Game machine
Patent Information
- Application Number
- JP2022001054
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2022-01-06
- Publication Date
- 2025-01-09
- Estimated Expiration
- 2042-01-06
AI Technical Summary
Existing slot machines provide limited player engagement and satisfaction, as the outcome of a game often depends solely on correct switch operations, leading to potential frustration and reduced playability.
The gaming machine incorporates reel control mechanisms that allow for different display modes and effect control systems to notify players of their operation accuracy, storing and verifying stop switch operations, and providing feedback on their correctness.
Enhances player engagement and playability by offering varied gameplay experiences and feedback, improving overall enjoyment and interaction with the machine.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine that determines by lottery whether or not to award a gaming advantage to a player. [Background technology]
[0002] In a slot machine as a gaming machine, a winning combination is drawn in accordance with the player's bet of medals (gaming media) and the operation of a start switch, and multiple reels bearing various symbols are controlled to rotate. The reels are stopped sequentially in accordance with the result of the drawing and the player's operation of a stop switch, and when a symbol combination corresponding to a winning combination is displayed on an active line, which is the line that is the target of a payout, a predetermined number of medals is paid out, and a gaming profit (hereinafter simply referred to as gaming profit) is awarded to the player.
[0003] In addition, slot machines offer multiple game modes that offer different degrees of advantage (gaming profits) to the player during gameplay. For example, when a winning combination (hereinafter referred to as a "correct combination") with a high gaming profit is achieved, a stop switch operation mode (hereinafter referred to as a "correct operation mode") that is a winning condition for the correct combination is notified (hereinafter referred to as an "assist operation mode"), allowing the player to easily display the symbol combination corresponding to the correct combination on the pay line. Some slot machines also offer an AT (assist time) game mode, in which the probability of winning a replay combination is set high, or an ART game mode, in which the AT and RT game modes are simultaneously implemented (see, for example, Patent Document 1). [Prior art documents] [Patent documents]
[0004] [Patent Document 1] Japanese Patent Application Laid-Open No. 2011-010751 Summary of the Invention [Problem to be solved by the invention]
[0005] As described above, when a predetermined winning type is won by lottery, a predetermined winning combination can be achieved by performing a predetermined operation on the stop switch. By utilizing this type of gaming feature, a player may be selectively made to operate the stop switch, and if a predetermined winning combination is achieved, the operation may be deemed correct and a gaming profit may be awarded.
[0006] However, in a game where a game profit is awarded if the player's operation is correct, and no game profit is awarded if the player makes a mistake, and the game ends in one play, the player cannot grasp the past results of the same game, so the game becomes monotonous and the player feels bored.
[0007] In view of the above problems, the present invention aims to provide a gaming machine that can improve playability. [Means for solving the problem]
[0008] In order to solve the above problem, the gaming machine of the present invention comprises a reel control means that controls the rotation of a plurality of reels, each having a plurality of types of patterns arranged thereon, and that, in response to the operation of a stop switch corresponding to the rotating reel, controls the stop of each reel corresponding to the operated stop switch, and an effect control means that executes an effect, wherein the reel control means, when a first stop operation is performed on the stop switch, controls the reel to stop so that it assumes a first display mode, and when a second stop operation different from the first stop operation is performed, controls the reel to stop so that it assumes a second display mode different from the first display mode, and the effect control means stores information indicating the first stop operation in a memory unit, and, after the operation of all the stop switches has been completed, notifies the player of the information indicating the first stop operation in response to a confirmation operation by the player. The presentation control means may be configured to notify the player, after the operation of some of the stop switches has been completed, whether the operations on the stop switches up to that point match the first stop operation, depending on the verification operation by the player. [Effects of the Invention]
[0009] According to the present invention, it is possible to improve the playability of the game. [Brief explanation of the drawings]
[0010] [Figure 1] FIG. 1 is an external view for explaining the general mechanical configuration of a slot machine. [Figure 2] FIG. 1 is an external view of the slot machine with the front door open, illustrating the general mechanical configuration of the slot machine. [Figure 3] 1 is a diagram illustrating the arrangement of symbols on the reels and the pay lines. [Figure 4] FIG. 2 is a block diagram showing a schematic electrical configuration of the slot machine. [Figure 5] FIG. 10 is an explanatory diagram for explaining a winning combination. [Figure 6] FIG. 10 is a diagram showing a winning type lottery table. [Figure 7] FIG. 10 is an explanatory diagram for explaining the transition of the game state. [Figure 8] FIG. 10 is an explanatory diagram for explaining the transition of the presentation state. [Figure 9] 10 is a flowchart illustrating a CPU initialization process on the main control board. [Figure 10] 10 is a flowchart illustrating a cold start process in the main control board. [Figure 11] 10 is a flowchart illustrating an error stop process in the main control board. [Figure 12] 10 is a flowchart illustrating a setting value switching process in the main control board. [Figure 13] 10 is a flowchart illustrating an initialization start process in the main control board. [Figure 14] 10 is a flowchart illustrating a state restoration process in the main control board. [Figure 15] 10 is a flowchart illustrating game start processing on the main control board. [Figure 16] 10 is a flowchart illustrating the processing for inserting a gaming medal on the main control board. [Figure 17] 10 is a flowchart illustrating an internal lottery process in the main control board. [Figure 18] 10 is a flowchart illustrating a pattern code setting process on the main control board. [Figure 19] 10 is a flowchart illustrating an execution flag setting process in the main control board 200. [Figure 20] This is a flowchart explaining the non-advantageous presentation state processing executed in the state-specific module execution processing. [Figure 21] 10 is a flowchart illustrating the distribution performance state processing executed in the state-specific module execution processing. [Figure 22] 10 is a flowchart illustrating the normal presentation state processing executed in the state-specific module execution processing. [Figure 23] 10 is a flowchart illustrating the premonition effect state processing executed in the state-specific module execution processing. [Figure 24] This is a flowchart explaining the AT performance state processing executed in the state-specific module execution processing. [Figure 25] 10 is a flowchart illustrating the special premonition effect state processing executed in the state-specific module execution processing. [Figure 26] 10 is a flowchart illustrating a special effect state process executed in the state-specific module execution process. [Figure 27] 10 is a flowchart explaining the processing performed during reel rotation on the main control board. [Figure 28] 10 is a flowchart explaining the reel stop processing in the main control board. [Figure 29] 10 is a flowchart illustrating a display determination process in the main control board. [Figure 30] 10 is a flowchart illustrating a payout process in the main control board. [Figure 31] 10 is a flowchart illustrating the game transition processing on the main control board. [Figure 32] 10 is a flowchart illustrating a power-off save process on the main control board. [Figure 33] 10 is a flowchart illustrating a timer interrupt process in the main control board. [Figure 34] FIG. 10 is an explanatory diagram illustrating the flow of a stage change process. [Figure 35] FIG. 10 is an explanatory diagram illustrating the flow of a stage change process. [Figure 36] FIG. 10 is an explanatory diagram illustrating the flow of a stage change process. [Figure 37] FIG. 10 is an explanatory diagram illustrating the flow of a stage change process involving a stage transition effect. [Figure 38] FIG. 10 is an explanatory diagram for explaining another flow of the stage change processing involving a stage transition effect. [Figure 39] FIG. 10 is an explanatory diagram for explaining another flow of the stage change processing involving a stage transition effect. [Figure 40] FIG. 10 is an explanatory diagram for explaining the flow of a color guessing game. [Figure 41] FIG. 10 is an explanatory diagram for explaining a color-pressing correct operation history. [Figure 42] FIG. 10 is an explanatory diagram for explaining the correct answer notification effect. [Figure 43] FIG. 10 is a diagram illustrating the auxiliary effects and the push effect. [Figure 44] FIG. 10 is a diagram illustrating the auxiliary effects and the push effect. [Figure 45] 10A and 10B are diagrams illustrating the timing of the disappearance and appearance effects. [Figure 46] 10A and 10B are diagrams illustrating the timing of the disappearance and appearance effects. DETAILED DESCRIPTION OF THE INVENTION
[0011] Preferred embodiments of the present invention will be described in detail below with reference to the accompanying drawings. Dimensions, materials, and other specific values shown in the embodiments are merely examples for facilitating understanding of the invention and, unless otherwise specified, do not limit the present invention. In this specification and drawings, elements having substantially the same functions and configurations are designated by the same reference numerals to avoid redundant explanation, and elements not directly related to the present invention are not shown.
[0012] (Mechanical configuration of slot machine 100) 1 and 2, a slot machine 100 serving as a gaming machine is provided with a housing 102 having an open front, and an upper front door 104 and a lower front door 106 which are rotatably arranged one above the other at one end of the front of the housing 102. A colorless and transparent symbol display window 108 made of a glass plate, a transparent resin plate, or the like is provided in the approximate center of the lower part of the upper front door 104, and three reels 110 (a left reel 110a, a center reel 110b, and a right reel 110c) are provided in the housing 102 at positions corresponding to the symbol display window 108 so as to be independently rotatable. As shown in the pattern arrangement in Figure 3(a), multiple types of patterns are arranged in each of 20 equal-divided areas on the outer surfaces of the left reel 110a, center reel 110b, and right reel 110c, and the player can see a total of nine patterns, three consecutive patterns located on the top, middle, and bottom rows of each of the left reel 110a, center reel 110b, and right reel 110c, through the pattern display window 108.
[0013] An operation unit installation base 112 is formed above the front lower door 106, and the operation unit installation base 112 is provided with a medal insertion unit 114, a bet switch 116, a start switch 118, a stop switch 120, an effect switch 122, and the like. The medal insertion unit 114 accepts medals inserted as game value through a medal insertion slot 114a. The bet switch 116 is a switch used to insert (bet) a predetermined number of medals from medals electrically stored inside the slot machine 100 (hereinafter simply referred to as credits). The bet switch 116 includes a max bet switch that inserts (bet) a specified number of medals required for one game, and a 1 bet switch that inserts one additional medal within the specified number.
[0014] The start switch 118 is, for example, a lever capable of detecting tilting and detects the player's operation to start a game. The stop switches 120 (stop switch 120a, stop switch 120b, stop switch 120c) are provided corresponding to the left reel 110a, center reel 110b, and right reel 110c, respectively, and detect the player's stop operation. Note that when the stop switches 120 are in a state where they can be stopped, the player's first stop operation of one of the stop switches 120a, 120b, or 120c is referred to as the first stop. After the first stop, the player's second stop operation of one of the two remaining stop switches 120 is referred to as the second stop. After the second stop, the player's third stop operation of the last remaining stop switch 120 is referred to as the third stop. The effect switch 122 is, for example, composed of a push switch and a jog dial switch rotatably arranged around it, and detects the player's push and turn operations.
[0015] A liquid crystal display unit 124 that displays various images associated with performances is provided approximately in the center of the top of the upper front door 104. Performance lamps 126, for example, formed of high-brightness light-emitting diodes (LEDs), are provided at the top and on the left and right of the upper front door 104. Speakers 128 that perform auditory performances using sound effects, musical tones, etc. are provided at the left and right positions of the liquid crystal display unit 124 on the rear surface of the upper front door 104 and on the left and right positions on the rear surface of the lower front door 106.
[0016] The operation unit installation base 112 is provided with a main credit display unit 130 and a main payout display unit 132. In addition, a sub-credit display unit 134 and a sub-payout display unit 136 are provided between the symbol display window 108 and the operation unit installation base 112. The main credit display unit 130 and the sub-credit display unit 134 display the number of credited medals (number of credits), and the main payout display unit 132 and the sub-payout display unit 136 display the number of medals to be paid out.
[0017] A medal payout device (medal hopper) 142 for paying out medals from a medal discharge port 140a is provided below the reels 110 inside the cabinet 102. A tray 140 for storing medals paid out from the medal discharge port 140a is provided at the bottom of the front of the lower front door 106. A power switch 144 is also provided inside the cabinet 102. The power switch 144 is operated by an administrator who manages the slot machine 100, and is used to switch between two states: a power-off state and a power-on state.
[0018] Additionally, within the cabinet 102, a main control board 200 (described later) is provided with a setting key and a setting change switch (not shown) (collectively referred to as a setting value setting means). When a predetermined key (operation key) is inserted into the setting key and turned from the OFF position to the ON position, the slot machine 100 transitions to a setting change mode, allowing the setting value to be changed (also simply referred to as a setting change) via the power switch 144. The setting value indicates the player's degree of advantage (machine payout ratio) in stages, expressed on six levels, for example, from 1 to 6. Generally, the higher the setting value, the higher the overall advantage (higher the expected number of coins won). When the setting change switch is pressed in a setting changeable state, the setting value is incremented by one. For example, the setting value is changed to one of the six setting values. Operating the start switch 118 fixes the setting value, and returning the setting key to its original position (OFF position) ends the setting change mode, allowing play. The setting can be changed only for a certain period of time after the power switch 144 is operated to turn on the power.
[0019] In the slot machine 100, once a game can be started and a predetermined number of medals are bet, the active line is activated and operation of the start switch 118 is validated. Here, betting includes inserting credited medals through the operation of the bet switch 116, inserting medals through the medal insertion unit 114, and automatically inserting medals based on the display of a replay combination on the active line, as described in detail below. The active line is a line used to determine whether a winning combination has been achieved, and in this embodiment, there is only one active line. As shown in FIG. 3(b), of the nine symbols (three reels × three rows: top, middle, and bottom) appearing in the symbol display window 108, the active line A is set to a line connecting the positions corresponding to the symbols stopped on the top row of the left reel 110a, the middle row of the center reel 110b, and the bottom row of the right reel 110c. Invalid lines are lines other than the valid line A that are not used to determine whether a winning role has been played, and which display other pattern combinations that make it easier to determine the winning role when it is difficult to determine the winning role from the pattern combination displayed on the valid line A alone.In this embodiment, the four invalid lines B1, B2, B3, and C shown in Figure 3(b) are assumed.
[0020] When the player operates the start switch 118, the game begins, the left reel 110a, the center reel 110b, and the right reel 110c are controlled to rotate, and a lottery for determining a winning type is executed. After that, the corresponding left reel 110a, the center reel 110b, and the right reel 110c are stopped in response to the operation of the stop switches 120a, 120b, and 120c. If a winning combination that is eligible for a medal payout is achieved based on the results of the lottery for determining a winning type and the combination of symbols displayed on the pay line A, the medals are paid out. If a winning combination that is eligible for a medal payout is not achieved, or if a winning combination that is eligible for a medal payout is not achieved, the game ends when the left reel 110a, the center reel 110b, and the right reel 110c all come to a stop.
[0021] In this embodiment, the above-mentioned one game refers to the game from when a medal is inserted through the medal insertion section 114, when a credited medal is inserted through the operation of the bet switch 116, or when a medal is automatically inserted based on the display of a replay role on the activated line A, until the left reel 110a, the center reel 110b, and the right reel 110c are controlled to rotate and a winning type lottery is executed in accordance with the operation of the start switch 118 by the player, and depending on the result of the winning type lottery and the operation of the multiple stop switches 120a, 120b, and 120c by the player, the left reel 110a, the center reel 110b, and the right reel 110c corresponding to the operated stop switch 120a, 120b, and 120c are controlled to stop, and if a winning role that can be awarded with a medal is won, the medal is paid out. Furthermore, if a player does not win a prize type that can receive a medal payout, or if a player wins but does not win a prize, one game ends when the left reel 110a, center reel 110b, and right reel 110c all stop. However, the start of one game may be interpreted as the player operating the start switch 118 instead of inserting a medal or winning a replay. The number of times one game is repeated is also referred to as the number of games. Furthermore, one game in which a prize type lottery is executed and a single payout can be received is sometimes referred to as a basic game to distinguish it from a pseudo game (pseudo game) described below. Here, whether the basic game is played alone or in combination with a pseudo game, the completion of the basic game is considered to be the completion of one game. Therefore, the completion of a pseudo game does not affect the counting of the number of games in the slot machine 100. However, with regard to the number of games managed by the hall computer (not shown), depending on the specifications, pseudo games may or may not be counted as the number of games.
[0022] Fig. 4 is a block diagram showing a schematic electrical configuration of the slot machine 100. As shown in Fig. 4, the slot machine 100 is provided with a control board including a main control board 200 (main control unit) that controls the progress of the game, and a sub-control board 202 (sub-control unit) that controls the presentation according to the progress of the game. Furthermore, transmission of electrical signals between the main control board 200 and the sub-control board 202 is limited to one direction only, from the main control board 200 to the sub-control board 202, from the viewpoint of preventing fraud, etc.
[0023] (Main control board 200) The main control board 200 has semiconductor integrated circuits including a main CPU 200a, which is a central processing unit, a main ROM 200b in which programs and the like are stored, and a main RAM 200c, which functions as a work area, and controls the entire slot machine 100. Even if the power is turned off, the main RAM 200c retains data without erasing it unless a setting change is made and the RAM is cleared.
[0024] The main control board 200 also has functional units such as an initialization means 300, a betting means 302, a winning type lottery means 304, a reel control means 306, a determination means 308, a payout control means 310, a game status control means 312, a presentation status control means 314, and a command sending means 316, which function when the main CPU 200a cooperates with the main RAM 200c based on a program stored in the main ROM 200b.
[0025] The main control board 200 receives various detection signals from the inserted medal detection unit 414b, which detects the insertion of medals into the medal insertion slot 114a, the bet switch 116, the start switch 118, and the stop switches 120a, 120b, and 120c, and the main CPU 200a performs various processes based on the received detection signals.
[0026] The initialization means 300 executes initialization processing on the main control board 200. The betting means 302 bets medals to be used in games. The win type lottery means 304, based on the operation of the start switch 118, performs a win type lottery to determine whether a winning combination has been achieved, more specifically, whether a winning type including the winning combination has been achieved, as will be described in detail later.
[0027] The reel control means 306 controls the rotation of the left reel 110a, center reel 110b, and right reel 110c in response to operation of the start switch 118, and controls the stopping of the corresponding left reel 110a, center reel 110b, and right reel 110c in response to operation of the stop switches 120a, 120b, and 120c corresponding to the rotating left reel 110a, center reel 110b, and right reel 110c, respectively. Furthermore, in response to the operation of the start switch 118, the reel control means 306 may extend the time from when the operation of the stop switches 120a, 120b, and 120c was enabled in the previous game until the operation of the stop switches 120a, 120b, and 120c by the player is enabled to display the lottery result of the winning type lottery (which was disabled upon completion of the operation of the stop switches 120a, 120b, and 120c in the previous game) beyond a specified time, and during that time, perform a reel effect (freeze effect) that controls the rotation of the reels 110a, 110b, and 110c in various ways. The reel effect can be realized by not enabling any switch that should normally be enabled for a predetermined time, suspending processing that should normally be executed for a predetermined time, or not transmitting or receiving any switch signal that should normally be transmitted and received for a predetermined time. In this embodiment, as a reel effect, the basic game may be interrupted in response to operation of the start switch 118 in the basic game, and the progress of the basic game may be delayed. During this time, the reels 110a, 110b, and 110c are controlled to rotate, and the reels 110a, 110b, and 110c are temporarily stopped in response to operation of the stop switches 120a, 120b, and 120c, thereby performing a pseudo game that resembles the basic game. Note that the pseudo game ends when the start switch 118 is operated again or when a predetermined time has elapsed since the temporary stop control, and the rotation control of the reels 110a, 110b, and 110c in the basic game resumes. As an example of the pseudo game, predetermined symbols (e.g., symbols constituting a bonus role) on each of the reels 110a, 110b, and 110c may be automatically temporarily stopped in response to operation of the stop switches 120a, 120b, and 120c. In such a pseudo game, the effects can be executed with rotation control and stopping modes similar to those of the basic game or different rotation control and stopping modes, thereby increasing the interest in the game.Note that the temporary stop state indicates a state in which the reels appear to be stopped, but are not completely stopped, by continuing to change the phase signals of the stepping motors 152 of the reels 110a, 110b, and 110c within 500 msec, and the temporary stop control indicates control to temporarily stop the reels 110a, 110b, and 110c. However, unless otherwise specified, both the stop state and the temporary stop state are treated simply as stop states in the sense that the reels do not rotate in one direction but maintain their positions. Furthermore, both the stop control and the temporary stop control are treated simply as stop controls in the sense that the left reel 110a, center reel 110b, and right reel 110c are controlled to rotate in response to operation of the start switch 118, and the left reel 110a, center reel 110b, and right reel 110c are stopped in response to operation of the stop switches 120a, 120b, and 120c corresponding to the rotating left reel 110a, center reel 110b, and right reel 110c, respectively.
[0028] A reel drive control unit 150 is also connected to the main control board 200. This reel drive control unit 150 drives a stepping motor 152 based on rotation start signals for the left reel 110a, center reel 110b, and right reel 110c sent from the reel control means 306 in response to an operation signal from the start switch 118. The reel drive control unit 150 also stops driving the stepping motor 152 based on stop signals for the left reel 110a, center reel 110b, and right reel 110c sent from the reel control means 306 in response to an operation signal from the stop switch 120 and a detection signal from the rotation position detection circuit 154.
[0029] The determination means 308 determines whether or not a symbol combination corresponding to a winning role has been displayed on the pay line A. Here, the display of a symbol combination corresponding to a winning role on the pay line A may simply be referred to as a win. The payout control means 310 pays out medals in the number (value amount) corresponding to the winning role, based on the fact that a symbol combination corresponding to a winning role has been displayed on the pay line A (a win has been achieved). In addition, the main control board 200 is connected to a medal payout device 142, and the payout control means 310 dispenses medals while counting the number of medals to be paid out.
[0030] The game state control means 312 refers to the result of the lottery for determining the winning type and the determination result of the determination means 308, and transitions the game state to one of a plurality of game states. In addition, the presentation state control means 314 refers to the result of the lottery for determining the winning type, the determination result of the determination means 308, and transition information of the game state, and transitions the presentation state to one of a plurality of presentation states.
[0031] The command sending means 316 sequentially determines game-related commands in accordance with the operation of the betting means 302, the winning type lottery means 304, the reel control means 306, the judgment means 308, the payout control means 310, the game status control means 312, the presentation status control means 314, etc., and sequentially sends the determined commands to the sub-control board 202.
[0032] The main control board 200 is also provided with a random number generator (random number generating means) 200d. The random number generator 200d sequentially increments a count value and resets it after counting a predetermined number of times (changing the number sequence to determine an initial value), thereby looping the count value within a predetermined numerical range. The main control board 200 obtains a random number value by extracting a count value from the random number generator 200d at a predetermined time point. The random number value generated by the random number generator 200d of the main control board 200 (hereinafter referred to as a win type lottery random number) is used to determine the gaming benefit to be awarded to the player, for example, the win type determined by the win type lottery means 304.
[0033] (Sub-control board 202) Similarly to the main control board 200, the sub-control board 202 has various semiconductor integrated circuits including a sub-CPU 202a which is a central processing unit, a sub-ROM 202b which stores programs and the like, and a sub-RAM 202c which functions as a work area, and controls, in particular, performances based on commands from the main control board 200. Similarly to the main RAM 200c, the sub-RAM 202c is also connected to a backup power supply (not shown), so that data is not erased and is retained even if the power is cut off. Similarly to the main control board 200, the sub-control board 202 is also provided with a random number generator (random number generating means) 202d, and the random number values generated by the random number generator 202d (hereinafter referred to as performance lottery random numbers) are mainly used to determine the type of performance.
[0034] In addition, the sub-control board 202 has functional units such as an initialization determination means 330, a command receiving means 332, and a performance control means 334, which function in cooperation with the sub-RAM 202c based on the program stored in the sub-ROM 202b.
[0035] The initialization determination means 330 executes initialization processing on the sub-control board 202. The command receiving means 332 receives commands from other control boards, such as the main control board 200, and processes the commands. The effect control means 334 receives a detection signal from the effect switch 122 and determines the effects of the game to be performed by each device, such as the LCD display unit 124, the speaker 128, and the effect lamp 126, based on the received command. Specifically, the effect control means 334 determines image data to be displayed on the LCD display unit 124 and illumination data for effects using illumination devices such as the effect lamp 126, the sub-credit display unit 134, and the sub-payout display unit 136, and also determines audio data constituting the sound to be output from the speaker 128. The effect control means 334 then executes the determined game effects. The effects also include auxiliary effects. The auxiliary effect is an effect that notifies the player of the correct operation of the stop switches 120a, 120b, and 120c, which is the winning condition for the correct combination, when a selected winning type in which a correct combination and an incorrect combination overlap is won in the winning type lottery. This auxiliary effect allows the player to easily display the symbol combination corresponding to the correct combination on the pay line A. The correct combination refers to a winning combination that is more advantageous than an incorrect combination, not only in terms of the medal payout resulting from the winning combination but also in terms of all gaming benefits obtained by the winning combination. The effect state in which this auxiliary effect is executed is called the AT (Assist Time) effect state. In addition, a so-called ART game state, in which the AT effect state and the RT (Replay Time) game state, which has a high probability of winning a replay combination, are simultaneously performed, may also be used.
[0036] In the following, notification means managed by boards other than the main control board 200, including the sub-control board 202, such as the LCD display unit 124, the performance lamp 126, the speaker 128, the sub-credit display unit 134, and the sub-payout display unit 136, may be referred to as other notification means. In contrast, notification means managed by the main control board 200, such as the main credit display unit 130 and the main payout display unit 132, may be referred to as main notification means (instruction monitor). Furthermore, the main notification means and other notification means capable of executing auxiliary effects may be collectively referred to as auxiliary effect execution means. The effect state control means 314 causes the auxiliary effect execution means to execute the auxiliary effect in the AT effect state. Particularly in this embodiment, the main notification means (instruction monitor) displays a numerical value (instruction number) capable of identifying the operation mode (batting order) on the main payout display unit 132, and the other notification means notify the operation order via the LCD display unit 124, the performance lamp 126, and the speaker 128.
[0037] (Table used in main control board 200) FIG. 5 is an explanatory diagram for explaining the winning combination, and FIG. 6 is an explanatory diagram for explaining the winning type lottery table.
[0038] As will be described in detail later, the slot machine 100 is provided with a plurality of game states and presentation states, and the game states and presentation states are shifted as the game progresses. The main control board 200 stores a plurality of win type lottery tables and the like in the main ROM 200b, which correspond to the game states managed and controlled by the game state control means 312. The win type lottery means 304 extracts a corresponding win type lottery table from the main ROM 200b according to the current setting value (which indicates the easiness of obtaining a game profit in stages) stored in the main RAM 200c and the current game state, and determines, based on the extracted win type lottery table, which win type in the win type lottery table corresponds to the win type random number obtained in response to the operation signal of the start switch 118.
[0039] Here, the winning combinations constituting the winning types extracted in the winning type lottery table include a replay combination, a small combination, and a bonus combination. A replay combination is a combination that allows a player to play again without placing a new medal bet when a symbol combination corresponding to the replay combination is displayed on the active line A. A small combination is a combination that allows a player to receive a payout of a predetermined number of medals according to the symbol combination when a symbol combination corresponding to the small combination is displayed on the active line A. Furthermore, a bonus combination is a combination that allows a game state managed by the game state control means 312 to transition to a bonus game state (a game state during RBB operation, which will be described later) when a symbol combination corresponding to the bonus combination is displayed on the active line A.
[0040] As shown in FIG. 5, the winning combination in this embodiment is a bonus combination of "RBB." In addition, the winning combinations "Replay 1" to "Replay 12" are provided as replay combinations. In addition, the winning combinations "Small combination 1" to "Small combination 46" are provided as small combinations. In FIG. 5, one or more symbols constituting each winning combination are associated with the left reel 110a, the center reel 110b, and the right reel 110c. In the following, the winning combinations "Small combination 1" to "Small combination 20" may be abbreviated as "7-piece combinations," and the winning combinations "Small combination 21" to "Small combination 38," "Small combination 40," "Small combination 41," "Small combination 43," and "Small combination 45" may be abbreviated as "1-piece combinations."
[0041] In this embodiment, when the stop switch 120 is operated by the player, if the symbols constituting the symbol combination corresponding to a possible winning combination are on the activated line A, the reel control means 306 performs stop control so that the symbols stop on the activated line A. Also, when the stop switch 120 is operated, if the symbols constituting the symbol combination corresponding to a possible winning combination are not on the activated line A but are within a range equivalent to four symbols in the direction opposite to the rotation direction of the reel 110 (pull-in range), the reel control means 306 performs stop control so that the number of separated symbols becomes the number of sliding frames, and the symbols constituting the symbol combination corresponding to the winning combination are pulled onto the activated line A and then stopped after maintaining rotation for the number of sliding frames. Furthermore, when there are multiple symbols on the reels 110 corresponding to a winning combination that can be won and all of them are within the reel-in range of the reels 110, a predetermined priority is set to determine which symbol to reel onto the pay line A, and stop control is performed so that the prioritized symbol is rotated for a number of sliding frames so as to be reeled onto the pay line A and then stopped. Note that when the stop switch 120 is pressed, if symbols constituting a symbol combination corresponding to a winning combination other than a winning combination that can be won are on the pay line A, the reel control means 306 also executes a so-called kick-off process in parallel to prevent the symbols from stopping on the pay line A. Furthermore, as will be described later, when an operation mode (operation order or operation timing) is set as a winning condition for a winning combination included in a win type, the reel control means 306 controls the symbols to stop so that the symbol combination corresponding to the winning combination can be displayed on the pay line A according to the player's operation mode.
[0042] For example, the symbols constituting the symbol combinations corresponding to the winning roles "Replay 1" to "Replay 12," "Small Role 1" to "Small Role 20," "Small Role 33" to "Small Role 41," "Small Role 43," "Small Role 45," and "Small Role 46" are arranged on each reel 110 by the stop control described above so as to be displayed on the activated line A. Such a winning role may be expressed as PB=1. On the other hand, for example, the symbols constituting the symbol combinations corresponding to the winning roles "RBB," "Small Role 21" to "Small Role 32," "Small Role 42," and "Small Role 44" are not necessarily arranged on each reel 110 by the stop control described above so as to be displayed on the activated line A, which may result in a so-called missed win. Such a winning role may be expressed as PB≠1.
[0043] As shown in Figure 6, the winning type lottery table is divided into multiple winning areas, and the winning type that is the subject of the lottery varies depending on the gaming state, and the presence or absence of a non-winning (miss) win varies. In Figure 6, the winning area (winning type) assigned to each gaming state (non-internal gaming state (non-internal), RBB internal gaming state (RBB internal), RBB operating gaming state (RBB operating)) is represented by "◎" or "○", but in reality, a winning type lottery table corresponding to each of the multiple gaming states is stored in the main ROM 200b. Note that "◎" indicates a winning type that allows the lottery to transfer to an advantageous zone, and "○" indicates a winning type that does not allow the lottery to transfer to an advantageous zone, and
[0044] In the win type lottery table, each partitioned win area is associated with a predetermined number of winning positions (win range value), which is a numerical value indicating the win range, and a win type. Adding up the numbers of positions in all win areas assigned to each game state equals the total number of win type lottery random numbers (65,536). Therefore, the probability of each win type being determined is calculated by dividing the number of positions associated with the win area by the total number of win type lottery random numbers. Based on the game state at that time, the win type lottery means 304 sequentially obtains the number of positions from the multiple win areas in the win type lottery table, starting with the highest number. It subtracts the number of positions from the win type lottery random number. If the value after subtraction is less than 0, the win type associated with the current win area is determined as the lottery result for the win type lottery. Furthermore, if the number of positions in all win areas from win area 1 onward is subtracted from the win type lottery random number and the value after subtraction is equal to or greater than 0, the win type "losing" for win area 0 is determined as the lottery result for the win type lottery.
[0045] Here, we will provide additional information about the winning combination "RBB." A predetermined first-class special device (RB) is a device that increases the number of symbol combinations related to winning per specified number or increases the probability of activating a conditional device related to winning per specified number. It activates in a predetermined case and can continue to operate until a game result not exceeding 12 times is obtained. Here, a conditional device is a device whose operation is a necessary condition for displaying a symbol combination related to winning, replay, activation of a device, or activation of a device continuous activation device, and is activated when a winning type lottery (a computer-generated lottery held within the gaming machine) is won, i.e., a winning flag.
[0046] According to the winning type lottery table in Figure 6, for example, winning area 0 is associated with the winning type "miss", and if such a winning type is won, the pattern combination corresponding to any of the winning roles shown in Figure 5 will not be displayed on the valid line A, and no medals will be paid out, etc.
[0047] Furthermore, winning area 1 is associated with the winning type "small prize ALL" which includes overlapping winning roles "small prize 1" to "small prize 46", winning area 2 is associated with the winning type "medium payout ALL" which includes overlapping winning roles "small prize 1" to "small prize 20", and winning area 3 is associated with the winning type "1 coin ALL" which includes overlapping winning roles "small prize 21" to "small prize 38", "small prize 41", "small prize 43", and "small prize 45".
[0048] In addition, the winning areas 4 to 23 are associated with the selected winning types (winning types "batting order bell A1" to "batting order bell A8", winning types "batting order bell C1" to "batting order bell C8", winning types "batting order bell D1" to "batting order bell D4") that overlap and include either a correct combination (winning combination "small combination 1" to "small combination 20") with a payout of 7 coins and either an incorrect combination (winning combination "small combination 21" to "small combination 38") with a payout of 1 coin. Note that, hereinafter, the 20 winning types in the winning areas 4 to 23 may be simply referred to as the winning type "batting order bell".
[0049] In addition, the winning area 24 is associated with a winning type "weak watermelon" which includes the winning combinations "small combination 42", "small combination 44", and "small combination 46" overlapping each other.
[0050] Furthermore, the winning regions 25 to 39 are associated with the selected winning types (the winning types "Selective Replay 1" to "Selective Replay 22" and "Match Replay") that include the winning combination "Replay 1" overlapping with any of the winning combinations "Replay 2" to "Replay 12." As can be understood by referring to Figures 3 and 5, when the winning combination "Replay 1" is displayed on the activated line A, any of the symbols "Blue BAR," "Red BAR," "Blank A," and "Blank B" can be displayed in the middle of the left reel 110a, the middle of the middle reel 110b, and the middle of the right reel 110c, which correspond to the inactive line B1. In addition, when the winning combination "Replay 2" is displayed on the active line A, the symbol "Replay" can be displayed (so-called small V replay) on the top of the left reel 110a, the middle of the middle reel 110b, and the top of the right reel 110c, and when the winning combination "Replay 5" is displayed on the active line A, the symbol "Replay" can be displayed (so-called right-up replay) on the bottom of the left reel 110a, the middle of the middle reel 110b, and the top of the right reel 110c, which correspond to the inactive line C, and the winning combination "Replay 5 ... active line A, and the winning combination "Replay 5" can be displayed (so-called right-up replay) on the active line A, and the winning combination "Replay 5" can be displayed (so-called right-up replay) on the active line A, and the winning combination "Replay 5" can be displayed (so-called right-up replay) on the active line C, and the winning combination "Replay 5" can be displayed (so-called right-up replay) on the active line A, and the winning combination "Replay 5" can be displayed (so-called right-up replay) on the active line C, and the winning combination "Replay 5" can be displayed (so-called right-up replay) When "PLAY 6" is displayed on the activated line A, the "REPLAY" symbol can be displayed (so-called upper replay) on the top row of the left reel 110a, the top row of the middle reel 110b, and the top row of the right reel 110c, which correspond to the inactive line B2, and when the winning combination "REPLAY 7" is displayed on the activated line A, the "REPLAY" symbol can be displayed (so-called downward right replay) on the top row of the left reel 110a, the middle row of the middle reel 110b, and the bottom row of the right reel 110c, which correspond to the activated line A. In the following, the 15 winning types in the winning areas 25 to 39 may be simply referred to as the winning types "selection replay".
[0051] Furthermore, winning area 40 is associated with the winning type "normal replay" which includes the winning roles "Replay 5" and "Replay 8" in duplicate, winning area 41 is associated with the winning type "chance eye" which includes the winning roles "Replay 5" and "Replay 10" in duplicate, winning area 42 is associated with the winning type "strong watermelon" which includes the winning roles "Replay 5" and "Replay 11" in duplicate, and winning area 43 is associated with the winning type "confirmed cherry" which includes the winning roles "Replay 5", "Replay 7", "Replay 9", and "Replay 12" in duplicate.
[0052] Furthermore, winning area 44 is associated with the winning type "RBB strong che" which overlaps the winning role "RBB" and the winning role "small role 40", winning area 45 is associated with the winning type "RBB weak che" which overlaps the winning role "RBB", the winning role "small role 37", the winning role "small role 39", and the winning role "small role 45", winning areas 46 and 47 are associated with the winning types "RBB common 1 piece A" and "RBB common 1 piece B" which overlaps the winning role "RBB" and any of the "1 piece role" winning roles with a payout of 1 coin, winning areas 48 to 51 are associated with the winning types "RBB 1 piece 1" to "RBB 1 piece 4" which overlaps the winning role "RBB" and any of the "1 piece role" winning roles with a payout of 1 coin, and winning area 52 is associated with the winning type "RBB" which includes the winning role "RBB" alone.
[0053] When a winning type that includes multiple overlapping winning combinations is won, the winning conditions for which winning combination will be preferentially displayed on the pay line A are set, such as the order in which the stop switches 120a, 120b, and 120c are operated and the operation timing of the stop switches 120a, 120b, and 120c (operation position of the reel 110).
[0054] In the following description, the operation of the stop switches 120a, 120b, 120c that stops the reels in the order of left reel 110a, center reel 110b, and right reel 110c will be referred to as "batting order 1," the operation of the stop switches 120a, 120b, 120c that stops the reels in the order of left reel 110a, right reel 110c, and center reel 110b will be referred to as "batting order 2," and the operation of the stop switches 120a, 120b, 120c that stops the reels in the order of center reel 110b, left reel 110a, and right reel 110c will be referred to as "batting order 3." The operation of stop switches 120a, 120b, 120c that stops the reels in the order of center reel 110b, right reel 110c, and left reel 110a is designated as "batting order 4," the operation of stop switches 120a, 120b, 120c that stops the reels in the order of right reel 110c, left reel 110a, and center reel 110b is designated as "batting order 5," and the operation of stop switches 120a, 120b, 120c that stops the reels in the order of right reel 110c, center reel 110b, and left reel 110a is designated as "batting order 6."
[0055] For example, when the winning type "batting order bell C1" in the winning area 12 is won and an operation is performed in the correct operation mode (batting order 3), the stop control is performed so that the symbol combination corresponding to the winning role "small role 17", which is a correct role with a payout of 7 coins, is preferentially displayed on the effective line A. Also, when an operation is performed in the batting order 1, 2, 4 to 6, the stop control is performed so that the symbol combination corresponding to the winning role "1 piece role", which is an incorrect role with a payout of 1 coin, is displayed on the effective line A with a probability of 1 / 1 or 1 / 4.
[0056] The winning probability (number of symbols placed) for each winning type in the winning areas 4 to 11 and the winning probability for each winning type in the winning areas 12 to 19 are set to be equal. Since a player usually does not know which winning type he / she has won, providing the above winning areas makes it difficult to win a correct combination. Also, as described above, even if the stop switches 120a, 120b, 120c are operated in an operation mode that prioritizes the display of incorrect combinations, it is not necessarily the case that the symbol combination corresponding to the incorrect combination will be displayed on the pay line A, and therefore, depending on the operation mode, a missed win may occur (PB≠1).
[0057] Furthermore, if the winning type "Selection Replay 1" in the winning area 25 is won, and the operation is performed in order 1, which is the correct operation mode, and the correct color push operation is performed at a timing when pattern numbers 0 to 2 and 13 to 19 are located on the valid line A for all reels 110, stop control is performed so that the pattern combination corresponding to the winning role "Replay 1", which is the correct color push role, is preferentially displayed on the valid line A, and if an incorrect color push operation, which is an operation other than the correct color push operation, is performed, stop control is performed so that the pattern combination corresponding to the winning role "Replay 3", which is the incorrect color push role, is preferentially displayed on the valid line A. Here, the "correct color push operation" refers to an operation performed at a timing when symbols corresponding to the colors shown in the winning regions 25 to 39 in the hitting orders 1 and 2 of Fig. 6 on each of the spinning reels 110 (red = "red BAR" symbol, blue = "blue BAR" symbol) can be drawn in, but symbols different from the corresponding symbols (red = "blue BAR" symbol, blue = "red BAR" symbol) can not be drawn in. Also, when the operation is performed in the hitting order 2, which is the correct operation mode, and when the operation is performed at a timing when the symbol numbers 0 to 2 and 13 to 19 are located on the pay line A for all of the reels 110, which corresponds to the correct color push operation, the stop control is performed so that the symbol combination corresponding to the winning combination "Replay 1," which is the correct color push combination, is preferentially displayed on the pay line A. When an operation other than the correct color push operation is performed, the stop control is performed so that the symbol combination corresponding to the winning combination "Replay 4," which is the incorrect color push combination, is preferentially displayed on the pay line A.
[0058] Furthermore, if the winning type "Selection Replay 1" in the winning area 25 is won, and the operation is performed in batting order 3, which is an incorrect operation mode, and a color push correct operation is performed, stop control is performed so that the symbol combination corresponding to the winning role "Replay 2," which is a color push correct role, is preferentially displayed on the valid line A (a so-called small V replay is displayed), and if an operation other than a color push correct operation is performed, stop control is performed so that the symbol combination corresponding to the winning role "Replay 7," which is a color push incorrect role, is preferentially displayed on the valid line A (a so-called downward right replay is displayed). Furthermore, if the operation is performed in batting order 4, which is an incorrect operation mode, and a color push correct operation is performed, stop control is performed so that the symbol combination corresponding to the winning role "Replay 2," which is a color push correct role, is preferentially displayed on the valid line A (a so-called small V replay is displayed), and if an operation other than a color push correct operation is performed, stop control is performed so that the symbol combination corresponding to the winning role "Replay 5," which is a color push incorrect role, is preferentially displayed on the valid line A (a so-called upward right replay is displayed). Furthermore, if an operation is performed in batting order 5, which is an incorrect operation mode, and a color push correct operation is performed, stop control is performed so that the symbol combination corresponding to the winning role "Replay 2," which is a color push correct role, is preferentially displayed on the valid line A (a so-called small V lip is displayed), and if an operation other than a color push correct operation is performed, stop control is performed so that the symbol combination corresponding to the winning role "Replay 6," which is a color push incorrect role, is preferentially displayed on the valid line A (a so-called upper lip is displayed). Furthermore, if an operation is performed in batting order 6, which is an incorrect operation mode, and a color push correct operation is performed, stop control is performed so that the symbol combination corresponding to the winning role "Replay 2," which is a color push correct role, is preferentially displayed on the valid line A (a so-called small V lip is displayed), and if an operation other than a color push correct operation is performed, stop control is performed so that the symbol combination corresponding to the winning role "Replay 5," which is a color push incorrect role, is preferentially displayed on the valid line A (a so-called downward right lip is displayed).In this way, when the winning role "Select Replay" in winning areas 25 to 39 is won, if the correct operation pattern is batting order 1 or 2 and the correct color-pressing operation is performed, the stop control is performed so that the pattern combination corresponding to the winning role "Replay 1" is preferentially displayed on the valid line A, and the player can visually confirm that their operation was the correct color-pressing operation.
[0059] When any of the above-mentioned winning types is won, the internal win flag corresponding to the winning type is set (ON), and the stop control of each reel 110 is performed according to the set status of this internal win flag. At this time, if a winning type including a small win is won but the symbol combination corresponding to this winning role is not displayed on the pay line A during that game, the internal win flag is set (OFF) after the end of that game. In other words, the right to win a small win is limited to the game in which the winning type including the small win was won, and the right cannot be carried over to the next game. On the other hand, when a winning type including the winning role "RBB" is won, the RBB internal win flag is set (ON), and the RBB internal win flag is carried over across games until the symbol combination corresponding to the winning role "RBB" is displayed on the pay line A. In addition, when an internal win flag corresponding to a win type that includes a replay role is established, a symbol combination corresponding to one of the replay roles included in that win type is always displayed on the active line A, and after the processing required to play the next game without requiring a medal is performed, the internal win flag is turned off.
[0060] (Game state transition) Here, the transition of the game state will be explained using Figure 7. Here, multiple game states are prepared, such as a non-internal game state, an RBB internal game state, and an RBB operating game state. As will be described later, each game state transitions according to the winning of a bonus role, winning (activation), and ending of the game. The types of wins that can be won in each game state are represented by "◎" or "○" in Figure 6.
[0061] The non-internal gaming state is a gaming state corresponding to the initial state among multiple gaming states. In such a non-internal gaming state, the probability of winning a replay role is set to approximately 1 / 7.3. Also, in the non-internal gaming state, the winning role "RBB" is determined with a predetermined probability (for example, approximately 1 / 30). The gaming state control means 312 transitions the gaming state in response to the winning role "RBB." For example, in a game in which the winning role "RBB" is won, when a symbol combination corresponding to the winning role "RBB" is displayed on the pay line A, the gaming state control means 312 transitions the gaming state to the RBB operating gaming state (1).
[0062] In the RBB-activated gaming state, the probability of winning a replay role is set to 0. In this RBB-activated gaming state, the possible winning types are set as follows: "Small Role ALL" in winning area 1, "Medium Payout ALL" in winning area 2, and "1-Coin ALL" in winning area 3. When the "Small Role ALL" wins, a symbol combination corresponding to one of the winning roles "Small Role 1" to "Small Role 46" is displayed on the active line A. When the "Medium Payout ALL" wins, a symbol combination corresponding to one of the winning roles "Small Role 1" to "Small Role 20" is displayed on the active line A. When the "1-Coin ALL" wins, a symbol combination corresponding to one of the winning roles "Small Role 21" to "Small Role 38," "Small Role 41," "Small Role 43," or "Small Role 45" is displayed on the active line A. This configuration of small roles reduces the expected number of coins won per unit of play in the RBB-activated gaming state.
[0063] When the termination condition of the RBB operation game state is met, that is, when the number of winning coins exceeds a predetermined number (for example, 22 coins), the game state control means 312 transitions the game state to a non-internal game state (2).
[0064] On the other hand, in a game in which the winning combination "RBB" is won, if the symbol combination corresponding to the winning combination "RBB" cannot be displayed on the active line A, the game state control means 312 shifts the game state to the RBB internal game state (3).
[0065] In the RBB internal game state, the probability of winning a replay is set to approximately 1 / 7.3. Furthermore, in the RBB internal game state, the "miss" win type cannot be won. In other words, if a symbol combination corresponding to the winning role "RBB" cannot be displayed on the active line A during a game in which the winning role "RBB" is played, minor symbols and replay symbols will be prioritized over the winning role "RBB" and stopped on the active line A, preventing the symbol combination corresponding to the winning role "RBB" from being displayed on the active line A. Therefore, once the game state transitions to the RBB internal game state, the RBB internal game state is maintained without any subsequent transitions. Here, while maintaining the RBB internal game state, an AT presentation state is realized in the RBB internal game state.
[0066] Here, in the RBB internal game state, multiple types of correct combinations are won without overlapping with each other, increasing the chances of winning a correct combination. As a result, for example, auxiliary effects are performed in the AT presentation state in the RBB internal game state, making it easier to win medals. On the other hand, in the RBB operation game state, multiple types of correct combinations are won overlapping with each other, resulting in fewer chances of winning a correct combination. This reduces the chances of winning a correct combination compared to the AT presentation state in other game states, making it more difficult for the player to increase their medal holdings. Therefore, while having the function of the RBB operation game state in which the probability of winning a winning combination related to a win is higher than in the RBB internal game state, it is possible to realize a specification (accelerator RBB) in which the RBB operation game state is inferior to the RBB internal game state in terms of medal acquisition performance.
[0067] (Transition of performance state) 8 is an explanatory diagram for explaining the transition of the presentation state. The presentation state transitions made by the presentation state control means 314 in the main control board 200 will be described in detail below.
[0068] Here, to comprehensively and uniformly determine whether or not there is a bias in game states with high medal acquisition performance, a game zone with a command function, i.e., a game zone advantageous to the player, including a game zone that executes an auxiliary effect (command function), is defined as an advantageous zone. Note that, when an auxiliary effect is activated as a result of a lottery or the like performed by the main control board 200 for the activation of the auxiliary effect, information indicating the content of the command may be transmitted to a peripheral board such as the sub-control board 202 only when the main control board 200 displays the content of the command on the main notification means so that the content of the command can be identified. Unlike advantageous zones, game zones in which the auxiliary effect (command function) cannot be executed are defined as non-advantageous zones. Therefore, multiple game states belong to either advantageous zones or non-advantageous zones, which are game zones. In this embodiment, almost all game states belong to advantageous zones, and some game states (here, non-advantageous zones) realize non-advantageous zones.
[0069] In addition, in the advantageous zone, among the winning patterns in which the correct role would be missed without the auxiliary effect, in the selective winning type in which the payout for the correct role is the maximum (here, 9 coins), if an auxiliary effect is performed to assist in winning the correct role (an auxiliary effect that can win the maximum number of payout coins), this must be notified, for example, by lighting up the zone indicator 160.
[0070] In addition, in the non-advantageous zone, it is possible to vary the winning probability of each winning type for each setting value, but the probability of deciding to transition to a presentation state with auxiliary effects (AT presentation state) for the same winning type must not be varied for each setting value. On the other hand, in the advantageous zone, it is possible to vary both the winning probability of each winning type and the probability of deciding to transition to (or add to) a presentation state with auxiliary effects (AT presentation state) for the same winning type for each setting value.
[0071] Therefore, the presentation state control means 314 manages transitions between non-advantageous zones and advantageous zones in addition to transitions between presentation states. Regardless of this management, advantageous zones are forcibly terminated when the following termination conditions are met. For example, in the slot machine 100, advantageous zones are forcibly terminated when the value counted in the advantageous zone reaches a predetermined value (e.g., the number of games played while remaining in play reaches 1,500 or 3,000 games, or MY exceeds 2,400). MY indicates the difference in the number of coins when the lowest difference is set to 0. In medal-less gaming machines, which can play games without the use of actual medals while maintaining the playability of slot machines, there is no need to limit the number of games played while remaining in play. Therefore, advantageous zones are forcibly terminated when MY exceeds 2,400 coins in the advantageous zone. In either case, the presentation state control means 314 resets all information updated in the advantageous zone (all variables affecting the performance of the instruction function) by transitioning from the advantageous zone to the non-advantageous zone.
[0072] (Non-advantageous section, advantageous section) In the non-advantageous zone, the auxiliary effect is not executed, and therefore the number of medals that can be acquired is limited. Here, a non-advantageous effect state is provided as the effect state of the non-advantageous zone.
[0073] In the advantageous zone, by having the auxiliary effect execution means execute an auxiliary effect when a selected winning type is won, it is possible to acquire many medals while reducing medal consumption. Therefore, by moving to the advantageous zone, the player can progress in the game more advantageously than in the non-advantageous zone. Here, the advantageous zone has the following effect states, each with different gameplay characteristics: normal effect state, premonition effect state, AT effect state, allocation effect state, special premonition effect state, and special effect state. Each effect state will be explained individually below.
[0074] (Normal performance state) The normal presentation state belongs to the advantageous zone and is the presentation state that is most likely to be in at the start of play among multiple presentation states. The presentation state control means 314 conducts an AT lottery in the normal presentation state. The AT lottery determines whether to transition to the AT presentation state, and the presentation state control means 314 conducts the AT lottery with a probability corresponding to the winning type determined by the winning type lottery. When the AT lottery is won, the presentation state control means 314 transitions the presentation state to a premonition presentation state (1), which corresponds to the stage preceding the AT presentation state, and causes the presentation control means 334 to execute a premonition presentation that increases the expectation that a transition to the AT presentation state has been determined. Furthermore, even if the AT lottery is not won, the presentation state control means 314 may maintain the normal presentation state and cause the presentation control means 334 to execute a premonition presentation, which may cause the player to anticipate that a transition to the AT presentation state has been determined. In addition, the presentation state control means 314 executes a so-called chance zone (CZ), which increases the probability of winning the AT lottery, over multiple games every time a predetermined number of games are played in the normal presentation state. Even if the AT lottery is won in such a chance zone, the presentation state control means 314 transitions the presentation state to the premonition presentation state (1).
[0075] (Premonition effect state) The premonition effect state belongs to the advantageous zone and is a presentation state in which premonition effects are executed for a predetermined number of games (here, for example, a predetermined number of games of 32 or less). The premonition effects executed in the premonition effect state (real premonition effects) and the premonition effects executed in the normal presentation state (false premonition effects) are similar in display format and number of consecutive games. Therefore, a player cannot tell which presentation state they are in just by watching the premonition effects. However, the premonition effects executed in the premonition effect state differ from the premonition effects executed in the normal presentation state in that the result that a transition to the AT presentation state has been determined is ultimately notified. Therefore, players will desire the premonition effect state in which the result that a transition to the AT presentation state has been determined is notified in the premonition effect. The presentation state control means 314 always transitions the presentation state to the AT presentation state when the premonition effect state ends (2). In other words, if a premonition effect is executed in the premonition effect state, the presentation state will always transition to the AT presentation state. In this respect, the premonition effect state is more advantageous to the player than the normal effect state. Furthermore, the decision to transition to the premonition effect state is synonymous with the decision to transition to the subsequent AT effect state, and transitioning to the premonition effect state (i.e., transitioning to the AT effect state) and, as another example, directly transitioning to the AT effect state are sometimes collectively expressed as transitioning to a specific effect state.
[0076] (AT performance status) The AT presentation state belongs to a favorable zone, and auxiliary presentations are executed until a predetermined termination condition is met, for example, until the difference between the number of medals inserted (number of medals bet) and the number of medals paid out reaches a predetermined difference (300 or 100). In the AT presentation state, the presentation state control means 314 draws a lottery to add the difference in the number of medals with a probability corresponding to the type of win determined by the lottery for the type of win. If the addition lottery is won, the presentation state control means 314 adds the winning difference to the predetermined difference in the number of medals, which is the termination condition. In this way, the termination condition of the AT presentation state changes. Then, when the predetermined termination condition is met, the presentation state control means 314 transitions the presentation state to the normal presentation state (3).
[0077] In this embodiment, the player stays in the normal presentation state while hoping for a transition to the AT presentation state, and when the premonition presentation starts, the player hopes that the premonition presentation is the real premonition, that is, the premonition presentation in the premonition presentation state. Here, if the transition to the AT presentation state is not announced in the premonition presentation, the normal presentation state continues, and if the transition to the AT presentation state is announced in the premonition presentation, the AT presentation state is executed after the premonition presentation state ends.
[0078] When the AT presentation state ends, the presentation state control means 314 transitions the presentation state to the normal presentation state (3), but may also transition the presentation state to the non-advantageous presentation state (4) and reset the advantageous zone. When the advantageous zone is reset, as described above, the information updated in the advantageous zone (all variables that affect the performance related to the instruction function) is cleared. However, depending on the presentation mode at the time of transition, the player cannot tell whether the presentation state has transitioned to the normal presentation state or the non-advantageous presentation state.
[0079] (Non-advantageous performance state) The non-advantageous presentation state belongs to the non-advantageous section and is the initial presentation state. In the non-advantageous presentation state, the presentation state control means 314 determines a transition to the advantageous section with a probability of about 1 / 2 for each play, and when a transition to the advantageous section is determined, the presentation state is always transitioned to the distribution presentation state (5). Therefore, the number of plays in the non-advantageous presentation state is often short-term (a few plays).
[0080] (Distribution performance status) The allocation presentation state belongs to the advantageous zone, is a presentation state that is always passed through when transitioning from a non-advantageous zone to an advantageous zone, and remains there for, for example, only one game. In the allocation presentation state, the presentation state is allocated to either the normal presentation state or the premonition presentation state. Specifically, the presentation state control means 314, for example, determines a transition to the premonition presentation state with a probability of 1 / 10 and transitions the presentation state to the premonition presentation state (6), or determines a transition to the normal presentation state with a probability of 9 / 10 and transitions the presentation state to the normal presentation state (7). However, the ratio of such allocation is not limited to premonition presentation state:normal presentation state = 1:9 and can be determined arbitrarily.
[0081] If a premonition presentation state is determined in the allocation presentation state, the presentation state will always transition to an AT presentation state via a premonition presentation state that continues for a predetermined number of games (via a premonition presentation). Furthermore, if a premonition presentation state is not determined in the allocation presentation state, the presentation state will transition to a normal presentation state. However, in the normal presentation state, the probability of winning the AT lottery varies depending on the path to the normal presentation state. For example, as described above, if the presentation state transitions directly from the AT presentation state to the normal presentation state (3), the presentation state control means 314 will conduct an AT lottery with a low probability (e.g., 1 / 4000) in the normal presentation state that transitioned from the AT presentation state (not transitioned from a non-advantageous presentation state).
[0082] On the other hand, when the presentation state transitions from the non-advantageous presentation state and the distribution presentation state to the normal presentation state (7) as a result of transitioning from the non-advantageous section to the advantageous section, the presentation state control means 314 performs an AT lottery with a high probability (for example, 1 / 8) in the normal presentation state transitioned from the non-advantageous section. Therefore, in the normal presentation state transitioned from the non-advantageous presentation state (via the non-advantageous section), the AT lottery will eventually be won. Note that here, two patterns of winning probability for the AT lottery have been described: a low probability (for example, 1 / 4000) and a high probability (for example, 1 / 8), but it is also possible to provide three or more patterns for the winning probability, and perform an AT lottery with a relatively high winning probability in the normal presentation state transitioned from the non-advantageous presentation state. Furthermore, the winning probability is not limited to 1 / 8 or 1 / 4000, etc., and it is sufficient if the normal presentation state into which a transition from a non-advantageous presentation state is made is more likely to determine a transition to an AT presentation state than a normal presentation state into which a transition from a non-advantageous presentation state is not made. For example, if the winning probability of the AT lottery in the normal presentation state into which a transition from a non-advantageous presentation state is made is set higher than the winning probability of the AT lottery in the normal presentation state into which a transition from a non-advantageous presentation state is not made, then the winning probability can be set arbitrarily.
[0083] However, even if the AT lottery is won in the normal presentation state transitioned from the non-advantageous presentation state, the presentation state control means 314 does not immediately transition to the premonition presentation state. Instead, it remains in the normal presentation state for, for example, a block period of 96 plays after the allocation presentation state ends, and prohibits transition to the AT presentation state. Specifically, the presentation state control means 314 turns ON the premonition permission flag when the AT lottery is won in the normal presentation state transitioned from the non-advantageous presentation state. The premonition permission flag indicates whether or not transition to the premonition presentation state is possible, and turning ON permits transition to the premonition presentation state. Once the premonition permission flag is turned ON, it remains ON until transition to the premonition presentation state. Therefore, even if the AT lottery is subsequently won, the premonition permission flag remains ON. Note that, when transitioning from the allocation presentation state to the normal presentation state, the presentation state control means 314 determines the number of plays within 96 plays by lottery, and sets this as the block period. However, the block period is set so that 96 plays are often selected.
[0084] The presentation state control means 314 counts the number of plays since the allocation presentation state ended, and does not transition the presentation state to the premonition presentation state during the block period, regardless of whether the premonition permission flag is ON. Then, when the block period has elapsed (a predetermined number of plays corresponding to the block period has been reached) and the premonition permission flag is ON, the presentation state control means 314 transitions the presentation state to the premonition presentation state (8) and resets the premonition permission flag. Therefore, in the normal presentation state transitioned from the non-advantageous presentation state, even if the AT lottery is won early, the presentation state will not transition to the premonition presentation state until at least 96 plays corresponding to the block period have been played.
[0085] In this way, by passing through the non-advantageous presentation state (non-advantageous section), the player can obtain the following benefits. That is, with a 1 / 10 probability, the game immediately transitions to the premonition presentation state, then transitions to the AT presentation state via the premonition presentation state, or with a 9 / 10 probability, the game transitions to the normal presentation state, and after the block period has elapsed, the premonition presentation is executed, then transitions to the premonition presentation state, and then transitions to the AT presentation state. Then, after the non-advantageous presentation state and the allocation presentation state end, for example, after 0 to 96 plays, the premonition presentation begins. After the premonition presentation ends, i.e., after the non-advantageous presentation state and the allocation presentation state end, for example, after 32 to 128 plays, the game transitions to the AT presentation state. Winning the AT lottery with a high probability over a predetermined number of plays is sometimes referred to as "heaven" or "heaven mode." Therefore, players will desire a transition to the non-advantageous presentation state (non-advantageous section), i.e., a reset of the advantageous section.
[0086] Here, when a non-advantageous presentation state is passed, that is, when a non-advantageous section is shifted to an advantageous section, a normal presentation state is adopted, which has a high probability of transitioning to an AT presentation state, and by providing a block period, the start trigger is biased to 128 games after the non-advantageous presentation state and the allocation presentation state end. In other words, even if the AT presentation state ends and the normal presentation state is demoted, there is a high possibility that the AT presentation state will be executed again (returned) until 128 games have elapsed. Therefore, the player will continue playing in the hope of returning to the AT presentation state after the AT presentation state ends, which can improve the operating rate of the slot machine 100.
[0087] Furthermore, even in the normal presentation state transitioned from the non-advantageous presentation state, the presentation state control means 314 executes a chance zone, which increases the probability of winning the AT lottery, across multiple plays each time a predetermined number of plays are played, just as in the normal presentation state transitioned from the AT presentation state. If the AT lottery is won in such a chance zone, the presentation state control means 314 transitions the presentation state to the premonition presentation state, regardless of whether the block period is in effect. Note that in the normal presentation state transitioned from the non-advantageous presentation state, transition to the premonition presentation state should normally be possible after the block period has elapsed. In this case, by deciding to transition to the AT presentation state on one's own initiative, the AT presentation state that would have been achieved is lost instead, which may reduce the player's motivation to play. Therefore, if the player wins the AT lottery on one's own initiative in the chance zone in the normal presentation state transitioned from the non-advantageous presentation state, the presentation state control means 314 transitions the presentation state to the non-advantageous presentation state again after the AT presentation state ends (4). In this way, the player can fully receive the gaming profits that come from going through the non-advantageous effect state. Also, since the chance zone starts before the 96 game, which is likely to be selected as a block period, the player can expect to win the AT lottery in the chance zone, that is, the AT effect state to be executed at least twice.
[0088] In this embodiment, as described above, when the AT presentation state ends, the presentation state control means 314 may directly transition the presentation state to a normal presentation state (3) or transition the presentation state to a non-advantageous presentation state (4). Here, a condition for transitioning the presentation state to a non-advantageous presentation state is winning the AT lottery to transition to an AT presentation state with a predetermined gaming profit. For example, there are multiple types of AT presentation states with different probabilities of the number of continued plays and the difference in the number of coins added. When a specific AT presentation state is selected, the presentation state control means 314 always transitions the presentation state to a non-advantageous presentation state after the AT presentation state ends (4). Furthermore, even if a specific AT presentation state is not selected, the presentation state control means 314 may transition the presentation state to a non-advantageous presentation state with a predetermined probability after the AT presentation state ends (4).
[0089] Here, the advantageous zone is reset temporarily. Therefore, the player can move to the AT performance state with high gaming profits with a relatively small number of games from the start of the number of games allowed to stay in the advantageous zone, for example, 1500 games or 3000 games, and can also obtain gaming profits by effectively utilizing the number of games allowed to stay in the advantageous zone.
[0090] Furthermore, in this embodiment, as described above, after the AT presentation state ends, if the AT lottery is won in the normal presentation state, the presentation state control means 314 transitions the presentation state to an indication presentation state (1). However, if the number of games played in the normal presentation state reaches a predetermined number of games (for example, 600 games) without transitioning to the AT presentation state, and the AT lottery is won in the normal presentation state, the presentation state control means 314 ultimately decides to transition to a non-advantageous presentation state, and, without transitioning the presentation state to the indication presentation state, performs an indication presentation (false indication presentation) to notify that the AT presentation state has not been directly transitioned to, and then first transitions to the special indication presentation state (9). Here, the predetermined transition condition for determining a transition to a non-advantageous presentation state (non-advantageous zone) has been described as winning the AT lottery in the normal presentation state after the number of games played while in the normal presentation state reaches a predetermined number of games (for example, 600 games), but this is not limited to this case. The predetermined transition condition may also be winning the AT lottery in the normal presentation state after the number of games played while in the advantageous zone reaches a predetermined number of games. Furthermore, instead of or in addition to the above, the predetermined transition condition may also be winning the AT lottery again after the number of games played while in the normal presentation state reaches a predetermined number of games (for example, 871 games) (so-called ceiling function), or winning the AT lottery again after not winning the AT lottery in the chance zone (CZ).
[0091] (Special premonition effect state) The special premonition effect state belongs to a favorable zone and is an effect state that remains for a predetermined number of games (e.g., 10 games). A special effect state lottery is conducted, and premonition effects indicating the expected probability of transition to the special effect state are executed. The special effect state lottery is a lottery for adding the difference in number of coins, and transition to the special effect state is determined by adding the difference in number of coins one or more times. The effect state control means 314 conducts the special effect state lottery with a probability corresponding to the winning type determined by the winning type lottery. The special effect state lottery is designed to ensure stable and gradual variations in gaming profits depending on the setting value. For example, between two randomly selected setting values, the higher setting value is designed to have a higher probability of adding the difference in number of coins through the special effect state lottery than the lower setting value. Therefore, for example, the expected number of coins added is 100 for setting 1 and 200 for setting 6, creating a gameplay in which the higher setting value makes it easier to obtain gaming profits. When the special effect state lottery is won, the effect state control means 314 sets the cumulative total of the added difference in number of coins (ending number) as the end condition for the special effect state, and transitions the effect state to the special effect state (10). Furthermore, if the special effect state lottery is not won, the effect state control means 314 transitions the effect state directly to the non-advantageous effect state (11). While an example in which the difference in number of coins is added by the special effect state lottery has been described here, it is not limited to such a case; a predetermined difference in number of coins may be added, or the difference in number of coins may be added by a lottery when a so-called rare combination such as a "reach eye" or a "cherry" win is won. Furthermore, while an example in which the difference in number of coins is added in the special effect state has been described here, it is not limited to such a case; the number of coins won (number of coins paid out) or the number of continued games may also be added.
[0092] (Special performance state) The special effect state (special state) belongs to the advantageous zone, and the auxiliary effect is executed until a predetermined termination condition is met. Such a termination condition is, for example, that the awarding of the gaming profit determined before the start of the special effect state is completed during the special effect state, such as when the acquired difference in number of coins reaches the termination number. For example, at the end of the special premonition effect state (the start of the special effect state), the termination number (the cumulative total of the added difference in number of coins) is determined by special effect state lottery in the special premonition effect state. Then, when the termination number is awarded to the player in the special effect state (when the acquired difference in number of coins reaches the termination number), the termination condition is satisfied, and the special effect state ends. Here, the termination number is not changed in the special effect state (the special effect state is not extended). Then, when the predetermined termination condition is met, the effect state control means 314 transitions the effect state to a non-advantageous effect state (12).
[0093] If a player wins the AT lottery after the number of stay times in the normal presentation state exceeds a predetermined number of plays (for example, 600 plays), the player will always transition to a non-advantageous presentation state via a special precursor presentation state (11), (12), and as a result, can transition to the AT presentation state. Here, the presentation state control means 314 transitions the presentation state to the non-advantageous presentation state and temporarily resets the advantageous zone, allowing the player to transition to an AT presentation state with high gaming profits from the start of the number of stay times allowed in the advantageous zone, for example, 1500 plays or 3000 plays, and also making it possible to obtain gaming profits by effectively utilizing the number of stay times allowed in the advantageous zone.
[0094] In addition, in the normal presentation state that has passed through the special presentation state, non-advantageous presentation state, and distribution presentation state, the probability of winning the AT lottery is higher than in the normal presentation state that has been directly transitioned from the AT presentation state, so that the player can understand this, a predetermined display is made on the liquid crystal display unit 124 to indicate that there is a high possibility of transitioning to the AT presentation state.
[0095] However, even though the advantageous zone is reset, the gaming profit is not significantly different between winning the AT lottery after the number of games played in the normal presentation state exceeds a predetermined number of games (e.g., 600 games) and winning the AT lottery before the predetermined number of games, in terms of being able to execute the AT presentation state once. Furthermore, in the latter case, the AT presentation state begins after the end of the premonition presentation state, i.e., within 32 games, while in the former case, the AT presentation state often begins after an additional block period has elapsed. Therefore, it can be said that the gaming profit is smaller in the former case, since medals are consumed in the normal presentation state until the transition to the AT presentation state. Therefore, if the AT lottery is won after the number of games played in the normal presentation state exceeds the predetermined number of games, the game transitions to a special premonition presentation state, and a special presentation state lottery is executed. If the lottery is won, additional gaming profits are awarded through the special presentation state. In this way, if the player wins the AT lottery after the number of stay-time games in the normal presentation state exceeds the predetermined number of games, the gaming profit will be larger than if the player wins the AT lottery before the number of stay-time games reaches the predetermined number of games, and the player will feel satisfied. Therefore, if the number of stay-time games in the normal presentation state increases, the player can expect the gaming profit to increase and will continue playing. In this way, the operating rate of the slot machine 100 can be improved.
[0096] In the special effect state executed here, as described above, the higher the set value, the easier it is to obtain stable gaming profits. Also, only the gaming profit determined before the special effect state is started is awarded in the special effect state, and gaming profits are not added (topped up) during the special effect state. Therefore, in the special effect state, the fluctuation range of the expected number of coins to be won can be suppressed according to the set value. This makes it possible to increase the design value of the expected number of coins to be won in the AT effect state.
[0097] In addition, since the special effect state is entered after the number of games played in the normal effect state exceeds a predetermined number of games, the number of times is less likely to fluctuate compared to the AT effect state, and the state is executed at a stable frequency. In this way, even if the fluctuation range of the expected number of coins to be won in the AT effect state becomes large, the special effect state can absorb the fluctuation, and the fluctuation range of the expected number of coins to be won can be further suppressed according to the set value, while the design value of the expected number of coins to be won in the AT effect state can be increased.
[0098] Furthermore, after the AT presentation state ends, the game transitions directly to the normal presentation state (3). If the number of plays remaining in the normal presentation state reaches a predetermined number of plays (e.g., 871 plays) without transitioning to the AT presentation state (the so-called ceiling function), the presentation state control means 314 resets the advantageous zone and transitions the presentation state to the non-advantageous presentation state (13). Then, as described above, after the non-advantageous presentation state and the allocation presentation state end, for example, after 0 to 96 plays, the premonition presentation begins. After the premonition presentation ends, i.e., after the non-advantageous presentation state and the allocation presentation state end, for example, after 32 to 128 plays, the game can transition to the AT presentation state. Therefore, if play continues in the normal presentation state without transitioning to the AT presentation state, the game will transition to the AT presentation state within a predetermined number of plays (e.g., 999 plays). This ceiling function allows players to feel secure knowing that they can receive relief measures even if they are unlucky and end up spending a lot of medals. In addition, once the normal presentation state has been exhausted to a certain extent, the number of coins that can be expected to be won if the game is continued increases, and the game will continue up to the ceiling (for example, 999 games), thereby improving the operating rate of the slot machine 100.
[0099] The predetermined number of plays (e.g., 96 to 871 plays) for such a ceiling function is determined at the following timing. For example, when transitioning directly from an AT presentation state to a normal presentation state (3), the presentation state control means 314 determines the predetermined number of plays (e.g., 96 to 871 plays) for the ceiling function in the normal presentation state at the time of transition from the AT presentation state to the normal presentation state. Also, when transitioning to the normal presentation state via a non-advantageous presentation state and a distribution presentation state (7), the presentation state control means 314 determines the predetermined number of plays (e.g., 96 to 871 plays) for the ceiling function in the normal presentation state at the time of transition from the distribution presentation state to the normal presentation state. However, unlike when transitioning from an AT presentation state to a normal presentation state, when transitioning to a normal presentation state via a non-advantageous presentation state and a distribution presentation state, there is a high probability of winning the AT lottery, so the transition to the premonition presentation state often occurs after the block period has elapsed, and the ceiling function is rarely executed.
[0100] Furthermore, in the above-described embodiment, an example was given in which the probability of winning the AT lottery in the normal presentation state is high (for example, 1 / 8) when transitioning from a non-advantageous presentation state to the normal presentation state, and low (for example, 1 / 4000) when transitioning directly from the AT presentation state to the normal presentation state, but this is not limited to such a case. For example, when transitioning directly from the AT presentation state to the normal presentation state, the probability of winning the AT lottery at the start of the normal presentation state is low, but may transition to a high probability through a promotion lottery, or may transition to a low probability through a demotion lottery. Furthermore, when transitioning directly from the AT presentation state to the normal presentation state, the probability of winning the AT lottery may become high from the start of the normal presentation state by satisfying a predetermined condition, such as winning the lottery.
[0101] In the above-described embodiment, assuming that the number of games allowed to stay in the advantageous zone is 1,500 games, the number of games allowed to stay in the normal presentation state that can transition to the special presentation state is set to 600 games, and the ceiling of the ceiling function is set to 871 games. However, this is not limited to such a case. If the number of games allowed to stay in the advantageous zone is 3,000 games, the number of games allowed to stay in the normal presentation state that can transition to the special presentation state and the ceiling of the ceiling function may be set to a higher value, for example, 1,200 games or 2,000 games, to increase the expected number of coins won in the AT presentation state. Also, as described above, in a medal-less gaming machine, there is no need to set a limit on the number of games allowed to stay (1,500 games or 3,000 games), and the advantageous zone is forcibly terminated when MY exceeds 2,400 coins in the advantageous zone. Therefore, in a medalless gaming machine, the difference in number of coins in the normal performance state that can transition to the special performance state may be set to 900 coins, or the ceiling of the ceiling function may be set to 1200 coins, as long as the value of the advantageous zone MY counter, which counts the difference in number of coins (MY) in the advantageous zone, does not reach 2400 coins. In this way, the number of games that meet the condition can be determined arbitrarily.
[0102] Specific processing in the main control board 200 and the sub-control board 202 will be explained below with reference to flowcharts.
[0103] (CPU initialization process of main control board 200) 9 is a flowchart illustrating the CPU initialization process in the main control board 200. When power is supplied from the power supply board, a system reset occurs in the main CPU 200a, and the main CPU 200a performs the following CPU initialization process (S100).
[0104] (Step S100-1) When the power is turned on, the main CPU 200a reads a boot program from the main ROM 200b as an initial setting process, and also performs setting processes required to execute various processes.
[0105] (Step S100-3) The main CPU 200a sets a wait processing time in a timer counter.
[0106] (Step S100-5) The main CPU 200a determines whether a power-off warning signal has been detected. The main control board 200 is provided with a power-off detection circuit, which outputs a power-off warning signal when the power supply voltage drops below a predetermined value. If a power-off warning signal has been detected, the process proceeds to step S100-3, and if a power-off warning signal has not been detected, the process proceeds to step S100-7.
[0107] (Step S100-7) The main CPU 200a determines whether the wait processing time set in step S100-3 has elapsed. If it is determined that the wait processing time has elapsed, the process proceeds to step S100-9. If it is determined that the wait processing time has not elapsed, the process proceeds to step S100-5.
[0108] (Step S100-9) The main CPU 200a executes the processing required to permit access to the main RAM 200c.
[0109] (Step S100-11) The main CPU 200a executes a checksum verification process. Here, the main CPU 200a calculates a checksum and determines whether the calculated checksum does not match (is abnormal) the checksum saved at the time of power failure, and whether the backup is abnormal. If the main CPU 200a determines that either or both of the backup and the checksum are abnormal, it turns on the backup abnormality flag. If it determines that neither the backup nor the checksum are abnormal, it turns off the backup abnormality flag.
[0110] (Step S100-13) The main CPU 200a determines whether the backup abnormality flag is on. If it is determined that the backup abnormality flag is on, the process proceeds to step S110. If it is determined that the backup abnormality flag is not on, the process proceeds to step S120.
[0111] (Step S110) The main CPU 200a executes cold start processing, which will be described later.
[0112] (Step S120) The main CPU 200a executes a set value switching process for switching the set values, which will be described later.
[0113] (Step S130) The main CPU 200a executes a state restoration process to restore the state to the state immediately before the power was turned off. This state restoration process will be described later.
[0114] FIG. 10 is a flowchart illustrating the cold start process (S110) in the main control board 200.
[0115] (Step S110-1) The main CPU 200a clears the used area in the main RAM 200c and executes a used area RAM check process to detect any abnormality in the used area.
[0116] (Step S110-3) The main CPU 200a clears the other area (unused area) in the main RAM 200c and executes a separate area RAM check process to detect an abnormality in the other area. If an abnormality is detected in the other area in the separate area RAM check process, the main CPU 200a turns on a RAM read / write error flag.
[0117] (Step S110-5) The main CPU 200a sets an error code "EA" indicating an abnormality in the main RAM 200c.
[0118] (Step S110-7) The main CPU 200a determines whether an abnormality has been detected in step S110-1. If it is determined that an abnormality has been detected in step S110-1, the process proceeds to step S112, and if it is determined that an abnormality has not been detected in step S110-1, the process proceeds to step S110-9.
[0119] (Step S110-9) The main CPU 200a acquires a RAM read / write error flag that is turned on when an abnormality is detected in step S110-3.
[0120] (Step S110-11) The main CPU 200a determines whether the RAM read / write error flag is on. If it is determined that the RAM read / write error flag is on, the process proceeds to step S112, and if it is determined that the RAM read / write error flag is not on, the process proceeds to step S120.
[0121] (Step S120) The main CPU 200a executes a set value switching process for switching the set values, which will be described later.
[0122] (Step S110-13) The main CPU 200a sets an error code "E7" indicating a backup error.
[0123] (Step S112) The main CPU 200a executes an error stop process to stop the progress of the game due to an error, which will be described later.
[0124] FIG. 11 is a flowchart illustrating the error stop processing (S112) in the main control board 200.
[0125] (Step S112-1) The main CPU 200a sets an initial stack pointer value as the address of the stack pointer.
[0126] (Step S112-3) The main CPU 200a executes an error setting process for setting an error display and a warning sound.
[0127] (Step S112-5) The main CPU 200a sets the external signal 1-3 output bit OFF, which turns off the output image of the bits corresponding to the external signals 1-3.
[0128] (Step S112-7) The main CPU 200a executes an output port image set process to update the output image for the bit set in step S112-5.
[0129] (Step S112-9) The main CPU 200a shifts to a permanent loop, which stops the progress of the game.
[0130] FIG. 12 is a flowchart illustrating the setting value switching process (S120) in the main control board 200.
[0131] (Step S120-1) The main CPU 200a acquires a signal from input port 1 and determines whether the setting value switching condition is met based on the acquired signal from input port 1. As a result, if it is determined that the setting value switching condition is not met, the setting value switching process is terminated, but if it is determined that the setting value switching condition is met, the process proceeds to step S120-3. Here, the signal from input port 1 includes a signal indicating whether the front upper door 104 and the front lower door 106 are open and a signal indicating whether the setting key is turned on. Here, it is determined that the setting value switching condition is met when a signal indicating that the front upper door 104 and the front lower door 106 are open and a signal indicating that the setting key is turned on are acquired.
[0132] (Step S120-3) The main CPU 200a executes a RAM clear process to clear the used area in the main RAM 200c that should be cleared when the settings are changed.
[0133] (Step S120-5) The main CPU 200a executes a table content setting process for transferring the table data of the setting value switching data table to the main RAM 200c.
[0134] (Step S120-7) The main CPU 200a sets a setting change start command, which indicates the start of changing the setting value, in the transmission buffer.
[0135] (Step S120-9) The main CPU 200a executes an edge check process to detect the falling edge (on edge) of the signal at the input port.
[0136] (Step S120-11) The main CPU 200a acquires the setting value data indicating the current setting value.
[0137] (Step S120-13) The main CPU 200a determines whether an on-edge of the setting change switch has been detected in step S120-9. If it is determined that an on-edge of the setting change switch has not been detected, the process proceeds to step S120-17, and if it is determined that an on-edge of the setting change switch has been detected, the process proceeds to step S120-15.
[0138] (Step S120-15) The main CPU 200a increments the setting value data by one.
[0139] (Step S120-17) The main CPU 200a determines whether the setting value data is within the allowable setting range (1 to 6). If it is determined that the setting value data is within the range, the process proceeds to step S120-21, and if it is determined that the setting value data is not within the range, the process proceeds to step S120-19.
[0140] (Step S120-19) The main CPU 200a sets the setting value data to 0.
[0141] (Step S120-21) The main CPU 200a updates the set value data to the value incremented or set in step S120-15 or step S120-19.
[0142] (Step S120-23) The main CPU 200a executes a display data conversion process for displaying the set value on the main credit display section 130.
[0143] (Step S120-25) The main CPU 200a determines whether an on-edge of the setting change switch has been detected. If it is determined that an on-edge of the setting change switch has not been detected, the process proceeds to step S120-31, and if it is determined that an on-edge of the setting change switch has been detected, the process proceeds to step S120-27.
[0144] (Step S120-27) The main CPU 200a determines whether the setting change switch is on. If it is determined that the setting change switch is on, the process proceeds to step S120-27, and if it is determined that the setting change switch is not on, the process proceeds to step S120-29.
[0145] (Step S120-29) The main CPU 200a sets a setting change switch interval timer.
[0146] (Step S120-31) The main CPU 200a executes a timer wait process to wait until the setting change switch interval timer reaches 0.
[0147] (Step S120-33) The main CPU 200a determines whether it has detected an on-edge of the start switch 118. As a result, if it has determined that an on-edge of the start switch 118 has not been detected, the process proceeds to step S120-9, and if it has determined that an on-edge of the start switch 118 has been detected, the process proceeds to step S120-35.
[0148] (Step S120-35) The main CPU 200a determines whether the setting key is off, and if it is determined that the setting key is off, the process proceeds to step S120-35, and if it is determined that the setting key is not off, the process proceeds to step S120-37.
[0149] (Step S120-37) The main CPU 200a determines whether the setting key is on. If it is determined that the setting key is on, the process proceeds to step S120-37, and if it is determined that the setting key is not on, the process proceeds to step S122.
[0150] (Step S122) The main CPU 200a executes an initialization start process to start the initialization, which will be described later.
[0151] FIG. 13 is a flowchart illustrating the initialization start process (S122) in the main control board 200.
[0152] (Step S122-1) The main CPU 200a sets a setting change end command, which indicates that the change of the setting value has been completed, in the transmission buffer.
[0153] (Step S122-3) The main CPU 200a sets in the transmission buffer a setting change state command that indicates the state when the change of the setting value is completed.
[0154] (Step S122-5) The main CPU 200a sets a wait timer at the start of initialization.
[0155] (Step S122-7) The main CPU 200a executes a timer wait process to wait until the wait timer reaches 0 at the start of initialization.
[0156] (Step S122-9) The main CPU 200a executes a setting change RAM clear process that clears another area of the main RAM 200c.
[0157] (Step S122-11) The main CPU 200a executes a RAM clear process to clear the used area in the main RAM 200c that should be cleared when the settings are changed.
[0158] (Step S122-13) The main CPU 200a sets a game status command indicating the current game status in the transmission buffer.
[0159] (Step S200) The main CPU 200a executes a game start process to start a game, which will be described later.
[0160] FIG. 14 is a flowchart illustrating the state restoration process (S130) in the main control board 200.
[0161] (Step S130-1) The main CPU 200a restores the stack pointer.
[0162] (Step S130-3) The main CPU 200a executes an unused area clearing process to clear unused areas in the main RAM 200c.
[0163] (Step S130-5) The main CPU 200a clears the stack pointer storage buffer.
[0164] (Step S130-7) The main CPU 200a sets (ON) the post-power-off recovery flag.
[0165] (Step S130-9) The main CPU 200a executes a port input process to update the image of the input port.
[0166] (Step S130-11) The main CPU 200a executes the operation target bit extraction process to extract information on the operation target bit based on the image of the input port updated in step S130-9.
[0167] (Step S130-13) The main CPU 200a sets the operation target bit extracted in step S130-11 as the operation target bit of the previous state.
[0168] (Step S130-15) The main CPU 200a acquires the motor phases of the reels 110a, 110b, and 110c. Here, the motor phase is set as the state of the reels 110a, 110b, and 110c. The motor phase indicates the operating state of the reels 110a, 110b, and 110c, i.e., accelerating, rotating steadily, stopped, or waiting. Specifically, a 1-byte (storage unit) variable assigned to the motor phase changes to a value such as accelerating = 3, rotating steadily = 2, stopped = 1, or waiting = 0 depending on the operating state of the stepping motor 152.
[0169] (Step S130-17) The main CPU 200a determines whether any of the reels 110a, 110b, and 110c are rotating steadily or accelerating based on the motor phase acquired in step S130-15. If it determines that none of the reels 110a, 110b, and 110c are rotating steadily or accelerating, it proceeds to step S130-21. If it determines that any of the reels 110a, 110b, and 110c are rotating steadily or accelerating, it proceeds to step S130-19.
[0170] (Step S130-19) The main CPU 200a executes a rotation error process for setting the reels 110a, 110b, and 110c when an error is detected.
[0171] (Step S130-21) The main CPU 200a restores the saved register group.
[0172] (Step S130-23) The main CPU 200a permits the interrupt and ends the state restoration process, thereby restoring the main CPU 200a to the state it was in immediately before the power was turned off.
[0173] FIG. 15 is a flowchart illustrating the game start process (S200) in the main control board 200.
[0174] (Step S200-1) The main CPU 200a executes a re-game state identification signal output setting process for outputting a re-game state identification signal indicating whether or not a re-game is being performed.
[0175] (Step S200-3) The main CPU 200a sets an inserted number indicator output bit OFF to turn off (light off) a bit corresponding to an inserted number indicator that displays the number of inserted medals (number of bet medals).
[0176] (Step S200-5) The main CPU 200a executes an output port image set process to update the output image for the bit set in step S200-3.
[0177] (Step S200-7) The main CPU 200a sets a game start wait timer.
[0178] (Step S200-9) The main CPU 200a executes a timer wait process to wait until the game start wait timer reaches 0.
[0179] (Step S200-11) The main CPU 200a executes a one-game RAM clearing process that clears an area to be cleared for each game among the use areas in the main RAM 200c.
[0180] (Step S200-13) The main CPU 200a executes a bonus signal setting process for setting a bonus signal.
[0181] (Step S200-15) The main CPU 200a executes an edge clear process to clear edge information of the input port image.
[0182] (Step S210) The main CPU 200a executes a medal insertion process for accepting insertion of medals, which will be described later.
[0183] FIG. 16 is a flowchart illustrating the game medal insertion process (S210) in the main control board 200.
[0184] (Step S210-1) The main CPU 200a executes an error checking process for checking the detection results of various errors.
[0185] (Step S210-3) The main CPU 200a executes an edge check process to detect the falling edge (on edge) of the signal at the input port.
[0186] (Step S210-5) The main CPU 200a acquires a door open error detection flag that is set to 1 when the front upper door 104 or the front lower door 106 is open.
[0187] (Step S210-7) The main CPU 200a determines whether the front upper door 104 and the front lower door 106 are closed based on the door open error detection flag acquired in step S210-5. If it is determined that the front upper door 104 and the front lower door 106 are closed, the main CPU 200a proceeds to step S210-17, and if it is determined that at least one of the front upper door 104 and the front lower door 106 is not closed, the main CPU 200a proceeds to step S210-9.
[0188] (Step S210-9) The main CPU 200a sets an error code "E8" which indicates that at least one of the front upper door 104 and the front lower door 106 is open.
[0189] (Step S210-11) The main CPU 200a executes an error wait process to request an error display and a warning sound, and to wait for recovery from the error.
[0190] (Step S210-13) The main CPU 200a executes a setting value confirmation process for confirming the setting value.
[0191] (Step S210-15) The main CPU 200a executes an edge clear process to clear edge information of the input port image.
[0192] (Step S210-17) When a credit switch (not shown) for paying back accumulated (credited) medals is pressed, the main CPU 200a executes a credit button check process for paying back accumulated medals.
[0193] (Step S210-19) The main CPU 200a executes processing related to the game medal insertion button for betting medals. Here, when the bet switch 116 is pressed, the reserved (credited) medals are bet up to a specified number, and the number of medals bet is subtracted from the reserved number by the number of medals bet. Also, when medals are inserted through the medal insertion slot 114a, medals are bet up to a specified number, and if more medals are inserted than the specified number, that number is added to the reserved number.
[0194] (Step S210-21) The main CPU 200a executes a game medal acquisition process to check whether the number of inserted medals is a specified number.
[0195] (Step S210-23) Based on the result of the check in step S210-21, the main CPU 200a determines whether the number of inserted coins is equal to the specified number. If it is determined that the number of inserted coins is not equal to the specified number, the main CPU 200a proceeds to step S210-1. If it is determined that the number of inserted coins is equal to the specified number, the main CPU 200a proceeds to step S210-25.
[0196] (Step S210-25) The main CPU 200a sets a start indicator output bit for turning on (illuminating) a start indicator (not shown) that indicates whether or not the operation of the start switch 118 has been validated.
[0197] (Step S210-27) The main CPU 200a determines whether it has detected a falling edge (pressed) of the start switch 118. As a result, if it has determined that a falling edge of the start switch 118 has not been detected, the process proceeds to step S210-1, and if it has determined that a falling edge of the start switch 118 has been detected, the process proceeds to step S210-29.
[0198] (Step S210-29) The main CPU 200a clears the main payout display buffer to clear the display of the main payout display unit 132.
[0199] (Step S210-31) The main CPU 200a executes a re-game state identification signal clearing process for clearing the re-game state identification signal.
[0200] (Step S210-33) The main CPU 200a executes a blocker blocking pre-processing to turn off (extinguish) the start indicator.
[0201] (Step S210-35) The main CPU 200a sets a lever depression command indicating that the start switch 118 has been depressed in the transmission buffer.
[0202] (Step S220) The main CPU 200a executes an internal lottery process for determining the type of winning, which will be described later.
[0203] FIG. 17 is a flowchart illustrating the internal lottery process (S220) in the main control board 200.
[0204] (Step S220-1) The main CPU 200a acquires the setting value data.
[0205] (Step S220-3) The main CPU 200a sets an error code "EC" indicating an abnormal setting value error.
[0206] (Step S220-5) The main CPU 200a determines whether the setting value data acquired in step S220-1 is abnormal. If it is determined that the setting value data is abnormal, the process proceeds to step S112. If it is determined that the setting value data is not abnormal, the process proceeds to step S220-7.
[0207] (Step S220-7) The main CPU 200a acquires the winning type lottery random number updated by the random number generator 200d.
[0208] (Step S220-9) The main CPU 200a executes a state offset acquisition process for acquiring an offset value related to a gaming state.
[0209] (Step S220-11) The main CPU 200a sets the address of the internal lottery area definition table (winning type lottery table).
[0210] (Step S220-13) The main CPU 200a adds the offset value acquired in step S220-9 to the address set in step S220-11, and sets the value indicated by the address as the initial value of the winning area. Here, the first winning area in the winning type lottery table for the current game state is set as the initial value.
[0211] (Step S220-15) The main CPU 200a acquires lottery data, which is a numerical value indicating the winning range of the winning area, and executes lottery data acquisition processing to shift the winning area by one.
[0212] (Step S220-17) The main CPU 200a determines whether or not to hold a winning type lottery. If it is determined that a winning type lottery will not be held, the process proceeds to step S220-21. If it is determined that a winning type lottery will be held, the process proceeds to step S220-19.
[0213] (Step S220-19) The main CPU 200a subtracts the lottery data from the random number value.
[0214] (Step S220-21) The main CPU 200a determines whether the subtraction result in step S220-19 is negative, i.e., whether the winning area has been won by the winning type lottery. If it is determined that the winning type lottery has been won, the main CPU 200a proceeds to step S230, and if it is determined that the winning type lottery has not been won, the main CPU 200a proceeds to step S220-23.
[0215] (Step S220-23) The main CPU 200a determines whether the winning type lottery has ended. If it is determined that the winning type lottery has not ended, the process proceeds to step S220-15, and if it is determined that the winning type lottery has ended, the process proceeds to step S220-25.
[0216] (Step S220-25) The main CPU 200a clears the trigger role type.
[0217] (Step S230) The main CPU 200a executes a symbol code setting process for setting a symbol code based on the winning area and the game state. This symbol code setting process will be described later.
[0218] FIG. 18 is a flowchart illustrating the symbol code setting process (S230) in the main control board 200.
[0219] (Step S230-1) The main CPU 200a acquires the winning area acquired in the above step S220, and executes a game state setting process to set the game state to an internal game state if the acquired winning area includes a bonus role.
[0220] (Step S230-3) The main CPU 200a sets the winning area acquired in step S230-1 as the stop control number.
[0221] (Step S230-5) The main CPU 200a determines (sets) a winning combination group based on the winning region acquired in step S230-1. Depending on the determined winning combination group, the main CPU 200a may turn on a pseudo game execution flag. When the pseudo game execution flag is on, it indicates that a pseudo game is executed, and when it is off, it indicates that a pseudo game is not executed.
[0222] (Step S230-7) The main CPU 200a executes a symbol code initial setting process for setting symbol codes indicating symbols that can be displayed and symbols to be drawn in, based on the stop control number set in step S230-3.
[0223] (Step S230-9) The main CPU 200a executes a display symbol bit initial value setting process for setting a display symbol bit.
[0224] (Step S231) The main CPU 200a executes an execution flag setting process that sets an execution flag, performs various processes related to the performance state, processes related to the auxiliary performance, etc. This execution flag setting process will be described later.
[0225] (Step S230-13) The main CPU 200a sets a performance command, which is a command related to the advantageous zone, in the transmission buffer.
[0226] (Step S230-15) The main CPU 200a sets a winning information command indicating the type of winning in the transmission buffer.
[0227] (Step S230-17) The main CPU 200a checks the timer for one game.
[0228] (Step S230-19) The main CPU 200a sets a pre-rotation command indicating that the reels 110a, 110b, and 110c have not yet rotated in the transmission buffer.
[0229] (Step S230-21) The main CPU 200a executes an excitation release waiting process for waiting for the stepping motor 152 to be released from excitation.
[0230] (Step S236) The main CPU 200a executes a reel effect process for executing a pseudo game. Specifically, in response to the operation of the stop switches 120a, 120b, and 120c, the main CPU 200a automatically controls the provisional stop of predetermined symbols (for example, symbols constituting a bonus role) on the reels 110a, 110b, and 110c, and turns off the pseudo game execution flag when all the reels 110a, 110b, and 110c have provisionally stopped or when they start rotating through a random delay process after the provisional stop.
[0231] (Step S230-23) The main CPU 200a determines whether the 1-game timer is not 0. As a result, if it is determined that the 1-game timer is not 0, the process proceeds to step S230-23, and if it is determined that the 1-game timer is 0, the process proceeds to step S230-25.
[0232] (Step S230-25) The main CPU 200a executes a reel start process to start the rotation of the reels 110a, 110b, and 110c. Here, the motor phase of the reels 110a, 110b, and 110c is set to accelerating to start the rotation of each reel, and the timer for one game is set to a value equivalent to 4.1 seconds.
[0233] (Step S230-27) The main CPU 200a sets a reel start command, which indicates that the reels 110a, 110b, and 110c have started to rotate, in the transmission buffer.
[0234] (Step S240) The main CPU 200a executes a reel rotation process, which is a process performed while the reels 110a, 110b, and 110c are rotating. This reel rotation process will be described later.
[0235] FIG. 19 is a flowchart illustrating the execution flag setting process (S231) in the main control board 200.
[0236] (Step S231-1) The main CPU 200a executes an AT state update process to update (transition) the presentation state based on the next AT flag. The next AT flag indicates the presentation state to be set in the next game, and is set by the following process.
[0237] (Steps S232 to S238) The main CPU 200a executes a state-specific module execution process that executes a module for each presentation state and game section, and then ends the execution flag setting process. In the state-specific module execution process, a module (process) corresponding to the presentation state and game section being transitioned to is read from the main ROM 200b and executed. Below, modules related to the features of this embodiment will be described in detail, and modules unrelated to the features of this embodiment will not be described.
[0238] 20 is a flowchart illustrating the non-advantageous presentation state process (S232) executed in the state-specific module execution process. The non-advantageous presentation state process is executed when the presentation state is a non-advantageous presentation state.
[0239] (Step S232-1) The main CPU 200a performs a lottery for transition to an advantageous zone based on the type of winning determined by the lottery for the type of winning.
[0240] (Step S232-3) The main CPU 200a determines whether or not the advantageous zone has been won in the above step S232-1. As a result, if it is determined that the advantageous zone has been won, the process proceeds to step S232-5, and if it is determined that the advantageous zone has not been won, the non-advantageous effect state process is terminated.
[0241] (Step S232-5) The main CPU 200a sets the next AT flag to a value corresponding to the distribution presentation state, turns on the advantageous zone flag indicating that it is an advantageous zone, and terminates the non-advantageous presentation state processing.
[0242] 21 is a flowchart illustrating the distribution rendering state process (S233) executed in the state-specific module execution process. The distribution rendering state process is executed when the rendering state is the distribution rendering state.
[0243] (Step S233-1) The main CPU 200a performs a lottery to allocate, for example, a 1 / 10 probability to the premonition effect state and a 9 / 10 probability to the normal effect state.
[0244] (Step S233-3) The main CPU 200a determines whether the normal presentation state has been selected in step S233-1. If it is determined that the normal presentation state has been selected, the process proceeds to step S233-5. If it is determined that the normal presentation state has not been selected (the premonition presentation state has been selected), the process proceeds to step S233-13.
[0245] (Step S233-5) The main CPU 200a sets the next AT flag to a value corresponding to the normal presentation state.
[0246] (Step S233-7) The main CPU 200a determines the number of games for which the ceiling function is executed in the normal presentation state as an upper limit of 871 games, and sets the determined number of games in the ceiling game number counter. The ceiling game number counter is a counter that counts the number of games until the ceiling function is executed.
[0247] (Step S233-9) The main CPU 200a determines the number of games in a block period during which transition to an AT presentation state is prohibited in a normal presentation state transitioned from a non-advantageous presentation state, with an upper limit of 96 games, and sets the determined number of games in a block play number counter. The block play number counter is a counter that counts the number of games during which execution (setting) of the AT presentation state is prohibited.
[0248] (Step S233-11) The main CPU 200a sets a high probability (for example, 1 / 8) as the winning probability of the AT lottery in the normal presentation state, and ends the distribution presentation state processing.
[0249] (Step S233-13) In step S233-3, if it is determined that the normal effect state has not been won (the premonition effect state has been won), the main CPU 200a sets the next AT flag to a value corresponding to the premonition effect state.
[0250] (Step S233-15) The main CPU 200a determines the number of games to continue the premonition effect state, with an upper limit of 32 games, sets the determined number of games in the premonition effect number counter, and ends the distribution effect state processing. The premonition effect number counter is a counter that counts the number of games until the premonition effect state ends.
[0251] 22 is a flowchart illustrating the normal presentation state process (S234) executed in the state-specific module execution process. The normal presentation state process is executed when the presentation state is the normal presentation state.
[0252] (Step S234-1) The main CPU 200a conducts the AT lottery based on the winning probability (low probability or high probability) of the AT lottery and the winning type determined by the winning type lottery.
[0253] (Step S234-3) The main CPU 200a determines whether the AT lottery has been won or whether the present sign permission flag is ON. As a result, if it is determined that the AT lottery has been won or the present sign permission flag is ON, the process proceeds to step S234-5, and if it is determined that the AT lottery has not been won and the present sign permission flag is OFF, the process proceeds to step S234-21.
[0254] (Step S234-5) The main CPU 200a determines whether the block play number counter is 0. If it is determined that the block play number counter is 0, the process proceeds to step S234-9, and if it is determined that the block play number counter is not 0 (it is still in the block period), the process proceeds to step S234-7.
[0255] (Step S234-7) The main CPU 200a turns on the present indication permission flag regardless of whether the present indication permission flag is on or off at that time.
[0256] (Step S234-9) If it is determined in step S234-5 that the block game number counter is 0, the main CPU 200a turns off the present sign permission flag.
[0257] (Step S234-11) The main CPU 200a determines whether the ceiling game number counter exceeds 271. As a result, if it is determined that the ceiling game number counter exceeds 271, that is, the number of stay games in the normal presentation state is less than 600 games, the process proceeds to step S234-13, and if it is determined that the ceiling game number counter is 271 or less, that is, the number of stay games in the normal presentation state is 600 games or more, the process proceeds to step S234-19.
[0258] (Step S234-13) The main CPU 200a sets the next AT flag to a value corresponding to the premonition effect state.
[0259] (Step S234-15) The main CPU 200a determines the number of games for continuing the premonition effect state with an upper limit of 32 games, and sets the determined number of games in the premonition game number counter.
[0260] (Step S234-17) The main CPU 200a sets the winning probability of the AT lottery to a low probability (for example, 1 / 4000) for the next normal presentation state, regardless of whether the winning probability of the AT lottery in the normal presentation state is low or high.
[0261] (Step S234-19) In step S234-11, if it is determined that the ceiling play count counter is 271 or less, i.e., the number of plays remaining in the normal presentation state is 600 or more, the main CPU 200a sets the next AT flag to a value corresponding to the special precursor presentation state.
[0262] (Step S234-21) The main CPU 200a determines whether the block play number counter is greater than 0. As a result, if it is determined that the block play number counter is greater than 0, the process proceeds to step S234-23, and if it is determined that the block play number counter is not greater than 0 (is 0), the process proceeds to step S234-25.
[0263] (Step S234-23) The main CPU 200a decrements the block game number counter by one.
[0264] (Step S234-25) The main CPU 200a determines whether the ceiling game number counter is 0. As a result, if it is determined that the ceiling game number counter is 0, the process proceeds to step S234-27, and if it is determined that the ceiling game number counter is not 0, the process proceeds to step S234-29.
[0265] (Step S234-27) In order to execute the ceiling function, the main CPU 200a turns off the advantageous zone flag, sets the next AT flag to a value corresponding to the non-advantageous presentation state, and terminates the normal presentation state processing.
[0266] (Step S234-29) The main CPU 200a decrements the ceiling game number counter by 1 and ends the normal effect state processing.
[0267] Although detailed explanations are omitted here, in the normal presentation state, a chance zone (CZ) with an increased probability of winning the AT lottery is executed over multiple games each time a predetermined number of games are played. Also, the probability of winning the AT lottery is low at the start of the normal presentation state, but may change to a higher probability by a promotion lottery.
[0268] 23 is a flowchart illustrating the premonition effect state process (S235) executed in the state-specific module execution process. The premonition effect state process is executed when the effect state is the premonition effect state.
[0269] (Step S235-1) The main CPU 200a determines whether the premonition game number counter is 0. As a result, if it is determined that the premonition game number counter is 0, the process proceeds to step S235-3, and if it is determined that the premonition game number counter is not 0, the process proceeds to step S235-5.
[0270] (Step S235-3) The main CPU 200a sets the next AT flag to a value corresponding to the AT presentation state, and ends the premonition presentation state processing.
[0271] (Step S235-5) The main CPU 200a decrements the premonition game number counter by 1, and ends the premonition effect state process.
[0272] 24 is a flowchart illustrating the AT presentation state process (S236) executed in the state-specific module execution process. The AT presentation state process is executed when the presentation state is the AT presentation state.
[0273] (Step S236-1) The main CPU 200a performs a lottery for adding a predetermined difference in number of coins, which is a termination condition in the AT performance state, and if the addition lottery is won, the won difference in number of coins is added to the predetermined difference in number of coins.
[0274] (Step S236-3) The main CPU 200a determines whether the AT performance state has satisfied the termination condition. If it is determined that the termination condition has been satisfied, the process proceeds to step S236-5. If it is determined that the termination condition has not been satisfied, the AT performance state process is terminated.
[0275] (Step S236-5) The main CPU 200a determines whether or not a transition to the normal presentation state has been determined. If a transition to the normal presentation state has been determined, the process proceeds to step S236-7. If a transition to the normal presentation state has not been determined, that is, if a transition to the non-advantageous presentation state has been determined, the process proceeds to step S236-11.
[0276] (Step S236-7) The main CPU 200a sets the next AT flag to a value corresponding to the normal presentation state.
[0277] (Step S236-9) The main CPU 200a determines the number of games for which the ceiling function is executed in the normal presentation state as an upper limit of 871 games, sets the determined number of games in the ceiling number of games counter, and terminates the AT presentation state processing.
[0278] (Step S236-11) If it is determined in step S236-5 that a transition to the normal presentation state has not been decided, the main CPU 200a turns off the advantageous zone flag, sets the next AT flag to a value corresponding to the non-advantageous presentation state, and terminates the AT presentation state processing.
[0279] 25 is a flowchart illustrating the special sign effect state process (S237) executed in the state-specific module execution process. The special sign effect state process is executed when the effect state is the special sign effect state.
[0280] (Step S237-1) The main CPU 200a performs a lottery for adding a predetermined difference in number of coins, which is a gaming profit that can be received in the special effect state, and if the addition lottery is won, adds the won difference in number of coins to the predetermined difference in number of coins.
[0281] (Step S237-3) The main CPU 200a determines whether the special premonition effect state has satisfied the termination condition (here, consumption of a predetermined number of games). If it is determined that the termination condition has been satisfied, the process proceeds to step S237-5, and if it is determined that the termination condition has not been satisfied, the process ends.
[0282] (Step S237-5) The main CPU 200a determines whether or not the additional lottery has been won in step S237-1. If it is determined that the additional lottery has been won, the main CPU 200a proceeds to step S237-7. If it is determined that the additional lottery has not been won, the main CPU 200a proceeds to step S237-9.
[0283] (Step S237-7) The main CPU 200a sets the next AT flag to a value corresponding to the special effect state, and ends the special premonition effect state processing.
[0284] (Step S237-9) If it is determined in step S237-5 that the additional lottery has not been won, the main CPU 200a turns off the advantageous zone flag, sets the next AT flag to a value corresponding to the non-advantageous presentation state, and terminates the special premonition presentation state processing.
[0285] 26 is a flowchart illustrating the special effect state process (S238) executed in the state-specific module execution process. The special effect state process is executed when the effect state is the special effect state.
[0286] (Step S238-1) The main CPU 200a determines whether the special effect state has satisfied the termination condition. If it is determined that the termination condition has been satisfied, the process proceeds to step S238-3. If it is determined that the termination condition has not been satisfied, the special effect state process is terminated. The termination condition for the special effect state is that the predetermined difference in number of coins added in step S237-1 has been obtained.
[0287] (Step S238-3) The main CPU 200a turns off the advantageous zone flag, sets the next AT flag to a value corresponding to the non-advantageous presentation state, and terminates the special presentation state processing.
[0288] FIG. 27 is a flowchart illustrating the process during reel rotation (S240) in the main control board 200.
[0289] (Step S240-1) The main CPU 200a sets the stop indicator output bit off (output image) to turn off (turn off) the bit corresponding to the indicator (not shown) of the stop switches 120a, 120b, 120c. Here, the stop indicator output bit is composed of a bit string of 3 bits, each bit corresponding to the light color of the three stop switches 120a, 120b, 120c, respectively, and is represented by blue = 1 and red = 0.
[0290] (Step S240-3) The main CPU 200a executes an output port image set process to update the output image for the bit set in step S240-1.
[0291] (Step S240-5) The main CPU 200a executes an error checking process for checking the detection results of various errors.
[0292] (Step S240-7) The main CPU 200a references the index flag and obtains the index of the spinning reels 110a, 110b, and 110c. Note that the index flag is set only after the reels 110a, 110b, and 110c have reached a steady rotation speed. In other words, the fact that the index flag is set also indicates that the reels 110a, 110b, and 110c have reached a steady rotation speed.
[0293] (Step S240-9) The main CPU 200a determines whether all index flags on the reels 110a, 110b, and 110c have been detected. If it is determined that all index flags have not been detected, the process proceeds to step S240-1, and if it is determined that all index flags have been detected, the process proceeds to step S240-11.
[0294] (Step S240-11) The main CPU 200a acquires the stopped reel bit indicating the reels 110a, 110b, and 110c that have stopped or are starting to stop. Here, the stopped reel bit is composed of a bit string of 3 bits, each bit corresponding to one of the three reels 110a, 110b, and 110c, and is represented as 1 for a steady state, and 0 for an accelerating state, decelerating state, or stopped state.
[0295] (Step S240-13) The main CPU 200a saves the stopped reel bit acquired in step S240-11 as a reel rotation flag.
[0296] (Step S240-15) The main CPU 200a sets the stop indicator output bit ON (output image) to turn ON (turn OFF) the bit corresponding to the indicator (not shown) of the stop switches 120a, 120b, 120c.
[0297] (Step S240-17) The main CPU 200a acquires an image of input port 0 and executes a target bit extraction process to extract a target bit from the acquired image. Here, the target bit is composed of a 3-bit bit string, and each bit is associated with one of the three stop switches 120a, 120b, and 120c, and is represented as 1 if it is operated and 0 if it is not operated.
[0298] (Step S240-19) The main CPU 200a calculates the logical product of the spinning reel flag acquired in step S240-13 and the bit to be operated extracted in step S240-17. If the reel 110 is spinning and the corresponding stop switch 120 is operated, that is, if the operated stop switch 120 corresponds to the reel 110 that is actively spinning, the logical product will be 1.
[0299] (Step S240-21) The main CPU 200a determines whether the logical product calculated in step S240-19 is 0, i.e., whether the stop switch 120 corresponding to the spinning reel 110 has not been operated. If it is determined that the stop switch 120 corresponding to the spinning reel 110 has not been operated, the main CPU 200a proceeds to step S240-3, and if it is determined that the stop switch 120 corresponding to the spinning reel 110 has been operated, the main CPU 200a proceeds to step S240-23.
[0300] (Step S240-23) The main CPU 200a acquires an output image including the stop indicator output bit, and calculates the logical product of the acquired output image and the logical product calculated in step S240-19. Here, if the operated stop switch 120 is lit in red, the bit of the logical product becomes 0, and if the operated stop switch 120 is lit in blue, the bit of the logical product becomes 1.
[0301] (Step S240-25) The main CPU 200a determines whether the logical product calculated in step S240-23 is 0, i.e., whether the operated stop switch 120 is lit in red. If it is determined that the operated stop switch 120 is lit in red, the process proceeds to step S240-1, and if it is determined that the operated stop switch 120 is not lit in red, the process proceeds to step S240-27.
[0302] (Step S240-27) The main CPU 200a determines whether the operated stop switch 120 is valid. As a result, if it is determined that the operated stop switch 120 is invalid, the process proceeds to step S240-1, and if it is determined that the operated stop switch 120 is valid, the process proceeds to step S240-29. Note that here, it is determined whether or not one stop switch 120 has been operated. Then, if it is determined that one stop switch 120 has been operated, the process proceeds to step S240-29, and if it is determined that more than one stop switch 120 has been operated, i.e., two or more stop switches 120 have been operated, the process proceeds to step S240-1.
[0303] (Step S240-29) The main CPU 200a executes a stop control reel setting process for acquiring various parameters for stopping the reel 110 corresponding to the operated stop switch 120.
[0304] (Step S240-31) The main CPU 200a disables interrupts.
[0305] (Step S240-33) The main CPU 200a executes a touch reference position acquisition process for deriving the symbol number of the symbol located on the activated line A as the touch reference position.
[0306] (Step S240-35) The main CPU 200a executes a sliding symbol number obtaining process for determining the number of sliding symbols on the reel 110.
[0307] (Step S250) The main CPU 200a executes a reel stop process to stop the reel 110 corresponding to the operated stop switch 120. This reel stop process will be described later.
[0308] FIG. 28 is a flowchart illustrating the reel stop processing (S250) in the main control board 200.
[0309] (Step S250-1) The main CPU 200a acquires the pressed reference position derived in step S240-35.
[0310] (Step S250-3) The main CPU 200a calculates the stop request number by correcting the number of sliding symbols determined in step S240-37 above with respect to the pressed reference position acquired in step S250-1 above.
[0311] (Step S250-5) The main CPU 200a sets a stop request flag (to 1). The stop request flag is a flag for requesting a program operating in parallel to perform stop processing of the target reel 110, and by setting the stop request flag to 1, it becomes possible to stop the symbol corresponding to the stop request number on the activated line A. The stop request flag and the stop request number are read by the program operating in parallel, and the stop processing of the reel 110 is performed. When the stop processing is completed, the stop request flag is reset to 0 (OFF) by that program.
[0312] (Step S250-7) The main CPU 200a allows the interrupt.
[0313] (Step S250-9) The main CPU 200a sets a stop information command indicating the stop order of the reels 110 in the transmission buffer.
[0314] (Step S250-11) The main CPU 200a sets the stop indicator output bit off (output image) to turn off (turn off) the bit corresponding to the indicator (not shown) of the stop switch 120.
[0315] (Step S250-13) The main CPU 200a executes an output port image set process to update the output image for the bit set in step S250-11.
[0316] (Step S250-15) The main CPU 200a executes a display symbol bit setting process for setting a display symbol bit.
[0317] (Step S250-17) The main CPU 200a executes the next cylinder setting pre-processing for stopping the next reel 110.
[0318] (Step S250-19) The main CPU 200a determines whether or not the stop processing has been completed for all of the reels 110. As a result, if it is determined that the stop processing for all of the reels 110 has not been completed, the process proceeds to step S240, and if it is determined that the stop processing for all of the reels 110 has been completed, the process proceeds to step S250-21.
[0319] (Step S250-21) The main CPU 200a determines whether the stop request flag is on for any of the reels 110, i.e., whether all of the reels 110 have already stopped. If it is determined that all of the reels 110 have not already stopped, the main CPU 200a proceeds to step S250-21, and if it is determined that all of the reels 110 have already stopped, the main CPU 200a proceeds to step S250-23.
[0320] (Step S250-23) The main CPU 200a executes an error checking process for checking the detection results of various errors.
[0321] (Step S250-25) The main CPU 200a executes an operation target bit extraction process for extracting information on operation target bits.
[0322] (Step S250-27) Based on the operation target bit acquired in step S250-25, the main CPU 200a determines whether the stop switch 120 is pressed. If it is determined that the stop switch 120 is pressed, the main CPU 200a proceeds to step S250-23, and if it is determined that the stop switch 120 is not pressed, the main CPU 200a proceeds to step S260.
[0323] (Step S260) The main CPU 200a executes a display determination process for determining a winning combination that has been achieved, which will be described later.
[0324] FIG. 29 is a flowchart illustrating the display determination process (S260) in the main control board 200.
[0325] (Step S260-1) The main CPU 200a clears the buffer of the main payout display unit 132.
[0326] (Step S260-3) The main CPU 200a executes a display judgment abnormality detection process to determine whether a display judgment abnormality has occurred based on whether the pattern combination displayed on the active line A matches the pattern combination permitted to be displayed on the active line A.
[0327] (Step S260-5) The main CPU 200a sets an error code "EE" indicating that a display determination abnormality (error) has occurred.
[0328] (Step S260-7) The main CPU 200a determines whether or not the display determination is abnormal based on the determination result of step S260-3. If it is determined that the display determination is abnormal, the main CPU 200a proceeds to step S112, and if it is determined that the display determination is not abnormal, the main CPU 200a proceeds to step S260-9.
[0329] (Step S260-9) The main CPU 200a executes a display symbol identification generation process for determining a winning combination based on the symbol combination stopped (displayed) on the pay line A.
[0330] (Step S260-11) The main CPU 200a sets the initial value of the payout number to 0.
[0331] (Step S260-13) The main CPU 200a determines whether a small win has been won. If it is determined that a small win has been won, the process proceeds to step S260-15. If it is determined that a small win has not been won, the process proceeds to step S260-35.
[0332] (Step S260-15) The main CPU 200a turns on a winning flag indicating that a small winning combination has been achieved.
[0333] (Step S260-17) The main CPU 200a executes a payout number setting process for setting the payout number according to the small winning combination.
[0334] (Step S260-19) The main CPU 200a determines whether the zone is advantageous. If it is determined that the zone is not advantageous, the process proceeds to step S270, and if it is determined that the zone is advantageous, the process proceeds to step S260-21.
[0335] (Step S260-21) The main CPU 200a acquires the value of the advantageous zone MY counter, which counts MY in the advantageous zone.
[0336] (Step S260-23) The main CPU 200a adds the payout number to the value of the advantageous zone MY counter acquired in step S260-23.
[0337] (Step S260-25) The main CPU 200a acquires the number of coins inserted in the game.
[0338] (Step S260-27) The main CPU 200a subtracts the number of inserted coins from the value added in step S260-23.
[0339] (Step S260-29) The main CPU 200a determines whether the result of the subtraction in step S260-27 is negative. If it is determined that the result of the subtraction is not negative, the process proceeds to step S260-33. If it is determined that the result of the subtraction is negative, the process proceeds to step S260-31.
[0340] (Step S260-31) The main CPU 200a clears the value of the advantageous zone MY counter (sets it to 0).
[0341] (Step S260-33) The main CPU 200a updates the value of the advantageous zone MY counter to the value subtracted in the above step S260-27 or the value cleared in the above step S260-31.
[0342] (Step S260-35) The main CPU 200a determines whether a replay role has been won. If it is determined that a replay role has not been won, the process proceeds to step S270. If it is determined that a replay role has been won, the process proceeds to step S260-37.
[0343] (Step S260-37) The main CPU 200a sets the number of coins to be paid out to the number of coins inserted.
[0344] (Step S260-39) The main CPU 200a turns on the re-game operation flag.
[0345] (Step S260-41) The main CPU 200a sets the number of coins to be automatically inserted.
[0346] (Step S270) The main CPU 200a executes a payout process to pay out medals, which will be described later.
[0347] FIG. 30 is a flowchart illustrating the payout process (S270) in the main control board 200.
[0348] (Step S270-1) The main CPU 200a acquires the re-game operation flag.
[0349] (Step S270-3) The main CPU 200a sets a payout start command, which indicates that the payout of medals has started, in the transmission buffer.
[0350] (Step S270-5) The main CPU 200a determines whether a replay combination has been won based on the replay operation flag acquired in step S270-1. If it is determined that a replay combination has been won, the process proceeds to step S270-41. If it is determined that a replay combination has not been won, the process proceeds to step S270-7.
[0351] (Step S270-7) The main CPU 200a executes a main display display process for displaying 0 on the main payout display unit 132.
[0352] (Step S270-9) The main CPU 200a determines that no payout has been made (the number of payouts is 0). As a result, if it is determined that no payout has been made, the process proceeds to step S270-35, and if it is determined that a payout has been made, the process proceeds to step S270-11.
[0353] (Step S270-11) The main CPU 200a determines whether the number of stored sheets is 50 or more. If it is determined that the number of stored sheets is 50 or more, the process proceeds to step S270-13, and if it is determined that the number of stored sheets is not 50 or more, the process proceeds to step S270-15.
[0354] (Step S270-13) The main CPU 200a executes a medal payout device control process to cause the medal payout device 142 to pay out one medal, and then proceeds to step S270-23.
[0355] (Step S270-15) The main CPU 200a sets a payout start interval timer.
[0356] (Step S270-17) The main CPU 200a determines whether the payout start timer is not 0, i.e., whether it is the first payout time. If it is determined that it is the first payout time, the process proceeds to step S270-21. If it is determined that it is not the first payout time, the process proceeds to step S270-19.
[0357] (Step S270-19) The main CPU 200a executes a timer wait process to wait until the payout start interval timer reaches 0.
[0358] (Step S270-21) The main CPU 200a increments the number of stored sheets by one.
[0359] (Step S270-23) The main CPU 200a sets a payout execution command indicating that one medal has been paid out in the transmission buffer.
[0360] (Step S270-25) The main CPU 200a executes a main display pre-display process for displaying on the main payout display unit 132 the number of coins that have already been paid out.
[0361] (Step S270-27) The main CPU 200a determines whether or not the bonus game state is in effect. If it is determined that the bonus game state is not in effect, the process proceeds to step S270-31. If it is determined that the bonus game state is in effect, the process proceeds to step S270-29.
[0362] (Step S270-29) The main CPU 200a increments by one the number of medals acquired during bonus operation, which is the number of medals paid out in the bonus game state.
[0363] (Step S270-31) The main CPU 200a determines whether the payout of the payout number of medals has been completed. If it is determined that the payout has not been completed, the process proceeds to step S270-11. If it is determined that the payout has been completed, the process proceeds to step S270-33.
[0364] (Step S270-33) The main CPU 200a executes a payout end process to end the payout of medals.
[0365] (Step S270-35) The main CPU 200a determines whether an over error has been detected. If it is determined that an over error has not been detected, the process proceeds to step S270-41, and if it is determined that an over error has been detected, the process proceeds to step S270-37.
[0366] (Step S270-37) The main CPU 200a sets an error code "E5" indicating an over error.
[0367] (Step S270-39) The main CPU 200a executes an error wait process to request an error display and a warning sound, and to wait for recovery from the error.
[0368] (Step S270-41) The main CPU 200a sets a payout end command indicating that the payout of medals has ended in the transmission buffer.
[0369] (Step S280) The main CPU 200a executes a game transition process for transitioning game states, managing advantageous zones, etc. This game transition process will be described later.
[0370] FIG. 31 is a flowchart illustrating the game transition process (S280) in the main control board 200.
[0371] (Step S280-1) The main CPU 200a acquires a replay operation flag, and based on the acquired replay operation flag, sets a stop indicator output bit off (output image) to turn on or off a bit corresponding to a replay indicator (not shown) indicating that the next game will be a replay, and executes a replay indicator control process that updates the output bit of the set output image.
[0372] (Step S280-3) When a bonus combination is won, the main CPU 200a executes a combination operation symbol display process for setting various parameters for controlling the bonus game state.
[0373] (Step S281) The main CPU 200a executes a state-specific module execution process that executes a module for each performance state and section state. In the state-specific module execution process, a module (process) corresponding to the transitioned performance state is read from the main ROM 200b and executed.
[0374] (Step S280-5) When the number of coins acquired during the bonus operation reaches a predetermined number in the bonus game state, the main CPU 200a executes a bonus operation end process for shifting the game state to a non-internal game state.
[0375] (Step S280-7) The main CPU 200a executes advantageous zone update processing that manages advantageous zones.
[0376] (Step S280-9) The main CPU 200a determines whether the next game is in an AT presentation state. If it is determined that the next game is not in an AT presentation state, the process proceeds to step S280-15. If it is determined that the next game is in an AT presentation state, the process proceeds to step S280-11.
[0377] (Step S280-11) The main CPU 200a determines whether or not the bonus game state is in effect. If it is determined that the bonus game state is not in effect, the process proceeds to step S280-15. If it is determined that the bonus game state is in effect, the process proceeds to step S280-13.
[0378] (Step S280-13) The main CPU 200a sets the advantageous lamp flag to ON to light the section indicator 160.
[0379] (Step S280-15) The main CPU 200a executes a performance command setting process that sets a performance command, which is a command related to an advantageous zone, in a transmission buffer.
[0380] (Step S280-17) The main CPU 200a sets a game end command indicating that one game has ended in the transmission buffer.
[0381] (Step S280-19) The main CPU 200a executes terminal block signal output processing for outputting external signals.
[0382] (Step S280-21) The main CPU 200a determines whether the effect wait timer, which is set when the advantageous zone is ended in step S280-7, is 0. If it is determined that the effect wait timer is not 0, the process proceeds to step S280-21, and if it is determined that the effect wait timer is 0, the process proceeds to step S280-23.
[0383] (Step S280-23) The main CPU 200a sets a game status command indicating the game status in a transmission buffer.
[0384] (Step S280-25) The main CPU 200a sets a game start command indicating the start of the next game in the transmission buffer, and moves the process to step S200.
[0385] One game is executed through a series of processes from step S200 to step S280. Thereafter, steps S200 to S280 are repeated.
[0386] Next, the power-off save processing and timer interrupt processing in the main control board 200 will be described.
[0387] (Evacuation process when power is turned off on the main control board 200) 32 is a flowchart illustrating the power-off save processing in the main control board 200. The main CPU 200a monitors the power-off detection circuit, and when the power supply voltage drops below a predetermined value, it interrupts and executes the power-off save processing.
[0388] (Step S300-1) When the power-off warning signal is input, the main CPU 200a saves the registers.
[0389] (Step S300-3) The main CPU 200a checks the power-off warning signal.
[0390] (Step S300-5) The main CPU 200a determines whether a power-off warning signal has been detected. If it is determined that a power-off warning signal has been detected, the process proceeds to step S300-11. If it is determined that a power-off warning signal has not been detected, the process proceeds to step S300-7.
[0391] (Step S300-7) The main CPU 200a restores the register.
[0392] (Step S300-9) The main CPU 200a performs processing to permit an interrupt, and then ends the power-off save processing.
[0393] (Step S300-11) The main CPU 200a executes an output port clear process to stop the output of the output port.
[0394] (Step S300-13) The main CPU 200a executes a save process for the other area when the power is turned off.
[0395] (Step S300-15) The main CPU 200a executes RAM protection setting processing required to prohibit access to the main RAM 200c.
[0396] (Step S300-17) The main CPU 200a sets the counter value of the loop counter to a predetermined number of times the power interruption detection signal has been detected, in order to set the power interruption occurrence monitoring time.
[0397] (Step S300-19) The main CPU 200a subtracts one from the value of the loop counter set in step S300-17.
[0398] (Step S300-21) The main CPU 200a determines whether the counter value of the loop counter is 0. If it is determined that the counter value is not 0, the process proceeds to step S300-19, and if it is determined that the counter value is 0, the process proceeds to the CPU initialization process (step S1000) described above.
[0399] In addition, if a power outage actually occurs, the operation of the slot machine 100 will stop while steps S300-19 to S300-21 are being looped.
[0400] (Timer interrupt processing of main control board 200) 33 is a flowchart explaining the timer interrupt process in the main control board 200. The main control board 200 is provided with a reset clock pulse generating circuit that generates a clock pulse every predetermined period (1.49 milliseconds in the simultaneous rotation reference example, hereinafter referred to as "1.49 ms"). When the reset clock pulse generating circuit generates a clock pulse, an interrupt occurs and the following timer interrupt process is executed.
[0401] (Step S400-1) The main CPU 200a saves the registers.
[0402] (Step S400-3) The main CPU 200a clears the interrupt flag.
[0403] (Step S400-5) The main CPU 200a reads various input port images and executes port input processing to accurately obtain the latest switch states.
[0404] (Step S400-7) The main CPU 200a outputs the set output image to the output port and executes dynamic port output processing that controls the lighting of the main credit display unit 130, the main payout display unit 132, the number of inserted coins indicator, the start indicator, the indicators for the stop switches 120a, 120b, and 120c, the replay indicator, and the section indicator 160.
[0405] (Step S400-9) The main CPU 200a updates the timer interrupt processing phase. The timer interrupt processing phase is any one of 0 to 3. Here, if the timer interrupt processing phase is 0, 1, or 2, 1 is added, and if the timer interrupt processing phase is 3, it is changed to 0.
[0406] (Step S400-11) The main CPU 200 a performs a sub-command transmission process for transmitting the commands stored in the transmission buffer to the sub-control board 202 .
[0407] (Step S400-13) The main CPU 200 a executes a stepping motor control process for controlling the stepping motor 152 .
[0408] (Step S400-15) The main CPU 200a executes an output port image output process that outputs an output image to be output to the medal payout device 142.
[0409] (Step S400-17) The main CPU 200a executes a random number update process for updating various random number values.
[0410] (Step S400-19) The main CPU 200a executes fraud monitoring processing to detect errors in order to output external signals (external signals 4 and 5) corresponding to the errors to the outside.
[0411] (Step S400-21) The main CPU 200a executes a module (subroutine) corresponding to the timer interrupt processing phase updated in step S400-9. Here, the timer interrupt processing phase is set to any one of 0 to 3, and one module is provided corresponding to each of the timer interrupt processing phases 0 to 3 (four in total), so one module is executed once every four timer interrupt processings (every 5.96 ms). For example, a module that executes time monitoring processing that decrements various timers is associated with one timer interrupt processing phase.
[0412] (Step S400-23) The main CPU 200a executes a test signal output process for outputting a test signal to the outside.
[0413] (Step S400-25) The main CPU 200a reads various input port images and executes port input processing to accurately obtain the latest switch states.
[0414] (Step S400-27) The main CPU 200a restores the registers.
[0415] (Step S400-29) The main CPU 200a permits the interrupt and ends the timer interrupt process.
[0416] <Stage production> As described above, the effect control means 334 determines, based on commands received from the main control board 200, image data to be displayed on the LCD display unit 124 and illumination data for effects using illumination devices such as the effect lamps 126, the sub-credit display unit 134, and the sub-payout display unit 136, as well as audio data for audio to be output from the speaker 128, and executes the determined game effects. The effects executed by the effect control means 334 include stage effects that suggest the internal progress of the game using the background of the image on the LCD display unit 124, etc. The player can grasp the progress of the game through the stage effects. Elements constituting the stage effects include background images, stage indicators, background music, effect types, and system sounds. However, it goes without saying that the elements constituting the stage effects are not limited to these.
[0417] The background image (first image) is an image displayed on the liquid crystal display unit 124 and serves as the background for any image, and may be, for example, a park, road, building, stadium, facility, city, mountain, hill, pond, sea, beach, morning, day, evening, night, sunny, cloudy, rainy, snowy, or other scenes. An image corresponding to a character that primarily appears in the stage performance may also be used as the background image. Alternatively, the color or brightness of the entire background image may change, for example, from white (daytime) to orange (evening) to black (night), depending on the expected degree of gaming profit, without changing the content of the background image.
[0418] The stage indicator (second image) is an indicator that indicates the type of stage production or background image. The title that symbolizes the type of background image, which is the stage indicator, is highlighted in large letters, for example, immediately after the display starts, and after a predetermined time has passed, is displayed in small letters in the upper left corner of the liquid crystal display unit 124. In addition, when the stage indicator starts to be displayed, a sound effect that emphasizes that the stage indicator has been displayed is output from the speaker 128. Therefore, the display start timing of the stage indicator shown below can be replaced with the output timing of the sound effect.
[0419] BGM is music that is continuously output from the speaker 128 during a stage performance. Here, an example is shown in which music is used as BGM, but other sounds may also be used. Silence is also an example of BGM.
[0420] The effect type indicates the type of effect to be executed in the stage effect. The effect control means 334 determines an effect that is suitable for the stage effect, for example, an effect in which a character moves, by lottery based on the effect type.
[0421] The system sound is output from the speaker 128 and is generated in response to the progress of the game, and is output from the speaker 128 in response to, for example, the insertion of a medal through the medal insertion unit 114, the operation of the bet switch 116, the operation of the start switch 118, the operation of the stop switch 120, and the payout of a medal through the medal payout device 142. Hereinafter, the insertion of a medal through the medal insertion unit 114, the operation of the bet switch 116, the operation of the start switch 118, the operation of the stop switch 120, and the payout of a medal through the medal payout device 142 may be abbreviated as the "system sound trigger."
[0422] The performance control means 334 determines the stage performance based on information such as the type of winning, the winning combination, the game status, and the performance status managed by the main control board 200, and the results of a lottery based on the game progress and the performance type managed by the sub-control board 202. For example, the main control board 200 transmits a command (identifier 90H) indicating the type of winning, the game status, the performance status, etc. to the sub-control board 202 in response to the player's operation of the start switch 118, and transmits a command (identifier B1H) indicating the winning combination, the game status, the performance status, etc. to the sub-control board 202 in response to the player's third stop (when pressed and released) of the stop switch 120. Therefore, the performance control means 334 may determine the stage performance based on the player's switch operation. If the determined stage performance differs from the currently executed stage performance, the performance control means 334 executes a so-called stage change, which switches the currently executed stage performance to the determined stage performance. In addition, the overall process of switching the stage performance that is carried out after the decision to change the stage may be referred to as stage change processing.
[0423] When a stage effect different from the currently executed stage effect is decided (when a stage change is decided), the effect control means 334 performs a stage change process at a predetermined timing. The stage change process is performed, for example, when a game is switched (at the timing related to the switching of a game) or when the effect ends (at a predetermined switching timing).
[0424] Here, the time of switching one game refers to the start of the next game in response to the player's operation of the start switch 118. Furthermore, since the start of the next game also marks the end of the previous game, the time of switching one game can also be replaced with the end of the previous game. The end of a performance refers to the end of a performance that starts in response to the operation of a specific switch, such as the start switch 118, and ends in response to the third stop (when pressed or released) of the stop switch 120. However, in the stage change processing at the end of a performance, a stage transition performance, which will be described in detail later, may be performed during the processing. The stage transition performance emphasizes that a stage change is being performed, and gives the player hope that the progress of the game has changed and that a gaming profit may have been obtained. Therefore, when a stage change is performed at the end of a performance, the start of the next stage performance is not necessarily limited to the timing of the player's switch operation, such as the third stop of the stop switch 120, but may also be a timing after a predetermined time (e.g., one second) has elapsed since the stage transition performance was performed in response to the switch operation.
[0425] In this way, when the effect control means 334 determines to change the stage, it must appropriately switch the stage effect so as not to make the switching process for each element complicated and not to give the player a sense of incongruity. The stage change process will be described in detail below.
[0426] Figures 34 to 36 are explanatory diagrams for explaining the flow of stage change processing. Figure 34 shows an example in which stage change processing is performed when switching between games, for example, when the start switch 118 is operated, and Figures 35 and 36 show an example in which stage change processing is performed when the performance ends, in this case, in response to the operation of the stop switch 120.
[0427] As shown in FIG. 34, the performance control means 334 displays background image A (e.g., a townscape) and stage indicator A (e.g., "Stage A") on the liquid crystal display unit 124 as a stage performance, outputs BGMA from the speaker 128, executes performance type A (e.g., normal performance state, performance type of Stage A), and outputs system sound A from the speaker 128 in response to a system sound trigger. Then, the performance control means 334 determines a stage change in response to operation of the start switch 118, which is when one game is switched, and starts stage change processing at the timing when the start switch 118 is operated. Specifically, at the timing when the start switch 118 is operated, the performance control means 334 switches background image A on the liquid crystal display unit 124 to background image B (e.g., the sea), highlights stage indicator B (e.g., "Stage B"), stops output of BGMA, and starts output of BGMB. Furthermore, the performance control means 334 outputs a sound effect emphasizing the display of the stage indicator at the timing when the display of stage indicator B starts. Furthermore, the performance control means 334 switches the performance type from performance type A to performance type B (for example, normal performance state, performance type of stage B) and switches the system sound from system sound A to system sound B at the timing when the start switch 118 is operated.
[0428] Here, as an example of executing the stage change process when switching one game (timing related to switching one game), an example has been described in which the presentation control means 334 executes the stage change process in response to the operation of the start switch 118. However, this is not limited to such a case. When one game is started by inserting medals through the medal inserting section 114, inserting credited medals through the operation of the bet switch 116, or automatically inserting medals based on the display of a replay combination on the active line A, it is possible to consider that one game has been switched in response to the execution of any of these, and to execute the stage change process.
[0429] 35, the performance control means 334 displays background image B (e.g., the sea) and stage indicator B (e.g., "Stage B") on the liquid crystal display unit 124 as a stage performance, outputs BGM B from the speaker 128, executes performance type B (e.g., normal performance state, performance type of Stage B), and outputs system sound B from the speaker 128 in response to a system sound trigger. The performance control means 334 then performs the performance over one game, and at the end of the performance, i.e., in response to the third stop of the stop switch 120, determines a stage change, starts stage change processing in response to the third stop of the stop switch 120, and switches the stage performance after a predetermined time has elapsed. Specifically, after a predetermined time has elapsed since the third stop of the stop switch 120, the performance control means 334 switches background image B on the liquid crystal display unit 124 to background image C (e.g., a night view), highlights stage indicator C (e.g., "Stage C"), stops output of BGM B, and starts output of BGMC. In addition, after a predetermined time has elapsed since the third stop of the stop switch 120, the performance control means 334 switches the performance type from performance type B to performance type C (for example, a chance zone, a performance type of C stage), and switches the system sound from system sound B to system sound C.
[0430] Here, as an example of executing a stage change process at the end of a presentation (predetermined switching timing), an example has been described in which the presentation control means 334 switches the stage presentation after a predetermined time (for example, one second) has elapsed since the third stop of the stop switch 120. However, this is not limited to such a case, and the stage may be switched in response to the elapse of a predetermined time by operating a switch operable by the player, such as the bet switch 116, the start switch 118, the stop switch 120, the presentation switch 122, or the settlement switch (not shown), inserting a medal through the medal insertion unit 114, or paying out a medal through the medal payout device 142.
[0431] As described above, stage change processing is performed at various times, such as when a game is switched or when a performance ends. When the stage change processing is executed, the background image, stage indicator, background music, performance type, and system sound are all switched simultaneously. However, if the background image, stage indicator, background music, performance type, and system sound were all switched uniformly in each of the stage change processing performed at various times, the stage change processing would become complicated, and the processing load and program capacity would unnecessarily increase.
[0432] Therefore, when a stage change is decided, each element of the stage effect is switched at an appropriate timing. For example, the background image, stage indicator, and BGM, which make it easy for the player to grasp the stage change, are switched when the game in which the stage change was decided is switched or when the effect ends, and other effect types and system sounds are switched when the game is switched, that is, when the start switch 118 for the next game is operated (at a fixed timing).
[0433] As shown in FIG. 36, the performance control means 334 displays background image B (e.g., the sea) and stage indicator B (e.g., "Stage B") on the liquid crystal display unit 124 as a stage performance, outputs BGM B from the speaker 128, executes performance type B (e.g., normal performance state, performance type of Stage B), and outputs system sound B from the speaker 128 in response to a system sound trigger. The performance control means 334 then performs the performance over one game, and at the end of the performance, i.e., in response to the third stop of the stop switch 120, determines a stage change, starts stage change processing from the third stop of the stop switch 120, and begins switching the stage performance after a predetermined time has elapsed. Specifically, after a predetermined time has elapsed from the third stop of the stop switch 120, the performance control means 334 switches background image B on the liquid crystal display unit 124 to background image C (e.g., a night view), highlights stage indicator C (e.g., "Stage C"), stops output of BGM B, and starts output of BGMC.
[0434] However, the performance control means 334 does not switch the performance type and system sound after a predetermined time has elapsed since the third stop of the stop switch 120, and then switches the performance type from performance type B to performance type C (for example, a chance zone or a performance type of stage C) and switches the system sound from system sound B to system sound C when the start switch 118 is operated.
[0435] In the example of FIG. 36 , the background image, stage indicator, and background music for the stage effect change after a predetermined time has elapsed since the third stop of the stop switch 120, based on the determination of a stage change. This allows the player to easily understand that a stage change occurred as a result of the third stop of the stop switch 120. The effect type and system sound are not changed until the start switch 118 is operated. However, after the third stop of the stop switch 120, it is unlikely that an effect will be determined based on the effect type before the start switch 118 is operated. Even if an effect is determined, it is unlikely that the effect type will be recognized. Therefore, the player is unlikely to feel uncomfortable that the effect type has not changed after a predetermined time has elapsed since the third stop of the stop switch 120. Furthermore, even if the system sound has not changed after a predetermined time has elapsed since the third stop of the stop switch 120, it is unlikely that the system sound itself will be output. Even if the system sound is output, the sound is difficult to distinguish compared to background music and is rarely consciously heard, so the player is unlikely to feel uncomfortable. Therefore, the stage presentation can be switched appropriately without the player feeling any discomfort.
[0436] Furthermore, the effect control means 334 switches the effect type and system sound uniformly at the timing when the start switch 118 is operated after the stage change is determined, regardless of the timing when the stage change is determined. Therefore, regardless of whether the stage change is determined when switching between one game, as shown in Figure 34, or when the stage change is determined at the end of the effect, as shown in Figure 36, the effect type and system sound are switched when switching between one game. This configuration simplifies the programs for the effect type and system sound, reducing the processing load and program capacity.
[0437] <Stage transition effects> As described above, in the stage change process, the effect control means 334 may execute a stage transition effect that emphasizes that a stage change will be executed and makes the player hopeful that the progress of the game will change and that a gaming profit may be obtained. The stage transition effect is an effect in which the currently executed stage effect is covered with an arbitrary image (transition image), the stage effect is switched during that time, and the covered transition image is deleted, thereby making the stage effect after the switch appear.
[0438] Transition images in the stage transition effects include the following images. For example, doors appear open from both the left and right sides of the LCD display unit 124, gradually close over a predetermined time (for example, one second), and close completely after the predetermined time has passed. At this time, the background image of the stage effect that was being performed immediately before is covered by the doors, making it impossible for the player to see. Next, the closed doors gradually open over a predetermined time (for example, one second), and after the predetermined time has passed, they open completely and the doors themselves are deleted. At this time, the background image of the stage effect after the changeover appears from within the doors.
[0439] In the following description, an example of a door opening and closing will be used as a transitional image. However, this is not limiting. A variety of transitional images can be used, as long as the image occupies the LCD display unit 124, covering the background image of the currently executing stage performance to some extent, and then, over time, the image releases the LCD display unit 124, revealing the background image of the next stage performance. For example, instead of a door, a character may appear, and the character's movements may cover the background image of the stage performance. Alternatively, a transitional image may be an obscuring object such as a letter or a logo. Alternatively, the entire screen of the LCD display unit 124 may change to a predetermined color or brightness, making the background image of the currently executing stage performance invisible. Alternatively, for example, the transitional image may move from one side (left, right, top, bottom) of the LCD display unit 124 to another side, and the background image of the next stage performance may be displayed at the point where the image passes.
[0440] FIG. 37 is an explanatory diagram illustrating the flow of stage change processing accompanying a stage transition effect. Here, an example is shown in which stage change processing is performed at the end of the effect (a predetermined time after the operation of the stop switch 120). The slope of the transitional image in the timing chart of FIG. 37 represents a change in the occupancy of the transitional image on the liquid crystal display unit 124, with an upward slope to the right indicating a change in occupancy from 0% to 100%, and a downward slope to the right indicating a change in occupancy from 100% to 0%. The display states of the liquid crystal display unit 124 at times (a) to (f) in the timing chart of FIG. 37 are also shown below the timing chart. Here, the following explanation focuses on the background image, stage indicators, and background music among the elements of the stage effect.
[0441] 37, the performance control means 334 displays a background image B (e.g., the sea) and a stage indicator B (e.g., "B stage") on the liquid crystal display unit 124 as a stage performance, outputs BGM B from the speaker 128, and executes performance type B (e.g., normal performance state, performance type of B stage). Then, the performance control means 334 performs the performance over one game, and when the performance ends, that is, in response to the third stop of the stop switch 120, decides to change the stage, and starts the stage change process.
[0442] Specifically, at time (a) when the third stop of the stop switch 120 is completed, the performance control means 334 causes transitional images (e.g., doors) to appear from the left and right in a layer in front of background image B so as to cover background image B, while background image B and stage indicator B remain displayed on the liquid crystal display unit 124. The performance control means 334 gradually closes the door, which is the transitional image, so that at time (b), 0.5 seconds after time (a), it covers approximately half of background image B. Then, at time (c), 0.5 seconds after time (b), the performance control means 334 closes the door, which is the transitional image, so that it completely covers background image B. The performance control means 334 maintains the state in which the door is displayed on the entire screen until time (d), which corresponds to a predetermined time after the third stop of the stop switch 120 in Fig. 36, and then displays background image C at time (d) and gradually opens the door, which is the transitional image, so that at time (e), 0.5 seconds after time (d), the background image C appears, covering approximately half of the background image C displayed on the layer behind the transitional image. Then, at time (f), 0.5 seconds after time (e), the performance control means 334 deletes the door, which is the transitional image, and background image C is displayed on the entire screen of the liquid crystal display unit 124.
[0443] The performance control means 334 determines a stage change when the stop switch 120 is stopped for the third time, but does not immediately switch to background image B, but instead starts a stage transition performance in parallel, with background image B still displayed behind it. In other words, background image B is maintained on display at least until the transition image completely covers background image B (c). Also, the performance control means 334 determines a stage change when the stop switch 120 is stopped for the third time, but does not immediately switch to background image C, but instead switches during the stage transition performance. Then, at the same time as the door, which is the transition image, begins to open in the stage transition performance, background image C appears behind it. In other words, it is sufficient for background image C to start being displayed at least at the time when the door, which is the transition image, begins to open (d). Therefore, when a stage change is performed with a stage transition effect, the effect control means 334 determines the stage change at the third stop of the stop switch 120, and then continues to display background image B at least until the transition image completely covers background image B (c), and starts displaying background image C at the time when the door, which is the transition image, begins to open (d).
[0444] In addition, the presentation control means 334 highlights the stage indicator C (e.g., "C Stage") of the switched background image C in association with the stage change. However, when a stage change is accompanied by a stage transition presentation, at the time (d) when the background image C starts to be displayed, the transition image covers the background image C, preventing the player from viewing the entire background image C. Therefore, even if the stage indicator were displayed at this time, the player would likely not be able to properly recognize it. Therefore, as shown in FIG. 37, the presentation control means 334 starts displaying the background image C at the time (d) when the transition image, the door, begins to open, but does not start displaying the stage indicator C until the transition image is deleted at the time (f). In addition, the presentation control means 334 outputs a sound effect when the display of the stage indicator C starts. With this configuration, the stage indicator C is displayed after the background image C is displayed on the entire liquid crystal display unit 124, allowing the player to easily and reliably view the change in stage presentation to the stage presentation C indicated by the stage indicator C ("C Stage").
[0445] Furthermore, as shown in FIG. 37, the performance control means 334 starts outputting BGMC when the display of the stage indicator C begins in response to a stage change. In this way, by simultaneously displaying the stage indicator C and outputting sound effects and BGM, the start of the stage performance can be emphasized. Note that since the BGM is a piece of music, it is not affected by the transition image in the stage transition performance. Therefore, the performance control means 334 may start outputting BGMC at the time (d) when the display of the background image C begins.
[0446] As described above, a stage change is executed in response to the third stop of the stop switch 120, accompanied by a stage transition effect. After the reels 110 stop due to the third stop of the stop switch 120, the player can start the next game at any timing by operating the start switch 118. If the player operates the start switch 118 without waiting for the completion of the stage transition effect, the previous effect is interrupted and the next stage effect begins. In other words, when the start switch 118 is operated, the effect control means 334 must start the next stage effect regardless of the progress of the stage change processing. In this way, the end of the effect being executed in the previous game due to the start of the next game is sometimes referred to as a cancellation. Below, we will explain the cases where the effect related to the stage change processing is canceled by the player's operation.
[0447] Figure 38 is an explanatory diagram for explaining another flow of stage change processing involving stage transition effects. Here, an example is shown in which stage change processing is performed at the end of the effect (a predetermined time after the operation of the stop switch 120). Note that, as with Figure 37, the explanation here focuses on the background image, stage indicator, and BGM among the elements of the stage effect.
[0448] 38, the performance control means 334 displays a background image B (e.g., the sea) and a stage indicator B (e.g., "B stage") on the liquid crystal display unit 124 as a stage performance, outputs BGM B from the speaker 128, and executes performance type B (e.g., normal performance state, performance type of B stage). Then, the performance control means 334 performs the performance over one game, and at the end of the performance, that is, in response to the third stop of the stop switch 120, decides on a stage change and starts stage change processing accompanied by a stage transition performance.
[0449] Specifically, as in FIG. 37 , at time (a) when the stop switch 120 has completed the third stop, the performance control means 334 causes transitional images (e.g., doors) to appear from the left and right in a layer in front of background image B so as to cover background image B, while keeping background image B and stage indicator B displayed on the liquid crystal display unit 124. The performance control means 334 gradually closes the door, which is the transitional image, so that it covers approximately half of background image B at time (b), 0.5 seconds after time (a). Then, at time (c), 0.5 seconds after time (b), the performance control means 334 closes the door, which is the transitional image, so that it completely covers background image B. After maintaining the door displayed, the performance control means 334 displays background image C at time (d), gradually opens the door, which is the transitional image, so that as the transition progresses from time (d) to time (e), 0.5 seconds after time (d), background image C appears while covering background image C in a layer behind the transitional image.
[0450] At this point (e), let us say that the player operates the start switch 118 to start the next game without waiting for the completion of the stage transition effect. In this case, the effect control means 334 ends the stage transition effect and immediately starts the next stage effect C.
[0451] Specifically, when the start switch 118 is operated at time (e), the effect control means 334 ends the stage transition effect, i.e., immediately deletes the transition image. With this configuration, the player can visually confirm that the background image B and the transition image have been completely deleted, and can easily and reliably grasp that the previous game has ended.
[0452] Furthermore, since background image C is already displayed at time (d), but stage indicator C has not yet been displayed and BGMC has not yet been output, presentation control means 334 immediately displays stage indicator C and immediately outputs BGMC without waiting for the completion of the stage transition presentation that should have started to be displayed. With this configuration, when the next game starts, the player can view background image C on the entire liquid crystal display unit 124, and can easily and reliably view that the stage presentation has switched to stage presentation C indicated by stage indicator C ("C stage").
[0453] Here, we have given an example in which the start switch 118 is operated at point (e) when the door, which is the transition image, is gradually opening, but this is not limited to such a case. At any time from point (d) when the area occupied by the transition image begins to become smaller and the background image C on the back side becomes visible, to point (f) when the transition image is completely deleted and the background image C on the back side occupies the entire LCD display unit 124 (corresponding to point (f) in Figure 37), when the start switch 118 is operated, the performance control means 334 deletes the transition image (ending the stage transition performance) and starts displaying the stage indicator C.
[0454] Figure 39 is an explanatory diagram for explaining another flow of stage change processing involving stage transition effects. Here, an example is shown in which stage change processing is performed at the end of the effect (a predetermined time after the operation of the stop switch 120). Note that here, as with Figure 38, the explanation focuses on the background image, stage indicator, and BGM among the elements of the stage effect.
[0455] 39, the performance control means 334 displays a background image B (e.g., the sea) and a stage indicator B (e.g., "B stage") on the liquid crystal display unit 124 as a stage performance, outputs BGM B from the speaker 128, and executes performance type B (e.g., normal performance state, performance type of B stage).The performance control means 334 then executes the performance over one game, and at the end of the performance, i.e., in response to the third stop of the stop switch 120, determines a stage change and executes stage change processing accompanied by a stage transition performance.
[0456] 38, at time (a) when the third stop of the stop switch 120 is completed, the performance control means 334 causes transitional images (doors) to appear from the left and right in a layer in front of background image B so as to cover background image B, while keeping background image B and stage indicator B displayed on the liquid crystal display unit 124. The performance control means 334 gradually closes the door, which is the transitional image, so that it covers approximately half of background image B at time (b), 0.5 seconds after time (a).
[0457] Now, suppose that the player operates the start switch 118 to start the next game without waiting for the door, which is the transitional image, to completely cover the background image B. In response, the presentation control means 334 ends the previous stage presentation B and immediately starts the next stage presentation C in order to execute the presentation for the next game. Specifically, the presentation control means 334 deletes the background image B and stage indicator B related to the previous stage presentation B, stops output of BGM B, and displays the background image C and stage indicator C related to the next stage presentation C, and outputs BGMC, without waiting for the original transitional image to completely cover the background image B (corresponding to time (c) in FIG. 37). With this configuration, the player can visually confirm that the background image B and transitional image have been completely deleted, and can easily and reliably grasp that the previous game has ended.
[0458] Furthermore, the effect control means 334 immediately displays the background image C and the stage indicator C without waiting for the completion of the stage transition effect that should have started to be displayed. With this configuration, when the next game starts, the player can see the background image C on the entire liquid crystal display unit 124, and can easily and reliably see that the stage effect has switched to the stage effect C indicated by the stage indicator C ("C stage").
[0459] Here, an example has been given in which the start switch 118 is operated at time (b) when the door, which is the transition image, is in the process of gradually closing, but this is not limited to such a case. When the start switch 118 is operated at any time from time (a) when the area occupied by the transition image begins to grow and begins to cover the background image B behind it, to time when the transition image completely covers the background image B (corresponding to time (c) in Figure 38), the performance control means 334 deletes the background image B and the transition image (ending the stage transition performance), stops the BGMB, starts displaying the background image C and stage indicator C, and outputs the BGMC.
[0460] Here, a specific process of the stage change process explained in Figures 37 to 39 will be explained. Note that here, an example is given in which the sub-CPU 202a in the sub-control board 202 is made up of two CPUs, namely a sub-main CPU (not shown) and a sub-sub CPU (not shown), and the sub-main CPU receives instructions from the main CPU 200a and transmits commands to the sub-sub CPU.
[0461] When the sub-main CPU determines a stage change in response to the third stop of stop switch 120 in Figure 37, it transmits to the sub-sub-CPU a stage change command, which is a command indicating that a stage transition performance will begin and that stage performance C will be executed next. Such a stage change command may be a single command, or a command to execute the stage transition performance and a command to execute stage performance C next may be defined separately. In this case, the sub-main CPU transmits the command to execute the stage transition performance and the command to execute stage performance C next consecutively at one time.
[0462] The stage change command also includes a first delay time (e.g., 1.5 seconds or 90 frames) from the start of the stage transition performance until the start of displaying the background image C of the next stage performance. Upon receiving the stage change command, the sub-sub CPU starts the stage transition performance, starts displaying the transition image, and sets a value corresponding to the first delay time in a first delay time counter. Note that there are multiple first delay times corresponding to each stage transition performance, and the sub-sub CPU sets a first delay time corresponding to the stage transition performance. The sub-sub CPU then decrements the first delay time counter at predetermined time intervals, and when the value of the first delay time counter reaches 0 (when the first condition is satisfied), it starts displaying the background image C of the stage performance C. In this way, as shown in FIG. 37, the background image C can be made to appear appropriately at the timing when the transition image begins to release its occupation of the liquid crystal display unit 124.
[0463] The stage change command also includes a second delay time (e.g., 2.5 seconds or 150 frames) from the start of the stage transition effect until the display of the stage indicator C of stage effect C and the output of BGMC begin. Upon receiving the stage change command, the sub-sub CPU starts the stage transition effect and sets a value corresponding to the second delay time in a second delay time counter. There are multiple stage indicators, one for each stage transition effect, and the sub-sub CPU sets a second delay time associated with each stage transition effect. The sub-sub CPU then decrements the second delay time counter at predetermined time intervals, and when the value of the second delay time counter reaches 0, it begins displaying the stage indicator C of stage effect C and outputting BGMC. In this way, as shown in FIG. 37, the stage indicator C can be displayed appropriately and BGMC can be output at the timing when the transition image is deleted.
[0464] Since the stage indicator is displayed after the background image is displayed, the second delay time is equal to or longer than the first delay time. Therefore, the sub-sub-CPU may set the first delay time and the second delay time independently as described above, but instead, it may start counting again when the first delay time is reached, and start displaying the stage indicator after the time equivalent to the difference between the second delay time and the first delay time has elapsed.
[0465] Also, here we have given an example in which the sub-sub-CPU sets time in the counters (first delay time counter, second delay time counter), but it may also be possible to set the number of frames of the LCD display unit 124 or the number of timer interrupts corresponding to the delay time.
[0466] In addition, the example described above is one in which the first condition is set to a value corresponding to 1.5 seconds as the first delay time in the first delay time counter, and when the decremented value reaches 0, a background image for the stage performance after switching is displayed. However, this is not a limitation, and it is sufficient to know that the first delay time has been reached. For example, the first delay time counter may be incremented from 0, and when the value corresponding to the first delay time is reached, the first condition may be met and a background image may be displayed. Alternatively, the background image may be displayed by forcibly switching to a flag indicating that the first condition has been met. Similarly, the example described above is one in which the second condition is set to a value corresponding to 2.5 seconds as the second delay time in the second delay time counter, and when the decremented value reaches 0, a stage indicator for the stage performance after switching is displayed. However, this is not a limitation, and it is sufficient to know that the second delay time has been reached. For example, the second delay time counter may be incremented from 0, and when the value corresponding to the second delay time is reached, the second condition may be met and a stage indicator may be displayed. The stage indicator can also be displayed by forcibly switching to a flag indicating that the second condition has been met.
[0467] Here, when the start switch 118 is operated while the stage transition effect is being executed, the sub-main CPU sends a command to the sub-sub CPU indicating that the start switch 118 has been operated. In response to this command, the sub-sub CPU sets the values of the first delay time counter and the second delay time counter to 0. When the value of the first delay time counter reaches 0, the sub-sub CPU forcibly ends the transition effect, deletes the transition image, and begins displaying background image C of stage effect C. Furthermore, when the value of the second delay time counter reaches 0, the sub-sub CPU begins displaying stage indicator C of stage effect C and outputting BGMC. In this way, as shown in FIG. 39, at the start of the next game, background image C and stage indicator C can be appropriately displayed, and BGMC can be output.
[0468] However, even if the start switch 118 is operated while the stage transition effect is being executed, if the background image C is already being displayed as shown in Fig. 38, that is, if the start switch 118 is operated after the value of the first delay time counter has reached 0, the sub-sub CPU sets only the value of the second delay time counter to 0 and starts displaying the stage indicator C of the stage effect C and outputting the BGMC. In this way, as shown in Fig. 38, the stage indicator C can be appropriately displayed and the BGMC can be output at the timing when the transition image is deleted.
[0469] Note that, although an example has been described in which the stage change command includes the first delay time and the second delay time, since the first delay time and the second delay time correspond to the stage transition effect, they may be included as information in the stage transition effect. Furthermore, even if the stage change command or the stage transition effect does not include the first delay time and the second delay time, the sub-sub CPU can identify the first delay time and the second delay time corresponding to the stage transition effect if it can extract the stage transition effect from the stage change command. Therefore, the sub-sub CPU may identify the first delay time and the second delay time from the stage transition effect, for example, using a table stored in a storage unit. Furthermore, an identifier (flag) may be associated with each stage transition effect and each next stage effect, and the sub-sub CPU may identify the first delay time and the second delay time according to the combination of the identifiers.
[0470] Also, here, a background image is given as an example of the first image to be displayed on the LCD display unit 124 when the first condition of reaching the first delay time is met, but this is not limited to such a case, and any image that can be seen by the player even if part of it is covered by the transitional image will suffice. Also, a stage indicator is given as an example of the second image to be displayed on the LCD display unit 124 when the second condition of reaching the second delay time is met, but this is not limited to such a case, and any image that is difficult for the player to see while part of it is covered by the transitional image will suffice.
[0471] In the stage change process, by controlling using counters (first delay time counter, second delay time counter), it is possible to appropriately switch the stage performance and appropriately display the next stage performance in response to the operation of the start switch 118.
[0472] <Color Guessing Game> During the AT performance, a lottery may determine the execution of a "color guessing game" with a predetermined winning probability. If the color guessing game is won and the execution of the color guessing game is determined, the color guessing game will start if the winning type "selection reply" in the winning areas 25 to 39 is subsequently won.
[0473] The color guessing game is a game in which the player guesses the color of the symbol that should be stopped. Specifically, the color guessing game is initiated when the winning type "Selective Replay" is won in the winning areas 25-39. A freeze effect indicates that the game is a "color guessing game." After the player's operation of the stop switch 120 is enabled, the player guesses the color of the symbol that should be stopped by operating the reels 110a, 110b, and 110c at the timing that pulls in the "Red BAR" or "Blue BAR" symbol. Here, when the player performs a color push correct operation (first stop operation) that is an operation in the hitting order 1, which is the correct operation mode, and that corresponds to the winning type "Selective Replay," the reel control means 306 preferentially displays the symbol combination corresponding to the winning combination "Replay 1," which is the color push correct combination, on the activated line A (first display mode). On the other hand, if the player performs an incorrect color press operation (second stop operation) that is an operation other than the correct color press operation corresponding to the winning type "Select Replay" that was won, even though it is an operation in the correct operation mode of batting order 1, the reel control means 306 will preferentially display the pattern combination corresponding to the winning role "Replay 3", which is an incorrect color press role, on the active line A (second display mode).
[0474] FIG. 40 is an explanatory diagram for explaining the flow of a color guessing game. Here, it is assumed that the winning type "Selection Rep 1" in the winning area 25 is selected by the winning type lottery. Therefore, the correct color push operation is an operation performed at the timing when the "RED BAR" symbol is drawn on all reels 110. When the player operates the stop switch 120a at the timing when the "RED BAR" symbol on the left reel 110a is drawn, the "RED BAR" symbol on the left reel 110a stops on the invalid line B1, as shown in FIG. 40(a). Next, when the player operates the stop switch 120b at the timing when the "RED BAR" symbol on the center reel 110b is drawn, the "RED BAR" symbol on the center reel 110b stops on the invalid line B1, as shown in FIG. 40(b). Finally, if the player operates the stop switch 120c at the timing when the "RED BAR" symbol on the right reel 110c is pulled in, the player's operation is a correct color push operation, and the winning combination "REPLAY 1", which is a correct color push combination, is achieved, and the "RED BAR" symbol on the right reel 110c stops on the void line B1, as shown in Figure 40(c). The player can see that the symbol combination he attempted to stop (here, the "RED BAR" symbol, the "RED BAR" symbol, the "RED BAR" symbol) is lined up in a straight line on the void line B1, and can understand that he performed the correct color push operation (hit the color correctly).
[0475] In this way, when the player operates the stop switch 120 by pressing the correct color and the winning combination "Replay 1" is won, the presentation state control means 314 determines a transition to a specialized zone in which the difference in the number of coins that can be obtained is added. After starting the specialized zone, when the termination condition of the specialized zone is met, the presentation state control means 314 resumes the AT presentation state with the difference in the number of coins that was added during the specialized zone added.
[0476] Next, we will explain what happens when a player performs an incorrect color push operation. If the player wins the win type "Selection Rep 1" in the win area 25 through the win type lottery, and operates the stop switch 120a at the timing when the "RED BAR" symbol on the left reel 110a can be pulled in, the reel control means 306 will stop the "RED BAR" symbol on the left reel 110a on the invalid line B1, as shown in Figure 40(d). Next, if the player operates the stop switch 120b at the timing when the "RED BAR" symbol on the center reel 110b can be pulled in, the "RED BAR" symbol on the center reel 110b will stop on the invalid line B1, as shown in Figure 40(e). Finally, if the player operates the stop switch 120c at the timing when the "Blue BAR" symbol on the right reel 110c is pulled in, the player's operation results in an incorrect color push operation, resulting in the winning combination "Replay 3," which is an incorrect color push combination, and the "Replay" symbol on the right reel 110c stops on the invalid line B1, as shown in Figure 40(f). The player can visually confirm that the symbols he attempted to stop (here, the "Red BAR," "Red BAR," and "Blue BAR" symbols) did not line up in a straight line on the invalid line B1 and can understand that he performed an incorrect color push operation (failed to guess the color). In this case, the presentation state control means 314 does not determine a transition to the specialized zone.
[0477] Note that, here, an example has been described in which a color guessing game is executed in an AT presentation state, and a transition to a specialized zone is made by performing a correct color push operation, but the presentation state in which the color guessing game is executed is not limited to this case, and it can be executed in various presentation states including a normal presentation state, etc. Furthermore, the gaming profit awarded by performing a correct color push operation is not limited to a transition to a specialized zone, but can be any gaming profit that is advantageous to the player, such as a transition to a chance zone, a transition to an AT presentation state, a transition to a special precursor presentation state, or the like, or by increasing the probability of transitioning to such a state.
[0478] In addition, when the AT performance state is managed by set units in which the difference in the number of coins at the start is fixed or determined by lottery, the probability of determining whether to execute the color guessing game may differ for each set. For example, among the number of sets, the color guessing game may occur an average of two times per set in the third, seventh, and tenth sets, and in the other sets, the probability of occurrence may be an average of 1 / 2 per set.
[0479] As described above, this color guessing game is triggered by the winning of the winning type "Selective Rep" in winning areas 25 to 39. However, the winning areas 25 to 39 have different numbers of reels 110 for which a symbol color must be selected in the correct color push operation, and the probability that a random operation of the stop switch 120 will result in a correct color push operation varies. Referring to FIG. 6, for example, in the winning types "Selective Rep 1" to "Selective Rep 8" in winning areas 25 to 32, the symbol "Red BAR" or the symbol "Blue BAR" must be selected on all reels 110, and the probability that a random operation will result in a correct color push operation is 1 / 8. In addition, for the winning types "Selection Lip 11" to "Selection Lip 14" in winning areas 33 to 36, selecting either the "Red BAR" or "Blue BAR" symbol on the left reel 110a will result in a correct color press operation (they are common colors), while for the middle reel 110b and right reel 110c, you must select either the "Red BAR" or "Blue BAR" symbol, and the probability that a random operation will result in a correct color press operation is 1 / 4. In addition, for the winning types "Selection Lip 21" and "Selection Lip 22" in winning areas 37 and 38, selecting either the "Red BAR" or "Blue BAR" symbol on the left reel 110a and middle reel 110b will result in a correct color press operation, while for the right reel 110c, you must select either the "Red BAR" or "Blue BAR" symbol, and the probability that a random operation will result in a correct color press operation is 1 / 2. In addition, the winning type "matching lip" in the winning area 39 will result in a correct color press operation regardless of whether the "red BAR" or "blue BAR" pattern is selected on all reels 110, and even if the operation is performed randomly, it will always result in a correct color press operation (probability is 1 / 1).
[0480] It should be noted that, when the winning types "Selection Lip 21" and "Selection Lip 22" are won, selecting either the "Red BAR" or "Blue BAR" symbol for the left reel 110a and the center reel 110b results in the correct color push operation. In this case, the effect control means 334 displays either the "Red BAR" or "Blue BAR" symbol for the left reel 110a and the center reel 110b on the LCD display 124, and prompts the player to operate the stop switch 120 at the timing when that symbol can be drawn, thereby making it appear as if the correct symbol for the correct color push operation is being notified to the player.
[0481] Thus, the number of reels 110 that must be selected varies depending on the winning type "selection reply." Therefore, in order to increase the probability of performing a correct color push operation, the player hopes to win the winning type "selection reply" that requires as few reels 110 as possible to select either the "red BAR" or the "blue BAR" symbol. In other words, the player hopes that the result of the winning type lottery will be "selection reply 11" to "selection reply 14" rather than the winning types "selection reply 1" to "selection reply 8," that the winning types "selection reply 21" and "selection reply 22" rather than the winning types "selection reply 11" to "selection reply 14," and that the winning type "matching reply" rather than the winning types "selection reply 21" and "selection reply 22."
[0482] Here, when the winning type "Selective Reel" in the winning areas 25 to 39 is won, a freeze effect is performed before the player's operation of the stop switch 120 becomes effective, and the number of reels 110 that the player must select is announced according to the winning type "Selective Reel".
[0483] For example, if the winning types "Choice Rep 1" to "Choice Rep 8" are won, the options become eight, so the effect control means 334 displays "12 options" as an initial value on the LCD display unit 124 in parallel with the freeze effect, and then deletes the "12 options" and displays "8 options." In this way, the player understands that he must select either the "red BAR" or the "blue BAR" symbol for all reels 110. Also, if the winning types "Choice Rep 11" to "Choice Rep 14" are won, the options become four, so the effect control means 334 displays "12 options" on the LCD display unit 124 in parallel with the freeze effect, then deletes the "12 options" and displays "8 options," and then deletes the "8 options" and displays "4 options." In this way, the player understands that he must select either the "red BAR" or the "blue BAR" symbol for the center reel 110b and the right reel 110c. Furthermore, if the winning type "Selection Reel 21" or "Selection Reel 22" is won, the options are reduced to two, so the effect control means 334 displays "12 options" on the LCD display unit 124 in parallel with the freeze effect, then deletes the "12 options" and displays "8 options," then deletes the "8 options" and displays "4 options," and then deletes the "4 options" and displays "2 options." In this way, the player understands that he or she must select either the "red BAR" or the "blue BAR" symbol for the right reel 110c. Furthermore, if the winning type "Match Reel" is won, the options are reduced to one, so the effect control means 334 displays "12 options" on the LCD display unit 124 in parallel with the freeze effect, then deletes the "12 options" and displays "8 options," then deletes the "8 options" and displays "4 options," then deletes the "4 options" and displays "2 options," and finally deletes the "2 options" and displays "1 option." In this way, the player understands that he or she may select either the symbol "RED BAR" or the symbol "BLUE BAR" on all reels 110.
[0484] In this way, when the player wins the "Selection Rep" type of win in the win areas 25 to 39, the number of reels 110 that the player must select is notified in the freeze effect before the player's operation of the stop switch 120 becomes effective, allowing the player to estimate the type of win that has been won. Also, depending on the number of selections, the player can understand that there is a high possibility that the player will be able to perform the correct color push operation, which can increase the player's expectations.
[0485] Here, an example has been described in which, when the winning type "matching lip" is won, the effect control means 334 displays "12 choices" on the liquid crystal display unit 124 in parallel with the freeze effect, then deletes the "12 choices" and displays "8 choices", then deletes the "8 choices" and displays "4 choices", then deletes the "4 choices" and displays "2 choices", and finally deletes the "2 choices" and displays "1 choice". However, this is not limited to such a case. For example, the effect control means 334 may display "12 choices" on the liquid crystal display unit 124 in parallel with the freeze effect, and have the player operate the device while maintaining the "12 choices", thereby producing an effect in which the player performs a correct color push operation regardless of the symbol displayed on the invalid line B1. Furthermore, the effect control means 334 may display "12 choices" on the liquid crystal display unit 124 in parallel with the freeze effect, and have the player operate the device while maintaining the "12 choices" state, resulting in an effect that makes it appear as if the symbol displayed on the invalid line B1 was an incorrect color push operation, and then perform a reversal effect such as spinning the reels 110 in the reverse direction, thereby representing that a correct color push operation has been performed. Furthermore, when the winning type "matching reel" is won, which effect will be performed may be determined by lottery.
[0486] The number of options ("12 options," "8 options," "4 options," "2 options," or "1 option") is determined with a freeze effect, and the stop switch 120 is activated. The player operates the stop switch 120 at the timing when, relying on their own intuition, they can pull in either the "red BAR" or "blue BAR" symbol on each reel 110. At this time, some players may want to know how their past correct color-pressing operations have changed. For example, by referring to the history of correct color-pressing operations in past color-guessing games, the player can understand the flow or bias of correct color-pressing operations up to now, or can consider recent correct color-pressing operations as not occurring consecutively and perform an operation different from the recent correct color-pressing operation. Therefore, here, the correct color-pressing operations in past color-guessing games are displayed as a history (correct color-pressing operation history) on the LCD display 124.
[0487] When the command transmission means 316 in the main control board 200 transmits the results of the winning type lottery to the sub-control board 202, the presentation control means 334 stores the results of the winning type lottery in the sub-RAM 202c, on the condition that the winning type "selection reply" is won after the execution of the color guessing game is decided. As a result of such a winning type lottery, six wins of the color guessing game are stored in the first to sixth storage areas in the sub-RAM 202c. Therefore, when the execution of the color guessing game is decided and the winning type "selection reply" is newly won, the results of the winning type lottery in the sixth storage area are deleted, and the results of the winning type lottery in the first to fifth storage areas are shifted to the results of the winning type lottery in the second to sixth storage areas, and the results of the winning type lottery received from the main control board 200 are stored as the results of the winning type lottery in the first storage area. Then, the presentation control means 334 displays the color push correct operation history based on the information in the sub-RAM 202c.
[0488] FIG. 41 is an explanatory diagram for explaining the history of correct color-pressing operations. After the color guessing game ends (the third stop is released) and the next game begins, when the player operates (confirms) the effect switch 122, the effect control means 334 displays the correct color-pressing operations in the six previous color guessing games, including the correct color-pressing operations in the finished color guessing game, as the history of correct color-pressing operations. For example, in the example of FIG. 41(a), the correct color-pressing operations in the finished color guessing game, i.e., the previous color guessing game, are "red," "blue," and "red." This indicates that, for example, in the previous color guessing game, the correct color-pressing operations were "red," "blue," and "red," and the winning type "Selection Reply 3" was won.
[0489] As described above, in this embodiment, when selecting either the "red BAR" or "blue BAR" symbol on a given reel 110 results in a correct color-press operation, the effect control means 334 may prompt the player to operate the stop switch 120 at the timing when either the "red BAR" or "blue BAR" symbol is drawn on the given reel 110, thereby making it appear as if the player is being notified of the correct symbol for the correct color-press operation. In this case, although the color is the same internally, either the "red BAR" or "blue BAR" symbol is the symbol displayed as a result of the correct color-press operation. Therefore, even if the correct color press operations in the color pressing correct operation history are "red," "blue," and "red," the winning type won in the color guessing game is not limited to the winning type "Selective Reply 3" where the correct color press operations are "red," "blue," and "red," but may also be the winning type "Selective Reply 13" where the correct color press operations are "common," "blue," and "red," the winning type "Selective Reply 21" where the correct color press operations are "common," "common," and "red," or the winning type "Match Reply" where the correct color press operations are "common," "common," and "common."
[0490] In the color-tapping correct operation history of FIG. 41(a), the correct color-tapping operations in the color guessing game two times ago are "red," "red," and "red." This indicates that in the color guessing game two times ago, one of the winning types "selection reply 1," "selection reply 11," "selection reply 21," and "match reply" was won. Also, the correct color-tapping operations in the color guessing game three times ago are "blue," "blue," and "red." This indicates that in the color guessing game three times ago, one of the winning types "selection reply 7," "selection reply 13," "selection reply 21," and "match reply" was won. Also, the correct color-tapping operations in the color guessing game four times ago are "red," "blue," and "blue." This indicates that in the color guessing game four times ago, one of the winning types "Selective Reply 4," "Selective Reply 14," "Selective Reply 22," or "Match Reply" was won. Also, the correct color push operations in the color guessing game five times ago were "red," "blue," and "red." This indicates that in the color guessing game five times ago, one of the winning types "Selective Reply 3," "Selective Reply 13," "Selective Reply 21," or "Match Reply" was won. Also, the correct color push operations in the color guessing game six times ago were "red," "red," and "blue." This indicates that in the color guessing game six times ago, one of the winning types "Selective Reply 2," "Selective Reply 12," "Selective Reply 22," or "Match Reply" was won.
[0491] Here, the correct color pressing operations for the past six color guessing games are displayed, as in the color pressing correct operation history in Figure 41(a), allowing the player to visually see how the past correct color pressing operations have changed.
[0492] While the example described here is one in which only correct color-pressing operations are displayed, the display may be configured to allow the player to grasp the type of win achieved in each color-guessing game. Furthermore, the display may be configured to allow the player to grasp whether or not a correct color-pressing operation was performed in each color-guessing game, i.e., whether or not the player succeeded in guessing a color. For example, the background color may be changed to indicate success or failure, such as yellow if the player succeeds and gray if the player fails. Furthermore, the display may be configured to allow the player to grasp the symbol that the player actually attempted to stop on the invalid line B1 for each reel 110. This configuration allows the player to grasp the probability of hitting the correct symbol in past color-guessing games and which reel 110 has a high success rate.
[0493] The color-touch correct operation history shown in FIG. 41(a) is displayed in a partial area of the LCD display 124, for example, in a relatively corner of the frame, by operating the effect switch 122, so as not to interfere with other effects on the LCD display 124. At this time, the brightness or color tone of the other effects may be reduced, and a message such as "History Displaying" may be displayed to indicate that the color-touch correct operation history is being displayed, thereby emphasizing that the color-touch correct operation history is being displayed. The color-touch correct operation history is then deleted from the LCD display 124 by operating the effect switch 122 again. The player can repeatedly display or hide the color-touch correct operation history by operating the effect switch 122 at any time during play. However, to prevent unnecessary display switching, if the effect switch 122 is operated a predetermined number of times in succession while the game is not progressing (no other switches are pressed), the display of the color-touch correct operation history may be limited until the game progresses.
[0494] The color-pressing correct operation history, i.e., the contents of the first to sixth storage areas of the sub-RAM 202c, are reset when the power is turned back on. Therefore, after a reset, no past color-pressing correct operation history exists. In this case, the effect control means 334 displays a "-" (hyphen), a "·" (dot), a " " (blank), or the like in the "1st" to "6th" display columns because the results of the winning type lottery are not stored in the first to sixth storage areas. Thereafter, each time a color-guessing game is played, the result of the winning type lottery is stored in the first storage area, and the effect control means 334 displays the color-pressing correct operation history from the "1st" game. By the sixth color-guessing game, all color-pressing correct operation history columns are filled. This configuration allows the player to know the results of the color-guessing game played after the reset and the number of color-guessing games played after the reset (1, 2, 3, 4, 5, 6, or more).
[0495] Here, when the "Selection Reel" win type is selected and a color guessing game is initiated, as described above, the result of the win type lottery in the sixth storage area of the sub-RAM 202c is deleted, the results of the win type lottery in the first to fifth storage areas are shifted to the results of the win type lottery in the second to sixth storage areas, and the received result of the win type lottery is stored as the result of the win type lottery in the first storage area. Furthermore, when the "Selection Reel" win type is selected and a color guessing game is initiated, a freeze effect is performed before the player's operation of the stop switch 120 is enabled, and the effect control means 334 notifies the player of the number of reels 110 that the player must select, depending on the "Selection Reel" win type selected in the freeze effect. During this freeze effect, the effect control means 334 hides the color push correct operation history and disables the operation of the effect switch 122 to emphasize the notification of the number of reels 110 that the player must select. Therefore, if the color push correct operation history is displayed and the player wins the "Selective Reply" prize type and starts the color guessing game, the displayed color push correct operation history will be deleted. The player can display the color push correct operation history again by operating the effect switch 122 after the freeze effect.
[0496] Then, after the number of reels 110 the player must select is notified, when the player operates the effect switch 122, the effect control means 334 displays the color press correct operation history as shown in FIG. 41(b) based on the information stored in the first to sixth storage areas of the sub-RAM 202c. Here, the results of the winning type lottery in the first to fifth storage areas are shifted to the results of the winning type lottery in the second to sixth storage areas, so it can be seen that the color press correct operation history from one to five times before is displayed one row behind compared to FIG. 41(a). In addition, a "this time" display column is formed at the top of the color press correct operation history. However, although the effect control means 334 knows the color press correct operation, it displays "???" as the color press correct operation until the color guessing game, i.e., until the player completes the operation of the stop switch 120.
[0497] Here, when the player operates the stop switch 120 and the third stop is completed, the presentation state control means 314 determines whether the player performed the correct color press operation. If the player performed the correct color press operation, the presentation control means 334 notifies the player of this and that transition to the specialized zone has been determined. Note that if the correct color press operation history was displayed at the time of the third stop of the stop switch 120, the correct color press operation history is temporarily deleted to emphasize the effect of whether transition to the specialized zone has been determined as a result of the color guessing game. Then, after the third stop is completed, when the player operates the presentation switch 122, the presentation control means 334 displays the correct color press operation in place of "???" in the current display column shown in Figure 41(b) based on the information stored in the first storage area.
[0498] Then, after the next game begins in response to the operation of the start switch 118, when the player operates the effect switch 122, the result of this color guessing game is reflected in the color-pressing correct operation history as the result of the previous color guessing game. Since the color guessing game has already ended at this time, the display of "this time" is replaced with "first time," and similarly, the displays of "one time ago" to "five times ago" are replaced with "two times ago" to "six times ago," as shown in FIG. 41(c). In this way, the color-pressing correct operation history is displayed with one additional result of the color guessing game added compared to FIG. 41(a). This configuration allows the player to know the result of the color guessing game. Therefore, even if the player is unable to perform the correct color-pressing operation, the current result can be used as a reference for the next color guessing game.
[0499] As described above, the effect control means 334 does not display the correct color-push operation until the third stop is completed. However, since the effect control means 334 obtains the result of the winning type lottery from the main control board 200 when the start switch 118 is operated, the effect control means 334 is aware of the correct color-push operation itself, i.e., the symbol (the "red BAR" symbol or the "blue BAR" symbol) that should be displayed on the pay line B1 for each of the reels 110a, 110b, and 110c. Furthermore, since the effect control means 334 obtains information from the main control board 200 regarding which symbol is displayed on the pay line A each time the stop switch 120 is operated, it can determine whether the "red BAR" symbol or the "blue BAR" symbol is displayed on the inactive line B1. Therefore, the effect control means 334 can determine whether the symbol (the "red BAR" symbol or the "blue BAR" symbol) that the player attempted to stop on each reel 110 is the symbol that will be displayed by the correct color-push operation.
[0500] Therefore, in the slot machine 100, at the time of the first or second stop in the color guessing game, a correct answer notification effect is executed to notify the player whether or not the operation of the stop switch 120 performed by the player up to that point (the first stop at the time of the first stop, and the first and second stops at the time of the second stop) matches the correct color pressing operation.
[0501] FIG. 42 is an explanatory diagram illustrating the correct answer notification effect. For example, suppose a player wins the "Selection Rep 6" win type in the win area 30 through a win type lottery. The correct color push operation is performed at the timing when the "Blue BAR" symbol, the "Red BAR" symbol, and the "Blue BAR" symbol are drawn on the reels 110a, 110b, and 110c, respectively. In this case, if the player operates the stop switch 120a at the timing when the "Blue BAR" symbol on the left reel 110a is drawn, the reel control means 306 stops the "Blue BAR" symbol on the left reel 110a on the void line B1. However, in the first stop stage, the reel control means 306 stops the symbol on the void line B1 regardless of whether the player operates the stop switch 120a at the timing when the "Red BAR" symbol or the "Blue BAR" symbol is drawn. Therefore, at this point, the player cannot know whether or not his / her operation on the left reel 110a is the correct color push operation.
[0502] Here, if the player operates the effect switch 122 before operating the stop switch 120b, the effect control means 334 displays the color-push correct operation history 138. Concurrently, if the player operates the effect switch 122 continuously (verification operation) for a predetermined time or more (long press) before operating the stop switch 120b, the effect control means 334 notifies the player of the correct color-push operation by outputting a special sound (e.g., a "beep") from the speaker 128 or displaying a predetermined image on the LCD display 124, as shown in FIG. 42(a). In this way, the player can grasp the progress of whether the "blue BAR" symbol that has stopped on the invalid line B1 at the first stop point is the symbol that will be displayed as a result of the correct color-push operation, and can look forward to the next stop operation of the stop switch 120.
[0503] However, even if the operation of pulling in the "blue BAR" symbol that has stopped on the invalid line B1 is a correct color-pressing operation, the presentation control means 334 will only notify that it was a correct color-pressing operation at a predetermined notification probability (for example, 50%). This is because if it were to notify 100% of the cases where the "blue BAR" symbol that has stopped on the invalid line B1 is a symbol that is displayed by a correct color-pressing operation, it would be confirmed that the color-pressing operation was not correct at the point when the notification was not executed, and the player would lose interest in playing the color guessing game thereafter.
[0504] Next, if the player operates the stop switch 120b at a timing when the "red BAR" symbol on the center reel 110b can be pulled in, the reel control means 306 stops the "red BAR" symbol on the center reel 110b on the void line B1. However, even in the second stop stage, the reel control means 306 stops either the "red BAR" or the "blue BAR" symbol on the void line B1, regardless of whether the player operates the stop switch 120b at a timing when the player can pull in the "red BAR" or the "blue BAR" symbol. Therefore, even at this point, the player cannot determine whether the combination of the "blue BAR" and "red BAR" symbols that has stopped on the void line B1 is the symbol that will be displayed by the correct color-push operation. However, if the player operates the effect switch 122 (verification operation) for a predetermined time or more (long press) before operating the stop switch 120c, the effect control means 334 will notify the player of the combination of the "blue BAR" and "red BAR" symbols that have stopped on the invalid line B1 with a predetermined notification probability, as shown in Figure 42(b). In this way, the player can grasp the progress of whether or not the combination of the "blue BAR" and "red BAR" symbols that have stopped on the invalid line B1 at the second stop point is the symbol that will be displayed by the correct color push operation, and can look forward to the next stop operation of the stop switch 120.
[0505] In this case, in order to determine whether or not the player's operation matches the correct color pressing operation, the player must operate the effect switch 122, and the notification is made at the timing of the operation. For example, even if the stop switch 120 is operated while the color pressing correct operation history is displayed, the player will not be notified that the operation matches the correct color pressing operation. Therefore, the player can know that the player's operation matches the correct color pressing operation by actively operating the effect switch 122 every time the stop switch 120 is operated.
[0506] In this case, if the player does not perform the correct color push operation at the third stop, the three symbol combinations of the "blue BAR" or "red BAR" symbols will not line up in a straight line on the invalid line B1, so a determination as to whether or not the correct color push operation has been performed (correct answer notification effect) is not performed at the third stop. However, a determination as to whether or not the correct color push operation has been performed at the third stop may also be performed.
[0507] Also, here, an example has been given in which, on the condition that the execution of the color guessing game has been decided, the color guessing game is executed after waiting for the winning type "Selective Reply" to be won, but this is not limited to such a case. For example, when the execution of the color guessing game has been decided, the above-mentioned pseudo game may be executed, and only when the player performs the correct color pressing operation in the pseudo game, the pattern combination may be displayed on the invalid line B1.
[0508] Also, in the above description, an example has been given in which, in a color guessing game, the player is caused to display either the "blue BAR" or "red BAR" symbol on the invalid line B1 for each reel 110, and the effect control means 334 displays information indicating the correct color-pressing operation (first stop operation) in the color guessing game as the color-pressing correct operation history. However, the first stop operation is not limited to this case, and may be, for example, the correct operation mode in a game in which the player wins the "batting order bell" win type in win areas 4 to 19. In this case, the player may be caused to operate the stop switch 120 in one of batting orders 1 to 6 with a predetermined number of options (e.g., 6 options, 4 options, 2 options, 1 option), and the effect control means 334 may display the correct operation mode (first stop operation) in that game, for example, "123" for batting order 1, as the correct operation history. Also, here too, the type of win may be displayed so that the player can understand, or so that the player can understand whether the operation actually performed by the player matches the correct operation mode. For example, the background color may change depending on whether the operation was performed in the correct operation mode, such as turning the background yellow if the operation is performed in the correct operation mode and gray if the operation is not performed in the correct operation mode, or the operation performed by the player, for example, "132" if the player is in the batting order 2, may be displayed alongside the correct operation mode. With this configuration, the player can understand the probability of performing an operation in the correct operation mode in past color guessing games.
[0509] Also, here, after operations are performed on all stop switches (start of the third stop or release of the third stop), as an opportunity to notify information indicating a correct color pressing operation (first stop operation) as a confirmation operation, the operation of the effect switch 122 has been described. However, this is not limited to such a case, and any switch that can be operated by the player (for example, the start switch 118, stop switches 120a, 120b, 120c, and settlement switch) can be adopted. Also, as a verification operation, the operation of the effect switch 122 continued for a predetermined time or more has been described. However, this is not limited to such a case, and any switch that can be operated by the player can be used, and if it is a switch different from the switch targeted for the confirmation operation, it does not have to be continuously operated (long-pressed) for a predetermined time.
[0510] <PUSH effect> By the way, as described above, the winning type lottery means 304 determines any one of a plurality of types of winning types including a selected winning type in which an operation in a predetermined operation mode is set as a winning condition for a predetermined winning combination by winning type lottery. Among the auxiliary effect execution means, for example, the effect control means 334 executes an auxiliary effect that notifies a predetermined operation mode through the liquid crystal display unit 124 when the selected winning type wins in the AT effect state. The predetermined operation mode is, for example, a correct operation mode.
[0511] The effect control means 334 may execute other effects in parallel with the auxiliary effects. An example of another effect is a PUSH effect. The PUSH effect is an effect that prompts the player to perform an operation and notifies the player whether or not a gaming benefit has been awarded in response to the operation. In the PUSH effect, a visual effect (visual effect) is displayed to prompt the player to perform an operation, causing an image (e.g., an image with the word "PUSH" written on it) to appear. The visual effect may be, for example, a visual effect (video effect) in which an image of a predetermined visual effect switch appears. However, the visual effect may not be limited to a visual effect switch, and may be an image of any switch that the player can operate, such as a stop switch or a start switch. In addition, in the visual effect, the image prompting the player to perform an operation may appear gradually or in stages, for example, by increasing its area of occupancy on the liquid crystal display unit 124 or decreasing its transparency over time.
[0512] 43 and 44 are diagrams illustrating the auxiliary effects and the PUSH effect. When the start switch 118 is operated in the AT effect state and the winning type "batting order bell" is determined by the winning type lottery, the effect control means 334 displays an operation image showing a predetermined operation mode on the liquid crystal display unit 124, as shown in FIG. 43(a). For example, the effect control means 334 displays a navigation image showing the correct operation mode as an operation image showing the predetermined operation mode on the liquid crystal display unit 124, in association with the stop switch 120. For example, suppose the operation order of the correct operation mode is stop switch 120c, stop switch 120b, and stop switch 120a. In this case, the performance control means 334 displays, as a navigation image, an indicator 410 (e.g., "1") indicating the first stop at the display position (right position of the image) corresponding to stop switch 120c, an indicator 412 (e.g., "2") indicating the second stop at the display position (center position of the image) corresponding to stop switch 120b, and an indicator 414 (e.g., "3") indicating the third stop at the display position (left position of the image) corresponding to stop switch 120a.
[0513] Here, when the stop switch 120c for performing the first stop is pressed, the performance control means 334 displays a disappearance performance (disappearance video) (disappearance effect) for the indicator 410 indicating the first stop, causing the operation image of the indicator 410 to disappear, in accordance with the operation of the stop switch 120c, as shown in the order of Figures 43(b), 43(c), and 43(d). For example, when the stop switch 120c is pressed, an image of the number "1" on the indicator 410 exploding appears as a disappearance performance, as shown in Figure 43(b). At this time, for example, an explosion image larger than the number "1" is displayed, and the entire number "1" is covered, causing the number "1" to disappear. Thereafter, as shown in Figure 43(c), the size of the explosion image of the indicator 410 gradually decreases, and finally, as shown in Figure 43(d), the explosion image of the indicator 410 also disappears.
[0514] After the first stop, when stop switch 120b for performing the second stop is pressed, effect control means 334 displays a disappearance effect (disappearance effect) for indicator 412 indicating the second stop, causing the operation image of indicator 412 to disappear, in response to the operation of stop switch 120b, as shown in the order of FIG. 43(e), FIG. 43(f), and FIG. 44(a). For example, when stop switch 120b is pressed, an image of the number "2" of indicator 412 exploding appears as the disappearance effect, as shown in FIG. 43(e). At this time, for example, an explosion image larger than the number "2" is displayed, obscuring the entire number "2" and causing it to disappear. Thereafter, as shown in FIG. 43(f), the size of the explosion image of indicator 412 gradually decreases, and finally, as shown in FIG. 44(a), the explosion image of indicator 412 also disappears.
[0515] After the second stop, when the stop switch 120a for the third stop is pressed, the effect control means 334 displays a disappearance effect (disappearance effect) for the indicator 414 indicating the third stop, causing the operation image of the indicator 414 to disappear, in response to the operation of the stop switch 120a, as shown in the order of FIG. 44(b), FIG. 44(c), and FIG. 44(d). For example, when the stop switch 120a is pressed, an image of the number "3" on the indicator 414 exploding appears as the disappearance effect, as shown in FIG. 44(b). At this time, for example, an explosion image larger than the number "3" is displayed, and the entire number "3" is covered, causing the number "3" to disappear. Thereafter, as shown in FIG. 44(c), the size of the explosion image of the indicator 414 gradually decreases, and finally, as shown in FIG. 44(d), the explosion image of the indicator 414 also disappears.
[0516] In Figures 44 and 45, the size of the explosion image gradually decreases over time. However, the size of the explosion image may change in stages. Also, the transparency of the explosion image may increase gradually or in stages over time. In this case, for example, the transparency of the explosion image may increase while the explosion image is being diffused. Also, the disappearance effect is not limited to an aspect that includes an explosion image, and may be an aspect in which, for example, the size of the numbers "1," "2," or "3" themselves gradually or in stages decreases over time, and the numbers ultimately disappear.
[0517] Here, a player typically presses the stop switch 120 and then releases his / her finger from the stop switch 120 without delay. For example, in the state shown in FIG. 44(a), the player presses the stop switch 120a that will cause the third stop (third stop press), and then releases his / her finger from the pressed stop switch 120a (third stop release). The effect control means 334 executes, for example, the disappearance effect of the indicator 414 indicating the third stop at the timing of the third stop press. The time until the indicator 414 indicating the third stop disappears due to the disappearance effect is sufficiently longer than the time from the third stop press to the third stop release if the third stop release is performed without delay after the third stop press.
[0518] In response to the third stop release, the effect control means 334 executes a PUSH effect as shown in the order of FIG. 44(b), FIG. 44(c), and FIG. 44(d), and displays an appearance effect that causes an image to appear prompting the player to operate the switch. The appearance image includes, for example, an outline image 420 and display information 422. The outline image 420 is, for example, an image showing the outline of an effect switch, but is not limited to an effect switch and may be an image showing the outline of any switch prompting the player to operate. The display information 422 includes at least one of a letter, a number, or a symbol. The display information 422 is, for example, positioned within the area inside the outline image 420, but may also be positioned around the outline image 420.
[0519] For example, when the third stop release is performed, the effect control means 334 gradually makes an outline image 420 showing the outline of the effect switch appear as an appearance effect, as shown in Fig. 44(b). For example, the transparency of the outline image 420 gradually or stepwise decreases as time passes. Note that the transparency of the outline image 420 is not limited to decreasing, and for example, the size of the outline image 420 may gradually or stepwise increase as time passes.
[0520] As described above, if the time it takes for the indicator 414 indicating the third stop to disappear due to the disappearance effect is sufficiently longer than the time from pressing the third stop button to releasing the third stop button, an explosion image of the indicator 414 indicating the third stop is displayed, and an outline image 420 gradually appears, as shown in FIG. 44(b). The outline image 420 may overlap partly or entirely with the explosion image of the indicator 414. In addition, in the state shown in FIG. 44(b), the display information 422 does not appear and is difficult to see (in other words, substantially impossible to see). Note that the difficulty in seeing is not limited to when the display information 422 does not appear at all, but may also include when the letters, numbers, or symbols indicated by the display information 422 appear with a transparency or size that makes them illegible.
[0521] When a predetermined time has elapsed since the start of execution of the PUSH effect, as shown in Fig. 44(c), the visibility of the outline image 420 improves (becomes higher) than in Fig. 44(b), and the display information 422 appears, making the display information 422 substantially visible. For example, the transparency of the display information 422 gradually or stepwise decreases over time, causing the display information 422 to appear and become substantially visible. Note that the transparency of the display information 422 is not limited to decreasing, and for example, the size of the display information 422 may increase gradually or stepwise over time.
[0522] As shown in FIG. 44(c), when display information 422 becomes visible, outline image 420 and display information 422 are displayed, and the explosion image of indicator 414 indicating the third stop is displayed smaller than in FIG. 44(b). Note that "visible" does not necessarily mean that the letters, numbers, or symbols indicated by display information 422 appear with sufficient transparency or size to be at least legible, but may also include a state in which a display that is presumed to be display information 422 appears slightly at the display position where display information 422 appears. Also, in the state shown in FIG. 44(c), the explosion image, outline image 420, and display information 422 are displayed. However, in this state, the explosion image and outline image 420 may or may not overlap. If the explosion image and outline image 420 do not overlap, display information 422 is located within outline image 420 and does not overlap the explosion image. Furthermore, when the explosion image and the outline image 420 overlap, the display information 422 may be displayed so as not to overlap with the explosion image, thereby ensuring the visibility of the display information 422.
[0523] 44(d), the disappearance of the explosion image of the indicator 414 indicating the third stop is completed, the display of the appearance effect by the PUSH effect is completed, and the image (outline image 420 and display information 422) prompting the player to operate is displayed in the final display mode. Then, for example, a switch prompting the player to operate, such as a predetermined effect switch, is activated, and an effect is executed to notify whether or not any gaming profit has been awarded in response to the pressing operation of the switch.
[0524] As described above, the disappearance effect and the appearance effect are displayed in both the first stage illustrated in FIG. 44(b) and the second stage illustrated in FIG. 44(c), which follows the first stage. As shown in FIG. 44(b) and FIG. 44(c), the size of the explosion image in the second stage is smaller than that of the explosion image in the first stage, so the disappearance effect in the second stage is less visible than that of the disappearance effect in the first stage. On the other hand, as shown in FIG. 44(b) and FIG. 44(c), the transparency of the appearance image in the second stage is smaller than that of the appearance image in the first stage, so the visibility of the appearance image in the second stage is improved compared to that of the appearance image in the first stage.
[0525] In Figures 44(b) and 44(c), the visibility of the disappearance effect is reduced by gradually reducing the size of the disappearance effect (e.g., an explosion image). However, the method of reducing visibility is not limited to this example, and may be, for example, a method of increasing the transparency of the disappearance effect. Also, in Figures 44(b) and 44(c), the visibility of the appearance effect is improved by gradually reducing the transparency of the appearance effect (outline image 420 and display information 422). However, the method of improving visibility is not limited to this example, and may be, for example, a method of increasing the size of the appearance effect. Furthermore, because the disappearance effect is displayed in both the first and second stages, the second stage, in which visibility is lower than in the first stage, at least indicates the state before the disappearance of the disappearance effect is complete.
[0526] In this way, by improving the visibility of the appearance effect while reducing the visibility of the disappearance effect, each effect can be displayed appropriately even when the disappearance effect and the appearance effect are performed in parallel. For example, as shown in Figure 44(c), the display information 422 in the appearance effect becomes visible after the visibility of the disappearance effect is reduced compared to Figure 44(b). Therefore, even when the disappearance effect and the appearance effect are displayed in parallel, the player can properly recognize the display information 422. Furthermore, as shown in Figure 44(b), when the visibility of the disappearance effect is in the first stage where it is high, the display information 422 in the appearance effect is difficult to see, so it is possible to prevent the appearance effect from interfering with the effect of the disappearance effect.
[0527] 45 and 46 are diagrams illustrating the timing of the disappearance and appearance effects. When the start switch 118 is operated in the AT effect state and the winning type "Batting Order Bell" is determined by the winning type lottery, the effect control means 334 displays the indicator 410 of the first stop (e.g., "1"), the indicator 412 of the second stop (e.g., "2"), and the indicator 414 of the third stop (e.g., "3"). When the display of the indicators 410, 412, and 414 is complete, the operation of the stop switch 120 is enabled. Here, the third stop, in which the disappearance and appearance effects are displayed in parallel, will be described; the first and second stops will not be described. In FIGS. 45 and 46, the disappearance of the disappearance effect is represented by a downward-sloping line from "disappearance start" to "disappearance completion." In addition, in FIGS. 45 and 46, the appearance of the appearance effect is represented by an upward-sloping line from "appearance start" to "appearance completion."
[0528] After the operation of the stop switch 120 is enabled, as shown in FIG. 45(a), when a third stop press operation is performed on the stop switch 120 that performs the third stop ("press" in FIG. 45), the disappearance effect of the indicator 414 of the third stop starts ("start disappearing" in FIG. 45). After the third stop press operation, when a third stop release operation is performed ("release" in FIG. 45), the appearance effect starts ("start appearing" in FIG. 45). In the example of FIG. 45(a), before the disappearance of the indicator 414 of the third stop is complete ("complete disappearance" in FIG. 45), the display information 422 in the appearance effect changes from an inconspicuous state to a visible state ("visible" in FIG. 45). In the example of FIG. 45(a), after time has passed since "start disappearing" and the visibility of the indicator 414 of the third stop has decreased, the display information 422 becomes "visible." The state from "start of appearance" to "visible" in the example of Figure 45(a) corresponds to the state of Figure 44(b), and the state from "visible" to "complete disappearance" in the example of Figure 45(a) corresponds to the state of Figure 44(c). In the example of Figure 45(a), after the disappearance of the third stop indicator 414 is complete ("complete disappearance" in Figure 45), the appearance of the appearance effect is completed ("complete appearance" in Figure 45). This allows the auxiliary effect and the PUSH effect to be performed appropriately.
[0529] In Figure 45(a), "disappearance complete" is displayed after "appearance complete." However, as shown in Figure 45(b), if the timing of the third stop / release operation is earlier than in Figure 45(a), "disappearance complete" and "appearance complete" may be displayed at the same time. This also allows the auxiliary effects and the push effects to be performed appropriately.
[0530] Also, as shown in Figure 45(c), if the timing of the third stop / release operation is earlier than that of Figure 45(b), the "appearance complete" may occur before the "disappearance complete" timing. This also allows the auxiliary effects and the push effects to be performed appropriately.
[0531] Also, as shown in Figure 45(d), if the timing of the third stop / release operation is later than that of Figure 45(a), the "disappearance complete" and "visible" may occur at the same time. This also allows the auxiliary effect and the push effect to be performed appropriately.
[0532] Also, as shown in Fig. 46(a), if the timing of the third stop / release operation is earlier than that of Fig. 45(d), the "visible" state may be achieved after the "disappearance complete" state. This also allows the auxiliary effect and the push effect to be performed appropriately.
[0533] Also, as shown in Fig. 46(b), if the timing of the third stop / release operation is later than that of Fig. 46(a), the third stop / release operation may be performed after the timing of "disappearance completion" to result in "appearance start." This mode also allows the auxiliary effects and the push effects to be performed appropriately.
[0534] 45(a) to 45(d) and 46(a) to 46(b), the relative timing of "disappearance completion" with respect to the timings of "appearance start," "visibility," and "appearance completion" changes depending on the timing of the third stop release operation. However, assuming that the timing of the third stop release with respect to the third stop press does not change, the auxiliary effects and push effects may be controlled so that the relative timing of "disappearance completion" with respect to the timings of "appearance start," "visibility," and "appearance completion" is arbitrarily changed. This mode also allows the auxiliary effects and push effects to be performed appropriately.
[0535] Also, in Figures 45(a) to 45(d) and Figures 46(a) to 46(b), the appearance effect was initiated in response to a third stop release operation. However, as shown in Figure 46(c), the effect control means 334 may initiate the disappearance effect of the third stop indicator 414 ("disappearance start") and the appearance effect ("appearance start") in response to a third stop press operation. Note that in the example of Figure 46(c), "visible" occurs before "disappearance complete" and "appearance complete" occurs after "disappearance complete." However, while "appearance start" occurs in response to a third stop press operation, the relative timing of "disappearance complete" with respect to the timing of "visible" and "appearance complete" may be arbitrarily varied, as in Figures 45(a) to 45(d) and Figures 46(a) to 46(b). These embodiments also allow the auxiliary effects and push effects to be performed appropriately.
[0536] In this way, even if the auxiliary effect and the push effect are performed in parallel, when the visibility of the disappearance effect decreases, the visibility of the appearance effect is improved, making it possible to appropriately display each of the auxiliary effect and the push effect.
[0537] In the above description, the appearance effect of the PUSH effect is displayed in parallel with the disappearance effect of the indicator 414 at the third stop. However, the appearance effect is not limited to being displayed in parallel with the disappearance effect of the indicator 414 at the third stop, and may be displayed in parallel with the disappearance effect of the indicator 410 at the first stop, or may be displayed in parallel with the disappearance effect of the indicator 412 at the second stop.
[0538] In the above example, the auxiliary effect executed when the selected winning type is won in the AT performance state and the PUSH effect are performed in parallel. However, when a so-called rare combination is won in the AT performance state, a predetermined effect (e.g., a display such as "!!!") may be performed to notify the player of the rare combination win to prevent the player from missing out on the rare combination. The predetermined effect for this rare combination may also include a disappearance effect, such as the disappearance of an image such as "!", similar to the auxiliary effect, and may be performed in parallel with the PUSH effect. Here, the entity that causes the auxiliary effect execution means to execute the auxiliary effect, the predetermined effect for notifying the player of the winning of the so-called rare combination and preventing the player from missing out, and notifies the player of an operation mode that is advantageous to the player may be referred to as the operation mode notification means. The operation mode notification means is not limited to the auxiliary effect, but may also display an operation image indicating an operation mode that is advantageous to the player, and display a disappearance effect in which the operation image disappears in response to the operation of the stop switch. For example, the operation mode notification means may display a disappearance effect in which an image such as "!" disappears in a predetermined effect for the rare combination. The operation mode informing means may lower the visibility of the second stage disappearance presentation compared to the first stage disappearance presentation, and may increase the visibility of the second stage appearance presentation compared to the first stage appearance presentation.
[0539] In the above-described PUSH effect, as shown in FIGS. 44(b) to 44(d), the outline image 420 gradually appears, the display information 422 changes from an inconspicuous state to a visible state, and the outline image 420 and the display information 422 are displayed in their final display mode. However, the PUSH effect is not limited to a mode in which the outline image 420 and the display information 422 are displayed in their final display mode. For example, the outline image 420 gradually appears, and the PUSH effect may end and the outline image 420 may be erased before the display information 422 becomes visible. Alternatively, the PUSH effect may end and the outline image 420 and the display information 422 may be erased after the display information 422 becomes visible but before the display information 422 is displayed in its final display mode. This allows the player to expect the outline image 420 and the display information 422 to be displayed in their final display mode during the PUSH effect, thereby improving gameplay. If the outline image 420 and the display information 422 are not displayed in the final display mode, switches such as effect switches that prompt the player to operate them may not be enabled.
[0540] Furthermore, the above-described appearance image includes the contour image 420 and the display information 422. However, the appearance image is not limited to including both the contour image 420 and the display information 422, and may include at least one of the contour image 420 and the display information 422.
[0541] 43 to 46, the visibility of the disappearance effect is gradually decreased and the visibility of the appearance effect is gradually increased. However, it is sufficient that at least the visibility of the disappearance effect at the predetermined second timing indicating the second stage after the first stage is decreased compared to the disappearance effect at the predetermined first timing indicating the first stage, and that the visibility of the appearance effect at the predetermined second timing indicating the second stage after the first stage is increased compared to the appearance effect at the predetermined first timing indicating the first stage.
[0542] While the preferred embodiments of the present invention have been described above with reference to the accompanying drawings, it goes without saying that the present invention is not limited to such embodiments. It is clear that those skilled in the art can conceive of various modifications and alterations within the scope of the claims, and it is understood that such modifications and alterations also fall within the technical scope of the present invention.
[0543] In addition, in the above-described embodiment, an example was given in which the number of reels 110 was three (left reel 110a, center reel 110b, right reel 110c), but this is not limited to this case and the invention can also be applied to cases in which the number of reels 110 is four (first reel, second reel, third reel, fourth reel) or five or more.
[0544] In addition, in the above-described embodiment, the main control board 200 and the sub-control board 202 are arranged to share the functional parts for progressing the game, but the functional parts of the main control board 200 may be arranged on the sub-control board 202, or the functional parts of the sub-control board 202 may be arranged on the main control board 200, or all functional parts may be arranged together on one control board.
[0545] In the above embodiment, the game is played using medals as the game value, but the game value may be electronic information (it may be so-called medalless). In this case, when a winning combination is achieved, the amount of value corresponding to the winning combination may be awarded to the player in the form of electronic information.
[0546] Furthermore, in the above-described embodiment, an example of application to a slot machine 100 has been given, but the present invention can also be applied to a gaming machine, so-called pachinko machine, that includes a gaming board on which a gaming area into which gaming balls flow down is formed, a large prize opening that is provided in the gaming area and into which gaming balls can enter, an opening / closing member that opens and closes the large prize opening, and a large prize opening control means that, when a predetermined condition is met, controls the opening and closing of the opening / closing member to execute a large role game that includes multiple rounds of play in which the large prize opening is opened.
[0547] Furthermore, the processes performed by the main control board 200 and the sub-control board 202 described above do not necessarily have to be performed in chronological order according to the order described in the flowchart, and may include parallel or subroutine processing. [Explanation of symbols]
[0548] 100 slot machines (gaming machines) 110 reels 118 Start switch 120 Stop switch 122 Production Switch 124 LCD display section 128 speakers 304 Winning Type Lottery Method 306 Reel control means 314 Production state control means 334 Production Control Means
Claims
[Claim 1] A winning type selection means for selecting one of a plurality of winning types by a winning type selection lottery; a reel control means for controlling the rotation of a plurality of reels on which a plurality of types of symbols are respectively arranged in response to the operation of a start switch, and for controlling the stop of each of the reels corresponding to the operated stop switch in response to the operation of a stop switch corresponding to the rotating reel; An auxiliary performance execution means for performing an auxiliary performance to assist the winning of a specific combination; A payout control means for paying out a game value based on the winning combination; A performance control means for executing a performance; Equipped with the plurality of reels includes a first reel, a second reel, and a third reel; As the winning type, there are multiple types of selection winning types in which multiple types of small roles are overlapped and won, A correct operation mode is set for each of the plurality of types of the selection winning types, There exists a selection win type in which the operation mode for first stopping the second reel is the correct operation mode, and there exists a selection win type in which the operation mode for first stopping the third reel is the correct operation mode, but there does not exist a selection win type in which the operation mode for first stopping the first reel is the correct operation mode, The reel control means, in a game in which the selected winning type is won, When a stop operation is performed in the correct operation mode corresponding to the selected winning type, the reels are stopped and controlled so that a small winning combination that pays out a game value greater than a game value bet for one game is won; among the incorrect operation modes which are different from the correct operation mode corresponding to the selected winning type, when a stop operation is performed in a first incorrect operation mode which stops the first reel first, the reel is stopped and controlled so that a minor combination which pays out a game value less than a game value bet for one game is always won; When a stop operation is performed in a second incorrect operation mode in which the second reel or the third reel is stopped first among the incorrect operation modes, the reels are stopped and controlled so that, depending on the timing of the stop operation, there are cases where a small role in which a game value less than a game value bet for one game is paid out is won, and cases where no role is won are won; The performance control means includes: storing information suggesting a specific operation in a memory unit; The gaming machine is capable of notifying the information in response to a confirmation operation after all of the stop switches have been operated.