deleted in accordance with the shift.

[0361] As described above, the control of the main control device 10 determines in advance the method of drawing lots for the predetermined number of additional games that will be drawn after the special bonus zone. In other words, the main control device 10, as a special game state control means, is equipped with a lottery mode pre-determination means that can pre-determine one of a plurality of lottery modes for a predetermined number of bonus lotteries (bonus lotteries) during a special game state (bonus special zone). Therefore, the lottery system during the bonus zone will vary in various ways, which will change the player's expectations and improve the enjoyment of the game.

[0362] Furthermore, the main control unit 10 transmits control information to the sub-control unit 20 to display the pending status in game pending mode and to perform control to notify the predetermined number of games for which the lottery will be conducted. In other words, the main control device 10, which serves as a special game state control means, includes a lottery mode notification control means capable of executing control to notify each lottery mode determined by the lottery mode pre-determination means.

[0363] Therefore, since players can check the lottery method for the game they are scheduled to play in advance, it becomes possible to change the players' expectations in various ways before the game is played. If a lottery method with a high expectation is determined in advance, it becomes possible to increase the players' expectations beforehand.

[0364] Furthermore, the main control device 10 stores a predetermined lottery pattern in a predetermined order for a predetermined number of games to be played, and performs the additional lottery in the order stored. In other words, the main control device 10, as a special game state control means, is equipped with a bonus lottery progression control means that can proceed with bonus lotteries (additional lotteries) in a predetermined order for each lottery mode determined by the lottery mode predetermination means. Therefore, it becomes possible to reliably execute the bonus lottery using a predetermined lottery method for a set number of games.

[0365] In this first embodiment, the lottery patterns for four games are determined in advance, but the number of games for which the lottery patterns are determined in advance may be other than that stated. Similarly, although the system stores and retains the completed lottery patterns for three games, the number of games for which completed lottery patterns are stored may be other than that stated. Furthermore, various images related to the bonus zone may be displayed on the sub-display 17, or they may be displayed on both the main display 8 and the sub-display 17. As described above, the special bonus zone will display the corresponding image.

[0366] Next, with reference to Figure 24, we will explain the visual effects displayed on the main display 8 at the end of the bonus zone. In this first embodiment, the termination condition for the bonus zone is set to fail when the ordered bell symbol is not won, but Figure 24 shows the case when the ordered bell symbol, which is set as the termination condition, is won. First, Figure 24(a) shows the visual effects displayed on the main display 8 at the start of the game, when the bonus zone ends.

[0367] As shown in Figure 24(a), when a game begins in which the bonus zone will end, the main display unit 8 screen continues to display the bonus zone image 51, the number of medals acquired image 50a, the number of remaining games image 50b, and the number of bonus games image 50c, as described above.

[0368] Furthermore, Figure 24 illustrates a case where the pending area image 58 has game pending states B, A, C, D, C, A, A, and B stored in memory from left to right. The pending state D image 55d is displayed as the running game pending in the running area image 53, indicating that there is a possibility that the bonus special zone will end in that game. In other words, as mentioned above, in this first embodiment, in a game where hold state D is set as the lottery mode corresponding to game hold, if the player wins the push-order bell role but fails to get the push-order bell role into play, the bonus zone ends. Therefore, Figure 24 shows an image of the in-game presentation where the bonus zone may end.

[0369] Furthermore, Figure 24(a) illustrates the case where a specific button sequence, "5b→5c→5a," is used to select the winning combination for the button press sequence. Therefore, the left button press sequence navigation image 56a displays "?", the middle button press sequence navigation image 56b displays "1," and the right button press sequence navigation image 56c displays "?". In other words, in this first embodiment, in a game where the pending state D image 55d is displayed as a pending game in the execution area image 53, if a push-order bell role is won, a push-order navigation is performed that notifies only the reel 4 that should be stopped first. Therefore, the numerical information "1" is displayed only in the middle push-order navigation image 56b, and the other (left and right) are replaced with the symbol information "?", thereby performing a push-order navigation that does not notify the second and third reels 4 that should be stopped.

[0370] In this state, if the player stops reel 4 in the order "5b → 5a → 5c", that is, if they are unable to stop the reels in the specific order and are unable to win the winning combination, then, as shown in Figure 24(b), an ending image 57b consisting of the text information "Unfortunate Special Zone Ended" will be displayed approximately in the center of the main display 8 screen, informing the player that the special bonus zone has ended for that game. Then, the bonus zone ends in that game, and the game transitions to the normal AT state from the start of the next game.

[0371] As described above, the main control device 10 can determine the hold state D in advance as the lottery mode for game hold, and in games where the game hold is in hold state D, a lottery for additional wins is conducted in a lottery mode that includes a lottery to determine whether or not the special bonus zone ends. In other words, the main control device 10, as a means for predetermining the lottery method, can predetermine a lottery method that includes a lottery to determine whether or not to terminate the special game state (bonus-focused zone).

[0372] Therefore, it is possible to provide players with a sense of thrill and enhance the enjoyment of the game. Furthermore, even if a game is played while the game is in pending state D, if the player can choose to hit the correct sequence bell combination, it is possible to avoid the end of the bonus zone. If the end of the bonus zone is avoided, it is possible to give the player an extremely high sense of accomplishment.

[0373] Furthermore, if there is a pending state D in the scheduled game pending, it becomes possible to inform the player in advance that the bonus zone may end a few games later. This provides the player with a sense of thrill beforehand, thereby improving the enjoyment of the game.

[0374] In games where the game is in hold state D, the system currently only notifies the player of which reel to stop first (reel 4), but it is also possible to disable any notification of the correct reel order. Furthermore, in games where the game hold is in hold state D, if a role other than the ordered bell role is won, the special bonus zone is continued. However, it may also be possible to terminate the special bonus zone if a role other than the ordered bell role is won. As shown above, the image displayed at the end of the bonus zone will be shown.

[0375] Next, with reference to Figure 25, we will explain the visual effects displayed on the main display 8 during the hold return process that takes place during the bonus special zone.

[0376] First, let's explain the pending return process. In this first embodiment, as described above, the main control device 10 stores and retains the hold state corresponding to each game hold, and performs a bonus lottery for these multiple game holds (games scheduled to be executed) in a predetermined order, and also stores and retains game holds for which the bonus lottery has been completed (executed game holds) in the order in which they were executed.

[0377] Furthermore, based on the fulfillment of specific conditions during the bonus-focused zone, the main control device 10 performs a process to change the order in which bonus draws are conducted for game reserves. Specifically, normally, a bonus lottery is performed on the game hold in a predetermined order of memory, but if certain conditions are met, a hold return process is performed that repeats the bonus lottery that has already been executed before a predetermined game.

[0378] For example, if a bonus draw was held in pending state A two games ago, and a bonus draw was held in pending state B one game ago, and then, due to the fulfillment of certain conditions, it is determined that the game will return to two games ago, the bonus draw will be repeated again in the order of pending state A → pending state B. In addition, the main control unit 10 can perform the above-mentioned hold return process by swapping (shifting) the storage locations of the hold state stored for each game hold in the storage area, but it may also be done by other methods.

[0379] Furthermore, the main control unit 10 transmits corresponding control information to the sub-control unit 20 based on the execution of the hold-return process, and the sub-control unit 20 displays the animation image corresponding to the hold-return process on the main display unit 8. Figure 25 shows the display image on the main display 8 during the hold-back process, which is executed by the sub-controller 20 based on the reception of control information from the main control unit 10. In this first embodiment, the above-mentioned hold return process is executed with a predetermined probability when a predetermined rare role is won.

[0380] First, Figure 25(a) shows the display image on the main display 8 when a rare role (for example, a strong cherry role) is won, in a case where the game reserves are stored so that the reserve area image 58 displays, from left to right, reserve state C, reserve state C, reserve state D, reserve state A, reserve state A, reserve state D. In other words, the fact that pending state A is displayed in the execution area image 53 indicates that a rare role has been won in a game where a bonus draw is performed in pending state A.

[0381] As shown in Figure 25(a), if a rare role is won, the information "!" will be displayed on each of the push-button navigation images 56 to notify that a rare role has been won. Then, depending on the lottery method in pending state A, a bonus lottery will be held based on the winning of a rare role. In this first embodiment, although the details will be described later, if a rare role is won in a game during the bonus zone, a bonus lottery is held that is more advantageous to the player than when a role other than a rare role is won. In addition, a reserve return lottery is held, and if this reserve return lottery is won, a reserve return process is performed, and the bonus lottery proceeds back to a predetermined number of games earlier.

[0382] Next, Figure 25(b) shows the display image on the main display 8 after the game in which the above rare role was won. As shown in Figure 25(b), when a rare role is won and that rare role is achieved, the image 50a showing the number of medals won is updated and displayed according to the number of medals won. Additionally, the number of games added due to winning a rare role is indicated by the added game count image 57a. Figure 25(b) shows an example where 10 games are added, so the added game count image 57a will display "+10G". If the number of games is increased, the additional game count image 57a will be updated and displayed by the amount of the increased number of games after the game ends.

[0383] Furthermore, if the player wins the hold return lottery, the return frame number image 57c will be displayed to the right of the added game number image 57a. For example, if it is decided that the player will return to the hold from two games ago, the information "2 frames return" will be displayed in the return frame number image 57c as shown in the diagram, informing the player that they have won the hold return lottery and the number of games they will return to.

[0384] Then, after a predetermined time (for example, 1 second) has elapsed since the additional game count image 57a and the return frame count image 57c were displayed, the images were erased, and the hold area image 58 was updated and displayed in accordance with the hold return process. Figure 25 shows a case where the bonus draw is repeated going back two games. In this case, the second completed game hold (hold state C image 55c) displayed in the second completed area image 52b becomes the game hold for the next game. As a result, each game hold is shifted to the right while maintaining its original order.

[0385] Therefore, as shown in Figure 25(c), each game hold is shifted to the right relative to the second completed game hold displayed in the second completed area image 52b, and as shown in Figure 25(d), the second completed game hold is moved and displayed in a position where it becomes the running area image 53. Furthermore, as each game hold shifts to the right, the execution area image 54 is displayed to the right by the number of games played in the previous step (2 frames), and the corresponding game hold is moved and displayed in that location. Also, as each game hold shifts to the right, a predetermined number (2) of completed game holds that have already been erased but are still stored in memory are redisplayed in the completed area image 52.

[0386] Furthermore, when the hold return process is performed, if there is an executed game hold in hold state D within the range in which the additional lottery is repeated, the main control device 10 performs a process to change the lottery mode of the hold state D to another lottery mode. In other words, the hold-back process is performed as a reward for the player, so a corrective process is carried out to prevent the hold-back state D, which could be disadvantageous to the player, from being repeated as a result of the hold-back process.

[0387] Therefore, as shown in Figure 25(b), if the first executed game hold in the first executed region image 52a, which is within the range where the bonus lottery is repeated, is a hold state D image 55d, then, as shown in Figure 25(c), the hold state is changed to a hold state other than hold state D image 55d, namely hold state B image 55b, before the hold return process is performed. Furthermore, any change to the above-mentioned pending status is acceptable as long as it changes pending status D to any other pending status, and this can be done through a predetermined change lottery.

[0388] Then, once the hold return process is complete, as shown in Figure 25(d), the bonus draw for the next game will be performed in the same manner as described above, starting from a state where each game hold has shifted two frames to the right. In other words, in a normal bonus lottery, the bonus lottery proceeds so that after the bonus lottery for the game hold (game hold currently in progress) in the execution area image 53, the bonus lottery is performed for the game hold (game hold scheduled to be executed) in the first execution area image 54a. However, if a two-frame return hold return process is performed, the manner in which the bonus lottery proceeds is changed so that after the bonus lottery for the game hold (game hold currently in progress) in the execution area image 53, the bonus lottery for the game hold (game hold completed) in the second execution area image 52b is performed again.

[0389] Therefore, the bonus lottery is retroactive to two games prior and resumes from the next game. As shown in Figure 25(d), the pending state C image 55c from two games prior is moved and displayed in the execution area image 53. From this state, the game in the bonus special zone resumes, and the bonus lottery is sequentially performed for each updated pending game. Furthermore, if a lottery pattern for pending state D exists within the range in which the bonus lottery is repeated, the bonus lottery in pending state D will not be repeated. However, in the case of any other pending state, the bonus lottery will be repeated by executing the pending return process.

[0390] If a hold return process is performed, the aforementioned shifting of each game hold to the left and the addition of game holds will not occur at the start of the next game. In addition, although the hold area image 58 is updated and displayed according to the hold return process after the game ends, this update may also be displayed at the start of the next game. Furthermore, if the next game starts immediately after the end of a game in which the hold return process is performed, the movement display of each game hold shown in Figures 25(c) to 25(d) will be canceled, and the next game will start from the state shown in Figure 25(d).

[0391] As described above, when a specific condition is met during the bonus special zone and a hold return process is performed, the main control device 10 changes the progress mode of the bonus lottery to a different progress mode from the normal progress mode, thereby controlling the lottery mode corresponding to the already executed game hold to be executed repeatedly. Furthermore, if a hold-back process is performed, the system will allow for repeated execution of additional draws using the same draw method as the multiple games already played.

[0392] In other words, the main control device 10, which acts as a means for controlling the progress of the prize draw, is equipped with a means for changing the progress of the prize draw so that the draw mode in which a prize draw (additional draw) has already been performed is repeated based on the fulfillment of specific conditions. Furthermore, the main control device 10, which serves as the control means for changing the progress mode, is capable of changing the progress mode of the prize draw so that the draw modes corresponding to multiple games that have already been executed are repeated.

[0393] Therefore, it becomes possible to conduct the bonus lottery during the bonus-focused zone in a more varied and exciting manner. Furthermore, if there is a highly advantageous lottery method in the repeated bonus lotteries, it is possible to increase the players' expectations. Furthermore, since the lottery patterns corresponding to multiple games can be executed repeatedly, the variability of the bonus lottery can be further increased, and the likelihood of a highly advantageous lottery pattern being repeated increases, making it possible to further enhance the player's sense of anticipation.

[0394] Furthermore, if a hold return process is performed, the main control device 10 will change the hold state to another hold state if the hold state D, which may result in the end of the bonus special zone, is set in the game hold that is the target of the hold return process. In other words, the main control device 10, as a special game state control means, includes a lottery mode changing means to change the lottery mode when the lottery mode is repeated due to a change in the progress mode of the bonus lottery (additional lottery) by the progress mode change control means (main control device 10). Therefore, it becomes possible to prevent the bonus zone from ending even though the hold-back process has been performed, and to further enhance the player's anticipation when the hold-back process is performed.

[0395] Furthermore, the main control unit 10 transmits control information to the sub-control unit 20 to display the pending status of the executed game pending in the executed area image 52, thereby performing control to notify the sub-control unit 20 of multiple lottery patterns that have already been executed. In other words, the main control device 10, which serves as a lottery pattern notification control means, includes an executed lottery pattern notification control means that can perform control to notify multiple lottery patterns corresponding to multiple games that have already been played.

[0396] Therefore, players can later check what type of lottery was used for the bonus lottery, and if there was a highly advantageous lottery type among those that have been executed, players will expect that lottery type to be executed again through the hold return process, thereby increasing the players' expectations.

[0397] In addition, when the hold return process is performed, each game hold in the hold area image 58 is shifted. However, any method that notifies that the progress of the bonus lottery has changed is acceptable, and it is also possible to notify that the progress of the bonus lottery has changed by leaving each game hold as is and moving the execution area image 53 to the left. As shown above, the animation image displayed during the return process of the bonus zone is shown.

[0398] [Control of bonus lottery in bonus-focused zones] Next, with reference to Figures 26 to 28, we will explain in detail the control of the bonus lottery in the bonus special zone.

[0399] First, referring to Figure 26, we will explain the selection rate of the pending state for the scheduled game pending in the bonus zone. As mentioned above, the main control device 10, upon the start of the bonus bonus special zone, predetermines the lottery patterns (holding states) for a predetermined number of games (4 games) from the start of the bonus bonus special zone and stores them in the order they are executed. Then, as shown in Figure 23(a), the lottery patterns for this predetermined number of games will be displayed in the execution area image 54 as the pending state in the execution scheduled game pending at the beginning of the bonus special zone.

[0400] Furthermore, for each game played during the bonus zone, a new lottery pattern (holding state) for the scheduled game is determined and added to memory as the final lottery pattern at that time. This newly determined lottery pattern is then added to the fourth scheduled game area image 54d as the holding state for the fourth scheduled game, as shown in Figure 23(b).

[0401] Furthermore, the main control device 10 provides three types of reserve modes, reserve mode A, reserve mode B, and reserve mode C, which change the selection rate of the lottery mode when determining the lottery mode at the start of the bonus special zone and when adding scheduled game reserves. During a single bonus special zone, the control device controls the device to one of these reserve modes, thereby causing a change in the determination of the lottery mode for each bonus special zone.

[0402] Figure 26(a) shows the selection rate used by the main control device 10 to determine the lottery method (holding state) for a predetermined number (4) of scheduled games to be held during the initial stages of the bonus special zone. In addition, when the main control device 10 determines the hold status for the predetermined number of scheduled games to be played, it determines the hold status by a lottery based on the extraction of a predetermined random number.

[0403] Furthermore, the determination of the initial lottery mode (holding state) is made when it is decided to transition to the bonus special zone. The lottery mode (holding state) for multiple (4) scheduled games is determined one by one so that the probabilities shown in Figure 26(a), thereby determining the holding state for all scheduled games.

[0404] As shown in Figure 26(a), for example, if hold mode A is selected, the lottery method for the four initially scheduled game holds is determined such that there is a 34% probability that hold state A will be selected, a 33% probability that hold state B will be selected, a 33% probability that hold state C will be selected, and a 0% probability that hold state D will be selected. Furthermore, although the explanation will be omitted, for both Hold Mode B and Hold Mode C, the lottery method for the predetermined number (4) of scheduled games to be held at the initial stage will be determined by the respective probabilities shown in the diagram.

[0405] As described above, the lottery method (holding state) for a predetermined number (4) of scheduled games to be played is determined at the start of the bonus-focused zone. Therefore, at the start of the bonus-focused zone, the lottery method for bonus draws for multiple scheduled games is determined in advance. Therefore, it is possible to introduce variations in how the number of games is increased in each game during the bonus zone, thereby improving the enjoyment of the game.

[0406] Furthermore, since the selection rate for each hold state changes depending on the hold mode, changing the hold mode makes it possible to vary the way the number of games is added for each special bonus zone, thereby improving the enjoyment of the game. Furthermore, as will be explained in more detail later, the player's advantage in the lottery system increases in the order of Reserved State A → Reserved State B → Reserved State C, but the probability of selecting a Reserved State with a high advantage for the player increases in the order of Reserved Mode A → Reserved Mode B → Reserved Mode C. Therefore, it is possible to change the player's expectations depending on the hold mode, and for example, if hold mode C is selected, it is possible to increase the player's expectations.

[0407] Furthermore, for the predetermined number (4) of scheduled games to be played at the start of the bonus-focused zone, the pending state D, which is a pending state that could potentially end the bonus-focused zone, is not selected. Therefore, it is possible to prevent the bonus zone from ending too soon after it starts, and to maintain the player's sense of anticipation for a certain period of time.

[0408] Note that the selection rate for each pending state may be any value other than those mentioned above, as long as it reflects the trend described above. Furthermore, you may provide four or more types of hold modes, or you may provide a hold mode in which hold state A is not selected. As described above, the method of drawing lots for a predetermined number of scheduled games to be played during the initial stages of the bonus-focused zone is determined.

[0409] Next, Figure 26(b) shows the selection rate used by the main control device 10 when adding a scheduled game to be executed in the bonus special zone, to determine the lottery method (holding state) for the added scheduled game to be executed. Furthermore, when determining the hold state for the additional scheduled game hold mentioned above, the main control unit 10 extracts a predetermined random number at the start of the game during the bonus special zone to determine the hold state.

[0410] As shown in Figure 26(b), for example, if hold mode A is selected, the lottery method for additional scheduled game holds will be determined such that there is a 30% chance of selecting hold state A, a 25% chance of selecting hold state B, a 15% chance of selecting hold state C, and a 30% chance of selecting hold state D. Furthermore, although the explanation will be omitted here, the lottery method for the additional scheduled game hold, as shown in the diagram, will also be determined for hold modes B and C.

[0411] As described above, when adding a game to be put on hold, the selection rate of the hold state will change depending on the hold mode. Therefore, when adding scheduled games to be held, it is possible to vary the way the number of games is increased depending on the hold mode, thereby improving the enjoyment of the game.

[0412] Furthermore, when adding a pending game to be played, the probability of selecting a more favorable pending state (such as pending state C) becomes lower than the initial probability. Therefore, even if the bonus zone continues for an extended period, it becomes possible to prevent the amount of profit for players from becoming extremely high.

[0413] Furthermore, when adding a pending game to the schedule, it becomes possible to select pending state D, which may indicate the end of the bonus-focused zone. Therefore, it becomes possible to prevent the bonus-focused zone from continuing for an extended period, and to implement a highly engaging gameplay experience that provides players with a sense of thrill.

[0414] Furthermore, the probability of selecting hold state D for adding a scheduled game to hold decreases in the order of hold mode A → hold mode B → hold mode C. Therefore, the duration of the bonus zone can be varied depending on the hold mode, which can improve the enjoyment of the game. For example, if hold mode C is selected, it can increase the player's sense of anticipation.

[0415] Note that the selection rate for each pending state may be any value other than those mentioned above, as long as it reflects the trend described above. As described above, the method of drawing lots for the additional scheduled games to be played in the bonus zone is determined.

[0416] Next, referring to Figure 27, we will explain the selection rate for each bonus game count determined in the main control device 10 during the bonus lottery in each game of the bonus special zone.

[0417] As mentioned above, the main control device 10 will conduct a bonus lottery that is more advantageous to the player than during the normal AT state when playing in the bonus special zone. This bonus lottery during the bonus special zone will be executed based on the pending state of the corresponding game and the result of the role lottery in that game. Furthermore, the main control unit 10 performs a bonus lottery at the start of the game during the bonus zone by extracting a predetermined random number.

[0418] First, Figure 27(a) shows the selection rate for each additional game count when the pending state A is set as the lottery mode for the additional game draw. As shown in Figure 27(a), if the lottery result is not a rare role win, the number of additional games is determined as follows: 0 games (no additional games) is selected with a 50% probability, 5 games with a 40% probability, 10 games with a 10% probability, 20 games with a 0% probability, and 50 games with a 0% probability. Although I will omit the explanation, if you win a weak rare role or a strong rare role, a bonus game lottery will be held so that the number of bonus games is selected according to the respective selection rates shown in the diagram.

[0419] Next, Figure 27(b) shows the selection rate for each additional game count when the pending state B is set as the lottery mode for the additional game draw. As shown in Figure 27(b), if the lottery result is not a rare role win, the number of additional games is determined as follows: 0 games (no additional games) with a 30% probability, 5 games with a 40% probability, 10 games with a 30% probability, 20 games with a 0% probability, and 50 games with a 0% probability. Although I will omit the explanation, if you win a weak rare role or a strong rare role, a bonus game lottery will be held so that the number of bonus games is selected according to the respective selection rates shown in the diagram.

[0420] Next, Figure 27(c) shows the selection rate for each additional game count when the pending state C is set as the lottery mode for the additional game draw. As shown in Figure 27(c), if the lottery result is not a rare role win, the number of additional games will be determined as follows: 0 games (no additional games) with a 0% probability, 5 games with a 40% probability, 10 games with a 60% probability, 20 games with a 0% probability, and 50 games with a 0% probability. Although I will omit the explanation, if you win a weak rare role or a strong rare role, a bonus game lottery will be held so that the number of bonus games is selected according to the respective selection rates shown in the diagram.

[0421] Next, Figure 27(d) shows the selection rate for each additional game count when the pending state D is set as the lottery mode for the additional game draw. As shown in Figure 27(d), if the lottery result is not a rare role win, and the player wins a push-order bell role but fails to get the push-order bell role into play (incorrect push order), the number of added games will be determined as follows: 0 games (no added games) with 100% probability, and the special bonus zone will end; 5 games with 0% probability, 10 games with 0% probability, 20 games with 0% probability, and 50 games with 0% probability.

[0422] Furthermore, if the lottery result is not a rare role win, and the player wins a push-order bell role and successfully places the push-order bell role (correct push order), the number of added games will be determined as follows: 0 games (no addition) will be selected with 100% probability, and the continuation of the special addition zone will be decided; 5 games will be selected with 0% probability; 10 games will be selected with 0% probability; 20 games will be selected with 0% probability; and 50 games will be selected with 0% probability.

[0423] Furthermore, if the draw result is anything other than a rare role win, and also anything other than a push-order bell win, the bonus zone will continue, but no additional games will be added. Furthermore, although the explanation will be omitted here, if a weak rare role or a strong rare role is won, a bonus game lottery is held so that the number of bonus games is selected according to the respective selection rates shown in the diagram, and it is determined that the bonus special zone will continue.

[0424] As described above, the number of additional games is selected based on the pending state and the result of the role draw. Therefore, the probability of additional games being added, and the probability of a larger number of additional games being added, increases in the order of pending state A → pending state B → pending state C. Furthermore, in terms of the results of the role draw, the probability of adding games, and the probability of adding a large number of games, increases in the order of non-rare roles → weak rare roles → strong rare roles.

[0425] In particular, if state C is selected, a predetermined number of games will always be added regardless of the outcome of the role lottery. Similarly, if a rare role is won, a predetermined number of games will always be added, and there is also a possibility that 20 or 50 games will be selected, which are not selected in lottery results other than rare roles. Furthermore, if a rare role is won, even if the hold state D is set, it is possible to prevent the special bonus zone from ending.

[0426] Therefore, the probability of additional games being added and the number of additional games added will change depending on the pending state and the winning combination, making it possible to improve the enjoyment of the game. In particular, if the pending state C is set, it becomes possible to further enhance the enjoyment of the game. Furthermore, if a rare role is won, the special bonus zone will not end, and a high-probability bonus lottery will be held, which can increase the player's sense of anticipation. In particular, if a rare role is won while the reserve state C is selected, it can greatly increase the player's sense of anticipation.

[0427] Furthermore, in the case of pending state D, if you win the push-order bell combination and successfully place the corresponding push-order bell combination, the bonus zone will continue. If you fail to place the corresponding push-order bell combination, the bonus zone will end. Therefore, it is possible to reliably implement a lottery system that includes a draw to determine whether or not to end the bonus zone, and to reliably execute a highly engaging game.

[0428] Furthermore, the probability of selecting each bonus game round may be different from those listed above, as long as the aforementioned trends can be established. Also, the number of bonus games offered as options may be different from those listed above. As described above, the number of bonus games is selected during the bonus lottery for the bonus zone.

[0429] Next, with reference to Figure 28, the control of the hold-back process executed in the main control unit 10 will be described.

[0430] As mentioned above, in the game during the bonus zone, the main control device 10 will execute a hold-back process that changes the progress of the bonus lottery based on the fulfillment of specific conditions. The lottery to decide whether or not to execute this hold-back process will be performed based on the result of the role lottery in the game. Furthermore, the main control unit 10 performs a lottery at the start of a game during the bonus zone to determine whether or not to execute the hold return process by extracting a predetermined random number.

[0431] First, Figure 28(a) shows whether or not to execute the hold return process when a hold state other than hold state D (A to C) is set as the draw mode for the bonus draw, and the selection rate of the number of games to go back (number of return frames). As shown in Figure 28(a), if the lottery result is anything other than winning a rare role, the lottery will be executed in a way that prevents the reserve return process from being performed with 100% probability.

[0432] Furthermore, if a weak rare role is won, a lottery will be conducted so that there is a 60% chance that the reserve return process will not be performed, a 35% chance that the reserve return process will be performed by going back 2 games (2 frames), and a 5% chance that the reserve return process will be performed by going back 3 games (3 frames). Furthermore, if a rare or strong role is achieved, a lottery will be conducted so that there is a 10% chance that the reserve return process will not be performed, a 70% chance that the reserve return process will be performed by going back 2 games (2 frames), and a 20% chance that the reserve return process will be performed by going back 3 games (3 frames).

[0433] Next, Figure 28(b) shows whether or not to execute the hold return process when hold state D is set as the draw mode for the bonus draw in the execution region image 53, and the selection rate of the number of games to go back (number of return frames). As shown in Figure 28(b), if the lottery result is anything other than winning a rare role, the lottery will be executed in a way that prevents the reserve return process from being performed with 100% probability.

[0434] Furthermore, if a weak rare role is won, a lottery will be conducted so that there is a 0% chance that the reserve return process will not be performed, a 90% chance that the reserve return process will be performed to go back 2 games (2 frames), and a 10% chance that the reserve return process will be performed to go back 3 games (3 frames). Furthermore, if a rare or strong role is won, a lottery will be conducted so that there is a 0% chance that the reserve return process will not be performed, a 70% chance that the reserve return process will be performed to go back 2 games (2 frames), and a 30% chance that the reserve return process will be performed to go back 3 games (3 frames).

[0435] As described above, since the decision of whether or not to execute the hold-back process and the number of games to go back to are determined, the probability of the hold-back process being executed and the probability of going back to a larger number of games are higher when a rare role is won than when a non-rare role is won, and when a strong rare role is also won when a rare role is won. Therefore, if a rare role is won during the bonus zone, it is possible to increase the player's sense of anticipation, and in particular, if a strong rare role is won, it is possible to greatly increase the player's sense of anticipation.

[0436] Furthermore, when the pending state D is set, the probability of going back a greater number of games during the pending return process when a rare role is won is higher than when a pending state other than D is set. In other words, when the pending state D is set, there is a possibility that the bonus special zone will end, but if a rare role is won in that game, a lottery will be held regarding a more advantageous pending return process. Therefore, when the pending state D is set, there is a risk that the bonus zone will end, but at the same time, there is also a higher possibility of a more favorable pending return process, making it possible to play a more exciting game.

[0437] Furthermore, the probability of whether or not to perform the hold-back process, and the probability of selecting each number of games to go back to, may be other than those specified above, as long as the above-mentioned trends can be formed. Also, the number of games to go back to (number of return frames) set as an option may be other than those specified above. As described above, a lottery is held regarding the return of reserved balls in the bonus zone.

[0438] [Modification 1 of the First Embodiment] Next, with reference to Figure 29, a modified example 1 of the first embodiment will be described.

[0439] In this first embodiment, the main control device 10 performs a lottery to determine whether or not to add games to the number of games in each game during the special bonus zone, and which number of games to add. However, in this modified example 1, the selection rate for each option during the lottery is different from that of the first embodiment described above, and furthermore, the selection rate for each option is changed based on the fulfillment of predetermined conditions. Therefore, aside from setting and changing the selection rate for each of the above options, it is the same as the first embodiment described above.

[0440] Figure 29 shows the selection rate of the number of additional games in each pending state in Modification 1 of the First Embodiment, and illustrates, for example, the selection rate when pending state A is set. First, Figure 29(a) shows the selection rate for each additional game count in the normal state where no hold-back processing is performed.

[0441] As shown in Figure 29(a), for example, if the lottery result is a winning combination of a rare role, the number of additional games will be determined as follows: 0 games (no additional games) with a 0% probability, 5 games with a 25% probability, 10 games with a 25% probability, 20 games with a 25% probability, and 50 games with a 25% probability. Furthermore, although the explanation will be omitted here, if a role other than a rare role or a weak rare role is won, a bonus game lottery is held so that the number of bonus games is selected according to the selection rate shown in the diagram.

[0442] As described above, in Modification 1 of the First Embodiment, the number of additional games during the bonus lottery in the normal state is selected, so for example, if a strong rare role is won, the number of additional games from 5 to 50 games will be selected equally. Therefore, if a rare or powerful combination is won, there is a possibility that all game rounds will be increased, which can enhance the player's sense of anticipation. Although not shown in the diagram, in any pending state other than pending state A, if a strong rare role is won, the number of additional games added will be equally selected from 5 to 50 games, similar to the above.

[0443] Next, Figure 29(b) shows the selection rate for each additional game count when the hold return process is performed as a result of the fulfillment of the predetermined conditions described above, and a re-draw is performed on the already executed game hold. In other words, this shows the selection rate when, while there is a pending game pending in pending state A, a pending return process is performed, and as a result, the additional lottery for that pending game pending in pending state A is repeatedly executed.

[0444] As shown in Figure 29(b), for example, if the lottery result is a winning combination of a rare role, the number of additional games will be determined as follows: 0 games (no additional games) with a 0% probability, 5 games with a 0% probability, 10 games with a 34% probability, 20 games with a 33% probability, and 50 games with a 33% probability. Furthermore, although the explanation will be omitted here, if a role other than a rare role or a weak rare role is won, a bonus game lottery is held so that the number of bonus games is selected according to the selection rate shown in the diagram.

[0445] As described above, in the case of a re-draw when the pending return process is executed, the number of additional games added during the additional game draw is selected. For example, if a strong rare role is won, the smallest additional game number of 5 games is excluded, and additional game numbers of 10 to 50 games are selected almost equally. In other words, under normal circumstances, the number of additional games added is selected equally between 5 and 50 games. However, in the case of a re-draw, the range of options is narrowed, and a draw is conducted in which the number of additional games added is selected almost equally between 10 and 50 games.

[0446] Therefore, if a strong rare role is won during the re-draw after the hold return process is executed, the range of choices will be narrowed to include a larger number of games, and furthermore, there is a possibility that all games within that range will be added, which can further enhance the player's sense of anticipation. Although not shown in the diagram, in any pending state other than pending state A, if a strong rare role is won during the re-draw as described above, the number of additional games added will be selected almost equally, ranging from 10 to 50 games. In other words, even if the pending state remains the same, if a pending return process is performed, the lottery method will be changed.

[0447] In other words, the main control device 10, as a special game state control means, includes a lottery mode changing means to change the lottery mode when the lottery mode is repeated due to a change in the progress mode of the bonus lottery (additional lottery) by the progress mode change control means (main control device 10) (execution of hold return processing). Therefore, it becomes possible to further enhance the player's expectations when a hold-back process is performed.

[0448] Furthermore, if a strong rare role is won during the re-draw, the range of choices is narrowed, but the number of choices may remain the same, and each choice may be changed to a number of games that is advantageous to the player. For example, in the normal state, there may be four options for the number of additional games: 5 games, 10 games, 20 games, and 30 games, with each of the four additional game numbers being selected with a 25% probability. During the hold return process, there may be four options for the number of additional games: 10 games, 20 games, 30 games, and 50 games, with each of the four additional game numbers being selected with a 25% probability, thus changing the allocation of the number of additional games. As described above, Modification 1 of the first embodiment is realized.

[0449] [Modification 2 of the first embodiment] Next, a modified example 2 of the first embodiment will be described with reference to Figure 30.

[0450] In the first embodiment described above, the main control device 10 determines a new lottery pattern based on the execution of a game in the bonus special zone, adds and stores this determined lottery pattern in correspondence with the bonus lottery to be executed last, and transmits control information to the sub-control device 20, which displays a new scheduled game hold in the fourth scheduled execution area image 54d, thereby performing control to notify that a new scheduled game hold has been added and its hold status.

[0451] Furthermore, in the first embodiment described above, when determining the lottery method for a newly scheduled game hold, one of the hold states A to D is selected. However, in this modified example 2, when determining the lottery method for a newly scheduled game hold, it is possible to select a hold state E other than hold states A to D as a specific lottery method, which results in a hold return process that is advantageous to the player. Therefore, in this modified example 2, the configuration is the same as in the first embodiment described above, except that the pending state E can be selected as a specific lottery mode when determining the lottery mode for a newly scheduled game pending.

[0452] Furthermore, when determining the method of drawing for newly scheduled games to be held, the selection of the held state E may be done with a predetermined probability for each game, or it may be done with a predetermined probability according to the result of the draw for the winning combination at that time. Furthermore, in the bonus lottery using the hold state E as a specific lottery method, any method is acceptable as long as the hold return process is performed in a way that is advantageous to the player. For example, the hold return process may be performed with a probability of 100% when a rare role is won, 50% when a push-order bell role is won, and 80% when a replay role is won. Alternatively, in the bonus lottery using the hold state E, the hold return process may always be performed regardless of the result of the role lottery.

[0453] Figure 30 shows the display image on the main display 8 when the main control device 10 determines a specific lottery pattern as the lottery pattern for a new scheduled game hold based on the execution of a game in the bonus special zone. Regarding the presentation images other than the reserved area image 58, the explanation is the same as described above, so it will not be explained here.

[0454] As shown in Figure 30, the sub-control device 20, based on the reception of control information from the main control device 10, determines the lottery method for a new scheduled game hold. If a specific lottery method is determined, the sub-control device 20 displays the hold state image E 55e, which indicates the specific lottery method, as the fourth scheduled game hold in the fourth scheduled execution area image 54d. In order to clearly indicate that the pending state E image 55e is a specific lottery mode, it is preferable that it includes the character information "Return" as shown in the figure.

[0455] As described above, in the modified version 2 of the first embodiment, the main control device 10 can predetermine a specific lottery state E in which the hold return process, which changes the progress of the bonus lottery in the bonus special zone, is executed with a higher probability than the normal hold state.

[0456] In other words, the main control device 10, as a means for predetermining the lottery method, can predetermine a specific lottery method in which the progress method change control means (main control device 10) can decide with a higher probability than usual to change the progress method of the bonus lottery (additional lottery). Therefore, if a specific lottery method is determined in advance, players will be notified beforehand that the hold-back process will be executed with a high probability, which can increase their expectations. Furthermore, if an additional lottery is conducted using a specific lottery method, the return process for the reserved balls will be executed in a way that is advantageous to the player, thus reliably increasing the player's sense of anticipation.

[0457] Furthermore, if hold state D is determined after hold state E has been predetermined, there is a higher probability that the hold return process will be performed before hold state D is executed, thus mitigating the player's disappointment.

[0458] In this modified example, the determination of the pending state E is made when a new lottery method is determined, that is, when a pending game to be executed is added. However, the pending state of a predetermined pending game to be executed that has already been determined, or a predetermined pending game that has already been executed, may be changed to pending state E. Furthermore, in that case, it may be possible to change the pending game to pending state E with a high probability for any pending game pending before the pending state D has been determined. As described above, a modified version 2 of the first embodiment is realized.

[0459] [Modification 3 of the first embodiment] Next, with reference to Figure 31, a third modified example of the first embodiment will be described.

[0460] In the first embodiment described above, the main control device 10 updates the lottery patterns stored for each game based on the execution of games in the bonus special zone, and sequentially stores and retains the lottery patterns for which bonus lotteries have been executed. It also transmits control information to the sub-control device 20, which displays each executed game hold in the executed area image 52, thereby providing control to notify that a new executed game hold has been added and its hold status. In other words, the pending game in the execution area image 53 shifts to the left due to the game's execution and moves to the first completed area image 52a, thereby indicating that a new completed game pending in a predetermined pending state has been added.

[0461] Furthermore, in the third modification of the first embodiment, the main control device 10 is capable of changing the lottery method for the newly added completed game hold. Therefore, this modified example 2 is the same as the first embodiment described above, except that it allows for a change in the lottery method for newly added pending completed games.

[0462] Figure 31 shows the display image on the main display 8 when the lottery method (holding state) for newly added completed game hold is changed. Figure 31 illustrates a case where the pending state changes while the pending game pending state A is displayed in the execution area image 53. Furthermore, the explanation of the other presentation images besides the reserved area image 58 is the same as described above, so we will omit it here.

[0463] First, as shown in Figure 31(a), when the running area image 53 displays a pending game in state A, an additional draw will be performed according to the draw method for pending state A. When the current game ends and the next game begins, each game hold in the hold area image 58 is updated and shifted to the left. The main control device 10 performs a change lottery for the lottery method of the currently running game hold at the start of the next game.

[0464] The above change lottery is conducted to change the pending state to one with a higher probability of success than before, with a predetermined probability. For example, if the state is pending (A), a lottery is held to determine whether it will change to either pending (B) or pending (C). The winning probabilities for the above change lottery and the probabilities for changing to each pending state can be set arbitrarily. Furthermore, while no change lottery is currently performed in the case of pending state D, it may be possible to perform a lottery to change to any of the pending states A through C even in the case of pending state D.

[0465] Then, if the change lottery at the start of the game is won, the pending state A image 55a of the running game pending in the running area image 53 that was displayed before the game started will be changed to a different pending state, as shown in Figure 31(b), and will be displayed as the first completed game pending in the first completed area image 52a after the game starts. Figure 31(b) shows the case where the pending state changes from pending state A to pending state C, so the first executed game pending image 55c of pending state C will be displayed in the first executed area image 52a.

[0466] Then, the same change lottery as described above will be conducted each time the game is played. Therefore, in each executed game pending in the executed region image 52, the pending state may have changed, and the probability of all executed game pending being in a pending state with a higher expected value is higher than when they were all in the execution-scheduled region image 54.

[0467] As described above, in the modified example 3 of the first embodiment, the main control device 10 can change the lottery method for completed game hold to a different lottery method than that for game hold during execution. As a result, if a hold-back process is performed, there is a possibility that an additional lottery will be conducted using the modified lottery method.

[0468] In other words, the main control device 10, which serves as a special game state control means, includes an already executed lottery mode changing means that can change the lottery mode in a predetermined game among a plurality of games that have already been executed. Therefore, by changing the lottery method, it becomes possible to implement a more engaging game.

[0469] Furthermore, if the lottery method is changed, it will be changed to a lottery method with a higher probability of success. Therefore, if a hold-back process is performed, it is possible to increase the player's sense of anticipation. Furthermore, if the lottery method is changed, it will be notified in advance as a pending state in the executed area image 52. Therefore, if it is changed to a pending state with a high probability of success, it is possible to increase the expectation of executing the pending return process.

[0470] In addition, the pending state is changed when the pending game moves from the execution area image 53 to the first completed area image 52a. However, the pending state of the completed game pending in the completed area image 52 can be changed, and the completed game pending to be changed and the timing of the change may differ from those described above. As described above, Modification 3 of the First Embodiment is realized.

[0471] As described above, in the slot machine 1 of the first embodiment, a special bonus zone occurs as a special game state during the AT state, and a hold return process is executed based on the fulfillment of specific conditions. However, a hold advance process may be performed to advance the game hold by a predetermined number of frames based on the fulfillment of predetermined conditions (the opposite pattern to the hold return process). In this case, it is preferable to perform a pending advance process before reaching pending state D, thereby skipping the frame in pending state D and invalidating the judgment in pending state D.

[0472] Furthermore, a period may be set during which the pending return lottery, which determines whether or not to execute the pending return process, is given a high probability of success. For example, the predetermined period before the pending state D may be set to a high probability so that the pending return process is executed with a high probability before the pending state D is reached.

[0473] Furthermore, if the cumulative number of bonus games exceeds a predetermined number (for example, 300), the lottery for returning the reserved ball may be suspended. Furthermore, after the hold-back process has been performed, the lottery for holding back a predetermined number of games may be prohibited. Alternatively, the probability of winning the reserve return lottery may be changed according to the probability setting value in the probability setting device 14. Furthermore, the probability of selecting the hold mode may be set to vary depending on the probability setting value.

[0474] Furthermore, if a large number of additional games (for example, 50 games) is selected, a simulated game may be played a predetermined number of times, and the number of additional games may be distributed and announced in accordance with the number of times this simulated game is played. For example, if it is decided that 50 games will be added, two simulated games will be played in that game. The first simulated game will announce the addition of 10 games, the second simulated game will announce another 10 games, and the remaining 30 games will be announced in the actual game after the simulated games. Furthermore, when executing this simulated game, the game hold may be reset by two frames beforehand so that the hold reset process is completed during the execution of one game in which the simulated game is performed.

[0475] Furthermore, in the pending return process, instead of returning the number of frames in the pending game, the progress of the pending game at that point may be interrupted for a predetermined number of games. For example, when the game is not in hold state D, a lottery may be held to interrupt the game hold, and if this lottery is won, the game may continue for a predetermined number of games in the current hold state and an additional lottery may be held.

[0476] Alternatively, the range of the executed region image 52 may be made changeable, and the upper limit of the number of return frames may be notified in advance by changing this range. For example, if the executed region image 52 consists of 3 frames, the upper limit for the number of return frames is 3 frames. However, based on the fulfillment of predetermined conditions, the executed region image 52 may be expanded to 5 frames, and a pending return lottery may be performed during that time so that the upper limit for the number of return frames becomes 5 frames. In this way, the completed region image 52 not only indicates the pending status of the completed game, but also changes the expectation regarding the number of return frames.

[0477] Furthermore, a means may be provided to determine (change) the timing of executing the hold-back process. Even if it is decided to execute the hold-back process due to the winning of a rare role, the hold-back process may not be executed immediately. Instead, the hold-back state in the execution-scheduled area image 54 and the executed area image 52 may be determined, and the timing of executing the hold-back process may be decided in a way that is advantageous to the player. For example, if a pending state C with a high probability exists in the fourth execution area image 54d and the pending return process is selected, the execution of the pending return process may be delayed until the pending state C moves to the first executed area image 52a, so that the pending state C is executed twice. Furthermore, if a pending state D exists in the executed region image 52, the pending return process may be delayed until the pending state D is outside the scope of the pending return process. In this way, it becomes unnecessary to perform the pending state conversion shown in Figure 23(c).

[0478] In addition, during games in the bonus zone, a predetermined number of games are added to the remaining number of games in the AT state as a predetermined benefit. However, the predetermined benefit can be anything that is advantageous to the player. For example, if the AT state is managed by sets, it could be the right to continue in the next AT state (stock), or it could be the right to increase the probability of continuing in the next AT state. Furthermore, the granting of the above-mentioned special benefits may include the right to increase the probability of transitioning to the next bonus zone, the right to increase the probability of transitioning to the CZ state after the AT state ends, or the right to increase the probability of transitioning to the pseudo-bonus state during the CZ state after the AT state ends. Furthermore, if the AT state is managed by the difference in the number of tokens, the above-mentioned predetermined benefit may be granted by adding (adding) a predetermined number of tokens to the remaining difference in tokens. As described above, the slot machine 1 of the first embodiment is realized.

[0479] <Second Embodiment> Next, a second embodiment of the gaming machine according to the present invention will be described with reference to Figures 32 to 40.

[0480] In the gaming machine of the second embodiment, only a part of the control for transitioning between game states differs from the gaming machine of the first embodiment described above; otherwise, it is the same as the first embodiment. Therefore, in this second embodiment, only the differences from the first embodiment will be described.

[0481] [Gameplay flow in the gaming machine of the second embodiment] First, the flow of gameplay on slot machine 1 in this second embodiment will be explained with reference to Figure 32. In the slot machine 1 of this second embodiment, as in the first embodiment described above, the main control device 10 controls the transition between each game state. However, the control by the main control device 10, which acts as a special game state generation control means, when transitioning directly from the normal game state to the AT state, which is a special game state, differs from that of the first embodiment.

[0482] In the first embodiment, control is performed to transition to the AT state with a predetermined probability when a predetermined rare role is won during normal gameplay. However, in this second embodiment, multiple game modes related to the transition to the AT state are provided during normal gameplay, and the control for transitioning to the AT state is changed according to these multiple game modes.

[0483] Furthermore, in the second embodiment of the slot machine 1, in addition to the control for transitioning directly from the normal game state to the AT state, the types of winning combinations drawn by the main control device 10 are different from those in the first embodiment described above. Specifically, the only difference from the first embodiment is the type of replay symbol that is the target of the prize draw. In addition to the regular replay symbol, there is a special replay symbol 1 which allows the winning symbol combination to be "Replay-Replay-Bell" (special symbol combination 1), a special replay symbol 2 which allows the winning symbol combination to be "Replay-Replay-Watermelon" (special symbol combination 2), and a special replay symbol 3 which allows the winning symbol combination to be "Replay-Replay-Cherry" (special symbol combination 3).

[0484] Furthermore, special replay symbols 1 and 2 have specific button press sequences assigned to them, similar to the button press sequence bell symbols. Only when the stop button 5 is operated in the specified sequence will the same symbol combination as the normal replay symbol, "Replay-Replay-Replay," stop. For all other button press sequences (5 possibilities), the reel 4 is controlled to stop in the corresponding special symbol combinations mentioned above.

[0485] Furthermore, there is no specific button press order assigned to special replay combination 3; any button press order will result in the specific symbol combination 3 stopping. The winning probabilities for special replay combinations 1 through 3 can be any, but it is preferable that their winning probabilities be lower than those for regular replay combinations, and that the relationship between special replay combination 1 > special replay combination 2 > special replay combination 3 is established. Furthermore, while the symbols that result in each special replay combination may be other than those listed above, it is preferable that they be symbols that can always be stopped without manual reel stopping due to the reel 4's pull-in stop control.

[0486] Figure 32 shows the gameplay flow when transitioning from the normal gameplay state to the AT state in the slot machine 1 of this second embodiment. As shown in Figure 32, the main control unit 10 can control the game to one of three game modes during normal gameplay: game mode A as a specific game mode, game mode B as a normal game mode (first normal game mode), and game mode C as a normal game mode (second normal game mode).

[0487] First, Game Mode A, as a specific game mode, is a game mode that is entered when transitioning to an advantageous section, when the pseudo-bonus state ends, when the CZ state ends, and when the AT state ends, and is a game mode that allows transitioning to the AT state. When the game is in game mode A, the main control unit 10 controls the game to transition to game mode B if the special replay role 1 is won and the special symbol combination 1 is awarded (arrow a2), and controls the game to transition to game mode C if the special replay role 2 is won and the special symbol combination 2 is awarded (arrow c2).

[0488] Furthermore, when the player is in game mode A, the main control unit 10 performs a lottery to determine if the player will win the special replay role 3, and if the player wins the lottery to determine if the player will transition to the AT state, the control unit performs a control to transition the game state to the AT state (arrow e2). In other words, the main control device 10 can generate an AT state based on the winning of a special replay role 3 as a condition that is met during a specific game mode (game mode A).

[0489] Next, Game Mode B, which is the first normal game mode, is a game mode that can only be entered from Game Mode A, and is a game mode from which it is not possible to transition to the AT state (a so-called "stuck game mode"). When the player is in game mode B, the main control device 10 does not perform a transition of game mode based on the winning (winning) of a predetermined role. Instead, it maintains game mode B until the number of games played while in game mode B reaches a preset upper limit B (for example, 128 times). When the upper limit B (for example, 128 times) is reached, it performs control to transition to game mode A (arrow b2).

[0490] Next, game mode C, which is the second normal game mode, is a game mode that can only be entered from game mode A, and is a game mode from which it is not possible to transition to the AT state (a so-called "stuck game mode"). When the game is in game mode C, the main control unit 10, similar to game mode B, does not transition to a new game mode based on the lottery (winning) of a predetermined role. Instead, it maintains game mode C until the number of games played while in game mode C reaches an upper limit C (for example, 36 times) which is less than the upper limit B of game mode B. When the upper limit C (for example, 36 times) is reached, it controls the game to transition to game mode A (arrow d2). As will be explained in more detail later, in game modes B and C, a lottery is held to shorten the number of games played, based on the fulfillment of specific conditions.

[0491] As described above, the transition from the normal game state to the AT state is controlled, meaning that while in game mode A, it is possible to transition to the AT state, while in game modes B and C, it is not possible to transition to the AT state.

[0492] In other words, the main control device 10, as a means for controlling the occurrence of a special game state, is equipped with a game mode control means that can control the game modes involved in the occurrence of an AT state (special game state) in a normal game state to a normal game mode (game mode B, game mode C) in which the AT state cannot be generated, and a specific game mode (game mode A) in which the special game state can be generated. Therefore, the probability of the AT state occurring changes depending on the transition of the game mode, making it possible to perform highly engaging games that change the player's expectations.

[0493] Furthermore, while in game mode A, if you win special replay role 1 and the special symbol combination 1 is awarded, you will transition to game mode B, and if you win special replay role 2 and the special symbol combination 2 is awarded, you will transition to game mode C.

[0494] In other words, the main control device 10, as a means of controlling the game mode, enables a transition to the first normal game mode (game mode B) based on the winning combination of special symbols 1 as the fulfillment of the first condition in a specific game mode (game mode A), and enables a transition to the second normal game mode (game mode C) based on the winning combination of special symbols 2 as the fulfillment of the second condition. Therefore, even when the game is in a specific game mode, it is possible to give the player a certain level of tension and improve the enjoyment of the game.

[0495] Furthermore, game mode A is a more advantageous game mode for the player than game modes B and C, while game modes B and C are so-called "stuck" game modes where it is impossible to transition to the AT state. However, in game mode B, game mode B is maintained until the number of games played while in game mode B reaches a predetermined upper limit B (for example, 128 times), and in game mode C, game mode C is maintained until the number of games played while in game mode C reaches an upper limit C (for example, 36 times) which is lower than the upper limit B of game mode B.

[0496] In other words, the main control device 10, as a means of controlling the game mode, continues the first normal game mode (game mode B) until a predetermined first period (128 games) has elapsed when the game transitions to the first normal game mode (game mode B), and continues the second normal game mode until a second period (36 games), which is shorter than the first period, has elapsed when the game transitions to the second normal game mode (game mode C). Therefore, it becomes possible to ensure that the situation remains unfavorable to the players and to adjust the balance of profits between players and arcades.

[0497] In this second embodiment, the sub-control device 20 does not notify the player of the number of games played in the normal game mode or the number of remaining games until the upper limit is reached, thereby preventing the player from reliably recognizing that they are in the normal game mode and thus preventing the player from ending the game while in the normal game mode. However, the number of games played and the number of remaining games may be displayed on the main display 8 or the like.

[0498] Furthermore, while in game mode A, if special replay symbol 3 is won, the player will transition to AT state with a predetermined probability (for example, 10%), but it may also be possible to make it so that the player always transitions to AT state when special replay symbol 3 is won. Furthermore, while the game is currently configured to transition to game mode A when transitioning to an advantageous section, when the pseudo-bonus state ends, when the CZ state ends, and when the AT state ends, it may also be configured to transition to game mode B or C, or to select a game mode to transition to with a predetermined probability. Furthermore, while the trigger for transitioning between game modes is currently set to a special replay symbol, the trigger for transitions could be any other symbol, including rare symbols such as watermelon or cherry. The game mode is controlled as described above.

[0499] [Reduced number of games played during game modes B and C] Next, with reference to Figure 33, we will explain the reduction in the number of games played during game modes B and C. As described above, in the slot machine 1 of this second embodiment, when the game mode transitions to game mode B or C, control is basically performed to maintain the corresponding game mode until the number of games played reaches a preset upper limit. However, if certain conditions are met during game execution, control is performed to shorten the number of games played by changing this upper limit to a smaller value.

[0500] The main control unit 10 performs a shortened lottery to change the above upper limit, and this shortened lottery is executed based on the fulfillment of a specific condition, which is that the result of the lottery for the winning combination is a special replay combination 3. Therefore, special replay role 3 serves as a trigger to transition to the AT state in game mode A, and also plays a role in accelerating the transition to game mode A in normal game mode.

[0501] Figure 33 shows the number of games that are subtracted from the upper limit (shortened number of games) and the probability that each number of games will be shortened (shortening probability) in the shortening lottery executed by the main control device 10 when a special replay role 3 is won while in game modes B and C. The above-mentioned shortened lottery is performed by the main control device 10 through the drawing of predetermined random numbers.

[0502] First, Figure 33(a) shows the probability of each reduction relative to the upper limit B in game mode B. As shown in Figure 33(a), when special replay role 3 is won in game mode B, a reduction lottery is performed such that there is a 30% chance that the upper limit B will remain unchanged (no reduction), a 35% chance that the upper limit B wi...

Claims

[Claim 1] A means for determining a winning role that can determine one of several winning roles, including a special role that acts as a replay role to allow the game to be played again, A special game state control means capable of controlling the game state to one that is advantageous to the player, In the aforementioned special game state, a means for granting a predetermined benefit is provided, A reserve information determination means capable of determining any of a plurality of reserve information, including a first reserve information that can grant the player the predetermined benefit for the game to be played in the special game state, and a second reserve information that can terminate the special game state. A display means capable of displaying the pending information determined by the pending information determination means, Equipped with, The means for granting the aforementioned benefits is, In the game corresponding to the first pending information, if the special role is determined by the winning role determination means, the predetermined benefit can be granted. The special game state control means is: In the game corresponding to the second pending information, if the special role is determined by the winning role determination means, it is possible to continue the special game state. The aforementioned means for determining pending information is: At the start of the special game state, the second reserved information is not determined to be reserved information displayed by the display means. A gaming machine characterized by the following features.