Gaming machine

The gaming machine uses multiple reels, an internal lottery, and dynamic reel control to enhance player engagement by offering varied and engaging reward systems, ensuring sustained interest through high expectation rewards.

JP7881152B2Active Publication Date: 2026-06-29OLYMPIA KK

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
OLYMPIA KK
Filing Date
2021-11-24
Publication Date
2026-06-29

AI Technical Summary

Technical Problem

Existing gaming machines lack mechanisms to enhance player enjoyment and engagement, particularly through varied and engaging reward systems that maintain player interest.

Method used

A gaming machine with multiple reels featuring diverse symbols, an internal lottery system to determine winning combinations, and a reel control mechanism that adjusts reel rotation and stopping based on lottery results, incorporating high and low expectation performances that can switch dynamically.

Benefits of technology

Enhances player enjoyment by providing dynamic and engaging gameplay experiences, maintaining interest through the potential for high expectation rewards after initial low-probability animations, thereby improving overall amusement.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a game machine that can enhance an amusement of a game.SOLUTION: A game machine includes: reels 20a-20c; internal lottery means 42 for performing an internal lottery; reel control means 43 for performing control of rotating the reels 20a-20c on the basis of game start operation and stopping the reels 20a-20c on the basis of stop operation in a mode in accordance with a result of the internal lottery; and performance control means 100 for controlling a performance. The performance includes a specific performance and a low-expectation performance as performances associated with provision of privileges. The specific performance provides a high predetermined expectation associated with provision of privileges as compared with the low-expectation performance. The performance control means 100 can start the low-expectation performance which is triggered by the game start operation, start the specific performance which is triggered by the game start operation, and switch to the specific performance from the low-expectation performance after starting the low-expectation performance which is triggered by the game start operation.SELECTED DRAWING: Figure 10
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Description

Technical Field

[0006] , , ,

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

Background Art

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

[0003] Further, as a slot machine, one having an instruction function for assisting the winning of a specific combination is known. In this type of gaming machine, the instruction function operates in a so-called AT production state (assist time production state: instruction production state) or the like, and the batting order or the like for winning a specific combination is notified, so that it becomes easy for the player to win the specific combination.

[0004] Further, in this type of gaming machine, a predetermined privilege such as an extension of the duration of the AT production state may be given on a predetermined occasion (for example, Patent Document 1). And when the privilege is given, an effect related to the giving of the privilege is executed.

Prior Art Documents

Patent Documents

[0005]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0006] By the way, amusement machines are required to enhance the enjoyment of the game.

[0007] This invention has been made in view of the above circumstances, and aims to provide a gaming machine that can enhance the enjoyment of gaming. [Means for solving the problem]

[0008] To solve the aforementioned problems, the gaming machine of the present invention is: Multiple reels with multiple types of symbols arranged on them, An internal lottery method for conducting an internal lottery to determine whether or not a role is achieved, A reel control means that controls the rotation of the reels based on a game start operation and the stopping of the reels in a manner corresponding to the result of the internal lottery based on a stop operation, It comprises a performance control means for controlling the performance, The aforementioned production includes, as a production related to the granting of benefits, a specific production and a low-expectation production. The aforementioned specific performance has a higher predetermined expectation level regarding the granting of benefits compared to the aforementioned low expectation performance. The aforementioned performance control means is The low-expectation performance is initiated as a result of the aforementioned game start operation, The aforementioned game start operation triggers the commencement of the specific performance, A key feature is that, after initiating the low-probability performance triggered by the aforementioned game start operation, it is possible to switch from the low-probability performance to the specific performance.

[0009] If a low-expectation-level animation is included as part of the presentation for granting rewards, the player may lose interest in receiving the reward once the animation is played. According to the present invention, there is a possibility that the animation will switch to a specific animation with a high expectation level of reward granting after the low-expectation-level animation has started. This prevents the player from losing interest due to the low-expectation-level animation and improves the enjoyment of the game. [Effects of the Invention]

[0010] According to the gaming machine of the present invention, the amusement of the game can be improved.

Brief Description of the Drawings

[0011] [Figure 1] An example of a gaming machine according to an embodiment of the present invention is shown, and it is a perspective view thereof. [Figure 2] It is a diagram showing the symbol arrangement of the reel. [Figure 3] It is a block diagram showing a schematic configuration of the gaming machine. [Figure 4] It is a diagram for explaining an internal lottery table. [Figure 5] It is a diagram for explaining the relationship between the stop operation mode at the time of winning in each winning area and the winning combination. [Figure 6] It is a diagram for explaining the relationship between the winning combination and the symbol combination. [Figure 7] It is a diagram for explaining the relationship between the winning combination and the symbol combination. [Figure 8] It is a state transition diagram of the game state. [Figure 9] It is a state transition diagram of the game section and the production state. [Figure 10] It is a diagram for explaining the start timing of each production related to the bonus. [Figure 11] It is a diagram for explaining the display timing of various displays in the aiming production.

Embodiments for Carrying Out the Invention

[0012] Hereinafter, embodiments of the present invention will be described with reference to the drawings. In this embodiment, the case where the present invention is applied to a slot machine, which is one of the gaming machines, will be described as an example. However, the present invention is not limited to slot machines and may be applied to other gaming machines such as pachinko machines and medal-less gaming machines. As shown in Figure 1, the slot machine (gaming machine) 10 of the present invention comprises a box-shaped casing 11 with an open front side facing the player, and a front door 12 that opens and closes the front opening of the casing 11. The casing 11 houses a reel unit in which a rotatable first reel 20a, a second reel 20b, and a third reel 20c are unitized, as well as a hopper device for dispensing medals (game value). The front door 12 is divided into an upper door 12a and a lower door 12b, and these upper door 12a and lower door 12b can be opened and closed relative to the casing 11.

[0013] The upper door 12a is provided with a liquid crystal display (display means) 13, a speaker (sound output means) 14 and other devices for performance, as well as a display window 16. The liquid crystal display 13 displays various images (moving images, still images) for performance. The speaker 14 outputs various sounds (music, sound effects, voices, etc.) for performance. In addition to the liquid crystal display 13 and speaker 14, other devices for performance may include lighting devices such as lamps (LEDs), and movable parts that can be operated by actuators, etc.

[0014] Behind the display window 16, the reel unit is positioned so that a portion of it can be seen from outside the display window 16. Each reel 20a to 20c has its outer surface divided into 20 sections (20 areas) at regular intervals, and one of several types of symbols is placed in each section. In other words, multiple types of symbols are arranged in a row on the outer surface of each reel 20a to 20c. When each reel 20a to 20c stops, three symbols per reel (upper, middle, and lower) are displayed through the display window 16. The display window 16 also has upper, middle, and lower sections as display positions for viewing the symbols of each reel 20a to 20c, and the number of active lines is set by the combination of the display positions of each reel 20a to 20c. In this embodiment, the active lines are formed by the lower section of the first reel 20a, the middle section of the second reel 20b, and the upper section of the third reel 20c. In this embodiment, the number of tokens required for one game (specified number) is set to 3, and when the specified number of tokens are inserted, the active lines are activated.

[0015] On the outer peripheral surfaces of the respective reels 20a to 20c, as shown in FIG. 2, there are arranged various symbols including a white 7 symbol "White 7", a purple 7 symbol A "Purple 7A", a purple 7 symbol B "Purple 7B", a purple 7 symbol C "Purple 7C", a purple 7 symbol D "Purple 7D", a yellow 7 symbol "Yellow 7", a red 7 symbol "Red 7", a black BAR symbol "Black BAR", a red BAR symbol "Red BAR", and a blank symbol "BK". Further, symbol numbers 0 to 19 are associated with the respective symbols of the respective reels 20a to 20c.

[0016] In the slot machine 10, when the respective reels 20a to 20c start rotating along with the start of the game, an internal lottery is executed to determine either the winning or losing (non-winning) of any of the winning combinations. Next, when the reels 20a to 20c stop, if the symbol combination corresponding to the winning combination selected in the internal lottery is displayed on the active line, this winning combination wins, and the process corresponding to the winning combination that has won (winning process) is executed.

[0017] Below the display window 16, a game information display section 17 and an advantageous section indicator 18 are provided. The game information display section 17 is composed of an LED, a lamp, a 7-segment display, etc., and various game information such as the number of medal credits, the number of medals paid out or won in one game, error information, etc. is displayed. Further, the advantageous section indicator 18 has an LED, and whether staying in the advantageous section or not is notified by the lighting and extinguishing of this LED.

[0018] On the lower door 12b, there are provided a medal insertion slot 22 for inserting medals, a bet button 23 for betting the credited medals, a start lever (game start operation means) 24 that is operated when starting the game, stop buttons (stop operation means) 26a, 26b, 26c for stopping the rotating reels, a payout opening 27 for paying out medals by a hopper device, and a medal tray 28 for receiving the medals paid out from the payout opening 27. Further, inside the medal insertion slot 22, a medal sensor 29 (see FIG. 3) for detecting the passage of the medals inserted from the medal insertion slot 22 is provided.

[0019] In the slot machine 10, when a medal is inserted into the medal slot 22, or when the bet button 23 is operated and a predetermined number of medals are bet, the start lever 24 is activated. When the activated start lever 24 is operated, the game starts. When the game starts, each reel 20a to 20c starts to rotate, and when the rotation speed of each reel 20a to 20c reaches a constant speed and becomes steady rotation, the stop buttons 26a to 26c are activated. When the activated stop buttons 26a to 26c are operated, the reels 20a to 20c corresponding to the operated stop button 26a to 26c are stopped.

[0020] Furthermore, the lower door 12b is provided with a performance button (performance operation means) 25. The performance button 25 is pressed by the player, and when pressed, it changes the appearance of the performance image displayed on the liquid crystal display 13, thereby increasing the player's sense of participation in the game and enhancing its entertainment value. Note that the performance button (performance operation means) 25 does not have to be in the shape of a button, but can be anything that can detect the player's operation.

[0021] As shown in Figure 3, the slot machine 10 is equipped with a main control board (main control device) 31 and a sub-control board (sub-control device) 32. The main control board 31 receives input signals from input means such as the bet button 23, start lever 24, stop buttons 26a to 26c, and medal sensor 29, performs various calculations to execute the game, and controls output means such as the reel unit and hopper device based on the calculation results. The sub-control board 32 receives signals sent from the main control board 31 and input signals from input means such as the effect button 25, performs various calculations to execute the effects, and controls the effect devices such as the liquid crystal display 13 and speaker 14 based on the calculation results.

[0022] Furthermore, the main control board 31 and the sub-control board 32 are electrically connected, and the main control board 31 can transmit various information (signals), such as information indicating the game status, to the sub-control board 32. However, the sub-control board 32 cannot transmit information to the main control board 31. Furthermore, the functions of each board, such as the main control board 31 and the sub-control board 32, are realized by hardware such as various processors (CPU, DSP, etc.), ICs, or information storage media such as ROM and RAM, and software consisting of predetermined programs pre-stored in ROM, etc.

[0023] The main control board 31 includes an input receiving means 40, a random number generation means 41, an internal lottery means 42 that performs an internal lottery to determine whether a winning combination is achieved, a reel control means 43 that controls the rotation of the reels, a winning combination determination means 44 that determines whether a winning combination has been achieved when all reels have stopped, a payout control means 45, a replay control means 46, a setting change means 47, an initialization means 48, a game state control means 49, an instruction function control means 51, a performance main control means 52, and a storage means 60. The storage means 60 also includes ROM and RAM. Furthermore, the sub-control board 32 includes a performance sub-control means 70 and a sub-side storage means 72. The sub-side storage means 72 also includes ROM and RAM.

[0024] Furthermore, the performance control means 100 is composed of a performance main control means 52 and a performance sub-control means 70. The performance main control means 52 issues instructions to the performance sub-control means 70 based on the game state, performance state, etc. The performance sub-control means 70 controls the performance device using performance data stored in the sub-side storage means 72, based on the information regarding the game state, performance state, or whether or not to perform an instructed performance transmitted from the performance main control means 52. In this embodiment, the control performed by the performance main control means 52 may also be performed by the performance sub-control means 70, and the control performed by the performance sub-control means 70 may also be performed by the performance main control means 52. In addition, the control performed by the performance control means 100 described in this embodiment may also be performed by the instruction function control means 51, and the control performed by the instruction function control means 51 may also be performed by the performance control means 100.

[0025] The coin insertion receiving means 40 accepts the insertion of coins for each game and, based on the insertion of a predetermined number of coins, performs a process to activate the game start operation on the start lever 24. Specifically, when coins are inserted into the coin slot 22, the coin sensor 29 detects the coins, and the coin insertion receiving means 40 sets the inserted coins to the inserted state (bet state), up to a predetermined limit. Also, when the bet button 23 is pressed while coins are credited, the coin insertion receiving means 40 sets the credited coins to the inserted state, up to a predetermined limit. In this embodiment, the first press operation on the start lever 24, which has been activated based on the insertion of a predetermined number of coins, is accepted as the game start operation, and upon this operation, the rotation of the reels 20a to 20c begins, and internal lotteries and other draws are performed.

[0026] Furthermore, the coin insertion acceptance means 40 controls the system so that, in the next game after a game in which a replay was awarded, the player's coins are not set to the coin insertion state. Specifically, if a replay was awarded in the previous game, even if coins are inserted into the coin insertion slot 22 while the system is accepting coin insertions, the inserted coins are not set to the coin insertion state, but are credited up to the credit limit (for example, 50 coins). In addition, the system prevents operation of the bet button 23 while the system is accepting coin insertions, so that even if the bet button 23 is pressed, the credited coins are not set to the coin insertion state.

[0027] The random number generation means 41 generates random values ​​for the lottery. Random values ​​can be generated, for example, based on the count value of an increment counter (a counter that counts values ​​so as to cycle within a predetermined count range). In this embodiment, "random number" includes not only values ​​that are generated randomly in a mathematical sense, but also values ​​that, even if their generation is regular, can function as effectively random numbers because the timing of their acquisition is irregular.

[0028] The internal lottery means 42 performs an internal lottery using an internal lottery table based on the operation of the activated start lever 24 (i.e., the start of the game). The internal lottery table associates various winning combinations, including minor roles, replays, and bonuses, as well as losing combinations (non-winning), with each of the multiple random numbers (for example, 65,536 random numbers from 0 to 65,535). Multiple internal lottery tables are stored in the internal lottery table storage area 61 provided in the ROM of the storage means 60. In this embodiment, as will be described later, the game state can be set to a general state, an RBB internal state, and an RBB operating state, and six setting values ​​from setting 1 to setting 6 can be set. The internal lottery means 42 selects an internal lottery table according to the game state and setting value and performs an internal lottery. A minor win is a win that, when achieved, results in a payout of a predetermined number of tokens corresponding to the win. A replay is a win that, when achieved (activated), allows the player to play again without consuming any more tokens. When a replay is achieved, the start lever 24 is activated without the player using any tokens, and the game can be started by operating the start lever 24.

[0029] In the internal lottery, a random number for the lottery is obtained from the random number generation means 41, and this random number is compared with the internal lottery table to determine whether or not a winning role has been achieved. The winning role associated with the random number is then determined as a win. Specifically, the internal lottery table has multiple winning areas as shown in Figure 4, and each random number obtained from the random number generation means 41 is associated with one of the winning areas. Furthermore, there are winning areas that contain one or more winning roles (areas associated with winning roles) and winning areas that do not contain any winning roles (areas associated with losing roles). In addition, each winning area contains different combinations of winning roles. All winning roles belonging to the winning area associated with the random number obtained from the random number generation means 41 are determined as wins in the internal lottery. Hereafter, in the internal lottery, when a role belonging to a winning area is won, this will also be referred to as "the winning area is won." When no role is won, this will also be referred to as "the winning area 'not won' is won."

[0030] As shown in Figure 4, in this embodiment, there are three types of minor wins: minor wins 1 through 33. In addition, there are three types of winning areas that include minor wins: "minor wins ALL", "8 coins ALL", "3 coins ALL", "1 coin ALL", "4-choice yellow 7A" through "4-choice yellow 7H", "4-choice 3 coins A" through "4-choice 3 coins D", "eye-stop hitting order A" through "eye-stop hitting order D", "common 3 coins A", "common 3 coins B", "chance eye A", "chance eye B", "upward-sloping yellow 7", "middle yellow 7", "black BAR alignment", and "common 1 coin". Furthermore, minor wins 1 through 3 are 15-coin wins that pay out 15 coins when they are won. Minor wins 4 through 8 are 8-coin wins that pay out 8 coins when they are won. Minor wins 9 through 14 are 3-coin wins that pay out 3 coins when they are won. Furthermore, minor wins 15 through 33 are 1-coin wins that pay out 1 coin when they are won. In the following, the winning areas "4-choice yellow 7A" to "4-choice yellow 7H" may be collectively referred to as "4-choice yellow 7". Also, the winning areas "4-choice 3-coin A" to "4-choice 3-coin D" may be collectively referred to as "4-choice 3-coin combination". Furthermore, the winning areas "machine-pressing batting order A" to "machine-pressing batting order D" may be collectively referred to as "machine-pressing batting order combination". In this embodiment, the batting order bell basically refers to the winning area of ​​the 4-choice yellow 7, but the batting order bell may also refer to the winning area of ​​the 4-choice 3-coin combination, etc.

[0031] The winning area "Small Role ALL" is a winning area where all small roles (small role 1 to small role 33) are won simultaneously. The winning area "8 Coins ALL" is a winning area where small roles 4 to small role 33 are won simultaneously. The winning area "3 Coins ALL" is a winning area where small roles 9 to small role 33 are won simultaneously. The winning area "1 Coin ALL" is a winning area where small roles 15 to small role 33 are won simultaneously. The winning areas "4 Choice Yellow 7A" to "4 Choice Yellow 7H" are winning areas where one type of 8-coin role and multiple types of 1-coin roles are won simultaneously. The winning areas "4 Choice 3 Coins A" to "4 Choice 3 Coins D" are winning areas where one type of 3-coin role and multiple types of 1-coin roles are won simultaneously. The winning areas "Precise Press Order A" to "Precise Press Order D" are winning areas where a 15-coin role and multiple types of 1-coin roles are won simultaneously. Furthermore, the winning area "Common 3-coin A" is a winning area where multiple types of 3-coin combinations are won simultaneously. Furthermore, the winning area "Common 3-coin B" is a winning area where multiple types of 3-coin combinations and one type of 1-coin combination (minor combination 25) are won simultaneously. Furthermore, the winning area "Chance Eye A" is a winning area where a 3-coin combination (minor combination 11) is won alone. Furthermore, the winning area "Chance Eye B" is a winning area where multiple types of 3-coin combinations are won simultaneously. Furthermore, the winning area "Upward-sloping Yellow 7" is a winning area where an 8-coin combination (minor combination 6) is won alone. Furthermore, the winning area "Middle Yellow 7" is a winning area where an 8-coin combination (minor combination 4) is won alone. Furthermore, the winning area "Black BAR Alignment" is a winning area where multiple types of 8-coin combinations are won simultaneously. Furthermore, the winning area "Common 1-coin" is a winning area where multiple types of 1-coin combinations are won simultaneously.

[0032] In this embodiment, replays 1 through 6 are provided as replays. In addition, the winning areas that include replays are provided as "Replay A", "Replay B", "Bat Order 7 Matching Replay", "Middle Replay", "Red 7 Fake Replay", "Red 7 Matching", and "BAR Matching".

[0033] The winning areas "Replay A," "Replay B," "Batting Order 7s Aligned Replay," "Red 7s Aligned," and "BARs Aligned" are areas where multiple types of replays can be won simultaneously. In addition, the winning areas "Middle Replay" and "Red 7 Fake Replay" are areas where only one type of replay can be won individually.

[0034] Furthermore, in this embodiment, a Big Bonus (RBB: Special Role) is provided as a bonus. In addition, as a winning area associated with the bonus, there is a winning area "RBB" where the Big Bonus is won alone, while the winning areas "Red 7s aligned", "BARs aligned", "Black BARs aligned" and "Common 1 Coin" are set to allow for the Big Bonus to be won multiple times. Moreover, in the winning areas "Red 7s aligned", "BARs aligned", "Black BARs aligned" and "Common 1 Coin", the Big Bonus is won multiple times when the game state is in the general state, but not when the game state is in the RBB internal state. In this embodiment, a continuous activation device for a so-called Type 1 special bonus is assumed, but other types of bonuses may be used. Furthermore, other bonuses may also be included. Additionally, the included bonuses may be set to be awarded individually, or they may be awarded in conjunction with replays or minor wins.

[0035] Additionally, a "Loss" area is provided as a corresponding winning area for those who did not win.

[0036] Each winning area is set to either be a winning area or not, depending on the game state. In other words, the internal lottery means 42 selects an internal lottery table according to the game state and performs an internal lottery, which changes the winning combinations. To put it another way, in each game state, an internal lottery is performed using an internal lottery table that includes the winning areas that can be won in that game state as the lottery targets. In Figure 4, the "○" mark indicates whether each winning area can be won in each game state. Specifically, the winning areas "Not Won," "All Small Wins," "All 8 Coins," "All 3 Coins," and "All 1 Coin" are won when the game state is in the RBB activation state, but not when the game state is in the general mode or the RBB internal mode. In addition, the winning areas "Replay A," "Replay B," "Replay with 7 Matching Order," "Middle Replay," "Red 7 Fake Replay," "4-Choice Yellow 7A" to "4-Choice Yellow 7H," "4-Choice 3 Coins A" to "4-Choice 3 Coins D," "Matching Order A" to "Matching Order D," "Common 3 Coins A," "Common 3 Coins B," "Chance Eye A," "Chance Eye B," "Right-Up Yellow 7," "Middle Yellow 7," "Red 7 Matching Order," "BAR Matching Order," "Black BAR Matching Order," and "Common 1 Coin" are won when the game state is in the general mode or the RBB internal mode, but not when the RBB is activated. Furthermore, the winning area "RBB" is awarded when the game state is in the normal state, but not when the RBB internal state is in the active state or when the RBB is running.

[0037] Furthermore, in this embodiment, the probability of winning a minor role is the same in both the general state and the RBB internal state. Also, replays cannot be won in the RBB activation state. In other words, the probability of winning a replay is higher in the general state and the RBB internal state than in the RBB activation state.

[0038] The internal lottery means 42 sets the winning flag corresponding to the winning role as a result of the internal lottery from a non-winning state (off state) to a winning state (on state). Furthermore, if multiple winning roles are won simultaneously, the winning flag corresponding to each of the simultaneously won roles is set from a non-winning state to a winning state. In addition, the setting information of the winning flags is stored in the winning flag storage area 62 provided in the RAM of the storage means 60.

[0039] Furthermore, there are two types of winning flags: a winning flag that allows the winning state to be carried over to subsequent games until a win is achieved (carry-over flag), and a winning flag that resets to a non-winning state regardless of whether a win is achieved or not (non-carry-over flag). The Big Bonus is one of the roles associated with the carry-over flag. The minor roles and replays are associated with the non-carry-over flag. For example, when the internal lottery means 42 wins a Big Bonus in the internal lottery, it carries over the winning state of the Big Bonus winning flag until a Big Bonus is achieved. At this time, even in games where the winning state of the Big Bonus winning flag has been carried over, the internal lottery means 42 also performs an internal lottery to determine whether minor roles and replays are successful or not. That is, in games where the winning state of the Big Bonus winning flag has been carried over, if a minor role or replay is achieved, the winning flags corresponding to two or more roles, namely the Big Bonus winning flag that has already been won and the minor role or replay winning flag that was won in the internal lottery, are set to a winning state.

[0040] Furthermore, Slot Machine 10 has six settings, from Setting 1 to Setting 6, and the probability of winning a prize differs depending on the setting. Specifically, when the setting changes, the group of internal lottery tables, which consists of multiple internal lottery tables selected according to the game state, changes to the group of internal lottery tables corresponding to each setting, and the group of internal lottery tables changes so that the probability of winning small wins, replays, and bonuses differs depending on the setting.

[0041] The setting change means 47 controls the change of the setting value stored in the setting value storage area 63 provided in the RAM of the storage means 60. Specifically, when the setting change key is inserted into the setting change key cylinder provided inside the slot machine 10, and the setting change key (setting change key cylinder) is rotated 90 degrees clockwise from its initial position, and the power to the slot machine 10 is turned on, the setting change means 47 starts the slot machine 10 in setting change mode. The setting value can be selected from six setting values ​​from setting 1 to setting 6, and the probability of winning the internal lottery changes in order from setting 1 to setting 6 so that the expected value of the payout rate increases in that order. In setting change mode, each time the setting change button provided inside the slot machine 10 is pressed, the setting change means 47 changes the setting value in the order of setting 1 → setting 2 → ... setting 6 → setting 1 → ... and when the start lever 24 is pressed, the setting value is confirmed and the confirmed setting value is stored in the setting value storage area 63. Furthermore, the system can be switched from setting change mode to game mode by returning the setting change key, which is inserted into the setting change key cylinder, to its initial position. In this embodiment, the setting values ​​are expressed in the order of Setting 1 < Setting 2 < Setting 3 < Setting 4 < Setting 5 < Setting 6, from highest to lowest.

[0042] Furthermore, when the power is turned on with the setting change key cylinder in its initial position, the slot machine 10 is started in game mode. In this embodiment, in game mode, players can play games, but they cannot change the setting values, and in setting change mode, players can change the setting values, but they cannot play games.

[0043] When the setting value is changed, the initialization means 48 performs an initialization process that initializes at least a portion of the information stored in the RAM of the storage means 60. Specifically, when the setting value is changed, the initialization means 48 performs a process to return the game state, game section, and performance state, which will be described later, to their initial state. That is, when the setting value is changed, the game state becomes the general state, the game section becomes the non-advantageous section, and the performance state becomes the non-advantageous section performance state, and these states become the same as when the power is first turned on after the factory shipment. In addition, during the initialization process, the initialization means 48 also initializes other information related to performances stored in the RAM of the storage means 60. The sub-control board 32 also has an initialization means (not shown), and when a signal indicating that the setting value has been changed is transmitted from the main control board 31, the initialization means of the sub-control board 32 initializes the information related to performances stored in the RAM of the sub-side storage means 72. Furthermore, it is possible to configure the game state, game interval, and presentation state so that they do not revert to their initial state even if the settings are changed.

[0044] The reel control means 43 starts the rotation of each reel 20a to 20c when the start lever 24, which is activated under the control of the main control board 31, is operated (i.e., the game is started), and when the activated stop buttons 26a to 26c are operated, it controls the stopping of the reel corresponding to the operated stop button.

[0045] In other words, each time one of the stop buttons 26a to 26c is operated, the reel control means 43 determines the stopping position of the reel corresponding to the operated button among the first reels 20a to the third reels 20c, and controls the reel to stop at the determined stopping position. In the slot machine 10, when stop button 26a is operated, the rotation of the first reel 20a stops; when stop button 26b is operated, the rotation of the second reel 20b stops; and when stop button 26c is operated, the rotation of the third reel 20c stops. Therefore, the stopping order of the first reels 20a to the third reels 20c changes depending on the order in which the stop buttons 26a to 26c are operated (the order in which they are played).

[0046] In the following, regarding the order of stopping operations (the order in which stop buttons 26a to 26c are operated), the order in which all of the stop buttons 26a to 26c are operated as a single unit of stopping operations will be referred to as the "batting order". Furthermore, among the stopping operations that make up the batting order, the first stopping operation will be referred to as the "first stopping operation", the second stopping operation as the "second stopping operation", and the third stopping operation as the "third stopping operation".

[0047] Furthermore, below, the operation of stop buttons 26a, 26b, and 26c to stop the rotating reels in the order of the first reel 20a, the second reel 20b, and the third reel 20c will be referred to as "Batting Order 1," the operation of stop buttons 26a, 26b, and 26c to stop the rotating reels in the order of the first reel 20a, the third reel 20c, and the second reel 20b will be referred to as "Batting Order 2," and the operation of stop buttons 26a, 26b, and 26c to stop the rotating reels in the order of the second reel 20b, the first reel 20a, and the third reel 20c will be referred to as "Batting Order 3." The operation of stop buttons 26a, 26b, and 26c to stop the rotating reels in the order of the second reel 20b, the third reel 20c, and the first reel 20a is called "Batting Order 4," the operation of stop buttons 26a, 26b, and 26c to stop the rotating reels in the order of the third reel 20c, the first reel 20a, and the second reel 20b is called "Batting Order 5," and the operation of stop buttons 26a, 26b, and 26c to stop the rotating reels in the order of the third reel 20c, the second reel 20b, and the first reel 20a is called "Batting Order 6." Furthermore, "Batting Order 1" and "Batting Order 2" are collectively called "Left Press," "Batting Order 3" and "Batting Order 4" are collectively called "Middle Press," and "Batting Order 5" and "Batting Order 6" are collectively called "Right Press." In addition, "Middle Press" and "Right Press" are sometimes collectively called "Irregular Press."

[0048] Furthermore, in this embodiment, for the first reels 20a to the third reels 20c, the rotating reel corresponding to the pressed stop button stops within 190ms from the time the stop buttons 26a to 26c are operated. In addition, the reels can rotate up to 4 frames (4 symbols) from the time each stop button 26a to 26c is operated until each reel 20a to 20c stops. The reel control means 43 controls the reels 20a to 20c corresponding to the stop button 26a to 26c that was stopped, so that the symbol corresponding to the winning flag set to a winning state is displayed on the active line when the symbol corresponding to the winning state is located within a range of 0 to 4 frames (a predetermined pull-in range) relative to the display position on the active line at the time the stop operation is performed. In other words, the reel control means 43 stops the reels 20a to 20c corresponding to the stop buttons 26a to 26c that have been stopped, so that any symbol from the symbol currently on the active line up to the symbol four positions away is displayed on the active line.

[0049] Furthermore, in the stop control when the stop buttons 26a to 26c are operated, the reel control means 43 stops each reel 20a to 20c so that a winning combination whose winning flag is set to the winning state is awarded. Specifically, when the winning flag of one winning combination is set to the winning state, the reel control means 43 stops each reel 20a to 20c so that this winning combination is awarded. Also, when the winning flags of multiple winning combinations are set to the winning state simultaneously, the reels 20a to 20c are stopped according to the priority order determined for each combination so that a predetermined winning combination is awarded. In this embodiment, the priority order is determined to be "Replay > Small Win > Bonus". The reel control means 43 then stops the reels 20a to 20c so that the symbols constituting the symbol combinations indicating the winning form of a higher priority combination are displayed on the active line in priority to the symbols constituting the symbol combinations indicating the winning form of a lower priority combination.

[0050] Also, regarding the priority of candidates for the stop position when multiple types of minor roles are won in the internal lottery, there are a method of determining the priority according to the number of symbol combinations that can be displayed on the effective line (number priority control) and a method of determining the priority according to the number of medals paid out (number of medals priority control). When executing the number priority control for determining the priority of candidates for the stop position according to the number of symbol combinations that can be displayed on the effective line, the priority of each candidate for the stop position is determined so that the stop position (symbol) where the number of symbol combinations indicating the winning form that can be displayed on the effective line is larger has a higher priority. When executing the number of medals priority control for determining the priority of candidates for the stop position according to the number of medals paid out, the priority of each candidate for the stop position is determined so that the stop position (the stop position where a minor role with a large payout can be won) where the number of medals paid out based on the payout of the minor role corresponding to the symbol displayed at the display position on the effective line is larger has a higher priority. In addition, when determining the priority of candidates for the stop position according to the number of medals paid out, if minor roles with the same payout are won repeatedly, the priorities of the candidates for the stop position where each minor role can be won are treated as the same.

[0051] FIG. 5 shows the relationship between the mode of the stop operation and the winning role when each winning area is won in the RBB internal medium state. As shown in Figure 5, each of the four yellow 7 options has a correct and incorrect sequence of button presses. In the RBB internal state, when a win occurs in each of the four yellow 7 options, if the correct sequence of button presses is used, an 8-coin payout (correct payout) will be awarded, and if the incorrect sequence of button presses is used, a 1-coin payout (incorrect payout) may be awarded. In other words, when any of the four yellow 7 options is won in the RBB internal state, if stop buttons 26a to 26c are pressed in the correct sequence, the priority is set so that the candidate stop position that can award small payouts 4 to 7 has the highest priority. If stop buttons 26a to 26c are pressed in the incorrect sequence, the priority is set so that the candidate stop position that can award small payouts 15, 17 to 28, and 31 has the highest priority.

[0052] Each of the four-choice yellow 7s has only one correct batting order, and the other five batting orders are considered incorrect. In addition, the winning areas "4-choice yellow 7A" to "4-choice yellow 7D" have different correct batting orders, and the winning areas "4-choice yellow 7E" to "4-choice yellow 7H" have different correct batting orders. Furthermore, in the winning areas "4-choice yellow 7A" to "4-choice yellow 7D", one of batting orders 3 through 6 is set as the correct batting order, while batting orders 1 and 2 are set as incorrect batting orders. Furthermore, in the winning areas "4-choice yellow 7E" to "4-choice yellow 7H", one of batting orders 3 through 6 is set as the correct batting order, while batting orders 1 and 2 are set as incorrect batting orders.

[0053] The information in parentheses in Figure 5 indicates the probability of winning a single-coin prize when the stopping operation is performed in that order. For example, "1 coin (1 / 2)" means that there is a 1 / 2 probability of winning a single-coin prize and a 1 / 2 probability of missing a single-coin prize (not winning a single-coin prize). Similarly, "1 coin (1 / 4)" means that there is a 1 / 4 probability of winning a single-coin prize and a 3 / 4 probability of missing a single-coin prize (not winning a single-coin prize).

[0054] In the winning areas "4-choice yellow 7A" to "4-choice yellow 7H", if the correct sequence of button presses is used, an 8-coin payout will be awarded. In addition, if the incorrect sequence of button presses is used in the winning areas "4-choice yellow 7A" to "4-choice yellow 7H", either a 1-coin payout or no payout at all will be awarded.

[0055] Furthermore, in each of the four winning areas for the yellow 7, when a win occurs in the general mode, even if the stopping operation is performed in the correct order to award an 8-coin payout if the RBB internal mode is active, the 8-coin payout will not be awarded. Instead, a 1-coin payout will be awarded with a 1 / 2 probability, and the 1-coin payout will be missed (not awarded) with a 1 / 2 probability.

[0056] As shown in Figure 5, each of the four 3-coin combinations has a correct and incorrect button sequence. In the RBB internal state, when a win occurs in each winning area of ​​the four 3-coin combination, if the correct button sequence is used, a 3-coin combination (correct combination) will be awarded, and if the incorrect button sequence is used, a 1-coin combination (incorrect combination) will be awarded. In other words, when any of the four 3-coin combinations is won in the RBB internal state, if stop buttons 26a to 26c are pressed in the correct button sequence, the priority is determined so that the candidate stop position that can award small wins 9 to 10 has the highest priority. If stop buttons 26a to 26c are pressed in the incorrect button sequence, the priority is determined so that the candidate stop position that can award small wins 15 to 28 and 31 has the highest priority.

[0057] Each of the four-choice three-card combinations has only one correct batting order, while the other five batting orders are considered incorrect. Furthermore, the winning areas "4-choice 3-card A" to "4-choice 3-card D" each have different correct batting orders. Additionally, in the winning areas "4-choice 3-card A" to "4-choice 3-card D", one of batting orders 3 through 6 is set as the correct batting order, while batting orders 1 and 2 are set as incorrect batting orders.

[0058] In the winning areas "4 choices 3 cards A" to "4 choices 3 cards D", if the correct sequence of button presses is used, a 3-card payout will be awarded. In addition, in the winning areas "4 choices 3 cards A" to "4 choices 3 cards D", if the incorrect sequence of button presses is used, a 1-card payout will be awarded.

[0059] Furthermore, in the winning areas "4-choice 3-coin A" to "4-choice 3-coin D," when a win occurs in the normal state, a 3-coin payout is awarded if the correct batting order is used, and a 1-coin payout is awarded if the incorrect batting order is used. In the normal state, there are two correct batting orders for the winning areas "4-choice 3-coin A" to "4-choice 3-coin D," while the other four batting orders are considered incorrect. In addition, in the winning areas "4-choice 3-coin A" to "4-choice 3-coin D" in the normal state, two of the batting orders from 3 to 6 are set as correct batting orders, while batting orders 1 and 2 are set as incorrect batting orders. Specifically, in the winning areas "4-choice 3-coin A" and "4-choice 3-coin B" in the normal state, batting orders 3 and 4 are set as correct batting orders, while batting orders 1, 2, 5, and 6 are set as incorrect batting orders. Furthermore, in the general mode, the winning areas "4-choice 3-coin C" and "4-choice 3-coin D" have batting orders 5 and 6 set as the correct batting orders, while batting orders 1 through 4 are set as the incorrect batting orders. In other words, in the winning areas "4-choice 3-coin A" through "4-choice 3-coin D", the general mode has a larger number of correct batting orders compared to the RBB internal mode, thus increasing the probability of winning a 3-coin combination (expected value of medal acquisition) when winning.

[0060] As shown in Figure 5, each button-pressing sequence has a correct sequence and an incorrect sequence. In the RBB internal state, when a button press is pressed in the correct sequence, each winning area of ​​the button-pressing sequence will award a 15-coin prize (correct prize), while an incorrect sequence will award a 1-coin prize (incorrect prize). In other words, when any button-pressing sequence is selected in the RBB internal state, if stop buttons 26a to 26c are pressed in the correct stop operation mode, the priority is set so that the candidate stop position that can award small prizes 1 to 3 has the highest priority. If stop buttons 26a to 26c are pressed in the incorrect stop operation mode, the priority is set so that the candidate stop position that can award small prizes 15 to 20, 22, and 31 to 33 has the highest priority.

[0061] Each button-pressing sequence has only one correct sequence, and the other five sequences are considered incorrect. Additionally, the winning areas "Button-Pressing Sequence A" to "Button-Pressing Sequence D" each have different correct sequences. Furthermore, in the winning areas "Button-Pressing Sequence A" to "Button-Pressing Sequence D", one of sequences 3 through 6 is set as the correct sequence, while sequences 1 and 2 are set as incorrect sequences.

[0062] In the winning areas "Spinning Order A" to "Spinning Order D", if the correct spinning order is followed and the predetermined stopping operation is performed at the predetermined timing (first predetermined timing), a 15-coin payout will be awarded. The first predetermined timing and predetermined stopping operation may refer to, for example, the first stopping operation being performed when a symbol within a predetermined range that includes a specific symbol (for example, the red BAR symbol "Red BAR") on the first reels 20a to 20c is located in a predetermined display position (for example, on an active line). In other words, by following the correct spinning order and aiming for a specific symbol when performing the first stopping operation, it is possible to win a 15-coin payout. Furthermore, in the winning areas "Order A" to "Order D," a single-coin payout is awarded if the operation is performed with an incorrect order, and if the operation is performed with a correct order and a predetermined stop operation is performed at a predetermined timing (second predetermined timing). The case where a predetermined stop operation is performed at the second predetermined timing may be, for example, when the first stop operation is performed when a symbol within a predetermined range that does not include the aforementioned specific symbol on the first stopped reels 20a to 20c is located at a predetermined display position (for example, on an active line).

[0063] The 4-choice yellow 7 is a winning area where, if the correct sequence of button presses is performed upon winning, an 8-coin payout is awarded. The "eye-stop button press" is a winning area where, if the correct sequence of button presses is performed upon winning, and the predetermined stopping operation is performed at a predetermined timing (first predetermined timing), a 15-coin payout is awarded. In this embodiment, the eye-stop button press is provided as a winning area where the number of medals that can be paid out upon winning is greater than that of the 4-choice yellow 7.

[0064] Furthermore, in the winning areas "Precise Button Press Order A" to "Precise Button Press Order D", if a win occurs in the normal state, and the correct button press order is followed and the predetermined stop operation is performed at the predetermined timing (first predetermined timing), a 15-coin payout will be awarded. Also, in the winning areas "Precise Button Press Order A" to "Precise Button Press Order D", if a win occurs in the normal state, and if the correct button press order is followed and the predetermined stop operation is performed at the predetermined timing (second predetermined timing), a 1-coin payout will be awarded. In the normal state, there are two correct button press orders for the winning areas "Precise Button Press Order A" to "Precise Button Press Order D", and the other four button press orders are considered incorrect. In the normal state, two of the button press orders from 3 to 6 are set as correct button press orders, and button press orders 1 and 2 are set as incorrect button press orders. Specifically, in the winning areas "Action-based hitting order A" and "Baction-based hitting order B," hitting orders 3 and 4 are set as the correct hitting orders, while hitting orders 1, 2, 5, and 6 are set as the incorrect hitting orders. In the winning areas "Caction-based hitting order C" and "Baction-based hitting order D," hitting orders 5 and 6 are set as the correct hitting orders, while hitting orders 1 through 4 are set as the incorrect hitting orders. In other words, in the winning areas "Action-based hitting order A" through "Baction-based hitting order D," the number of correct hitting orders is set higher in the general state compared to the RBB internal state, and the probability of winning a 15-coin payout (expected value of medal acquisition) is higher when a win is achieved.

[0065] The prize determination means 44 is activated when the rotation of reels 20a to 20c stops, and determines whether a winning combination has been achieved based on the stopping pattern of reels 20a to 20c. Specifically, the combination of symbols displayed on the active line (stopped display) when reels 20a to 20c stop is compared with the prize determination table stored in the ROM of the storage means 60. The prize determination table stores the winning patterns (combinations of symbols that result in a win when stopped) for each winning combination, and the aforementioned comparison determines whether a win has been achieved and the type of winning combination achieved. The correspondence between the combinations of symbols displayed on the active line and the winning combinations in this embodiment is shown in Figures 6 and 7. As shown in Figures 6 and 7, for example, if the black BAR symbol "black BAR" stops on the lower part of the first reel 20a, the red 7 symbol "red 7" or the white 7 symbol "white 7" stops on the middle part of the second reel 20b, and the yellow 7 symbol "yellow 7" stops on the upper part of the third reel 20c, then a small win (minor prize 1) is awarded.

[0066] The main control board 31 executes the winning process corresponding to the winning combination when a winning combination is achieved. Specifically, the winning process includes a payout process when a minor win is achieved, a replay process (re-play process) when a replay is achieved (activated), and a process to transition the game state (game state transition control process) when a bonus is achieved (activated).

[0067] Here, the payout process is the process of paying out a number of medals determined based on the payout set for each winning combination when a winning combination is achieved, and this is performed by the payout control means 45. When a winning combination is achieved, the payout control means 45 determines the number of medals to be paid out based on the payout set for each winning combination and causes the determined number of medals to be paid out to the hopper device. If credits are permitted, instead of actually paying out medals by the hopper device, a credit addition process is performed in which the number of payouts is added to the number of credits (number of credited medals) stored in the credit storage area of ​​the RAM of the storage means 60, thereby virtually paying out medals.

[0068] In this embodiment, when you win a minor role 1 to 3, 15 medals are dispensed; when you win a minor role 4 to 8, 8 medals are dispensed; when you win a minor role 9 to 14, 3 medals are dispensed; and when you win a minor role 15 to 33, 1 medal is dispensed.

[0069] Furthermore, the replay process, performed by the replay control means 46, is a process that, when a replay is awarded, sets the next game to the same game start waiting state as the previous game without requiring the player to insert any tokens they possess. When a replay is awarded, an automatic insertion process is performed, which automatically inserts the same number of tokens as the number set to be inserted in the previous game (the game in which the replay was awarded), without using any tokens the player possesses (including credited tokens). The system then waits for the next game start operation on the start lever 24 with the number of active lines corresponding to the number of tokens inserted by the automatic insertion process set. In addition, once the automatic insertion process has been performed, it is not possible to insert any more tokens.

[0070] As shown in Figure 8, the game state control means 49 performs game state transition control processing to transition the game state between the general state, the RBB internal state (bonus established state), and the RBB operating state (bonus state). The conditions for transitioning the game state may be one condition or multiple conditions. If multiple conditions are defined, the game state may be transitioned based on the fulfillment of one of the multiple predetermined conditions, or the game state may be transitioned based on the fulfillment of multiple or all of the multiple predetermined conditions.

[0071] As described above, the internal lottery means 42 selects an internal lottery table according to the game state and performs an internal lottery. Specifically, in the general state, it performs an internal lottery by referring to an internal lottery table in which the Big Bonus is set as the lottery target. In the RBB internal state, it performs an internal lottery by referring to an internal lottery table in which the Big Bonus is excluded from the lottery target. In the RBB activation state, it performs an internal lottery by referring to an internal lottery table in which the Big Bonus is excluded from the lottery target.

[0072] Initially, the game state is in the general mode. In the general mode, an internal lottery is conducted by referring to an internal lottery table in which all winning areas except for "No Win," "All Small Wins," "All 8 Coins," "All 3 Coins," and "All 1 Coin" are set as targets for the lottery. It is also possible to transition from the general mode to the RBB internal mode. The game state control means 49 transitions the game state to the RBB internal mode when a Big Bonus is won in the general mode.

[0073] The RBB Internal Mode is a game state that is entered when a Big Bonus is won in an internal lottery. In the RBB Internal Mode, an internal lottery is conducted by referring to an internal lottery table in which all winning areas except "Not Won," "All Small Wins," "All 8 Coins," "All 3 Coins," "All 1 Coin," and "RBB" are set as targets for the lottery. In addition, in the RBB Internal Mode, the lottery flag corresponding to the Big Bonus is maintained in a winning state until the Big Bonus is won, and when a combination of symbols indicating the winning form of the Big Bonus is displayed on an active line, the game state control means 49 transitions the game state from the RBB Internal Mode to the RBB Activated state.

[0074] The RBB (Regular Big Bonus) activation state is a game state that is entered when a combination of symbols indicating a Big Bonus winning pattern is displayed on an active payline. In the RBB activation state, an internal lottery is conducted by referring to an internal lottery table in which the winning areas "No Win," "All Small Wins," "All 8 Coins," "All 3 Coins," and "All 1 Coin" are set as the lottery targets. In addition, in the RBB activation state, it is determined whether the termination condition has been met based on the total number of medals paid out during the RBB activation state. If the number of medals paid out exceeds a predetermined number, the game state control means 49 terminates the RBB activation state and transitions the game state back to the normal state. In this embodiment, the termination condition for the RBB (Real Big Bonus) state is determined by the total number of medals dispensed. However, the termination condition may also be determined by the number of games played or the number of small wins during the RBB state. Furthermore, the termination condition for the RBB state may be set so that it ends after a single game.

[0075] As shown in Figure 3, the instruction function control means 51 includes a game section control means 80, a performance state control means 81, and a bonus granting means 82. The instruction function control means 51 performs processing related to the operation of an instruction function that assists in winning a specific role in the advantageous section. Specifically, when a predetermined role is won, the instruction function control means 51 decides whether or not to perform an instruction performance that assists in winning this role. More specifically, when, for example, the four-choice yellow 7 is won, the instruction function control means 51 decides whether or not to perform an instruction performance (batting order navigation performance) that notifies the correct batting order and assists in winning an 8-coin role. When the instruction function control means 51 decides to perform the batting order navigation performance, the performance control means 100 causes the performance devices such as the liquid crystal display 13 and speaker 14 to execute the batting order navigation performance. When the batting order navigation performance is performed, information indicating the correct batting order is also displayed on the 7-segment display of the game information display unit 17.

[0076] As shown in Figure 9, the game section control means 80 performs game section transition control processing to transition the game section between a non-advantageous section and an advantageous section according to the progress of the game. The non-advantageous section is the game section that corresponds to the initial state among several types of game sections. In the non-advantageous section, the bonus granting means 82 conducts a lottery for transitioning to an advantageous section, and if the lottery for transitioning to an advantageous section is won, the game section control means 80 transitions the game section to an advantageous section. The advantageous section is a game section in which an upper limit (here, 1500 times) is set on the number of times the game can be played. In addition, instruction effects cannot be performed when the game section is set to a non-advantageous section, and instruction effects can only be performed when it is set to an advantageous section. When the number of times the game has been played in the advantageous section reaches the upper limit of 1500 times, the game section control means 80 ends the advantageous section and transitions the game section to a non-advantageous section.

[0077] The bonus granting means 82 conducts a lottery (advantageous section transition lottery) to determine whether or not to transition to an advantageous section at predetermined triggers during a non-advantageous section. Specifically, the bonus granting means 82 conducts a lottery (advantageous section transition lottery) to determine whether or not to transition to an advantageous section based on the result of an internal lottery (winning a predetermined role (winning area)). If the advantageous section transition lottery is won, the game section control means 80 transitions the game section from a non-advantageous section to an advantageous section.

[0078] Furthermore, the game section control means 80 performs an increment process each time a game is played in the advantageous section, triggered by the start lever 24 operation to start the game, by adding "1" to the value stored in the advantageous section game counter 65 in the RAM of the storage means 60, which corresponds to one game. Note that the game section control means 80 does not add to the advantageous section game counter 65 in the non-advantageous section. Also, at the time of transition from the non-advantageous section to the advantageous section, the value stored in the advantageous section game counter 65 is "0". When the value stored in the advantageous section game counter 65 reaches the threshold (upper limit) of "1500", the game section control means 80 determines that the condition for ending the advantageous section has been met and transitions the game section from the advantageous section to the non-advantageous section. In other words, the upper limit for the number of games played in the advantageous section is set to 1500, and games exceeding 1500 are not played consecutively in the advantageous section.

[0079] Furthermore, in the advantageous section, the game section control means 80 updates the stored value of the difference counter 64 in the RAM of the memory means 60 based on the difference in the number of medals. It subtracts a value corresponding to the number of medals inserted into the game (for example, "3" if 3 medals were inserted) from a value corresponding to the number of medals paid out (for example, "8" if 8 medals were paid out, and "0" if no winning combinations were achieved and no payouts were made) to obtain the calculation result for the difference in the number of medals in that game, and adds this calculation result to the stored value of the difference counter 64. Note that the game section control means 80 does not add to the difference counter 64 in the non-advantageous section. Also, at the time of transition from the non-advantageous section to the advantageous section, the stored value of the difference counter 64 is "0". The game section control means 80 then determines that the condition for ending the advantageous section has been met when the stored value of the difference in tokens counter 64 exceeds a threshold (for example, "2400"), and transitions the game section from the advantageous section to the non-advantageous section. The stored value of the difference in tokens counter 64 is controlled so as not to fall below the initial value "0". For example, if the stored value of the difference in tokens counter 64 at the start of the game is "2", and as a result of playing the game, no winning combinations are achieved and no tokens are paid out, the calculation result of the difference in tokens for that game will be "-3". Adding this calculation result to the stored value of the difference in tokens counter 64 will fall below the initial value "0". However, the stored value of the difference in tokens counter 64 after the update is set to stop counting with the initial value "0" as the lower limit. In other words, an upper limit is set for the number of tokens that can be obtained in the advantageous section, and the advantageous section ends when the increase in tokens from the point where the number of tokens decreased the most in the advantageous section exceeds 2400 tokens. Furthermore, if a replay is awarded during gameplay, the game in which the replay was awarded may be treated as if a payout equivalent to the prescribed number of tokens inserted for that game had been made, and the difference in tokens may be calculated accordingly. For the next game, which is provided free of charge due to the replay award, even if no actual tokens have been inserted, it may be treated as if a payout equivalent to the prescribed number of tokens inserted for that game had been made, and the difference in tokens may be calculated accordingly.

[0080] Furthermore, the advantageous period indicator 18 is designed to turn off during non-advantageous periods and light up during advantageous periods. Furthermore, the advantageous period indicator 18 does not need to light up at the same time as the transition to the advantageous period; it only needs to light up before the first instruction animation is performed. Also, once lit, it will not turn off until the advantageous period ends.

[0081] As shown in Figure 9, the performance state control means 81 performs a performance state transition control process to transition between multiple types of performance states, including a non-advantageous section performance state, a non-AT performance state, and an AT performance state (instruction performance state). The AT performance state includes a normal AT performance state and a special AT performance state. The conditions for transitioning between performance states may be one condition or multiple conditions. If multiple conditions are defined, the performance state may be transitioned when one of the multiple predetermined conditions is met, or the performance state may be transitioned based on the meeting of multiple or all of the multiple predetermined conditions.

[0082] The non-advantageous section performance state is the performance state that corresponds to the initial state among several types of performance states. In the non-advantageous section, the performance state control means 81 sets the performance state to the non-advantageous section performance state. In the non-advantageous section performance state (non-advantageous section), as described above, the bonus granting means 82 performs a lottery for transitioning to the advantageous section, and when a transition to the advantageous section is decided in the advantageous section transition lottery, the performance state control means 81 transitions the performance state to the non-AT performance state.

[0083] The non-AT (Automatic Trigger) state is the state to which the player generally transitions when the advantageous period begins. At the start of the advantageous period, the probability of transitioning to the non-AT state is set higher than the probability of transitioning to other states. In addition, the non-AT state is less frequent than the AT state in which batting order navigation is performed, and batting order navigation is almost never performed or not performed at all.

[0084] Furthermore, in the non-AT performance state, the bonus granting means 82 conducts a lottery (AT lottery) to determine whether or not to transition to the AT performance state. Specifically, for example, in the non-AT performance state (during a predetermined period in the non-AT performance state), the bonus granting means 82 conducts an AT lottery according to the result of an internal lottery (for example, winning a predetermined role (winning area)). Then, if a transition to the AT performance state is decided based on the AT lottery, the performance state control means 81 transitions the performance state to the AT performance state (for example, the special AT performance state).

[0085] In the AT performance state, the instruction function control means 51 decides to execute a batting order navigation performance that notifies the correct batting order when a batting order bell is won. When the execution of the batting order navigation performance is decided, the performance control means 100 displays the correct batting order on the liquid crystal display 13. In this embodiment, the batting order navigation performance is executed when a batting order bell is won in both the normal AT performance state and the special AT performance state, but the frequency of occurrence of the batting order navigation performance in the special AT performance state may be lower or higher than in the normal AT performance state. Here, a low frequency includes cases where the batting order navigation performance is not performed at all.

[0086] The continuation of the AT performance state is managed based on the stored value of the AT termination judgment counter 67 provided in the RAM of the memory means 60. The instruction function control means 51 determines the value to set for the AT termination judgment counter 67 in the special AT performance state to which the player transitions at the start of the AT performance state. In other words, the bonus granting means 82 performs an addition that increases the stored value of the AT termination judgment counter 67 in the special AT performance state. In other words, the special AT performance state is a performance state that determines the initial value of the value related to the continuation of the AT performance state (the stored value of the AT termination judgment counter 67). When the special AT performance state ends, the performance state control means 81 transitions the performance state to the normal AT performance state. Note that the special AT performance state may not be passed through at the start of the AT performance state. Note that the bonus granting means 82 may also perform an addition that increases the stored value of the AT termination judgment counter 67 in performance states other than the special AT performance state.

[0087] Furthermore, in the normal AT performance state, the performance state control means 81 performs an update process in which it subtracts a value of "1" equivalent to one game from the stored value of the AT termination judgment counter 67 each time a game is played. When the stored value of the AT termination judgment counter 67 reaches the threshold value of "0" in the normal AT performance state, the performance state control means 81 determines that one of the termination conditions for the AT performance state has been met and transitions the performance state from the normal AT performance state to the non-advantageous section performance state. At this time, the game section control means 80 also transitions the game section from the advantageous section to the non-advantageous section. In other words, in this embodiment, the AT performance state is terminated based on the number of games played in the AT performance state (normal AT performance state) reaching a predetermined number (the number set in the special AT performance state). Furthermore, if the stored value of the AT termination judgment counter 67 reaches the threshold "0" during the normal AT performance state, and the player has the right to transition to the special AT performance state, the performance state control means 81 will transition the performance state to the special AT performance state. The right to transition to the special AT performance state may be granted by the bonus granting means 82 based on a predetermined lottery or the like conducted during the AT performance state, for example.

[0088] In this embodiment, the continuation of the AT performance state is managed based on the number of games played in the AT performance state. However, it may also be managed based on, for example, the number of medals acquired (difference in medals, etc.) or the number of batting order navigation performances in the AT performance state. That is, the stored value of the AT termination judgment counter 67 may represent the number of games that can be played in the AT performance state (number of AT games), or it may represent the number of medals that can be acquired in the AT performance state, or the number of batting order navigation performances that can be performed in the AT performance state (number of batting order navigations), etc. In other words, in the special AT performance state, a value corresponding to the number of medals that can be acquired or the number of batting order navigations that can be performed may be set in the AT termination judgment counter 67, and in the normal AT performance state, the stored value of the AT termination judgment counter 67 may be updated in accordance with the payout of medals or each time a batting order navigation performance is performed, and the AT performance state may be terminated based on the stored value of the AT termination judgment counter 67 reaching a threshold.

[0089] Furthermore, it may be possible to transition directly from a non-advantageous zone performance state to an AT performance state. For example, in the advantageous zone transition lottery, instead of simply deciding whether or not to transition to an advantageous zone (non-AT performance state), a lottery may be held to determine whether to transition the performance state to an AT performance state, a non-AT performance state, or to remain in the non-advantageous zone performance state without transitioning. In other words, the AT lottery may be conducted in the non-advantageous zone performance state.

[0090] Furthermore, the AT performance state may be set according to the game state to which it transitions based on the win or entry of a bonus. For example, it may be possible to transition to the AT performance state when the game state is in the RBB internal state, but not when the game state is in the general state or when the RBB is active. In other words, in the general state or when the RBB is active, for example, even if the AT lottery is won, the game may not transition to the AT performance state, or the AT lottery may not be performed at all.

[0091] Furthermore, if a bonus is won while the performance state is the AT performance state and the game state is the RBB internal state, the AT performance state may be interrupted from the end of the RBB operation state that is entered upon winning this bonus, through the general state, until the game returns to the RBB internal state. In other words, the batting order navigation performance may be stopped when a bonus is won, and resumed when the game returns to the RBB internal state.

[0092] The instruction function control means 51 performs an instruction function information initialization process to initialize the information stored in the RAM of the storage means 60 as information related to the instruction function when the advantageous period ends and the game period transitions to a non-advantageous period. Specifically, the instruction function control means 51 initializes the stored value of the advantageous period game count counter 65, the stored value of the difference in tokens counter 64, the flags (lottery results) related to the lottery for the instruction function, and the stored value of the AT termination judgment counter 67, etc. In other words, information related to the instruction function is not carried over across multiple advantageous periods. In addition, when the initialization means 48 performs the above initialization process when the setting value is changed, the information related to the instruction performance shown here is also initialized.

[0093] The performance control means 100 controls the performance devices, such as the LCD display 13 and speaker 14, to execute an instruction performance (batting order navigation performance) when the performance state is the AT performance state and a batting order bell is won, informing the correct batting order and assisting in winning the 8-coin payout. When a batting order bell is won and the stop buttons 26a to 26c are pressed according to the correct batting order announced by the instruction performance, the 8-coin payout is won and 8 medals can be obtained.

[0094] Furthermore, in the AT performance state, if an increase in the stored value of the AT termination judgment counter 67 (extending the duration of the AT performance state) is performed, the performance control means 100 performs an animation related to the increase. In this embodiment, the animations related to the increase include low-expectancy animations, medium-expectancy animations, high-expectancy animations, and specific increase animations. Furthermore, these bonus-related effects only need to be performed in conjunction with the execution of the bonus. In other words, for example, after it is decided to perform a bonus and the bonus amount (the amount of the bonus granted) (the increase in the memory value of the AT termination judgment counter 67) is determined, it may be decided by lottery or other means which bonus-related effect to perform. Alternatively, after it is decided by lottery or other means which bonus-related effect to perform, it may be decided by lottery or other means whether or not to perform a bonus and the amount of the bonus according to the determined effect. Furthermore, the game in which the memory value of the AT termination judgment counter 67 increases and the game in which the bonus-related effects are performed do not necessarily have to be the same game. In other words, each bonus-related effect may be performed in the game in which the memory value of the AT termination judgment counter 67 increases, in games after the game in which the value increased, or may be started before the increase.

[0095] In this embodiment, in the special AT performance state, which is a specific performance state, low expectation performance, medium expectation performance, high expectation performance, and specific bonus performance may be executed. Also, in the special AT performance state, a bonus is guaranteed to be added with every game, and one of the performances related to the bonus (which may include performances other than the low expectation performance, medium expectation performance, high expectation performance, and specific bonus performance) is guaranteed to be executed with every game. In addition, in performance states other than the special AT performance state (for example, the normal AT performance state), low expectation performance, medium expectation performance, high expectation performance, or specific bonus performance may also be executed. Furthermore, in the special AT performance state, a bonus is not guaranteed to be added with every game, and one of the performances related to the bonus is not guaranteed to be added with every game.

[0096] In low-expectancy, medium-expectancy, and high-expectancy events, the performance control means 100 causes the performance device to execute a predetermined performance according to the type of performance, and then causes the performance device to execute a performance that notifies that an increase has been confirmed, or a performance that notifies the amount of the increase (the amount of the bonus granted (the increase in the stored value of the AT termination judgment counter 67)) (see Figure 10(a)). Specifically, when the performance control means 100 executes a low-expectancy performance, it displays a display related to the low-expectancy performance on the liquid crystal display 13; when the medium-expectancy performance is executed, it displays a display related to the medium-expectancy performance on the liquid crystal display 13; and when the high-expectancy performance is executed, it displays a display related to the high-expectancy performance on the liquid crystal display 13. Note that the displays related to the low-expectancy performance, the medium-expectancy performance, and the high-expectancy performance are all different, and it is possible to determine which of the performances is being performed by looking at the display. For example, the displays related to low-expectation, medium-expectation, and high-expectation effects may differ in the characters that appear, their facial expressions or clothing, the situations, and the colors indicating the intensity of the effects. Furthermore, the effects control means 100 displays the displays related to low-expectation, medium-expectation, or high-expectation effects on the liquid crystal display 13, and then displays the display announcing the amount of the bonus on the liquid crystal display 13. Here, the display announcing the amount of the bonus may also differ for each type of effect. In other words, the displays related to low-expectation, medium-expectation, and high-expectation effects may all include a display announcing the amount of the bonus. Furthermore, in low-probability, medium-probability, and high-probability events, the symbol navigation display (a display that prompts the player to aim for the red 7 symbol, "red 7") described later is not shown.

[0097] In the special bonus feature, as shown in Figure 10(b), the feature control means 100 causes a feature device such as the liquid crystal display 13 to execute a feature that instructs the player to perform a stop operation in a specific manner. Specifically, in the special bonus feature, a display (stop symbol instruction display: symbol navigation display) is shown on the liquid crystal display 13 instructing the player to perform a stop operation at a predetermined timing so that a specific symbol is displayed in a predetermined display position (a predetermined display position among the upper, middle, and lower rows, which are visible through the display window 16). In this embodiment, the symbol navigation display shows an image of the red 7 symbol "red 7" as the specific symbol to aim for, and the words "Aim" on the liquid crystal display 13. In addition, in the special bonus feature, a display (stop order instruction display: batting order navigation display) is shown on the liquid crystal display 13 instructing the player to perform a stop operation in a specific batting order (for example, pressing right). In this embodiment, the order in which the stop buttons 26 are pressed is displayed on the liquid crystal display 13 as a batting order navigation display. However, the order of the stopping operations may also be indicated by, for example, the display of an arrow or the color of the background. In the following, the symbol navigation display and the batting order navigation display will be collectively referred to as the navigation display. The navigation display only needs to include at least one of the symbol navigation display or the batting order navigation display.

[0098] Then, by performing a stop operation in a specific manner as instructed by a specific bonus effect (symbol navigation display and batting order navigation display), the reels 20a to 20c will stop in a specific manner. In this embodiment, the specific stop manner is such that for the three reels 20a to 20c, the red 7 symbol "red 7" is displayed at a predetermined display position among the upper, middle, and lower positions visible through the display window 16, and the three red 7 symbols "red 7" are aligned in a line. Note that the specific stop manner may be, for example, a stop manner in which the specific symbol is displayed at a predetermined display position among the upper, middle, and lower positions visible through the display window 16 for one of the reels 20a to 20c. In other words, the specific stop manner only needs to be such that the specific symbol is displayed at a predetermined display position for at least one reel. To put it another way, a specific stopping operation is one in which the stopping operation is performed with the aim of displaying a specific symbol in a predetermined position on at least one reel (i.e., by timing the stop). In other words, a specific bonus effect can be described as an effect (an effect that signals what to aim for) that prompts the player to aim for displaying a specific symbol in a predetermined position. In this embodiment, when a winning area "Replay A," "Replay B," or "Batting Order 7 Alignment Replay" is selected, and the reels are stopped by pressing the right button, three red 7 symbols "Red 7" will line up in a row. In other words, when a predetermined winning area related to a replay is selected and the reels are stopped in a specific manner, reels 20a to 20c will stop in a specific manner. Furthermore, while a specific bonus performance may be executed when a predetermined winning area related to a replay is selected, a specific bonus performance may also be executed when a winning area is selected (a predetermined winning area where reels 20a to 20c do not stop in a specific manner even when the reels are stopped in a specific manner).

[0099] In a game where a specific bonus feature is performed, if the stop operation is performed in a specific manner and the reels 20a to 20c stop in that specific manner, the bonus will be performed. In other words, in a game where a specific bonus feature is performed, the LCD display 13 will show a navigation message instructing the player to perform the stop operation in a specific manner, and then, when the reels 20a to 20c stop in that specific manner, a display will appear indicating that the bonus has been confirmed, as well as a display indicating the amount of the bonus (the amount of the bonus to be granted (the increase in the memory value of the AT termination judgment counter 67)).

[0100] Furthermore, in this embodiment, even if a stop operation is performed in a specific manner during a game in which a specific bonus feature is displayed, there are cases in which the reels 20a to 20c do not stop in that specific manner. In other words, in this embodiment, in a game in which a specific bonus feature is displayed, it is possible to stop the reels 20a to 20c in a specific manner by performing a stop operation in a specific manner. However, this does not mean that in a game in which a specific bonus feature is displayed, performing a stop operation in a specific manner will always result in the reels 20a to 20c stopping in that specific manner. In fact, even if a stop operation is performed in a specific manner during a game in which a specific bonus feature is displayed, there may be cases in which the reels 20a to 20c do not stop in that specific manner (or it may be impossible to stop them).

[0101] Furthermore, in games where a specific bonus feature is performed, if the stop operation is not performed in a specific manner, reels 20a to 20c will not stop in that specific manner. Thus, in games where a specific bonus feature is performed, even if the stop operation is not performed in a specific manner and reels 20a to 20c do not stop in that specific manner, if the game would stop reels 20a to 20c in that specific manner if the stop operation were performed in that specific manner, the bonus (and a display indicating that the bonus has been confirmed and a display indicating the amount of the bonus) may be performed. In other words, in games where a specific bonus feature is performed and reels 20a to 20c stop in a specific manner if the stop operation is performed in a specific manner, the bonus (an amount equivalent to the bonus if reels 20a to 20c stopped in the specific manner) will always be performed regardless of the manner of the stop operation, and a display indicating that the bonus has been confirmed and a display indicating the amount of the bonus may be shown.

[0102] Furthermore, in games where a specific bonus feature is performed, the bonus may not be executed. For example, in a game where a specific bonus feature is performed, if the reels 20a to 20c do not stop in a specific manner despite the stop operation being performed in a specific manner, the bonus (and the display indicating that the bonus has been confirmed or the display indicating the amount of the bonus) may not be executed. In other words, in a game where a specific bonus feature is performed, and the reels 20a to 20c do not stop in a specific manner even if the stop operation is performed in a specific manner, the bonus may not be executed. Furthermore, in games where a specific bonus feature is performed, even if the reels 20a to 20c do not stop in a specific manner when the stopping operation is performed in a specific manner, the bonus will still be performed. In games where the reels 20a to 20c do not stop in a specific manner when the stopping operation is performed in a specific manner, the expected value of the bonus amount awarded (notified) may be lower compared to games where the reels 20a to 20c do stop in a specific manner when the stopping operation is performed in a specific manner.

[0103] High-expectation events have a higher predetermined expectation of bonuses (granting of rewards) than medium-expectation events. Similarly, medium-expectation events have a higher predetermined expectation of bonuses (granting of rewards) than low-expectation events. Specifically, for low-expectation, medium-expectation, and high-expectation events, the higher the predetermined expectation of bonuses for an event, the greater the expected value of the bonus amount that will be granted (reported) when that event is performed. Furthermore, for low-expectation, medium-expectation, and high-expectation events, the higher the predetermined expectation of bonuses for an event, the higher the probability that bonuses (notification of bonuses) will be granted when that event is performed. In addition, low-expectation, medium-expectation, and high-expectation events may always result in bonuses (granting of rewards) when they are performed (at least when performed in a predetermined event state). Furthermore, "a certain expectation level regarding the bonus (granting of benefits) is high" means, for example, that the expected value of the bonus amount (amount of benefits) granted (notified) to the player when each performance occurs (when each performance is executed and a bonus is granted) is high, that the maximum amount of bonus that can be granted (notified) is high, that the probability of a bonus being granted (the probability of a display notifying that a bonus has been confirmed or a display notifying the amount of the bonus being shown) is high, or that the probability of a bonus that is highly advantageous to the player among multiple types of benefits being granted (notified) is high.

[0104] In addition, for a specific bonus effect, the predetermined expectation level regarding the bonus (provision of benefits) is higher than that of a low-expectation effect. Specifically, for a specific bonus effect, compared to a low-expectation effect, the expected value of the bonus amount to be provided (notified) when a bonus is applied is larger. More specifically, when a specific bonus effect is executed and the reels 20a to 20c stop in a specific stop mode by executing a stop operation in a specific stop operation mode, the expected value of the bonus amount is larger than the expected value of the bonus amount when a low-expectation effect is executed and a bonus is applied. In other words, for a specific bonus effect and a low-expectation effect, even if a bonus is necessarily applied or there may be a case where no bonus is applied when each is executed, at least when comparing the cases where a bonus is applied for both effects (when a low-expectation effect is executed and when a specific bonus effect is executed and the reels 20a to 20c stop in a specific stop mode), the expected value of the bonus amount to be provided (notified) for the specific bonus effect is larger. Note that even when including the case where no bonus is applied (when the reels 20a to 20c do not stop in a specific stop mode), the expected value of the bonus amount to be provided (notified) for the specific bonus effect may be larger than that of the low-expectation effect.

[0105] Next, the trigger (start timing) for the effect related to the bonus will be described. The low-expectation effect, medium-expectation effect, and high-expectation effect are started triggered by a game start operation on the start lever 24 in a predetermined game. Specifically, as shown in FIG. 10(a), in the low-expectation effect, medium-expectation effect, and high-expectation effect, the effect control means 100 starts causing a display related to the low-expectation effect, a display related to the medium-expectation effect, or a display related to the high-expectation effect to be shown on the liquid crystal display 13 triggered by the game start operation. In addition, the effect control means 100 causes the bonus amount to be shown on the liquid crystal display 13 triggered by the third stop operation, and notifies that the bonus has been finalized and the bonus amount. Note that FIG. 10(a) shows the display on the liquid crystal display 13 when a bonus corresponding to 10 games is applied. Furthermore, "triggered by the third stop operation" here means that the performance may be executed at the timing when the stop button 26 related to the third stop operation is pressed (the timing when the press operation is detected), or it may be executed at the timing when the pressing of the stop button 26 related to the third stop operation is terminated (the timing when the release of the press operation is detected).

[0106] Furthermore, the specific bonus feature is initiated by a game start operation on the start lever 24 during a predetermined game. Specifically, as shown in Figure 10(b), in the specific bonus feature, the feature control means 100, triggered by the game start operation, displays a message on the liquid crystal display 13 instructing the player to perform a stop operation in a specific stop operation manner. More specifically, the feature control means 100 displays a navigation display (symbol navigation display and batting order navigation display) on the liquid crystal display 13 based on the game start operation. In addition, the feature control means 100, triggered by the third stop operation, displays the bonus amount on the liquid crystal display 13 to inform the player that the bonus has been confirmed and the bonus amount. Specifically, for example, when the third stop operation is performed and the reels 20a to 20c stop in a specific stop manner, the bonus amount is displayed on the liquid crystal display 13 to inform the player that the bonus has been confirmed and the bonus amount. Figure 10(b) shows the display on the liquid crystal display 13 when an additional bonus equivalent to 50 rounds of play has been added.

[0107] Furthermore, in this embodiment, after a low-probability performance is initiated by a game start operation on the start lever 24, the performance related to the bonus may be switched from a low-probability performance to a specific bonus performance. Specifically, in this case, as shown in Figure 10(c), the performance control means 100 starts displaying a low-probability performance on the liquid crystal display 13 in response to the game start operation. Next, the performance control means 100 switches from a low-probability performance to a specific bonus performance by starting a navigation display (symbol navigation display and batting order navigation display) on the liquid crystal display 13 as a display related to the specific bonus performance, in response to the start of rotation of reels 20a to 20c based on the game start operation. At this time, the liquid crystal display 13 stops displaying the low-probability performance and displays the specific bonus performance. In other words, in a predetermined game, when switching from a low-probability performance to a specific bonus performance, the liquid crystal display 13 first displays the low-probability performance, and then stops displaying the low-probability performance and displays the specific bonus performance. Furthermore, when switching from a low-probability effect to a specific bonus effect, it is also possible to leave at least a portion of the display related to the low-probability effect (for example, leaving the display related to the low-probability effect as a background image) while displaying the navigation for the specific bonus effect.

[0108] In a predetermined game, when the bonus-related animation is switched from a low-expectation animation to a specific bonus-related animation, the symbol navigation display and batting order navigation display, which serve as navigation displays, are not shown on the LCD display 13 until the specific bonus-related animation begins. Furthermore, in this case, the symbol navigation display and batting order navigation display are shown after the low-expectation animation is displayed and until the stop operation on the stop buttons 26a to 26c is activated (in other words, until the rotation speed of each reel 20a to 20c reaches a constant speed and becomes steady rotation). When the bonus-related animation is switched from a low-expectation animation to a specific bonus-related animation, the period from when the game is started until the symbol navigation display and batting order navigation display are shown is longer compared to when the specific bonus-related animation is shown from the beginning. Furthermore, regarding the graphic navigation display and batting order navigation display used as navigation indicators, "displayed between ~" means that the display should be sufficient to allow the user to understand the instructions between ~.

[0109] Furthermore, the period from the start of the game to the start of the specific bonus feature varies depending on the time elapsed from the start of the game operation until the rotation of reels 20a to 20c begins. In other words, in slot machines, when the start of the game operation is performed on the start lever 24, the reels start rotating only after a predetermined period (e.g., 4.1 seconds) has elapsed since the start of the reel rotation in the previous game. In other words, if the predetermined period has not elapsed since the start of the reel rotation in the previous game, a wait process is performed and the start of the reel rotation is postponed. Therefore, the period from the start of the game operation to the start of the reel rotation in the current game varies depending on the time elapsed from the start of the reel rotation in the previous game to the start of the game operation in the current game. In this embodiment, the timing of the switch from the start of the game to the start of the specific bonus feature changes depending on the time elapsed from the start of the game operation to the start of the reel rotation, so that the display and sound output are performed at the appropriate timing. However, the period from the low-expectation effect to the specific bonus effect may be constant regardless of the time elapsed from the start of gameplay until the rotation of reels 20a to 20c begins, and may be determined by a lottery or other means.

[0110] When switching from a low-expectation performance to a specific additional performance, by performing a stop operation in a specific stop operation mode according to the navigation display, it is possible to always stop the reels 20a to 20c in a specific stop mode. In other words, when a low-expectation performance is given and it switches to a specific additional performance (the case shown in Fig. 10(b)), the predetermined expectation level regarding the additional performance is higher than when it does not switch to a specific additional performance (the case shown in Fig. 10(a)). Also, compared to the case where a specific additional performance is given from the beginning (the case shown in Fig. 10(b)), when switching from a low-expectation performance to a specific additional performance (the case shown in Fig. 10(c)), the predetermined expectation level regarding the additional performance is higher. However, even if the expected value of the additional amount when the reels 20a to 20c stop in a specific stop mode is the same (identical) between the case where a specific additional performance is given from the beginning and the case where it switches from a low-expectation performance to a specific additional performance, it may be acceptable.

[0111] In addition to the case of switching from a low-expectation performance to a specific additional performance, there may be a case where the specific additional performance is not started契机 by a game start operation on the start lever 24 in a predetermined game, but is started契机 by the start of rotation of the reels 20a to 20c in a predetermined game (when the period from when the game start operation is performed until the specific additional performance is started is longer than a predetermined period). In other words, there may be a case where the navigation display is given契机 by the start of rotation of the reels 20a to 20c. Also, when the specific additional performance (navigation display) is started契机 by the start of rotation of the reels 20a to 20c (when it is started after a predetermined period has elapsed since the game start operation), it may be possible to always stop the reels 20a to 20c in a specific stop mode by performing a stop operation in a specific stop operation mode according to the navigation display. <000> <000>

[0112] <000> In addition, during specific bonus sequences, a display (batting order navigation display) instructing the player to stop the reels in a specific order (for example, pressing right) is shown on the LCD display 13, but the 7-segment display of the game information display unit 17 does not display information indicating that specific batting order. That is, when a batting order bell is won and the batting order navigation sequence (batting order navigation display) is shown, the game information display unit 17, whose display is controlled by the main control board 31, also displays information related to the batting order (for example, a number corresponding to the correct batting order (a symbol that suggests the correct batting order)). However, when a winning area "Replay A", "Replay B", or "Batting Order 7-aligned Replay" is won and the batting order navigation sequence (batting order navigation display) is shown, the game information display unit 17 does not display information related to the batting order. In other words, if, based on the game start operation, the winning area "Replay A," "Replay B," or "Bat Order 7 Matching Replay," which are triggers for specific bonus effects, is selected, unlike when a Bat Order Bell is selected, the game information display unit 17 will not display information related to the batting order based on the game start operation.

[0113] Next, the timing of the display of various displays and the output of various sounds in the "Aim" performance, which instructs the player to aim for a specific symbol to be displayed in a predetermined display position (indicating that the player should aim), will be explained with reference to Figure 11. In this embodiment, the "Aim" performance is a specific bonus performance, but any performance other than the specific bonus performance may also be the "Aim" performance. In the "Aim" performance, both a symbol navigation display and a batting order navigation display are executed.

[0114] In the "Aim" animation, the batting order navigation display begins first. Specifically, as shown in Figure 11(a), a first animation is started, which is an animation related to the appearance of numbers indicating the batting order. The first animation may be, for example, a display in which numbers gradually appear, a display in which numbers gradually increase in size, a display in which numbers move across the display area of ​​the liquid crystal display 13, a display in which numbers rotate, a display in which the part of the display area in which the numbers appear lights up in a predetermined color, or a display that combines several of these. In other words, the first animation can be said to be a display of effects accompanying the appearance of numbers indicating the batting order. Note that for at least a portion of the period during which the first animation is being played (for example, a predetermined period from the start of the animation), the numbers indicating the batting order do not need to be visible to the player in a manner that allows them to grasp the order. In this embodiment, the first animation is a display in which numbers gradually appear while rotating.

[0115] After a predetermined period has elapsed since the start of the first animation, the numbers indicating the batting order will be displayed in a way that is understandable to the player. In other words, after a predetermined period has elapsed since the start of the first animation, at least the stop buttons 26a to 26c that should be operated first will be in a state where they are understandable.

[0116] When the first animation begins, the symbol navigation display then begins. Specifically, after the first animation begins, as shown in Figure 11(b), the second animation begins, which is an animation related to the appearance of the image of the specific symbol to be targeted (the red 7 symbol "red 7"). The second animation may be, for example, a display in which the image of the specific symbol gradually appears, a display in which the image of the specific symbol gradually enlarges, a display in which the image of the specific symbol moves across the display area of ​​the liquid crystal display 13, a display in which the image of the specific symbol rotates, a display in which the part of the display area in which the image of the specific symbol appears lights up in a predetermined color, or a display that combines several of these. In other words, the second animation can also be said to be a display of effects accompanying the appearance of the image of the specific symbol. Note that for at least a portion of the period during which the second animation is being played (for example, a predetermined period from when the animation begins), the image of the specific symbol does not need to be visible to the player in a manner that is easily discernible.

[0117] After a predetermined period has elapsed since the start of the second animation, an image of a specific symbol is displayed in a way that the player can recognize. In other words, in the second stage, after a predetermined period has elapsed since the start of the second animation, the player can recognize the symbol to aim for (that they should aim for a specific symbol). In this embodiment, the second animation displays an image of the red 7 symbol "red 7" moving from left to right. Furthermore, the image of the red 7 symbol "red 7" while it is moving is glowing white, making it impossible (or difficult) for the player to recognize what symbol it represents.

[0118] Furthermore, in this embodiment, as shown in Figure 11(d), after a predetermined period has elapsed since the start of the second animation, the words "Aim" (or "Target," etc.) are displayed to indicate that the player should aim for a specific symbol. In other words, there is a predetermined period of time between the start of the second animation and the display of the entire word "Aim." It is also possible that the word "Aim" is displayed at a later time than the start of the second animation, and that the entire word "Aim" is displayed in a way that is perceptible to the player before the image of the specific symbol is displayed in a way that is perceptible to the player.

[0119] The second animation may start after the first animation has finished, or it may start before the first animation has finished. Also, the word "Aim" may be displayed after the second animation has finished, or it may be displayed before the second animation has finished. In this embodiment, the second animation is set to start after the numbers indicating the batting order have become visible to the player, but before the first animation has finished. Furthermore, "the end of the first animation" means that the display of the numbers indicating the batting order has reached a steady state. In other words, even after the numbers indicating the batting order become visible to the player, they may still fluctuate up, down, left, and right until a stop operation is performed. However, if they continue to repeat the predetermined movement until a predetermined stop operation is performed, then the first animation can be said to have ended. Alternatively, "the end of the first animation" can be rephrased as the end of the display of the effect accompanying the appearance of the numbers indicating the batting order. Furthermore, "the end of the second animation" means that the display of the image of a specific symbol has reached a steady state. In other words, even after the image of a specific symbol becomes visible to the player, it may still fluctuate up, down, left, and right until a stop operation is performed. However, if they continue to repeat the predetermined movement until a stop operation is performed, then the second animation can be said to have ended. Alternatively, "the end of the second animation" can be rephrased as the end of the display of the effect accompanying the appearance of the image of a specific symbol.

[0120] The "Aim" animation in this embodiment progresses in the following order: (1) The first animation has started but the second animation has not started → (2) At least part of the numbers indicating the batting order is displayed, but not even part of the image of the specific symbol is displayed → (3) The numbers indicating the batting order are displayed to the extent that the player can understand them, but the image of the specific symbol is not displayed to the extent that the player can understand it (including cases where not even part of it is displayed) → (4) The numbers indicating the batting order are displayed to the extent that the player can understand them, and the second animation has started, but the words "Aim" are not displayed to the extent that the player can understand them (including cases where not even part of it is displayed) → (5) The numbers indicating the batting order, the image of the specific symbol, and the words "Aim" are all displayed in a state that the player can understand. Note that state (4) may include a situation where at least part of the image of the specific symbol is displayed, or a situation where the image of the specific symbol is displayed to the extent that the player can understand it, and the game may progress from the former state to the latter state. Furthermore, the targeting sequence may proceed without going through some of the states (1) to (5).

[0121] Furthermore, in this embodiment, the performance control means 100 outputs to the speaker 14 a sound indicating the order of stop operations and a sound indicating that a specific symbol should be targeted (that a stop should be performed at a predetermined timing). Specifically, the performance control means 100 first outputs to the speaker 14 the sound "Right" to indicate the order of stop operations, informing the player which stop buttons 26a to 26c should be operated first. Next, the performance control means 100 outputs to the speaker 14 the sound "Aim" to indicate that a specific symbol should be targeted.

[0122] The sound ("Right") that signals which stop buttons 26a to 26c should be operated first is output after the display of the numbers indicating the batting order is visible to the player. Specifically, this sound may be output in the state described in (3) or (4) above. Furthermore, this sound is output during the period when the effect accompanying the appearance of the numbers indicating the batting order is displayed, before the first animation ends (for example, the state shown in Figure 11(b)). In other words, this sound is output before the display of the numbers indicating the batting order reaches a steady state. However, this sound may also be output after the first animation has ended (after the display of the numbers indicating the batting order has reached a steady state).

[0123] Furthermore, in this embodiment, the sound indicating that a specific symbol should be targeted ("Aim!") is output after the second animation has started. Specifically, the sound is not output when the second animation has started but the word "Aim!" is not displayed (or even partially displayed), but only when at least a part of the word "Aim!" is displayed. The sound is also output after the image of the symbol to be targeted has become visible to the player. In addition, the sound is output during the period before the second animation ends when the effect associated with the appearance of the specific symbol's image is displayed. In other words, the sound is output before the display of the specific symbol's image reaches a steady state. However, the sound may also be output after the second animation has ended (after the display of the specific symbol's image has reached a steady state).

[0124] In other words, in this embodiment, the sound indicating that a specific symbol should be targeted is output when at least a portion of the word "Aim" is displayed and at least a portion of the image of the specific symbol is displayed. More specifically, the sound is not output when at least one of the image of the specific symbol or the word "Aim" is blurred (not displayed to a degree that the player can understand), but is output only after both are displayed to a degree that the player can understand. However, the sound may be output when at least one or both of the image of the specific symbol or the word "Aim" are blurred (not displayed to a degree that the player can understand). Furthermore, regarding the numbers indicating the batting order, the images of specific symbols, and the word "Aim," "understandable to the player" means that when a player (for example, a player seeing the "Aim" animation for the first time) looks at them, they can recognize what numbers are displayed, recognize the type of symbol, or recognize that the word "Aim" is displayed (the entire string of characters is readable).

[0125] Furthermore, the trigger for the start of the batting order navigation display (and the voice output of "Right") may be the game start operation on the start lever 24, and the trigger for the start of the symbol navigation display (and the voice output of "Aim") may be the start of the rotation of reels 20a to 20c. In other words, the period from when the batting order navigation display is shown until the rotation of reels 20a to 20c begins (the period from when the first animation begins until the second animation begins) (the period from when the numbers indicating the batting order are displayed to a degree that the player can understand, until when the image of a specific symbol (or the words "Aim") is displayed to a degree that the player can understand) may vary depending on the period from when the game start operation is shown until the rotation of reels 20a to 20c begins. Additionally, the period from when the sound indicating the order of the stopping operation ("Right") is output until the sound indicating that a specific symbol should be aimed at ("Aim") may be output may vary depending on the period from when the game start operation is shown until the rotation of reels 20a to 20c begins. The timing of the display of various indicators and the output of various sounds related to the "Aim!" effect changes depending on the time elapsed between the start of gameplay and the start of reel rotation, making it possible to display and output sounds at the appropriate timing.

[0126] As described above, the gaming machine of this embodiment comprises a plurality of reels 20a to 20c arranged with a plurality of types of symbols, an internal lottery means 42 that performs an internal lottery to determine whether a winning combination is achieved, a reel control means 43 that controls the rotation of the reels 20a to 20c based on a game start operation and stops the reels 20a to 20c in a manner corresponding to the result of the internal lottery based on a stop operation, and an effect control means 100 that controls the effects, the effects including a specific effect (specific bonus effect) and a low-expectation effect as effects related to the granting of benefits, the specific effect having a predetermined expectation of granting benefits compared to the low-expectation effect, and the effect control means 100 is capable of starting the low-expectation effect triggered by the game start operation, starting the specific effect triggered by the game start operation, and switching from the low-expectation effect to the specific effect after starting the low-expectation effect triggered by the game start operation. If a low-probability event is included as part of the presentation for granting rewards, the player's expectation of receiving the reward may disappear at the moment the event is played, potentially diminishing their motivation. With this configuration, there is a possibility that the low-probability event will switch to a specific event with a high probability of granting a reward, thus preventing the player's motivation from being diminished by the low-probability event and improving the enjoyment of the game.

[0127] In the embodiment described above, the game is played using tokens as the game value, but the game value may also be electrical information (so-called tokenless). In this case, when a winning combination is achieved, the value corresponding to the winning combination can be assigned to the player as electrical information.

[0128] Furthermore, the present invention is not limited to the embodiments described above, and can be implemented in various modified forms without departing from its essence. For example, the game control form and configuration of the slot machine are not limited to those of the embodiments described above. Also, the control operations described above can be applied not only to slot machines, but also to other gaming machines such as pachinko machines and coinless gaming machines. The present invention is applicable to gaming machines, and gaming machines include slot machines, pachinko machines, coinless gaming machines, and the like.

[0129] Furthermore, within the scope of the present invention, it is possible to freely combine each component, or to modify or omit any component. [Explanation of Symbols]

[0130] 20a, 20b, 20c reels 42 Internal drawing method 43 Reel control means 100 Performance control means

Claims

[Claim 1] Multiple reels with multiple types of symbols arranged on them, An internal lottery method for conducting an internal lottery to determine whether or not a role is achieved, A reel control means that controls the rotation of the reels based on a game start operation and the stopping of the reels in a manner corresponding to the result of the internal lottery based on a stop operation, It comprises a performance control means for controlling the performance, The aforementioned performance includes, as a performance related to the granting of benefits, a specific performance accompanied by an indication of the manner of the stopping operation, and a non-specific performance without such indication. The aforementioned specific performance has a higher expected value regarding the granting of benefits compared to the aforementioned non-specific performance. The aforementioned performance control means is After initiating the non-specific performance triggered by the aforementioned game start operation, the game will not switch from the non-specific performance to the specific performance. The aforementioned game start operation triggers the commencement of the specific performance, A gaming machine characterized in that, after initiating the non-specific performance triggered by the aforementioned game start operation, it is possible to switch from the non-specific performance to the specific performance.