Game machine
Patent Information
- Application Number
- JP2022041169
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2022-03-16
- Publication Date
- 2025-01-17
- Estimated Expiration
- 2042-03-16
AI Technical Summary
Existing gaming machines face complexity in controlling gaming states and risk excessively advantageous states due to bonus combinations being won before transitioning to special gaming states, leading to unpredictable player experiences.
A gaming machine with variable symbol display rows, stop operation means, and state control mechanisms that manage transitions between advantageous and non-advantageous sections based on symbol combinations and lottery results, avoiding excessively advantageous states by ensuring transitions are based on specific lottery outcomes and carryover states of bonus prizes.
The solution allows for controlled transitions between gaming states without creating new special states, ensuring fair and predictable player outcomes, reducing the likelihood of excessively advantageous situations and maintaining player interest by managing transitions effectively.
Smart Images

Figure 00000000_0000_ABST
Abstract
Description
Technical Field
[0004] , , , , , ,
[0001] The present invention relates to a gaming machine capable of playing games.
Background Art
[0002] As an example of a gaming machine, a plurality of reels on which a plurality of types of symbols are arranged are provided, and a winning combination is selected and the reels are rotated by operating a start switch in a state where the number of bets is set using medals or the like. The rotation of the reels is stopped based on the result of the winning combination selection and the operation mode (pressing order, operation timing, etc.) of the stop switch, and medals are paid out or the like according to the combination of symbols on the winning line when all the reels stop. There is a slot machine that can be provided. Further, in such a gaming machine, an advantageous section and a non-advantageous section in which AT can be executed are provided, and a slot machine (see Patent Document 1) that becomes advantageous when shifting from the non-advantageous section to the advantageous section, or shifting to the advantageous section is possible in a plurality of states including the carry-over state and the non-carry-over state of the bonus combination. In order to prevent an overly advantageous state from being given when shifting to the advantageous section in the non-carry-over state of the bonus combination that occurs in the initial state and in the non-advantageous section, there is a slot machine (see Patent Document 2) that provides a special gaming state that is easier to shift to than the bonus carry-over state in the initial state.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Patent Document 2
Summary of the Invention
Problems to be Solved by the Invention
[0004] In contrast to Patent Document 1, Patent Document 2 provides special game states to prevent granting an excessively advantageous state from the initial state. However, as the number of game states increases, the control becomes more complex, and if a bonus role is won before transitioning to a special game state, it ultimately results in granting an excessively advantageous state, leaving room for improvement.
[0005] This invention has been made in view of the above problems, and aims to provide a gaming machine that can more appropriately set the state when transitioning from a non-advantageous period to an advantageous period. [Means for solving the problem]
[0006] The present invention relates to a gaming machine capable of playing games, comprising: a symbol display means having a plurality of variable display rows that variably display a plurality of types of symbols; a stop operation means for stopping the variable display of each of the variable display rows; a granting means for granting game value according to the combination of symbols that stopped on the active line when all of the variable display rows have stopped; a role lottery means for performing a role lottery from a plurality of roles including bonus roles and general roles; a section control means for controlling the transition between an advantageous section and a non-advantageous section; a game state control means capable of controlling to a plurality of game states; and in the advantageous section, The game includes a notification means capable of notifying the mode of operation when the result of the lottery for the designated role is a specific lottery result in which the degree of advantage changes depending on the mode of operation of the stop operation means, and a state control means capable of controlling the advantageous section to one of a plurality of states with different degrees of advantage, wherein the game state includes a bonus state which is started based on the stopping of the symbol combination constituting the bonus role on an active line, a first game state which is a carryover state of the bonus role, and a second game state which is not a carryover state of the bonus role, and the section control means is the In both the first and second game states, the system is controlled to allow transitions from the non-advantageous section to the advantageous section. In the second game state, the bonus role is drawn simultaneously with the first general role among the general roles, and does not occur simultaneously with the second general role which is different from the first general role. When the system is in the non-advantageous section, the bonus state is not started and the system transitions to the advantageous section. The transition patterns include a first transition pattern which occurs when the first general role and the bonus role are drawn simultaneously in the second game state, a second transition pattern which occurs when the second general role is won in the second game state, and a third transition pattern which occurs when the second general role is won in the first game state. When the system is in the first game state and is in the non-advantageous section, if the first general role is won, the system does not transition to the advantageous section. When the transition to the advantageous section is the first or second transition pattern, the state controlled by the state control means is more likely to be less advantageous compared to when the transition is the third transition pattern.
[0007] This configuration allows for the appropriate setting of the game state by utilizing the results of the role lottery used in normal gameplay, without the need to create a new special game state. In other words, the role lottery is designed to easily determine whether an excessively advantageous state is granted during the transition from a non-advantageous section to an advantageous section in a game state where bonus roles that may be part of the initial state (which may occur due to setting changes, etc.) have not been carried over.
[0008] To explain in more detail, the bonus role is drawn simultaneously with the first general role, and is not drawn with the second general role, which is a different general role from the first general role. When the second general role is drawn in a non-advantageous section, the game transitions to an advantageous section regardless of whether the bonus role is carried over. On the other hand, when the first general role is drawn, the game transitions to an advantageous section if it is drawn simultaneously with a bonus role that is not carried over, but does not transition to an advantageous section if the bonus role is carried over. This makes it possible to reliably determine whether the transition to the advantageous section is a transition to a game state that is not a carry-over bonus role, which may be the initial state, without creating a new game state, based on the result of the role drawing and whether or not the bonus role is carried over. This makes it easy to avoid creating an excessively advantageous state when there is a possibility of being in the initial state.
[0009] To explain further, since the second general role is not awarded simultaneously with a bonus role, the presence or absence of a carried-over bonus role does not change before or after winning the second general role. Therefore, if the game state is in a carried-over bonus role state when the advantageous section is transitioned, it is in a carried-over bonus role state from before the transition to the advantageous section, so there is no possibility of it being the initial state. Conversely, if the bonus role is not carried over, there is a possibility of it being the initial state, and the state controlled by the state control means is more likely to be unfavorable when the bonus role is not carried over. Also, regarding the first general role, if it is awarded simultaneously with a bonus role when the bonus role is not carried over, the game transitions to the advantageous section, but if the bonus role is carried over, the game does not transition to the advantageous section. Therefore, even if the game state becomes a carryover state for a bonus role due to simultaneous winning of a bonus role when transitioning to the advantageous section, it is determined whether the result of the role lottery at the time of transitioning to the advantageous section is a first general role and not a second general role. If it is determined to be a first general role, and if the bonus role is not carried over, there is a possibility of the initial state, and the state controlled by the state control means is likely to be unfavorable when the bonus role is not carried over. As a result, without creating a new game state, it is easy to reliably determine when the initial state is possible based on the result of the role lottery and whether or not the bonus role is carried over, and to avoid an excessively advantageous state. In addition, since the game transitions to the advantageous section regardless of whether or not the bonus role is carried over when a second general role is not won simultaneously with a bonus role, it is possible to achieve the transition from the non-advantageous section to the advantageous section with fewer games compared to using only the lottery result of the first general role, which is won simultaneously with a bonus role, for the transition to the advantageous section.
[0010] Furthermore, the maximum game value that can be awarded in a game in which the first general role is won is less than the maximum game value that can be awarded in a game in which the second predetermined general role, which is at least a part of the second general role, is won.
[0011] With this configuration, the maximum game value that can be awarded in a game in which the first general role is won is less than the maximum game value that can be awarded in a game in which the second general role is won. Therefore, for roles where the transition to the advantageous section changes depending on whether or not a bonus role is carried over, the game value awarded to the player is not large. This prevents players from focusing on winning the first general role due to the game value being large, and as a result players focusing more on winning the first general role, they become more aware of the fact that they do not transition to the advantageous section when a bonus role is carried over, and thus can be prevented from becoming disappointed. [Brief explanation of the drawing]
[0012] [Figure 1] This is a front view of a slot machine, which is an example of a gaming machine according to one embodiment of the present invention. [Figure 2] This is a diagram showing the arrangement of symbols on the reels. [Figure 3] This is a block diagram showing the electrical configuration of the slot machine in Figure 1. [Figure 4] Figure 3 is a functional block diagram showing the functions of the main control board and sub-control board. [Figure 5] This is a diagram to explain the transitions in the game state. [Figure 6] This diagram shows the relationship between the winning combination group, the presence or absence of a target for transitioning to a favorable period, and the number of payouts depending on the stopping pattern. [Figure 7] This diagram shows the relationship between the group of lower-numbered winning combinations that triggered the transition to the advantageous period and the lottery mode determination table selected based on the state of the first game. [Modes for carrying out the invention]
[0013] One embodiment of the present invention will be described with reference to Figures 1 to 7.
[0014] (composition) A slot machine 1, which is an example of a gaming machine according to this embodiment, is configured such that one game is started when a predetermined number of game media such as tokens (for example, 3 or 2 tokens) are inserted in one of a plurality of pre-set game states, and the start switch 19, which will be described later, is operated. It is configured as shown in Figure 1.
[0015] The front of the enclosure 3 is closed by a front door 5 that can be opened and closed, and an operation panel 7 is positioned at approximately the center height of the front door 5. A front panel 9 is positioned above the operation panel 7. The front panel 9 is provided with a horizontally elongated rectangular display window 11. Inside the display window 11 are left, middle, and right reels 13L, 13M, and 13R, which variably display multiple types of symbols in a predetermined order. As shown in Figure 2, the left, middle, and right reels 13L, 13M, and 13R are each provided with a total of 20 symbols of multiple types (in this embodiment, "R7 (red 7)", "B7 (blue 7)", "BR (bar)", "T1 (tomato 1)", "T2 (tomato 2)", "AP (apple)", "C1 (cherry 1)", "C2 (cherry 2)", "LM (bell)", and "RP (replay)") in a predetermined arrangement.
[0016] Furthermore, each design is assigned a frame number from 0 to 19 in order. In this case, for example, reel tapes printed with designs from frame number 0 to 19 are attached to the circumference of each reel 13L, 13M, and 13R. When each reel 13L, 13M, and 13R rotates, multiple designs are displayed in the display window 11 in a predetermined order, starting with frame numbers 19, 18, ..., then 0, 19, ... When each reel 13L, 13M, and 13R stops rotating, the display window 11 is set to reveal a total of three designs, one each in the upper, middle, and lower rows. That is, when all three reels 13L, 13M, and 13R stop, a total of nine designs arranged in three vertical columns and three horizontal rows are displayed in the display window 11. In this embodiment, the winning lines (corresponding to the valid lines in the claims) within the display window 11 used for determining winnings are composed of the upper section of the left reel 13L, the upper section of the middle reel 13M, and the middle section of the right reel 13R.
[0017] Also, in order to be able to rotationally drive each of the reels 13L, 13M, and 13R independently, reel motors 14L, 14M, and 14R (see FIG. 3), each composed of a stepping motor, are connected to each of the reels 13L, 13M, and 13R. Note that a display means of the slot machine 1 is constituted by reel units (not shown) each composed of each of the reels 13L, 13M, and 13R and each of the reel motors 14L, 14M, and 14R.
[0018] Furthermore, on the operation panel 7, there are provided a bet switch 15 for instructing the insertion of one medal at a time from the credit medals stored inside, a maximum bet switch 17 for instructing the insertion of medals set to the maximum number of inserted medals per game (here, 3 or 2) from the credit medals, an effect button 42, a lever-shaped start switch 19 for rotating each of the reels 13L, 13M, and 13R to start the variable display of each symbol, left, middle, and right stop switches 21L, 21M, and 21R (stop operation means) for stopping the rotation of the left, middle, and right reels 13L, 13M, and 13R respectively to stop the variable display of each symbol, a settlement switch 23 for paying out the credit medals, and a medal insertion slot 25. Note that in the present embodiment, the number of medals to be inserted required for one game (prescribed number) is set to 3. Also, a plurality of variable display columns for variably displaying a plurality of types of symbols are formed by each of the reels 13L, 13M, and 13R, and each of the stop switches 21L, 21M, and 21R is provided corresponding to each of the reels 13L, 13M, and 13R.
[0019] Furthermore, a liquid crystal display 27 is provided near the center of the upper part of the front panel 9 for displaying videos and other content to notify players of wins and prizes, and for informing them of the operation of each stop switch 21L, 21M, and 21R. Immediately above the liquid crystal display 27 is an explanatory panel 29 displaying various winning symbols, and speakers 31L and 31R are provided to the left and right of the liquid crystal display 27 and explanatory panel 29, respectively, for providing effects such as music and sound. In addition, a central lamp section 33M is positioned at the top edge of the explanatory panel 29 and speakers 31L and 31R, and left and right lamp sections 33L and 33R are positioned to the left and right of it, respectively. Each lamp section 33M, 33L, and 33R is equipped with a light source such as a light-emitting diode. These lamp sections 33M, 33L, and 33R are integrally formed and constitute an upper lamp section 33 for providing effects such as notifying players of wins and prizes.
[0020] Also, a lower panel 35 on which a decorative picture or the like is displayed is provided below the operation panel 7. On the left and right sides of this lower panel 35, lower lamp parts 37L and 37R are provided, respectively, in which a plurality of light sources are arranged side by side, for example, in two rows. Also, below the lower panel 35, a medal payout opening 39 for medals and a medal receiver 41 for receiving the medals paid out from this medal payout opening 39 are provided. Also, a winning line is drawn on the front panel 9, and at the lower left corner of the front panel 9, a credit display 45 for displaying the stored number of credit medals and a payout display 46 for displaying the number of payout medals are arranged under the display control by the CPU 61 mounted on the main control board 63 in FIG. 3. This credit display 45 is composed of, for example, two 7-segment displays, and can display the stored number of two digits (maximum 50 pieces). Also, the payout display 46 is composed of, for example, two 7-segment displays, and can display the number of payout medals of two digits. The 7-segment display is formed in a bar shape and has a total of eight segments combined with seven segments arranged in the shape of the number "8" and one small round segment (DP) serving as a decimal point. Each segment is composed of a light-emitting diode. The payout display 46 is also used for displaying an error code corresponding to the generated error.
[0021] The advantageous section is a section in which it is permitted to notify the pressing order (the correct pressing order) that can obtain an advantageous payout when winning in the winning combination group "ATA_CL1" (subordinate number 04) to "ATB_RC2" (subordinate number 19) (see FIG. 6, corresponding to the second predetermined general combination in the claims). In the present embodiment, the corresponding advantageous section lamp is not provided during the advantageous section, but it may be provided.
[0022] Furthermore, the support frames that support each reel 13L, 13M, and 13R are fixed to the rear wall inside the housing 3. Below the support frames inside the housing 3, a hopper unit 43 (see Figure 3) is provided for discharging medals to the medal payout port 39. Also, on the back side near the medal insertion slot 25, a medal selector 48 (see Figure 3) is provided to sort whether the medals inserted into the medal insertion slot 25 are legitimate or not, and to guide only legitimate medals to the hopper unit 43.
[0023] Next, the electrical configuration of slot machine 1 will be explained with reference to Figure 3.
[0024] As shown in Figure 3, an input sensor 53 is located near the medal slot 25 inside the housing 3, in the area of the medal selector 48, and detects each medal inserted into the medal slot 25 one by one. A payout sensor 54 is located at the outlet of the hopper unit 43 and detects each medal dispensed into the medal payout outlet 39 one by one. In addition, an operation box 49 (see Figure 3) is fixed to the left side wall inside the housing 3, to the left of the hopper unit 43 when viewed from the front of the slot machine 1. This operation box 49 is equipped with a power switch 50 (see Figure 3) for switching the power ON and OFF, as well as a change processing start switch 56 (see Figure 3) consisting of a key cylinder for setting change processing, and a reset switch 52 (see Figure 3) used to switch setting values when changing settings. The reset switch 52 is also used as a switch to clear errors when errors occur.
[0025] The left, center, and right position sensors 55L, 55M, and 55R respectively detect the rotational positions of the left, center, and right reels 13L, 13M, and 13R. For example, they consist of photointerrupters that detect protrusions provided on the left, center, and right reels 13L, 13M, and 13R. When the left, center, and right reels 13L, 13M, and 13R rotate, they detect the protrusions with each rotation and output the detection signal to the main control board 63. In this embodiment, for example, when the left, center, and right position sensors 55L, 55M, and 55R detect the above-mentioned protrusions, the symbols with frame number 19 are positioned in the middle of the display window 11.
[0026] The hopper motor 57 is installed in the hopper unit 43 and, when driven, dispenses medals toward the medal dispensing port 39.
[0027] Furthermore, the slot machine 1 is equipped with a main control board 63 on which a main CPU 61 that controls the progress of the game is mounted, and a sub-control board 73 on which a sub-CPU 71 that controls the effects in accordance with the progress of the game based on information transmitted from the main control board 63 is mounted. Various data is transmitted in one direction from the main control board 63 to the sub-control board 73. The main control board 63 is securely sealed inside a board case to prevent unauthorized access from the outside. In addition, various measures have been taken to ensure that unauthorized access to the board case can be clearly seen.
[0028] As shown in Figure 3, the RAM 65 of the main control board 63 is the internal memory capacity of the main CPU 61 and temporarily stores game-related data such as the game state of the slot machine 1. It forms memory areas that constitute the role lottery result storage area 651, flag storage area 652, advantageous section game count counter 653, and special role win count counter 654 shown in Figure 4. Also as shown in Figure 3, the ROM 67 of the main control board 63 is the internal memory capacity of the main CPU 61 and stores the program for the slot machine 1 (game machine program), which includes pre-set data such as the role lottery table 671 and stop table 672 shown in Figure 4. The flag storage area 652 stores various flags, such as the advantageous section flag, AT flag, and CZ flag, which will be described later.
[0029] The main CPU 61 of the main control board 63 has interrupt functions such as timer interrupts and performs processing related to the progress of the game by executing the game machine program stored in the ROM 67. This main CPU 61 transmits various data, such as data related to the result of the role lottery in the role lottery processing by the role lottery means 103 described later, and data related to the operation of operating devices operated by the player, such as each stop switch 21L, 21M, 21R and the start switch 19, to the sub-control board 73 (sub-CPU 71) in a predetermined command format.
[0030] The memory 75 of the sub-control board 73 includes a RAM section for temporarily storing various data and a ROM section for storing various programs for gameplay effects. The sub-CPU 71 of the sub-control board 73 has interrupt functions such as timer interrupts, and the sub-CPU 71 executes a program stored in the memory 75 based on various data related to the slot machine 1 transmitted from the main CPU 61 (data regarding the results of the role lottery process by the role lottery means 103 described later, whether each stop switch 21L, 21M, 21R, start switch 19 and other operating devices have been operated, etc.) and determines the content of the gameplay effects for the player. Furthermore, based on the determined content of the effects, the sub-CPU 71 of the sub-control board 73 controls the display equipment such as the liquid crystal display 27 and speakers 31L, 31R via the I / O ports of the sub-control board 73.
[0031] (Main control board) Next, the main control board 63 will be described in detail with reference to Figure 4. As shown in Figure 4, the main control board 63 has various functions that are realized by executing programs stored in the ROM 67, and various functions that are realized by controlling hardware.
[0032] (1) Game control means 100 The game control means 100 in Figure 4 controls the gameplay of the slot machine 1 in one of a plurality of pre-set game states. Specifically, as shown in Figure 5, the game control means 100 consists of an initial state which is a bonus lottery state (hereinafter also referred to as RT0, corresponding to the second game state in the claims), a bonus carryover state which is an internal bonus state (hereinafter also referred to as RBBF, corresponding to the first game state in the claims), and a bonus state which is a bonus in progress (hereinafter also referred to as RBB). In this embodiment, except when initial conditions such as a setting change are met and the game becomes RT0, the game is configured to stay in the RBBF state as a general game state, as will be described later. Note that no new bonus roles are won when the game is in the bonus carryover state.
[0033] Furthermore, there are AT games (special games) in which, when the result of the role lottery by the role lottery means 103 described later results in a specific role (winning role group "ATA_CL1~ATB_RC2", see Figure 6) with a different degree of advantage granted to the player by the operation procedure of each stop switch 21L, 21M, 21R, the operation procedure of each advantageous stop switch 21L, 21M, 21R corresponding to that specific role is notified in an identifiable manner.
[0034] Furthermore, as shown in Figure 4, the game control means 100 includes an operation mode determination means 100a and a game state setting means 100b.
[0035] (1-1) Operation mode determination means 100a The operation mode determination means 100a determines the player's operation of the slot machine 1. Specifically, it determines various operation modes of the player on the slot machine 1, such as the operation of the various switches on the slot machine 1, such as the bet switches 15, 17, the start switch 19, and the stop switches 21L, 21M, 21R, as well as the operation of inserting tokens into the token slot 25.
[0036] (1-2) Game state setting means 100b The game state setting means 100b sets the game state of the slot machine 1 to one of several pre-set game states based on the results of the role lottery process by the role lottery means 103, and the results of the symbol determination means 112's determination of the winning line symbol combinations: the upper row of the left reel 13L, the upper row of the middle reel 13M, and the upper middle row of the right reel 13R.
[0037] Specifically, as shown in Figure 5, this embodiment includes RT0, RBBF, and RBB as game states. Here, RT0 is entered when initial conditions such as setting changes are met. If a bonus is won here but the bonus is not awarded, the bonus is carried over and the state becomes RBBF. In this embodiment, in most cases when a bonus is won in RT0, it is won simultaneously with "BE2" (lower number 21 in Figure 6, corresponding to the first general role in the claims), and in this case, regardless of the operation of each stop switch 21L, 21M, 21R, the awarding of "BE2" takes priority, and the state transitions to RBBF without awarding a bonus. Note that in RBBF, except for a certain group of winning roles "ALL1" (lower number 25 in Figure 6) which is won with an extremely low probability, a bonus is not awarded regardless of the operation of each stop switch 21L, 21M, 21R, so the general game state is always the RBBF state. Alternatively, instead of creating a winning combination group like "ALL1," the game may be configured so that it cannot transition to RT0 through normal gameplay after transitioning to RBBF.
[0038] Furthermore, as shown in Figure 5, a bonus win leads to a transition to RBB. If a predetermined number of payouts are made during RBB, the bonus ends and the game transitions to RT0. As mentioned above, the game does not transition to RBB except in a very few patterns.
[0039] (1-3) Overview of the game Next, we will explain the general outline of the game played on slot machine 1.
[0040] Slot machine 1 is configured so that one game (play) is performed by inserting three tokens. When the insertion of three tokens into slot machine 1 is detected by the insertion sensor 53, the bet switch 15, or the maximum bet switch 17, the winning lines in the display window 11 become active. When the start switch 19 is operated, a random number lottery process is performed, and one of the pre-set winning combination results is selected by the winning combination lottery means 103. Also, when all rotations of the left, middle, and right reels 13L, 13M, and 13R begin, the determination of the symbols of each reel 13L, 13M, and 13R displayed in the display window 11 begins based on the rotation angle of each reel 13L, 13M, and 13R.
[0041] Subsequently, the left, middle, and right reels 13L, 13M, and 13R accelerate, and all stop switches 21L, 21M, and 21R become active. After all stop switches 21L, 21M, and 21R are active, when the operation of the left stop switch 21L is detected, the left reel 13L stops; when the operation of the middle stop switch 21M is detected, the middle reel 13M stops; and when the operation of the right stop switch 21R is detected, the right reel 13R stops. In this way, the operation of each stop switch 21L, 21M, and 21R stops the rotation of the left, middle, and right reels 13L, 13M, and 13R corresponding to each stop switch 21L, 21M, and 21R.
[0042] When all three left, middle, and right stop switches 21L, 21M, and 21R are operated, the rotation of the left, middle, and right reels 13L, 13M, and 13R stops. At this time, if a predetermined symbol stops at a predetermined position on the winning line of the display window 11, that is, if the symbols on each reel 13L, 13M, and 13R are displayed in the display window 11 in a symbol combination that results in a win, a win is achieved, and a number of medals corresponding to the type of win are credited or dispensed from the medal payout port 39. In addition, instead of or along with the payout of medals, the player may be given a predetermined benefit (perk). Examples of this predetermined benefit include the number of bets automatically set so that the next game can be played with the same number of bets as the winning game without inserting new medals, such as when a bonus win leads to a transition to RBB or when a re-play win (described later) is achieved.
[0043] There are two types of winning combinations: bonus combinations and regular combinations (replay combinations and minor combinations). Bonus combinations are combinations that lead to the RBB (Replay Bonus). Replay combinations (sometimes also called replays) allow the player to play the next game with the same number of bets as the winning game without inserting any new tokens. Minor combinations award a predetermined payout. Figure 6 shows a list of combination lottery groups. In the combination lottery groups, the higher-numbered combinations are assigned to the types of bonus combinations, and the lower-numbered combinations are assigned to the types of replay combinations and minor combinations described below.
[0044] • Bonus role As a bonus role, the highest number 01 in the role lottery group is "BNS," and the system is configured so that if any of the predetermined symbol combinations for "BNS" stop on the winning line, the game transitions to RBB.
[0045] ·Replay role As a replayable bonus, the bonus draw group includes multiple types of bonuses with lower numbers 01-03, such as "RP1," "RP2," and "CH." If any of the symbol combinations included in these bonus draw groups land on the winning line, the next game can be played under the same conditions (bet amount) as the game in which the bonus was won.
[0046] • Minor role There are multiple types of minor roles, with lower numbers 04-30 being "ATA_CL1" to "ATB_RC2", "BE1", "BE2", "PZ", "SCH", "SSP", "TMT", "ALL1", "ALL2", and "ALL3". When any of the symbol combinations included in these role lottery groups stop on the winning line, a payout corresponding to the winning symbol combination is obtained. The symbol combinations included in the role lottery groups that become minor roles result in either a payout of 1 coin, a payout of 3 coins, or a payout of 8 coins. Of these, lower numbers 04-19 "ATA_CL1" to "ATB_RC2" are guaranteed to include at least one symbol combination that pays out 1 coin and another that pays out 8 coins in every role lottery group, and are configured as so-called AT roles where, depending on the operation, a symbol combination corresponding to an 8-coin payout or a symbol combination corresponding to a 1-coin payout stops on the winning line.
[0047] The lower numbers 20 and 21, "BE1" and "BE2," are winning combinations that include at least three payout symbols. Regardless of the operation method, the symbol combinations corresponding to the three payout symbols stop on the winning line, and a total of nine symbols arranged in 3 vertical columns and 3 horizontal rows are displayed in the display window 11, resulting in a stop pattern called a bell combination. Since the stop pattern is the same, players cannot distinguish whether they have won "BE1" or "BE2" from the stop pattern alone. Note that "BE2" always wins with the bonus symbol "BNS" and never wins on its own. In Figure 6, the only time "BE2" is won when the bonus symbol "BNS" has not been won is if the RBBF state is already in place (i.e., the bonus has already been carried over, and as mentioned above, no new bonus symbols can be won). Therefore, in the column for eligible entries for the advantageous period in Figure 6, the winning role groups with upper numbers 00 and lower numbers 21, which indicate that they are not simultaneously won with "BNS", are displayed as "-" because they do not occur in RT0, and the winning role groups with upper numbers 01 and lower numbers 21, which indicate that they are simultaneously won with "BNS", are displayed as "-" because they do not occur in RBBF.
[0048] The lowest number 22, "PZ," is a winning combination that includes at least one payout and eight payouts. The lowest numbers 23-27, "SCH," "SSP," "APL1," "APL2," and "TMT," are winning combinations that include at least three payouts, and regardless of the operation method, a symbol combination corresponding to three payouts will stop on the winning line. The lowest numbers 28-30, "ALL1" and "ALL2," are winning combinations that include at least one payout, and the lowest number 30, "ALL3," is a winning combination that includes at least eight payouts. "SCH," "SSP," "APL1," "APL2," and "TMT" constitute so-called rare roles and chance roles, and when won, a pseudo-bonus lottery or CZ lottery is held. The pseudo-bonus is equivalent to the AT state. In addition, "ALL1" is a role that, when won during RBBF, has the potential to award a bonus depending on the operation method, but the probability of winning is extremely low. Furthermore, "ALL2" and "ALL3" are only awarded when it is an RBB (Reward Big Bonus) and do not qualify for a transition to a favorable period. Note that "HZ" indicates a loss, and both the upper and lower numbers are set to 00.
[0049] (2) Setting control means 101 The setting control means 101 in Figure 4 sets one setting value from a plurality of setting values (settings 1 to 6) with different payout rates. This setting value is used to select the role lottery table 671, which is selected by the table selection means 102 described later, and one of the setting values is associated with each of the plurality of role lottery tables 671 stored in the ROM 67. The setting control means 101 then determines the ON or OFF state of the change process start switch 56 when the power is turned on, and if the power is turned on with the change process start switch 56 ON, it starts a predetermined setting change process. The payout rate can be calculated as total payouts ÷ total number of coins inserted × 100 [%].
[0050] Here, the probability of winning in the lottery for general gameplay is set to multiple levels distinguished by several types of setting values (six types in this case), and each of these setting values is associated with the role lottery table 671 (lottery table for general gameplay) shown in Figure 4. When the above setting change process is initiated, the manager of the pachinko hall where slot machine 1 is installed can change these setting values.
[0051] (3) Table selection means 102 The table selection means 102 in Figure 4 selects one lottery table from the multiple prize lottery tables 671 shown in Figure 4, based on the type of game (RT0, RBBF, etc.) controlled by the game control means 100 on the main control board 63 and the setting value (setting 1 to setting 6) set by the setting control means 101. That is, for example, in a general game, the table selection means 102 selects a prize lottery table 671 (general game lottery table) as the prize lottery table according to the setting value (setting 1 to setting 6) of the winning probability.
[0052] (4) Role selection method 103 The role lottery means 103 in Figure 4 performs a role lottery at the time the start switch 19 is operated to start the game. It determines whether or not the player has won one of several roles (winning role group: see Figure 6), which includes multiple general roles (minor roles, replay roles) and bonus roles, based on a lottery value generated based on the start of the game. The role lottery means 103 comprises a lottery value generation means 103a and a lottery value determination means 103b.
[0053] (4-1) Lottery value generation means 103a The lottery value generation means 103a generates lottery values used for role selection, etc., by extracting random numbers for selection generated within a predetermined range (for example, 0 to 65535 in decimal) by a random number generation means, which is composed of an oscillator circuit and a counter circuit that counts the clock signal generated by the oscillator circuit, at the timing when the start switch 19 is operated. Note that since the random number generation means is composed of a counter circuit, etc., the numbers generated by the random number generation means are not strictly random. However, since the timing of the operation of the start switch 19 is considered random, the lottery values generated by the lottery value generation means 103a can be treated as essentially random numbers. The lottery value generation means 103a may generate lottery values using random numbers generated by a random number generator, or it may generate lottery values using software random numbers. Furthermore, the lottery value generation means 103a may generate lottery values by performing predetermined calculations on the extracted random numbers or the generated random numbers.
[0054] (4-2) Lottery value determination means 103b The lottery value determination means 103b determines whether or not the player has won one of the multiple winning combinations (winning combination group) by determining the lottery value generated by the lottery value generation means 103a.
[0055] Specifically, the role lottery table 671 has pre-set correspondences between lottery values and winning role groups for each lottery value within the range generated by the random number generation means, determining which of the multiple winning role groups shown in Figures 8 to 10 the player will win or lose. The lottery value determination means 103b refers to the role lottery table 671 selected by the table selection means 102 and determines whether the lottery value generated by the lottery value generation means 103a is set to win or lose in which winning role group the player will win or lose in, thereby determining which of the multiple winning role groups the player has won.
[0056] Furthermore, in the role lottery table 671, some lottery values are set so that multiple roles can be won simultaneously. Therefore, when the lottery value determination means 103b makes a determination on the entire range of lottery values generated by the lottery value generation means 103a, that is, as a result of the role lottery by the role lottery means 103, the winning role groups shown in Figures 8 to 10 are formed. Note that for the winning role groups shown in Figures 8 to 10 that consist of multiple roles, if an internal win occurs, it is permitted for all the symbol combinations related to the roles constituting that winning role group to line up on the winning line.
[0057] Furthermore, the lottery value determination means 103b stores information that can identify whether or not a bonus role has been won in the first data area of the role lottery result storage area 651, and stores information that can identify whether or not a general role has been won in the second data area of the role lottery result storage area 651, including the type of role won. The state in which the first data area stores the state in which a bonus has been won is called the bonus carryover state.
[0058] (5) Reel detection means 104 The reel detection means 104 in Figure 4 detects the rotational positions of the left, middle, and right reels 13L, 13M, and 13R based on the detection signals from the left, middle, and right position sensors 55L, 55M, and 55R, and the number of pulses supplied to each reel motor 14L, 14M, and 14R that drive the left, middle, and right reels 13L, 13M, and 13R. In this case, the reel detection means 104 detects the frame numbers corresponding to the patterns located at a predetermined reference position (for example, the middle of the display window 11 in this embodiment) while the left, middle, and right reels 13L, 13M, and 13R are rotating and when they have stopped rotating.
[0059] (6) Stop control means 105 The stop control means 105 controls the stopping of each reel 13L, 13M, and 13R using the stop table 672, based on the player's operation of each stop switch 21L, 21M, and 21R and the result of the role lottery by the role lottery means 103. The stop control means 105 basically controls the stopping of all reels 13L, 13M, and 13R to stop the symbols that will result in a win (see Figure 7) on the winning line within the pull-in range, in order to allow the player to win a role belonging to the winning role group determined by the role lottery means 103. Note that each reel 13L, 13M, and 13R has a set number of allowable sliding frames (pull-in range: normally a maximum of 4 frames), so if the timing of the operation is not correct, it may not be possible to align the symbols that will result in a win on the winning line, in which case a miss (non-win) will occur. The following will explain, with reference to Figure 6, the combinations of symbols that are prioritized for stopping on each reel (13L, 13M, 13R) when a win occurs, along with the composition of the winning combinations in each group.
[0060] For the winning combination groups "RP1", "RP2", and "CH", the stop control means 105 prioritizes stopping the symbols in a way that corresponds to a re-play. In particular, for "CH", the stop pattern displayed in the display window 11 prioritizes the stop pattern in which "C1 (Cherry 1)" and "C2 (Cherry 2)" stop on the left reel 13L. Note that "RP2" is not included in the lottery in RT0, and is only included in the lottery in RBBF.
[0061] For the winning combination groups "ATA_CL1" to "ATB_RC2", the stop control means 105 changes the symbol combination that is preferentially stopped depending on the way the player operates each stop switch 21L, 21M, and 21R, as shown in Figure 6. In Figure 6, the symbol combination that is preferentially stopped changes whether one coin is dispensed or eight coins are dispensed, depending on the order in which each stop switch 21L, 21M, and 21R is operated. Here, L, M, and R, which are listed as operation modes, correspond to stop switches 21L, 21M, and 21R, respectively. Operation mode "MLR" indicates that the first stop was operated with stop switch 21M (middle reel), the second stop with stop switch 21L (left reel), and the final stop (third stop) with stop switch 21R (right reel). In total, there are six symbol combinations that are stopped depending on the order of operation.
[0062] For example, "ATA_CL1" prioritizes stopping symbol combinations that result in a payout of 8 coins when operated in the "MLR" operation mode, and prioritizes stopping symbol combinations that result in a payout of 1 coin in other operation modes. Furthermore, in some operation modes, depending on the timing of the operation, symbol combinations that result in a payout may not be stopped.
[0063] In this embodiment, for the winning combination groups "ATA_CL1" to "ATB_RC2", when the first stop is operated with stop switch 21L (left reel), it is less likely to stop on a combination of symbols that will result in a payout of 8 coins compared to when the first stop is operated with stop switch 21M (middle reel) or stop switch 21R (right reel). (In this embodiment, if the first stop is operated with the stop switch 21L (left reel), the symbol combinations that result in a payout of 8 coins in the winning combination groups "ATA_CL1" to "ATB_RC2" will not stop.) Furthermore, in this embodiment, in a normal game state where the operation method when not in a pseudo-bonus state is not notified, in a game in which at least the winning combination groups "ATA_CL1" to "ATB_RC2" have been won, if the first stop is operated in a way other than with the stop switch 21L (left reel), a penalty configuration is provided in which the pseudo-bonus lottery and the update of the ceiling game count described later will not occur, resulting in an unfavorable outcome. For example, if a player wins "ATA_CL1" when in a pseudo-bonus state, and the operation method "MLR" is notified to the player after the start of the game, then by performing the operation corresponding to the operation method, a larger number of coins will be awarded.
[0064] While there are no particular limitations on the penalty specifications, one example is that in a game where the winning combination group "ATA_CL1" to "ATB_RC2" that is eligible for the AT role is won in the aforementioned normal game state, the AT lottery state is temporarily shifted to a low probability state which is unfavorable to the player, regardless of the previous state, before the stop operation. By operating the stop switch 21L (left reel) for the first stop, the low probability state is resolved, resulting in a specific state which is even more unfavorable to the player than the low probability state. On the other hand, by performing an operation other than the stop switch 21L (left reel) for the first stop, the low probability state is not resolved and continues. In this case, in a game where the winning combination group "ATA_CL1" to "ATB_RC2" is won again in the aforementioned normal game state, the low probability state will be resolved by operating the stop switch 21L (left reel) for the first stop.
[0065] For the winning combination groups "BE1" and "BE2", the stop control means 105 stops the symbols so that they are a combination of three symbols that are dispensed regardless of the operation method, and the total of nine symbols arranged in 3 vertical columns and 3 horizontal rows as described above are displayed in the display window 11 in a stop pattern called a bell combination. As a result, the stop patterns for "BE1" and "BE2" are the same, so the player cannot distinguish whether they have won "BE1" or "BE2" from the stop pattern alone. As mentioned above, "BE2" is always won together with the bonus combination "BNS" and never won on its own. Therefore, in the section for eligible players for transitioning to the advantageous section described later, the winning combination groups with upper numbers 00 and lower numbers 21, which indicate that they are not won simultaneously with "BNS", do not occur in RT0 and are therefore displayed as "-", and the winning combination groups with upper numbers 01 and lower numbers 21, which indicate that they are won simultaneously with "BNS", do not occur in RBBF and are therefore displayed as "-".
[0066] For the winning combination group "PZ", similar to the aforementioned winning combination groups "ATA_CL1" to "ATB_RC2", the stop control means 105 changes the combination of symbols that are preferentially stopped depending on the operation method, and the combination of symbols that is preferentially stopped will result in either a payout of 1 coin or 3 coins.
[0067] For the winning combination groups "SCH" to "TMT", the stop control means 105 prioritizes stopping the symbols that result in a payout of three coins, regardless of the operation method. However, for some winning combination groups, the stopping pattern displayed in the display window 11, where a total of nine symbols arranged in three vertical columns and three horizontal rows are displayed, differs depending on whether or not the first stop was operated with the stop switch 21L (left reel). This is mainly because, in normal gameplay, when the first stop is operated with the stop switch 21L (left reel), the stopping pattern displayed in the display window 11 is such that a total of nine symbols arranged in three vertical columns and three horizontal rows are displayed as a so-called rare combination.
[0068] For the winning combination groups "ALL1" to "ALL3", the stop control means 105 prioritizes the corresponding symbol combination regardless of the operation method. Note that "ALL2" and "ALL3" are not included in the lottery in "RT0" and "RBBF", but are included in the lottery only in "RBB". In this embodiment, in games where "ALL1" is won in RBBF, BNS is awarded depending on certain operation methods.
[0069] (7) Section transition control means 106 The section transition control means 106 controls the transition between a non-advantageous section, which does not allow notification of the correct button press sequence when an AT role (winning role group "ATA_CL1" to "ATB_RC2") is won, and an advantage section, which does allow notification of the correct button press sequence. It comprises an advantage section continuation game count means 106a and an increase in coin count means 106b. The transition from the non-advantageous section to the advantage section is set in RT0 and RBBF.
[0070] Specifically, as shown in Figure 6, the interval transition control means 106 can transition to the advantageous interval when a winning combination is selected that is eligible for transition to the advantageous interval (indicated by a "○" in Figure 6) while RT0 and RBBF are in a non-advantageous interval.
[0071] The winning combinations marked with "○" that are eligible for transition to the advantageous section include some of the re-spin combinations and almost all of the minor combinations. Therefore, even if you enter a non-advantageous section, you can transition to the advantageous section in a relatively short number of games (at most a few games). Among the minor combinations, the winning combinations that are eligible for transition to the advantageous section include (1) "ATA_CL1" to "ATB_RC2" which are targets for AT combinations, (2) "SCH" to "TMT" which are targets for rare combinations, (3) "BE2" which is always won with the bonus combination "BNS" and never won on its own, and (4) "BE1" which has the same stop pattern as "BE2".
[0072] Of the above (1) to (4), all minor roles except (3) will transition to the advantageous section regardless of whether it is the non-advantageous section of RT0 or RBBF. However, (3), "BE2," is eligible for transition to the advantageous section in RT0, where it is always won simultaneously with "BNS," but is not eligible in RBBF. (See Figure 6. In RBBF, as mentioned above, the new bonus role "BNS" is not won, so when "BE2" is won, it is "HZ" with a higher number of 00, and is not eligible for transition to the advantageous section.)
[0073] Furthermore, as shown in Figure 6, "BE2" can only yield a maximum of 3 payouts regardless of the operation method, whereas "ATA_CL1" and other AT roles included in the advantageous section transition target may yield more than 3 payouts, up to 8, depending on the operation method. Therefore, players may not realize they have won a target that allows them to transition to the advantageous section due to the large number of payouts.
[0074] Furthermore, "BE1," which has the same stopping pattern as "BE2," is also eligible for transition to the advantageous period, and since these can also transition to the advantageous period even in RBBF, players cannot immediately determine whether they have transitioned to the advantageous period from the stopping pattern. Therefore, there is no decrease in enjoyment.
[0075] Furthermore, the section transition control means 106 transitions from the advantageous section to the non-advantageous section when the increase in medals during the advantageous section exceeds a predetermined value (for example, when the difference in the number of medals since transitioning to the advantageous section (number of medals paid out - number of medals inserted) exceeds 2400 medals). Alternatively, the system may be configured to transition to the non-advantageous section if a predetermined number of games (for example, 3000 games) are played after transitioning to the advantageous section without transitioning to the non-advantageous section. In either case, the RBBF, which is the current state of play, is maintained when transitioning to the non-advantageous section. When transitioning to the non-advantageous section, all information related to the AT, including pseudo-bonuses and the lottery mode described later, is reset.
[0076] Furthermore, the game may also transition to a non-advantageous period due to initial conditions such as setting changes. In this case, as mentioned above, the game becomes RT0 due to the initial conditions, and therefore transitions to a non-advantageous period at RT0.
[0077] a) Counting means 106a for the number of games played during the advantageous period The advantageous section continuation game counting means 106a counts the number of games played in the advantageous section, specifically counting the number of games played from when the advantageous section flag is set to ON until the flag is set to OFF. Specifically, the advantageous section continuation game counting means 106a increments the count value of the advantageous section game counter 653 set in RAM 65 by +1 each time a game is played after the advantageous section flag is set to ON. If the advantageous section flag is changed from ON to OFF, the advantageous section continuation game counting means 106a clears the count value of the advantageous section game counter 653 to 0. Note that the advantageous section continuation game counting means 106a is not required.
[0078] b) Increasing number counting means 106b The coin counting mechanism 106b counts the increase in the number of medals held by the player since the transition to the advantageous section. When medals are dispensed, the coin counting mechanism 106b adds that number to the coin counting counter 658 set in RAM 65. Also, when medals are inserted, the coin counting mechanism 106b subtracts that number from the count value of the coin counting counter 658. Furthermore, if the count value of the coin counting counter 658 exceeds the upper limit (2400 medals) and the advantageous section flag is set from ON to OFF, the coin counting mechanism 106b clears the count value of the coin counting counter 658 to 0.
[0079] (8) CZ transition lottery method 107 In this embodiment, when transitioning from a non-advantageous period to an advantageous period, a pseudo-bonus lottery is conducted, which is an AT (Action Time) state. If this pseudo-bonus lottery transitions to a CZ (Challenge Zone) where a high probability state is maintained for a certain period due to a rare role win or the like, the CZ flag is set to ON. This flag is then set to OFF when the CZ ends.
[0080] (9) Pseudo-bonus lottery method 108 In this embodiment, a pseudo-bonus is provided in which, for a predetermined number of games (for example, 30 games), when an AT role is won, a mode of operation that pays out a large number of coins is notified. The pseudo-bonus lottery means 108 determines by lottery (pseudo-bonus transition lottery) whether or not to transition to a pseudo-bonus in the normal state of the advantageous section. The pseudo-bonus transition lottery has a winning probability set according to the role lottery result, for example. If the pseudo-bonus transition lottery is won, the pseudo-bonus lottery means 108 sets the pseudo-bonus flag provided in the flag storage area 652 to ON. This flag is set to OFF when the pseudo-bonus ends.
[0081] (10) Pseudo-bonus forced transition control means 109 In this embodiment, there are two routes to transition to a pseudo-bonus: a normal transition route, which is triggered by winning a pseudo-bonus transition lottery in the normal state (advantageous period), and a forced transition route (so-called ceiling), which is triggered when the accumulation of a predetermined transition indicator reaches a specified value while the pseudo-bonus transition lottery has not been won in the normal state (advantageous period). The pseudo-bonus forced transition control means 109 controls the transition to a pseudo-bonus via the forced transition route.
[0082] In this embodiment, the number of games played since the end of a pseudo-bonus (hereinafter also referred to as the ceiling game count) is set as a predetermined transition indicator. The lottery mode is determined when transitioning to an advantageous section or when a pseudo-bonus ends, and the number of games played is determined by the lottery mode. There are three lottery modes: Heaven Mode, which has a ceiling game count of 32 games; Pullback Mode, which has a ceiling game count of 200 games; Normal Mode A, which has a ceiling game count of 800 games; and Normal Mode B, which is more likely to transition to Heaven Mode, which has a ceiling game count of 800 games.
[0083] (11) AT lottery means 110 The AT lottery means 110 determines whether a new pseudo-bonus is won during a pseudo-bonus. If a new pseudo-bonus is won during a pseudo-bonus, a so-called one-game consecutive win occurs, where a new pseudo-bonus is immediately triggered after the pseudo-bonus ends. If a new pseudo-bonus is won during a pseudo-bonus, the AT flag in the flag storage area 652 is set to ON.
[0084] (12) Notification mode determination means 111 The notification mode determination means 111 determines the notification mode for the button press sequence to be notified by the payout indicator 46. The payout indicator 46 consists of two side-by-side 7-segment displays, and the operation mode is notified in a way that can be identified by setting the lighting patterns of these segments to unique patterns corresponding to the type of button press sequence.
[0085] (13) Pattern determination means 112 The pattern determination means 112 in Figure 4 determines whether the display pattern of the patterns on each reel 13L, 13M, and 13R, which have been stopped by the stop control means 105 based on their respective rotation positions, is a predetermined display pattern. It also determines whether the combination of patterns on the winning line when the reels 13L, 13M, and 13R stop is a predetermined winning pattern.
[0086] (14) Dispensing control means 113 The payout control means 113 in Figure 4 grants a predetermined benefit (profit) to the player based on the determination result by the symbol determination means 112. When the symbol determination means 112 determines that a player has won one of the winning combinations (winning combination group), if the winning combination is one that will result in a payout, the hopper unit 43 is activated after the number of stored credit medals reaches its upper limit (for example, 50 in this embodiment), and the player receives a payout of medals corresponding to the winning combination. Furthermore, until the number of stored credit medals reaches its upper limit, the payout control means 113 increases the number of credit medals by the above payout amount instead of operating the hopper unit 43 as a way to pay out medals.
[0087] Furthermore, when the symbol determination means 112 determines that a re-play win has occurred, the payout control means 113 activates the winning line for the next game, assuming that a predetermined number of medals (3 or 2) have been inserted.
[0088] (15) Medal control means 114 The medal control means 114 in Figure 4 switches between accepting and not accepting medals by controlling the operation of the medal selector 48.
[0089] (16) Command creation means 115 The command creation means 115 in Figure 4 generates commands to transmit various information to the sub-control board 73 (sub-CPU 71), including information regarding the result of the role lottery by the role lottery means 103, information regarding the operation of control devices operated by the player, such as the stop switches 21L, 21M, 21R and the start switch 19, information regarding penalties, information that can identify the state of various flags, information that can identify the game state (RT0, RBBF, RBB), and information that can identify the type of notification mode determined by the notification mode determination means 111. The commands generated by the command creation means 115 are then transmitted to the sub-control board 73 by the command transmission means 116, which will be described later. The sub-control board 73 selects the effects to be executed based on the commands sent from the main control board 63.
[0090] Furthermore, information that can identify the type of notification mode determined by the notification mode determination means 111 is created along with information regarding the role lottery result, and this information is transmitted to the sub-control board 73. Therefore, the sub-CPU 71 controls the push-button notification performed on the liquid crystal display 27 based on the information regarding the role lottery result (winning role command) and the information that can identify the type of notification mode.
[0091] (17) Command transmission means 116 The command transmission means 116 in Figure 4 transmits commands containing various information created by the command creation means 115 in a one-way manner from the main control board 63 to the sub-control board 73. In this case, commands containing information representing the state of the slot machine 1, such as the game state, the result of the role lottery by the role lottery means 103, the result of the pattern determination by the pattern determination means 112, the determination result of the notification mode determination means 111, the rotation and stop state of each reel 13L, 13M, 13R, and the payout state of the medals by the payout control means 113, are transmitted to the sub-control board 73.
[0092] Furthermore, the command transmission means 116 transmits commands to the sub-control board 73 that include data representing the detection status of inserted tokens by the input sensor 53, the operation status of the bet switch 15 and the maximum bet switch 17, etc. The command transmission means 116 also transmits commands to the sub-control board 73 that include data indicating that various switches such as the start switch 19 and stop switches 21L, 21M, and 21R have been operated by the player.
[0093] (Sub-control board) Next, the sub-control board 73 will be described in detail. The sub-control board 73 in Figure 4 receives commands transmitted from the main control board 63 and performs effects according to the operation and status of the main control board 63. The sub-control board 73 has various functions that are realized by executing programs stored in the memory 75 (see Figure 3) and various functions that are realized by controlling the hardware.
[0094] (1) Command receiving means 200 The command receiving means 200 in Figure 4 receives commands containing various information transmitted by the command transmitting means 116 of the main control board 63. When the command receiving means 200 receives a command transmitted from the main control board 63, it notifies the various functions of the sub-control board 73 according to the type of command.
[0095] (2) Performance content determining means 201 The performance content determination means 201 in Figure 4 is for determining the content of the performance in response to commands received by the command receiving means 200. Specifically, it determines the video to be displayed on the liquid crystal display 27, the music and sounds played from the speakers 31L and 31R, and the flashing of the light sources of the upper lamp section 33 and the lower lamp sections 37L and 37R, either simultaneously or individually, from performance patterns that are set in advance in response to the progress of the game and the results of the role lottery by the role lottery means 103.
[0096] Furthermore, the performance content determination means 201 determines that if the player wins one of the AT roles "ATA_CL1" to "ATB_RC2" during the pseudo-bonus, the performance content will be such that information that can identify the operation mode displayed on the payout display 46 will be displayed on the liquid crystal display 27. Specifically, if the winning role group won in the pseudo-bonus is "ATA_CL1", for example, "213" will be displayed on the screen of the liquid crystal display 27.
[0097] Furthermore, the presentation content determination means 201, in the normal game state, if the first stop reel is either the middle reel 13M or the right reel 13R, displays a message such as "Left press recommended" using the LCD display 27.
[0098] The performance content determination means 201 then transmits a signal containing data related to the determined performance content to the display control means 202 and the audio control means 203.
[0099] (3) Display control means 202 The display control means 202 in Figure 4 controls the display of a video (image) on the liquid crystal display 27, or the simultaneous or individual blinking of light sources such as the upper lamp section 33 and the lower lamp sections 37L and 37R, based on the data contained in the signal transmitted from the performance content determination means 201.
[0100] (4) Voice control means 203 The audio control means 203 in Figure 4 controls the speakers 31L and 31R, such as playing music or outputting sound, based on the data contained in the signal transmitted from the performance content determination means 201.
[0101] Next, the lottery mode determination table for determining the lottery mode when transitioning to a favorable period in this embodiment will be explained with reference to Figure 7.
[0102] In this embodiment, as described above, the lottery mode is determined when transitioning to the advantageous section or when a pseudo-bonus ends. As described above, there are three lottery modes: Heaven Mode, which has a ceiling of 32 games; Pullback Mode, which has a ceiling of 200 games; Normal Mode A, which has a ceiling of 800 games; and Normal Mode B, which is more likely to transition to Heaven Mode, which also has a ceiling of 800 games.
[0103] When you enter Heaven Mode, the probability of winning a pseudo-bonus increases, and after 32 games, you are guaranteed to win a pseudo-bonus, effectively guaranteeing a win with a small number of games played.
[0104] Furthermore, the game is designed so that after the pseudo-bonus ends, it will transition back to Heaven Mode with a high probability (specifically, somewhere between 50% and 90%). If Heaven Mode loops, pseudo-bonuses will be won consecutively, allowing players to expect to win medals.
[0105] Due to the loop of the aforementioned Heaven Mode, the advantageous period ends when the number of medals increased during the advantageous period reaches the aforementioned predetermined value, or when it reaches a specific number slightly less than the predetermined value (for example, a difference of 2000 medals), thus fulfilling the conditions for ending the advantageous period and ending the pseudo-bonus.
[0106] The system is configured to reset the lottery mode when the advantageous period ends and the player transitions to a non-advantageous period. However, when the player transitions back to the advantageous period after the non-advantageous period, the probability of selecting Heaven Mode as the lottery mode is higher than the probability of selecting Heaven Mode after the pseudo-bonus won in Normal Mode A or Comeback Mode ends, allowing players to expect to win even more medals.
[0107] After transitioning to a non-advantageous section, it is possible to transition to an advantageous section by winning one of the lower-numbered winning combination groups shown in Figure 7 (or Figure 6). Furthermore, as shown in Figure 7, the combination of the RT state in the first game of the advantageous section and the lower-numbered winning combination group that triggered the transition to the advantageous section selects a lottery mode determination table to determine the lottery mode. Two patterns are provided for the lottery mode determination table: "reset" and "favorable". In addition, for determining the lottery mode after the pseudo-bonus ends, there are "Heaven Mode", "Pullback Mode", "Normal Mode A", and "Normal Mode B" tables depending on the state of the lottery mode when the pseudo-bonus was won.
[0108] The transition to a non-advantageous section occurs not only when the number of medals increased during the advantageous section reaches the aforementioned predetermined value, or when it reaches a specific number slightly less than the predetermined value (for example, a difference of 2000 medals), thus fulfilling the conditions for ending the advantageous section and ending the pseudo-bonus, but also, as mentioned above, due to initial conditions such as setting changes. If the rate at which Heaven Mode is selected when transitioning to an advantageous section after entering a non-advantageous section due to initial conditions is set higher than that at which point setting changes would excessively increase the expectation of medal acquisition, thus impairing the gameplay.
[0109] Therefore, it is preferable not to excessively increase the expected value of medal acquisition during the non-advantageous period under the initial conditions.
[0110] However, since all information related to the AT is reset regardless of the trigger for transitioning to a non-advantageous period, it is not possible to determine whether the non-advantageous period is due to the conditions for ending the advantageous period or the initial conditions based solely on the non-advantageous period itself.
[0111] In this embodiment, the lower-numbered winning combination group that triggered the transition to the advantageous period, and the state of the first game of the advantageous period (RT0 or RBBF) are used to reliably determine whether the transition was due to initial conditions such as a setting change or due to conditions for ending the advantageous period.
[0112] In other words, as explained above, transitions to RBB occur with an extremely low probability, and in normal gameplay, the player basically stays in RBBF. Therefore, if RT0 is the first game of the advantageous period, it is safe to assume that it is a non-advantageous period because the initial conditions have been met. For this reason, as shown in Figure 7, if RT0 is the first game of the advantageous period, the "reset" option, which is the lottery mode determination table corresponding to the initial conditions, is selected.
[0113] On the other hand, if the state of the first game in the advantageous section is RBBF, as mentioned above, it is assumed that the player entered the non-advantageous section due to normal gameplay, such as the fulfillment of the conditions for ending the advantageous section, the increase in medals during the advantageous section exceeding a specified value, or the completion of a specified number of games without transitioning to the non-advantageous section after entering the advantageous section. However, if a bonus is won in the first game after transitioning to the non-advantageous section under the initial conditions, and the bonus is carried over, the state will become RBBF, making it impossible to distinguish from the state where the player entered the non-advantageous section due to normal gameplay, which could lead to an incorrect judgment.
[0114] Therefore, as mentioned above, the "BE2" group of winning roles with the lowest number 21 is configured to always be won with the bonus role "BNS" and never be won alone. Furthermore, "BE2" is configured to be eligible for transition to the advantageous section when won in RT0, but not when won in RBBF (see Figure 6). As a result, even if the state of the first game in the advantageous section is RBBF, if it is the "BE2" group of winning roles with the lowest number 21, it is judged to be the initial condition, and "reset," which is the lottery mode determination table corresponding to the initial condition, is selected (see Figure 7). In other words, it is possible to reliably determine that it is RBBF when a bonus is won in the first game after transitioning to the non-advantageous section under the initial condition, and the bonus is carried over, and select "reset," which is the lottery mode determination table corresponding to the initial condition.
[0115] If the state in the first game of the advantageous period is RBBF and the winning role group for the lower number is anything other than "BE2", it is determined that the game has transitioned to a non-advantageous period due to the conditions for ending the advantageous period, and "Preferential Treatment," which is the lottery mode determination table corresponding to the conditions for ending the advantageous period, is selected.
[0116] Regarding the "reset" and "preferential treatment" options in the lottery mode determination table, the "preferential treatment" option is configured to make it more likely for a lottery mode that is advantageous to the player to be selected.
[0117] For example, in the case of "reset," the modes selected are Normal Mode A:Normal Mode B:Pullback Mode:Heaven Mode = 30:30:40:0, while in the case of "preferential treatment," the modes selected are Normal Mode A:Normal Mode B:Pullback Mode:Heaven Mode = 0:20:10:70. The "preferential treatment" option has a higher probability of selecting Heaven Mode compared to "reset."
[0118] This allows players to expect a loop of transitioning to Heaven Mode again after the advantageous period ends due to a certain medal acquisition condition, even if the AT information is reset once the advantageous period is re-established, thus enhancing the overall enjoyment of the game.
[0119] As described above, the game state can be appropriately set by utilizing the results of the role lottery used in normal gameplay, without the need to create a new special game state. In other words, the role lottery is designed to easily determine whether an excessively advantageous state is granted during the transition from a non-advantageous section to an advantageous section in a game state where bonus roles that may occur in the initial state due to setting changes, etc., have not been carried over.
[0120] To explain in more detail, the bonus role is drawn simultaneously with the first general role ("BE2"), and is not drawn with a different general role, the second general role ("ATA_CL1", etc.). When the second general role is drawn in a non-advantageous section, the game transitions to an advantageous section regardless of the carryover status of the bonus role. On the other hand, when the first general role is drawn, the game transitions to an advantageous section if it is drawn simultaneously with a bonus role that is not in a carryover state, but does not transition to an advantageous section if the bonus role is in a carryover state. This makes it possible to reliably determine whether the transition to an advantageous section is a transition to a game state that is not in a carryover state and may be the initial state, without creating a new game state, based on the result of the role drawing and whether or not the bonus role is in a carryover state. This makes it easy to avoid creating an excessively advantageous state when there is a possibility of being in the initial state.
[0121] To explain further, since the second general role is not awarded simultaneously with a bonus role, the presence or absence of a carried-over bonus role does not change before or after winning the second general role. Therefore, if the game state is in a carried-over bonus role state when the advantageous section is transitioned, it is in a carried-over bonus role state from before the transition to the advantageous section, so there is no possibility of it being the initial state. Conversely, if the bonus role is not carried over, there is a possibility of it being the initial state, and the state controlled by the state control means is more likely to be unfavorable when the bonus role is not carried over. Also, regarding the first general role, if it is awarded simultaneously with a bonus role when the bonus role is not carried over, the game transitions to the advantageous section, but if the bonus role is carried over, the game does not transition to the advantageous section. Therefore, even if the game state becomes a carryover state for a bonus role due to simultaneous winning of a bonus role when transitioning to the advantageous section, it is determined whether the result of the role lottery at the time of transitioning to the advantageous section is a first general role and not a second general role. If it is determined to be a first general role, and if the bonus role is not carried over, there is a possibility of the initial state, and the state controlled by the state control means is likely to be unfavorable when the bonus role is not carried over. As a result, without creating a new game state, it is easy to reliably determine when the initial state is possible based on the result of the role lottery and whether or not the bonus role is carried over, and to avoid an excessively advantageous state. In addition, since the game transitions to the advantageous section regardless of whether or not the bonus role is carried over when a second general role is not won simultaneously with a bonus role, it is possible to achieve the transition from the non-advantageous section to the advantageous section with fewer games compared to using only the lottery result of the first general role, which is won simultaneously with a bonus role, for the transition to the advantageous section.
[0122] Furthermore, since the maximum game value that can be awarded in a game in which the first general role is won is less than the maximum game value that can be awarded in a game in which the second general role is won, the game value awarded to the player for roles in which the transition to the advantageous section changes depending on whether or not a bonus role is carried over is not large. As a result, the game value awarded does not cause the player to focus on winning the first general role, and as a result of the player focusing more on winning the first general role due to the game value being large, it is possible to prevent the player from becoming more aware of and disappointed when the transition to the advantageous section does not occur when a bonus role is carried over.
[0123] In the embodiments described above, a slot machine 1 was used as an example of the gaming machine of the present invention. However, the present invention may also be applied to a gaming machine called a parrot, which is a combination of a slot machine and a pachinko machine. When applying the present invention to such a gaming machine, it is sufficient to use game balls (pachinko balls) as the value for gameplay. Furthermore, the gaming machine of the present invention may be applied to a video game in which a computer program is executed. In addition, the display means of the present invention may be configured by using an image display device such as a liquid crystal display or a CRT and sequentially displaying multiple patterns on this image display device. Furthermore, the number of variable display columns only needs to be two or more, and an appropriate number of variable display columns can be configured according to the manner of gameplay.
[0124] Furthermore, the present invention can be broadly applied to a gaming machine that includes a display means having multiple variable display columns that variably display multiple types of patterns, and a stop operation means for stopping the variable display of each of the variable display columns, and which grants a prize to the player according to the combination of patterns when all of the variable display columns have stopped. [Explanation of symbols]
[0125] 1...Slot machine, 13L, 13M, 13R...Reels, 14L, 14M, 14R...Reel motors, 21L, 21M, 21R...Stop switches, 31L, 31R...Speakers, 103...Method for determining winning combinations, 105...Method for controlling stop function, 109...Method for forcing transition to pseudo-bonus function
Claims
[Claim 1] A gaming machine capable of playing a game, A symbol display means having a plurality of variable display columns for variably displaying a plurality of types of symbols; A stop operation means for stopping the variable display of each of the variable display columns; an awarding means for awarding a game value according to a symbol combination stopped on an active line when all of the variable display columns have stopped; A role selection means for selecting a role from among a plurality of roles including a bonus role and a general role; A zone control means for controlling a transition between an advantageous zone and a non-advantageous zone; A game state control means capable of controlling the game state to a plurality of game states; A notification means capable of notifying an operation mode when the lottery result of the role selection is a specific lottery result in which the degree of advantage changes depending on the operation mode of the stop operation means in the advantageous zone; A state control means capable of controlling the advantageous section to one of a plurality of states having different advantageous degrees, The game states include a bonus state which is started based on the fact that the symbol combination constituting the bonus role has stopped on an active line, a first game state which is a carryover state of the bonus role, and a second game state which is not a carryover state of the bonus role, The zone control means controls a transition from the non-advantageous zone to the advantageous zone in both the first gaming state and the second gaming state, In the second game state, the bonus role is selected simultaneously with a first general role among the general roles, and is not selected simultaneously with a second general role different from the first general role; The first general role and the second general role provide the same game value regardless of the operation mode of the stop operation means, As a transition pattern in which the bonus state does not start and the game transitions to the advantageous zone when the game is in the non-advantageous zone, A first transition pattern to which the first general role and the bonus role are simultaneously won in the second gaming state; A second transition pattern to which the player transitions when the player wins the second general role in the second gaming state; A third transition pattern in which the player transitions to a favorable zone when the player wins the second general role in the first gaming state; When the first gaming state is in the non-advantageous zone, if the first general role is won, the game does not move to the advantageous zone, A gaming machine characterized in that when the transition of the advantageous zone is the first transition pattern or the second transition pattern, the state controlled by the state control means is more likely to become a disadvantageous state in terms of advantageous degree compared to when the transition is the third transition pattern.