Gaming machine

The gaming machine improves commercial value by incorporating multiple reels, internal lottery, and dual winning modes with varying bonus probabilities, addressing design restrictions and enhancing player engagement.

JP7867266B2Active Publication Date: 2026-05-29OLYMPIA KK

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
OLYMPIA KK
Filing Date
2022-03-18
Publication Date
2026-05-29

AI Technical Summary

Technical Problem

Gaming machines face design restrictions that hinder improvements in commercial value.

Method used

A gaming machine with multiple reels, internal lottery, reel control, game state control, and instructional effects, featuring two winning modes with different bonus awards probabilities to enhance marketability.

Benefits of technology

Enhances marketability by setting appropriate payout rates and probabilities, preventing bonuses from becoming too low, while maintaining player engagement.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a game machine whose merchantability can be improved.SOLUTION: In a game machine, winning modes obtained in internal lotteries in a first game state and a second game state include a first winning mode and a second winning mode. The first winning mode and the second winning mode are winning modes in which a winning combination includes a first combination. When the first winning mode is obtained and stop operation is performed in a prescribed operation mode, the first combination is won; when the second winning mode is obtained and the stop operation is performed in the prescribed operation mode, the first combination is won. The first winning mode is one in which a bonus is not won overlapped in the first game state; the second winning mode is one in which the bonus is won overlapped in the first game state. Probability with which prescribed privilege about instruction performance is obtained is higher when the first winning mode is obtained than when the second winning mode is obtained; the probability with which the first winning mode is obtained is lower than probability with which the second winning mode is obtained.SELECTED DRAWING: Figure 15
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Description

Technical Field

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

Background Art

[0002] Conventionally, as a gaming machine, a slot machine having a plurality of reels on the outer peripheral surface of which a plurality of symbols are arranged is known. In the slot machine, when the game starts, the reels start to rotate, and an internal lottery using a lottery table is performed. Further, when the reels stop, a symbol combination corresponding to a winning combination that has won in the internal lottery is displayed by the plurality of reels, and when this winning combination wins, as a process corresponding to the winning combination that has won, for example, a medal payout process for paying out medals (game values) or a replay process that enables a replay without newly consuming medals is performed.

[0003] Further, there is known a slot machine provided with an advantageous section as a section in which an instruction effect for assisting the winning of a combination is executable (see, for example, Patent Document 1).

Prior Art Documents

Patent Documents

[0004]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0005] By the way, in the design of gaming machines, various restrictions are imposed, making it difficult to improve the commercial value.

[0006] The present invention has been made in view of the above circumstances, and an object thereof is to provide a gaming machine capable of improving the commercial value.

Means for Solving the Problems

[0007] To achieve the above objective, the gaming machine of the present invention is Multiple reels with multiple types of symbols arranged on them, An internal lottery method for conducting an internal lottery to determine whether or not a role is achieved, A reel control means that controls the stopping of the reels in a manner corresponding to the result of the internal lottery based on the stopping operation, A game state control means for transitioning between multiple game states, including a first game state and a second game state to which a bonus is won in the first game state, It includes an instruction function control means that controls instructional effects to assist in winning a predetermined role, The winning patterns obtained in the internal lottery in the first game state and the second game state include the first winning pattern and the second winning pattern. The first winning pattern and the second winning pattern are winning patterns in which the winning pattern includes the first pattern, When the first winning configuration is obtained, and the stop operation is performed in a predetermined operation configuration, the first role is awarded. When the second winning configuration is obtained, and the stop operation is performed in a predetermined operation configuration, the first winning combination is awarded. The first winning pattern is a winning pattern in which the bonus is not awarded multiple times in the first game state, The second winning mode is a winning mode in which the bonus is won multiple times in the first game state, The probability of obtaining the predetermined benefits related to the instruction performance is higher when the first winning pattern is obtained compared to when the second winning pattern is obtained. The probability of obtaining the first winning pattern is lower than the probability of obtaining the second winning pattern. It is characterized by the following:

[0008] In this invention, two winning modes are provided: a first winning mode and a second winning mode, both of which allow for the winning of the first role and the awarding of the first role. The difference between the first and second winning modes is whether or not the bonus is won multiple times. Furthermore, the first winning mode, in which the bonus is not won multiple times, has a higher probability of obtaining a predetermined benefit when obtained compared to the second winning mode, in which the bonus is won multiple times. Also, the probability of obtaining the first winning mode, in which the bonus is not won multiple times, is lower than that of the second winning mode, in which the bonus is won multiple times. Therefore, by using the first and second winning modes, both of which allow for the awarding of the first role and are difficult for the player to distinguish between, it is possible to set the probability of obtaining a predetermined benefit and the expected value of the payout rate within an appropriate range, while preventing the probability of winning a bonus from becoming too low. Consequently, it is possible to improve the marketability of gaming machines even with many design constraints. [Effects of the Invention]

[0009] According to the present invention, it is possible to provide a gaming machine that can be improved in terms of marketability. [Brief explanation of the drawing]

[0010] [Figure 1] This is a perspective view showing an example of a gaming machine according to the first embodiment of the present invention. [Figure 2] This is a perspective view showing the front door in the open position. [Figure 3] This is a block diagram showing the general configuration of a gaming machine. [Figure 4] This is a diagram showing the main error. [Figure 5] This is a diagram showing the sub-errors. [Figure 6] This is a flowchart explaining the main loop processing. [Figure 7] This is a flowchart explaining the settings verification process. [Figure 8]This shows another example of a gaming machine according to an embodiment of the present invention, and is a perspective view thereof. [Figure 9] This is a flowchart for explaining the process related to the operation of the count button. [Figure 10] This shows an example of a gaming machine according to a second embodiment of the present invention, and is a perspective view thereof. [Figure 11] This is a block diagram showing a schematic configuration of the gaming machine. [Figure 12] This is a diagram for explaining the internal lottery table. [Figure 13] This is a diagram for explaining the correct batting order of the small winning combination of batting order. [Figure 14] This is a state transition diagram of the gaming state. [Figure 15] This is a state transition diagram of the game section and the production state.

Mode for Carrying Out the Invention

[0011] (First Embodiment) Hereinafter, the first embodiment of the present invention will be described with reference to the drawings. First, the schematic configuration of the gaming machine will be described. In this embodiment, the case where the present invention is applied to a slot machine which is one of the gaming machines will be described as an example, but the present invention is not limited to the slot machine and may be applied to other gaming machines such as pachinko machines and medal-less gaming machines. Further, in the following description, basically, "front and back" means that when the player is on the front side of the slot machine, the player side is "front" and the slot machine side is "back", "up and down" means that the upper surface side of the slot machine is "up" and the lower surface side is "down", and "left and right" means that the left hand side of the player playing the slot machine is "left" and the right hand side is "right".

[0012] Figure 1 is a perspective view showing a slot machine X. This slot machine X includes a housing 10, which is formed in a box shape with a bottom plate, left and right side plates, a top plate, and a back plate, and has a front opening that opens to the front side of the housing 10. The front of the housing 10 is also provided with a front door 12 that can be opened and closed to close the front opening of the housing 10. The front door 12 includes an upper door 30 that can be opened and closed to close the upper part of the opening of the front opening of the housing 10, and a lower door 40 that can be opened and closed to close the lower part of the opening. The front door 12 may also be a single integrated structure without being divided into an upper door 30 and a lower door 40.

[0013] As shown in Figure 2, the lower part of the enclosure 10 is equipped with a power supply unit 14 that incorporates a power supply device (power supply means) for supplying power to each component, a hopper unit 16 that stores medals (game medium, game value) and dispenses medals (dispensing device (dispensing means)), and a cash box 18 that dispenses medals from the hopper unit 16 when the amount of medals in the hopper unit 16 exceeds a predetermined amount. The power supply unit 14 is also equipped with a power switch, and when the power switch is turned ON, power is supplied from the power supply unit 14 to each component. Note that some components may be supplied with power even when the power supply unit 14 is turned OFF.

[0014] Furthermore, the housing 10 is equipped with a reel unit 20, a main control means (first control means, main control board) 70, a sub-control means (second control means, sub-control board) 72, and the like. The reel unit 20 has three first reels 20a, a second reel 20b, and a third reel 20c, each displaying multiple patterns around it, and a drive motor (stepping motor) for rotating the reels 20a to 20c.

[0015] The main control means 70 is equipped with a setting change key cylinder and a setting change button 26 (Figure 3), etc. Note that the setting change key cylinder and the setting change button 26 may also be provided in other parts, such as the power supply unit 14. The setting change key cylinder (setting key switch, operating means related to the setting value) has two states: OFF and ON. In other words, it is possible to switch between the OFF and ON states. The setting change key cylinder is also formed so that a setting key can be inserted. The setting change key cylinder is initially in the OFF state. The initial position is defined as the position of the movable part of the setting change key cylinder and the setting key when the setting key is inserted in the OFF state. When the inserted setting key is rotated 90 degrees clockwise from the initial position, the state of the setting change key cylinder switches from the OFF state to the ON state. When the setting key is rotated 90 degrees counterclockwise from the position where the setting change key cylinder is in the ON state back to the initial position, it switches from the ON state to the OFF state. The setting change button 26 can be pressed.

[0016] As shown in Figure 1, a display window 31 is provided in the lower center of the upper door 30, and behind this display window 31, three reels 20a to 20c are arranged in a horizontal row. Multiple types of symbols are arranged on the outer surface of each reel 20a to 20c, and when the reels 20a to 20c stop, three symbols per reel are displayed through the display window 31. The display window 31 has upper, middle, and lower display positions for viewing the symbols of each reel 20a to 20c, and the number of active lines is set by the combination of the display positions of each reel 20a to 20c.

[0017] In this embodiment of the gaming machine, the number of tokens required for one game (specified number, specified number) is set to 3. When the specified number of tokens are inserted, the active lines, which are formed by the middle rows of each reel 20a to 20c, are activated. At the start of the game, each reel 20a to 20c starts to rotate, and an internal lottery is performed to determine whether one of the winning combinations is won or lost (not won). Next, when the reels 20a to 20c stop, if the symbol combination corresponding to the winning combination determined by the internal lottery is displayed on the active line, this winning combination is awarded, and the processing corresponding to the awarded winning combination (award processing) is performed.

[0018] Below the display window 31, a game information display unit 32 is provided. The game information display unit 32 consists of LEDs, lamps, a 7-segment display, etc., and displays various game information such as the number of medal credits, the number of medals dispensed or acquired in one game, and error information. The game information display unit 32 also includes a first main display unit 90, a second main display unit 92, and a sub-display unit 93.

[0019] A display window 33 is provided above the display window 31 in the upper center of the upper door 30. Behind this display window 33, a liquid crystal display (display means) 34 is provided. The liquid crystal display 34 displays various images to assist or enhance the game. In addition, multiple speakers (sound output means) 36 are provided on the upper door 30 and the lower door 40. Various sounds are output from the speakers 36 to assist or enhance the game. In addition, multiple lighting devices (lighting means) 38 are provided on the front door 12 for notification and effects.

[0020] An operating area 50 for operating the slot machine X is provided at the top of the lower door 40. The operating area 50 is equipped with a settlement button 52 operated when settling out tokens, a start lever 53 operated when starting a game, stop buttons 54 (54a, 54b, 54c) operated when stopping the rotation of the reels, a token slot 42 for inserting tokens, a reject button (not shown) operated when clearing a token jam that occurs in the token passage below the token slot 42, a bet button 56 operated when inserting (betting) tokens, and an effect button 57 operated when advancing the effects (changing the appearance of the effect images displayed on the liquid crystal display 34), etc. In this embodiment, the game machine is equipped with a MAX bet button 56 (first bet button) operated when betting 3 tokens (a specified number of tokens) and a 1 bet button 56 (second bet button) operated when betting 1 token.

[0021] The performance button 57 is located approximately in the center of the width direction (left-right direction) of the operation area 50. The performance button 57 is a push button with a pressable part, and may be equipped with a jog dial or the like for selecting performances, etc. The performance button 57 becomes operational, for example, during the execution of a performance that gives the player the expectation of transitioning to a favorable state, and an image instructing the player to perform the operation is displayed on the liquid crystal display 34. When the performance button 57 is operated, the result of the game (whether or not the player transitions to a favorable state) is announced.

[0022] The basic gameplay flow of this gaming machine will now be explained. When a player presses the MAX bet button 56, credited tokens are inserted, and the machine becomes ready to start playing. When the player presses the start lever 53 to start playing, the reels 20a to 20c begin to rotate. When the rotation speed of the reels 20a to 20c increases to a predetermined speed and reaches a steady rotation state, the stop buttons 54a to 54c become active (activated). Subsequently, when the player presses the respective stop buttons 54a to 54c corresponding to each reel 20a to 20c at any time, the rotation of each reel 20a to 20c stops. Specifically, pressing stop button 54a stops the rotation of the first reel 20a, pressing stop button 54b stops the rotation of the second reel 20b, and pressing stop button 54c stops the rotation of the third reel 20c. Then, once all reels 20a to 20c have stopped spinning, the game ends with the payout of tokens or the ability to restart without consuming any more tokens, depending on the outcome of the game.

[0023] The lower end of the front door 12 is provided with a medal payout port 60 for dispensing medals from inside the slot machine X, and a medal tray 62 for collecting the medals dispensed from the medal payout port 60. A lower panel 64 is provided between the operating area 50 and the medal tray 62 to decorate the exterior of the slot machine X. A light source (LED) is provided on the back side of the lower panel 64, and the lower panel 64 is illuminated from behind by the light emitted from this light source.

[0024] The lower door 40 is equipped with a door key cylinder 66, and the lower door 40 (front door 12) can be unlocked by inserting a door key into the door key cylinder 66. Specifically, the lower door 40 can be unlocked by rotating (twisting) the door key inserted into the door key cylinder 66 clockwise from its initial position. In addition, an error can be cleared by rotating (twisting) the door key inserted into the door key cylinder 66 counterclockwise from its initial position. Furthermore, the lower end of the upper door 30 is provided with an engaging part that protrudes from the rear side of the front of the lower door 40 and below the upper end of the lower door 40, so that the upper door 30 cannot be opened when the lower door 40 is closed. In other words, when opening the upper door 30, the lower door 40 must be unlocked and opened first, and then the upper door 30 can be opened.

[0025] Coins inserted through the coin slot 42 pass through the coin selector 67 (Figure 2), then through the coin chute 69, and into the hopper unit 16. However, under certain conditions, such as after the start of gameplay, a coin blocker 68 (Figure 3) built into the coin selector 67 is activated, blocking the path to the coin chute 69 (Figure 2), and the inserted coins are returned from the coin payout opening 60.

[0026] Figure 3 is a functional block diagram of the gaming machine of this embodiment. The gaming machine (slot machine X) of this embodiment is controlled by a main control means (main board) 70 and a sub-control means (sub-board) 72. The main control means 70 receives input signals from the settlement button 52, start lever 53, stop button 54, bet button 56, setting change button 26, door opening / closing switch 74, input detection sensor 78 and payout sensor 88, etc., and performs various calculations for setting the gaming machine, managing errors, or executing games, and controls output means such as reels 20a to 20c and hopper unit 16 based on the calculation results.

[0027] The sub-control means 72 receives information (signals) sent from the main control means 70, performs various calculations to execute the performance, and controls the performance devices such as the liquid crystal display 34, speaker 36, and lighting device 38 based on the calculation results.

[0028] The main control means 70 and the sub-control means 72 are electrically connected, and the main control means 70 can transmit various information (signals), such as information indicating the game state, to the sub-control means 72. However, the sub-control means 72 cannot transmit information to the main control means 70. Furthermore, the functions of the main control means 70 and the sub-control means 72 are realized by hardware such as various processors (CPU, DSP, etc.), ICs, or information storage media such as ROM and RAM, or by software consisting of predetermined programs pre-stored in ROM, etc.

[0029] The main control means 70 includes a setting change means 101, a setting confirmation means 102, a payout control means 103, a game control means 104, a random number generation means 105, a main error detection means 106, a main error management means 107, and a main memory means 108, among others.

[0030] The setting change means 101 performs control (setting change processing) to change the setting value stored in the main memory means 108. In this embodiment, depending on the state of the setting change key cylinder when the power is turned on, it is possible to switch between starting in game mode and starting in setting change mode. When the setting key is inserted into the setting change key cylinder and the setting key is rotated 90 degrees clockwise from its initial position, and power is supplied from the power supply unit 14 by operating the power switch (i.e., when the power is turned on), the setting change means 101 starts the game machine in setting change mode. In this embodiment, it is possible to select a setting value from six setting values ​​from setting 1 to setting 6. The probability of winning the internal lottery changes so that the expected value of the payout rate increases sequentially from setting 1 to setting 6. In this embodiment, the setting values ​​are expressed in the order of setting 1 < setting 2 < setting 3 < setting 4 < setting 5 < setting 6.

[0031] The setting change means 101 changes the setting value in the order of setting 1 → setting 2 → ... setting 6 → setting 1 → ... each time the setting change button 26 is pressed in setting change mode, and when the start lever 53 is pressed, the setting value is confirmed and the confirmed setting value is stored in the main memory means 108. Also, when the setting key inserted into the setting change key cylinder is returned to its initial position, the system transitions from setting change mode to game mode. In this embodiment, the selected setting value is displayed on the first main display 90 in setting change mode.

[0032] Furthermore, in this embodiment, when the setting key is inserted into the setting change key cylinder and the power is turned on with the setting key in its initial position, the gaming machine starts up in gaming mode. In this embodiment, in gaming mode, the game can be played, but the setting values ​​cannot be changed, and in setting change mode, the setting values ​​can be changed, but the game cannot be played.

[0033] The setting change means 101 performs an initialization process in the setting change mode to initialize the information stored in the read-write memory (RWM), which is a read-and-write memory area in the main memory means 108. However, in the initialization process, not all information stored in the read-write memory is initialized; certain information (such as medal credit information) is retained without being initialized.

[0034] The setting confirmation means 102, based on the fact that a predetermined operation (described later) has been performed in the game mode while the power is on, switches the game machine (slot machine X) from game mode to setting confirmation mode and performs a process (setting notification process) to notify the current setting value via the liquid crystal display 34, game information display unit 32, etc. Details of the setting confirmation mode will be described later.

[0035] The game control means 104 is a means for controlling the progress of the game. When a medal is inserted and the game starts, it determines whether a winning combination is achieved through an internal lottery, rotates the first reel 20a to the third reel 20c, and when a stop operation is performed on the stop buttons 54a to 54c, it stops the rotating reels according to the result of the internal lottery, determines whether a winning combination has been achieved based on the symbol combination displayed on the active line, and performs processing according to the determination result to advance the game through the main loop processing. The details thereof will be explained below.

[0036] The game control means 104 accepts the insertion of tokens for each game and, based on the insertion of a predetermined number of tokens (3 tokens), performs a process to activate the game start operation on the start lever 53. In this embodiment of the game machine, the first press of the start lever 53, which has been activated based on the insertion of a predetermined number of tokens, is accepted as the game start operation, triggering the rotation of the first reels 20a to the third reels 20c and also triggering the execution of an internal lottery.

[0037] In this embodiment of the gaming machine, when a medal is inserted into the medal slot 42, the insertion detection sensor 78 in the medal selector 67 is activated, and the game control means 104 sets the inserted medals to the insert state (bet state), up to a predetermined limit. In addition, in this embodiment of the gaming machine, the main memory means 108 can store up to 50 medals as credits (storage). When the bet button 56 is pressed while medals are stored as credits in the gaming machine, the game control means 104 sets the medals stored as credits in the main memory means 108 to the insert state, up to a predetermined limit. In this embodiment of the gaming machine, the number of credits is displayed on the second main display 92. The game control means 104 changes the display content of the second main display 92 according to the increase or decrease in the number of credits of medals stored in the main memory means 108.

[0038] The game control means 104 performs an internal lottery to determine whether a winning combination is achieved based on the game start operation on the start lever 53 (the first press operation on the activated start lever 53), and performs lottery table selection processing, random number determination processing, lottery flag setting processing, etc.

[0039] In the lottery table selection process, it is determined which of the multiple internal lottery tables stored in the main memory means 108 will be used to perform the internal lottery. In the gaming machine of this embodiment, each internal lottery table has multiple random values ​​(for example, 65,536 random values ​​from 0 to 65,535) associated with various roles such as replays, minor roles, and bonuses, as well as misses (failures). In this embodiment, for each of the six setting values, an internal lottery table corresponding to the game state is prepared, and the probability of obtaining some winning patterns in the internal lottery differs depending on the setting value, and the correspondence between roles and random values ​​is set so that the expected value of the payout rate increases as the setting value increases. A minor role is a role that, when achieved, allows the player to receive a predetermined number of medals corresponding to the minor role achieved. A replay is a role that, when achieved, allows the player to play again without consuming any more medals. When a replay is awarded, the start lever 53 is activated without consuming the player's tokens, and the game can be started by operating the start lever 53.

[0040] In the gaming machine of this embodiment, the game state can be set to a normal state, a bonus state, and a bonus state. In the lottery table selection process, one of several types of internal lottery tables is selected as the internal lottery table to be used for internal lottery, depending on the game state.

[0041] In the random number determination process, based on the game start operation on the start lever 53, a random number value (random number for drawing) is obtained from the random number generation means 105 for each game, and the internal drawing table stored in the main memory means 108 is referenced for the obtained random number value to determine whether or not a winning combination has been achieved.

[0042] The random number generation means 105 is a means for generating random numbers for drawing lots. The random numbers can be generated, for example, by a 16-bit random number circuit that generates 65,536 random numbers from 0 to 65,535 without repetition within one cycle. In this embodiment, "random numbers" include not only values ​​that are generated randomly in a mathematical sense, but also values ​​that, even if their generation is regular, can function as effectively random numbers because their acquisition timing is irregular.

[0043] In the lottery flag setting process, based on the result of the random number determination process, the lottery flag corresponding to the winning role is set from a non-winning state (first flag state, off state) to a winning state (second flag state, on state). In the gaming machine of this embodiment, if two or more roles are won simultaneously, the lottery flag corresponding to each of the two or more roles that were won simultaneously is set to a winning state. The lottery flag setting information is stored in the main memory means 108.

[0044] The lottery flags include two types: a carryover flag that allows the winning state to be carried over to subsequent games until a win is achieved, and a non-carryover flag that resets to a non-winning state regardless of whether a win is achieved or not. The former, the carryover flag, is associated with bonuses, while minor wins and replays are associated with the latter, the non-carryover flag. In other words, in the lottery flag setting process, for example, if a bonus is won in the internal lottery, the winning state of the bonus lottery flag is carried over until a bonus is achieved. At this time, the game control means 104 performs an internal lottery to determine whether minor wins and replays are successful, even in games where the winning state of the bonus lottery flag has been carried over. In this lottery flag setting process, in a game where the winning state of the bonus lottery flag has been carried over, if a minor role or replay is won, the lottery flags corresponding to two or more roles, consisting of the already won bonus lottery flag and the minor role or replay lottery flag won through internal lottery, are set to the winning state.

[0045] Furthermore, the game control means 104 starts the rotation of each reel 20a to 20c when the start lever 53, which has been activated under the control of the main control means 70, is operated (i.e., the game is started), and when the activated stop buttons 54a to 54c are operated, it performs stopping control of the reel corresponding to the operated stop button (control to stop in a manner corresponding to the setting state of the lottery flag (result of the internal lottery)).

[0046] The game control means 104 determines the stopping position of the reel corresponding to the operated button among the first reels 20a to the third reels 20c each time a stop button 54a to 54c is operated, and controls the reel to stop at the determined stopping position. In the slot machine X, when stop button 54a is operated, the rotation of the first reel 20a stops; when stop button 54b is operated, the rotation of the second reel 20b stops; and when stop button 54c is operated, the rotation of the third reel 20c stops. Therefore, the stopping order of the first reels 20a to the third reels 20c changes depending on the order in which the stop buttons 54a to 54c are operated.

[0047] In the stop control when the stop buttons 54a to 54c are operated, the game control means 104 stops each reel 20a to 20c so that a winning combination whose lottery flag is set to a winning state is awarded. Specifically, when the lottery flag for one winning combination is set to a winning state, the stop control of each reel 20a to 20c is performed so that this winning combination is awarded. Furthermore, when the lottery flags for multiple winning combinations are simultaneously set to a winning state, each reel 20a to 20c is stopped so that a predetermined winning combination is awarded according to the priority order set for each combination. In the game machine of this embodiment, the priority order is set in the order of "Replay > Small Win > Bonus". The game control means 104 then stops the reels 20a to 20c so that the symbols constituting the winning combination of a higher priority combination are displayed on the active line in priority to the symbols constituting the winning combination of a lower priority combination.

[0048] In the gaming machine of this embodiment, when multiple types of small wins are won in the internal lottery, the priority order for candidate stopping positions can be determined in two ways: one is to determine the priority according to the number of symbol combinations that represent the winning form that can be displayed on the active line, and the other is to determine the priority according to the number of medals paid out based on the predetermined payout for each small win. When determining the priority order for candidate stopping positions according to the number of symbol combinations that can be displayed on the active line, the priority order for each candidate stopping position is determined such that the stopping position that has a larger number of symbol combinations that represent the winning form that can be displayed on the active line has a higher priority. When determining the priority order for candidate stopping positions according to the number of medals paid out, the priority order for each candidate stopping position is determined such that the stopping position that has a larger number of medals paid out based on the payout for the small win corresponding to the symbol displayed on the active line (a stopping position that can win a small win with a high payout) has a higher priority. However, when determining the priority order for candidate stopping positions according to the number of medals paid out, if the same small win with the same payout is won multiple times, the priority order for candidate stopping positions that can win each small win is treated as the same. Furthermore, when determining the priority of candidate stopping positions based on the number of symbol combinations indicating winning patterns that can be displayed on the active payline, candidate stopping positions with the same number of symbol combinations indicating winning patterns that can be displayed on the active payline are treated as having the same priority.

[0049] The game control means 104 performs a prize determination process to determine whether or not a winning combination has been achieved based on the stopping patterns of the first reels 20a to the third reels 20c. Specifically, it compares the combination of symbols displayed on the active lines (stop display) when the first reels 20a to the third reels 20c stop with the prize determination table stored in the ROM of the main memory means 180. The prize determination table stores the winning patterns (combinations of symbols that result in a win when stopped) for each winning combination, and the aforementioned comparison determines whether or not a win has been achieved and the type of winning combination achieved. If a winning combination has been achieved, the game control means 104 executes a prize determination process corresponding to the winning combination. Specifically, the prize determination process includes a payout process if a small win is achieved, a replay process (re-play process) if a replay is achieved, and a process to transition the game state (game state transition control process) if a bonus is achieved.

[0050] The payout process is the process of dispensing a number of medals determined based on the payout set for each winning combination when a winning combination is achieved. The game control means 104 determines the number of medals to be dispensed based on the payout set for each winning combination when a winning combination is achieved, and causes the hopper unit 16 to dispense the number of medals corresponding to the determined number of medals to be dispensed.

[0051] The hopper unit 16 is a device that dispenses a number of medals instructed by the game control means 104. The hopper unit 16 is equipped with a dispensing sensor 88 that operates each time a medal is dispensed, and the game control means 104 is configured to manage the number of medals actually dispensed from the hopper unit 16 based on the input signal from the dispensing sensor 88. In this embodiment of the game machine, when medals are dispensed in each game, the number of medals dispensed is displayed on the first main display 90. When medals are dispensed due to a winning combination, the game control means 104 displays the number of medals dispensed due to that winning combination on the first main display 90.

[0052] Furthermore, if medal credit storage (storage storage) is permitted, instead of actually dispensing medals by the hopper unit 16, a credit addition process is performed to virtually dispense medals by adding the number of medals to the number of credits (number of medals stored as credits) stored in the main memory means 108. When some or all of the number of medals dispensed is added to the number of credits, the game control means 104 changes the display content of the second main display 92 in accordance with the increase in the number of credits.

[0053] The replay process, when a replay is awarded, sets the machine to the same game start standby state as the previous game without requiring the player to insert any tokens for the next game. When a replay is awarded, an automatic insertion process is performed, which automatically inserts the same number of tokens as the number of tokens set to be inserted in the previous game (the game in which the replay was awarded), without using any tokens the player has on hand (including credited tokens). The machine then waits for the next game start operation by pressing the start lever 53 with the number of active lines corresponding to the number of tokens inserted by the automatic insertion process set. Furthermore, once the automatic insertion process has been performed, it is not possible to insert any additional tokens.

[0054] Furthermore, the game control means 104 controls the game so that, in the next game after a replay has been awarded, the player's tokens are not set to the "inserted" state. Specifically, if a replay was awarded in the previous game, even if tokens are inserted into the token slot 42 while token insertion is being accepted, the inserted tokens are not set to the "inserted" state, but are credited up to the credit limit (for example, 50 tokens). In addition, the game control means 104 prevents operation of the bet button 56 while token insertion is being accepted, and even if the bet button 56 is pressed, the credited tokens are not set to the "inserted" state.

[0055] Furthermore, the game control means 104 performs game state transition control processing to transition the game state between the normal state, the bonus-established state, and the bonus state. In this embodiment, information indicating the current game state is stored in the main memory means 108. The conditions for transitioning game states may be one condition or multiple conditions. If multiple conditions are defined, the game state can be transitioned to another game state based on the fulfillment of one of the multiple predetermined conditions, or on the fulfillment of all of the multiple predetermined conditions.

[0056] The normal state is the initial state among several types of game states, and it is possible to transition from the normal state to the bonus-winning state. Specifically, if a bonus is won in the normal state, the game transitions to the bonus-winning state. In the normal state, an internal lottery is performed by referring to an internal lottery table among several types of internal lottery tables stored in the main memory means 108, in which small wins, replays, and bonuses are set as the lottery targets.

[0057] The bonus state is a game state that is entered when a bonus is won through an internal lottery. In the bonus state, the probability of winning a small role is determined from one of several types of internal lottery tables stored in the main memory means 108, with the same probability as in the normal state, and an internal lottery is conducted by referring to an internal lottery table in which the bonus is excluded from the lottery target. In the bonus state, replays are also set as targets for lottery, but the probability and winning pattern of replays may be different from or the same as in the normal state.

[0058] In the bonus-established state, the lottery flag corresponding to the bonus remains in a winning state until the bonus is awarded, and the success or failure of minor roles and replays is determined. When a combination of symbols indicating the type of bonus awarded is displayed on an active line, the game control means 104 transitions the game state from the bonus-established state to the bonus state based on the awarding of the bonus.

[0059] The bonus state is a game state that is entered when a combination of symbols indicating a bonus win is displayed on an active payline. In the bonus state, an internal lottery is conducted by referring to an internal lottery table in which the probability of winning small wins is set higher than in the normal state and the bonus state, and replays are excluded from the lottery target, among the multiple types of internal lottery tables stored in the main memory means 108. In other words, the bonus state is a game state that is more advantageous to the player than the normal state and the bonus state because small wins are won more frequently.

[0060] In the bonus state, the game determines whether the termination condition has been met based on the total number of medals paid out during bonus gameplay in the bonus state. If the number of medals paid out exceeds a predetermined number of medals (for example, 250 medals), the game control means 104 terminates the bonus state and returns the game state to the normal state. In this embodiment, the count information regarding the number of medals paid out in the bonus state is accumulated and stored in the main memory means 108.

[0061] The main error detection means 106 monitors the signal status of various sensors such as the input detection sensor 78 and the dispensing sensor 88, determines whether the error detection conditions are met, and detects the main error by identifying the main error that has occurred based on the conditions being met. In this embodiment, even after detecting any main error (while waiting for a release operation due to the error wait processing described later), the main error detection means 106 continues to periodically detect each main error by timer interrupt processing.

[0062] The main error detection means 106 detects backflow errors, empty errors, dispensing jam errors, dispensing abnormal errors, over errors, stagnation errors, and input abnormal errors based on the signal states of various sensors, as shown in Figure 4. When the main error detection means 106 detects a predetermined main error, it sets the corresponding error detection flag in the main memory means 108. A backflow error is a main error caused by medals flowing backward in the flow path. An empty error is a main error caused by the hopper unit 16 running out of stored medals. A dispensing jam error is a main error caused by medals that should be dispensed in the hopper unit 16 being jammed and not being dispensed. A dispensing abnormal error is a main error caused by medals being dispensed in a situation where medals should not be dispensed. An over error is a main error caused by the excess medals stored in the cash box 18 exceeding a predetermined amount. A stagnation error is a main error caused by medals being jammed in the medal selector 67. The input error is the main error caused by a jam of coins near the coin slot 42, etc.

[0063] When any error detection flag is set in the main memory means 108, the main error management means 107 performs error wait processing and waits for a predetermined release operation to be performed. During this error wait processing, it notifies the main error detected by the main error detection means 106 via the first main display 90 and performs release processing to clear the error detection flag, etc., based on the fact that a predetermined release operation (pressing the setting change button 26) has been performed. In this embodiment, while the error wait processing by the main error management means 107 is being executed, the main loop processing in the game control means 104 is interrupted and the main loop processing is resumed after the release processing for the occurring main error is completed.

[0064] In error wait processing, the main error management means 107 accepts the pressing of the setting change button 26 as a release operation and performs a release operation to clear (erase) error-related information such as detection flags and timer timing information stored in the main memory means 108. In error wait processing, after displaying an error code on the first main display unit 90, timer wait processing is performed using the error wait timer provided in the main memory means 108, and the release operation is accepted after the timer wait processing period (approximately 108 ms) has elapsed.

[0065] In this embodiment, the transmission of information from the main control means 70 to the sub-control means 72 is achieved by sending commands via serial communication. The information included in the commands transmitted from the main control means 70 to the sub-control means 72 includes setting values, game status, number of medals inserted and dispensed, results of internal lotteries, signal status of various switches, details of reel stop control, results of prize winning determination, and information regarding any main errors that may have occurred.

[0066] In this embodiment, when a main error occurs, the main control means 70 transmits an error occurrence command corresponding to the error type for which the error detection flag is set, and an error release command indicating that the setting change button 26 has been released, to the sub-control means 72. In addition, when the signal state of the door open / close switch 74 changes, the main control means 70 transmits a door open command to the sub-control means 72 based on the change in the signal state from OFF (signal state indicating that the front door 12 is closed) to ON (signal state indicating that the front door 12 is open), and transmits a door close command based on the change in the signal state from ON to OFF. In this embodiment, even if the front door 12 is open, this itself is not treated as a main error, and the main loop processing can continue as long as no other main errors have occurred. In addition, in this embodiment, the main control means 70 also periodically transmits a wire break monitoring command to the sub-control means 72 at predetermined intervals (for example, every 15ms).

[0067] Next, the sub-control means 72 will be described. The sub-control means 72 includes the performance control means 131, the sub-error detection means 202, the sub-error management means 203, and the sub-storage means 132, etc.

[0068] The performance control means 131 controls performances using the liquid crystal display 34, the speaker 36, and the lighting device 38 based on performance data stored in the sub-storage means 132. For example, it controls the execution of performances that enhance or assist the game according to the progress of the game by turning on or flashing the lighting device 38, changing the display content of the liquid crystal display 34, or outputting sound from the speaker 36 in response to operations on the bet button 56, the start lever 53, and the stop buttons 54a to 54c, or the occurrence of game events such as changes in the game state.

[0069] The content of the effects performed during gameplay is determined using an effects lottery table stored in the sub-storage unit 132, in accordance with commands transmitted from the main control unit 70 corresponding to the game state, effects state, and the results of internal lotteries. In this embodiment, image data stored in the ROM of the sub-storage unit 132 is read into an image buffer provided in the sub-storage unit 132, and an image based on the image data read into the image buffer is output to the liquid crystal display 34. In addition, sound data stored in the ROM of the sub-storage unit 132 is read into a sound buffer provided in the sub-storage unit 132, and a sound based on the sound data read into the sound buffer is output from the speaker 36.

[0070] The sub-error detection means 202 determines whether the error detection conditions are met based on the door open command and wire break monitoring command transmitted from the main control means 70, and detects sub-errors by identifying the sub-errors that have occurred based on the conditions being met. In this embodiment, even after detecting any sub-error (while waiting to receive an error clearing command from the main control means 70, which will be described later), the sub-error detection means 202 continues to periodically detect each sub-error by timer interrupt processing.

[0071] As shown in Figure 5, the sub-error detection means 202 detects door opening / closing errors and communication errors. When the sub-error detection means 202 detects a predetermined sub-error, it sets the corresponding error detection flag in the sub-storage means 132. A door opening error is a sub-error caused by the front door 12 being open. A communication error is a sub-error caused by a communication failure, such as a broken communication cable between the main control means 70 and the sub-control means 72.

[0072] When the sub-error detection means 202 receives an error occurrence command transmitted from the main control means 70, it sets an error detection flag corresponding to the main error identified by the error occurrence command in the sub-storage means 132.

[0073] When an error detection flag is set in the sub-storage unit 132, the sub-error management unit 203 determines the error to be reported and performs error notification processing to control the performance device in a performance mode corresponding to the error. In addition, the sub-error management unit 203 notifies the error to be reported during the error notification processing and waits for an error clear command or door close command to be sent from the main control unit 70. Based on the fulfillment of the error recovery conditions, it performs error recovery processing to clear the error detection flag etc. set in the sub-storage unit 132 and restore the state of the performance device to its original state. In this embodiment, no information is transmitted from the sub-control unit 72 to the main control unit 70, so the occurrence of a sub-error does not affect the progress of the main loop processing in the game control unit 104, and if no main error occurs, the game control unit 104 can continue the main loop processing even when a sub-error occurs.

[0074] The sub-error management means 203, when an error detection flag corresponding to a sub-error is set in the sub-storage means 132, causes the sub-display 93 to display an error code corresponding to the type of error detection flag.

[0075] Regarding communication errors, recovery is possible solely by the initialization of the sub-storage means 132 upon power restoration. The sub-error management means 203 continues the communication error notification process and maintains the state of notifying the communication error until the power supply to the gaming machine is cut off. However, even if the communication error is temporarily cleared by power restoration, if the disconnection situation has not been resolved, the sub-error detection means 202 will detect the communication error again based on a failure to receive the disconnection monitoring command from the main control means 70.

[0076] Next, the main loop processing that controls the progress of the game will be explained using the flowchart shown in Figure 6. First, a coin insertion acceptance process is performed to accept the insertion of the required number of coins (specified number) to play the game (step S100), and it is determined whether or not the specified number of coins (3 coins) set as the game start condition has been accepted (step S101). In the coin insertion acceptance process, the inserted coins are set to the inserted state based on the fact that the player has inserted coins into the coin slot 42. Also, coins credited into the game machine are set to the inserted state based on the pressing of the 1 bet button 56 or the MAX bet button 56. Furthermore, if a replay was won in the previous game, the same number of coins as those inserted in the previous game (the same number of coins as in the previous game) are automatically set to the inserted state.

[0077] In step S101, if it is determined that the prescribed number of medals have been inserted (if it is determined that the prescribed number of medals have been inserted) (step S101: YES), the operation of the start lever 53 is activated (step S102). On the other hand, in step S101, if it is determined that the prescribed number of medals have not been inserted (step S101: NO), the process returns to step S100.

[0078] Next, it is determined whether or not the start lever 53 has been operated (step S103). If it is determined in step S103 that the start lever 53 has been operated (step S103: YES), an internal lottery is performed (step S104), and the rotation of the first reel 20a to the third reel 20c begins (step S105). On the other hand, if it is determined in step S103 that the start lever 53 has not been operated (step S103: NO), the process in step S103 is repeated.

[0079] Next, it is determined whether the rotation speed of each reel is equal to or greater than a predetermined speed (step S106). If it is determined in step S106 that the rotation speed of each reel is equal to or greater than a predetermined speed (step S106: YES), the operation of stop buttons 54a to 54c is activated (step S107). On the other hand, if it is determined in step S106 that the rotation speed of each reel is not equal to or greater than a predetermined speed (step S106: NO), the process in step S106 is repeated.

[0080] Next, it is determined whether a predetermined stop button has been operated (step S108). If it is determined in step S108 that a predetermined stop button has been operated (step S108: YES), the rotation of the reel corresponding to the operated stop button is stopped (step 109), and it is determined whether all reels have stopped (step S110). On the other hand, if it is determined in step S108 that a predetermined stop button has not been operated (step S108: NO), the process in step S108 is repeated.

[0081] If it is determined in step S110 that not all reels have stopped (step S110: NO), the process returns to step S108. On the other hand, if it is determined in step S110 that all reels have stopped (step S110: YES), it is determined whether or not a winning combination has been achieved in the internal lottery based on the stopping state (stopping pattern) of each reel (step S111). If it is determined in step S111 that a winning combination has been achieved in the internal lottery (step S111: YES), the process corresponding to the winning combination (winning process) is executed (step S112), and the series of processes (1 game) ends. On the other hand, if it is determined in step S111 that a winning combination has not been achieved in the internal lottery (or the result of the internal lottery was a loss (failure)) (step S111: NO), the series of processes (1 game) ends when each reel 20a to 20c has stopped.

[0082] Here, the state in which the required number of tokens necessary to start the game have been inserted, or the state in which tokens have been automatically inserted based on the winning (winning) of a replay in the previous game (the state in which the replay is activated), is defined as a specific state (a state in which the game can be started). In this embodiment, the gaming machine is capable of performing a setting confirmation process (described later) when it is in a specific state.

[0083] Here, we will explain the case in which a setting confirmation process is executed in a specific state (a state where the game can be started), that is, after a YES determination is made in step S101 (after the processing in step S102 is executed) and before a YES determination is made in step S103. Figure 7 is a flowchart of the setting confirmation process (setting reference process) in the main control means 70. Note that the starting point of the flowchart shown in Figure 7 is assumed to be the game mode.

[0084] The main control means 70 determines whether the setting key has been inserted into the setting change key cylinder and whether the setting key has been moved (rotated) from the first position (initial position) to the second position (for example, a position rotated 90 degrees clockwise from the initial position) (step S200). In this way, the operation of moving the setting key from the first position to the second position in the game mode can be called the operation of transitioning to the setting confirmation mode.

[0085] In step S200, if it is determined that the setting key has been inserted into the setting change key cylinder and that the setting key has been moved from the first position to the second position (step S200: YES), the main control means 70 transitions from the game mode (first state) to the setting confirmation mode (second state, setting reference mode, setting confirmation state, setting reference state) (step S201). At this time, the main loop processing is interrupted in conjunction with the transition to the setting confirmation mode. On the other hand, in step S200, if it is determined that the setting key has not been inserted into the setting change key cylinder and that the setting key has not been moved from the first position to the second position (step S200: NO), the processing in step S200 is repeated.

[0086] In step S200, it may be determined whether the setting key has been inserted into the setting change key cylinder, moved from the first position to the second position, and the setting change button 26 has been operated (pressed). In other words, the operation to transition to the setting confirmation mode may be to insert the setting key into the setting change key cylinder, move the setting key from the first position to the second position, and operate the setting change button 26. In that case, if it is determined in step S200 that the setting key has been inserted into the setting change key cylinder, moved from the first position to the second position, and the setting change button 26 has been operated (step S200: YES), the main control means 70 transitions from the game mode to the setting confirmation mode (step S201).

[0087] In setting confirmation mode, an image indicating that setting confirmation mode is in operation (for example, the text "Settings being checked") is displayed on the LCD display 34. In addition, in setting confirmation mode, the currently set setting value is displayed on the first main display 90 of the game information display unit 32. In setting confirmation mode, the current setting value can be viewed (notified), but gameplay is not possible. Also, in setting confirmation mode, the setting value can be viewed, but it cannot be changed. Even in a specific state (a state where gameplay can be started), the system can transition from the first state to the second state, and the setting notification process can be executed, allowing the current setting value to be checked. For example, in a specific state, there is no need to end the game before transitioning to the second state where the setting notification process is performed, thus improving the convenience of checking the setting value. Furthermore, in a specific state (a state where the game can be started), if the start lever is not yet turned ON, the setting key can be moved to the second position to switch to the setting confirmation mode.

[0088] Next, the main control means 70 determines whether the setting key inserted in the setting change key cylinder has moved (rotated) from the second position to the first position (step S202). If it is determined in step S202 that the setting key has moved from the second position to the first position (step S202: YES), the main control means 70 terminates the setting confirmation mode and transitions from the setting confirmation mode to the game mode (step S203). The operation of moving the setting key from the second position to the first position (returning it to the initial position) in the setting confirmation mode can be called the operation of returning to the game mode. On the other hand, if it is determined in step S202 that the setting key has not moved from the second position to the first position (step S202: NO), the process in step S202 is repeated.

[0089] After the processing in step S203, the main control means 70 resumes the main loop processing (Figure 6) (returns to the main loop processing). Alternatively, the main control means 70 may resume the main loop processing after a predetermined time (a predetermined wait period) has elapsed after the processing in step S203.

[0090] (Start lever) In this embodiment, if, from a specific state (game start ready state) and in game mode, the setting key inserted into the setting change key cylinder is moved from the first position to the second position (transition operation), and before the setting key is moved from the second position to the first position (return operation) while in setting confirmation mode, the start lever 53 is operated (pressed), and while the start lever 53 is operated, the operation to move the setting key from the second position to the first position (return operation) is performed, then the game will not start immediately after transitioning to (returning to) game mode. Specifically, immediately after transitioning to (returning to) game mode is the timing when the main loop processing is returned (the timing when the timer interrupt processing is executed). Furthermore, the state in which the start lever 53 is operated refers to the state in which the start lever 53 has been operated to the ON position.

[0091] In other words, in the settings confirmation mode, if the start lever 53 is in the ON position, and the game is switched from the settings confirmation mode to the game mode while the start lever 53 is in the ON position, the game will not start.

[0092] The main control means 70 monitors the state of the signal input from the start lever 53 (signal state). When the start lever 53 is not operated, the signal input to the main control means 70 is OFF, and when the start lever 53 is operated, the signal input to the main control means 70 is ON. The main control means 70 does not detect the ON state if the signal state is ON due to the operation of an inactive start lever 53. However, the system may be configured so that the signal state does not become ON when an inactive start lever 53 is operated.

[0093] In the main loop processing, when the state of the signal input from the start lever 53 is detected as changing from OFF to ON, i.e., an ON edge (rising edge), the main control means 70 can determine that the start lever 53 has been operated (turned ON). If the start lever 53 is pressed in the setting confirmation mode and turns ON, and then the system transitions to the game mode in that state, the input signal is detected as ON when the system returns to the main loop processing, but the rising edge (ON edge) from OFF to ON is not detected. Therefore, the system does not determine that the start lever 53 has been operated when the system returns to the main loop processing, and the game does not start. Furthermore, even if the start lever 53 remains ON after transitioning from the setting confirmation mode to the game mode and returning to the main loop processing, the game will not start. Furthermore, when returning to the main loop processing, if the ON state of the input signal is detected, and the start lever 53 remains ON, and then the start lever 53 turns OFF, a change from ON to OFF in the input signal (OFF edge, falling edge) is detected. However, because it is an OFF edge, it is not determined that the start lever 53 has been operated, and the game does not start.

[0094] In this embodiment, in a specific state (a state in which the game can be started), even if the setting change key cylinder (operating means related to the setting value, second operating means related to the setting value) is changed from the OFF state to the ON state and the start lever 53 is operated while the setting change key cylinder is in the ON state, the game will not start. Furthermore, even if the setting change key cylinder is changed to the OFF state while the start lever 53 is being operated (while the operation continues), the game will not start.

[0095] In this embodiment, a specific state is defined as the state in which a predetermined number of tokens necessary to start the game have been inserted, or the state in which tokens have been automatically inserted based on the result of an internal lottery winning a replay. In this specific state, it is possible to switch from the game mode to the settings confirmation mode. However, it is also possible to switch from the game mode to the settings confirmation mode in either of the specific states. For example, it is possible to switch from the game mode to the settings confirmation mode when a predetermined number of tokens necessary to start the game have been inserted, but it is not possible to switch from the game mode to the settings confirmation mode when tokens have been automatically inserted based on the result of an internal lottery winning a replay.

[0096] The operation to transition to the setting confirmation mode and the operation to return to the game mode are performed when the front door 12 is open (the signal state of the door open / close switch 74 (door sensor) is ON). In this embodiment, when the operation to return to the game mode (the operation to move the setting key from the second position to the first position) is performed, the system transitions from the setting confirmation mode to the game mode and returns to the main loop processing. However, when the operation to return to the game mode is performed and the front door 12 is closed (i.e., when the signal state of the door open / close switch 74, which is ON because the front door 12 is open, becomes OFF), the system transitions from the setting confirmation mode to the game mode and returns to the main loop processing. In other words, the condition for transitioning from the setting confirmation mode to the game mode (the condition for returning to the main loop processing) may include the condition that the front door 12 is closed. The control for returning from the settings confirmation mode (settings reference state) may be as follows: In the first example, with the front door 12 open, changing the setting change key cylinder from the OFF state to the ON state transitions to the setting confirmation mode. Next, with the front door 12 open, changing the setting change key cylinder from the ON state to the OFF state transitions to the game mode (returning from the setting confirmation mode). In the second example, when the front door 12 is open, changing the setting change key cylinder from the OFF state to the ON state will transition to the setting confirmation mode. Next, when the front door 12 is closed, changing the setting change key cylinder from the ON state to the OFF state will continue the setting confirmation mode (it will not return from the setting confirmation mode). Furthermore, even if the front door 12 is opened while the setting change key cylinder is in the OFF state, the setting confirmation mode will continue (it will not return from the setting confirmation mode). In the third example, with the front door 12 open, changing the setting change key cylinder from the OFF state to the ON state transitions to the setting confirmation mode. Next, with the front door 12 closed, changing the setting change key cylinder from the ON state to the OFF state continues the setting confirmation mode (it does not return from the setting confirmation mode). Next, with the front door 12 open and the setting change key cylinder ON (the order does not matter), changing the setting change key cylinder OFF while the front door 12 is open transitions to the game mode (it returns from the setting confirmation mode).

[0097] In this embodiment, if the start lever 53 is operated while the front door 12 is open and the setting change key cylinder (operating means related to the setting value) is in the OFF state in a specific state, the game will start (the game will proceed). However, if the start lever 53 is operated while the front door 12 is open and the setting change key cylinder is in the ON state (setting confirmation mode) in a specific state, the game will not start (the game will not proceed).

[0098] Other predetermined operating means (first operating means) (buttons, switches) distinct from the start lever 53 include stop buttons 54a to 54c, a bet button 56, or a performance button 57. These predetermined operating means can be described as first operating means used to advance the game. In this embodiment, in a specific state (a state in which the game can be started), if the start lever 53 is operated while the first operating means is being operated (in the ON state), the game is started. However, in a specific state, if the start lever 53 is operated while the setting change key cylinder (operating means related to the setting value, second operating means related to the setting value) is in the ON state, the game is not started.

[0099] Furthermore, in a specific state (a state in which the game can be started), if the start lever 53 is operated while the setting change button 26 (operating means related to the setting value, second operating means related to the setting value) is being operated (in the ON state), the game will not start. Note that whether the setting change key cylinder is in the OFF or ON state, if the start lever 53 is operated while the setting change button 26 is being operated (in the ON state), the game will not start. Also, if the setting change button 26 is turned OFF while the start lever 53 is being operated (while the operation continues), the game will not start. In this embodiment, regardless of whether a specific game state is in place or not, when the setting change button 26 is operated (pressed), (1) even if the MAX bet button 56 is operated (pressed), no game value is bet (the game value does not enter a payout state, and the payout of game value is not accepted), but (2) when the player inserts game value into the medal slot 42 (manually), the game value is bet (the game value enters a payout state, and the payout of game value is accepted).

[0100] (Checkout button) The settlement button 52 is provided to settle the tokens electronically stored in the gaming machine (slot machine X) and the tokens that are bet (set to be inserted) but not used for gameplay, and to discharge them into the token tray 62 via the token payout opening 60. "Settlement" means returning the tokens used for gameplay to the player.

[0101] The settlement button 52 is designed to be pressable, and settlement processing is performed based on the operation of the settlement button 52. The settlement button 52 is equipped with a pressing part, and the pressing part is designed to be pressable (pushed in). Hereinafter, when the pressing part of the settlement button 52 is operated, this will be referred to as the settlement button 52 being operated. In the settlement processing (a predetermined process related to the value of the game), the medals set for at least one of either the stored (credit) or the bet are settled. In other words, the targets of settlement based on the operation of the settlement button 52 include not only the medals set for credit, but also the medals set for bet. When medals are set for both bet and credit, there are, for example, the following two modes of settlement based on the operation of the settlement button 52. In the first mode of settlement, both the medals set for bet and the medals set for credit are settled at once with a single operation of the settlement button 52. In the second settlement method, only the medals set as bets are settled by operating the settlement button 52 for the first time, and the medals set as credits are settled by operating the settlement button 52 a second time after the medals set as bets have been settled.

[0102] Here, we will explain the process when transitioning from game mode to setting confirmation mode in a specific state (game start ready state), and then returning from setting confirmation mode to game mode. In this embodiment, when in a specific state (game start ready state) and in game mode, an operation to move the setting key inserted into the setting change key cylinder from the first position to the second position (transition operation) is performed, and before the operation to move the setting key from the second position to the first position (return operation) is performed in the setting confirmation mode, the settlement button 52 is operated (pressed) (ON state), and when the operation to move the setting key from the second position to the first position (return operation) is performed while the settlement button 52 is operated (ON state), settlement is executed (started). The state in which the settlement button 52 is operated refers to the state in which the settlement button 52 has been operated to the position where it is ON.

[0103] In other words, in the settings confirmation mode, the settlement button 52 is set to ON, and when the system transitions from the settings confirmation mode to the game mode while the settlement button 52 is ON, settlement begins. Therefore, when transitioning to the game mode, there is no need to set the settlement button 52 to ON again, allowing for a smoother settlement process.

[0104] The main control means 70 monitors the state of the signal input from the settlement button 52 (signal state). When the settlement button 52 is not operated, the signal input to the main control means 70 is OFF, and when the settlement button 52 is operated, the signal input to the main control means 70 is ON. In the main loop processing, if the state of the signal input from the settlement button 52 is detected to be ON for a certain period of time or longer (over a predetermined number of timer interrupt processes), the main control means 70 can determine that the settlement button 52 has been operated (turned ON). Therefore, if the settlement button 52 is pressed in the setting confirmation mode and turns ON, and then the game mode is started, the input signal is detected to be ON when the main loop processing returns, and if this ON detection continues for a certain period of time or longer, settlement is started.

[0105] Furthermore, if, while in a specific state (a state where the game can be started) and in game mode, the setting key inserted into the setting change key cylinder is moved from the first position to the second position (transition operation), and before the setting key is moved from the second position to the first position (return operation) while in setting confirmation mode, the settlement button 52 is pressed (ON state), and while the settlement button 52 is ON, the setting key is moved from the second position to the first position (return operation), then settlement may not be started. In this case, it is possible to prevent settlement from being started due to an unintended operation. Also, if settlement is started due to an unintended operation, it becomes necessary to insert tokens into the token slot 42 in order to continue playing, which is a burden on the player, but according to this embodiment, such a burden can be prevented. Furthermore, even if the ON state of the settlement button 52 is maintained (continued) after transitioning from setting confirmation mode to game mode and returning to the main loop processing, settlement may not be started.

[0106] In a specific state (a state in which the game can be started), if the setting change key cylinder (operating means related to the setting value) is changed from the OFF state to the ON state, and the settlement button 52 is operated while the setting change key cylinder (operating means related to the setting value) is in the ON state, the processing related to the game value (settlement processing) may not be started. Furthermore, even if the setting change key cylinder is changed to the OFF state while the settlement button 52 is being operated (while the operation is maintained), the processing related to the game value (settlement processing) may not be started.

[0107] Furthermore, although the above states that this occurs in a specific state (a state in which a predetermined number of medals necessary to start the game have been inserted, or a state in which medals have been automatically inserted based on the result of an internal lottery where a replay has been won), even if the setting change key cylinder (operating means related to the setting value) is changed from the OFF state to the ON state when the predetermined number of medals necessary to start the game has been inserted (state with predetermined number of medals inserted), and the settlement button 52 is operated while the setting change key cylinder (operating means related to the setting value) is in the ON state, the processing related to the game value (settlement processing) may not be started. Also, even if the setting change key cylinder is changed to the OFF state while the settlement button 52 is being operated (while the operation is maintained), the processing related to the game value (settlement processing) may not be started.

[0108] Furthermore, even if the setting change button 26 (operating means related to the setting value) is turned from OFF to ON when the prescribed number of tokens required to start the game has been inserted (prescribed number of tokens inserted), and the settlement button 52 is operated while the setting change button 26 (operating means related to the setting value) is being operated (is ON), the processing related to the game value (settlement processing) will not be started. Also, even if the setting change button 26 is turned OFF while the settlement button 52 is being operated (while the operation is maintained), the processing related to the game value (settlement processing) will not be started.

[0109] Furthermore, in the state where the required number of tokens necessary to start the game have not been inserted (only credits are set), (1) when the setting change key cylinder (operating means related to the setting value) is turned from the OFF state to the ON state, the system will transition to the setting confirmation mode. (2) On the other hand, even if the setting change key cylinder is in the OFF state, and the setting change button 26 is operated (turned ON), and the settlement button 52 is operated, and the setting change button 26 is turned OFF while the settlement button 52 is being operated, the processing related to the game value (settlement processing) may not be initiated.

[0110] (Volume control button, brightness control button) In addition to a push button that can be pressed (or instead of a push button), an effect setting button may be provided as an effect button 57 (see Figure 1) for making settings related to effects. Hereinafter, it will be assumed that an effect setting button is provided which includes a directional pad, a select button, and a cancel button (end button, back button). The directional pad has four directional buttons: an up button located on the back (rear) side, a down button located on the front (front) side, a right button located on the right side, and a left button located on the left side.

[0111] When a designated directional button (right or left button) on the directional pad is pressed while the game is not in play, a volume change screen (volume change image) (screen related to performance settings) is displayed on the LCD display 34, and the volume of the sound output from the speaker 36 can be adjusted (the volume can be raised or lowered by pressing the directional buttons). Also, when a designated directional button (up or down button) on the directional pad is pressed while the game is not in play, a light intensity change screen (light intensity change image) (screen related to performance settings) is displayed on the LCD display 34, and the brightness (luminance) of the LCD display 34 and / or lighting device 38 can be adjusted (the light intensity can be raised or lowered by pressing the directional buttons). It is also possible to raise or lower (change) the volume (or light intensity) with the first press of the directional buttons. That is, the volume (or light intensity) may be changed at the same time as the display of the volume change screen (or light intensity change screen) is made by the first press of the directional buttons. Thus, the directional pad functions as a volume control button or a brightness control button. The effect setting button (directional pad) as an effect button can be described as a designated button used to display the screen related to effect settings, or a designated button used for operations related to effect settings.

[0112] Here, we will explain the process when transitioning from game mode to setting confirmation mode in a specific state (game start ready state), and then returning from setting confirmation mode to game mode. In a specific state (game start ready state) and in game mode, an operation (transition operation) is performed to move the setting key inserted into the setting change key cylinder from the first position to the second position, and in the setting confirmation mode, before the operation (return operation) to move the setting key from the second position to the first position is performed, the volume change button (or brightness change button) is operated (pressed) (ON state), and in the state where the volume change button (or brightness change button) is operated (ON state), the operation (return operation) to move the setting key from the second position to the first position is performed, the volume change screen (or brightness change screen) is not displayed on the LCD display 34, and the state in which volume change (or brightness change) can be made is not made. Although it was stated that the volume change screen (or brightness change screen) is not displayed on the LCD display 34 and that the volume (or brightness) cannot be changed, it is also acceptable for the volume (or brightness) to remain unchanged. The state in which the volume change button is being operated refers to the state in which the volume change button is operated to the ON position.

[0113] In other words, in the settings confirmation mode, if the volume change button (or brightness change button) is set to ON, and the system transitions from the settings confirmation mode to the game mode while the volume change button (or brightness change button) is ON, the volume change (or brightness change) will not be initiated. To put it another way, in a specific state (a state in which the game can be started), even if the setting change key cylinder (operating means related to the setting value) is changed from the OFF state to the ON state, and while the setting change key cylinder (operating means related to the setting value) is in the ON state, a predetermined button used for operations related to the setting of the effects is also in the ON state, and the setting change key cylinder is changed to the OFF state while the predetermined button is in the ON state, the process related to the setting of the effects will not be started (for example, the screen related to the setting of the effects will not be displayed on the liquid crystal display 34). Therefore, if the volume change button (or brightness change button) is accidentally left ON when returning from the settings confirmation mode to the game mode, it is possible to prevent the volume change screen (or brightness change screen) from being displayed based on an unintended operation. In this case, even if the volume change button (or brightness change button) remains ON after transitioning from the settings confirmation mode to the game mode and returning to the main loop processing, the volume change (or brightness change) will not be initiated. In addition, the above describes the case in a specific state (a state in which the game can be started), but the following may also be the case regardless of whether or not a specific state is in place. That is, even if the setting change key cylinder (operating means related to the setting value) is changed from the OFF state to the ON state, and while the setting change key cylinder (operating means related to the setting value) is in the ON state, the "predetermined button used for operations related to the setting of the effects" is operated (set to the ON state), and while the predetermined button is being operated, the setting change key cylinder is turned OFF, the process related to the setting of the effects may not be started. Furthermore, regardless of whether a specific state is in place or not, if the setting change button 26 (operating means related to the setting value) is turned from OFF to ON, and while the setting change button 26 (operating means related to the setting value) is being operated (turned ON), and while the predetermined button is being operated, the setting change button 26 is turned OFF, the processing related to the setting of the performance may not be started.

[0114] Volume and light intensity changes are controlled by the sub-control means 72, and may be configured to become controllable based on the return to the main loop processing and the resolution of sub-errors.

[0115] Furthermore, if, while in a specific state (a state where game can be started) and in game mode, the setting key inserted into the setting change key cylinder is moved from the first position to the second position (transition operation), and before the setting key is moved from the second position to the first position (return operation) while in setting confirmation mode, the volume change button (or brightness change button) is pressed (ON state), and while the volume change button (or brightness change button) is ON, the setting key is moved from the second position to the first position (return operation), then the volume change screen (or brightness change screen) may be displayed on the LCD display 34, and the volume (or brightness) may be changed, making it possible to change the volume (or brightness). In this case, the volume change screen (or brightness change screen) can be displayed more smoothly when transitioning to game mode.

[0116] (Effect button) When the performance button 57 (Figure 1) is operated while not playing, a menu screen (menu image) (screen related to performance settings) may be displayed on the LCD display 34. From the menu screen, it is possible to set the performance patterns (for example, the main character that appears in the performance, or the notification pattern for winning a role or bonus), refer to the game history and transfer it to the user terminal (the player's smartphone, etc.), and check the display pattern for roles. Furthermore, it may be possible to determine a predetermined presentation mode (for example, character settings) without going through the menu screen based on the operation of the presentation button 57 (or it may be possible to proceed to the character settings screen). Furthermore, if the aforementioned performance setting button is provided, the menu screen may be displayed on the LCD display 34 when the confirm button is operated while not playing. In other words, the confirm button may be a performance button that can display the menu screen (a performance button that is operated as a trigger to transition to the menu screen). When the menu screen is displayed, the cursor is moved using the directional keys, etc. to select the desired menu, and the confirm button is operated to transition to a screen where settings related to the selected content can be made. The performance button 57 (or confirm button) can be said to be a predetermined button used to display a screen related to performance settings, or a predetermined button used for operations related to performance settings.

[0117] Here, we will explain the process when transitioning from game mode to setting confirmation mode in a specific state (game start ready state), and then returning from setting confirmation mode to game mode. In a specific state (game start ready state) and in game mode, if the setting key inserted into the setting change key cylinder is moved from the first position to the second position (transition operation), and before the setting key is moved from the second position to the first position (return operation) while in setting confirmation mode, if the performance button 57 is operated (pressed) (ON state), and the setting key is moved from the second position to the first position (return operation) while the performance button 57 is operated (ON state), the menu screen will not be displayed on the LCD display 34 (the game will not transition to the menu screen), and the state in which a predetermined menu can be selected will not be started. The state in which the performance button 57 is operated refers to the state in which the performance button 57 has been operated to the position where it is ON.

[0118] In other words, in the settings confirmation mode, even if the performance button 57 is in the ON state, and the game transitions from the settings confirmation mode to the game mode while the performance button 57 is in the ON state, the state in which a predetermined menu can be selected will not be initiated. To put it another way, in a specific state (a state in which the game can be started), even if the setting change key cylinder (operating means related to the setting value) is changed from the OFF state to the ON state, and while the setting change key cylinder (operating means related to the setting value) is in the ON state, a predetermined button used for operations related to the setting of the effects is operated (turned ON), and while the predetermined button is being operated (turned ON), the setting change key cylinder is turned OFF, the process related to the setting of the effects will not be started (for example, the screen related to the setting of the effects will not be displayed on the liquid crystal display 34). Therefore, if the performance button 57 is accidentally left in the ON position when returning from the settings confirmation mode to the game mode, it is possible to prevent the menu screen from being displayed based on an unintended operation. In addition, the above describes the case in a specific state (a state in which the game can be started), but the following may also be the case regardless of whether or not a specific state is in place. That is, even if the setting change key cylinder (operating means related to the setting value) is changed from the OFF state to the ON state, and while the setting change key cylinder (operating means related to the setting value) is in the ON state, the "predetermined button used for operations related to the setting of the effects" is operated (set to the ON state), and while the predetermined button is being operated, the setting change key cylinder is turned OFF, the process related to the setting of the effects may not be started. Furthermore, regardless of whether a specific state is in place or not, if the setting change button 26 (operating means related to the setting value) is turned from OFF to ON, and while the setting change button 26 (operating means related to the setting value) is being operated (turned ON), and while the predetermined button is being operated, the setting change button 26 is turned OFF, the processing related to the setting of the performance may not be started.

[0119] Furthermore, if, while in a specific state (a state where the game can be started) and in game mode, the setting key inserted into the setting change key cylinder is moved from the first position to the second position (transition operation), and before the setting key is moved from the second position to the first position (return operation) while in setting confirmation mode, the performance button 57 is pressed (ON state), and the setting key is moved from the second position to the first position (return operation) while the performance button 57 is ON, then the menu screen may be displayed on the LCD display 34 (transition to the menu screen), and a state in which a predetermined menu can be selected may begin. In this case, the menu screen can be displayed more smoothly when transitioning to game mode.

[0120] Furthermore, after transitioning from the settings confirmation mode to the game mode and returning to the main loop processing, if the performance button 57 remains ON for a predetermined period of time or longer, the menu screen may be displayed on the LCD display 34 (the state in which a predetermined menu can be selected begins). Specifically, after transitioning from the settings confirmation mode to the game mode and a predetermined period of time has elapsed since the main loop processing resumed, the operation of the performance button 57 as a menu button may be activated. In this case, if the performance button 57 is ON in the settings confirmation mode, and the game mode is returned with the performance button 57 in the ON state, and a predetermined period of time has elapsed with the performance button 57 still ON, the operation of the performance button 57 will be activated, and the menu screen will be displayed on the LCD display 34 based on the activation of the performance button 57, making it possible to select a predetermined menu. In addition, at the time when the operation of the performance button 57 is activated in this manner, the performance button 57, which was previously off, may light up to indicate that the operation of the performance button 57 has been activated.

[0121] (Coinless gaming machine) In this embodiment, the game was described using a slot machine (X) in which tokens (game media) are inserted when playing a game, and tokens are paid out when a winning combination is achieved. However, the game machine may also use game value as electronic information without using game media, and the game is played by consuming or assigning game value (a so-called tokenless game machine). In a tokenless game machine, game value is consumed instead of tokens being inserted, and game value is assigned instead of tokens being paid out.

[0122] Next, we will explain the control system in the medalless gaming machine Y. Note that the explanation of configurations that have the same or equivalent functions as those described using the slot machine X above will be omitted or simplified.

[0123] Figure 8 is a perspective view of the medalless gaming machine Y from the front. Although not shown in the illustration, a card unit (game value dispensing device, game token dispensing device, predetermined device) is provided on the side (right side) of the medalless gaming machine Y. The medalless gaming machine Y does not have a token slot, token payout outlet and token tray, nor does it have a token selector, hopper unit, or other device for controlling the inserted tokens.

[0124] In the medalless gaming machine Y, a value equivalent to a predetermined number of game values ​​is set as credits (stored values ​​in the credit storage area of ​​the main storage means 108) based on operations such as lending to the card unit. The stored value in the credit storage area of ​​the main storage means 108 can be called the number of credits (stored number). The number of credits (number of game tokens usable for gameplay) is displayed on the game token count display device 111.

[0125] In the coinless gaming machine Y, unlike the slot machine X, the maximum number of credits is not set to "50," and the maximum number may be set within the range of the number that can be displayed on the game token count display device 111, for example.

[0126] The operation area 50 is equipped with a game token count display device 111. The game token count display device 111 consists of a 7-segment LED display, and in this embodiment, it is capable of displaying a 5-digit number. The operation area 50 is also equipped with a counting button 112. The counting button 112 is operated when sending (returning) information indicating a value corresponding to a predetermined number of credits (all or part of the number of credits) to the card unit. The counting button 112 has a pressable part, and the pressable part is formed to be pressable. Hereinafter, pressing the pressable part of the counting button 112 will be referred to as operating the counting button 112.

[0127] Although not shown in the diagram, a power supply unit 14 (power box) is provided inside the housing 10, and a setting change key cylinder and setting change buttons 26 are provided on the front of the power supply unit 14.

[0128] Here, we will explain the basic gameplay flow of the medalless gaming machine Y. First, a predetermined number of game tokens are awarded based on the lending operation on the card unit (the number of credits is added). When the MAX bet button 56 is operated, game tokens are set to the inserted state up to a predetermined limit, and a value equivalent to the number of game tokens set to the inserted state is subtracted from the number of credits (the number of game tokens displayed on the game token count display device 111 decreases).

[0129] When the specified number of game tokens are inserted, the start lever 53 becomes operational, meaning the game can be started. Next, when the activated start lever 53 is operated, the reels 20a to 20c begin to rotate. Next, when the rotation speed of the reels 20a to 20c increases to a predetermined speed and enters a steady rotation state, the stop buttons 54a to 54c become operational. Next, when any of the stop buttons 54a to 54c are operated, the rotation of the corresponding reels 20a to 20c stops. Next, when the rotation of all reels 20a to 20c stops, depending on the result of the game, a process is performed to award a predetermined number of game tokens (add them to credits), or a process is performed to allow the game to be started again without consuming any more game tokens (replay process).

[0130] As described above, when the counting button 112 is operated, a predetermined number of credits (game tokens) are sent (returned) to the card unit. Then, when the card return operation is performed in the card unit, a card with a predetermined value stored in it is ejected from the card unit.

[0131] Next, the process related to the operation of the counting button 112 in the main control means 70 will be explained using the flowchart shown in Figure 9. The main control means 70 monitors the state (signal state) of the signal (counting button signal) input from the counting button 112. When the counting button 112 is not operated, the signal input to the main control means 70 is OFF, and when the counting button 112 is operated, the signal input to the main control means 70 is ON.

[0132] In the main loop processing, when the main control means 70 detects a change from ON to OFF in the counting button signal (detection of an OFF edge), or when it detects the counting button signal being ON for a predetermined time or longer, it transmits information to the card unit indicating a value corresponding to a predetermined number of credits (all or part of the number of credits), and performs a process (counting process) of subtracting this value from the number of credits (the value stored in the credit storage area of ​​the main storage means 108). As a result of this subtraction of the number of credits, the number of game tokens displayed on the game token display device 111 decreases.

[0133] The main control means 70 determines whether the counting button signal is ON or not (step S301). If it is determined in step S301 that the counting button signal is ON (step S301: YES), it determines whether predetermined conditions are met (step S302). On the other hand, if it is determined in step S301 that the counting button signal is not ON (step S301: NO), the process of step S301 is repeated. The predetermined conditions are (1) the condition that the OFF edge of the counting button signal is detected and the ON detection time of the counting button signal (ON detection time) is less than 500ms (first condition), or (2) the ON detection time of the counting button signal is 500ms or more (second condition).

[0134] If it is determined in step S302 that a predetermined condition is met (step S302: YES), the main control means 70 determines whether or not the first condition is met (step S303). On the other hand, if it is determined in step S302 that a predetermined condition is not met (step S302: NO), the process returns to step S301.

[0135] If it is determined in step S303 that the first condition is met (step S303: YES), the main control means 70 determines whether the number of credits (number of game tokens) is 1 or more (step S304). On the other hand, if it is determined in step S303 that the first condition is not met (step S303: NO), the main control means 70 determines whether the number of credits is 50 or more (step S306).

[0136] In step S304, if it is determined that the number of credits is 1 or more (step S304: YES), the main control means 70 transmits information indicating the number of credits "1" (a value corresponding to a part of the number of credits) to the card unit and subtracts 1 from the number of credits (step S305). After step S305, the process returns to step S301. On the other hand, in step S304, if it is determined that the number of credits is less than 1 (step S304: NO), the process returns to step S301.

[0137] In step S306, if it is determined that the number of credits is 50 or more (step S306: YES), the main control means 70 transmits information indicating the number of credits as "50" (a value corresponding to a part of the number of credits) to the card unit and subtracts 50 from the number of credits (step S307). After step S307, the process proceeds to step S309. On the other hand, in step S306, if it is determined that the number of credits is less than 50 (step S306: NO), the main control means 70 transmits a value corresponding to the current number of credits (for example, 30, a value corresponding to the entire number of credits) to the card unit and subtracts this value from the number of credits (step S308). After step S308, the process returns to step S301. In step S308, the number of credits may be 0, in which case the process of transmitting information indicating the number of credits as "0" to the card unit and subtracting 0 from the number of credits may or may not be performed.

[0138] The main control means 70 determines whether or not the ON state of the counting button signal is continuously detected (step S309). If it is determined in step S309 that the ON state of the counting button signal is continuously detected (step S309: YES), the main control means 70 determines whether or not the ON detection time of the counting button signal after the processing in step S307 has reached 300ms (step S310). On the other hand, if it is determined in step S309 that the ON state of the counting button signal is not continuously detected (step S309: NO), the process returns to step S301.

[0139] In step S310, if it is determined that the ON detection time of the counting button signal after the processing in step S307 has reached 300ms (step S310: YES), the process proceeds to step S306. On the other hand, in step S310, if it is determined that the ON detection time of the counting button signal after the processing in step S307 has not reached 300ms (step S310: NO), the process proceeds to step S309.

[0140] (Counting button) Here, we will explain the process when transitioning from game mode to setting confirmation mode in a specific state (game start ready state), and then returning from setting confirmation mode to game mode. In a specific state (game start ready state) and in game mode, if the setting key inserted into the setting change key cylinder is moved from the first position to the second position (transition operation), and before the setting key is moved from the second position to the first position (return operation) while in setting confirmation mode, the counting button 112 is pressed (ON state), and the setting key is moved from the second position to the first position (return operation) while the counting button 112 is ON, the counting process will not be executed (started), information indicating a value equivalent to a predetermined number of credits (all or part of the number of credits) will not be sent to the card unit, and that value will not be deducted from the number of credits.

[0141] In other words, if the counting button 112 is in the ON state in the setting confirmation mode, and the system transitions from the setting confirmation mode to the game mode while the counting button 112 is in the ON state, the counting process will not start. Therefore, if the system returns from the setting confirmation mode to the game mode with the counting button 112 accidentally left in the ON state, the counting process will not start, thus preventing the counting process from starting due to unintended operation. If the counting process were to start due to unintended operation, it may be necessary to perform a lending operation for game value in order to continue playing, which would be a burden on the player, but this embodiment prevents such a burden from occurring.

[0142] If the counting button 112 is ON in the setting confirmation mode and the game mode is started while it remains ON, the counting button signal is detected as ON at the time of returning to the main loop processing. However, this is not a falling edge from ON to OFF. Also, because this occurs when returning to the main loop processing, the ON detection time is not longer than the predetermined time (500ms). In other words, it is determined to be NO in step S302. Therefore, the counting process is not executed at the time of returning to the main loop processing.

[0143] Here, we will explain the process when the counting button 112 is in the ON state in the setting confirmation mode, and while the counting button 112 is in the ON state, the system transitions from the setting confirmation mode to the game mode, returns to the main loop processing, and the ON state of the counting button 112 continues (is maintained). (1) If the counting button signal is detected as ON at the time of returning to the main loop processing, and it is subsequently detected that the ON detection time of the counting button signal is less than 500ms, the counting process (the process of returning the number of credits "1") will not be started based on this. (2) Also, if the counting button signal is detected as ON at the time of returning to the main loop processing, and it is subsequently detected that the ON detection time of the counting button signal is 500ms or longer, the counting process (the process of returning the number of credits "50" or the current number of credits) will not be started based on this. (3) Furthermore, if the counting button signal is detected as ON when the main loop processing is returned, and the detection of the counting button signal being ON continues thereafter (500ms or more), and the counting button 112 becomes OFF and an OFF edge is detected, the counting process (the process of returning the number of credits "1") will not be started based on this. Note that (2') If the counting button signal is detected as ON when the main loop processing is returned, and the detection of the counting button signal being ON continues thereafter, and the ON detection time from the time the counting button 112 was set to ON in the setting confirmation mode has exceeded a predetermined time (500ms), the counting process will not be started.

[0144] Furthermore, if, while in a specific state (a state where the game can be started) and in game mode, the setting key inserted into the setting change key cylinder is moved from the first position to the second position (transition operation), and before the setting key is moved from the second position to the first position (return operation) while in setting confirmation mode, the counting button 112 is pressed (ON state), and while the counting button 112 is ON, the counting process may be started if the setting key is moved from the second position to the first position (return operation).

[0145] In other words, if the counting button 112 is ON in the setting confirmation mode, and the system transitions from the setting confirmation mode to the game mode while the counting button 112 is ON, the counting process may be initiated. In this case, the counting process can be started more quickly when transitioning to the game mode.

[0146] Here, we will explain the process when the counting button 112 is in the ON state in the setting confirmation mode, and while the counting button 112 is in the ON state, the system transitions from the setting confirmation mode to the game mode, returns to the main loop processing, and the counting button 112 remains in the ON state. (1) When the system returns to the main loop processing, it is detected that the counting button signal is ON, and then an OFF edge is detected, and it is detected that the ON detection time of the counting button signal is less than 500ms, then the counting process (the process of returning the number of credits "1") may be started (or made executable). (2) Also, when the system returns to the main loop processing, it is detected that the counting button signal is ON, and then it is detected that the ON detection time of the counting button signal is 500ms or more, then the counting process (the process of returning the number of credits "50" or the current number of credits) may be started. In this case, not only is it limited to a single return, but if the counting button 112 remains in the ON state and the condition (step S310) is met, subsequent returns will be executed. (3) In addition, if the count button signal is detected to be ON when the main loop processing is returned, and the detection of the count button signal being ON continues thereafter (500ms or more), and the count button 112 becomes OFF and an OFF edge is detected, the counting process (the process of returning the number of credits "1") may be started based on that.

[0147] (Checkout button) In the medalless gaming machine Y, the settlement button 52 is operated when returning game tokens that have been inserted (set to the inserted state) by operating the bet button 56 to the credit (credit storage area in the main memory means 108). In other words, based on the operation of the settlement button 52, a process (insertion and return process) is executed to return the game tokens that have been set to the inserted state to the credit. The insertion and return process (a predetermined process related to the game value) is a process in which the setting of the inserted state of the game tokens is cleared, and a value equivalent to the number of game tokens that were set to the inserted state is added to the number of credits (stored value in the credit storage area in the main memory means 108). When the settlement button 52 is operated while there are game tokens set to the inserted state, the game tokens are returned to the credit based on that, and the number of game tokens displayed on the game token count display device 111 increases.

[0148] Here, we will explain the process when transitioning from game mode to setting confirmation mode in a specific state (game start ready state), and then returning from setting confirmation mode to game mode. In a specific state (game start ready state) and in game mode, if the setting key inserted into the setting change key cylinder is moved from the first position to the second position (transition operation), and before the setting key is moved from the second position to the first position (return operation) while in setting confirmation mode, if the settlement button 52 is operated (pressed) (ON state), and the setting key is moved from the second position to the first position (return operation) while the settlement button 52 is operated (ON state), the coin insertion return process will not be started (executed), and the game tokens set to the inserted state will not be returned to the credits. The state in which the settlement button 52 is operated refers to the state in which the settlement button 52 has been operated to the position where it is ON.

[0149] In other words, in the settings confirmation mode, even if the settlement button 52 is in the ON state and the game mode is switched from the settings confirmation mode to the game mode while the settlement button 52 is in the ON state, the coin deposit and return process will not be initiated. In other words, in a specific state (a state in which the game can be started), if the setting change key cylinder (an operating means related to the setting value) is changed from the OFF state to the ON state, and the settlement button 52 is operated while the setting change key cylinder (an operating means related to the setting value) is in the ON state, the processing related to the game value (the process of inserting and returning the tokens) will not be started. Furthermore, even if the setting change key cylinder is changed to the OFF state while the settlement button 52 is being operated (while the operation is maintained), the processing related to the game value (the process of inserting and returning the tokens) will not be started. Therefore, if the system returns from the setting confirmation mode to the game mode while the settlement button 52 is accidentally left in the ON state, the coin deposit and return process will not be executed, thus preventing the coin deposit and return process from being initiated due to unintended operation. If the coin deposit and return process were to be executed due to unintended operation, the player would have to deposit game value again in order to play the game, which would be a burden for the player, but this embodiment prevents such a burden from occurring. Furthermore, even if the settlement button 52 remains in the ON state after transitioning from the setting confirmation mode to the game mode and returning to the main loop processing, the coin deposit and return process will not be initiated.

[0150] In the above, we have stated that this occurs in a specific state (a state in which a predetermined number of tokens required to start the game have been inserted, or a state in which tokens have been automatically inserted based on the result of an internal lottery where a replay has been won). However, even if the setting change key cylinder (operating means related to the setting value) is changed from the OFF state to the ON state when the predetermined number of tokens required to start the game has been inserted (state in which the predetermined number of tokens have been inserted), and the settlement button 52 is operated while the setting change key cylinder (operating means related to the setting value) is in the ON state, the processing related to the game value (insertion and return processing) may not be started. Furthermore, even if the setting change key cylinder is changed to the OFF state while the settlement button 52 is being operated (while the operation is maintained), the processing related to the game value (insertion and return processing) may not be started.

[0151] Furthermore, even if the setting change button 26 (operating means related to the setting value) is turned from OFF to ON when the prescribed number of tokens required to start the game has been inserted (prescribed number of tokens inserted), and the settlement button 52 is operated while the setting change button 26 (operating means related to the setting value) is being operated (is ON), the processing related to the game value (insertion and return processing) may not be started. Also, even if the setting change button 26 is turned OFF while the settlement button 52 is being operated (while the operation is maintained), the processing related to the game value (insertion and return processing) may not be started.

[0152] Furthermore, the system may be configured such that, while in a specific state (ready to start playing) and in game mode, the setting key inserted into the setting change key cylinder is moved from the first position to the second position (transition operation), and before the setting key is moved from the second position to the first position (return operation) while in setting confirmation mode, the settlement button 52 is pressed (ON state), and while the settlement button 52 is ON, the setting key is moved from the second position to the first position (return operation), and the coin insertion and return process is initiated. In this case, the coin insertion and return process can be initiated more smoothly when transitioning to game mode.

[0153] The gaming machine of this embodiment is Multiple reels 20a to 20c, each with multiple types of patterns arranged on its outer surface, A start lever 53 used to initiate the game, Switches related to the set value, It comprises a control means 70 for controlling the progress of the game, The control means is A game control means 104 that performs an internal lottery to determine whether a winning combination is achieved based on the operation of the start lever, It includes a setting change means 101 capable of performing a setting change process to change a setting value between multiple setting values, If a specific state is defined as the state in which the required number of game values ​​necessary to start the game have been inserted, or the state in which game values ​​have been automatically inserted based on the result of the internal lottery resulting in a replay, then Even if, in the aforementioned specific state, the operating means related to the set value is switched from OFF to ON, the start lever is operated while the operating means related to the set value is ON, and the operating means related to the set value is switched OFF while the start lever is being operated, the game will not start.

[0154] Even if the start lever is operated while the operating means related to the setting value is ON, and the operating means related to the setting value is turned OFF while the start lever is being operated, the game will not start. This prevents the game from starting due to unintended or incorrect operations. This enhances the marketability of the gaming machine. If the result of the internal lottery is unsuccessful in a game started due to an unintended operation, a predetermined amount of game value will be consumed. The gaming machine according to this embodiment reduces the risk of such consumption of game value.

[0155] (Second Embodiment) Next, a second embodiment of the present invention will be described with reference to the drawings. As shown in Figure 10, the slot machine (gaming machine) 10 of this embodiment comprises a box-shaped casing 11 with an open front side facing the player, and a front door 12 that opens and closes the front opening of the casing 11. The casing 11 houses a reel unit in which a rotatable first reel 20a, a second reel 20b, and a third reel 20c are unitized, as well as a hopper device for dispensing medals (game value). The front door 12 is divided into an upper door 12a and a lower door 12b, and these upper door 12a and lower door 12b can be opened and closed relative to the casing 11.

[0156] The upper door 12a is provided with a liquid crystal display (display means) 13, a speaker 14 and other devices for performance, and a display window 16. The liquid crystal display 13 displays various images (moving images, still images) for performance. The speaker 14 outputs various sounds (music, sound effects, voices, etc.) for performance. In addition to the liquid crystal display 13 and speaker 14, other devices for performance may include lighting devices such as lamps (LEDs), and movable parts that can be operated by actuators, etc.

[0157] Behind the display window 16, the reel unit is positioned so that a portion of it can be seen from outside the display window 16. Multiple types of symbols are arranged in a row on the outer surface of each reel 20a to 20c, and when each reel 20a to 20c stops, three symbols per reel (upper, middle, and lower) are displayed through the display window 16. The display window 16 is also provided with upper, middle, and lower display positions for viewing the symbols of each reel 20a to 20c, and the active lines are set by the combination of the display positions of each reel 20a to 20c. In this embodiment, the active lines are composed of the middle section of the first reel 20a, the middle section of the second reel 20b, and the middle section of the third reel 20c. In this embodiment, the number of tokens required for one game (specified number) is set to 3, and when the specified number of tokens are inserted, the active lines are activated.

[0158] In slot machine 10, as soon as the game starts, each reel 20a to 20c begins to spin, and an internal lottery is performed to determine whether one of the winning combinations is achieved or not (not achieved). Then, when reels 20a to 20c stop, if the symbol combination corresponding to the winning combination determined by the internal lottery is displayed on an active payline, this winning combination is awarded, and the process corresponding to the awarded winning combination (winning process) is performed.

[0159] Below the display window 16, a game information display unit 17 and a favorable period indicator 18 are provided. The game information display unit 17 consists of LEDs, lamps, a 7-segment display, etc., and displays various game information such as the number of medal credits, the number of medals paid out or acquired in one game, and error information. The favorable period indicator 18 has LEDs, and the on and off of these LEDs indicates whether or not the player is in a favorable period.

[0160] The lower door 12b is equipped with a coin slot 22 for inserting coins, a bet button 23 for betting credited coins, a start lever (game start operation means) 24 for starting the game, stop buttons (stop operation means) 26a, 26b, 26c for stopping the rotating reels, a payout opening 27 for dispensing coins via a hopper device, and a coin tray 28 for receiving coins dispensed from the payout opening 27. In addition, a coin sensor 29 (see Figure 11) is provided behind the coin slot 22 to detect the passage of coins inserted into the coin slot 22.

[0161] In the slot machine 10, the start lever 24 is activated when a coin is inserted into the coin slot 22, or when the bet button 23 is operated and a predetermined number of coins are bet. When the activated start lever 24 is operated, the game starts. When the game starts, each reel 20a to 20c starts to rotate, and when the rotation speed of each reel 20a to 20c reaches a constant speed and becomes steady rotation, the stop buttons 26a to 26c are activated. When the activated stop buttons 26a to 26c are operated, the reels 20a to 20c corresponding to the operated stop button 26a to 26c are stopped.

[0162] As shown in Figure 11, the slot machine 10 is equipped with a main control board (main control device) 31 and a sub-control board (sub-control device) 32. The main control board 31 receives input signals from input means such as the bet button 23, start lever 24, stop buttons 26a to 26c, and medal sensor 29, performs various calculations to execute the game, and controls output means such as the reel unit and hopper device based on the calculation results. The sub-control board 32 receives signals sent from the main control board 31, performs various calculations to execute the effects, and controls the effects devices such as the liquid crystal display 13 and speaker 14 based on the calculation results.

[0163] Furthermore, the main control board 31 and the sub-control board 32 are electrically connected, and the main control board 31 can transmit various information (signals), such as information indicating the game status, to the sub-control board 32. However, the sub-control board 32 cannot transmit information to the main control board 31. Furthermore, the functions of each board, such as the main control board 31 and the sub-control board 32, are realized by hardware such as various processors (CPU, DSP, etc.), ICs, or information storage media such as ROM and RAM, and software consisting of predetermined programs pre-stored in ROM, etc.

[0164] The main control board 31 includes an input receiving means 40, a random number generation means 41, an internal lottery means 42 that performs an internal lottery to determine whether a winning combination is achieved, a reel control means 43 that controls the rotation of the reels, a winning combination determination means 44 that determines whether a winning combination has been achieved when all reels have stopped, a payout control means 45, a replay control means 46, a setting change means 47, an initialization means 48, a game state control means 49, an instruction function control means 51, a performance main control means 52, and a storage means 60. The storage means 60 also includes ROM and RAM. Furthermore, the sub-control board 32 includes a performance sub-control means 70 and a sub-side storage means 72. The sub-side storage means 72 also includes ROM and RAM.

[0165] Furthermore, the performance control means 100 is composed of a performance main control means 52 and a performance sub-control means 70. The performance main control means 52 issues instructions to the performance sub-control means 70 based on the game state, performance state, etc. The performance sub-control means 70 controls the performance device using performance data stored in the sub-side storage means 72, based on the information regarding the game state, performance state, or whether or not to perform an instructed performance transmitted from the performance main control means 52. In this embodiment, the control performed by the performance main control means 52 may also be performed by the performance sub-control means 70, and the control performed by the performance sub-control means 70 may also be performed by the performance main control means 52. In addition, the control performed by the performance control means 100 described in this embodiment may also be performed by the instruction function control means 51, and the control performed by the instruction function control means 51 may also be performed by the performance control means 100.

[0166] The coin insertion receiving means 40 accepts the insertion of coins for each game and, based on the insertion of a predetermined number of coins, performs a process to activate the game start operation on the start lever 24. Specifically, when coins are inserted into the coin slot 22, the coin sensor 29 detects the coins, and the coin insertion receiving means 40 sets the inserted coins to the inserted state (bet state), up to a predetermined limit. Also, when the bet button 23 is pressed while coins are credited, the coin insertion receiving means 40 sets the credited coins to the inserted state, up to a predetermined limit. In this embodiment of the game machine, the first press operation on the start lever 24, which has been activated based on the insertion of a predetermined number of coins, is accepted as the game start operation, and upon this operation, the rotation of the reels 20a to 20c begins, and internal lotteries and other draws are performed.

[0167] Furthermore, the coin insertion acceptance means 40 controls the system so that, in the next game after a game in which a replay was awarded, the player's coins are not set to the coin insertion state. Specifically, if a replay was awarded in the previous game, even if coins are inserted into the coin insertion slot 22 while the system is accepting coin insertions, the inserted coins are not set to the coin insertion state, but are credited up to the credit limit (for example, 50 coins). In addition, the system prevents operation of the bet button 23 while the system is accepting coin insertions, so that even if the bet button 23 is pressed, the credited coins are not set to the coin insertion state.

[0168] The random number generation means 41 generates random values ​​for the lottery. Random values ​​can be generated, for example, based on the count value of an increment counter (a counter that counts values ​​so as to cycle within a predetermined count range). In this embodiment, "random number" includes not only values ​​that are generated randomly in a mathematical sense, but also values ​​that, even if their generation is regular, can function as effectively random numbers because the timing of their acquisition is irregular.

[0169] The internal lottery means 42 performs an internal lottery using an internal lottery table based on the operation of the activated start lever 24 (i.e., the start of the game). The internal lottery table associates various winning combinations, including minor roles, replays, and bonuses, as well as losing combinations (non-winning), with each of the multiple random numbers (for example, 65,536 random numbers from 0 to 65,535). Multiple internal lottery tables are stored in the internal lottery table storage area 61 provided in the ROM of the storage means 60. In the gaming machine of this embodiment, as will be described later, the game state can be set to a general state, a bonus internal state, and a bonus activation state, and six setting values ​​from setting 1 to setting 6 can be set. The internal lottery means 42 selects an internal lottery table according to the game state and setting value and performs an internal lottery. A minor win is a win that, when achieved, results in a payout of a predetermined number of tokens corresponding to the win. A replay is a win that, when achieved, allows the player to play again without consuming any more tokens. When a replay is achieved, the start lever 24 is activated without the player using any tokens, and the game can be started by operating the start lever 24.

[0170] In the internal lottery, a random number for the lottery is obtained from the random number generation means 41, and this random number is compared with the internal lottery table to determine whether or not a winning role has been achieved. The winning role associated with the random number is then determined as a win. Specifically, the internal lottery table has multiple winning areas as shown in Figure 12, and each random number obtained from the random number generation means 41 is associated with one of the winning areas. Furthermore, there are winning areas that contain one or more winning roles (areas associated with winning roles) and winning areas that do not contain any winning roles (areas associated with losing roles). In addition, each winning area contains different combinations of winning roles. All winning roles belonging to the winning area associated with the random number obtained from the random number generation means 41 are determined as wins in the internal lottery. Hereafter, in the internal lottery, when a role belonging to a winning area is won, this will also be referred to as "the winning area is won." When no role is won, this will also be referred to as "the winning area 'not won' is won."

[0171] As shown in Figure 12, the gaming machine of this embodiment is provided with minor roles 1 to 30. In addition, the winning areas that include minor roles are provided as "All minor roles", "All 1 coins", "Weak cherry 1", "Weak cherry 2", "Medium cherry", "Strong cherry", "Common 1 coin 1", "Batting order plum A1", "Batting order plum A2", "Batting order plum A3", "Batting order plum A4", "Batting order plum B1", "Batting order plum B2", "Batting order plum B3", "Batting order plum B4", "Common plum 1", "Common plum 2", and "Common 1 coin 2". Furthermore, minor roles 1 to 5 are 8-coin roles that pay out 8 coins when they are won, minor roles 6 to 15 are 3-coin roles that pay out 3 coins when they are won, and minor roles 16 to 30 are 1-coin roles that pay out 1 coin when they are won. In the following, the winning areas "Batting Order Plum A1", "Batting Order Plum A2", "Batting Order Plum A3", "Batting Order Plum A4", "Batting Order Plum B1", "Batting Order Plum B2", "Batting Order Plum B3", and "Batting Order Plum B4" will be collectively referred to as the winning area "Batting Order Small Win".

[0172] The "Small Role ALL" winning area is a winning area where all small roles (small role 1 to small role 30) are won simultaneously. The "1-Coin ALL" winning area is a winning area where all 1-coin roles (small role 16 to small role 30) are won simultaneously. The "Weak Cherry 1" winning area is a winning area where multiple 3-coin roles and 1-coin roles are won simultaneously. The "Weak Cherry 2," "Medium Cherry," and "Strong Cherry" winning areas are winning areas where multiple 3-coin roles are won simultaneously. The "Common 1-Coin 1" and "Common 1-Coin 2" winning areas are winning areas where multiple 1-coin roles are won simultaneously. The "Batting Order Small Role" winning area is a winning area where one of the 8-coin roles and a 1-coin role are won simultaneously.

[0173] Furthermore, in the gaming machine of this embodiment, replays 1 to 22 are provided as replays. In addition, the winning areas that include replays are provided as "Replay 1", "Replay 2", "Replay 3", "Special Replay 1", "Special Replay 2", "Special Replay 3", "Special Replay 4", "Special Replay 5", "Special Replay 6", "Special Replay 7", "Weak Bell", "Strong Bell", and "Chance Symbol".

[0174] The winning areas "Replay 1", "Replay 2", "Replay 3", "Special Replay 1", "Special Replay 2", "Special Replay 3", "Special Replay 4", "Special Replay 5", "Special Replay 6", "Special Replay 7", "Weak Bell", and "Strong Bell" are winning areas where multiple replays occur simultaneously. The winning area "Chance Symbol" is a winning area where Replay 10 occurs alone.

[0175] Furthermore, in the gaming machine of this embodiment, a Big Bonus (RBB) is provided as a bonus. In addition, a winning area "RBB" is provided as a winning area where the Big Bonus (RBB) is won individually. In addition, the winning area "Common 1 Coin 2" is set so that the Big Bonus (RBB) can be won multiple times. Moreover, in the winning area "Common 1 Coin 2", the Big Bonus (RBB) can be won multiple times when the game state is in the general state, but the Big Bonus (RBB) cannot be won multiple times when the game state is in the bonus internal state. In this embodiment of the gaming machine, a continuous activation device for a so-called Type 1 special feature is assumed as the bonus, but other bonuses, such as a Type 1 special feature (Regular Bonus (RB)), may also be used. In other words, the Big Bonus (RBB) in this embodiment may be read as the Regular Bonus (RB), etc. Other bonuses may also be included. Furthermore, the bonuses included may be set to be won individually, or they may be set to be won in conjunction with replays or small wins. For example, there may be a winning area where the Big Bonus (RBB) or Regular Bonus (RB) can be won individually.

[0176] Additionally, a "Loss" area is provided as a corresponding winning area for those who did not win.

[0177] Each winning area is set to either be a win or not depending on the game state. In other words, the internal lottery means 42 selects an internal lottery table according to the game state and performs an internal lottery, which changes the possible winning combinations. To put it another way, in each game state, an internal lottery is performed using an internal lottery table that includes the winning areas that can be won in that game state as the lottery targets. In Figure 12, whether each winning area can be won in each game state is indicated by a "○" mark. Specifically, the winning areas "Not Winning," "All Small Wins," and "All 1 Coin" are winnable when the game state is in bonus mode, but not in general mode or bonus mode. Also, the winning area "RBB" is winnable when the game state is in general mode, but not in bonus mode or bonus mode. Furthermore, winning areas other than "Not Winning," "All Small Wins," "All 1 Coin," and "RBB" are winnable when the game state is in general mode or bonus mode, but not in bonus mode.

[0178] Each winning area is assigned a unique winning area number. This winning area number allows for identification of each winning area.

[0179] Furthermore, in the gaming machine of this embodiment, the probability of winning small wins is the same in both the normal state and the internal bonus state. Also, the probability of winning a replay is the same in both the normal state and the internal bonus state. In addition, replays cannot be won in the bonus state. In other words, the probability of winning a replay is higher in the normal state and the internal bonus state than in the bonus state.

[0180] The internal lottery means 42 sets the winning flag corresponding to the winning role as a result of the internal lottery from a non-winning state (off state) to a winning state (on state). Furthermore, if multiple winning roles are won simultaneously, the winning flag corresponding to each of the simultaneously won roles is set from a non-winning state to a winning state. In addition, the setting information of the winning flags is stored in the winning flag storage area 62 provided in the RAM of the storage means 60.

[0181] Furthermore, there are two types of winning flags: winning flags that allow the winning state to be carried over to subsequent games until a win is achieved (carry-over flags), and winning flags that reset to a non-winning state regardless of whether a win is achieved or not, and are not carried over to subsequent games (non-carry-over flags). One of the roles associated with the carry-over flag is the bonus (Big Bonus (RBB)). On the other hand, the roles associated with the non-carry-over flag are the minor roles and replays. For example, when the internal lottery means 42 wins a bonus in the internal lottery, it carries over the winning state of the bonus winning flag until a bonus is achieved. At this time, even in games where the winning state of the bonus winning flag has been carried over, the internal lottery means 42 also performs an internal lottery to determine whether the minor roles and replays are successful or not. That is, in games where the winning state of the bonus winning flag has been carried over, if a minor role or replay is achieved, the winning flags corresponding to two or more roles, namely the bonus winning flag that has already been achieved and the minor role or replay winning flag that was achieved in the internal lottery, are set to a winning state.

[0182] Furthermore, Slot Machine 10 has six settings, from Setting 1 to Setting 6, and the probability of winning a prize differs depending on the setting. Specifically, when the setting changes, the group of internal lottery tables, which consists of multiple internal lottery tables selected according to the game state, changes to the group of internal lottery tables corresponding to each setting, and the group of internal lottery tables changes so that the probability of winning small wins, replays, and bonuses differs depending on the setting.

[0183] The setting change means 47 controls the change of the setting value stored in the setting value storage area 63 provided in the RAM of the storage means 60. Specifically, when the setting change key is inserted into the setting change key cylinder provided inside the slot machine 10, and the setting change key (setting change key cylinder) is rotated 90 degrees clockwise from its initial position, and the power to the slot machine 10 is turned on, the setting change means 47 starts the slot machine 10 in setting change mode. The setting value can be selected from six setting values ​​from setting 1 to setting 6, and the probability of winning the internal lottery changes in order from setting 1 to setting 6 so that the expected value of the payout rate increases in that order. In setting change mode, each time the setting change button provided inside the slot machine 10 is pressed, the setting change means 47 changes the setting value in the order of setting 1 → setting 2 → ... setting 6 → setting 1 → ... and when the start lever 24 is pressed, the setting value is confirmed and the confirmed setting value is stored in the setting value storage area 63. Furthermore, the system can be switched from setting change mode to game mode by returning the setting change key, which is inserted into the setting change key cylinder, to its initial position. In this embodiment, the setting values ​​are expressed in the order of setting 1 < setting 2 < setting 3 < setting 4 < setting 5 < setting 6, from highest to lowest.

[0184] Furthermore, when the power is turned on with the setting change key cylinder in its initial position, the slot machine 10 is started in game mode. In this embodiment of the gaming machine, in game mode, players can play games, but they cannot change the setting values, and in setting change mode, players can change the setting values, but they cannot play games.

[0185] When the setting value is changed, the initialization means 48 performs an initialization process that initializes at least a portion of the information stored in the RAM of the storage means 60. Specifically, when the setting value is changed, the initialization means 48 performs a process to return the game state, game section, and performance state, which will be described later, to their initial state. That is, when the setting value is changed, the game state becomes the general state, the game section becomes the non-advantageous section, and the performance state becomes the non-advantageous section performance state, and these states become the same as when the power is first turned on after the factory shipment. In addition, during the initialization process, the initialization means 48 also initializes other information related to performances stored in the RAM of the storage means 60. The sub-control board 32 also has an initialization means (not shown), and when a signal indicating that the setting value has been changed is transmitted from the main control board 31, the initialization means of the sub-control board 32 initializes the information related to performances stored in the RAM of the sub-side storage means 72. Furthermore, it is possible to configure the game state, game interval, and presentation state so that they do not revert to their initial state even if the settings are changed.

[0186] The reel control means 43 starts the rotation of each reel 20a to 20c when the start lever 24, which is activated under the control of the main control board 31, is operated (i.e., the game is started), and when the activated stop buttons 26a to 26c are operated, it controls the stopping of the reel corresponding to the operated stop button.

[0187] In other words, each time one of the stop buttons 26a to 26c is operated, the reel control means 43 determines the stopping position of the reel corresponding to the operated button among the first reels 20a to the third reels 20c, and controls the reel to stop at the determined stopping position. In the slot machine 10, when stop button 26a is operated, the rotation of the first reel 20a stops; when stop button 26b is operated, the rotation of the second reel 20b stops; and when stop button 26c is operated, the rotation of the third reel 20c stops. Therefore, the stopping order of the first reels 20a to the third reels 20c changes depending on the order in which the stop buttons 26a to 26c are operated (the order in which they are played).

[0188] In the following, regarding the order of stopping operations (the order in which stop buttons 26a to 26c are operated), the order in which all of the stop buttons 26a to 26c are operated as a single unit of stopping operations will be referred to as the "batting order". Furthermore, among the stopping operations that make up the batting order, the first stopping operation will be referred to as the "first stopping operation", the second stopping operation as the "second stopping operation", and the third stopping operation as the "third stopping operation".

[0189] Furthermore, below, the operation of stop buttons 26a, 26b, and 26c to stop the rotating reels in the order of the first reel 20a, the second reel 20b, and the third reel 20c will be referred to as "Batting Order 1," the operation of stop buttons 26a, 26b, and 26c to stop the rotating reels in the order of the first reel 20a, the third reel 20c, and the second reel 20b will be referred to as "Batting Order 2," and the operation of stop buttons 26a, 26b, and 26c to stop the rotating reels in the order of the second reel 20b, the first reel 20a, and the third reel 20c will be referred to as "Batting Order 3." The operation of stop buttons 26a, 26b, and 26c to stop the rotating reels in the order of the second reel 20b, the third reel 20c, and the first reel 20a is called "Batting Order 4," the operation of stop buttons 26a, 26b, and 26c to stop the rotating reels in the order of the third reel 20c, the first reel 20a, and the second reel 20b is called "Batting Order 5," and the operation of stop buttons 26a, 26b, and 26c to stop the rotating reels in the order of the third reel 20c, the second reel 20b, and the first reel 20a is called "Batting Order 6." Furthermore, "Batting Order 1" and "Batting Order 2" are collectively called "Left Press," "Batting Order 3" and "Batting Order 4" are collectively called "Middle Press," and "Batting Order 5" and "Batting Order 6" are collectively called "Right Press." In addition, "Middle Press" and "Right Press" are sometimes collectively called "Irregular Press."

[0190] In the stop control when the stop buttons 26a to 26c are operated, the reel control means 43 stops each reel 20a to 20c so that a winning combination whose winning flag is set to the winning state is awarded. Specifically, when the winning flag of one winning combination is set to the winning state, the stop control of each reel 20a to 20c is performed so that this winning combination is awarded. Furthermore, when the winning flags of multiple winning combinations are simultaneously set to the winning state, each reel 20a to 20c is stopped so that a predetermined winning combination is awarded according to the priority order set for each combination. In the gaming machine of this embodiment, the priority order is set in the order of "Replay > Small Win > Bonus". The reel control means 43 then stops the reels 20a to 20c so that the symbols constituting the winning combination of a higher priority combination are displayed on the active line in priority to the symbols constituting the winning combination of a lower priority combination.

[0191] In addition, there are two cases for determining the priority of candidates for the stop position when multiple types of minor roles are selected by internal lottery: one is to determine the priority according to the number of symbol combinations that can be displayed on the effective line, and the other is to determine the priority according to the number of medals paid out based on the dividends predetermined for the minor roles. When determining the priority of candidates for the stop position according to the number of symbol combinations that can be displayed on the effective line, the priority of each candidate for the stop position is determined such that the stop position where the number of symbol combinations indicating the winning form that can be displayed on the effective line is larger has a higher priority. When determining the priority of candidates for the stop position according to the number of medals paid out, the priority of each candidate for the stop position is determined such that the stop position where the number of medals paid out based on the dividend of the minor role corresponding to the symbol displayed at the display position on the effective line is larger (the stop position where a minor role with a large dividend can be won) has a higher priority. However, when determining the priority of candidates for the stop position according to the number of medals paid out, if minor roles with the same dividend are repeatedly selected, the priorities of the candidates for the stop position where each minor role can be won are treated as the same.

[0192] Each of the winning areas, "Batting Order Small Wins," has a set correct batting order and an incorrect batting order. Specifically, as shown in Figure 13, if any of the winning areas, "Batting Order Small Wins," are won, an 8-coin win (correct win) is awarded if the correct batting order is used, and a 1-coin win (incorrect win) may be awarded (the 8-coin win will not be awarded) if the incorrect batting order is used. Furthermore, each of the winning areas, "Batting Order Small Wins," has one set correct batting order, and the other five batting orders are considered incorrect. In addition, each of the winning areas, "Batting Order Small Wins," has one of batting orders 3 to 6 set as the correct batting order. In other words, in all of the winning areas, "Batting Order Small Wins," batting order 1 and batting order 2 are set as incorrect batting orders. Furthermore, the winning areas "Batting Order Plum A1," "Batting Order Plum A2," "Batting Order Plum A3," and "Batting Order Plum A4" each have different batting orders set as the correct batting order. Additionally, the winning areas "Batting Order Plum B1," "Batting Order Plum B2," "Batting Order Plum B3," and "Batting Order Plum B4" each have different batting orders set as the correct answer.

[0193] The contents in parentheses in Figure 13 indicate the probability of winning a single-coin payout when the stop operation is performed in that order. In other words, the notation "Single-coin payout (1 / 2)" indicates that, assuming the timing of the stop operation is random, there is a 1 / 2 probability of winning a single-coin payout and a 1 / 2 probability of missing a single-coin payout (not winning a single-coin payout). Figure 13 also shows the relationship between each winning area and the correct and incorrect batting order in the bonus internal state. The winning areas "Batting Order Plum B1", "Batting Order Plum B2", "Batting Order Plum B3", and "Batting Order Plum B4" are subject to the same stop control in the general state as in the bonus internal state. On the other hand, in the winning areas "Batting Order Plum A1", "Batting Order Plum A2", "Batting Order Plum A3", and "Batting Order Plum A4", in the general state, if the stopping operation is performed in the correct batting order (batting order that results in an 8-coin payout) in the bonus internal state, the stopping control will be performed so that a 1-coin payout is achieved.

[0194] If any of the winning areas "Batting Order Small Wins" are selected, and stop buttons 26a to 26c are pressed with the correct batting order, the priority is determined so that the candidate stop position that can award small wins 1 to 4 has the highest priority. If stop buttons 26a to 26c are pressed with an incorrect batting order, the priority is determined so that the candidate stop position that can award small wins 16 to 30 has the highest priority.

[0195] Although not shown in the diagram, the winning areas "Common 1-coin 1" and "Common 1-coin 2" are designed so that a single coin will always be awarded regardless of the order in which the reels are stopped.

[0196] The prize determination means 44 is activated when the rotation of reels 20a to 20c stops, and determines whether a prize has been won based on the stopping pattern of reels 20a to 20c. Specifically, it compares the combination of symbols displayed on the active line (stop display) when reels 20a to 20c stop with the prize determination table stored in the ROM of the storage means 60. The prize determination table stores the winning patterns (combinations of symbols that result in a win when stopped) for each winning prize, and the aforementioned comparison determines whether a prize has been won and the type of winning prize that has been won. When a winning prize is won, the main control board 31 executes the prize processing corresponding to the winning prize. Specifically, the prize processing includes payout processing if a small prize is won, replay processing (re-play processing) if a replay is won, and processing to transition the game state (game state transition control processing) if a bonus is won.

[0197] Here, the payout process is the process of paying out a number of medals determined based on the payout set for each winning combination when a winning combination is achieved, and this is performed by the payout control means 45. When a winning combination is achieved, the payout control means 45 determines the number of medals to be paid out based on the payout set for each winning combination and causes the determined number of medals to be paid out to the hopper device. If credits are permitted, instead of actually paying out medals by the hopper device, a credit addition process is performed in which the number of payouts is added to the number of credits (number of credited medals) stored in the credit storage area of ​​the RAM of the storage means 60, thereby virtually paying out medals.

[0198] In this embodiment of the gaming machine, when a player hits a combination of minor roles 1 through 5, 8 medals are dispensed; when a player hits a combination of minor roles 6 through 15, 3 medals are dispensed; and when a player hits a combination of minor roles 16 through 30, 1 medal is dispensed.

[0199] Furthermore, the replay process, performed by the replay control means 46, is a process that, when a replay is awarded, sets the next game to the same game start waiting state as the previous game without requiring the player to insert any tokens they possess. When a replay is awarded, an automatic insertion process is performed, which automatically inserts the same number of tokens as the number set to be inserted in the previous game (the game in which the replay was awarded), without using any tokens the player possesses (including credited tokens). The system then waits for the next game start operation on the start lever 24 with the number of active lines corresponding to the number of tokens inserted by the automatic insertion process set. In addition, once the automatic insertion process has been performed, it is not possible to insert any more tokens.

[0200] As shown in Figure 14, the game state control means 49 performs a game state transition control process to transition the game state between the general state, the bonus internal state, and the bonus activation state. The conditions for transitioning between game states may be one condition or multiple conditions. If multiple conditions are defined, the game state may be transitioned based on the fulfillment of one of the predetermined conditions, or based on the fulfillment of multiple or all of the predetermined conditions.

[0201] As described above, the internal lottery means 42 selects an internal lottery table according to the game state and performs an internal lottery. Specifically, in the general state, the internal lottery is performed by referring to an internal lottery table in which the Big Bonus (RBB) is set as the lottery target. In the bonus internal state, the internal lottery is performed by referring to an internal lottery table in which the Big Bonus (RBB) is excluded from the lottery target. In the bonus activation state, the internal lottery is performed by referring to an internal lottery table in which the Big Bonus (RBB) is excluded from the lottery target.

[0202] The game state is initially set to "Normal Mode". Furthermore, it is possible to transition from the general state to the bonus internal state. The game state control means 49 transitions the game state to the bonus internal state when a big bonus (RBB) is won in the general state.

[0203] The internal bonus state is a game state that is entered when a Big Bonus (RBB) is won in the internal lottery. In the internal bonus state, the lottery flag corresponding to the Big Bonus (RBB) is maintained in a winning state until the Big Bonus (RBB) is won. When a combination of symbols indicating the winning form of the Big Bonus (RBB) is displayed on an active line, the game state control means 49 transitions the game state from the internal bonus state to the bonus activation state.

[0204] The bonus activation state is a game state that is entered when a combination of symbols indicating a Big Bonus (RBB) winning pattern is displayed on an active payline. In the bonus activation state, the game state control means 49 determines whether the termination condition has been met based on the total number of medals paid out during the bonus activation state. If the number of medals paid exceeds a predetermined number, the game state control means 49 terminates the bonus activation state and transitions the game state back to the normal state. Furthermore, the termination conditions for the bonus state may be determined by the number of games played or the number of small wins during the bonus state. Alternatively, the bonus state may be terminated after a single game.

[0205] The instruction function control means 51 comprises a game section control means 80, a performance state control means 81, and a bonus granting means 82. The instruction function control means 51 performs processing related to the operation of an instruction function that assists in winning a predetermined role in the advantageous section. Specifically, when a predetermined role is won, the instruction function control means 51 decides whether or not to perform an instruction performance that assists in winning this role. More specifically, when the winning area "batting order small role" is won, the instruction function control means 51 decides whether or not to perform an instruction performance (batting order navigation performance) that notifies the correct batting order and assists in winning the 8-coin role. Based on this decision, the performance control means 100 causes the batting order navigation performance to be executed on the liquid crystal display 13, etc. In the batting order navigation performance, the liquid crystal display 13 displays a message prompting the player to stop in the correct batting order.

[0206] As shown in Figure 15, the game section control means 80 performs game section transition control processing to transition between a non-advantageous section and an advantageous section according to the progress of the game. The non-advantageous section is the game section that corresponds to the initial state among several types of game sections. In addition, instructional effects are not executed in the non-advantageous section.

[0207] In the non-advantageous section, the bonus granting means 82 conducts a lottery (advantageous section transition lottery) to determine whether or not to transition to the advantageous section at a predetermined trigger. If the advantageous section transition lottery is won, the game section control means 80 transitions the game section from the non-advantageous section to the advantageous section. The probability of determining the transition to the advantageous section in the advantageous section transition lottery may be 100%.

[0208] In this embodiment, a lottery for transitioning to an advantageous section is performed when the result of the internal lottery is a predetermined result. Specifically, in a game where the game section is a non-advantageous section and the game state is a general medium state, if the winning area is one of "Weak Cherry 1", "Weak Cherry 2", "Medium Cherry", "Strong Cherry", "Common 1 Coin 1", "Swing Order Small Role", "Common Plum 1", "Common Plum 2", "Common 1 Coin 2", "Replay 2", "Replay 3", "Special Replay 1" to "Special Replay 7", "Weak Bell", "Strong Bell", and "Chance Eye", a lottery for transitioning to an advantageous section is performed. In a game where the game section is a non-advantageous section and the game state is a general medium state, if the winning area is "Replay 1", a lottery for transitioning to an advantageous section is not performed. Furthermore, when the game is in a non-advantageous section and the game state is in the bonus internal state, if the winning area is "Weak Cherry 1", "Weak Cherry 2", "Medium Cherry", "Strong Cherry", "Common 1 Coin 1", "Swing Order Small Role", "Common Plum 1", "Common Plum 2", "Replay 2", "Replay 3", "Special Replay 1" to "Special Replay 7", "Weak Bell", "Strong Bell", or "Chance Eye", a lottery for transitioning to an advantageous section will be held. However, when the game is in a non-advantageous section and the game state is in the bonus internal state, if the winning area is either "Replay 1" or "Common 1 Coin 2", a lottery for transitioning to an advantageous section will not be held. Also, when the game is in a non-advantageous section and the game state is in the bonus activation state, regardless of which winning area is selected, a lottery for transitioning to an advantageous section will not be held. Furthermore, in this embodiment, the probability of the game section transitioning from a non-advantageous section to an advantageous section is higher than the probability of the game state transitioning from a general state to a bonus internal state, and the probability of transitioning from a bonus internal state to a bonus activation state.

[0209] Furthermore, the game section control means 80 performs an increment process each time a game is played in the advantageous section, triggered by the start lever 24 operation to start the game, by adding "1" to the value stored in the advantageous section game counter 65 in the RAM of the storage means 60, which corresponds to one game. Note that the game section control means 80 does not add to the advantageous section game counter 65 in the non-advantageous section. Also, at the time of transition from the non-advantageous section to the advantageous section, the value stored in the advantageous section game counter 65 is "0". When the value stored in the advantageous section game counter 65 reaches the threshold (upper limit) of "3000", the game section control means 80 determines that the condition for ending the advantageous section has been met and transitions the game section from the advantageous section to the non-advantageous section. In other words, the upper limit for the number of games played in the advantageous section is set to 3000, and games exceeding 3000 are not played consecutively in the advantageous section.

[0210] Furthermore, in the advantageous section, the game section control means 80 updates the stored value of the difference counter 64 in the RAM of the memory means 60 based on the difference in the number of medals. It subtracts a value corresponding to the number of medals inserted into the game (for example, "3" if 3 medals were inserted) from a value corresponding to the number of medals paid out (for example, "8" if 8 medals were paid out, and "0" if no winning combinations were achieved and no payouts were made) to obtain the calculation result for the difference in the number of medals in that game, and adds this calculation result to the stored value of the difference counter 64. Note that the game section control means 80 does not add to the difference counter 64 in the non-advantageous section. Also, at the time of transition from the non-advantageous section to the advantageous section, the stored value of the difference counter 64 is "0". The game section control means 80 then determines that the condition for ending the advantageous section has been met when the stored value of the difference in tokens counter 64 exceeds a threshold (for example, "2400"), and transitions the game section from the advantageous section to the non-advantageous section. The stored value of the difference in tokens counter 64 is controlled so as not to fall below the initial value "0". For example, if the stored value of the difference in tokens counter 64 at the start of the game is "2", and as a result of playing the game, no winning combinations are achieved and no tokens are paid out, the calculation result of the difference in tokens for that game will be "-3". Adding this calculation result to the stored value of the difference in tokens counter 64 will fall below the initial value "0". However, the stored value of the difference in tokens counter 64 after the update is set to stop counting with the initial value "0" as the lower limit. In other words, an upper limit is set for the number of tokens that can be obtained in the advantageous section, and the advantageous section ends when the increase in tokens from the point where the number of tokens decreased the most in the advantageous section exceeds 2400 tokens. Furthermore, if a replay is awarded during gameplay, the game in which the replay was awarded may be treated as if a payout equivalent to the prescribed number of tokens inserted for that game had been made, and the difference in tokens may be calculated accordingly. For the next game, which is provided free of charge due to the replay award, even if no actual tokens have been inserted, it may be treated as if a payout equivalent to the prescribed number of tokens inserted for that game had been made, and the difference in tokens may be calculated accordingly.

[0211] Furthermore, the advantageous period indicator 18 is designed to turn off during non-advantageous periods and light up during advantageous periods. Furthermore, the advantageous period indicator 18 does not need to light up at the same time as the transition to the advantageous period; it only needs to light up before the first instruction animation is performed. Also, once lit, it will not turn off until the advantageous period ends.

[0212] As shown in Figure 15, the performance state control means 81 performs a performance state transition control process to transition between multiple types of performance states, including a non-advantageous section performance state, a first start performance state, a second start performance state, a normal performance state, a chance performance state, and an AT performance state. The performance state transition condition (termination condition) may be defined as one condition or multiple conditions. If multiple conditions are defined, the performance state may be transitioned when one of the multiple predetermined conditions is met, or the performance state may be transitioned based on the meeting of multiple or all of the multiple predetermined conditions.

[0213] The non-advantageous section performance state is the performance state that corresponds to the initial state among several types of performance states. In the non-advantageous section, the performance state control means 81 sets the performance state to the non-advantageous section performance state. In the non-advantageous section performance state (non-advantageous section), as described above, the bonus granting means 82 performs a lottery for transitioning to the advantageous section, and if a transition to the advantageous section is decided in the advantageous section transition lottery, the performance state control means 81 transitions the performance state to the first start performance state or the second start performance state.

[0214] Specifically, in a situation where the game state is in a normal state and the performance state is in a non-advantageous section performance state (non-advantageous section), if the internal lottery results in a win in the winning area "Common 1-coin 2" or "RBB" and a transition to the advantageous section is determined (when a Big Bonus (RBB) is won either alone or in combination with a 1-coin win and a transition to the advantageous section is determined), the performance state control means 81 transitions the performance state to the first starting performance state. Also, in a situation where the game state is in a normal state and the performance state is in a non-advantageous section performance state (non-advantageous section), if the internal lottery results in a win in a winning area other than "Common 1-coin 2" and "RBB" and a transition to the advantageous section is determined (when the advantageous section transition lottery based on the win in the winning area is won), the performance state control means 81 transitions the performance state to the second starting performance state. Furthermore, the performance state control means 81 may, when the game state is in the general state and the performance state is in the non-advantageous section performance state (non-advantageous section), change the performance state to the second start performance state if the winning area "RBB" is won in the internal lottery and a transition to the advantageous section is decided. Alternatively, if the winning area "RBB" is won in the internal lottery, the advantageous section transition lottery may not be performed.

[0215] Furthermore, in a situation where the game state is in the internal bonus state and the performance state is the non-advantageous section performance state (non-advantageous section), if the internal lottery results in a winning area other than the winning area "common 1 coin 2" and a transition to the advantageous section is decided (if the advantageous section transition lottery based on winning the winning area is won), the performance state control means 81 transitions the performance state to the second start performance state.

[0216] Furthermore, in a situation where the game state is in the internal bonus state and the performance state is the non-advantageous section performance state (non-advantageous section), if the winning area "Common 1 Coin 2" is selected in the internal lottery, the transition to the advantageous section will not be determined. In other words, in a situation where the game state is in the internal bonus state and the performance state is the non-advantageous section performance state (non-advantageous section), if the winning area "Common 1 Coin 2" is selected in the internal lottery, the game will not transition to either the first starting performance state or the second starting performance state. In this embodiment, if the winning area "Common 1 Coin 2" is selected in the internal lottery while in the non-advantageous section and in the internal bonus state, the transition to the advantageous section will not be determined because the advantageous section transition lottery is not performed. However, the probability of winning the advantageous section transition lottery may be set to 0%, or the win of the advantageous section transition lottery may be invalidated, so that the transition to the advantageous section will not be determined.

[0217] In this embodiment, when the winning area "Common 1-coin 2" or "RBB" is selected in a non-advantageous section and general state, the setting information of a specific flag stored in the storage means 60 is set to the ON state. On the other hand, when the winning area other than "Common 1-coin 2" or "RBB" is selected in a non-advantageous section and general state, or in a non-advantageous section and bonus internal state, the setting state of the specific flag is not set to the ON state, but remains set to the OFF state. When the specific flag is set to the ON state, the performance state transitions to the first start performance state, and when the specific flag is set to the OFF state, the performance state transitions to the second start performance state. In other words, the state in which the specific flag is set to the ON state can be called the first start performance state, and the state in which the specific flag is set to the OFF state can be called the second start performance state.

[0218] In the first initial performance state, one game is played. Also in the first initial performance state, the instruction function control means 51 decides to transition the performance state to the normal performance state. That is, once one game is played in the first initial performance state, the performance state control means 81 transitions the performance state to the normal performance state.

[0219] In the second starting performance state, one game is played. In the second starting performance state, the instruction function control means 51 determines which performance state to transition to by referring to the game state. Specifically, if the game state is in the general state, the instruction function control means 51 decides to transition the performance state to the normal performance state. If the game state is in the bonus internal state, the instruction function control means 51 decides to transition the performance state to the chance performance state. In other words, once one game is played in the second starting performance state, the performance state control means 81 transitions the performance state to either the normal performance state or the chance performance state depending on the game state. To put it another way, if the game state is in the bonus internal state, the performance state control means 81 transitions to a more advantageous performance state compared to when the game state is in the general state. The game state referred to here is the game state at the start of the first game in the second start-up animation state, and is the game state when the second start-up animation state begins (in other words, the game state when transitioning from a non-advantageous section to an advantageous section).

[0220] Furthermore, in the first and second initial performance states, multiple games may be played. In addition, the instruction function control means 51 may determine which performance state to transition to by using a predetermined game or a combination of games from among the multiple games played in the first or second initial performance state.

[0221] In the normal performance state, the number of games played is managed based on the stored value of the non-AT game counter 66 located in the RAM of the memory means 60. When the performance state transitions to the normal performance state, the instruction function control means 51 sets a predetermined value (for example, "700") as an initial value for the non-AT game counter 66. In addition, in the normal performance state, the instruction function control means 51 performs a decrement update, subtracting a value of "1" equivalent to one game from the stored value of the non-AT game counter each time a game is played. When the stored value of the non-AT game counter becomes "0", the game section control means 80 determines that the conditions for ending the advantageous section have been met, ends the advantageous section, and transitions the game section to the non-advantageous section. In addition, during the normal performance state, a lottery (CZ lottery) may be held to determine whether or not to transition to the chance performance state.

[0222] In the chance performance state, the bonus granting means 82 conducts a lottery (AT lottery) to determine whether or not to transition to the AT performance state. Specifically, for example, in the chance performance state, the bonus granting means 82 conducts an AT lottery according to the result of an internal lottery (for example, winning a predetermined role (winning area)). Then, if a transition to the AT performance state is decided based on the AT lottery, the performance state control means 81 transitions the performance state to the AT performance state.

[0223] The Chance Performance state has a higher probability (expected value) of transitioning to the AT Performance state compared to the Normal Performance state, making it a more advantageous performance state for the player. In other words, in this embodiment, the probability of transitioning from the Chance Performance state to the AT Performance state is higher than the probability of transitioning from the Normal Performance state to the AT Performance state. It is also possible that an AT lottery is performed in the Normal Performance state, and that the transition to the AT Performance state is decided in the Normal Performance state (it is also possible that the transition to the AT Performance state is made directly from the Normal Performance state), and the probability of transitioning to the AT Performance state being decided in the AT lottery in the Chance Performance state is higher than the probability of transitioning to the AT Performance state being decided in the AT lottery in the Normal Performance state.

[0224] Furthermore, when transitioning from one performance state to another, such as when winning the AT lottery and moving from the chance performance state to the AT performance state, it is also possible to transition via another performance state. For example, if the AT lottery is won in the chance performance state, instead of immediately starting the AT performance state, the player may transition from the chance performance state to a preparation state for the AT performance state (AT preparation performance state), and then transition to the AT performance state.

[0225] In the AT (Attack Time) performance state, when a winning area "batting order small win" is achieved, the performance control means 100 causes the performance device, such as the LCD display 13, to execute a batting order navigation performance. The AT performance state has a higher probability (frequency) of the batting order navigation performance being executed compared to the normal performance state and the CZ (Chance Zone) performance state, making it a more advantageous performance state for the player compared to the normal performance state and the CZ performance state.

[0226] The continuation of the AT performance state is managed based on the stored value of the AT termination determination counter 67 provided in the RAM of the storage means 60. The instruction function control means 51 determines the value to set in the AT termination determination counter 67 when the performance state transitions to the AT performance state. In other words, the instruction function control means 51 increases the stored value of the AT termination determination counter 67 when the performance state transitions to the AT performance state. To put it another way, when the performance state transitions to the AT performance state, the instruction function control means 51 sets a value in the AT termination determination counter 67 related to the duration of the AT performance state.

[0227] Furthermore, the instruction function control means 51 decreases the stored value of the AT termination judgment counter 67 in accordance with the progress of the game in the AT performance state. Then, when the stored value of the AT termination judgment counter 67 reaches the threshold "0" in the AT performance state, the performance state control means 81 determines that the termination condition of the AT performance state has been met and terminates the AT performance state.

[0228] The stored value of the AT termination judgment counter 67 may, for example, represent the number of medals that can be obtained in the AT performance state, the number of games that can be played in the AT performance state (number of AT games), the number of sets of AT performance states that can be played (number of AT sets), or the number of batting order navigation sequences that can be played in the AT performance state (number of batting order navigation sequences). In other words, when the AT performance state is started, the stored value of the AT termination judgment counter 67 may be set to the number of medals that can be obtained, the number of AT games, the number of AT sets, the number of batting order navigation sequences, etc., and in the AT performance state, the stored value of the AT termination judgment counter 67 may be updated at predetermined triggers such as each time a medal is dispensed, each time a game is played, each time a set of AT performance states is played, or each time a batting order navigation sequence is played, and the AT performance state may be terminated based on the stored value of the AT termination judgment counter 67 reaching a threshold.

[0229] Furthermore, the bonus granting means 82, in the AT performance state, performs a lottery (addition lottery) to determine whether or not to increase the stored value of the AT termination judgment counter 67 at a predetermined trigger (to determine whether or not to increase the duration of the AT performance state), and increases the stored value of the AT termination judgment counter 67 based on the result of the lottery.

[0230] The instruction function control means 51 performs an instruction function information initialization process to initialize the information stored in the RAM of the storage means 60 as information related to the instruction function when the advantageous period ends and the game period transitions to the normal period. Specifically, the instruction function control means 51 initializes the stored value of the advantageous period game count counter 65, the stored value of the difference in tokens counter 64, the flag (lottery result) related to the lottery for the instruction function, the stored value of the non-AT game count counter 66, and the stored value of the AT termination judgment counter 67, etc. In other words, information related to the instruction function is not carried over across multiple advantageous periods. Furthermore, when the initialization means 48 performs the above initialization process when the setting value is changed, the information related to the instruction performance shown here is also initialized.

[0231] The performance control means 100 controls the performance devices such as the LCD display 13 and speaker 14 to execute an instruction performance (batting order navigation performance) that notifies the correct batting order and assists in winning the 8-coin payout when the winning area "batting order small win" is selected, such as when the performance state is the AT performance state. When the winning area "batting order small win" is selected and the stop buttons 26a to 26c are pressed according to the correct batting order notified by the instruction performance, the 8-coin payout is guaranteed and 8 medals can be obtained. Furthermore, when the batting order navigation feature is enabled, the 7-segment display on the game information display unit 17 will also display information indicating the correct batting order.

[0232] In the gaming machine of this embodiment, when the bonus is internally active, the stopping control of reels 20a to 20c is performed so that, regardless of the result of the internal lottery (and regardless of the manner of the stopping operation), no symbol combination indicating the winning form of a Big Bonus (RBB) is displayed on the active line. In other words, in the gaming machine of this embodiment, once the game state is set to the bonus internally active state, the game continues in the bonus internally active state thereafter. For this reason, when the advantageous section ends and the non-advantageous section begins, the game state will be the bonus internally active state. Furthermore, when a transition to the advantageous section is decided while in a non-advantageous section and in the bonus internally active state, the performance state transitions to the second starting performance state. Then, when one game is played in the second starting performance state, the performance state transitions to the chance performance state based on the fact that the game state at the start of the second starting performance state was the bonus internally active state.

[0233] In other words, in this embodiment, when the advantageous period begins, the performance state basically transitions to the chance performance state (via the second start performance state). To put it another way, in this embodiment, a favorable situation for the player occurs at the start of the advantageous period. On the other hand, if a favorable situation for the player were always to occur at the start of the advantageous period, the probability of a favorable situation occurring would increase even when the system is set to a non-advantageous period due to the initialization process accompanying the setting change. Therefore, in this embodiment, when the advantageous period is started for the first time after a setting change, etc., the favorable situation is less likely to occur (including cases where it never occurs). This point will be explained below. Furthermore, for example, if a player wins a predetermined winning area while in a bonus-internal state and misses out on a small win, a combination of symbols indicating the winning form of a Big Bonus (RBB) may be displayed on the active line. In addition, during the advantageous section (AT performance state, etc.), if the player wins the predetermined winning area, an instruction performance may be executed to inform the player of a stopping operation that allows them to avoid winning a bonus (i.e., to win a small win), thereby allowing them to continue playing while in a bonus-internal state.

[0234] In this embodiment, when the setting value is changed, the game state becomes a general state and the game section becomes a non-advantageous section. Furthermore, when transitioning from a non-advantageous section to an advantageous section, the instruction function control means 51 refers to the winning area selected in the internal lottery and decides whether to set the performance state to be a first starting performance state or a second starting performance state at the start of the advantageous section. Specifically, when in a non-advantageous section and in a general state, if the winning area "Common 1 Coin 2" or "RBB" is selected in the internal lottery and a transition to an advantageous section is determined, the performance state control means 81 transitions the performance state to the first starting performance state based on the fact that the winning area "Common 1 Coin 2" or "RBB" has been selected. Then, when one game is played in the first starting performance state, the performance state control means 81 transitions the performance state to the normal performance state. Furthermore, when the game is in a non-advantageous section and in a general state, if the internal lottery results in a win in a winning area other than "Common 1-coin 2" and "RBB", and a transition to the advantageous section is determined, the performance state control means 81 transitions the performance state to the second start performance state based on the fact that a win in a winning area other than "Common 1-coin 2" and "RBB" was selected. Then, in the second start performance state, the performance state control means 81 transitions the performance state to the normal performance state based on the fact that the game state is in a general state. In other words, regardless of whether the game state at the start of the advantageous section (the game state at the start of the first game in the advantageous section) is in a general state or in a bonus internal state, if a transition to the advantageous section is determined in a situation where the game is in a non-advantageous section and in a general state, the performance state will transition to the normal performance state (via the first start performance state or the second start performance state). In other words, in this embodiment, when the advantageous section is started for the first time after a setting change, the performance state basically transitions to the normal performance state.

[0235] Furthermore, in this embodiment, if the winning area "Common 1-coin 2" is selected in the internal lottery while in a non-advantageous section and in the internal bonus state, the advantageous section transition lottery is not performed. Therefore, it is possible to avoid the performance state transitioning to the normal performance state (via the first start performance state) based on the selection of the winning area "Common 1-coin 2" in the non-advantageous section after the end of the advantageous section. In other words, it is possible to increase the probability of transitioning to the chance performance state when the advantageous section restarts after the end of the advantageous section, and to increase the probability of a favorable situation occurring for the player when the advantageous section restarts.

[0236] In this embodiment, during the normal state, the Big Bonus (RBB) is awarded in conjunction with the winning area "Common 1-Coin 2" (1-coin payout). Furthermore, when the Big Bonus (RBB) and the winning area "Common 1-Coin 2" (1-coin payout) are awarded simultaneously, the stopping control of reels 20a to 20c is performed so that the symbols constituting the winning pattern of the 1-coin payout are displayed on the active line in priority to the symbols constituting the winning pattern of the Big Bonus (RBB). This reduces the probability of winning the Big Bonus (RBB) when the Big Bonus (RBB) is awarded. In addition, by providing such a winning area "Common 1-Coin 2", it is not necessary to increase the winning probability of replays during the bonus internal state in order to reduce the probability of winning the Big Bonus (RBB) during the bonus internal state (to prevent a state where only the bonus lottery flag is set to a winning state), and the probability of winning the Big Bonus (RBB) can be reduced while keeping the expected value of the payout rate during the bonus internal state low.

[0237] Furthermore, in this embodiment, a winning area "Common 1-Coin 1" is provided, which is similar to the winning area "Common 1-Coin 2" where bonuses (Big Bonuses (RBB)) are won in overlapping rounds during normal play, but where bonuses (Big Bonuses (RBB)) are not won in overlapping rounds during normal play. Both winning areas "Common 1-Coin 1" and "Common 1-Coin 2" are winning areas where 1-coin wins (small wins with a set payout of a predetermined number or less) are won. Also, both winning areas "Common 1-Coin 1" and "Common 1-Coin 2" are winning areas where the same small wins (small wins 16 to 19, 23, and 30) are won. The difference between winning areas "Common 1-Coin 1" and "Common 1-Coin 2" is whether or not small win 29 is won. In other words, the winning area "Common 1-Coin 1" and the winning area "Common 1-Coin 2" are both winning areas where it is possible to win a specific small win (the same small win: any of small wins 17-20, 24, and 31). Furthermore, the winning areas "Common 1-Coin 1" and "Common 1-Coin 2" are winning areas where a 1-coin win is guaranteed when a win is made in the general mode or the bonus internal mode. In other words, the winning areas "Common 1-Coin 1" and "Common 1-Coin 2" are winning areas where a 1-coin win can be made regardless of the order of play (the manner of stopping the reels) when a win is made. Furthermore, the relationship between the manner of stopping the reels and the stopping manner of reels 20a-20c (the combination of symbols displayed on the active lines) is the same for the winning areas "Common 1-Coin 1" and "Common 1-Coin 2". In other words, regardless of whether the winning area "Common 1-Coin 1" or "Common 1-Coin 2" is selected, if the stopping operation is performed in a specific manner (specific order and specific timing), the reels 20a to 20c will stop in such a way that a specific combination of symbols is displayed on the active line. Therefore, it is impossible for the player to determine which winning area, "Common 1-Coin 1" or "Common 1-Coin 2," was selected based on the correspondence between the stopping operation and the stopping patterns of the reels 20a to 20c. Note that the correspondence between the stopping operation and the stopping patterns of the reels 20a to 20c may differ between the winning area "Common 1-Coin 1" and the winning area "Common 1-Coin 2."

[0238] In this embodiment, the number of values ​​(also called the number of placements) for each winning area is defined as follows. The "number of values" is a numerical value that indicates the range of winning values ​​within the entire range of random numbers obtained by the internal lottery (for example, 0 to 65535). In other words, the number of values ​​indicates the number of random numbers associated with each winning area. In this embodiment, for the general state and the internal bonus state, the number of values ​​for the winning area "Common 1-coin 1" is set to 5000, and the probability of winning the winning area "Common 1-coin 1" is set to approximately 1 / 13.1. Also, for the general state and the internal bonus state, the number of values ​​for the winning area "Common 1-coin 2" is set to 9158, and the probability of winning the winning area "Common 1-coin 2" is set to approximately 1 / 7.2. In addition, for the general state, the value of the winning area "RBB" is set to 4, and the probability of winning the winning area "RBB" is set to 1 / 16384.

[0239] In this embodiment, the expected value of the payout rate (ratio of payouts to the number of medals inserted) in the bonus-operating state, which is entered when a bonus is won, is 100% or less (however, it may be 100% or more). Specifically, the expected value of the payout rate is lowered by devising the drawing method for the 8-coin combination in the bonus-operating state. In this embodiment, in the general state and the internal bonus state, the four types of 8-coin combinations, from combination 1 to combination 4, are set to be won in each of the winning areas "batting order combinations" without overlapping, while in the bonus-operating state, the four types of 8-coin combinations are set to be won in the winning area "combination ALL" with overlapping wins. Furthermore, the probability of winning the winning area "combination ALL" in the bonus-operating state is set higher than the probability of winning each of the winning areas "batting order combinations" in other game states. In addition, the probability of winning the winning area "combination ALL" in the bonus-operating state is set lower than the probability of winning any of the winning areas "batting order combinations" in other game states. As a result, the opportunities to win an 8-coin combination while the bonus is active are reduced compared to other game states, and the expected value of the payout rate when the bonus is active is lowered.

[0240] In this embodiment, in order to make it less likely for a favorable situation to occur when the favorable period starts for the first time after a setting change, and to make it more likely for a favorable situation to occur when the favorable period restarts, the winning area "Common 1-Coin 2" is set as a winning area where if a win occurs in the general state, the player transitions to the favorable period, but if a win occurs in the bonus internal state, the player does not transition to the favorable period. As a result, in the bonus internal state, the probability of transitioning from the non-favorable period to the favorable period decreases, and there is a risk that the period spent in the non-favorable period will become too long. On the other hand, if the probability of winning in the winning area "Common 1-Coin 2" is reduced in order to shorten the period spent in the non-favorable period, the probability of winning a 1-coin payout will decrease, and there is a risk that the expected value of the payout rate in the general state and bonus internal state will become too high. In this embodiment, in addition to the winning area "Common 1-Coin 2," a winning area "Common 1-Coin 1" is provided as a winning area where a single-coin win can occur. The winning area "Common 1-Coin 1" is a winning area where bonuses cannot be won simultaneously, and it is a winning area where the player transitions to the advantageous section when a win occurs in either the general state or the bonus internal state. By providing such a winning area "Common 1-Coin 1," the probability of winning in the winning area "Common 1-Coin 2" can be reduced without reducing the probability of a single-coin win occurring. Furthermore, by making the probability of winning in the winning area "Common 1-Coin 2" higher than the probability of winning in the winning area "Common 1-Coin 1," the probability of winning a bonus in the general state is not made too low. Therefore, for bonuses with an expected payout rate of 100% or less, assuming that a bonus is always awarded upon winning, the expected payout rate throughout the entire game is reduced. At the same time, the expected payout rate for the AT (Attack Time) performance state (the performance of acquiring medals based on winning the winning area "batting order small role" and stopping operations in the correct batting order) can be improved by the amount of this reduction, thereby enhancing the enjoyment of the game and improving its marketability.

[0241] The gaming machine of this embodiment is Multiple reels 20a to 20c with multiple types of patterns arranged on them, An internal lottery means 42 that conducts an internal lottery to determine whether or not a role is achieved, A reel control means 43 that controls the stopping of reels 20a to 20c in a manner corresponding to the result of the internal lottery based on the stop operation, A game state control means 49 that transitions the game state between multiple types of game states, including a first game state (general state) and a second game state (internal bonus state) which is entered based on the winning of a bonus in the first game state, It includes an instruction function control means 51 that controls instruction performances to assist in winning a predetermined role, The winning patterns (winning areas) obtained in the internal lottery in the first and second game states include the first winning pattern (winning area "common 1 card 1") and the second winning pattern (winning area "common 1 card 2"), The first winning pattern and the second winning pattern are winning patterns in which the winning pattern includes the first pattern, When the first winning configuration is obtained, and the stop operation is performed in a predetermined operation configuration, the first role is awarded. When the second winning configuration is obtained, and the stop operation is performed in a predetermined operation configuration, the first winning combination is awarded. The first winning pattern is a winning pattern in which the bonus is not awarded multiple times in the first game state, The second winning mode is a winning mode in which the bonus is won multiple times in the first game state, The probability of obtaining the predetermined benefits related to the instruction performance is higher when the first winning pattern is obtained compared to when the second winning pattern is obtained. The probability of obtaining the first winning pattern is lower than the probability of obtaining the second winning pattern. .

[0242] In this embodiment, two winning patterns are provided: a first winning pattern and a second winning pattern, both of which allow for the winning of the first role and the awarding of the first role. The difference between the first and second winning patterns is whether or not the bonus is won multiple times. Furthermore, the first winning pattern, in which the bonus is not won multiple times, has a higher probability of obtaining a predetermined benefit compared to the second winning pattern, in which the bonus is won multiple times. Also, the probability of obtaining the first winning pattern, in which the bonus is not won multiple times, is lower than that of the second winning pattern, in which the bonus is won multiple times. Therefore, by using the first and second winning patterns, both of which allow for the awarding of the first role and are difficult for the player to distinguish between, it is possible to set the probability of obtaining a predetermined benefit and the expected value of the payout rate within an appropriate range, while preventing the probability of winning a bonus from becoming too low. Consequently, it is possible to improve the marketability of gaming machines even with many design constraints.

[0243] In this embodiment, when the player wins in the winning area "Common 1-coin 1" while in a non-advantageous section and in the bonus internal state, the player receives the benefit of transitioning to an advantageous section (chance performance state), while when the player wins in the winning area "Common 1-coin 2", the player does not receive the benefit of transitioning to an advantageous section (chance performance state). Therefore, the probability of receiving a predetermined benefit related to the instruction performance upon winning is higher in the winning area "Common 1-coin 1" than in the winning area "Common 1-coin 2". However, other configurations may result in a higher probability of receiving a predetermined benefit related to the instruction performance upon winning in the winning area "Common 1-coin 1" than in the winning area "Common 1-coin 2". For example, in the second start performance state, the benefit granting means 82 may perform a lottery related to transitioning to a state advantageous to the player (a predetermined lottery related to the instruction performance: hereinafter referred to as a specific lottery). In other words, the predetermined benefit may be a specific lottery. The specific lottery may be, for example, a CZ lottery or an AT lottery. The specific lottery may also be a lottery that increases the probability of transitioning to the AT performance state. For example, a so-called ceiling may be set on the number of games played in the normal performance state, and a specific lottery may determine the number of games played that will reach this ceiling (such as the stored value of the non-AT game counter 66), and when transitioning to the second starting performance state, the probability of being granted (selected) a normal performance state with a lower number of games to reach the ceiling as a predetermined benefit may be higher compared to transitioning to the first starting performance state. Alternatively, for example, the normal performance state may be given a gameplay feature that accumulates predetermined points related to transitioning to a state advantageous to the player, such as the AT performance state, and a specific lottery may be a lottery related to the granting of such points, and when transitioning to the second starting performance state, the probability of being granted such points as a predetermined benefit (a predetermined number of points or more) may be higher compared to transitioning to the first starting performance state. In other words, the expectation regarding the granting of such points may be higher. Furthermore, the specific lottery may be performed in both the first and second starting performance states, or in only one of them. In any case, it is preferable that the second starting performance state is more advantageous to the player (has a higher probability of obtaining advantageous benefits) than the first starting performance state. In addition, the second starting performance state (or the first starting performance state) may start from the game in which the transition to the advantageous section is decided, rather than from the game following the game in which the transition to the advantageous section is decided. In other words, the benefit lottery and the process of determining the performance state to transition to by referring to the game state in the second starting performance state may be executed, for example, in the game in which the winning area "Common 1 Coin 1" is won when the game is in a non-advantageous section and the bonus is internally active. In other words, the predetermined benefits are granted based on winning in the winning area "Common 1 Ticket 1" or the winning area "Common 1 Ticket 2". They may be granted in the game in which the player wins in the winning area "Common 1 Ticket 1" or the winning area "Common 1 Ticket 2", or they may be granted in games following the game in which the player wins in the winning area "Common 1 Ticket 1" or the winning area "Common 1 Ticket 2". The right to transition to a predetermined game section or performance state, or a specific lottery, etc., as predetermined benefits are granted by the instruction function control means 51 (benefit granting means 82). In other words, the transition to a predetermined game section or performance state, the execution of a specific lottery, etc., are determined by the instruction function control means 51 (benefit granting means 82).

[0244] In this specification, "low probability" or "high probability" includes cases where the probability of one of the factors being compared (the lower one) is 0% and cases where the probability of the other factor being compared (the higher one) is 100%.

[0245] Furthermore, the present invention is not limited to the embodiments described above, and can be implemented in various ways without departing from its essence. For example, the game control modes and configurations of slot machines and coinless gaming machines are not limited to those of the embodiments described above. Also, the control operations described above can be applied not only to slot machines and coinless gaming machines, but also to other gaming machines such as pachinko machines. The present invention is applicable to gaming machines, and gaming machines include slot machines, pachinko machines, coinless gaming machines, and the like.

[0246] Furthermore, within the scope of the present invention, it is possible to freely combine each embodiment, modify any component of each embodiment, or omit any component in each embodiment. [Explanation of symbols]

[0247] 20a, 20b, 20c Reels (multiple reels) 42 Internal drawing method 44. Method of determining winners 45 Dispensing control means 49 Game state control means 51 Instruction function control means

Claims

[Claim 1] Multiple reels with multiple types of symbols arranged on them, An internal lottery method for conducting an internal lottery to determine whether or not a role is achieved, A reel control means that controls the stopping of the reels in a manner corresponding to the result of the internal lottery based on the stopping operation, A game state control means for transitioning between multiple game states, including a first game state and a second game state to which a bonus is won in the first game state, An instruction function control means that controls the instruction and performance to assist in winning a predetermined role, The system includes a game section control means for transitioning between a favorable section in which the aforementioned instruction and performance can be executed and a non-favorable section in which the aforementioned instruction and performance cannot be executed, The winning patterns obtained in the internal lottery in the first game state and the second game state include the first winning pattern and the second winning pattern. The first winning pattern and the second winning pattern are winning patterns in which the winning pattern includes the first pattern, When the first winning configuration is obtained, and the stop operation is performed in a predetermined operation configuration, the first role is awarded. When the second winning configuration is obtained, and the stop operation is performed in a predetermined operation configuration, the first winning combination is awarded. The first winning mode is a winning mode in which the bonus is not won multiple times in the first game state, The second winning mode is a winning mode in which the bonus is won multiple times in the first game state, The probability of obtaining the predetermined benefits related to the instruction and performance is higher when the first winning pattern is obtained compared to when the second winning pattern is obtained. The probability of obtaining the first winning pattern is lower than the probability of obtaining the second winning pattern. The game section control means can transition the game section from the non-advantageous section to the advantageous section when the first winning pattern is obtained in the second game state, and does not transition the game section from the non-advantageous section to the advantageous section when the second winning pattern is obtained in the second game state. A gaming machine characterized by the following features.