Gaming machine

The gaming machine addresses the lack of effective management in smart pachislots and pachinko machines by implementing a reel control system, bet and credit management, and sound effects to ensure proper game progression and fraud prevention, while enhancing the gaming experience.

JP7893501B2Active Publication Date: 2026-07-22OLYMPIA KK
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
OLYMPIA KK
Filing Date
2024-02-07
Publication Date
2026-07-22

AI Technical Summary

Technical Problem

Smart pachislots and smart pachinko machines lack effective management systems for electronic gaming media, leading to potential fraud, reduced design and manufacturing costs, and a diminished gaming experience.

Method used

A gaming machine with a reel control system, bet and credit management, and sound effects to enhance gameplay, incorporating a counting process and sound outputs to manage electronic gaming media effectively.

Benefits of technology

Enables appropriate game progression, prevents fraud, reduces costs, and enhances the gaming experience by managing electronic gaming media centrally.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To suitably progress a game.SOLUTION: A game machine includes: reel control means which rotates and controls a plurality of reels and stop-controls the reels corresponding to an operated stop switch respectively as the stop switch is operated; bed number holding means holding the bet number; credit number holding means holding the credit number; a count switch for performing count processing to allow at least a part of the credit number to be transferred to an external device; and performance control means controlling output of sound related to performance. Count processing is performed as the count switch is operated. The performance control means outputs the count updating sound showing that the count processing is being executed while the count processing is executed in the case that the bed number is 0, outputs count completion sound indicating the count processing is over when the credit number becomes 0, and outputs the count update sound while the count processing is executed in the case that the bet number is 1 or larger, but does not output the count completion sound even when the credit number becomes 0.SELECTED DRAWING: Figure 17
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Description

Technical Field

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

Background Art

[0002] Smart pachislots that can progress the game without the intervention of physical medals while maintaining the playability of the slot machine have been studied (for example, Patent Document 1). Also, smart pachinko machines that enclose and circulate the pachinko machine and allow the game to progress without the player touching the game balls have been studied (for example, Patent Document 2).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Patent Document 2

Summary of the Invention

Problems to be Solved by the Invention

[0004] In such smart pachislots and smart pachinko machines, there is no need to provide a path for circulating game media such as medals and game balls outside the gaming machine. In smart pachislots, the physical game media itself becomes unnecessary. Thus, in smart pachislots, since the game media itself is not used, and in smart pachinko machines, by using non-magnetic game balls, it becomes possible to prevent illegal acts premised on the use of metallic game media. Also, since there is no need to provide a mechanism for inserting and paying out game media inside the gaming machine, design costs and manufacturing costs can be reduced. Furthermore, by centrally managing the lending of game media to players and the counting of acquired game media, etc., it becomes possible to prevent fraud and suppress the element of chance.

[0005] It is necessary to improve the gaming experience by incorporating new approaches, such as the management of electronic gaming media, and by implementing new systems that ensure the game progresses appropriately.

[0006] In view of these problems, the present invention aims to provide a gaming machine that can appropriately manage the game. [Means for solving the problem]

[0007] To solve the above problems, the gaming machine of the present invention includes: a reel control means that controls the rotation of multiple reels, each having multiple types of symbols arranged on them, in response to the operation of a start switch, and controls the stopping of each reel corresponding to the operated stop switch in response to the operation of a stop switch; a bet count holding means that holds the number of bets; a credit count holding means that holds the number of credits; a counting switch for performing a counting process to transfer at least a portion of the number of credits to an external device; and an effect control means that controls the output of sounds related to the effects, wherein the counting process is executed in response to the operation of the counting switch, and the effect control means is executed when the number of bets is 0. Furthermore, the replay has not been established. In this case, while the counting process is being executed, a count update sound indicating that the counting process is being executed is output, and when the number of credits becomes 0, a count completion sound indicating that the counting process is complete is output, and the number of bets is 1 or more. , or the aforementioned replay is established In this case, the count update sound is output while the counting process is being executed, but the counting completion sound is not output even if the number of credits becomes 0. 。 [Effects of the Invention]

[0008] According to the present invention, it becomes possible to conduct games appropriately. [Brief explanation of the drawing]

[0009] [Figure 1] This is an external view illustrating the general mechanical configuration of a slot machine. [Figure 2]It is an external view in a state where the front door is open to explain the schematic mechanical configuration of a slot machine. [Figure 3] It is a diagram for explaining the symbol arrangement and effective lines of a reel. [Figure 4] It is a block diagram showing the schematic electrical configuration of a slot machine and a dedicated unit. [Figure 5] It is a flowchart showing the main processing of a main control board. [Figure 6] It is a flowchart showing the sub-processing of a sub-control board. [Figure 7] It is a flowchart showing the medal processing of a medal number control board. [Figure 8] It is an explanatory diagram for explaining winning roles. [Figure 9] It is a diagram showing a winning type lottery table. [Figure 10] It is an explanatory diagram for explaining the transition of game states. [Figure 11] It is an explanatory diagram for explaining the transition of performance states. [Figure 12] It is an explanatory diagram for explaining a layer provided in an audio circuit. [Figure 13] It is an explanatory diagram showing the output mode of a counting update sound. [Figure 14] It is an explanatory diagram showing the output mode of a counting completion sound. [Figure 15] It is an explanatory diagram for explaining a counting counter. [Figure 16] It is an explanatory diagram showing the output modes of a counting update sound and a counting completion sound. [Figure 17] It is an explanatory diagram showing the output modes of a counting update sound and a counting completion sound. [Figure 18] It is a timing chart for explaining the switching of sounds in a non-AT performance state. [Figure 19] It is a timing chart for explaining the switching of sounds in an AT performance state. [Figure 20] It is a timing chart for explaining the switching of sounds in an AT performance state. [Figure 21] It is a timing chart for explaining the switching of sounds in the AT performance state. [Figure 22] It is an explanatory diagram for explaining an example of an auxiliary performance in the AT performance state. [Figure 23] It is a timing chart for explaining the switching of sounds and images in the AT performance state. [Figure 24] It is a timing chart for explaining the switching of sounds and images in the AT performance state.

Embodiments for Carrying Out the Invention

[0010] Hereinafter, preferred embodiments of the present invention will be described in detail with reference to the accompanying drawings. Dimensions, materials, and other specific numerical values shown in such embodiments are merely examples for facilitating the understanding of the invention, and do not limit the present invention unless otherwise specified. In this specification and the drawings, elements having substantially the same functions and configurations are denoted by the same reference numerals to omit redundant explanations, and elements not directly related to the present invention are not shown.

[0011] (Mechanical Configuration of Slot Machine 100) As slot machines 100 as gaming machines, there are those that conduct games with real medals interposed and those that conduct games without the interposition of real medals. The latter may be called smart pachislots. Here, as the slot machine 100, a smart pachislot will be described as an example. In a smart pachislot, instead of real medals, electronic medals are used as electronic gaming values for games.

[0012] FIG. 1 is an external view for explaining the schematic mechanical configuration of the slot machine 100. FIG. 2 is an external view in a state where the front door of the slot machine 100 is opened for explaining the schematic mechanical configuration, FIG. 2(a) views the front door from the back side, and FIG. 2(b) views the housing from the player side.

[0013] As shown in the external views of Figures 1 and 2, the slot machine 100 is provided with a housing 102 with an open front, and a front upper door 104 and a front lower door 106 that are rotatably arranged vertically at one end of the front of the housing 102. A colorless, transparent symbol display window 108 made of glass or transparent resin is provided approximately in the lower center of the front upper door 104, and the left reel 110a, middle reel 110b, and right reel 110c are independently rotatable at positions corresponding to the symbol display window 108 inside the housing 102. On the outer surfaces of the left reel 110a, middle reel 110b, and right reel 110c, as shown in the symbol arrangement in Figure 3(a), multiple types of symbols are arranged in each of the 20 equally divided areas. The player can see a total of nine consecutive symbols, three on each of the left reel 110a, middle reel 110b, and right reel 110c, located in the upper, middle, and lower rows, through the symbol display window 108. Note that the left reel 110a, middle reel 110b, and right reel 110c are sometimes collectively referred to simply as reel 110.

[0014] An operating panel mounting base 112 is formed above the front lower door 106, and the operating panel mounting base 112 is equipped with a bet switch 116, a start switch 118, stop switches 120a, 120b, 120c, a settlement switch 122, a performance switch 124, a counting switch 126, a game token count display device 128, a main segment display unit 130, and the like.

[0015] The bet switch 116 is a push switch that detects the operation of inserting (betting) (deducting from the number of game tokens) electronic tokens that are electronically held in the slot machine 100 and ready for use in the game. The bet switch 116 includes a max bet switch that inserts (bets) a predetermined number of electronic tokens required for one game, and a 1 bet switch that inserts an additional 1 electronic token within the predetermined range. Here, the number of electronic tokens inserted (bet) by the bet switch 116 is called the number of bets, and the memory area that holds the number of bets is sometimes called the "number of bets holding means". Also, the number of electronic tokens that are electronically held in the slot machine 100 and ready for use in the game is called the "number of game tokens", and the memory area that holds the number of game tokens is sometimes called the "number of tokens holding means". Note that the number of bets is not included in the number of game tokens. Furthermore, betting includes both inserting a predetermined number of electronic tokens from the number of game tokens held in the token holding means through the operation of the bet switch 116, and automatically inserting electronic tokens based on the display of a replay symbol on the active line, as will be described in more detail later. The entity that makes a bet in this manner is sometimes referred to as the betting means.

[0016] The start switch 118 is configured, for example, as a lever capable of detecting tilting operations, and detects the player's operation to start the game.

[0017] Stop switches 120a, 120b, and 120c are push switches and are located at positions corresponding to the left reel 110a, middle reel 110b, and right reel 110c, respectively, to detect the player's stop operation. Note that stop switches 120a, 120b, and 120c are sometimes collectively referred to simply as stop switch 120. Here, when the stop switches 120 are in a state where they can be stopped, the first stop operation performed by the player on one of stop switches 120a, 120b, or 120c is called the first stop operation. After the first stop operation, the second stop operation is performed on one of the two remaining stop switches 120 that have not been stopped. After the second stop operation, the third stop operation is performed on the last remaining stop switch 120.

[0018] The settlement switch 122 detects an operation by the bet switch 116 that returns all of the electronic tokens bet to the token holding means (adds them to the number of game tokens).

[0019] The performance switch 124 consists of, for example, a push switch or a cross switch, and detects the player's pressing or rotating operation.

[0020] The counting switch 126 is a push switch that detects operations to transfer (subtract from) part or all of the number of game tokens electronically held by the slot machine 100 to a dedicated unit 300 described later. The counting switch 126 has three operation options: "short press" with a pressing time of less than 500 msec, "long press" with a pressing time of 500 msec or more, and "full count" with a pressing time of 4000 msec or more, which allows counting to continue even after the operation of the counting switch 126 is released. With a short press of the counting switch 126, only one electronic token is counted (transferred) from the number of game tokens with each operation. With a long press and full count, 50 electronic tokens are counted from the number of game tokens at the timing of counting notifications every 300 msec after a pressing time of 500 msec. If the number of game tokens is less than 50 in the long press or full count state, all remaining game tokens will be counted. Furthermore, if the counting switch 126 is operated while the game is playable, the counting process will always be executed regardless of the game state at that time. Here, "while the game is playable" refers to the state in which the slot machine 100 and the dedicated unit 300 are connected and both are powered ON (a state in which a player can borrow electronic tokens, play a game on the slot machine 100, and count the results of the game). However, if the power of the slot machine 100 is ON but the power of the dedicated unit 300 is not ON, or if the slot machine 100 and the dedicated unit 300 are not connected, there is a risk that the number of counted tokens will be lost even if the slot machine 100 accepts the operation of the counting switch 126, so the operation of the counting switch 126 is disabled, and that period is not included in "while the game is playable". Furthermore, the periods when slot machine 100 is not able to proceed with gameplay as a standalone unit, such as during the initialization process after power-on, during setting changes and setting confirmation, and during error states requiring recovery processing such as resets, are not included in the "period during which gameplay is possible."

[0021] The game token count display device 128 includes a 5-digit or 6-digit 7-segment LED and displays the total number of electronic tokens held in the token holding means, i.e., the number of game tokens. However, the number of game tokens does not include the number of electronic tokens bet. Therefore, the game token count display device 128 displays the number obtained by subtracting the number of electronic tokens bet from the number of electronic tokens acquired by the player. The numerical range of the number of game tokens is expressed as 0 to 16382 (16368 tokens + maximum payout per game (15 tokens) - minimum bet (1 token)), taking into account the maximum difference in tokens per business day. If the higher digit of a significant value is 0, that value is displayed as blank (off). If that value exceeds a predetermined warning value, for example, 15000, a token count warning notification is issued prompting the player to count their tokens, restricting the lending process of electronic tokens described later, and outputting a test counting signal for approximately 3500 msec. Note that the warning value is not limited to 15000, and various values ​​can be set. However, even if a warning notification about the number of tokens held is issued, the player can continue playing. Therefore, the number of tokens held may increase. When that number exceeds a predetermined upper limit, for example, 16369, an error notification (total over error notification) is issued, and a so-called complete function is activated to restrict the progress of the game. Specifically, the bet switch 116, start switch 118, and payout switch 122 are prohibited from being pressed. When such a complete function is activated (a stop error (error code "Ey") occurs), complete activation information indicating that the complete function is activated is displayed on the LCD display unit 132, which will be described later, and a complete activation sound indicating that the complete function is activated is output from the speaker 134, which will be described later. The token count display device 128 displays the updated number of tokens held by the slot machine 100 within approximately 300 msec after the number of tokens held is updated.

[0022] The main segment display unit 130 consists of two 7-segment displays arranged side-by-side, and displays an error code indicating the type of error managed by the main control board 200. For example, when various errors occur, such as a door open error (error code "E8") which occurs when at least one of the front upper door 104 or the front lower door 106 is detected to be open and automatically resets when both the front upper door 104 and the front lower door 106 are closed, the error code is displayed on the main segment display unit 130, error information is displayed on the liquid crystal display unit 132 (described later), and an error sound is output from the speaker 134 (described later).

[0023] A liquid crystal display unit 132 is provided at the upper center of the front upper door 104 to display various images related to the performance. Speakers 134 are provided on the left and right sides of the back of the front lower door 106 to provide auditory effects such as sound effects and musical tones. Performance lamps 136, for example, made of high-brightness light-emitting diodes (LEDs), and performance device 138, which drives performance components with a motor, are provided at the top and left and right of the front upper door 104.

[0024] Furthermore, within the casing 102, a setting key and a setting change switch (collectively referred to as the setting value setting means) are provided on the main control board 200, which will be described later. In the slot machine 100, when a predetermined key (operation key) is inserted into the setting key and rotated from the OFF position to the ON position, and power is turned on via the power switch 144a of the power supply 144, the machine enters setting change mode, and the setting value can be changed (also simply called setting change). The setting value indicates the degree of advantage for the player (machine payout rate) in stages, for example, it is expressed in 6 stages from 1 to 6, and generally, the higher the numerical value of the setting value, the higher the degree of advantage for the overall game (higher expected number of coins won). When the setting change switch is pressed while the setting change is possible, the setting value is increased by 1, for example, when the setting value is changed to one of the 6 stages and the start switch 118 is operated, the setting value is finalized, and the setting change mode ends when the setting key is returned to its original position (OFF position), and the game can be played. Note that setting changes are only possible for a certain period of time after the power switch 144a is operated and the power is turned on.

[0025] In this type of slot machine 100, since physical tokens are not required, it becomes possible to prevent cheating by inserting simulated tokens or using tokens brought in illegally. In addition, since there is no need to install a mechanism for inserting and dispensing game tokens inside the game machine, design and manufacturing costs can be reduced. Furthermore, by centrally managing the lending of game tokens to players and the counting of acquired game tokens, fraud can be prevented. Moreover, by centrally managing the data, it becomes possible to curb the element of gambling and, in turn, strengthen measures against addiction.

[0026] Figure 4 is a block diagram showing the schematic electrical configuration of the slot machine 100 and the dedicated unit 300. As shown in Figure 4, the slot machine 100 and the dedicated unit 300 are electrically connected via a game ball dispensing device connection terminal board 280. The slot machine 100 is equipped with multiple control boards, including a main control board 200 that controls the progress of the game, a sub-control board 240 that controls the effects according to the progress of the game, and a medal count control board 260 that controls the number of electronic medals (game medals) held in the medal holding means. Note that the transmission of electrical signals between the main control board 200 and the sub-control board 240 is limited to one direction only, from the main control board 200 to the sub-control board 240, from the viewpoint of preventing fraud. On the other hand, the transmission of electrical signals between the main control board 200 and the medal count control board 260 is bidirectional.

[0027] (Main control board 200) The main control board 200 has a semiconductor integrated circuit including a main CPU 200a which is a central processing unit, a main ROM 200b which stores programs and the like, and a main RAM 200c which functions as a work area, and comprehensively controls the entire slot machine 100. The main RAM 200c retains data without erasing it even when the power is cut off, unless a setting change is made and a RAM clear is performed.

[0028] Furthermore, the main control board 200 has functional units such as an initialization means 210, a betting means 212, a winning type lottery means 214, a reel control means 216, a determination means 218, a payout control means 220, a game state control means 222, a performance state control means 224, and a command transmission / reception means 226, which are operated by the main CPU 200a cooperating with the main RAM 200c based on a program stored in the main ROM 200b.

[0029] The main control board 200 receives various detection signals from the bet switch 116, start switch 118, stop switch 120, and settlement switch 122, and the main CPU 200a executes various processes based on the received detection signals.

[0030] The initialization means 210 executes the initialization process on the main control board 200. The betting means 212 places a bet of electronic tokens to be used for playing the game. The winning type lottery means 214, based on the operation of the start switch 118, performs a winning type lottery to determine whether a winning combination is achieved, and more specifically, whether a winning type that includes the winning combination is achieved, as will be described in more detail later.

[0031] The reel control means 216 controls the rotation of the left reel 110a, middle reel 110b, and right reel 110c in response to the operation of the start switch 118, and controls the stopping of the corresponding left reel 110a, middle reel 110b, and right reel 110c in response to the operation of the stop switches 120a, 120b, and 120c corresponding to the rotating left reel 110a, middle reel 110b, and right reel 110c, respectively.

[0032] Furthermore, the reel control means 216 may extend the time from when the stop switch 120 was activated in the previous game until the player activates the stop switch 120 to display the result of the winning type lottery (it is deactivated when the stop switch 120 is activated in the previous game) beyond a predetermined time, in response to the operation of the start switch 118. During this time, it may perform a reel effect (freeze effect) that controls the rotation of reels 110a, 110b, and 110c in various ways. The reel effect can be achieved by not activating any switch that should be activated for a predetermined time, suspending a process that should be executed for a predetermined time, or not transmitting or receiving signals from any switch that should be transmitted or received for a predetermined time.

[0033] Furthermore, in this embodiment, as a reel performance, a simulated game (pseudo-game) similar to the basic game may be performed, in which the basic game is interrupted and its progress is delayed in response to the operation of the start switch 118 in the basic game, during which the rotation of reels 110a, 110b, and 110c is controlled, and in response to the operation of the stop switches 120a, 120b, and 120c, the reels 110a, 110b, and 110c corresponding to the stop switches 120a, 120b, and 120c are temporarily stopped. Here, the basic game refers to a game in which a winning type lottery is performed and a payout is received once upon winning a winning combination. The simulated game ends when the start switch 118 is operated again or when a predetermined time has elapsed since the temporary stop control, and thereafter the rotation control of reels 110a, 110b, and 110c in the basic game resumes. Furthermore, as an example of simulated gameplay, the reel control means 216 can also automatically perform temporary stop control on predetermined symbols (for example, symbols that constitute a bonus role) on each reel 110a, 110b, and 110c in response to the operation of the stop switches 120a, 120b, and 120c. In such simulated gameplay, the performance can be executed with rotation control and stopping patterns similar to or different from those of the basic game, thereby enhancing the enjoyment of the game. Note that temporary stop indicates a state in which the reels do not appear to be stopped, but the phase signal of the stepping motor 152 of the reels 110a, 110b, and 110c is continuously changed within 500 msec, and temporary stop control indicates a control that temporarily stops the reels 110a, 110b, and 110c. However, unless otherwise specified, both stop and temporary stop are simply treated as stop in the sense that they maintain their position without rotating in one direction. Furthermore, both stop control and temporary stop control are simply treated as stop control in the sense that the left reel 110a, middle reel 110b, and right reel 110c are controlled to rotate in response to the operation of the start switch 118, and the corresponding left reel 110a, middle reel 110b, and right reel 110c are stopped in response to the operation of the stop switches 120a, 120b, and 120c, respectively, which are used to stop the rotating left reel 110a, middle reel 110b, and right reel 110c.

[0034] Furthermore, a reel drive control unit 150 is connected to the main control board 200. This reel drive control unit 150 drives the stepping motor 152 based on the rotation start signals for the left reel 110a, middle reel 110b, and right reel 110c transmitted from the reel control means 216 in response to the operation signal of the start switch 118. The reel drive control unit 150 also stops driving the stepping motor 152 based on the stop signals for the left reel 110a, middle reel 110b, and right reel 110c, respectively, transmitted from the reel control means 216 in response to the operation signal of the stop switch 120, as well as the detection signal from the rotation position detection circuit 154.

[0035] The determination means 218 determines whether or not a symbol combination corresponding to a winning combination is displayed on the active line A. Here, the display of a symbol combination corresponding to a winning combination on the active line A is sometimes simply referred to as a win. Here, the active line A is the line used to determine whether a winning combination has been won, and in this embodiment, there is one such line. As shown in Figure 3(b), of the nine symbols (3 reels × 3 rows of upper, middle, and lower) facing the symbol display window 108, the active line A is set as a line (one line rising to the right) connecting the positions corresponding to the symbols that stop on the lower row of the left reel 110a, the middle row of the middle reel 110b, and the upper row of the right reel 110c. The invalid lines are lines other than the active line A that are not used to determine whether a winning combination has been won, and they display other symbol combinations that make it easier to identify the winning combination when it is difficult to identify the winning combination based solely on the symbol combinations displayed on the active line A. In this embodiment, four invalid lines B1, B2, B3, and C shown in Figure 3(b) are assumed. The payout control means 220 pays out an amount of electronic tokens corresponding to the winning combination (value) to the token holding means (adds to the number of game tokens) based on the fact that the symbol combination corresponding to the winning combination has been displayed on the active line A (a win has been achieved).

[0036] The game state control means 222 refers to the result of the winning type lottery and the result of the determination means 218 and transitions the game state to one of several types of game states. The game states include, as described later, a non-internal game state, an internal game state to which the player transitions when a bonus role is won in the non-internal game state, and a bonus game state to which the player transitions when a symbol combination corresponding to a bonus role is displayed on an active line in the internal game state.

[0037] The performance state control means 224 refers to the result of the winning type lottery, the judgment result of the judgment means 218, and the transition information of the game state, and transitions the performance state to one of several types of performance states. The performance states include the AT (Assist Time) performance state, which performs an auxiliary performance that notifies the operation method (correct operation method) that is a condition for winning a specific role (correct role) when a winning type (selected winning type) is won in which a specific role (correct role) and other winning roles (incorrect roles) overlap (assists in winning the specific role), and the non-AT performance state, which does not perform an auxiliary performance. In addition, there are cases in which the so-called ART game state is executed, in which the AT performance state and the RT (Replay Time) game state, in which the probability of winning a replay role is high, proceed in parallel. The specific role that is the target of the auxiliary performance refers to a winning role that is more advantageous than other winning roles, including not only the payout of electronic medals when that winning role is won, but also all game benefits that can be obtained when that winning role is won. Furthermore, auxiliary effects are not limited to assisting in the winning of specific roles; they are sufficient if they inform the player of an operation method that is advantageous to them.

[0038] The command transmission / reception means 226 sequentially transmits commands determined in accordance with the operation of the betting means 212, the winning type lottery means 214, the reel control means 216, the determination means 218, the payout control means 220, the game state control means 222, the performance state control means 224, etc., to the sub-control board 240 and the medal count control board 260.

[0039] Furthermore, the main control board 200 is equipped with a random number generator 200d. The random number generator 200d sequentially increments a count value, and after counting a predetermined number of times, it resets the count value (changes the sequence of numbers to set an initial value), thereby looping the count value within a predetermined numerical range. The main control board 200 obtains a random value by extracting the count value from the random number generator 200d at a predetermined time. The random value generated by the random number generator 200d of the main control board 200 (hereinafter referred to as the winning type lottery random number) is used to determine the winning type of game benefit to be given to the player, for example, by the winning type lottery means 214. The specific processing in the main control board 200 will be explained below based on a flowchart.

[0040] (Main processing of the main control board 200) Figure 5 is a flowchart showing the main processing (main loop processing) of the main control board 200. Here, we will first explain the outline of one game after initialization according to the main processing of the main control board 200. Furthermore, here we will explain in detail the processing related to the features of this embodiment, and omit the explanation of configurations unrelated to the features of this embodiment. Although we will omit a detailed explanation, when each process is executed, the switches used in each process (bet switch 116, start switch 118, stop switch 120) are activated at the start of the process and deactivated at the end of each process.

[0041] (Step S100) When the slot machine 100 is powered on via the power switch 144a and becomes energized, the initialization means 210 performs an initialization process in preparation for the start of gameplay. The initialization means 210 can also change settings. Setting changes involve changing the setting values ​​that indicate the degree of advantage in stages (for example, 6 stages). Setting changes also include resetting to the same setting value (a process that changes the current setting value to the same setting value as the current setting value (overwriting, maintaining)). While the power is on, the initialization means 210 continuously generates backup data and stores this backup data in the main RAM 200c. Therefore, even if an unexpected power outage occurs, the initialization process can use the backup data held before the power outage to restore the state before the power outage. For example, even if an unexpected power outage occurs while the reels 110 are rotating, the system will start again from the state where each reel 110 is rotating after the recovery operation. Therefore, the initialization process does not basically initialize (clear the RAM) the main RAM 200c. Furthermore, the initialization means 210 generates an initialization command when the power is turned on, and the command transmission / reception means 226 transmits the generated initialization command to the sub-control board 240. Also, the initialization means 210 generates a startup command that includes the transmission information necessary at startup, and the command transmission / reception means 226 transmits the generated startup command to the medal count control board 260.

[0042] (Step S110) Next, in response to the player's operation of the bet switch 116, the betting means 212 places an electronic token bet. The betting means 212 also generates an insertion command indicating that the operation has been performed, and the command transmission / reception means 226 transmits the generated insertion command to the sub-control board 240. The betting means 212 also generates a game token insertion command that includes transmission information indicating the number of tokens to be inserted, and the command transmission / reception means 226 transmits the generated token insertion command to the token count control board 260.

[0043] (Step S120) Next, when a predetermined number of electronic tokens are bet, the winning type lottery means 214 activates the game start operation for the start switch 118 and transitions to a state waiting for operation of the start switch 118. Here, in response to the player's operation of the start switch 118, the winning type lottery means 214 obtains a winning type lottery random number of 1 from the winning type lottery random numbers updated by the random number generator 200d of the main control board 200 at the time the start switch 118 is operated. The winning type lottery means 214 then determines a winning type lottery table corresponding to the currently set game state from the winning type lottery table, and determines which winning area in the determined winning type lottery table the obtained winning type lottery random number corresponds to, and determines the winning type or non-winning as the lottery result for the determined winning area. Furthermore, when a winning type that includes the winning role "RBB" is determined in the winning type lottery, the game state is transitioned from a non-internal game state to an RBB internal game state. Furthermore, after the start switch 118 is operated and the lottery result is determined, the winning type lottery means 214 generates a winning type command that includes the lottery result (winning type or not winning) and information regarding the game state, and the command transmission / reception means 226 transmits the generated winning type command to the sub-control board 240.

[0044] (Step S130) When the start switch 118 is operated, the reel control means 216 drives the stepping motor 152 to rotate the left reel 110a, the middle reel 110b, and the right reel 110c. In this reel rotation process, after a predetermined time (for example, 4.1 seconds) has elapsed since the start of rotation of the left reel 110a, the middle reel 110b, and the right reel 110c in the previous game (wait), the rotation of the left reel 110a, the middle reel 110b, and the right reel 110c in the current game begins, and when all of the left reel 110a, the middle reel 110b, and the right reel 110c have reached a steady rotation, the process moves to step S140.

[0045] (Step S140) Next, the reel control means 216 activates the stop switches 120a, 120b, and 120c, and when it receives an operation of the stop switches 120a, 120b, or 120c by the player, it controls the stopping of one of the left reel 110a, middle reel 110b, or right reel 110c corresponding to that operation. Furthermore, when any of the stop switches 120a, 120b, or 120c are operated, the reel control means 216 generates a stop command (first stop operation command, second stop operation command, third stop operation command) indicating the information of the operated stop switch 120a, 120b, or 120c, and the command transmission / reception means 226 sequentially transmits the generated stop commands to the sub-control board 240. The reel control means 216 continues this reel stopping process until all of the stop switches 120a, 120b, and 120c have been operated.

[0046] (Step S150) Next, the determination means 218 determines which of the predetermined combinations the symbol combination displayed on the active line A shown in Figure 3(b) corresponds to, and executes various processes required for changing the game state or for replays according to that symbol combination. For example, if the determination means 218 is in an advantageous section and a small win has occurred, it updates the net increase counter. Here, the advantageous section is a game section that is advantageous to the player, including game sections that have performance related to instruction functions, that is, game sections that execute auxiliary effects (instruction functions), etc. Also, a section that is mutually exclusive with the advantageous section and in which auxiliary effects cannot be executed is called a non-advantageous section. In addition, the advantageous section is a game section in which, if an auxiliary effect is activated as a result of a lottery etc. related to the operation of an auxiliary effect performed by the main control board 200, information indicating the content of the instruction may be transmitted to peripheral boards such as the sub-control board 240, only when the content of the instruction is displayed on the notification means so that it can be identified by the main control board 200. Furthermore, the game state control means 222, in the RBB internal game state, if the symbol combination displayed on the active line A corresponds to the winning combination "RBB", transitions the game state from the RBB internal game state to the RBB active game state. The determination means 218 generates a winning command that includes the symbol combination displayed on the active line A, and the number of electronic medals to be paid out when a symbol combination corresponding to a minor win is displayed on the active line A, and the command transmission / reception means 226 transmits the generated winning command to the sub-control board 240.

[0047] (Step S160) Furthermore, based on the symbol combinations (stopping patterns of the reels 110) displayed on the active line A, the payout control means 220 executes the payout process for electronic tokens corresponding to a minor role when a symbol combination corresponding to a minor role is displayed on the active line A, and automatically executes the process for placing a bet for the next game when a symbol combination corresponding to a replay role is displayed on the active line A. In addition, when the payout process for electronic tokens is completed, the payout control means 220 generates a payout command indicating that the payout process has been completed, and the command transmission / reception means 226 transmits the generated payout command to the sub-control board 240. Furthermore, the payout control means 220 generates a payout completion command that includes transmission information indicating the number of tokens to be paid, and the command transmission / reception means 226 transmits the generated payout completion command to the token count control board 260.

[0048] (Step S170) The game state control means 222 transitions the game state from the RBB-operated game state to the non-internal game state when a predetermined number of electronic tokens are dispensed during the RBB-operated game state. The performance state control means 224 also handles transitions in the performance state and switches between advantageous and non-advantageous periods. Furthermore, if the game state or performance state is changed, a game transition command including the changed game state or performance state is generated, and the command transmission / reception means 226 transmits the generated game transition command to the sub-control board 240. Thus, when the game transition process S170 is completed, the game ends.

[0049] One game is executed through the series of processes from step S110 to step S170 described above. Thereafter, steps S110 to S170 will be repeated. Thus, one game refers to the period from when a portion of the number of game tokens held in the token holding means is inserted through the operation of the bet switch 116, or when an electronic token is automatically inserted based on the display of a replay symbol on the active line A, until the left reel 110a, middle reel 110b, and right reel 110c are controlled to rotate and a winning type lottery is performed in response to the operation of the start switch 118 by the player, and the left reel 110a, middle reel 110b, and right reel 110c are stopped in response to the lottery result of the winning type lottery and the operation of multiple stop switches 120a, 120b, and 120c by the player, until the left reel 110a, middle reel 110b, and right reel 110c corresponding to the operated stop switches 120a, 120b, and 120c are stopped, and if a winning symbol that can receive an electronic token payout is hit, the electronic token is paid out. Furthermore, if the player fails to win a prize that can result in the payout of electronic tokens, or if they win a prize but do not win, one game ends when the left reel 110a, middle reel 110b, and right reel 110c all stop. However, the start of one game may be interpreted as the player operating the start switch 118 instead of inserting electronic tokens or winning a replay. The number of times such a game is repeated is defined as the number of games. Here, whether the basic game, which is one game in which a payout can be received once after the prize type lottery is performed, is performed alone, or whether the basic game is performed in combination with a simulated game, the completion of the basic game is considered the completion of one game. Therefore, the completion of a simulated game does not affect the counting of games in the slot machine 100. However, for the number of games managed by the hall computer (not shown), the simulated game may or may not be counted as part of the number of games, depending on the specifications.

[0050] (Sub-control board 240) The sub-control board 240, like the main control board 200, has various semiconductor integrated circuits, including a sub-CPU 240a which is a central processing unit, a sub-ROM 240b which stores programs, etc., and a sub-RAM 240c which functions as a work area. Based on commands from the main control board 200, it controls the effects according to the progress of the game, for example, generating an effect pattern that shows a series of effects. The sub-RAM 240c is also connected to a backup power supply (not shown), similar to the main RAM 200c, so that data is retained without being erased even if the power is cut off. The sub-control board 240 is also equipped with a random number generator 240d, similar to the main control board 200, and the random values ​​generated by the random number generator 240d (hereinafter referred to as effect lottery random numbers) are mainly used to determine the type of effect. The sub-control board 240 is also equipped with an image circuit 240e, an audio circuit 240f, and an effect circuit 240g to realize the effects.

[0051] The image circuit 240e includes an image IC, an image ROM, and an image RAM (VRAM). The image IC, also called a VDP (Video Display Processor), receives an image command that can identify image data based on a performance pattern (data corresponding to the image to be displayed on the liquid crystal display unit 132 among the performances indicated by the performance pattern). It reads the image data identified by the image command from the image ROM into the image RAM and outputs it sequentially to the liquid crystal display unit 132. The image RAM has multiple different layers, and each layer can hold different image data. The image IC then superimposes the image data held in the multiple layers and outputs the superimposed image data to the liquid crystal display unit 132. Each layer is assigned a priority order, and when an image from a high-priority layer overlaps with an image from a low-priority layer, the image from the high-priority layer is superimposed on the player side of the image from the low-priority layer and is visible to the player.

[0052] The audio circuit 240f includes an audio IC and an audio ROM. When the audio IC receives an audio command that can identify audio data based on a performance pattern (data corresponding to sound, including the sound to be output to speaker 134, among the performances indicated by the performance pattern), it reads the audio data identified by the audio command from the audio ROM and sequentially outputs the sound based on the audio data to speaker 134. The audio IC has multiple different layers (sometimes called tracks or channels), and each layer can hold different audio data. The audio IC then superimposes the audio data held in the multiple layers and outputs the sound based on the superimposed audio data to speaker 134. The player can hear each of the superimposed audio data simultaneously.

[0053] When the performance circuit 240g receives a command indicating a lighting pattern (a sequence of lighting patterns for the performance lamps 136 within the performance indicated by the performance pattern) and a drive pattern (a sequence of drive patterns for the performance mechanism 138 within the performance indicated by the performance pattern), it generates information regarding light emission (light emission information) and motor drive (drive information) according to the command, and transmits the generated light emission information and drive information to the performance lamps 136 and the performance mechanism 138 via serial communication. Serial communication is used here to reduce the number of harnesses and simplify their handling. In this way, each of the multiple performance lamps 136 is independently controlled to light up, and each of the multiple performance mechanism 138 is independently controlled to drive. The performance circuit 240g also acquires input information from the performance switch 124, etc. (operation status, operation timing, number of operations, operation duration, etc.) via serial communication.

[0054] Here, a series of functional components, including a sub-CPU 240a, sub-RAM 240c, random number generator 240d, image circuit 240e, audio circuit 240f, and performance circuit 240g, are integrated into a single integrated circuit as a System-on-a-Chip (SoC). However, the integration of each functional component into such an SoC can be arbitrarily configured.

[0055] Furthermore, the sub-control board 240 has functional units such as an initialization means 250, a command receiving means 252, and a performance control means 254, which function through the cooperation of the sub-CPU 240a with the sub-RAM 240c based on a program stored in the sub-ROM 240b.

[0056] The initialization means 250 executes initialization processing on the sub-control board 240. The command receiving means 252 receives commands from other control boards, such as the main control board 200, and processes the commands. The performance control means 254 receives detection signals from the performance switch 124 and determines the performance patterns for the game's effects performed by the liquid crystal display unit 132, speaker 134, performance lamp 136, and performance mechanism 138 based on the received commands.

[0057] Specifically, the performance control means 254 performs image display control to display an image on the liquid crystal display unit 132. In addition, the performance control means 254 controls audio output through the speaker 134, controls the lighting of the performance lamp 136, and controls the driving of the performance mechanism device 138.

[0058] The effects executed by the effect control means 254 also include the auxiliary effects described above. Hereafter, the notification means that executes auxiliary effects, such as the liquid crystal display unit 132, speaker 134, and effect lamp 136, may be referred to as the auxiliary effect execution means (instruction monitor). The effect state control means 224 causes the auxiliary effect execution means to execute auxiliary effects when the AT effect state is active.

[0059] (Sub-processing of sub-control board 240) Figure 6 is a flowchart showing the sub-processing of the sub-control board 240. Here, we will explain in detail the processes related to the features of this embodiment, and omit the explanation of configurations unrelated to the features of this embodiment.

[0060] (Step S200) When the slot machine 100 is powered on via the power switch 144a and becomes energized, the initialization means 250 performs an initialization process in preparation for the start of gameplay. While the power is on, the initialization means 250 continuously generates backup data and stores this backup data in the sub-RAM 240c.

[0061] (Step S210) The command receiving means 252 determines whether or not it has received an input command. If it has received an input command, it proceeds to step S212; otherwise, it proceeds to step S220.

[0062] (Step S212) In step S210, if it is determined that an input command has been received, the performance control means 254 determines a performance pattern based on the input command, assuming that preparations for starting the next game have been made.

[0063] (Step S220) Next, the command receiving means 252 determines whether or not it has received a winning type command. If it has received a winning type command, it proceeds to step S222; otherwise, it proceeds to step S240.

[0064] (Step S222) In step S220, if it is determined that a winning type command has been received, the performance control means 254 determines a performance pattern based on the winning type command. Furthermore, if the performance state is an AT performance state and the winning type indicated in the winning type command is a selected winning type, the performance control means 254 determines an auxiliary performance that notifies the correct operation pattern.

[0065] (Step S240) Next, the command receiving means 252 determines whether or not a stop command has been received. If a stop command has been received, the process moves to step S242; otherwise, the process moves to step S250.

[0066] (Step S242) In step S240, if it is determined that a stop command has been received, the performance control means 254 determines a performance pattern based on whether the stop command indicates a first stop operation, a second stop operation, or a third stop operation, whether it indicates a stop operation on one of the stop switches 120a, 120b, or 120c, and the rotational positions of the left reel 110a, middle reel 110b, and right reel 110c on which the stop operation was performed.

[0067] (Step S250) Next, the command receiving means 252 determines whether or not it has received a winning command. If it has received a winning command, it proceeds to step S252; otherwise, it proceeds to step S260.

[0068] (Step S252) In step S250, if it is determined that a winning command has been received, the performance control means 254 determines a performance pattern based on the winning command.

[0069] (Step S260) Next, the command receiving means 252 determines whether or not a payout command has been received. If a payout command has been received, the process moves to step S262; otherwise, the process moves to step S210, and the process from step S210 is repeated.

[0070] (Step S262) If it is determined in step S260 that a payout command has been received, the performance control means 254 determines a performance pattern based on the payout command and repeats the process from step S210.

[0071] (Medal count control board 260) The medal count control board 260 is connected to the main control board 200 and has various semiconductor integrated circuits, including a medal CPU 260a which is a central processing unit, a medal ROM 260b which stores programs, etc., and a medal RAM 260c which functions as a work area, and manages the electronic medals used for gaming. In addition, the medal RAM 260c is connected to a backup power supply (not shown) similar to the main RAM 200c, so that data is retained without being erased even if the power is cut off. Here, a portion of the storage area of ​​the medal RAM 260c is used as a medal holding means. A medal segment display unit 140 is also integrally formed on the medal count control board 260. The medal segment display unit 140 consists of one 7-segment unit and displays, for example, an error code indicating the type of error managed by the medal count control board 260. The medal count control board 260 is also connected to a dedicated unit 300 via a game ball dispensing device connection terminal board 280. Here, the game ball dispensing device connection terminal board 280 is a connection terminal board for connecting the slot machine 100 and the dedicated unit 300, and receives signals related to the dispensing of electronic tokens, transmits the results of the dispensing and receipt of electronic tokens, transmits signals related to the counting of electronic tokens, and transmits various information of the slot machine 100. For example, the game ball dispensing device connection terminal board 280 receives power (VL) from the dedicated unit 300, uses that power as input to an insulating element such as a photocoupler, generates a VL connection signal indicating the connection status with the dedicated unit 300, and outputs it to the token count control board 260. The token count control board 260 can determine from the ON / OFF status of the VL connection signal that power is being supplied from the dedicated unit 300, in other words, that power has been supplied to the dedicated unit 300 and that it is properly connected to the dedicated unit 300.

[0072] Furthermore, the medal count control board 260 has functional units such as an initialization means 270, a command transmission / reception means 272, and a medal count update means 274, which function through the cooperation of the medal CPU 260a with the medal RAM 260c based on a program stored in the medal ROM 260b.

[0073] The initialization means 270 performs initialization processing on the medal count control board 260. The command transmission / reception means 272 receives commands from the main control board 200 and performs reply processing for those commands. The command transmission / reception means 272 also repeatedly sends and receives game machine information notifications, counting notifications, lending notifications, and lending receipt result responses to the dedicated unit 300 at 300 msec intervals from the completion of startup. Specifically, the command transmission / reception means 272 sends a game machine information notification to the dedicated unit 300, which includes game machine performance information, game machine installation information, and hall computer / fraud monitoring information as game machine information. 100 msec after sending the game machine information notification, it sends a counting notification which includes the number of counted medals to be counted (the number of electronic medals transferred to the dedicated unit 300 at one time). When the command transmission / reception means 272 receives a loan notification from the dedicated unit 300 170 msec after sending a counting notification, which includes the number of loaned medals to be processed (the number of digitized medals transferred at once from the dedicated unit 300), it sends back the loan acceptance result to the dedicated unit 300.

[0074] The medal count update means 274 primarily updates (adds or subtracts) the number of game medals held in the medal holding means in response to commands received from the main control board 200, notifications received from the dedicated unit 300, or operations on the counting switch 126. The medal count update means 274 also displays the updated number of game medals on the game medal count display device 128.

[0075] Figure 7 is a flowchart showing the medal processing (main loop processing) of the medal count control board 260. Here, we will explain in detail the processing related to the features of this embodiment, and omit the explanation of configurations unrelated to the features of this embodiment.

[0076] (Step S300) When the slot machine 100 is powered on via the power switch 144a and the medal count control board 260 is energized, the initialization means 270 performs an initialization process in preparation for the start of gameplay. While the power is on, the initialization means 270 continuously generates backup data and stores this backup data in the medal RAM 260c. Therefore, even if an unexpected power outage occurs, the initialization process can use the backup data held before the power outage to restore the state to which it was before the power outage. For example, even if an unexpected power outage occurs while the number of game medals is held in the medal holding means, the system will start from the state where the electronic medals are held after the recovery operation. Therefore, the initialization process does not fundamentally initialize (clear the RAM) the medal RAM 260c.

[0077] (Step S310) Once the initialization process is complete, the medal count update means 274 determines whether an update event for the number of game medals held in the medal holding means has occurred. If an update event for the number of game medals has occurred, it executes an update process to update the number of game medals according to that update event. First, the medal count update means 274 determines whether it has received a game medal insertion command from the main CPU 200a. If it has received a game medal insertion command, it proceeds to step S312. If it has not received a game medal insertion command, it proceeds to step S320.

[0078] (Step S312) When the main CPU 200a receives a game token insertion command, the token count update means 274 determines whether the game token insertion command indicates the insertion of electronic tokens. If it indicates the insertion of electronic tokens, it performs an insertion process that subtracts the number of game tokens by that amount. If the game token insertion command indicates the settlement of electronic tokens rather than the insertion of electronic tokens, the token count update means 274 performs a settlement process that adds the number of electronic tokens that were inserted to the game token count. Note that although the player's operation differs between the settlement process and the insertion process, the corresponding processes are the same. Therefore, in the following explanation, it is possible to replace the parts that use the insertion process with the settlement process by interpreting it as inserting a negative number of electronic tokens.

[0079] (Step S320) Next, the medal count update means 274 determines whether or not it has received a payout completion command from the main CPU 200a. If it has received a payout completion command, it proceeds to step S322; otherwise, it proceeds to step S330.

[0080] (Step S322) Upon receiving a payout completion command from the main CPU 200a, the medal count update means 274 executes a payout process that adds the electronic medals dispensed based on the payout completion command to the number of game medals.

[0081] (Step S330) Next, the medal count update means 274 determines whether or not it has received a notification of the loan of an electronic medal from the dedicated unit 300. If it has received a loan notification, it proceeds to step S332; otherwise, it proceeds to step S340.

[0082] (Step S332) When the medal count update means 274 receives a loan notification from the dedicated unit 300, it determines whether or not the loan process is possible. If the loan process is possible, it executes the loan process to add the loaned electronic medals to the number of game medals and generates a loan receipt result response that includes "normal". On the other hand, if the loan process is not possible, that is, if the message length and command values ​​in the loan notification are normal but other information is abnormal, if the game machine information notification is abnormal, if the number of counted medals in the count notification is "1" or more, if the number of game medals displayed on the game medal count display device 128 is 15,000 or more, if the checksum of the received loan notification is abnormal, if the loan serial number of the received loan notification is not consecutive, if the number of loaned medals in the received loan notification is "51" or more, or if the game machine information notification sent from the medal CPU 260a to the dedicated unit 300 contains information other than hall control fraud monitoring information, the medal count update means 274 generates a loan receipt result response that includes "abnormal".

[0083] (Step S340) Next, the command transmission / reception means 272 determines whether the counting switch 126 has been operated by the player. If the counting switch 126 has been operated, the process proceeds to step S342. If the counting switch 126 has not been operated, the process from step S310 is repeated.

[0084] (Step S342) When the counting switch 126 is operated by the player, the medal count update means 274 notifies the dedicated unit 300 of the count and performs a counting process that subtracts the counted electronic medals from the number of game medals, and repeats the process from step S310.

[0085] When a loan notification is received or the counting switch 126 is operated, the medal count update means 274 executes the loaning or counting process for the electronic medals, and the command transmission / reception means 272 sends a command to the main CPU 200a to that effect. Upon receiving the command, the main CPU 200a sends a command to the sub-CPU 240a to that effect. The sub-CPU 240a then outputs a predetermined loaning sound or counting sound from the speaker 134 to indicate the movement of the electronic medals as they are actually loaned out or counted during the loaning or counting process. In this way, the player can audibly confirm that the loaning or counting process is being executed properly. The sub-CPU 240a may also notify the player that the loaning or counting process is being executed not only through the speaker 134, but also through other devices such as the liquid crystal display unit 132 and the effect lamps 136.

[0086] (Dedicated unit 300) The dedicated unit 300 is installed near the slot machine 100 and can lend electronic tokens to players and count the electronic tokens won by players. The dedicated unit 300 is equipped with a dedicated unit control board 310 that sends and receives electronic tokens to and from the slot machine 100. The dedicated unit control board 310 is connected to a cash input section 312, a card insertion section 314, a lending switch 316, a return switch 318, a game switch 320, a rate display device 322, and a token count display device 324.

[0087] The cash input section 312 functions as a slot for inserting cash. The card insertion section 314 allows for the insertion and withdrawal of card media capable of storing electronic tokens. The disbursement switch 316 is a push switch that detects the operation to transfer electronic tokens corresponding to the number of units of cash held in the dedicated unit 300 to the slot machine 100. In response to the operation of the disbursement switch 316, the token count control board 260 executes the disbursement process. The return switch 318 is a push switch that detects the operation to transfer electronic tokens held in the dedicated unit 300 to card media and to withdraw that card media from the dedicated unit 300 through the card insertion section 314. The game switch 320 is a push switch that detects the operation to transfer electronic tokens held in the dedicated unit 300 to the slot machine 100. The unit value display device 322 displays the number of units held in the dedicated unit 300, that is, the number of units corresponding to the cash inserted from the cash input section. The acquired medal count display device 324 displays the acquired medal count, which is the total number of electronic medals held by the dedicated unit 300.

[0088] (Table used on the main control board 200) Figure 8 is an explanatory diagram for explaining the winning roles, and Figure 9 is an explanatory diagram for explaining the winning type lottery table.

[0089] In the slot machine 100, as will be described in detail later, there are multiple types of game states and performance states, and the game state and performance state are changed according to the progress of the game. In the main control board 200, multiple winning type lottery tables corresponding to the game states managed and controlled by the game state control means 222 are stored in the main ROM 200b. The winning type lottery means 214 extracts the corresponding winning type lottery table from the main ROM 200b according to the current setting value stored in the main RAM 200c and the current game state, and determines which winning type in the winning type lottery table corresponds to the random number for winning type lottery obtained in response to the operation signal of the start switch 118, based on the extracted winning type lottery table.

[0090] Here, the winning combinations that make up the winning combinations extracted by the winning combination lottery table include bonus combinations, replay combinations, and minor combinations. A bonus combination is a combination that, when the symbol combination corresponding to that bonus combination is displayed on active line A, can transition the game state managed by the game state control means 222 to a bonus game state (the RBB operation game state described later). A replay combination is a combination that, when the symbol combination corresponding to the replay combination is displayed on active line A, allows the player to play the game again without making a new bet of electronic tokens. A minor combination is a combination that, when the symbol combination corresponding to that minor combination is displayed on active line A, allows the player to receive a predetermined number of electronic tokens depending on the symbol combination.

[0091] In this embodiment, as shown in Figure 8, the winning combinations include a bonus combination called "RBB," replay combinations "Replay 1" to "Replay 23," and minor combinations "Minor Combination 1" to "Minor Combination 20." In Figure 8, one or more symbols constituting each winning combination are associated with the left reel 110a, the middle reel 110b, and the right reel 110c, respectively. In the following, winning combinations "Minor Combination 1" to "Minor Combination 4" may be abbreviated as "8-coin combination," winning combinations "Minor Combination 5" and "Minor Combination 6" as "3-coin combination," and winning combinations "Minor Combination 7" to "Minor Combination 20" as "1-coin combination."

[0092] In this embodiment, when the player operates the stop switch 120, if the symbols constituting a winning combination that can be awarded are on the active line A, the reel control means 216 controls the reel to stop so that the symbols stop on the active line A. Also, when the stop switch 120 is operated, if the symbols constituting a winning combination that can be awarded are not on the active line A but are within a range (pull-in range) equivalent to 4 symbols in the opposite direction of the rotation of the reel 110, the reel control means 216 controls the reel to stop after maintaining rotation for the number of slides so that the number of separated symbols becomes the number of slides, and the symbols constituting the winning combination are pulled onto the active line A. Furthermore, if there are multiple symbols on the reel 110 corresponding to winning combinations that can be awarded, and all of them are within the reel 110's pull-in range, the reel control means 216 determines which symbol to pull onto the active line A according to a predetermined priority order, and then stops after maintaining rotation for a number of sliding frames to pull the priority symbol onto the active line A. When the stop switch 120 is pressed, if there are symbols on the active line A that constitute a combination of symbols corresponding to winning combinations other than the winning combinations that can be awarded, the reel control means 216 also performs a so-called "kick-away" process in parallel to prevent those symbols from stopping on the active line A. In addition, as will be described later, if the winning combinations included in the winning types have a set operation pattern (operation order or operation timing) as a winning condition, the reel control means 216 stops the reel so that the combination of symbols corresponding to the winning combination can be displayed on the active line A according to the player's operation pattern.

[0093] For example, the symbols that make up the symbol combinations corresponding to the winning combinations "Replay 1" to "Replay 3", "Replay 11" to "Replay 13", "Replay 16", "Replay 18", "Replay 21" to "Replay 23", and the winning combinations "Small Win 1" to "Small Win 4", "Small Win 6" to "Small Win 10", and "Small Win 17" are arranged on each reel 110 so that they can always be displayed on the active line A by the stop control described above. Such winning combinations are sometimes represented as PB=1. On the other hand, for example, the symbols that make up the symbol combinations corresponding to the winning combinations "RBB", "Replay 4" to "Replay 10", "Replay 14", "Replay 15", "Replay 17", "Replay 19", "Replay 20", "Small Win 5", "Small Win 11" to "Small Win 16", and "Small Win 18" to "Small Win 20" are not necessarily arranged on the active line A in each reel 110 due to the stop control described above, so so-called missed wins may occur. Such winning combinations are sometimes represented as PB≠1.

[0094] As shown in Figure 9, the winning type lottery table is divided into multiple winning areas, and the winning types that are subject to the lottery and the presence or absence of non-winning (misses) differ depending on the game state. In Figure 9, the winning areas (winning types) assigned to each game state (non-internal game state (non-internal), RBB internal game state (RBB internal), RBB operating game state (RBB operating)) are represented by "◎" and "○", but in reality, multiple winning type lottery tables corresponding to each game state are stored in the main ROM 200b. Note that "◎" indicates a winning type that allows for a lottery to transition to the advantageous section and a lottery related to auxiliary effects (instruction functions) (for example, determining the number of auxiliary effects, adding (adding) the number of auxiliary effects, continuing the AT effect state, ending the advantageous section), while "○" indicates a winning type that does not allow for a lottery to transition to the advantageous section, but allows for a lottery related to auxiliary effects, meaning it is not a winning type that allows for a lottery to transition to the advantageous section.

[0095] In the winning type lottery table, each partitioned winning area is associated with a predetermined number (winning range value), which is a numerical value indicating the winning range, and a winning type. The sum of the numbers assigned to all winning areas for each game state equals the total number of random numbers for the winning type lottery (65536). Therefore, the probability of each winning type being determined is the value obtained by dividing the number associated with the winning area by the total number of random numbers for the winning type lottery. The winning type lottery means 214, based on the game state at that time, sequentially obtains the numbers from the highest numbered winning areas in the winning type lottery table, subtracts these numbers from the random numbers for the winning type lottery, and if the value after subtraction is less than 0, the winning type associated with the winning area at that time is taken as the result of the winning type lottery. Alternatively, if the number of numbers for all winning areas from winning area 1 or higher is subtracted from the random numbers for the winning type lottery and the value after subtraction is 0 or greater, the winning type "Loss" for winning area 0 becomes the result of the winning type lottery.

[0096] Here, we will provide some additional information about the winning combination "RBB". A designated Type 1 Special Bonus (RB) is a bonus that increases the number of symbol combinations related to winning at predetermined intervals, or increases the probability of the condition device related to winning at predetermined intervals activating. It activates when predetermined conditions are met and can continue to operate until the results of a number of games not exceeding 12 are obtained. Here, the condition device is a device whose activation is a necessary condition for displaying symbol combinations related to winning, replaying, the bonus, or the continuous bonus device activation device. It activates when the winning type lottery (a lottery conducted by an electronic computer within the gaming machine) is won, in other words, it means a winning flag.

[0097] According to the winning type lottery table in Figure 9, for example, the winning type "Loss" is associated with winning area 0. If you win this type, none of the symbol combinations corresponding to any of the winning roles shown in Figure 8 will be displayed on the active line A, and no electronic medals will be dispensed.

[0098] In Figure 9, each winning area is associated with a winning type that contains multiple overlapping winning combinations. When a winning type containing multiple overlapping winning combinations is won, the conditions for awarding the prize, such as the order in which stop switches 120a, 120b, and 120c are operated and the timing of the operation of stop switches 120a, 120b, and 120c (operation position of reel 110), are set to determine which combination of symbols corresponding to which winning combination will be displayed preferentially on the active line A.

[0099] In the following explanation, the operation of stop switches 120a, 120b, and 120c to stop the reels in the order of left reel 110a, middle reel 110b, and right reel 110c will be referred to as "Batting Order 1," the operation of stop switches 120a, 120c, and 120b to stop the reels in the order of left reel 110a, right reel 110c, and middle reel 110b will be referred to as "Batting Order 2," and the operation of stop switches 120b, 120a, and 120c to stop the reels in the order of middle reel 110b, left reel 110a, and right reel 110c will be referred to as "Batting Order 1." "Batting Order 3" is defined as the operation of stop switches 120b, 120c, and 120a to stop the reels in the order of middle reel 110b, right reel 110c, and left reel 110a, which is defined as "Batting Order 4". The operation of stop switches 120c, 120a, and 120b to stop the reels in the order of right reel 110c, left reel 110a, and middle reel 110b is defined as "Batting Order 5". The operation of stop switches 120c, 120b, and 120a to stop the reels in the order of right reel 110c, middle reel 110b, and left reel 110a is defined as "Batting Order 6".

[0100] For example, if the winning type "Bat Order Bell A1" in winning area 5, which is a selected winning type, is won, and the correct operation method (batting order 3) is performed, the symbol combination corresponding to the winning role "Small Role 1" (winning role "8-coin role"), which is the correct role with a payout of 8 coins (resulting in the symbols "Bell", "Bell", and "Bell" aligning in a straight line on invalid line B1), is stopped so that it is preferentially displayed on the active line A due to so-called coin-priority control. Also, if the operation is performed in batting order 1, 2, 4-6, the symbol combination corresponding to the winning role "1-coin role", which is the incorrect role with a payout of 1 coin, is stopped so that it is preferentially displayed on the active line A due to so-called number-priority control.

[0101] Furthermore, the probability of winning (number of wins) for the selected winning types in winning areas 5-8 (winning types "Batting Order Bell A1" to "Batting Order Bell A4") and the probability of winning for the selected winning types in winning areas 9-12 (winning types "Batting Order Bell B1" to "Batting Order Bell B4") are set to be equal. Since players usually cannot know which winning type they have won, the above-mentioned winning areas are provided to make it more difficult to win the correct combination. Also, as described above, even if the stop switch 120 is operated in a manner in which incorrect combinations are displayed preferentially, it is not always the case that the symbol combination corresponding to the incorrect combination will be displayed on the active line A, so depending on the manner of operation, a miss may occur (PB≠1). In the following, the eight winning types in winning areas 5-12 may be simply abbreviated as the winning type "Batting Order Bell".

[0102] When a player wins one of the above-mentioned winning types, the corresponding internal winning flag is activated (ON), and the stopping control of each reel 110 is performed according to the status of this internal winning flag. In this case, if a player wins a winning type that includes a small win, but is unable to display the symbol combination corresponding to that win on the active line A during that game, the internal winning flag is turned OFF after the end of the game. In other words, the right to win a small win is limited to the game in which the winning type that includes the small win was won, and this right cannot be carried over to the next game. On the other hand, when a player wins a winning type that includes the winning combination "RBB", the RBB internal winning flag is activated (ON), and the RBB internal winning flag is carried over to the next game until the symbol combination corresponding to the winning combination "RBB" is displayed on the active line A. Furthermore, if an internal winning flag corresponding to a winning type that includes a replay symbol is set, one of the symbol combinations corresponding to a replay symbol included in that winning type will always be displayed on active line A. After the processing necessary to proceed to the next game without requiring electronic tokens is performed, the internal winning flag will be turned off.

[0103] (Transition of game state) Here, we will explain the transitions between game states using Figure 10. Multiple game states are available, including a non-internal game state, a game state during RBB (Real Big Bonus) activation, and a game state during RBB activation. Each game state transitions according to the winning, activation, and termination of bonus roles, as will be described later. The types of wins possible in each game state are indicated by "◎" or "○" in Figure 9.

[0104] The non-internal game state is a game state that corresponds to the initial state in multiple game states. In this non-internal game state, the probability of winning a replay is set to approximately 1 / 7.3. Also, in the non-internal game state, the winning combination "RBB" is determined at a predetermined probability (for example, approximately 1 / 30). The game state control means 222 transitions the game state in response to the winning combination "RBB". For example, in a game in which the winning combination "RBB" is won, when the symbol combination corresponding to the winning combination "RBB" is displayed on the active line A, the game state control means 222 transitions the game state to the RBB activation game state (1).

[0105] During RBB (Replay Bonus) operation, the probability of winning a replay is set to 0. In this RBB operation state, the possible winning types are set as follows: "All Small Wins" in Winning Area 1 and "All 1-Coin Wins" in Winning Area 2. When "All Small Wins" is won, the reels are stopped so that a symbol combination corresponding to one of the winning roles "Small Win 1" to "Small Win 20" is displayed on active line A. When "All 1-Coin Wins" is won, the reels are stopped so that a symbol combination corresponding to one of the winning roles "Small Win 7" to "Small Win 20" is displayed on active line A. Here, the expected number of coins won per game during RBB operation is low due to the configuration of the small wins.

[0106] When the termination condition for the RBB operation game state is met, that is, when the number of acquired coins exceeds a predetermined number (for example, 22 coins), the game state control means 222 transitions the game state to a non-internal game state (2).

[0107] On the other hand, in a game in which the winning combination "RBB" is won, if the symbol combination corresponding to the winning combination "RBB" cannot be displayed on the active line A, the game state control means 222 transitions the game state to the RBB internal game state (3).

[0108] In the RBB internal game state, the probability of winning a replay is set to approximately 1 / 7.3. Also, in the RBB internal game state, it is not possible to win a "miss" type prize. In other words, if the symbol combination corresponding to the winning prize "RBB" cannot be displayed on active line A during a game in which the winning prize "RBB" is won, then subsequent stopping control on active line A will prioritize minor prizes and replay prizes over the winning prize "RBB," making it impossible to display the symbol combination corresponding to the winning prize "RBB" on active line A. Therefore, once the game state transitions to the RBB internal game state, the game state will not change thereafter, and the RBB internal game state will be maintained. Here, while maintaining this RBB internal game state, the AT performance state is realized in that RBB internal game state.

[0109] Here, in the RBB internal game state, multiple types of correct winning combinations are awarded without overlapping, increasing the opportunities to win correct combinations. As a result, for example, auxiliary effects are performed during the AT performance state in the RBB internal game state, making it easier to acquire electronic medals. On the other hand, in the RBB active game state, multiple types of correct combinations are awarded overlappingly, reducing the opportunities to win correct combinations. This reduces the opportunities to win correct combinations compared to the AT performance state in other game states, making it more difficult for players to increase their electronic medal collection. Therefore, it is possible to realize a specification (Accel RBB) where the RBB active game state has the function of having a higher probability of winning combinations related to winning than the RBB internal game state, but is inferior to the RBB internal game state in terms of electronic medal acquisition performance.

[0110] (Transition of performance state) Figure 11 is an explanatory diagram illustrating the transitions between performance states. Below, the performance states transitioned by the performance state control means 224 on the main control board 200 will be described in detail. Note that multiple performance states belong to either the advantageous section or the non-advantageous section, which are game sections. In this embodiment, almost all performance states belong to the advantageous section, and some performance states (in this case, non-advantageous performance states) are in the non-advantageous section. Note that while remaining in the advantageous section, this fact may be indicated by lighting up a section indicator (not shown).

[0111] Furthermore, in the non-advantageous section, it is possible to make the winning probability of each winning type different for each setting value, but the probability of transitioning to a performance state with auxiliary effects (AT performance state) for the same winning type must not differ for each setting value. On the other hand, in the advantageous section, it is possible to make both the winning probability of each winning type and the probability of transitioning to (or adding) a performance state with auxiliary effects (AT performance state) for the same winning type different for each setting value.

[0112] Therefore, the performance state control means 224 manages not only the transition of performance states but also the transition between non-advantageous periods and advantageous periods. Furthermore, regardless of such management, the advantageous period is forcibly terminated when the following termination conditions are met. For example, in the slot machine 100, the advantageous period is forcibly terminated when the value counted in the advantageous period reaches a predetermined value (for example, when the number of games played reaches 4000 games or when MY exceeds 2400 coins). MY represents the difference in coins since the start of the advantageous period. Therefore, if 1000 electronic coins have been inserted (consumed) since the start of the advantageous period, it is possible to acquire 3400 electronic coins during the advantageous period. In this embodiment of the smart pachislo, there is no need to set a limit on the number of games played, so even if the number of games played reaches 4000 games, it is not necessary to terminate the advantageous period, and the advantageous period is forcibly terminated when MY exceeds 2400 coins in the advantageous period. In either case, the performance state control means 224 resets all information updated during the advantageous period (all variables that affect the performance related to the instruction function) by transitioning the game period from the advantageous period to the non-advantageous period.

[0113] (Non-advantageous period, advantageous period) During non-advantageous periods, auxiliary effects are not performed, thus limiting the number of electronic medals that can be acquired. Here, a non-advantageous effect state is defined as the effect state during non-advantageous periods.

[0114] In the advantageous period, when a selected winning type is won, the auxiliary performance execution means is made to execute an auxiliary performance, making it possible to acquire many electronic medals while suppressing the consumption of electronic medals. Therefore, by transitioning to the advantageous period, players can proceed with the game more advantageously compared to the non-advantageous period. In this advantageous period, there are four performance states, each with different gameplay characteristics: normal performance state, pre-announcement performance state, normal AT performance state, distribution performance state, special pre-announcement performance state, and special performance state. As shown below, the normal AT performance state and special performance state can be called AT performance states in that auxiliary performances are executed. On the other hand, the other performance states, non-advantageous performance state, normal performance state, pre-announcement performance state, distribution performance state, and special pre-announcement performance state, can be called non-AT performance states in that auxiliary performances are not executed. Each performance state will be explained individually below.

[0115] (Normal presentation state) The normal performance state belongs to the advantageous section and is the performance state that is most likely to be present at the start of the game among multiple performance states. The performance state control means 224 conducts an AT lottery in the normal performance state. The AT lottery is a lottery that determines the transition to the normal AT performance state, and the performance state control means 224 conducts the AT lottery with a probability corresponding to the winning type determined by the winning type lottery. If the performance state control means 224 wins the AT lottery, it transitions the performance state to a pre-announcement performance state which is the stage before the normal AT performance state (1), and causes the performance control means 254 to execute a pre-announcement performance that increases the expectation that the transition to the normal AT performance state has been decided. In addition, even if the AT lottery is not won, the performance state control means 224 may cause the performance control means 254 to execute a pre-announcement performance while maintaining the normal performance state, so that the player may expect that the transition to the normal AT performance state has been decided. Furthermore, the performance state control means 224 executes a so-called chance zone (CZ) over multiple games, which increases the probability of winning the AT lottery each time a predetermined number of games are played in the normal performance state. If the AT lottery is won in such a chance zone, the performance state control means 224 also transitions the performance state to a pre-announcement performance state (1).

[0116] (Pre-announcement state) The pre-announcement performance state is a performance state that belongs to the advantageous section and executes pre-announcement performances for a predetermined number of games (here, for example, a predetermined number of games of 32 games or less). The pre-announcement performances executed in the pre-announcement performance state (genuine pre-announcement performances) and the pre-announcement performances executed in the normal performance state (false pre-announcement performances) are similar in display style and the number of consecutive games. Therefore, players cannot distinguish which performance state they are in just by watching the pre-announcement performances. However, the pre-announcement performances executed in the pre-announcement performance state differ from those executed in the normal performance state in that they ultimately announce that a transition to the normal AT performance state has been decided. Therefore, players will want the pre-announcement performance state to be one in which they announce that a transition to the normal AT performance state has been decided. The performance state control means 224 then always transitions the performance state to the normal AT performance state when the pre-announcement performance state ends (2). In other words, if a pre-announcement sequence is being performed while the game is in the pre-announcement sequence state, it will inevitably transition to the normal AT sequence state. In this respect, the pre-announcement sequence state is more advantageous to the player than the normal sequence state. Furthermore, the decision to transition to the pre-announcement sequence state is equivalent to the decision to transition to the normal AT sequence state afterward.

[0117] (Normal AT performance state) The normal AT performance state is a performance state in which auxiliary performances are executed, and which belongs to the advantageous section. When the normal AT performance state is started, the performance state control means 224 first transitions to the continuation period determination performance state, and in the continuation period determination performance state, it determines the continuation period of the normal AT performance state (in this case, the number of continuous games). The performance state control means 224 continues the auxiliary performances until a predetermined termination condition is met, for example, until the number of games played in the normal AT performance state reaches the determined number of continuous games (for example, 50 games). In addition, in the normal AT performance state, the performance state control means 224 conducts a lottery to add to the number of continuous games at a probability corresponding to the winning type determined by the winning type lottery. If the lottery for adding games is won, the performance state control means 224 adds the number of games won to the number of continuous games, which is the termination condition. In this way, the termination condition of the normal AT performance state changes. Then, when the predetermined termination condition is met, the performance state control means 224 transitions the performance state to the normal performance state (3).

[0118] Thus, in this embodiment, the player remains in the normal performance state and expects to transition to the normal AT performance state. When a pre-announcement performance begins, the player hopes that it is a genuine pre-announcement, that is, a pre-announcement performance within the pre-announcement performance state. Here, if the transition to the normal AT performance state is not announced during the pre-announcement performance, the normal performance state continues. If the transition to the normal AT performance state is announced during the pre-announcement performance, the normal AT performance state is executed after the pre-announcement performance state ends.

[0119] When the normal AT performance state ends, the performance state control means 224 transitions the performance state to the normal performance state (3). However, in order to realize gameplay such as continuing the normal AT performance state, it may transition the performance state to a non-advantageous performance state (4) and reset the advantageous section. When the advantageous section is reset, as described above, the information updated in the advantageous section (all variables that affect the performance related to the instruction function) is cleared. However, depending on the performance mode at the time of transition, it is possible to make it impossible for the player to know whether the performance state has transitioned to the normal performance state or the non-advantageous performance state.

[0120] (Non-advantageous state) The non-advantageous performance state belongs to the non-advantageous section and is the initial performance state. The performance state control means 224, in the non-advantageous performance state, decides to transition to the advantageous section with a probability of approximately 1 / 2 for each game, and when a transition to the advantageous section is decided, it always transitions the performance state to the distribution performance state (5). Therefore, the number of games played in the non-advantageous performance state is often short (a few games).

[0121] (Distribution and presentation state) The distribution performance state belongs to the advantageous section and is a performance state that is always passed through when transitioning from a non-advantageous section to the advantageous section, and is a performance state that can only be stayed in for, for example, one game. In the distribution performance state, the performance state is distributed to either the normal performance state or the pre-announcement performance state. Specifically, the performance state control means 224 may, for example, decide to transition to the pre-announcement performance state with a probability of 7 / 10 and change the performance state to the pre-announcement performance state (6), or decide to transition to the normal performance state with a probability of 3 / 10 and change the performance state to the normal performance state (7). By using such a distribution ratio, the following gameplay can be achieved. That is, if the advantageous section is reset before MY reaches 2400 coins (forcibly reset) in the advantageous section, the normal AT performance state can continue with a probability of 7 / 10. In this way, it becomes possible to effectively eliminate the upper limit of MY. However, the ratio of such distribution is not limited to pre-announcement performance state:normal performance state = 7:3, but can be determined arbitrarily. For example, it may be set to transition to the pre-announcement performance state with a probability of 100%.

[0122] If a pre-announcement state is determined during the distribution state, the state will always transition to the normal AT state via the pre-announcement state, which continues for a predetermined number of games. If a pre-announcement state is not determined during the distribution state, the state will be the normal state. However, in the normal state, the probability of winning the AT lottery differs depending on the path taken to that normal state. For example, as mentioned above, if the state transitions directly from the normal AT state to the normal state (3), the state control means 224 will perform an AT lottery at a low probability (for example, 1 / 4000) in the normal state that was transitioned from the normal AT state (not from a non-advantageous state).

[0123] On the other hand, if the performance state changes from a non-advantageous performance state and a distribution performance state to a normal performance state as a result of transitioning from a non-advantageous period to an advantageous period (7), the performance state control means 224 conducts an AT lottery with a high probability (for example, 1 / 8) in the normal performance state transitioned from the non-advantageous period. Therefore, in the normal performance state transitioned from a non-advantageous performance state (via the non-advantageous period), the AT lottery will eventually be won. Here, two patterns of winning probabilities for the AT lottery have been given and explained: a low probability (for example, 1 / 4000) and a high probability (for example, 1 / 8). However, it is also possible to provide three or more patterns for winning probabilities, and conduct an AT lottery with a relatively high winning probability in the normal performance state transitioned from a non-advantageous performance state. Furthermore, the probability of winning is not limited to 1 / 8 or 1 / 4000, but is sufficient if the transition to the normal AT state is more likely when transitioning from a non-advantageous state to a normal state than when transitioning from a non-advantageous state to a normal state. For example, if the probability of winning the AT lottery in the normal state transitioned from a non-advantageous state is set higher than the probability of winning the AT lottery in the normal state that has not transitioned from a non-advantageous state, then that probability can be set arbitrarily.

[0124] However, the performance state control means 224, even if the AT lottery is won in the normal performance state transitioned from a non-advantageous performance state, does not immediately transition to the pre-announcement performance state. Instead, after the distribution performance state ends, it keeps the player in the normal performance state for a block period of, for example, 96 games, and prohibits transitioning to the normal AT performance state. Specifically, when the AT lottery is won in the normal performance state transitioned from a non-advantageous performance state, the performance state control means 224 turns on the main pre-announcement permission flag. The main pre-announcement permission flag is a flag that indicates whether or not a transition to the pre-announcement performance state is permitted, and when it is turned on, a transition to the pre-announcement performance state is permitted. Once the main pre-announcement permission flag is turned on, it remains on until the transition to the pre-announcement performance state is made, so even if the AT lottery is won afterward, the main pre-announcement permission flag remains on. The performance state control means 224 also determines the number of games up to 96 by lottery when transitioning from the distribution performance state to the normal performance state, and sets this as the block period. However, it is set so that 96 games are often selected as the block period.

[0125] The performance state control means 224 counts the number of games played after the distribution performance state has ended, and during the block period, regardless of whether the main pre-announcement permission flag is ON or OFF, it does not transition the performance state to the pre-announcement performance state. Then, when the block period has elapsed (a predetermined number of games corresponding to the block period has been reached) and the main pre-announcement permission flag is ON, the performance state control means 224 transitions the performance state to the pre-announcement performance state (8) and resets the main pre-announcement permission flag. Therefore, in the normal performance state transitioned from the non-advantageous performance state, even if the AT lottery is won early, the pre-announcement performance state will not be transitioned until at least 96 games corresponding to the block period have been played.

[0126] Thus, by passing through a non-advantageous performance state (non-advantageous section), the player can obtain the following benefits. Specifically, there is a 7 / 10 probability of immediately transitioning to a pre-announcement performance state, then transitioning through the pre-announcement performance state to a normal AT performance state, or there is a 3 / 10 probability of transitioning to a normal performance state, then a pre-announcement performance is executed after a block period has elapsed, and then transitioning through the pre-announcement performance state to a normal AT performance state. In this case, after the non-advantageous performance state and distribution performance state have ended, for example, after 0 to 96 games have passed, the pre-announcement performance will begin, and after the pre-announcement performance has ended, i.e., after the non-advantageous performance state and distribution performance state have ended, for example, after 32 to 128 games have passed, the player will almost certainly transition to a normal AT performance state. In this way, where the player has a high probability of winning the AT lottery for a predetermined number of games, it is sometimes called "heaven" or "heaven mode". Therefore, the player will want to transition to a non-advantageous performance state (non-advantageous section), that is, to reset the advantageous section.

[0127] Here, when a player passes through a non-advantageous performance state, that is, when they transition from a non-advantageous section to an advantageous section, a normal performance state is adopted that makes it highly likely to transition to the normal AT performance state. By introducing a block period, the trigger for its initiation is biased to occur 128 games after the non-advantageous performance state and distribution performance state have ended. In other words, even if the normal AT performance state ends and the player is downgraded to the normal performance state, there is a high probability of executing (re-entering) the normal AT performance state again until 128 games have passed. Therefore, players will continue playing in the hope of re-entering the normal AT performance state after it has ended, thus improving the utilization rate of slot machine 100.

[0128] Furthermore, even in the normal performance state transitioned from a non-advantageous performance state, the performance state control means 224 executes a chance zone with an increased probability of winning the AT lottery over multiple games each time a predetermined number of games are played, similar to the normal performance state transitioned from a normal AT performance state. If the AT lottery is won in such a chance zone, the performance state control means 224 transitions the performance state to a pre-announcement performance state, regardless of whether it is within the block period mentioned above. In the normal performance state transitioned from a non-advantageous performance state, it should normally be possible to transition to a pre-announcement performance state after the block period has elapsed. If this is the case, by deciding to transition to the normal AT performance state on their own, the normal AT performance state that could have been obtained is lost instead, which may reduce the player's motivation to play. Therefore, if the AT lottery is won on the player's own in the chance zone in the normal performance state transitioned from a non-advantageous performance state, the performance state control means 224 transitions the performance state back to a non-advantageous performance state after the normal AT performance state ends (4). In this way, players can fully receive the benefits of playing through a non-advantageous state. Furthermore, by having the chance zone start before the 96th game, which is more likely to be selected as a block period, players can expect to win the AT lottery in the chance zone, that is, to have the normal AT state executed at least twice.

[0129] In this embodiment, as described above, when the normal AT performance state ends, the performance state control means 224 may either directly transition the performance state to the normal performance state (3) or transition the performance state to a non-advantageous performance state (4). Here, a condition for transitioning the performance state to a non-advantageous performance state is that the player has won the AT lottery to transition to a normal AT performance state that has a predetermined game benefit. For example, there are multiple types of normal AT performance states that differ in the number of consecutive games played and the probability of increasing the difference in the number of tokens. If the player wins a specific normal AT performance state, the performance state control means 224 will always transition the performance state to a non-advantageous performance state after the normal AT performance state ends (4). Alternatively, even if the player does not win a specific normal AT performance state, the performance state control means 224 may transition the performance state to a non-advantageous performance state with a predetermined probability after the normal AT performance state ends (4).

[0130] Furthermore, in this embodiment, as described above, if the AT lottery is won in the normal performance state after the normal AT performance state has ended, the performance state control means 224 transitions the performance state to the pre-announcement performance state (1). However, if the number of games played in the normal performance state reaches a predetermined number of games (for example, 1000 games) without transitioning to the normal AT performance state, and the AT lottery is won in the normal performance state, the performance state control means 224 ultimately decides to transition to the non-advantageous performance state, and without transitioning the performance state to the pre-announcement performance state, performs a pre-announcement performance (false pre-announcement performance) to notify that the transition to the normal AT performance state has not been made directly, and then first transitions to the special pre-announcement performance state (9). Here, the predetermined transition conditions for determining the transition to a non-advantageous performance state (non-advantageous section) are described as the number of games played in the normal performance state reaching a predetermined number of games (for example, 1000 games) and then winning an AT lottery in the normal performance state. However, the predetermined transition conditions are not limited to this case; the predetermined transition conditions may also be the number of games played in the advantageous section reaching a predetermined number of games and then winning an AT lottery in the normal performance state. In addition, the predetermined transition conditions may also include, instead of or in addition to the above, the number of games played in the normal performance state reaching a predetermined number of games (for example, 1500 games) (the so-called ceiling function), or winning an AT lottery again based on not winning an AT lottery in a chance zone (CZ).

[0131] (Special premonition sequence state) The special pre-announcement performance state is a performance state that belongs to the advantageous section and remains for a predetermined number of games (for example, 10 games). A lottery for the special performance state is held, and a pre-announcement performance indicating the expected probability of transitioning to the special performance state is executed. Here, the lottery for the special performance state is a lottery for adding to the number of games played, and if the number of games is added by one or more times, the transition to the special performance state is determined. The performance state control means 224 holds a lottery for the special performance state with a probability corresponding to the winning type determined by the winning type lottery. Here, the lottery for the special performance state is designed so that the game profit differs steadily and in stages according to the setting value. For example, in two arbitrarily selected setting values, the higher the setting value, the higher the probability of adding to the number of games through the special performance state lottery than the lower the setting value. Therefore, for example, the number of games added will be 30 games for setting 1 and 60 games for setting 6, and a gameplay structure can be created in which it is relatively easier to obtain game profits with a higher setting value. The performance state control means 224, upon winning the special performance state lottery, sets the cumulative number of added games (number of continuous games) as the termination condition for the special performance state and transitions the performance state to the special performance state (10). If the special performance state lottery is not won, the performance state control means 224 directly transitions the performance state to a non-advantageous performance state (11). Here, an example has been given in which the number of continuous games is increased by the special performance state lottery in the special performance state, but it is not limited to this case; a predetermined number of continuous games may be added, or the number of continuous games may be increased by a lottery when a so-called rare role such as a winning type "reach eye" or a winning type "cherry" is won. Also, here, an example has been given in which the number of continuous games is increased in the special performance state, but it is not limited to this case; the number of acquired coins (number of payouts) or the difference in coins, which is the difference between the number of electronic medals bet and the number of payouts, may be added.

[0132] (Special performance state) The special performance state belongs to the advantageous section, and auxiliary performances are executed until predetermined termination conditions are met. Such termination conditions are, for example, the number of games played while in the special performance state reaches the number of continuous games, and the awarding of game benefits determined before the start of the special performance state is completed while in the special performance state. For example, at the end of the special premonition performance state (at the start of the special performance state), the number of continuous games is determined by a special performance state lottery in the special premonition performance state. Then, in the special performance state, when the number of games played while in the special performance state reaches the number of continuous games, the termination condition is met, and the special performance state ends. Here, the termination condition is not changed in the special performance state, and no additional lottery is executed. Then, when the predetermined termination conditions are met, the performance state control means 224 transitions the performance state to a non-advantageous performance state (12).

[0133] If a player wins an AT lottery after the number of games played in the normal performance state exceeds a predetermined number of games (for example, 1000 games), they will always transition to a non-advantageous performance state via a special pre-announcement performance state (11), (12), and as a result, they can transition to the normal AT performance state.

[0134] Furthermore, in the normal performance state accessed via the special performance state, non-advantageous performance state, or distribution performance state, the probability of winning the AT lottery is higher than in the normal performance state accessed directly from the normal AT performance state. Therefore, to allow players to understand this, the LCD display unit 132 displays a predetermined message indicating that there is a high probability of transitioning to the normal AT performance state.

[0135] However, in the case of winning the AT lottery after the number of games played in the normal performance state exceeds a predetermined number of games (for example, 1000 games), and in the case of winning the AT lottery before the predetermined number of games, although the advantageous period is reset, the game profit is not much different in terms of being able to execute the normal AT performance state once. Furthermore, in the latter case, the normal AT performance state starts after the pre-announcement performance state ends, i.e., within 32 games, whereas in the former case, the normal AT performance state may start after waiting for an additional block period to elapse. In that case, it can be said that the game profit is smaller in the former case because electronic tokens are consumed in the normal performance state until the transition to the normal AT performance state is made possible. Therefore, if the number of games played in the normal performance state exceeds a predetermined number of games, the game transitions to a special pre-announcement performance state, and a special performance state lottery is executed, and if successful, additional game profits are given by the special performance state. Thus, if the AT lottery is won after the number of games played in the normal presentation state exceeds a predetermined number, the game's profit is greater than if the AT lottery is won before the predetermined number of games has been played, and the player will feel satisfied. Therefore, players can expect that the game's profit will increase as the number of games played in the normal presentation state increases, and will continue to play. In this way, the utilization rate of slot machine 100 can be improved.

[0136] In the special performance state executed here, as mentioned above, a higher setting value makes it easier to obtain stable game profits. Also, only the game profits determined before the special performance state begins are awarded in the special performance state, and no additional (bonus) game profits are added during the special performance state. Therefore, in the special performance state, the range of fluctuation in the expected number of coins obtained can be suppressed according to the setting value. This makes it possible to increase the design value of the expected number of coins obtained in the normal AT performance state.

[0137] Furthermore, since the special performance state is entered after the number of games played in the normal performance state exceeds a predetermined number, the number of times it occurs is less likely to fluctuate compared to the normal AT performance state, and it will be executed at a stable frequency. In that case, even if the range of fluctuation in the expected number of coins obtained in the normal AT performance state becomes large, the special performance state can absorb that fluctuation, further suppressing the range of fluctuation in the expected number of coins obtained according to the setting value, while raising the design value of the expected number of coins obtained in the normal AT performance state.

[0138] Furthermore, after the end of the normal AT performance state, the game directly transitions to the normal performance state (3). If the number of games played in the normal performance state reaches a predetermined number of games (for example, 1500 games) without transitioning to the normal AT performance state, the performance state control means 224 resets the advantageous section and transitions the performance state to the non-advantageous performance state (13). As described above, after the end of the non-advantageous performance state and the distribution performance state, for example, after 0 to 96 games have passed, the pre-announcement performance will begin, and after the pre-announcement performance ends, that is, after the end of the non-advantageous performance state and the distribution performance state, for example, after 32 to 128 games have passed, the game can transition to the normal AT performance state. Therefore, if the game continues to be played in the normal performance state without transitioning to the normal AT performance state, the game will transition to the normal AT performance state within a predetermined number of games (for example, 1628 games). With this ceiling function, players can have peace of mind knowing that they can receive relief measures even if they are unlucky enough to consume a lot of electronic tokens. Furthermore, once the normal performance state has been played for a certain period, the expected number of coins to be won if the game continues increases, and the game will continue until the ceiling (for example, 1628 games played), thus improving the utilization rate of slot machine 100.

[0139] The predetermined number of games for this ceiling function (for example, 96 to 1628 games) is determined at the following timings. For example, when transitioning directly from the normal AT performance state to the normal performance state (3), the performance state control means 224 determines the predetermined number of games for the ceiling function in the normal performance state (for example, 96 to 1628 games) when transitioning from the normal AT performance state to the normal performance state. Also, when transitioning to the normal performance state via the non-advantageous performance state and the distribution performance state (7), the performance state control means 224 determines the predetermined number of games for the ceiling function in the normal performance state (for example, 96 to 1628 games) when transitioning from the distribution performance state to the normal performance state. However, unlike when transitioning from the normal AT performance state to the normal performance state, when transitioning to the normal performance state via the non-advantageous performance state and the distribution performance state, there is a high probability of winning the AT lottery, so it is common to wait for the block period to elapse and then transition to the pre-announcement performance state, and the ceiling function is rarely executed.

[0140] Furthermore, in the embodiments described above, the probability of winning the AT lottery in the normal performance state was explained as being high (e.g., 1 / 8) when transitioning from a non-advantageous performance state to a normal performance state, and low (e.g., 1 / 4000) when transitioning directly from a normal AT performance state to a normal performance state. However, the case is not limited to these examples. For example, when transitioning directly from a normal AT performance state to a normal performance state, the probability of winning the AT lottery at the start of the normal performance state may be low, but it may transition to a high probability through an upgrade lottery, and it may also transition to a low probability through a downgrade lottery. In addition, when transitioning directly from a normal AT performance state to a normal performance state, the probability of winning the AT lottery from the start of the normal performance state may become high if certain conditions are met, such as winning a lottery.

[0141] (Sound output mode) Incidentally, the performance control means 254 outputs operation sounds based on the operation of operating means such as the bet switch 116, start switch 118, and stop switch 120 through the speaker 134 in accordance with the progress of the game. Specifically, the performance control means 254 outputs a setting sound (insertion sound indicating insertion) indicating the setting of the number of bets when an electronic medal is inserted or when the bet switch 116 is operated, a standby sound (wait sound) indicating the waiting for the reels 110 to rotate when the start switch 118 is operated, and a start sound indicating the start of the rotation of the reels 110, a stop sound indicating the stop of the rotation of the reels 110 corresponding to each stop switch 120 when each stop switch 120 is operated, and a winning sound (payout sound) indicating that a predetermined winning combination has been won when the electronic medal is paid out in accordance with the completion of operation of all stop switches 120 (by turning off all stop switches 120). Regarding the bet switch 116, start switch 118, and stop switch 120, when a switch is turned ON (operated), an ON edge (from OFF to ON) is detected, and a process corresponding to each switch (e.g., output of an operation sound) is effectively executed according to the ON edge. Furthermore, regarding the third stop operation of the stop switch 120, when the switch is turned OFF (operation released), an OFF edge (from ON to OFF) is detected, and a predetermined process (e.g., output of a winning sound) is effectively executed according to the OFF edge. The performance control means 254 outputs sounds in the following order: firstly, a setting sound; secondly, a standby sound; thirdly, a start sound; fourthly, a stop sound; and fifthly, a winning sound. These setting sounds, standby sounds, start sounds, stop sounds, and winning sounds related to the basic operation of the game are managed separately from performance sounds and BGM sounds as system sounds accompanying the progress of the game. The performance control means 254 can also output a system sound different from the winning sound when no electronic medals are dispensed, i.e., when no small wins are achieved, and depending on whether bonus roles, replay roles are achieved or not.

[0142] Here, we will describe in detail the output of sound based on the audio data. As mentioned above, when the performance control means 254 determines the audio data by lottery, the performance control means 254 transmits the determined audio data to the audio circuit 240f, causing the speaker 134 to output sound based on that audio data.

[0143] The audio circuit 240f can store multiple audio data, such as FM timbre data and ADPCM audio data, in the memory area assigned to each access code (SAC: Simple Access Code). The audio circuit 240f also receives a command indicating the access code from the sub-CPU 240a, and according to that command, assigns the audio data identified by the access code to a layer and outputs it at an appropriate volume through the speaker 134. Furthermore, if multiple such access codes are specified, the audio circuit 240f can assign the audio data corresponding to each of the multiple access codes to different layers (tracks). The audio circuit 240f starts outputting sound from the moment audio data is assigned to a layer and stops outputting sound when the predetermined output time for the audio data is reached. Also, when audio data is assigned to the same layer, the audio circuit 240f stops outputting the audio data that was being output up to that point.

[0144] Figure 12 is an explanatory diagram illustrating the layers provided in the audio circuit 240f. The audio circuit 240f reads audio data corresponding to each access code and assigns it to a layer provided in the audio circuit 240f itself. At this time, the audio circuit 240f is provided with multiple layers, and the audio data is assigned to one of these layers. The layers are divided into multiple layer types, such as system, BGM, sound effects (SE), sound effects (VO), composite, auxiliary sound effects (VO), and auxiliary sound effects (SE), and one or more layers are associated with each layer type. Here, system refers to confirmation sounds that accompany the progress of the game. BGM is background music that is maintained for a relatively long time in the background. Sound effects (SE) and sound effects (VO) are sounds that are mainly emitted in conjunction with sound effects. Auxiliary sound effects (VO) and auxiliary sound effects (SE) refer to sound effects that accompany auxiliary sound effects.

[0145] Here, as shown in Figure 12, we will explain 10 layers related to the six layer types: system, BGM, sound effects (SE), sound effects (VO), auxiliary sound effects (VO), and auxiliary sound effects (SE). For example, layers 0 and 1 are assigned to system sound, layers 2 and 3 to BGM sound, layers 5 to 7 to sound effects (SE), layer 8 to sound effects (VO), layer 14 to auxiliary sound effects (VO), and layer 15 to auxiliary sound effects (SE).

[0146] As shown in Figure 12, various audio data is assigned to each layer at each trigger based on the progress of the game. For example, when electronic tokens are inserted by the betting means 212, that is, when electronic tokens are inserted from the number of game tokens held in the token holding means through the operation of the bet switch 116, or when electronic tokens are automatically inserted based on the winning of a replay role, the performance control means 254 assigns a setting sound to layer 0 of the audio circuit 240f. Also, when the start switch 118 is operated by the player, the performance control means 254 assigns a standby sound to layer 1 of the audio circuit 240f. Also, when the reels 110 start to rotate in response to the operation of the start switch 118, the performance control means 254 assigns a start sound to layer 1 of the audio circuit 240f. Also, when the stop switch 120 is performed as the first stop operation by the player, the performance control means 254 assigns a stop sound to layer 0 of the audio circuit 240f at the start of that stop operation. Furthermore, when the player performs the second stop operation on the stop switch 120, the performance control means 254 assigns a stop sound to layer 0 of the sound circuit 240f at the start of that stop operation. Furthermore, when the player performs the third stop operation on the stop switch 120, the performance control means 254 assigns a stop sound to layer 0 of the sound circuit 240f at the start of that stop operation. Furthermore, when the player releases the third stop operation on the stop switch 120, and the determination means 218 determines that a winning combination accompanied by the payout of electronic tokens has been achieved, the performance control means 254 assigns a winning sound to layer 1 of the sound circuit 240f at the release of that stop operation. Note that at each trigger based on the progress of the game, sound data is not necessarily assigned to layer 0 or layer 1. For example, in a non-AT (Automatic Trigger) state, when the player operates the start switch 118, the performance control means 254 assigns a standby sound to layer 1 of the sound circuit 240f, but in an AT state, it does not assign a standby sound to layer 1 of the sound circuit 240f. Alternatively, instead of not assigning a standby sound, the performance control means 254 may assign a standby sound but set its volume to 0. With this configuration, players can more easily hear sounds specific to the AT state, such as the first auxiliary voice and first auxiliary effect described later, thereby improving the performance effect.

[0147] As mentioned above, in non-AT (Automatic Trigger) states such as the normal performance state, the setting sound, standby sound, start sound, stop sound, and winning sound are output in that order according to each trigger such as switch operation or payout. The relationship between the volume of each sound is set to winning sound > start sound > stop sound > setting sound > standby sound. Here, the start sound, stop sound, and winning sound after the reel 110 starts rotating are louder than the setting sound and standby sound before the reel 110 starts rotating, and by gradually increasing the effect of the performance from the start to the end of a single game, it is possible to improve the player's motivation to play. In addition, by setting the setting sound > standby sound before the reel 110 starts rotating, it is possible to emphasize to the player that the game has started. Furthermore, by setting the sequence to winning sound > start sound > stop sound after the reel 110 begins to rotate, the system emphasizes to the player that the reel 110 has started to rotate, and then further emphasizes with a louder sound that a winning combination resulting in the payout of electronic tokens has been achieved, or that a so-called rare combination has been achieved. In this way, it is possible to enhance the player's sense of accomplishment and excite them more effectively.

[0148] In the AT performance state, in addition to layers 0 and 1 mentioned above, sound effects associated with auxiliary performances are assigned to layers 14 and 15. For example, when the player operates the start switch 118, the performance control means 254 assigns the first auxiliary voice to layer 14 of the sound circuit 240f and the first auxiliary effect to layer 15. Here, the first auxiliary voice, and the second and third auxiliary voices described later, are performance sounds that indicate the stop switch 120 to be operated, or the position where the stop switch 120 to be operated is located, for example, the sounds of "left," "center," and "right," which represent the positional relationship between stop switches 120a, 120b, and 120c. The first auxiliary effect is a performance sound that indicates that the start switch 118 has been operated, for example, a sound such as "ping." As mentioned above, in the AT performance state, even if the start switch 118 is operated, no standby sound is assigned to layer 1. When the player performs the first stop operation on the stop switch 120, the performance control means 254 assigns a second auxiliary voice to layer 14 of the sound circuit 240f and a second auxiliary effect to layer 15 at the start of the first stop operation. Here, the second auxiliary effect assigned to layer 15 is a sound effect indicating that the stop switch 120 has been operated. Here, the second and third auxiliary effects when the stop switch 120 is performed the first or second stop operation are short sounds such as "Don," and the fourth auxiliary effect when the stop switch 120 is performed the third stop operation is a long sound such as "Dooom." Furthermore, when the player performs the second stop operation on the stop switch 120, the performance control means 254 assigns a third auxiliary voice to layer 14 of the sound circuit 240f and a third auxiliary effect to layer 15 at the start of the stop operation. Furthermore, when the player performs the third stop operation on the stop switch 120, the performance control means 254 assigns the fourth auxiliary effect to layer 15 at the start of that stop operation.Furthermore, when the stop switch 120 is stopped for the third time, there are no more stop switches 120 to operate, so no auxiliary voice is assigned to indicate which stop switch 120 to operate. Also, when the player releases the third stop operation of the stop switch 120, and the determination means 218 determines that a winning combination accompanied by the payout of electronic medals has been achieved, the performance control means 254 assigns a fourth auxiliary voice to layer 14 of the sound circuit 240f at the time the third stop operation is released. Here, the fourth auxiliary voice is a sound that notifies the result of the winning combination, and is, for example, a voice such as "Well done" that notifies the player that they have operated the stop switch 120 according to the auxiliary performance and have achieved the correct combination.

[0149] Furthermore, regardless of whether the AT performance state is active or not, at each trigger based on the progress of the game, the performance control means 254 may assign background BGM to layer 2 of the sound circuit 240f, performance BGM to layer 3, performance SE to layers 5-7, and performance VO to layer 8, in addition to layers 0 and 1 of the system. For example, when a winning type in the winning area 33-36 is won, and the player operates the stop switch 120 (first stop operation, second stop operation), if the symbol "white 7" is displayed linearly on the invalid line B1 for the two reels 110, the performance control means 254, at the start of the second stop operation, assigns a stop sound to layer 0 of the sound circuit 240f, and also assigns a different performance sound (for example, a winning sound) to layers 5 and 8, thereby enhancing the performance effect in response to the operation of the stop switch 120.

[0150] Here, the multiple layers in the audio circuit 240f have the following characteristics. First, all audio assigned to different layers is output in parallel. Regarding sound output, as described above, audio data from multiple layers can be output simultaneously in parallel, so there is no priority between layers. Therefore, even if background music is assigned to layer 2, a stop sound is assigned to layer 0, a second auxiliary voice is assigned to layer 14, and a second auxiliary effect is assigned to layer 15, all of these audio will be output in parallel. The player can hear the sounds based on the audio data assigned to each of the multiple layers simultaneously.

[0151] On the other hand, only one audio data file can be assigned to the same layer. Therefore, for example, if background music is already assigned to layer 2, attempting to assign another background music file will overwrite the existing background music, interrupting the previous one.

[0152] Therefore, if sound effects are simply managed on a single layer, there is a risk that the output of other sounds may begin before the output of a designated sound is complete, potentially interrupting the designated sound. On the other hand, if multiple sounds are simply distributed across multiple layers, there is a risk that sounds will overlap unnecessarily, making it difficult for players to hear each sound. Therefore, the output manner of sound effects is appropriately managed to improve the players' motivation to play.

[0153] Incidentally, as the game progresses and electronic tokens are acquired, the player may count the acquired electronic tokens. The player adjusts the pressing time of the counting switch 126 to selectively perform operations such as "short press," "long press," or "full count." When the counting switch 126 is operated, the command transmission / reception means 272 of the token count control board 260 transmits information that the counting switch 126 has been operated to the main control board 200, and the command transmission / reception means 226 of the main control board 200 transmits information that the counting switch 126 has been operated to the sub-control board 240. In this way, the performance control means 254 of the sub-control board 240 displays on the liquid crystal display unit 132 that counting processing is being performed in response to the operation of the counting switch 126, and outputs a counting sound from the speaker 134 to indicate that counting processing is being performed.

[0154] These counting sounds include a counting update sound (medal back SE) that is repeatedly output while the counting process is running, such as a "pirolit" sound, and a counting completion sound (medal payout SE) that is output after the counting process is finished, such as a "chun, thank you for your hard work" sound. The volume of these sounds is set so that the counting completion sound is louder than the counting update sound. By making the counting completion sound louder than the counting update sound, it is possible to emphasize to the player that the counting process has finished, and by extension, that the game has ended or that a stage of the game has come to a close.

[0155] Furthermore, the relationship between the volume of the counting completion sound and the aforementioned setting sound, standby sound, start sound, stop sound, and winning sound may be set, for example, so that counting completion sound > stop sound > setting sound > standby sound. Alternatively, it may be set so that counting completion sound > start sound > stop sound > setting sound > standby sound. Furthermore, it may be set so that counting completion sound > winning sound > start sound > stop sound > setting sound > standby sound. The setting sound, standby sound, start sound, and stop sound mentioned above are merely sound effects during a single game, and even the winning sound, which indicates that a winning combination accompanied by the payout of electronic tokens has been achieved, is merely a sound effect indicating the result of a single game. In contrast, the counting completion sound indicates a major milestone, such as the completion of the counting process and, by extension, the determination of the player's final winnings from the game. Here, for example, by using the sequence: counting completion sound > winning sound > start sound > stop sound > setting sound > standby sound, it is possible to emphasize to the player that the counting process is complete, and consequently, that the game has ended or that a stage of the game has come to a close. Generally, players do not perform the counting process when the number of tokens is small, and only perform the counting process when the number of tokens reaches a certain level. In other words, the fact that the counting process has been performed is an indicator that a certain amount of profit has been obtained from playing on the slot machine 100 in which the counting process was performed. Here, by using the sequence: counting completion sound > winning sound > start sound > stop sound > setting sound > standby sound, it is possible to emphasize to those around that the counting process has been performed on that slot machine 100, making it easy for other players to identify (and consider playing on) the slot machine 100 that may be generating a lot of profit.

[0156] As mentioned above, if the counting switch 126 is operated while the game is playable, the counting process will always be executed. Therefore, regardless of whether the game state is a non-internal game state, an internal RBB game state, or an RBB-operating game state, or regardless of whether the performance state is a normal performance state, a pre-announcement performance state, a normal AT performance state, a distribution performance state, a special pre-announcement performance state, a special performance state, or a non-advantageous performance state, the player can execute the counting process. However, even if the game state or performance state is different, the volume of the counting sound (counting update sound, counting completion sound) is set to be the same. Therefore, whether the player operates the counting switch 126 in a normal performance state or in a normal AT performance state, they will hear the counting sound at the same volume. In addition, the player can execute the counting process even when an error occurs. However, as described above, even if an error occurs, the volume of the counting sound (counting update sound, counting completion sound) is set to be the same as when no error occurs. Therefore, even if a player operates the counting switch 126 while an error such as a door open error (error code "E8") or a stop error (error code "Ey") has occurred, the player will hear the counting sound at the same volume as when the counting switch 126 is operated when no error has occurred. In this way, by not changing the volume of the counting sound according to the state of the game (game state or performance state) or the presence or absence of an error, it is possible to prevent players and administrators from feeling uncomfortable with differences in the volume of the counting sound.

[0157] (Counting update sound, counting completion sound) Here, the output modes of the count update sound and count completion sound described above will be explained in detail. The performance control means 254 of the sub-control board 240 outputs a count update sound through the sound output means (e.g., audio circuit 240f, speaker 134) while the counting process is being executed in response to the operation of the count switch 126.

[0158] Specifically, the performance control means 254 starts outputting a count update sound when the counting process begins in response to the pressing of the counting switch 126. The performance control means 254 stops outputting the count update sound when the counting process ends in response to the release of the counting switch 126 (short press release, long press release) or the pressing of the counting switch 126 again (full count release). The performance control means 254 also stops outputting the count update sound when the number of game tokens is reduced to "0" by the counting process. If the number of game tokens is reduced to "0", the performance control means 254 outputs a counting completion sound after stopping the count update sound.

[0159] Figure 13 is an explanatory diagram showing the output patterns of the count update sound. In the table in Figure 13(a), the count range indicates the range of the number of game tokens that have been counted, and the sound type indicates the type of count update sound associated with the count range. As shown in Figure 13(a), the sound output at that point will differ depending on which count range the cumulative value of the number of game tokens that has been counted (transferred to the dedicated unit 300) falls into. Figures 13(b) to 13(g) are timing charts showing the output patterns of the count update sound. However, in the examples in Figures 13(b) to 13(g), the counting process is completed before the number of game tokens held in the token holding means becomes "0".

[0160] As shown in Figure 13(b), when the counting process begins, the performance control means 254 repeatedly outputs a "pirolit" sound as a count update sound. Then, before the cumulative number of counted game tokens reaches 1000, when the counting process ends in response to the operation of the counting switch 126, the performance control means 254 stops outputting the count update sound. Here, as the number of counted game tokens increases, the number of game tokens remaining in the token holding means decreases. The number of game tokens remaining in the token holding means is expressed as (number of game tokens held in the token holding means before the start of the counting process) - (number of counted game tokens).

[0161] Furthermore, as shown in Figure 13(c), when the cumulative number of counted game tokens exceeds 1000, the performance control means 254 stops the "pirorit" sound and repeatedly outputs the "pirorin" sound as a count update sound. Then, if the counting process is completed in response to the operation of the counting switch 126 before the cumulative number of counted game tokens reaches 2500, the performance control means 254 stops outputting the count update sound. Furthermore, as shown in Figure 13(d), when the cumulative number of counted game tokens exceeds 2500, the performance control means 254 stops the "pirorin" sound and repeatedly outputs the "tururu" sound as a count update sound. Then, if the counting process is completed in response to the operation of the counting switch 126 before the cumulative number of counted game tokens reaches 5000, the performance control means 254 stops outputting the count update sound. Furthermore, as shown in Figure 13(e), when the cumulative number of counted game tokens exceeds 5000, the performance control means 254 stops the "trrrr" sound and repeatedly outputs the "trrrun" sound as a count update sound. Then, if the counting process is completed in response to the operation of the counting switch 126 before the cumulative number of counted game tokens reaches 7500, the performance control means 254 stops outputting the count update sound. Furthermore, as shown in Figure 13(f), when the cumulative number of counted game tokens exceeds 7500, the performance control means 254 stops the "trrrun" sound and repeatedly outputs the "pipipip" sound as a count update sound. Then, if the counting process is completed in response to the operation of the counting switch 126 before the cumulative number of counted game tokens reaches 1000, the performance control means 254 stops outputting the count update sound. Furthermore, as shown in Figure 13(g), when the cumulative number of counted game tokens exceeds 1000, the performance control means 254 stops the "beep beep beep" sound and repeatedly outputs the "beep beep" sound as a count update sound. Then, before the cumulative number of counted game tokens reaches 19000, if the counting process is completed in response to the operation of the counting switch 126, the performance control means 254 stops outputting the count update sound.

[0162] The performance control means 254 outputs such count update sounds periodically at predetermined intervals. Furthermore, even when the count update sound changes due to crossing count ranges, the performance control means 254 maintains its periodicity and adjusts the time interval between the count update sound before the change and the count update sound after the change to a predetermined interval. Therefore, when the count range changes, although the count update sound itself changes, its output timing and frequency remain regular, so the player does not feel any discomfort.

[0163] Here, we have explained an example in which the count update sound changes in the order of "pirorit" → "pirorin" → "tururu" → "tururun" → "pipipit" → "piroon" according to the number of game tokens that have been counted. However, the performance control means 254 may, for example, determine which count range the number of game tokens held in the token holding means falls into and change the sound in the reverse order of the above. For example, if the number of game tokens is 10,000 or more, the count update sound may change in the order of "piroon" → "pipipit" → "tururun" → "tururu" → "pirorin" → "pirorit" according to the number of game tokens in the token holding means that have decreased due to counting.

[0164] The counting process involves transferring some or all of the number of game tokens held in the token holding device to the dedicated unit 300. Therefore, the player can only count up to the number of game tokens held in the token holding device. In other words, a large number of counted game tokens means that a large number of game tokens were held in the token holding device, which means that the player had gained a large gaming profit.

[0165] Here, the performance control means 254 changes the count update sound in units of the count range according to the number of game tokens that have been counted. With this configuration, the player can feel a sense of superiority from having made a large profit from the game, not only because the count update sound continues for a long time, but also because the type of sound changes. In addition, other players can estimate how many game tokens the player who is counting has acquired according to the length and type of the count update sound, which encourages them to play as they also have the potential to acquire a large profit from the game. Furthermore, when counting is being performed, the player who was playing on that slot machine 100 is likely to stop playing. Therefore, other players can predict that the setting value is high by listening to the length and type of the count update sound and consider moving to that slot machine 100.

[0166] Figure 14 is an explanatory diagram showing the output patterns of the counting completion sound. Similar to Figure 13(a), the counting range in the table in Figure 14(a) indicates the range of the number of game tokens to be counted, and the sound type indicates the type of counting completion sound associated with the counting range. As shown in Figure 14(a), the sound output when the counting process is completed will differ depending on which counting range the cumulative value of the number of game tokens to be counted falls into. Figures 14(b) to 14(g) are timing charts showing the output patterns of the counting completion sound. However, Figures 14(b) to 14(g) show an example where the counting process ends when the number of game tokens held in the token holding means becomes "0". When the number of game tokens held in the token holding means becomes "0" due to the counting process, the performance control means 254 recognizes that the player has finished playing and outputs, for example, a counting completion sound.

[0167] As shown in Figure 14(b), once the counting process has started and the number of game tokens becomes "0" while the cumulative value of the counted game tokens is 999 or less, the performance control means 254 outputs the sound "Chirp, good work" as a counting completion sound only once after the counting update sound stops. Here, the first sound of the counting completion sound, "Chirp," is a sound effect, similar to the counting update sound, and the second sound, "Good work," is a line of dialogue. The first sound "Chirp" and the second sound "Good work" of the counting completion sound are managed in one audio file, but are assigned to different layers. Therefore, even if the first sound "Chirp" and the second sound "Good work" overlap, the player can hear both sounds simultaneously.

[0168] Furthermore, as shown in Figure 14(c), if the number of game tokens becomes "0" while the cumulative value of the counted game tokens is between 1000 and 2499, the performance control means 254 will output the sound "Chirp, let's fight together again" once as a counting completion sound after the counting update sound stops. Furthermore, as shown in Figure 14(d), if the number of game tokens becomes "0" while the cumulative value of the counted game tokens is between 2500 and 4999, the performance control means 254 will output the sound "Chirp, today was fun" once as a counting completion sound after the counting update sound stops. Furthermore, as shown in Figure 14(e), if the number of game tokens becomes "0" while the cumulative value of the counted game tokens is between 5000 and 7499, the performance control means 254 will output the sound "Chirp, congratulations" once as a counting completion sound after the counting update sound stops. Furthermore, as shown in Figure 14(f), if the number of game tokens becomes "0" while the cumulative value of the counted game tokens is between 7,500 and 9,999, the performance control means 254 will output the sound "Chirp, thank you" once as a counting completion sound after the counting update sound stops. Also, as shown in Figure 14(g), if the number of game tokens becomes "0" while the cumulative value of the counted game tokens is between 10,000 and 18,999, the performance control means 254 will output the sound "Chirp, this is the first time this has happened" once as a counting completion sound after the counting update sound stops.

[0169] Here, the performance control means 254 changes the counting completion sound in units of the counting range according to the number of game tokens that have been counted, similar to the counting update sound. With this configuration, the player can feel a sense of superiority because the lines of the counting completion sound are different from the usual, indicating that they have had a large winning game. In addition, other players can hear the lines of the counting completion sound and estimate how many game tokens the player who is counting has acquired, which encourages them to play as they also have the potential to acquire a large winning game. Furthermore, when counting is being performed, the player who was playing on that slot machine 100 is likely to stop playing. Therefore, other players can hear the counting completion sound, predict that the setting value is high, and consider moving to that slot machine 100.

[0170] The number of game tokens that have been counted is counted by a counting counter. Whenever the performance control means 254 receives a command from the command transmission / reception means 226 of the main control board 200 that includes the number of game tokens that have been counted, it adds the number of game tokens that have been counted to the value of the counting counter and updates the value of the counting counter. The performance control means 254 then outputs a counting update sound based on the updated value of the counting counter.

[0171] Here, the player can either count the number of game tokens they have won all at once, or count them in multiple steps.

[0172] Figure 15 is an explanatory diagram for explaining the counting counter. For example, suppose the number of game tokens held in the token holding means is 2000. When the counting process is executed in response to the operation of the counting switch 126, the performance control means 254 outputs a count update sound, as shown in Figure 15(a). Therefore, the performance control means 254 repeatedly outputs the sound "pirorit" as the count update sound until the cumulative value of the counted game tokens reaches 1000 tokens, and when the cumulative value of the counted game tokens exceeds 1000 tokens, it stops outputting the sound "pirorit" and repeatedly outputs the sound "pirorin" as the count update sound.

[0173] Here, as shown in Figure 15(b), suppose the player operates the counting switch 126 to temporarily end (stop) the counting process after 700 game tokens have been counted. In this case, since the cumulative value of the counted game tokens has not yet reached 1000, the performance control means 254 repeatedly outputs the sound "pirorit" as a count update sound during the counting process, and stops the count update sound when the counting process ends. Then, when the counting process is executed again in response to the player's operation of the counting switch 126, the performance control means 254 repeatedly outputs the sound "pirorit" as a count update sound. In this case, the counting counter is validly counting the counted number of game tokens "700," so when 300 tokens are counted after the counting process resumes and the cumulative value of the counted game tokens exceeds 1000, the performance control means 254 stops the sound "pirorit" and repeatedly outputs the sound "pirorin" as a count update sound.

[0174] Thus, the performance control means 254 continues to count without resetting the counting counter, regardless of whether the number of game tokens was counted all at once or in multiple batches. Therefore, as shown in Figure 15(b), even if the counting process is temporarily terminated in response to the operation of the counting switch 126 after 700 game tokens have been counted, the counting counter remains at 700 tokens. When the counting process is executed again in response to the operation of the counting switch 126 by the player, the counting counter is updated from 700 tokens. Consequently, regardless of the player's operation of the counting switch 126, the counting update sound and the counting completion sound are appropriately output according to the cumulative number of game tokens counted.

[0175] However, the counting counter may be reset in response to a predetermined operation by the player. For example, a player may wish to continue playing without counting all of their game tokens, leaving some of them in the token holding device. Therefore, when a player operates the start switch 118 while electronic tokens are inserted (the number of bets, which is the number of electronic tokens bet, is 1 or more) or when a replay has occurred (electronic tokens have been automatically inserted due to a replay win in the previous game), the performance control device 254 resets the counting counter. In this way, the player can continue playing with the counting counter reset.

[0176] Furthermore, operating the start switch 118 corresponds to starting a new game, and many internal variables are reset as a result of this operation. Therefore, from the standpoint of safety and consistency with other variables, the counting counter is reset in response to the operation of the start switch 118. For example, as shown in Figure 15(c), even if the counting process is temporarily terminated in response to the operation of the counting switch 126 after counting 700 game tokens, the counting counter will remain at 700 tokens. However, if the player operates the start switch 118 while electronic tokens are inserted or a replay has occurred, the counting counter will be reset to 0 tokens. Therefore, if the counting process is executed again in response to the player's operation of the counting switch 126, the counting counter will be updated from 0 tokens, and the sound "pirolit" will be repeatedly output as a counting update sound until the cumulative value of the number of game tokens counted thereafter reaches 1000 tokens.

[0177] Similarly, when a player operates the dispensing switch 316 of the dedicated unit 300, the performance control means 254 resets the counting counter. If the counting counter were not reset by the operation of the dispensing switch 316, the following problems could arise. That is, since the number of game tokens can be increased by the dispensing process using the dispensing switch 316, the value of the counting counter can be increased by performing the counting process using the counting switch 126, even though the player has not actually acquired any game tokens through gameplay. In this way, as the counting counter increases by repeating the dispensing and counting processes, the player may be able to hear counting update sounds or counting completion sounds that make it seem as if they have acquired a large number of game tokens, even though they have not actually acquired any game tokens through gameplay. Therefore, the performance control means 254 resets the counting counter in response to the operation of the dispensing switch 316 (execution of the dispensing process).

[0178] Figure 16 is an explanatory diagram showing the output patterns of the count update sound and the count completion sound. Here, let's assume that the number of electronic tokens bet is 0. As described above, the performance control means 254 repeatedly outputs the count update sound while the counting process is continuing in response to the operation of the count switch 126. For example, as shown in Figure 16(a), if the number of game tokens is 2000, when the counting process starts in response to the operation of the count switch 126, the performance control means 254 repeatedly outputs the sound "pirorit" as the count update sound. When the cumulative value of the counted game tokens reaches 1000, the sound "pirorit" stops and the sound "pirorin" repeatedly outputs as the count update sound. At this point, when the counted game tokens reach 1500 and the counting process ends in response to the operation of the count switch 126 by the player, the performance control means 254 stops the sound "pirorin". In this case, only 1500 out of 2000 game tokens have been counted, so 500 game tokens remain. In other words, since the counting switch 126 has been operated, the number of game tokens has changed to a value of 1 or more, so the performance control means 254 outputs a counting update sound, but does not output a counting completion sound.

[0179] On the other hand, for example, as shown in Figure 16(b), if the number of game tokens is 2000, and the counting process is started in response to the operation of the counting switch 126, the performance control means 254 repeatedly outputs the sound "pirorit" as a counting update sound. When the cumulative value of the counted game tokens reaches 1000, the "pirorit" sound stops and the "pirorin" sound is repeatedly output as a counting update sound. Then, when the counting process ends because the number of game tokens becomes 0, the performance control means 254 stops the "pirorin" sound. In this case, all 2000 game tokens have been counted, and the number of game tokens is 0. That is, since the number of game tokens has changed to 0 due to the operation of the counting switch 126, the performance control means 254 outputs a counting completion sound after the counting update sound.

[0180] Thus, the performance control means 254 does not output a counting completion sound if the number of game tokens at the time the counting process is completed is 1 or more, and outputs a counting completion sound if the number of game tokens is 0. However, if the decision to output the counting completion sound is made uniformly according to the number of game tokens at the time the counting process is completed, regardless of the number of electronic tokens bet, the following problems may arise.

[0181] In slot machine 100, the number of game tokens and the number of tokens bet when electronic tokens are used are managed independently of the number of game tokens. Therefore, the number of game tokens changes depending on the counting and dispensing of electronic tokens, but the number of tokens bet does not change. For example, suppose the number of game tokens is 2000, and the player bets electronic tokens, resulting in a bet of 3 tokens, and the player performs the counting process. In this case, the performance control means 254 outputs a counting update sound, and then a counting completion sound, in response to the fact that all 1997 game tokens (2000 - 3 tokens) have been counted and the number of game tokens has become 0. However, slot machine 100 still has 3 tokens remaining as bets, and the player can continue playing with these 3 tokens. However, the player hears the counting completion sound and recognizes that the counting is complete and the number of game tokens has become 0, leading them to mistakenly believe that all electronic tokens have been counted. This would result in the player incurring a loss equal to the number of bets.

[0182] Furthermore, when the number of bets becomes 3, the counting completion sound may be output multiple times, as follows: When the number of bets becomes 3 and the counting process is performed, the performance control means 254 counts all 1997 game tokens, and in response to the number of game tokens becoming 0, it outputs a counting update sound, followed by a counting completion sound. After that, when the settlement switch 122 is operated and the electronic tokens that were bet are returned to the number of game tokens, the counting process can be executed again. In this case, the performance control means 254 counts the 3 game tokens, and in response to the number of game tokens becoming 0, it outputs a counting update sound, followed by a counting completion sound. When the counting completion sound is output multiple times in this way, the player may feel that something is wrong.

[0183] Therefore, if counting is performed while there is still a game benefit related to the bet, from the time the electronic tokens are bet until the release of the third stop operation of the stop switch, the performance control means 254 will not output a counting completion sound even if the number of game tokens is 0 at the end of the counting process. Here, while there is still a game benefit related to the bet, for example, it is assumed that 0 electronic tokens have been bet by the betting means 212, and a replay has occurred (electronic tokens have been automatically inserted due to the winning of a replay role in the previous game). In such cases, the player has the right to play the game, so the counting completion sound is not output. Another example of while there is still a game benefit related to the bet is when the reels 110a, 110b, and 110c are rotating, and the third stop operation of the stop switch 120 is in progress (from the time the third stop operation is performed until the operation is released). In such cases, the player has the right to receive electronic tokens or for a replay to occur, so the counting completion sound is not output.

[0184] Figure 17 is an explanatory diagram showing the output patterns of the count update sound and the count completion sound. Here, let's assume that the number of electronic tokens bet is 1 or more, for example, 3 tokens. As shown in Figure 17(a), when the number of game tokens is 1997 and the counting process is started in response to the operation of the counting switch 126, the performance control means 254 repeatedly outputs the sound "pirorit" as the count update sound. When the cumulative value of the counted game tokens reaches 1000 tokens, the sound "pirorit" stops and the sound "pirorin" repeatedly outputs as the count update sound. At this point, when the number of counted game tokens reaches 1500 tokens and the counting process is completed in response to the operation of the counting switch 126 by the player, the performance control means 254 stops the sound "pirorin".

[0185] On the other hand, for example, as shown in Figure 17(b), if the number of game tokens is 1997, and the counting process is started in response to the operation of the counting switch 126, the performance control means 254 repeatedly outputs the sound "pirorit" as a count update sound. When the cumulative value of the counted game tokens reaches 1000, the "pirorit" sound stops and the "pirorin" sound repeatedly outputs as a count update sound. Then, when the counting process ends because the number of game tokens becomes 0, the performance control means 254 stops the "pirorin" sound. In this case, all 1997 game tokens have been counted, and the number of game tokens is 0. However, if there is any remaining game profit related to bets, for example, if the number of bets is 3, the performance control means 254 does not output the count completion sound even if the number of game tokens has changed to 0 due to the operation of the counting switch 126.

[0186] With this configuration, even after all the game tokens have been counted, the counting completion sound is not emitted. This makes the player feel something is amiss and realize that there is still a game profit remaining related to their bet. In this way, it is possible to avoid causing the player a loss.

[0187] Thus, the slot machine 100 includes a reel control means 216 that controls the rotation of multiple reels 110, each with multiple types of symbols arranged on them, in response to the operation of a start switch 118, and controls the stopping of each reel 110 corresponding to the operated stop switch 120 in response to the operation of a stop switch 120; a bet count holding means that holds the number of bets; a credit count holding means (e.g., medal holding means) that holds the number of credits (e.g., the number of game medals); a counting switch 126 for performing a counting process to transfer at least a portion of the number of credits to an external device; and an effect control means 254 that controls the output of sounds related to the effects. The counting process is executed in response to the operation of the counting switch 126, and the effect control means 254 outputs a counting update sound to indicate that the counting process is being executed while the counting process is being executed if the number of bets is 0, and outputs a counting completion sound to indicate that the counting process is completed when the number of credits becomes 0, and outputs a counting update sound to indicate that the counting process is completed if the number of bets is 1 or more, while the counting process is being executed, but does not output a counting completion sound even if the number of credits becomes 0.

[0188] The performance control means 254 may output a count update sound while the counting process is running if the number of bets is 0 and a replay has not occurred, and output a count completion sound when the number of credits becomes 0. If the number of bets is 1 or more, or a replay has occurred, it may output a count update sound while the counting process is running, but may not output a count completion sound even if the number of credits becomes 0.

[0189] The performance control means 254 may output a count update sound while the counting process is being executed if the number of bets is 0 and the reels are not spinning, and output a count completion sound when the number of credits becomes 0. If the number of bets is 1 or more, or if the reels are spinning, it may output a count update sound while the counting process is being executed, but may not output a count completion sound even if the number of credits becomes 0.

[0190] The performance control means 254 may output a count update sound while the counting process is being executed if the number of bets is 0 and the stop switch is not in the third stop operation, and output a count completion sound when the number of credits becomes 0. If the number of bets is 1 or more, or the stop switch is in the third stop operation, it may output a count update sound while the counting process is being executed, but may not output a count completion sound even if the number of credits becomes 0.

[0191] Here, the performance control means 254 was described as outputting a count update sound while the counting process is being executed, when the number of bets is 0, a replay has not occurred, the reels are not spinning, and the third stop operation of the stop switch is not in progress, and then outputting a count completion sound when the number of credits reaches 0. However, if the counting process is completed in a short time, the count update sound and the count completion sound will overlap, and the player will not be able to properly hear either the count update sound or the count completion sound. Therefore, even when the number of bets is 0, a replay has not occurred, the reels are not spinning, and the third stop operation of the stop switch is not in progress, if it is known in advance that the counting process will be completed in a short time, the performance control means 254 may not output a count update sound, but instead output a count completion sound when the number of credits reaches 0. Furthermore, if it is known in advance that the counting process will be completed in a short time, this includes cases where the number of credits is 1 and the counting switch 126 is briefly pressed, resulting in a credit count of 0, and cases where the number of credits is 50 or less and the counting switch 126 is long-pressed or all credits are counted, resulting in a credit count of 0 all at once. With this configuration, even if the counting process is completed in a short time, the player will at least be able to hear the counting completion sound appropriately.

[0192] In this case, the slot machine 100 includes a reel control means 216 that controls the rotation of multiple reels 110, each with multiple types of symbols arranged on them, in response to the operation of a start switch 118, and controls the stopping of each reel 110 corresponding to the operated stop switch 120 in response to the operation of a stop switch 120; a bet count holding means that holds the number of bets; a credit count holding means (e.g., a token holding means) that holds the number of credits (e.g., the number of game tokens); and a counting switch for performing a counting process to transfer at least a portion of the number of credits to an external device. The system comprises a counting switch 126 and a performance control means 254 that controls the output of sounds related to the performance. Counting is performed in response to the operation of the counting switch 126. The performance control means 254 does not output a counting update sound to indicate that counting is being performed when the number of bets is 0 and the number of credits is 1. When the number of credits becomes 0, it outputs a counting completion sound to indicate that counting is complete. When the number of bets is 1 or more and the number of credits is 1, it outputs a counting update sound while counting is being performed, but does not output a counting completion sound even if the number of credits becomes 0.

[0193] The counting completion sound is a one-time sound output after the counting process is completed, so even if its output is canceled, it will not affect the gameplay. For example, the performance control means 254 stops (cancels) the output of the counting completion sound if at least one of the front upper door 104 or the front lower door 106 is opened while the counting completion sound is being output, causing a door opening error. The performance control means 254 also stops the output of the counting completion sound if the power supply 144 is cut off while the counting completion sound is being output. In this case, the performance control means 254 will not output the counting completion sound again after the power supply 144 is restored, nor will it resume outputting from the point where it was stopped. The performance control means 254 also stops the output of the counting completion sound if the player operates the dispensing switch 316 while the counting completion sound is being output. However, there will be no sense of incongruity even if the dispensing process is performed while the counting completion sound is being output. Therefore, if the player operates the dispensing switch 316 while the counting completion sound is being output, the performance control means 254 may continue outputting the counting completion sound without stopping it.

[0194] Players can easily operate various switches on the slot machine 100, such as the bet switch 116, start switch 118, stop switch 120, and payout switch 122. The operation of the start switch 118 occurs when no electronic tokens have been inserted and a replay has not occurred. If operating such a switch were to stop the counting completion sound, the sound celebrating the acquisition of tokens would not be output, and the player would end the game without hearing any celebratory sounds. Therefore, the performance control means 254 does not stop outputting the counting completion sound in response to operations on the bet switch 116, start switch 118, stop switch 120, and payout switch 122, but continues to output it.

[0195] Figure 18 is a timing chart to explain the switching of sounds in a non-AT (Automatic Trigger) state. Here, in particular, the switching of sounds in layers 0 and 1 will be explained. For example, when an electronic medal is inserted by the betting means 212, the setting sound is assigned to layer 0. Subsequently, when the start switch 118 is operated by the player, the standby sound is assigned to layer 1. Subsequently, when the reels 110 start to rotate in response to the operation of the start switch 118, the start sound is assigned to layer 1. Subsequently, when the stop switch 120 is stopped for the first time, the stop sound is assigned to layer 0. Subsequently, when the stop switch 120 is stopped for the second time, the stop sound is assigned to layer 0. Subsequently, when the stop switch 120 is stopped for the third time, the stop sound is assigned to layer 0. Subsequently, when a winning combination accompanied by the payout of an electronic medal is achieved and the third stop operation of the stop switch 120 is released, the winning sound is assigned to layer 1.

[0196] Here, the setting sound and each stop sound are assigned to the same layer 0. Therefore, if another stop switch 120 is operated when a stop sound is already assigned to layer 0, the stop sound based on the operation of that stop switch 120 will be overwritten, and the stop sound before the overwrite will be interrupted. In this way, the stop sounds can be output exclusively with different timings. This effectively prevents the overlapping and annoying sound that would result from stop sounds having the same nature in terms of operation of the stop switch 120. Although they are assigned to the same layer 0, there is at least a wait time between the setting sound and the stop sound, so they do not overlap. Therefore, the player can appropriately understand through hearing that the insertion of electronic tokens and the operation of the stop switch 120 have been accepted. In this way, by assigning audio data with separated timings for output triggers to the same layer, it is possible to prevent an increase in the number of layers.

[0197] Furthermore, in this system, the standby sound, the start sound, and the winning sound are all assigned to the same layer 1. Therefore, when the reels 110 start rotating while the standby sound is already assigned to layer 1, the start sound is overwritten, and the standby sound that was previously overwritten is interrupted. This allows the standby sound and the start sound to be output exclusively with different timings. This effectively prevents the standby sound and the start sound, which are similar in nature in that they both signify the start of a game, from overlapping and sounding annoying. Note that if the player is not playing at full weight, as will be described later, the reels 110 will start rotating immediately in response to the operation of the start switch 118. In that case, since the start sound starts immediately after the standby sound starts, the standby sound is only output for a short time, and the player can continue playing without being aware of the standby sound. Although they are assigned to the same layer 1, there is at least a wait time and the time the player operates the stop switch 120 between the start sound and the winning sound, so the two do not overlap. Therefore, the player can appropriately understand, through hearing, that the reels 110 have started to rotate and that the operation of the stop switch 120 has been accepted. In this way, by assigning audio data with separated output timings to the same layer, it is possible to prevent an increase in the number of layers.

[0198] In this configuration, the setting sound is assigned to layer 0, and the standby and start sounds are assigned to layer 1. Therefore, even if the standby or start sound output begins before the setting sound output is complete, the setting sound will not be overwritten by the standby or start sound, and the setting sound and standby sound can be output simultaneously, allowing the player to appropriately understand through hearing that the insertion of electronic tokens and the operation of the start switch 118 have been accepted. In this configuration, the start sound is assigned to layer 1, and the stop sound is assigned to layer 0. Therefore, for example, if a special effect is performed, such as delaying the start sound from the start of reel rotation (a so-called delay), and the stop sound output begins before the start sound output is complete, the start sound will not be overwritten by the stop sound, and the start and stop sounds can be output simultaneously, allowing the player to appropriately understand through hearing that the reels 110 have started rotating and that the operation of the stop switch 120 has been accepted. In this configuration, the stop sound is assigned to layer 0, and the winning sound is assigned to layer 1. Therefore, even if the output of the winning sound starts before the output of the stop sound is completed, the stop sound will not be overwritten by the winning sound, and the stop sound and the winning sound can be output simultaneously, allowing the player to appropriately understand through hearing that the stop switch 120 has been accepted and that electronic tokens have been dispensed.

[0199] Figures 19 to 21 are timing charts to explain the sound switching during the AT (Automatic Transmission) performance state. The sound switching for layers 0 and 1 is the same as in Figure 18, except that the standby sound is not output, so a detailed explanation of that will be omitted, and here we will explain in particular the sound switching for layers 14 and 15. For example, when the player operates the start switch 118, the first auxiliary voice is assigned to layer 14 and the first auxiliary effect is assigned to layer 15. Subsequently, when the player performs the first stop operation on the stop switch 120 according to the first auxiliary voice, the second auxiliary voice is assigned to layer 14 and the second auxiliary effect is assigned to layer 15. Subsequently, when the player performs the second stop operation on the stop switch 120 according to the second auxiliary voice, the third auxiliary voice is assigned to layer 14 and the third auxiliary effect is assigned to layer 15. Subsequently, when the player performs the third stop operation on the stop switch 120 according to the third auxiliary voice, the fourth auxiliary effect is assigned to layer 15. Next, when the player releases the third stop operation of the stop switch 120, and the determination means 218 determines that a winning combination involving the payout of electronic tokens has been achieved, the fourth auxiliary voice is assigned to layer 14.

[0200] Here, the first, second, third, and fourth auxiliary voices are all assigned to the same layer 14. Therefore, when an auxiliary voice is already assigned to layer 14, if another stop switch 120 is operated, the auxiliary voice based on the operation of that stop switch 120 will be overwritten, and the auxiliary voice before the overwrite will be interrupted. This allows the auxiliary voices to be output exclusively with different timings. Also, here, the first, second, third, and fourth auxiliary effects are all assigned to the same layer 15. Therefore, when an auxiliary effect is already assigned to layer 15, if another stop switch 120 is operated, the auxiliary effect based on the operation of that stop switch 120 will be overwritten, and the auxiliary effect before the overwrite will be interrupted. This allows the auxiliary effects to be output exclusively with different timings.

[0201] For example, as shown in Figure 20(a), if the player performs a first stop operation on the stop switch 120, assigns the second auxiliary voice to layer 14, and assigns the second auxiliary effect to layer 15, but then performs a second stop operation on the stop switch 120 before the output of the second auxiliary voice and second auxiliary effect is completed, that is, if the time between the first stop operation of the stop switch 120 and the second stop operation of the stop switch 120 is less than the predetermined time (the time until the output of either the second auxiliary voice or the second auxiliary effect is completed), then in layer 14, the second auxiliary voice will be overwritten (converted) to the third auxiliary voice, and in layer 15, the second auxiliary effect will be overwritten (converted) to the third auxiliary effect, and the second auxiliary voice and second auxiliary effect before being overwritten will be interrupted. In this way, it is possible to effectively prevent auxiliary voices and auxiliary effects that have the same properties in the sense of being the result of operating the stop switch 120 from overlapping and sounding annoying.

[0202] Furthermore, as shown in Figure 20(b), if the player performs the second stop operation on the stop switch 120, assigns the third auxiliary voice to layer 14, and assigns the third auxiliary effect to layer 15, but the player performs the third stop operation on the stop switch 120 before the output of the third auxiliary voice and third auxiliary effect is completed, that is, if the time between the second stop operation of the stop switch 120 and the third stop operation of the stop switch 120 is less than the predetermined time (the time until the output of the third auxiliary effect is completed), then in layer 15, the third auxiliary effect will be overwritten by the fourth auxiliary effect, and the third auxiliary effect before the overwrite will be interrupted. This effectively prevents auxiliary effects that are similar in nature in terms of operation of the stop switch 120 from overlapping and sounding annoying. However, when the player starts the third stop operation of the stop switch 120, no sound is overwritten in layer 14, so the third auxiliary voice continues to be output.

[0203] Furthermore, as shown in Figure 21(a), if the player performs the third stop operation on the stop switch 120, and the fourth auxiliary effect is assigned to layer 15, but the player releases the third stop operation on the stop switch 120 before the fourth auxiliary effect is completed—that is, if the time from when the stop switch 120 is performed the third stop operation until the third stop operation on the stop switch 120 is released is less than the predetermined time (the time until the output of the fourth auxiliary effect is completed)—then the fourth auxiliary voice is output in layer 14. Here, since no new sound is overwritten in layer 15, the fourth auxiliary effect continues to be output. Therefore, even if the output of the fourth auxiliary voice starts before the output of the fourth auxiliary effect is completed, the fourth auxiliary effect will not be overwritten by the fourth auxiliary voice, and the fourth auxiliary effect and the fourth auxiliary voice can be output simultaneously, allowing the player to appropriately understand through hearing that the operation of the stop switch 120 has been accepted and that electronic tokens have been dispensed.

[0204] Furthermore, as shown in Figure 21(b), if the player performs a second stop operation on the stop switch 120, assigns the third auxiliary voice to layer 14, assigns the third auxiliary effect to layer 15, and then, before the third auxiliary voice is completed, the player performs a third stop operation on the stop switch 120 and then releases it. In other words, if the time from when the stop switch 120 is performed a second stop operation until the third stop operation of the stop switch 120 is released is less than the predetermined time (the time until the output of either the third auxiliary effect or the third auxiliary voice is completed), then first, in response to the player starting the third stop operation on the stop switch 120, the fourth auxiliary effect is overwritten in layer 15, and the third auxiliary effect before it is overwritten is interrupted. Subsequently, in response to the player releasing the third stop operation on the stop switch 120, the third auxiliary voice in layer 14 is overwritten by the fourth auxiliary voice, and the third auxiliary voice before it is overwritten is interrupted. This effectively prevents auxiliary effects and auxiliary voices that are similar in nature in that they represent the result of operating the stop switch 120 from overlapping and sounding annoying. Furthermore, it allows for the appropriate notification of the fourth auxiliary voice indicating that the player has gained a profit.

[0205] However, there is at least a wait time between the first auxiliary voice and the second auxiliary voice, and between the first auxiliary effect and the second auxiliary effect, and they do not overlap. Therefore, the player can appropriately understand through hearing that the operation of the start switch 118 and the operation of the stop switch 120 have been accepted. In this way, by assigning audio data with separated output timings to the same layer, it is possible to prevent an increase in the number of layers.

[0206] Furthermore, the first, second, third, and fourth auxiliary voices each correspond to the first, second, third, and fourth auxiliary effects, respectively, and are assigned to different layers than the former and the latter. Therefore, for example, even if the second auxiliary voice and the second auxiliary effect are output simultaneously, the player can hear both sounds and appropriately understand through hearing that there has been notification of the stop switch 120 to be stopped and that the operation of the stop switch 120 has been accepted.

[0207] Here, we explained that the first auxiliary voice and the first auxiliary effect correspond to each other, and that they are assigned to different layers, allowing the player to hear both sounds. However, although both the first auxiliary voice and the first auxiliary effect are started in response to the start switch 118, strictly speaking, the start timing of the first auxiliary voice is set to be delayed by, for example, about two frames compared to the start timing of the first auxiliary effect. Therefore, the player will first hear the first auxiliary effect, for example, a "ping" sound, and then hear the first auxiliary voice, for example, "middle," which indicates the position of the stop switch 120 to be stopped. In this way, by outputting both the first auxiliary voice and the first auxiliary effect in response to the operation of the start switch 118, but with different start timings, the player can understand that the start switch 118 has been operated and clearly recognize the position of the stop switch 120 to be stopped. This type of sound output allows the first auxiliary voice to effectively fulfill its role as a sound that complements the auxiliary effects.

[0208] Furthermore, in the AT performance state, the second auxiliary effect corresponds to the stop sound corresponding to the first stop operation of the stop switch 120, and each is assigned to a different layer. Similarly, the third auxiliary effect corresponds to the stop sound corresponding to the second stop operation of the stop switch 120, and each is assigned to a different layer. The fourth auxiliary effect corresponds to the stop sound corresponding to the third stop operation of the stop switch 120, and each is assigned to a different layer. Additionally, the fourth auxiliary voice corresponds to the winning sound corresponding to the release of the third stop operation of the stop switch 120, and each is assigned to a different layer. Therefore, even if, for example, the fourth auxiliary voice and the winning sound are output simultaneously, the player can hear both sounds, and thus appropriately grasp through hearing that a predetermined winning combination has been achieved and the result of the winning combination.

[0209] Here, we explained that the fourth auxiliary voice and the winning sound correspond to each other, and that they are assigned to different layers, allowing the player to hear both sounds. However, although both the fourth auxiliary voice and the winning sound are triggered by the release of the third stop operation of the stop switch 120, strictly speaking, the start timing of the fourth auxiliary voice is set to be about two frames later than the start timing of the winning sound. Therefore, the player first hears the winning sound, for example, a sound like "da-da-da-da-da-da-da," and then hears the fourth auxiliary voice, for example, "Not bad," which notifies the player that they have won the correct combination by operating the stop switch 120 according to the auxiliary effect. In this way, by outputting both the fourth auxiliary voice and the winning sound in response to winning a predetermined combination and releasing the third stop operation of the stop switch 120, but with different start timings, the player can grasp that a predetermined combination has been won and clearly recognize that the correct combination has been won. This type of sound output allows the fourth auxiliary voice to effectively fulfill its role as a sound that complements the winning sound.

[0210] In the above explanation, the performance control means 254 assigned a start sound to layer 1 of the sound circuit 240f when the reels 110 started rotating in response to the operation of the start switch 118, regardless of whether the performance control means 254 was in an AT performance state or a non-AT performance state. Here, the volume of the start sound may be made different for the AT performance state and the non-AT performance state. For example, in the AT performance state, the volume of the background BGM and performance BGM may be louder than in the non-AT performance state in order to emphasize that the game is being played in a way that is advantageous to the player. In this case, by making the volume of the start sound assigned to layer 1 in the AT performance state louder than the volume of the start sound assigned to layer 1 in the non-AT performance state, the start sound will not be buried by the background BGM and performance BGM, and the player will be able to properly perceive the start sound. With this configuration, for example, even if a so-called delayed performance sound occurs, where the start sound is intentionally delayed from the actual start of rotation of the reels 110, the player will be able to hear the delayed performance sound more easily, thereby improving the gameplay experience.

[0211] Furthermore, it was explained that in the AT (Attack Time) performance state, the fourth auxiliary voice and the winning sound correspond to each other, and since the fourth auxiliary voice and the winning sound are assigned to different layers, the player can hear both sounds. The relationship between the loudness (volume) of the fourth auxiliary voice and the winning sound is set so that winning sound > fourth auxiliary voice. Therefore, the player will hear the winning sound, for example, a sound like "da da da da da da da," at a high volume. In this way, when a predetermined winning combination is won and the third stop operation of the stop switch 120 is released, both the fourth auxiliary voice and the winning sound are output, but their volumes are made different. This allows the player to clearly recognize that they have won the correct combination by recognizing the volume of the sound and the number of repetitions of the sound ("da"), indicating that they have won a predetermined number of electronic medals as a game prize. With this sound output method, the winning sound can appropriately perform its role in emphasizing the game prize.

[0212] Furthermore, it was explained here that in the AT performance state, the first, second, third, and fourth auxiliary effects are assigned to the same layer 15. The relationship between the volume of sound of the first auxiliary effect and the other auxiliary effects is set so that first auxiliary effect > (second auxiliary effect, third auxiliary effect, and fourth auxiliary effect). Therefore, the player will hear the first auxiliary effect, for example, a "ping" sound, at a high volume. In the slot machine 100, a lottery for the winning type is conducted based on the operation of the start switch 118. A lottery for transitioning to the AT performance state is also conducted based on the operation of the start switch 118. Furthermore, in the AT performance state, if the winning type "batting order bell" is won based on the operation of the start switch 118, it is confirmed that an auxiliary performance will be executed, and that a large game profit can be obtained by following the auxiliary performance. Thus, whether or not a game profit can be obtained in the progress of the game largely depends on the operation of the start switch 118. Therefore, players can recognize by the volume of the sound that they have operated the start switch 118, which performs various draws, at the desired timing. This type of sound output makes it possible to appropriately enhance the game from the very beginning.

[0213] In the AT (Attack Time) performance state, when the player operates the start switch 118, the first auxiliary voice and first auxiliary effect are output. Then, when the player operates the stop switch 120 according to the auxiliary performance, each auxiliary voice and each auxiliary effect are output, while the output of each stop sound is limited (muted or reduced). Specifically, let's take the example where the player wins the "Batting Order Bell A1" type in response to the player's operation of the start switch 118, and the performance control means 254 notifies the correct operation pattern "Batting Order 3" as an auxiliary performance. At this time, the first auxiliary voice and first auxiliary effect are output in response to the player's operation of the start switch 118, the second auxiliary voice and second auxiliary effect are output in response to the player's first stop operation of the stop switch 120b, the third auxiliary voice and third auxiliary effect are output in response to the player's second stop operation of the stop switch 120a, and the fourth auxiliary effect is output in response to the player's third stop operation of the stop switch 120c. Here, the stop sound is limited in order to relatively emphasize the second, third, and fourth auxiliary effects. However, if the player does not follow the auxiliary effects, the output of subsequent auxiliary voices and effects is limited, and a stop sound is output instead. For example, if the player mistakenly performs the first stop operation with stop switch 120a, the output of the second auxiliary voice and second auxiliary effect, which should be output in accordance with the first stop operation, is limited because it is considered an operation different from the correct operation. Only the stop sound corresponding to the first stop operation, which should not be output, is output. In this way, by limiting the output of the second auxiliary voice and second auxiliary effect, the player realizes that they have performed an operation different from the correct operation and may have missed out on the game benefits they should have received. Here, it is possible to create a sense of disappointment in the player from the moment they operate stop switch 120, encouraging them to perform the operation in the correct manner. Note that even in AT performance state, if the player does not win a type of prize that is the target of the auxiliary effects and the auxiliary effects are not executed, the auxiliary voices and auxiliary effects are not output, and instead, the stop sounds are output.

[0214] (Display format) In the AT performance state, the performance control means 254 performs auxiliary performances through the image circuit 240e in addition to the sound circuit 240f described above.

[0215] Figure 22 is an explanatory diagram illustrating an example of an auxiliary effect during the AT (Automatic Trigger) performance state. Here, it is assumed that in response to the player's operation of the start switch 118, the winning type "Bat Order Bell A1" in the winning area 5 is determined in the winning type lottery. The performance control means 254 notifies the player of the correct operation mode, Bat Order 3, through an auxiliary effect, and the player can win the correct winning role, "Small Role 1," by operating the stop switch 120 according to the auxiliary effect.

[0216] In the auxiliary effects, the effects control means 254 displays the first auxiliary image 410, the second auxiliary image 412, the third auxiliary image 414, and the fourth auxiliary image 416 on the liquid crystal display unit 132 via the image circuit 240e. Here, the first auxiliary image 410, the second auxiliary image 412, and the third auxiliary image 414 indicate the order in which the stop switch 120 should be operated. Specifically, the first auxiliary image 410 indicates that the stop switch 120 should be operated as a first stop, represented by, for example, the number "1," and is positioned on the liquid crystal display unit 132 at the location corresponding to the stop switch 120 to be operated as a first stop in the correct operation mode (here, for example, stop switch 120b). The second auxiliary image 412 indicates that the stop switch 120 should be operated as a second stop, represented by, for example, the number "2," and is positioned on the liquid crystal display unit 132 at the location corresponding to the stop switch 120 to be operated as a second stop in the correct operation mode (here, for example, stop switch 120a). The third auxiliary image 414 indicates that the stop switch 120 is to be stopped for the third time, represented by, for example, the number "3," and is positioned on the liquid crystal display 132 at the location corresponding to the stop switch 120 to be stopped for the third time in the correct operation mode (here, for example, stop switch 120c). The fourth auxiliary image 416 is an image that notifies the result of the winning combination, for example, the word "GET" which notifies the player that the correct combination has been won by operating the stop switch 120 according to the auxiliary effect.

[0217] When the player operates the start switch 118, as shown in Figure 22(a), the performance control means 254 starts displaying the first auxiliary image 410, the second auxiliary image 412, and the third auxiliary image 414, respectively. Then, it enlarges the first auxiliary image 410 to a predetermined first size, and enlarges the second and third auxiliary images 412 and 414 to a predetermined second size. Here, the first size is larger than the second size. Therefore, the player can see the first auxiliary image 410 at the relatively large first size and perform the first stop operation of the stop switch 120. The performance control means 254 then causes the first auxiliary image 410, the second auxiliary image 412, and the third auxiliary image 414 to fluctuate until the stop switch 120 is operated. Here, the fluctuation is caused by periodically swinging the front of the first auxiliary image 410, the second auxiliary image 412, and the third auxiliary image 414 from side to side without changing their actual size. However, not limited to such cases, it is sufficient if the first auxiliary image 410, the second auxiliary image 412, and the third auxiliary image 414 are recognized as not being stationary, and various types of variation can be applied, such as changing the size or shape of the first auxiliary image 410, the second auxiliary image 412, and the third auxiliary image 414, shaking them up and down, rotating them left and right or up and down, rotating or shaking them clockwise or counterclockwise around the center of the image as the central axis, or even combining these.

[0218] As shown in Figure 22(b), when the player performs the first stop operation on the stop switch 120b, the performance control means 254 stops the variation of the first auxiliary image 410, the second auxiliary image 412, and the third auxiliary image 414. By stopping the first auxiliary image 410, the second auxiliary image 412, and the third auxiliary image 414, the player can appropriately understand that the operation of the stop switch 120 has been accepted. Then, the performance control means 254 transitions the first auxiliary image 410 from a displayed state to a hidden state (a state where it is not displayed). This process, in which the first auxiliary image 410, the second auxiliary image 412, and the third auxiliary image 414 transition from a displayed state to a hidden state over a predetermined period of time (gradually disappearing), is sometimes called "hiding". Here, as an example of hiding, the transparency of the first auxiliary image 410 is gradually increased until it reaches 100% transparency, and the first auxiliary image 410 is erased. In parallel with hiding the first auxiliary image 410, the performance control means 254 enlarges the second auxiliary image 412 to the first size while maintaining the size of the third auxiliary image 414. Here, by hiding the first auxiliary image 410 corresponding to the operated stop switch 120b and enlarging the second auxiliary image 412 corresponding to the stop switch 120a to be operated next, the player can properly grasp which stop switch 120a to operate without repeatedly operating the stop switch 120b. Here, an example of gradually increasing the transparency of the first auxiliary image 410 has been given as a way to hide it, but it is sufficient as long as the image gradually becomes less noticeable and eventually disappears, for example, the size of the image may gradually decrease, the shape may gradually become rounder, the image may split and become smaller overall, it may switch to another image, or a combination of these may be adopted. For example, the performance control means 254 may switch the first auxiliary image 410 to another image that abstracts the concept of the slot machine 100, enlarge the other image, and then gradually increase its transparency. The performance control means 254 then changes the second auxiliary image 412 and the third auxiliary image 414 again until the stop switch 120 is operated.

[0219] As shown in Figure 22(c), when the player performs the second stop operation by pressing the stop switch 120a, the performance control means 254 stops the fluctuations of the second auxiliary image 412 and the third auxiliary image 414. The performance control means 254 then gradually increases the transparency of the second auxiliary image 412 until it is completely erased. In parallel with this, the performance control means 254 enlarges the third auxiliary image 414 to its first size. The performance control means 254 then causes the third auxiliary image 414 to fluctuate again until the stop switch 120 is operated next.

[0220] As shown in Figure 22(d), when the player performs the third stop operation on the stop switch 120c, the performance control means 254 stops the variation of the third auxiliary image 414, gradually increases its transparency, and finally erases it. Then, when the player releases the third stop operation on the stop switch 120, the performance control means 254 displays the fourth auxiliary image 416 on the liquid crystal display unit 132.

[0221] Figures 23 and 24 are timing charts illustrating the switching of sound and images during the AT (Automatic Transmission) performance state. The switching of sound for layers 0, 1, 14, and 15 is the same as in Figures 19 and 20(b), so a detailed explanation is omitted. Here, we will focus on explaining the switching of the first auxiliary image 410, the second auxiliary image 412, the third auxiliary image 414, and the fourth auxiliary image 416. Here, too, we assume that in response to the player's operation of the start switch 118, the winning type lottery results in the winning type "Bat Order Bell A1" in winning area 5. The performance control means 254 notifies the correct operation mode, bat order 3, through an auxiliary performance, and the player can win the correct winning role, "Small Role 1," by operating the stop switch 120 according to the auxiliary performance.

[0222] As shown in Figure 23, when the player operates the bet switch 116, the performance control means 254 outputs a setting sound from the speaker 134. Subsequently, when the player operates the start switch 118, the performance control means 254 outputs the first auxiliary voice and the first auxiliary effect from the speaker 134 and starts displaying the first auxiliary image 410 on the liquid crystal display unit 132. The performance control means 254 then enlarges the first auxiliary image 410, stops enlarging when the first auxiliary image 410 reaches the first size, and starts displaying the second auxiliary image 412 on the liquid crystal display unit 132. The performance control means 254 then enlarges the second auxiliary image 412, stops enlarging when the second auxiliary image 412 reaches the second size, and starts displaying the third auxiliary image 414 on the liquid crystal display unit 132. Then, the performance control means 254 enlarges the third auxiliary image 414 until it reaches its second size, and once the enlargement of the first auxiliary image 410, the second auxiliary image 412, and the third auxiliary image 414 is complete, it starts the variation of the first auxiliary image 410, the second auxiliary image 412, and the third auxiliary image 414. At this time, the timing at which the enlargement of the first auxiliary image 410, the second auxiliary image 412, and the third auxiliary image 414 is completed is set to be later than the timing at which the first auxiliary voice and the first auxiliary effect complete their output. In this case, the timing at which the enlargement of the first auxiliary image 410 is completed is earlier than the timing at which the output of the first auxiliary voice and the first auxiliary effect is completed, but the timing at which the enlargement of the first auxiliary image 410 is completed may be set to be later than the timing at which the output of the first auxiliary voice and the first auxiliary effect is completed.

[0223] By the way, a player cannot start the next game until a predetermined wait time (for example, 4.1 seconds) has elapsed since the previous game. Here, by shortening the interval between operating the bet switch 116, start switch 118, and stop switch 120, the player can play in so-called full-wait mode, so that the game time for one game does not exceed the wait time (4.1 seconds). In this way, when a player plays in full-wait mode, the reels 110 will start rotating after the enlargement of all three auxiliary images 410, 412, and 414 has been completed. When the reels 110 start rotating, the performance control means 254 outputs a start sound from the speaker 134.

[0224] In this manner, when the start switch 118 is operated at the timing of full weight, the performance control means 254 starts outputting the first auxiliary effect and the first auxiliary voice, and starts enlarging the first auxiliary image 410, the second auxiliary image 412, and the third auxiliary image 414 in response to the operation. After the output of the first auxiliary effect and the first auxiliary voice is completed, the performance control means 254 completes the enlargement of all of the first auxiliary image 410, the second auxiliary image 412, and the third auxiliary image 414 in response to the operation of the start switch 118. After the enlargement of all of the first auxiliary image 410, the second auxiliary image 412, and the third auxiliary image 414 in response to the operation of the start switch 118 is completed, the performance control means 254 starts outputting the start sound. With this configuration, the player can appropriately understand, both audibly and visually, that the start switch 118 has been accepted and that the reels 110 have started to rotate in response.

[0225] Next, when the player performs the first stop operation on the stop switch 120, the performance control means 254 outputs a stop sound, a second auxiliary voice, and a second auxiliary effect from the speaker 134, stops the fluctuations of the first auxiliary image 410, the second auxiliary image 412, and the third auxiliary image 414, gradually increases the transparency of the first auxiliary image 410, and enlarges the second auxiliary image 412 to its first size. Then, the performance control means 254 makes the second auxiliary image 412 and the third auxiliary image 414 fluctuate again. When the player performs the second stop operation on the stop switch 120, the performance control means 254 outputs a stop sound, a third auxiliary voice, and a third auxiliary effect from the speaker 134, stops the fluctuations of the second auxiliary image 412 and the third auxiliary image 414, gradually increases the transparency of the second auxiliary image 412, and enlarges the third auxiliary image 414 to its first size. Then, the performance control means 254 changes the third auxiliary image 414 again. Also, when the player performs the third stop operation on the stop switch 120, the performance control means 254 outputs a stop sound and a fourth auxiliary effect from the speaker 134, stops the changing of the third auxiliary image 414, and gradually increases the transparency of the third auxiliary image 414.

[0226] Next, when the player releases the third stop operation of the stop switch 120, the performance control means 254 outputs the winning sound and the fourth auxiliary voice from the speaker 134, and displays the fourth auxiliary image 416 on the liquid crystal display unit 132.

[0227] In Figure 23, an example is shown in which the transparency of the second auxiliary image 412 is gradually increased in response to the operation of the stop switch 120, and after the second auxiliary image 412 is hidden, the transparency of the third auxiliary image 414 is gradually decreased in response to the next operation of the stop switch 120. However, if the interval between the player's operations of the stop switch 120 is short and the next stop switch 120 is operated before the second auxiliary image 412 is completely hidden, the gradual increase in the transparency of the second auxiliary image 412 may be interrupted, and it may be immediately hidden.

[0228] For example, as shown in Figure 24, if the player operates the stop switch 120 to the second stop position, and the transparency of the second auxiliary image 412 begins to gradually increase, but before the transparency of the second auxiliary image 412 reaches 100% (becomes invisible), and the player operates the stop switch 120 to the third stop position, that is, if the time from when the stop switch 120 is operated to the third stop position is less than the predetermined time (the time until the display of the second auxiliary image 412 ends), the performance control means 254 stops the variation of the third auxiliary image 414, begins to gradually increase the transparency of the third auxiliary image 414, and, as shown by the dashed circle in Figure 24, interrupts the gradual increase in the transparency of the second auxiliary image 412, immediately making the second auxiliary image 412 invisible. In this way, by immediately making the second auxiliary image 412 corresponding to the operated stop switch 120 invisible, the player can appropriately grasp which stop switch 120 was most recently operated. Furthermore, as shown in Figure 24, the stopping sound of Layer 0 and the interruption of the third auxiliary effect of Layer 15 coincide with the interruption of the gradual increase in the transparency of the second auxiliary image 412, thus allowing for a balance in the expressive effects of sound and images.

[0229] However, unlike when the player performs the first or second stop operation on the stop switch 120, when the player performs the third stop operation on the stop switch 120, the player's operation for one game is complete, and the player does not need to operate any other stop switches 120. Therefore, even if the player releases the third stop operation on the stop switch 120 after the player has performed the third stop operation on the stop switch 120 and the transparency of the third auxiliary image 414 has started to gradually increase, but before the transparency of the third auxiliary image 414 reaches 100% (becomes invisible), the performance control means 254 does not interrupt the gradual increase in the transparency of the third auxiliary image 414, but continues to increase it.

[0230] In this explanation, we have described an example where the gradual increase in the transmittance of the second auxiliary image 412 is interrupted when the stop switch 120 is stopped by the player. However, the gradual increase in the transmittance of the second auxiliary image 412 may continue regardless of the player's operation of the stop switch 120 to the third position.

[0231] Thus, the slot machine 100 includes a start switch 118, a stop switch 120, sound output means (e.g., sound circuit 240f, speaker 134), display means (e.g., image circuit 240e, liquid crystal display unit 132), and performance control means 254 that control the performances performed by the sound output means and the display means. The performance control means 254 causes the sound output means and the display means to perform predetermined auxiliary performances related to the operation sequence of the stop switch 120 (e.g., performances related to the first stop operation, second stop operation, and third stop operation) and the operation results (e.g., performances related to the release of the third stop operation). In the auxiliary effects, the sound output means outputs multiple auxiliary voices (e.g., 1st auxiliary voice, 2nd auxiliary voice, 3rd auxiliary voice, 4th auxiliary voice) and multiple auxiliary effects (e.g., 1st auxiliary effect, 2nd auxiliary effect, 3rd auxiliary effect, 4th auxiliary effect), and the display means displays multiple auxiliary images (e.g., 1st auxiliary image 410, 2nd auxiliary image 412, 3rd auxiliary image 414, 4th auxiliary image 416). In the auxiliary effects, when the stop switch 120 to be operated second is turned ON, the sound output means outputs the 3rd auxiliary voice The output of the chair and the third auxiliary effect is started, and when the third stop switch 120 to be operated is turned ON, the output of the fourth auxiliary effect is started, and when the third stop switch 120 to be operated is turned OFF, the output of the fourth auxiliary voice is started, and in the auxiliary effect, when the second stop switch 120 to be operated is turned ON, the display means starts to gradually erase the displayed second auxiliary image 412, when the third stop switch 120 to be operated is turned ON, the display starts to gradually erase the displayed third auxiliary image 414, and when the third stop switch 120 to be operated is turned OFF, the display starts to show the fourth auxiliary image 416, and in the auxiliary effect, if the time from when the second stop switch 120 to be operated is turned ON until the third stop switch 120 to be operated is turned ON is less than the first predetermined time (the time until which of the third auxiliary effect and the second auxiliary image 412 finishes its notification first), the sound output means and the display means interrupt the output of the third auxiliary effect and start the output of the fourth auxiliary effect in response to the ON of the third stop switch 120 to be operated.The display of gradually erasing the second auxiliary image 412 is interrupted and erased, and the display of gradually erasing the third auxiliary image 414 is started.

[0232] Furthermore, in the slot machine 100, if the time from when the second stop switch 120 to be operated is turned ON until the third stop switch 120 to be operated is turned OFF is less than the second predetermined time (a time that is longer than the first predetermined time, when the notification of the fourth auxiliary effect has not finished, when the notification of the third auxiliary image has not finished, and until the third auxiliary voice finishes), the sound output means and display means may interrupt the output of the third auxiliary voice and start the output of the fourth auxiliary voice in response to the OFF of the third stop switch 120 to be operated, without interrupting the output of the fourth auxiliary effect, and without interrupting the display that gradually erases the third auxiliary image 414.

[0233] Furthermore, the slot machine 100 includes a start switch 118, reels 110, a stop switch 120, sound output means (e.g., sound circuit 240f, speaker 134), display means (e.g., image circuit 240e, liquid crystal display unit 132), and performance control means 254 that control the performances performed by the sound output means and the display means. The performance control means 254 causes the sound output means and the display means to perform predetermined auxiliary performances related to the operation sequence of the stop switch 120 (e.g., performances related to the first stop operation, second stop operation, third stop operation). In the auxiliary performances, the sound output means outputs a rotation start sound (e.g., start sound), a plurality of auxiliary voices (e.g., first auxiliary voice, second auxiliary voice, third auxiliary voice), and a plurality of auxiliary effects (e.g., first auxiliary effect, second auxiliary effect, third auxiliary effect, fourth auxiliary effect), and the display means displays a plurality of auxiliary images (navigation "1", "2", "3"). When the start switch 118 is turned ON, the first auxiliary voice and first auxiliary effect are outputted, and when the reels 110 start to rotate, the rotation start sound is outputted. In the auxiliary effects, when the start switch 118 is turned ON, the display means starts to enlarge the first auxiliary image 410, the second auxiliary image 412, and the third auxiliary image 414. In the auxiliary effects, if the time from when the start switch 118 was turned ON in the previous game until when the start switch 118 is turned ON in the current game is less than the third predetermined time (the so-called full weight wait time (4.1 seconds)), the sound output means and display means, in response to the turn on of the start switch 118, complete the enlargement of the first auxiliary image 410, the second auxiliary image 412, and the third auxiliary image 414 after the output of the first auxiliary voice and first auxiliary effect is completed, and then start the rotation start sound after the enlargement of the first auxiliary image 410, the second auxiliary image 412, and the third auxiliary image 414 is completed.

[0234] Furthermore, the slot machine 100 includes a performance state control means for determining one of the performance states, which includes an AT performance state in which auxiliary performances can be performed, and a non-AT performance state in which auxiliary performances cannot be performed. The volume of the rotation start sound in the AT performance state is different from the volume of the rotation start sound in the non-AT performance state, and the volume of the rotation start sound in the AT performance state may be greater than the volume of the rotation start sound in the non-AT performance state.

[0235] Furthermore, in the slot machine 100, in the auxiliary effects, the display means may start displaying the first auxiliary image 410 periodically after the enlargement of the first auxiliary image 410 is complete, and when the stop switch 120 to be operated first is turned ON while the first auxiliary image 410 is periodically changing, the change of the first auxiliary image 410 will stop, and while the change of the first auxiliary image 410 has stopped, a display may start that gradually erases the first auxiliary image 410 that was displayed.

[0236] Preferred embodiments of the present invention have been described above with reference to the attached drawings, but it goes without saying that the present invention is not limited to these embodiments. It will be obvious to those skilled in the art that various modifications or alterations can be conceived within the scope of the claims, and these will naturally also fall within the technical scope of the present invention.

[0237] Furthermore, although the above-described embodiment uses an example where there are three stop switches 120 and three reels 110 (left reel 110a, middle reel 110b, right reel 110c), the invention is not limited to this case and can also be applied to cases where there are four stop switches 120 and four reels 110 (first reel, second reel, third reel, fourth reel) or five or more reels. In this case, the last stop operation becomes the fourth stop operation, and the processes corresponding to the start and release of the third stop operation in the above-described embodiment are performed in accordance with the start and release of the fourth stop operation.

[0238] Furthermore, in the above-described embodiment, the main control board 200, the sub-control board 240, and the medal count control board 260 are arranged to share the functions necessary for advancing the game. However, the functions of the main control board 200 may be distributed to the sub-control board 240 or the medal count control board 260, the functions of the sub-control board 240 may be distributed to the main control board 200 or the medal count control board 260, or the functions of the medal count control board 260 may be distributed to the main control board 200 or the sub-control board 240. In addition, all functions can be combined and distributed on a single control board.

[0239] Furthermore, although the above-described embodiment was explained using an example of application to a slot machine 100, it can also be applied to a so-called smart pachinko machine, which is a sealed-circulation type pachinko machine that allows the player to play without touching the game balls. This smart pachinko machine includes a game board in which a game area is formed through which game balls flow, a large prize opening provided in the game area into which game balls can be entered, an opening / closing member for opening and closing the large prize opening, and a large prize opening control means that, when predetermined conditions are met, controls the opening / closing member to open and close and executes a large prize game consisting of multiple rounds in which the large prize opening is opened. In smart pachinko, by applying a frame control board, counting switch, and game ball count display device that have the same functions as the medal count control board 260, counting switch 126, and game medal count display device 128, respectively, in smart pachislo as a slot machine 100, it becomes possible to play without circulating game balls between smart pachinko and a dedicated unit, just like in smart pachislo. The game ball count display device is a display device that displays the total number of electronic game balls that can be used for gameplay. The game ball count corresponds to the number of game values ​​that can be used for gameplay. In the slot machine 100, the example of providing the counting switch 126 and the game medal count display device 128 on the control unit mounting base 112 was given, but in smart pachinko, the counting switch and the game ball count display device may be provided on the upper tray (not shown), for example, near the directional keys (effect switch).

[0240] Furthermore, the processes performed by the main control board 200, sub-control board 240, and medal count control board 260 described above do not necessarily have to be processed chronologically in the order described in the flowchart, and may include parallel processing or processing by subroutines. [Explanation of symbols]

[0241] 100 slot machines (gaming machines) 110 Reels 116 Bed switch 116 118 Start switch 120 Stop switch 126 Counting switch 132 LCD display section 134 speakers 144 Power supply 200 Main control board 200a Main CPU 212 Betting Methods 216 Reel control means 240 Sub-control board 240a Sub-CPU 254 Performance control means 260 Medal Count Control Board 260a Medal CPU 300 Dedicated Unit 316 Rental Switch

Claims

[Claim 1] A reel control means that controls the rotation of multiple reels, each with multiple types of patterns arranged on them, in response to the operation of a start switch, and controls the stopping of each reel corresponding to the operated stop switch in response to the operation of a stop switch, A means for holding the number of bets, A means for holding the number of credits, A counting switch for performing a counting process that transfers at least a portion of the aforementioned number of credits to an external device, A performance control means for controlling the output of sound related to the performance, Equipped with, The counting process is executed in response to the operation of the counting switch. The aforementioned performance control means is If the number of bets is 0 and a replay has not occurred, a count update sound indicating that the counting process is being executed will be output while the counting process is being executed, and when the number of credits becomes 0, a count completion sound indicating that the counting process has been completed will be output. A gaming machine that, when the number of bets is 1 or more, or when a replay occurs, outputs the count update sound while the counting process is being executed, but does not output the count completion sound even if the number of credits becomes 0.