Gaming machine

The gaming machine addresses the need for enhanced player engagement by implementing a changing pattern display with variable effect durations and symbol-triggered transitions, improving the gaming experience through increased anticipation and interest.

JP7865624B2Active Publication Date: 2026-05-26NEWGIN KK
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
NEWGIN KK
Filing Date
2024-11-14
Publication Date
2026-05-26

AI Technical Summary

Technical Problem

There is a need to enhance the sense of expectation and interest for players in gaming machines, particularly slot machines, by introducing more engaging and unpredictable game states and effects.

Method used

The gaming machine incorporates a changing pattern display followed by a stopped pattern, with an effect execution mechanism that includes a first and second part, where the duration and likelihood of transitioning to a favorable state vary based on the number of executions, and symbols can trigger different outcomes, enhancing the game experience.

Benefits of technology

This design enhances player enjoyment by introducing varied and engaging game states and effects, increasing the sense of anticipation and interest.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a game machine that can increase the interest of a player.SOLUTION: A first state (for example, a first part of a chance mode) ends when a counted value corresponding to a game (for example, a first point) reaches a specific value. In a second state (for example, a second part of a chance mode), a special performance can be executed by performance execution means (for example, a display performance device 15). When a shift can be made to the second state in response to a specific symbol (for example, a corresponding winning combination) being stopped and displayed in the first state, the specific symbol is further stopped and displayed in the second state, and the second state ends to be shifted to the first state, the counted value is reset, whereas when the specific symbol is not stopped and displayed in the second state, and the second state ends to be shifted to the first state, the counted value is not reset.SELECTED DRAWING: Figure 9
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Description

Technical Field

[0001] This invention relates to a gaming machine.

Background Art

[0002] Conventionally, as an example of a gaming machine, a slot machine is known. In a slot machine, a state related to a game includes a state that is advantageous in some aspect compared to a normal state. As shown in Patent Document 1, CZ (Chance Zone) and ART (Assist Replay Time) are known as advantageous states.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] In recent years, it is expected to enhance the sense of expectation for the advantageous development of a game and further improve the interest of players.

Means for Solving the Problems

[0005] The gaming machine that solves the above problems includes In a gaming machine that displays a changing pattern based on a starting trigger, and then displays a stopped pattern after the changing pattern has been displayed, an effect execution means capable of executing an effect, and an effect control means for controlling the effect execution means, and the effect includes an effect composed of a first part and a second part, and while staying in the first part, A specific symbol can be displayed in a stopped state.A predetermined performance can be executed, and the duration of stay in the second part may differ depending on whether the number of times the predetermined performance in the first part is executed is the first time or the second time; when the termination condition of the first part is met, there are cases where it transitions to the second part or ends without transitioning to the second part; the likelihood of transitioning to the second part differs depending on whether the number of times the predetermined performance is executed is the first time or the second time; and a display performance that shows the same character in both the first and second parts can be executed. Furthermore, the second part comprises a second part in which the symbol that can trigger a transition to a favorable state is the first symbol, and a second part in which the symbol that can trigger a transition to a favorable state is the second symbol, and the second part in which the symbol that can trigger a transition to a favorable state is the second symbol is more likely to trigger a transition to a favorable state than the second part in which the symbol that can trigger a transition to a favorable state is the first symbol. This is the gist of it. [Effects of the Invention]

[0006] According to the present invention, the enjoyment of the game can be enhanced. [Brief explanation of the drawing]

[0007] [Figure 1] This is a schematic diagram showing a slot machine as viewed from the front. [Figure 2] This is a magnified view of the information display section of a slot machine. [Figure 3] This figure shows a specific example of how to operate the stop control unit. [Figure 4] This diagram illustrates a specific example of the relationship between roles and awards. [Figure 5] This diagram shows an example of the relationship between the internal state of a slot machine and its performance mode. [Figure 6] This diagram shows an example of the relationship between the internal state of a slot machine and its performance mode. [Figure 7] This diagram shows the electrical configuration of a slot machine. [Figure 8] This diagram shows the main processing for game progression. [Figure 9] This figure shows an example of a specific transition pattern for display content in a display and presentation device. [Figure 10] This figure shows a specific example of the display content of the display device in the first part of Chance Mode. [Figure 11]This figure shows a specific example of the display content of the display device in the second part of Chance Mode. [Figure 12] This figure shows an example of a specific relationship between the chance mode and the expected transition to a favorable state. [Modes for carrying out the invention]

[0008] [First Embodiment] A first embodiment of a slot machine, which is an example of a gaming machine, will be described. In this specification, the directions up, down, left, right, front, and back refer to the directions as seen from the perspective of a player playing a game on a gaming machine.

[0009] As shown in Figure 1, a slot machine 10, which is an example of a gaming machine, includes a main cabinet 11. The main cabinet 11 is a rectangular box shape with an opening on the front. The slot machine 10 includes a front door 12 that can cover the opening of the main cabinet 11. The front door 12 is pivotally supported on one side edge of the main cabinet 11 so as to be openable and closable. The front door 12 has a roughly rectangular display window 12a that allows the inside of the machine to be seen. The slot machine 10 includes a locking device 12b that locks the front door 12. The slot machine 10 is configured so that the front door 12 cannot be opened unless it is unlocked using a door key.

[0010] The slot machine 10 is equipped with a light-emitting device 13 on the front of the front door 12. The light-emitting device 13 is composed of one or more light-emitting elements (not shown), such as LEDs. The light-emitting device 13 is capable of performing effects according to a predetermined light-emitting pattern (hereinafter referred to as "light-emitting effects") and providing notifications according to a predetermined light-emitting pattern (hereinafter referred to as "notification lights"). The predetermined light-emitting pattern may include at least one of the following: lighting up, turning off, and flashing the light-emitting elements.

[0011] The slot machine 10 includes a voice effect device 14 on the front surface of the front door 12. The voice effect device 14 is configured to include one or more speakers. The voice effect device 14 is capable of performing an effect (hereinafter referred to as a voice effect) of outputting a predetermined voice and a notification (hereinafter referred to as a voice notification) of outputting a predetermined voice. For example, the predetermined voice is a music piece, a sound effect, a human voice that reads out a predetermined string, or the like.

[0012] The slot machine 10 includes a display effect device 15. As an example, the display effect device 15 is disposed on the front side of the front door 12 and above the display window 12a. The display effect device 15 has one or more image display units, such as a liquid crystal display, as an example. The display effect device 15 is capable of performing an effect (hereinafter referred to as a display effect) of displaying a predetermined image and a notification (hereinafter referred to as a display notification) of displaying a predetermined image. For example, the predetermined image is an image such as a performance symbol, a character, a landscape, a character (string), a number, and a symbol. In the following description, when simply indicating "displaying" for these performance symbols, characters, etc., it means displaying these characters, etc. as images.

[0013] The light emission effect device 13, the voice effect device 14, and the display effect device 15 constitute an effect device group ES which is an example of an effect execution means. The effect device group ES is not limited to including all of the effect devices 13 to 15, and may be constituted by one or more effect devices arbitrarily selected from these effect devices. The effect device group ES may include a movable effect device that operates a movable body, a vibration effect device that generates vibration, or a blowing effect device that generates wind. The effect device group ES is an example of an effect execution means for performing an effect.

[0014] The slot machine 10 includes a reel unit 16. The reel unit 16 is disposed inside the machine of the slot machine 10 so that it can be visually recognized by the player through the display window 12a. The reel unit 16 has a left reel 16a, a middle reel 16b, and a right reel 16c. Each of the reels 16a to 16c has a symbol line on which a plurality of symbols are arranged. As an example, the symbol line is formed by winding a strip-shaped translucent film printed with a plurality of symbols along the longitudinal direction around the outer peripheries of the reels 16a to 16c. There are a plurality of types of symbols. As an example, the types of symbols may include a cherry symbol, a watermelon symbol, a bell symbol, a seven symbol, and a replay symbol.

[0015] The reel unit 16 includes actuators (not shown) that drive each of the reels 16a to 16c. As an example, each actuator is a stepping motor. The reels 16a to 16c can rotate and stop independently of each other in the vertical direction by the actuators provided corresponding to each of them. In the slot machine 10, when the reels 16a to 16c rotate, the symbol line visible through the display window 12a fluctuates, and a variation game is executed. For example, the fluctuation of the symbol line is performed in a manner in which the symbol line is scrolled vertically from top to bottom. The reel unit 16 is an example of a symbol display means capable of variably displaying symbols.

[0016] The display window 12a is sized to display three symbols that are continuous in the circumferential direction on the reels 16a to 16c. For each of the reels 16a to 16c, an upper stop position, a middle stop position, and a lower stop position are defined in the display window 12a. When the rotation of the reel stops, one symbol is stopped at each of the upper stop position, the middle stop position, and the lower stop position.

[0017] The reel unit 16 includes reel sensors SE1 to SE3 that detect the rotational positions of the respective reels 16a to 16c (see FIG. 7). Each of the reel sensors SE1 to SE3 outputs a symbol signal for specifying a symbol passing through the effective line NL or a symbol stopped on the effective line NL.

[0018] Let's explain the valid line NL. In slot machine 10, a "valid stop position combination" is set, which is determined by selecting one stop position from the three designated stop positions for each reel 16a to 16c, and determining that the stopped symbol combination (stopped symbol) is a winning combination. The line connecting the multiple stop positions that make up the valid stop position combination is the valid line NL. As an example, the valid line NL is the line connecting the middle stop positions of each reel 16a to 16c.

[0019] Regarding the symbols, "stop" means that the symbols stop in one of the upper, middle, or lower stopping positions within the display window 12a and are displayed in a visible manner to the player. "Winning" means that a symbol combination that has been designated a prize is displayed on the active line NL. In the slot machine 10, when a win occurs, the prize (profit) designated for the winning symbol combination is awarded. A "symbol combination with a designated prize" is what is commonly known as a "winning combination." Note that combinations other than the valid stopping position combinations are invalid stopping position combinations (so-called invalid lines) in which the displayed symbol combination cannot be determined to be a win.

[0020] The slot machine 10 is equipped with a performance control unit 21 on the front of the front door 12. The performance control unit 21 has an operable part that can be operated by a player or the like. For example, the performance control unit 21 is of the button type. However, it is not limited to this, and the performance control unit 21 may be of the touch sensor type or the lever type. The slot machine 10 is equipped with a coin insertion unit 22 into which game tokens, which are an example of a game medium, can be inserted. The coin insertion unit 22 has a coin insertion slot 22a into which game tokens are inserted. The slot machine 10 is equipped with a coin selector (not shown) inside the machine. The coin selector has an insertion sensor SE4 that detects game tokens inserted from the coin insertion slot 22a (see Figure 7). When the insertion sensor SE4 detects a game token, it outputs a coin detection signal.

[0021] The slot machine 10 is equipped with a betting operation unit 23 on the front of the front door 12. The betting operation unit 23 includes a unit betting operation unit 23a and a maximum betting operation unit 23b. Each betting operation unit 23a, 23b is a means for betting game tokens from the credits internally stored by the slot machine 10. As an example, one, two, or three game tokens can be bet in one spin. Three tokens is an example of the maximum bet. Each betting operation unit 23a, 23b outputs an operation signal when operated. The bet is the so-called BET amount.

[0022] The slot machine 10 is equipped with a payout operation unit 24 on the front of the front door 12. The payout operation unit 24 is a means for performing the operation of paying out the bet game tokens and credits. When the payout operation unit 24 is operated, it outputs an operation signal. The slot machine 10 is equipped with a start operation unit 25 on the front of the front door 12. For example, the start operation unit 25 is of the lever type. The start operation unit 25 is a means for performing the start operation to start the rotation of reels 16a to 16c. A variable game can be started based on the start operation. The start operation can be the trigger for starting a variable game. When the start operation unit 25 is operated, it outputs an operation signal.

[0023] The slot machine 10 is equipped with a stop operation unit 26 on the front of the front door 12. The stop operation unit 26 includes a left stop operation unit 26a, a middle stop operation unit 26b, and a right stop operation unit 26c. For example, each of the stop operation units 26a to 26c is of the button type. The left stop operation unit 26a corresponds to the left reel 16a and is a means for stopping the rotation of the left reel 16a. The middle stop operation unit 26b corresponds to the middle reel 16b and is a means for stopping the rotation of the middle reel 16b. The right stop operation unit 26c corresponds to the right reel 16c and is a means for stopping the rotation of the right reel 16c. Each of the stop operation units 26a to 26c outputs an operation signal when operated.

[0024] The slot machine 10 is equipped with a game token payout opening 27 at the lower part of the front of the front door 12. The slot machine 10 is equipped with a tray 28 for the game tokens dispensed from the payout opening 27. The slot machine 10 is equipped with a hopper unit (not shown) inside the machine. The hopper unit dispenses game tokens from the payout opening 27.

[0025] As shown in Figures 1 and 2, the slot machine 10 includes an information display unit 30. The information display unit 30 has an insertable indicator unit 31. The insertable indicator unit 31 displays information that allows the player to determine whether or not it is possible to insert game tokens into the token slot 22a. The information display unit 30 also has a replay indicator unit 32. The replay indicator unit 32 displays information that allows the player to determine whether or not a replay is in progress. When a replay is activated, the player can play the game with the same bet amount as the previous game without having to bet any more game tokens.

[0026] The information display unit 30 has a weight display unit 33. The weight display unit 33 displays information that allows for the identification of whether or not a wait time is in progress. The wait time is set so that the number of times the variable game is executed per unit time does not exceed a specified number. The information display unit 30 has a multiplier display unit 34. The multiplier display unit 34 displays information that allows for the identification of the multiplier. For example, the multiplier display unit 34 has a display unit corresponding to multiplier = 1, a display unit corresponding to multiplier = 2, and a display unit corresponding to multiplier = 3. In the multiplier display unit 34, the display unit corresponding to the multiplier lights up. The information display unit 30 has a credit display unit 35. The credit display unit 35 displays information that allows for the identification of the credits stored internally.

[0027] The information display unit 30 has a payout display unit 36. The payout display unit 36 ​​displays information that can identify the number of game tokens to be paid out as a prize. In this specification, "payout" means that game tokens are given to the player upon winning, and does not necessarily mean that game tokens are actually paid out. As an example, the payout display unit 36 ​​is also used as a means to display information (hereinafter referred to as operation information) that can identify the operation of the stop operation units 26a to 26c necessary to generate a win. The operation information can identify at least one of the operation order and operation timing of the stop operation units 26a to 26c. The operation information is information that notifies the operation required to win a prize for a role that has been won in the internal lottery. The payout display unit 36 ​​may also be used as a means to display information that can identify an error.

[0028] As shown in Figure 3, the operation of the stop operation unit 26 may include the operation sequence of the stop operation units 26a to 26c (hereinafter referred to as the "pressing order") and the operation timing (hereinafter referred to as the "pressing position"). There are a total of six possible pressing orders, from the 1st to the 6th. In the figure, the pressing order is indicated in parentheses in the pressing order column, with the left stop operation unit 26a being abbreviated as "left", the middle stop operation unit 26b as "middle", and the right stop operation unit 26c as "right". The column for the 1st stop operation indicates the reel that will be stopped first, the column for the 2nd stop operation indicates the reel that will be stopped second, and the column for the 3rd stop operation indicates the reel that will be stopped third. The column for the payout display unit indicates the operation information that will be displayed on the payout display unit. The operation information is information that can identify the recommended or instructed operation. For example, the first pressing sequence is a sequence of pressing the stop operation units 26a to 26c so that the rotation stops in the order of left reel 16a → middle reel 16b → right reel 16c. When the first pressing sequence is instructed, the payout display unit 36 ​​displays "o1" as operation information that identifies the first pressing sequence.

[0029] Here are some examples of roles and awards. As shown in FIG. 4, the slot machine 10 has a plurality of types of winning combinations. As an example, the plurality of types of winning combinations may include a payout winning combination and a replay winning combination. For the payout winning combination, game medals are determined as prizes. The payout winning combination is a so-called small winning combination. For the replay winning combination, the activation of a replay is determined as a prize. As an example, the payout winning combinations include a cherry winning combination, a watermelon winning combination, a bell winning combination, and a bell spill winning combination. As an example, as the number of payout medals, 4 medals are determined for the cherry winning combination, 15 medals for the watermelon winning combination, 10 medals for the bell winning combination, and 1 medal for the bell spill winning combination.

[0030] The internal state of the slot machine 10 will be described. As shown in FIGS. 5 and 6, the internal state of the slot machine 10 can be defined by a combination of a game section and a game state. The slot machine 10 has a plurality of game sections. The plurality of game sections include a normal section and a favorable section. The favorable section is more likely to shift to a favorable game state compared to the normal section. The notification of operation information is permitted in the favorable section and prohibited in the normal section. The game section shifts from the normal section to the favorable section when the start condition of the favorable section is satisfied in the normal section. The game section shifts from the favorable section to the normal section when the end condition of the favorable section is satisfied in the favorable section.

[0031] The slot machine 10 has a plurality of game states. The plurality of game states include a normal state and a favorable state. The operation information is notified in the favorable state and not notified in the normal state. The favorable state is a so-called assist time (AT). The favorable state is a state in which it is easier to win a payout winning combination selected by an internal lottery compared to the normal state. That is, the favorable state is a more favorable internal state compared to the normal state.

[0032] There are two normal states: the first normal state and the second normal state. The second normal state has a higher probability of transitioning to an advantageous state (hereinafter referred to as the transition probability) compared to the first normal state. The second normal state is what is known as a chance zone (CZ). The second normal state has multiple states with different transition probability. For example, there are three types of second normal states, which are referred to as second normal state [A], second normal state [B], and second normal state [C] in order from the lowest transition probability. In the first normal state, if the conditions for transitioning to any second normal state are met, the game state transitions to the second normal state in which the transition conditions were met. In the normal state, if the conditions for transitioning to an advantageous state are met, the game state transitions to an advantageous state. In the advantageous state or any second normal state, if the conditions for transitioning to the first normal state are met, the game state transitions to the first normal state.

[0033] An example of a specific transition mode for internal states is described below. If the conditions for starting an advantageous period are met while the internal state is in a normal period and in the first normal state, it may transition to an advantageous period and the first normal state. If the conditions for transitioning to the second normal state are met while the internal state is in an advantageous period and in the first normal state, it may transition to an advantageous period and any second normal state. If the conditions for transitioning to an advantageous state are met while the internal state is in an advantageous period and in any normal state, it may transition to an advantageous period and an advantageous state. If the conditions for transitioning to the first normal state are met while the internal state is in an advantageous period and in an advantageous state, it may transition to a normal period and the first normal state. Not limited to these, if the internal state is in an advantageous period and in an advantageous state, it may transition to an advantageous period and the first normal state when the conditions for transitioning to the first normal state are met. Furthermore, if the conditions for ending an advantageous period are met while the internal state is in an advantageous period and in an advantageous state, it may transition to a normal period and the first normal state.

[0034] The first normal state may include cases where there are signs of the second normal state, and cases where there are no signs of the second normal state. In the following explanation, phenomena or effects that are signs of the second normal state will simply be referred to as "signs." In slot machine 10, signs suggest or inform the player that there is a possibility of transitioning to the second normal state. Signs include genuine signs that appear when transitioning to the second normal state occurs, and false signs that appear when transitioning to the second normal state does not occur. For example, signs may include signs [A], signs [B], and signs [C]. Signs [A] to [C] correspond to the second normal states [A] to [C], respectively.

[0035] This explains the presentation modes of slot machine 10. The slot machine 10 has multiple performance modes. Each performance mode can be recognized as being in a particular performance mode by at least a part of the performance pattern in the performance device group ES being different. For example, the performance modes correspond to the game state. When the game state changes, the performance mode may change to the performance mode corresponding to the new game state. The multiple performance modes include a normal mode corresponding to the first normal state without a premonition, a premonition mode [A] corresponding to the first normal state with a premonition [A], a premonition mode [B] corresponding to the first normal state with a premonition [B], and a premonition mode [C] corresponding to the first normal state with a premonition [C]. The multiple performance modes include a chance mode [A] corresponding to the second normal state [A], a chance mode [B] corresponding to the second normal state [B], and a chance mode [C] corresponding to the second normal state [C]. The multiple performance modes also include an advantageous mode corresponding to an advantageous state.

[0036] This section describes the electrical configuration of slot machine 10. As shown in Figure 7, the slot machine 10 comprises a main board 80 and a sub-board 90. The main board 80 and the sub-board 90 are installed inside the machine. The main board 80 performs various processes related to the progress of the game. The main board 80 outputs control signals (control commands) to the sub-board 90 according to the results of the processing. The sub-board 90 performs various processes related to the presentation based on the various control signals input from the main board 80.

[0037] The main board 80 will now be described. The main board 80 includes a CPU 81, a ROM 82, and an RWM 83. The CPU 81 performs various control operations in a predetermined procedure based on the main control program. The ROM 82 stores the main control program, various tables, and various judgment values. The various tables may include a winning combination determination table that is referenced to determine one or more winning combinations from among multiple winning combinations. Winning combinations are identifiers (IDs) that can identify winning combinations (symbol combinations) that are allowed to be won in a variable game. As an example, each winning combination is defined as one or more winning combinations that are allowed to be won in a variable game.

[0038] As shown in Figure 4, the multiple role information may include cherry role information, watermelon role information, bell role information, and replay role information. In the slot machine 10, when the stop operation units 26a to 26c are operated in an operation manner corresponding to the role defined in the role information (hereinafter referred to as the corresponding operation manner), control is performed to generate a winning combination corresponding to that corresponding operation manner (hereinafter referred to as the symbol stop control). In the figure, the "Corresponding Operation Manner" column shows the order and position of pressing as the corresponding operation manner necessary to generate a winning combination as shown in the "Role" column.

[0039] The cherry symbol information defines the cherry symbol. The corresponding operation for the cherry symbol is to operate the stop operation units 26a to 26c at the "cherry pressing position" which is within a predetermined range from the cherry symbol in the symbol row, and the order of pressing does not matter. If the operation is not performed at the cherry pressing position, a symbol combination of a cherry spill that does not result in a prize will be displayed. The watermelon symbol information defines the watermelon symbol. The corresponding operation for the watermelon symbol is to operate the stop operation units 26a to 26c at the "watermelon pressing position" which is within a predetermined range from the watermelon symbol in the symbol row, and the order of pressing does not matter. If the operation is not performed at the watermelon pressing position, a symbol combination of a watermelon spill that does not result in a prize will be displayed. The predetermined range is the range in which the symbols can be pulled in and stopped (slid to stop) by the symbol stop control.

[0040] The bell role information defines the bell role and the bell spill role. For each bell role information, the corresponding operation method for the bell role is to operate the stop operation units 26a to 26c in the order of pressing corresponding to the winning bell role information, and the pressing position is not specified. For each bell role information, the corresponding operation method for the bell spill role is all operation methods different from the corresponding operation method for the bell role. For example, in the first bell role information, the corresponding operation method for the bell role is to operate the stop operation units 26a to 26c in the first order of pressing, and operation methods different from this operation method are the corresponding operation methods for the bell spill role. The replay role information defines the replay role. The corresponding operation method for the replay role is all combinations of pressing orders and pressing positions. In other words, if the replay role information is won, a replay role can be awarded regardless of the operation method of the stop operation units 26a to 26c. Multiple role information may include information that defines roles that do not require a pressing order but require a pressing position. The information on multiple winning combinations may include information that defines combinations that require both the order and position of button presses.

[0041] Let's return to the explanation of the main board 80. As shown in Figure 7, RWM83 stores various types of information generated in response to the processing of CPU81. For example, RWM83 stores credits, flags, timers, and counters. The main board 80 generates random numbers used for various draws. These random numbers may be hardware random numbers generated by a random number generation circuit, or software random numbers generated by CPU81. The random numbers may include special random numbers for determining role information.

[0042] The CPU 81 is connected to the reel sensors SE1 to SE3. The CPU 81 can receive symbol signals from each of the reel sensors SE1 to SE3. The CPU 81 is connected to the insert sensor SE4. The CPU 81 can receive medal detection signals from the insert sensor SE4. The CPU 81 is connected to the unit multiplier operation unit 23a, the maximum multiplier operation unit 23b, the settlement operation unit 24, the start operation unit 25, and each of the stop operation units 26a to 26c. The CPU 81 can receive operation signals from each of the unit multiplier operation unit 23a, the maximum multiplier operation unit 23b, the settlement operation unit 24, the start operation unit 25, and the stop operation units 26a to 26c.

[0043] The CPU 81 is connected to each actuator of the reel unit 16. The CPU 81 can drive each actuator by outputting a predetermined operating signal (drive signal). By controlling the operation of each actuator of the reel unit 16, the CPU 81 can rotate and stop each reel 16a to 16c individually. The CPU 81 is connected to the actuator of the hopper unit. By controlling the operation of the actuator, the CPU 81 can control the dispensing of game tokens by the hopper unit.

[0044] The sub-board 90 will now be described. The sub-board 90 includes a CPU 91, a ROM 92, and an RWM 93. The CPU 91 executes various control operations in a predetermined procedure based on various control signals and sub-control programs input from the main board 80. The ROM 92 stores sub-control programs, various tables, and various judgment values. The ROM 92 stores display performance patterns that can specify the mode of display performance in the display performance device 15, sound performance patterns that can specify the mode of sound performance in the sound performance device 14, and light-emitting performance patterns that can specify the mode of light-emitting performance in the light-emitting performance device 13. The CPU 91 is an example of a performance control means that controls the performance execution means (for example, the performance device group ES).

[0045] RWM93 stores various types of information generated in response to processing by CPU91. For example, RWM93 stores flags, timers, and counters. The sub-board 90 generates random numbers used for various draws. These random numbers may be hardware random numbers generated by a random number generation circuit, or software random numbers generated by CPU91. The random numbers may include special random numbers for determining role information.

[0046] The CPU 91 is connected to the light-emitting device 13, the sound-emitting device 14, and the display device 15. Based on various control information input from the main board 80, the CPU 91 controls the light-emitting device 13, the sound-emitting device 14, and the display device 15 to execute various effects. The CPU 91 can also perform effects corresponding to the internal state of the slot machine 10. These effects include effects that notify the operation of the stop operation unit 26 required to win a specific combination of symbols (so-called navigation effects), and effects that suggest the winning combination that has been allowed to be won.

[0047] The slot machine 10 includes a power supply unit 99. The power supply unit 99 is located inside the machine. The power supply unit 99 receives power from outside the machine, converts the input voltage to a predetermined voltage, and supplies it to the main board 80 and the sub-board 90. The power supply unit 99 includes a power switch 99a. The slot machine 10 can be powered on by either starting to supply power to the power supply unit 99 with the power switch 99a in the ON position, or by turning on the power switch 99a while power is being supplied.

[0048] This section describes the main game progression processing performed by the main board 80 (CPU 81). As shown in Figure 8, first, the CPU 81 executes a game start set process (S101). In the game start set process, the CPU 81 updates a predetermined memory area in the RWM 83. Next, the CPU 81 determines whether or not the replay is inactive (S102). If the replay is inactive (S102: YES), the CPU 81 executes a multiplier setting process to set the multiplier for the current variable game (S103).

[0049] In the multiplier setting process, the CPU 81 receives a detection signal from the input sensor SE4 and, if the multiplier is less than the maximum multiplier, adds 1 to the multiplier. The CPU 81 also receives a detection signal from the input sensor SE4 and, if the multiplier is the maximum multiplier, adds 1 to the credits. Furthermore, if the credits have reached the upper limit (50 coins for example), the CPU 81 controls the coin selector (not shown) to return the inserted game coins from the payout port 27.

[0050] If no detection signal is input from the input sensor SE4, the CPU 81 determines whether or not an operation signal has been input from the multiplier operation units 23a and 23b. The CPU 81 inputs an operation signal from the unit multiplier operation unit 23a, and if the credit is 1 or more and less than the maximum multiplier, it adds 1 to the multiplier. The CPU 81 inputs an operation signal from the maximum multiplier operation unit 23b, and if the multiplier is less than the maximum multiplier, it adds up to the current credit so that the multiplier approaches the maximum multiplier. If an addition has been made to the multiplier, or if no operation signal is input from the multiplier operation units 23a and 23b, the CPU 81 terminates the multiplier setting process.

[0051] When the multiplier setting process is completed, the CPU 81 executes the settlement process (S104). If no operation signal is input from the settlement operation unit 24 during the settlement process, the CPU 81 terminates the settlement process. If an operation signal is input from the settlement operation unit 24, the CPU 81 controls the hopper unit (not shown) to return the amount of game tokens corresponding to the multiplier from the payout port 27. Then, the CPU 81 sets the multiplier to 0. If an operation signal is input from the settlement operation unit 24, the CPU 81 controls the hopper unit (not shown) to return the amount of game tokens corresponding to the credits from the payout port 27. In this case, the CPU 81 sets the credits to 0. After that, the CPU 81 terminates the settlement process.

[0052] CPU 81 determines whether the multiplier matches the specified multiplier if the replay is not in operation (S102: NO) and if the settlement process is completed (S105). If the replay is in operation, CPU 81 sets the multiplier at the start of the previous variable game as the multiplier for the current variable game.

[0053] If the multiplier does not match the specified multiplier (S105: NO), the CPU 81 proceeds to the process in step S102. If the multiplier matches the specified multiplier (S105: YES), the CPU 81 determines whether or not the start operation has been accepted (S106). The CPU 81 makes a positive determination if it receives a detection signal from the start operation unit 25. On the other hand, the CPU 81 makes a negative determination if it does not receive a detection signal from the start operation unit 25. If the start operation has not been accepted (S106: NO), the CPU 81 proceeds to the process in step S102. On the other hand, if the start operation has been accepted (S106: YES), the CPU 81 executes the role lottery process (S107).

[0054] The role selection process will now be explained. The CPU 81 determines one role from among multiple role information by executing the role selection process. The CPU 81 obtains a special random number generated by the main board 80. The CPU 81 determines the role information by using the special random number in a role selection to achieve a predetermined winning probability. The role selection can be described as a special lottery to determine whether to win or lose. Not winning any role information is what is known as a loss. The CPU 81 stores information indicating the winning role information (hereinafter referred to as the winning flag) in the RWM 83. The winning flag is initialized in the next game start set process (S101). The CPU 81 stores control information that can identify the winning role information (hereinafter referred to as the winning command) in the output buffer. After that, the CPU 81 terminates the role selection process. After terminating the role selection process, the CPU 81 executes a transition decision process regarding the internal state (S108).

[0055] The CPU 81 can control the transition of internal states by executing a transition decision process. The transition decision process determines whether or not a transition in the game section and game state is permitted, while the actual transition of internal states based on the result of this decision is performed in the game update process (S117), which will be described later. The transition decision process will now be explained.

[0056] The CPU 81 can identify the game section by referring to the information set in the game section flag. The game section flag is stored in the RWM 83. The information set in the game section flag includes advantageous section information indicating that it is an advantageous section, and normal section information indicating that it is a normal section. The CPU 81 can identify the game state by referring to the information set in the game state flag. The game state flag is stored in the RWM 83. The information set in the game state flag includes first normal state information indicating that it is the first normal state, second normal state information indicating that it is the second normal state, and advantageous state information indicating that it is an advantageous state. The second normal state information includes second normal state information [A] indicating that it is the second normal state [A], second normal state information [B] indicating that it is the second normal state [B], and second normal state information [C] indicating that it is the second normal state [C].

[0057] When the CPU 81 is in a normal section and in the first normal state, it executes the first transition decision process. The first transition decision process is a process to decide whether or not to transition from the normal section to the advantageous section. In the first transition decision process, the CPU 81 obtains a predetermined random number generated by the main board 80. The CPU 81 decides whether or not to transition to the advantageous section by conducting a section transition lottery using the obtained random number. If the section transition lottery is won, the CPU 81 stores an advantageous section transition flag in the RWM 83 as information indicating that the system will transition to the advantageous section. After that, the CPU 81 terminates the transition decision process. On the other hand, if the section transition lottery is not won, the CPU 81 terminates the transition decision process.

[0058] When the CPU 81 is in an advantageous period and in the first normal state, it executes the second transition decision process. The second transition decision process is a process to decide whether or not to transition from the first normal state to the second normal state. In the second transition decision process, the CPU 81 determines whether or not a transition waiting flag is stored in the RWM 83. The presence of the transition waiting flag indicates that a transition to one of the second normal states has already been decided and that the system is waiting to transition to that second normal state.

[0059] If the transition waiting flag is not stored, the CPU 81 performs a state transition lottery to determine whether or not to allow a transition from the first normal state to the second normal state. This state transition lottery is a so-called chance zone lottery. The CPU 81 obtains a predetermined random number generated by the main board 80 and uses this random number to perform the state transition lottery. The CPU 81 performs the state transition lottery so that the probability of winning corresponds to the winning role information obtained in the role lottery process. For example, the state transition lottery may be won if the watermelon role information or cherry role information is won, but not if any other role information is won. The probability of winning the state transition lottery should be higher in the order of cherry role information < watermelon role information.

[0060] If the state transition lottery is successful, the CPU 81 determines the destination second normal state from among the second normal states [A] to [C] by a destination lottery using a predetermined random number. The CPU 81 sets information indicating the second normal state determined as the destination in the scheduled flag stored in the RWM 83. The CPU 81 stores control information (hereinafter referred to as the reserved command) indicating the second normal state determined as the destination in the output buffer. The CPU 81 stores the transition waiting flag in the RWM 83. The CPU 81 sets an initial value (7 times as an example) to the remaining transition waiting count stored in the RWM 83. The remaining transition waiting count is information indicating the remaining number of times in the variable game to wait for the transition to the second normal state. After that, the CPU 81 terminates the transition decision process.

[0061] If the state transition lottery is unsuccessful, the CPU 81 can execute a false premonition process. For example, the CPU 81 can execute a false premonition process when the system is in the first normal state and the transition waiting flag and the false premonition flag are not stored. The false premonition flag is information that identifies that a false premonition is being executed. The false premonition flag is stored in the RWM 83. In the false premonition process, when a cherry or watermelon symbol is won, the CPU 81 determines whether or not to generate a false premonition by conducting a false premonition lottery using a predetermined random number. If the false premonition lottery is successful, the type of false premonition is determined by a lottery using a predetermined random number. There are two types of false premonitions: false premonitions [A] to [C]. False premonitions [A] to [C] have the same presentation characteristics as premonitions [A] to [C]. The CPU 81 stores control information (hereinafter referred to as the "false premonition start command") in the output buffer that allows it to initiate a false premonition and to identify the type of false premonition to initiate. The false premonition start command can also be described as information that allows it to identify the premonition mode to transition to. As an example, the CPU 81 sets the initial value of the remaining number of false premonitions stored in the RWM 83 to 7. The CPU 81 stores the false premonition flag in the RWM 83. After that, the CPU 81 terminates the transition decision process. On the other hand, if the false premonition lottery is not won, the CPU 81 terminates the transition decision process. Furthermore, the CPU 81 does not execute the false premonition process and terminates the transition decision process if it is in the first normal state and the transition waiting flag or false premonition flag is stored, or if it is in a game state different from the first normal state.

[0062] When the transition decision process is completed, the CPU 81 executes operation information processing (S109). In the advantageous section, the CPU 81 is permitted to display operation information on the payout display unit 36. On the other hand, in the normal section, the CPU 81 is prohibited from displaying operation information on the payout display unit 36. For example, when the game is in the advantageous section and in an advantageous state, the CPU 81 displays operation information identified according to the role information. For example, when the game is in the advantageous section and in any normal state, the CPU 81 does not display operation information. For example, when the game has been awarded for any of the 1st to 6th bell role information, the CPU 81 identifies operation information indicating the operation of the stop operation units 26a to 26c necessary to generate a bell role win. The CPU 81 controls the payout display unit 36 ​​to display the identified operation information. For example, when the game has been awarded for the 1st bell role information, the CPU 81 identifies operation information indicating the 1st button press order and controls the payout display unit 36 ​​to display that operation information. The CPU 81 stores control information (hereinafter referred to as "operation information command") indicating the operation information identified according to the role information in the output buffer and terminates operation information processing. Even if the CPU 81 does not identify any operation information, it is preferable to store an operation information command without specifying operation information in the output buffer.

[0063] The CPU 81 then determines whether the wait time has elapsed (S110). If the wait time has not elapsed (S110: NO), the CPU 81 waits until the wait time has elapsed. If the wait time has elapsed (S110: YES), the CPU 81 sets a wait time to determine whether the wait time has elapsed next time. The set wait time is measured in the count decrement process, which is executed as a timer interrupt process.

[0064] After setting the wait time, the CPU 81 controls the actuators of reels 16a to 16c so that the rotation of reels 16a to 16c begins (S111). The variable game begins when the rotation of reels 16a to 16c begins in step S111. In this way, the symbol variation as a variable game begins in the reel unit 16. The CPU 81 stores control information that can identify that the variable game has started (hereinafter referred to as a start command) in the output buffer. The start command may also be control information that can identify the multiplier at the time the start operation was received.

[0065] When the rotational speed of reels 16a to 16c reaches a specified speed, the CPU 81 determines whether a stop operation has been received from any of the stop operation units 26a to 26c (S112). In step S112, the CPU 81 makes a positive determination if it has received a detection signal from any of the stop operation units 26a to 26c corresponding to a reel that is currently rotating. On the other hand, the CPU 81 makes a negative determination if it has received a detection signal from a stop operation unit corresponding to a reel that has already stopped, or if it has not received a detection signal from any of the stop operation units 26a to 26c. If no stop operation has been received (S112: NO), the CPU 81 waits until a stop operation is received.

[0066] If a stop operation is received (S112: YES), the CPU 81 executes a reel stop process to stop the rotation of the reel corresponding to the stop operation unit that received the detection signal (S113). In other words, the CPU 81 controls the actuator in response to the stop operation and stops the rotation of the reel corresponding to the stop operation. As an example, the reel stop process can be used to implement symbol stop control. Symbol stop control may include symbol retraction control and symbol kicking control.

[0067] In the reel stopping process, the CPU 81 searches for symbols that are within a predetermined pull-in range (for example, 5 symbols) from the timing (rotation position) when the stop operation unit is operated, and which symbols are permitted to stop on the active line NL according to the result of the role lottery (winning role information). For example, the search for symbols can be achieved by referring to a stop symbol search table stored in the ROM 82, or by calculations using the stop symbol search data, or by at least one of the two. The CPU 81 then stops the rotation of the reels so that one of the searched symbols stops on the active line NL.

[0068] When the first, second, and third stop operations are performed, the CPU 81 executes a reel stop process to display the result of the current prize draw and the symbol combination corresponding to the operation patterns (press order and position) of the stop operation units 26a to 26c. In other words, the CPU 81 can generate prizes for the winning prizes corresponding to the winning prize information, according to the operation patterns of the stop operation units 26a to 26c. If none of the winning numbers are matched (i.e., it is a miss), the CPU 81 controls the system so that no prizes are awarded.

[0069] Next, the CPU 81 determines whether all of reels 16a to 16c have been stopped (S114). If some of the reels 16a to 16c have not been stopped (S114: NO), the CPU 81 proceeds to step S112. On the other hand, if all of reels 16a to 16c have been stopped (S114: YES), the CPU 81 terminates the variable game and executes the prize determination process (S115). The CPU 81 terminates the variable game triggered by the stop operation. The CPU 81 stores control information that identifies the termination of the variable game (hereinafter referred to as the termination command) in the output buffer.

[0070] In the prize determination process, the CPU 81 determines whether or not a prize has been awarded for any winning combination. In other words, the CPU 81 determines whether or not the combination of symbols stopped on the active line NL is one of the predetermined combinations required to award a prize. If a prize has been awarded for any winning combination, the CPU 81 awards the prize determined for that winning combination. The CPU 81 stores control information that identifies the winning combination (hereinafter referred to as the prize award command) in the output buffer. If no prize has been awarded for any winning combination, the CPU 81 terminates the prize determination process.

[0071] If a payout combination is achieved, CPU 81 adds to the credits by the number of game tokens awarded as a prize. If the credits exceed the upper limit, CPU 81 controls the hopper unit to dispense the excess game tokens from payout port 27. After that, CPU 81 terminates the win determination process. If a replay combination is achieved, CPU 81 activates the replay. In other words, CPU 81 sets the same multiplier as the game in which the replay combination was achieved. After that, CPU 81 terminates the win determination process.

[0072] When the prize determination process is completed, the CPU 81 executes the information generation process (S116). The information generation process generates various information for transitioning the internal state. In the information generation process, the CPU 81 executes the game section information generation process. In the game section information generation process, if the game is in an advantageous section, the CPU 81 subtracts 1 from the number of remaining advantageous section rounds stored in the RWM 83. The number of remaining advantageous section rounds is information that can identify the number of remaining variable games in which the game can stay in the advantageous section. For example, when the game transitions to an advantageous section, the initial value of the number of remaining advantageous section rounds is 4000. If the game is in an advantageous section, the CPU 81 updates the number of advantageous section difference in game tokens stored in the RWM 83. The number of advantageous section difference indicates the difference in tokens since the game transitioned to an advantageous section. When the game transitions to an advantageous section, the initial value of the number of advantageous section difference is 0. For example, the CPU 81 subtracts the bet amount for the current variable game from the number of advantageous section difference. CPU81 adds the number of payouts in this variable game to the difference in the number of payouts in the advantageous period.

[0073] Next, the CPU 81 determines whether the conditions for ending the advantageous period are met. The CPU 81 determines that the conditions for ending the advantageous period are met if, as a result of subtracting the remaining number of advantageous period rounds, the number of remaining advantageous period rounds becomes 0. The CPU 81 also determines that the conditions for ending the advantageous period are met if, as a result of updating the difference in the number of advantageous period coins, the difference in the number of advantageous period coins reaches a predetermined number. For example, the predetermined number is 2400 coins. If the conditions for ending the advantageous period are met, the CPU 81 stores an advantageous period termination flag in the RWM 83 as information indicating the end of the advantageous period. Furthermore, the CPU 81 sets information indicating the transition to the first normal state in the transition destination state flag stored in the RWM 83. After that, the CPU 81 terminates the game period information generation process. If the conditions for ending the advantageous period are not met, the CPU 81 terminates the game period information generation process. After the game period information generation process is terminated, the CPU 81 executes the game state information generation process.

[0074] In the game state information generation process, if the game is in an advantageous state, the CPU 81 deducts 1 from the number of remaining advantageous state counts stored in the RWM 83. The number of remaining advantageous state counts is information that can identify the remaining number of variable games in which the game can remain in an advantageous state. For example, when the game transitions to an advantageous state, the initial value of the number of remaining advantageous state counts is 100. If, as a result of deducting the number of remaining advantageous state counts, the CPU 81 sets information indicating a transition to the first normal state (end of the advantageous state) in the transition destination state flag. Furthermore, the CPU 81 stores the advantageous section end flag in the RWM 83.

[0075] In the game state information generation process, the CPU 81 deducts 1 from the remaining number of transition waits if the game is in the first normal state and the transition wait flag is stored. If, as a result of deducting the remaining number of transition waits, the CPU 81 sets information indicating a transition to the second normal state, which can be identified by referring to the scheduled flag, in the transition destination state flag. In this case, the CPU 81 clears the transition wait flag and the reserved flag.

[0076] In the game state information generation process, the CPU 81 deducts 1 from the remaining number of false premonitions if the game is in the first normal state and the false premonition flag is stored. If, as a result of deducting the number of false premonitions, the remaining number of false premonitions becomes 0, the CPU 81 stores control information that can identify the termination of the false premonition (hereinafter referred to as the false premonition termination command) in the output buffer. The CPU 81 then clears the false premonition flag. After that, the CPU 81 terminates the game update process. On the other hand, the CPU 81 terminates the game update process if the remaining number of false premonitions is 1 or more.

[0077] In the game state information generation process, the CPU 81 executes various processes to transition to an advantageous state or a first normal state when the game is in the second normal state. The control states in the second normal states [A] to [C] can be divided into a first part and a second part.

[0078] The processing in the first part will now be explained. When the CPU 81 is in the first part of the second normal state [A], it deducts 1 from the remaining number of turns in the first part. The remaining number of turns in the first part is information that can identify the remaining number of turns in the variable game that can remain in the second normal state. For example, when transitioning to the second normal state [A], the initial value of the remaining number of turns in the first part is 15. When the CPU 81 updates (adds or subtracts) the remaining number of turns in the first part, it stores control information that can identify the updated remaining number of turns in the first part (hereinafter referred to as the first remaining number command) in the output buffer.

[0079] CPU 81 performs a favorable transition lottery to determine whether or not to transition to a favorable state when the number of remaining attempts in the first part becomes 0 after subtracting the remaining attempts in the first part. For example, CPU 81 obtains a predetermined random number generated by the main board 80. CPU 81 determines whether or not to transition to a favorable state by performing a favorable transition lottery using the obtained random number. If the favorable transition lottery is won, CPU 81 sets information indicating that it will transition to a favorable state in the transition destination state flag. The probability of winning the favorable transition lottery differs depending on the second point, which will be described later. For example, the probability of winning the favorable transition lottery increases as the second point increases. For example, it can be said that the probability of winning the favorable transition lottery differs when the second point is the first number and when it is the second number. CPU 81 stores control information (hereinafter referred to as a specific transition command) indicating that it has won the favorable transition lottery in the output buffer. On the other hand, if the favorable transition lottery is not won, CPU 81 sets information indicating that it will transition to the first normal state in the transition destination state flag. The CPU 81 stores control information indicating a transition to the first normal state (hereinafter referred to as the chance end command) in the output buffer. In a variable game where the remaining number of first part rounds becomes 0, that is, in the final variable game in chance mode (second normal state [A]~[C]), a specific transition command or a chance end command may be sent. After that, the CPU 81 terminates the game state information generation process.

[0080] The CPU 81 subtracts the remaining number of spins in the first part, and if the remaining number of spins in the first part is 1 or more, it determines whether or not a winning combination has occurred in the second normal state [A]. The winning combination in the second normal state [A] is common to both the first and second parts. For example, the winning combination in the second normal state [A] is the replay combination. If no winning combination occurs in the second normal state [A], the CPU 81 does not add to the first point stored in the RWM 83. The first point is information indicating the number of times the winning combination occurred in the first part. On the other hand, if a winning combination occurs in the second normal state [A], the CPU 81 adds 1 to the first point. When the first point is updated, the CPU 81 stores control information that can identify the updated first point (hereinafter referred to as the first point command) in the output buffer.

[0081] The CPU 81 transitions to the second part if, after adding to the first point, the first point reaches the first predetermined point. For example, the first predetermined point is 3 points. The CPU 81 stores control information that identifies the start of the second part (hereinafter referred to as the second part start command) in the output buffer. The CPU 81 sets an initial value for the remaining number of games in the second part, which is stored in the RWM 83, as information indicating the remaining number of games that can be played in the second part. For example, the initial value for the remaining number of games in the second part is 3, which is equal to the first point. If the CPU 81 updates (adds or subtracts) the remaining number of games in the second part, it stores control information that identifies the updated remaining number of games in the second part (hereinafter referred to as the second remaining number command) in the output buffer. After that, the CPU 81 terminates the game state information generation process. On the other hand, if, after adding to the first point, the first point does not reach the first predetermined point, the CPU 81 maintains the first part. After that, the CPU 81 terminates the game state information generation process.

[0082] CPU 81 may constitute an example of a counting means that counts a predetermined value in accordance with the game. The first point is an example of a predetermined value. CPU 81 counts a value that indicates the number of times a specific condition is met as the predetermined value. The specific condition may be met when a predetermined symbol is displayed after the symbols change during the game. For example, the predetermined symbol is a symbol that constitutes the corresponding role in the second normal state in which the player is currently in play. CPU 81 clears the first point when transitioning to the second part or when the second normal state ends.

[0083] The processing in the second part will now be explained. When it is the second part of the second normal state [A], the CPU 81 determines whether or not a winning combination for the corresponding role in the second normal state [A] has occurred. If a winning combination for the corresponding role in the second normal state [A] has not occurred, the CPU 81 does not add 1 to the second point stored in the RWM 83. The second point is information indicating the number of times a winning combination for the corresponding role has occurred in the second part. On the other hand, if a winning combination for the corresponding role in the second normal state [A] has occurred, the CPU 81 adds 1 to the second point.

[0084] CPU81 adds the second point, and if the second point reaches the second specified point, it decides to transition to a favorable state. CPU81 sets the information indicating the transition to a favorable state in the transition destination state flag. After that, CPU81 terminates the game state information generation process. Note that CPU81 clears the second point when the current second normal state ends.

[0085] On the other hand, if the CPU 81 adds the second point and the second point does not reach the second specified point, it does not decide to transition to a favorable state. If the CPU 81 is in the second part of the second normal state [A], it subtracts 1 from the remaining turns of the second part. If the CPU 81 is in the second part of the second normal state [A], it maintains the remaining turns of the first part without subtracting them. If the CPU 81 subtracts the remaining turns of the second part and the remaining turns of the second part become 0, it transitions to the first part. After that, the CPU 81 terminates the game state information generation process. On the other hand, if the CPU 81 subtracts the remaining turns of the second part and the remaining turns of the second part do not become 0, it maintains the second part. After that, the CPU 81 terminates the game state information generation process.

[0086] When CPU 81 transitions between parts in the second normal state, it stores control information that identifies the destination part (hereinafter referred to as a part transition command) in the output buffer. Note that the processing executed by CPU 81 in each part of the second normal state [B] is the same as the processing executed by CPU 81 in each part of the second normal state [A], with the second normal state [A] replaced by the second normal state [B] and the corresponding role replaced by the bell role, so a detailed explanation is omitted. Similarly, the processing executed by CPU 81 in each part of the second normal state [C] is the same as the processing executed by CPU 81 in each part of the second normal state [A], with the second normal state [A] replaced by the second normal state [C] and the corresponding roles replaced by the bell role and the replay role, so a detailed explanation is omitted.

[0087] When the information generation process is completed, the CPU 81 executes the game update process (S117). The game update process is a process that transitions the internal state according to the processing results regarding the game section and game state. By executing the game update process, the CPU 81 constitutes an example of a state control means for controlling the state. In the game update process, if the advantageous section transition flag is stored in the RWM 83, the CPU 81 sets the advantageous section information in the game section flag. In other words, the CPU 81 transitions from the normal section to the advantageous section. If the advantageous section end flag is stored in the RWM 83, the CPU 81 sets the normal section information in the game section flag. In other words, the CPU 81 transitions from the advantageous section to the normal section. When the game section is transitioned, the CPU 81 stores control information that can identify the destination game section (hereinafter referred to as the game section command) in the output buffer.

[0088] The CPU 81 refers to the transition destination state flag and determines whether information indicating the destination game state is set. If information indicating a transition to the first normal state is set, the CPU 81 sets the first normal state information to the game state flag. If information indicating a transition to the second normal state [A] is set, the CPU 81 sets the second normal state information [A] to the game state flag. If information indicating a transition to the second normal state [B] is set, the CPU 81 sets the second normal state information [B] to the game state flag. If information indicating a transition to the second normal state [C] is set, the CPU 81 sets the second normal state information [C] to the game state flag. If information indicating a transition to an advantageous state is set, the CPU 81 sets the advantageous information to the game state flag. In other words, the CPU 81 transitions the game state. When the CPU 81 transitions the game state, it stores control information that can identify the destination game state (hereinafter referred to as a game state command) in the output buffer.

[0089] As described above, the slot machine 10 displays a changing pattern based on the starting trigger and can award a bonus depending on the pattern that stops after the changing pattern display. Examples of bonuses include the activation of a replay, the payout of game tokens, and the transition to a relatively advantageous game state. In the main game progression processing, the CPU 81 is configured to perform the following controls. The CPU 81 controls the information display unit 30 (display units 31-36) so that it is notified about the state of the slot machine 10 at any given time. For example, if an error occurs in the slot machine 10, the CPU 81 controls the payout display unit 36 ​​to display error information that can identify the error that occurred.

[0090] This section describes the processes performed by the sub-board 90 (CPU 91). The CPU 91 controls the ES display devices based on various control information (control commands) input as the game progresses, and executes various effects. The CPU 91 identifies the progress of the variable game and the transitions of internal states (game sections and game states) by inputting control information output from the main board 80 (CPU 81). The CPU 91 identifies the current game section by inputting a game section command. The CPU 91 identifies the current game state by inputting a game state command.

[0091] When a game state command is input, the CPU 91 sets a performance mode corresponding to the game state that can be identified from the game state command. The CPU 91 controls the performance device group ES so that various performances are executed in a performance manner corresponding to the currently set performance mode. As an example, the CPU 91 displays a mode screen corresponding to the currently set performance mode on the display performance device 15. The mode screen consists of multiple elements, including characters, background, and text (strings). The currently set performance mode can be determined by the fact that at least some of the elements of the mode screen are different. Difference in an element is not limited to the presence or absence of that element, but may also include differences in the display manner (display area and display position) even for the same element. Among the elements that make up the mode screen, the element that is different from other mode screens can function as mode information that notifies the internal state in which the player is currently inhabiting.

[0092] For example, CPU91 sets the performance mode based on various commands, including game state commands. CPU91 sets the normal mode when a game state command that can identify the first normal state is entered. If a reservation command or a pre-announcement start command is entered while the normal mode is set, CPU91 sets the pre-announcement mode. If the second normal state [A] can be identified from the reservation command, CPU91 sets the pre-announcement mode [A]. Therefore, by the time the final game of the pre-announcement mode ends, it is possible to transition to pre-announcement mode [A] and then to chance mode [B].

[0093] If CPU91 can identify the second normal state [B] from the reservation command, it first sets the premonition mode [A]. Each time a start command is entered, CPU91 performs a mode upgrade lottery using a predetermined random number. If the mode upgrade lottery is successful, CPU91 sets the premonition mode [B]. CPU91 counts the number of times the start command has been entered, and when the number of inputs reaches a predetermined number (for example, 7 times), it sets the premonition mode [B]. Therefore, before the final game of the premonition mode ends, it is possible to transition to premonition mode [B] and then to chance mode [B].

[0094] If CPU91 can identify the second normal state [C] from the reservation command, it first sets the pre-announcement mode [A]. CPU91 performs a mode upgrade lottery each time a start command is entered. If CPU91 wins the mode upgrade lottery, it sets the pre-announcement mode [B]. If CPU91 wins the mode upgrade lottery again, it sets the pre-announcement mode [C]. CPU91 counts the number of times the start command has been entered, and when the number of inputs reaches a predetermined number (for example, 7 times), it sets the pre-announcement mode [C]. Therefore, before the final game of the pre-announcement mode ends, it is possible to transition to pre-announcement mode [C] and then to chance mode [C].

[0095] When a false premonition start command is entered, CPU91 sets premonition mode [A]. Each time a start command is entered, CPU91 performs a false promotion lottery using a predetermined random number. If CPU91 wins the false promotion lottery, it sets premonition mode [B]. If CPU91 wins the false promotion lottery again, it sets premonition mode [C]. The probability of winning the false promotion lottery is lower when in premonition mode [B] than when in premonition mode [A]. Therefore, the probability of transitioning to the second normal state increases in the order of premonition mode [A] < [B] < [C]. However, CPU91 may also be configured not to perform the false promotion lottery. In this case, some premonition modes (for example, premonition modes [B] and [C]) become performance modes in which the transition to the second normal state is guaranteed.

[0096] If the CPU91 can identify one of the second normal states [A] to [C] from the game state command, it sets the chance mode [A] to [C] accordingly. In each chance mode [A] to [C], when a part transition command is entered, the CPU91 transitions to the part that can be identified from that command. In each chance mode [A] to [C], when a first point command is entered, the CPU91 stores the first point that can be identified from that command in the RWM93. When a first remaining count command is entered, the CPU91 stores the remaining count of the first part that can be identified from that command in the RWM93. When a second point command is entered, the CPU91 stores the second point that can be identified from that command in the RWM93. When a second remaining count command is entered, the CPU91 stores the remaining count of the second part that can be identified from that command in the RWM93.

[0097] In the first part, the CPU 91 controls the display device 15 to display the first point stored in the RWM 93. In the first part, the CPU 91 controls the display device 15 to display the remaining number of times for the first part stored in the RWM 93. In the second part, the CPU 91 controls the display device 15 to display the remaining number of times for the first part stored in the RWM 93. In the second part, the CPU 91 controls the display device 15 to display the remaining number of times for the second part stored in the RWM 93. In the first part, the CPU 91 may also control the display device 15 to display the first and second points stored in the RWM 93.

[0098] The CPU 91 controls the display device 15 to execute the final performance when a chance end command or a specific transition command is entered in the first part of the chance mode. The final performance may include an introductory performance that foreshadows the announcement of the result of the advantageous transition lottery, and a result announcement performance that announces the result of the advantageous transition lottery. When a chance end command is entered, the CPU 91 controls the display device 15 to execute the result announcement performance after the introductory performance, informing that the player will not transition to the advantageous state but will instead transition to the first normal state. When a specific transition command is entered, the CPU 91 controls the display device 15 to execute the result announcement performance after the introductory performance, informing that the player will transition to the advantageous state.

[0099] The CPU 91 sets the advantageous mode when a game state command that can identify an advantageous state is input. The CPU 91 controls the display device 15 to execute an entry animation that notifies the player of the transition to the advantageous state when a game state command that can identify an advantageous state is input. When the advantageous mode is set, if an operation type command is input, the CPU 91 causes a navigation animation to be executed to notify the player of the operation type that can be identified from the command. As an example, the navigation animation is executed in a manner in which information that allows the player to recognize the order in which to press the stop operation units 26a to 26c (hereinafter referred to as navigation information) is displayed on the display device 15. In the first normal state and the second normal state, no operation type command is sent from the main board 80 (CPU 81), so the navigation animation is not executed.

[0100] The following describes a specific example of the display mode in the display and presentation device 15. As shown in Figure 9, the display device 15 may display a mode screen corresponding to the internal state. When it is in a normal section and in the first normal state, the display device 15 displays the normal mode screen M1 corresponding to the normal mode. When it is in an advantageous section and in the first normal state, and there is no premonition, the display device 15 displays the normal mode screen M1 corresponding to the normal mode. As an example, the normal mode screen M1 may include a predetermined background image and the string "Normal Mode" as mode information H1. In each mode of the first normal state and the second normal state, the display device 15 may perform a winning indication performance that suggests the winning role information. As an example, the winning indication performance may include a winning indication performance for the cherry role, a winning indication performance for the watermelon role, a winning indication performance for the bell role, and a winning indication performance for the replay role. The winning indication performance may be performed in a manner in which an image corresponding to the winning role information is displayed on the display device 15.

[0101] When the game is in an advantageous period and in the first normal state, and is accompanied by a premonition [A], the display device 15 displays the premonition mode screen M1a. The premonition mode screen M1a may include the words "Explore" and "Enemy Character A" as an example of suggestive information F11 that indicates a transition to chance mode [A]. The display pattern in the display device 15 is the same even when the game is in the first normal state accompanied by a false premonition [A]. In other words, it is difficult to determine from the display pattern in the display device 15 whether it is a premonition [A] or a false premonition [A]. The premonition mode screen M1a may include a background image different from other modes as an example of mode information H1a.

[0102] When the game is in an advantageous period and in the first normal state, and accompanied by a premonition [B], the display device 15 displays the premonition mode screen M1b. The premonition mode screen M1b may include the words "Search" and "Enemy Character B" as an example of suggestive information F12 that indicates a transition to chance mode [B]. The CPU 91 determines that the display pattern on the display device 15 is the same even when the game is in the first normal state accompanied by a false premonition [B]. In other words, it is difficult to determine from the display pattern on the display device 15 whether it is a premonition [B] or a false premonition [B]. The premonition mode screen M1b may include a background image different from other modes as an example of mode information H1b.

[0103] When the game is in an advantageous period and in the first normal state, and is accompanied by a premonition [C], the display device 15 displays the premonition mode screen M1c. The premonition mode screen M1c may include the words "Explore" and "Enemy Character C" as an example of suggestive information F13 that indicates a transition to chance mode [C]. The display pattern in the display device 15 is the same even when the game is in the first normal state accompanied by a false premonition [C]. In other words, it is difficult to determine from the display pattern in the display device 15 whether it is a premonition [C] or a false premonition [C]. The premonition mode screen M1c may include a background image different from other modes as an example of mode information H1c.

[0104] As shown in Figures 9 to 11, as an example, Chance Modes [A] to [C] are represented as a performance themed around a confrontation between an enemy character and the player character. When the player is in an advantageous period and in the second normal state [A], the display performance device 15 displays the Chance Mode screen M2a. The Chance Mode screen M2a may include a different background from other modes and enemy character A, as an example of mode information H2a. When the player is in an advantageous period and in the second normal state [B], the display performance device 15 displays the Chance Mode screen M2b. The Chance Mode screen M2b may include a different background from other modes and enemy character B, as an example of mode information H2b. When the player is in an advantageous period and in the second normal state [C], the display performance device 15 displays the Chance Mode screen M2c. The Chance Mode screen M2c may include a different background from other modes and enemy character C, as an example of mode information H2c. Furthermore, the Chance Mode screens M2a to M2c may include the player's character as an example of common information F2x that allows recognition that the game is in one of the second game states [A] to [C].

[0105] As described above, the pre-announcement modes [A] to [C] can each transition to the chance modes [A] to [C]. In other words, the transition destination suggestion information F11 to F13 included in each pre-announcement mode screen M1a to M1c is an example of suggestion information that indicates which special information (for example, an enemy character) will be presented. That is, the display device 15 can present suggestion information that indicates which special information will be presented before the presentation of the first special information or the second special information. Enemy characters A and B are examples of the first special information, and enemy character C is an example of the second special information.

[0106] Let me explain Part 1. As shown in Figures 9 and 10, for example, the first part of Chance Mode [A] to [C] is represented as a scene depicting the confrontation between the enemy character and the player character. In the first part, the display device 15 shows the confrontation between the enemy character and the player character. Each Chance Mode screen M2a to M2c may include part information F21a that allows recognition that it is the first part. For example, part information F21a is the string "First Part". Each Chance Mode screen M2a to M2c may include corresponding role information F21b that allows recognition of the corresponding role in the second normal state in which the player is currently inhabiting. For example, if the second normal state [A], the corresponding role information F21b is the string "Weakness: Replay", if the second normal state [B], it is the string "Weakness: Bell", and if the second normal state [C], it is the string "Weakness: Bell & Replay".

[0107] Each chance mode screen M2a to M2c may include first point information F21c that allows recognition of the first point at that time. For example, first point information F21c is a gauge divided into multiple squares, and the first point can be indicated by the color changing of the same number of squares as the first point stored in RWM83. When a first point command is input by CPU91, the display mode of first point information F21c is changed to indicate the first point that can be identified from the command. When the first specified point can be recognized from the display mode of first point information F21c, the program moves to the second part.

[0108] Each chance mode screen M2a to M2c may include second point information F21d that allows recognition of acquired second points. For example, second point information F21d may be a gauge divided into multiple squares, and the second points may be indicated by a change in the color of the same number of squares as the second points. When a second point command is entered by the CPU 91, the display of second point information F21d changes to indicate the second points that can be identified from that command. For example, second point information F21d may be displayed as a visual effect indicating the remaining durability of an enemy character.

[0109] Each chance mode screen M2a to M2c may include information F21e indicating the remaining number of turns in the first part, which allows the remaining number of turns in the first part to be recognized. For example, the information F21e indicating the remaining number of turns in the first part is an Arabic numeral, and the remaining number of turns in the first part may be reported. When the CPU 91 receives a command for the remaining number of turns in the first part, it changes the display mode of the information F21e indicating the remaining number of turns in the first part that can be identified from the command.

[0110] I will now explain Part 2. The second part of Chance Mode [A]~[C] is presented as a scene depicting a battle between the player's character and an enemy character. In the second part, the player can gain an advantageous state by achieving the objective of defeating the enemy character. In other words, the second part presents the player with at least one objective, and the player can recognize that achieving that objective will likely lead to an advantageous outcome in the game.

[0111] As shown in Figures 9 and 11, in the second part, each chance mode screen M2a to M2c may include part information F22a that allows recognition that it is the second part. For example, part information F22a is the string "Second Part". Each chance mode screen M2a to M2c may include the information F21b, F21d, F21e, and F2x, similar to the first part. Each chance mode screen M2a to M2c does not include the first point information F21c. However, each chance mode screen M2a to M2c may include the first point information F21c. The CPU 91 may change the display manner of the information F21b, F21d, and F21e based on various commands input from the main board 80, similar to the first part.

[0112] Each chance mode screen M2a to M2c may include information F21g indicating the remaining number of turns in the second part. For example, the information F21g for the remaining number of turns in the second part is a predetermined icon (a sword icon in the figure), and the number of such icons indicates the remaining number of turns in the second part. When the CPU 91 receives a command for the remaining number of turns in the second part, it changes the display mode of the information F21g for the remaining number of turns in the second part to indicate the number of turns in the second part that can be identified from the command. Note that the remaining number of turns in the first part does not decrease in the second part.

[0113] In the second part, the display device 15 shows the player's character attacking the enemy character each time a variable game is played. The CPU 91 displays the player's character's successful attack on the enemy character when the winning combination, which can be identified from the winning combination command, matches the corresponding combination in the second normal state during the current state. At this time, the display of the second point information F21d is updated, making it possible to recognize that the second point has increased by 1.

[0114] On the other hand, CPU91 displays a message indicating that the player's character's attack on the enemy character fails if the winning combination identified from the winning command does not match the corresponding combination in the second normal state during the current state. At this time, the display of the second point information F21d is not updated, making it possible to recognize that the second points do not increase. Furthermore, when it becomes possible to recognize that the remaining number of turns in the second part has become 0 from the display of the second part remaining turns information F21g, the game transitions to the first part.

[0115] Thus, the display and presentation device 15 can execute chance modes [A] to [C]. Chance modes [A] to [C] are examples of special effects. Chance modes [A] to [C] consist of a first part and a second part. The transition from the first part to the second part can occur while in the first part, depending on the winning combination of corresponding symbols. Depending on the display of changing symbols and the stopping display of corresponding symbols, the display and presentation device 15 may execute the second part of chance modes [A] to [C]. The second part of chance modes [A] to [C] is an example of a special effect. The corresponding symbols for each second normal state are examples of specific symbols. The state of the slot machine 10 consists of a first state until the first point reaches the first specified point, and a second part after the first point reaches the first specified point. The first state, as used here, is a state in which the game ends when the count value corresponding to the game (for example, the first point) reaches a specific value (for example, the first specified point), and the second state is a state in which the second part can be executed by the display and presentation device 15.

[0116] As shown in Figure 12, the probability of winning the bell symbol (first bell symbol information), which corresponds to the second normal state [A], is higher than the probability of winning the replay symbol (replay symbol information), which corresponds to the second normal state [B]. Also, the combined probability of winning the bell symbol (first bell symbol information) and the replay symbol (replay symbol information), which correspond to the second normal state [C], is higher than the probability of winning the bell symbol or the replay symbol individually. Therefore, it is easier to acquire second points and the expectation of transitioning to a favorable state increases in the order of second normal state [A] < [B] < [C]. Consequently, the expectation of transitioning to a favorable state increases in the order of chance mode [A] < [B] < [C]. Thus, there are first specific symbols and second specific symbols, and the expectation of stopping display after the symbol variation display differs between the first specific symbols and the second specific symbols. The replay symbol is an example of a first specific symbol. The bell symbol is an example of a second specific symbol.

[0117] Based on the CPU 81's count of the first point reaching a predetermined value, the display device 15 can present one of enemy characters A to C as an example of special information. The enemy characters A to C presented as challenges to be defeated correspond to the second normal states [A] to [C], each with a different expectation of advantage. In other words, there is first special information and second special information, and when second special information is presented, it can be recognized that the game is more likely to unfold favorably compared to when first special information is presented. The challenges that may be presented in the second part of chance mode [A] to [C] include multiple types of challenges with different difficulty levels of achievement.

[0118] In Chance Modes [A] to [C], the first and second parts can be maintained for a predetermined number of symbol changes, and during the predetermined number of symbol changes, the player can transition to the second part multiple times. A higher number of transitions to the second part corresponds to a longer stay in the second part. In other words, while in the first part, it is possible to stop and display a specific symbol, and the duration of stay in the second part changes depending on the number of times that specific symbol is stopped and displayed in the first part.

[0119] The longer you stay in Part 2, the higher the expected number of times the corresponding symbol will be awarded. Therefore, the longer you stay in Part 2, the higher the probability of transitioning to a favorable state after Part 2 ends. From another perspective, the number of variable displays that allows you to stay in Part 2 can be either the first number or the second number, which is more than the first number. When the variable display is at the second number, the expected probability of a symbol that can trigger a transition to a favorable state (for example, the corresponding symbol) stopping is higher compared to when the variable display is at the first number.

[0120] As shown in Figure 9, in the final variation game of the first part of chance modes [A] to [C], the display and presentation device 15 may execute a final presentation. The final variation game of the first part can also be understood as the third part. As an introductory presentation for the final presentation, the display and presentation device 15 displays introductory information F22h, which allows the user to recognize that a transition to a favorable state will be announced. For example, the introductory information F22h is the string "Judgment Time". Subsequently, as a result announcement presentation for the final presentation, the display and presentation device 15 displays either confirmation information F22m, which announces a transition to a favorable state, or termination information F22n, which announces a transition to the first normal state without a transition to a favorable state. For example, the confirmation information F22m is the string "Favorable State Transition Confirmed". For example, the termination information F22n is the string "End".

[0121] Thus, in the display and presentation device 15, the final presentation is executed when the count value reaches a specific value and the first state ends. The final presentation is an example of an ending presentation. In the slot machine 10, when the final presentation is executed, there are cases where the player transitions to an advantageous state that is more favorable than the first and second states, and cases where the player does not transition to an advantageous state. In chance modes [A] to [C], confirmation information F22m may be presented when the corresponding role is displayed. Presenting confirmation information F22m is an example of deriving a specific presentation result. When a specific presentation result is derived, the player may transition to an advantageous state that is more favorable than the first and second states.

[0122] The final presentation may include displaying other information on the display presentation device 15 in place of, or in addition to, any part or all of the introduction information F22h, confirmation information F22m, and termination information F22n. For example, the other information may be information indicating the count value in CPU 81 or CPU 91. The count value may be the cumulative value of the first point, the cumulative value of the second point, or the acquisition history of either one or both of the points.

[0123] Furthermore, in the second part, when the second point reaches the second specified point, the display mode of the second point information F21d is changed so that it can be recognized that the second point has reached the second specified point. Subsequently, the display and presentation device 15 may display confirmed information F22m, similar to the result notification presentation. As described above, the display and presentation device 15 is an example of a presentation means for presenting various types of information. The CPU 91 that controls the display and presentation device 15 is an example of a presentation control means for controlling the presentation means.

[0124] When the game is in an advantageous period and in an advantageous state, the display device 15 displays the advantageous mode screen M3 corresponding to the advantageous mode. The advantageous mode screen M3 may include a background image different from other modes and the string "Advantageous Mode" as mode information H3. In the advantageous mode, the display device 15 may execute a navigation animation.

[0125] Therefore, according to the above embodiment, the following effects can be obtained. (1-1) A predetermined value (first point) is counted according to the gameplay, and when the counted value reaches a predetermined value, either the first special information (enemy characters A and B) or the second special information (enemy character C) is presented. Depending on the type of special information, the player can recognize the likelihood of the subsequent gameplay unfolding favorably. Furthermore, since the display of special information requires the accumulation of a predetermined value according to the gameplay, drawing the player's attention to the counted value can prevent them from becoming bored during the period until the predetermined value is reached. Thus, the player's interest can be enhanced.

[0126] (1-2) The specific conditions for counting a predetermined value (first point) can be met when a predetermined symbol (corresponding role) is displayed after the symbols change during gameplay. Therefore, the level of attention is increased each time a symbol is displayed during gameplay, and the player's enjoyment can be enhanced.

[0127] (1-3) Suggestion information F11-F13 is presented that indicates which special information will be displayed, thereby increasing the player's anticipation and enhancing their enjoyment even before the special information is presented. (1-4) When a specific symbol (corresponding role) is displayed after the symbols have changed, a special effect (the second part of Chance Mode) is executed, and a task is presented in this special effect. Players can recognize that if this task is completed, there is a high probability that the game will proceed favorably. Therefore, players are motivated to complete the task. In addition, the execution of the special effect requires the display of a specific symbol. Therefore, by drawing the player's attention to the symbol changes, it is possible to prevent them from becoming bored during the period leading up to the execution of the special effect. Thus, the player's interest can be enhanced.

[0128] (1-5) The special effects (the second part of Chance Mode) include multiple types of challenges with varying difficulty levels. Therefore, the challenges presented during the special effects can draw attention to the player. This further enhances the enjoyment provided by the special effects.

[0129] (1-6) As the count value (first point) reaches a specific value, the ending animation (final animation) may be executed, making it easier for the player to understand that the first state (first part) has ended. Therefore, in the second state (second part), the expectation of a specific symbol (corresponding role) stopping and being displayed can be increased.

[0130] (1-7) Even if the ending sequence is executed, the player may transition to a favorable state. Therefore, the player's sense of anticipation can be maintained until the first state (first part) ends. (1-8) When a specific symbol (corresponding role) stops and is displayed, a specific performance result (confirmed information F22m) is derived, and depending on the derived result, the player may transition to a favorable state. For this reason, the player can be made to expect to stay in the second state for as long as possible and for the specific symbol to stop and be displayed.

[0131] (1-9) The duration of the second part changes depending on the number of times a specific symbol (corresponding symbol) is displayed in the first part. The longer the duration, the higher the expected probability of symbols that can trigger a transition to a favorable state appearing, i.e., the higher the probability of transitioning to a favorable state. Therefore, in the second part, attention can be drawn to whether or not a transition to a favorable state will occur in relation to the length of the duration. Thus, the player's interest can be enhanced.

[0132] (1-10) Since it is possible to transition to Part 2 multiple times, even if the player returns to Part 1, the decline in the player's interest will be suppressed. (1-11) When the number of variable games in which the corresponding winning combination occurred, as counted in Part 2 (i.e., the second point), is the first count, the expected transition is higher compared to when it is the second count. Therefore, it can create a sense of anticipation for winning the corresponding combination.

[0133] (1-12) When the second point reaches the second specified point, confirmation information F22m is presented, and it is announced that the transition to a favorable state is confirmed. Therefore, in the second part, the expectation of winning a specific role can be increased.

[0134] (1-13) There are multiple types of specific symbols that can trigger a transition to the second part, each with a different probability of being displayed when stopped. Therefore, variations can be added to the gameplay in the first part, enhancing the player's enjoyment.

[0135] [Second Embodiment] A second embodiment of a slot machine, which is an example of a gaming machine, will be described. In the following description, redundant explanations will be omitted or simplified by using the same reference numerals for the same configurations and controls as those described in the previously explained embodiments.

[0136] In the information generation process (S116) of the main game progression process, the CPU 81 of the main board 80 counts the first point until the remaining number of turns in the first part reaches zero. Then, when the remaining number of turns in the first part reaches zero, if the first point has reached a predetermined number of turns, the CPU 81 proceeds to the second part for the same number of variable games as the first point. The CPU 81 does not proceed to the second part if the first point has not reached a predetermined number of turns. However, the CPU 81 may also perform a predetermined lottery if the first point has not reached a predetermined number of turns, and proceed to the second part if it wins the lottery.

[0137] For example, the predetermined number of turns is 2. For instance, if the corresponding winning combination occurs 3 times in a row before the remaining turns for the first part reach 0, the first point will be 3, so the remaining turns for the second part will be 3, and the second part should be executed. For example, if the corresponding winning combination occurs 4 times in a row before the remaining turns for the first part reach 0, the first point will be 4, so the remaining turns for the second part will be 4, and the second part should be executed. The predetermined number of turns is not limited to these examples; it just needs to be 1 or more.

[0138] Thus, while in Part 1, specific symbols can be displayed as stops, and the duration of stay in Part 2 changes depending on the number of times specific symbols are displayed as stops in Part 1. In Part 2, the more times there are remaining in Part 2, the easier it is to accumulate Part 2 points, and as a result, the easier it is to acquire the right to transition to a favorable state. Therefore, the longer the duration of stay in Part 2, the higher the probability of transitioning to a favorable state after the end of Part 2. In some cases, the player will not transition to Part 2 if the number of times specific symbols have been displayed as stops in Part 1 has not reached a predetermined number. On the other hand, the player will transition to Part 2 if the number of times specific symbols have been displayed as stops in Part 1 has reached a predetermined number. From another perspective, the number of variable displays that allows a player to stay in Part 2 can be either the first number or a second number, which is more than the first number. When the second number of variable displays occurs, the expected probability of symbols that can trigger a transition to a favorable state appearing as stops is higher compared to when the first number of variable displays occurs.

[0139] Therefore, according to the above embodiment, the following effects can be obtained. (2-1) The duration of the second part changes depending on the number of times a specific symbol (corresponding symbol) is displayed in the first part, and the longer the duration, the higher the probability of transitioning to a favorable state. Therefore, in the first part, players can focus on the number of times a specific symbol is displayed, and in the second part, they can focus on whether or not they will transition to a favorable state in relation to the length of the duration. Thus, the player's interest can be enhanced.

[0140] (2-2) When the number of times a specific symbol stops reaches a predetermined number, the game moves to the second part, thus drawing attention to the number of times a specific symbol stops. (2-3) The duration of the second part changes depending on the number of times a specific symbol is displayed during the first part. The longer the duration, the higher the expected probability of symbols that could trigger a transition to a favorable state appearing, i.e., the higher the probability of transitioning to a favorable state. Therefore, in the second part, players can focus on whether or not they will transition to a favorable state in relation to the length of their stay. Thus, the player's interest can be enhanced.

[0141] [Third Embodiment] A third embodiment of a slot machine, which is an example of a gaming machine, will be described. The slot machine 10 can transition to the second state when a specific symbol (for example, a corresponding winning combination) is displayed during the first part. In the information generation process (S116) of the main game progression process, the CPU 81 of the main board 80 determines whether or not a winning combination occurred during the second part before the transition when transitioning from the second part to the first part. If a winning combination has not occurred, the CPU 81 restarts the first part from the remaining number of first part rounds stored in the RWM 83. In other words, when the specific symbol is not displayed during the second state, and the second state ends and transitions to the first state, the aforementioned count value is not reset.

[0142] On the other hand, if a winning combination is achieved, the CPU 81 resets the remaining number of plays in Part 1 stored in the RWM 83 and restarts Part 1 from the initial count. In other words, if a specific symbol is displayed again while in the second state, and the second state ends and transitions to the first state, the count is reset. This means that the remaining number of plays in Part 1 increases.

[0143] Therefore, according to the above embodiment, the following effects can be obtained. (3-1) Depending on when a specific symbol (corresponding role) is displayed, the game can transition from the first state (first part) to the second state (second part), in which special effects may be executed. When a specific symbol is displayed in the second state, the count value is reset when the game returns to the first state, and the duration of stay in the first state is initialized. Therefore, the expectation of a specific symbol being displayed in the second state can be increased, thereby improving the player's enjoyment.

[0144] The embodiments described above can be implemented with the following modifications. Furthermore, the embodiments described above and the following modifications can be combined with each other to the extent that they do not contradict each other technically.

[0145] The initial value of the remaining number of turns in Part 2 may differ from that of the first point. For example, when the first point reaches the first specified point, the CPU 81 may decide by predetermined lottery whether to use the first point as the initial value of the remaining number of turns in Part 2, or to use a number greater than the first point as the initial value.

[0146] • The first point may not be determined by the number of times a specific symbol is displayed (the number of times the corresponding combination is won). For example, in the first part, when the corresponding combination is won, the CPU 81 may perform a predetermined lottery to determine the value to be added to the first point. According to this modified example, the number of times the corresponding combination is won before the first point reaches the first predetermined point can be changed. The conditions for counting (adding) the first point may be winning or losing the corresponding combination, winning a combination other than the corresponding combination, or executing a variable game that meets predetermined conditions. The combination other than the corresponding combination is preferably any combination of symbols. In other words, the events to be counted as a predetermined value can be changed.

[0147] The second point may not be configured to match the number of times a specific symbol is displayed (the number of times the corresponding combination is won). For example, in the second part, when the corresponding combination is won, the CPU 81 may perform a predetermined lottery to determine the value to be added to the second point. According to this modified example, it is possible to change the number of times the corresponding combination is won before the second point reaches the second specified point. The conditions for counting (adding) the second point may be a win or a complete miss of the corresponding combination, a win of a combination other than the corresponding combination, or the execution of a variable game that meets predetermined conditions. In addition, the combination other than the corresponding combination is preferably any combination of symbols.

[0148] The slot machine 10 may have a system where, when the task presented in the special performance is achieved, the game may unfold favorably, or it may not. For example, the CPU 81 may be configured to perform a predetermined lottery when the second point reaches the second predetermined point, and if it wins the lottery, it may transition to a favorable state. According to this modified example, the game does not necessarily unfold favorably just because the task is achieved. Therefore, players can enjoy the unfolding of the special performance with a sense of tension.

[0149] The second normal state is not limited to three types; it may be one or two types, or four or more types. The first normal state may be two or more types. The advantageous state may be two or more types. A normal state does not have to include either the first or second normal state, and may include another normal state.

[0150] • The advantageous state may also be transitionable from the first normal state. In this case, a lottery should be held during the state transition process to determine whether or not to transition to the advantageous state. Each part of Chance Mode [A] to [C] may be a performance in the second advantageous state, which is one of the first and second advantageous states configured as assist time. In this example of modification, the player transitions to the second advantageous state by accumulating the first point in the first advantageous state, and the number of remaining advantageous states in the first advantageous state is increased (added) by accumulating the second point in the second advantageous state.

[0151] Each chance mode [A] to [C] is not limited to being themed around a confrontation between characters, but may also be themed around car racing, yacht racing, tennis, and golf, or it may be themed around a board game or raising some kind of character. The information presented by the display device 15 is not limited to characters, but may also be text (strings), backgrounds, wishes, and numbers. Furthermore, the presentation means is not limited to the display device 15, but may be another display device in addition to or instead of the display device 15.

[0152] In the second normal state [A]~[C], the corresponding hand in the first part and the corresponding hand in the second part may be different hands. In other words, the counting conditions for the first point and the counting conditions for the second point may be the same or different.

[0153] The slot machine 10 may have bonus features. The CPU 81 may create a bonus state when a bonus feature is awarded. The bonus state may be included in the advantageous period. The CPU 81 may control the state where a bonus feature (bonus feature information) has been awarded but the bonus feature has not been awarded as a single game state.

[0154] Various effects may be performed as effects during the freeze state. For example, notification of transitioning to a favorable state may be given during the freeze state by operating reels 16a to 16c and stopping the seven symbols to align on the active line NL.

[0155] The main board 80 may be equipped with a setting operation unit for changing setting values. The setting values ​​are information that defines the payout rate (machine payout rate) in the slot machine 10. The payout rate is the ratio of the number of game tokens awarded as prizes (number of tokens paid out) to the total number of game tokens inserted (total number of tokens wagered). For example, the payout rate can be adjusted by varying the probability of winning specific roles (small roles and bonus roles, etc.) in the internal lottery. For example, the payout rate can be adjusted by varying the probability of winning a favorable state (assist time) in the internal lottery.

[0156] The slot machine 10 may have multiple active lines NL. The slot machine 10 may be configured to impose penalties that result in disadvantage to the player. The penalty may be applied to a single spin or to multiple spins.

[0157] The slot machine 10 is not limited to a configuration that uses game tokens as a game medium, but may also be configured to use game balls. The slot machine 10 may also be configured as a managed game machine (medalless game machine) that uses electronic game tokens.

[0158] The functions of the sub-board 90 may be divided among multiple boards. For example, a display board specializing in controlling the display and presentation device 15, a sound board specializing in controlling the sound presentation device 14, and a lamp board specializing in controlling the light-emitting presentation device 13 may be provided, and a control board may be further provided to comprehensively control these boards.

[0159] The gaming machine is not limited to a slot machine 10, but may be embodied as a pachinko gaming machine that uses game balls as a game medium. The pachinko gaming machine comprises a game board having a game area and a frame that supports the game board. The frame is equipped with a launch handle as a means that can be operated by the player. Game balls are launched by operating the launch handle. There are two modes of operation for the launch handle: one in which the game ball can flow down the left side of the game area (so-called left-handed shooting), and another in which the game ball can flow down the right side of the game area (so-called right-handed shooting). The game area has a first start opening (so-called center hole) and a second start opening (so-called electric chute). When a game ball enters either start opening, an internal lottery (so-called jackpot lottery) is performed, and based on the result, a symbol change may be performed on a predetermined display device. In a single symbol change, the longer the change time, the higher the probability of transitioning to a jackpot state accompanied by the opening of the large prize slot (so-called "attacker"), and the higher the number of repetitions of the symbols stopping and changing again, the higher this probability may be. A reach effect is used to make the probability of transitioning to a jackpot state recognizable, and the system may be configured to display a specific reach effect that does not appear when the number of repetitions exceeds a predetermined number. The reach effect can also be viewed as an effect that aims to form a reach, and for the same symbols that form the reach to stop and be displayed in the final row. After the symbol change (reach), if the jackpot symbols stop and are displayed, a jackpot state may be created.

[0160] A pachinko game machine is equipped with a probability variation function that changes the probability of winning a jackpot, and a ball entry assistance function that assists in the entry of balls into the second starting gate. A pachinko game machine may have a normal state in which neither the probability variation function nor the ball entry assistance function is activated, a probability variation state in which both are activated, and a time-saving state in which only the ball entry assistance function is activated. Left-handed play is recommended in the normal state, and right-handed play is recommended in the probability variation state, time-saving state, and jackpot state. The probability variation state and time-saving state may be granted for a period until the next jackpot state is granted, or may be granted up to the number of times the symbol variation is executed reaches the number of activations. The internal state of the pachinko game machine may transition in the order of normal state, jackpot state, advantageous state for the number of activations, and normal state. For example, if the machine transitions to the jackpot state from the time-saving state, it may transition back to the time-saving state, and the number of activations at this time may be reset to the default number. Pachinko machines may be configured to grant a probability variation state for a specified number of times. The time reduction state may include multiple states with different ball entry rates into the second starting gate. The performance device group ES performs various effects in conjunction with the change in symbols. These effects may include changing the performance symbols, and suggesting or notifying a jackpot. There are multiple types of jackpot suggestion effects, each with a different probability of ultimately resulting in a jackpot. The aforementioned reach also has a probability of resulting in a jackpot, and can be understood as a different target depending on its type, and it can be recognized that the difficulty of achieving a jackpot differs. Pachinko machines may have various performance modes set according to their internal state. When a game state such as a time reduction state is transitioned, an ending effect may be performed so that the player can recognize that the previous game state has ended. The ending effect may display information that notifies the transition of the internal state, or notify the total amount of profit obtained in the previous game state (for example, the number of game balls obtained). Of course, in the symbol change sequence that accompanies the ending animation, if the internal lottery results in a loss, the losing symbols will be displayed and the game will transition to an unfavorable internal state. However, if a win is achieved, the winning symbols will be displayed and the game may transition to a jackpot state.

[0161] A pachinko game machine may have multiple symbol combinations as winning combinations that can be achieved through internal lottery. The CPU 81 can control the number of game media that can be paid out in the jackpot state and the game state after the jackpot state ends, depending on the type of win. For example, a specific symbol may grant a 10-round jackpot state and a probability variation state. For example, a non-specific symbol may grant a 5-round jackpot state and a time-saving state. The number of rounds in the jackpot state and the internal state after the jackpot state ends can be changed as appropriate. There may be multiple types of specific symbols with different numbers of rounds and / or internal states. There may also be multiple types of non-specific symbols with different numbers of rounds and / or internal states. In this case, it is preferable that at least one of the specific symbols and non-specific symbols includes a symbol with a lower appearance rate than the other symbols. The specifications of the pachinko game machine may be changed, but are not limited to the above. A pachinko machine may be designed to terminate the probability variation state when a fall-out lottery is won. A pachinko machine may be designed to grant a probability variation state when a game ball that enters the big prize slot passes through a specific area (the so-called V-zone). A pachinko machine may be designed to grant a big win state when a game ball enters the big prize slot during a minor win state and that game ball passes through a specific area.

[0162] The pachinko game machine may be a circulating type game machine that circulates game balls inside the machine. In this modified example, the pachinko game machine is not limited to dispensing actual game balls as prizes, but may also be configured to increase the number of game balls stored electronically.

[0163] Next, the technical concepts that can be understood from the above embodiments and alternative examples are added below. (Appendix 1-1) A gaming machine comprising: a counting means for counting a predetermined value in accordance with the game; a presentation means for presenting various kinds of information; and a presentation control means for controlling the presentation means, wherein, based on the value counted by the counting means reaching a predetermined value, the presentation means can present special information, and the special information includes first special information and second special information, and it is possible to recognize that when the second special information is presented, there is a higher probability that the game will unfold more favorably than when the first special information is presented.

[0164] (Appendix 1-2) The counting means counts a number indicating the number of times a specific condition is met as the predetermined numerical value, and the specific condition is met when the predetermined symbol is stopped and displayed after the symbols change during gameplay, as described in Appendix 1-1.

[0165] (Appendix 1-3) The gaming machine according to Appendix 1-1 or Appendix 1-2, wherein the presentation means can present suggestive information indicating which special information will be presented before the presentation of the first special information or the second special information.

[0166] (Appendix 2-1) A gaming machine comprising: a symbol display means capable of displaying changing symbols; an effect execution means capable of executing an effect; and an effect control means for controlling the effect execution means, wherein, in response to a specific symbol being displayed stopped after the changing symbols have been displayed, the effect execution means may execute a special effect, and the special effect is characterized in that it presents the player with at least one task, and the player can recognize that there is a high probability that the game will unfold favorably if the task is achieved.

[0167] (Appendix 2-2) The game machine described in Appendix 2-1 includes multiple types of challenges with varying difficulty levels that may be presented in the special performance described above. (Appendix 2-3) A gaming machine as described in Appendix 2-1 or Appendix 2-2, in which, when the task presented in the special performance is achieved, the game may unfold favorably or unfavorably.

[0168] (Appendix 3-1) A gaming machine that displays a changing pattern based on a starting trigger and can award a bonus according to the pattern that is stopped after the changing pattern display, comprising: a state control means for controlling the state; an effect execution means for executing an effect; and an effect control means for controlling the effect execution means, wherein the state has a first state and a second state, the first state is a state that ends when the count value corresponding to the game reaches a specific value, the second state is a state in which a special effect can be executed by the effect execution means, the machine can transition to the second state when a specific pattern is stopped and displayed while in the first state, the count value is reset when the specific pattern is stopped and displayed while in the second state and the second state ends and the machine transitions to the first state, on the other hand when the specific pattern is not stopped and displayed while in the second state and the second state ends and the machine transitions to the first state, the count value is not reset.

[0169] (Appendix 3-2) The game machine according to Appendix 3-1, wherein the performance execution means performs an ending performance in response to the count value reaching the specific value and the first state ending. (Appendix 3-3) The gaming machine described in Appendix 3-1 or Appendix 3-2, in which, when the termination animation is performed, the player may transition to an advantageous state that is more favorable than the first state and the second state, or the player may not transition to the advantageous state.

[0170] (Appendix 3-4) In the special performance described above, a specific performance result may be derived in response to the stopping display of the specific symbols, and when the specific performance result is derived, the game machine may transition to an advantageous state that is more advantageous than the first state and the second state, as described in any one of the appendices 3-1 to 3-3.

[0171] (Appendix 4-1) A gaming machine that displays a changing pattern based on a starting trigger and can grant a bonus depending on the pattern that is stopped after the changing pattern display, comprising: a performance execution means that can execute a performance; and a performance control means that controls the performance execution means, wherein the performance execution means is capable of executing a special performance, the special performance comprises a first part and a second part, a specific pattern can be stopped and displayed while in the first part, the duration of stay in the second part changes according to the number of times the specific pattern is stopped and displayed in the first part, and the longer the duration of stay in the second part, the higher the probability of transitioning to an advantageous state after the end of the second part.

[0172] (Appendix 4-2) The gaming machine described in Appendix 4-1, which does not proceed to the second part when the number of times the specific symbol is displayed in the first part has not reached a predetermined number of times, but proceeds to the second part when the number of times the specific symbol is displayed in the first part has reached the predetermined number of times.

[0173] (Appendix 4-3) The gaming machine described in Appendix 4-1 or Appendix 4-2, wherein in the second part, at least one task is presented to the player, and the player recognizes that there is a high probability that the game will unfold favorably if the task is achieved.

[0174] (Appendix 5-1) A gaming machine that displays a changing pattern based on a starting trigger and can grant a bonus depending on the pattern that is stopped after the changing pattern display, comprising: an effect execution means that can execute an effect; and an effect control means that controls the effect execution means, wherein the effect execution means is capable of executing a special effect, the special effect comprises a first part and a second part, a specific pattern can be stopped and displayed while in the first part, and depending on the stopping and display of the specific pattern in the first part, the player moves to the second part, the number of changing patterns that the player can stay in the second part may be a first number or a second number which is greater than the first number, and when the changing patterns are displayed for the second number of times, the expected probability of a pattern stopping that can trigger a transition to a favorable state is higher compared to when the changing patterns are displayed for the first number of times.

[0175] (Appendix 5-2) The gaming machine described in Appendix 5-1, wherein the first part and the second part can remain for a specified number of times while the symbols are changing, and the player can transition to the second part multiple times while the symbols are changing for the specified number of times.

[0176] (Appendix 5-3) The specified symbols include a first specified symbol and a second specified symbol, and the first specified symbol and the second specified symbol have different expectations of being displayed after the symbol changes, as described in Appendix 5-1 or Appendix 5-2 of the gaming machine. [Explanation of Symbols]

[0177] 10...Slot machine 15...Display and presentation device 80...Main board 81...CPU 90...Sub-board 91...CPU ES...Presentation device group F11~F13...Suggestion information H2a~H2c...Mode information

Claims

[Claim 1] A gaming machine that displays a changing pattern based on a starting trigger, and then displays a stopped pattern after the changing pattern has been displayed, A means of executing a performance that can carry out a performance, The system includes a performance control means for controlling the performance execution means, The aforementioned production includes a production that consists of a first part and a second part. While in the first part, a predetermined effect that can stop displaying a specific symbol can be performed, and the duration of stay in the second part may differ depending on whether the number of times the predetermined effect is performed in the first part is the first time or the second time. When the termination conditions of the first part are met, there are two possibilities: either the program proceeds to the second part, or it terminates without proceeding to the second part. The likelihood of proceeding to the second part differs depending on whether the number of times the predetermined performance has been executed is the first or the second time. It is possible to perform a display effect that shows the same character in both the first part and the second part. The second part includes a second part in which the symbol that can trigger a transition to a favorable state is the first symbol, and a second part in which the symbol that can trigger a transition to the favorable state is the second symbol. A gaming machine characterized in that the second part, in which the symbol that can trigger the transition to the advantageous state is the second symbol, is more likely to transition to the advantageous state than the second part, in which the symbol that can trigger the transition to the advantageous state is the first symbol.