Gaming machine

The gaming machine improves convenience by integrating advanced storage and control mechanisms for game value and bet operations, ensuring clear gameplay instructions and reducing user confusion.

JP7876233B1Active Publication Date: 2026-06-19KYORAKU IND CO LTD

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
KYORAKU IND CO LTD
Filing Date
2025-06-24
Publication Date
2026-06-19

AI Technical Summary

Technical Problem

Existing gaming machines lack convenience in managing game value and bet operations, leading to confusion and inefficiency in gameplay.

Method used

The gaming machine incorporates a possession quantity storage, bet quantity storage, notification means, setting value storage, game start, winning area determination, symbol display, and stop control mechanisms, with power management to initialize items and bets under specific conditions, ensuring clear gameplay instructions and operations.

Benefits of technology

Enhances the convenience of gaming machines by providing clear bet management and gameplay instructions, improving user experience and reducing confusion.

✦ Generated by Eureka AI based on patent content.

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Abstract

We provide gaming machines that improve convenience for administrators. [Solution] The gaming machine comprises a first operating means that can be operated by the administrator of the gaming machine, and a second operating means that can be operated by the administrator of the gaming machine. In the above configuration, if the power is cut off after the game has started and the power is turned on by operating the first operating means, the number of game values ​​is initialized, but the number of game values ​​used is not initialized. If the power is cut off after the game has started and the power is turned on by operating the first and second operating means, both the number of game values ​​and the number of game values ​​used are initialized.
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Description

Technical Field

[0001] The present invention relates to a gaming machine capable of performing a presentation.

Background Art

[0002] Conventionally, a gaming machine that can use the electronically stored possession amount as the bet amount has been proposed (for example, Patent Document 1).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] An object of the present invention is to improve the convenience of a gaming machine.

Means for Solving the Problems

[0005] To solve the above problems, the gaming machine of the present invention includes: a possession quantity storage means for storing the remaining quantity of game value available for use in the game; a bet quantity storage means for storing the number of bets, which indicates the quantity of game value to be used in the game; a notification means for notifying whether or not a bet operation to newly store the bet quantity is accepted; a setting value storage means for storing one of several predetermined numerical values ​​as a setting value; a game start means for enabling the game to start once the bet quantity is stored; a winning area determination means for determining one of the winning areas with a probability corresponding to the setting value; a symbol display means for displaying multiple types of symbols in a variable manner in each game and displaying the symbol combination as a result of the game; and a stop symbol display means for stopping the symbols according to the winning area. The device comprises a stop control means, a means for initializing the number of possessed items if a first condition is met when the power is turned on, and a means for changing the setting value if a second condition is met when the power is turned on. The device cuts off the power during the period when the symbols are displayed in a variable state, and then, when the power is turned on, if the first condition of the first and second conditions is met, the number of possessed items is initialized while maintaining the number of bets at the time of the power cut, notifying that bet operations cannot be accepted, and restarting the display of the variable symbols. The device cuts off the power during the period when the symbols are displayed in a variable state, and then, when both the first and second conditions are met when the power is turned on, the number of possessed items is initialized, the number of bets is initialized, notifying that bet operations cannot be accepted, and displaying the symbols in a stopped state. [Effects of the Invention]

[0006] According to the present invention, the convenience of gaming machines is improved. [Brief explanation of the drawing]

[0007] [Figure 1] This is a front view of the gaming machine. [Figure 2] This diagram shows the symbols arranged on each reel. [Figure 3] This is a diagram to explain the pattern display area. [Figure 4] This is a functional block diagram of a gaming machine. [Figure 5] This is a conceptual diagram of the winning area lottery table. [Figure 6] It is a conceptual diagram of the elected official determination table. [Figure 7] It is a conceptual diagram of the symbol combination table. [Figure 8] It is a diagram for explaining each elected official that stops in each stop operation mode. [Figure 9] It is a transition diagram of the outcome state. [Figure 10] It is a diagram for explaining the transition of the outcome state during the instruction period. [Figure 11] It is a conceptual diagram of the instruction determination table. [Figure 12] It is a diagram for explaining the commands transmitted from the main control board. [Figure 13] It is a diagram for explaining each display information. [Figure 14] It is a conceptual diagram of the instruction effect determination table. [Figure 15] It is a diagram for explaining the outline of the card selection effect. [Figure 16] It is a diagram for explaining the details of the card selection effect. [Figure 17] It is a simulation diagram of specific examples of each image in the bonus start effect. [Figure 18] It is a diagram for explaining the notified game number. [Figure 19] It is a diagram for explaining the case when the cherry replay wins. [Figure 20] It is a diagram for explaining a specific example at power-on. [Figure 21] It is a diagram for explaining another specific example at power-on. [Figure 22] It is a diagram for explaining another specific example at power-on. [Figure 23] It is a diagram for explaining another specific example at power-on. [Figure 24] It is a diagram for explaining the details of the aiming effect. [Figure 25] It is a diagram for explaining another specific example at power-on. [Figure 26] It is a diagram for explaining the outline of the prior notice effect. [Figure 27] This is a diagram for explaining a specific example of the appearance rate of the pre-announcement performance. [Figure 28] This is a diagram for explaining a specific example of the pre-announcement performance. [Figure 29] This is a diagram for explaining another specific example of the pre-announcement performance. [Figure 30] This is a flowchart of the main-side startup process of the main control unit. [Figure 31] This is a flowchart of the game control process of the main control unit. [Figure 32] This is a flowchart of the non-game process, etc. of the main control unit. [Figure 33] This is a flowchart of the process during the non-favorable section of the main control unit. [Figure 34] This is a flowchart of the favorable section control process of the main control unit. [Figure 35] This is a flowchart of the main-side interrupt process of the main control unit. [Figure 36] This is a flowchart of the startup process on the possession number side of the possession number control unit. [Figure 37] This is a flowchart of the startup process, etc. of the performance control unit. [Figure 38] This is a diagram for explaining a modification example. [Figure 39] This is a diagram for explaining another modification example.

Mode for Carrying Out the Invention

[0008] Using FIG. 1, the structure of the gaming machine 1 in the first embodiment will be described. FIG. 1 is an example of a front view of the gaming machine 1. A player plays a game on the gaming machine 1 using game values. In this embodiment, a gaming machine 1 (pachislot machine) capable of playing a game using electrically stored game values is exemplified. Note that as the game values, a configuration in which physical medals or game balls are used (for example, see Japanese Patent No. 7565109) may also be used.

[0009] The gaming machine 1 consists of a box-shaped cabinet with an opening on the front side (player side) and a front door 3. The cabinet is provided with a hinge mechanism. The front door 3 is pivotally supported by the hinge mechanism so that the opening of the cabinet can be opened and closed.

[0010] As shown in Figure 1, a performance lamp Le is provided on the periphery of the front door 3. The performance lamp Le consists of a light-emitting element, such as a light-emitting diode, and a light-transmitting lens that covers the light-emitting element. The performance lamp Le emits light in a manner corresponding to each performance in the gaming machine 1. A waist panel 6 is provided on the front door 3. The waist panel 6 displays the name of the gaming machine 1, etc.

[0011] As shown in Figure 1, a liquid crystal display device 30 is provided on the front door 3. The liquid crystal display device 30 displays moving and still images according to the effects performed by the gaming machine 1. Specifically, the liquid crystal display device 30 provides information related to the results of the internal lottery process described later, information indicating the payout status, and so on. Specifically, each effect execution means (speaker 31, effect lamp Le), including the liquid crystal display device 30, is controlled to multiple effect modes. Each effect execution means can execute effects according to the effect mode. For example, the liquid crystal display device 30 displays various images (such as background images) according to the effect mode.

[0012] Furthermore, the displayable area of ​​the liquid crystal display device 30 is provided with display window areas 30a (L, C, R). From these display window areas 30a, multiple reels 12 (12L, 12C, 12R) inside the cabinet can be viewed. Specifically, each reel 12 includes a left reel 12L located on the left side as viewed from the player, a right reel 12R located on the right side as viewed from the player, and a middle reel 12C located between the left reel 12L and the right reel 12R. In addition, the display window area 30a includes a left window area 30aL corresponding to the left reel 12L, a middle window area 30aC corresponding to the middle reel 12C, and a right window area 30aR corresponding to the right reel 12R. The player can view each reel 12 (L, C, R) through the respective display window area 30a (L, C, R).

[0013] Each reel 12 consists of a substantially cylindrical drum section and a strip-shaped sheet member attached to the outer surface of the drum section. The sheet member of the reel 12 is light-transmitting and has multiple types of patterns printed on it. Each reel 12 is rotatably mounted and arranged horizontally adjacent to one another. Specifically, each reel 12 is arranged so that its axis of rotation lies on the same straight line. Stepping motors 12m (L, C, R) are provided on each reel 12 (not shown), and each reel 12 is rotated by each stepping motor 12m.

[0014] Figure 2 shows the symbols arranged on each reel 12 of this embodiment. As shown in Figure 2, the outer circumference of each of the multiple reels 12 is divided into 20 sections. As shown in Figure 2, one symbol is drawn on each section. In this embodiment, the Nth section from the bottom of the symbol arrangement shown in Figure 2 (where N is an integer from the numerical value "0" to the numerical value "19") may be referred to as the symbol position "N". As shown in Figure 2, each reel 12 is arranged with the following symbols: replay symbol, bell symbol, red seven A symbol, white seven A symbol, white seven B symbol, white seven C symbol, disc A symbol, disc B symbol, cherry symbol, and BAR symbol.

[0015] Specifically, the replay symbols are arranged at the symbol positions "4", "9", "12", "14", and "19" on the left reel 12L, at the symbol positions "3", "8", "13", and "18" on the middle reel 12C, and at the symbol positions "0", "5", "10", and "15" on the right reel 12R. The bell symbols are arranged at the symbol positions "0", "5", "10", and "15" on the left reel 12L, at the symbol positions "0", "5", "10", and "15" on the middle reel 12C, and at the symbol positions "4", "9", "14", and "19" on the right reel 12R. The red seven A symbol is arranged at the symbol position "1" on the left reel 12L, at the symbol position "2" on the middle reel 12C, and at the symbol position "3" on the right reel 12R. The White Seven C symbol is located at symbol position "3" on the left reel 12L and symbol position "1" on the right reel 12R. The White Seven A symbol is located at symbol position "11" on the left reel 12L and symbol position "6" on the middle reel 12C. The White Seven B symbol is located at symbol positions "7" and "17" on the middle reel 12C and symbol positions "8" and "18" on the right reel 12R. The Disc A symbol is located at symbol positions "2," "8," and "18" on the left reel 12L, symbol positions "4," "9," "14," and "19" on the middle reel 12C, and symbol positions "2," "7," "12," and "17" on the right reel 12R. The Disc B symbol is located at symbol positions "6" and "16" on the left reel 12L, and at symbol position "11" on the right reel 12R. The Cherry symbol is located at symbol positions "7" and "13" on the left reel 12L, at symbol positions "1", "11", and "16" on the middle reel 12C, and at symbol positions "6" and "16" on the right reel 12R. The BAR symbol is located at symbol position "17" on the left reel 12L, at symbol position "12" on the middle reel 12C, and at symbol position "13" on the right reel 12R.

[0016] Note that in Figure 2, each symbol is shown in a different color than the actual colors of each symbol. Furthermore, each symbol on each reel 12 is generally identifiable to the player even while the reel 12 is rotating. Therefore, the player can stop the reel 12 at the timing when a specific symbol passes through the display window 11 (so-called "eye-stopping"). A symbol arrangement table (not shown) indicating the arrangement of symbols on each reel 12 is stored in the ROM 103.

[0017] In the display window area 30a (L, C, R) shown in Figure 1, three symbols are displayed for each reel 12. That is, when all reels 12 are stopped, a total of nine symbols are displayed in the display window area 30a. In this embodiment, the area in which each symbol is displayed may be referred to as the "symbol display area".

[0018] Figure 3 is a diagram illustrating the symbol display area. As shown in Figure 3, the symbol display area consists of each unit area U (L, C, R). One symbol is displayed in each unit area U. Each unit area U consists of each unit area UL where each symbol of the left reel 12L is displayed, each unit area UC where each symbol of the middle reel 12C is displayed, and each unit area UR where each symbol of the right reel 12R is displayed. Each unit area UL includes the upper unit area UL1, the middle unit area UL2, and the lower unit area UL3. Similarly, each unit area UC includes the upper unit area UC1, the middle unit area UC2, and the lower unit area UC3, and each unit area UR includes the upper unit area UR1, the middle unit area UR2, and the lower unit area UR3.

[0019] In this embodiment, the player can set the amount of game value they possess (hereinafter referred to as "possessions") to be used (BET'd) in the next game (hereinafter referred to as "BET amount") by the BET operation described later. The BET amount can be increased up to a predetermined number, and when the BET amount reaches the predetermined number, the start lever 24 for starting the game becomes available for operation. In this embodiment, the predetermined number is the numerical value "3".

[0020] When a specified number (the numerical value "3") is set for the BET amount, an active line is set. An active line is a region composed of one unit area U of reel 12L, one unit area U of reel 12C, and one unit area U of reel 12R. In this embodiment, the active line is the line connecting the unit area UL2 of reel 12L, the unit area UC2 of reel 12C, and the unit area UR2 of reel 12R.

[0021] The active lines display combinations of symbols that result from the game. When a predetermined combination of symbols stops on an active line, the player is awarded a benefit according to that combination. For example, if a combination of symbols related to a winning combination is displayed on an active line, the player is awarded game value. Also, if a combination of symbols related to a replay is displayed on an active line, the player is granted the right to play again. Specifically, if a combination of symbols related to a replay is displayed in the current game, the next game can be started without requiring any new game value. The combinations of symbols that can be displayed on the active lines are determined for each game according to the results of the internal lottery process described later.

[0022] In this embodiment, the line connecting the upper unit area UL1 of reel 12L, the upper unit area UC1 of reel 12C, and the upper unit area UR1 of reel 12R may be referred to as the "upper line." Similarly, the line connecting the middle unit area UL2 of reel 12L, the middle unit area UC2 of reel 12C, and the middle unit area UR2 of reel 12R (the effective line in this embodiment) may be referred to as the "middle line." Furthermore, the line connecting the lower unit area UL3 of reel 12L, the lower unit area UC3 of reel 12C, and the lower unit area UR3 of reel 12R may be referred to as the "lower line." Additionally, the line connecting the lower unit area UL3 of reel 12L, the middle unit area UC2 of reel 12C, and the upper unit area UR1 of reel 12R may be referred to as the "upward-sloping line." Similarly, the line connecting the upper unit area UL1 of reel 12L, the middle unit area UC2 of reel 12C, and the lower unit area UR3 of reel 12R is sometimes called the "downward-sloping line."

[0023] Furthermore, each reel 12 is provided with a backlight Lr that illuminates the sheet material of the reel 12 from the inside (not shown). Specifically, each unit area U (L1~L3, C1~C3, R1~R3) is provided with a backlight Lr that illuminates the unit area U. Each backlight Lr can be turned on or off independently. The backlight Lr flashes, for example, in a manner corresponding to the winning combination displayed when stopped on an active line.

[0024] As shown in Figure 1, the front door 3 is equipped with a quantity indicator 28 and a counting button 29. The quantity indicator 28 displays the current value of the quantity held. The quantity is increased, for example, when a lending operation is accepted on the dedicated device 2 (external device) connected to the gaming machine 1. Specifically, when a lending operation is accepted on the dedicated device 2 side, a predetermined quantity (hereinafter referred to as "lending quantity") of game value is added to the quantity held on the gaming machine 1 side in exchange for the money that the player has inserted into the dedicated device 2. The lending quantity can be set by the manager of the gaming hall. For example, the value "46" may be set as the lending quantity.

[0025] Furthermore, as mentioned above, when a winning combination of symbols appears on an active payline, the player may be awarded game value. The game value awarded to the player during gameplay is added to their balance and can be used in subsequent games (it can be set as the BET amount mentioned above).

[0026] When the counting button 29 is operated, the game value stored as the number of players held in the gaming machine 1 is stored (transferred) to the recording medium (for example, an IC (integrated circuit) card) on the dedicated device 2. This recording medium can also be ejected from the dedicated device 2. Hereinafter, the operation of the counting button 29 to transfer the number of players held in the gaming machine 1 to the dedicated device 2 may be simply referred to as "counting operation". The above counting operation can be accepted regardless of whether it is a non-game period (a period during which the non-game processing described later is executed) or a game period (a period during which the game control processing described later is executed). The same applies to lending operations.

[0027] As shown in Figure 1, the front door 3 is equipped with multiple operating parts, including a 1BET button 21, a BET button 22, a payout button 23, a start lever 24, multiple stop buttons 25 (25L, 25C, 25R), a performance button 26, and a direction selection button 27. Of these operating parts, the start lever 24 is a lever-type operating part that can be tilted 360 degrees in any direction from a position approximately perpendicular to the front door 3. The 1BET button 21, BET button 22, payout button 23, multiple stop buttons 25, performance button 26, and direction selection button 27 are, for example, push-button type operating parts.

[0028] Furthermore, a main display unit ML is provided on the front door 3. Figure 1 shows an enlarged view of the main display unit ML. As shown in Figure 1, the main display unit ML consists of a BET-enabled lamp 13, a BET number lamp 14, a start lamp 15, an instruction monitor 16, a winnings display 17, and a replay lamp 18. Each lamp of the main display unit ML is controlled by the main control board 100, which will be described later.

[0029] During non-playing periods, players can increase their bet amount using their current balance by operating the 1BET button 21 or the BET button 22. Specifically, the 1BET button 21 is operated to increase the bet amount by the number "1" using the current balance. The BET button 22 is operated to increase the bet amount up to the aforementioned predetermined number (the number "3") using the current balance.

[0030] For the purposes of this explanation, the operation to set (add) the number of bets (operation of the 1BET button 21 or BET button 22) may be referred to as "BET operation." The above BET operation can be performed during non-game periods when the number of bets held is "1" or greater and the number of bets is less than the specified number. The BET-enabled lamp 13 on the main display unit ML mentioned above lights up during periods when BET operations can be performed and turns off during periods when BET operations cannot be performed. In the above configuration, the BET-enabled lamp 13 turns off during non-game periods when the number of bets is less than the specified number and turns off when the number of bets reaches the specified number.

[0031] Furthermore, as shown in Figure 1, a button lamp Lb is provided inside the BET button 22. The button lamp Lb illuminates the BET button 22 from the inside, and the BET button 22 appears to glow during the period when the button lamp Lb is lit. The button lamp Lb lights up to encourage BET operations. Specifically, the button lamp Lb, like the BET-enabled lamp 13 described above, lights up during the period when the BET amount can be increased by BET operations, and turns off when the BET amount reaches a predetermined number. However, exceptionally, the button lamp Lb may light up during the period when the BET amount cannot be increased by BET operations. For example, during the period when a specific animation can be started as a result of operating the BET button 22, the button lamp Lb may light up even if the BET amount cannot be increased.

[0032] The BET number lamp 14 displays the current BET number. Specifically, as shown in Figure 1, the BET number lamp 14 consists of a 1BET lamp 14a, a 2BET lamp 14b, and a 3BET lamp 14c. When the BET number is "0", all three lamps are off. When the BET number is "1", the 1BET lamp 14a lights up, and the 2BET lamp 14b and 3BET lamp 14c are off. When the BET number is "2", the 1BET lamp 14a and 2BET lamp 14b lights up, and the 3BET lamp 14c is off. When the BET number is "3" (the specified number), the 1BET lamp 14a, 2BET lamp 14b, and 3BET lamp 14c light up.

[0033] When the BET count increases, a predetermined sound is output. Specifically, when the BET count increases by "1", the sound is output once. Similarly, when the BET count increases by "2", the sound is output twice, and when the BET count increases by "3", the sound is output three times. The start lamp 15 indicates whether or not it is possible to accept the start operation of the game (operation of the start lever 24). Specifically, the start lamp 15 lights up during non-game periods when the BET count has reached a predetermined number, and turns off during periods other than that.

[0034] With the above configuration, players can understand the various operations required to start playing (BET operation, operation of the start lever 24) by checking the main display ML. For example, during non-play periods when the number of BETs is less than the specified number, some or all of the BET lamps 14 will turn off and the start lamp 14 will turn off, indicating that the number of BETs is less than the specified number and the game cannot be started. Also, during non-play periods when the number of BETs is less than the specified number, the BET-enabled lamp 14 and the button lamp Lb will light up, indicating that a BET operation should be performed to increase the number of BETs. However, even during non-play periods when the number of BETs is less than the specified number, if the number of BETs held is "0", the BET-enabled lamp 14 and the button lamp Lb will turn off. In the above cases, the player needs to increase the number of BETs held by performing the lending operation described above.

[0035] During non-game periods, when the number of bets reaches a predetermined number through BET operations, all of the BET number lamps 14 light up, and the start lamp 14 lights up, indicating that the number of bets has reached the predetermined number and that gameplay can begin. When the number of bets reaches a predetermined number through BET operations, the BET-enabled lamps 14 and button lamps Lb turn off. Subsequently, when the start lever 24 is operated and gameplay begins, the start lamp 14 turns off. However, from the start of gameplay until the end of gameplay (until the initial setup process described later is executed), the BET number lamps 14 remain lit to indicate the number of bets for that game. During the period when the start lamp 14 is lit, when the start lever 24 is operated, each reel 12 accelerates to a certain rotation speed (each reel 12 rotates at a steady rate).

[0036] The settlement button 23 is operated when settling the game value stored as the BET amount. When the settlement button 23 is operated, the game value set as the BET amount is returned to the number of held items. Note that BET operations and settlement operations to return the BET amount to the number of held items are only accepted during non-game periods. For example, BET operations and settlement operations are not accepted during gameplay (the period from when the trigger for starting a game is established until the initial setup process described below is executed), in setting change mode, setting confirmation mode, and in error states.

[0037] The stop button 25 is operated by the player to stop the reel 12. Specifically, the stop button 25 includes stop button 25L, stop button 25C, and stop button 25R. Of these stop buttons, stop button 25L corresponds to reel 12L, stop button 25C corresponds to reel 12C, and stop button 25R corresponds to reel 12R. If the stop button 25 corresponding to the reel 12 is operated (hereinafter referred to as "stop operation") during the period in which the reel 12 is rotating, the reel 12 will stop.

[0038] Specifically, during the period when each reel 12 rotates at a constant speed (the period when the reels 12 are rotating steadily), it becomes possible to stop the reels to display the game result on the active lines. On the other hand, during the acceleration period from when each reel 12 starts rotating until it reaches steady rotation, even if the reels 12 are rotating, the stop operation to display the game result is not accepted. When all reels 12 have stopped, the combination of symbols representing the game result is displayed on the active lines, and the game ends.

[0039] In this embodiment, the first stop operation in each game is referred to as the first stop operation. Similarly, the second stop operation is referred to as the second stop operation, and the third stop operation as the third stop operation. In addition, stopping the left stop button 25L first may be described as the "left first stop operation," stopping the middle stop button 25C first as the "middle first stop operation," and stopping the right stop button 25R first as the "right first stop operation."

[0040] Furthermore, the control that stops the reel 12 based on the first stop operation is sometimes referred to as the first stop control. Similarly, the control that stops the reel 12 based on the second stop operation is sometimes referred to as the second stop control, and the control that stops the reel 12 based on the third stop operation is sometimes referred to as the third stop control. In addition, the position of the symbols on the reel 12 that are located on the middle line of the display window 11 at the time the stop operation is performed is sometimes referred to as the stop operation position.

[0041] The stop button 25 of this embodiment can be controlled to display in multiple ways. Specifically, each stop button 25 is equipped with a light-emitting element (e.g., an LED) capable of emitting red, blue, and green light. During the period when the light-emitting element of the stop button 25 emits red light, the stop button 25 appears to emit red light. Similarly, during the period when the light-emitting element of the stop button 25 emits blue light, the stop button 25 appears to emit blue light, and during the period when the light-emitting element of the stop button 25 emits green light, the stop button 25 appears to emit green light. The stop button 25 emits green light when a specific setting value (setting value "1") among the setting values ​​described later is set. With the above configuration, it is possible to understand that a specific setting value has been set by the way the stop button 25 is displayed. Note that the way the stop button 25 is displayed is not limited to the above example.

[0042] The replay lamp 18 indicates that a replay is in progress. Specifically, the replay lamp 18 lights up based on the fact that a combination of symbols related to a replay has stopped and been displayed on an active line during the current game. As mentioned above, if a combination of symbols related to a replay is displayed during the current game, the next game can be started without requiring any new game value. Specifically, if a combination of symbols related to a replay was displayed in the previous game, during the non-game period before the next game starts (during the non-game processing described later), the replay lamp 18 lights up, the BET count is automatically increased to a predetermined number (the BET count from the previous game), and the start lamp 15 lights up. After that, when the start lever 24 is operated and the game starts, the start lamp 15 turns off, but the replay lamp 18 remains lit. The replay lamp 18 turns off when the game ends (when the initial setup processing described later is executed). Please note that the number of bets automatically added when a combination of symbols related to a replay is displayed cannot be returned to your balance through the settlement process.

[0043] A waiting period may be provided between the start of the game (operation of the start lever 24 described later) and the start of rotation of each reel 12. The waiting period is provided to ensure that the average time required for one game is equal to or greater than a predetermined value (approximately 4.1 seconds). Specifically, if the time from the point in the previous game when each reel 12 began to accelerate in order to rotate steadily to the point of the start of the current game (operation of the start lever 24) is less than approximately 4.1 seconds, the waiting period will begin from the point of the start of the current game. The above waiting period ends when the time from the point in the previous game when each reel 12 began to accelerate in order to rotate steadily reaches approximately 4.1 seconds, and thereafter each reel 12 begins to accelerate in order to rotate steadily. In the above configuration, a waiting lamp that lights up during the waiting period may be provided.

[0044] The instruction monitor 16 is controlled by the main control board 100 and displays instruction information indicating the operation method (press order) of the stop button 25. As will be described in detail later, the main control board 100 displays instruction information on the instruction monitor 16 for each game during the instruction period. The winnings display 17 displays the amount of game value awarded to the player when a winning combination of symbols is displayed on an active line. For example, if the symbol combination "bell-bell-bell" is displayed on an active line, the player is awarded a game value of "7", and the winnings display 17 displays the number "7".

[0045] The performance button 26 is operated by the player to give instructions regarding performances. For example, the player can instruct the execution of a specific performance by operating the performance button 26. That is, the specific performance is executed as a trigger when the performance button 26 is operated. Inside the performance button 26, there is a lamp that illuminates the performance button 26. The performance button 26 illuminates, for example, during the period when a specific performance is executed after it is operated. It is also possible to combine the function of the performance button 26 with that of the BET button 22. With the above configuration, the performance button 26 can be omitted, and the number of parts can be reduced.

[0046] Furthermore, if the performance button 26 is operated during a period when no game is being played, a menu image is displayed on the liquid crystal display device 30. The direction selection button 27 is operated by the player, for example, when a menu image is displayed on the liquid crystal display device 30. The direction selection button 27 consists of an up button, a down button, a right button, and a left button. For example, by operating the direction selection button 27, the cursor that selects an option displayed on the menu image can be moved. Specifically, when the up button is operated, the cursor in the menu image moves upward. Similarly, when the down button is operated, the cursor moves downward, when the right button is operated, the cursor moves to the right, and when the left button is operated, the cursor moves to the left.

[0047] The master volume of the gaming machine 1 can be changed by operating the direction selection button 27. Also, the performance control mode of the gaming machine 1 can be changed by operating the direction selection button 27 as appropriate. Three types of performance control modes are provided in this embodiment: Enjoy Mode, Normal Mode, and Simple Mode. The frequency of performance execution differs in each of these performance control modes. Specifically, in Enjoy Mode, performances are executed most frequently among the performance control modes. In Simple Mode, performances are executed least frequently among the performance control modes.

[0048] As shown in Figure 1, the front door 3 is equipped with multiple (four) speakers 31. The speakers 31 output sounds (music, voices, and sound effects) according to the performance. The speakers 31 also output sounds (BGM, etc.) according to the performance mode. For example, the speakers 31 output sounds related to the performance executed by the liquid crystal display device 30 described above.

[0049] The front door 3 is provided with a locking device 4 having a keyhole. The front door 3 is locked when the locking device 4 on the front door 3 engages with a locking piece (not shown) on the cabinet. As shown in Figure 1, the keyhole of the locking device 4 is located on the front of the front door 3, and a key (not shown) for unlocking the front door 3 can be inserted into it.

[0050] Inside the cabinet, for example, is the main control board 100, which will be described later. Specifically, the main control board 100 is housed in a transparent circuit board case and attached to the back panel of the cabinet. Inside the cabinet are also the possession count control board 200, the performance control board 300, the connection terminal board 400, and the power supply board 500. Furthermore, various operating parts (for example, the reset button 43, which will be described later) are provided inside the cabinet. Each of the operating parts inside the cabinet is operated by the person in charge of the key that unlocks the front door 3 (for example, an employee of the arcade where the gaming machine 1 is installed).

[0051] Figure 4 is a hardware configuration diagram of the gaming machine 1. As shown in Figure 4, the gaming machine 1 comprises a main control board 100, a possession count control board 200, a performance control board 300, a connection terminal board 400, and a power supply board 500.

[0052] As shown in Figure 4, the main control board 100 includes a main control unit 101. The main control unit 101 is a single-chip microcomputer equipped with a CPU 102, ROM 103, and RAM 104. The main control unit 101 also includes a random number generator that generates pseudo-random numbers. The CPU 102, ROM 103, and RAM 104 may be provided as separate electronic devices.

[0053] ROM 103 non-volatilely stores control programs executed by CPU 102 and various data (e.g., the winning area lottery table). RAM 104 stores various data used in each process executed by CPU 102. For example, RAM 104 stores the aforementioned BET number. In addition, RAM 104 is supplied with a backup voltage, so that the information in RAM 104 is retained even when the power supply is cut off.

[0054] The CPU 102 reads the control program stored in the ROM 103 and controls various devices, including each stepping motor 12m of each reel 12, the performance monitor 40, and the main display unit ML, by performing predetermined processing in accordance with the progress of the game. In addition, various commands for executing various effects are sent from the main control board 100 to the effect control board 300. To prevent unauthorized commands from being input to the main control board 100, commands from the effect control board 300 are configured to be unreceivable by the main control board 100.

[0055] The random number generator in the main control unit 101 generates a random number R1 used in the internal lottery process described later. The random number generator comprises a counter circuit, a sampling circuit, and a pulse generation circuit (none of which are shown in the diagram) to generate hardware random numbers. The random number R1 is generated in the range of "0" to "65535". Note that a software random number may be used as the random number R1. In this embodiment, in addition to the random number R1, a random number R2 is also generated. The random number R2 is a software random number obtained from a register built into the main control unit 101, and is generated in the range of "0" to "255".

[0056] The main control board 100 receives signals (ON / OFF) from multiple (3) reel sensors 12s. Each reel sensor 12s corresponds to each reel 12. Each reel sensor 12s outputs an ON signal when the rotation angle of the corresponding reel 12 is at the reference position. On the other hand, if the rotation angle of the reel 12 is other than the reference position, the reel sensor 12s outputs an OFF signal. The CPU 102 of the main control board 100 can determine the rotation angle of each reel 12 from the signals from each reel sensor 12s and the number of times drive pulses have been output to each stepping motor 12m.

[0057] As shown in Figure 4, various operating units (such as the 1BET button 21) are electrically connected to the main control board 100. Each of these operating units is equipped with a sensor (for example, a light sensor) to detect whether the unit has been operated. The signals (ON / OFF) from these sensors are input to the main control board 100 (main control unit 101). Based on these signals, the main control unit 101 determines whether or not each operating unit has been operated. It is also possible to configure the system so that the sensors for detecting whether the operating units have been operated are located at a different location from the operating units themselves.

[0058] As shown in Figure 4, signals from each operation unit, including the 1BET button 21, BET button 22, payout button 23, start lever 24, and stop button 25, are input to the main control board 100. For example, based on the signal from the stop button 25, the main control unit 101 determines whether or not the stop button 25 has been operated. If the main control unit 101 determines that the stop button 25 has been operated during the period when the reel 12 is rotating steadily, it controls the reel 12 corresponding to the stop button 25 to stop.

[0059] The main control unit 101 determines whether the start lever 24 has been operated based on the signal from the start lever 24. For example, if the main control unit 101 determines that the start lever 24 has been operated for a period of time in which the number of bets is a predetermined number, it controls each stepping motor 12m to rotate each reel 12.

[0060] The main control unit 101 determines whether the 1BET button 21 has been operated based on the signal from the 1BET button 21. If the main control unit 101 determines that the 1BET button 21 has been operated, it adds the number "1" to the BET amount. The main control unit 101 also determines whether the BET button 22 has been operated based on the signal from the BET button 22. If the main control unit 101 determines that the BET button 22 has been operated, it adds the BET amount up to the predetermined number "3".

[0061] The main control unit 101 determines whether or not the settlement button 23 has been operated based on the signal from the settlement button 23. If the main control unit 101 determines that the settlement button 23 has been operated, it sets the BET amount to the numerical value "0". For the purposes of this explanation, the operation of the settlement button 23 may be simply referred to as "settlement operation".

[0062] As will be explained in detail later, the number of held items mentioned above is reduced by the amount of each additional bet. Similarly, when a bet is settled, that bet amount is added to the number of held items. The total number of held items is stored on the item control board 200. The item control unit 201 of the item control board 200 also updates the number of held items.

[0063] When the reset button 43 is operated, a reset signal is input to the main control board 100 (main control unit 101). Upon receiving the reset signal, the main control unit 101 initializes a predetermined memory area of ​​the RAM 104, for example, to clear an error state. The reset button 43 is located inside the cabinet of the gaming machine 1. For example, the reset button 43 is located on the main control board 100. However, it is sufficient that the reset button 43 can be operated by the administrator of the gaming machine 1 but not by the player, and it may be located elsewhere than the main control board 100.

[0064] The main control unit 101 calculates various performance information (consecutive win ratio, bonus round ratio, most recent consecutive win ratio, most recent bonus round ratio, bonus round ratio including instruction, bonus game ratio) according to the progress of the game, and displays display information corresponding to the performance information on the performance monitor 40. The display information includes identification information corresponding to each performance information and ratio information indicating the magnitude of the performance information. When the power to the gaming machine 1 is turned on, the performance monitor 40 starts displaying the display information and continues thereafter until the power is turned off. As will be described in detail later, the performance monitor 40 displays multiple display information corresponding to various performance information. Each piece of performance information is switched and displayed at predetermined time intervals (approximately 5 seconds). The performance monitor 40 is installed inside the cabinet of the gaming machine 1.

[0065] The setting change device 41 is a device that allows the setting value (1 to 6) to be changed. The setting change device 41 is installed inside the cabinet of the gaming machine 1. The setting value is a numerical value related to the payout rate of the gaming machine 1, and various draws are performed in each game with a probability corresponding to the setting value. For example, the setting value is set from "1" to "6", and the setting value "6" has the highest payout rate.

[0066] Specifically, the setting change device 41 can be switched between ON and OFF states using a setting key. For example, when the setting change device 41 is ON and the power is turned on, the setting value change process is initiated and the system switches to setting change mode. When the system switches to setting change mode, the previous setting value (1 to 6) is displayed on the acquisition count display 17. Also, in setting change mode, each time the reset button 43 is operated, the numbers displayed on the acquisition count display 17 switch in the order of "...1→2→3→4→5→6→1...".

[0067] For example, in the setting change mode, if the start lever 24 is operated while the number of acquired balls display 17 shows the number "1", the setting value will be set to "1". Also, if the start lever 24 is operated while the number of acquired balls display 17 shows the number "2", the setting value will be set to "2". Furthermore, if the start lever 24 is operated while the number of acquired balls display 17 shows the number "3", the setting value will be set to "3". Similarly, if the start lever 24 is operated while the number of acquired balls display 17 shows the number "4", the setting value will be set to "4", if the start lever 24 is operated while the number of acquired balls display 17 shows the number "5", the setting value will be set to "5", and if the start lever 24 is operated while the number of acquired balls display 17 shows the number "6", the setting value will be set to "6". Once the setting value is set, the setting change mode ends, all information including the game state (game state flag) and payout state (payout state flag) is initialized, and the game becomes playable.

[0068] Note that if the power is turned on without using the setting key, the setting value change process will not be executed. In the above case, various information, including the game state flag and payout state flag at the time the power was cut off, will be retained even after the power is turned on. Also, if the setting key is operated while the power is already on, the system will switch to setting confirmation mode. In setting confirmation mode, the setting value set during the setting value change process will be displayed on the acquired amount display 17.

[0069] The door sensor 3s is provided to detect whether the front door 3 is closed or open. Specifically, if the front door 3 is closed, an OFF signal is input from the door sensor 3s to the main control board 100. On the other hand, if the front door 3 is open, an ON signal is input from the door sensor 3s to the main control board 100. The main control unit 101 determines whether the front door 3 is closed or open based on the signal (ON / OFF) from the door sensor 3s.

[0070] As shown in Figure 4, the possession control board 200 is configured to include a possession control unit 201. The possession control unit 201 comprises a CPU 202, a ROM 203, and a RAM 204. The ROM 203 nonvolatilously stores control programs and various data executed by the CPU 202. The RAM 204 stores various data used in each process executed by the CPU 202. For example, the RAM 204 stores the possession count mentioned above. In addition, a backup voltage is supplied to the RAM 204, so that the information in the RAM 204 is retained even when the power supply is cut off.

[0071] The CPU 202 of the possession count control unit 201 reads the control program stored in the ROM 203 and updates the possession count by performing predetermined processing. For example, when a BET operation is accepted on the main control unit 101 side, the BET request number is notified to the possession count control unit 201. The above BET request number indicates the amount of game value to be added to the BET count by the BET operation. The possession count control unit 201 subtracts the BET request number from the possession count and returns the receipt information. When the main control unit 101 receives the successful receipt information, it adds the BET request number notified to the possession count control unit 201 to the BET count.

[0072] Furthermore, when the main control unit 101 receives an operation of the settlement button 23 (hereinafter referred to as "settlement operation"), the settlement request number is notified to the possession control unit 201. The settlement request number indicates the quantity of game value to be returned to the possession count by the settlement operation. In other words, the settlement request number indicates the current value of the BET number. The possession control unit 201 adds the settlement request number to the possession count and returns the receipt information. When the main control unit 101 receives the successful receipt information, it clears the BET number to the value "0". It is also possible to configure the system to notify the user when the BET number is settled in response to the settlement operation. For example, when the BET number is settled in response to the settlement operation, an audio message saying "Medals have been settled" may be output from the speaker 31. However, it is also possible to configure the system so that no special notification is given when the BET number is settled.

[0073] As shown in Figure 4, various operating parts (such as the clear button 44) are electrically connected to the possession control board 200. For example, the clear button 44 is located on the possession control board 200 (inside the cabinet of the gaming machine 1). However, the clear button 44 only needs to be operable by the administrator of the gaming machine 1 but not by the player, and may be located elsewhere than the possession control board 200.

[0074] Each of the above operating units is equipped with a sensor (for example, an optical sensor) that detects whether the unit has been operated. The signals (ON / OFF) from these sensors are input to the possession control board 200 (possession control unit 201). Based on these signals, the possession control unit 201 determines whether or not each operating unit has been operated. It should be noted that the sensor for detecting whether the operating unit has been operated may be located at a different location from the operating unit itself.

[0075] As shown in Figure 4, signals from each operation unit, including the clear count button 44 and the counting button 29, are input to the count control board 200. Of these operation units, the counting button 29 is located in a position accessible to the player (on the surface side of the front door 3), as described above. On the other hand, the clear count button 44 is located inside the cabinet of the gaming machine 1.

[0076] The Clear Count button 44 is operated to clear the player's possession count. Specifically, when the Clear Count button 44 is operated and the power is turned on, the possession count control unit 201 clears the possession count stored in the RAM 204 to the value "0". For example, if a player stops playing while still possessing a number of items (for example, if a player with fewer than the specified number of items is left unattended), the Clear Count button 44 is operated and the number of items is cleared.

[0077] In this embodiment, when the number of tokens held is cleared, a token count clear notification is executed. This token count clear notification is a notification that the number of tokens held has been cleared. For example, during the period when the token count clear notification is executed, an audio message indicating that the number of tokens held has been cleared (for example, "Token count has been cleared") is output. In addition to the audio output, an image indicating that the number of tokens held has been cleared is also displayed during the period when the token count clear notification is executed. Note that if the token count clear button 44 is operated while the power is on (during the period when the non-game processing described later is executed, and during the period when the game control processing is executed), the number of tokens held will not be cleared, and the token count clear notification will not be executed.

[0078] The counting button 29 is operated to transmit the number of items held to the dedicated device 2. Specifically, the item holding control board 200 can communicate with the dedicated device 2, which is outside the gaming machine 1, via the connection terminal board 400. When the counting button 29 is operated, the number of items held stored in the gaming machine 1 (item holding control unit 201) can be transferred to the IC card inserted into the dedicated device 2.

[0079] As shown in Figure 4, a possession count indicator 28 is connected to the possession count control board 200. The possession count indicator 28 is controlled by the possession count control board 200 (possession count control unit 201) and displays the current possession count to the user. For example, as mentioned above, if game value is awarded during gameplay, the possession count is increased. In this case, the possession count indicator 28 increases the possession count and displays it immediately after the game ends.

[0080] The power supply board 500 is connected to the power button 51 and supplies voltage to each component of the gaming machine 1. Specifically, the power button 51 can be switched between an ON state and an OFF state. When the power button 51 is in the ON state, voltage is supplied from the power supply board 500 to each component of the gaming machine 1 (such as the main control board 100). On the other hand, when the power button 51 is in the OFF state, the voltage from the power supply board 500 is cut off. Specifically, when the power supply board 500 receives AC voltage from an external power supply, it generates DC voltage from that AC voltage. The DC voltage generated by the power supply board 500 is supplied to each component via the power supply board 500.

[0081] The performance control board 300, like the main control board 100, is composed of a processing unit (CPU), a memory device (ROM) for non-volatile storage of various data (such as programs), and a memory device (RAM) for which a work area is provided when a program is executed. Specifically, the performance control board 300 includes a performance control unit 301. The performance control unit 301 controls various performance execution means in response to various commands from the main control board 100, enabling the execution of various performances. For example, the performance control unit 301 controls the liquid crystal display device 30, the speaker 31, the performance lamp Le, the backlight Lr of each reel 12, and the button lamp Lb (performance execution means) that illuminates the BET button 22.

[0082] As shown in Figure 4, the performance control board 300 is electrically connected to various operating parts, including the performance button 26 and direction selection button 27 mentioned above. The performance control unit 301 is also capable of generating random numbers for performances. These random numbers for performances are used, for example, in a lottery to determine which performance to execute in each game.

[0083] The explanation of each circuit in the gaming machine 1 is as described above. Below, the various data stored in the ROM 103 of the main control unit 101 will be explained using diagrams.

[0084] Figure 5 is a conceptual diagram of the winning area lottery table. In the internal lottery process described later, the main control unit 101 uses the winning area lottery table and the random value R1 to determine the winning area. As shown in Figure 5, each winning area lottery table consists of multiple winning areas and each lottery value corresponding to each winning area. Figure 5 shows the names of each winning area. The winning area lottery table is stored in the ROM 103 for each set value.

[0085] Figure 5 shows an example of the winning area lottery table referenced when the setting value is "1". Each winning area in the winning area lottery table specifies each winning role defined in the winning role determination table shown in Figure 6. For example, consider the case where "Replay A" for winning area number "01" is determined by the internal lottery process. As shown in Figure 6, winning area number "01" specifies winning roles "REP1", "REP2", and "REP7". In other words, in a game where winning area "Replay A" is selected, multiple types of winning roles are specified simultaneously. Combinations of winning role symbols specified in the winning area are permitted to stop on the active lines.

[0086] Each lottery value in the winning area lottery table is subtracted from a random value R1 in the internal lottery process. Specifically, in the internal lottery process, the main control unit 101 subtracts each lottery value corresponding to each winning area from the random value R1 in ascending order of winning areas. In the internal lottery process, winning areas are determined for which the result of subtracting the lottery value from the random value R1 is negative. The probability of getting a negative number when subtracting from the random value R1 increases as the lottery value increases, so winning areas with larger lottery values ​​have a higher probability of winning.

[0087] As shown in Figure 5, the winning area lottery table is composed of each lottery value for each game state. Each game state includes a non-internal state, an internal state, and a bonus activation state. In this embodiment, the predetermined number for each game state is the value "3" for the non-internal state and the internal state, and the value "2" for the bonus activation state. The non-internal state is entered when a set value is set (changed) or after the bonus activation state ends.

[0088] Furthermore, if the setting value is changed while the internal state is active, the internal state may be maintained. Also, the number of specified values ​​may change depending on the game state. For example, the number of specified values ​​for the bonus activation state may differ from the number of specified values ​​for other game states. Also, the number of specified values ​​after the bonus activation state ends may change depending on the type of bonus activation state. In the above configurations, the probability of winning a winning combination in the internal lottery process described later may differ for each specified value.

[0089] The internal state is a game state in which the RBB (Real Big Bonus) winning state is carried over (hereinafter simply referred to as "the RBB is carried over"). Specifically, in this embodiment, various winning combinations, including the RBB, are determined in each game. Winning combinations other than the RBB are not carried over to the next game, regardless of whether the symbol combination for that winning combination is displayed when stopped. On the other hand, if the symbol combination for the RBB is not displayed when stopped in the current game, the RBB is carried over to subsequent games.

[0090] For example, as shown in Figure 6, in a game where the winning area "Strong Chance C" is determined, in addition to the RBB role, the symbol combinations of the winning roles "NML4", "NML15", and "NML24" to "NML27" can be stopped and displayed. If the symbol combination for the RBB role is not stopped and displayed in a game where the winning area "Strong Chance C" is determined, the RBB role is carried over to the next game (transitioning to an internal middle state), and the other winning roles are not carried over to the next game. This internal middle state is maintained until the bonus activation state is started. Note that the internal middle state in this embodiment includes games in which the RBB role is won.

[0091] The bonus activation state is entered when a combination of symbols related to the RBB role is displayed as a stop on an active line. The bonus activation state ends when the amount of game value awarded in that bonus activation state exceeds "23". When the bonus activation state ends, the main control unit 101 returns to the non-internal state. In each game during the bonus activation state, as shown in Figure 5, either the winning area "all 1 coin" or the winning area "all roles" will be won.

[0092] In games where the "All Roles" winning area is achieved, the winning role "NML7" will be displayed as the stop. When the bonus is activated and the number of coins is set to "2", the payout for the winning role "NML7" is "2". Also, when the number of coins is 2, the payout for roles other than the winning role "NML7" will be "1". In games where the "All Roles" winning area is achieved, the winning role with a payout of "1" will be displayed as the stop on the active line. Each of the above winning roles will be displayed as the stop on the active line in the bonus activated state, regardless of the order and position of the stop operation.

[0093] In this embodiment, the RBB symbol can only be displayed as a stop symbol when the winning area "RBB" is won (when the RBB symbol is won alone) during a non-internal state. Furthermore, if the RBB symbol is missed, another winning symbol will always be won in the subsequent internal state, so the symbol combination for the RBB symbol cannot be displayed as a stop symbol. In other words, in this embodiment, the game is played in the internal state as a general rule.

[0094] Figure 7 is a conceptual diagram of the symbol combination table. The symbol combination table defines the symbol combinations that are permitted to stop on the active lines in a game in which each winning combination is achieved. For example, in a game in which the winning combination "RBB" is achieved, the symbol combination "White Seven C - Replay - Replay" is permitted to stop on the active line. Also, for example, in a game in which the winning combination "REP2" is achieved, the symbol combinations "Bell - Disc A - White Seven C", "Bell - Disc A - Disc B", and "Bell - Disc A - Cherry" are permitted to stop on the active line.

[0095] As shown in Figure 7, the symbol combination table includes the permission bit number for each symbol combination, the symbol combination for each winning combination, and the payout amount corresponding to that winning combination. When a symbol combination for a winning combination stops on an active line, the player is awarded a game value corresponding to that winning combination. For example, when the symbol combination "Bell-Bell-Bell" for the winning combination "NML1" stops on an active line, the payout amount is "7". Also, when the symbol combination for the RBB combination stops on an active line, the payout amount is "0".

[0096] As shown in Figure 7, when a combination of symbols related to any of the winning combinations, including "NML1, 2" (7-bell combination), "NML3" (13-bell combination), "NML4~6" (1-bell combination), and "NML7~40" (1-bell combination), is displayed on an active line, the player is awarded a game value corresponding to the winning combination. In this embodiment, the winning combination "NML28" among the 1-bell combinations may be referred to as a "hold combination" to distinguish it from other 1-bell combinations. When any of the above hold combinations are won, a predetermined bonus (hold period described later) may be awarded. In this embodiment, the 1-bell combinations include the normal 1-bell combination, the chance combination, and the cherry combination. In this embodiment, a winning combination that pays out game value when displayed on an active line is called a "winning combination." In addition, when a combination of symbols of a winning combination stops and is displayed on an active line, it is simply referred to as a "winning combination."

[0097] When any of the winning combinations "REP1~15" is displayed on an active line, the next game is set to a replay. In this embodiment, the winning combinations that result in a replay when displayed on an active line are sometimes collectively referred to as "replay combinations." If multiple winning combinations are won simultaneously, replay combinations are given priority over other winning combinations and are displayed on the active line, while RBB combinations have a lower priority than other winning combinations. However, it is also possible to have a configuration where bonus combinations have a higher priority than winning combinations.

[0098] Each permission bit number in the symbol combination table specifies each display permission bit in the display permission bit storage area of ​​RAM104. The display permission bit storage area consists of multiple display permission bits, and each display permission bit corresponds to each winning combination. For example, consider the case where "REP1" is won and the symbol combination "Replay-Replay-Replay" is permitted to stop on an active line. In this case, the display permission bit specified by permission bit number "01" in the display permission bit storage area is set to "1", and the others are set to "0".

[0099] RAM104 stores a display role storage area that is compared with the display permission bit storage area in the display determination process described later. The display role storage area consists of multiple displayable bits, each displayable bit corresponding to each winning role (similar to the display permission bit storage area). Each displayable bit is set to "1" if there is a possibility that the symbol combination related to the winning role corresponding to that displayable bit will stop on an active line, and is set to "0" if there is no possibility that the symbol combination related to the corresponding winning role will stop on an active line. For example, when each reel 12 starts to rotate, all displayable bits are set to "1" because there is a possibility that all symbol combinations related to all winning roles will stop on an active line. In addition, each displayable bit in the display role storage area is updated each time each reel 12 stops, and when all reels 12 have stopped, only the displayable bits corresponding to the symbol combination related to the winning role that actually stopped on an active line will be set to "1".

[0100] The winning combinations selected through the internal lottery process will stop on the active lines according to the player's operation of each stop button 25. Specifically, each winning combination will stop on the active line according to the combination of the stopping position and stopping order of each stop button 25 (hereinafter sometimes referred to as "stopping operation pattern"). For example, symbols located within a range of 4 frames from the stopping position (5 frames including the stopping position) (hereinafter referred to as the "pull-in range") can stop on the active line, while symbols located outside the pull-in range will not stop on the active line even if they constitute a winning combination (a so-called "missed prize" will occur). However, if a winning combination symbol that can be awarded is located within the pull-in range, that symbol will always be stopped on the active line (if multiple such symbols are located within the pull-in range, one of them will be stopped on the active line).

[0101] Furthermore, as mentioned above, it is possible for multiple types of winning combinations to be won in a single game. In games where multiple types of winning combinations are won, for example, the combination of symbols related to the winning combinations, depending on the order and position of the stopping operations, will stop on the active lines. In this embodiment, the combination of the type of winning combination won in the current game, the order and position of the stopping operations, and the combination of symbols to be displayed are associated one-to-one for each winning area.

[0102] As described above, the type of winning combination that results in a prize changes depending on the order of the stop operations. As will be described in detail later, in this embodiment, it is possible to transition to a game state (non-internal state, internal state) in which a stop operation order that is unilaterally advantageous in terms of the number of game value payouts is provided. Hereinafter, a stop operation order that is unilaterally advantageous in terms of the number of game value payouts will be referred to as the "advantageous stop order," and a stop operation order other than the advantageous stop order may be referred to as the "disadvantageous stop order." In addition, when the stop operation position is random, the expected value of the number of game value payouts when playing with a specific stop operation order may be referred to as the "expected acquisition value A" for that stop operation order. The above expected acquisition value A is higher when playing with the advantageous stop order than when playing with the disadvantageous stop order. However, as will be described in detail later, depending on the payout state, if the advantageous stop order is used, a penalty control is executed that reduces the performance of the instruction function of the instruction monitor 16 described above.

[0103] Figure 8 is a diagram illustrating the symbol combinations that are displayed when the reels stop in each game. Figure 8 shows the symbol combinations that are displayed when the reels stop in the internal state, which is one of the game states (internal state, non-internal state, bonus activated state). As described above, in this embodiment, the game proceeds in the internal state in principle. Figure 8 shows the winning combinations that can be displayed when the reels stop in the active line (the target of reel pull-in) in each game when a winning area is selected, for each stop operation sequence.

[0104] For explanatory purposes, the stopping sequence "Left 1st stop, Middle 2nd stop, Right 3rd stop" may be simply referred to as "Left, Middle, Right." The same applies to other stopping sequences. In this embodiment, each of the six stopping sequences—"Left, Middle, Right, Middle," "Middle, Left, Right," "Middle, Right, Left," "Right, Left, Middle," and "Right, Middle, Left"—may be referred to as "Sequence 1," "Sequence 2," "Sequence 3," "Sequence 4," "Sequence 5," and "Sequence 6." Furthermore, any one of the above stopping sequences may be simply referred to as "Sequence m," where "m" is an integer from "1" to "6." Additionally, the expected value A for "Left, Middle, Right" (Sequence 1) may be referred to as "Expected Value A1." Similarly, the expected values ​​A for each stopping sequence from "Left, Middle, Right" (Sequence 2) to "Right, Middle, Left" (Sequence 6) may be referred to as "Expected Value A2" to "Expected Value A6."

[0105] In games where Bell A (1-6) is won, the prize awarded will be either a regular 1-coin payout or a 7-coin bell payout, depending on the stopping order (press order). For example, in a game where Bell A1 or Bell A2 is won, if the stop operation is performed with the left button pressed first, one of the 7-coin bell payouts will be awarded regardless of the stopping position. On the other hand, in a game where Bell A1 or Bell A2 is won, if the stop operation is performed with an irregular press order, a regular 1-coin payout (a winning combination of symbols where the three common symbols do not appear in a straight line) will be awarded regardless of the stopping position.

[0106] In a game where Bell A3 is won, if the reels are stopped with the left 1st, right 1st, or "middle right left", one of the regular single-coin payouts will be awarded regardless of the stopping position. On the other hand, in a game where Bell A3 is won, if the reels are stopped with the "middle left left" position, one of the seven-coin bell payouts will be awarded regardless of the stopping position. Similarly, in a game where Bell A4 is won, if the reels are stopped with the left 1st, right 1st, or "middle left left", one of the regular single-coin payouts will be awarded regardless of the stopping position. On the other hand, in a game where Bell A4 is won, if the reels are stopped with the "middle right left" position, one of the seven-coin bell payouts will be awarded regardless of the stopping position.

[0107] In a game where Bell A5 is won, if the reels are stopped with the left 1st, middle 1st, or "right, middle, left" positions, one of the regular single-coin payouts will be awarded regardless of the stopping position. On the other hand, in a game where Bell A5 is won, if the reels are stopped with the "right, left, middle" positions, one of the seven-coin bell payouts will be awarded regardless of the stopping position. Similarly, in a game where Bell A6 is won, if the reels are stopped with the left 1st, middle 1st, or "right, left, middle" positions, one of the regular single-coin payouts will be awarded regardless of the stopping position. On the other hand, in a game where Bell A6 is won, if the reels are stopped with the "right, middle, left" positions, one of the seven-coin bell payouts will be awarded regardless of the stopping position.

[0108] In a game where Bell B1 is won, if the reels are stopped with the left reel first, one of the regular single-coin payouts will be awarded regardless of the stopping position. Also, in a game where Bell B1 is won, if the reels are stopped with the right reel first, one of the regular single-coin payouts will be awarded or a payout will be missed, depending on the stopping position. Specifically, if the stopping positions of each reel are random, there is a probability of approximately 6000 / 8000 that a regular single-coin payout will be awarded. Furthermore, in a game where Bell B1 is won, if the reels are stopped with the order "middle, right, left", one of the single-coin bell payouts will be awarded regardless of the stopping position. On the other hand, in a game where Bell B1 is won, if the reels are stopped with the order "middle, left, right", one of the 13-coin bell payouts will be awarded regardless of the stopping position.

[0109] In a game where Bell B2 is won, if the reels are stopped with the left reel first, one of the regular single-coin payouts will be awarded regardless of the stopping position. Also, in a game where Bell B2 is won, if the reels are stopped with the right reel first, one of the regular single-coin payouts will be awarded or a miss will occur depending on the stopping position. Specifically, if the stopping positions of each reel are random, there is a probability of approximately 2000 / 8000 that a regular single-coin payout will be awarded. Furthermore, in a game where Bell B2 is won, if the reels are stopped with the middle reels left and right, one of the single-coin bell payouts will be awarded regardless of the stopping position. On the other hand, in a game where Bell B2 is won, if the reels are stopped with the middle reels right and left, one of the 13-coin bell payouts will be awarded regardless of the stopping position.

[0110] In a game where Bell B3 is won, if the reels are stopped with the left reel as the first stop, one of the regular single-coin payouts will be awarded regardless of the stopping position. Also, in a game where Bell B3 is won, if the reels are stopped with the middle reel as the first stop, one of the regular single-coin payouts will be awarded or a payout will be missed, depending on the stopping position. Specifically, if the stopping positions of each reel are random, there is a probability of approximately 2000 / 8000 that a regular single-coin payout will be awarded. Furthermore, in a game where Bell B3 is won, if the reels are stopped with the order "right, middle, left", one of the single-coin bell payouts will be awarded regardless of the stopping position. On the other hand, in a game where Bell B3 is won, if the reels are stopped with the order "right, left, middle", one of the 13-coin bell payouts will be awarded regardless of the stopping position.

[0111] In a game where Bell B4 is won, if the reels are stopped with the left reel as the first stop, one of the regular single-coin payouts will be awarded regardless of the stopping position. Also, in a game where Bell B4 is won, if the reels are stopped with the middle reel as the first stop, one of the regular single-coin payouts will be awarded or a payout will be missed, depending on the stopping position. Specifically, if the stopping positions of each reel are random, there is a probability of approximately 6000 / 8000 that a regular single-coin payout will be awarded. Furthermore, in a game where Bell B4 is won, if the reels are stopped with the order "right, left, middle," one of the single-coin bell payouts will be awarded regardless of the stopping position. On the other hand, in a game where Bell B4 is won, if the reels are stopped with the order "right, middle, left," one of the 13-coin bell payouts will be awarded regardless of the stopping position.

[0112] In a game where Bell B5 is won, if the reels are stopped with the left reel first, one of the regular single-coin payouts will be awarded regardless of the stopping position. Also, in a game where Bell B5 is won, if the reels are stopped with the right reel first, one of the regular single-coin payouts will be awarded or a payout will be missed, depending on the stopping position. Specifically, if the stopping positions of each reel are random, there is a probability of approximately 6000 / 8000 that a regular single-coin payout will be awarded. Furthermore, in a game where Bell B5 is won, if the reels are stopped with the order "middle, right, left", one of the single-coin bell payouts will be awarded regardless of the stopping position. On the other hand, in a game where Bell B5 is won, if the reels are stopped with the order "middle, left, right", one of the 13-coin bell payouts will be awarded regardless of the stopping position.

[0113] In a game where Bell B6 is won, if the reels are stopped with the left reel first, one of the regular single-coin payouts will be awarded regardless of the stopping position. Also, in a game where Bell B6 is won, if the reels are stopped with the right reel first, one of the regular single-coin payouts will be awarded or a payout will be missed, depending on the stopping position. Specifically, if the stopping positions of each reel are random, there is a probability of approximately 2000 / 8000 that a regular single-coin payout will be awarded. Furthermore, in a game where Bell B6 is won, if the reels are stopped with the middle reels left and right, one of the single-coin bell payouts will be awarded regardless of the stopping position. On the other hand, in a game where Bell B6 is won, if the reels are stopped with the middle reels right and left, one of the 13-coin bell payouts will be awarded regardless of the stopping position.

[0114] In a game where Bell B7 is won, if the reels are stopped with the left reel as the first stop, one of the regular single-coin payouts will be awarded regardless of the stopping position. Also, in a game where Bell B7 is won, if the reels are stopped with the middle reel as the first stop, one of the regular single-coin payouts will be awarded or a payout will be missed, depending on the stopping position. Specifically, if the stopping positions of each reel are random, there is a probability of approximately 6000 / 8000 that a regular single-coin payout will be awarded. Furthermore, in a game where Bell B7 is won, if the reels are stopped with the order "right, middle, left", one of the single-coin bell payouts will be awarded regardless of the stopping position. On the other hand, in a game where Bell B7 is won, if the reels are stopped with the order "right, left, middle", one of the 13-coin bell payouts will be awarded regardless of the stopping position.

[0115] In a game where Bell B8 is won, if the reels are stopped with the left reel as the first stop, one of the regular single-coin payouts will be awarded regardless of the stopping position. Also, in a game where Bell B8 is won, if the reels are stopped with the middle reel as the first stop, one of the regular single-coin payouts will be awarded or a payout will be missed, depending on the stopping position. Specifically, if the stopping positions of each reel are random, there is a probability of approximately 2000 / 8000 that a regular single-coin payout will be awarded. Furthermore, in a game where Bell B8 is won, if the reels are stopped with the order "right, left, middle," one of the single-coin bell payouts will be awarded regardless of the stopping position. On the other hand, in a game where Bell B8 is won, if the reels are stopped with the order "right, middle, left," one of the 13-coin bell payouts will be awarded regardless of the stopping position. For the purpose of explanation, the stopping sequence that results in 7 bells being awarded in a game where Bell A is won, and the stopping sequence that results in 13 bells being awarded in a game where Bell B is won, may be referred to as the "correct button press sequence."

[0116] As can be understood from the above explanation, in a game where Bell B (for example, Bell B1) is won, if the correct button press sequence (middle, left, right) is used to stop the reels, 13 bells will be awarded. When 13 bells are awarded, the combination of "bell-bell-bell" symbols will be displayed on the upper right line. Also, in a game where Bell B (for example, Bell B1) is won, if the correct button press sequence is used until the first stop (middle 1st), but the incorrect button press sequence is used from the second stop onwards (e.g., stopping with "middle, right, left"), 1 bell will be awarded. When 1 bell is awarded, the combination of "bell-bell-bell" symbols will be displayed on the upper line or the lower right line.

[0117] As can be understood from the above explanation, in a game in which Bell B is won, if the first stop matches the correct button press order, the "Bell-Bell-Bell" symbol combination will be displayed regardless of whether the subsequent stop operations are performed in the correct order or not. As will be described in detail later, in this embodiment, in a game in which Bell B is won, it is possible to execute an instruction (instruction instruction Y) that instructs the correct button press order up to the first stop. By following the instructions of instruction instruction Y, the "Bell-Bell-Bell" symbol combination will be displayed regardless of whether the second stop operation and subsequent operations are performed in the correct order or not. In a game in which Common Bell A or Common Bell B is won, one of the 7-bell symbols will be awarded regardless of the order and position of the stop operations.

[0118] In games where a Strong Chance C-E is won, stopping the reels with the left or middle 1st position will result in one of the chance symbols being awarded, and stopping with the right 1st position will result in one of the single bell symbols being awarded. In games where a Strong Cherry is won, stopping with the left 1st position will result in one of the cherry symbols being awarded, stopping with the middle 1st position will result in one of the chance symbols being awarded, and stopping with the right 1st position will result in one of the single bell symbols being awarded. The above chance symbols include multiple types of single-coin symbols. The same applies to the cherry symbol. Chance symbols will not be awarded in games other than those where a Strong Chance C-E or Strong Cherry is won. Also, cherry symbols will not be awarded in games other than those where a Strong Cherry is won.

[0119] In games where a "skill-based reel stopping" is achieved, one of the single-coin payouts will be awarded regardless of the stopping order and position. However, in this implementation, if a skill-based reel stopping is achieved while the payout state is the RUSH state described below, the stopping order and position may be instructed. Specifically, in the RUSH state, a "Target" animation lottery is performed in games where a skill-based reel stopping is achieved. If the "Target" animation lottery is successful, "Target" animation Z is performed, instructing the player to "aim for the symbol position "3" on the left reel with the right reel as the first stop." If the player stops the reels according to the instructions of "Target" animation Z, one of the single-coin payouts, specifically the "Hold" payout, will be awarded and will be controlled during the "Hold" period described below. During the "Hold" period, the countdown of remaining games in the RUSH state is stopped. On the other hand, if the player fails to stop the reels according to the instructions of "Target" animation Z, one of the single-coin payouts other than the "Hold" payout will be awarded and will not be controlled during the "Hold" period. Furthermore, even in games where a winning combination is achieved through precise timing, if the "Aim for it Z" effect is not executed, the game will not be controlled during the hold period, regardless of the stopping operation method.

[0120] In games where BAR Fake A or BAR Fake B is won, stopping the reels with the left 1st or middle 1st position will result in one of the regular single-coin payouts, regardless of the stopping order or position. Also, in games where BAR Fake A or BAR Fake B is won, stopping the reels with the right 1st position will result in one of the BAR Fake payouts. The BAR Fake payout includes a single-coin payout where the symbol combination "ANY-BAR-BAR" ("ANY" is anything other than the BAR symbol) is displayed when the reels stop.

[0121] In games where a "slip-up" is awarded, regardless of the stopping order, a slip-up occurs if any of the regular single-coin payouts land in the stop position. Specifically, if the stopping positions of each reel are random, there is a probability of approximately 7000 / 8000 that any of the regular single-coin payouts will land. In this configuration, the expected value of A1 to A6 will all be less than 3 coins (the specified number).

[0122] In games where Replay A is won among Replays A to E, if the reel is stopped on the middle 1st position, the Chance Replay will be displayed. If the reel is stopped on the left 1s or right 1st position, the Normal Replay will be displayed. The same applies to games where Replay B or Replay D is won. In games where Replay C is won among Replays A to E, if the reel is stopped on the right 1st position, the Chance Replay will be displayed. If the reel is stopped on the left 1s or middle 1st position, the Normal Replay will be displayed. The same applies to games where Replay E is won.

[0123] As will be explained in detail later, in this embodiment, a bonus lottery (CZ lottery, AT lottery, direct hit lottery, continuation stock lottery, bonus lottery, challenge transition lottery, normal bonus lottery and special bonus lottery described later) is performed in each game. In the above bonus lottery, it is determined whether or not a bonus is awarded based on the probability according to the winning area. Specifically, in games where a strong rare role or a rare role described later is won in one of the winning areas, it is easier to win a bonus compared to games where other winning areas are won. In the above configuration, in games where replays A to D are won, the probability of winning a bonus is lower than in games where a strong rare role or a rare role is won. However, in games where replays A to D are won, it is determined by lottery whether or not to execute the chance navigation performance. In the above chance navigation performance, the button press order in which the above-mentioned chance replay is displayed is instructed (however, the instruction monitor 16 does not operate). Also, if the chance navigation performance is executed, a bonus is won with the same probability as when a rare role is won. Furthermore, even if the stopping operation is not performed in the instructed order during a game in which the Chance Navigation feature is executed (even if the button press order is incorrect), the bonus will be awarded with the same probability as when a rare role is won.

[0124] In games where either BAR Alignment A or BAR Alignment B is won within the winning area, stopping the reels with the left reel as the first stop will display a normal replay. Also, in games where either BAR Alignment A or BAR Alignment B is won within the winning area, aiming for the BAR symbol on each reel with an irregular button press sequence will display the "BAR-BAR-BAR" symbol combination (BAR replay). On the other hand, if the reels are stopped with an irregular button press sequence and the BAR symbol is not within the pull-in range, a replay symbol other than a BAR replay will be displayed.

[0125] In RUSH mode, if a BAR fake (A, B) or a BAR alignment (A, B) is achieved, a BAR targeting animation may be executed. In this BAR targeting animation, the player is instructed to aim for the BAR symbol on each reel with the right reel as the first choice. If the BAR targeting animation is executed in a game where a BAR alignment (A, B) is achieved, the player is granted the right to return to RUSH mode (continuation stock) or the right to return to bonus mode (bonus stock).

[0126] In games where a weak chance (A, B) or a strong chance (A, B) is won, if the reels are stopped with the left 1s or middle 1st button, a chance replay will be displayed, and if the reels are stopped with the right 1st button, a normal replay will be displayed. In games where a cherry is won, if the reels are stopped with the left 1s or middle 1st button, a cherry replay will be displayed, and if the reels are stopped with the right 1st button, a normal replay will be displayed.

[0127] Figure 9 is a diagram illustrating the transition of the payout state of the main control unit 101. The main control unit 101 controls the game in either a non-advantageous section or an advantageous section. When the payout state transitions, the game state (non-internal state, internal state, bonus activated state) is generally maintained. Also, when the game state transitions, the payout state is generally maintained.

[0128] The non-advantageous period is a period in which, with the exception of the advantageous period transition process described later, processing related to the instruction function (processes related to the transition of the payout state (update processing, lottery processing), processing for executing instructions on the instruction monitor 16, etc.) is not executed in principle. In other words, the non-advantageous period is a period in which instructions on the instruction monitor 16 are not executed. On the other hand, the advantageous period is a period in which processing related to the instruction function is executed. In other words, the advantageous period is a period in which instructions on the instruction monitor 16 may be executed.

[0129] In this embodiment, a payout status flag indicating the current payout status and a game status flag indicating the current game state are stored in the RAM 104. The main control unit 101 transmits a payout status command indicating the payout status flag to the performance control unit 301 for each game. The performance control unit 301 determines the performance according to the payout status indicated by the payout status command. The game status flag is referenced when determining the current game state.

[0130] In this embodiment, provided that it is within the advantageous period, the game can be controlled to a normal state, a premonition state, a CZ state, a preparation state, an introductory AT state, a main AT state, a special AT state, and a special AT state (a payout state other than the non-advantageous period). In this embodiment, among each payout state, the payout state in which the instructions on the instruction monitor 16 (hereinafter sometimes referred to as "push order navigation") are executed may be collectively referred to as the "instruction period." Also, the payout state in which the instructions on the instruction monitor 16 are not executed may be collectively referred to as the "non-instruction period."

[0131] In this embodiment, during the non-instruction period, except for the non-advantageous section, a penalty is generally applied if the stop operation is performed with an irregular button press sequence. Specifically, the main control unit 101 stores a 1-game high probability flag. This 1-game high probability flag is temporarily changed to the OFF state when the game ends (in the stop processing described later), but if the stop operation was performed with left 1st during the game, it is immediately returned to the ON state. On the other hand, if the stop operation was performed with an irregular button press sequence during the game, the process of returning the 1-game high probability flag to the ON state at the end of the game is omitted.

[0132] In the above configuration, if the machine was stopped with the left button pressed first during the previous game, the 1-game high probability flag will be ON at the start of the next game. On the other hand, if the machine was stopped with an irregular button press sequence during the previous game, the 1-game high probability flag will be OFF at the start of the next game. Specifically, the 1-game high probability flag will remain OFF until the machine is stopped with the left button pressed first. In this embodiment, the above-mentioned bonus lottery is performed when the game is started. Specifically, if the 1-game high probability flag is ON at the start of the game, the bonus lottery will be performed during that game. On the other hand, if the 1-game high probability flag is OFF at the start of the game, the bonus lottery will be omitted during that game.

[0133] However, as mentioned above, a chance navigation may be executed during the non-instructed period. In the above chance navigation, an irregular button press sequence may be instructed. In this embodiment, the penalty exemption flag is turned ON during a game in which a chance navigation is executed. In a game in which the penalty exemption flag is ON, even if an irregular button press sequence is used to stop the game during the non-instructed period, the 1-game high probability flag after the end of the game will be turned ON.

[0134] As will be described in detail later, in this embodiment, each payout state during the instruction period is controlled to one of several instruction modes (a to c). Furthermore, the expected value of the net increase in coins (coins paid out - coins inserted) in each game when stopping according to the button press navigation in each payout state (hereinafter referred to as "increase value") changes according to the instruction mode of that payout state. In this embodiment, the preparation state, introduction AT state, main AT state, special AT state, and special AT state are instruction periods, and the other payout states are non-instruction periods. In addition, among each instruction period, the payout states with a positive increase value (payout states where the payout rate when following the button press navigation exceeds 100 percent) are the introduction AT state, main AT state, special AT state, and special AT state.

[0135] For the purposes of this explanation, each payout state with a positive increase value may be collectively referred to as the "increase period." Each payout state during the non-instruction period (such as the normal state) will have a negative increase value. Also, even during the instruction period, the preparation state will have a negative increase value. The above configuration will be explained in detail using Figure 10(b).

[0136] When the setting value is changed, the game transitions to a non-advantageous section among the various payout states. In this embodiment, if a winning area other than Replay A is won in the non-advantageous section, the game transitions to an advantageous section from the next game. Specifically, from the non-advantageous section in the non-internal medium state, the game transitions to the normal state (arrow (A1) in Figure 9). As described above, in this embodiment, immediately after changing the setting value (the so-called "morning start" state), the game is in the non-advantageous section in the non-internal medium state. Also, the non-advantageous section usually ends after one game (with a probability of approximately 65532 / 65536). Therefore, in principle, the game transitions from the non-advantageous section immediately after changing the setting value to the normal state. In the normal state, the role CZ lottery, mode CZ lottery, and cycle CZ lottery (hereinafter sometimes collectively referred to as "CZ lottery") described later are performed. If the CZ lottery is won, the game transitions to the CZ state via the pre-announcement state (arrow (B) in Figure 9) (arrow (C) in Figure 9).

[0137] The pre-announcement state is a payout state that shares the same performance mode (background image and types of performances that can be executed) as the normal state, and ends after a predetermined number of games. For example, the number of games played in the pre-announcement state is determined by lottery from 0 to 32. In the above pre-announcement state, certain performances are more likely to be executed compared to the normal state. It is also possible to configure the pre-announcement state to transition to a special performance mode. The CZ state is a payout state in which the transition to the instruction period is more likely than in the normal state, and whether or not the transition to the instruction period is determined by an AT lottery.

[0138] The performance control unit 301 draws a lottery to determine whether or not to transition to a false premonition state at predetermined triggers (for example, when a strong rare role or a rare role is won). The number of games played in the false premonition state is determined by lottery from 5 to 32. In the false premonition state described above, a premonition performance is executed that makes the player expect to have won a prize, similar to the regular premonition state. However, in the final game of the false premonition state, a losing announcement performance is executed to inform the player that they did not win a prize.

[0139] As shown in Figure 9, when transitioning from a non-instruction period to an increase period, the transition may occur via a preparation state (arrow (D) in Figure 9). For example, in the CZ state described above, if the AT lottery is won, the transition to the increase period (introduction AT state) will occur via the preparation state. Also, in the non-instruction period, if the transition to the instruction period does not occur after a predetermined number of plays (for example, 777 times), the transition to the increase period will occur via the preparation state.

[0140] In the normal state, a direct hit lottery is performed with a probability corresponding to the winning area. If you win the direct hit lottery, you will transition to the introduction AT state (increase period) via the preparation state. However, the probability of winning the direct hit lottery in the normal state is lower than the probability of winning the AT lottery in the CZ state.

[0141] As shown in Figure 9, once the preparation state is complete, the game transitions to the AT (Automatic Trigger) state during the increase period. This preparation state continues until instruction animation H, described below, is executed. Specifically, instruction animation H is an animation that informs the player that pressing left first is not recommended. In other words, instruction animation H can also be rephrased as an animation that instructs the player to stop the buttons in an irregular order. If the game is stopped in an irregular order after instruction animation H has been executed, the game will transition to the AT state from the next game. On the other hand, if the game is stopped with left first after instruction animation H has been executed, the preparation state continues.

[0142] The special AT state is entered regardless of the current payout status when the net increase in game value during the advantageous section (sum of payouts - BETs) reaches the value "2200". The special AT state also ends when the net increase in game value during the advantageous section reaches the value "2400", after which the game transitions to the non-advantageous section (arrow (E) in Figure 9). As mentioned above, once the game transitions to the internal medium state, it is practically impossible to transition to other game states afterward (the RBB role cannot be displayed as a stop). Also, when the special AT state ends, the transition to the internal medium state is usually complete. Therefore, the non-advantageous section entered from the special AT state is the internal medium state.

[0143] During the non-advantageous period of the internal middle state, a special AT lottery is conducted. If the special AT lottery is won, the player transitions to the CZ state via a pre-announcement state, similar to when the CZ lottery is won. If the AT lottery is won in the CZ state, the player transitions directly to the special AT state instead of the preparation state (arrow (F) in Figure 9). In addition, the pre-announcement state when the special AT lottery is won has a different presentation mode than the pre-announcement state when the special AT lottery is not won. Therefore, when the player is notified that they have won the AT lottery in the CZ state, they can understand that they will then transition to the special AT state. The non-advantageous period of the internal middle state continues until the special AT lottery is won. The above configuration can also be rephrased as granting the right to transition to the special AT state when the player transitions to the special AT state.

[0144] The Special AT state is a payout state that is more advantageous to the player compared to the payout states of other increase periods. However, the Special AT state is a payout state that is more difficult to transition to compared to the payout states of other increase periods. Let's assume a configuration in which the above Special AT state is started via a preparation state. In this configuration, even if the player has acquired the right to transition to the long-awaited Special AT state, they cannot start the Special AT state immediately. Therefore, some players may find the preparation state bothersome. According to this embodiment, the player transitions to the Special AT state without going through the preparation state, thus suppressing the above inconvenience.

[0145] When transitioning from the standby state to the introduction AT state, when the introduction AT state ends, it transitions to the main AT state. Also, it is possible to transition to the special AT state from the winning ball state during other increasing periods. Regarding the transition of the winning ball state during the increasing period, it will be explained in detail using FIGS. 10(a) and 10(b).

[0146] FIG. 10(a) is a diagram for explaining the details of the transition of the winning ball state. In FIG. 10(a), specific examples of the transition of each winning ball state during the instruction period are shown. As shown in FIG. 10(a), among the above-mentioned winning ball states, the main AT state is composed of a RUSH state, a challenge state, and a bonus state.

[0147] As described above, there are cases of transitioning from the non-instruction period to the standby state and cases of directly transitioning from the non-instruction period to the special AT state. In the above standby state, in the game where the bell B wins among each winning area, the instruction effect H is executed. As described above, in the instruction effect H, it is instructed to perform a stop operation in an irregular pressing order, and when performing the stop operation according to the instruction, it transitions to the introduction AT state from the next game (arrow (1) in FIG. 10(a)).

[0148] The introduction AT state ends when the net increase number in the introduction AT state reaches a predetermined value. Specifically, the introduction AT state ends when the virtual difference number Sk reaches a predetermined value (for example, 50 sheets). The virtual difference number Sk is the net increase number when assuming that in a game where the pressing order navigation by the instruction monitor 16 is executed, the stop operation is performed according to the pressing order navigation, and in a game where the pressing order navigation is not executed, the stop operation is performed at the timing when the payout number is maximized at the left 1st.

[0149] For example, consider a game where Bell B is won, and the correct button press sequence for Bell B (the stop operation sequence that results in a 13-coin bell payout) is instructed. In this case, if the stop operation is performed according to the correct button press sequence, the net increase in coins for that game is "+10 coins". On the other hand, if the stop operation is performed according to the incorrect button press sequence, a 1-coin payout will be achieved or a payout will be missed. Therefore, if the stop operation is performed according to the incorrect button press sequence, the net increase in coins for that game is "-3 coins" (the specified number) or "-2 coins". The virtual difference Sk is the net increase assuming that the stop operation is performed according to the button press sequence navigation, so if a button press sequence navigation occurs in a game where Bell B is won, it will increase by 10 coins regardless of the actual payout (13 coins, 1 coin, or 0 coins).

[0150] Furthermore, consider a game where a missed payout is awarded. In this case, depending on the timing of the stop operation, a single payout may occur, or a missed payout may occur. The virtual difference Sk is the net increase in coins assuming the stop operation is performed at the timing when the number of payouts is maximized on the left 1st, so it decreases by 2 coins regardless of the actual number of coins paid out (1 coin, 0 coins).

[0151] As will be explained in detail later, during each payout state in the specified period, a continuation stock lottery, a bonus lottery, and a challenge transition lottery may be executed. If you win the continuation stock lottery, a continuation stock will be granted, and by consuming the continuation stock, you will be able to transition to the RUSH state. Similarly, if you win the bonus lottery, a bonus stock will be granted, and by consuming the bonus stock, you will be able to transition to the bonus state. Likewise, if you win the challenge transition lottery, the challenge transition flag will be changed to the ON state, and you will be able to transition to the challenge state. For the purpose of explanation below, "CZ lottery, AT lottery, direct hit lottery, continuation stock lottery, bonus lottery, challenge transition lottery, the normal bonus lottery and special bonus lottery described later" may be collectively referred to as "bonus lottery".

[0152] The introduction AT state is a winning state in which a privilege lottery is executed. Specifically, in each game in the introduction AT state, a continuous stock lottery is executed. Instead of a configuration in which the introduction AT state ends when the virtual difference Sk reaches a predetermined value (50 sheets), assume a configuration (hereinafter referred to as "proportionality") in which the introduction AT state ends when the actual net increase number (hereinafter referred to as "actual difference Sj") reaches a predetermined value. In the above proportionality, for example, by ignoring the pressing order navigator and performing a stop operation in an incorrect pressing order, the number of games until the actual difference Sj reaches the predetermined value can be extended. Therefore, there is room for an act of improperly increasing the number of times the privilege lottery is executed. In the present embodiment, since the introduction AT state ends based on the virtual difference Sk, the number of games in the introduction AT state cannot be extended even if the pressing order navigator is ignored. In the above present embodiment, for example, compared with the proportionality in which the introduction AT state ends based on the actual difference Sj, there is an advantage that the above-mentioned improper act is suppressed.

[0153] As described above, when the introduction AT state ends, it transitions to the RUSH state (arrow (2) in FIG. 10(a)). In addition, in the winning state (such as the introduction AT state) before transitioning to the RUSH state, a bonus stock lottery may be executed. In the above configuration, if a bonus stock is granted before the introduction AT state ends, it may be configured to transition from the introduction AT state to the bonus state. Similarly, a challenge transition lottery may be executed before transitioning to the RUSH state. In the above configuration, if the challenge transition flag is in the ON state before the introduction AT state ends, it may be configured to transition from the introduction AT state to the challenge state.

[0154] The RUSH state ends in a predetermined number of games (for example, 31 times). In each game in the RUSH state, the above-mentioned continuous stock lottery is executed. Although it will be described in detail later, when the RUSH state starts, one of the RUSH types (A to F) is determined. Depending on the above RUSH type, the probability (continuation rate) of winning in the continuous stock lottery in the RUSH state changes. The above RUSH type is determined with a probability according to the AT level described later.

[0155] Furthermore, a normal bonus lottery is performed during each game in RUSH mode. In this normal bonus lottery, the number of bonus games is determined by a probability corresponding to the winning area. Once the number of bonus games is determined, that number of bonus games is added to the remaining number of games in RUSH mode. It is also possible that the RUSH mode will end if a predetermined amount of game value is awarded during RUSH mode. Alternatively, in the above configuration, the bonus amount may be determined in the normal bonus lottery, and the remaining amount of game value until the end of RUSH mode may be added. A special bonus lottery is performed during each game in RUSH mode. If the special bonus lottery is won, the card selection sequence described below will be performed.

[0156] When the RUSH state ends, if there is one or more continuation stocks remaining, one continuation stock is consumed and a new RUSH state begins (arrow (3) in Figure 10(a)). Also, the challenge transition lottery described above is performed during the RUSH state. Specifically, the challenge transition lottery is performed during the final game of the RUSH state. When the RUSH state ends, if the challenge transition flag is in the ON state, the challenge transition flag is changed to the OFF state and the challenge state begins (arrow (4) in Figure 10(a)).

[0157] Furthermore, if the aforementioned BAR alignment (A, B) is achieved during RUSH mode, a BAR targeting animation will be executed, and either a continuation stock or a bonus stock will be awarded by lottery. If a bonus stock is awarded during RUSH mode, the game will transition to bonus mode after the RUSH mode ends. It is possible that at the end of RUSH mode, there may be one or more remaining bonus stocks and continuation stocks. In this case, when RUSH mode ends, one bonus stock will be consumed and the game will transition to bonus mode. However, the continuation stock will be retained and used when RUSH mode ends later.

[0158] As described above, when a winning combination is achieved during RUSH mode, a "Target" animation lottery is executed. If the "Target" animation lottery is successful, "Target" animation Z is executed. If the stopping operation is performed according to the instructions of "Target" animation Z, a hold combination among the single-coin combinations is awarded, and the game is controlled during the hold period. The number of games played during this hold period is determined by lottery. During the hold period, as in the non-hold period, a continuation stock lottery and a "Target" animation lottery are also performed. If "Target" animation Z is executed during the hold period and a hold combination is awarded, the hold period is extended. During this hold period, the countdown of the remaining games in RUSH mode is stopped. On the other hand, if the stopping operation is not performed according to the instructions of "Target" animation Z, a single-coin combination other than a hold combination is awarded, and the game is not controlled during the hold period. As will be described in detail later, the instruction mode in RUSH mode changes depending on whether or not it is the hold period (see Figure 10(b)).

[0159] The Challenge state makes it easier to transition to the Bonus state compared to other instruction periods (excluding the Special AT state). Specifically, a bonus lottery is held during each game in the Challenge state. If you win the bonus lottery, a bonus stock is awarded. The Challenge state ends after a predetermined number of games (for example, 10 games). If there is one or more bonus stocks remaining when the Challenge state ends, one bonus stock is consumed and the game transitions to the Bonus state (arrow (6) in Figure 10(a)).

[0160] The bonus state is a payout state in which the increase in payouts is greater than that of the RUSH state (excluding the hold period) and the Challenge state described above. The bonus state ends when the virtual difference number Sk in the bonus state reaches a predetermined value (for example, 100 coins). In this embodiment, when the bonus state ends, the player transitions back to the Challenge state (a state in which bonus stocks are awarded with a high probability) (arrow (7) in Figure 10(a)). In this embodiment, it is possible to first transition to the Challenge state while continuing the RUSH state, acquire bonus stocks in the Challenge state, and then acquire a lot of game value by repeatedly alternating between the bonus state and the Challenge state.

[0161] During the bonus state, a lottery is held to determine how many additional games can be played during the subsequent challenge state. Specifically, if you win the lottery, an additional period is added at the beginning of the challenge state. The number of games played during this additional period (3 or 5) is determined by lottery. Furthermore, if you win the lottery for additional games multiple times during a single bonus state, the additional period is extended. For example, if you win a 3-game additional period in the first lottery and a 5-game additional period in the second lottery, an 8-game additional period will be added during the subsequent challenge state. During these additional periods, the remaining number of games played in the challenge state (10) is not reduced.

[0162] The bonus state includes the normal bonus state and the special bonus state, which is more advantageous than the normal bonus state. The special bonus state offers a larger amount of virtual difference (Sk) that can be earned (and triggered by the end of the bonus) than the normal bonus state.

[0163] The Special AT state is a payout state in which bonus stocks are more likely to be awarded than in other payout states. As mentioned above, the player transitions directly from the non-instructed period to the Special AT state (without going through the preparation state). In this embodiment, one bonus stock is awarded (bonus stock is guaranteed) at the time of transitioning to the Special AT state.

[0164] The special AT state described above ends after a predetermined number of games (for example, 10 times). When the special AT state ends, the bonus stock is consumed and the game transitions to the bonus state. Note that multiple bonus stocks may be awarded during the special AT state and the challenge state. In the above cases, at the time the bonus state ends, there will be one or more bonus stocks remaining. If there are bonus stocks remaining when the bonus state ends, one more bonus stock will be consumed and the game will transition to the bonus state again (a 1-game consecutive win). In other words, the bonus state will repeat until all bonus stocks are depleted.

[0165] The special AT state is entered from each payout state during the specified period. Specifically, the special AT state is entered from the RUSH state, Challenge state, and Bonus state. It may also be configured so that the special AT state can be entered from the Preparation state, Introduction AT state, and Special AT state. The special AT state ends when the actual difference Sj reaches a predetermined number of coins (approximately 220 coins).

[0166] Figure 10(b) is a diagram illustrating the details of each payout state (preparation state, etc.) included in the instruction period. Figure 10(b) shows the trigger for the end of each payout state, the instruction mode (a-c), the increase value, the type of button press navigation when a bell (A, B) is won, and whether or not there is a special prize lottery (continuation stock lottery, bonus lottery, challenge transition lottery, special bonus lottery).

[0167] As will be explained in more detail later, in instruction mode a, the correct button press sequence for bell B is indicated only partially. For example, the correct button press sequence when bell B1 is won (the sequence that results in a 13-bell payout) is "middle left left". In instruction mode a, when bell B1 is won, "middle 1st" is indicated, but the button press sequence from the second stop onwards is not indicated. For the purpose of explanation below, indicating only part of the correct button press sequence may be referred to as "partial navigation". On the other hand, indicating the correct button press sequence to the end may be referred to as "complete navigation". For example, in complete navigation during a game where bell B1 is won, "middle left left" is indicated.

[0168] As shown in Figure 10(b), the preparation state is instruction mode c. In instruction mode c, the correct button press sequence for bell A (the sequence in which the 7-bell combination is awarded) is fully guided. On the other hand, in instruction mode c, if bell B is won, an irregular button press sequence is instructed (the instruction sequence H described above is executed). If the game ends with an irregular button press sequence in a game in which bell B is won, the preparation state ends. In the preparation state described above, the increase value is greater compared to the non-instruction period in which button press navigation is not performed in games in which bells are won. However, the increase value in the preparation state is a slightly negative value. Also, as will be described in detail later, in each game in the preparation state, the continuation stock lottery among the bonus lotteries is executed.

[0169] The initial AT state is instruction mode b. In instruction mode b, the correct button press sequence for Bell A is fully guided. Also in instruction mode b, the correct button press sequence for Bell B (the sequence in which the 13-coin bell combination is awarded) is fully guided. The increase in instruction mode b is approximately 4.3 coins. In addition, in each game played in the initial AT state, the continuation stock lottery among the bonus lotteries is executed. As mentioned above, the initial AT state ends when the virtual difference Sk reaches 50 coins.

[0170] In principle, the RUSH state is in instruction mode a. Specifically, as mentioned above, there may be a hold period in the RUSH state. The RUSH state is generally in instruction mode a, but exceptionally, it becomes instruction mode b during the hold period. Also, it becomes instruction mode b during the card selection sequence described later. In instruction mode a, the correct button press order for Bell B is partially guided. That is, the correct button press order for Bell B is guided up to the first stop, but the correct button press order from the second stop onwards is not guided. Therefore, in instruction mode a, even if you follow the button press navigation, you may not be able to win the 13-coin Bell combination. The increase in instruction mode a is approximately 1.3 coins, which is less than the increase in instruction mode b (approximately 4.3 coins). As mentioned above, a bonus lottery is performed in the RUSH state. Specifically, the bonus lottery is performed with a common winning probability regardless of whether it is a hold period or not.

[0171] The bonus state is instruction mode b, similar to the initial AT state. Therefore, in the bonus state, both the correct button press sequence for Bell A and Bell B are fully guided, and the increase value is approximately 4.3 coins. The bonus state also ends when the virtual difference number Sk reaches 100 coins. In the bonus state described above, the continuation stock lottery among the bonus lotteries is executed. In addition, the above-mentioned bonus increase lottery is executed in the bonus state.

[0172] The Challenge state, like the RUSH state, is instruction mode a. Therefore, in the Challenge state, the correct button press order for Bell B is partially guided, while the correct button press order for Bell A is not guided. The increase in the Challenge state is approximately 1.3 coins. The Challenge state ends after 10 games. However, if the player wins the bonus lottery during the Bonus state, an additional bonus period is added to the subsequent Challenge state. In this case, the Challenge state continues for more than 10 games. During the Challenge state, the bonus lottery is performed as part of the special prize lottery.

[0173] The special AT state is instruction mode b. In the special AT state described above, the correct button press sequence for Bell B and Bell A is fully guided, and the increase is approximately 4.3 coins. In addition, a bonus lottery is performed during each game in the special AT state. The special AT state ends after 10 games. The special AT state is instruction mode b, and the correct button press sequence for Bell B and Bell A is fully guided. Therefore, the increase in the special AT state is approximately 4.3 coins. Also, the special AT state ends when the actual difference Sj reaches approximately 220 coins.

[0174] Let's assume a configuration where the special AT state ends when the actual difference number Sj is reached (for example, in this embodiment), and where the bonus lottery is executed even in the special AT state (hereinafter referred to as "proportional"). However, the actual difference number Sj decreases when the player does not follow the button press navigation. Therefore, by intentionally not following the button press navigation, it is possible to extend the number of times the special AT state is played compared to when the button press navigation is followed. For these reasons, in the aforementioned proportional configuration, there remains room for fraudulent activity, such as intentionally not following the button press navigation in the special AT state to increase the number of times the bonus lottery is executed.

[0175] Considering the above circumstances, this embodiment employs a configuration in which the bonus lottery is not performed in the special AT state. In this embodiment, for example, the aforementioned fraudulent activities can be suppressed compared to the proportional relationship described above.

[0176] However, if a rare or strong rare role is won within the winning area, the bonus is awarded with a higher probability compared to when other winning areas are won. For example, in games where a cherry is won, the probability of a bonus being awarded is high. Also, in games where a cherry is won, a cherry replay is displayed when the reels stop. However, in the special AT state described above, no bonus is awarded even if a cherry is won. With the above configuration, if a cherry replay is displayed when the reels stop in the special AT state (i.e., if it is detected that a cherry has been won), some players may feel that they have lost out, which can be inconvenient.

[0177] Considering the above circumstances, an avoidance flag is provided in this embodiment. This avoidance flag is ON in the special AT state and OFF in other payout states. Furthermore, when the avoidance flag is OFF, no stop operation order is instructed in games where a cherry is won, but when the avoidance flag is ON, right 1st is instructed in games where a cherry is won.

[0178] For example, if a cherry is won in a game where the avoidance flag is ON, the instruction animation X6 described later (see Figure 14(b)) will be executed. However, in this case, the instruction monitor 16 will not indicate the stop operation order. As mentioned above, if the stop operation is performed with the right 1st in a game where a cherry is won, a normal replay will be displayed instead of a cherry replay. With the above configuration, the above-mentioned inconvenience when a cherry replay is displayed as the stop is suppressed. It is also possible to configure the system so that the left 1st is instructed in a game where a cherry is won in some payout states where the avoidance flag is OFF (for example, the RUSH state). Furthermore, it is also possible to configure the system so that the avoidance flag is ON in states other than the special AT state (for example, the preparation state).

[0179] Figures 11(a), 11(b-1) to 11(b-3) are conceptual diagrams of each instruction determination table (X, Ya, Yb, Yc). In each game, the main control unit 101 determines an instruction number using the instruction determination table and displays instruction information ("1", "3" to "10") corresponding to that instruction number on the instruction monitor 16. The main control unit 101 also transmits a command (the second command, described later) indicating the instruction number determined in each game to the performance control board 300 (performance control unit 301).

[0180] Each instruction determination table includes instruction determination table X (Figure 11(a)) and instruction determination table Y (Figures 11(b-1) to 11(b-3)). Instruction determination table X is used to determine the instruction number for each game during the non-instruction period. Instruction determination table Y (Ya, Yb, Yc) is used to determine the instruction number for each game during the instruction period. As shown in Figure 11, each instruction determination table is composed of each instruction number for each winning area.

[0181] The instruction decision table Y includes instruction decision tables Ya, Yb, and Yc. Instruction decision table Ya is used during instruction mode a (RUSH state (non-hold period), challenge state) within the instruction period. Instruction decision table Yb is used during instruction mode b (introduction AT state, RUSH state (hold period), bonus state, special AT state, special AT state) within the instruction period, and instruction decision table Yc is used during instruction mode c (preparation state).

[0182] As shown in Figure 11(a), during the non-instruction period, regardless of which winning area is selected, instruction number "99" is determined. When instruction number "99" is determined, the instruction monitor 16 does not display instruction information. Specifically, when instruction number "99" is determined, the instruction monitor 16 displays the number "0" during the period in which instruction information is displayed. With this configuration, during the non-instruction period, the instruction monitor 16 does not provide instructions regarding the stopping operation method (stopping operation position, stopping operation sequence).

[0183] Figure 11(b-1) is a conceptual diagram of the instruction decision table Ya. As mentioned above, the instruction decision table Ya is used in instruction mode a. That is, the instruction decision table Ya is used in the RUSH state (non-hold period) and the challenge state.

[0184] As shown in Figure 11(b-1), in each game in instruction mode a, if Bell B1 or Bell B5 is won among Bell B, the main control unit 101 determines instruction number "07". When instruction number "07" is determined, the main control unit 101 displays the number "7" (hereinafter referred to as "instruction information "7") as instruction information on the instruction monitor 16. As described above, the correct button press order when Bell B1 or Bell B5 is won is "middle left left". In the above configuration, in a game where instruction information "7" is displayed, stopping the buttons in the middle 1st position is more advantageous than stopping them in any other order. Therefore, when instruction information "7" is displayed on the instruction monitor 16, the player should stop the buttons in the middle 1st position. The above configuration can also be rephrased as the player being instructed to stop the buttons in the middle 1st position by displaying instruction information "7". In each game in instruction mode a, if bell B2 or bell B6 is won (correct button press order is "middle, right, left"), instruction number "07" is determined, and instruction information "7" is displayed on the instruction monitor 16, similar to when bell B1 or bell B5 is won.

[0185] As shown in Figure 11(b-1), in each game in instruction mode a, if Bell B3 or Bell B7 is won among Bell B, the main control unit 101 determines instruction number "08". When instruction number "08" is determined, the main control unit 101 displays the number "8" (hereinafter referred to as "instruction information "8") as instruction information on the instruction monitor 16. As mentioned above, the correct button press order when Bell B3 or Bell B7 is won is "right, left, middle". In the above configuration, in a game where instruction information "8" is displayed, stopping with right 1st is more advantageous than stopping in any other order. Therefore, when instruction information "8" is displayed on the instruction monitor 16, the player should stop with right 1st. In each game in instruction mode a, if bell B4 or bell B8 is won (correct button press order is "right, middle, left"), instruction number "08" is determined and instruction information "8" is displayed on the instruction monitor 16, similar to when bell B3 or bell B7 is won.

[0186] As shown in Figure 11(b-1), in each game in instruction mode a, when a winning combination is achieved, the main control unit 101 may determine instruction number "09" or instruction number "99" (no instruction). Specifically, in RUSH mode, when a winning combination is achieved in a game, the "Aim for it" performance determination process is executed. If the "Aim for it" performance determination process is successful, instruction number "09" is determined, and instruction information "9" is displayed on the instruction monitor 16. As described above, if the "Aim for it" performance determination process is successful, the player will win a hold combination and be granted a hold period by "aiming for symbol position "3" on the left reel with the right first." Therefore, when instruction information "9" is displayed on the instruction monitor 16, the player should "aiming for symbol position "3" on the left reel with the right first." The above configuration can also be rephrased as indicating that the stopping operation "aiming for symbol position "3" on the left reel with the right first" is instructed by displaying instruction information "9."

[0187] As shown in Figure 11(b-1), if bell A (1-6) is won in instruction mode a, instruction number "00" is determined, and no instruction information is displayed on the instruction monitor 16. Also, in games where an area other than the above-mentioned winning areas (bells (A, B) and the timing-based winning combination) is won in instruction mode a, instruction number "00" is determined, and no instruction information is displayed on the instruction monitor 16.

[0188] By the way, in this embodiment, except for games in which Bell B is won, the expected value A is the same regardless of the order in which the buttons are pressed to stop the game. Specifically, in games in which Bell A is won, the probability of getting the correct button press order for the 7-bell combination is the same for each button press order (approximately 1 / 6). Taking these circumstances into consideration, in instruction mode a, even if the buttons are stopped with an irregular order in games in which no button press navigation is performed (games in which something other than Bell B is won), the aforementioned penalty flag will not be turned ON. Also, in instruction modes b and c, similar to instruction mode a, the 1-game high probability flag will not be turned OFF even if the buttons are stopped with an irregular order.

[0189] Figure 11(b-2) is a conceptual diagram of the instruction decision table Yb. As mentioned above, the instruction decision table Yb is used in instruction mode b. In other words, the instruction decision table Yb is used in the introductory AT state, RUSH state (hold period), bonus state, special AT state, and special AT state.

[0190] As shown in Figure 11(b-2), in each game in instruction mode b, if Bell A1 or Bell A2 is selected from Bell A, the main control unit 101 determines instruction number "01". When instruction number "01" is determined, the main control unit 101 displays the number "1" (hereinafter referred to as "instruction information "1") as instruction information on the instruction monitor 16. As described above, the correct button press order when Bell A1 or Bell A2 is selected is left 1st. In the above configuration, in a game where instruction information "1" is displayed, stopping with left 1st is more advantageous than stopping in any other order. Therefore, when instruction information "1" is displayed on the instruction monitor 16, the player should stop with left 1st. The above configuration can also be rephrased as the player being instructed to stop with left 1st by displaying instruction information "1".

[0191] In each game in instruction mode b, if Bell A3 is selected from Bell A, the main control unit 101 determines instruction number "03". When instruction number "03" is determined, the main control unit 101 displays the number "3" (hereinafter referred to as "instruction information "3") as instruction information on the instruction monitor 16. As mentioned above, the correct button press order when Bell A3 is selected is "middle left left". In the above configuration, in a game where instruction information "3" is displayed, stopping the buttons in the order "middle left left" is more advantageous than stopping them in any other order. Therefore, when instruction information "3" is displayed on the instruction monitor 16, the player should stop the buttons in the order "middle left left". The above configuration can also be rephrased as the player being instructed to stop the buttons in the order "middle left left" by displaying instruction information "3".

[0192] In each game in instruction mode b, if Bell A4 is selected from Bell A, the main control unit 101 determines instruction number "04". When instruction number "04" is determined, the main control unit 101 displays the number "4" (hereinafter referred to as "instruction information "4") as instruction information on the instruction monitor 16. As mentioned above, the correct button press order when Bell A4 is selected is "middle, right, left". In the above configuration, in a game where instruction information "4" is displayed, stopping the buttons in the order "middle, right, left" is more advantageous than stopping them in any other order. Therefore, when instruction information "4" is displayed on the instruction monitor 16, the player should stop the buttons in the order "middle, right, left". The above configuration can also be rephrased as the player being instructed to stop the buttons in the order "middle, right, left" by displaying instruction information "4".

[0193] In each game in instruction mode b, if Bell A5 is selected from Bell A, the main control unit 101 determines instruction number "05". When instruction number "05" is determined, the main control unit 101 displays the number "5" (hereinafter referred to as "instruction information "5") as instruction information on the instruction monitor 16. As mentioned above, the correct button press order when Bell A5 is selected is "right, left, middle". In the above configuration, in a game where instruction information "5" is displayed, stopping the buttons in the order "right, left, middle" is more advantageous than stopping them in any other order. Therefore, when instruction information "5" is displayed on the instruction monitor 16, the player should stop the buttons in the order "right, left, middle". The above configuration can also be rephrased as the player being instructed to stop the buttons in the order "right, left, middle" by displaying instruction information "5".

[0194] In each game in instruction mode b, if Bell A6 is selected from Bell A, the main control unit 101 determines instruction number "06". When instruction number "06" is determined, the main control unit 101 displays the number "6" (hereinafter referred to as "instruction information "6"") as instruction information on the instruction monitor 16. As mentioned above, the correct button press order when Bell A6 is selected is "right, middle, left". In the above configuration, in a game where instruction information "6" is displayed, stopping the buttons in the order "right, middle, left" is more advantageous than stopping them in any other order. Therefore, when instruction information "6" is displayed on the instruction monitor 16, the player should stop the buttons in the order "right, middle, left". The above configuration can also be rephrased as the player being instructed to stop the buttons in the order "right, middle, left" by displaying instruction information "6".

[0195] In each game in instruction mode b, if Bell B1 or Bell B5 is selected from Bell B, the main control unit 101 determines instruction number "03" and displays instruction number "3" (center left left) on the instruction monitor 16. Also, in each game in instruction mode b, if Bell B2 or Bell B6 is selected from Bell B, the main control unit 101 determines instruction number "04" and displays instruction number "4" (center right left) on the instruction monitor 16. In each game in instruction mode b, if Bell B3 or Bell B7 is selected from Bell B, the main control unit 101 determines instruction number "05" and displays instruction number "5" (right left center) on the instruction monitor 16. In each game in instruction mode b, if Bell B4 or Bell B8 is selected from Bell B, the main control unit 101 determines instruction number "06" and displays instruction number "6" (right center left) on the instruction monitor 16. In the above configuration, when Bell B is won in instruction mode b, the correct button press order for the 13-bell combination is instructed.

[0196] As mentioned above, a hold period may be provided during RUSH mode. The hold period in RUSH mode is instruction mode b, and instruction determination table Yb is referenced. Also, during the hold period in RUSH mode, the "Aim" performance determination process is executed, just as during the non-hold period. In a game where a target reel combination is won during the hold period (instruction mode b), if the "Aim" performance Z is won, instruction number "09" is determined. On the other hand, if the "Aim" performance Z is not won during the "Aim" performance determination process, instruction number "99" is determined. In a game where something other than a bell (A, B) or a target reel combination is won in instruction mode b, instruction number "00" is determined, and no instruction information is displayed on the instruction monitor 16.

[0197] Figure 11(b-3) is a conceptual diagram of the instruction decision table Yc. As mentioned above, the instruction decision table Yc is used in instruction mode c. That is, the instruction decision table Yc is used in the preparation state. As shown in Figure 11(b-3), when bell A (1-6) is won in each game of instruction mode c, instruction information "1", "2" to "6" is displayed, just as when bell A (1-6) is won in each game of instruction mode b, and the correct button press order for the 7-bell combination is indicated.

[0198] As shown in Figure 11(b-3), when Bell B (1-8) is won in instruction mode c, instruction number "10" is determined, and the number "10" (hereinafter referred to as "instruction number "10") is displayed on the instruction monitor 16. In a game in which Bell B (1-8) is won, a 1-coin payout is possible when the reels are stopped with the left button 1st, and a 13-coin bell payout is possible when the reels are stopped with an irregular button press order. In other words, in a game in which Bell B (1-8) is won, the expected value of winnings (expected value of payout) is greater when the reels are stopped with an irregular button press order than when the reels are stopped with the left button 1st. In addition, the preparation state of instruction mode c can be transitioned to the introduction AT state by stopping the reels with an irregular button press order in a game in which Bell B is won.

[0199] In the above configuration, when instruction information "10" is displayed on the instruction monitor 16, the player performs a stop operation in an irregular button press sequence. The above configuration can also be rephrased as the player being instructed to perform a stop operation in an irregular button press sequence by displaying instruction information "10". In a game where anything other than a bell (A, B) is won in instruction mode c, instruction number "00" is determined, and no instruction information is displayed on the instruction monitor 16.

[0200] Figure 12 is a diagram illustrating the commands (first command, second command) transmitted from the main control unit 101 to the performance control unit 301. As shown in Figure 12, the main control unit 101 transmits a first command ("A00", etc.) to the performance control unit 301 depending on the winning area. For example, if the winning area for this game is a miss, the main control unit 101 transmits the command "A00" to the performance control unit 301. Also, if replay A is won, the main control unit 101 transmits the command "A01".

[0201] As can be seen from Figure 12, each winning area is, in principle, provided with one first command corresponding to that winning area. In other words, there is a one-to-one correspondence between the winning area and the first command. Therefore, when the first command is received by the performance control unit 301, the winning area can be identified from the first command. Thus, the performance control unit 301 can determine the performance corresponding to the winning area that corresponds to the first command.

[0202] However, as shown in Figure 12, in games where a bell (A, B) or a timing-based win is achieved, the first command "A13" is sent in common (the first commands are grouped). Therefore, it is not possible to determine from the first command "A13" whether a bell (A, B) or a timing-based win was achieved. With the above configuration, it is not possible to determine a favorable stopping sequence (for example, the correct button press order) from the first command.

[0203] In addition to the first command, the main control unit 101 sends a second command ("B01", etc.) corresponding to the instruction number (instruction information) for the current game to the performance control unit 301. Specifically, if instruction number "99" (no instruction) is determined for the current game, the main control unit 101 sends the command "B99" to the performance control unit 301, as shown in Figure 12. As mentioned above, instruction number "99" is determined for each game during the non-instruction period. Therefore, during the non-instruction period, the command "B99" is sent regardless of the winning area.

[0204] As shown in Figure 12, in instruction mode a during the instruction period, the main control unit 101 determines instruction number "0" and transmits the second command "B99" in games in which bell A (1-6) is won. In instruction mode a as described above, in games in which bell A is won, the correct button press order for the 7-bell combination is not instructed.

[0205] On the other hand, in instruction mode a, if bells B1 and B2 (correct button press order is "middle left left") or bells B5 and B6 (correct button press order is "middle right left") are won, the second command "B07" corresponding to instruction number "7" (middle 1st) is sent. In instruction mode a, if bells B3 and B4 (correct button press order is "right left middle") or bells B7 and B8 (correct button press order is "right middle left") are won, the second command "B08" corresponding to instruction number "8" (right 1st) is sent. Also, in instruction mode a, if a target-pressing role is won and the "Aim" performance determination process is won, instruction number "9" is determined and the second command "B09" is sent. On the other hand, if the "Aim" performance determination process is a miss, instruction number "0" is determined and the second command "B99" is sent.

[0206] As shown in Figure 12, in instruction mode b or instruction mode c, when bells A1 and A2 (correct button press order is "left 1st") are won, the second command "B01" corresponding to instruction information "1" (left 1st) is transmitted. Also, in instruction mode b or instruction mode c, when bells A3, B1, or B5 (correct button press order is "middle left left") are won, the second command "B03" corresponding to instruction information "3" (middle left left) is transmitted. In instruction mode b or instruction mode c, when bells A4, B2, or B6 (correct button press order is "middle right left") are won, the second command "B04" corresponding to instruction information "4" (middle right left) is transmitted. In instruction mode b or instruction mode c, when bells A5, B3, or B7 (correct button press order is "right left middle") are won, the second command "B05" corresponding to instruction information "5" (right left middle) is transmitted. In instruction mode b or instruction mode c, if bell A6, bell B4, or bell B8 (correct button press order is "right, middle, left") is selected, the second command "B06" corresponding to instruction information "6" (right, middle, left) is transmitted.

[0207] During the hold period of the RUSH state (instruction mode b), if a target stop is won in a game and the target performance determination process is also won, instruction number "9" is determined and the second command "B09" is sent. On the other hand, if the target performance determination process is a miss, instruction number "0" is determined and the second command "B99" is sent. As shown in Figure 12, in instruction mode c, if bell B (1-8) is won, instruction number "10" is determined and the second command "B10" is sent. As mentioned above, an irregular button press order is instructed by instruction number "10". If bell B is won in the preparation state of instruction mode c, and the stop operation is performed with an irregular button press order, the preparation state ends and the game transitions to the introduction AT state.

[0208] The main control unit 101 calculates various game information (consecutive win ratio, bonus round ratio, most recent consecutive win ratio, most recent bonus round ratio, bonus round ratio including instructions, bonus game ratio) according to the progress of the game, and displays information corresponding to the game information on the performance monitor 40. In order to calculate the above game information, the main control unit 101 counts the number of games played during the period from when the power is first turned on to the game machine 1 until the number of games played reaches 175,000 (hereinafter referred to as the "total game counting period").

[0209] Figure 13(a) is a diagram illustrating the memory areas (G1 to G3, g1, g2) of the RAM 104. Each of these memory areas is provided to store the aforementioned game information (such as the winning combination ratio), and includes memory areas G1, G2, G3, G4, g1, and g2. For example, each memory area can store 1 byte of information.

[0210] For explanatory purposes, the period during which the so-called "Type 1 Special Prize Continuous Activation Device" is in operation may be simply referred to as "During the 1st Prize Consecutive Activation Period." Similarly, the period during which the so-called "Type 2 Special Prize Continuous Activation Device" is in operation may be simply referred to as "During the 2nd Prize Consecutive Activation Period." Both the 1st Prize Consecutive Activation Period and the 2nd Prize Consecutive Activation Period end after a predetermined amount of game value is paid out. In addition, the period during which the so-called "Type 1 Special Prize" is in operation may be simply referred to as "During the 1st Prize," and the period during which the so-called "Type 2 Special Prize" is in operation may be simply referred to as "During the 2nd Prize." The 1st Prize Consecutive Activation Period ends after 8 games, and the 2nd Prize Consecutive Activation Period ends after 1 game. In addition, the period during which the so-called "Normal Prize" is in operation may be referred to as "During the Normal Prize." The Normal Prize Consecutive Activation Period ends after 1 game.

[0211] In this embodiment, the bonus activation state is the first bonus combination, and all games are in the first bonus combination state. A "general first bonus combination" state may also be included within the first bonus combination state. In the general first bonus combination state, the winning combination that activates the first type special bonus (RB combination) is more likely to be won compared to other game states. Furthermore, if a second bonus combination state is included, a "general second bonus combination" state may also be included within the second bonus combination state. In the general second bonus combination state, the winning combination that activates the second type special bonus (CB combination) is more likely to be won compared to other game states.

[0212] The consecutive win ratio is the proportion of the total amount of game value acquired from the initial power-on to the present (hereinafter referred to as the "total game value A") that is accounted for by the amount of game value acquired during the first bonus round (including the first bonus round within the first bonus round) (hereinafter referred to as the "consecutive win game value B"). (Consecutive win ratio = B / A). In this embodiment, the consecutive win game value B is the amount of game value acquired during the bonus activation state (during the first bonus round within the first bonus round). As shown in Figure 13(a), the consecutive win ratio is stored in memory area G1.

[0213] The main control unit 101 calculates the winning combination ratio every 400 games and stores the calculation result in the memory area G1. If the calculation result includes a decimal part, the main control unit 101 truncates the decimal part and stores only the integer part as the winning combination ratio in the memory area G1.

[0214] The bonus payout ratio is the proportion of the total number of game values ​​A that is accounted for by the sum of the number of game values ​​obtained in the first bonus payout, the second bonus payout, and the regular bonus payout (hereinafter referred to as "bonus game value C") (bonus payout ratio = C / A). As shown in Figure 13, the bonus payout ratio is stored in memory area G2. In this embodiment, the bonus game value C is the quantity of game value obtained in the first bonus payout (bonus activated state), as there are no bonus payouts in the second bonus payout or the regular bonus payout.

[0215] The main control unit 101 calculates the prize ratio every 400 games and stores the calculation result in the memory area G2. If the calculation result includes a decimal part, the main control unit 101 truncates the decimal part and stores only the integer part as the prize ratio in the memory area G2. The prize ratio including instructions is the ratio of the total game value (C+D) of the sum of the total number of game values ​​obtained in the game instructed by the instruction monitor 16 (hereinafter referred to as "instructed game value D") and the prize game value C to the total number of game values ​​A (instructed prize ratio = (C+D) / A). In this embodiment, even if the player makes a mistake in pressing the buttons in a game instructed by the instruction monitor 16, a 1-coin prize may still be displayed. In this case, the value "1" is added to the instructed game value D.

[0216] The main control unit 101 calculates the ratio of the bonus item with instructions every 400 games and stores the calculation result in the memory area G3. If the calculation result includes a decimal part, the main control unit 101 truncates the decimal part and stores only the integer part as the ratio of the bonus item with instructions in the memory area G3.

[0217] The recent winning streak ratio is the ratio of the amount of game value acquired during the first bonus round (including the first bonus round within the first bonus round) to the total amount of game value acquired during the most recent 6000 games (hereinafter referred to as "recent total game value a") (hereinafter referred to as "recent winning streak game value b"). In this embodiment, the recent winning streak game value b is the amount of game value acquired during the bonus activation state (during the first bonus round within the first bonus round) in the most recent 6000 games. As shown in Figure 13(a), the recent winning streak ratio is stored in memory area g1. Note that if the number of games played during the total game period is 6000 or less, the winning streak ratio and the recent winning streak ratio are the same (B / A = b / a).

[0218] The main control unit 101 calculates the most recent winning combination ratio every 400 games and stores the calculation result in the memory area g1. If the calculation result includes a decimal part, the main control unit 101 truncates the decimal part and stores only the integer part as the most recent winning combination ratio in the memory area g1.

[0219] The most recent bonus ratio is the proportion of the total most recent game value a that is accounted for by the sum of the game value obtained in the first bonus, second bonus, and normal bonus (hereinafter referred to as "bonus game value c") (bonus ratio = c / a). In this embodiment, since there are no bonuses in the second bonus and normal bonus, the bonus game value c is the amount of game value obtained in the first bonus (bonus activated state) in the most recent 6000 games. As shown in Figure 13(a), the most recent bonus ratio is stored in memory area g2. Note that if the number of games played during the total game period is 6000 or less, the bonus ratio and the most recent bonus ratio are the same (C / A = c / a).

[0220] The main control unit 101 calculates the most recent prize ratio every 400 games and stores the calculation result in the memory area g2. If the calculation result includes a decimal part, the main control unit 101 truncates the decimal part and stores only the integer part as the most recent prize ratio in the memory area g2.

[0221] The bonus game ratio is the proportion of the total number of games E during the total game period that is accounted for by the number of bonus games F, which is the sum of the number of games played during the first bonus round (including the first bonus feature), the second bonus round (including the second bonus feature), the first bonus feature (excluding the first bonus round), the second bonus feature (excluding the second bonus round), and the normal bonus feature (bonus game ratio = F / E). In this embodiment, the number of bonus games F is the total number of games played when the bonus is activated.

[0222] As shown in Figure 13(a), the bonus game ratio is stored in memory area G4. The main control unit 101 calculates the bonus game ratio for each game and stores the calculation result in memory area G4. If the calculation result includes a decimal part, the main control unit 101 truncates the decimal part and stores only the integer part as the bonus game ratio in memory area G4.

[0223] The total game value A, consecutive game value B, special feature game value C, instructed game value D, total number of games E, bonus game count F, recent total game value a, recent consecutive game value b, and special feature game value c are stored separately in dedicated counters provided in RAM 104 and added at each of the aforementioned triggers. For example, when game value is assigned to each game in which an instruction is executed, the instructed game value D is added. Also, when game value is assigned while a bonus is active, the special feature game value C is added. Furthermore, when a game medium is assigned to each game, the total game value A is added regardless of whether or not there is an instruction for the stopping operation order.

[0224] In this embodiment, when the total number of games played E reaches 175,000, the updates of the consecutive win ratio, the bonus game ratio, the bonus game ratio including instructions, and the bonus game ratio are stopped. On the other hand, the most recent consecutive win ratio and the most recent bonus game ratio are updated even after the total number of games played E reaches 175,000.

[0225] Figure 13(b-1) is a schematic diagram of the performance monitor 40 that displays the display information HA. When the display information HA is displayed, the string "6A" corresponding to the linked ratio is displayed on the first display unit 40X of the performance monitor 40, and the current value of the memory area G1 (magnitude of the linked ratio) is displayed on the second display unit 40Y.

[0226] Furthermore, when displaying information HA, if the percentage information in the second display unit 40Y is 60 or greater (G1≧60), the second display unit 40Y will flash to display the percentage information. Also, when displaying information HA, if the total number of games played during the game period is less than 17,500, the first display unit 40X will flash to display the identification information.

[0227] Figure 13(b-2) is a schematic diagram of the performance monitor 40 that displays the display information HB. When the display information HB is displayed, the string "7A" corresponding to the bonus ratio is displayed in the first display unit 40X of the performance monitor 40, and the current value of the memory area G2 is displayed in the second display unit 40Y.

[0228] Furthermore, when displaying information HB, if the percentage information in the second display unit 40Y is 70 or greater (G2≧70), the second display unit 40Y will flash to display the percentage information. Also, when displaying information HB, if the total number of games played during the game period is less than 17,500, the first display unit 40X will flash to display the identification information.

[0229] Figure 13(b-3) is a schematic diagram of the performance monitor 40 that displays display information HC. When display information HC is displayed, the first display unit 40X of the performance monitor 40 displays the string "7P" corresponding to the instruction-included bonus ratio, and the second display unit 40Y displays the current value of the memory area G3.

[0230] Furthermore, when displaying information HC, if the percentage information in the second display unit 40Y is 70 or greater (G3≧70), the second display unit 40Y will flash to display the percentage information. Also, when displaying information HC, if the total number of games played during the game period is less than 175,000 (E<175,000), the first display unit 40X will flash to display the identification information.

[0231] Figure 13(b-4) is a schematic diagram of the performance monitor 40 that displays the display information HD. When the display information HD is displayed, the string "6Y" corresponding to the most recent linked ratio is displayed on the first display unit 40X of the performance monitor 40, and the current value of the memory area g1 is displayed on the second display unit 40Y.

[0232] Furthermore, when displaying the display information HD, if the percentage information of the second display unit 40Y is 60 or greater (g1≧60), the second display unit 40Y will flash to display the percentage information. Also, when displaying the display information HD, if the number of games played during the total game period is less than 6000, the first display unit 40X will flash to display the identification information.

[0233] Figure 13(b-5) is a schematic diagram of the performance monitor 40 that displays the display information HE. When the display information HE is displayed, the string "7Y" corresponding to the most recent prize ratio is displayed in the first display unit 40X of the performance monitor 40, and the current value of the memory area g2 is displayed in the second display unit 40Y.

[0234] When displaying display information HE, if the percentage information in the second display unit 40Y is 70 or greater (g2≧70), the second display unit 40Y will flash to display the percentage information. Also, when displaying display information HE, if the number of games played during the total game period is less than 6000, the first display unit 40X will flash to display the identification information.

[0235] Figure 13(b-6) is a schematic diagram of the performance monitor 40 that displays the display information HF. When the display information HF is displayed, the string "5F" corresponding to the bonus game ratio is displayed on the first display unit 40X of the performance monitor 40, and the current value of the memory area G4 is displayed on the second display unit 40Y.

[0236] When displaying information HF, if the percentage information in the second display unit 40Y is 50 or greater (G4≧50), the second display unit 40Y will flash to display the percentage information. Also, when displaying information HF, if the total number of games played during the game period is less than 175,000, the first display unit 40X will flash to display the identification information.

[0237] As described above, each of the above display information is displayed in rotation at predetermined time intervals (approximately 5 seconds). Specifically, when the power is turned on, the performance monitor 40 displays a test pattern for approximately 5 seconds. In this test pattern, all segments of the performance monitor 40 are displayed blinking. After that, the performance monitor 40 displays each of the display information for approximately 5 seconds in the following order: display information HC, display information HD, display information HE, display information HA, display information HB, and display information HF. After displaying display information HF, the display information is repeated from the beginning (starting with display information HC).

[0238] Furthermore, the performance monitor 40 may be configured to display a test pattern not only during the period immediately after power-on, but also during other periods. For example, the performance monitor 40 may be configured to display a test pattern during the period when the setting value can be changed. Alternatively, the performance monitor 40 may be configured to display a test pattern during the period when the setting value can be checked. Furthermore, the test pattern may differ between the period immediately after power-on and other periods.

[0239] The following describes the various types of data stored in the performance control board 300 using diagrams. The performance control board 300 stores various types of data, including the instruction performance decision table.

[0240] When the performance control unit 301 of the performance control board 300 receives a second command (other than B99 (no instruction)) indicating an instruction number (instruction information), it determines one of the instruction performances using the instruction performance determination table. If an instruction performance is determined, the performance control unit 301 displays each image of that instruction performance on the liquid crystal display device 30.

[0241] Figures 14(a) to (c) are conceptual diagrams of the instruction and performance determination table. The performance control unit 301 determines one of the instruction and performances using the instruction and performance determination table based on commands (first command, second command) from the main control unit 101. The instruction and performance is a performance designed to allow the player to play the game in a favorable stop operation sequence. In this embodiment, in addition to (and in parallel with) the instruction and performances, notification performances such as those for notifying the winning area won in the current game may be executed.

[0242] As shown in Figures 14(a) to (c), an instruction and performance decision table is provided for each instruction mode (a to c). Figure 14(a) is a conceptual diagram of the instruction and performance decision table in instruction mode a. Figure 14(b) is a conceptual diagram of the instruction and performance decision table in instruction mode b. Figure 14(c) is a conceptual diagram of the instruction and performance decision table in instruction mode c.

[0243] As shown in Figure 14(a), in instruction mode a, when the performance control unit 301 receives a combination of the first command "A13" (bell A, bell B) and the second command "B99", "B07", "B08", or "B09", instruction performance Y(1, 2) which instructs the stop operation sequence corresponding to the second command may be executed. For example, in a game where bell A is won among bells (A, B), the combination of the first command "A13" and the second command "B99" is received. In the above game, the instruction performance is not executed.

[0244] On the other hand, in a game where Bell B is won, for example, there are two cases: when the combination of the first command "A13" and the second command "B07" is received (when Bells B1, 2, 5, or 6 are won), and when the combination of the first command "A13" and the second command "B08" is received (when Bells B3, 4, 7, or 8 are won). In a game where the second command "B07" is received, instruction animation Y1, which instructs "Middle 1st," is executed. In a game where the second command "B08" is received, instruction animation Y2, which instructs "Right 1st," is executed.

[0245] If the combination of the first command "A13" and the second command "B09" is received (i.e., if the player wins the "Aim" performance determination process in a game where the player is aiming for the target), the "Aim" performance Z is executed. In the "Aim" performance Z described above, the player is instructed to press the right button first and aim for the symbol position "3" on the left reel. On the other hand, if the "Aim" performance determination process is unsuccessful, the combination of the first command "A13" and the second command "B99" is received, and the instruction performance is not executed.

[0246] As shown in Figure 14(b), in instruction mode b, when the performance control unit 301 receives a combination of the first command "A13" (bell A, bell B) and the second commands "B01" to "B06", instruction performance X(1-6) is executed, which instructs the stop operation sequence corresponding to the second command.

[0247] For example, when the combination of the first command "A13" and the second command "B01" (left 1st) is received by the performance control unit 301, instruction performance X1, which instructs "left 1st", is executed. Similarly, when the combination of the first command "A13" and the second command "B03" (center left right) is received by the performance control unit 301, instruction performance X3, which instructs "center left left", is executed. Likewise, when the combination of the first command "A13" and the second command "B04" (center right left) is received by the performance control unit 301, instruction performance X4, which instructs "center right left", is executed. When the combination of the first command "A13" and the second command "B05" (right left center) is received by the performance control unit 301, instruction performance X5, which instructs "right left center", is executed. When the combination of the first command "A13" and the second command "B06" (right center left) is received by the performance control unit 301, instruction performance X6, which instructs "right center left", is executed. In the above configuration, when Bell A is won, the correct button press order for the 7-bell combination is indicated by instruction animation X (1, ​​3-6). Also, when Bell B is won, the correct button press order for the 13-bell combination is indicated by instruction animation X (3-6).

[0248] As shown in Figure 14(a), in instruction mode c, when the performance control unit 301 receives a combination of the first command "A13" (bell A, bell B) and the second commands "B01" to "B06" and "B10", an instruction performance (X1 to X6, H) is executed that instructs the stop operation sequence corresponding to the second command.

[0249] For example, in instruction mode c, when Bell A is won in a game, the combination of the first command "A13" and the second commands "B01" to "B06" is received. In instruction mode c, as with instruction mode b described above, when Bell A is won in a game, instruction animation X (1, ​​3~6) is executed to instruct the correct button press order for the 7-bell combination. Also, when the combination of the first command "A13" and the second command "B10" (irregular button press order) is received by the animation control unit 301, instruction animation H which instructs the irregular button press order is executed.

[0250] In the instruction display of this embodiment, the stopping operation sequence (such as the correct button press order) is indicated by an instruction image. This instruction image is displayed on the liquid crystal display device 30 when the game start operation is received. Specifically, regardless of whether there is a wait period, the instruction image is displayed approximately simultaneously with the time the game start operation is received. The instruction monitor 16 displays instruction information from the time when each reel 12 starts accelerating to rotate at a steady rate. In other words, in games with a wait period, the instruction monitor 16 starts displaying instruction information when the wait period ends.

[0251] Figures 15(a) to (d) illustrate specific examples of the card selection animation. The card selection animation is performed when the special bonus lottery mentioned above is won during the RUSH state. As will be explained in detail below, the card selection animation may award additional games during the RUSH state.

[0252] Figure 15(a) is a diagram illustrating a specific example of a series of periods in the card selection sequence. In this embodiment, the card selection sequence is performed over two games. For the purposes of this explanation, the first game of the card selection sequence will be referred to as the "card presentation game," and the second game of the card selection sequence will be referred to as the "card decision game."

[0253] In the specific example shown in Figure 15(a), we assume that at time t1, the card presentation game is started by operating the start lever 24. In the card presentation game described above, card images Gc(x~y) corresponding to each reel 12 are displayed (see Figure 16(a) below). Specifically, in the card presentation game, the number of additional games corresponding to the left reel 12L, the number of additional games corresponding to the middle reel 12C, and the number of additional games corresponding to the right reel 12R are determined. In addition, according to the number of additional games corresponding to each reel 12, the card image Gc corresponding to that reel 12 is determined and displayed in the position corresponding to that reel 12. In the specific example shown in Figure 15(a), we assume that the card presentation game ends at time t2 (the non-game period in which non-game processing is executed begins). As will be explained in detail using Figure 16, even during the non-game period after the card presentation game has ended, each card image Gc corresponding to each reel 12 continues to be displayed.

[0254] In the specific example shown in Figure 15(a), we assume that the card selection game is started at time t3, which is after time t2, by operating the start lever 24. In the card selection game, one of the reels 12 is determined to be the "selected reel" according to the winning area won in that game. In addition, the player is given the number of bonus games corresponding to the reel 12 that has been determined to be the selected reel (the number of bonus games set in the previous card presentation game).

[0255] The reel selection game described above includes a reel animation period during which the selected reel 12 is announced. During this reel animation period, each reel 12 is controlled in a predetermined manner, and the stop operation to display the symbol combination as a result of the game is disabled. After the reel animation period ends, each reel 12 starts to accelerate to rotate at a steady rate, and once each reel 12 is rotating at a steady rate, the stop operation becomes valid. Specifically, as shown in Figure 15(a), the reel animation period begins from the time t3 when the reel selection game is started.

[0256] As mentioned above, if the time from when each reel 12 began accelerating to achieve steady rotation in the previous game to the start of the current game is less than approximately 4.1 seconds, the wait period will begin from the start of the current game. However, if a reel animation period is included in the current game, the reel animation period will begin immediately from the start of the current game, even if the time from when each reel 12 began accelerating to achieve steady rotation in the previous game to the start of the current game is less than approximately 4.1 seconds.

[0257] As shown in Figure 15(a), the reel animation period consists of a reverse rotation period and a notification period. Specifically, within the reel animation period, the reverse rotation period is from the time t3 when the game start operation is performed until time t4, after a predetermined time (for example, about 3 seconds) has elapsed (see Figure 16(c) described later). The notification period is from the end of the reverse rotation period until time t5, after a predetermined time (for example, about 2 seconds) has elapsed. During the above notification period, the reel 12 that has been determined as the selected reel is announced.

[0258] As the notification period ends, the reel animation period also ends, and each reel 12 begins to accelerate to rotate at a steady rate. In the specific example shown in Figure 15(a), it is assumed that at time t6, which is after time t5 when the reel animation period (notification period) ends, all reels 12 are displayed as stopped, and the card selection game has ended. Note that the card selection animation may be executed repeatedly over multiple sets.

[0259] In the card selection sequence described above, the player is awarded the number of additional games corresponding to the selected reel determined in the card selection game (second game), out of the number of additional games determined for each reel 12 in the card presentation game (first game). In other words, only one of the three number of additional games determined in the card presentation game is awarded to the player. As will be explained in detail below, the number of additional games corresponding to each reel 12 in the card selection sequence is determined using the card scenario determination table (see Figure 15(b)) and the additional game lottery table (see Figure 15(c)).

[0260] FIG. 15(b) is a conceptual diagram of a specific example of the card scenario determination table. As shown in FIG. 15(b), the card scenario determination table defines each lottery value of each card scenario (1 to 12) for each winning area (others, rare combination, strong rare combination). The main control unit 101 determines one of the card scenarios with a probability corresponding to the winning area in the card presentation game.

[0261] Note that the "strong rare combination" in FIG. 15(b) is a general term for "strong chance (A to E)" and "strong cherry" among the winning areas. Also, the "rare combination" is a general term for "weak chance (A, B)" and "cherry" among the winning areas. "Others" in FIG. 15(b) is a general term for winning areas other than "strong rare combination" and "rare combination" (for example, bell A1).

[0262] As shown in FIG. 15(a), the card scenarios are provided from card scenario 1 to card scenario 12. The above card scenarios become more advantageous for the player in the order of card scenario 1 → card scenario 2 →... card scenario 11 → card scenario 12. In the card presentation game of this embodiment, when a "rare combination" is won, a more advantageous card scenario is more likely to be determined compared to when a winning area of "others" (including replay A to D) is won. Also, when a "strong rare combination" is won, a more advantageous card scenario is more likely to be determined compared to when a winning area of "rare combination" is won.

[0263] However, in the game where replay A to D are won, whether to execute the chance navigation effect is determined by lottery. In the above chance navigation effect, the pressing order in which the above chance replay stops being displayed is instructed (however, the instruction monitor 16 does not operate). Also, when the chance navigation effect is executed, the card scenario is determined with the same probability as when a rare combination is won. Note that even if the stop operation is not executed in the order instructed by the chance navigation effect (even if there is a mistake in the pressing order), the card scenario is determined with the same probability as when a rare combination is won.

[0264] When the card presentation game (the first game of the card selection effect) starts, the main control unit 101 determines the additional game numbers corresponding to each reel 12 using the determined card scenario. Specifically, as shown in FIG. 15(b), each card scenario defines each lottery type (strong, weak, pinch) set for each reel 12 (L, C, R). For example, assume that the card scenario "3" is determined. In this case, the lottery type "weak" is set for the left reel 12L, the lottery type "strong" is set for the middle reel 12C, and the lottery type "pinch" is set for the right reel 12R.

[0265] For the reel 12 with the lottery type "weak" among the lottery types, the additional game number corresponding to the reel 12 is determined. Similarly, for the reel 12 with the lottery type "strong" set, the additional game number corresponding to the reel 12 is determined. However, the additional game number of the reel 12 with the lottery type "strong" is likely to be larger than the additional game number of the reel 12 with the lottery type "weak" (see FIG. 15(c) described later). When the reel 12 with the lottery type "weak" or "strong" set (the reel 12 for which the additional game number is determined) is determined as the selected reel in the card determination game (the second game of the card selection effect), the additional game number corresponding to the reel 12 is given, and the card selection effect continues to the next set.

[0266] On the other hand, when the reel 12 with the lottery type "pinch" among the lottery types is determined as the selected reel, the card selection effect may not continue to the next set. Specifically, when the card presentation game starts and the lottery type "pinch" is set, the end lottery described later is executed. In the above end lottery, it is determined by lottery whether to continue the card selection effect to the next set.

[0267] For example, when it is determined by the end lottery that the card selection effect is to be terminated, and in the subsequent card determination game, when the reel 12 with the lottery type "pinch" set is determined as the selected reel, the card selection effect will not continue in the next set. On the other hand, when it is determined by the end lottery that the card selection effect is to continue, even if the reel 12 with the lottery type "pinch" set is determined as the selected reel in the subsequent card determination game, the card selection effect will continue in the next set.

[0268] FIG. 15(c) is a conceptual diagram of the bonus game number lottery table. When the card presentation game is started, the main control unit 101 determines each bonus game number corresponding to each reel 12 using the bonus game number lottery table. Specifically, when the lottery type "weak" or the lottery type "strong" is set for the reel 12, the bonus game number corresponding to the reel 12 is determined using the bonus game lottery table. As described above, the bonus game number corresponding to the reel 12 with the lottery type "strong" is more likely to be larger than the bonus game number corresponding to the reel 12 with the lottery type "weak".

[0269] Specifically, when the lottery type of the reel 12 is "weak", the bonus game number "100 times" is determined with a probability of about 1 / 256, but the bonus game number "5 times" (the minimum value) is determined with a probability of about 255 / 256. On the other hand, when the lottery type of the reel 12 is "strong", compared with the case where the lottery type is "weak", the probability of determining the bonus game number "100 times" (about 3 / 256) is higher. Also, when the lottery type of the reel 12 is "strong", the bonus game number is 20 times or more, and "5 times" (the minimum value) is not determined.

[0270] FIG. 15(d) is a conceptual diagram of a specific example of the end lottery table. As described above, when the lottery type set for the reel 12 is "pinch", the main control unit 101 determines whether to end the card selection effect when the reel 12 is determined as the selected reel by the end lottery. The end lottery table is used in the above end lottery.

[0271] As shown in Figure 15(d), the termination lottery table defines each "termination" lottery value and each "continuation" lottery value for each continuation number (0, 1, 2...). The above continuation numbers indicate the number of times the card selection sequence continued to the next set. Specifically, in the first card selection sequence, the continuation number is "0". After that, the number "1" is added to the continuation number each time the card selection sequence continues. For example, in a card selection sequence with a continuation number of "1" (the second time), "continuation" is always determined in the termination lottery. Therefore, if the first set of the card selection sequence can be continued (if reel 12 of lottery type "weak" or "strong" is determined as the selected reel, or if the reel of lottery type "pinch" is determined as the selected reel but continuation is won in the termination lottery), the card selection sequence will continue to the third set.

[0272] Figures 16(a) to (f) are diagrams illustrating specific examples of each image in the card selection animation. The animation control unit 301 determines the card image Gc corresponding to each reel 12 in the card selection animation.

[0273] The above card image Gc includes card image Gcx, card image Gcy, and card image Gcz. Specifically, the card image Gc corresponding to reel 12 where the number of additional games has been determined (reel 12 where the lottery type is set to "weak" or "strong") will be either card image Gcx or card image Gcy. Of card image Gcx and card image Gcy, card image Gcx is more likely to be determined for reel 12 with a relatively large number of additional games (for example, 200 times). On the other hand, if the lottery type set for reel 12 is "pinch", the card image Gc corresponding to that reel 12 will be card image Gcz.

[0274] In the card selection animation, the card image Gc corresponding to each reel 12 is displayed at a position corresponding to that reel 12. Specifically, as explained in Figure 3, the LCD display device 30 screen is provided with a symbol display area where each symbol of the left reel 12L is displayed, a symbol display area where each symbol of the middle reel 12C is displayed, and a symbol display area where each symbol of the right reel 12R is displayed. Each card image Gc corresponding to each reel 12 is displayed at a position that includes the symbol display area where each symbol of that reel 12 is displayed. In addition, a pattern image Gt(x, y, z) is displayed on each card image Gc(x, y, z).

[0275] In Figures 16(a) to (f), white arrows indicate the fluctuating reels 12. Furthermore, as will be explained in detail later, reels 12 may be obscured by various images (card image Gc, occlusion image Gm). In Figures 16(a) to (f), parts of reels 12 not obscured by images are shown with solid lines, and parts obscured by images are shown with dashed lines. From the start of the card presentation game until just before all reels 12 are displayed stopped, each reel 12 is not obscured by an image. Specifically, the images located in the respective symbol display areas of each reel 12 become colorless and transparent. For the purposes of the following explanation, "making a specific image area colorless and transparent" may be described as "displaying that specific image area in a transparent state." Also, states other than transparent may be described as "opaque."

[0276] Figure 16(a) shows a simulated diagram of screen M that is displayed immediately after the start of the card presentation game (first game) in the card selection sequence. Immediately after the start of the card presentation game, a card image Gc different from the actually selected card image Gc may be displayed, and then it may switch to displaying the actually selected card image Gc.

[0277] Specifically, even if the card image Gc that is actually selected is card image Gcx (high chance of bonus payout), immediately after the card presentation game starts, card image Gcy (low chance of bonus payout) or card image Gcz (in danger of ending the game) may be displayed. Also, even if the card image Gc that is actually selected is card image Gcy (low chance of bonus payout), immediately after the card presentation game starts, card image Gcz (in danger of ending the game) may be displayed.

[0278] For example, in the specific examples in Figures 16(a) to (f), we assume that card image Gcx (high probability of bonus) is determined as the card image Gc corresponding to left reel 12L. However, immediately after the card selection animation begins, card image Gcy (low probability of bonus) is displayed instead of card image Gcx. In this case, triggered by a stop operation during card presentation gameplay, card image Gcy on left reel 12L switches (upgrades) to the actually determined card image Gcx and is displayed.

[0279] The trigger for the card image Gc to be upgraded (first stop operation to third stop operation) is determined, for example, by lottery. During the period when each reel 12 is displayed in a variable way during card presentation game, the string "Upgrade Chance" is displayed, for example. In the specific examples in Figures 16(a) to (f), it is assumed that card image Gcy is determined as the card image Gc corresponding to the middle reel 12C, and card image Gcz is determined as the card image Gc corresponding to the right reel 12R.

[0280] In the specific examples shown in Figures 16(a) to (f), we assume that bell A6 is won in the card presentation game. In this case, the instruction animation X6 described above is executed, and instruction images Gs indicating the order "right, middle, left" are displayed in the card presentation game (see Figure 16(a)). In the specific examples shown in Figures 16(a) to (f), we assume that the stopping operation is performed in the order instructed in the card presentation game, and the 7-bell combination is won.

[0281] Figure 16(b) shows screen M immediately after the card presentation game (first game) in the card selection sequence has finished (non-game period). As mentioned above, during the card presentation game, the entire symbol display area is displayed in a transparent state. On the other hand, as shown in Figure 16(b), when the card presentation game has finished (when the symbol combination is displayed in a stopped state), the card image Gc is displayed in an opaque state in the symbol display area.

[0282] However, in this embodiment, even during the period when the card image Gc is displayed in the pattern display area in an opaque state, the pattern display area where the pattern image Gt of the card image Gc is located is displayed in a transparent state. With the above configuration, even during the period when the card image Gc is displayed in the pattern display area in an opaque state, the player can see the pattern located behind the pattern image Gt. Note that the pattern image Gt in the card image Gc is displayed in a nearly static state until the card selection game (second game) begins.

[0283] Figure 16(c) shows a specific example of screen M immediately after the start of the card selection animation's card determination game (second game). As mentioned above, the reel animation period begins immediately after the start of the card determination game. The beginning of the reel animation period is a reverse rotation period (see Figure 15(a) above). Figure 16(c) shows the state of each reel 12 during the reverse rotation period. As shown in Figure 16(c), when the card determination game starts, each reel 12 rotates once in the reverse direction (upward direction) at a common speed slower than the normal rotation.

[0284] During the reverse rotation period, the card image Gc is displayed in an opaque state in the symbol display area (including the active lines), similar to the period after the card presentation game (first game) has ended. Specifically, the card image Gc is continuously displayed from the end of the card presentation game until the end of the reverse rotation period. This configuration improves the sense of unity in the card selection animation, which is performed over multiple (two) games.

[0285] However, in a configuration where the card image Gc is continuously displayed in the symbol display area during the period from the end of the card presentation game until the end of the reverse rotation period, it may be difficult to determine when each reel 12 started. Furthermore, it may be difficult to determine that each reel 12 is rotating in reverse. Considering these circumstances, in this embodiment, a configuration is adopted in which the pattern image Gt located in the symbol display area is made transparent even during the period when the card image Gc located in the symbol display area is displayed in an opaque state. With this configuration, the state of each reel 12 can be determined through the transparent pattern image Gt. Therefore, there is an advantage in that the above-mentioned inconveniences are suppressed.

[0286] Furthermore, during the reverse rotation period, each pattern image Gt of each card image Gc moves in the direction of rotation of the reel 12 and is displayed. In Figure 16(c), the direction of movement of each pattern image Gt is indicated by arrows. Specifically, both the pattern images Gt located inside the pattern display area (located in front of the reel 12) and the pattern images Gt located outside the pattern display area move with the rotation of the reel 12. Let's assume a configuration in which, during the reverse rotation period, the pattern images Gt move in a direction different from the direction of rotation of the reel 12 (for example, downwards). In the above configuration, some players may misinterpret the direction of rotation of the reel 12 during the reverse rotation period. According to this embodiment, the above inconvenience can be suppressed.

[0287] However, during the reel animation period, the pattern image Gt in the symbol display area may move in a direction different from that of the reels 12. Alternatively, during the reel animation period, the pattern symbol Gt in the symbol display area may move and be displayed while the symbols in the symbol display area remain almost stationary (vibrating) and continue to be displayed. During the reverse rotation period, each reel 12 stops after one rotation. In the above configuration, when the reverse rotation period ends, the symbol combination that was stopped and displayed in the previous game (card presentation game) will be stopped and displayed again (each reel 12 returns to its original position).

[0288] FIG. 16(d) is a simulation diagram of the screen M during the notification period in the revolving drum presentation period. As described above, during the revolving drum presentation period, when the reverse rotation period ends, the notification period starts. In the above notification period, the selected reel determined in the current card determination game is notified.

[0289] In the card determination game, the selected reel is determined according to the winning area. Specifically, when any of Bell A5, Bell A6, Bell B3, Bell B4, Bell B7, and Bell B8 in each winning area wins, either the order of middle 1st (middle left right, middle right left) becomes the correct pressing order. When each of the above winning areas wins in the card determination game, the middle reel 12C is determined as the selected reel.

[0290] Also, when any of Bell A3, Bell A4, Bell B1, Bell B2, Bell B5, and Bell B6 in each winning area wins, either the order of right 1st (right left middle, right middle left) becomes the correct pressing order. When each of the above winning areas wins in the card determination game, the right reel 12R is determined as the selected reel. In the above configuration, the probability that the middle reel 12C is determined as the selected reel and the probability that the right reel 12R is determined as the selected reel are substantially the same (17600 / 65536). When a winning area different from Bell A3 - A6 and Bell B1 - B8 (such as Replay A) wins in the card determination game, the left reel 12L is determined as the selected reel.

[0291] For example, in the specific example of FIG. 16(d), assume that in the card determination game, a bell combination (Bell A4 or Bell B2) with the correct pressing order of "middle right left" (middle 1st) wins. In the above case, the middle reel 12C among each reel 12 (L, C, R) is determined as the selected reel. As shown in FIG. 16(d), when the reverse rotation period ends, almost simultaneously with the start of the subsequent notification period, the card image Gc corresponding to the middle reel 12C (selected reel) (card image Gcy in the example of FIG. 16(d)) is left, and each card image Gc corresponding to the other reels 12 (L, R) becomes non - displayed.​​​Furthermore, after the notification period begins during the reel animation period, an instruction image Gs indicating the correct button press order is displayed. In the specific example in Figure 16, an instruction image Gs indicating the correct button press order "middle, right, left" is displayed. Note that if the winning area where the left reel 12L is determined as the selected reel is won in the card selection game, the stopping operation order may not be indicated (see Figure 11(b-2)). In the above cases, when the notification period begins, the card image Gc corresponding to the left reel 12L (selected reel) remains, the card images Gc corresponding to the other reels 12 (C, R) are hidden, and the instruction image Gs is not displayed.

[0293] As shown in Figure 16(d), during the notification period in the reel animation period, the selected reel rotates downward (in the same direction as the steady rotation), and the other reels 12 stop. Specifically, the selected reel rotates at approximately the same speed as the steady rotation. Also, as shown in Figure 16(d), during the notification period, the liquid crystal display device 30 executes an animation (result notification animation) in which the card image Gc corresponding to the selected reel is continuously displayed, and the other card images Gc are hidden.

[0294] Furthermore, during the notification period, the symbol display area where each symbol of the selected reel is displayed is shown in a transparent state. On the other hand, during the notification period, the symbol display area where each symbol of each reel 12 other than the selected reel is displayed in an opaque state. Specifically, as shown in Figure 16(d), when the notification period begins, an occlusion image Gm is displayed. This occlusion image Gm is displayed in a position that covers almost the entire area where each card image Gc corresponding to each reel 12 other than the selected reel was displayed. In addition, the occlusion image Gm is also displayed in an opaque state in the symbol display area where each symbol of each reel 12 other than the selected reel is displayed.

[0295] In the above configuration, at the start of the notification period, each reel 12 other than the selected reel becomes more difficult to see compared to before the reverse rotation period ends (the period when the pattern image Gt becomes transparent). On the other hand, at the start of the notification period, the selected reel becomes easier to see compared to before the reverse rotation period ends. Therefore, there is an advantage in that the player can more easily intuitively grasp the selected reel.

[0296] During the notification period in the reel animation sequence, just before (or almost simultaneously with) the selected reel, which rotates at approximately the same speed as the steady rotation, completes one rotation, the two stationary reels 12 begin to accelerate to the steady rotation speed, and the reel animation sequence ends (each reel 12 rotates at a steady speed). In this configuration, the relative positions of the symbols on each reel 12 at the end of the reel animation sequence are the same as at the start of the card selection game. Let's consider a configuration where the relative positions of the symbols on each reel 12 change before and after the reel animation sequence. In this configuration, the inconvenience of the reel animation sequence assisting the player in timing their button presses may arise. According to this embodiment, since the relative positions of the symbols on each reel 12 do not change before and after the reel animation sequence in the card selection sequence, the above inconvenience can be suppressed.

[0297] Figure 16(e) shows a simulated view of screen M immediately after the reel animation period ends. That is, it shows screen M immediately after each reel 12 has completed its steady rotation. As shown in Figure 16(e), when the reel animation period ends, the occluding image Gm is hidden, and the card image Gc corresponding to the selected reel is displayed in an enlarged view. For example, in the specific example in Figure 16(e), when the reel animation period ends, the card image Gcy corresponding to the middle reel 12C (selected reel) is displayed in an enlarged view.

[0298] Furthermore, when the reel animation period ends, the symbol display area that displays each symbol on the selected reel, as well as the symbol display areas that display each symbol on each of the other reels 12, become transparent. Specifically, just before the reel animation ends (the moment when the two stopped reels 12 begin to accelerate), the area of ​​the occluded image Gm corresponding to the symbol display area switches to a transparent state, and then the occluded image Gm becomes invisible. After that, immediately after the card image Gc corresponding to the selected reel is enlarged and displayed, each reel 12 rotates at a steady rate, and it becomes possible to stop them.

[0299] In the above embodiment, during the notification period, the card images Gc (hereinafter referred to as "non-selected cards") corresponding to each reel 12 other than the selected reel were obscured by an obscuring image Gm. However, the form of the non-selected cards during the notification period is not limited to the above example. For example, the non-selected cards may be displayed in color before the notification period begins, and then displayed in monochrome when the notification period begins. Alternatively, an image of the non-selected cards being destroyed may be displayed when the notification period begins. Furthermore, when the notification period begins, a shutter may descend from the top to the bottom of the non-selected cards, obscuring them.

[0300] Figure 16(f) is a simulated view of screen M immediately after the card selection game has finished. When the card selection game finishes, the number of bonus games (bonus games awarded to the player) determined on the selected reel is announced. Specifically, a bonus image Gu is displayed showing the number of bonus games awarded in the card selection game. In the specific example in Figure 16(f), it is assumed that reel 12, which has determined 5 bonus games, is selected as the selected reel.

[0301] As described above, if reel 12 with card image Gcx (high expectation of bonus) or reel 12 with card image Gcy (low expectation of bonus) is selected as the selected reel (and bonus games are awarded), a new card selection sequence (card presentation sequence) will be executed from the next game after the card selection sequence. In this embodiment, if the card selection sequence continues, this fact is announced during the card selection sequence. Specifically, as shown in Figure 16(f), the string "NEXT SET" is displayed.

[0302] If reel 12, which corresponds to the card image Gcz (draw type = pinch), is selected as the chosen reel, when the card selection game ends, an image to notify the result of the end draw will be displayed instead of the bonus image Gu. Specifically, if the result of the end draw is "end", the number of times the card selection sequence continued and the total number of bonus games obtained in the series of card selection sequences will be displayed at the end of the card selection game. On the other hand, if the result of the end draw is "continue", it will be announced that a new card selection sequence will be executed from the next game.

[0303] Furthermore, in the card selection sequence, the card determination game may be configured to award bonuses depending on the winning area of ​​the game. For example, if a rare role is won in the card determination game (second game) (including winning the chance navigation sequence), an additional number of bonus games may be awarded in addition to the number of bonus games determined in the card presentation game (first game), with a probability corresponding to the rare role. Also, even if "end" is determined in the end lottery of the card presentation game (first game), if a rare role is won in the card determination game (second game), the result of the end lottery may be changed to "continue" with a predetermined probability. Furthermore, if the result of the end lottery is changed to "continue," the bonus games determined with a probability corresponding to the rare role may be awarded.

[0304] Furthermore, in this embodiment, even if the stopping operation is not performed in the instructed order during the card selection sequence (i.e., a pressing error occurs), the player is still granted the number of additional games corresponding to the selected reel. Specifically, even if a pressing error occurs during the card presentation game, the type of lottery is set for each reel 12 and the number of additional games is determined (the end lottery is performed), just as if no pressing error occurred. Also, even if a pressing error occurs during the card determination game, the player is granted the number of additional games corresponding to the selected reel, just as if no pressing error occurred. Furthermore, even if a pressing error occurs during the card determination game, the additional game image Gu is displayed and the number of additional games is announced, just as if no pressing error occurred.

[0305] Figures 16(a) to (f) above assume that the middle reel 12C is selected as the chosen reel in the card selection game (when any of Bell A5, Bell A6, Bell B3, Bell B4, Bell B7, or Bell B8 is won), but the selected reel is also announced in the same way when any of the other reels 12 (L, R) are selected as the chosen reel. Specifically, the state of each reel 12 and the liquid crystal display device 30 during the period from the start of the card selection game until the end of the reverse rotation period is the same regardless of which reel 12 is selected as the chosen reel. Therefore, during the reverse rotation period, the reel 12 selected as the chosen reel is kept secret.

[0306] For example, when the right reel 12R is selected as the winning reel (when any of Bell A3, Bell A4, Bell B1, Bell B2, Bell B5, or Bell B6 is won), during the notification period, the right reel 12R rotates downwards (in the same direction as normal rotation), while the other reels 12 stop. Also, during the notification period when the right reel 12R is selected as the winning reel, the card image Gc corresponding to the right reel 12R is continuously displayed, and the symbol display area corresponding to the right reel 12R is displayed in a transparent state, while the card images Gc and symbol display areas corresponding to the other reels 12 are obscured by the obscuring image Gm (see Figure 16(d) above). After the reel animation period ends, the obscuring image Gm is hidden, and the card image Gc corresponding to the right reel 12R is displayed enlarged (see Figure 16(e) above).

[0307] Furthermore, during the notification period when the left reel 12L is selected as the winning reel (when any of the winning areas other than bells A3-A6 and bells B1-B8 are won), the left reel 12L rotates downwards while the other reels 12 stop. At the same time, the card image Gc corresponding to the left reel 12L is continuously displayed, and the symbol display area corresponding to the left reel 12L is displayed in a transparent state, while the card image Gc and symbol display areas corresponding to the other reels 12 are obscured by the obscuring image Gm (see Figure 16(d) above). After the reel animation period ends, the obscuring image Gm is hidden, and the card image Gc corresponding to the left reel 12L is displayed enlarged (see Figure 16(e) above).

[0308] Figure 16(g) is a diagram illustrating in detail specific examples of when the notification period begins, when the liquid crystal display device 30 displays the instruction image Gs, and when the instruction monitor 16 displays instruction information in a card selection game.

[0309] In the specific example shown in Figure 16(g), we assume that the reverse rotation period ends and the notification period begins at time ts during the reel animation period. We also assume that the notification period (reel animation period) ends at time te, which is after time ts. As shown in Figure 16(g), in this embodiment, the instruction image Gs is displayed at time t1, which is slightly after time ts when the notification period begins (for example, about 0.5 seconds later). Also, as shown in Figure 16(g), in this embodiment, the instruction information is displayed on the instruction monitor 16 at time t2, which is slightly after time te when the notification period (reel animation period) ends (for example, about 0.5 seconds later).

[0310] However, the specific examples of the time ts when the notification period begins, the time t1 when the instruction image Gs is displayed, and the time t2 when the instruction information is displayed are not limited to the examples above. For example, the instruction image Gs may be displayed before the time ts when the notification period begins. Specifically, the instruction image Gs may be displayed from the middle of the reverse rotation period, or from the start of the card selection game (the start of the reverse rotation period). Alternatively, the instruction image Gs may be displayed almost simultaneously with the time ts when the notification period begins.

[0311] Similarly, the instruction information may be displayed before the time te when the notification period ends. For example, in the specific example in Figure 16(g), the instruction information may be displayed at time t1 when the instruction image Gs is displayed. Alternatively, the instruction information may be displayed approximately simultaneously with the time ts when the notification period begins, or it may be displayed before time ts.

[0312] Figure 17 is a diagram illustrating specific examples of each image in the bonus start animation. The bonus start animation described above is initiated when the first game of the bonus state described above begins. As mentioned above, the bonus state includes the normal bonus state and the special bonus state. The bonus start animation announces whether the current bonus state is the normal bonus state or the special bonus state. Figure 17 shows the appearance of each reel 12 (symbol display area) at each point in time.

[0313] The upper left portion of Figure 17 shows a specific example of screen M immediately after the bonus start animation begins. When the bonus start animation begins, a predetermined reel animation starts. Specifically, when the bonus start animation begins, each reel 12 rotates in reverse. However, during the bonus start animation, an opaque image Gm is displayed in the symbol display area in an opaque state. When the opaque opaque image Gm is displayed, the symbols in the symbol display area are difficult to see (they are slightly visible).

[0314] After each reel 12 has rotated in reverse, the left reel 12L stops in a position where the upper red seven symbol A and the lower white seven symbol C are displayed. Similarly, the right reel 12R stops in a position where the upper white seven symbol C and the lower red seven symbol A are displayed.

[0315] The left-center portion of Figure 17 shows screen M when the left reel 12L and right reel 12R stop after each reel 12 has rotated in reverse. In this case, as shown in Figure 17, the red seven symbol A is lined up on the downward right line, and the white seven symbol C is lined up on the upward right line. Also, if the red seven symbol A stops in the middle of the reverse-rotating middle reel 12C, the red seven symbol A will line up on the downward right line. On the other hand, if the white seven symbol C stops in the middle of the reverse-rotating middle reel 12C, the white seven symbol C will line up on the upward right line.

[0316] In this embodiment, during the bonus start animation (slot machine animation) in the normal bonus state, the red seven symbol A is aligned. On the other hand, during the bonus start animation (slot machine animation) in the special bonus state, the white seven symbol C is aligned. With the above configuration, the type of bonus state is announced by the combination of symbols displayed in the slot machine animation. As shown in Figure 17, during the period when the red seven symbol A and the white seven symbol C are lined up, the symbol images Gz representing the red seven symbol A and the white seven symbol C are displayed.

[0317] Furthermore, during the bonus start animation, when a seven symbol (red seven symbol A, white seven symbol C) stops, an enhanced image Gk(a, b) is displayed on the occluding image Gm located in front of the seven symbol. The enhanced image Gk includes an enhanced image Gka corresponding to red seven symbol A and an enhanced image Gkb corresponding to white seven symbol C. The enhanced images Gk are displayed in front of the seven symbol corresponding to the enhanced image Gk. Specifically, each enhanced image Gk is displayed in such a manner that, when viewed from the front, the entire seven symbol is located inside the outer edge of the enhanced image Gk. The inside of the enhanced image Gk is transparent. With this configuration, the seven symbol corresponding to the enhanced image Gk can be seen through the enhanced image Gk.

[0318] As shown in Figure 17, the entire middle reel 12C is obscured by the obscuring image Gm even after the left reel 12L and the right reel 12R have stopped. After a predetermined time (for example, about 5 seconds) has elapsed since the left reel 12L and the right reel 12R stopped, the middle reel 12C stops. In the specific example in Figure 17, we assume that the normal bonus state has started. In this case, the middle reel 12C stops at a position where the red seven symbol A is displayed in the middle.

[0319] The lower left portion of Figure 17 shows a specific example of screen M immediately after all reels 12 have stopped in the bonus start reel animation. When the middle reel 12C stops, immediately (almost simultaneously), an emphasis image Gk is displayed in front of the seven symbol that stopped on the middle reel 12C. For example, in the specific example in Figure 17, immediately after the red seven symbol A is displayed in the middle of the middle reel 12C, an emphasis image Gka is displayed in front of the red seven symbol A. Also, when the red seven symbol A is displayed in the middle of the middle reel 12C, the emphasis image Gkb that was displayed in front of the white seven symbol C on the left reel 12L and the right reel 12R becomes invisible, and the white seven symbol C is again obscured by the obscuring image Gm.

[0320] As shown in Figure 17, when the red seven symbol A aligns, a notification is given that the normal bonus state will begin. When the white seven symbol C aligns, the highlight image Gka that was displayed in front of the red seven symbol A on the left reel 12L and the right reel 12R disappears, and the red seven symbol A is again obscured by the obscuring image Gm. Furthermore, when the white seven symbol C aligns, a notification is given that the special bonus state will begin.

[0321] After all 12 reels have stopped, the start lever 24 becomes available for operation after a predetermined time has elapsed (for example, about 2 seconds). When the start lever 24 is operated, the bonus start animation (slot machine animation) ends, and after the random spinning described below is performed, the stop operation becomes available.

[0322] However, some players (especially beginners) may not know how to end the reel spinning sequence. Considering these circumstances, a configuration has been adopted in which, after a predetermined time (for example, about 5 seconds) has elapsed since the start lever 24 becomes available for operation during the reel spinning sequence, a notification is issued instructing the player to operate the start lever 24. Specifically, if the start lever 24 is not operated for the aforementioned time, the operation instruction image Gr shown in the upper right part of Figure 17 is displayed. This operation instruction image Gr displays a message instructing the player to operate the start lever 24. Furthermore, if a predetermined time (for example, about 30 seconds) has elapsed since each reel 12 stopped, the bonus start sequence (reel spinning sequence) will end and random spinning will begin, even if the start lever 24 is not operated.

[0323] The right-center portion of Figure 17 shows a specific example of screen M during the period in which the random variation described above is performed. As mentioned above, the random variation is performed when the reel animation ends. In this random variation, each reel 12 rotates to a random position. With this configuration, the inconvenience of it becoming easier to time the reels to stop (or assisting in timing the reels to stop) after the reel animation is suppressed.

[0324] As shown in Figure 17, during the period when random fluctuations are performed, the bonus state effects are executed, similar to the period when each reel 12 rotates steadily and the stop operation is effective (see the lower right part of Figure 17). Also, during the period when random fluctuations are performed, the occlusion image Gm and emphasis image Gk that were displayed during the previous reel effect are hidden, and the entire symbol display area becomes transparent (similar to the period when the stop operation is effective).

[0325] Even during periods when random fluctuations are performed, the system is configured to display the occluded image Gm. In this configuration, some players may not be aware that each reel has been randomly fluctuated. In such cases, players may mistakenly believe that each reel 12 is rotating in a position where the seven symbols align, and may stop the reels 12, resulting in a missed stop. This embodiment suppresses the above inconvenience. However, a configuration in which an opaque image can be displayed in the symbol display area during periods when random fluctuations are performed is also possible.

[0326] Furthermore, the random variation may be configured to occur after the reel animation of the card selection game (see Figure 16) has finished. In addition, in the above configuration, the occluding image Gm may be hidden and the entire symbol display area may become transparent during the period in which the random variation occurs after the reel animation of the card selection game (see Figure 16) has finished. Specifically, the random variation may be configured to occur during the period in which the card image Gc of the selected reel is enlarged (see the right-center part of Figure 16 above).

[0327] Figure 18(a) is a diagram illustrating the configuration for notifying the number of additional games determined by the regular additional game lottery. In the conventional technology, if the number of additional games determined in the current game is greater than the value "0", the number of additional games is not notified in that game. On the other hand, if the number of additional games determined in the current game is the value "0", the number of additional games is not notified in that game. However, the conventional technology described above has the disadvantage that the timing of the notification of the number of additional games is not interesting. Taking these circumstances into consideration, this embodiment adopts a configuration that suppresses the above disadvantage. The above configuration will be described in detail below.

[0328] Figure 18(a) shows steps S1 to S3 that are performed in each game in RUSH state. As described above, in each game in RUSH state, a normal bonus lottery is performed to determine the number of bonus games. In the normal bonus lottery described above, one of the following bonus game numbers is determined: for example, the values ​​"0", "5", "10", "30", "50", "100", or "300". Specifically, in each game in RUSH state, the number of bonus games is determined with a probability corresponding to the winning area won in that game. For example, in games where a rare role (including when a chance navigation effect is won) or a strong rare role is won, a bonus game number greater than the value "0" may be determined. On the other hand, in games where a bell (A, B) is won, for example, the number of bonus games will be the value "0". Hereafter, for the sake of explanation, winning areas in which a bonus game number greater than the value "0" is not determined may be collectively referred to as "non-rare roles". The above-mentioned regular bonus lottery is performed by the main control unit 101 (S1 in Figure 18(a)).

[0329] The number of additional games determined by the main control unit 101 is notified from the main control unit 101 to the performance control unit 201 (S2 in Figure 18(a)), and is then notified to the player by each performance execution means (such as the liquid crystal display device 30). Specifically, when the performance control unit 301 is notified of the number of additional games from the main control unit 101, it performs an unnotified game count addition process (S3 in Figure 18(a)). In the unnotified game count addition process, the number of additional games for the current game notified by the main control unit 101 is added to the current unnotified game count. After adding the number of additional games to the unnotified game count, the performance control unit 301 performs a notified game count determination process (S4 in Figure 18(a)). In the above notified game count determination process, part or all of the unnotified game count after the addition is determined to be a notified game count, and this notified game count is notified to the player. Specifically, in the process of determining the number of games to be announced, the number of games to be announced that is less than or equal to the number of unannounced games is determined by lottery.

[0330] For example, let's assume that in a game where a rare winning combination is achieved, the number of additional games is determined to be "100". Let's also assume that before the game started, the number of unannounced games was "0". In this game, the unannounced game count is added to "100". Let's also assume that the number of announced games is determined to be "10" during the announcement game count determination process. In this case, "10" of the unannounced game count will be announced as additional games, and the remaining "90" will be left as unannounced games for subsequent games. The remaining unannounced games will be announced in subsequent games in RUSH mode.

[0331] In this embodiment, even in games where a non-rare role is won (games where the number of added games is value "0"), if there are remaining unannounced games, a number of announced games greater than the value "0" is determined and can be announced as the number of added games. Also, in games where a rare role or a strong rare role is won, even if the number of added games is value "0", if there are remaining unannounced games, a number of announced games greater than the value "0" is determined and can be announced as the number of added games. However, in games where a rare role or a strong rare role is won, the configuration may be such that the number of announced games becomes value "0" if the number of added games is value "0".

[0332] Figure 18(b) is a diagram illustrating a specific example of the number of games to be notified. Figure 18(b) shows the "unnotified number of games", "displayed remaining games", and "remaining games" for the (n-1)th game, the nth game, the (n+1)th game (where n is an integer greater than or equal to 2), the (m-1)th game, the mth game, and the (m+1)th game (where m is an integer greater than or equal to n+3).

[0333] In Figure 18(b), "Remaining Games" is the actual remaining number of games in the RUSH state stored in the main control unit 101. "Displayed Remaining Games" is the (visual) remaining number of games in the RUSH state displayed on the liquid crystal display device 30. In this embodiment, when an additional number of games (including the value "0") is determined, that additional number of games is added to the unannounced number of games. If the unannounced number after the addition is greater than the value "0", an announced number of games may be determined. When an announced number of games is determined, that announced number of games is announced as the additional number of games, and the displayed remaining games are added to it.

[0334] In the specific example in Figure 18(b), we assume that in the nth game, when the remaining number of games in RUSH state is reduced to the value "100", a rare role or strong rare role is won, and the number of additional games is determined to be "100". In this case, the remaining number of games in RUSH state is increased from "100" to "200" (100 + 100 = 200). Also in the specific example in Figure 18(b), we assume that the number of unannounced games in the (n-1)th game is "0", and the number of announced games in the nth game is determined to be "10". In this case, in the nth game, the number of announced games "10" is announced as the number of additional games, and this announced number of games (the value "10") is added to the displayed remaining number of games. Furthermore, in the nth game, the number "10," which was determined as the number of announced games, is subtracted from the number of unannounced games, which was initially added to the value "100," resulting in the number of unannounced games becoming "90." In the specific example in Figure 18(b), we assume that the number of announced games greater than the value "0" is not determined until the mth game.

[0335] In the specific example in Figure 18(b), we assume that in the mth game, when the remaining number of games in RUSH state is reduced to the value "140", a non-rare role is won and an additional number of games of the value "0" is determined. In this case, the remaining number of games is not increased from the value "140". Also in the specific example in Figure 18(b), we assume that the announced number of games is determined to be the value "50" at the start of the mth game. In this case, in the mth game, the announced number of games of the value "50" is announced as the additional number of games, and this announced number of games (value "50") is added to the displayed remaining number of games.

[0336] With the above configuration, even in games where the number of additional games was not actually determined, the number of additional games may still be announced. Therefore, the games in which the number of additional games is announced become more varied, and the entertainment value of the gameplay is enhanced.

[0337] As described above, in this embodiment, when a rare role or a strong rare role is won, various benefits (such as additional game time) are more likely to be awarded. The strong rare role includes the strong cherry. The rare role also includes the cherry. In this embodiment, in games where neither a strong cherry nor a cherry is won, if the left reel is stopped first, the cherry symbol will not be displayed on the left reel 12L. On the other hand, in games where a strong cherry is won, and in games where a cherry is won, the cherry symbol may be displayed on the left reel 12L even if the left reel is stopped first.

[0338] In the above configuration, when the cherry symbol stops on the left reel 12L, the player can recognize that there is a chance of receiving a bonus. However, even in games where the cherry symbol stops on the left reel 12L, the probability of receiving a bonus is lower in games where a regular cherry (rare role) is won compared to games where a strong cherry (strong rare role) is won.

[0339] Let's assume a configuration where, if a cherry symbol stops on the left reel 12L, the player can immediately determine whether a strong cherry or a regular cherry has been won. However, with this configuration, the player will immediately know that a regular cherry, which has a lower expected value of rewards than a strong cherry, has been won, which could lead to a decrease in the player's motivation to continue playing. Considering these circumstances, this embodiment employs a configuration that suppresses the above-mentioned disadvantages.

[0340] Figures 19(a) to (d) illustrate a configuration designed to make it difficult to immediately determine whether a strong cherry or a regular cherry has been won.

[0341] As mentioned above, in a game where a strong cherry is won, the winning combination is the cherry symbol. When the cherry symbol is won, the "Replay Activated" flag is not set, so it is necessary to perform a BET operation to start the next game. Therefore, the button lamp Lb lights up to prompt the player to perform a BET operation. On the other hand, when the replay symbol is displayed as stopped on an active line, the "Replay Activated" flag is set, and it is not necessary to set a BET amount to start the next game. Therefore, when the replay symbol is displayed as stopped on an active line, the button lamp Lb is generally turned off.

[0342] In a game where a cherry (replay) is won, the cherry replay symbol is displayed as the stop symbol. If a cherry replay is displayed, the button lamp Lb will not light up, just as it would when any other replay symbol is displayed. In this configuration, even if a combination of symbols including the cherry symbol is displayed on the left reel 12L, the player will immediately know that a cherry and not a strong cherry have been won because the button lamp Lb does not light up. Considering these circumstances, in this embodiment, even if a cherry replay is displayed as the stop symbol, the button lamp Lb will light up, just as it would when a cherry symbol is won. The above configuration will be explained in detail below.

[0343] Figures 19(a) to (d) show the state of the button lamp Lb (on, off) at each point in time. Also, Figures 19(a) to (d) show the state of the reels 12 (spinning, stopped), the state of the BET number lamp 14 (bet made, not bet), the state of the replay lamp 18 (on, off), the number of tokens held, and the period during which the token insertion sound is output at each point in time.

[0344] Figure 19(a) shows a specific example of when a regular replay occurs and is displayed on an active payline. In the example in Figure 19(a), it is assumed that in the period prior to time ta1, the number of bets is less than the specified number (value "0") and the number of held items is "6". In this case, in the period prior to time ta, a bet operation to add the number of held items to the number of bets is valid, and the button lamp lights up.

[0345] As mentioned above, the BET count lamp 14 indicates the current BET amount. For the purposes of this explanation, the state in which the BET count lamp 14 indicates that the BET amount has reached the specified number (the value "3") may be referred to as the "BET completed state." Conversely, the state in which the BET count lamp 14 indicates that the BET amount has not reached the specified number may be referred to as the "Not BET state." For example, in the specific example in Figure 19(a), we assume that a BET operation is performed at time ta1. In this case, the value "3" is subtracted from the number held in response to the BET operation, the value "3" is added to the BET amount, and the BET count lamp 14 enters the "BET completed" state. In addition, a sound is emitted for a predetermined period of time.

[0346] In the specific example shown in Figure 19(a), we assume that after the BET operation is performed, the game start operation is performed and each reel 12 stops at time ta2. We also assume that a normal replay is displayed as stopped on an active line at time ta2. In this case, immediately after the normal replay is displayed as stopped, the re-game operation flag is set, the BET amount is set to the specified amount, and the BET amount lamp 14 turns to the BET amount state. Also, immediately after the normal replay is displayed as stopped, the replay lamp 18 lights up.

[0347] Furthermore, when a regular replay is displayed as stopped, the system may be configured to output a sound indicating the bet has been inserted. Alternatively, when a regular replay is displayed as stopped, the system may be configured to output a special sound effect (replay sound) in addition to (or instead of) the sound indicating the bet has been inserted. In addition, when a regular replay is displayed as stopped, the system may be configured to first control the BET number lamp 14 to the un-BET state and then to the BET state. Alternatively, the system may be configured to maintain the BET number lamp 14 in the BET state before and after the regular replay is displayed as stopped. However, when a cherry replay is displayed as stopped, it is preferable that no sound indicating the bet has been inserted is output. Also, when a cherry replay is displayed as stopped, it is preferable that no replay sound is output.

[0348] In the specific example in Figure 19(a), we assume that after a normal replay is displayed as stopped, the game starts, and at time ta3, a combination of symbols other than the replay symbol (for example, the cherry symbol) is displayed as stopped. In this case, at time ta3, the replay lamp 18 turns off, and the BET lamp 14 indicates a BET of "0" (the state becomes one where no BET is placed). Also, in the specific example in Figure 19(a), the number of tokens held at time ta3 becomes the value "3". In this case, since BET operations are valid during the period from time ta3 onward, the button lamp Lb lights up. Note that if the number of tokens held is the value "0" (if the BET number is not increased even when the BET button 22 is operated), the button lamp Lb will generally turn off.

[0349] Figure 19(b) shows a specific example of when the cherry replay, one of the replay symbols, stops and is displayed on an active line. In the specific example in Figure 19(b), it is assumed that each reel 12 is spinning (in play) during the period prior to time tb1. In this case, during the period prior to time tb1, the BET number lamp 14 is in the BET state, and the button lamp Lb is off.

[0350] In the specific example shown in Figure 19(b), we assume that at time tb1, each reel 12 stops and a cherry replay is displayed. In this case, as with the case where a normal replay is displayed (see Figure 19(a) above), the BET number lamp 14 is controlled to the BET state and the replay lamp 18 lights up. However, as mentioned above, when a normal replay is displayed, the button lamp Lb does not light up. On the other hand, when a cherry replay is displayed, the button lamp Lb lights up as shown in Figure 19(b).

[0351] Furthermore, as shown in Figure 19(b), when the Cherry Replay symbol is displayed, operating the BET button 22 will produce a sound and turn off the button lamp Lb. Specifically, when the Cherry Replay symbol is displayed, the button lamp Lb will light up regardless of the number of tokens held, and a sound will be produced in response to the operation of the BET button 22. For example, in the specific example in Figure 19(b), the number of tokens held at the time tb1 when the Cherry Replay symbol is displayed is the value "0". Even in this case, the button lamp Lb will light up, and a sound will be produced in response to the operation of the BET button 22.

[0352] However, when the Cherry Replay is displayed, the BET number lamp 14 remains in a BET state and does not change before or after the BET button 22 is operated. Also, when the Cherry Replay is displayed, an input sound is output in response to the operation of the BET button 22, but the next game can be started even without operating the BET button 22 (the start lever 24 is active).

[0353] As can be understood from the above explanation, when a Cherry Replay is displayed, the button lamp Lb lights up and a sound is output in response to the operation of the BET button 22, just as when a Cherry symbol is displayed. Therefore, compared to a configuration in which, for example, when a Cherry Replay is displayed, the button lamp Lb turns off and the operation of the BET button 22 is not accepted, the inconvenience of immediately knowing that a Cherry Replay (Cherry) and not a Cherry symbol (Strong Cherry) have been displayed is suppressed.

[0354] For the sake of argument, let's assume a configuration (hereinafter referred to as "proportional relationship") where, if the power is turned OFF / ON while the cherry replay is displayed as stopped, the button lamp Lb returns to the lit state after the power is restored. Furthermore, in the above proportional relationship, let's assume that a player stops playing when the arcade closes and the cherry replay is displayed as stopped. In this case, when the power to the arcade machine 1 is turned on the next day, the button lamp Lb will light up even though the replay symbol (cherry replay) is displayed as stopped.

[0355] As described above, the button lamp Lb lights up when the number of possessed items is "1" or greater. Therefore, if the button lamp Lb is lit when the power is turned on, it is usually necessary to clear the number of possessed items. However, with the proportional system described above, for example, even if the number of possessed items is "0" (i.e., there is no need to clear the number of possessed items), the button lamp Lb will light up if a cherry replay is displayed when the power is turned on. Therefore, depending on the administrator of the gaming machine 1, there is a possibility of misunderstanding that the number of possessed items must be cleared even though it is not necessary. Taking these circumstances into consideration, this embodiment employs a configuration that suppresses the above inconvenience. The above configuration will be explained in detail below using Figure 19(c).

[0356] Figure 19(c) illustrates a specific example of what happens when the power is turned OFF / ON while a cherry replay is displayed as stopped. In the specific example in Figure 19(c), it is assumed that at time tc1, a cherry replay is displayed as stopped on an active line. In this case, at time tc1, the BET number lamp 14 is controlled to the BET completed state, and the replay lamp 18 lights up. Also, as mentioned above, when a cherry replay is displayed as stopped, the button lamp Lb lights up.

[0357] Figure 19(c) assumes a power outage at time tc2 during the period when the cherry replay is displayed as stopped, and that power is restored at time tc3. Specifically, it assumes that the main side startup process described later is completed at time tc3. In this case, immediately after time tc3, the BET number lamp 14 returns to the BET completed state, and the replay lamp 18 returns to the lit state.

[0358] However, as shown in Figure 19(c), if power is restored while the cherry replay is displayed as stopped, the button lamp Lb will turn off (it will not return to the lit state) regardless of whether it was lit when the power was cut off. Also, as shown in Figure 19(c), if power is restored while the cherry replay is displayed as stopped, the input sound will not be output even if a BET operation is performed at time tc4 before the start of the game. According to this embodiment, for example, compared to the proportional relationship described above, there is an advantage in that the aforementioned inconveniences are suppressed.

[0359] The specific examples in Figures 19(b) and 19(c) above assume that the avoidance flag is in the OFF state. Below, we will explain a specific example of the case when the avoidance flag is ON, using Figure 19(d). As mentioned above, when the avoidance flag is ON, in a game in which a cherry is won, the stop operation order (right 1st) in which a normal replay is stopped is instructed.

[0360] Figure 19(d) is a diagram illustrating a specific example when the avoidance flag is ON. The specific example in Figure 19(d) above assumes a game in which a cherry is won, and a stop operation is performed on a reel other than the right 1st reel (the instruction animation is ignored). In this case, at the time td1 when each reel 12 stops, a cherry replay stops on an active line. However, when the avoidance flag is ON, the above-mentioned bonus is not granted in a game in which a cherry is won.

[0361] As shown in Figure 19(d), when the avoidance flag is ON and a cherry replay is displayed as stopped, the BET number lamp 14 turns to the BET completed state and the replay lamp 18 lights up, just as when the avoidance flag is OFF. However, as mentioned above, when the avoidance flag is OFF and a cherry replay is displayed as stopped, the button lamp Lb lights up (see Figure 19(b)). On the other hand, when the avoidance flag is ON and a cherry replay is displayed as stopped, the button lamp Lb does not light up, just as when a normal replay is displayed as stopped. Also, when the avoidance flag is ON, even if the BET button 22 is operated while a cherry replay is displayed as stopped, no sound is output.

[0362] Even when the avoidance flag is OFF, if a cherry is won in a game and the right 1st stop operation is performed, a normal replay will be displayed. In this embodiment, even if a cherry is won in a game when the avoidance flag is OFF, if a normal replay is displayed, the button lamp Lb will not light up. Also, even if a cherry is won in a game when the avoidance flag is OFF, if a normal replay is displayed, the input sound will not be output even if the BET button 22 is operated.

[0363] Furthermore, if a cherry is won while the avoidance flag is OFF, the system may be configured to execute an instruction animation instructing the player to stop the reels with the left reel first. Also, in the above configuration, if a cherry is won while the avoidance flag is ON, the above instruction animation may not be executed.

[0364] Alternatively, instead of the above embodiment, a configuration may be provided in which a cherry replay is displayed when a strong cherry is won, and a cherry symbol can be awarded when a cherry is won. Furthermore, in the above configuration, similar to the embodiment, when a cherry replay is displayed, the button lamp Lb may light up, and when the BET button 22 is operated, an input sound may be output and the button lamp Lb may turn off.

[0365] By the way, in the arcade where gaming machine 1 is installed, the settings of gaming machine 1 are changed outside of business hours (for example, just before business hours begin). Also, if a player leaves the arcade with remaining tokens, it may be necessary to clear those tokens. However, in some arcades, the administrator who changes the settings may not have the authority to clear the token count (maximum value of "16369"). Therefore, if the settings are changed, the token count is automatically reset, a problem may arise where the settings of gaming machine 1 cannot be changed if there are remaining tokens.

[0366] To mitigate the above problems, this embodiment employs a configuration that maintains the number of items held even when the setting value is changed. Specifically, when the power is turned on, if the setting change device 41 is ON and the item count clear button 44 is ON, the system transitions to setting change mode and the item count is cleared. On the other hand, when the power is turned on, if the setting change device 41 is ON and the item count clear button 44 is OFF, the system transitions to setting change mode, but the item count is maintained at the value immediately before the power was turned off. Furthermore, when the power is turned on, if the setting change device 41 is OFF and the item count clear button 44 is ON, the system does not transition to setting change mode, but the item count is cleared.

[0367] With the above configuration, even if the administrator changing the settings does not have the authority to clear the number of held items, the process of changing the settings can be completed. Below, Figures 20 to 25 will be used to explain the details of the configuration for clearing the number of bets and the number of held items.

[0368] Figure 20(a) is a diagram illustrating a specific example of a configuration for clearing the number of bets and the number of bets held. Figure 20(a) shows the number of bets and the number of bets held stored at each point in time, the state of the bet lamp 14, the state of the button lamp Lb (on, off), and the state of the bets display 28. Note that the number of bets and the number of bets are maintained by the backup power supply even during a power outage.

[0369] In the following explanation, "M BET number lamps 14 light up" (M=0~3) may be simply described as "BET number lamps 14 display the BET number 'M'." Also, in each diagram, "M BET number lamps 14 light up" will be simply described as "display (M)." Similarly, "the number indicator 28 displays the number 'N'" (N=0~16383) may be simply described as "the number indicator 28 displays the number 'N'." Also, in each diagram, "the number indicator 28 displays the number 'N'" will be simply described as "display (N)."

[0370] The specific example in Figure 20(a) assumes that the power is cut off at time t1 during the non-game period. It also assumes that the number of bets is "2" during the period prior to time t1 when the power is cut off. In this case, the bet lamp 14 displays "2" during the period prior to time t1. The specific example in Figure 20(a) also assumes that the number of tokens held is "1" during the period prior to time t1 when the power is cut off. In this case, the number of tokens held indicator 28 displays "1" during the period prior to time t1. Furthermore, during the period prior to time t1, the number of tokens held can be added to the bet, and the button lamp Lb lights up.

[0371] The specific example in Figure 20(a) assumes that the power is turned on at time t2, which is after time t1. It also assumes that the number of items clear button 44 is in the OFF state when the power is turned off. In this case, as shown in Figure 20(a), the number of items held at the time of the power outage is retained (not cleared) even after the power is restored. The specific example in Figure 20(a) also assumes that the setting change device 41 is in the OFF state when the power is turned on. In this case, as shown in Figure 20(a), the number of BETs at the time of the power outage is retained (not cleared) even after the power is restored.

[0372] When power is turned on, the BET number lamp 14 and the number of held items indicator 28 are restored, and the BET number and the number of held items are displayed. For example, in the specific example in Figure 20(a), when power is supplied, the BET number lamp 14 displays the BET number "2". Also, when power is turned on, the number of held items indicator 28 displays the number of held items "1".

[0373] In a gaming arcade where gaming machine 1 is installed, if there are any remaining BETs from the previous day on gaming machine 1, the BETs must be cleared before the start of business hours. Also, as mentioned above, if there are any remaining balances from the previous day on gaming machine 1, the balances must be cleared.

[0374] In this embodiment, the number of bets is cleared by switching to the setting change mode (by changing the setting value) when the power is turned on. Therefore, if it is confirmed at power-on that the number of bets from the previous day remains, it is necessary to change the setting value to clear the number of bets. Also, if it is confirmed at power-on that the number of bets held from the previous day remains, it is necessary to clear the number of bets held using the clear bet button 44. Furthermore, there are cases where both the number of bets and the number of bets held remain when the power is turned on. In these cases, it is necessary to change the setting value and clear the number of bets held.

[0375] However, let's assume a configuration where the number of bets and the number of remaining tokens are displayed almost simultaneously when the power is turned on. In this configuration, the administrator of gaming machine 1 may focus only on the number of bets and forget to clear the number of remaining tokens. In this case, another player may transfer the remaining tokens from the previous day to the dedicated device 2 and take them away, which would be an inconvenience.

[0376] The above inconveniences are more likely to become apparent in configurations where the number of possessed items is not cleared even when the setting value is changed (for example, in this embodiment). In addition, in this embodiment, the gaming machine 1 can store a maximum number of possessed items of "16369". The larger the number of possessed items that remains without being cleared (for example, the number of possessed items of "1000" or more), the greater the risk in the event of theft.

[0377] Considering the above circumstances, this embodiment employs a configuration that suppresses the inconvenience of the number of held items remaining without being cleared. Specifically, when the power is turned on, the number of held items is immediately displayed on the item display 28. On the other hand, when the power is turned on, the BET number is displayed by the BET number lamp 14 after a delay period T has elapsed. The delay period T ends, for example, after a predetermined time (for example, about 3 seconds) has elapsed. In this configuration, when the power is turned on, the number of held items is displayed before the BET number. Therefore, it is easier to recognize that there are still items remaining, and the aforementioned inconvenience is suppressed.

[0378] For example, in the specific example shown in Figure 20(a), the number "1" (the number held the previous day) is displayed on the holdings indicator 28 immediately after the power is turned on at time t2. On the other hand, the BET number lamp 14 does not display the BET number immediately after the power is turned on at time t2, but starts displaying the BET number "2" (the number of BETs the previous day) at time t3 after the delay period T has elapsed. With this configuration, compared to a configuration in which the BET number and the number held are displayed simultaneously when the power is turned on, for example, the inconvenience of focusing on clearing the BET number and forgetting to clear the number held is suppressed.

[0379] In this embodiment, a configuration is adopted in which all BET number lamps 14 are turned off during the delay period T. Alternatively, a configuration may be adopted in which the BET number lamps 14 are controlled in a special manner (a manner in which the BET number is not displayed) during the delay period T. Furthermore, a configuration may be adopted in which the BET number and the number held are displayed approximately simultaneously when the power is turned on. Furthermore, a configuration may be adopted in which the BET number is displayed before the number held when the power is turned on.

[0380] Now, let's consider a configuration where the number of bets held can be added to the bet amount during a delay period T in which the bet amount is not displayed. In this configuration, if the bet amount is increased during the delay period T, the increased bet amount will be displayed after the delay period T has elapsed. In other words, the bet amount remaining at the time of power-off (the bet amount before the increase) will not be displayed after power-on. Therefore, there is a disadvantage in that it becomes difficult to confirm the bet amount remaining at the time of power-on. Considering these circumstances, this embodiment adopts a configuration that does not accept bet operations during the delay period T. With this configuration, the above-mentioned disadvantage is suppressed. However, a configuration that can accept bet operations during the delay period T is also possible.

[0381] As described above, during the period when the number of bets is less than the specified number and the number of bets held is 1 or greater, bet operations are generally accepted, and the button lamp Lb lights up to indicate this. However, even if the number of bets is less than the specified number and the number of bets held is 1 or greater, bet operations are not accepted during the delay period T. Considering these circumstances, in this embodiment, a configuration is adopted in which the button lamp Lb is turned off during the delay period T, regardless of whether the number of bets is less than the specified number and the number of bets held is 1 or greater. For example, in the specific example in Figure 20(a), the button lamp Lb is turned off until the end of the delay period T, which is t3, and then lights up when the delay period T ends.

[0382] Furthermore, if there are remaining BETs when the power is turned on, those BETs can be added to (returned to) the total number of BETs through a settlement operation. However, let's assume a configuration in which the BETs can be returned to the total number of BETs through a settlement operation during a delay period T in which the BETs are not displayed. In this configuration, if a settlement operation is performed during the delay period T, the BETs that were remaining when the power was turned off will not be displayed by the BET number lamp 14 after the power is turned on. Therefore, there is a disadvantage in that it becomes difficult to confirm the BETs that were remaining when the power was turned on. Considering these circumstances, in this embodiment, a configuration is adopted in which settlement operations are not accepted during the delay period T. With this configuration, the above-mentioned disadvantages are suppressed.

[0383] For example, in the specific example shown in Figure 20(a), we assume that a settlement operation is accepted at time t4 after the delay period T has ended. In this case, the BET amount "2" is returned to the number held "1", and the number held is added to the value "3". However, the system may also be configured to accept settlement operations during the delay period T.

[0384] Furthermore, during the delay period T, even if the number of items held is greater than or equal to "1", the system is configured to prevent the acceptance of counting operations to transfer the number of items held to the dedicated device 2. Let's assume a configuration in which counting operations are accepted even during the delay period T. Also, in the above configuration, let's assume that both the number of items held and the number of bets remain when the power is turned on. In this case, there is a tendency for the administrator, who has checked the number of items held during the delay period T, to focus on transferring the number of items held to the dedicated device 2 through counting operations and forget to clear the number of bets. According to this embodiment, since counting operations become accepted only after the delay period T has ended and the number of bets has started to be displayed, the above inconvenience is suppressed. However, it is also possible to configure the system so that counting operations are accepted even during the delay period T. According to the above configuration, the convenience for the administrator is improved.

[0385] Furthermore, during the delay period T, even if a lending operation is performed on the dedicated device 2, a configuration is adopted in which the number of lending operations is not added to the number of holdings. In other words, during the delay period T, a configuration is adopted in which the dedicated device 2 cannot accept lending operations. Let's assume a configuration in which lending operations can be accepted even during the delay period T. In the above configuration, an inconvenience may occur in which a lending operation is performed during the delay period T, even though the number of BETs is the specified number (even though the game can be started without performing a lending operation). According to this embodiment, since lending operations can be accepted only after the delay period T has ended and the number of BETs has started to be displayed, there is an advantage in that the above inconvenience is suppressed. However, a configuration in which lending operations can be accepted even during the delay period T is also acceptable.

[0386] Figure 20(b) is a diagram illustrating another specific example of the configuration of the BET number lamp 14 and the number of tokens held indicator 28. The specific example in Figure 20(b), like the specific example in Figure 20(a) described above, assumes that the power is turned OFF / ON during the non-game period. Also, the specific example in Figure 20(b), like the specific example in Figure 20(a) described above, assumes that the setting change device 41 is in the OFF state when the power is turned on.

[0387] The specific example in Figure 20(b) assumes that the power is turned on with the inventory clear button 44 in the ON position. As mentioned above, when the power is turned on with the inventory clear button 44 in the ON position, the inventory is cleared to the value "0". For example, the specific example in Figure 20(b) assumes that the power is turned off at time t1 during a non-game period, and then turned on at time t2. It also assumes that the inventory was "1" when the power was turned off. In this case, as shown in Figure 20(b), at time t2 when the power is turned on, the inventory is cleared from the value "1" to the value "0". In addition, the inventory display 28 displays the inventory as "0" when the power is restored after a power outage.

[0388] In the specific example shown in Figure 20(b), we assume that the number of bets is "3" when the power is turned off. As mentioned above, in the specific example shown in Figure 20(b), the setting change device 41 is in the OFF state when the power is turned on, so the number of bets is not cleared. However, as mentioned above, a delay period T is provided immediately after the power is turned on, and when this delay period T has elapsed, the bet lamp 14 starts displaying the bet number "3". In the above specific example, the number of bets has reached the specified number "3" from before the power is turned off until after the power is turned on, and the button lamp Lb is turned off. Even if the number of bets has reached the specified number when the power is turned on, the game start operation will not be accepted until the delay period T has elapsed. However, the system may be configured to accept the game start operation even during the delay period.

[0389] In the specific example shown in Figure 20(b), we assume that a settlement operation is performed at time t4 after the delay period T has ended. In this case, immediately after time t4, the BET amount is returned to the number of holdings, the number "3" is added to the number of holdings, and the number of holdings indicator 28 displays the number of holdings as "3". Also, the BET amount lamp 14 displays the BET amount as "0". Furthermore, since the number of BETs is less than the specified number during the period after time t4, the BET operation becomes active and the button lamp Lb lights up.

[0390] As mentioned above, when the number of items held is cleared, an item count clear notification will be issued. This item count clear notification is a notification that the number of items held has been cleared. For example, during the period when the item count clear notification is issued, an audio message indicating that the number of items held has been cleared (for example, "Your medal count has been cleared") will be output. In addition to the audio message, an image indicating that the number of items held has been cleared will also be displayed during the period when the item count clear notification is issued.

[0391] Figure 20(b) shows the period during which the notification of clearing the number of items held is performed. In this embodiment, the notification of clearing the number of items held is performed for a predetermined time (for example, about 5 seconds) from the time when the above-mentioned delay period T ends (in the specific example in Figure 20(b), time t3). Let's assume a configuration in which the notification of clearing the number of items held starts before the delay period T ends (before the number of bets is displayed). In the above configuration, there is a tendency for the number of bets to be distracted by the notification of clearing the number of items held and the inconvenience of not clearing the number of bets. In the configuration of this embodiment, the above inconvenience is suppressed. However, it is also possible to configure it so that the notification of clearing the number of items held starts before the delay period T ends. For example, it is possible to configure it so that the notification of clearing the number of items held starts at approximately the same time that the number of items held "0" is displayed on the item display 28.

[0392] In this embodiment, after the delay period T has ended, in addition to settlement operations, BET operations, counting operations, lending operations, and game start operations can be accepted. Specifically, each of the above operations can be accepted even during the period in which the balance reset notification is performed. However, even if each of the above operations is accepted while the balance reset notification is being performed, the balance reset notification will continue to be performed (it will not be interrupted).

[0393] For example, in the specific example shown in Figure 20(b), we assume that a settlement operation is performed at time t4 during the period in which the number of possessions clear notification is executed. In this case, the number of possessions clear notification continues to be executed even after time t4. With the above configuration, even if the number of possessions changes from the value "0" after the number of possessions has been cleared due to the player's operation (settlement operation, lending operation, stop operation (operation to win a prize)), the fact that the number of possessions has been cleared can be understood through the number of possessions clear notification. Note that the number of possessions clear notification may be interrupted when the system transitions to the setting confirmation mode described above. However, the number of possessions clear notification may continue even when the system transitions to the setting confirmation mode.

[0394] Figure 21(a) is a diagram illustrating another specific example of the configuration of the BET number lamp 14 and the number of items displayed 28. The specific example in Figure 21(a), like the specific examples in Figures 20(a) and 20(b) described above, assumes that the setting change device 41 is in the OFF state when the power is turned on. Also, the specific example in Figure 21(a), like the specific example in Figure 20(a) described above, assumes that the number of items clear button 44 is in the OFF state when the power is turned on.

[0395] However, while the specific examples in Figures 20(a) and 20(b) above assume the case where the power is turned OFF / ON during a non-game period, the specific example in Figure 21(a) assumes the case where the power is turned OFF / ON during a game period. Specifically, it assumes the case where the power is turned OFF / ON during the period when the reels 12 are rotating. Figure 21(a) shows the state of the BET number lamp 14, the state of the number of balls held indicator 28, the state of the button lamp Lb, the BET number and the number of balls held, as well as the period during which each reel 12 rotates and the period during which the stop operation is effective.

[0396] The specific example in Figure 21(a) assumes that the power is cut off at time t1 during the period when the stop operation is valid while the reel 12 is rotating. As shown in Figure 21(a), the BET number set at the start of the game (the specified number "3") is maintained throughout the game. Also, during the game, the BET number for the game is displayed on the BET number lamp 14, and the button lamp Lb is turned off. The specific example in Figure 21(a) assumes that before time t1 when the power is cut off (during the game), the number held is the value "1000", and the number held indicator 28 displays the number held "1000".

[0397] In this embodiment, if the power supply is interrupted while the reel 12 is rotating, the reel 12 will resume rotating when the power is restored. Also, if the power supply is interrupted during gameplay, the winning area determined at the start of the game will revert to a winning state when the power is restored. In the specific example shown in Figure 21(a), it is assumed that bell A, which can award 7 bells, was won at time t1. In this case, from time t2 onward, when the power is restored, the state will revert to one where bell A was won.

[0398] In the specific example shown in Figure 21(a), immediately after the power is turned on at time t2, the number of bets displayed on the display unit 28 shows a bet of "1000". However, as described above, when the power is turned on, a delay period T begins, during which the BET lamp 14 does not display the BET number, and when the delay period T ends, it displays a BET number of "3". Also, when the power is turned on, the reels 12 return to a state where they can rotate, and the stop operation becomes effective. However, as shown in Figure 21(b), during the delay period T, each reel 12 remains stopped, and the stop operation is also ineffective.

[0399] Note that while the specific examples in Figure 20(a) and Figure 20(b) illustrate cases where the number of bets at the time of power loss (displayed by the bet number lamp 14) differs, the trigger (time t3) for the bet number lamp 14 to recover (display the bet number before power loss) is the same regardless of whether the number of bets at the time of power loss is the same or different. Similarly, while the specific examples in Figure 20(a) and Figure 20(b) illustrate cases where the number of items held at the time of power loss (displayed by the item count indicator 28) is the same, the trigger (time t2) for the item count indicator 28 to recover (display the item count before power loss) is the same regardless of whether the number of items held at the time of power loss is the same or different. Furthermore, if, in the specific example in Figure 20(a), the number of bets at the time of power loss (time t1) is the numerical value "3" (the specified number), the button lamp Lb will be off before the power loss and will remain off from time t3 onward after power recovery. On the other hand, if, in the specific example shown in Figure 20(b), the number of bets at the time of power loss (time t1) is either "2" or "1", the button lamp Lb will be lit before the power loss. In the specific example shown in Figure 20(b), the number of bets held is cleared when the power is turned on, so regardless of the number of bets at the time of power loss, the button lamp Lb will be off from time t3 onwards after the power is restored.

[0400] In Figure 21(a), the reel 12 rotates and the stop operation becomes effective immediately after the delay period T ends at time t3. However, in reality, after the delay period T ends, there is a period during which the reel 12 accelerates to steady rotation, and the stop operation becomes effective after each reel 12 has accelerated to steady rotation. The same applies to Figures 21(b), 23(a), 23(b), and 25(a) to 25(c), which will be described later.

[0401] Specifically, when gameplay begins (the wait period ends), a normal acceleration process is performed on all reels 12. Reels 12 that have undergone the normal acceleration process are accelerated to a steady rotation. After the normal acceleration process is performed on a reel 12, a steady rotation process is then performed on that reel 12. The steady rotation process is a process to maintain the reel 12 at a steady rotation. During the period when the reel 12 is rotating at a steady rotation, a rotation error detection process is performed. In the above rotation error detection process, if the reel sensor 12s does not detect the reference position of the reel 12 for a predetermined time (for example, if the reel 12 stops due to a foreign object), a rotation error is detected. When a rotation error is detected, a rotation error process is performed. In the rotation error process, a re-acceleration process is performed on the reel 12 that was undergoing the steady rotation process, and then the steady rotation process is performed again. Reels 12 that have undergone the re-acceleration process are accelerated to a steady rotation.

[0402] In this embodiment, if the power is cut off during a period in which acceleration processing (normal acceleration processing, re-acceleration processing) or steady-state rotation processing is performed, and then the power is turned on, the above-described rotation error processing is performed. In the above rotation error processing, re-acceleration processing is performed on the reel 12 that was rotating steadily at the time of the power cut off. The above rotation error processing is started after the delay period T has ended. However, if the power is cut off during a period in which acceleration processing or steady-state rotation processing is performed on the reel 12, and then the power is turned on, instead of detecting a rotation error and performing re-acceleration processing, the system may be configured to perform normal acceleration processing on the reel 12.

[0403] If a reel animation was running when the power was cut off, the animation will resume from where it left off when the power is restored. However, in this case, the reel animation may be configured to run from the beginning. Furthermore, if the power is cut off while the reel 12 is rotating and then restored, the system may be configured to perform normal acceleration processing on the reel 12, regardless of whether a reel animation was running when the power was cut off. In this case, the reel animation that was running when the power was cut off will not be performed (cancelled) after the power is restored.

[0404] Let's assume a configuration in which the reel 12 can return to a rotating state during the delay period T. In this configuration, the focus is on the restarted reel 12, and the number of remaining items held when the power was cut off is easily overlooked. In the configuration of this embodiment, the reel 12 restarts after the delay period T has ended, thus suppressing the above inconvenience. However, in this embodiment, the reel 12 may be configured to start restarting before the delay period T has ended. For example, the reel 12 may be configured to start restarting immediately after the delay period T has started.

[0405] In the specific example shown in Figure 21(a), we assume that all reels 12 have stopped at time t4 after the delay period T has ended. We also assume that a 7-bell combination has been won at time t4. As mentioned above, the payout for the 7-bell combination is the value "7". Therefore, when a 7-bell combination is won, the number of coins held increases from the value "1000" to the value "1007". The number of coins displayed on the coin count indicator 28 also increases from "1000" to "1007".

[0406] As shown in Figure 21(a), when the game ends, the BET number set at the start of the game is reset to the value "0", and the BET number lamp 14 displays the BET number "0". Also, if the number of remaining tokens is "1" or more when the game ends, BET operations are possible, and the button lamp Lb lights up.

[0407] Figure 21(b) is a diagram illustrating another specific example of the configuration of the BET number lamp 14 and the number of balls held indicator 28. The specific example in Figure 21(b), like the specific example in Figure 20(b) described above, assumes that the power is turned on with the setting change device 41 in the OFF state and the number of balls held clear button 44 in the ON state. Furthermore, the specific example in Figure 21(b), like the specific example in Figure 21(a) described above, assumes that the power is turned OFF / ON while the reels 12 are rotating.

[0408] The specific example in Figure 21(b) assumes that, prior to the time t1 when the power is cut off (during gameplay), the number of possessed items is "1" and the possessed item display unit 28 displays "1". Furthermore, the specific example in Figure 21(b) assumes that bell A, which can be awarded a 7-bell combination, was won at time t1.

[0409] In the specific example shown in Figure 21(b), we assume that the power is turned on at time t2, and then the game returns to its in-game state. As shown in Figure 21(b), even when the game returns to its in-game state, if the number of possessed items clear button 44 is ON, the number of possessed items is cleared. In the specific example in Figure 21(b), the number of possessed items, which was "1" at time t1 when the power was cut off, is cleared to "0" immediately after the power is turned on at time t2. Also, immediately after the power is turned on, the number of possessed items display unit 28 displays "0".

[0410] As described above, a delay period T begins when the power is turned on. When the delay period T ends, the BET lamp 14 displays the BET number "3", the reels 12 restart, and the stop operation becomes effective. In the specific example in Figure 21(b), we assume that all reels 12 have stopped at time t4 after the delay period T has ended. We also assume that a 7-bell combination has been won at time t4. In this case, the number of held items, which was initially cleared to the value "0", is added to the value "7". The number of held items displayed on the item count indicator 28 changes from "0" to "7".

[0411] As mentioned above, when the number of items held is cleared, a notification of cleared items is executed. Specifically, the notification of cleared items is initiated when the delay period T ends, even if the game returns to a state where it is in progress. For example, in the specific example in Figure 21(b), the notification of cleared items is initiated from the time t3 when the delay period T ends. In this case, the notification of cleared items is executed even during the period when the reel 12 is rotating and the stop operation is valid.

[0412] Furthermore, the notification of clearing the number of possessed items is not interrupted when a combination of symbols resulting from the game is displayed as a stopping point. For example, in the specific example in Figure 21(b), assume that at time t4, a 7-bell combination is won. In this case, the number of possessed items is increased from the value "0" (initial value after clearing) to the value "7", and the possessed item display 28 displays the value "7". However, even if the number of possessed items is increased from the initial value, the notification of clearing the number of possessed items continues to be executed. In the specific example in Figure 21(b), since the number of possessed items is "1" or more at time t4, the button lamp Lb, which was off during the game, lights up.

[0413] Let's assume a configuration where, if the number of winnings is cleared during gameplay, the winning area for that game becomes invalid. This configuration has the disadvantage that the fairness of the game may be compromised. The above embodiment has the advantage that this disadvantage is suppressed. The notification of clearing the number of winnings may be configured to be executed across multiple games. Also, when returning to the game state, the notification of clearing the number of winnings may be interrupted midway (before approximately 5 seconds have elapsed). For example, the notification of clearing the number of winnings may be interrupted when the symbol combination resulting from the game is displayed as stopped.

[0414] Note that while the specific examples in Figure 21(a) and Figure 21(b) illustrate cases where the number of players at the time of power loss (displayed on the player count indicator 28) differs, the trigger (time t2) for the player count indicator 28 to recover (display the number of players before the power loss) is the same regardless of whether the number of players at the time of power loss is the same or different. Furthermore, if, in the specific example in Figure 21(a), the number of players at the time of power loss is "0", and the payout for the game after recovery from the power loss is also "0", the button lamp Lb will remain off even after the end of the game (time t4). Similarly, in the specific example in Figure 21(b), if the payout for the game after recovery from the power loss is "0", the button lamp Lb will remain off even after the end of the game (time t4).

[0415] Figure 22(a) is a diagram illustrating another specific example of the configuration of the BET number lamp 14 and the number of held indicator 28. In Figures 20 and 21 described above, it was assumed that the setting change device 41 was in the OFF state when the power was turned on. On the other hand, in the specific example of Figure 22(a), it is assumed that the setting change device 41 was in the ON state when the power was turned on. As described above, when the setting change device 41 is in the ON state when the power is turned on, the system switches to setting change mode and the BET number is cleared to the value "0".

[0416] In the specific example shown in Figure 22(a), we assume that the power is cut off at time t1 during the non-game period. Furthermore, we assume that at time t1 when the power is cut off, the BET count is the value "2", and the BET count lamp 14 displays the BET count "2". Also, we assume that at time t1 when the power is cut off, the number of tokens held is the value "1000", and the number of tokens display unit 28 displays the number of tokens held "1000". In this case, during the period prior to time t1, the BET count can be added to the number of tokens held, and the button lamp Lb lights up.

[0417] In the specific example shown in Figure 22(a), we assume that the power is turned on at time t2. As described above, in this embodiment, if the setting change device 41 is ON when the power is turned on, the system transitions to the setting change mode. However, as shown in Figure 22(a), even if the setting change device 41 is ON when the power is turned on, the delay period T starts immediately after the power is turned on, and the system transitions to the setting change mode after the delay period T ends.

[0418] In the above setting change mode, as described above, operations to determine new setting values ​​are accepted. The setting change mode ends when the start lever 24 is operated. In addition, during the setting change mode, a setting change notification is continuously executed to inform the user that the settings are being changed. This setting change notification uses sound (voice, sound effects) and images to inform the user that the settings are being changed.

[0419] In the specific example shown in Figure 22(a), we assume that the delay period T ends at time t3. In this case, the system transitions to the setting change mode immediately after time t3, and the setting change notification begins. Also in the specific example shown in Figure 22(a), we assume that the start lever 24 is operated at time t4 during the setting change mode, and the setting change mode ends. In this case, the BET number (value "2") that was held since the power was cut off is cleared to the value "0" at time t4 when the setting change mode ends. As described above, in this embodiment, the BET number is not displayed during the delay period T. Also, as shown in Figure 22(a), the BET number is not displayed during the setting change mode. With this configuration, the situation in which the BET number that is confirmed to be cleared is displayed by the BET number lamp 14 is suppressed.

[0420] As shown in Figure 22(a), even when the system transitions to the setting change mode upon power-on, the inventory indicator 28 returns to displaying the inventory "1000" immediately after the delay period T begins (from time t2), similar to the case where the system does not transition to the setting change mode (see Figures 20 and 21 above). Furthermore, in this embodiment, the inventory indicator 28 continues to display the inventory even in the setting change mode after the delay period T has ended.

[0421] However, settlement operations are not accepted in settings change mode. Therefore, if the settlement button 23 is operated in settings change mode, even if the BET amount is greater than or equal to the numerical value "1", that BET amount will not be returned to the balance. Also, BET operations are not accepted in settings change mode. Therefore, if a BET operation is performed in settings change mode, even if the balance is greater than or equal to the numerical value "1" and the BET amount is less than the specified amount, the BET amount will not be increased. Note that the settings change mode may be configured to display the BET amount.

[0422] As described above, during the delay period T, even if a lending operation is performed on the dedicated device 2, the number of items lent out is not added to the number of items owned. On the other hand, in the setting change mode after the delay period T has ended, the dedicated device 2 is configured to add the number of items lent out to the number of items owned when a lending operation is performed. In addition, when the number of items owned is increased by a lending operation, a lending notification is performed to inform the user of this. For example, when the number of items owned is increased by a lending operation, a predetermined sound effect is output. This sound effect is also output in the setting change mode. However, the system may be configured so that lending operations are disabled until the setting change mode ends.

[0423] As mentioned above, during the delay period T, the counting operation to transfer the number of items held to the dedicated device 2 is disabled. On the other hand, in the setting change mode after the delay period T has ended, the number of items held by the gaming machine 1 is transferred to the dedicated device 2 in accordance with the counting operation. Also, when the number of items held is transferred to the dedicated device 2 by the counting operation, a counting notification is executed to inform the user of this fact. For example, when the number of items held is transferred by the counting operation, a predetermined sound effect is output. The above sound effect is also output in the setting change mode. However, the setting change mode may be configured so that the counting operation is disabled until the setting change mode ends. Specifically, in the setting change mode, the counting operation may be disabled but the lending operation may be enabled. Alternatively, in the setting change mode, the lending operation may be disabled but the counting operation may be enabled.

[0424] As shown in Figure 22(a), immediately after the setting change mode ends at time t4, the BET count lamp 14 displays the cleared BET count of "0". Once the setting change mode ends, various operations, including BET operations and settlement operations, become available, and the game can proceed. For example, in the specific example in Figure 22(a), immediately after the setting change mode ends at time t4, the number of players becomes "1" or more. Therefore, the number of players can be added to the BET count, and the button lamp Lb lights up during the period after time t4. However, at time t4, when the setting change mode ends, the BET count is cleared to the value "0". Therefore, even if the settlement button 23 is operated at time t5 after the setting change mode has ended, the BET count before the power was turned off (the value "2" in the specific example in Figure 22(a)) is not returned to the number of players. Alternatively, the BET count may be cleared when the game transitions to the setting change mode.

[0425] Figure 22(b) is a diagram illustrating another specific example of the configuration of the BET number lamp 14 and the number of tokens indicator 28. The specific example in Figure 22(b), like the specific example in Figure 22(a) described above, assumes that the power is turned OFF / ON during non-game periods, and that the setting change device 41 is ON when the power is turned on. Furthermore, the specific example in Figure 22(b) assumes that the number of tokens clear button 44 is ON when the power is turned on.

[0426] In the specific example shown in Figure 22(b), we assume that the power supply is cut off at time t1. Furthermore, we assume that at time t1 when the power supply is cut off, the number of bets is "2", the bet lamp 14 displays "2", the number of possessions is "1", and the possessions indicator 28 displays "1". In this case, during the period prior to time t1, the number of bets can be added to the number of possessions, and the button lamp Lb lights up.

[0427] In the specific example shown in Figure 22(b), we assume that the power is turned on at time t2, which is after time t1. In this case, immediately after time t2, the number of possessions is cleared to the value "0", and the possession count indicator 28 displays the possession count "0". Also, as shown in Figure 22(b), when the possession count is cleared, a delay period T begins when the power is turned on, just as in the case where the possession count is not cleared (see Figure 22(a) above). During this delay period T, the cleared possession count "0" is displayed, while the BET count lamp 14 does not display the BET count. The same applies in the setting change mode that follows the delay period T.

[0428] In the specific example shown in Figure 22(b), we assume that the delay period T ends at time t3 and the setting change mode is started. In this embodiment, when the number of possessed items is cleared and the setting change mode is started, a notification of the number of possessed items being cleared is executed during the setting change mode. Specifically, the above-mentioned notification of setting change in progress is executed during the setting change mode. In this configuration, both the notification of the number of possessed items being cleared and the notification of setting change in progress are executed in parallel during the setting change mode. Even in the setting change mode when the number of possessed items is cleared, lending operations can be accepted. Furthermore, if the number of possessed items is increased by a lending operation in the setting change mode, a counting operation to transfer that number of possessed items to the dedicated device 2 can be accepted in the subsequent setting change mode.

[0429] In the specific example in Figure 22(b), we assume that the settings change mode ends at time t4, before the notification of clearing the number of items held ends. In the specific example in Figure 22(b), since the number of items held is cleared before transitioning to the settings change mode, the number of items held is "0" immediately after time t4, and the button lamp Lb is off. Also, since the BET count is cleared to "0" when the settings change mode ends, settlement operations cannot be accepted at the subsequent time t5.

[0430] Note that while the specific examples in Figure 22(a) and Figure 22(b) illustrate the case where the number of bets at the time of power loss (the number of bets displayed by the bet lamp 14) is the same, the trigger for the bet lamp 14 to recover (display the initial value of the bet, "0") (the time when the setting change mode ends, t4) is the same regardless of the number of bets at the time of power loss. Similarly, while the specific examples in Figure 22(a) and Figure 22(b) illustrate the case where the number of possessions at the time of power loss (the number of possessions displayed by the possession indicator 28) is different, the trigger for the possession indicator 28 to recover (display the number of possessions before power loss), (the time when the delay period T begins, t2) is the same regardless of the number of possessions at the time of power loss.

[0431] Figure 23(a) is a diagram illustrating another specific example of the configuration of the BET number lamp 14 and the number of tokens indicator 28. In the specific example of Figure 23(a), similar to the specific examples of Figures 22(a) and 22(b) described above, it is assumed that the setting change device 41 is in the ON state when the power is turned on. However, while the specific examples of Figures 22(a) and 22(b) described above assumed that the power was turned OFF / ON during a non-game period, the specific example of Figure 23(a) assumes that the power was turned OFF / ON during gameplay when the reels 12 are rotating. Also, in the specific example of Figure 23(a), it is assumed that the number of tokens clear button 44 is in the OFF state when the power is turned on.

[0432] In the specific example shown in Figure 23(a), we assume that the power is cut off at time t1 during gameplay. Furthermore, we assume that at time t1 when the power is cut off, the BET amount is "3", the BET amount lamp 14 displays "3", the number of held items is "1000", and the number of held items display 28 displays "1000". In this case, during the period prior to time t1, the BET amount cannot be added to the number of held items, and the button lamp Lb turns off.

[0433] In the specific example shown in Figure 23(a), we assume that the power is turned on at time t2. In this case, the delay period T begins immediately after the power is turned on, and after the delay period T ends, the system transitions to the setting change mode. As described above, the number of items possessed is displayed on the item quantity indicator 28 from immediately after the start of the delay period T until after the end of the setting change mode. For example, in the specific example shown in Figure 23(a), the item quantity "1000" is displayed on the item quantity indicator 28 during the period from time t2 when the delay period T begins. However, as described above, even in the setting change mode, the number of items possessed may increase or decrease depending on the counting operation or lending operation, and the number of items possessed displayed on the item quantity indicator 28 may change.

[0434] In the specific example shown in Figure 23(a), we assume that the delay period T ends at time t3. In this case, the system transitions to the setting change mode immediately after time t3, and the setting change notification begins. Also in the specific example shown in Figure 23(a), we assume that the start lever 24 is operated at time t4 while the setting change mode is active, and the setting change mode ends. In this case, the BET number (value "3") that was held since the power was cut off is cleared to the value "0" at time t4 when the setting change mode ends.

[0435] As described above, during the delay period T immediately after the power is turned on, each reel 12 stops. The same applies in the setting change mode. Also, as described above, when the setting change mode ends, the non-game period begins. That is, even if each reel 12 is rotating when the power is cut off, if the system transitions to the setting change mode when the power is turned on afterward, the system returns to the non-game period in which each reel 12 stops. For example, in the specific example in Figure 23(a), each reel 12 stops from the time t2 when the power is restored until after t4 when the setting change mode ends. Furthermore, during this period, the stop operation is ineffective. In reality, each reel 12 is stopped immediately after the time t1 when the power is cut off.

[0436] As shown in Figure 23(a), when the settings change mode ends, the BET number lamp 14 displays the BET number as "0". Also, once the settings change mode ends, the BET operation becomes active. In the specific example in Figure 23(a), the number of tokens held is "1000" when the settings change mode ends. Therefore, the button lamp Lb lights up immediately after the settings change mode ends.

[0437] In the specific example shown in Figure 23(a), we assume that a BET operation is accepted at time t5, which is after time t4 when the setting change mode ends. In this case, immediately after time t5, the BET amount is added to the specified amount (the value "3"), the BET amount lamp 14 displays the BET amount "3", and the button lamp Lb turns off. Also, the number of held items is subtracted to the value "997", and the number of held items display unit 28 displays the number of held items "997".

[0438] Figure 23(b) is a diagram illustrating another specific example of the configuration of the BET number lamp 14 and the number of tokens indicator 28. In the specific example of Figure 23(b), similar to the specific example of Figure 23(a) described above, it is assumed that the power is cut off during gameplay while each reel 12 is rotating, and that the setting change device 41 is ON when the power is turned on afterward. Furthermore, in the specific example of Figure 23(b), it is assumed that the number of tokens clear button 44 is ON when the power is turned on.

[0439] In the specific example shown in Figure 23(a), we assume that the power is cut off at time t1 during gameplay. Furthermore, we assume that at time t1 when the power is cut off, the BET amount is "3", the BET amount lamp 14 displays "3", the number of tokens held is "1", and the number of tokens held indicator 28 displays "1". In this case, during the period prior to time t1, it is not possible to add the BET amount to the number of tokens held, and the button lamp Lb turns off.

[0440] In the specific example shown in Figure 23(b), we assume that the power is turned on at time t2. In this case, the delay period T begins immediately after the power is turned on, and after the delay period T ends, the system transitions to the setting change mode. As described above, the number of items possessed is displayed on the item quantity indicator 28 from immediately after the delay period T begins until after the setting change mode ends. In the specific example shown in Figure 23(b), the number of items possessed is cleared to the value "0" when the power is turned on. In this case, the number of items possessed "0" is displayed on the item quantity indicator 28 for the period from time t2 when the delay period T begins. However, as described above, even in the setting change mode, the number of items possessed may increase or decrease depending on the counting operation or lending operation, and the number of items possessed displayed on the item quantity indicator 28 may change.

[0441] In the specific example shown in Figure 23(b), we assume that the delay period T ends at time t3. In this case, the system transitions to the setting change mode immediately after time t3, and the setting change notification begins. Furthermore, as explained in Figure 22(b) above, in the setting change mode when the number of owned items is cleared upon power-on, in addition to the setting change notification, a number of owned items clear notification is also executed. In addition, the number of owned items clear notification may continue even after the setting change mode has ended (for example, in the specific example in Figure 23(b)). However, the setting change notification is stopped when the setting change mode ends.

[0442] In the specific example shown in Figure 23(b), we assume that the start lever 24 is operated at time t4 during the setting change mode, and that the setting change mode ends. In this case, the BET number (value "3") that was held since the power was turned off is cleared to the value "0" at time t4 when the setting ...

Claims

[Claim 1] A means for storing the number of possessions, which indicates the remaining quantity of game value usable in the game, A bet count storage means that stores the number of bets, which indicates the quantity of game value used in the game, A notification means for notifying whether or not a betting operation to newly store the aforementioned number of bets is possible, A setting value storage means that stores one of the predetermined numerical values ​​as a setting value, Once the number of bets is stored, a game start means is provided to enable the game to be started. A means for determining one of the winning areas with a probability corresponding to the aforementioned set value, Each game includes a symbol display means that can display multiple types of symbols in a variable manner and stop displaying the symbol combinations resulting from the game, A stop control means for stopping the symbols according to the winning area, When the power is turned on, if the first condition is met, the possession count initialization means initializes the possession count, When the second condition is met upon power-on, a setting value changing means is provided to allow the setting value to be changed, It is equipped with, If the power is cut off during the period in which the aforementioned symbols are displayed, and then the first of the two conditions is met when the power is turned on, the number of held symbols is reset, while the number of bets at the time of the power cut is maintained, a message is sent indicating that bet operations cannot be accepted, and the display of the aforementioned symbols is resumed. If the power is cut off during the period in which the aforementioned symbols are displayed, and then both the first and second conditions are met when the power is turned on, the number of items held will be reset, the number of bets will be reset, a message will be sent indicating that bet operations cannot be accepted, and the aforementioned symbols will be displayed in a stopped state. Gaming machine.