Gaming machine

JP7906302B2Active Publication Date: 2026-08-18OLYMPIA KK
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Patent Information

Application Number
JP2024096506
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-06-14
Publication Date
2026-08-18
Estimated Expiration
2040-05-07

AI Technical Summary

Benefits of technology

【0010】 本発明によれば、出玉性能を適切に管理することができる。

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game machine of which output ball performance is properly managed.SOLUTION: A game machine is provided, including: inner lottery means for performing an inner lottery that determines whether a symbol combination is won or not; instruction function control means for controlling the performance of an instruction presentation that assists a winning of a predetermined symbol combination; and presentation state control means for exercising a control that causes a shifting of a presentation state among a plurality of presentation states including an instruction presentation state in which the instruction presentation is performed. If a specific result is obtained in the inner lottery in the instruction presentation state, and if operation is made in an operation manner that enables a winning of the predetermined symbol combination in a game in which the instruction presentation is not performed, in a game next to this game, even if the specific result is obtained in the inner lottery, a control is exercised so that the instruction presentation is not to be performed.SELECTED DRAWING: Figure 22
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Description

Technical Field

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

Background Art

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

[0003] : Further, there is known a slot machine provided with an AT effect state (instruction effect state), which is an effect state in which a batting order navigation effect (instruction effect) for assisting the winning of a specific combination can be executed when winning a specific combination. In such a slot machine, since the batting order navigation effect is performed in the AT effect state, it becomes easy for the player to win the specific combination, and the medals can be increased.

[0004] On the other hand, there is known a slot machine in which the number of game times in the AT effect state is limited. That is, the game section is divided into a non-favorable section and a favorable section, and it is possible to shift to the AT effect state and perform the batting order navigation effect only in the favorable section. When the upper limit value (for example, 1500 times) of the number of game times in the favorable section is reached, some shift to the non-favorable section (for example, Patent Document 1).

Prior Art Documents

Patent Documents

[0005]

Patent Document 1

Summary of the Invention

[0006] By the way, gaming machines require proper management of their payout performance.

[0007] This invention has been made in view of the above circumstances, and aims to provide a gaming machine in which the payout performance is appropriately controlled. [Means for solving the problem]

[0008] To achieve the aforementioned objective, the gaming machine according to the present invention is An instruction function control means that controls the execution of instructional effects that assist in winning a predetermined role, The system includes a performance state control means that controls the transition between a plurality of performance states, including a performance state in which the aforementioned performance instruction is performed, The aforementioned instruction and performance state includes a first instruction and performance state and a second instruction and performance state, both of which increase the game value, and each has a different expected value for the increase in game value per game. In the second instruction performance state, the expected value is lower than in the first instruction performance state. The system includes a counter whose value increases or decreases based on whether or not a predetermined benefit is granted during a predetermined game in the second instruction performance state, The instruction function control means determines whether or not to execute the instruction performance in the second instruction performance state by referring to the value of the counter. It is characterized by the following:

[0009] With this configuration, in the second instruction performance state, where the expected value of the increase in game value per game is lower than in the first instruction performance state, the decision of whether or not to execute the instruction performance is made by referring to the value of a counter, which increases or decreases based on whether or not a predetermined bonus is granted in a predetermined game in the second instruction performance state. The counter is a counter whose value is increased when the predetermined bonus is granted. In the second instruction performance state, the instruction performance is executed when the value of the counter is a predetermined value ("0"), and the instruction performance is not executed when the value of the counter is a predetermined value ("1" or more). Therefore, in the second instruction performance state, the probability of the predetermined bonus being granted consecutively is low, and a rapid increase in game value can be suppressed. This makes it possible to appropriately manage the payout performance of the gaming machine. [Effects of the Invention]

[0010] According to the present invention, the payout performance can be appropriately controlled. [Brief explanation of the drawing]

[0011] [Figure 1] This is a perspective view showing an example of a gaming machine according to the first embodiment of the present invention. [Figure 2] This is a block diagram showing the general configuration of a gaming machine. [Figure 3] This is a diagram illustrating the internal lottery table. [Figure 4] This is a diagram illustrating the winning patterns for minor roles. [Figure 5] This is a diagram used to explain the payouts for minor roles. [Figure 6] This is a state transition diagram of the game state. [Figure 7] This is a state transition diagram showing the performance state. [Figure 8] The same diagram shows the arrangement of symbols on the reels. [Figure 9] This diagram is used to explain the control process during the AT (Automatic Transmission) performance state. [Figure 10]It shows an example of a gaming machine according to a second embodiment of the present invention, and is a perspective view thereof. [Figure 11] It is a diagram showing the symbol arrangement of the reels. [Figure 12] It is a block diagram showing a schematic configuration of the gaming machine. [Figure 13] It is a diagram for explaining an internal lottery table. [Figure 14] It is a diagram for explaining the relationship between the mode of the stop operation at the winning of each winning area and the winning combination. [Figure 15] It is a state transition diagram of the gaming state. [Figure 16] It is a state transition diagram of the game section and the effect state. [Figure 17] It is a diagram for explaining the configuration of a special effect state in a modified example. [Figure 18] It is a state transition diagram of the game section and the effect state of a gaming machine according to a third embodiment of the present invention. [Figure 19] It is a diagram showing a point lottery table. [Figure 20] It is a diagram for explaining the allocation of sections. [Figure 21] It is a diagram for explaining the relationship between the mode of the stop operation at the winning of the batting order bell of a gaming machine according to a fourth embodiment of the present invention and the winning combination. [Figure 22] It is a diagram for explaining the increase and decrease of the stored value of the winning counter.

Embodiments for Carrying Out the Invention

[0012] (First Embodiment) Hereinafter, a first embodiment of the present invention will be described with reference to the drawings. In the following description, a slot machine, which is one type of gaming machine, will be described, but the gaming machine according to the present invention is not limited to a slot machine, but may be other gaming machines such as pachinko machines. In the following description, "front and back" basically means that when a player is in front of the slot machine, the player's side is "front" and the slot machine side is "back", "up and down" means that the top surface of the slot machine is "up" and the bottom surface is "down", and "left and right" means that the left hand side of the player playing the slot machine is "left" and the right hand side is "right".

[0013] Figure 1 is a perspective view showing the slot machine 10. The slot machine 10 is a coinless gaming machine (managed gaming machine) (coinless slot machine) that does not require tokens (game value). Furthermore, unlike the slot machine shown in the second embodiment, the slot machine 10 does not have a token slot, hopper unit, cash box, etc.

[0014] The slot machine 10 includes a casing (back box) 1. The casing 1 also includes a top plate 2, a back plate 3, a bottom plate, a left side plate 5, and a right side plate 6, and is formed in a box shape with a front opening that opens to the front side of the casing 1. The casing 1 is made of wood, synthetic resin, or metal, etc.

[0015] As shown in Figure 1, the front side of the housing 1 is provided with a front door 12 that can be opened and closed to close the front opening of the housing 1. In this embodiment, the front door 12 is divided into an upper door 12a and a lower door 12b, and these upper door 12a and lower door 12b can be opened and closed relative to the housing 1. The upper door 12a is rotatably connected via a hinge and opens and closes the upper part of the opening of the housing 1. The lower door 12b is also rotatably connected via a hinge and opens and closes the lower part of the opening of the housing 1. Note that the front door 12 may also be a single integrated structure that is not divided into an upper door 12a and a lower door 12b.

[0016] The upper door 12a is equipped with a liquid crystal display 13 (display device 13), a speaker 14 and other performance devices, and a display window 16, etc. The liquid crystal display displays images (moving images, still images) for various performances. The speaker 14 outputs sounds (music, sound effects, voices, etc.) for various performances. In addition to the liquid crystal display and speaker 14, the performance devices may also include lighting devices such as lamps (LEDs), and movable parts that can be operated by actuators, etc.

[0017] Behind the display window 16, three reels 20a to 20c are arranged in a horizontal row. Parts of the reels 20a to 20c are visible through the display window 16. Multiple types of symbols are arranged in a row along the circumference of the outer surface of the reels 20a to 20c. When the reels 20a to 20c stop, three consecutive symbols (upper, middle, and lower) per reel are displayed through the display window 16. The display window 16 is also provided with upper, middle, and lower display positions for viewing the symbols on the reels 20a to 20c, and the active lines are set by the combination of the display positions of the reels 20a to 20c. In this embodiment of the gaming machine, the active lines are formed by the middle section of the first reel 20a, the middle section of the second reel 20b, and the middle section of the third reel 20c. Furthermore, in the gaming machine of this embodiment, the number of tokens required for one game (specified number) is set to 3, and when the specified number of tokens is inserted, the active lines are activated.

[0018] In slot machine 10, when the game starts, reels 20a to 20c begin to spin and a winning combination lottery is performed, determining whether one of the winning combinations is won or lost (not won). When reels 20a to 20c stop, if the symbol combination corresponding to the winning combination determined in the winning combination lottery is displayed on an active line, this winning combination is awarded, and the corresponding process (winning process) is performed.

[0019] As shown in Figure 1, the front door 12 is equipped with a MAX bet button (bet button) 23 which is operated when betting (investing) credited medals (operated when setting the maximum bet amount), a start lever 24 which is operated when starting the game, three stop buttons 26a, 26b, and 26c which are operated when stopping the rotation of the three reels 20a to 20c, and effect buttons which are operated when changing the type of effect, etc.

[0020] In slot machine 10, when the bet button 23 is operated and the specified number of tokens are bet, the start lever 24 is activated. When the activated start lever 24 is operated, the game starts. When the game starts, each reel 20a to 20c starts to rotate, and when the rotation speed of each reel 20a to 20c reaches a constant speed and becomes steady rotation, the stop buttons 26a to 26c are activated. When the activated stop buttons 26a to 26c are operated, each reel 20a to 20c corresponding to the operated stop button 26a to 26c stops.

[0021] In the slot machine 10, the value of the game is added to the credits (game tokens) according to the lending operation, etc. The number of credits (game tokens) added is displayed on the credit display 28 located on the front door 12. The front door 12 is also equipped with a counting button 29 that is operated when converting credits (game tokens) into tokens.

[0022] The enclosure 1 contains a power supply unit, a reel unit, a main board unit, and the like. The power supply unit includes a power supply board, a power supply board case, and a power switch. The power supply unit is located on the top surface of the bottom plate and is capable of supplying power to each component. The reel unit includes three reels 20a to 20c with multiple patterns around their perimeters, a drive motor (stepping motor) for rotating the reels 20a to 20c, and a reel frame (frame member) that integrally supports the reels 20a to 20c and the drive motor, etc.

[0023] The main board unit includes a main board 31 (main control board) (main control device) (see Figure 2), which is an electronic circuit board equipped with electronic components such as a CPU, ROM, RAM, and I / O. The main board 31 receives input signals from input devices such as the bet button 23, start lever 24, and stop buttons 26a to 26c, performs various calculations to execute the game, and controls output devices such as the reel unit based on the calculation results.

[0024] Furthermore, a sub-board unit is provided on the rear side of the upper door 12a. The sub-board unit includes a sub-board 32 (sub-control board) (sub-control device) (see Figure 2), which is an electronic circuit board equipped with electronic components. The sub-board 32 receives signals sent from the main board 31, performs various calculations to execute the performance, and controls the performance devices such as the liquid crystal display 13 and speaker 14 based on the calculation results.

[0025] The main board 31 and the sub-board 32 are electrically connected, and various information (signals), such as information indicating the game state, can be transmitted from the main board 31 to the sub-board 32. However, information cannot be transmitted from the sub-board 32 to the main board 31. Furthermore, the functions of each board, such as the main board 31 and the sub-board 32, are realized by hardware such as various processors (CPU, DSP, etc.), ICs, or information storage media such as ROM and RAM, and software consisting of predetermined programs pre-stored in ROM, etc.

[0026] As shown in Figure 2, the main board 31 includes an input receiving means 40, a random number generation means 41, an internal lottery means 42 that performs an internal lottery to determine whether a winning combination is achieved, a reel control means 43 that controls the rotation of the reels, a winning combination determination means 44 that determines whether a winning combination has been achieved when all reels have stopped, a payout control means 45, a setting change means 47, an initialization means 48, a game state control means 49, an instruction function control means 51, a performance main control means 52, and a storage means 60. The storage means 60 includes ROM and RAM. The sub-board 32 includes a performance sub-control means 70 and a sub-side storage means 72. The sub-side storage means 72 also includes ROM and RAM.

[0027] In the above description, the main board 31 is assumed to be equipped with an insertion receiving means 40 and a payout control means 45, but the insertion receiving means 40 and the payout control means 45 may be provided separately from the main board 31. That is, the slot machine 10 may be equipped with a payout board (payout control board) that controls the value of the game, and the payout board may be equipped with an insertion receiving means 40 and a payout control means 45. The payout board is an electronic circuit board equipped with electronic components such as a CPU, ROM, RAM, and I / O. The payout board is connected to a counting button 29, a MAX bet button (bet button) 23, and a RAM clear switch (not shown) for erasing information stored in RAM, and receives input signals from these. A credit indicator 28 is also connected to the payout board, and the payout board controls the display of the credit indicator 28. The payout board also transmits various commands to the main board. The main board also transmits various commands to the payout board. Communication between the payout board and the main board is bidirectional. The payout board is equipped with a backup power supply, which can supply power to the main board. The payout board also stores credits in a designated area of ​​RAM. Specifically, the number of credits (number of game tokens) is stored in the credit counter.

[0028] Furthermore, the performance control means 100 is composed of a performance main control means 52 and a performance sub-control means 70. The performance main control means 52 decides whether or not to perform a navigation performance based on the game state, performance state, etc. The performance sub-control means 70 controls the performance device using performance data stored in the sub-side storage means 72, based on the information regarding the game state, performance state, or the decision on whether or not to perform a navigation performance transmitted from the performance main control means 52. In this embodiment, the control performed by the performance main control means 52 may also be performed by the performance sub-control means 70, and the control performed by the performance sub-control means 70 may also be performed by the performance main control means 52.

[0029] The coin insertion receiving means 40 accepts the insertion of coins (electronic coin insertion) for each game and, based on the insertion of a predetermined number of coins, performs a process to activate the game start operation on the start lever 24. Specifically, when coins are inserted, the coin insertion receiving means 40 sets the inserted coins to the inserted state (bet state), up to a predetermined limit. Also, when the bet button 23 is pressed while coins are credited, the coin insertion receiving means 40 sets the credited coins to the inserted state, up to a predetermined limit. In this embodiment of the gaming machine, the first press operation on the start lever 24, which has been activated based on the insertion of a predetermined number of coins, is accepted as the game start operation, and upon this operation, the rotation of reels 20a to 20c begins, and internal lotteries and other draws are performed.

[0030] Furthermore, the coin insertion acceptance means 40 controls the system so that, in the next game after a replay has been awarded, the player's coins are not set to the coin insertion state. Specifically, if a replay was awarded in the previous game, even if coins are inserted while the system is accepting coin insertions, the inserted coins are not set to the coin insertion state, but are credited up to the credit limit (for example, 50 coins). In addition, the system prevents operation on the bet button 23 while the system is accepting coin insertions, so that even if the bet button 23 is pressed, the credited coins are not set to the coin insertion state.

[0031] The random number generation means 41 generates random values ​​for the lottery. Random values ​​can be generated, for example, based on the count value of an increment counter (a counter that counts values ​​so as to cycle within a predetermined count range). In this embodiment, "random number" includes not only values ​​that are generated randomly in a mathematical sense, but also values ​​that, even if their generation is regular, can function as effectively random numbers because the timing of their acquisition is irregular.

[0032] The internal lottery means 42 performs an internal lottery using an internal lottery table based on the operation of the activated start lever 24 (i.e., the start of the game). The internal lottery table associates various winning combinations, including small wins, replays, and bonuses, as well as losses (non-wins), with each of several random numbers (for example, 65,536 random numbers from 0 to 65,535), and multiple internal lottery tables are stored in the internal lottery table storage area 61 provided in the ROM of the storage means 60. Specifically, the gaming machine of this embodiment has multiple internal lottery tables, including three types of internal lottery tables, from internal lottery table 1 to internal lottery table 3, as shown in Figure 3. The internal lottery means 42 selects an internal lottery table according to the game state and setting value and performs an internal lottery. A minor win is a win that, when achieved, results in a payout of a predetermined number of tokens corresponding to the win. A replay is a win that, when achieved, allows the player to play again without consuming any more tokens. When a replay is achieved, the start lever 24 is activated without the player using any tokens, and the game can be started by operating the start lever 24.

[0033] In the internal lottery, a random number for the lottery is obtained from the random number generation means 41, and this random number is compared with the internal lottery table to determine whether or not a winning combination has been achieved. The winning combination associated with the random number is then determined as a win. In addition, some random numbers are associated with one winning combination, while others are associated with multiple winning combinations. Therefore, the internal lottery can result in either a single winning combination being achieved or multiple combinations being achieved simultaneously.

[0034] In the gaming machine of this embodiment, the following are available as minor roles: normal bell A, bell B, bell C, special minor role A1, special minor role A2, special minor role A3, special minor role A4, special minor role B, weak cherry, strong cherry, and watermelon. As winning patterns for minor roles in which multiple types of minor roles are won simultaneously, there are set up as: batting order bell (batting order bell 1 to batting order bell 8: first winning pattern), JAC1 (second winning pattern), and JAC2.

[0035] Referring to Figure 4, the following will be explained in detail regarding the batting order bells: Batting order bells 1 to 4 indicate that Bell A, Bell B, one of the special small roles A1 to A4, and Special Small Role B are all won together, as shown in Figure 4(a). Thus, in the gaming machine of this embodiment, in batting order bells 1 to 4, Bell A, Bell B, and two types of special small roles are all won together, and the combinations of the two types of special small roles that are won together with Bell A and Bell B are different. Furthermore, batting order bells 5 to 8 indicate that Bell A, Bell C, one of the special small roles A1 to A4, and Special Small Role B are all won together, as shown in Figure 4(a). Thus, in the gaming machine of this embodiment, in the sequence of bells 5 to 8, bell A, bell C, and two types of special small wins are awarded simultaneously, and the combinations of the two types of special small wins that are awarded simultaneously with bells A and bell C are different.

[0036] Furthermore, referring to Figure 4(b), JAC1 indicates that a win occurs when Bell A, Bell B, Bell C, Special Small Role B, Watermelon, Weak Cherry, and Strong Cherry are all triggered simultaneously. Similarly, JAC2 indicates that a win occurs when Special Small Roles A1 to A4, Special Small Role B, and Bell A are all triggered simultaneously.

[0037] Furthermore, in the gaming machine of this embodiment, the probability of winning a minor role is the same in internal lottery table 1 and internal lottery table 2. Also, the probability of winning a replay is the same in internal lottery tables 1 to 3. In addition, in internal lottery table 3, minor roles are won in a different manner than in internal lottery table 1 and internal lottery table 2. In internal lottery table 1 and internal lottery table 2, bell B and bell C are won without overlapping by batting order bell 1 to batting order bell 8, while in internal lottery table 3, bell B and bell C are won with overlapping by JAC1.

[0038] Furthermore, in the gaming machine of this embodiment, a Big Bonus (BB) is provided as a bonus, and in the internal lottery table 1, the Big Bonus is set as a target for lottery, but in the internal lottery table 2 and the internal lottery table 3, the Big Bonus is excluded from the lottery targets. In this embodiment of the gaming machine, a continuous activation device for a so-called Type 1 special feature is assumed as the bonus, but a continuous activation device for a Type 1 special feature or a Type 2 special feature may also be used. Furthermore, the bonus is not limited to one type, and multiple bonuses may be included.

[0039] Furthermore, in the gaming machine of this embodiment, replays and bonuses are set to be awarded individually, but cases where they are awarded simultaneously may also be set. For example, cases where a replay and a bonus are awarded simultaneously, or where a small win and a bonus are awarded simultaneously, or where multiple types of replays are awarded simultaneously may be set.

[0040] The internal lottery means 42 sets the winning flag corresponding to the winning role as a result of the internal lottery from a non-winning state (off state) to a winning state (on state). Furthermore, if multiple winning roles are won simultaneously, the winning flag corresponding to each of the simultaneously won roles is set from a non-winning state to a winning state. In addition, the setting information of the winning flags is stored in the winning flag storage area 62 provided in the RAM of the storage means 60.

[0041] Furthermore, there are two types of winning flags: a winning flag that allows the winning state to be carried over to subsequent games until a win is achieved (carry-over flag), and a winning flag that resets to a non-winning state regardless of whether a win is achieved or not (non-carry-over flag). The Big Bonus is one of the roles associated with the carry-over flag. The minor roles and replays are associated with the non-carry-over flag. For example, when the internal lottery means 42 wins a Big Bonus in the internal lottery, it carries over the winning state of the Big Bonus winning flag until a Big Bonus is achieved. At this time, even in games where the winning state of the Big Bonus winning flag has been carried over, the internal lottery means 42 also performs an internal lottery to determine whether minor roles and replays are successful or not. That is, in games where the winning state of the Big Bonus winning flag has been carried over, if a minor role or replay is achieved, the winning flags corresponding to two or more roles, namely the Big Bonus winning flag that has already been won and the minor role or replay winning flag that was won in the internal lottery, are set to a winning state.

[0042] Furthermore, Slot Machine 10 has six settings, from setting 1 to setting 6, and the probability of winning a prize differs depending on the setting. Specifically, when the setting changes, the internal lottery table group consisting of internal lottery tables 1 to 3 changes to the internal lottery table group corresponding to each setting, and the internal lottery table group changes so that the probability of winning small prizes, replays, and bonuses differs depending on the setting.

[0043] The setting change means 47 controls the change of the setting value stored in the setting value storage area 63 provided in the RAM of the storage means 60. Specifically, when the setting change key is inserted into the setting change key cylinder provided inside the slot machine 10, and the setting change key (setting change key cylinder) is rotated 90 degrees clockwise from its initial position, and the power to the slot machine 10 is turned on, the setting change means 47 starts the slot machine 10 in setting change mode. The setting value can be selected from six setting values ​​from setting 1 to setting 6, and the probability of winning the internal lottery changes in order from setting 1 to setting 6 so that the expected value of the payout rate increases in that order. In setting change mode, each time the setting change button provided inside the slot machine 10 is pressed, the setting change means 47 changes the setting value in the order of setting 1 → setting 2 → ... setting 6 → setting 1 → ... and when the start lever 24 is pressed, the setting value is confirmed and the confirmed setting value is stored in the setting value storage area 63. Furthermore, the system can be switched from setting change mode to game mode by returning the setting change key, which is inserted into the setting change key cylinder, to its initial position. In this embodiment, the setting values ​​are expressed in the order of setting 1 < setting 2 < setting 3 < setting 4 < setting 5 < setting 6, from highest to lowest.

[0044] Furthermore, when the power is turned on with the setting change key cylinder in its initial position, the slot machine 10 is started in game mode. In this embodiment of the gaming machine, in game mode, players can play games, but they cannot change the setting values, and in setting change mode, players can change the setting values, but they cannot play games.

[0045] When the setting value is changed, the initialization means 48 performs an initialization process to initialize at least a portion of the information stored in the RAM of the storage means 60. Specifically, when the setting value is changed, the initialization means 48 performs a process to return the game state, game section, and performance state, which will be described later, to their initial states. That is, when the setting value is changed, the game state becomes the normal state, the game section becomes the non-advantageous section, and the performance state becomes the normal performance state, and these states become the same as when the power is first turned on after the factory shipment. In addition, during the initialization process, the initialization means 48 also initializes other information related to performances stored in the RAM of the storage means 60. The sub-control board 32 also has an initialization means (not shown), and when a signal indicating that the setting value has been changed is transmitted from the main control board 31, the initialization means of the sub-control board 32 initializes the information related to performances stored in the RAM of the sub-side storage means 72. Furthermore, it is possible to configure the game state, game interval, and presentation state so that they do not revert to their initial state even if the settings are changed.

[0046] The reel control means 43 starts the rotation of each reel 20a to 20c when the start lever 24, which is activated under the control of the main control board 31, is operated (i.e., the game is started), and when the activated stop buttons 26a to 26c are operated, it controls the stopping of the reel corresponding to the operated stop button.

[0047] The reel control means 43 determines the stopping position of the reel corresponding to the operated button among the first reels 20a to the third reels 20c each time one of the stop buttons 26a to 26c is operated, and controls the reel to stop at the determined stopping position. In the slot machine 10, when stop button 26a is operated, the rotation of the first reel 20a stops; when stop button 26b is operated, the rotation of the second reel 20b stops; and when stop button 26c is operated, the rotation of the third reel 20c stops. Therefore, the stopping order of the first reels 20a to the third reels 20c changes depending on the order in which the stop buttons 26a to 26c are operated.

[0048] In the following, regarding the order of stopping operations (the order in which stop buttons 26a to 26c are operated), the order in which all of the stop buttons 26a to 26c are operated as a single unit of stopping operations will be referred to as the "batting order". Furthermore, among the stopping operations that make up the batting order, the first stopping operation will be referred to as the "first stopping operation", the second stopping operation as the "second stopping operation", and the third stopping operation as the "third stopping operation".

[0049] Furthermore, below, the operation of stop buttons 26a, 26b, and 26c to stop the rotating reels in the order of the first reel 20a, the second reel 20b, and the third reel 20c will be referred to as "Batting Order 1," the operation of stop buttons 26a, 26b, and 26c to stop the rotating reels in the order of the first reel 20a, the third reel 20c, and the second reel 20b will be referred to as "Batting Order 2," and the operation of stop buttons 26a, 26b, and 26c to stop the rotating reels in the order of the second reel 20b, the first reel 20a, and the third reel 20c will be referred to as "Batting Order 3." The operation of stop buttons 26a, 26b, and 26c to stop the rotating reels in the order of the second reel 20b, the third reel 20c, and the first reel 20a is designated as "Batting Order 4," the operation of stop buttons 26a, 26b, and 26c to stop the rotating reels in the order of the third reel 20c, the first reel 20a, and the second reel 20b is designated as "Batting Order 5," and the operation of stop buttons 26a, 26b, and 26c to stop the rotating reels in the order of the third reel 20c, the second reel 20b, and the first reel 20a is designated as "Batting Order 6."

[0050] In the stop control when the stop buttons 26a to 26c are operated, the reel control means 43 stops each of the reels 20a to 20c so that the winning combination includes the winning role for which the winning flag is set to the winning state. Specifically, in a state where the winning flag of one winning role is set to the winning state, the stop control of each of the reels 20a to 20c is performed so that this winning role wins. Also, in a state where the winning flags of a plurality of winning roles are set to the winning state in an overlapping manner, each of the reels 20a to 20c is stopped so that a predetermined winning role wins according to the priority order determined for each role. In the gaming machine of the present embodiment, the priority order is determined in the order of "replay > minor winning combination > bonus". Then, the reel control means 43 stops the reels 20a to 20c so that the symbols constituting the winning form of the role with a higher priority are displayed on the effective line prior to the symbols constituting the winning form of the role with a lower priority.

[0051] Also, regarding the priority order of the candidates for the stop positions when a plurality of types of minor winning combinations are selected in the internal lottery, there are cases where the priority order is determined according to the number of symbol combinations that can be displayed on the effective line, and cases where the priority order is determined according to the number of medals paid out based on the payout determined in advance for the minor winning combinations. When determining the priority order of the candidates for the stop positions according to the number of symbol combinations that can be displayed on the effective line, the priority order of each candidate for the stop position is determined so that the stop position where the number of symbol combinations indicating the winning form that can be displayed on the effective line is larger has a higher priority. When determining the priority order of the candidates for the stop positions according to the number of medals paid out, the priority order of each candidate for the stop position is determined so that the stop position where the number of medals paid out based on the payout of the minor winning combination corresponding to the symbol displayed at the display position on the effective line is larger (the stop position where a minor winning combination with a large payout can win) has a higher priority. However, when determining the priority order of the candidates for the stop positions according to the number of medals paid out, if the same minor winning combination with the same payout is selected in an overlapping manner, the priority order of the candidates for the stop positions where each minor winning combination can win is treated as the same.

[0052] Furthermore, each of the batting order bells 1 to 8 has a correct batting order and a specific batting order set for it, and any order different from either the correct or specific batting order is treated as an incorrect batting order. In particular, in this embodiment, the reel that should be stopped first is the same for the correct batting order and the specific batting order, and the system branches depending on whether the second reel to be stopped is determined to be the correct batting order or the specific batting order. When any batting order bell is won, if the type of stop button pressed first corresponds to the correct batting order or the specific batting order, the priority is determined so that the candidate stop position for the first reel to stop on has the highest priority, which will result in the largest number of medal payouts and the largest number of symbol combinations that can be displayed on the active line. For the second and subsequent reels to stop on, the priority is determined so that the candidate stop position for the largest number of symbol combinations that can be displayed on the active line has the highest priority. Furthermore, if any batting order bell is won and stop buttons 26a to 26c are pressed with an incorrect batting order, the priority is determined so that the candidate stop position that can display the combination of symbols that constitutes the most winning combinations has the highest priority.

[0053] In the gaming machine of this embodiment, when any batting order bell is won, if stop buttons 26a to 26c are pressed in a specific batting order, the priority is determined so that the candidate stop position that can award bell A has the highest priority. If stop buttons 26a to 26c are pressed in the correct batting order, the game order is determined so that the candidate stop position that can award bell B or bell C has the highest priority. If stop buttons 26a to 26c are pressed in an incorrect batting order, the priority is determined so that the candidate stop position that can award special small wins A1 to A4 or special small win B has the highest priority.

[0054] Furthermore, if you win JAC1, you can win either Bell B or Bell C regardless of the order in which you play, and if you win JAC2, you can win Bell A regardless of the order in which you play.

[0055] The prize determination means 44 is activated when the rotation of reels 20a to 20c stops, and determines whether a prize has been won based on the stopping pattern of reels 20a to 20c. Specifically, it compares the combination of symbols displayed on the active line (stop display) when reels 20a to 20c stop with the prize determination table stored in the ROM of the storage means 60. The prize determination table stores the winning patterns (combinations of symbols that result in a win when stopped) for each winning prize, and the aforementioned comparison determines whether a prize has been won and the type of winning prize that has been won. When a winning prize is won, the main control board 31 executes the prize processing corresponding to the winning prize. Specifically, the prize processing includes payout processing if a small prize is won, replay processing (re-play processing) if a replay is won, and processing to transition the game state (game state transition control processing) if a bonus is won.

[0056] Here, the payout process is the process of paying out a number of medals determined based on the payout set for each winning combination when a winning combination is achieved, and this is performed by the payout control means 45. When a winning combination is achieved, the payout control means 45 determines the number of medals to be paid out based on the payout set for each winning combination, and performs a credit addition process to add the number of payouts to the number of credits (number of credited medals) stored in the credit storage area provided in the RAM of the storage means 60, thereby virtually paying out medals.

[0057] In the gaming machine of this embodiment, as shown in Figure 5, when a bell A, special small role A1 to A4, or special small role B is hit, one medal is paid out; when a bell B or bell C is hit, seven medals are paid out; when a watermelon is hit, three medals are paid out; and when a weak cherry or strong cherry is hit, two medals are paid out.

[0058] Furthermore, the replay process, performed by the replay control means, is a process that, when a replay is awarded, sets the next game to the same game start waiting state as the previous game without requiring the player to insert any tokens they possess. When a replay is awarded, an automatic insertion process is performed, which automatically inserts the same number of tokens as the number of tokens set to be inserted in the previous game (the game in which the replay was awarded), without using the player's tokens (credited tokens). The system then waits for the next game start operation on the start lever 24 with the number of active lines corresponding to the number of tokens inserted by the automatic insertion process set. In addition, once the automatic insertion process has been performed, it is not possible to insert any more tokens.

[0059] As shown in Figure 6, the game state control means 49 performs a game state transition control process to transition the game state between the normal state, the bonus-established state, and the bonus state. The conditions for transitioning the game state may be one condition or multiple conditions. If multiple conditions are defined, the game state may be transitioned based on the fulfillment of one of the multiple predetermined conditions, or based on the fulfillment of multiple or all of the multiple predetermined conditions.

[0060] The internal lottery means 42 selects an internal lottery table from among the internal lottery tables shown in Figure 3 according to the game state and performs an internal lottery. Specifically, in the normal state, the internal lottery is performed by referring to internal lottery table 1, in which the big bonus is set as the target of the lottery. In the bonus state, the internal lottery is performed by referring to internal lottery table 2, in which the big bonus is excluded from the lottery targets. In the bonus state, the internal lottery is performed by referring to internal lottery table 3, in which the big bonus is excluded from the lottery targets. The slot machine 10 may have multiple internal lottery tables with different replay winning probabilities, and the game state control means 49 may transition the game state between multiple game states (RT states) with different replay winning probabilities at predetermined triggers (for example, based on the winning of a predetermined role).

[0061] The game state is initially in the normal state. Furthermore, it is possible to transition from the normal state to the bonus-winning state. The game state control means 49 transitions the game state to the bonus-winning state when a big bonus is won in the normal state.

[0062] The bonus-established state is a game state that is entered when a big bonus is won in an internal lottery. In the bonus-established state, the lottery flag corresponding to the big bonus is maintained in the winning state until the big bonus is won, and when a combination of symbols indicating the winning form of the big bonus is displayed on an active line, the game state control means 49 transitions the game state from the bonus-established state to the bonus state.

[0063] The bonus state is a game state that is entered when a combination of symbols indicating a winning pattern for a big bonus is displayed on an active payline. In the bonus state, the game state control means 49 determines whether the termination condition has been met based on the total number of medals paid out during the bonus state. If the number of medals paid out exceeds a predetermined number (for example, 100 medals), the game state control means 49 terminates the bonus state and returns the game state to the normal state. In this embodiment, the termination condition for the bonus state is determined by the total number of medals paid out, but the termination condition may also be determined by the number of games played in the bonus state, the number of times small wins are achieved, etc. Furthermore, the termination condition for the bonus state may be set so that it ends after a single game.

[0064] The instruction function control means 51 comprises a performance state control means 81 and a bonus granting means 82. The instruction function control means 51 performs processing related to the operation of an instruction function that assists in winning a specific role. Specifically, when a predetermined role is won, the instruction function control means 51 decides whether or not to perform an instruction performance that assists in winning this role. More specifically, when a batting order bell is won, the instruction function control means 51 decides whether or not to perform an instruction performance (batting order navigation performance) that notifies the correct batting order and assists in winning bell B or bell C. Based on this decision, the performance control means 100 causes performance devices such as the display device 13 and speaker 14 to execute the batting order navigation performance.

[0065] As shown in Figure 7, the performance state control means 81 performs a performance state transition control process to transition between multiple types of performance states, including a normal performance state, a non-AT performance state, and an AT performance state (instructed performance state). The conditions for transitioning performance states may be one condition or multiple conditions. If multiple conditions are defined, the performance state may be transitioned when one of the multiple predetermined conditions is met, or the performance state may be transitioned based on the meeting of multiple or all of the multiple predetermined conditions.

[0066] The normal performance state is the performance state that corresponds to the initial state among several types of game states. In the normal performance state, the bonus granting means 82 performs a first lottery to determine whether or not to transition to the non-AT performance state based on predetermined triggers (based on the winning of a watermelon, weak cherry, or strong cherry (winning a rare role)). If the transition to the non-AT performance state is determined in the first lottery, the performance state control means 81 transitions the performance state to the non-AT performance state.

[0067] In the non-AT performance state, the bonus granting means 82 conducts a lottery (AT lottery: 1st AT lottery) to determine whether or not to transition to the AT performance state at a predetermined trigger (based on the winning of a rare role). If the 1st AT lottery is won, the performance state control means 81 transitions the performance state to the AT performance state. The non-AT performance state has a higher probability of transitioning to the AT performance state than the normal performance state, making it a more advantageous performance state for the player than the normal performance state. In addition, the frequency of batting order navigation performances is lower in the non-AT performance state than in the AT performance state, with batting order navigation performances being almost non-existent or not performed at all.

[0068] Furthermore, it may be possible to transition directly from the normal performance state to the AT performance state. For example, in the first draw, instead of simply deciding whether or not to transition to the non-AT performance state, it may be possible to draw whether to transition the performance state to the AT performance state, to transition to the non-AT performance state, or to remain in the normal performance state without transitioning. Also, the probability of transitioning directly from the normal performance state to the AT performance state may differ for each setting, such as being higher for setting 6 than for setting 1, or it may be the same probability for all setting values.

[0069] Furthermore, the AT performance state may be set according to the game state to which it transitions based on the win or entry of a bonus. For example, the game may transition to the AT performance state when the game state is a bonus state, but not to the AT performance state in the normal state or bonus state. In other words, in the normal state or bonus state, for example, even if the AT lottery is won, the game may not transition to the AT performance state, or the AT lottery may not be held at all.

[0070] Furthermore, if a bonus is awarded when the game is in an AT (Automatic Transmission) performance state and the game state is a bonus-established state, the AT performance state may be interrupted from the end of the bonus state transitioned to by this bonus award until the game returns to the bonus-established state via the normal state. In other words, the navigation performance may be stopped when a bonus is awarded, and resumed when the game returns to the bonus-established state.

[0071] When the AT performance state is active, if one of the batting order bells 1 to 8 is selected and the instruction function control means 51 decides to perform a batting order navigation performance, the performance control means 100 will execute a batting order navigation performance that notifies the correct batting order and assists in winning bells B or bells C. Specifically, the performance devices such as the display device 13 and speaker 14 will execute the batting order navigation performance. If the stop buttons 26a to 26c are pressed according to the correct batting order notified by the batting order navigation performance, bells B or bells C will always be won, and 7 medals will be obtained. When the batting order navigation performance is performed, information indicating the correct batting order is also displayed on the 7-segment display of the game information display unit 17.

[0072] As shown in Figure 8, the outer surface of reels 20a to 20c is arranged with the following symbols: red 7 symbol "red 7", BAR symbol "BAR", special symbol "SP", replay symbol A "RPA", replay symbol B "RPB", bell symbol A "BLA", bell symbol B "BLB", watermelon symbol A "WMA", watermelon symbol B "WMB", and cherry symbol "CH".

[0073] In this embodiment, the continuation of the AT performance state is managed by the difference in the number of medals acquired during the AT performance state (the difference will be described later). When the AT lottery (first AT lottery) is won and it is decided to transition the performance state to the AT performance state, the performance state control means 81 sets a value corresponding to a predetermined difference in medals in the stored value of the AT termination judgment counter 69 provided in the RAM of the storage means 60, and transitions the performance state to the AT performance state. The value set in the AT termination judgment counter 69 at the start of the AT performance state may be determined by a lottery or the like. In the following, an example will be given in which "500", corresponding to 500 medals, is set in the AT termination judgment counter 69 at the start of the AT performance state, as a value corresponding to a predetermined difference in medals.

[0074] The performance state control means 81 performs a process of subtracting a value corresponding to the difference in the number of tokens won for that game from the stored value of the AT termination judgment counter 69 each time a game is played in the AT performance state. The difference in the number of tokens won for that game (one game) is obtained by subtracting a value corresponding to the number of tokens inserted into the game (for example, if 3 tokens were inserted, it is set to "3") from a value corresponding to the number of tokens paid out (for example, if 7 tokens were paid out, it is set to "7", and if no winning combinations were achieved and no payouts were made, it is set to "0"). When the stored value of the AT termination judgment counter 69 reaches the threshold "0", the performance state control means 81 terminates the AT performance state and transitions the performance state to the normal performance state.

[0075] Furthermore, the instruction function control means 51 performs a determination process (excess determination process) to determine whether the payout performance (number of medals acquired) in the AT performance state falls under an excess state at a predetermined trigger. In this embodiment, the excess state is defined as "a state in the AT performance state where the number of acquired medals exceeds 2,400 in 1,500 games or less." The excess state may also be defined as "a state in the AT performance state where the number of acquired medals exceeds 4,800 in 3,000 games or less" or "a state in the AT performance state where the number of acquired medals exceeds 15,000 in 10,000 games or less," etc.

[0076] In this embodiment, the expected value of the increase in the number of medals per game (hereinafter referred to as the net increase in medals) at the start of the AT performance state is designed to be "6". The net increase in medals is calculated by subtracting the expected number of medals inserted per game from the expected number of medals paid out per game. In this calculation, the winning of a replay is taken into consideration, but the winning of a replay may be calculated as a payout of the same number of medals as the number inserted in that game, or it may be calculated as the number of medals inserted in the next game being "0".

[0077] The instruction function control means 51 performs an over-determination process when the value to be set in the memory of the AT termination judgment counter 69 (initial value) is determined at the start of the AT performance state. Here, the instruction function control means 51 performs an over-determination process when "500" is set as the initial value. Here, the instruction function control means 51 determines that the memory value of the AT termination judgment counter 69 is "500", and that the number of coins acquired in the AT performance state will not exceed 2400, that is, the payout performance in the AT performance state will not fall under the over-determination state (the number of coins acquired will exceed 2400 in 1500 games or less). If the instruction function control means 51 determines in the over-determination process that the payout performance in the AT performance state will not fall under the over-determination state, it does not perform the over-avoidance process (described later).

[0078] Next, we will explain the case in which the instruction function control means 51 determines in the excess determination process that the payout performance in the AT performance state falls under the excess state. In the AT performance state, the bonus granting means 82 conducts a lottery (bonus addition lottery) to determine whether or not to increase the duration of the AT performance state based on a predetermined trigger (for example, based on the winning of a rare role). If the bonus granting means 82 wins the bonus addition lottery and decides to increase the duration of the AT performance state, it adds a value equivalent to a predetermined number of coins to the AT termination determination counter 69. In other words, if the bonus addition lottery is won (if it is decided to perform an addition through the bonus addition lottery), a value equivalent to a predetermined number of coins is added to the AT termination determination counter 69. The number of coins added by the addition may be selected from among several types of coin differences when the bonus addition lottery is won. For example, if the number of coins added is 2000, it can be said that the performance of the addition is higher (high-performance addition) compared to when the number of coins added is 100. Also, the higher the expected value of the number of coins added in the bonus addition lottery, the higher the performance of the addition.

[0079] As shown in Figure 9, after the start of the AT performance state, medals are paid out in such a way that the net increase in medals is "6" for all 30 games, and after 30 games, the number of medals acquired in the AT performance state is 180. At this time, the stored value of the AT game counter 67, which adds a value of "1" corresponding to one game played in the AT performance state, is "30", and the stored value of the AT acquired medal counter 68, which adds a value corresponding to the number of medals acquired in the AT performance state, is "180". Now, let's assume that after these 30 games, the bonus draw is won, and a value of "2000" corresponding to a difference of 2000 medals is added to the AT end judgment counter 69. At this time, the stored value of the AT end judgment counter 69 (remaining number of medals) is "2320".

[0080] The instruction function control means 51 performs an excess determination process when the bonus lottery is won (if an bonus is to be added). Here, the instruction function control means 51 performs an excess determination process when the bonus lottery is won and the value to be set in the AT termination determination counter 69's stored value ("2000") is determined. In this embodiment, the excess determination process is performed when the bonus lottery is won, but the excess determination process may also be performed when a predetermined bonus lottery is executed (regardless of whether an bonus is actually added or not). In this embodiment, the instruction function control means 51 determines that if the game continues as is, an excess state will occur (or is highly likely to occur) when the sum of "the number of medals acquired in the AT performance state (high net increase section) (stored value of AT acquired medal counter 68)" and "the number of medals that are determined to be acquired in the AT performance state (stored value of AT termination judgment counter 69)" exceeds a threshold (2400) in the high net increase section (section where the net increase in medals is "6"). In the example shown in Figure 9, the instruction function control means 51 determines that the payout performance in the AT performance state is in an excess state (the number of acquired coins exceeds 2400 in 1500 or fewer games), based on the fact that in the high net increase section, the stored value of the AT acquired coin counter 68 is "180", the stored value of the AT termination judgment counter 69 is "2320", the sum of the two exceeds 2400, and the stored value of the AT game play counter 67 is "30", and if the game continues as is in the high net increase section, the stored value of the AT acquired coin counter 68 will exceed "2400" in 1500 or fewer games.

[0081] The instruction function control means 51, in the excess determination process, determines that the payout performance in the AT performance state falls into an excess state, and performs a process to avoid falling into an excess state (excess avoidance process). The instruction function control means 51 controls (changes) the net increase in coins and reduces the rate at which coins increase. Specifically, the instruction function control means 51 changes the net increase in coins from "6" to "1" (decreases the net increase in coins). In other words, in this embodiment, the AT performance state is provided with two sections with different net increase in coins, namely, a section where the net increase in coins is "6" (high net increase section) and a section where the net increase in coins is "1" (low net increase section), and the instruction function control means 51 transitions from the high net increase section to the low net increase section.

[0082] The instruction function control means 51 achieves a low net increase period by reducing the frequency (occurrence rate) of the batting order navigation performance. In other words, the instruction function control means 51 achieves a low net increase period by increasing the probability that it will decide not to execute the batting order navigation performance that notifies the correct batting order, even if a batting order bell is won. For example, if a lottery is held to determine whether or not to execute the batting order navigation performance when a batting order bell is won, lowering the probability of winning the lottery increases the probability that the batting order navigation performance will not be executed even if a batting order bell is won. Also, in the AT performance state, if the batting order navigation performance is executed at a rate of once every predetermined number of games, increasing the value of the predetermined number of games increases the probability that the batting order navigation performance will not be executed even if a batting order bell is won. If the batting order navigation performance is not executed even when a batting order bell is won, the probability that the stop buttons 26a to 26c will not be pressed in accordance with the correct batting order increases (the probability of bell B or bell C being awarded decreases), resulting in a decrease in the net increase in coins.

[0083] Returning to Figure 9, at the point when the net increase in coins is changed from "6" to "1", 30 games have been played in the AT performance state, so the number of games played until 1500 games is reached is 1470. When 1470 games are played with a net increase of "1", the number of coins acquired at the point when 1500 games have been played will be 1650. In other words, when the memory value of the AT game counter 67 reaches "1500", the memory value of the AT acquired coin counter 68 will be "1650" (less than 2400). Therefore, by changing the net increase in coins from "6" to "1", it is possible to avoid the payout performance in the AT performance state falling into the excess state (the number of coins acquired exceeds 2400 with 1500 games or less).

[0084] In this embodiment, the low net increase period (second instruction performance state) has a smaller net increase in tokens than the high net increase period (first instruction performance state), but the predetermined performance (described later) is more advantageous than that of the high net increase period. In other words, in the AT performance state, there is a trade-off between the relatively small net increase in tokens and the advantageous predetermined performance. To put it another way, both the low net increase period and the high net increase period are periods in which tokens (game value) increase, but the expected value regarding the increase in tokens per game is different, and the expected value is lower in the low net increase period than in the high net increase period, but the predetermined performance is more advantageous than that of the high net increase period. In the low net increase period, a predetermined performance may be more advantageous than in the high net increase period if the performance of the bonus rounds is more advantageous in the low net increase period. An advantage in bonus round performance could mean that the probability of winning the bonus round lottery is higher, or that the probability of winning the bonus round lottery is the same but the expected value of the number of bonus rounds is higher (larger), or that the probability of the bonus round lottery being executed is higher.

[0085] When the net increase in tokens is relatively small during the AT (Attack Time) performance state (when the rate of token increase is relatively low), players may become dissatisfied. However, in this embodiment, during the AT performance state, in the section where the net increase in tokens is relatively small, the predetermined performance is advantageous as described above, increasing the probability of being able to play for a relatively long period of time. As a result, the total amount of tokens that can be obtained in the end is relatively large. In the example shown in Figure 9, when 1500 games have been played, the stored value of the AT termination judgment counter 69 is "850" and not "0", so the game can continue in the AT performance state, and the player can ultimately obtain 2500 tokens, which is more than 2400 tokens. Therefore, it is possible to give players a sense of satisfaction and reduce the risk of them becoming dissatisfied.

[0086] In this embodiment, during the AT performance state, in the low net increase section, the probability that the batting order navigation performance will not be executed when a batting order bell is won is higher than in the high net increase section. However, the predetermined performance (bonus performance) is more advantageous than when the probability of the batting order navigation performance being executed is high (i.e., in the high net increase section). One example of this is that the probability of winning the bonus lottery is higher. Furthermore, in the low net increase section, if the batting order navigation performance is not executed when a batting order bell is won, a special lottery that is advantageous to the player may be held. Furthermore, in the low net increase section, if stop buttons 26a to 26c are pressed in accordance with the correct batting order in a game where no batting order navigation is performed, the predetermined performance may be made even more favorable than when stop buttons 26a to 26c are pressed in accordance with the correct batting order (for example, the probability of winning the bonus lottery may be made even higher).

[0087] Furthermore, in this embodiment, the continuation of the AT performance state is managed by the difference in the number of medals, but the continuation of the AT performance state may also be managed by the number of times the game is played in the AT performance state or the number of times the batting order navigation performance is executed in the AT performance state. That is, a value corresponding to the number of times the game is played in the AT performance state or the number of times the batting order navigation performance is executed in the AT performance state may be added to the AT termination judgment counter 69 in the bonus lottery, etc.

[0088] Furthermore, during the AT performance state, a lottery (AT lottery: second AT lottery) may be held at a predetermined trigger to determine whether or not to grant the right to transition to the AT performance state. The right to transition to the AT performance state here is not limited to one set of AT performance states, but may also be two or more sets of AT performance states, assuming that one AT performance state is considered one set. The number of sets (stock) of the AT performance state may be selected from among several types of set numbers when the second AT lottery is won. When the second AT lottery is won, a value corresponding to a predetermined number of sets is added to the AT stock counter. In this case, if the stored value of the AT stock counter is "1" or more at the end of one set of AT performance states, the performance state control means 81 starts the next set of AT performance states.

[0089] Furthermore, in this embodiment, the probability of winning the bonus lottery in the low net increase section is set higher than the probability of winning the bonus lottery in the high net increase section. However, when the second AT lottery (stock lottery) is performed as described above, the probability of winning the second AT lottery in the low net increase section may be set higher than the probability of winning the second AT lottery in the high net increase section. In this case, the probability of stocking AT performance states will be higher in the low net increase section than in the high net increase section. In the low net increase section, the net increase in coins is relatively small, but the probability of being able to play for a relatively long period of time is higher, which can give players a sense of satisfaction and reduce the risk of players becoming dissatisfied.

[0090] Furthermore, in this embodiment, the instruction function control means 51 reduces the net increase in coins when it determines that continuing to play in the AT performance state would (definitely) result in an excess state (a state in the AT performance state where the number of coins obtained exceeds 2400 in 1500 or fewer games). However, it is not limited to this, and the net increase in coins may be reduced when there is a high probability that continuing to play in the current state will result in an excess state (i.e., when the probability of falling into an excess state exceeds a predetermined value). For example, in the AT performance state, if continuing to play in the current state would result in the number of coins obtained exceeding 2000 in 1500 or fewer games, it may be determined that there is a high probability of falling into an excess state. By reducing the net increase in coins when it is determined that there is a high probability of falling into an excess state, it is possible to more reliably avoid falling into an excess state.

[0091] Furthermore, although this embodiment shows a case where the net increase in tokens is reduced from "6" to "1" to avoid falling into an excess state, the net increase in tokens may be reduced in stages if it is possible to avoid falling into an excess state. Also, although this embodiment shows a case where the net increase in tokens is reduced, for example, if the number of remaining games until 1500 games is reached is relatively small, and it is determined that increasing the net increase in tokens will not result in falling into an excess state (a state in the AT performance state where the number of tokens exceeds 2400 in games of 1500 games or less), the net increase in tokens may be increased.

[0092] Furthermore, although this embodiment shows a control system that avoids exceeding the limit, if, for example, a gaming arcade has established criteria such as the number of gaming machines that fall into the limiting limit being 50% or less of the total, there may be gaming machines that fall into the limiting limit within the range that satisfies those criteria.

[0093] Furthermore, although this embodiment has been described using a so-called medalless gaming machine, the present invention is also applicable to gaming machines that use medals, as shown in the following second embodiment. In that case, the instruction function control means performs a process (advantageous section termination determination process) to determine whether or not the conditions for ending the advantageous section are met at a predetermined trigger in the advantageous section. The instruction function control means then performs a process to reduce the net increase in medals when it determines that the value of the difference counter, which manages the number of medals acquired in the advantageous section, exceeds a threshold (2400). By configuring it in this way, the timing of the end of the advantageous section can be delayed.

[0094] (Second Embodiment) Embodiments of the present invention will be described below with reference to the drawings. This embodiment will be described using the application of the present invention to a slot machine, which is one type of amusement machine, as an example, but the present invention is not limited to slot machines and may be applied to amusement machines such as pachinko machines. As shown in Figure 10, the slot machine (gaming machine) 10 of the present invention comprises a box-shaped casing 11 with an open front side facing the player, and a front door 12 that opens and closes the front opening of the casing 11. The casing 11 houses a reel unit in which a rotatable first reel 20a, a second reel 20b, and a third reel 20c are unitized, as well as a hopper device for dispensing medals (game value). The front door 12 is divided into an upper door 12a and a lower door 12b, and these upper door 12a and lower door 12b can be opened and closed relative to the casing 11.

[0095] The upper door 12a is provided with a liquid crystal display (display means) 13, a speaker (sound output means) 14 and other devices for performance, as well as a display window 16. The liquid crystal display 13 displays various images (moving images, still images) for performance. The speaker 14 outputs various sounds (music, sound effects, voices, etc.) for performance. In addition to the liquid crystal display 13 and speaker 14, other devices for performance may include lighting devices such as lamps (LEDs), and movable parts that can be operated by actuators, etc.

[0096] Behind the display window 16, the reel unit is positioned so that a portion of it can be seen from outside the display window 16. Multiple types of symbols are arranged in a row on the outer surface of each reel 20a to 20c, and when each reel 20a to 20c stops, three symbols per reel (upper, middle, and lower) are displayed through the display window 16. The display window 16 is also provided with upper, middle, and lower display positions for viewing the symbols of each reel 20a to 20c, and the active lines are set by the combination of the display positions of each reel 20a to 20c. In this embodiment of the gaming machine, the active lines are composed of the upper section of the first reel 20a, the middle section of the second reel 20b, and the lower section of the third reel 20c. Furthermore, in the gaming machine of this embodiment, the number of tokens required for one game (specified number) is set to 3, and when the specified number of tokens is inserted, the active lines are activated.

[0097] As shown in Figure 11, the outer surface of each reel 20a to 20c is arranged with the following symbols: red 7 symbol "red 7", blue 7 symbol "blue 7", BAR symbol "BAR", special symbol A "SPA", special symbol B "SPB", replay symbol "RP", bell symbol A "BLA", bell symbol B "BLB", watermelon symbol "WM", and cherry symbol "CH". In addition, each symbol on each reel 20a to 20c is associated with a symbol number from 0 to 19.

[0098] In slot machine 10, as soon as the game starts, each reel 20a to 20c begins to spin, and an internal lottery is performed to determine whether one of the winning combinations is achieved or not (not achieved). Next, when reels 20a to 20c stop, if the symbol combination corresponding to the winning combination determined by the internal lottery is displayed on an active line, this winning combination is awarded, and the process corresponding to the awarded winning combination (winning process) is performed.

[0099] Below the display window 16, a game information display unit 17 and a favorable period indicator 18 are provided. The game information display unit 17 consists of LEDs, lamps, a 7-segment display, etc., and displays various game information such as the number of medal credits, the number of medals paid out or acquired in one game, and error information. The favorable period indicator 18 has LEDs, and the on and off of these LEDs indicates whether or not the player is in a favorable period.

[0100] The lower door 12b is equipped with a coin slot 22 for inserting coins, a bet button 23 for betting credited coins, a start lever (game start operation means) 24 for starting the game, stop buttons (stop operation means) 26a, 26b, 26c for stopping the rotating reels, a payout opening 27 for dispensing coins via a hopper device, and a coin tray 28 for receiving coins dispensed from the payout opening 27. In addition, a coin sensor 29 (see Figure 12) is provided behind the coin slot 22 to detect the passage of coins inserted into the coin slot 22.

[0101] In the slot machine 10, when a medal is inserted into the medal slot 22, or when the bet button 23 is operated and a predetermined number of medals are bet, the start lever 24 is activated. When the activated start lever 24 is operated, the game starts. When the game starts, each reel 20a to 20c starts to rotate, and when the rotation speed of each reel 20a to 20c reaches a constant speed and becomes steady rotation, the stop buttons 26a to 26c are activated. When the activated stop buttons 26a to 26c are operated, the reels 20a to 20c corresponding to the operated stop button 26a to 26c are stopped.

[0102] As shown in Figure 12, the slot machine 10 is equipped with a main control board (primary control device) 31 and a sub-control board (secondary control device) 32. The main control board 31 receives input signals from input means such as the bet button 23, start lever 24, stop buttons 26a to 26c, and medal sensor 29, performs various calculations to execute the game, and controls output means such as the reel unit and hopper device based on the calculation results. The sub-control board 32 receives signals sent from the main control board 31, performs various calculations to execute the effects, and controls the effects devices such as the liquid crystal display 13 and speaker 14 based on the calculation results.

[0103] Furthermore, the main control board 31 and the sub-control board 32 are electrically connected, and the main control board 31 can transmit various information (signals), such as information indicating the game status, to the sub-control board 32. However, the sub-control board 32 cannot transmit information to the main control board 31. Furthermore, the functions of each board, such as the main control board 31 and the sub-control board 32, are realized by hardware such as various processors (CPU, DSP, etc.), ICs, or information storage media such as ROM and RAM, and software consisting of predetermined programs pre-stored in ROM, etc.

[0104] The main control board 31 includes an input receiving means 40, a random number generation means 41, an internal lottery means 42 that performs an internal lottery to determine whether a winning combination is achieved, a reel control means 43 that controls the rotation of the reels, a winning combination determination means 44 that determines whether a winning combination has been achieved when all reels have stopped, a payout control means 45, a replay control means 46, a setting change means 47, an initialization means 48, a game state control means 49, an instruction function control means 51, a performance main control means 52, and a storage means 60. The storage means 60 also includes ROM and RAM. Furthermore, the sub-control board 32 includes a performance sub-control means 70 and a sub-side storage means 72. The sub-side storage means 72 also includes ROM and RAM.

[0105] Furthermore, the performance control means 100 is composed of a performance main control means 52 and a performance sub-control means 70. The performance main control means 52 issues instructions to the performance sub-control means 70 based on the game state, performance state, etc. The performance sub-control means 70 controls the performance device using performance data stored in the sub-side storage means 72, based on the information regarding the game state, performance state, or whether or not to perform an instructed performance transmitted from the performance main control means 52. In this embodiment, the control performed by the performance main control means 52 may also be performed by the performance sub-control means 70, and the control performed by the performance sub-control means 70 may also be performed by the performance main control means 52. In addition, the control performed by the performance control means 100 described in this embodiment may also be performed by the instruction function control means 51, and the control performed by the instruction function control means 51 may also be performed by the performance control means 100.

[0106] The coin insertion receiving means 40 accepts the insertion of coins for each game and, based on the insertion of a predetermined number of coins, performs a process to activate the game start operation on the start lever 24. Specifically, when coins are inserted into the coin slot 22, the coin sensor 29 detects the coins, and the coin insertion receiving means 40 sets the inserted coins to the inserted state (bet state), up to a predetermined limit. Also, when the bet button 23 is pressed while coins are credited, the coin insertion receiving means 40 sets the credited coins to the inserted state, up to a predetermined limit. In this embodiment of the game machine, the first press operation on the start lever 24, which has been activated based on the insertion of a predetermined number of coins, is accepted as the game start operation, and upon this operation, the rotation of the reels 20a to 20c begins, and internal lotteries and other draws are performed.

[0107] Furthermore, the coin insertion acceptance means 40 controls the system so that, in the next game after a game in which a replay was awarded, the player's coins are not set to the coin insertion state. Specifically, if a replay was awarded in the previous game, even if coins are inserted into the coin insertion slot 22 while the system is accepting coin insertions, the inserted coins are not set to the coin insertion state, but are credited up to the credit limit (for example, 50 coins). In addition, the system prevents operation of the bet button 23 while the system is accepting coin insertions, so that even if the bet button 23 is pressed, the credited coins are not set to the coin insertion state.

[0108] The random number generation means 41 generates random values ​​for the lottery. Random values ​​can be generated, for example, based on the count value of an increment counter (a counter that counts values ​​so as to cycle within a predetermined count range). In this embodiment, "random number" includes not only values ​​that are generated randomly in a mathematical sense, but also values ​​that, even if their generation is regular, can function as effectively random numbers because the timing of their acquisition is irregular.

[0109] The internal lottery means 42 performs an internal lottery using an internal lottery table based on the operation of the activated start lever 24 (i.e., the start of the game). The internal lottery table associates various winning combinations, including minor roles, replays, and bonuses, as well as losing combinations (non-winning), with each of several random numbers (for example, 65,536 random numbers from 0 to 65,535). Multiple internal lottery tables are stored in the internal lottery table storage area 61 provided in the ROM of the storage means 60. In the gaming machine of this embodiment, as will be described later, the game state can be set to general mode, RBB internal mode, and RBB operation mode, and six setting values ​​from setting 1 to setting 6 can be set. The internal lottery means 42 selects an internal lottery table according to the game state and setting value and performs an internal lottery. A minor win is a win that, when achieved, results in a payout of a predetermined number of tokens corresponding to the win. A replay is a win that, when achieved, allows the player to play again without consuming any more tokens. When a replay is achieved, the start lever 24 is activated without the player using any tokens, and the game can be started by operating the start lever 24.

[0110] In the internal lottery, a random number for the lottery is obtained from the random number generation means 41, and this random number is compared with the internal lottery table to determine whether or not a winning role has been achieved. The winning role associated with the random number is then determined as a win. Specifically, the internal lottery table has multiple winning areas as shown in Figure 13, and each random number obtained from the random number generation means 41 is associated with one of the winning areas. Furthermore, there are winning areas that contain one or more winning roles (areas associated with winning roles) and winning areas that do not contain any winning roles (areas associated with losing roles). In addition, each winning area contains different combinations of winning roles. All winning roles belonging to the winning area associated with the random number obtained from the random number generation means 41 are determined as wins in the internal lottery. Hereafter, in the internal lottery, when a role belonging to a winning area is won, this will also be referred to as "the winning area is won." When no role is won, this will also be referred to as "the winning area 'not won' is won."

[0111] As shown in Figure 13, the gaming machine of this embodiment offers small wins from small win 1 to small win 45. In addition, the following winning areas that include small wins are available: "Small Wins ALL", "3 Coins ALL", "1 Coin ALL", "Batting Order Bell A Blue 1" to "Batting Order Bell A Blue 4", "Batting Order Bell A Red 1" to "Batting Order Bell A Red 4", "Batting Order Bell B Blue 1" to "Batting Order Bell B Blue 4", "Batting Order Bell B Red 1" to "Batting Order Bell B Red 4", "Batting Order Bell A1" to "Batting Order Bell A4", "Batting Order Bell B1" to "Batting Order Bell B4", "Batting Order Chance Win 1" to "Batting Order Chance Win 10", "Common 3 Coins 1", "Common 3 Coins 2", "Common 1 Coin", "Watermelon", "Chance Eye A", "Chance Eye B", "Weak Cherry", and "Strong Cherry". Additionally, minor roles 1 through 17 are 15-coin roles that pay out 15 medals when they are hit, minor role 18 is a 14-coin role that pays out 14 medals when it is hit, minor roles 19 and 20 are 3-coin roles that pay out 3 medals when they are hit, and minor roles 21 through 45 are 1-coin roles that pay out 1 medal when they are hit. In the following, the winning areas "Batting Order Bell A Blue 1" to "Batting Order Bell A Blue 4", "Batting Order Bell A Red 1" to "Batting Order Bell A Red 4", "Batting Order Bell B Blue 1" to "Batting Order Bell B Blue 4", "Batting Order Bell B Red 1" to "Batting Order Bell B Red 4", "Batting Order Bell A1" to "Batting Order Bell A4", and "Batting Order Bell B1" to "Batting Order Bell B4" will be collectively referred to as "Batting Order Bells".

[0112] The winning area "Small Role ALL" is a winning area where all small roles (small role 1 to small role 45) are won simultaneously. The winning area "3-Coin ALL" is a winning area where all 3-coin roles (small role 19, small role 20) are won simultaneously. The winning area "1-Coin ALL" is a winning area where all 1-coin roles (small role 21 to small role 45) are won simultaneously. The winning areas "Batting Order Bell A Blue 1" to "Batting Order Bell A Blue 4", "Batting Order Bell A Red 1" to "Batting Order Bell A Red 4", "Batting Order Bell B Blue 1" to "Batting Order Bell B Blue 4", and "Batting Order Bell B Red 1" to "Batting Order Bell B Red 4" are winning areas where one of the 15-coin roles and a 1-coin role are won simultaneously. Furthermore, the winning areas "Batting Order Bell A1" to "Batting Order Bell A4" and "Batting Order Bell B1" to "Batting Order Bell B4" are winning areas where two of the 15-coin winning combinations and a 1-coin winning combination are awarded simultaneously. Additionally, the winning areas "Batting Order Chance Combination 1" to "Batting Order Chance Combination 10" are winning areas where a 15-coin winning combination (minor combination 17), a 14-coin winning combination (minor combination 18), and a 1-coin winning combination are awarded simultaneously. Furthermore, the winning areas "Common 3-Coin 1" and "Common 3-Coin 2" are winning areas where a 3-coin winning combination (minor combination 20) and a 1-coin winning combination are awarded simultaneously. Additionally, the winning area "Common 1-Coin" is a winning area where multiple types of 1-coin winning combinations are awarded simultaneously. Finally, the winning areas "Watermelon," "Chance Eye A," "Weak Cherry," and "Strong Cherry" are winning areas where a different 1-coin winning combination (minor combination 43, minor combination 44, minor combination 41, or minor combination 42) is awarded individually. Additionally, the winning area "Chance Eye B" is a winning area where a 3-coin combination (minor combination 19) can be won on its own.

[0113] Furthermore, in the gaming machine of this embodiment, replays 1 through 7 are provided as replays. In addition, "Replay 1" through "Replay 4" are provided as winning areas that include replays.

[0114] The winning areas "Replay 1" to "Replay 4" are areas where multiple types of replays can be won simultaneously.

[0115] Furthermore, in the gaming machine of this embodiment, a Big Bonus is provided as a bonus. In addition, as a winning area associated with the bonus, there is a winning area "RBB" where the Big Bonus is won alone, and the winning areas "Common 1 Coin", "Watermelon", "Chance Eye A", "Chance Eye B", "Weak Cherry", and "Strong Cherry" are set to award the Big Bonus multiple times. Moreover, in the winning areas "Common 1 Coin", "Watermelon", "Chance Eye A", "Chance Eye B", "Weak Cherry", and "Strong Cherry", the Big Bonus is awarded multiple times when the game state is in the general medium state, but not when the game state is in the RBB internal medium state. In this embodiment of the gaming machine, a continuous activation device for a so-called Type 1 special feature is assumed as the bonus, but other types of bonuses may be used. Furthermore, other bonuses may also be included. Additionally, the bonuses included may be set to be awarded individually, or they may be awarded in conjunction with replays or minor wins.

[0116] Additionally, a "Loss" area is provided as a corresponding winning area for those who did not win.

[0117] Each winning area is set to either be a winning area or not, depending on the game state. In other words, the internal lottery means 42 selects an internal lottery table according to the game state and performs an internal lottery, which changes the winning combinations. To put it another way, in each game state, an internal lottery is performed using an internal lottery table that includes the winning areas that can be won in that game state as the lottery targets. In Figure 4, whether each winning area can be won in each game state is indicated by a "○" mark. Specifically, the winning areas "Not Winning," "All Small Wins," "All 3 Coins," and "All 1 Coin" are winning areas when the game state is in the RBB (Real Big Bonus) operation state, but not when the game state is in the general state or the RBB internal state. Additionally, the winning areas "Batting Order Bell A Blue 1" to "Batting Order Bell A Blue 4", "Batting Order Bell A Red 1" to "Batting Order Bell A Red 4", "Batting Order Bell B Blue 1" to "Batting Order Bell B Blue 4", "Batting Order Bell B Red 1" to "Batting Order Bell B Red 4", "Batting Order Bell A1" to "Batting Order Bell A4", "Batting Order Bell B1" to "Batting Order Bell B4", "Batting Order Chance Role 1" to "Batting Order Chance Role 10", "Common 3 Coins 1", "Common 3 Coins 2", "Common 1 Coin", "Watermelon", "Chance Eye A", "Chance Eye B", "Weak Cherry", and "Strong Cherry" are awarded when the game state is in the general medium state or RBB internal medium state, but not when RBB is active. Furthermore, the winning area "RBB" is awarded when the game state is in the general medium state, but not when RBB internal medium state or RBB is active.

[0118] Each winning area is assigned a unique winning area number. This winning area number allows for identification of each winning area.

[0119] Furthermore, in the gaming machine of this embodiment, the probability of winning a small role is the same in both the general mode and the RBB internal mode. Also, the probability of winning a replay is the same in both the general mode and the RBB internal mode. In addition, replays cannot be won in the RBB activation mode. In other words, the probability of winning a replay is higher in the general mode and the RBB internal mode than in the RBB activation mode.

[0120] The internal lottery means 42 sets the winning flag corresponding to the winning role as a result of the internal lottery from a non-winning state (off state) to a winning state (on state). Furthermore, if multiple winning roles are won simultaneously, the winning flag corresponding to each of the simultaneously won roles is set from a non-winning state to a winning state. In addition, the setting information of the winning flags is stored in the winning flag storage area 62 provided in the RAM of the storage means 60.

[0121] Furthermore, there are two types of winning flags: a winning flag that allows the winning state to be carried over to subsequent games until a win is achieved (carry-over flag), and a winning flag that resets to a non-winning state regardless of whether a win is achieved or not (non-carry-over flag). The Big Bonus is one of the roles associated with the carry-over flag. The minor roles and replays are associated with the non-carry-over flag. For example, when the internal lottery means 42 wins a Big Bonus in the internal lottery, it carries over the winning state of the Big Bonus winning flag until a Big Bonus is achieved. At this time, even in games where the winning state of the Big Bonus winning flag has been carried over, the internal lottery means 42 also performs an internal lottery to determine whether minor roles and replays are successful or not. That is, in games where the winning state of the Big Bonus winning flag has been carried over, if a minor role or replay is achieved, the winning flags corresponding to two or more roles, namely the Big Bonus winning flag that has already been won and the minor role or replay winning flag that was won in the internal lottery, are set to a winning state.

[0122] Furthermore, Slot Machine 10 has six settings, from Setting 1 to Setting 6, and the probability of winning a prize differs depending on the setting. Specifically, when the setting changes, the group of internal lottery tables, which consists of multiple internal lottery tables selected according to the game state, changes to the group of internal lottery tables corresponding to each setting, and the group of internal lottery tables changes so that the probability of winning small wins, replays, and bonuses differs depending on the setting.

[0123] The setting change means 47 controls the change of the setting value stored in the setting value storage area 63 provided in the RAM of the storage means 60. Specifically, when the setting change key is inserted into the setting change key cylinder provided inside the slot machine 10, and the setting change key (setting change key cylinder) is rotated 90 degrees clockwise from its initial position, and the power to the slot machine 10 is turned on, the setting change means 47 starts the slot machine 10 in setting change mode. The setting value can be selected from six setting values ​​from setting 1 to setting 6, and the probability of winning the internal lottery changes in order from setting 1 to setting 6 so that the expected value of the payout rate increases in that order. In setting change mode, each time the setting change button provided inside the slot machine 10 is pressed, the setting change means 47 changes the setting value in the order of setting 1 → setting 2 → ... setting 6 → setting 1 → ... and when the start lever 24 is pressed, the setting value is confirmed and the confirmed setting value is stored in the setting value storage area 63. Furthermore, the system can be switched from setting change mode to game mode by returning the setting change key, which is inserted into the setting change key cylinder, to its initial position. In this embodiment, the setting values ​​are expressed in the order of setting 1 < setting 2 < setting 3 < setting 4 < setting 5 < setting 6, from highest to lowest.

[0124] Furthermore, when the power is turned on with the setting change key cylinder in its initial position, the slot machine 10 is started in game mode. In this embodiment of the gaming machine, in game mode, players can play games, but they cannot change the setting values, and in setting change mode, players can change the setting values, but they cannot play games.

[0125] When the setting value is changed, the initialization means 48 performs an initialization process to initialize at least a portion of the information stored in the RAM of the storage means 60. Specifically, when the setting value is changed, the initialization means 48 performs a process to return the game state, game section, and performance state, which will be described later, to their initial state. That is, when the setting value is changed, the game state becomes the general state, the game section becomes the non-advantageous section, and the performance state becomes the normal performance state (non-advantageous section performance state), and these states become the same as when the power is first turned on after the factory shipment. In addition, during the initialization process, the initialization means 48 also initializes other information related to performances stored in the RAM of the storage means 60. The sub-control board 32 also has an initialization means (not shown), and when a signal indicating that the setting value has been changed is transmitted from the main control board 31, the initialization means of the sub-control board 32 initializes the information related to performances stored in the RAM of the sub-side storage means 72. Furthermore, it is possible to configure the game state, game interval, and presentation state so that they do not revert to their initial state even if the settings are changed.

[0126] The reel control means 43 starts the rotation of each reel 20a to 20c when the start lever 24, which is activated under the control of the main control board 31, is operated (i.e., the game is started), and when the activated stop buttons 26a to 26c are operated, it controls the stopping of the reel corresponding to the operated stop button.

[0127] In other words, each time one of the stop buttons 26a to 26c is operated, the reel control means 43 determines the stopping position of the reel corresponding to the operated button among the first reels 20a to the third reels 20c, and controls the reel to stop at the determined stopping position. In the slot machine 10, when stop button 26a is operated, the rotation of the first reel 20a stops; when stop button 26b is operated, the rotation of the second reel 20b stops; and when stop button 26c is operated, the rotation of the third reel 20c stops. Therefore, the stopping order of the first reels 20a to the third reels 20c changes depending on the order in which the stop buttons 26a to 26c are operated (the order in which they are played).

[0128] In the following, regarding the order of stopping operations (the order in which stop buttons 26a to 26c are operated), the order in which all of the stop buttons 26a to 26c are operated as a single unit of stopping operations will be referred to as the "batting order". Furthermore, among the stopping operations that make up the batting order, the first stopping operation will be referred to as the "first stopping operation", the second stopping operation as the "second stopping operation", and the third stopping operation as the "third stopping operation".

[0129] Furthermore, below, the operation of stop buttons 26a, 26b, and 26c to stop the rotating reels in the order of the first reel 20a, the second reel 20b, and the third reel 20c will be referred to as "Batting Order 1," the operation of stop buttons 26a, 26b, and 26c to stop the rotating reels in the order of the first reel 20a, the third reel 20c, and the second reel 20b will be referred to as "Batting Order 2," and the operation of stop buttons 26a, 26b, and 26c to stop the rotating reels in the order of the second reel 20b, the first reel 20a, and the third reel 20c will be referred to as "Batting Order 3." The operation of stop buttons 26a, 26b, and 26c to stop the rotating reels in the order of the second reel 20b, the third reel 20c, and the first reel 20a is designated as "Batting Order 4," the operation of stop buttons 26a, 26b, and 26c to stop the rotating reels in the order of the third reel 20c, the first reel 20a, and the second reel 20b is designated as "Batting Order 5," and the operation of stop buttons 26a, 26b, and 26c to stop the rotating reels in the order of the third reel 20c, the second reel 20b, and the first reel 20a is designated as "Batting Order 6."

[0130] In the stop control when the stop buttons 26a to 26c are operated, the reel control means 43 stops each of the reels 20a to 20c so that the winning combination of the winning role for which the winning flag is set to the winning state wins. Specifically, in a state where the winning flag of one winning role is set to the winning state, the stop control of each of the reels 20a to 20c is performed so that this winning role wins. Also, in a state where the winning flags of a plurality of winning roles are set to the winning state in an overlapping manner, each of the reels 20a to 20c is stopped so that a predetermined winning role wins according to the priority order determined for each role. In the gaming machine of the present embodiment, the priority order is determined in the order of "replay > small winning combination > bonus". Then, the reel control means 43 stops the reels 20a to 20c so that the symbols constituting the winning form of the role with a higher priority are displayed on the valid lines prior to the symbols constituting the winning form of the role with a lower priority.

[0131] Also, regarding the priority order of the candidates for the stop positions when a plurality of types of small winning combinations are won in the internal lottery, there are a case where the priority order is determined according to the number of symbol combinations that can be displayed on the valid lines and a case where the priority order is determined according to the number of medals paid out based on the payout determined in advance for the small winning combinations. In the case where the priority order of the candidates for the stop positions is determined according to the number of symbol combinations that can be displayed on the valid lines, the priority order of each candidate for the stop position is determined so that the stop position where the number of symbol combinations indicating the winning form that can be displayed on the valid lines is larger has a higher priority. In the case where the priority order of the candidates for the stop positions is determined according to the number of medals paid out, the priority order of each candidate for the stop position is determined so that the stop position where the number of medals paid out based on the payout of the small winning combination corresponding to the symbol displayed at the display position on the valid line is larger (the stop position where a small winning combination with a large payout can be made to win) has a higher priority. However, in the case where the priority order of the candidates for the stop positions is determined according to the number of medals paid out, when small winning combinations with the same payout are won in an overlapping manner, the priority order of the candidates for the stop positions where each small winning combination can be made to win is treated as the same.

[0132] As shown in Figure 14, each batting order bell has a correct batting order and an incorrect batting order set. Figure 14 shows the relationship between the stopping operation and the winning combination when each winning area is selected in the RBB internal middle state. When each winning area of ​​the batting order bell is selected in the RBB internal middle state, a 15-coin combination can be won if the operation is performed in the correct batting order, and a 1-coin combination can be won if the operation is performed in the incorrect batting order. In other words, when any batting order bell is selected in the RBB internal middle state, if stop buttons 26a to 26c are pressed in the correct batting order, the priority is set so that the candidate stop position that can win small combinations 1 to 16 has the highest priority, and if stop buttons 26a to 26c are pressed in the incorrect batting order, the priority is set so that the candidate stop position that can win small combinations 21 to 40 has the highest priority.

[0133] Specifically, in the winning areas "Batting Order Bell A Blue 1" to "Batting Order Bell A Blue 4" and "Batting Order Bell B Blue 1" to "Batting Order Bell B Blue 4", a 15-coin payout is awarded when the game is played in the correct batting order and the first stop operation is performed when a symbol within a predetermined range containing the blue 7 symbol (for example, any symbol from symbol number 0 to 9) on the first stopped reels 20a to 20c is located in a predetermined display position (for example, on an active line). In other words, by playing in the correct batting order and aiming for the blue 7 symbol when performing the first stop operation, it is possible to win a 15-coin payout. Furthermore, for "Batting Order Bell A Blue 1" to "Batting Order Bell A Blue 4" and "Batting Order Bell B Blue 1" to "Batting Order Bell B Blue 4", if the operation is performed with an incorrect batting order, or if the operation is performed with the correct batting order and the first stop operation is performed when a symbol within a predetermined range that does not include the blue 7 symbol (for example, any symbol from symbol number 10 to 19) is located in a predetermined display position (for example, on an active line), then either a single-coin payout or no payout will be awarded.

[0134] Furthermore, in the winning areas "Bat Order Bell A Red 1" to "Bat Order Bell A Red 4" and "Bat Order Bell B Red 1" to "Bat Order Bell B Red 4", a 15-coin payout is awarded when the game is played in the correct batting order and the first stop operation is performed when a symbol within a predetermined range containing the red 7 symbol (for example, any symbol from symbol number 10 to 19) on the first stopped reel 20a to 20c is located in a predetermined display position (for example, on an active line). In other words, by playing in the correct batting order and aiming for the red 7 symbol when performing the first stop operation, it is possible to win a 15-coin payout. Furthermore, for "Bat Order Bell A Red 1" to "Bat Order Bell A Red 4" and "Bat Order Bell B Red 1" to "Bat Order Bell B Red 4", if the operation is performed with an incorrect batting order, or if the operation is performed with a correct batting order and the first reel to stop has a symbol within a predetermined range that does not include the red 7 symbol (for example, any symbol between symbol numbers 0 and 9) in a predetermined display position (for example, on an active line), then either a single-coin payout or no payout at all will be awarded.

[0135] Additionally, in the winning areas "Batting Order Bell A1" to "Batting Order Bell A4" and "Batting Order Bell B1" to "Batting Order Bell B4", if the correct batting order is used, a 15-coin payout will be awarded. Furthermore, in "Batting Order Bell A1" to "Batting Order Bell A4" and "Batting Order Bell B1" to "Batting Order Bell B4", if the incorrect batting order is used, a 1-coin payout or no payout at all will be awarded.

[0136] Furthermore, each batting order bell has only one correct batting order, and the other five batting orders are considered incorrect. Additionally, the winning areas "Batting Order Bell A Blue 1" to "Batting Order Bell A Blue 4" have different correct batting orders set for each other, the winning areas "Batting Order Bell A Red 1" to "Batting Order Bell A Red 4" have different correct batting orders set for each other, the winning areas "Batting Order Bell B Blue 1" to "Batting Order Bell B Blue 4" have different correct batting orders set for each other, the winning areas "Batting Order Bell B Red 1" to "Batting Order Bell B Red 4" have different correct batting orders set for each other, the winning areas "Batting Order Bell A1" to "Batting Order Bell A4" have different correct batting orders set for each other, and the winning areas "Batting Order Bell B1" to "Batting Order Bell B4" have different correct batting orders set for each other. In addition, in the winning areas "Batting Order Bell A Blue 1" to "Batting Order Bell A Blue 4", "Batting Order Bell A Red 1" to "Batting Order Bell A Red 4", "Batting Order Bell B Blue 1" to "Batting Order Bell B Blue 4", "Batting Order Bell B Red 1" to "Batting Order Bell B Red 4", "Batting Order Bell A1" to "Batting Order Bell A4", and "Batting Order Bell B1" to "Batting Order Bell B4", one of batting orders 3 to 6 is set as the correct batting order, while batting orders 1 and 2 are set as incorrect batting orders.

[0137] Furthermore, in each winning area of ​​the batting order bell, when a win occurs in the general mode, even if the stopping operation is performed in a manner that would result in a 15-coin payout if the RBB internal mode were in progress (correct batting order and predetermined timing), a 1-coin payout will be awarded (the 15-coin payout will not be awarded). Also, in each winning area of ​​the batting order bell, when a win occurs in the general mode, and the first stopping operation is in accordance with the correct batting order in the RBB internal mode (if the first stopping operation is correct), a 1-coin payout will always be awarded (there will be no missed payouts).

[0138] In the winning areas "Batting Order Chance 1" to "Batting Order Chance 10", if a win occurs during the RBB internal state, a 14-coin payout will be awarded if the machine stops at batting order 1 or batting order 2. Additionally, in the winning areas "Batting Order Chance 1" to "Batting Order Chance 10", if a win occurs during the RBB internal state, if the machine stops at any of batting order 3 to 6, a 15-coin payout will be awarded with a predetermined probability (1 / 10) and a 1-coin payout with a predetermined probability (9 / 10) depending on the timing of the stop operation. Note that the timing of the stop operation to award the 15-coin payout differs for each of the winning areas "Batting Order Chance 1" to "Batting Order Chance 10".

[0139] Furthermore, in the winning areas "Batting Order Chance 1" to "Batting Order Chance 10", when a win occurs in the general mode, even if the machine is stopped in the batting order (Batting Order 1 and Batting Order 2) that would award a 14-coin payout in the RBB internal mode, a 1-coin payout will (always) be awarded.

[0140] The contents in parentheses in Figure 14 indicate the probability of winning a 1-coin payout and a 15-coin payout when the stopping operation is performed in that order (and in a predetermined state where the symbols within a predetermined range, including the aforementioned blue 7 or red 7 symbols, are in a predetermined display position). For example, the notation "1 coin (1 / 4)" indicates that, assuming the timing of the stopping operation is random (within the predetermined range), there is a 1 / 4 probability of winning a 1-coin payout and a 3 / 4 probability of missing a 1-coin payout (not winning a 1-coin payout).

[0141] The prize determination means 44 is activated when the rotation of reels 20a to 20c stops, and determines whether a prize has been won based on the stopping pattern of reels 20a to 20c. Specifically, it compares the combination of symbols displayed on the active line (stop display) when reels 20a to 20c stop with the prize determination table stored in the ROM of the storage means 60. The prize determination table stores the winning patterns (combinations of symbols that result in a win when stopped) for each winning prize, and the aforementioned comparison determines whether a prize has been won and the type of winning prize that has been won. When a winning prize is won, the main control board 31 executes the prize processing corresponding to the winning prize. Specifically, the prize processing includes payout processing if a small prize is won, replay processing (re-play processing) if a replay is won, and processing to transition the game state (game state transition control processing) if a bonus is won.

[0142] Here, the payout process is the process of dispensing a number of medals determined based on the payout set for each winning combination when a winning combination is achieved, and this is performed by the payout control means 45. When a winning combination is achieved, the payout control means 45 determines the number of medals to be dispensed based on the payout set for each winning combination and dispenses the determined number of medals to the hopper device. If credits are permitted, instead of actually dispensing medals by the hopper device, a credit addition process is performed to add the number of payouts to the number of credits (number of credited medals) stored in the credit storage area of ​​the RAM of the storage means 60, thereby virtually dispensing medals.

[0143] In this embodiment of the gaming machine, when a player hits a minor role 1 through 17, 15 medals are dispensed; when a player hits a minor role 18, 14 medals are dispensed; when a player hits a minor role 19 or 20, 3 medals are dispensed; and when a player hits a minor role 21 through 45, 1 medal is dispensed.

[0144] Furthermore, the replay process, performed by the replay control means 46, is a process that, when a replay is awarded, sets the next game to the same game start waiting state as the previous game without requiring the player to insert any tokens they possess. When a replay is awarded, an automatic insertion process is performed, which automatically inserts the same number of tokens as the number set to be inserted in the previous game (the game in which the replay was awarded), without using any tokens the player possesses (including credited tokens). The system then waits for the next game start operation on the start lever 24 with the number of active lines corresponding to the number of tokens inserted by the automatic insertion process set. In addition, once the automatic insertion process has been performed, it is not possible to insert any more tokens.

[0145] The game state control means 49 performs game state transition control processing to transition the game state between the general state, the RBB internal state (bonus established state), and the RBB operating state (bonus state), as shown in Figure 15. The conditions for transitioning the game state may be one condition or multiple conditions. If multiple conditions are defined, the game state may be transitioned based on the fulfillment of one of the multiple predetermined conditions, or based on the fulfillment of multiple or all of the multiple predetermined conditions.

[0146] As described above, the internal lottery means 42 selects an internal lottery table according to the game state and performs an internal lottery. Specifically, in the general state, it performs an internal lottery by referring to an internal lottery table in which the Big Bonus is set as the lottery target. In the RBB internal state, it performs an internal lottery by referring to an internal lottery table in which the Big Bonus is excluded from the lottery target. In the RBB activation state, it performs an internal lottery by referring to an internal lottery table in which the Big Bonus is excluded from the lottery target.

[0147] The initial game state is the general mode. In the general mode, an internal lottery is conducted by referring to an internal lottery table in which all winning areas except for "No Win," "All Small Wins," "All 3 Coins," and "All 1 Coin" are set as targets for the lottery. It is also possible to transition from the general mode to the RBB internal mode. The game state control means 49 transitions the game state to the RBB internal mode when a Big Bonus is won in the general mode.

[0148] The RBB Internal Mode is a game state that is entered when a Big Bonus is won in an internal lottery. In the RBB Internal Mode, an internal lottery is conducted by referring to an internal lottery table in which all winning areas except "Not Won," "All Small Wins," "All 3 Coins," "All 1 Coin," and "RBB" are set as targets for the lottery. In addition, in the RBB Internal Mode, the lottery flag corresponding to the Big Bonus is maintained in a winning state until a Big Bonus is won, and when a combination of symbols indicating the winning form of the Big Bonus is displayed on an active line, the game state control means 49 transitions the game state from the RBB Internal Mode to the RBB Activated state.

[0149] The RBB (Regular Big Bonus) activation state is a game state that is entered when a combination of symbols indicating a Big Bonus winning pattern is displayed on an active payline. In the RBB activation state, an internal lottery is conducted by referring to an internal lottery table in which the winning areas "No Win," "All Small Wins," "All 3 Coins," and "All 1 Coin" are set as the lottery targets. In addition, in the RBB activation state, it is determined whether the termination condition has been met based on the total number of medals paid out during the RBB activation state. If the number of medals paid out exceeds a predetermined number (for example, 83 medals), the game state control means 49 terminates the RBB activation state and transitions the game state back to the normal state. In this embodiment, the termination condition for the RBB (Real Big Bonus) state is determined by the total number of medals dispensed. However, the termination condition may also be determined by the number of games played or the number of small wins during the RBB state. Furthermore, the termination condition for the RBB state may be set so that it ends after a single game.

[0150] The instruction function control means 51 comprises a game section control means 80, a performance state control means 81, and a bonus granting means 82. The instruction function control means 51 performs processing related to the operation of an instruction function that assists in winning specific roles in the advantageous section. Specifically, when a predetermined role is won, the instruction function control means 51 decides whether or not to perform an instruction performance that assists in winning this role. More specifically, when a batting order bell is won, the instruction function control means 51 decides whether or not to perform an instruction performance (batting order navigation performance) that notifies the correct batting order and assists in winning the 15-coin role. Based on this decision, the performance control means 100 causes the performance devices such as the liquid crystal display 13 and speaker 14 to execute the batting order navigation performance.

[0151] As shown in Figure 16, the game section control means 80 performs game section transition control processing to transition the game section between a non-advantageous section and an advantageous section according to the progress of the game. The non-advantageous section is the game section that corresponds to the initial state among several types of game sections. In the non-advantageous section, the bonus granting means 82 conducts a lottery for transitioning to an advantageous section, and if the lottery for transitioning to an advantageous section is won, the game section control means 80 transitions the game section to an advantageous section. The advantageous section is a game section in which an upper limit (here, 1500 times) is set on the number of times the game can be played. In addition, instruction effects cannot be performed when the game section is set to a non-advantageous section, and instruction effects can only be performed when it is set to an advantageous section. When the number of times the game has been played in the advantageous section reaches the upper limit of 1500 times, the game section control means 80 ends the advantageous section and transitions the game section to a non-advantageous section.

[0152] The bonus granting means 82 conducts a lottery (advantageous section transition lottery) to determine whether or not to transition to an advantageous section at predetermined triggers during a non-advantageous section. Specifically, the bonus granting means 82 conducts a lottery (advantageous section transition lottery) to determine whether or not to transition to an advantageous section based on the winning of a predetermined role (for example, winning areas "watermelon", "chance eye A", "chance eye B", "weak cherry", "strong cherry", etc.; hereinafter, these winning areas will be called rare roles). If the advantageous section transition lottery is won, the game section control means 80 transitions the game section from a non-advantageous section to an advantageous section.

[0153] Furthermore, the game section control means 80 performs an increment process each time a game is played in the advantageous section, triggered by the start lever 24 operation to start the game, by adding "1" to the value stored in the advantageous section game counter 65 in the RAM of the storage means 60, which corresponds to one game. Note that the game section control means 80 does not add to the advantageous section game counter 65 in the non-advantageous section. Also, at the time of transition from the non-advantageous section to the advantageous section, the value stored in the advantageous section game counter 65 is "0". When the value stored in the advantageous section game counter 65 reaches the threshold (upper limit) of "1500", the game section control means 80 determines that the condition for ending the advantageous section has been met and transitions the game section from the advantageous section to the non-advantageous section. In other words, the upper limit for the number of games played in the advantageous section is set to 1500, and games exceeding 1500 are not played consecutively in the advantageous section.

[0154] Furthermore, in the advantageous section, the game section control means 80 updates the stored value of the difference counter 64 in the RAM of the memory means 60 based on the difference in the number of medals. It subtracts a value corresponding to the number of medals inserted into the game (for example, "3" if 3 medals were inserted) from a value corresponding to the number of medals paid out (for example, "15" if 15 medals were paid out, and "0" if no winning combinations were achieved and no payouts were made) to obtain the calculation result for the difference in the number of medals in that game, and adds this calculation result to the stored value of the difference counter 64. Note that the game section control means 80 does not add to the difference counter 64 in the non-advantageous section. Also, at the time of transition from the non-advantageous section to the advantageous section, the stored value of the difference counter 64 is "0". The game section control means 80 then determines that the condition for ending the advantageous section has been met when the stored value of the difference in tokens counter 64 exceeds a threshold (for example, "2400"), and transitions the game section from the advantageous section to the non-advantageous section. The stored value of the difference in tokens counter 64 is controlled so as not to fall below the initial value "0". For example, if the stored value of the difference in tokens counter 64 at the start of the game is "2", and as a result of playing the game, no winning combinations are achieved and no tokens are paid out, the calculation result of the difference in tokens for that game will be "-3". Adding this calculation result to the stored value of the difference in tokens counter 64 will fall below the initial value "0". However, the stored value of the difference in tokens counter after the update is set to stop counting with the initial value "0" as the lower limit. In other words, an upper limit is set for the number of tokens that can be obtained in the advantageous section, and the advantageous section ends when the increase in tokens from the point where the number of tokens decreased the most in the advantageous section exceeds 2400 tokens. Furthermore, if a replay is awarded during gameplay, the game in which the replay was awarded may be treated as if a payout equivalent to the prescribed number of tokens inserted for that game had been made, and the difference in tokens may be calculated accordingly. For the next game, which is provided free of charge due to the replay award, even if no actual tokens have been inserted, it may be treated as if a payout equivalent to the prescribed number of tokens inserted for that game had been made, and the difference in tokens may be calculated accordingly.

[0155] Furthermore, the advantageous period indicator 18 is designed to turn off during non-advantageous periods and light up during advantageous periods. Furthermore, the advantageous period indicator 18 does not need to light up at the same time as the transition to the advantageous period; it only needs to light up before the first instruction animation is performed. Also, once lit, it will not turn off until the advantageous period ends.

[0156] As shown in Figure 16, the performance state control means 81 performs a performance state transition control process to transition between multiple types of performance states, including a non-advantageous section performance state, a normal performance state, a special performance state, and an AT performance state (instruction performance state). The conditions for transitioning between performance states may be one condition or multiple conditions. If multiple conditions are defined, the performance state may be transitioned when one of the multiple predetermined conditions is met, or the performance state may be transitioned based on the meeting of multiple or all of the multiple predetermined conditions.

[0157] The non-advantageous section performance state is the performance state that corresponds to the initial state among several types of performance states. In the non-advantageous section, the performance state control means 81 sets the performance state to the non-advantageous section performance state. In the non-advantageous section performance state (non-advantageous section), as described above, the bonus granting means 82 performs a lottery for transitioning to the advantageous section, and when a transition to the advantageous section is decided in the lottery for transitioning to the advantageous section, the performance state control means 81 transitions the performance state to the normal performance state.

[0158] The performance control means 100 controls the performance devices, such as the liquid crystal display 13 and speaker 14, to execute an instruction performance (batting order navigation performance) that notifies the correct batting order and assists in winning the 15-coin payout when the performance state is a special performance state or an AT performance state and a batting order bell is won. When a batting order bell is won and the stop buttons 26a to 26c are pressed according to the correct batting order notified by the instruction performance, a 15-coin payout is guaranteed and 15 medals can be obtained. When the batting order navigation performance is performed, information indicating the correct batting order is also displayed on the 7-segment display of the game information display unit 17. In addition, the batting order navigation performance may be performed in the normal performance state, but its frequency is lower than in the special performance state and the AT performance state, and the batting order navigation performance is almost never performed or never performed at all.

[0159] The normal performance state is the performance state to which the player basically transitions when the advantageous period begins, and at the start of the advantageous period, the probability of transitioning to the normal performance state is set higher than the probability of transitioning to other performance states. In the normal performance state, the bonus granting means 82 conducts a lottery (special lottery) to determine whether or not to transition to the special performance state at a predetermined trigger (based on winning a rare role). If the bonus granting means 82 decides to transition to the special performance state in the normal performance state, the performance state control means 81 transitions the performance state to the special performance state. In this embodiment, the special performance state is designed so that the net increase in tokens is "6". There are three special performance states: special performance state A, special performance state B, and special performance state C. Special performance states A to C have different benefits (number of tokens acquired), with special performance state A paying out 80 tokens, special performance state B paying out 120 tokens, and special performance state C paying out 180 tokens. In other words, special performance state A ends when more than 80 medals are paid out, special performance state B ends when more than 120 medals are paid out, and special performance state C ends when more than 180 medals are paid out.

[0160] In the special performance state, the bonus granting means 82 conducts a lottery (first AT lottery) to determine whether or not to grant the right to transition to the AT performance state based on a predetermined trigger (based on winning a rare role). If the bonus granting means 82 determines, as a result of the first AT lottery, to grant the right to transition to the AT performance state, it sets a value of "1" corresponding to one set of AT performance states in the AT stock counter 90 provided in the RAM of the storage means 60 (increasing the number of AT performance state stocks by "1"). Note that the number of sets (stocks) granted by winning the first AT lottery is not limited to one set, but may be two or more sets, and may be selected from multiple types of set numbers when the first AT lottery is won.

[0161] The performance state control means 81 terminates the special performance state if a predetermined number of medals are dispensed during the special performance state. At this time, if the stored value of the AT stock counter 90 is "1" or greater, the performance state control means 81 transitions the performance state to the AT performance state and deducts "1" from the stored value of the AT stock counter 90. On the other hand, if the stored value of the AT stock counter 90 is "0" when the performance state control means 81 terminates the special performance state, it transitions the performance state to the normal performance state. At this time, the performance state may also be transitioned to the non-advantageous section performance state, in which case the game section control means 80 transitions the game section from the advantageous section to the non-advantageous section.

[0162] In this embodiment, the AT performance state is provided as a special AT performance state and a regular AT performance state. When transitioning from the special performance state to the AT performance state, the game is first played in the special AT performance state. The special AT performance state ends after a predetermined number of games have been played. When the performance state control means 81 transitions the performance state to the special AT performance state, it sets a value in the special AT game counter 67 provided in the RAM of the storage means 60 that corresponds to a predetermined number of games played in the special AT performance state (for example, 10 times). The number of games played in the special AT performance state may be determined by a lottery or the like. Each time a game is played in the special AT performance state, the performance state control means 81 subtracts a value of "1" corresponding to one game from the stored value of the special AT game counter 67. Then, when a predetermined number of games have been played in the special AT performance state (when the stored value of the special AT game counter 67 becomes "0"), the performance state control means 81 ends the special AT performance state and transitions the performance state to the regular AT performance state.

[0163] Furthermore, in the special AT performance state, the bonus granting means 82 conducts a lottery (first bonus lottery) to determine the number of games played in the main AT performance state. The number of games played in the main AT performance state is determined, for example, based on the result of the first bonus lottery. In this embodiment, the bonus granting means 82 conducts the first bonus lottery for each game played in the special AT performance state, but the first bonus lottery may be conducted based on the winning of a predetermined role, or it may be conducted at a frequency of once every predetermined number of games (for example, twice). The bonus granting means 82 sets a value corresponding to the number of games played in the main AT performance state determined by the first bonus lottery in the main AT game counter 68. Then, when the main AT performance state is started, each time a game is played in the main AT performance state, the performance state control means 81 subtracts a value of "1" corresponding to one game from the stored value of the main AT game counter 68.

[0164] Here, a special AT performance state in which a predetermined number of games are played, and the main AT performance state in which a number of games determined in the special AT performance state are played, are defined as one set of AT performance states. In the main AT performance state, the bonus granting means 82 conducts a lottery (second AT lottery) to determine whether or not to grant the right to transition to an AT performance state at a predetermined trigger (based on winning a rare role). The right to transition to an AT performance state is not limited to one set of AT performance states, but may also be two or more sets of AT performance states, assuming that one AT performance state is one set. Furthermore, the number of sets (stock) of AT performance states may be selected from among several types of set numbers when the second AT lottery is won. When the second AT lottery is won, the bonus granting means 82 adds a value corresponding to a predetermined number of sets to the AT stock counter 90.

[0165] When gameplay is performed in this AT performance state and the stored value of the AT game counter 68 becomes "0", the performance state control means 81 terminates this AT performance state. At this time, if the stored value of the AT stock counter 90 is "1" or greater, the performance state control means 81 starts the next set of AT performance states and deducts "1" from the stored value of the AT stock counter 90. On the other hand, if the stored value of the AT stock counter 90 is "0" when the performance state control means 81 terminates this AT performance state, it transitions the performance state to a non-advantageous section performance state. At this time, the game section control means 80 transitions the game section from an advantageous section to a non-advantageous section. At this time, the performance state control means 81 may also transition the performance state to a special performance state or a normal performance state, in which case the game section control means 80 does not transition the game section to a non-advantageous section.

[0166] In this embodiment, the game transitions from a non-advantageous zone performance state to a normal performance state, from a normal performance state to a special performance state, and from a special performance state to an AT performance state. However, it is also possible to transition directly from a non-advantageous zone performance state to a special performance state or an AT performance state. For example, in the advantageous zone transition lottery, instead of simply deciding whether or not to transition to an advantageous zone, it is also possible to draw a lottery to transition the performance state to an AT performance state, a special performance state, a normal performance state, or to remain in the non-advantageous zone performance state without transitioning. Furthermore, it is also possible to transition directly from a normal performance state to an AT performance state. Note that the probability of transitioning directly from a non-advantageous zone performance state (or normal performance state) to an AT performance state may differ for each setting, such that it is higher for setting 6 than for setting 1, or it may be the same for all setting values.

[0167] Furthermore, the AT performance state may be set according to the game state to which it transitions based on the win or entry of a bonus. For example, the game state may transition to the AT performance state when the game state is a bonus state, but may not transition to the AT performance state when the game state is a normal state or a bonus state. In other words, in a normal state or a bonus state, for example, even if the first AT lottery is won, the game may not transition to the AT performance state, or the first AT lottery may not be held at all.

[0168] Furthermore, if a bonus is awarded when the game state is in the AT (Attack Time) performance state and the game state is in the bonus-established state, the AT performance state may be interrupted from the end of the bonus state transitioned to by this bonus award until the game returns to the bonus-established state via the normal state. In other words, the batting order navigation performance may be stopped when a bonus is awarded, and resumed when the game returns to the bonus-established state.

[0169] The instruction function control means 51 performs an instruction function information initialization process to initialize the information stored in the RAM of the storage means 60 as information related to the instruction function when the advantageous period ends and the game period transitions to a non-advantageous period. Specifically, the instruction function control means 51 initializes the stored value of the advantageous period game count counter 65, the stored value of the difference in tokens counter 64, the flag (lottery result) related to the lottery for the instruction function, the stored value of the special AT game count counter 67, the stored value of the main AT game count counter 68, and the stored value of the AT stock counter 90, etc. In other words, information related to the instruction function is not carried over across multiple advantageous periods. Furthermore, when the initialization means 48 performs the above initialization process when the setting value is changed, the information related to the instruction performance shown here is also initialized.

[0170] (AT level) In the special AT performance state, the bonus granting means 82 performs a lottery (AT level lottery) to determine the AT level (net increase in coins) of this AT performance state. In this embodiment, there are four AT levels: AT level 1, AT level 2, AT level 3, and AT level 4, and the AT level is determined by the AT level lottery. The AT level increases from AT level 1 to AT level 4, and decreases from AT level 4 to AT level 1. A higher AT level is more advantageous for the player. In this embodiment, AT levels 1 to AT level 4 have different net increase amounts, with higher AT levels having a larger net increase and a greater advantage. AT level 1 is designed to have a net increase of "1". AT level 2 is designed to have a net increase of "2". AT level 3 is designed to have a net increase of "4". AT level 4 is designed to have a net increase of "6". Thus, the net increase increases from AT level 1 to AT level 4. Furthermore, the bonus granting means 82 may also perform an AT level lottery when ending the special AT performance state to determine the AT level of this AT performance state.

[0171] In the first special AT performance state after the start of the advantageous period (the special AT performance state at the start of a series of AT performance states), the probability of setting an AT level with a relatively small net increase in coins (a low AT level) for this AT performance state is high due to the AT level lottery. In other words, in this AT level lottery, the probability of setting AT level 1, AT level 2, AT level 3, and AT level 4 decreases in that order.

[0172] In the special AT performance state, the net increase in coins is designed to be "6". When the main AT performance state ends (the memory value of the main AT game counter 68 is "0"), if the memory value of the AT stock counter 90 is "1" or more, the game transitions to the special AT performance state, and in the special AT performance state, the AT level of the main AT performance state is re-determined (re-set). Alternatively, the game may be transitioned to the special AT performance state at a predetermined trigger (based on the winning of a rare role) while the game is being played in the main AT performance state (during the main AT performance state), and the main AT performance state may be restarted after the special AT performance state ends. In that case, the AT level will not be reset when transitioning from the special AT performance state to the main AT performance state, and the AT level will be the same as the AT level that was set in the main AT performance state before transitioning to the special AT performance state.

[0173] Furthermore, if, at the end of this AT performance state (when the memory value of the AT game counter 68 is "0"), the memory value of the AT stock counter 90 is "1" or greater and the game transitions to a special AT performance state, the net increase in coins (AT level) in that special AT performance state may be the same as (carried over) the net increase in coins (AT level) in the previous AT performance state. For example, if the game transitions to a special AT performance state after the end of this AT performance state at AT level 1, the special AT performance state may be set to AT level 1.

[0174] Furthermore, while gameplay is taking place in the main AT performance state, the game may transition to a special AT performance state based on a predetermined trigger (based on the winning of a rare role), and the main AT performance state may be resumed after the special AT performance state ends. In this case, the AT level (net increase in coins) of the main AT performance state may be carried over to the special AT performance state. That is, the gameplay in the special AT performance state may be conducted at the same AT level (net increase in coins) as the main AT performance state.

[0175] In the first special AT performance state after the start of the advantageous period, the AT level of this AT performance state is determined by an AT level lottery, and is set to one of AT levels from AT level 1 to AT level 4. When this AT performance state ends (the memory value of the main AT game counter 68 is "0"), if the memory value of the AT stock counter 90 is "1" or higher, the game transitions to the special AT performance state. However, in the second and subsequent special AT performance states, an AT level upgrade lottery is held. If the AT level upgrade lottery is won, the AT level increases by one level. In other words, the AT level upgrade lottery determines whether or not the AT level of this AT performance state will be raised by one level. In this AT level upgrade lottery, the probability of winning (the probability of being determined to be upgraded by one level) is higher the lower the set AT level (the AT level of the previous main AT performance state). If the AT level upgrade lottery is not won (if unsuccessful), the AT level of this AT performance state may remain at the set AT level, and the AT level may not be downgraded. Furthermore, an AT level lottery (a lottery to determine whether the AT level will be one of AT levels 1 through 4) may also be conducted in the second and subsequent special AT performance states. In this case, the lower the set AT level (the AT level of the previous main AT performance state), the higher the probability that a higher (higher) AT level will be determined (selected) in the AT level lottery. Conversely, the higher the set AT level (the AT level of the previous main AT performance state), the lower the probability that a higher (higher) AT level will be determined (selected) in the AT level lottery. For example, in the AT level lottery after a main AT performance state of AT level 1, the probability of AT level 2 being determined is higher than the probability of AT level 4 being determined in the AT level lottery after a main AT performance state of AT level 3. In other words, the lower the AT level, the higher the probability that the AT level in the next main AT performance state will be a higher AT level compared to when the AT level is high.

[0176] In this embodiment, in a series of AT performance states, there is a trade-off between a relatively small net increase in coins and a high probability of being selected for a higher AT level in the lottery that determines the AT level (AT level lottery or AT level upgrade lottery). Here, the section in the AT performance state where the net increase in coins is relatively large is called the first instruction performance state (high net increase section), and the section in the AT performance state where the net increase in coins is relatively small is called the second instruction performance state (low net increase section). In other words, the high net increase section is an AT performance state with a high AT level, and the low net increase section is an AT performance state with a low AT level. Both the first and second instruction performance states are sections in which coins increase, but the expected value regarding the increase in coins per game is different. The expected value for the second instruction performance state is lower than that of the first instruction performance state, but the predetermined performance (the probability of being selected for a higher AT level in the lottery that determines the AT level) is more favorable than that of the first instruction performance state.

[0177] When the net increase in tokens during the AT (Attack Time) performance state is relatively small (when the rate of token increase is relatively slow), players may become dissatisfied. However, in this embodiment, when the net increase in tokens is relatively small, the probability of the next AT performance state having a relatively large net increase in tokens is increased. Therefore, it is possible to give players a sense of satisfaction and reduce the likelihood of them becoming dissatisfied.

[0178] Furthermore, in the AT level lottery when transitioning from special performance state C to AT performance state, when transitioning directly from normal performance state (or non-advantageous section performance state) to AT performance state, and when transitioning to AT performance state with a confirmed number of acquired medals (difference in medals) of 2400, AT level 4 may be set. In addition, a freeze performance may occur during a predetermined game in special performance state C. In the freeze performance, for example, the detection of stop operations of stop buttons 26a to 26c is disabled for a predetermined time, and reels 20a to 20c are controlled to rotate in a predetermined manner.

[0179] Furthermore, during the AT performance state, when it is confirmed that the number of medals acquired in the advantageous section (net number of medals) will reach 2400 through additional medals, etc., AT level 4 may be set regardless of the current AT level. In that case, a predetermined performance (for example, an ending performance) may be executed to announce that this has been confirmed. Alternatively, the ending performance may not start at the time of confirmation, but rather when the number of medals acquired reaches a predetermined value (for example, 2000 medals).

[0180] Furthermore, if the stored value of the AT stock counter 90 is "0" at the end of this AT performance state, and the AT level of that AT performance state was AT level 2 or higher, the system may transition to a special AT performance state even if the stored value of the AT stock counter 90 is "0". In that case, the special AT performance state may be started with an AT level one level lower than the AT level set in the previous AT performance state.

[0181] Furthermore, in this embodiment, the system transitions to a special AT performance state if the stored value of the AT stock counter 90 is "1" or greater at the end of the main AT performance state. However, the main AT performance state may be started without transitioning to a special AT performance state. In that case, a lottery is held to determine the AT level before starting the main AT performance state, and the AT level of the (next) main AT performance state is determined. Furthermore, if the first AT lottery is won and the player transitions from the special performance state to the AT performance state, the player may choose to transition directly from the special performance state to the main AT performance state without transitioning to the special AT performance state. In this case, a lottery is held to determine the AT level before starting the main AT performance state, and the AT level of the main AT performance state is determined.

[0182] Furthermore, if this AT performance state (1 set) is performed consecutively for a predetermined number of times (for example, 3 times), and each of these AT performance states is at AT level 1, the next AT performance state may be set to AT level 2 or higher. This can help players who repeatedly experience AT performance states with low net payouts. Also, once this AT performance state (1 set) begins, the AT level may not decrease (be demoted) until that AT performance state (1 set) ends.

[0183] Furthermore, in this embodiment, in the first special AT performance state after the start of the advantageous period, the probability of selecting an AT level with a lower net increase in coins is higher. However, this is not limited to this, and the AT level may also be determined based on the number of games played until the transition to the AT performance state is confirmed (for example, the number of games played in the normal performance state). A higher setting value increases the probability of the transition to the AT performance state being confirmed, and as a result, higher settings have a higher probability of transitioning to the AT performance state in a relatively short period of time. For this reason, higher settings have a higher probability of selecting a lower AT level, and lower settings have a higher probability of selecting a higher AT level.

[0184] (Modified version of the second embodiment) In this embodiment, the net increase in tokens is assumed to be constant (uniform) in the special performance state, but as shown in Figure 17, there may be multiple states in the special performance state with different net increases in tokens (i.e., a first special performance state and a second special performance state).

[0185] (Second special performance state) The net increase in coins during the second special performance state (second instruction performance state: low net increase section) is designed to be "2". Also, the number of games played during the second special performance state is undetermined. During the second special performance state, the performance state control means 81 transitions the performance state to the first special performance state at a predetermined trigger (based on the winning of a replay).

[0186] (First special performance state) The net increase in coins during the first special performance state (first instructed performance state: high net increase section) is designed to be "6". Also, the number of games played during the first special performance state is 15. When 15 games have been played in the first special performance state, the performance state control means 81 transitions the performance state to the second special performance state.

[0187] The number of plays in the first special performance state is undetermined, and the probability of winning a replay (1 / 7.3) is lower than the probability of winning a batting order bell (the probability of winning a batting order bell is higher than the probability of winning a replay). Therefore, the number of plays in the first special performance state can be more than the number of plays in the second special performance state (15 times).

[0188] In this modified special performance state, there is a trade-off between the relatively small net increase in tokens and the possibility of a relatively large number of games (a relatively long duration). Both the first and second special performance states are periods in which tokens increase, but the expected value of the token increase per game differs. The second special performance state has a lower expected value than the first special performance state, but it is advantageous because the predetermined performance (number of games) can be relatively more than in the first special performance state. In other words, the second special performance state has a smaller net increase in tokens compared to the first special performance state, but it is designed to allow for a longer period of gameplay than the first special performance state.

[0189] In AT (Attack Time) mode, if the net increase in tokens is relatively small (if the rate of token increase is relatively slow), players may become dissatisfied. However, in this modified version, if the net increase in tokens is relatively small, players can play for a relatively long period of time. Therefore, it is possible to give players a sense of satisfaction and reduce the likelihood of them becoming dissatisfied. In addition, while an AT lottery (first AT lottery) is held in the special performance mode, the relatively longer duration of the second special performance mode allows players to play for a longer period in the section where tokens increase (the section where tokens do not decrease), and also provides more opportunities for the first AT lottery. Therefore, it is possible to reduce the likelihood of players becoming dissatisfied.

[0190] (Penalty) Furthermore, in this embodiment, as shown in Figure 14, in the winning areas "Bat Order Bell A Blue 1" to "Bat Order Bell A Blue 4", "Bat Order Bell A Red 1" to "Bat Order Bell A Red 4", "Bat Order Bell B Blue 1" to "Bat Order Bell B Blue 4", "Bat Order Bell B Red 1" to "Bat Order Bell B Red 4", "Bat Order Bell A1" to "Bat Order Bell A4", and "Bat Order Bell B1" to "Bat Order Bell B4", one of batting orders 3 to 6 is set as the correct batting order, and batting orders 1 and 2 are set as incorrect batting orders (i.e., not set as the correct batting order). When a stop operation is performed with batting order 1 or batting order 2, a single-coin payout is (always) guaranteed. Taking into account the differences between batting order 1-2 and batting order 3-6 (that they are not equal), a penalty may be imposed if, when a player wins in any of the following areas: "Batting Order Bell A Blue 1"-"Batting Order Bell A Blue 4", "Batting Order Bell A Red 1"-"Batting Order Bell A Red 4", "Batting Order Bell B Blue 1"-"Batting Order Bell B Blue 4", "Batting Order Bell B Red 1"-"Batting Order Bell B Red 4", "Batting Order Bell A1"-"Batting Order Bell A4", and "Batting Order Bell B1"-"Batting Order Bell B4", the player stops the reels in any of batting order 3-6 instead of batting order 1 or 2. As a penalty, for example, a predetermined lottery may not be held in that game (one game). The predetermined lottery may include a lottery to determine whether or not a predetermined benefit is granted, for example, an AT lottery to determine whether or not the right to transition to the AT performance state is granted. Furthermore, a prescribed lottery may be conducted during the game. In that case, even if the player wins the lottery (for example, the AT lottery) and is awarded a prescribed benefit (for example, the right to transition to the AT performance state), the win (decision) will be treated as if it never happened. Furthermore, since the penalty is only applied to the game in question (one game), even if a player stops playing and another player starts playing, the subsequent player will not suffer any disadvantage due to the penalty.

[0191] Furthermore, in the winning areas "Batting Order Chance 1" to "Batting Order Chance 10", if a win occurs while in the RBB internal state, a 14-coin payout is awarded if the machine stops at batting order 1 or batting order 2. If the machine stops at any of batting order 3 to batting order 6, a 15-coin payout is awarded with a predetermined probability (1 / 10) depending on the timing of the stop operation, and a 1-coin payout is awarded with a predetermined probability (9 / 10). The 15-coin payout that can be awarded by stopping at batting order 3 to batting order 6 pays more than the 14-coin payout that can be awarded by stopping at batting order 1 to batting order 2.

[0192] In the RBB internal state, when a winning area "Batting Order Chance Role 1" to "Batting Order Chance Role 10" is selected and a batting order navigation animation is performed that notifies the player that one of batting orders from 3 to 6 is the correct batting order, if the player stops the reels according to the batting order navigation animation, the probability of winning a 1-coin payout is higher than the probability of winning a 15-coin payout. On the other hand, if the player stops the reels at batting order 1 or 2 without following the batting order navigation animation, a 14-coin payout will be awarded. Therefore, a penalty may be imposed if the player wins a 14-coin payout by stopping the reels at batting order 1 or 2 without following the batting order navigation animation. The penalty could be that a predetermined lottery (e.g., AT lottery) is not performed in that game (one game). In addition, although the prescribed lottery will be conducted, the probability of winning the lottery when a 14-coin payout is achieved without following the batting order navigation sequence may be lower than the probability of winning the lottery when a 1-coin payout is achieved by following the batting order navigation sequence. Furthermore, in a game where a winning area "Batting Order Chance 1" to "Batting Order Chance 10" is selected and a batting order navigation animation is performed that notifies the player that one of batting orders 3 to 6 is the correct batting order, if the player stops the reels at a predetermined timing according to the batting order navigation animation and wins a 15-coin payout, a similar penalty may be imposed. For example, if a 1-coin payout is achieved when the player stops the reels at the timing when the predetermined symbols are displayed in the predetermined positions, according to the batting order navigation animation, and a 15-coin payout is achieved when the player does not stop the reels at the timing when the predetermined symbols are displayed in the predetermined positions, a penalty may be imposed if the latter payout occurs.

[0193] Furthermore, as a penalty, a value equivalent to the number of plays (1) in the game in question may not be added to a predetermined counter. The predetermined counter is, for example, a counter used to decide whether or not to grant a bonus (a counter whose value, when added, becomes advantageous to the player). For example, if a predetermined number of plays are made in a predetermined performance state (e.g., the normal performance state), and the stored value of the counter that measures the number of plays reaches a threshold, the right to transition to the AT performance state as a bonus may be granted (a so-called ceiling may be set). In that case, if a penalty is granted, the number of plays (1) in the game in question will not be added to the stored value of the counter. This will result in a longer period of time required before the granting of a bonus is decided.

[0194] In this embodiment, a slot machine using game tokens is shown, but the slot machine may also be a game machine that can be played without using game tokens (a so-called tokenless game machine). In this tokenless game machine, game tokens or other game tokens are managed by digitized information (electronic information), and bets and payouts are made using this electronic information. In other words, it is possible to play the game without using game tokens or other game tokens. In this embodiment, the concept of game value includes game tokens or other game tokens and the electronic information into which the game tokens are digitized.

[0195] (Third embodiment) Next, a third embodiment of the present invention will be described. Since the gaming machine according to this embodiment has basically the same configuration as the gaming machine according to the second embodiment, the explanation of the configuration which is the same as that of the gaming machine according to the second embodiment will be omitted or simplified.

[0196] In this embodiment, as shown in Figure 18, the performance state control means 81 performs a performance state transition control process that transitions between multiple types of performance states, including a non-advantageous section performance state, a section determination performance state, a low probability performance state (low probability state), a normal probability performance state (normal probability state), and an AT performance state (instruction performance state).

[0197] In the non-advantageous section performance state (non-advantageous section), the bonus granting means 82 conducts a lottery for transitioning to the advantageous section at predetermined triggers (based on the winning of a rare role). If the transition to the advantageous section is decided in the advantageous section transition lottery, the performance state control means 81 transitions the performance state to the section determination performance state. This section determination performance state is a performance state that is always transitioned to at the start of the advantageous section.

[0198] In the section determination performance state, a predetermined number of games are played. In this embodiment, the predetermined number of games is set to 5. In the section determination performance state, the bonus granting means 82 conducts a point granting lottery for each game, and the performance control means 100 executes a point granting performance to announce the result of the point granting lottery. If the point granting lottery results in no points being awarded (0 points being awarded), the point granting performance may be omitted.

[0199] The reward granting means 82 performs a point granting lottery by referring to the setting value stored in the setting value storage area 63 and the table (point lottery table) (Figure 19) stored in the ROM of the storage means 60. As shown in Figure 19, in this embodiment, a different table is prepared for each setting value, and the reward granting means 82 performs a point granting lottery using the table corresponding to the setting value. Based on the lottery result of the point granting lottery, the reward granting means 82 adds a value equivalent to a predetermined number of points to the point counter 91 (see Figure 12) provided in the RAM of the storage means 60.

[0200] As shown in Figure 19, in setting 1, the probability of 0 points being awarded (i.e., no points being added) in the point award lottery is 95.0%. The probability of 1 point being awarded is 1.0%. The probability of 2 points being awarded is 1.0%. The probability of 3 points being awarded is 1.0%. The probability of 5 points being awarded is 1.0%. The probability of 10 points being awarded is 1.0%. The average number of points awarded per game is 0.21, and the average number of points awarded over 5 games is 1.05.

[0201] In setting 6, the probability of receiving 0 points (i.e., no points being added) in the point awarding lottery is 37.5%. The probability of receiving 1 point is 12.5%. The probability of receiving 2 points is 12.5%. The probability of receiving 3 points is 12.5%. The probability of receiving 5 points is 12.5%. The probability of receiving 10 points is 12.5%. The average number of points awarded per game is 2.63, and the average number of points awarded over 5 games is 13.13.

[0202] Although not shown in the diagram, in this embodiment, the point lottery table is set up so that the average points awarded per game and the average points awarded in total (over 5 games) gradually increase as the setting value increases (from setting 1 to setting 6).

[0203] When a predetermined number of games have been played in the section determination performance state, the performance state control means 81 refers to the stored value of the point counter 91 (referring to the total value of points awarded in the point awarding performance) to decide whether to transition to the first section (consisting of a low probability performance state and a normal probability performance state) or to the second section (consisting of a normal probability performance state).

[0204] As shown in Figure 20, the performance state control means 81 decides to transition to the first section if the stored value of the point counter 91 exceeds a predetermined threshold "5" when a predetermined number of games have been played in the section determination performance state. The higher the setting, the higher the probability that more points will be awarded in the section determination performance state (point awarding performance), and the higher the probability that the stored value of the point counter 91 will exceed the threshold at the end of the section determination performance state. Therefore, the higher the setting, the higher the probability of transitioning to the first section.

[0205] On the other hand, the performance state control means 81 decides to transition to the second section if, after a predetermined number of games have been played in the section determination performance state, the stored value of the point counter 91 is less than or equal to a predetermined threshold of "5". The lower the setting, the higher the probability that fewer points will be awarded in the section determination performance state (point awarding performance), and the higher the probability that the stored value of the point counter 91 will be less than or equal to the threshold at the end of the section determination performance state. Therefore, the lower the setting, the higher the probability of transitioning to the second section.

[0206] In the first and second sections, the bonus granting means 82 conducts a lottery (AT lottery) to determine whether or not to transition to the AT performance state at a predetermined trigger (based on winning a rare role). If the performance state control means 81 determines, as a result of the AT lottery, that it will transition to the AT performance state, it will transition the performance state to the AT performance state.

[0207] The probability of winning the AT (Attack Time) lottery differs between the normal probability performance state and the low probability performance state. The first section consists of the low probability performance state and the normal probability performance state. On the other hand, the second section consists of the normal probability performance state.

[0208] In the normal probability performance state, the probability of winning the AT lottery is set to a predetermined probability. In this embodiment, the probability of winning the AT in the normal probability performance state is approximately 1 / 300. The probability of winning the AT in the normal probability performance state increases with higher setting values. However, the probability of winning the AT in the normal probability performance state may be kept the same regardless of the setting value. In the low-probability performance state, the probability of winning the AT lottery (the probability of being granted the right to transition to the AT performance state) is lower (extremely lower) than in the normal probability performance state. For example, the AT winning probability in the low-probability performance state is 1 / 10 or 1 / 100 of the AT winning probability in the normal probability performance state. In this embodiment, the AT winning probability in the low-probability performance state is 1 / 32000. Furthermore, in the first section, after a predetermined number of games are played in the low-probability state, the game starts in the normal probability state. In this embodiment, the predetermined number of games is 100. In other words, the low-probability state is a state that is entered at the start of the first section, and it ends after the predetermined number of games (100 games) are played, and the game transitions to the normal probability state. The second section consists only of normal probability-based gameplay states, and can be described as a section where the probability of winning the AT lottery is constant (uniform). The second section does not involve staying in a low-probability gameplay state. In this embodiment, the game is played a predetermined number of times (100 times) in a low-probability state at the start of the first section, but it is not limited to this, and the game may transition to the low-probability state midway through the first section. Furthermore, the predetermined number of times (100 times) of gameplay in the low-probability state is not limited to continuous play, and the game may transition to the low-probability state each time the predetermined number of games are played in the first section, so that the total number of games played in the low-probability state is the predetermined number (100 times).

[0209] In the normal probability-based gameplay state, the probability of winning an AT (Attack Time) increases with higher settings. Therefore, the higher the setting, the higher the probability of transitioning to the AT gameplay state. Consequently, with higher settings, the probability of transitioning to the AT gameplay state within a relatively short period after the start of the advantageous section is higher. Thus, with higher settings, the probability of transitioning to the AT gameplay state is higher, as the game stays in a section where the expected value of medal increase per game is lower than that of the AT gameplay state for a relatively short period. Consequently, there is a high possibility that the short-term payout performance (medal acquisition performance) will be excessive. In contrast, with lower settings, the probability of transitioning to the AT gameplay state is higher, as it takes a relatively long period after the start of the advantageous section. That is, the probability of transitioning to the AT gameplay state is higher, as the game stays in a section where the expected value of medal increase per game is lower than that of the AT gameplay state for a relatively long period. Consequently, there is a low possibility that the short-term payout performance will be excessive, as in the case of higher settings. In this embodiment, in light of these differences, the game is configured to transition to either the first section or the second section.

[0210] The higher the setting, the higher the probability of transitioning to the first section, but the first section is designed to transition to a low-probability performance state. In this embodiment, in the first section, after the start, the game is played for a predetermined number of times (100 times) in a state where the probability of winning the AT lottery is extremely low. Therefore, in the first section, the probability of transitioning to the AT performance state in a relatively short period of time (less than 100 times in this embodiment) is extremely low. This suppresses the problem of excessive payout performance in a short period of time in the case of high settings, and allows for appropriate management of payout performance.

[0211] Furthermore, the lower the setting, the higher the probability of transitioning to the second section, but the second section does not transition to a low-probability performance state. In this embodiment, in the second section, after the start, the predetermined number of games are not played in a state where the probability of winning the AT lottery is extremely low. If the low-probability performance state were to be entered even in the case of a low setting, the probability of the period required to transition to the AT performance state in the case of a low setting becoming longer would increase. In this case, the problem of reducing the player's motivation to play could arise. In this embodiment, since the probability of transitioning to the second section is high in the case of a low setting, the occurrence of such a problem can be suppressed.

[0212] In this embodiment, the expected value of medals obtained during the AT performance state is greater when the AT lottery is won in the first section and the player transitions to the AT performance state, than when the AT lottery is won in the second section and the player transitions to the AT performance state.

[0213] As previously mentioned, the probability of winning an AT (Attack Time) in the normal probability performance state increases with higher settings. Therefore, the probability of transitioning to the AT performance state increases with higher settings. Furthermore, the probability of winning an AT in the normal probability performance state may differ between the first and second sections. For example, the probability of winning an AT in the normal probability performance state in the first section may be higher than the probability of winning an AT in the normal probability performance state in the second section. In this case, the probability of the time required to determine the transition to the AT performance state being shorter can be increased in the first section (with low probability performance state) than in the second section (without low probability performance state).

[0214] Here, one AT performance state is considered one set. In the AT performance state, the bonus granting means 82 conducts a lottery (bonus lottery) to determine whether or not to grant the right to transition to the AT performance state at a predetermined trigger. The right to transition to the AT performance state is not limited to one set of AT performance states, but may be two or more sets of AT performance states. The number of sets (stocks) of the AT performance state may be selected from multiple types of set numbers when the bonus lottery is won. When the bonus granting means 82 wins the bonus lottery, it adds a value corresponding to a predetermined number of sets to the AT stock counter 90. If the stored value of the AT stock counter 90 is "1" or more at the end of one set of AT performance states, the performance state control means 81 starts the next set of AT performance states and subtracts "1" from the stored value of the AT stock counter 90. The bonus lottery is not limited to determining whether or not to grant set stocks, but may also determine whether or not to extend the duration (continuation) of the AT performance state, etc. In this embodiment, during the bonus lottery, the bonus granting means 82 refers to the stored value of the point counter 91 (the total value of points granted in the point granting performance). At this time, the larger the stored value of the point counter 91, the more advantageous the result of the bonus lottery will be for the player. Advantageous to the player means that the probability of winning the bonus lottery is higher, or that the benefit (bonus) granted when the bonus lottery is won is greater. For example, the larger the value of points granted, the higher the probability of being granted more sets (set stocks); the larger the value of points granted, the higher the probability of the AT performance state lasting longer; the larger the value of points granted, the higher the expected value of the number of medals obtained in the AT performance state; and the larger the value of points granted, the more advantageous the AT performance state will be for the player.

[0215] In this embodiment, the second section consists only of the normal probability performance state and does not include the low probability performance state. However, the second section may consist of both the normal probability performance state and the low probability performance state. However, the duration of the low probability performance state in the second section shall be shorter than the duration of the low probability performance state in the first section. In other words, the number of games played in the low probability performance state of the second section shall be less than the number of games played in the low probability performance state of the first section. Furthermore, it is sufficient that the expected number of games played in the low probability performance state of the second section is less than the expected number of games played in the low probability performance state of the first section.

[0216] Furthermore, if the stored value of the AT stock counter 90 is "1" or greater at the end of one set of AT performance states, the system may transition to a low-expected-value performance state, and after a predetermined number of plays in the low-expected-value performance state, one set of AT performance states may be started. The low-expected-value performance state is the interval between AT performance states. In the low-expected-value performance state (interval period), the frequency of execution of the batting order navigation performance is lower than in the AT performance state (including cases where no batting order navigation is performed at all), and the expected value regarding medal acquisition is lower than in the AT performance state. In this embodiment, the low-expected-value performance state is an interval in which medals decrease. The interval period can also be called a medal count adjustment period in a series of AT performance states.

[0217] The higher the setting, the higher the probability that a larger number of points will be awarded during the section determination animation (point awarding animation). Furthermore, the higher the setting (the larger the value of the awarded points), the higher the probability that a predetermined number of AT animation states will be awarded in the bonus lottery.Therefore, at the end of one set of AT animation states, if a predetermined number (threshold) or more of AT animation states are stocked (if the stored value of AT stock counter 90 is greater than or equal to the predetermined value), the game may be transitioned to a low-expected-value animation state in order to prevent excessive payout performance.In other words, if the number of stocked AT animation states is less than the predetermined number, the game may be prevented from transitioning to a low-expected-value animation state.

[0218] Furthermore, if the AT stock counter 90 has a value of "1" or more at the end of one set of AT performance states, the higher the setting (the larger the value of points awarded), the higher the probability of transitioning to a low-expected-value performance state before starting the next set of AT performance states. In other words, the higher the setting (the larger the value of points awarded), the higher the probability of transitioning to a low-expected-value performance state after the end of one set of AT performance states compared to a low setting. To put it another way, the lower the setting (the smaller the value of points awarded), the higher the probability of starting the next set of AT performance states without transitioning to a low-expected-value performance state.

[0219] Furthermore, if the AT stock counter 90 has a value of "1" or more at the end of one set of AT performance states, the higher the setting (the larger the value of points awarded), the higher the probability that the period of transitioning to the low-expected-value performance state before starting the next set of AT performance states will be longer (the number of games played in the low-expected-value performance state will be relatively high) compared to the case of a low setting. The statement that the number of games played in the low-expected-value performance state will be relatively higher with a higher setting includes the case where the number of games played in the low-expected-value performance state is 0 in the case of a low setting (i.e., the case where the player does not transition to the low-expected-value performance state). It can also be said that the lower the setting (the smaller the value of points awarded), the higher the probability that the period of the low-expected-value performance state will be shorter (the number of games played in the low-expected-value performance state will be relatively low) compared to the case of a high setting.

[0220] Furthermore, as described above, when deciding whether or not to transition to a low-expected-value performance state at the end of one set of AT performance states, or whether or not to extend the duration of the low-expected-value performance state, points may be referenced, and the points used may be those determined in the section determination performance state, or a point awarding lottery may be held separately from the section determination performance state in the AT performance state, and the points accumulated as a result of the point awarding lottery may be used. For example, multiple games may be played to determine the points before starting the next set of AT performance states, or a point awarding lottery may be held at a predetermined trigger during gameplay in the AT performance state. Furthermore, even when a point awarding lottery is held outside of the section determination performance state, the higher the setting, the higher the probability that the total value of points awarded will be a large value.

[0221] The higher the setting value, the higher the probability of a greater number of plays in the low-expected-value performance state compared to the lower setting value. Higher settings have a higher probability of a relatively large number of plays in the low-expected-value performance state, and the likelihood of playing in the period where medals decrease for a relatively long time increases. Therefore, with high settings, it is possible to suppress excessive payout performance and appropriately manage payout performance. On the other hand, with low settings, there is a higher probability of a relatively small number of plays in the low-expected-value performance state (including 0 times), and the likelihood of playing in the period where medals decrease for a relatively short time (including 0 times) increases. Therefore, with low settings, the risk of players becoming dissatisfied due to the relatively long period required to transition to the next set of AT performance states can be reduced.

[0222] (Fourth embodiment) Next, a fourth embodiment of the present invention will be described. Since the gaming machine according to this embodiment has basically the same configuration as the gaming machine according to the second embodiment, the explanation of the same configuration as the gaming machine according to the second embodiment will be omitted or simplified.

[0223] Figure 21 is a diagram illustrating the relationship between the stopping operation when a "batting order bell" is won in this embodiment and the winning combination. In this embodiment, instead of the batting order bells shown in Figures 13 and 14 ("Batting Order Bell A Blue 1" to "Batting Order Bell A Blue 4", "Batting Order Bell A Red 1" to "Batting Order Bell A Red 4", "Batting Order Bell B Blue 1" to "Batting Order Bell B Blue 4", "Batting Order Bell B Red 1" to "Batting Order Bell B Red 4", "Batting Order Bell A1" to "Batting Order Bell A4", "Batting Order Bell B1" to "Batting Order Bell B4"), the batting order bells shown in Figure 22 ("Batting Order Bell Blue 1" to "Batting Order Bell Blue 6", "Batting Order Bell Red 1" to "Batting Order Bell Red 6") are provided.

[0224] As shown in Figure 21, each batting order bell has a correct batting order and an incorrect batting order set. Figure 21 shows the relationship between the stopping operation and the winning combination when each winning area is selected in the RBB internal middle state. When each winning area of ​​the batting order bell is selected in the RBB internal middle state, a 15-coin combination can be won if the operation is performed in the correct batting order, and a 1-coin combination can be won if the operation is performed in the incorrect batting order. In other words, when any batting order bell is selected in the RBB internal middle state, if stop buttons 26a to 26c are pressed in the correct batting order, the priority is determined so that the candidate stop position that can win a 15-coin combination has the highest priority, and if stop buttons 26a to 26c are pressed in the incorrect batting order, the priority is determined so that the candidate stop position that can win a 1-coin combination has the highest priority.

[0225] Specifically, in the winning areas "Batting Order Bell Blue 1" to "Batting Order Bell Blue 6", a 15-coin payout is awarded when the game is played in the correct batting order and the first stop operation is performed when a symbol within a predetermined range containing the blue 7 symbol (for example, any symbol from symbol number 0 to 9) is located in a predetermined display position (for example, on an active line) on the first reel 20a to 20c. In other words, by playing in the correct batting order and aiming for the blue 7 symbol when performing the first stop operation, it is possible to win a 15-coin payout. Furthermore, for "Batting Order Bell Blue 1" to "Batting Order Bell Blue 6," if the operation is performed with an incorrect batting order, or if the operation is performed with a correct batting order and the first stop operation is performed when a symbol within a predetermined range that does not include the blue 7 symbol (for example, any symbol from symbol number 10 to 19) is located in a predetermined display position (for example, on an active line), then either a 1-coin payout or no payout will be awarded. Note that if no payout is awarded, it can also be said that a 0-coin payout will be awarded.

[0226] In the winning areas "Bat Order Bell Red 1" to "Bat Order Bell Red 6", a 15-coin payout is awarded when the game is played in the correct batting order and the first stop operation is performed when a symbol within a predetermined range containing the red 7 symbol (for example, any symbol from symbol number 10 to 19) on the first reel 20a to 20c is located in a predetermined display position (for example, on an active line). In other words, by playing in the correct batting order and aiming for the red 7 symbol when performing the first stop operation, it is possible to win a 15-coin payout. Furthermore, for "Bat Order Bell Red 1" to "Bat Order Bell Red 6", if the operation is performed with an incorrect batting order, or if the operation is performed with a correct batting order and the first reel to stop has a symbol within a predetermined range that does not include the red 7 symbol (for example, any symbol between symbol numbers 0 and 9) in a predetermined display position (for example, on an active line), then either a single-coin payout or no payout will be awarded.

[0227] Each batting order bell has only one correct batting order, and the other five batting orders are considered incorrect. Additionally, the winning areas "Batting Order Bell Blue 1" to "Batting Order Bell Blue 6" each have different correct batting orders, and the winning areas "Batting Order Bell Red 1" to "Batting Order Bell Red 6" each have different correct batting orders.

[0228] Furthermore, in each winning area of ​​the batting order bell, when a win occurs in the general mode, even if the stopping operation is performed in a manner that would result in a 15-coin payout if the RBB internal mode were in progress (correct batting order and predetermined timing), a 1-coin payout will be awarded (the 15-coin payout will not be awarded). Also, in each winning area of ​​the batting order bell, when a win occurs in the general mode, and the first stopping operation is in accordance with the correct batting order in the RBB internal mode (if the first stopping operation is correct), a 1-coin payout will always be awarded (there will be no missed payouts).

[0229] The contents in parentheses in Figure 21 indicate the probability of winning a single-coin payout when the stopping operation is performed in that order (and in a predetermined state where the symbols within a predetermined range, including the aforementioned blue 7 or red 7 symbols, are in a predetermined display position). The notation "1 coin (1 / 4)" indicates that, assuming the timing of the stopping operation is random (within the predetermined range), there is a 1 / 4 probability of winning a single-coin payout and a 3 / 4 probability of missing a single-coin payout (not winning a single-coin payout).

[0230] The instruction function control means 51 decides whether or not to perform an instruction performance (batting order navigation performance) that notifies the correct batting order and assists in winning the 15-coin prize when the batting order bell is won. If the instruction function control means 51 decides to perform the batting order navigation performance, the performance control means 100 causes the performance device to perform the batting order navigation performance.

[0231] In this embodiment, the AT performance state is provided with two sections with different net increases in tokens (expected value of the increase in game value per game). Specifically, the AT performance state is provided with a section with a relatively large net increase in tokens (high net increase section) (first instruction performance state) and a section with a relatively small net increase in tokens (low net increase section) (second instruction performance state). In the low net increase section, the expected value of the increase in game value per game is lower than in the high net increase section.

[0232] The high-payout and low-payout sections differ in the frequency (occurrence rate) of the batting order navigation animation. In other words, the instruction function control means 51 controls the frequency of the batting order navigation animation when a batting order bell is won, thereby realizing the high-payout and low-payout sections. In the low-payout section, the probability of the batting order navigation animation, which notifies the correct batting order when a batting order bell is won, being executed is lower than in the high-payout section. If the batting order navigation animation is not executed when a batting order bell is won, the probability of stop buttons 26a to 26c not being pressed in accordance with the correct batting order increases (the probability of winning a 15-coin payout decreases), resulting in a decrease in the net increase in coins. One method for controlling the frequency of batting order navigation animations occurring when a batting order bell is won, thereby realizing high-net-increase and low-net-increase periods, is to have the instruction function control means 51 perform a lottery (batting order navigation animation lottery) to determine whether or not to execute a batting order navigation animation when a batting order bell is won, and to execute the batting order navigation animation when the lottery is won, and to set up a period with a relatively high probability of winning the lottery (high-net-increase period) and a period with a relatively low probability of winning the lottery (complete probability method). In other words, a batting order navigation animation lottery with a high probability of winning is performed in the high-net-increase period, and a batting order navigation animation lottery with a low probability of winning is performed in the low-net-increase period.

[0233] In this method, although the probability of winning the batting order navigation animation lottery is low in the low net increase section, depending on the result of the batting order navigation animation lottery, the decision to execute the batting order navigation animation may be made consecutively (the batting order navigation animation may be executed consecutively in multiple consecutive games), in which case there is a possibility of winning the 15-coin payout consecutively. Also, even if the batting order navigation animation lottery is not won and it is decided that the batting order navigation animation will not be executed, stop buttons 26a to 26c may be pressed according to the correct batting order, and there is a possibility of winning the 15-coin payout. Due to these reasons, there is a risk that the number of medals will increase rapidly in the low net increase section (the net increase in medals in the low net increase section may be higher than the design value). In particular, if the 15-coin payout (maximum payout) is won a relatively large number of times during a period of relatively few games (short period: for example, 400 games), there is a risk that the payout performance in the short period will be excessive.

[0234] Furthermore, in order to suppress the rapid increase in medals during the low net increase period, it is conceivable to create a separate winning area where winning combinations with payouts less than 15 medals can be won, and to use this winning area to realize the low net increase period. However, in that case, the number of winning areas would increase, leading to problems such as increased processing complexity and strain on the capacity of the memory means 60 (ROM).

[0235] In view of the above, the gaming machine of this embodiment achieves a stable low net increase period without increasing the number of winning areas and without a sudden increase in medals. Specifically, the RAM of the memory means 60 is provided with an entry counter 92 (see Figure 12) that counts the number of times a predetermined bonus is awarded, and in the low net increase period of the AT performance state, the instruction function control means 51, when a batting order bell is won, refers to the stored value of the entry counter 92 to decide whether or not to execute the batting order navigation performance.

[0236] (Prize count 92) The prize counter 92 (counter) is a counter whose value (storage value) increases or decreases based on whether or not a predetermined bonus is awarded in a predetermined game during a low net increase period. Whether or not a predetermined bonus is awarded is whether or not the condition for paying out a predetermined number of medals or more (15 medals in this embodiment) is met, and in this embodiment, it is whether or not the maximum payout prize (15 medals prize) is awarded. Alternatively, it may be determined by whether or not the reels 20a to 20c stopped in a stopping pattern that results in the 15 medal prize being awarded. Hereinafter, the awarding of the maximum payout prize (15 medals prize) will be referred to as the maximum payout prize. The instruction function control means 51 adds "1" to the prize counter 92 when a batting order bell is won and the maximum payout prize is awarded in the game in which the batting order bell was won. In addition, there are cases in which the maximum payout prize is awarded in the game in which the batting order bell was won even though the batting order navigation performance is not executed. In that case as well, "1" is added to the prize counter 92.

[0237] On the other hand, the instruction function control means 51 subtracts "1" from the winning counter 92 if a batting order bell is won and the maximum payout is not achieved in the game in which the batting order bell was won. Here, "not achieving the maximum payout" means that either a single-coin payout is achieved or no payout is achieved. The lower limit of the memory value of the winning counter 92 is "0", and it cannot be a negative value. Also, the memory value of the winning counter 92 is "0" at the start of the low net increase period.

[0238] The instruction function control means 51 decides to execute the batting order navigation animation if the batting order bell is won and the stored value of the winning counter 92 is "0". On the other hand, the instruction function control means 51 decides not to execute the batting order navigation animation if the batting order bell is won and the stored value of the winning counter 92 is not "0" (if it is not 0) (if it is 1 or more).

[0239] This will be explained in detail using Figure 22. (1) If the stored value of the prize counter 92 is "0" (a) When the batting order bell is won, the instruction function control means 51 decides to execute the batting order navigation sequence because the stored value of the winning counter 92 is "0". (b) When the maximum payout is achieved in a game involving the execution of the batting order navigation sequence, the instruction function control means 51 adds "1" to the winning counter 92.

[0240] (2) When the stored value of the prize counter 92 is "1" (c) When the batting order bell is won, the instruction function control means 51 decides not to execute the batting order navigation sequence because the stored value of the winning counter 92 is "1". (d) When the maximum payout is not achieved in a game that does not involve the execution of the batting order navigation sequence, the instruction function control means 51 subtracts "1" from the winning counter 92. (e) When the maximum payout is achieved in a game that does not involve the execution of the batting order navigation sequence (even if the batting order navigation sequence is not performed, the stop buttons 26a to 26c are pressed in accordance with the correct batting order), the instruction function control means 51 adds "1" to the winning counter 92.

[0241] (3) When the stored value of the prize counter 92 is "2" (f) When the batting order bell is won, the instruction function control means 51 decides not to execute the batting order navigation sequence because the stored value of the winning counter 92 is "2". (g) When the batting order navigation sequence is not executed in the game, the instruction function control means 51 subtracts "1" from the winning counter 92 if the maximum payout is not achieved. (h) When the batting order navigation sequence is not executed in the game, the instruction function control means 51 adds "1" to the winning counter 92.

[0242] Thus, if the batting order navigation is selected and the stored value of the winning counter 92 is "n" (where n is an integer greater than or equal to 1), the batting order navigation animation will not be executed. Also, the batting order navigation animation will be executed when the stored value of the winning counter 92 is "0", so the larger the value of "n", the longer the time required until the next batting order navigation animation is executed.

[0243] In games where the batting order navigation animation is not performed, the probability of winning the maximum payout is lower than the probability of winning the maximum payout when the batting order navigation animation is performed. In this embodiment, when a batting order bell is won and the stored value of the winning counter 92 is "0", the batting order navigation animation is performed, thus increasing the probability of winning the maximum payout. On the other hand, when a batting order bell is won and the stored value of the winning counter 92 is "n" (where n is 1 or greater), the batting order navigation animation is not performed, thus decreasing the probability of winning the maximum payout. If the memory value of the winning counter 92 is "0", and the batting order navigation is triggered in two consecutive games, and in the first game where the batting order navigation is performed, the correct batting order is used, the first stop operation is performed aiming for the designated symbol (blue 7 symbol or red 7 symbol), and the maximum payout is achieved, then the batting order navigation will not be performed in the second game. Therefore, the probability of achieving the maximum payout in the second game (without the batting order navigation) is lower than the probability of achieving the maximum payout in the first game (with the batting order navigation). In other words, the probability of consecutively achieving the maximum payout (15-coin payout) is lower.

[0244] In this embodiment, during the low net increase period, the instruction function control means 51 refers to the stored value of the winning counter 92 when a batting order bell is won, and decides whether or not to execute the batting order navigation performance. As a result, the probability of consecutive wins of the highest payout combination is reduced. By reducing the probability of consecutive wins of the highest payout combination (15-coin combination) during the low net increase period in this way, it is possible to suppress a rapid increase in medals during the low net increase period. This prevents the short-term payout performance of the gaming machine from becoming excessive, and allows for appropriate management of the payout performance.

[0245] In this embodiment, a high dividend combination (15 - tile combination) is used to realize a high net - increase interval with a relatively large number of net - increase tiles. The number of net - increase tiles in the high net - increase interval is 6.87 tiles. As such, the more the high dividend combination (15 - tile combination) is used, the more likely it is that there will be a sudden increase in medals in the low net - increase interval and it will be less stable. However, according to the method of this embodiment, as described above, the sudden increase in medals can be suppressed, and a stable low net - increase interval can be realized. The method of this embodiment, which can stabilize the low net - increase interval while using the 15 - tile combination, is particularly effective when the number of net - increase tiles in the low net - increase interval is set to a relatively large number, and the number of net - increase tiles can be, for example, 2.74 tiles.

[0246] Also, in this embodiment, it is assumed that the 15 - tile combination is used and the number of net - increase tiles in the high net - increase interval is 6.87 tiles. However, this is not limiting. For example, instead of the 15 - tile combination, an 8 - tile combination can be used, and the number of net - increase tiles in the high net - increase interval can be set to 4 or more.

[0247] In this embodiment, based on whether the maximum dividend combination (15 - tile combination) wins when the winning area "batting order bell" wins, the stored value of the winning counter 92 increases or decreases. However, in the case of winning in a winning area other than the batting order bell (referred to as a predetermined winning area), and when there is a combination (15 - tile combination) that pays out 15 medals upon winning, based on whether the 15 - tile combination wins when winning in the said predetermined winning area, it is also possible to increase or decrease the stored value of the winning counter 92. By doing so, when winning in a winning area other than the batting order bell and the 15 - tile combination wins, "1" is added to the stored value of the winning counter 92, and based on this, the batting order navigation effect does not occur when the batting order bell wins. As a result, even when there is a 15 - tile combination that can win when winning in a winning area other than the batting order bell, the probability of consecutive wins of the 15 - tile combination can be reduced, and a stable low net - increase interval can be realized.

[0248] Furthermore, in this embodiment, the stored value of the winning counter 92 is increased or decreased based on whether or not a batting order bell is won and the maximum payout (15-coin payout) is awarded. However, it is also possible to increase or decrease the stored value of the winning counter 92 based on whether or not a payout of a predetermined number of coins (for example, a predetermined number of 3 coins) or more is awarded, rather than being limited to the 15-coin payout. In that case, if a batting order bell is won and a payout of a predetermined number of coins or more is awarded, "1" is added to the stored value of the winning counter 92, and the batting order navigation effect will not occur the next time a batting order bell is won. Also, if a batting order bell is won and a payout of a predetermined number of coins or more is not awarded, "1" is subtracted from the stored value of the winning counter 92. This makes it possible to lower the probability of consecutive payouts of a predetermined number of coins or more being awarded, and to achieve a stable low net increase period. This method is particularly effective when achieving a low net increase period with an even lower net increase in coins.

[0249] In the high-payout section, when a batting order bell is won, the stored value of the winning counter 92 may not be referenced, and the decision of whether or not to execute the batting order navigation sequence may be made. However, even in the high-payout section, when a batting order bell is won, the stored value of the winning counter 92 may be referenced, and the decision of whether or not to execute the batting order navigation sequence may be made. In that case, even if the maximum payout is achieved when a batting order bell is won, "1" may not be added to the winning counter 92. In other words, in the high-payout section, the winning counter 92 may always be "0", and the batting order navigation sequence may always be executed when a batting order bell is won. Also, even in the high-payout section, when the maximum payout is achieved when a batting order bell is won, a predetermined value (for example, "1") may be added to the winning counter 92. In that case, in the low-payout section, when the maximum payout is achieved when a batting order bell is won, a value greater than the predetermined value (for example, "2" or "3") may be added.

[0250] (modified version) In this embodiment, during the low net increase period, the instruction function control means 51 refers to the stored value of the winning counter 92 when a batting order bell is won and decides whether or not to execute the batting order navigation performance. However, this may be replaced with the following configuration: During the low net increase period, the instruction function control means 51 refers to the stored value of the batting order navigation counter 93 (see Figure 12) when a batting order bell is won and decides whether or not to execute the batting order navigation performance.

[0251] (Batting Order Navigation Counter 93) The batting order navigation counter 93 (counter) is a counter whose value (storage value) increases or decreases based on whether or not a predetermined benefit is granted in a predetermined game during a low net increase period. In this example, the value increases or decreases based on whether or not the batting order navigation performance, which is a predetermined benefit, is executed. The instruction function control means 51 adds "1" to the batting order navigation counter 93 when a batting order bell is won and the batting order navigation performance is executed in the game in which the batting order bell was won. The instruction function control means 51 also subtracts "1" from the batting order navigation counter 93 when a batting order bell is won and the batting order navigation performance is not executed in the game in which the batting order bell was won. The lower limit of the stored value of the batting order navigation counter 93 is "0", and it can never have a negative value. Also, the stored value of the batting order navigation counter 93 is "0" at the start of the low net increase period.

[0252] If the stored value of the batting order navigation counter 93 is "0", the instruction function control means 51 decides to execute the batting order navigation animation in the game in which the batting order bell is won, because the stored value of the batting order navigation counter 93 is "0". At this time, the instruction function control means 51 adds "1" to the winning counter 92 based on the fact that the batting order navigation animation will be executed. On the other hand, if the stored value of the batting order navigation counter 93 is "1", the instruction function control means 51 decides not to execute the batting order navigation animation in the game in which the batting order bell is won, because the stored value of the batting order navigation counter 93 is "1". At this time, the instruction function control means 51 subtracts "1" from the winning counter 92 based on the fact that the batting order navigation animation will not be executed.

[0253] In this modified version, regardless of whether the maximum payout is achieved when the batting order bell is won, the stored value of the batting order navigation counter 93 is increased or decreased based on whether the batting order bell animation is executed when the batting order bell is won. If the stored value of the batting order navigation counter 93 is "0" when the batting order navigation is won, the batting order navigation animation is executed. Therefore, the batting order navigation animation is not executed consecutively.

[0254] If the batting order bell is won and the memory value of the batting order navigation counter 93 is "0", the batting order navigation animation will be executed, increasing the probability of winning the maximum payout. On the other hand, if the batting order bell is won and the memory value of the batting order navigation counter 93 is "1", the batting order navigation animation will not be executed, decreasing the probability of winning the maximum payout. If the batting order navigation counter 93 has a memory value of "0", and the batting order navigation is triggered in two consecutive games, the batting order navigation animation will be executed in the first game, but not in the second game. Therefore, the probability of winning the maximum payout in the second game (without the batting order navigation animation) is lower than the probability of winning the maximum payout in the first game (with the batting order navigation animation). In other words, the probability of winning the maximum payout combination consecutively is lower. By lowering the probability of winning the maximum payout combination (15-coin combination) consecutively in the low-net-increase period, it is possible to suppress the rapid increase in medals in the low-net-increase period. This prevents the short-term payout performance of the gaming machine from becoming excessive and allows for appropriate management of payout performance.

[0255] Furthermore, in the low net increase period, if a batting order navigation animation is performed in a game where a batting order bell is won, a value other than "1" (where n is 2 or greater) may be added to the batting order navigation counter 93. In other words, in the low net increase period, the system may be configured so that, for example, the batting order navigation animation is performed once every three batting order bell wins. Also, the value of "n" added to the batting order navigation counter 93 may be determined by a lottery or the like each time the batting order navigation animation is performed, or it may be determined by a lottery or the like when the low net increase period begins.

[0256] In addition, in the high pure increase section, it is also possible not to refer to the stored value of the batting order navigation counter 93 when the batting order bell is selected and to determine whether to execute the batting order navigation effect. However, it is also possible to refer to the stored value of the batting order navigation counter 93 when the batting order bell is selected even in the high pure increase section and to determine whether to execute the batting order navigation effect. In that case, even if the batting order navigation effect is executed in the game in which the batting order bell is selected, the value of "1" may not be added to the batting order navigation counter 93. That is, in the high pure increase section, the batting order navigation counter 93 may always be "0", and the batting order navigation effect may always be executed when the batting order bell is selected. Also, even in the high pure increase section, when the batting order navigation effect is executed in the game in which the batting order bell is selected, a predetermined value (for example, "1") may be added to the batting order navigation counter 93. In that case, in the low pure increase section, when the batting order navigation effect is executed in the game in which the batting order bell is selected, a value larger than the predetermined value (for example, "2" or "3") may be added.

[0257] Note that the present invention is not limited to the above-described embodiments, and can be implemented with various modifications without departing from the gist thereof. For example, the game control mode and configuration of the slot machine are not limited to those of the above-described embodiments. Also, the above-described control operations are not limited to slot machines, and can be applied to other gaming machines such as pachinko machines and medal-less gaming machines. The present invention can be applied to gaming machines, and the gaming machines include slot machines, pachinko machines, medal-less gaming machines, and the like.

[0258] Note that within the scope of the invention, free combinations of the respective embodiments, modifications of any constituent elements of the respective embodiments, or omissions of any constituent elements in the respective embodiments are possible.

Explanation of Signs

[0259] 51 Instruction function control means 81 Effect state control means 92 Counter (winning counter) 93 Counter (batting order navigation counter)

Claims

[Claim 1] An internal lottery method for conducting an internal lottery to determine whether or not a role is achieved, Instruction function control means for controlling the provision of instruction information to assist in winning a predetermined role, The system includes a performance state control means that controls the transition between a plurality of performance states, including an instruction performance state capable of providing the aforementioned instruction information, In the aforementioned instruction performance state, if a specific result is obtained in the internal lottery, a specific process is executed to determine whether or not to provide the instruction information. If the result of the specific process is a first result, the instruction information is provided; if the result of the specific process is a second result, the instruction information is not provided. In the aforementioned instruction performance state, if the specific result is obtained in the internal lottery and the result of the specific processing is the second result, and the instruction information is not provided, the game is operated in a manner that allows the predetermined role to be won, and in the next game after that game, the game is controlled so that the instruction information is not provided even if the specific result is obtained in the internal lottery.

Citation Information

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