Gaming machine
Patent Information
- Application Number
- JP2024076513
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-05-09
- Publication Date
- 2026-09-30
- Estimated Expiration
- 2044-05-09
Smart Images

Figure 0007926779000001 
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Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine. [Background Art]
[0002] As a gaming machine, a slot machine is known that includes a plurality of reels having a plurality of symbols arranged on an outer circumferential surface thereof, a start lever, a stop button, and the like. In a slot machine, rotation of the reels starts based on a game start operation, and an internal lottery is performed using a lottery table. When each reel stops, a symbol combination corresponding to a winning combination won in the internal lottery is displayed, and when the winning combination results in a winning, processes corresponding to the winning combination are performed, such as a payout process for granting game value, a re-game process that enables a player to play another game without newly consuming game value, and the like.
[0003] Some gaming machines of this type are configured to execute an auxiliary effect and display a navigation image indicating an operation order of stop buttons that is advantageous for a player (see, for example, Patent Document 1). [Prior Art Documents] [Patent Documents]
[0004] [Patent Document 1] Japanese Unexamined Patent Publication No. 2021-035593 [Summary of the Invention] [Problem to be Solved by the Invention]
[0005] By the way, in gaming machines, there is a demand for suppressing a decrease in the visibility of navigation display.
[0006] The present invention has been made in view of the above circumstances, and an object of the present invention is to provide a gaming machine in which a decrease in the visibility of navigation display is suppressed. [Means for Solving the Problem]
[0007] To achieve the above objective, the gaming machine of the present invention is Multiple reels with different patterns arranged on them (for example, reels 20a to 20c), A start lever (for example, a start lever 24) capable of performing a game start operation to begin the rotation of the aforementioned multiple reels, Multiple stop buttons (for example, stop buttons 26a to 26c) capable of performing a stop operation to stop the rotation of the multiple reels, An internal lottery means (for example, internal lottery means 42) that conducts an internal lottery to determine whether a role is achieved or not, A reel control means (for example, a reel control means 43) that controls the stopping of the plurality of reels in a manner corresponding to the result of the internal lottery based on the stop operation, A means for determining whether a role is awarded (for example, a means for determining whether a role is awarded 44), A game value granting means (e.g., payout control means 45) that assigns game value in accordance with the payout of the winning minor role, based on the fact that a minor role has been achieved, An instruction function control means (for example, an instruction function control means 51) controls the execution of an instruction performance as a performance related to the stop operation, A performance state control means (for example, a performance state control means 81) that transitions between multiple types of performance states, including a specific performance state in which the aforementioned instruction performance is executed, Display means (e.g., liquid crystal display 13), It includes a performance control means (for example, performance control means 100) for controlling the execution of the performance, As a minor role, there is a correct role that, when achieved, awards a specific number of game values (for example, 15) that are greater than the game value bet per game. In the aforementioned internal lottery, one winning pattern is a specific winning pattern (for example, "batting order bell") in which the correct winning combination is awarded when the stop operation is performed in the correct operation pattern, while the correct winning combination is not awarded when the stop operation is performed in an operation pattern different from the correct operation pattern. The performance control means executes the instructed performance based on the fact that the specific winning pattern was obtained in the internal lottery in the specific performance state, and can display a navigation display that notifies the correct operation pattern. The aforementioned performance control means is capable of displaying an acquired number display that notifies the number of game value acquired by the player in the specific performance state, In a predetermined game in the aforementioned specific performance state, when the aforementioned specific winning pattern is obtained through the internal lottery and the navigation display is shown, the visibility of the acquired number display is reduced. When the third stop operation of the stop button in the predetermined game is performed, the visibility of the acquired number display is restored to the visibility it was at before the visibility deteriorated.
[0008] The display of the number of acquired coins is designed to have reduced visibility when the navigation display is shown, and to regain visibility when the third stop operation of the stop button is performed. While the navigation display is shown, the visibility of the number of acquired coins display is reduced and the number of acquired coins display becomes less conspicuous, making the navigation display relatively more prominent and thus suppressing the decrease in the visibility of the navigation display. As a result, players can focus more on the navigation display and accurately grasp the correct operation method. [Effects of the Invention]
[0009] According to the present invention, it is possible to suppress the decrease in visibility of the navigation display. [Brief explanation of the drawing]
[0010] [Figure 1] This is a perspective view showing an example of a gaming machine according to an embodiment of the present invention. [Figure 2] The same diagram shows the arrangement of symbols on the reels. [Figure 3] This is a front view of the gaming machine and its dedicated unit. [Figure 4] This is a block diagram showing the general configuration of a gaming machine. [Figure 5] This is a diagram illustrating the internal lottery table. [Figure 6] This diagram illustrates the relationship between the stopping operation performed when a winner is selected in each winning area and the winning combination. [Figure 7] is a state transition diagram of the gaming state. [Figure 8] is a diagram for explaining the instruction effect, where (a) shows a first navigation effect, (b) shows a second navigation effect, and (c) shows a third navigation effect. [Figure 9] is a state transition diagram of the gaming section and the effect state. [Figure 10] is a diagram for explaining the layer structure constituting the screen. [Figure 11] is a diagram for explaining the display of the number of acquired tokens. [Figure 12] is a diagram for explaining a case where the display of the number of acquired tokens and the navigation display overlap, where (a) is a case where the display of the number of acquired tokens is opaque, and (b) is a case where the display of the number of acquired tokens is translucent. [Figure 13] is a diagram for explaining, along the flow of a game, the display when navigation display is executed while the display of the number of acquired tokens is being displayed and a predetermined number of gaming values are awarded. [Figure 14] is a diagram for explaining that a next game can be started while the number of acquired tokens displayed is increasing. [Figure 15] is a diagram for explaining a case where a next game is started and navigation display is displayed while the number of acquired tokens displayed is increasing. [Figure 16] is a diagram for explaining a case where a point effect is executed while the display of the number of acquired tokens is being displayed. [Figure 17] is a diagram for explaining a case where an instruction effect is executed to display navigation display and a point effect is also executed while the display of the number of acquired tokens is being displayed. [Figure 18] is a diagram showing a modified example of the display when navigation display is executed while the display of the number of acquired tokens is being displayed and a predetermined number of gaming values are awarded. MODE FOR CARRYING OUT THE INVENTION
[0011] Hereinafter, embodiments of the present invention will be described with reference to the drawings. The gaming machine of this embodiment is a gaming machine 10 that uses game value as electronic information instead of game tokens (medals) as a game medium, and the game is played by consuming or assigning game value. The gaming machine 10 (Figure 1) is a so-called smart pachinko slot (registered trademark). Unlike conventional slot machines in which players insert physical tokens when playing and receive physical tokens when winning combinations are achieved, the gaming machine 10 is a gaming machine (medalless gaming machine) that uses game value as electronic information instead of physical tokens, and the game value is consumed or assigned through gameplay. In a medalless gaming machine, the game value corresponds to the tokens that represent the game value in conventional slot machines, and the game value in a medalless gaming machine can be understood as a virtual token (electronic token). Therefore, the game value in this embodiment may also be called a token (game token). Furthermore, in the following, the number of game values may be considered as the number of virtual tokens, and the number of game values may be indicated as "~ tokens" or "~ pieces". It should be noted that the invention according to this embodiment is applicable not only to the gaming machine 10 but also to conventional slot machines (where physical tokens are inserted when playing, and physical tokens are dispensed upon winning a combination).
[0012] In the following explanation, "front and back" basically means that when the player is in front of the gaming machine 10, the player's side is "front" and the gaming machine side is "back." "Up and down" means that the top surface of the gaming machine is "up" and the bottom surface is "down." "Left and right" means that the left hand side of the player playing the gaming machine is "left" and the right hand side is "right." It should be noted that within the scope of the present invention, any combination of each component, any modification of each component, or omission of each component is possible.
[0013] Figure 1 is a perspective view of the gaming machine 10 as seen from the front. As shown in Figure 1, the gaming machine 10 of this embodiment comprises a box-shaped casing 11 with an open front side facing the player, and a front door 12 that opens and closes the front opening of the casing 11. The 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. 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. Inside the casing 11, a power supply unit is provided, which has a built-in power supply device (power supply means) for supplying power to each component. The power supply unit is equipped with a power switch, and when the power switch is turned ON (on state), power is supplied from the power supply unit to each component. Some components may be supplied with power even when the power supply unit is OFF (disconnected state). Furthermore, the housing 11 is equipped with a reel unit comprising a rotatable first reel 20a, a second reel 20b, and a third reel 20c, a main control means 31 (described later), a sub-control means 32 (described later), and the like.
[0014] The reel unit has stepping motors 19a to 19c, each corresponding to a reel 20a to 20c, and index sensors 21a to 21c, each corresponding to a reel 20a to 20c (see Figure 4). Each stepping motor 19a to 19c rotates each reel 20a to 20c. The stepping motors 19a to 19c are 4-phase stepping motors. Each stepping motor 19a to 19c comprises a rotor and a stator having a first-phase coil, a second-phase coil, a third-phase coil, and a fourth-phase coil. Each stepping motor 19a to 19c is excited by 1-2 phase excitation, which alternates between supplying a 1-phase excitation pulse to turn on one coil and supplying a 2-phase excitation pulse to turn on one coil and the other adjacent coils. This causes a displacement of half a step angle (1 step angle for every 2-step update) with each excitation pulse update, and each reel 20a to 20c is rotated once in 504 steps (a displacement of 252 step angles). The stepping motors 19a to 19c have a step angle of approximately 1.43° and an interrupt time t for updating the excitation pulse by one step of 1.49 ms. In addition, each index sensor 21a to 21c detects the edge of a semicircular index attached to the inside of each reel 20a to 20c. Based on the detection information from these index sensors 21a to 21c, control is performed regarding the rotation and stopping of the reels 20a to 20c.
[0015] As shown in Figure 1, a liquid crystal display 13 (display means) is provided approximately in the center of the upper door 12a as a performance device. The liquid crystal display 13 displays various images (performance images) to assist or enhance the game. A speaker 14 (sound output means) is provided on the lower door 12b as a performance device. The speaker 14 outputs various performance sounds (music, sound effects, voices, etc.) to assist or enhance the game. A lamp 38 (lighting device, lighting means, outer perimeter lamp) is provided on the front door 12 for notification and performance purposes. In addition, movable parts that can be operated by actuators, etc., may be provided as performance devices.
[0016] Furthermore, a display window 16 is provided on the upper door 12a. Behind the display window 16 (the first display area 13a, described later), the reel unit is positioned so that a portion of it can be seen through the display window 16. Each reel 20a to 20c has its outer surface divided into 20 sections (20 areas) at regular intervals, and one of several types of symbols is placed in each section. In other words, multiple types of symbols are arranged in a row on the outer surface of each reel 20a to 20c. When each reel 20a to 20c stops, three symbols per reel (upper, middle, and lower) are displayed through the display window 16. The display window 16 is also provided with upper, middle, and lower sections as display positions for viewing the symbols of each reel 20a to 20c, and the number of active lines is set by the combination of the display positions of each reel 20a to 20c. In this embodiment, the effective line is 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.
[0017] In this embodiment, the number of game values required for one game (specified number, specified number of tokens) is set to 3, and when the specified number of game values is inserted, the active lines are activated. As the game starts, each reel 20a to 20c starts to rotate and an internal lottery is performed to determine whether one of the winning combinations is won or lost (not won). Next, when the reels 20a to 20c stop, if the symbol combination corresponding to the winning combination determined by the internal lottery is displayed on the active line, this winning combination is awarded, and the processing corresponding to the awarded winning combination (award processing) is performed. In other words, whether or not a winning combination has been awarded is indicated by the symbol combination displayed through the display window 16 when the reels 20a to 20c stop. The active lines can be said to be lines for determining whether a winning combination has been awarded.
[0018] The liquid crystal display 13 is positioned in front of the reel unit, which is equipped with reels 20a to 20c. The liquid crystal display 13 can perform effects by displaying predetermined displays (display objects) on its display surface. Display objects refer to things like people, animals, vehicles, buildings, natural objects (e.g., rocks, trees, etc.), characters, backgrounds, patterns, designs, and other things (images) that are displayed on the liquid crystal display 13. The liquid crystal display 13 has a display area that is outside the reels (second display area 13b), which is a display area that does not overlap with the reels 20a to 20c when viewed from the front, and a display area in front of the reels (first display area 13a), which overlaps with the reels 20a to 20c when viewed from the front. The second display area 13b is formed to surround the first display area 13a. The liquid crystal display 13 is a transmissive liquid crystal display, and is designed to make components behind the first display area 13a (transparent area) visible. The first display area 13a has multiple states, including a transparent state and a state in which a display object (animation image) is displayed (transparent display state). When the first display area 13a is transparent, the patterns on the reels 20a to 20c are visible. When the first display area 13a is in the state in which a display object is displayed, the animation image is displayed in front of the reels 20a to 20c. In the state in which the first display area 13a is in the state in which a display object is displayed, there may be a state in which the patterns on the reels 20a to 20c are visible (easily visible) and a state in which they are not visible (difficult to see). Thus, the first display area 13a is an area in which the patterns on the reels 20a to 20c are visible and an animation image can be displayed. In Figure 1, the first display area 13a is shown to consist of three divided regions, but it is not limited to this and may be a single horizontally elongated rectangular region.
[0019] The second display area 13b is the portion of the liquid crystal display 13's display area excluding the first display area 13a. The second display area 13b can display images for special effects. It is also possible to display a single, cohesive image spanning both the second display area 13b and the first display area 13a. The second display area 13b is not transparent and cannot be used to allow visibility of components behind it. The liquid crystal display 13 does not have to be a transmissive liquid crystal display, and the reels 20a to 20c do not necessarily have to be visible through the liquid crystal display 13 (first display area 13a). In other words, the display window 16 may be made of a transparent panel (which cannot display any objects), and the reels 20a to 20c may be visible through that display window 16.
[0020] As shown in Figure 2, the following symbols are arranged on the outer surface of each reel 20a to 20c: cherry symbol "CH", watermelon symbol "WM", bell symbol A "BLA", bell symbol B "BLB", replay symbol "RP", blue BAR symbol "Blue BAR", red BAR symbol "Red BAR", red 7 symbol "Red 7", special symbol A "SPA", and special symbol B "SPB". In addition, each symbol on each reel 20a to 20c is associated with a symbol number from 0 to 19.
[0021] Although not shown in Figure 1, a game information display unit is provided below the display window 16. The game information display unit consists of LEDs, lamps, a 7-segment display, etc., and displays various game information such as the number of game values paid out in a single game and error information. The game information display unit includes a first main display, a second main display, and a sub-display. The game information display unit may also include a favorable section display.
[0022] The lower door 12b (operation panel) is equipped with a bet button 23 operated when betting (inserting) game value, a start lever 24 (game start operation means) operated when starting the game, a stop button 26 (stop operation means) (stop buttons 26a, 26b, 26c) operated when stopping the rotating reels, and an effect button 25 (effect operation means) operated when advancing the effects, etc. The bet button 23 may also include a MAX bet button (first bet button) operated when betting 3 (predetermined number) game value and a 1 bet button (second bet button) operated when betting 1 game value.
[0023] The performance button 25 (performance operation means) is operated when advancing the performance (changing the manner of the performance), etc. The performance button 25 is formed to be pressable, and when pressed, the manner of the performance image displayed on the liquid crystal display 13 changes, for example. By providing the performance button 25 and enabling its operation at predetermined triggers, it is possible to increase the player's sense of participation in the game and improve the enjoyment of the game. For example, the performance button 25 becomes operational when a performance is being executed that makes the player expect to transition to a favorable state, and an image instructing the operation (PUSH image) is displayed on the liquid crystal display 13 (PUSH performance). When the performance button 25 is operated, the result of the game (for example, whether or not a favorable state is transitioned) is announced. Note that the performance button 25 is not limited to the shape of a button, but may also be in the shape of a lever, etc., as long as it is configured to be able to detect the player's operation.
[0024] Furthermore, a door key cylinder 69 is provided on the lower door 12b. The lower door 12b (front door 12) can be unlocked by inserting a door key into the door key cylinder 69. Specifically, the lower door 12b can be unlocked by rotating (twisting) the door key inserted into the door key cylinder 69 clockwise from its initial position. Alternatively, an error can be cleared by rotating (twisting) the door key inserted into the door key cylinder 69 counterclockwise from its initial position.
[0025] Furthermore, a lower panel 91 is provided on the lower door 12b. A light source (LED) for illumination is provided on the back side of the lower panel 91, and the lower panel 91 is illuminated from behind by the light emitted from this light source.
[0026] As shown in Figure 3, a dedicated unit 200 (game value lending device, game token lending device) is provided on the side (right side) of the gaming machine 10 as a device for lending game value. The front of the dedicated unit 200 is provided with a banknote slot 201 for inserting banknotes, a card insertion / discharge slot 202 for inserting / discharging cards (game value management medium), a lending button 203 (lending operation means), a replay button 204 (lending operation means), and a card return button 205, etc. The card is used to manage the number of game value owned by the player. In other words, the number of game value owned by the player can be ascertained by the card. The card may also be capable of storing a prepaid balance. Furthermore, the management of the number of game values using cards may be carried out by storing the number of game values on the card itself, or by storing the number of game values in a designated management device installed in the gaming hall, etc., and linking the number of game values stored in the management device, etc. with the identification information stored on the card (such as the player's ID or the unique identification number for each card).
[0027] In the dedicated unit 200, an operation (press operation) on the lending button 203 is accepted as a lending operation (game value transfer operation) that transfers game value to the gaming machine 10. When the lending button 203 is pressed, the stored value, etc., that is stored as a prepaid balance in the banknotes or cards inserted into the banknote slot 201 is consumed, and a predetermined number (for example, 50) of game value is credited to the gaming machine 10. In addition, in the dedicated unit 200, an operation (press operation) on the replay button 204 is accepted as a lending operation (game value transfer operation) that transfers game value to the gaming machine 10. When the replay button 204 is pressed, the game value owned by the player, which is managed by the card (game value linked to the card), is consumed, and a predetermined number (for example, 50) of game value is credited to the gaming machine 10. In other words, in this embodiment, an operation on the loan button 203 or the replay button 204, which are loan operation means, is accepted as a loan operation (game value transfer operation), and based on the loan operation, a predetermined number of game values are transferred (loaned) from the dedicated unit 200 to the game machine 10.
[0028] As shown in Figure 1, the lower door 12b is equipped with a game token count display device 211 (game value display device, game value indicator), a counting button 212, and a payout button 218. The game token count display device 211 and the counting button 212 are located on the side (right side) of the lower door 12b. Based on the lending operation in the dedicated unit 200, the gaming machine 10 sets a value equivalent to a predetermined number of game values as credits (stored value in the game value storage area 66 (credit storage area) in memory 58). The stored value in the game value storage area 66 can also be called the number of credits (stored number, number held). The number of credits (number of game tokens usable for gameplay) is displayed on the game token count display device 211. The game token count display device 211 has a 5-digit (or 6-digit) 7-segment display, and the number of credits is displayed on this 7-segment display. In addition, in the gaming machine 10, the upper limit of the number of credits may be set to a value that can be displayed on the gaming medal count display device 211, for example. In the gaming machine 10, when the bet button 23 is operated while the game value has been stored as credits, the stored game value is set to the payout state up to a predetermined limit.
[0029] The game value control means 55 (Figure 4), described later, controls the number of game values stored in the game value memory area 66. Note that the game value memory area 66 may be provided in the memory 60 of the main control means 31, rather than in the memory 58 of the game value control means 55. Based on the fact that a predetermined role (minor role) is won and a predetermined number of game values are awarded, the game value control means 55 increases the number of credits by the predetermined number. In addition, when an operation to insert game values (operation of the bet button 23) is performed at the start of the game, the game value control means 55 decreases the number of credits by the amount of game values inserted. The game medal display device 211 displays a value obtained by subtracting the number of bets from the number of held medals (number of credits).
[0030] Furthermore, the game value control means 55 controls the reception of game value transferred from the dedicated unit 200 to the gaming machine 10. When game value is transferred from the dedicated unit 200 to the gaming machine 10, the game value control means 55 increases the number of credits by the amount of game value being transferred. The game value control means 55 also controls the transfer of game value from the gaming machine 10 to the dedicated unit 200. When game value is transferred from the gaming machine 10 to the dedicated unit 200, the game value control means 55 decreases the number of credits by the amount of game value being transferred. The game value control means 55 also displays the number of game values stored in the credits (number of credits) on the game medal display device 211 and changes the display content of the game medal display device 211 according to the increase or decrease in the number of credits.
[0031] The counting button 212 is operated when sending (returning, transferring) information (credits) indicating a value equivalent to a predetermined number of credits (all or part of the number of credits) to the dedicated unit 200. The counting button 212 is equipped with a press part (operation part), and the press part is formed to be pressable. When a player finishes playing, etc., the credited game value can be transferred from the game machine 10 to the dedicated unit 200 based on an operation (press operation) of the counting button 212 as a counting operation (return operation). Then, after the game value has been transferred to the dedicated unit 200, when an operation (press operation) of the card return button 205 (Figure 3) is performed, a card that allows the player to know the number of game values they possess is ejected from the dedicated unit 200 (card insertion / discharge port 202).
[0032] As described above, based on the lending operation in the dedicated unit 200, a predetermined number of game values (game tokens) are assigned to the game machine 10 (the number of credits is added). Next, when the bet button 23 is operated, the game values are set to the input state up to a predetermined limit, and a value equivalent to the number of game values (game tokens) set to the input state is subtracted from the number of credits. In other words, the number of game values displayed on the game token display device 211 decreases.
[0033] When a predetermined number of game values are set to the input state, the start lever 24 becomes operational, that is, it becomes possible to start playing. Next, when the game start operation is performed on the activated start lever 24, the rotation of each reel 20a to 20c begins. Next, when the rotation speed of the reels increases to a predetermined speed and enters a steady rotation state, the operation of the stop buttons 26a to 26c becomes operational. Next, when the activated stop buttons 26a to 26c are operated, the rotation of the corresponding reel stops. Next, when the rotation of all reels 20a to 20c stops, depending on the result of the game, a process is performed to award a predetermined number of game values (add to credits), or a process is performed to make it possible to start playing again without consuming new game values (replay process), and one game (1 play) ends. Also, when the counting button 212 is operated, a predetermined number of credits (game tokens) are sent (returned) to the dedicated unit 200. Then, when the card return operation is performed in the dedicated unit 200, the card with the predetermined information stored on it is ejected from the dedicated unit 200.
[0034] Furthermore, when the game value in the gaming machine 10 is set to the bet state, operating (pressing) the settlement button 218 will return the betted game value to the credits. The settlement button 218 is operated when returning the game value that has been inserted (set to the bet state) by operating the bet button 23 to the credits (game value memory area 66). In other words, based on the operation of the settlement button 218, a process (insertion return process) is executed to return the game value set to the bet state to the credits. The investment return process is a process in which the setting of the game value in the bet state is cleared, and a value equivalent to the number of game values that was set to the bet state is added to the number of credits (stored value in the game value memory area 66). When the settlement button 218 is operated while there is game value set to the bet state, the game value is returned to the credits based on that, and the number of game medals displayed on the game medal display device 211 increases.
[0035] As shown in Figure 4, the gaming machine 10 and the dedicated unit 200 are connected via a gaming ball dispensing device connection terminal board 90. The gaming ball dispensing device connection terminal board 90 is a connection terminal board for connecting the gaming machine 10 and the dedicated unit 200. The gaming machine 10 includes a main control means 31 (main control board) for controlling the progress of the game, a sub-control means 32 (sub-control board) for controlling the effects according to the progress of the game, a game value number control means 55 (game value number control board) for controlling the number of game values, etc. In this embodiment, the game value number control means 55 is provided separately from the main control means 31, but the game value number control means 55 may be formed integrally with the main control means 31.
[0036] The main control means 31 is equipped with a setting change key cylinder and a setting change button. Note that the setting change key cylinder and setting change button may be provided in other parts, such as the power supply unit. The setting change key cylinder (setting key switch) has two states: OFF and ON. In other words, it is possible to switch between the OFF and ON states. The setting change key cylinder is formed to allow the insertion of a setting key. The setting change key cylinder is initially in the OFF state. When the inserted setting key is rotated 90 degrees clockwise from its initial position, the state of the setting change key cylinder switches from the OFF state to the ON state. When the setting key is rotated 90 degrees counterclockwise from the position where the setting change key cylinder is ON back to its initial position, it switches from the ON state to the OFF state. The setting change button is also pressable.
[0037] The main control means 31 receives input signals from input means 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 means such as the reel unit based on the calculation results. The sub-control means 32 receives signals sent from the main control means 31 and input signals from input means such as the effect button 25, performs various calculations to execute the effects, and controls the effect devices such as the liquid crystal display 13 and speaker 14 based on the calculation results.
[0038] Furthermore, the main control means 31 and the sub-control means 32 are electrically connected, and various information (signals), such as information indicating the game state, can be transmitted from the main control means 31 to the sub-control means 32. However, information cannot be transmitted from the sub-control means 32 to the main control means 31. In addition, the functions of each board, such as the main control means 31 and the sub-control means 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.
[0039] The main control means 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 (game value granting means), 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 (main memory). The storage means 60 also includes ROM and RAM. The sub-control means 32 includes a performance sub-control means 70 and a sub-side storage means 72 (sub-memory 72). The sub-side storage means 72 also includes ROM and RAM.
[0040] 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.
[0041] The input receiving means 40 accepts the input of game value for each game and, based on the input of a predetermined number of game values, performs a process to activate the game start operation on the start lever 24. When the bet button 23 is pressed while game value is credited, the input receiving means 40 sets the credited game value to the input state, up to a predetermined limit. In this embodiment, the first press operation on the activated start lever 24 is accepted as the game start operation, and upon this operation, the rotation of the reels 20a to 20c begins, and a lottery such as an internal lottery is performed.
[0042] Furthermore, the input acceptance means 40 controls the system so that, in the next game after a replay has been awarded, the game value owned by the player is not set to the input state. Specifically, when the system is accepting input of game value, it does not accept operation on the bet button 23, so that even if the bet button 23 is pressed, the credited game value is not set to the input state.
[0043] 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.
[0044] 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 the multiple random numbers (for example, 65,536 random numbers from 0 to 65,535), and multiple internal lottery table storage areas 61 provided in the ROM of the storage means 60 are stored. In this embodiment, as will be described later, the game state can be set to a general state, an RBB internal state, and an RBB operating state, and six setting values from setting 1 to setting 6 can be set, and 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, grants a predetermined number of game values corresponding to the win. A replay is a win that, when achieved (activated), allows the player to play again without consuming any additional game values. When a replay is achieved, the start lever 24 is activated without consuming any game values, and the player can start playing by operating the start lever 24.
[0045] 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 5, 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."
[0046] As shown in Figure 5, in this embodiment, there are five types of minor roles: minor role 1 to minor role 45. In addition, there are five winning areas that include minor roles: "minor role ALL", "medium payout ALL", "1 coin ALL", "batting order bell A1" to "batting order bell A8", "batting order bell C1" to "batting order bell C8", "batting order bell D1" to "batting order bell D4", "weak watermelon", "strong cherry", "weak cherry", "common 1 coin A", "common 1 coin B", and "1 coin 1" to "1 coin 4". Furthermore, minor roles 1 to 8 and minor roles 13 to 16 are 15-coin roles that award a game value of 15 coins when won. Also, minor roles 9 to 12 and minor role 39 are 3-coin roles that award a game value of 3 coins when won. Also, minor roles 17 to 20 are 10-coin roles that award a game value of 10 coins when won. Additionally, minor roles 21-38, 40, 41, 43, and 45 are single-coin roles that award one coin for gameplay when they are hit. Furthermore, minor roles 42 and 44 are eight-coin roles that award eight coins for gameplay when they are hit. In the following, the winning areas "Batting Order Bell A1" to "Batting Order Bell A8", "Batting Order Bell C1" to "Batting Order Bell C8", and "Batting Order Bell D1" to "Batting Order Bell D4" may be collectively referred to as "Batting Order Bell". Also, the winning areas "Batting Order Bell A1" to "Batting Order Bell A8" may be collectively referred to as "Batting Order Bell A" (a 12-choice bell), the winning areas "Batting Order Bell C1" to "Batting Order Bell C8" may be collectively referred to as "Batting Order Bell C", and the winning areas "Batting Order Bell D1" to "Batting Order Bell D4" may be collectively referred to as "Batting Order Bell D".
[0047] The "Small Win ALL" area is a winning area where all small wins (small win 1 to small win 45) are awarded simultaneously. The "Medium Payout ALL" area is a winning area where small wins 9 to small win 12 and small win 39 are awarded simultaneously. The "1 Coin ALL" area is a winning area where small wins 21 to small win 38, small win 40, small win 41, small win 43 and small win 45 are awarded simultaneously. The "Batting Order Bell A1" to "Batting Order Bell A8" areas are winning areas where one type of 15-coin win, one type of 3-coin win, and multiple types of 1-coin wins are awarded simultaneously. The "Batting Order Bell C1" to "Batting Order Bell C8" areas are winning areas where one type of 10-coin win and multiple types of 1-coin wins are awarded simultaneously. Additionally, the winning areas "Batting Order Bell D1" to "Batting Order Bell D4" are areas where one type of 15-coin payout and multiple types of 1-coin payouts can be won simultaneously. Furthermore, the winning area "Weak Watermelon" is an area where multiple types of 8-coin payouts can be won simultaneously. Furthermore, the winning area "Strong Cherry" is an area where a 1-coin payout (small payout 40) can be won alone. Furthermore, the winning area "Weak Cherry" is an area where a 3-coin payout (small payout 39) can be won alone. Furthermore, the winning areas "1-coin 1" to "1-coin 4" are areas where multiple types of 1-coin payouts can be won simultaneously.
[0048] In this embodiment, replays 1 through 12 are provided. Additionally, the following winning areas containing replays are provided: "Selection Replay 1" through "Selection Replay 8", "Selection Replay 11" through "Selection Replay 14", "Selection Replay 21" through "Selection Replay 22", "Matching Replay", "Normal Replay 1", "Chance Symbol", "Strong Watermelon", and "Normal Replay 2".
[0049] The winning areas "Choice Replay 1" to "Choice Replay 8", "Choice Replay 11" to "Choice Replay 14", "Choice Replay 21" to "Choice Replay 22", "Matching Replay", "Normal Replay 1", "Chance Symbol", "Strong Watermelon", and "Normal Replay 2" are winning areas where multiple types of replays can be triggered simultaneously.
[0050] Furthermore, in this embodiment, a Big Bonus (RBB: Special Role) is provided as a bonus. In addition, as a winning area associated with the bonus, there is a winning area "RBB" where the Big Bonus is won alone, while the winning areas "Common 1-coin A", "Common 1-coin B", and "1-coin 1" to "1-coin 4" are set to allow for the Big Bonus to be won multiple times. Moreover, in the winning areas "Common 1-coin A", "Common 1-coin B", and "1-coin 1" to "1-coin 4", the Big Bonus is won 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, a continuous mechanism operation device related to a so-called Type 1 Special Role is assumed as the bonus, but other bonuses may be used. Other bonuses may also be included. Furthermore, the bonuses included may be set to be won individually, or they may be set to be won multiple times in combination with replays or small roles.
[0051] Additionally, a "Loss" area is provided as a corresponding winning area for those who did not win.
[0052] 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 5, the "○" mark indicates whether each winning area can be won in each game state. Specifically, the winning areas "Not Won," "All Small Wins," "All Medium Payouts," and "All 1 Coin" are won when the game state is in the RBB activation state, but not when the game state is in the general medium state or the RBB internal medium state. In addition, the winning areas "Bat Order Bell A1" to "Bat Order Bell A8," "Bat Order Bell C1" to "Bat Order Bell C8," "Bat Order Bell D1" to "Bat Order Bell D4," "Weak Watermelon," "Choice Replay 1" to "Choice Replay 8," "Choice Replay 11" to "Choice Replay 14," "Choice Replay 21" to "Choice Replay 22," "Matching Replay," "Normal Replay 1," "Chance Eye," "Strong Watermelon," "Normal Replay 2," "Strong Cherry," "Weak Cherry," "Common 1 Coin A," "Common 1 Coin B," and "1 Coin 1" to "1 Coin 4" are won when the game state is in the general medium state or the RBB internal medium state, but not when the RBB is activated. Furthermore, the winning area "RBB" is awarded when the game state is in the normal state, but not when the RBB internal state is in the active state or when the RBB is running.
[0053] Furthermore, in this embodiment, the probability of winning a minor role is the same in both the general state and the RBB internal state. Also, replays cannot be won in the RBB activation state. In other words, the probability of winning a replay is higher in the general state and the RBB internal state than in the RBB activation state.
[0054] 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.
[0055] 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.
[0056] Furthermore, the gaming machine 10 has six setting values, from setting 1 to setting 6, and the probability of winning a role differs depending on the setting value. Specifically, when the setting is changed, the group of internal lottery tables, which consists of multiple internal lottery tables selected according to the game state, is changed 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 roles, replays, and bonuses differs depending on the setting.
[0057] 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 gaming machine 10, and the power to the gaming machine 10 is turned on with the setting change key (setting change key cylinder) rotated 90 degrees clockwise from its initial position, the setting change means 47 starts the gaming machine 10 in setting change mode. The setting value can be selected from six setting values, from setting 1 to setting 6. In this embodiment, the probability of winning the internal lottery changes in an order from setting 1 to setting 6 so that the expected value of the payout rate increases sequentially. In setting change mode, each time the setting change button provided inside the gaming machine 10 is pressed, the setting change means 47 changes the setting value in the order of setting 1 → setting 2 → setting 3 → ... 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 inserted into the setting change key cylinder to its initial position. In this embodiment, the selected setting value is displayed on the first main display in setting change mode. In this embodiment, the setting values are expressed in the order of setting 1 < setting 2 < setting 3 < setting 4 < setting 5 < setting 6.
[0058] Furthermore, when the power is turned on with the setting change key cylinder in its initial position, the gaming machine 10 is started in gaming mode. In this embodiment, gaming can be played in gaming mode, but the setting values cannot be changed, and in setting change mode, the setting values can be changed, but gaming cannot be played. The main control means 31 may also include a setting confirmation means. In the gaming mode with the power turned on, when the setting key is inserted into the setting change key cylinder and the setting key is rotated 90 degrees clockwise from its initial position, the setting confirmation means transitions the gaming machine (gaming machine 10) from gaming mode to setting confirmation mode and performs a process (setting notification process) to notify the current setting value via the liquid crystal display 13 or the gaming information display unit. In setting confirmation mode, an image indicating that it is in setting confirmation mode (for example, the words "Settings being referenced") is displayed on the liquid crystal display 13. Also, in setting confirmation mode, the currently set setting value is displayed on the first main display unit of the gaming information display unit. In settings confirmation mode, you can view (be notified of) the current settings, but you cannot play the game. Also, in settings confirmation mode, you can view the settings, but you cannot change the settings.
[0059] 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 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 means 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 means 31, the initialization means of the sub-control means 32 initializes the information related to performances stored in the RAM of the sub-side storage means 72. Note that even if the setting value is changed, the game state, game section, and performance state may not be returned to their initial state.
[0060] 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 means 31, is operated (i.e., the game starts), and when the activated stop buttons 26a to 26c are operated, it controls the stopping of the reel corresponding to the operated stop button.
[0061] 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 gaming machine 10, when stop button 26a is operated, the rotation of the first reel 20a is stopped; when stop button 26b is operated, the rotation of the second reel 20b is stopped; and when stop button 26c is operated, the rotation of the third reel 20c is stopped. 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).
[0062] In the following, the order of stopping operations (the order in which stop buttons 26a to 26c are operated) will be referred to as the "batting order," which is the sequence in which all of the stop buttons 26a to 26c are operated as a single unit. Furthermore, among the stopping operations that make up the batting order, the first stopping operation will be called the "first stopping operation," the second stopping operation the "second stopping operation," and the third stopping operation the "third stopping operation."
[0063] Furthermore, below, the operation of stop buttons 26a, 26b, and 26c to stop the rotating reels in the order of the first reel 20a, the second reel 20b, and the third reel 20c will be referred to as "Batting Order 1," the operation of stop buttons 26a, 26b, and 26c to stop the rotating reels in the order of the first reel 20a, the third reel 20c, and the second reel 20b will be referred to as "Batting Order 2," and the operation of stop buttons 26a, 26b, and 26c to stop the rotating reels in the order of the second reel 20b, the first reel 20a, and the third reel 20c will be referred to as "Batting Order 3." The operation of stop buttons 26a, 26b, and 26c to stop the rotating reels in the order of the second reel 20b, the third reel 20c, and the first reel 20a is called "Batting Order 4," the operation of stop buttons 26a, 26b, and 26c to stop the rotating reels in the order of the third reel 20c, the first reel 20a, and the second reel 20b is called "Batting Order 5," and the operation of stop buttons 26a, 26b, and 26c to stop the rotating reels in the order of the third reel 20c, the second reel 20b, and the first reel 20a is called "Batting Order 6." In addition, "Batting Order 1" and "Batting Order 2" are sometimes collectively called "Left Press," "Batting Order 3" and "Batting Order 4" are sometimes collectively called "Middle Press," and "Batting Order 5" and "Batting Order 6" are sometimes collectively called "Right Press." In addition, "Middle Press" and "Right Press" are sometimes collectively called "Irregular Press."
[0064] Furthermore, in this embodiment, for the first reels 20a to the third reels 20c, the rotating reel corresponding to the pressed stop button stops within 190ms from the time the stop buttons 26a to 26c are operated. In addition, the reels can rotate up to 4 frames (4 symbols) from the time each stop button 26a to 26c is operated until each reel 20a to 20c stops. The reel control means 43 controls the reels 20a to 20c corresponding to the stop button 26a to 26c that was stopped, so that the symbol corresponding to the winning flag set to a winning state is displayed on the active line when the symbol corresponding to the winning state is located within a range of 0 to 4 frames (a predetermined pull-in range) relative to the display position on the active line at the time the stop operation is performed. In other words, the reel control means 43 stops the reels 20a to 20c corresponding to the stop buttons 26a to 26c that have been stopped, so that any symbol from the symbol currently on the active line up to the symbol four positions away is displayed on the active line.
[0065] Furthermore, in the stop control when the stop buttons 26a to 26c are operated, the reel control means 43 stops each reel 20a to 20c so that a winning combination whose winning flag is set to the winning state is awarded. Specifically, when the winning flag of one winning combination is set to the winning state, the reel control means 43 stops each reel 20a to 20c so that this winning combination is awarded. Also, when the winning flags of multiple winning combinations are set to the winning state simultaneously, the reels 20a to 20c are stopped according to the priority order determined for each combination so that a predetermined winning combination is awarded. In this embodiment, the priority order is determined to be "Replay > Small Win > Bonus". The reel control means 43 then stops the reels 20a to 20c so that the symbols constituting the symbol combinations indicating the winning form of a higher priority combination are displayed on the active line in priority to the symbols constituting the symbol combinations indicating the winning form of a lower priority combination.
[0066] Further, there exist two methods for determining the priority order of stop position candidates when a plurality of types of small winning combinations are won in an internal drawing: a method of determining the priority order according to the number of symbol combinations that can be displayed on an active line (number priority control), and a method of determining the priority order according to the number of game value payouts (number-of-coins priority control). When executing number priority control, which determines the priority order of stop position candidates according to the number of symbol combinations that can be displayed on an active line, the priority order for each stop position candidate is determined such that a stop position (symbol) that allows a greater number of symbol combinations representing winning patterns to be displayed on the active line has a higher priority. When executing number-of-coins priority control, which determines the priority order of stop position candidates according to the number of game value payouts, the priority order for each stop position candidate is determined such that a stop position that allows a greater number of game value payouts based on the payout of the small winning combination corresponding to the symbol displayed at the display position on the active line (a stop position that allows a small winning combination with a higher payout to win) has a higher priority. Note that, when determining the priority order of stop position candidates according to the number of game value payouts, if small winning combinations with the same payout are won overlappingly, the priority order for the stop position candidates that allow each of the small winning combinations to win is treated as being the same respectively.
[0067] Figure 6 shows the relationship between the mode of stop operation and the winning combination when a hitting order bell is won in the RBB internal state. A correct hitting order and an incorrect hitting order are set for each hitting order bell.
[0068] Each winning area of "hitting order bell A1" to "hitting order bell A8" (hitting order bell A, eye-pressing hitting order bell) is defined with one first correct hitting order, one second correct hitting order, and four incorrect hitting orders. In the first correct hitting order and the second correct hitting order, the reel to be stopped first (the stop button to be operated for stopping first) is the same.
[0069] Each winning area from "Batting Order Bell A1" to "Batting Order Bell A8" is designed so that if a win occurs in the RBB internal state, and the correct operation pattern (specific operation pattern) is followed, a correct small win (15-coin or 3-coin win) can be awarded. If an operation pattern different from the correct operation pattern (incorrect operation pattern) is followed, the correct small win (15-coin or 3-coin win) will not be awarded, and a 1-coin win may be awarded. The correct small win is a small win that allows the player to obtain a game value greater than or equal to the game value bet for one game. The unsuccessful small win (described later) is a small win that allows the player to obtain a game value less than the game value bet for one game. In this embodiment, when Batting Order Bell A is won, there is a first correct operation pattern that allows the player to obtain a 15-coin win, and a second correct operation pattern that allows the player to obtain a 3-coin win.
[0070] When one of the winning areas from "Bat Order Bell A1" to "Bat Order Bell A8" is selected during the RBB internal state, if stop buttons 26a to 26c are pressed in the first correct operation mode, the priority is determined so that the candidate stop position that can award a 15-coin payout has the highest priority. If stop buttons 26a to 26c are pressed in the second correct operation mode, the priority is determined so that the candidate stop position that can award a 3-coin payout has the highest priority. If stop buttons 26a to 26c are pressed in the incorrect operation mode, the priority is determined so that the candidate stop position that can award a 1-coin payout has the highest priority.
[0071] In the batting order bell A, the winning areas "batting order bell A1" to "batting order bell A4" are designed to award 15 coins when the stop operation is performed in the first correct operation mode, that is, when the operation is performed in the first correct batting order and a predetermined stop operation (first stop operation) is performed at a specific timing (correct press timing), in other words, when the operation is performed in the first correct batting order and a symbol within a predetermined range that includes a specific symbol (first specific symbol: blue BAR symbol "blue BAR") on the first reel to stop (for example, any of the symbols numbered 0 to 9 shown as "blue" in Figure 2) is located at a predetermined display position (for example, on the active line) when the first stop operation is performed, a 15-coin payout is awarded (reels 20a to 20c stop in a stop mode in which the symbol combination indicating the 15-coin payout is displayed on the active line). In other words, by performing the first correct spin sequence and aiming for the first specific symbol during the first stop operation, it is possible to win a 15-coin payout.
[0072] In the batting order bell A, the winning areas "batting order bell A1" to "batting order bell A4" are designed to award a 3-coin payout when a stop operation is performed in the second correct operation mode, that is, (1) when an operation is performed in the first correct batting order and a predetermined stop operation (first stop operation) is performed at a timing different from the specific timing (incorrect press timing), that is, when an operation is performed in the first correct batting order and a symbol within a predetermined range that does not include a specific symbol (first specific symbol) on the first reel to stop (for example, any of the symbols numbered 10 to 19, shown as "red" in Figure 2) is located at a predetermined display position (for example, on an active line), or (2) when an operation is performed in the second correct batting order. In this embodiment, the "second correct operation mode" includes a mode in which an operation was performed in the first correct batting order but the timing of the first stop operation was inappropriate (failure to time the stop), and a mode in which an operation was performed in the second correct batting order.
[0073] In the batting order bell A, the winning areas "batting order bell A5" to "batting order bell A8" are designed to award 15 coins when the stop operation is performed in the first correct operation mode, that is, when the operation is performed in the first correct batting order and a predetermined stop operation (first stop operation) is performed at a specific timing (correct press timing). In other words, when the operation is performed in the first correct batting order and a symbol within a predetermined range that includes a specific symbol (second specific symbol: red BAR symbol "red BAR") on the first reel to stop (for example, any of the symbols numbered 10 to 19, indicated as "red" in Figure 2) is located at a predetermined display position (for example, on an active line), the first stop operation is performed. In other words, it is possible to award 15 coins by performing the operation in the first correct batting order and aiming for the second specific symbol when performing the first stop operation.
[0074] In the batting order bell A, the winning areas "batting order bell A5" to "batting order bell A8" are designed to award a 3-coin payout when the stop operation is performed in the second correct operation mode, that is, (1) when the operation is performed in the first correct batting order and a predetermined stop operation (first stop operation) is performed at a timing different from the specific timing (incorrect press timing), that is, when the operation is performed in the first correct batting order and the first stop operation is performed when a symbol within a predetermined range that does not include the specific symbol (second specific symbol) on the first reel to stop (for example, any of the symbols numbered 0 to 9 shown as "blue" in Figure 2) is located at a predetermined display position (for example, on an active line), or (2) when the operation is performed in the second correct batting order.
[0075] In the winning areas "Batting Order Bell A1" to "Batting Order Bell A8," if the stop operation is performed in an incorrect manner, that is, if the operation is performed in an incorrect batting order, either a single-coin win or no wins will be awarded.
[0076] In the winning areas "Batting Order Bell A1" to "Batting Order Bell A4", different batting orders are set as the correct batting orders (first correct batting order and second correct batting order). Also, in the winning areas "Batting Order Bell A5" to "Batting Order Bell A8", different batting orders are set as the correct batting orders (first correct batting order and second correct batting order). Furthermore, the timing of the stop operation (first stop operation) that enables the 15-coin payout when performing the operation with the first correct batting order is different between the winning areas "Batting Order Bell A1" to "Batting Order Bell A4" and the winning areas "Batting Order Bell A5" to "Batting Order Bell A8".
[0077] Furthermore, in the winning areas "Batting Order Bell A1" to "Batting Order Bell A8", one of batting orders 3 through 6 is set as the correct batting order (first correct batting order and second correct batting order), while batting orders 1 and 2 are not set as correct batting orders. Note that the contents in parentheses in Figure 6 indicate the probability of winning a single-coin prize when the stop operation is performed with that batting order. For example, the notation "1 coin (1 / 4)" indicates that there is a 1 / 4 probability of winning a single-coin prize and a 3 / 4 probability of missing a single-coin prize (not winning a single-coin prize).
[0078] Each winning area from "Batting Order Bell C1" to "Batting Order Bell C8" (Batting Order Bell C) has only one correct batting order, and the other five batting orders are incorrect. In each winning area from "Batting Order Bell C1" to "Batting Order Bell C8", if a win occurs while in the RBB internal state, a 10-coin payout (correct small win) will be awarded if the correct batting order (correct operation pattern) is used. If the operation pattern is different from the correct operation pattern (incorrect operation pattern, incorrect batting order), the correct small win (10-coin payout) will not be awarded, and a 1-coin payout may be awarded. In other words, when any winning area is selected during the RBB internal state, if stop buttons 26a to 26c are pressed in the correct operation mode, the priority is determined so that the candidate stop position that can award a 10-coin prize has the highest priority. If stop buttons 26a to 26c are pressed in the incorrect operation mode, the priority is determined so that the candidate stop position that can award a 1-coin prize has the highest priority.
[0079] In the winning areas "Batting Order Bell C1" to "Batting Order Bell C8", if the correct operation pattern is followed, a 10-coin payout will be awarded. In addition, if the incorrect operation pattern is followed in the winning areas "Batting Order Bell C1" to "Batting Order Bell C8", either a 1-coin payout or no payout at all will be awarded.
[0080] As described above, when the batting order bell A is operated in the first correct operation mode, that is, when the operation is performed in the first correct batting order, and the predetermined stop operation (first stop operation) is performed at a specific timing (correct button press timing), a 15-coin payout is awarded. On the other hand, when the batting order bell C is won, a 10-coin payout is awarded when the stop operation is performed in the correct operation mode (correct batting order). The correct operation mode when batting order bell C is won differs from the first correct operation mode when batting order bell A is won, and it is possible to win the correct small payout regardless of the timing of pressing the stop button 26.
[0081] In the winning areas "Batting Order Bell C1" to "Batting Order Bell C4", different batting orders are set as the correct answer. Also, in the winning areas "Batting Order Bell C5" to "Batting Order Bell C8", different batting orders are set as the correct answer. Furthermore, in the winning areas "Batting Order Bell C1" to "Batting Order Bell C8", one of batting orders 3 through 6 is set as the correct answer, while batting orders 1 and 2 are not set as the correct answer.
[0082] Furthermore, in each of the winning areas, "Batting Order Bell C1" to "Batting Order Bell C4," when a win occurs in the normal state, even if the stopping operation is performed in the batting order that would award 10 coins (correct batting order) in the RBB internal state, 1 coins will not be awarded, and instead 1 coins will be awarded.
[0083] Each winning area of "Batting Order Bell D1" to "Batting Order Bell D4" (Batting Order Bell D) has two correct batting orders, and the other four batting orders are incorrect. Specifically, batting orders 1 and 2 are correct, while batting orders 3 to 6 are incorrect. In each winning area of "Batting Order Bell D1" to "Batting Order Bell D4", if a win occurs in the RBB internal state, a 15-coin payout (correct small win) will be awarded if the correct batting order (correct operation pattern) is used. If the operation pattern is different from the correct operation pattern (incorrect operation pattern, incorrect batting order), the correct small win (15-coin payout) will not be awarded, and a 1-coin payout may be awarded. In other words, when any winning area is selected during the RBB internal state, if stop buttons 26a to 26c are pressed in the correct operation mode, the priority is determined so that the candidate stop position that can award a 15-coin payout has the highest priority. If stop buttons 26a to 26c are pressed in the incorrect operation mode, the priority is determined so that the candidate stop position that can award a 1-coin payout has the highest priority.
[0084] In the winning areas "Batting Order Bell D1" to "Batting Order Bell D4", if the correct operation pattern is followed, a 15-coin payout will be awarded. In addition, if the incorrect operation pattern is followed in the winning areas "Batting Order Bell D1" to "Batting Order Bell D4", either a 1-coin payout or no payout at all will be awarded.
[0085] In the winning areas "Batting Order Bell D1" to "Batting Order Bell D4," the same batting order (Batting Order 1 and Batting Order 2) is set as the correct batting order, and the same batting order (Batting Order 3 to Batting Order 6) is set as the incorrect batting order.
[0086] 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, the combination of symbols displayed on the active line (stopped display) when reels 20a to 20c stop is compared with the prize determination table stored in the ROM of the storage means 60. The prize determination table stores the winning patterns (combinations of symbols that result in a win when stopped) for each winning prize, and the aforementioned comparison determines whether a prize has been won and what type of winning prize has been won.
[0087] The main control means 31 executes the winning process corresponding to the winning combination when a winning combination is achieved. Specifically, the winning process includes a payout process (game value assignment process) when a minor combination is achieved, a replay process (re-play process) when a replay is achieved (activated), and a process to transition the game state (game state transition control process) when a bonus is achieved (activated).
[0088] Here, the payout process (game value assignment process) is the process of assigning a number of game values determined based on the payout set for each winning combination when a winning combination is achieved, and is performed by the payout control means 45. When a winning combination is achieved, the payout control means 45 determines the number of game values to be assigned based on the payout set for each winning combination and assigns the determined number of game values. Specifically, the payout control means 45 transmits information indicating the determined number of game values to be assigned to the game value number control means 55, causing the game value number control means 55 to perform a credit addition process. The game value number control means 55 performs a process (credit addition process) to add the assigned number to the stored value (number of credits) in the game value number storage area 66.
[0089] In this embodiment, a game value of 15 coins is awarded when a player lands on small wins 1-8 or 13-16, a game value of 3 coins is awarded when a player lands on small wins 9-12 or 39, a game value of 10 coins is awarded when a player lands on small wins 17-20, a game value of 1 coin is awarded when a player lands on small wins 21-38, 40, 41, 43 or 45, and a game value of 8 coins is awarded when a player lands on small wins 42 or 44. The 15-coin win has a higher payout than the 10-coin, 8-coin, 3-coin, and 1-coin wins. The 1-coin win has a lower payout than the 15-coin, 10-coin, 8-coin, and 3-coin wins. The 15-coin, 10-coin, and 8-coin combinations can be described as combinations that, when won, award a greater amount of game value than the game value bet for a single game (combinations where the amount of game value awarded upon winning is greater than the amount of game value required to start the game). Additionally, the 15-coin, 10-coin, 8-coin, and 3-coin combinations can be described as combinations that, when won, award a game value greater than the game value bet for a single game. Furthermore, the 1-coin combination can be described as a combination that, when won, awards a number of game values less than (or equal to) the game value bet for a single game.
[0090] 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 input of game value for the next game. When a replay is awarded, an automatic input process is performed in which the same number of game value as the number set to the input state in the previous game (the game in which the replay was awarded) is automatically input, and the system waits for the next game start operation on the start lever 24 with the number of active lines corresponding to the number of game value input by the automatic input process set. In addition, once the automatic input process has been performed, it is not possible to input any more game value.
[0091] 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 7. 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.
[0092] Furthermore, 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.
[0093] Initially, the game state is in the general mode. In the general mode, an internal lottery is conducted by referring to an internal lottery table in which all winning areas except for "No Win," "All Small Wins," "All Medium Payouts," 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.
[0094] The RBB internal intermediate state (first game state) is a game state that is entered when a Big Bonus (special role) is won in the internal lottery. In the RBB internal intermediate state, the internal lottery is conducted by referring to an internal lottery table in which all winning areas except "Not won," "All small roles," "All medium payouts," "All 1 coins," and "RBB" are set as targets for the lottery. In addition, in the RBB internal intermediate state, the lottery flag corresponding to the Big Bonus is maintained in a winning state until the Big Bonus is won, and when a combination of symbols indicating the winning form of the Big Bonus is displayed on an active line, the game state control means 49 transitions the game state from the RBB internal intermediate state to the RBB active state.
[0095] The RBB (Regular Big Bonus) activation state (second game state) is a game state that is entered when a combination of symbols indicating a Big Bonus winning pattern is displayed on an active line. 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 Medium Payouts," and "All 1 Coin" are set as the lottery targets. In the RBB activation state, it is determined whether the termination condition has been met based on the total number of game values awarded in the RBB activation state. If the awarded game value exceeds a predetermined number, the game state control means 49 terminates the RBB activation state and transitions the game state to the general state. In this embodiment, the termination condition for the RBB activation state is determined by the total number of game values awarded, but the termination condition may also be determined by the number of games played or the number of small wins in the RBB activation state. Furthermore, the RBB activation state may be terminated after a single game.
[0096] As shown in Figure 4, the instruction function control means 51 includes a game section control means 80, a performance state control means 81, and a bonus granting means 82. The instruction function control means 51 performs processing related to the operation of an instruction function that assists in winning a specific role in the advantageous section. Specifically, when a predetermined role is won, the instruction function control means 51 decides whether or not to perform an instruction performance that assists in winning this role. More specifically, when a batting order bell is won, for example, the instruction function control means 51 decides whether or not to perform an instruction performance that notifies the correct batting order (correct operation pattern) and assists in winning a predetermined role (correct minor role). When the instruction function control means 51 decides to perform an instruction performance, the performance control means 100 causes the performance device, such as the liquid crystal display 13 and speaker 14, to execute the instruction performance (batting order navigation performance). When an instruction performance is performed, the 7-segment display of the game information display unit also displays information corresponding to the operation pattern notified by the instruction performance.
[0097] (First navigation presentation) In the AT performance state (described later), when a hit order bell A is won and the execution of an instruction performance is decided, the performance control means 100 can execute a first navigation performance (hit order timing navigation performance) as an instruction performance that notifies the correct operation mode (first correct operation mode). In other words, when a hit order bell A is won in the AT performance state, the performance control means 100 can execute a first navigation performance that assists (prompts) the stopping operation in the correct operation mode (first correct operation mode).
[0098] As shown in Figure 8(a), the performance control means 100 displays the first correct spinning sequence (a number indicating it) on the liquid crystal display 13, and for a predetermined reel (reel 20b or reel 20c in this embodiment) that needs to be stopped at a specific timing in order to win the 15-coin payout, it displays an image (symbol navigation) on the liquid crystal display 13 corresponding to a predetermined symbol (the symbol to aim for: the symbol corresponding to the specific timing) on that reel, thereby notifying the first correct operation method. Specifically, the performance control means 100 displays the first correct spinning sequence on the liquid crystal display 13, and displays the symbol that will be displayed at a predetermined display position (a display position visible through the display window 16) within the period (timing) in which the 15-coin payout is possible, thereby notifying the first correct operation method. More specifically, the performance control means 100 displays an image corresponding to the symbol displayed at a predetermined display position for the reel related to the first stop operation of the first correct spin sequence within the period (timing) during which the first stop operation should be performed. Furthermore, the performance control means 100 displays the number "1" as a prompt for the first operation at the position corresponding to the stop button 26 related to the first stop operation of the first correct spin sequence, displays the number "2" as a prompt for the second operation at the position corresponding to the stop button 26 related to the second stop operation of the first correct spin sequence, and displays the number "3" as a prompt for the third operation at the position corresponding to the stop button 26 related to the third stop operation of the first correct spin sequence.
[0099] In the AT performance state, when the batting order bell A is won, if the stop buttons 26a to 26c are pressed in accordance with the first correct operation pattern announced in the first navigation performance, a 15-coin payout will always be achieved, and 15 medals will be obtained. In other words, when the first navigation performance is executed, the stop operation is performed in the first correct batting order announced, and the first stop operation is performed at the timing when the symbol corresponding to the image displayed on the LCD display 13 is displayed in a predetermined position (correct press timing), thereby obtaining 15 medals.
[0100] In Figure 8(a), the winning area "Batting Order Bell A1" has been selected, and by stopping the reels at batting order 3 (first correct batting order) and performing the first stop operation at the timing when the blue BAR symbol "Blue BAR" with symbol number 4 is displayed in the designated position on reel 20b (correct press timing), a notification is executed indicating that a 15-coin payout will be achieved. Note that in Figure 8(a), the winning area "Batting Order Bell A1" has been selected, and by stopping the reels at batting order 3 and performing the first stop operation at the timing when any of the symbols with symbol numbers 0 to 9 is displayed on the active line on reel 20b, a 15-coin payout will be achieved.
[0101] (Second navigation direction) In the AT performance state, when a batting order bell A is won and the execution of an instruction performance is decided, the performance control means 100 can execute an instruction performance (second navigation performance) that notifies a part of the correct operation pattern. Here, "a part of the correct operation pattern" can also refer to a part of the first correct operation pattern or a part of the second correct operation pattern.
[0102] When a batting order bell A is won in the AT performance state, the performance control means 100 can execute a second navigation performance that assists (prompts) a part of the stop operation (first stop operation) of the correct operation mode. In the second navigation performance, the stop button 26 corresponding to the reel to stop rotating first, that is, the stop button 26 to be operated first (in the first stop operation), is announced. Specifically, a prompt for the first operation is displayed at the position corresponding to the stop button 26 related to the first stop operation of the correct operation mode.
[0103] The performance control means 100 notifies a part of the correct operation pattern (a part of the operation related to the correct operation pattern), as shown in Figure 8(b). The performance control means 100 displays the number "1" as an indicator prompting the first operation at the position corresponding to the stop button 26 related to the first stop operation of the correct operation pattern, and displays the character (symbol) "?" (or "-", etc.) at the positions corresponding to the remaining two stop buttons 26. In Figure 8(b), the winning area "Bat Order Bell A1" has been won, and the first stop operation is performed on stop button 26b. If the operation is then performed with the first correct batting order (batting order 3), a 15-coin or 3-coin payout is awarded, and if the operation is performed with the second correct batting order (batting order 4), a 3-coin payout is awarded.
[0104] When the winning area "Batting Order Bell A1" (Batting Order Bell A) is selected during the AT performance state, if stop buttons 26a to 26c are pressed according to the second navigation performance, there are two possibilities: the operation is performed in the first correct operation mode and a 15-coin payout is awarded, and the operation is performed in the second correct operation mode and a 3-coin payout is awarded. Specifically, there are three possibilities: (1) the first stop operation is performed at a specific timing (correct press timing) and the operation is performed in the first correct batting order and a 15-coin payout is awarded; (2) the first stop operation is performed at a timing different from the aforementioned specific timing (incorrect press timing) and the operation is performed in the first correct batting order and a 3-coin payout is awarded; and (3) the operation is performed in the second correct batting order and a 3-coin payout is awarded.
[0105] As will be described later with reference to Figure 9, in this embodiment, a first AT performance state and a second AT performance state are provided. In the first AT performance state, the second navigation performance may always be executed when a batting order bell A is won, and in the second AT performance state, the first navigation performance may always be executed when a batting order bell A is won. In other words, in the first AT performance state, the probability of winning a 15-coin payout when a batting order bell A is won may be lower than the probability of winning a 3-coin payout. In other words, the expected value of the increase in the number of medals per game (net increase) may be lower in the first AT performance state compared to the second AT performance state. To put it another way, the expected value of the increase in the number of medals per game (net increase) may be higher in the second AT performance state compared to the first AT performance state. In this embodiment, the net increase in medals in the second AT performance state (high net increase period) is at least 6.6 medals. Note that the net increase in medals in the first AT performance state may be set to be the same as the net increase in medals in the second AT performance state.
[0106] The net increase in tokens is calculated by subtracting the expected number of tokens inserted per game from the expected number of tokens paid out per game. In addition, the occurrence of a replay is taken into consideration in this calculation, but a replay may be calculated as a payout of the same number of tokens as the number of tokens inserted in that game, or it may be calculated as the number of tokens inserted in the next game being "0".
[0107] Comparing the first and second navigation sequences, the first sequence makes it easier to hit the 15-coin prize (correct small win) compared to the second sequence. Therefore, the first navigation sequence can be considered more advantageous for the player than the second navigation sequence. Furthermore, there may be cases where the second or first navigation sequence is not executed when batting order bell A is won. Also, the first navigation sequence may be executed when batting order bell A is won in the first AT sequence state, and the second navigation sequence may be executed when batting order bell A is won in the second AT sequence state.
[0108] (Third navigation presentation) In the AT performance state (first AT performance state and second AT performance state), if a batting order bell C is won and the execution of an instruction performance is decided, the performance control means 100 can execute a third navigation performance as an instruction performance that notifies the correct operation mode (correct batting order). In other words, whether in the first AT performance state or the second AT performance state, if a batting order bell C is won, the same (common) third navigation performance regarding the correct operation mode can be executed. If a batting order bell C is won, the performance control means 100 can execute a third navigation performance that assists (prompts) the stopping operation in the correct operation mode (correct batting order).
[0109] The performance control means 100 displays the correct operation pattern (correct batting order) on the liquid crystal display 13. As shown in Figure 8(c), the performance control means 100 displays the number "1" as a prompt for the first operation at the position corresponding to the stop button 26 related to the first stop operation of the correct batting order, displays the number "2" as a prompt for the second operation at the position corresponding to the stop button 26 related to the second stop operation of the correct batting order, and displays the number "3" as a prompt for the third operation at the position corresponding to the stop button 26 related to the third stop operation of the correct batting order. In Figure 8(c), the winning area "batting order bell C1" has been won, and it is indicated that the stop operation at batting order 3 is the correct operation pattern (correct batting order).
[0110] Furthermore, if a batting order bell D is won in the AT performance state (first AT performance state and second AT performance state) and the execution of an instruction performance is decided, the performance control means 100 can execute a third navigation performance as an instruction performance that notifies the correct operation mode (correct batting order). In other words, whether in the first AT performance state or the second AT performance state, if a batting order bell D is won, the same (common) third navigation performance regarding the correct operation mode can be executed. If a batting order bell D is won, the performance control means 100 can execute a third navigation performance that assists (prompts) the stopping operation in the correct operation mode (correct batting order).
[0111] When the third navigation sequence is executed, if the stopping operation is performed as indicated in the third navigation sequence, a 10-coin or 15-coin payout is guaranteed. The batting order bell C and batting order bell D are configured so that if the stopping operation is performed in the correct manner, a 10-coin or 15-coin payout is guaranteed regardless of the timing of each stopping operation.
[0112] As shown in Figure 9, the game section control means 80 performs game section transition control processing to transition the game section between a non-advantageous section and an advantageous section according to the progress of the game. The non-advantageous section is the game section that corresponds to the initial state among several types of game sections. In the non-advantageous section, the bonus granting means 82 performs 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. When the game section is set to a non-advantageous section, instruction effects cannot be performed, and instruction effects can only be performed when it is set to an advantageous section. When the conditions for ending the advantageous section are met, the game section control means 80 ends the advantageous section and transitions the game section to a non-advantageous section.
[0113] The bonus granting means 82 conducts a lottery (advantageous section transition lottery) to determine whether or not to transition to an advantageous section at predetermined triggers during a non-advantageous section. Specifically, the bonus granting means 82 conducts a lottery (advantageous section transition lottery) to determine whether or not to transition to an advantageous section based on the result of an internal lottery (winning a predetermined role (winning area)). If the advantageous section transition lottery is won, the game section control means 80 transitions the game section from a non-advantageous section to an advantageous section.
[0114] Furthermore, the game section control means 80 performs an increment process each time a game is played in the advantageous section, triggered by a game start operation on the start lever 24, 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". The game section control means 80 may transition the game section from the advantageous section to the non-advantageous section if the value stored in the advantageous section game counter 65 reaches a threshold (upper limit) of "4000", indicating that the condition for ending the advantageous section has been met. In other words, the number of games played in the advantageous section may be set to an upper limit of 4000, so that games exceeding 4000 are not played consecutively in the advantageous section. Furthermore, in this embodiment, the gaming machine is designed so that the conditions for ending the advantageous period are not met when the number of games played in the advantageous period reaches a predetermined number (for example, 4000 times).
[0115] The game section control means 80 updates the stored value of the difference in tokens counter 64 in the RAM of the memory means 60 in the advantageous section by the difference in tokens in the game value. It subtracts a value corresponding to the number of tokens used in the game (for example, "3" if 3 tokens were used) from a value corresponding to the number of tokens awarded (for example, "15" if 15 tokens of game value were awarded, and "0" if no winning combinations were achieved and no game value was awarded), obtains the calculation result for the difference in tokens in that game, and adds this calculation result to the stored value of the difference in tokens counter 64. The game section control means 80 does not add to the difference in tokens 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 in tokens counter 64 is "0". Then, the game section control means 80 determines that the condition for ending the advantageous section has been met when the stored value of the difference counter 64 exceeds a threshold (for example, "2400"), and transitions the game section from the advantageous section to the non-advantageous section. In this embodiment, the stored value of the net payout counter 64 is controlled so that it may fall below the initial value of "0" at the start of the advantageous period. For example, if the stored value of the net payout 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 game value is paid out, the calculation result of the net payout for that game will be "-3", and adding the calculation result of the net payout to the stored value of the net payout counter 64 will fall below the initial value of "0". In this embodiment, an upper limit is set on the number of game value that can be obtained in the advantageous period, and the advantageous period ends (the condition for ending the advantageous period is met) when the increase in game value from the point at which the advantageous period is started exceeds 2400 coins. 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 spins 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 spins have been made, it may be treated as if a spin equivalent to the prescribed number of spins for that game had been made, and the difference in tokens may be calculated accordingly.
[0116] The advantageous period indicator is designed to be off during non-advantageous periods and to be on during advantageous periods. It is not necessary for the advantageous period indicator to be on immediately upon entering an advantageous period; it only needs to be on before the first instruction animation is performed. Furthermore, once lit, it will remain on until the advantageous period ends.
[0117] As shown in Figure 9, the performance state control means 81 performs a performance state transition control process to transition between multiple types of performance states, including a non-advantageous section performance state, a normal performance state, a CZ performance state, a first AT performance state, a special performance state, and a second AT performance state. The conditions for transitioning between performance states may be one condition or multiple conditions. If multiple conditions are defined, the performance state may be transitioned when one of the multiple predetermined conditions is met, or the performance state may be transitioned based on the meeting of multiple or all of the multiple predetermined conditions.
[0118] 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.
[0119] The normal performance state is the performance state that is basically entered when the advantageous period begins, and at the start of the advantageous period, the probability of entering the normal performance state is set higher than the probability of entering other performance states. In addition, compared to the CZ performance state and AT performance state, the normal performance state has a lower frequency of instruction performances, and instruction performances are almost never performed or never performed at all (the expected value of gaining game value is lower).
[0120] In the normal performance state, the bonus granting means 82 conducts a lottery (CZ lottery) to determine whether or not to transition to the CZ performance state based on the results of an internal lottery (for example, winning a predetermined role (winning area)). If the CZ lottery is won in the normal performance state, the performance state control means 81 transitions the performance state to the CZ performance state. Alternatively, for example, an upper limit (so-called ceiling) may be set on the number of games played in the normal performance state, and when a predetermined number of games (for example, 500 times) are played in the normal performance state, the performance state control means 81 may transition the performance state to the CZ performance state.
[0121] In the CZ (Chance Zone) performance state, when predetermined conditions are met, the bonus granting means 82 grants the player the right to transition to the AT (Attack Time) performance state (First AT performance state) as a bonus that is advantageous to the player. Based on the granting of the right to transition to the First AT performance state, the performance state control means 81 transitions the performance state to the First AT performance state. In other words, in the CZ performance state, the performance state control means 81 can transition the performance state to the First AT performance state at predetermined triggers. For example, in the CZ performance state, the bonus granting means 82 may conduct a lottery (First AT lottery) to determine whether or not to transition to the AT performance state based on the results of an internal lottery (for example, based on the winning of a predetermined role (winning area)), and if the First AT lottery is won, predetermined conditions may be considered to have been met, and the right to transition to the First AT performance state may be granted.
[0122] The performance state control means 81 terminates the CZ performance state when the termination condition for the CZ performance state is met (for example, when a predetermined number of games are played in the CZ performance state). The performance state control means 81 determines whether the right to transition to the 1st AT performance state has been granted at the end of the CZ performance state, and if so, transitions the performance state to the 1st AT performance state. On the other hand, if so, transitions the performance state to the non-advantageous section performance state. At this time, the game section control means 80 transitions the game section from the advantageous section to the non-advantageous section. In addition, there may be cases where the performance state is transitioned to the normal performance state at the end of the CZ performance state, and the advantageous section continues (without transitioning to the non-advantageous section).
[0123] In this embodiment, instruction sequences may be executed during the CZ (Challenge Zone) sequence, but the frequency of instruction sequences being executed is lower compared to the AT (Attack Time) sequence. Note that a low frequency of instruction sequences may include cases where no instruction sequences are performed at all.
[0124] In the first AT performance state, the instruction function control means 51 decides to execute an instruction performance that notifies the correct operation pattern based on the winning of a predetermined winning area (batting order bell). When it is decided to execute an instruction performance, the performance control means 100 executes the instruction performance. The instruction performance may be the first navigation performance, the second navigation performance, or the third navigation performance described above. The performance control means 100 causes the performance devices such as the liquid crystal display 13 and speaker 14 to execute an instruction performance that notifies the correct operation pattern (or a part of the correct operation pattern) and assists in winning a predetermined role (correct minor role). When the stop buttons 26a to 26c are pressed in accordance with the correct operation pattern notified by the instruction performance, the predetermined role (correct minor role) may be won.
[0125] The continuation of the first AT performance state is managed based on the stored value of the first AT termination determination counter 67 provided in the RAM of the storage means 60. The instruction function control means 51 determines the value to set in the first AT termination determination counter 67 when the performance state transitions to the first AT performance state. In other words, the instruction function control means 51 increases the stored value of the first AT termination determination counter 67 when the performance state transitions to the first AT performance state. To put it another way, the instruction function control means 51 sets a value related to the duration of the first AT performance state in the first AT termination determination counter 67 when the performance state transitions to the first AT performance state.
[0126] The instruction function control means 51 decreases the stored value of the first AT termination determination counter 67 in accordance with the progress of the game in the first AT performance state. Then, the performance state control means 81 determines that the termination condition of the first AT performance state has been met when the stored value of the first AT termination determination counter 67 reaches the threshold value "0" in the first AT performance state, and terminates the first AT performance state.
[0127] In this embodiment, when transitioning to the first AT performance state, the instruction function control means 51 sets a value (for example, 100) in the first AT termination determination counter 67 that corresponds to the number of game values that can be obtained in the first AT performance state (number of payouts). Each time game value is awarded in the first AT performance state, the instruction function control means 51 subtracts a value corresponding to the number of game values awarded from the stored value of the first AT termination determination counter 67. When the stored value of the first AT termination determination counter 67 reaches the threshold value "0" in the first AT performance state, the performance state control means 81 determines that the termination condition for the first AT performance state has been met and terminates the first AT performance state. In the first AT performance state, the performance control means 100 displays the value corresponding to the stored value of the first AT termination determination counter 67 as a remaining number display (for example, "LAST 100 coins") on the liquid crystal display 13.
[0128] The stored value of the 1st AT termination determination counter 67 may, for example, represent a value corresponding to the number of games that can be played in the 1st AT performance state, or the number of sets of the 1st AT performance state that can be played (1st AT set number), or the number of instruction performances that can be performed in the 1st AT performance state (navigation count). In other words, when the 1st AT performance state is started, the stored value of the 1st AT termination determination counter 67 may be set to the number of games that can be played, the number of 1st AT sets, the navigation count, etc., and in the 1st AT performance state, the stored value of the 1st AT termination determination counter 67 may be updated at predetermined triggers such as each time a game is played, each time one set of the 1st AT performance state is performed, or each time an instruction performance is performed, and the 1st AT performance state may be terminated based on the stored value of the 1st AT termination determination counter 67 reaching a threshold.
[0129] The performance state control means 81 transitions the performance state to a special performance state based on the end of the first AT performance state. In the special performance state, a predetermined number of games (for example, 10 times) are played. The instruction function control means 51 (performance state control means 81) determines a value to set in the special end determination counter 85 of the storage means 60 when transitioning the performance state to a special performance state. In other words, the instruction function control means 51 increases the stored value of the special end determination counter 85 when the performance state transitions to a special performance state. In other words, the instruction function control means 51 sets a value related to the duration of the special performance state in the special end determination counter 85 when the performance state transitions to a special performance state. The instruction function control means 51 sets a value (for example, 10) in the special end determination counter 85 that corresponds to the number of games that can be played in the special performance state when transitioning to a special performance state.
[0130] The instruction function control means 51 decreases the stored value of the special termination judgment counter 85 in accordance with the progress of the game in the special performance state (each time the game is played). Then, when the stored value of the special termination judgment counter 85 reaches the threshold "0" in the special performance state, the performance state control means 81 determines that the termination condition for the special performance state has been met and terminates the special performance state. The performance control means 100 displays the value corresponding to the stored value of the special termination judgment counter 85 in the special performance state as a remaining game count display (for example, "10 games remaining") on the liquid crystal display 13.
[0131] In the special performance state, the bonus granting means 82 conducts a lottery (second AT lottery) to determine whether or not to transition to the second AT performance state based on the results of an internal lottery (for example, based on the winning of a predetermined role (winning area)). If the second AT lottery is won, the performance state control means 81 transitions the performance state to the second AT performance state. On the other hand, if the performance state control means 81 has played a predetermined number of times (for example, 10 times) without winning the second AT lottery, it determines that the termination condition for the special performance state has been met and transitions the performance state to the non-advantageous section performance state. At this time, the game section control means 80 transitions the game section from the advantageous section to the non-advantageous section. It should be noted that there may be cases where the performance state is transitioned to the normal performance state at the end of the special performance state, and the advantageous section continues (without transitioning to the non-advantageous section).
[0132] In the second AT performance state, the instruction function control means 51 decides to execute an instruction performance that notifies the correct operation pattern based on the winning of a predetermined winning area (batting order bell). When it is decided to execute an instruction performance, the performance control means 100 executes the instruction performance. The instruction performance may be the first navigation performance, the second navigation performance, or the third navigation performance described above. The performance control means 100 causes the performance devices such as the liquid crystal display 13 and speaker 14 to execute an instruction performance that notifies the correct operation pattern (or a part of the correct operation pattern) and assists in winning a predetermined role (correct minor role). When the stop buttons 26a to 26c are pressed in accordance with the correct operation pattern notified by the instruction performance, the predetermined role (correct minor role) may be won.
[0133] The continuation of the second AT performance state is managed based on the stored value of the second AT termination determination counter 68 provided in the RAM of the storage means 60. The instruction function control means 51 determines the value to set in the second AT termination determination counter 68 when the performance state transitions to the second AT performance state. In other words, the instruction function control means 51 increases the stored value of the second AT termination determination counter 68 when the performance state transitions to the second AT performance state. To put it another way, the instruction function control means 51 sets a value related to the duration of the second AT performance state in the second AT termination determination counter 68 when the performance state transitions to the second AT performance state.
[0134] The instruction function control means 51 decreases the stored value of the second AT termination determination counter 68 in accordance with the progress of the game in the second AT performance state. Then, the performance state control means 81 terminates the second AT performance state when the stored value of the second AT termination determination counter 68 reaches the threshold value "0" in the second AT performance state, as the termination condition for the second AT performance state has been met. The performance control means 100 displays the value corresponding to the stored value of the second AT termination determination counter 68 as a remaining number display (for example, "LAST 500 coins") on the liquid crystal display 13 in the second AT performance state.
[0135] In this embodiment, when transitioning to the second AT performance state, the instruction function control means 51 sets a value (for example, 500) in the second AT termination determination counter 68 that corresponds to the number of game values that can be obtained in the second AT performance state (number of payouts). This value may be determined by lottery. Alternatively, this value may be determined based on the results of a predetermined number of games (for example, 5 games) at the start of the second AT performance state. Each time game value is granted in the second AT performance state, the instruction function control means 51 subtracts a value corresponding to the number of game values granted from the stored value of the second AT termination determination counter 68. When the stored value of the second AT termination determination counter 68 reaches the threshold value "0" in the second AT performance state, the performance state control means 81 determines that the termination condition for the second AT performance state has been met, terminates the second AT performance state, and transitions the performance state to the special performance state.
[0136] The stored value of the second AT termination determination counter 68 may, for example, represent a value corresponding to the number of games that can be played in the second AT performance state, or represent the number of sets of the second AT performance state that can be played (number of second AT sets), or represent the number of instruction performances that can be performed in the second AT performance state (number of navigations). In other words, when the second AT performance state is started, the stored value of the second AT termination determination counter 68 may be set to the number of games that can be played, the number of second AT sets, the number of navigations, etc., and in the second AT performance state, the stored value of the second AT termination determination counter 68 may be updated at predetermined triggers such as each time a game is played, each time one set of the second AT performance state is performed, or each time an instruction performance is performed, and the second AT performance state may be terminated based on the stored value of the second AT termination determination counter 68 reaching a threshold.
[0137] The bonus granting means 82 may, in the second AT performance state, perform a lottery (addition lottery) to determine whether or not to increase the stored value of the second AT termination determination counter 68 at a predetermined trigger (to determine whether or not to increase the duration of the second AT performance state), and increase the stored value of the second AT termination determination counter 68 based on the result of the lottery (based on winning the lottery).
[0138] In this embodiment, a point counter 86 is provided in the storage means 60. At the start of the normal performance state, the stored value of the point counter 86 is "0". In the normal performance state, the CZ performance state, or the AT performance state (first AT performance state and second AT performance state), the reward granting means 82 can grant points to the player according to the result of an internal lottery. Specifically, the reward granting means 82 increases the stored value of the point counter 86 according to the result of an internal lottery (based on winning a predetermined role (winning area)). The amount of points granted may differ depending on the winning role (winning area). In addition, a display corresponding to the stored value of the point counter 86 (acquired points display) may be displayed on the liquid crystal display 13. The acquired points display may be a value or a meter.
[0139] The reward granting means 82 grants a reward (item) to the player when the stored value of the point counter 86 reaches a predetermined value (for example, 100). Based on the granting of the reward, the reward granting means 82 resets the stored value of the point counter 86 (to "0"). The reward is capable of making the special performance state more advantageous for the player. In other words, when a reward is granted, the special performance state becomes more advantageous for the player than when no reward is granted. Rewards include increasing the number of games that can be played in the special performance state (i.e., the stored value of the special termination judgment counter 85), or preventing the value of the special termination judgment counter 85 from decreasing even if a game is played in the special performance state. When a reward is granted, the duration (number of games) of the special performance state becomes effectively longer (more), which can increase the chances of the second AT lottery being executed. Therefore, the expectation that a transition to the second AT performance state will be decided in the special performance state increases.
[0140] In this embodiment, the CZ (Chance Zone) performance state has a higher probability of transitioning to the AT (Attack Time) performance state (first AT performance state) than the normal performance state, making it a more advantageous state (performance state) for the player than the normal performance state. Furthermore, the AT performance state has a higher frequency of instruction performances compared to the normal performance state and the CZ performance state, making it a more advantageous state (performance state) for the player compared to the normal performance state and the CZ performance state.
[0141] In this embodiment, it is possible to transition directly from the normal performance state to the AT performance state (first AT performance state). For example, in the CZ lottery in the normal performance state, instead of simply deciding whether or not to transition to the CZ performance state, it is also possible to draw lots to determine whether to transition the performance state to the AT performance state (first AT performance state), to the CZ performance state, or to remain in the normal performance state without transitioning. In other words, the AT lottery (first AT lottery) or the CZ lottery may be performed in the normal performance state.
[0142] Furthermore, in this embodiment, it is possible to directly transition from a non-advantageous section performance state to a CZ performance state or an AT performance state (first AT performance state). For example, in the advantageous section transition lottery, instead of simply deciding whether or not to transition to an advantageous section (normal performance state), it is also possible to draw a lottery to transition the performance state to an AT performance state (first AT performance state), to a CZ performance state, to a normal performance state, or to remain in the non-advantageous section performance state without transitioning. In other words, the CZ lottery or AT lottery (first AT lottery) may be performed in the non-advantageous section performance state.
[0143] Furthermore, the AT performance state (first AT performance state and second AT performance state) may be set according to the game state to which it transitions based on the winning or awarding of a bonus. For example, it may be possible to transition to the AT performance state when the game state is in the RBB internal state, but not when the game state is in the general state or the RBB operating state. In other words, in the general state or the RBB operating state, for example, even if the AT lottery (first AT lottery or second AT lottery) is won, it may be possible to not transition to the AT performance state, or the AT lottery may not be performed at all.
[0144] Furthermore, if a bonus is won while the performance state is the AT performance state and the game state is the RBB internal state, the AT performance state may be interrupted from the end of the RBB operating state that is entered upon winning this bonus, through the general state, until the game returns to the RBB internal state. In other words, the instruction performance may be stopped when a bonus is won, and resumed when the game returns to the RBB internal state.
[0145] 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 first AT end determination counter 67, the stored value of the second AT end determination counter 68, the stored value of the special end determination counter 85, and the stored value of the point counter 86, 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 function (instruction effect) shown here is also initialized.
[0146] In this embodiment, the instruction function control means 51 (performance control means 100) performs a lottery related to the instruction function (for example, a lottery related to the transition to the AT performance state), grants a benefit related to the instruction performance (for example, a benefit that increases the probability of transitioning to the AT performance state), and processes related to the instruction function such as the instruction performance when the game state is in the RBB internal state (bonus internal state). However, when the game state is in the general state or the RBB operating state (bonus operating state), it does not perform a lottery related to the instruction function, grant a benefit related to the instruction performance, or process related to the instruction function such as the instruction performance.
[0147] In this embodiment, during the bonus internal state, regardless of the result of the internal lottery (and regardless of the manner of the stopping operation), the stopping control of reels 20a to 20c is performed so that no symbol combination indicating the winning form of a Big Bonus (RBB) is displayed on the active line. In other words, in this embodiment, once the game state is set to the bonus internal state, the game continues to be played in the bonus internal state thereafter. For this reason, in this embodiment, the game is basically played in the bonus internal state. The following explanation assumes that the game state is basically the bonus internal state. In this embodiment, in the general state and the bonus internal state, the 15-coin payout (10-coin payout for batting order bell C) is set to be won without overlapping in each of the winning areas "batting order bell", while in the bonus active state, the 15-coin payout (10-coin payout) is set to be won with overlapping in the winning area "small payout ALL". Furthermore, the winning probability of the winning area "small payout ALL" in the bonus active state is set higher than the winning probabilities of each of the winning areas "batting order bell" in the other game states. Furthermore, the probability of winning the "Small Win ALL" area while the bonus is active is set lower than the probability of winning any of the "Bat Order Bell" areas in other game states. This reduces the opportunities to win 15-coin (10-coin) payouts while the bonus is active compared to other game states, thus lowering the expected payout rate when the bonus is active.
[0148] As shown in Figure 4, the sub-control means 32 comprises a performance sub-control means 70 and a sub-memory 72 (secondary storage means). The performance sub-control means 70 controls performances using the liquid crystal display 13, performances using the speaker 14, and performances using the lighting device 38 based on performance data stored in the sub-memory 72. For example, it controls the execution of performances to enhance or assist the game according to the progress of the game by turning on or flashing the lighting device 38, changing the display content of the liquid crystal display 13, or outputting sound from the speaker 14 in response to game events such as inserting game value, operations on the bet button 23, start lever 24, and stop buttons 26a to 26c, or changes in the game state. The sub-control means 32 mainly controls various performances during gameplay and standby.
[0149] The content of the effects performed during gameplay is determined using information (effect lottery table) stored in sub-memory 72, in accordance with commands (information) transmitted from the main control means 31 corresponding to the game state, effect state, and the results of internal lottery. In this embodiment, image data stored in the ROM of sub-memory 72 is read into an image buffer provided in sub-memory 72, and an image based on the image data read into the image buffer is output (displayed) on the liquid crystal display 13. In addition, sound data stored in the ROM of sub-memory 72 is read into a sound buffer provided in sub-memory 72, and sound based on the sound data read into the sound buffer is output from speaker 14.
[0150] The display shown on the liquid crystal display 13 is a composite image formed by superimposing multiple layers on which drawing materials (source images) are placed. Figure 10 is a diagram illustrating the concept of layers on which source images corresponding to each effect are placed. The effect screen displayed on the liquid crystal display 13 is composed of, for example, 30 frames per second (hereinafter referred to as "frames") (a so-called 30fps frame rate). Therefore, for example, in the case of an effect pattern with a length of one minute, the effect screen consists of a total of 1800 frames, which is 60 seconds × 30 frames. Figure 10 shows the layer structure that constitutes one frame, which is the smallest unit.
[0151] Each frame is essentially a single composite image created by superimposing multiple source images. Within each frame, there are N virtual transparent layers, and various source images are placed on each layer. Each superimposed source image is assigned a priority, with lower-priority source images placed on lower layers and higher-priority source images on higher layers. While it is possible to construct a composite image by placing source images on all N layers, the number of source images that make up each composite image varies depending on the content of the animation, and it is not always the case that source images are placed on all N layers. Furthermore, when the source images that make up the composite image are placed, the layers are not necessarily used in a sequential manner from the lowest number without any gaps. Layers are used considering efficiency in the frame image compositing process, so unused layers may appear in the middle as appropriate.
[0152] When rendering a frame, the source images are drawn one by one to their respective layers, starting with those with the lowest priority. For example, if a frame consists of five source images, the source image with the lowest priority (priority 5) is first placed on the lowest layer and drawn in its designated position. Next, the source image with the second lowest priority (priority 4) is placed on a layer higher than the layer on which the priority 5 source image is drawn and drawn in its designated position. In this way, the source images are drawn one after another according to their priority, and finally, the source image with the highest priority (priority 1) is placed on a layer higher than the layer on which the priority 2 source image is drawn and drawn in its designated position. Once all the source images have been drawn to their respective layers, the composite image, viewed from the top (front) side of these layers, is displayed on the liquid crystal display 13 as the composite image corresponding to that frame. In other words, when the composite image is viewed on the liquid crystal display 13, the source images placed on lower layers are covered by the source images placed on higher layers. To put it another way, the higher the layer, the higher the display priority on the liquid crystal display 13.
[0153] The rendering process for each composite image is performed using the frame buffer, which is a region within the VRAM of sub-memory 72. Drawing a new source image to a higher layer means drawing the new source image on top of the image buffered in the frame buffer. The source images that make up a frame are drawn to the frame buffer in order from lowest priority, and once all source images have been drawn, the completed composite image on the frame buffer is displayed on the liquid crystal display 13 as the image (display) for that frame. The source images are stored in the source image storage area (ROM) of sub-memory 72. Lower-priority source images may be partially or completely obscured when higher-priority source images are drawn on top of them.
[0154] Note that one source image may be placed on a single layer, or multiple source images may be placed on a single layer.
[0155] The performance control means 100 (performance sub-control means 70) places a predetermined image (source image) on a predetermined layer and displays the display on the liquid crystal display 13 in conjunction with the execution of a predetermined performance. Here, "placement" can also be described as drawing using the corresponding layer when displaying on the liquid crystal display 13.
[0156] As described above, the main control means 31 (payout control means 45) executes a process (payout process) that assigns game value based on the winning of a minor role. Based on the execution of the payout process, the main control means 31 transmits information (payout information) indicating the number of payouts (number of game values to be assigned) to the sub-control means 32. In addition, the main control means 31 (insertion reception means 40) transmits information (insertion information) indicating the number of entries (number of bets) based on the fact that game value has been inserted (bet).
[0157] As shown in Figure 4, the sub-memory 72 of the sub-control means 32 is equipped with a coin acquisition counter 76. The performance control means 100 (sub-control means 32) updates the stored value of the coin acquisition counter 76 based on the payout information and insertion information received from the main control means 31, and is able to manage the total game value (coins acquired, cumulative number of coins) acquired by the player in a predetermined performance state (at least the second AT performance state). The stored value of the coin acquisition counter 76 is "0" at the start of the AT performance state (second AT performance state).
[0158] The performance control means 100 (sub-control means 32) updates the stored value of the acquired coin counter 76 at least in the second AT performance state. Updating the stored value means increasing or decreasing the stored value based on the received payout information and input information. The performance control means 100 adds the value indicated by the received payout information to the stored value and subtracts the value indicated by the received input information from the stored value. Note that if a replay is awarded, an automatic input process is performed, but if the input information indicates automatic input, the stored value is not subtracted.
[0159] Furthermore, in this embodiment, after the end of the second AT performance state, the system transitions to a special performance state. If the second AT lottery is won in the special performance state, the system transitions back to the second AT performance state (i.e., loops). The performance control means 100 can continue updating the stored value of the acquired coin counter 76 even in the special performance state after the end of the second AT performance state. If the system transitions back to the second AT performance state after the special performance state, the system can continue updating the stored value in that second AT performance state.
[0160] (Number of items obtained displayed) As shown in Figure 11, the performance control means 100 can display the acquired number display T, which corresponds to the stored value of the acquired number counter 76, at a specific position V on the liquid crystal display 13 (screen), at least in the second AT performance state. The acquired number display T can display a number of up to 5 digits. As described above, the second AT performance state has a relatively high expected value (net increase) of 6.6 medals per game (it is a high net increase section). For this reason, in this embodiment, the acquired number display T is displayed in a conspicuous manner (making it easily visible to the player), and by appealing to the player that the number of acquired medals is increasing, it is possible to excite the player (enhance the enjoyment of the game).
[0161] In this embodiment, the number of acquired coins display T is displayed in a relatively large font (the font size is large). Specifically, the font size of the number of acquired coins display T is larger than that of the remaining coins display L displayed in the upper left of the screen. Furthermore, the specific position V where the number of acquired coins display T is displayed is approximately in the vertical center of the LCD display 13 screen and is near the display window 16 (reel window). Specifically, it is located directly above the third reel 20c. The specific position V can be said to be to the right of the center of the screen (vertical center). During gameplay, the player's gaze is mostly concentrated inside the display window 16 (reels 20a to 20c), so by displaying the number of acquired coins display T at the specific position V near the reels, the player can see (confirm) the number of acquired coins display T without moving their gaze significantly. In other words, the player can easily see the number of acquired coins display T.
[0162] By the way, in the AT performance state, instruction performances (first navigation performance, second navigation performance, or third navigation performance) may be executed as described above. A specific position V is the position where a display related to the instruction performance is displayed when the instruction performance is executed. In this embodiment, the number of acquired coins display T and the display related to the instruction performance (navigation display) may overlap (they are displayed in overlapping positions). In this embodiment, the number of acquired coins display T is displayed in the vicinity of the navigation display, and proximity includes the case where the two overlap. In this case, if the visibility of the navigation display is reduced by the number of acquired coins display T, the player may not be able to accurately recognize (understand) the correct operation pattern (correct batting order), may make a mistake in the stopping operation (make a batting order mistake), and suffer the disadvantage of not being able to win a small prize. To prevent such problems from occurring, this embodiment is configured as follows.
[0163] Figure 12(a) shows a case where, in the second AT performance state, the acquired coin count display T is displayed, a batting order bell is won, an instruction performance (for example, the third navigation performance) is executed, and the navigation display N is displayed. The performance control means 100 places the image related to the navigation display N on a layer with a higher priority (higher level) than the layer on which the image related to the acquired coin count display T is placed. Therefore, the navigation display N is visible in front of the acquired coin count display T. In other words, the navigation display N is not covered by the acquired coin count display T. However, if the acquired coin count display T is displayed behind the navigation display N, the navigation display N may be buried by the acquired coin count display T (the boundary becomes ambiguous), and the player may misinterpret the numbers etc. related to the navigation display N (for example, mistaking "2" for "3"), and make a mistake in the stopping operation. Therefore, in this embodiment, it is configured as follows.
[0164] As shown in Figure 12(b), when the performance control means 100 executes an instruction performance (e.g., a third navigation performance) while the acquired number display T is being displayed, and displays the navigation display N, it reduces the visibility of the acquired number display T. In this embodiment, the visibility of the acquired number display T is reduced based on the appearance of the navigation display N (during the navigation display period). Specifically, the acquired number display T is made semi-transparent. In other words, the transparency (transparency) of the image related to the acquired number display T is increased, changing the acquired number display T from an opaque state to a transparent state. By reducing the visibility of the acquired number display T, the navigation display N is not buried by the acquired number display T, and the navigation display N stands out and becomes clear. In other words, the player can clearly see (accurately grasp) the navigation display N. Therefore, it is possible to suppress the player from making a mistake in the stopping operation.
[0165] Furthermore, if the visibility of the acquired coin count display T is reduced, the acquired coin count display T may be made completely transparent (i.e., hidden). However, if the acquired coin count display T is made completely transparent (hidden), when the visibility of the acquired coin count display T is restored (becomes opaque) based on the end of the navigation display N, the acquired coin count display T will suddenly appear, resulting in significant screen flickering, which some players may find unsightly. If the acquired coin count display T is made semi-transparent, it is less likely to give the impression that the acquired coin count display T suddenly appears when its visibility is restored based on the end of the navigation display N, and screen flickering can be reduced. Therefore, while the visibility of the acquired coin count display T may be reduced by making it completely transparent, it is more preferable to make it semi-transparent.
[0166] Next, using Figure 13, we will explain the case in the second AT performance state where an instruction performance (for example, the third navigation performance) is executed while the acquired number display T is displayed, and the navigation display N is displayed, following the flow of the game.
[0167] As shown in Figure 13(a), the number of acquired coins T is displayed on the right side of the center of the LCD display 13. In this example, the number of acquired coins T, "443 coins," is displayed based on the stored value of the acquired coin counter 76 being "443." In the state shown in Figure 13(a), the bet button 23 is pressed, and a game value of 3 coins (the specified number) is bet (set to the payout state).
[0168] Figure 13(b) shows the state after the game value has been bet, an internal lottery is performed based on the operation of the start lever 24 (a batting order bell is won), the execution of the instruction performance is decided, and the display of navigation display N begins. Navigation display N starts to be displayed (appears) in a reduced state, gradually enlarges (an enlargement action is performed), and stops when it reaches a predetermined size. Also, based on the operation of the start lever 24 (based on the appearance of navigation display N), the acquired coins display T becomes semi-transparent. Also, based on the operation of the start lever 24, the value of acquired coins display T becomes the value obtained by subtracting the number of coins inserted (the number of game values (3) set in the inserted state) (i.e., it becomes "440 coins"). The acquired coins display T may first become semi-transparent when it is showing "443 coins", and then be updated to "440 coins".
[0169] Figure 13(c) shows the state after the enlargement action related to navigation display N has finished and navigation display N has stopped.
[0170] Figure 13(d) shows the state in which the first stop operation is performed according to the navigation display N, and the navigation display corresponding to the first stop operation (the number "1") is hidden.
[0171] Figure 13(e) shows the state in which the second stop operation is performed according to the navigation display N, and the navigation display corresponding to the second stop operation (the number "2") is hidden.
[0172] Figure 13(f) shows the state in which the third stop operation is performed according to the navigation display N, and the navigation display corresponding to the third stop operation (the number "3") is hidden.
[0173] Figure 13(g) shows the state in which the visibility of the acquired coin count display T returns to its visibility before the decrease in visibility (opaque state) (returns to its original transparency) based on the third stop operation. This restoration of visibility may be performed based on the detection of pressing (ON) the third stop operation button, or it may be performed based on the detection of releasing (OFF) the third stop operation button.
[0174] In this example, the player wins the batting order bell and the stop operation is performed according to the navigation display N (the stop operation is performed in the correct manner). Therefore, a specific number (15 coins) of game value is awarded (paid out) based on the winning of a minor role (correct role: 15 coins). Based on this award, the specific number (15) is added to the stored value of the acquired coin counter 76. As a result, the acquired coin display T changes (increases) from the value at the start of the game (440) to the value at the start of the game plus the specific number (15) (455). Hereafter, the value after adding the specific number to the value at the start of the game will be referred to as the "specific value".
[0175] The number of acquired tokens display T gradually increases (counts up) from the value at the start of the game (440) toward a specific value (455). "Gradual increase" means that the value (number) may increase by 1 each time, or it may increase by skipping one number (or two or three numbers). In this embodiment, the value increases (increments) by 1 each time.
[0176] Furthermore, while the number of acquired coins displayed T gradually increases based on the third stop operation, the remaining coins displayed in the upper left of the screen suddenly switches from the value at the start of the game (141) to a value (126) which is the result of subtracting a specific number (15).
[0177] In this embodiment, the timing at which the visibility of the acquired coin count display T is restored coincides with the timing at which the value of the acquired coin count display T begins to increase based on the winning of a minor role. Specifically, the visibility of the acquired coin count display T is restored (becomes opaque) at the timing when the value increases by "1" from the value at the start of the game (440) (i.e., when it becomes "441"). It can be said that visibility is restored at the timing when the first increase is performed. By making it opaque from the first increase (count-up), the increase in the value of the acquired coin count display T can be made clearly visible for a longer period of time and emphasized, allowing the player to see the increase in value. It is preferable that visibility is restored from the timing of the first increase, but it may also be configured so that visibility is restored during the period when the value is increasing.
[0178] Furthermore, if the stop operation is not performed according to the navigation display N (i.e., the stop operation is performed in an incorrect manner) and no winning combinations are achieved, the display of acquired coins T will revert to its initial value (440 coins) and become opaque again.
[0179] Figure 13(h) shows the state in which a display related to the granting of game value (payout action image H) is displayed during a period when the value of the acquired number display T is increasing (referred to as the increase period). In this example, a payout action image H related to the granting of 15 coins is displayed, and the image contains the text "15GET". The payout action image H cuts in from the right side of the screen toward the center, is displayed in the center for a predetermined time, and then disappears. There is an overlap between the payout action image H and the acquired number display T (they partially overlap). The payout action image H is placed on a higher priority layer than the layer on which the image related to the acquired number display T is placed. Therefore, the payout action image H is visible in front of the acquired number display T. However, the display time of the payout action image H related to the granting of 15 coins is shorter than the time required for the acquired number display T to reach a specific value (455) (increase period). Therefore, after the payout action image H is hidden, the entire acquired coin count display T becomes visible, as shown in Figure 13(i), and the increase in acquired coin count display T continues. This allows the player to see the increase in acquired coin count display T.
[0180] Figure 13(j) shows the state where the value of the acquired number display T has reached a specific value (455), and the increase in value (increase period) has ended.
[0181] In this embodiment, the increase in the value of the acquired number display T is relatively slow. That is, the period of increase is relatively long. Therefore, the increase in the value is emphasized in the display. In other words, the player can clearly see the increase in the value.
[0182] Incidentally, the reel control means 43 performs a wait process to adjust the interval between games. The reel control means 43 can measure (time) the interval between the start of rotation of reels 20a to 20c, and when an operation is performed on the start lever 24, it determines whether a wait period (e.g., 4.1 seconds) has elapsed since the start of rotation of reels 20a to 20c in the previous game. If the wait period has elapsed when an operation is performed on the start lever 24, the reel control means 43 starts the rotation of reels 20a to 20c based on that operation. On the other hand, if the wait period has not elapsed when an operation is performed on the start lever 24, it performs a process (wait process) that delays the start of rotation of reels 20a to 20c until the wait period has elapsed.
[0183] If the wait period has elapsed and the start lever 24 is operated (ON) during the period in which the value of the number of acquired coins displayed T is increasing based on the assignment of game value (increase period), the next game will start (Figure 14). Here, the display when the next game starts during the increase period of the number of acquired coins displayed T, and the player wins a batting order bell in that next game and an instruction performance (for example, the 3rd navigation performance) is executed will be explained using Figure 15. Note that the game shown in Figure 15 is the next game after the game shown in Figure 13.
[0184] Based on the fact that a 15-coin payout was achieved in the previous game, the number of coins acquired (T) is increasing from the value at the start of the game (440) towards a specific value (455). Figure 15(a) shows the point in time when the number of coins acquired (T) is "453 coins" (while it is increasing). That is, it is the same point in time as in Figure 13(i).
[0185] Figure 15(b) shows the state at the point shown in Figure 15(a) before the number of acquired coins display T reaches a specific value (455), when the bet button 23 is pressed (a game value of 3 coins is bet), the start lever 24 is operated (an internal lottery is performed), the batting order bell is won and the execution of the instruction performance is decided, and the display related to navigation display N starts. Figure 15(c) shows the state after the expansion action related to navigation display N has finished and navigation display N has stopped.
[0186] As shown in Figure 15(b), the acquired coins display T becomes semi-transparent based on the operation of the start lever 24 (based on the start of the navigation display N). Also, although it is shown as "453 coins" in Figure 15(b), after the acquired coins display T becomes semi-transparent based on the operation of the start lever 24, it is updated to a value (452) obtained by subtracting the number of coins inserted (the number of game values (3) set to the inserted state) from a specific value (455).
[0187] In this embodiment, if game value is inserted and the start lever 24 is operated before the acquired coin display T reaches a specific value (455), the acquired coin display T becomes semi-transparent (without displaying "455 coins") and is updated to the value at the start of the game (452) before reaching the specific value (455) (before the increase is completed). In other words, the increase of the acquired coin display T is interrupted, the acquired coin display T becomes semi-transparent, and the acquired coin display T becomes a value with the number of coins inserted subtracted. It can be said that if the acquired coin display T becomes semi-transparent without reaching a specific value, the increase in value is interrupted and it switches to a value with the number of coins inserted subtracted.
[0188] In Figure 15, the case where the instruction animation is executed in the next game (when the number of acquired coins display T becomes semi-transparent) is shown. However, if the instruction animation is not executed in the next game, that is, if the game value is inserted and the start lever 24 is operated before the number of acquired coins display T reaches a specific value (455), and the instruction animation is not executed in that game, the number of acquired coins display T will not become semi-transparent, but will switch from the value at the time of the operation (453) to the value at the start of the game (452) without reaching the specific value (455).
[0189] If the number of tokens won display T is inserted and the start lever 24 is operated before it reaches a specific value (455), and the number of tokens won display T switches to a value (452) after the number of tokens inserted has reached the specific value (455), the player may feel that the number of tokens won display T does not switch immediately (continue to increase) despite inserting game value and operating the start lever 24, resulting in a discrepancy between the operation and the display update (a time lag). In other words, the player may feel that the timing of the display update is slow (poor response). In this embodiment, if game value is inserted and the start lever 24 is operated before the number of tokens won display T reaches a specific value (455), as described above, the increase in the number of tokens won display T is interrupted and it switches to a value with the number of tokens inserted subtracted. Therefore, the operation and the display update are synchronized (no lag), and the player's feeling of discomfort can be suppressed.
[0190] The gaming machine of this embodiment is Multiple reels with different patterns arranged on them (for example, reels 20a to 20c), A start lever (for example, a start lever 24) capable of performing a game start operation to begin the rotation of the aforementioned multiple reels, Multiple stop buttons (for example, stop buttons 26a to 26c) capable of performing a stop operation to stop the rotation of the multiple reels, An internal lottery means (for example, internal lottery means 42) that conducts an internal lottery to determine whether a role is achieved or not, A reel control means (for example, a reel control means 43) that controls the stopping of the plurality of reels in a manner corresponding to the result of the internal lottery based on the stop operation, A means for determining whether a role is awarded (for example, a means for determining whether a role is awarded 44), A game value granting means (e.g., payout control means 45) that assigns game value in accordance with the payout of the winning minor role, based on the fact that a minor role has been achieved, An instruction function control means (for example, an instruction function control means 51) controls the execution of an instruction performance as a performance related to the stop operation, A performance state control means (for example, a performance state control means 81) that transitions between multiple types of performance states, including a specific performance state in which the aforementioned instruction performance is executed, Display means (e.g., liquid crystal display 13), It includes a performance control means (for example, performance control means 100) for controlling the execution of the performance, As a minor role, there is a correct role that, when achieved, awards a specific number of game values (for example, 15) that are greater than the game value bet per game. In the aforementioned internal lottery, one winning pattern is a specific winning pattern (for example, "batting order bell") in which the correct winning combination is awarded when the stop operation is performed in the correct operation pattern, while the correct winning combination is not awarded when the stop operation is performed in an operation pattern different from the correct operation pattern. The performance control means executes the instructed performance based on the fact that the specific winning pattern was obtained in the internal lottery in the specific performance state, and can display a navigation display that notifies the correct operation pattern. The aforementioned performance control means is capable of displaying an acquired number display that notifies the number of game value acquired by the player in the specific performance state, In a predetermined game in the aforementioned specific performance state, when the aforementioned specific winning pattern is obtained through the internal lottery and the navigation display is shown, the visibility of the acquired number display is reduced. When the third stop operation of the stop button in the predetermined game is performed, the visibility of the acquired number display is restored to the visibility it was at before the visibility deteriorated.
[0191] The display of the number of acquired coins is designed to have reduced visibility when the navigation display is shown, and to regain visibility when the third stop operation of the stop button is performed. While the navigation display is shown, the visibility of the number of acquired coins display is reduced and the number of acquired coins display becomes less conspicuous, making the navigation display relatively more prominent and thus suppressing the decrease in the visibility of the navigation display. As a result, players can focus more on the navigation display and accurately grasp the correct operation method.
[0192] Furthermore, in the gaming machine of this embodiment, When the correct winning combination is achieved in the predetermined game and a specific number of game values are awarded, the display of the number of acquired tokens increases toward a specific value that is the sum of the specific numbers. If the operation to insert game value for the next game is performed and the game start operation is performed before the number of acquired tokens display reaches the specified value, the number of acquired tokens display will be updated to a value obtained by subtracting the value related to the insertion operation from the specified value, without reaching the specified value.
[0193] If the game value for the next game is inserted and the game start operation is performed before the number of acquired tokens displayed reaches a specific value, and the number of acquired tokens displayed is updated to a value after the number of tokens inserted has reached the specific value, the player may feel that the number of acquired tokens displayed does not change immediately (continue to increase) despite inserting game value and performing the game start operation, resulting in a discrepancy between the operation and the display update (a time lag), which may cause discomfort to the player. In other words, the player may feel that the timing of the display update is slow (poor response). In this embodiment, if game value is inserted and the game start operation is performed before the number of acquired tokens displayed reaches a specific value, the number of acquired tokens displayed is updated to a value after the number of tokens inserted has decreased without reaching the specific value. Therefore, the operation and the display update are in sync (no lag), which can prevent the player from feeling uncomfortable.
[0194] As described above, the reward granting means 82 can grant points to the player according to the result of an internal lottery, and when the stored value of the point counter 86 reaches a predetermined value (for example, 100), it grants the player a reward (item). The reward is capable of making the special performance state more advantageous for the player. Here, we will explain the case in which the performance control means 100 executes a point performance (specific performance) related to the granting of points in a predetermined game in the second AT performance state. The performance control means 100 can execute a point performance according to the result of an internal lottery (based on the winning of a predetermined role (winning area)).
[0195] When the performance control means 100 decides to execute a point performance based on the operation of the start lever 24, it displays three cards on the liquid crystal display 13. As shown in Figure 16(a), the three cards include card C1 corresponding to reel 20a (stop button 26a), card C2 corresponding to reel 20b (stop button 26b), and card C3 corresponding to reel 20c (stop button 26c). At the start of the point performance, the performance control means 100 displays one side of cards C1 to C3 (arranges them so that one side of the cards is displayed). Based on a stop operation, the performance control means 100 can flip (reverse) the card corresponding to the reel that was stopped, and display the other side.
[0196] If the result of the internal lottery is a predetermined result (if a predetermined combination of symbols is displayed, or if the reels 20a to 20c stop in a predetermined stopping pattern), the performance control means 100 will ultimately display the other side of cards C1 to C3 (resulting in a state where all three cards are lined up), as shown in Figure 16(b), and award a predetermined number of points to the player. On the other hand, if the result of the internal lottery is a result different from the predetermined result (if a predetermined combination of symbols is not displayed, or if the reels 20a to 20c do not stop in a predetermined stopping pattern), the performance control means 100 will not flip over at least one card (not display the other side) even if all stopping operations are performed, and will not award points to the player.
[0197] In this embodiment, a point performance may be executed while the acquired number display T is displayed during the AT performance state (second AT performance state). Furthermore, there is an overlap (partial overlap) between the card image related to the point performance (card C3) and the acquired number display T. The performance control means 100 places the image related to the acquired number display T on a layer with a higher priority (higher level) than the layer on which the card image related to the point performance is placed. In other words, the card image related to the point performance is placed on a layer with a lower priority than the layer on which the image related to the acquired number display T is placed. As a result, the acquired number display T is visible in front of the card image related to the point performance. This allows the player to see the acquired number display T even when the point performance is being executed. It can be said that the visibility of the acquired number display T does not change (it does not become semi-transparent) while the point performance is being executed.
[0198] Next, we will explain the case where, in the second AT performance state, the acquired coin count display T is displayed, and an instruction performance (for example, the third navigation performance) and a point performance are executed during a predetermined game. When the performance control means 100 decides to execute the instruction performance and the point performance based on the operation of the start lever 24, it displays the navigation display N, displays cards C1 to C3, and makes the acquired coin count display T semi-transparent, as shown in Figure 17(a). At this time, the navigation display N is visible closest to the viewer, the semi-transparent acquired coin count display T is visible behind the navigation display N, and card C3 is visible behind the acquired coin count display T.
[0199] Figure 17(b) shows the state in which navigation display N (all navigation displays N) are hidden based on the third stop operation. In this example, navigation display N is hidden based on the detection of the third stop operation being ON.
[0200] Figure 17(c) shows the state in which the visibility of the acquired coin count display T is restored and cards C1 to C3 are hidden based on the third stop operation. In this example, the visibility of the acquired coin count display T is restored and cards C1 to C3 are hidden based on the detection of the release (OFF) of the third stop operation.
[0201] (modified version) Next, using Figure 18, we will show a modified display of the acquired coins display T when an instruction performance (for example, the third navigation performance) is executed while the acquired coins display T is being displayed in the second AT performance state, and the navigation display N is displayed.
[0202] As shown in Figure 18(a), the number of acquired coins T is displayed in the upper right corner of the LCD display 13. In this modified example, the number of acquired coins T displayed is "TOTAL 303 coins" based on the stored value of the acquired coin counter 76 being "303". The remaining number of plays that can be performed in the second AT performance state is displayed in the upper left corner of the LCD display 13. In the state shown in Figure 18(a), the bet button 23 is pressed, and a game value of 3 coins (the specified number) is bet (set to the payout state).
[0203] Figure 18(b) shows the state after the game value has been bet, an internal lottery is performed based on the operation of the start lever 24 (a batting order bell is won), the execution of the instruction performance is decided, and the display of navigation display N begins. Navigation display N starts to be displayed (appears) in a reduced state, gradually enlarges (an enlargement action is performed), and stops when it reaches a predetermined size. In this modified example, based on the operation of the start lever 24, the value of the acquired coins display T becomes the value after subtracting the number of coins inserted (3) (i.e., it becomes "300 coins"). In this modified example, the acquired coins display T after the number of coins inserted is subtracted is displayed without a decrease in visibility, and then the visibility of the acquired coins display T decreases. Also, in this modified example, the decrease in visibility is completely transparent (hidden). The acquired coins display T is hidden, for example, when the enlargement action of navigation display N is completed.
[0204] Figure 18(c) shows the state after the enlargement action related to the navigation display N has finished and the navigation display N has stopped.
[0205] Figure 18(d) shows the state in which the first stop operation is performed according to the navigation display N, and the navigation display corresponding to the first stop operation ("1") is hidden.
[0206] Figure 18(e) shows the state in which the second stop operation is performed according to the navigation display N, and the navigation display corresponding to the second stop operation ("2") is hidden.
[0207] Figure 18(f) shows the state in which the third stop operation is performed according to the navigation display N, and the navigation display corresponding to the third stop operation ("3") is hidden.
[0208] Figure 18(g) shows the state in which the visibility of the acquired coin count display T returns to its visibility before the decrease in visibility (opaque state) based on the third stop operation. This restoration of visibility may be performed based on the detection of pressing (ON) the third stop operation button, or it may be performed based on the detection of releasing (OFF) the third stop operation button.
[0209] In this modified example, the player wins a batting order bell, and the stop operation is performed with the correct batting order, resulting in the awarding (payout) of a specific number (10 coins) of game value based on the winning of a minor role (correct role: 10 coins). Based on this awarding, a specific number (10) is added to the stored value of the acquired coin counter 76. Based on this, the acquired coin display T changes (increases) from the value at the start of the game (300) to a specific value (310), which is the value at the start of the game plus a specific number (10). Specifically, the value gradually increases from the value at the start of the game (300) towards the specific value (310). For example, it becomes 300, 302, 304, ..., 310.
[0210] In this modified version, the acquired coin count display T regains visibility at the value at the start of the game (300) based on the third stop operation (visibility recovery begins), and then the value starts to increase. In other words, the acquired coin count display T starts to increase after the value just before the decrease in visibility (300) (the value before a specific number is added (300)) is displayed again. By displaying the value at the start of the game (300) before the increase begins, the increase in the acquired coin count display T can be made visible for a longer period of time, emphasizing the increase in the value.
[0211] Figure 18(h) shows the point in time when the value of the acquired number display T is increasing and has reached "306 coins".
[0212] Figure 18(i) shows the state where the value of the acquired number display T has reached a specific value (310), and the increase in value (increase period) has ended.
[0213] The gaming machine in this modified example is, Multiple reels with different patterns arranged on them (for example, reels 20a to 20c), A start lever (for example, a start lever 24) capable of performing a game start operation to begin the rotation of the aforementioned multiple reels, Multiple stop buttons (for example, stop buttons 26a to 26c) capable of performing a stop operation to stop the rotation of the multiple reels, An internal lottery means (for example, internal lottery means 42) that conducts an internal lottery to determine whether a role is achieved or not, A reel control means (for example, a reel control means 43) that controls the stopping of the plurality of reels in a manner corresponding to the result of the internal lottery based on the stop operation, A means for determining whether a role is awarded (for example, a means for determining whether a role is awarded 44), A game value granting means (e.g., payout control means 45) that assigns game value in accordance with the payout of the winning minor role, based on the fact that a minor role has been achieved, An instruction function control means (for example, an instruction function control means 51) controls the execution of an instruction performance as a performance related to the stop operation, A performance state control means (for example, a performance state control means 81) that transitions between multiple types of performance states, including a specific performance state in which the aforementioned instruction performance is executed, Display means (e.g., liquid crystal display 13), It includes a performance control means (for example, performance control means 100) for controlling the execution of the performance, As a minor role, there is a winning combination in which a specific number (for example, 10) of game value is awarded, which is greater than the game value bet for one game. In the aforementioned internal lottery, one winning pattern is a specific winning pattern (for example, "batting order bell") in which the correct winning combination is awarded when the stop operation is performed in the correct operation pattern, while the correct winning combination is not awarded when the stop operation is performed in an operation pattern different from the correct operation pattern. The performance control means executes the instructed performance based on the fact that the specific winning pattern was obtained in the internal lottery in the specific performance state, and can display a navigation display that notifies the correct operation pattern. The aforementioned performance control means is capable of displaying an acquired number display that notifies the number of game value acquired by the player in the specific performance state, In a predetermined game in the aforementioned specific performance state, when the aforementioned specific winning pattern is obtained through the internal lottery and the navigation display is shown, the visibility of the acquired number display is reduced. When the third stop operation of the stop button in the predetermined game is performed, the visibility of the acquired number display is restored to the visibility it was at before the visibility deteriorated. When the correct winning combination is achieved in the predetermined game and a specific number of game values are awarded, the display of the number of acquired tokens increases toward the value obtained by adding the specific number. The display of the number of acquired coins is configured such that the increase in the value begins after the visibility starts to recover at the value before the specific number is added.
[0214] The display of the number of acquired tokens is designed to have reduced visibility when the navigation display is shown, and to regain visibility when the third stop operation of the stop button is performed. While the navigation display is shown, the visibility of the number of acquired tokens display is reduced and it becomes less conspicuous, making the navigation display relatively more prominent and suppressing the decrease in the visibility of the navigation display. As a result, players can focus more on the navigation display and accurately grasp the correct operation method. Furthermore, the display of the number of acquired tokens is designed so that the increase in the value begins after the visibility of the value before the specific number is added begins. By displaying the value before the specific number is added and then starting the increase in the value, the increase in the number of acquired tokens display can be made visible for a longer period of time, emphasizing (appealing to the player) the increase in the value.
[0215] The present invention is not limited to the embodiments described above, and can be implemented in various modified forms without departing from its essence. Furthermore, within the scope of the invention, the present invention allows for free combination of each embodiment, modification of any component of each embodiment, or omission of any component in each embodiment. For example, the control mode and configuration of the gaming machine are not limited to those of the embodiments described above. Moreover, the configurations described above can be applied to other gaming machines. [Explanation of Symbols]
[0216] 13. Liquid crystal display (display means) 20a, 20b, 20c reels 24. Start lever 26a, 26b, 26c Stop button 42 Internal drawing method 43 Reel control means 44. Method of determining winners 45 Payout control means (game value granting means) 51 Instruction function control means 81 Performance State Control Means 100 Performance control means
Claims
1. Multiple reels with multiple types of symbols arranged on them, A game start operation means capable of performing a game start operation to start the rotation of the aforementioned multiple reels, Multiple stop buttons capable of performing a stop operation to stop the rotation of the multiple reels, An internal lottery method for conducting an internal lottery to determine whether or not a role is achieved, A reel control means that controls the stopping of the plurality of reels in a manner corresponding to the result of the internal lottery based on the stop operation, A means of determining whether a role is awarded, A means for assigning game value based on the occurrence of a minor role, and which assigns game value corresponding to the payout of the minor role that was achieved. Instruction function control means for controlling the execution of instruction effects as effects related to the aforementioned stop operation, A performance state control means for transitioning between multiple types of performance states, including a specific performance state in which the aforementioned instruction performance is executed, Display means and It comprises a performance control means for controlling the execution of the performance, As a minor role, there is a correct role that, when achieved, awards a specific number of game values greater than the game value bet for one game. In the aforementioned internal lottery, there is a specific winning pattern in which the correct role is awarded when the stop operation is performed in the correct operation pattern, while the correct role is not awarded when the stop operation is performed in an operation pattern different from the correct operation pattern. The performance control means executes the instructed performance based on the fact that the specific winning pattern was obtained in the internal lottery in the specific performance state, and can display a navigation display that notifies the correct operation pattern. The aforementioned performance control means is capable of displaying an acquired number display that notifies the number of game value acquired by the player in the specific performance state, When the specific winning pattern is obtained in the internal lottery during a predetermined game in the specified performance state, and the navigation display is shown, the display of acquired coins is hidden. A gaming machine in which, upon detection of the release of the third stop operation of the stop button in the predetermined game, the display of the number of acquired coins, which had been hidden, becomes visible, and after the display of the number of acquired coins becomes visible, the value of the display of acquired coins based on the winning of the correct role begins to increase.
2. The gaming machine according to claim 1, wherein when the correct winning combination is achieved in the predetermined game and a specific number of game values are awarded, the display of acquired tokens increases toward a specific value obtained by adding the specific number, and when the value of the display of acquired tokens is increasing but before the display of acquired tokens reaches the specific value, an operation to insert game values for the next game is performed and the game start operation is performed, the display of acquired tokens is updated to a value obtained by subtracting the value related to the insertion operation from the specific value without reaching the specific value.
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