Game machine
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- NET SA
- Filing Date
- 2022-12-06
- Publication Date
- 2026-07-29
AI Technical Summary
Conventional reel-type gaming machines face issues such as reduced gambling quality due to regulatory restrictions, lack of effective bonus features, and inefficient communication between gaming machines and dedicated units, leading to decreased player motivation and interest.
The gaming machines incorporate a system that enhances bonus games by allowing for different winning combinations, including rare small wins and special replay combinations, and improve communication efficiency between units using a difference counter and command-based communication protocols.
This system increases the probability of rare wins, enhances gameplay experience, and ensures reliable communication between gaming machines and dedicated units, thereby maintaining player interest and operational efficiency.
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Abstract
Description
[Technical Field]
[0001] The present invention relates to gaming machines such as pachislot machines that use medals or coins as gaming media, pachilot machines that use pachinko balls as gaming media, and slot machines (reel-type gaming machines) that do not use physical gaming media but instead use electronic data or substitute coins (gaming value, or gaming value) called tokens.
[0002] The present invention also relates to the program itself (e.g., game software) in which the control steps or control procedures for realizing the gaming method are recorded on an information storage medium such as a semiconductor memory, memory stick, HD (hard disk), or Blu-ray disk. [Background technology]
[0003] In recent years, games using slot machines known as pachislot machines have become popular in traditional pachinko parlors and dedicated pachislot parlors. There is also a slot machine known as pachilot (or parrot) that uses pachinko balls (pin-ball type gaming machines) as gaming media to play the slot machine games described above. Simulation games that mimic slot machine games are being played using substitute coins (i.e., "gaming media") called tokens on video game machines at gaming facilities and on home computers and game machines connected via the Internet. It is planned and expected that slot machine games will not use medals or coins in the near future, but will instead use electronic data or tokens, or other gaming value equivalent to medals or coins, recorded on IC cards and used for games (so-called medalless gaming machines).
[0004] For example, in the normal game of the above-mentioned slot machine, when a player inserts a predetermined number of game medals (game media, media number data or tokens) and then operates the start lever, an internal lottery (also referred to as "internal lottery") for a bonus, multiple small winning combinations, or replay combinations (replays) is executed at that timing, multiple slot machines (in most cases, three or four reel drums) are rotated from top to bottom, and multiple symbols (usually, these multiple symbols are drawn on reel tapes and attached to each drum) are displayed (drawn) on the slot machines. When a variable display game that changes the number of reels starts, the player operates the stop button corresponding to each drum. If the internally selected minor symbols, such as bells, watermelons, or cherries, stop and appear on the pay line in a predetermined combination, a win is won and approximately 1 to 15 game medals are paid out. However, if a replay symbol appears on the pay line and a replay (replay) is activated, the player enters a replay state in which they can play the next regular game without inserting game medals (or by inserting the same number of medals as in the previous game). However, although the reels are displayed on the pay line, the symbols that stop on the pay line are actually stored in memory and used to determine whether they have won, so the reel display and the actual display differ. In other words, moving the reels after they have stopped does not result in a win.
[0005] In particular, if a bonus role (a type 1 or type 2 special role continuous operation device) is internally won as a result of an internal lottery during normal play, and a specific symbol (e.g., a red 7 symbol or a blue 7 symbol) stops and displays on an active line (active lines can be straight or irregular lines) when the reel drum is stopped, the player enters the big bonus game mode (BB game mode: role continuous operation device), which is the most advantageous game mode for the player, and a large number of game medals can be won all at once. Also, if a regular bonus (a type 1 special role) is won and a bar symbol as a specific symbol is lined up on an active line, a regular bonus game (RB game) is executed, and although it is far less than the BB game, it is possible to win a corresponding number of game medals. In any case, for players, completing these bonus games is the greatest concern in slot machine games. In addition, if a bonus game is won or released as a result of executing the internal lottery, a bonus flag is set and stored in a data storage area such as RAM or RWM, and the flag is carried over to subsequent variable display games until a predetermined specific pattern (7 pattern or bar pattern) is lined up.
[0006] Incidentally, conventional slot machine gaming machines (Type 4 machines) have a relatively high level of gambling potential, and in order to curb this, the Act on the Control and Proper Management of Amusement and Entertainment Businesses, etc. (last revised: Act No. 55 of May 30, 2003) was enacted and applied to the latest slot machine gaming machines, known as Type 5 machines.
[0007] For example, the rules for No. 5 and No. 6 slot machines specify in great detail the payout rates (short-term, medium-term, and long-term), and the big bonus game (BB game) ends when the number of game medals won exceeds a predetermined number (for example, 360 or 480 medals), while the regular bonus game ends when around 100 medals have been won, although this is not as many as in the BB game. In other words, the revised rules have placed a lower limit on the number of medals that can be paid out in one bonus game and the rate at which medals increase per game.
[0008] Furthermore, the same regulations also prohibited the bonus stock function, which was the biggest feature of conventional slot machines (4th generation machines) and allowed for consecutive bonuses (consecutive wins). As a result, the ingenuity and performance that had been added to conventional slot machines themselves were lost, and naturally, the playability and gambling nature of the machines were drastically reduced, leading to a decline in the number of players (slot players) who were once good customers.
[0009] However, even under these strict regulations, some relaxation has been made, and as a result of this, new innovations have been made, resulting in the development of slot machines equipped with the ART function (Assist Replay Time function) or AT function (Assist Time function), which is called the third bonus. This ART function, etc., is a function that assists button operation by announcing via LCD display and voice the pattern stopping operation procedure (the operation sequence and operation mode of the stop switch, the operation timing to notify the color of the target bonus symbol, etc.) to win the small role that is internally won by lottery in a high probability replay state (i.e., a state where it is difficult to lose) where replays are likely to be won, and at present ART machines and AT machines are the mainstream of 5th and 6th generation slot machines.
[0010] And, especially recently, rather than increasing the number of coins won with the big bonus or regular bonus through the main control mentioned above, sub-control activates the ART (pseudo bonus, third bonus) at the desired timing (when a rare small role is won in the AT lottery, or when the number of games played reaches the ceiling number of games), and by announcing the push order, the push order small role is won with a high probability, creating a wave of balls.Going further, by internally winning the Type 2 Big Bonus (Type 2 BB), which does not increase or decrease medals even when won, a high probability replay state is maintained, and the game is always played in this state, and many machines that control the balls only with the ART function have become hits, and slot machine-type gaming machines with a variety of gameplay are appearing one after another.
[0011] Going further, in the Type 1 Bonus (RB), there are three or more types of small roles (for example, a bell small role that pays out 9) that give out more coins (for example, 9 coins) than the number of coins inserted (for example, 3 coins), and when the winning areas of three (or more) types of bell small roles overlap during the Type 1 Bonus role drawing, a decreasing bonus has been introduced, which results in a decrease in the number of balls paid out.
[0012] This decreasing bonus (RB) does not benefit the player and may seem meaningless at first glance, but it has the advantage of being able to concentrate the amount of balls lost due to this bonus into an assist bonus. In other words, it can effectively create a wave of balls, which has the effect of significantly restoring the player's lost gambling spirit. [Prior art documents] [Patent documents]
[0013] [Patent Document 1] Patent Publication No. 2011-160844 [Patent Document 2] Patent Publication No. 2011-125532 [Patent Document 3] Patent Publication No. 2011-15719 [Patent Document 4] Patent Publication No. 2016-202586 [Patent Document 5] Patent Publication No. 2018-117700 [Non-patent literature]
[0014] [Non-Patent Document 1] Fist of the North Star - Legend of the End of the Century Savior - (Sammy) [Non-patent document 2] Midori Don VIVA! Passionate South America Edition (Eleco) [Non-patent document 3] Slot machine Fierce Battle Journey to the West (KPE) Summary of the Invention [Problem to be solved by the invention]
[0015] The applicant's newly developed original ART technology (Patent No. 5433889) involves winning a six-choice push-order minor prize, and if both the first and second operations of the stop button are correct, a predetermined symbol (e.g., a bell symbol) will land in a straight line along the winning line, while incorrect operation will prevent the target minor prize from being won. When the ART (assist function and high-probability game state) is won, the correct operation procedure is notified to the player, resulting in a significant difference in the number of medals won. As a result, by creating a high-probability game state and eliminating mistakes, and by announcing a favorable push order in the AT, a large number of medals can be won, creating a wave of winning balls.
[0016] However, in conventional ART and AT machines, when MY exceeds 2,400 coins, the advantageous zone is temporarily terminated, the notification function is reset to the initial value, and the machine has no choice but to start again from the non-advantageous zone. This limits the number of balls that can be dispensed, which creates the problem that it is not possible to turn the game around in one shot and get back all the gaming media that have been inserted.
[0017] In addition, in the conventional decreasing bonus (RB), when the RB is won, the number of balls paid out is always reduced, so there is no benefit to the player during the RB, and as a result, there is a problem that the player loses motivation. And in the ART bonus, the conventional missing area is changed to a replay win, so there is a high probability that a replay that does not increase medals during play will be won, and the player will be frustrated by wasting time.
[0018] The present invention (invention described in claims) aims to provide a gaming machine etc. that can increase the fun of big bonus games by drawing a lottery between an unfavorable RB1 and an advantageous RB2 and changing the degree of benefit given to the player depending on the RB (decreasing bonus) that is internally won. Also, the present invention aims to provide a gaming machine etc. that is equipped with a difference number counter (generally, a difference number counter) that efficiently counts the number of benefits (number of payouts) given to the player in AT games and ART games (games in advantageous zones).
[0019] Another first invention described in the present specification is to provide a gaming machine etc. that can determine whether communication between the dedicated unit and the game point control unit is normal by efficiently using a single response command to communicate between the main control unit that controls the execution of the game and the game point control unit that controls the communication of information regarding the dedicated unit and game points, even though the communication signals between the medal-less gaming machine and the dedicated unit are specified in the connection specifications defined in the industry.
[0020] Another second invention described in the present specification is to provide a gaming machine that is attractive to players, in which all inserted gaming media can be recovered in one shot, turning even a big loss into a profit. Also, in a slot machine (especially a medalless gaming machine), it is possible to provide a gaming machine that is attractive to players by generating a large wave of balls.
[0021] Another object of the present invention is to provide a battle-type special game (assist game or chance zone game) in which the expectation level increases as the game progresses. [Means for solving the problem]
[0022] In order to achieve the above object, the gaming machine of the present invention according to claim 1 comprises a plurality of reels having a plurality of types of symbols arranged on the outer peripheral surface, role selection means for selecting a role using lottery data during play, control means for rotating the plurality of reels during play, accepting operation of a stop switch provided corresponding to each reel, stopping the corresponding reel individually, and displaying symbols according to the result of the role selection, and advantageous processing means for performing advantageous processing, and among the roles determined by the role selection means through selection, there are at least a big bonus role, a regular bonus role, a small role, and a replay role, and the small roles include a rare small role, a normal small role, and a composite small role in which the rare small role and the normal small role are simultaneously won, and the games include a normal game in which at least the replay role is won with a predetermined probability, and a normal game in which the big bonus role is won in the normal game. The big bonus games include a big bonus game to which a transition is made when a regular bonus role is won in the big bonus game and the game is activated, and an assist game in which the operation mode of the stop switch is notified. The big bonus games include a big bonus general game, a regular bonus game to which a transition is made when a regular bonus role is won in the big bonus general game and the game is activated, and a regular bonus internal game in which the won regular bonus role is not activated and the game is in an internal win state. In the regular bonus internal game, when the composite minor role is won, the control means controls to stop the multiple reels by operating the stop switch so as to draw a rare minor role pattern onto the effective line, and the advantageous processing means performs processing advantageous to the assist game when the composite minor role is won in the regular bonus internal game.
[0023] The gaming machine of the present invention according to claim 2 is the gaming machine of claim 1, which is equipped with a release lottery means for conducting a release lottery and a memory means for storing winning information indicating that the release lottery has been won, and the games include games in a normal zone in which an instruction function for instructing the operation mode of the stop switch is not activated, and games in a favorable zone in which the instruction function can be activated, and when the winning information is in a winning state and there is a transition from play in the favorable zone to play in the normal zone, the corresponding selection information becomes a non-winning state, and when there is a transition from play in the normal zone to play in the favorable zone, the control means sets the winning information to a winning state if the game state is a specific re-play state when there is a transition from play in the normal zone to play in the favorable zone, and the favorable processing means performs processing that is favorable to the assist game if the winning information is in a winning state.
[0024] The gaming machine of the present invention according to claim 3 is the gaming machine of claim 1, which comprises a release lottery means for conducting a release lottery, a first storage means for storing winning information indicating that the release lottery has been won, a stock lottery means for conducting a stock lottery when the winning information is in a winning state, and a second storage means for accumulating and storing stock information won in the stock lottery, and when a transition is made from play in the advantageous zone to play in the normal zone when one or more of the stock information is stored, the continuation information and the winning information both become non-winning states, and when a transition is made from play in the normal zone to play in the advantageous zone, if the play state is a specific re-play state, the control means changes the winning information to a winning state and changes the stock information to a state in which one or more are stored, and the advantageous processing means performs processing that is advantageous to the assist play when the winning information is in a winning state and one or more of the stock information is stored. [Effects of the Invention]
[0025] According to the gaming machine of the present invention, the same lottery data is used to draw the winning combinations. In normal play and in play within the normal regular bonus during BB play, if a composite small combination is won, a common small combination is won. However, in play within the advantageous regular bonus, if a composite small combination is won, a rare small combination is won. As a result, the probability of winning an assist game based on a rare small combination win is greatly improved, making it possible to make a difference in the degree of advantage. In addition, it is possible to suddenly increase the number of times the assist function is activated (the number of added bonuses).
[0026] The gaming machine according to another invention described in this specification provides a (2-byte) difference number counter that efficiently counts payouts during AT play and ART play (play in the advantageous zone). Furthermore, the same lottery data is used to draw the winning combinations. During normal play and BB play, if a composite replay combination is won during play within the regular bonus, a normal replay combination is awarded. However, during play within the advantageous regular bonus, if a composite replay combination is won, a special replay combination is awarded. As a result, the probability of winning an assist game based on the winning of a special replay combination is significantly improved, creating a difference in the degree of advantage. Furthermore, it is possible to rapidly increase the number of assist function activations (additional bonuses). In summary, according to the gaming machine of the present invention, when the same composite role (composite small role or composite replay role) is won, different roles (normal small role and rare small role, or normal replay role and special replay role) can be won during play within the normal regular bonus and during play within the advantageous regular bonus, and the degree of advantage of the assist play can be changed regardless of the setting difference.
[0027] According to the gaming system and gaming machine of other inventions described in the present specification, when receiving either a game status command or a constant command from the main control unit (main control unit 100), the gaming point control unit (credit control unit 165) transmits to the main control unit (main control unit 100) information on currently accumulated gaming points and information on whether communication with the gaming device (sanded device 300) is normal or not, in one command. Therefore, it is possible to provide a gaming machine, etc., in which the main control unit (main control unit 100) that controls the execution of the game can efficiently communicate with the gaming point control unit (credit control unit 165) and determine whether communication between the dedicated unit built into the sandwiched device 300 and the gaming point control unit (credit control unit 165) is normal or not, which is the problem described in paragraph 0018.
[0028] Furthermore, when a hall attendant turns on the power to the center where the pachislot is installed, if the slot machine main body 1 (pachislot main body 1) starts up before the sandwiched device 300 does, a VL abnormality (VL error) will occur even if the connection with the sandwiched device 300 is correct. Therefore, it is possible to prevent an error sound from sounding when the first VLOFF is detected. In other words, even if there is a VL abnormality (VL error), if VLON has never been detected, the main control unit 100 detects a VL error and displays that fact, but the sub-control unit 160 references this information and does not sound an alarm or display a warning lamp (or displays the error message sparingly). If this function or specification were not provided, it is expected that error sounds would continue to sound in the hall, and this can be eliminated.
[0029] The gaming machines and the like according to the other inventions described in this specification can provide a battle-type special game (assist game or chance zone) in which the expectation level increases as the game progresses. By taking back all of the inserted gaming media in one shot, even if the player is losing a lot, it becomes possible to turn a big loss into a profit. [Brief explanation of the drawings]
[0030] [Figure 1] FIG. 2 is a front view of the slot machine; [Figure 2] FIG. 2 is a right side view of the slot machine. [Figure 3] FIG. [Figure 4] FIG. 1 is a schematic diagram of the internal structure of a slot machine. [Figure 5] FIG. 2 is a block diagram of a control circuit system of a slot machine. [Figure 6] FIG. 2 is a block diagram of a control circuit system that controls the drum unit. [Figure 7] FIG. 2 is a block diagram of the drum unit. [Figure 8] This is a table showing the placement of drum patterns. [Figure 9] FIG. 2 is a block diagram of the drum unit. [Figure 10] FIG. 2 is a block diagram of the drum unit. [Figure 11] 3 is a timing chart showing the relationship between signals. [Figure 12] FIG. 2 is a schematic diagram of the left drum. [Figure 13] 10 is a schematic diagram showing the relationship between the left drum, the window portion, and the symbol position data. FIG. [Figure 14] FIG. 10 is a diagram showing a combination display determination of symbols. [Figure 15] FIG. 2 is a block diagram illustrating the configuration of a display and rendering device. [Figure 16] FIG. 10 is a conceptual diagram showing the storage state of an effect pattern data table. [Figure 17] FIG. 10 is a schematic diagram of a performance screen. [Figure 18] FIG. 10 is a schematic diagram of a performance screen. [Figure 19] FIG. 10 is a schematic diagram of a performance screen. [Figure 20] FIG. 1 is a conceptual diagram of a general lottery table. [Figure 21] 10 is a payout table showing the relationship between the combination of symbols and the number of medals obtained. [Figure 22] 10 is a flowchart showing the main operational processing steps of a slot machine. [Figure 23] This is a table showing the placement of drum patterns. [Figure 24]FIG. 10 is a diagram showing a combination display determination of symbols. [Figure 25] This is the payout table when the special feature is not activated (during normal play, the specified number of coins is 3). [Figure 26] A game state transition diagram and a conceptual diagram showing the lottery probabilities for various roles. [Figure 27] A conceptual diagram showing the simultaneous winning state of roles. [Figure 28] 10A and 10B are schematic diagrams showing the pattern display state of the window portion in chronological order. [Figure 29] 10A and 10B are schematic diagrams showing the pattern display state of the window portion in chronological order. [Figure 30] 10A and 10B are schematic diagrams showing the pattern display state of the window portion in chronological order. [Figure 31] 10A and 10B are schematic diagrams showing the pattern display state of the window portion in chronological order. [Figure 32] 10A and 10B are schematic diagrams showing the pattern display state of the window portion in chronological order. [Figure 33] 10A and 10B are schematic diagrams showing the pattern display state of the window portion in chronological order. [Figure 34] 10A and 10B are schematic diagrams showing the pattern display state of the window portion in chronological order. [Figure 35] 10A and 10B are schematic diagrams showing the pattern display state of the window portion in chronological order. [Figure 36] 10A and 10B are schematic diagrams showing the pattern display state of the window portion in chronological order. [Figure 37] 10A and 10B are schematic diagrams showing the pattern display state of the window portion in chronological order. [Figure 38] 10A and 10B are schematic diagrams showing the pattern display state of the window portion in chronological order. [Figure 39] 10A and 10B are schematic diagrams showing the pattern display state of the window portion in chronological order. [Figure 40] 10A and 10B are schematic diagrams showing the pattern display state of the window portion in chronological order. [Figure 41] 10A and 10B are schematic diagrams showing the pattern display state of the window portion in chronological order. [Figure 42] 10A and 10B are schematic diagrams showing the pattern display state of the window portion in chronological order. [Figure 43] 10A and 10B are schematic diagrams showing the pattern display state of the window portion in chronological order. [Figure 44] 10 is a flowchart showing a symbol stop processing subroutine. [Figure 45] 3 is a schematic diagram of a rendering screen displayed by the display rendering device. FIG. [Figure 46] 3 is a schematic diagram of a rendering screen displayed by the display rendering device. FIG. [Figure 47] 3 is a schematic diagram of a rendering screen displayed by the display rendering device. FIG. [Figure 48] 3 is a schematic diagram of a rendering screen displayed by the display rendering device. FIG. [Figure 49] 3 is a schematic diagram of a rendering screen displayed by the display rendering device. FIG. [Figure 50] This is a table showing the placement of drum patterns. [Figure 51] FIG. 10 is a diagram showing a combination display determination of symbols. [Figure 52] This is the payout table when the special device is not activated (during normal play, the specified number of coins is 3). [Figure 53] A game state transition diagram and a conceptual diagram showing the lottery probabilities for various roles. [Figure 54] A conceptual diagram showing the probability of winning various roles. [Figure 55] 10 is a conceptual diagram of a small winning area. [Figure 56] 10 is a conceptual diagram of a small winning area. [Figure 57] A figure showing an example of small win explicit identification information. [Figure 58] A figure showing an example of re-play role explicit identification information. [Figure 59] A figure showing an example of re-play role explicit identification information. [Figure 60] A figure showing an example of re-play role explicit identification information. [Figure 61] This is the arrangement of the drum patterns. [Figure 62] This is a diagram of the push order minor prizes. [Figure 63] This is a diagram of the push order minor prizes. [Figure 64] FIG. 10 is a diagram showing the configuration of a replay role. [Figure 65] 10A and 10B are schematic diagrams showing the pattern display state of the window portion in chronological order. [Figure 66] 10A and 10B are schematic diagrams showing the pattern display state of the window portion in chronological order. [Figure 67] 10A and 10B are schematic diagrams showing the pattern display state of the window portion in chronological order. [Figure 68] 10A and 10B are schematic diagrams showing the pattern display state of the window portion in chronological order. [Figure 69] 10A and 10B are schematic diagrams showing the pattern display state of the window portion in chronological order. [Figure 70] 10A and 10B are schematic diagrams showing the pattern display state of the window portion in chronological order. [Figure 71] 10A and 10B are schematic diagrams showing the pattern display state of the window portion in chronological order. [Figure 72] 10A and 10B are schematic diagrams showing the pattern display state of the window portion in chronological order. [Figure 73] 10A and 10B are schematic diagrams showing the pattern display state of the window portion in chronological order. [Figure 74] 10A and 10B are schematic diagrams showing the pattern display state of the window portion in chronological order. [Figure 75] 10A and 10B are schematic diagrams showing the pattern display state of the window portion in chronological order. [Figure 76] 10 is a flowchart showing the processing procedure up to the start of ART. [Figure 77] 10 is a flowchart showing a bell replay processing subroutine. [Figure 78] 10 is a flowchart showing a processing subroutine for special surcharge zone D. [Figure 79] 10 is a flowchart showing a freeze effect processing subroutine. [Figure 80] 10 is a flowchart showing a freeze effect processing subroutine. [Figure 81] 10A and 10B are schematic diagrams showing the pattern display state of the window portion in chronological order. [Figure 82] 10A and 10B are schematic diagrams showing the pattern display state of the window portion in chronological order. [Figure 83] 10A and 10B are schematic diagrams showing the pattern display state of the window portion in chronological order. [Figure 84] 10A and 10B are schematic diagrams showing the pattern display state of the window portion in chronological order. [Figure 85]10A and 10B are schematic diagrams showing the pattern display state of the window portion in chronological order. [Figure 86] 10A and 10B are schematic diagrams showing the pattern display state of the window portion in chronological order. [Figure 87] 10A and 10B are schematic diagrams showing the pattern display state of the window portion in chronological order. [Figure 88] This is a schematic diagram of the special bonus screen. [Figure 89] This is a schematic diagram of the special bonus screen. [Figure 90] This is a diagram of the push order minor prizes. [Figure 91] This is a diagram of the push order minor prizes. [Figure 92] FIG. 10 is a schematic diagram of a performance screen. [Figure 93] 10 is a flowchart showing a procedure for a process of transmitting hand information. [Figure 94] 10 is a flowchart showing a procedure for a process of transmitting hand information. [Figure 95] This is a diagram of the push order minor prizes. [Figure 96] This is a diagram of the push order minor prizes. [Figure 97] 10 is a flowchart showing a procedure for a process of transmitting hand information. [Figure 98] FIG. [Figure 99] 10 is a flowchart showing a settlement process procedure. [Figure 100] FIG. 2 is a block diagram of a control circuit system of a slot machine. [Figure 101] FIG. 2 is a schematic diagram of a display unit and an operation unit. [Figure 102] FIG. 2 is a schematic diagram of a display unit. [Figure 103] FIG. 2 is a schematic diagram of a display unit. [Figure 104] FIG. 2 is a schematic diagram of a display unit. [Figure 105] FIG. 2 is a schematic diagram of a display unit. [Figure 106] This is the arrangement of the drum patterns. [Figure 107] This is the payout table for when the special device is not activated and when playing BB in general mode (the specified number of coins is 3). [Figure 108]10A and 10B are schematic diagrams showing the pattern display state of the window portion in chronological order. [Figure 109] 10A and 10B are schematic diagrams showing the pattern display state of the window portion in chronological order. [Figure 110] 10A and 10B are schematic diagrams showing the pattern display state of the window portion in chronological order. [Figure 111] 10A and 10B are schematic diagrams showing the pattern display state of the window portion in chronological order. [Figure 112] 10A and 10B are schematic diagrams showing the pattern display state of the window portion in chronological order. [Figure 113] 10A and 10B are schematic diagrams showing the pattern display state of the window portion in chronological order. [Figure 114] 10A and 10B are schematic diagrams showing the pattern display state of the window portion in chronological order. [Figure 115] 10A and 10B are schematic diagrams showing the pattern display state of the window portion in chronological order. [Figure 116] FIG. 2 is a block diagram of a control circuit system of a slot machine. [Figure 117] This is a list of main board commands. [Figure 118] A list of medal count commands. [Figure 119] FIG. 10 is a diagram showing the winning probability of a judgment game. [Figure 120] FIG. 10 is a diagram showing the winning probability of a judgment game. [Figure 121] FIG. 10 is a diagram showing the winning probability of a judgment game. [Figure 122] FIG. 10 is a diagram showing the winning probability of a judgment game. [Figure 123] FIG. 10 is a diagram showing the winning probability of a judgment game. [Figure 124] FIG. 10 is a diagram showing the winning probability of a judgment game. [Figure 125] FIG. 10 is a diagram showing the winning probability of a judgment game. [Figure 126] This is the payout table for when the special device is not activated and when playing BB in general mode (the specified number of coins is 3). [Figure 127] FIG. 10 is a game state transition diagram. DETAILED DESCRIPTION OF THE INVENTION
[0031] Definition: In this specification, the display of a combination of symbols related to replay on the winning line will be referred to as a "replay winning combination" for convenience. However, the original meaning of "winning" is the display of a predetermined combination of symbols required to win a game medal or the like.
[0032] A push order role is a role in which a winning role and an obstructing role are simultaneously won, and the obstructing role can be one type or multiple types. A winning role is won when the stop button is operated in the winning push order (winning operation mode) notified by the notification means, while if the stop button is operated in an operation order different from the winning push order, the obstructing role will be won or no prize will be won. In other words, an obstructing role is a role that obstructs the winning role from being won. For example, in the case of a push order bell role, five roles are internally won at the same time: the winning role bell minor role (15 coin payout), the three types of the first obstructing minor role 1-coin minor role (1 coin payout), and the second obstructing minor role 2-coin minor role, and when the stop button is operated in the winning push order, the bell minor role is won by stopping the bell symbol on the active line. On the other hand, if the first stop operation is not a winning push order, the symbols of the first inhibiting minor role will be stopped on the valid line, and then one of the first inhibiting minor roles will either win or not win (missed). If the first stop operation is a winning push order and the second stop operation is not a winning push order, the symbols of the second inhibiting minor role will be stopped on the valid line, and then the second inhibiting minor role will win. The payout for the second inhibiting minor role may be one coin, or it can be missed. Another push order role is the push order replay role.
[0033] Basic working example: As an example of a gaming machine according to the present invention, a slot machine will be taken up, and this embodiment will explain in detail the basic structure and basic operation of a slot machine.
[0034] FIG. 1 is a schematic front view of the slot machine ((A) is an overall view, (B) is a view of the upper front), FIG. 2 is a right side view thereof, and FIG. 3 is a perspective view of the design panel.
[0035] Reference numeral 1 denotes the main body of a slot machine, generally called a "pachislot machine," which is roughly divided into a housing 1a incorporating a rotary drum (drum portion 2) and a front door 1b (see FIG. 2 in particular).
[0036] The front door 1b is the main part, which can be said to be the face of the slot machine, and a unique metallic feel is required to create a sense of luxury and to meet the demands of design. By adding normal chrome plating, dark chrome plating, hard gold plating, metallizing (plating) or satin-like (plating) to the resin material, the appearance is given a gorgeous and heavy feel.
[0037] A transparent panel 21 is fitted into the front surface of the front door 1b. A design panel 22 is attached to the front door 1b on the inner side of the transparent panel 21.
[0038] The design panel 22 has an upper surface 22a to which a display / effect device 11 (or a video display device) that performs various effects depending on the game situation is fixed with screws, a middle surface 22b in which a window portion 3 (a pattern display window) is formed, and a lower surface 22c to which a light-emitting display device (display LED block 4) is attached, forming a bottom surface 22d that is bent toward the inside of the housing 1a, and a left side surface 22e and a right side surface 22f that connect the left and right sides of the bottom surface 22d form an approximately box-like shape and a recessed space (see Figure 3 in particular).
[0039] On this bottom surface portion 22d, there are provided three-dimensionally protruding decorations 23 or three-dimensional electrically driven objects 24 that are driven in accordance with the progress of the game (for example, to heighten the sense of anticipation, there are electrically driven toys, doors that open and close, bumpers that move up and down, or rocking boats that are used in effects related to internal winning roles. However, there are also cases where effects unrelated to internal winning roles are simply performed.).
[0040] The front door 1b and design panel 22 are integrally molded from resin material using a mold. The molding methods generally used are injection molding, extrusion molding, foam molding, vacuum molding, etc., and various general-purpose resins such as ABS are used as the resin material.
[0041] Reference numeral 2 denotes a drum unit (reel drum) built into the cabinet 1a, and is composed of three drums: a left drum 2a, a center drum 2b, and a right drum 2c. Each drum is provided with a reel unit symbol display LED (not shown), which lights up (lights up or flashes) or goes out depending on various effects. That is, each drum is a symbol row that displays multiple symbols from top to bottom, and in this case, a variable display game is initiated in which three symbol rows (multiple rows) are varied. Note that even when symbols are displayed using a liquid crystal display device or the like instead of each drum, this also corresponds to a variable display game in which a symbol row with multiple symbols is varied.
[0042] Reference numeral 3 denotes a window provided in the center of the front of the design panel 22, through which the designs on the reel tape affixed (placed or applied) to the outer periphery of the drum 2 can be seen through the transparent panel 21. This window 3 prominently displays five pay lines, including three horizontally extending pay lines and two diagonally intersecting pay lines, connecting the left drum 2a and the center drum 2b, and the center drum 2b and the right drum 2c. However, the pay lines are not limited to horizontal or diagonal orientations, and the number of pay lines is not limited to this; they may be V-shaped or have a reverse mountain-like shape, as determined appropriately during the design stage. LEDs for the pay lines are embedded below the pay lines, and they light up or flash when a win or operation occurs.
[0043] 4 is a display LED block provided below the window section 3 and on the underside of the design panel 22, and is composed of a group of display LEDs including LED 4a for the number of inserted medals, LED 4b for the number of stored medals, LED 4c for the number of medals paid out, LED 4d for replay, LED 4e for error, and LED 4f for performance in progress, as described below.
[0044] Reference numeral 5 denotes a medal insertion port, which is provided with a medal insertion slot through which game medals (game media, sometimes called "coins" or simply "medals") are inserted to start a variable display game that rotates and stops the drum unit 2 (rotating drum). A left light-transmitting section 5a and a right light-transmitting section 5b are provided on both sides of the medal insertion port 5. The left and right light-transmitting sections 5b illuminate red (first color) when medals cannot be inserted, blue (second color) when medals can be inserted and are displayed as accrued for game play, and green (third color) when medals are displayed as accrued for the medal storage device, using light from multiple light sources (e.g., LEDs) attached to the left and right sides of the lower section. However, the light may be turned off when medals cannot be inserted. In game software, the game media refers to data representing game medals or game coins (e.g., the number of inserted medals, credit numerical data, or tokens), and does not refer to actual game medals or game coins inserted through the medal insertion port 5.
[0045] Medals inserted through the medal insertion slot are counted by a medal sorting device (also called a "selector"; not shown), and the number of medals inserted correctly is added up and displayed on the number of inserted medals LED 4a or the number of stored medals display LED 4b of the display LED block 4.
[0046] Reference numeral 6 denotes a settlement button (or credit return switch) used to activate and deactivate the medal storage device (not shown) and to settle (return) the payout of inserted medals and stored medals. In particular, as described below, the total value (game value) of inserted and stored medals is output to a sandwiched device connected to the gaming machine main body to settle or return the game value. For example, assuming three medals are inserted and 40 medals are stored (a total of 43 credits), when the settlement button is operated in this state, the gaming machine main body 1 returns a total of 43 game value by transmitting game value data. When the sandwiched device receives game value data corresponding to the total of 43 from the gaming machine main body, it records the game value information on a built-in membership card or card-shaped information recording medium and ejects it from the sandwiched device. Naturally, if 100 stored medals are recorded on the membership card, the new stored medals will be recorded as 143.
[0047] 7 is a 1 bet button, which is used to insert one medal stored in the medal storage device to play a game. Recently, the 1 bet button 7 may not be provided. Also, a cross key (not shown) may be provided to the left of the 1 bet button 7, which is required for cursor operation in the up, down, left, and right directions, and for viewing history information.
[0048] Numeral 8 denotes a max bet button, which is used when inserting the maximum number of medals stored in the medal storage device, which is three, to play a game, or when inserting the maximum number of medals (one or two: the optimum number) specified depending on the game status, such as during a bonus game. An LED is provided inside the max bet button 3, which lights up when the max bet button 3 is in an operable state.
[0049] Reference numeral 9 denotes a start lever (part of the reel rotation starter), which is used to start the drum unit 2 all at once after the predetermined number of game medals required to play the game have been inserted. LEDs are provided around the start lever 9, which light up when the start operation is possible. The start lever 9 is also used to confirm (re-hit) the desired setting value selected from the step values 1 to 6 (or a four-step jump number of 1, 3, 5, 7, etc.) when setting the payout rate in stages.
[0050] Reference numeral 10 denotes a stop button unit (also synonymously referred to as a "stop switch"), which is used to stop the rotating drum unit 2. This stop button unit 10 is composed of a group of three buttons: a left stop button 10a, a center stop button 10b, and a right stop button 10c (although in rare cases there may be four). By operating the stop button unit 10 while the drum unit 2 is rotating, the left drum 2a, the center drum 2b, and the right drum 2c corresponding to each button can be stopped. When the rotation of the left drum 2a, the center drum 2b, and the right drum 2c reaches a predetermined speed (approximately 80 rotations per minute) and the stop button unit becomes operable, the LEDs built into the stop buttons 10a, 10b, and 10c light up. Furthermore, when the left stop button 10a, the center stop button 10b, and the right stop button 10c are used as directional input means, they can be used to input left, up, and right directions, respectively.
[0051] Reference numeral 11 denotes a display and effect device consisting of a color display using a cathode ray tube, an LCD (liquid crystal display), a PDP (plasma display panel), or an FPD (flat panel display) such as an organic EL (electroluminescence), and is capable of producing various visual effects related to the reel game and announcing necessary information under the control of a performance control unit (not shown). Regardless of whether or not special glasses are used, display and effect devices capable of three-dimensional display have recently become inexpensively manufactured, and gaming machines employing 3D displays that pop up visual effects such as 7 symbols when in a reach or jackpot state are becoming mainstream. The performance control unit is equipped with ROM and RAM, and communicates bidirectionally with the sub-control unit 160, executing various effects according to the received performance commands.
[0052] Reference numeral 12 denotes the speaker unit, which is made up of four speakers: an upper left speaker 12a, an upper right speaker 12b, a lower left speaker 12c, and a lower right speaker 12d, and emits sound effects according to various performances, a warning sound when the stage setting value is being changed, when the front door 1b is open, or when a problem occurs. If a serious problem occurs (selector error, hopper error, or RAM error, but this does not include door open), a warning sound will be emitted and the error display LED 4e will light up.
[0053] Reference numeral 13 denotes a game status display LED section, which is composed of an upper status display LED 13a provided on the top of the display and effect device 11, an upper left status display LED 13b, an upper right status display LED 13c, a middle left status display LED 13d, a middle right status display LED 13e, a lower left status display LED 13f, a lower right status display LED 13g, and a lower middle status display LED 13h provided on both sides, and can effectively perform various light effects. Also, when the stage setting value is being changed, when the front door 1b is open, or when a problem occurs, the LED flashes repeatedly as a warning display.
[0054] Since this game status display LED section 13 (13a to 13h) is arranged so as to go around the outer periphery of the front door 1b, it is possible to effectively provide a light effect in which the colorful light goes round and round the outer edge without interruption to the player. In particular, the upper status display LED 13a provided at the upper center position of the front door 1b (the upper center position of the front of the gaming machine main body) is called a top lamp, and emits light in a unique color corresponding to an internal win or a rare small winning combination, and plays a central role in the light effect that notifies the player of a winning combination, etc., and arouses anticipation.
[0055] 1(B) shows an embodiment of a slot machine cabinet in which the logo panel 17 described later has been removed and the top lamp 13a has been made larger overall. This top lamp 13a is a variable display game that varies the drums, and when an internal winning combination is determined in advance by lottery and the three drums are stopped by operating the stop switch, it lights up in a specific color corresponding to the internal winning combination or winning combination (red for cherry, purple for plum, yellow for bell, blue for replay), and then turns off or lights up in a neutral color such as white that is different from the specific color during the interval until the start of the next variable display game.
[0056] It should be noted that a plurality of status display LEDs for notifying bonus wins and other necessary information may be provided in the left and right spaces (on the top surface 22a) of the display and effect device 11. Also, AT stock notification lamps for notifying AT stock wins are provided in the left and right spaces (on the middle surface 22b) of the drum unit 2, and the left AT stock notification lamp lights up when a win occurs when the AT stock number is in the range of 1 to 9, and when the AT stock number is in the range of 10 or more, the two AT stock notification lamps on the left and right lights up.
[0057] 14 is a special button, which the player presses once or repeatedly to input information required for various games and their visual effects displayed on the display and effect device 11 (for example, the rise of the power level gauge, the display of bonus symbols, input information such as the operation of a fighter plane's machine gun, the dropping of a bomb, or the direction of movement of a character). In particular, if the AT stock lottery is won, the special button 14 flashes with a "beep beep beep" sound effect to encourage operation, and when the player taps the special button 14 with anticipation, a "crack, crack, crack" sound effect is generated and the AT stock notification lamp lights up. Note that the information input by this special button 14 is given to a sub-board (sub-block) described later and is used solely for various visual and sound effects, and does not affect the game results.
[0058] Reference numeral 15 denotes a tray, which receives game medals paid out from a medal payout device 18 (see FIG. 4) and is discharged from a medal payout outlet 16, and can receive up to several hundred medals.
[0059] Reference numeral 17 denotes a logo panel portion, which is used to display various trademarks such as the manufacturer name or model name as required.
[0060] 19 is a door keyhole, which is used when opening the front door 1b of the slot machine main body 1 with the door key, when canceling the stop state (a state in which operation for medal-type games is disabled), and when canceling a game that has been stopped due to an error.
[0061] 20 is a return button (officially called the "inserted medal jam return button"), which is used to return game medals that have jammed in the game medal selector (not shown) through which game medals pass after the medal insertion section 5 through the medal payout outlet 16.
[0062] Referring now to Figure 3, the design panel 22 shown in Figure 3(A) has a bottom surface 22d formed by an upper surface 22a on which a display / performance device mounting portion 22j for mounting the display / performance device 11 is formed, a middle surface 22b on which a window portion 3 (pattern display window 3) is formed, and a lower surface 22c on which the above-mentioned display LED block 4 is mounted, and a three-dimensionally protruding decorative object or a three-dimensional electrically driven object is provided on the upper surface thereof.
[0063] Furthermore, the left side surface 22e and right side surface 22f connecting the bottom surface 22d form a generally box-like (or boat-like) shape, forming a recessed space inside, and the upper and lower parts of the box are provided with upper and lower mounting parts 22g and 22h, each with a plurality of mounting holes for mounting to the front door 1b. By attaching decorative stickers to the five inner surfaces consisting of the bottom surface 22d, left side surface 22e, and right side surface 22f, three generally flat surfaces are formed, particularly on the bottom surface 22d. However, due to the presence of decorative elements 23 and electrically driven elements 24, it is natural that there will be some unevenness.
[0064] Reference numeral 4a denotes an inserted medal number LED, which displays the number of game medals inserted from the medal insertion portion 5 or by pressing the max bet button 8 or 1 bet button 7 to play a game.
[0065] 4b is a medal storage number display LED, which displays the number of gaming medal credits (stored number) within a range of, for example, a predetermined maximum number of 50. It also displays a payout effect when the stored medals are settled.
[0066] 4c is a medal payout number display LED, which displays the number of medals paid out when a prize is won. It also displays the step setting value of the payout rate and an error code when the game is stopped or an error occurs.
[0067] 4d is a replay display LED, which lights up when a replay is activated in a variable display game.
[0068] 4e is an error display LED that lights up when a serious problem (for example, a problem other than door opening) occurs.
[0069] 4f is a performance-in-progress display LED that lights up when a performance is being performed by the drum section 2. In other words, it indicates that a drum performance is being performed.
[0070] The design panel 22 shown in Fig. 3(B) differs from that shown in Fig. 3(A) in that it has a top surface 22i as a further bent surface (edge). The provision of this top surface 22i is advantageous in that it makes the attached display and performance device 11 easier for players to see and also makes the design panel itself stronger.
[0071] FIG. 4 is a schematic diagram of the internal structure of a slot machine.
[0072] In the center of the cabinet 1a of the slot machine main body 1, a drum unit 2 and a medal payout device 18 (medal hopper 18) are arranged below the drum unit 2.
[0073] A reflector 27 is provided at the upper right corner of the housing 1a, and a photosensor is provided at the corresponding position on the front door 1b.When the front door 1b is closed, the LED light emitted from the photosensor is reflected by the reflector and detected by the phototransistor, while when the front door 1b is open, the reflected light is not detected, making it possible to detect whether the front door 1b is open or closed.
[0074] Reference numeral 28 denotes a power supply unit. When a power switch 28c is turned on, power is supplied to each circuit block, and after an initial check and initial setting, the variable display game can be played.
[0075] 28a is a setting key switch (also called a setting change permission switch) and is used when setting the ball payout rate in stages or checking the stage setting value. By inserting the operation key into the keyhole 28d and turning it, it is possible to change from OFF to ON or vice versa.
[0076] 28b is an error release switch, which is used when setting the ball payout rate in stages or when canceling a game that has been stopped due to an error.
[0077] 4c is an LED that displays the number of medals paid out, and displays the step setting value of the payout rate. Each time the error release switch 28b is pressed, the value increases by 1, and after displaying "6" it returns to "1" and displays a turnaround.
[0078] FIG. 5 is a block diagram of a control circuit system of a slot machine.
[0079] The control circuit system is roughly divided into a main block (main board: part not enclosed by dashed lines) and a sub-block (sub-board: part enclosed by dashed lines), and while the main block controls the game results, the sub-block controls various effects that attract the player's interest and curiosity, such as the announcement and display of game progress and internal lottery results.In addition, when ART is activated, the sub-block announces the stop operation procedure (operation sequence and operation timing of the stop button unit 10) for winning small prizes or avoiding fall replays.
[0080] Reference numeral 100 denotes the main control unit, an integrated one-chip microcomputer (LE4380A-PA-S manufactured by LETECH Corporation) equipped with a microprocessor with a built-in CPU, and is provided with ROM 101, which stores a control program describing predetermined data table areas and the control procedures for the entire device, and RAM 102 (also called RWM: rewritable memory; this includes not only built-in but also external RAM), which contains counters, registers, etc. and temporarily stores information necessary for control. As will be described later, this RAM 102 retains all stored control data using RAM backup power, which is constantly supplied via the power connector, even if the power switch 28c is turned off or the power cord is unplugged. However, if the power connector itself is unplugged, power is no longer supplied, and the control data is erased (all cleared or reset to 0) or becomes meaningless information.
[0081] The main control unit 100 is connected to a start SW sensor 110 (start switch sensor 110), a stop button sensor 120, a medal detection sensor 130, a bet button sensor 140, a stage setting unit 150, a play limit setting unit 180, and a settlement button sensor via an I / O port (not shown) or a data bus, and the main control unit 100 is configured to be able to receive input signals from these.
[0082] The main control unit 100 is also connected to the drum unit 2, medal payout device 18, display LED block 4, and external central terminal board 170 via an I / O port (not shown) and a data bus, and is configured to be able to control each of these devices by sending and receiving input and output signals. Each index sensor provided on the drum unit 2 inputs an index signal of one pulse per rotation to the main control unit 100.
[0083] The main control unit 100 outputs information necessary for managing the operational status of gaming machines at a pachinko parlor or the like from an external centralized terminal board 170, but does not receive any information from the external centralized terminal board 170. The signals output by the main control unit 100 to the outside include a medal insertion signal, a medal payout signal, external output signal 1 (e.g., a BB signal or a pseudo BB signal), external output signal 2 (e.g., an RB signal or a pseudo RB signal), external output signal 3 (e.g., an AT signal), external output signal 4 (e.g., a signal indicating the occurrence of various errors), external output signal 5 (e.g., a cheating detection signal), and a relay common signal. In particular, the BB signal and the RB signal are not only managed by the hall computer as bonus combinations, and the AT signal is not only managed as a special combination, an assist bonus combination (called the "third bonus combination"), but are also output to a data counter installed near the top of the pachinko parlor to display key pachinko game information (number of games played, number of BB combinations, number of ART combinations, and ball payout information) to the player.
[0084] In response to the player's operation of the start lever 9, the main control unit 100 executes an internal lottery by selecting one of the random numbers (values between 0 and 65,535) continuously generated by the built-in random number generator 103, and starts the symbol variation display game by rotating the drum unit 2 (left drum 2a, center drum 2b, and right drum 2c), which is a three-row (multiple) symbol array with multiple symbols (usually 20 or 21 symbols). For example, if the random number lottery results in an internal win of one of the minor winning combinations with a payout, such as bell, cherry, watermelon, or plum, and the player operates the stop button unit 10, the main control unit 100 sequentially stops the drum unit 2 at predetermined positions according to the operation order. As a result, if predetermined symbols are displayed in a row on any of the five pay lines in the window unit 3, a win is awarded. However, the number of pay lines is not limited to five and may vary depending on the number of inserted medals, design specifications, and game status.
[0085] For example, if the payout numbers for game media specified for each type of winning are 1 bell, 2 cherries, 5 watermelons, and 8 plums, and only bell symbols are displayed in a row on the second line, the main control unit 100 will pay out 1 coin for the bell winning. If the specified number of coins to be inserted is 3, even if a bell symbol is won, the net payout will be 2 coins. Therefore, if a bonus symbol and a small symbol are both internally winning, medals can be consumed even if the internally winning small symbol is prioritized and stopped on the active line. On the other hand, if a bell symbol is displayed in a row on the second line and a plum symbol is displayed in a row on the third line, the main control unit 100 will pay out 9 coins, consisting of the winning bell symbol and 8 plum symbols, resulting in a net payout of 6 coins.
[0086] The main control unit 100 is connected to the sub-control unit 160 and the credit control unit 165 via an I / O port (not shown) or a data bus. Basically, the main control unit 100 can send various information to both control units, but conversely, the main control unit 100 cannot receive information from both control units (i.e., the main control unit 100 is connected to enable one-way communication from the main control unit 100 to both control units). However, it can receive only 2-bit credit data from the credit control unit 165 via a data input circuit 166 (e.g., two NOT circuits). This credit data is 2-bit data, with 00 indicating 0 credits, 01 indicating 1 credit, 10 indicating 2 credits, and 11 indicating 3 or more credits, and is input as a High or Low signal to two input ports of the main control unit 100, just like various sensor input signals.
[0087] The main control unit 100 outputs to the sub-control unit 160 control data necessary for various sub-block controls (e.g., coin insertion data, lottery results and winning status data, stage setting value data, and data indicating the switch operation status of the stage setting unit 150). Like the main control unit 100, the sub-control unit 160 is an integrated one-chip microcomputer equipped with a microprocessor with a built-in CPU. It includes a ROM 161 that stores a control program describing the control procedures for the entire sub-block, and a RAM 162 that includes counters, timers, registers, etc. and temporarily stores information necessary for control received from the main control unit 100. The ROM 161 stores multiple BGM (background music) data sets. To elevate the player's mood, especially during bonus games, specially arranged BGM is appropriately selected and played according to the presentation scene. The main control unit 100 and the sub-control unit 160 do not need to be separate units; they can be integrated into a single control unit.
[0088] The sub-control unit 160 is connected to the display and performance device 11, speaker unit 12, game status display LED unit 13, input SW unit 25 (input switch unit 25), timing unit 26, operation direction sensor 111, special button sensor 112, and door abnormality signal output device 113 via an I / O port (not shown) and a data bus, and the sub-control unit 160 can accept input signals from each of these devices and output necessary data and signals to perform various controls.
[0089] The sub-controller 160 counts the difference in number of coins after initialization and the number of variable display games played after the bonus, based on the data on the number of coins inserted, the data on the number of coins paid out, and the data on the number of variable display games played in the control data sent from the main controller 100, and when the counted difference in number of coins or the number of games plays reaches a predetermined number, it activates the AT stock lottery or the selection game. At this time, the sub-controller 160 displays "Do you want to start the selection game? If so, please press the special button repeatedly" on the display and effect device 11, and makes the special button 14 flash.
[0090] This AT stock lottery draws the number of stocks within the range of, for example, 0 to 127, with 0 being a miss and 1 to 127 being a win. If 127 is won, a minimum of 127 consecutive wins will be confirmed, but the AT stock lottery is executed even when the AT is stocked, so additional additions can be made and the total can be accumulated up to a maximum of 10,000. However, these are merely examples based on the design specifications and are not limited to these numbers.
[0091] The sub-control unit 160 also checks whether or not to execute a selection game. When the player repeatedly presses the special button, it receives a pulse signal corresponding to the number of times the button is pressed. If the number of pulses reaches a predetermined number of eight or more, a selection game lottery is conducted to determine the winning number (e.g., "0" or "1"). When the selection game is initiated, the display / effect device 11 displays "circle or cross" or "left or right" corresponding to the left stop button 10a and the right stop button 10c, respectively, to prompt the player to make a selection. For example, if the selection game lottery results in "0," the player wins the selection game if the player operates the left stop button 10a to select the corresponding "circle" or "left." If the sub-control unit 160 determines that a win has been achieved, it activates the AT function (a function that notifies auxiliary information via a notification means) in the subsequent variable display game until the number of gaming media increases by a number corresponding to the number of inserted coins, the difference in number of coins, or the number of variable display games, or for the number of times the AT stock lottery (1 to 127) has been won.
[0092] In contrast, if the player operates the right stop button 10c to select the corresponding "X" or "Right," the player loses the selected game. If the sub-controller 160 determines that the player has lost, it initializes the difference in number of coins or the number of variable display games without activating the AT function and returns to the start. Consequently, even if the player is stuck, if he or she wins the selected game, he or she can recover more than the amount he or she has lost up to that point or enjoy a big winning streak, and can hope for a sudden reversal. In the above example, the payout is doubled when there are two options, but if there are five options, the payout can be five times as much when there is a winning streak. Allowing the player to select the payout rate adds even more variety.
[0093] When the main control unit 100 executes an internal random number lottery in response to the start operation of the start lever 9, and is notified of the result of a big win, replay, small win, or loss, the sub-control unit 160 executes an effect lottery to determine whether or not to execute an effect on the display effect device 11, speaker unit 12, and game status display LED unit 13 before notifying the player of the lottery result. If the sub-control unit 160 wins the effect lottery, it selects an effect image to be displayed from a plurality of effect images stored in ROM 161 and outputs it to the display effect device 11.
[0094] In particular, as will be described later, when there is an AT stock and a push order minor role (a first minor role and some of the multiple push order specified minor roles) is internally won, the sub-controller 160 displays assist information (auxiliary information) for aligning the winning first minor role symbol (for example, a bell symbol) on the active line on the display performance device 11. This allows the player to easily win the first minor role.
[0095] Returning to FIG. 5, the credit control unit 165 is connected to the sandwiched device 300. When the device is set to the sandwiched mode (described later), the credit control unit 165 receives and displays credit information corresponding to the cash inserted by the player or credit information stored on a recording medium such as a membership card, visitor card, cash card, or prepaid card. When the player operates the loan button 167, the accumulated credit display unit adds 50, equivalent to 1,000 yen, and displays the number. For example, if the accumulated credit display unit is displaying 1, the accumulated credit display unit adds 50 to this 1 to display 51, but the display is limited to a maximum of 99. Furthermore, the credit control unit 165 changes the state in which the data input circuit 166 inputs data 01 to a state in which the data input circuit 166 inputs data 11, indicating a bet of three or more credits. When the max bet button 8 is operated in this state, the main control unit 100 lights up three inserted coin number LEDs 4a and outputs inserted data to the credit control unit 165, indicating that three credits have been inserted as the bet number. The credit control unit 165 causes the accumulated credit display unit to display 48, the value obtained by subtracting 3 credits. In this state, when the player operates the settlement button 190 (credit return switch), the main control unit 100 transmits bet amount data indicating 3 as the number of bets. Upon receiving this bet amount data, the credit control unit 165 transmits return credit information (game value) indicating that the return credits are 51 (48 + 3) to the sandwiched device 300. The sandwiched device 300 adds 51 of the return credits to the membership card or the like, records the cash balance, and dispenses it. Note that when a replay role (replay role) wins and the player operates the settlement button in a state in which the next game can be played, the main control unit 100 transmits bet amount data indicating 0 as the number of bets, and the credit control unit 165 transmits return credit information (game value) indicating that the return credits are 48 to the sandwiched device 300. The sandwiched device 300 adds 48 returned credits to the membership card or the like, records the cash balance, and discharges it, but the main control unit 100 outputs a warning command to the sub-control unit 160. The sub-control unit 160 causes the display and effect device 11 to display a warning screen and generates a warning sound from the speaker unit 12 to notify the player that they can play again.
[0096] The operation direction sensor 111 outputs a direction signal corresponding to the up, down, left, or right direction in which the start lever 9 is operated, and the sub-control unit 160 receives this direction signal and displays various visual effects and winning announcements, etc., according to the direction signal on the display and performance device 11, and also generates sound effects from the speaker unit 12.
[0097] The special button sensor 112 outputs an ON signal (for example, a HIGH signal) when the special button 14 is operated, and an OFF signal (for example, a LOW signal) when it is released, and the sub-controller 160 displays various games and their associated visual effects, winning announcements, etc. on the display and effect device 11 according to the timing at which the ON signal is received and the number of pulses received (called rapid succession). Furthermore, the speaker unit 12 generates sound effects such as bomb drops and machine gun operation.
[0098] The door abnormality signal output device 113 is a device that detects the open / closed state of the door and outputs a control signal to the sub-controller 160. When the main power supply is ON, it outputs an ON / OFF signal in response to the opening or closing of the front door 1b, but when the main power supply is OFF, it is powered by power supplied from the sub-power supply (backup battery), and detects and stores abnormal opening or closing of the front door 1b when the main power supply is turned OFF, and even if the main power supply is turned ON thereafter, it notifies the sub-controller 160 of the abnormal opening or closing when the main power supply is turned OFF. As a result, the sub-controller 160 generates a warning sound when the main power supply is turned ON, even if the front door 1b is closed and there appears to be no abnormality, so that the manager of the amusement hall can recognize the abnormality and take appropriate measures such as checking and inspecting the gaming machines.
[0099] The medal detection sensor 130 is composed of a medal passage sensor and a proximity sensor (not shown), and outputs a pulse signal whose number corresponds to the number of medals inserted through the medal insertion slot 5. The main control unit 100 receives this pulse signal and executes counter logic processing at the rising and falling edges of the pulse signal, thereby controlling the inserted medal number LED 4a or the stored medal number display LED 4b in the display LED block 4 to display the inserted medal number or credit number increased by a number corresponding to the number of pulses.
[0100] The bet button detection sensor 140 is composed of two sensors: a 1 bet button detection sensor 140a that outputs a pulse signal in response to the operation of the 1 bet button 7, and a max bet button detection sensor 140b that outputs a pulse signal in response to the operation of the max bet button 8, and these sensors are connected to two ports of the main control unit 100 separately (details not shown). The main control unit 100 controls the number display of the inserted number LED 4a in response to the obtained pulse signal.
[0101] Furthermore, when a player inserts a predetermined number of medals and operates the start lever 9, the start switch sensor 110 outputs a start signal, and upon receiving this start signal, the main control unit 100 performs a random number lottery or the like to start the variable display game, and outputs a drive pulse signal to the drum unit 2. Note that a game performed by one operation of the start lever 9 constitutes one variable display game, and the player repeats the game with the aim of winning a bonus game (big bonus or regular bonus) and increasing the number of medals. Note that a bonus game refers to, for example, a first-class special feature (RB), continuous operation of a first-class special feature, or continuous operation of a second-class special feature.
[0102] When the stop buttons 10a, 10b, and 10c are operated during the variable display game, the main control unit 100 stops the rotation of the rotating drum, and if a predetermined winning combination is achieved (a win occurs when the patterns on each rotating drum are displayed in a predetermined combination), and medals are paid out, the number of medals to be paid out is displayed on the medal payout number display LED 4c in the display LED block 4, and this is added to the credit count and displayed on the medal accumulation number display LED 4b. Note that when a payout operation is performed using the settlement button 6, or when the credit count exceeds the maximum number of 50, for example, the main control unit 100 drives and controls the medal payout device 18, and the required number of medals are discharged from the medal payout outlet 16 and accumulated in the tray 15.
[0103] Furthermore, when a replay or a small win, especially a bonus, is internally won, the main control unit 100 outputs control data (event data) relating to the internal win, etc. to the sub-control unit 160. Then, when the sub-control unit 160 receives control data from the main control unit 100, it is configured to perform various presentation operations such as lighting control of the game status display LED unit 13, control of a voice synthesis LSI (not shown) for generating sound effects from the speaker unit 12, and display control of characters and background images on the display screen of the display presentation device 11.
[0104] 150 is a step setting unit, and by performing the step setting operation of the payout rate described below, the hall can select the desired setting value from step values 1 to 6 (or jump numbers 1, 3, 5, 7, etc.) depending on the large-scale release of medals at events or new openings or the collection situation for improving profits.
[0105] If the limit setting unit (not shown) is on (or "1"), after the bonus game ends, the total number of medals displayed on the inserted medal number LED 4a and the medal storage number display LED 4b is forcibly paid out, the operation for playing the variable display game is disabled (limit state), and a warning sound is generated from the speaker unit 12. Recently, there are many slot machines that do not have this limit setting unit, and it is installed as needed.
[0106] Reference numeral 25 denotes an input switch section (input switch section) for inputting various data, and is used to set the warning mode when, for example, a step setting operation for the payout rate is performed, and to set the time period during which a warning will or will not be issued. There are three warning modes: an on / off state of the warning generation function, and a timer state in which a warning is issued only during a set time period. The input switch section 25 is composed of an initialization switch for initializing the sub-block and a volume switch used to change the volume of the speaker section 12, and is designed to function when both are pressed simultaneously.
[0107] Reference numeral 26 denotes a timekeeping unit consisting of a radio-controlled clock that receives absolute time data from a satellite or the like and keeps accurate time, and continuously outputs the timed time to the sub-control unit 160.
[0108] FIG. 6 is a block diagram of a control circuit system that controls the drum unit.
[0109] The drum unit 2 is equipped with step motors 30a, 30b, and 30c for controlling the rotation of three drums: the left drum 2a, the center drum 2b, and the right drum 2c. Each step motor 30a, 30b, and 30c is driven in response to a drive pulse signal from the main control unit 100, and when the drive pulse signal is continuously supplied simultaneously to the three phases, an attractive force is generated, causing the motors to suddenly stop.
[0110] These step motors 30a, 30b, and 30c use a four-phase 1-2 excitation system with 252 steps per rotation (1.43 degrees per step). They rotate exactly one time when the main control unit 100 inputs 504 drive pulse signals. The main control unit 100 can accurately determine the position of each drum because it receives one index signal (reference signal or reference position signal) from each drum sensor 31a, 31b, and 31c, each consisting of a photointerrupter mounted on each drum. This means that the resolution per input pulse is 0.714 degrees per pulse. To further increase the resolution, the rotational position can be precisely determined by managing the time between input pulses and the rotational speed.
[0111] FIG. 7 is a block diagram of the drum unit.
[0112] The left drum 2a, the middle drum 2b, and the right drum 2c, which are thick, disc-shaped rotating bodies, are connected to the respective rotating shafts of step motors 30a (not shown), 30b (not shown), and 30c, respectively, and rotate in the direction of the arrows shown in the figure (i.e., from top to bottom). The outer periphery of each drum is affixed with a left reel band 32a, a middle reel band 32b, and a right reel band 32c, each bearing a variety of symbols. In a variable display game, if the same symbols (predetermined symbols) are displayed in the window 3 along the pay line, a win is achieved (a win or activation occurs). Note that the star symbol, plus symbol, plum symbol (black circle symbol), and triangle symbol shown in the figure are for convenience and differ from the actual symbols. Symbols commonly used are 7, bar symbol, bell symbol, watermelon symbol, and cherry symbol. The reel bands are generally called reel tapes.
[0113] Reel sensors 31a, 31b, and 31c (not shown) are provided for step motors 30a, 30b, and 30c, respectively, and each reel sensor returns one pulse of an index signal for each rotation of the step motor. The main control unit 100 constantly grasps the symbol number and rotation angle (24 divisions / symbol) at the reference position (for example, the lowest position of window 3) based on this index signal and the number of drive pulse signals output.
[0114] Figure 8 is a table showing the arrangement of the drum symbols.
[0115] Each of the left drum 2a, middle drum 2b and right drum 2c has a reel band (not shown) with a left drum design, a middle drum design and a right drum design painted on it attached around the outer periphery of each drum.
[0116] As shown in the example, each reel has 21 different patterns drawn on it, including the big bonus patterns "red 7" and "blue 7" that activate the bonus, various small prize winning patterns such as cherry, watermelon, and bell, and replays that activate replays. The discarded patterns do not form any winning combination even if they stop on an active line, and are printed with, for example, a light gray "N" in a circle so as not to stand out to the player.
[0117] FIG. 9 is a block diagram of the drum unit, and FIGS. 9(A) and 9(B) show the state in which the right drum 2c is controlled to be retracted in time series.
[0118] The main control unit 100 receives a start signal of the variable display game, and when the lottery result is a win and the winning combination is an internal win, it performs pull-in control to pull the symbols of the winning combination onto the active line as much as possible.
[0119] For example, when a big bonus role is internally won and the symbols "7, 7" are aligned on the effective line diagonally below to the right of the stopped left drum 2a and center drum 2b, which is a so-called reach state, if the symbol "7" is located within four frames above this effective line (i.e., within five frames including the symbol on the effective line), when the right stop button 10c is operated to stop (see Figure 9(A)), the main control unit 100 will perform pull-in control to forcibly pull the symbol "7" onto the effective line and align it to form the combination of "7, 7, 7" (see Figure 9(B)).
[0120] On the other hand, even if a certain combination is internally won by lottery, the player will not be in an advantageous position unless the predetermined symbol corresponding to the combination is displayed on the pay line. For example, the big bonus game (BB game) will not operate unless it is displayed as shown in Figure 9(B). This pull-in control is performed not only on the right drum 2c, but also on the left drum 2a and center drum 2b. The main control unit 100 performs stop control by referring to a stop table that specifies the stop position of each drum according to the random number lottery status (internal win or loss).
[0121] In the example of Figure 9, in the reach state, the symbol "7" on the right drum 2c is exactly four frames above, and is subject to the pull-in control and aligned on the pay line. However, this pull-in control is not limited to four frames, and the number of pull-in frames can be increased or decreased by software control to comply with design specifications or legal regulations. In addition, when the random number lottery result in the regular game is a win, the sub-control unit 160 notifies auxiliary information (assist information such as operation sequence and operation timing: AT) for stopping the rotation of the rotating drum so that the symbols are displayed in a predetermined combination by the pull-in control.
[0122] FIG. 10 is a block diagram of the drum unit, and FIG. 10(A) and FIG. 10(B) show the state in time series in which the right drum 2c is subjected to avoidance control (or kicking control).
[0123] The main control unit 100 receives a start signal for the variable display game, and if the lottery result is a miss and the winning combination is not established (if all the winning combinations are not internally winning combinations), it performs avoidance control to prevent the winning or operating combination (bonus, small combination, replay) patterns from lining up on the valid line.
[0124] For example, in a reach state (tenpai state) where the big bonus symbol has not been internally won and the "7, 7" symbols are aligned on the active line diagonally below the left drum 2a and center drum 2b, if the player operates the stop button 10c by "eye-pressing" when the "7" symbol is located within one frame of the active line (for example, this is called "vita-pressing"; see FIG. 10(A)), the main control unit 100 performs avoidance control by moving the "7" symbol one frame forward so that the "7, 7, 7" symbols do not line up on the active line, forcing a loss (see FIG. 10(B)). This avoidance control is performed not only for the right drum 2c but also for the symbols on the left drum 2a and center drum 2b, and is also performed to prevent non-winning minor symbols from winning. These pull-in and avoidance controls (kick-off controls) are performed by the main control unit 100 by referring to a stop table based on the internal winning status or by program-based control.
[0125] FIG. 11 is a timing chart showing the relationship between the index signal, the symbol position data (frame data), the drive pulse signal, and the stop button sensor signal.
[0126] FIG. 11(A) shows the index signals output from the reel sensors 31a, 31b, and 31c, and is controlled by the main control unit 100 so that T1 is constant at 0.751 seconds (that is, 79.9 rotations / minute).
[0127] FIG. 11(B) shows the pattern position data of the rotary drum, and FIG. 11(C) shows the drive pulse signal.
[0128] The symbol position data is generated by dividing the drive pulse signal, and the data is subtracted by 1 every 24 pulses of the drive pulse signal. In other words, using the index signal as a reference, when the drive pulse signal is in the range of 1 pulse to 24 pulses, the symbol position data is "21", when the drive pulse signal is in the range of 25 pulses to 48 pulses, the symbol position data is "20", when the drive pulse signal is in the range of 49 pulses to 72 pulses, the symbol position data is "19", ..., when the drive pulse signal is in the range of 481 pulses to 504 pulses, the symbol position data is "1", and the symbol position data turns around from 21 to 1. In other words, the symbol position data returns to "21" after "1".
[0129] The drive pulse signal is a drive pulse of a specified pattern that is input to the motor coil to rotate the rotating drum in a certain direction, and as can be seen from the diagram, there are eight pattern numbers, 0 to 7. When pattern numbers 0 to 7 are applied three times to the motor coil phases 1 to 4 as this drive pulse signal (i.e., when 24 pulses are input), the rotating drum rotates from top to bottom by the distance of one symbol (one frame).
[0130] In particular, the input pulse phase data of the drive pulse input to the step motor is 5-bit data ranging from 0 to 23 that drives the rotating drum one frame, and pattern numbers 0 to 7 are the phase data of the lowest 3 bits, and the drive pulse corresponding to the pattern number is actually applied to the motor coil phases 1 to 4. Therefore, even if only the pattern number is stored in the work RAM (RAM 102), it corresponds to phase data storage means that stores input pulse phase data.
[0131] 11(D) shows the stop button sensor signal output when each stop button is operated. In this figure, the main control unit 100 recognizes the symbol position data "11" and the input pulse phase data "10" (or the pattern number "2") at the rising edge of the stop button sensor signal.
[0132] FIG. 12 is a schematic diagram of the left drum 2a included in the drum unit.
[0133] As shown in Figure 12(A), the left drum 2a rotates in the direction of the arrow (from top to bottom), and when a cherry symbol stops in the upper, middle, or lower row of the three windows 3 indicated by solid lines, a prize is won and a predetermined number of game medals are paid out. Note that Figure 12(A) shows the state in which the cherry symbol stops in the upper row of the window 3.
[0134] When a player operates to start the variable display game, the main control unit 100 performs an internal lottery, and if the upper cherry (cherry 1) is selected as a winning symbol, the main control unit 100 performs pull-in control (see Figure 9) or avoidance control (see Figure 10) of the cherry symbol depending on the position (timing) at which the stop button is operated.
[0135] Figure 12(B) shows the possible range of pull-in control, and when the stop button 10a is operated when the cherry symbol is exactly four frames above the top row, the main control unit 100 stops the cherry symbol in the top row of the window 3 (assuming the vita symbol is in the top row position). Note that it actually takes about 36 ms for the cherry symbol to stop, so it is positioned that much higher, but for convenience of explanation it is written this way. Also, since it is specified that the cherry symbol must stop within 190 ms of the stop operation, it may not slide four frames.
[0136] 12(C) and 12(D) show the range in which avoidance control etc. is performed, and even if the upper cherry is a winning combination, if the stop button 10a is operated when the cherry symbol is more than four frames above the upper position (i.e., above 4 in FIG. 12(A)) or at a position even slightly past the upper position, the main control unit 100 will stop the cherry symbol one frame above the upper position or one frame below the lower position, resulting in a loss. In other words, since the middle cherry (cherry 2) or the lower cherry (cherry 3) is not a winning combination, the cherry symbol must be forcibly stopped outside the window 3.
[0137] FIG. 13 is a schematic diagram showing the relationship between the left drum 2a, the window 3, and the symbol position data.
[0138] As shown in Figures 13(A) and 13(B), the cherry symbols on the left drum 2a are frame numbers 8 and 19 (see Figure 8). If the upper cherry symbol is an internal win, and the measurement reference is the bottom position of the window 3, the main control unit 100 will stop the cherry symbol on the upper row and win a prize if the stop button 10a is operated within the range of symbol position data "15" and input pulse phase data "0" to symbol position data "11" and input pulse phase data "23," or within the range of symbol position data "5" and input pulse phase data "0" to symbol position data "1" and input pulse phase data "23." In other words, even if the stop button 10a is operated randomly, not only will there be a 10 / 21 chance of winning, but if a winning notification is given, an experienced player can win with close to a 100% chance of winning by pressing the stop button at the right time.
[0139] FIG. 14 is a diagram showing a combination display determination of symbols.
[0140] When all three drums stop, the main control unit 100 determines the winning and activation symbol combinations displayed on the pay lines corresponding to the number of inserted medals. For example, if three medals are inserted and the cherry symbol for paying out two medals on the left drum 2a is displayed in the window 3, four medals will be paid out (two medals x two lines: second and fourth lines) on the top row, two medals (two medals x one line: first line) on the middle row, and four medals (two medals x two lines: third and fifth lines) on the bottom row. However, these pay lines are the general ones that have been used traditionally, and as will be described later, there are many irregular lines these days.
[0141] Also, if bell symbols with a payout of 8 medals are displayed on the active lines of the window 3, 8 medals will be paid out if only the middle row is displayed (8 medals x 1 line: 1st line), and 15 medals will be paid out if only the top row and diagonally downward to the right are displayed (8 medals x 2 lines, but MAX 15 medals: 2nd and 4th lines). In other words, the number of game media specified for the type of win is paid out in total for the number of wins, but the maximum payout at one time is 15 medals.
[0142] FIG. 15 is a block diagram of the display and rendering device.
[0143] The display and performance device 11 includes a command receiving unit 11a that receives performance commands from the sub-control unit 160, a display and performance control unit 11b (including ROM 11c and RAM 11d), and a display panel 11e such as an LCD, organic EL, or LED. In this case, the display and performance control unit 11b is provided with a separate ROM 11c, but there is no problem if all of the video data is stored in ROM 161. Therefore, ROM 11c can be considered to be part of ROM 161.
[0144] FIG. 16 is a representation of a performance pattern table, which associates performance commands with performance pattern data stored in the ROM.
[0145] The effect command is made up of one-byte mode data and one-byte event data, and is stored in association with effect pattern data (mainly moving images, but also still images) that is the effect content.
[0146] When the sub-control unit 160 receives control data required for various controls from the main control unit 100 (in particular, various data indicating whether the random number lottery result is a big win, a small win, a replay, or a miss), it sends an appropriate presentation command according to the control data to the display presentation device 11 before notifying the result of the random number lottery, and the command receiving unit 11a receives this presentation command and sends it to the display presentation control unit 11b.
[0147] When the display performance control unit 11b receives a performance command, it reads out performance pattern data corresponding to the performance command from the ROM 11c, expands the data in the RAM 11d, and transmits it to the display panel 11e, thereby displaying a performance image corresponding to the performance command on the display screen.
[0148] 17 to 19 are schematic diagrams of the rendering screen displayed by the display rendering device.
[0149] For example, when the sub-control unit 160 transmits ($Z0$00) as a presentation command, the display panel 11e displays "day presentation pattern 0," a low-probability stage that primarily indicates a state where there are no AT stocks or where it is difficult to win the AT (see FIG. 17(A)). On the other hand, when the sub-control unit 160 transmits ($Y0$00) as a presentation command, the display panel 11e displays "night presentation pattern 0," a high-probability stage that primarily indicates a state where there are AT stocks or where it is easy to win the AT (see FIG. 17(B)). Therefore, players eagerly await the display of the "night presentation stage," which primarily indicates a high-probability state, during play. However, there are also false presentations that display the "night presentation stage" even when there are no AT stocks or in a non-high-probability state, and conversely, there are cases where the "day presentation stage" is displayed when there are AT stocks or in a high-probability state, in order to stimulate the player's interest.
[0150] Furthermore, when the sub-control unit 160 sends ($S0$00) as a presentation command, the display panel 11e displays "Dracula's Castle," an image corresponding to "Castle Presentation Pattern 0," superimposed on a blue sky background screen (see Figure 17(A)) or a moonlit background screen (see Figure 17(B)), and then a yellow, red, or blue bat flies out of Dracula's Castle and displays a notification video corresponding to the role that has been achieved (small role or replay) (see Figure 17(C)).
[0151] If the effect in Figure 17(B) occurs frequently and then develops into multiple stages, it indicates that there is AT stock or a premonition effect (super hot effect) that indicates high expectations for AT release. For example, Figure 18(A) shows an enlarged view of "Dracula's Castle" with the iron gate open. The door then enlarges further (see Figure 18(B)) and gradually opens (see Figure 18(C)), revealing the glittering interior of "Dracula's Castle" (see Figure 18(D)). After that, the game develops into a battle between the protagonist and the vampire Count Dracula, and if the protagonist wins, there is AT stock, and the AT release is confirmed, or if there is an internal bonus win, the bonus release is confirmed.
[0152] From the normal nighttime screen of Figure 19(A) (same as Figure 17(B)), the display screen can be scrolled to the right, the graveyard can be enlarged, and the main character can appear from a dug-up grave in the center of the screen accompanied by the butler character's cry of "Oryaaa" and the sound effect of "Tirorororoon" (see Figure 19(B)), or the word "BONUS" meaning "big win" can be displayed (see Figure 19(C)), creating an extremely exciting premium effect. All of these display effects are also executed by the sub-control unit 160 outputting effect commands according to the program.
[0153] FIG. 20 is a conceptual diagram of a general lottery table.
[0154] The lottery table is stored in a predetermined area of the ROM 101 and defines the relationship between winning combinations and the numbers used in the random number lottery.
[0155] In the case of the slot machine of the present invention, the main control unit 100 generates a random number. This random number is periodically generated at random from 0 to 65535 (m7) exactly once per cycle. Figure 20(A) shows a lottery table used in the normal state (non-RT state). When the main control unit 100 performs an internal lottery in accordance with the timing of the start lever 9 operation, if the random number is in the range of 0 to m1, a big bonus (BB) is won. In other words, this internal lottery involves picking (extracting) only one random number in accordance with a predetermined timing at the time of the start operation, comparing it with the lottery table, and determining the winning combination.
[0156] Similarly, if the random number value is in the range of m1+1 to m2, you will win a regular bonus (RB), if the random number value is in the range of m2+1 to m3, you will win a cherry, if the random number value is in the range of m3+1 to m4, you will win a watermelon, if the random number value is in the range of m4+1 to m5, you will win a bell, and if the random number value is in the range of m5+1 to m6, you will win a replay, while if the random number value is in the range of m6+1 to m7, you will lose.
[0157] Normally, the values of m1 to m7 are set appropriately taking into consideration legal regulations (Amusement and Entertainment Act) and the nature of the game, but in the case of a normal A-type machine, the probability of winning BB is about 1 / 200, the probability of winning RB is about 1 / 400, the probability of winning cherries and watermelons is about 1 / 50, the probability of winning bells is about 1 / 6, and the probability of winning a replay is 1 / 7.3.
[0158] On the other hand, Figure 20(B) shows a lottery table used in the high probability replay state (RT state), where the winning range of a replay is expanded by α during replay time, while the losing range is narrowed by α, making the winning probability of a replay approximately 1 / 2. This significantly increases the probability of winning a replay equivalent to a payout of three coins, while decreasing the losing probability, resulting in a significant improvement or increase in the expected payout value of game medals during replay time. In addition, the main control unit 100 can increase or decrease this α value to set the expected value of replay time as desired.
[0159] Although a detailed diagram of the lottery tables is omitted, there are six lottery tables 1, 2... 6 corresponding to the stage setting values 1 to 6 of the payout rate and the number of medals inserted (prescribed number), and the main control unit selects a lottery table according to the stage setting value and number of medals inserted set by the stage setting unit 150, and executes an internal lottery for a bonus game and multiple small winning combinations in the variable display game. Note that the expected value for winning a bonus game in the internal lottery is generally Lottery Table 1 < Lottery Table 2 <... < Lottery Table 6, so players seek out machines with high settings. However, if it is a machine that only accepts three medals, there is no need for a lottery table for the number of medals inserted.
[0160] FIG. 21 is a payout table showing the relationship between the symbol combination and the number of medals obtained.
[0161] BB (Big Bonus) is the name of the role that occurs when the "Red 7" BB symbol is lined up on an active line. When this is lined up, the number of medals won is 0, flag 1 is set in the corresponding flag area, and the game enters the Big Bonus Game (BB Game: activation of the continuous operation device of the role), and ends with a payout of more than 360 medals.
[0162] RB (Regular Bonus) is the name of the combination that occurs when the "Blue 7" RB symbol is aligned on an active line; when this is aligned, the number of medals acquired is 0, a flag 1 is set in the corresponding flag area, and the game enters a regular bonus game (RB game: activation of the consecutive operation device of the special device), which ends with the payout of more than 120 coins. These consecutive operation devices of the special device may be either a first-class special device or a second-class special device, and are selected appropriately according to the design specifications.
[0163] If the cherry symbol stops on an active line on the left drum, one medal is won for each active line. For example, if the active line is the display judgment diagram of Figure 14, if it stops on the middle row of the left drum, one medal (short cherry) will be won, but if it stops on the upper or lower row, two active lines will be won, and a total of two medals will be won (square cherry).
[0164] If the watermelon symbols line up on an active line, five medals will be awarded.
[0165] If the bell symbols line up on an active line, eight medals will be awarded.
[0166] When the replay symbols line up on an active line, a replay without winning any medals is activated, flag 1 is set in the flag area, and the player operates the start lever 9 to perform a replay operation and lower the flag (i.e., set it to 0). In other words, the next game can be played without inserting any medals.
[0167] Next, the basic operation of the slot machine configured as described above will be described in detail with reference to flowcharts and the like.
[0168] First, it is assumed that when a slot machine is shipped from the factory, the default warning mode is "on", the stop setting unit 180 (stop setting switch) is "off", and the stage setting value is set to the lowest "1".
[0169] Before allowing the player to play, the gaming hall opens the front door of the slot machine main body 1 and turns on the power switch 28c, which supplies power to each circuit block, and the main control unit 100 performs an initial check (checks for hardware abnormalities, etc.) and initial settings (for example, writes the limit setting flag "1", the stage setting value "1" stored in ROM 101, and the initial value of the control data to RAM 102) in step S100 described below, and the sub-control unit 160 sets the warning mode to "on state", and once the front door 1b is closed, the variable display game can be played.
[0170] In this playable state, even if the gaming hall side opens the front door 1b again and operates the input switch unit 25 (by simultaneously pressing the initialization switch and the volume switch), the sub-controller 160 does not change the warning mode from the "on state" to another state ("off state" or "timer state") because it has not received control data indicating the ball payout rate step setting mode from the main controller 100. This has the unique effect of preventing cheaters and the like from easily changing the warning mode. Note that the limit setting flag "1" corresponds to the limit setting unit 180 being "on," and "0" corresponds to "off."
[0171] It is assumed that the gaming hall is planning to change the payout rate setting in this setting state for a grand opening, a new store opening, or an event.
[0172] FIG. 22 is a flowchart showing the main operational processing procedure of a slot machine.
[0173] An employee of the amusement hall opens the front door of the slot machine main body 1, turns the power switch 28c to the OFF state, inserts the setting change key into the setting key switch 28a and turns it to the right to turn it ON (see the enlarged view of the setting key switch in Figure 4), and turns the power switch 28c to the ON state again.This supplies power to each circuit block, and after initial checks and initial settings are performed in step S100, the main control unit 100 determines in step S110 whether the setting key switch 28a is ON.
[0174] If the setting key switch 28a is not in the ON state, the main control unit 100 proceeds to step S130, whereas if it is in the ON state, the main control unit 100 calls the setting change subroutine in step S120 (transitions to setting change mode).
[0175] In the setting change mode of step S120, the gaming hall enters the ball payout rate step setting value "6" before allowing the player to play, taps the start lever 9 once to confirm the setting value, and turns the setting key switch 28a to the OFF state.The main control unit 100 then returns to step S100, sets the setting value to "6," and performs necessary processing such as initial hardware checks and initial settings again.
[0176] Furthermore, when the main control unit 100 outputs control data to the sub-control unit 160 to set the display of the initial screen in step S100, the sub-control unit 160 transmits, for example, ($Y0$01) as a performance command to the display performance device 11. As a result, the display panel 11e displays, as the start screen, "night performance pattern 1" (not shown), which is composed of a screen of a full moon in the night sky, Dracula's castle, and the cemetery.
[0177] When the main control unit 100 proceeds to step S130 after changing the stage setting value, it checks for the occurrence of an abnormality such as a door open, hopper error, or selector error, and if an abnormality is found, it proceeds to step S140, processes the abnormality, and then returns to step S100 again, whereas if no abnormality is found, it proceeds to step S150. In particular, as an abnormality check, the main control unit 100 confirms whether the stage setting value data stored in the work RAM area is within the range of 0 to 5 (the stage setting values displayed on the medal payout number display LED 4c correspond to 1 to 6, respectively), and if the stage setting value is not within the predetermined range, it causes the display / effect device 11, speaker unit 12, and game status display LED unit 13 to generate a warning ("EE" error character display, light emission, and warning sound) and perform error processing (the abnormality processing of step S140).
[0178] When the main control unit 100 proceeds to step S150, it uses the medal detection sensor 130 or the bet button sensor 140 to determine whether the player has inserted the number of game medals required for the game.If the predetermined number has been inserted, it proceeds to step S160, but if not, it returns to step S130 and waits, looping through each step, until a medal insertion operation is performed.
[0179] When the main control unit 100 proceeds to step S160, it checks whether the player has operated the start lever to start the variable display game, and if the game has started, it proceeds to step S170, but if the game has not started, it returns to step S130 and waits while looping through each step until the start operation is performed.
[0180] The main control unit 100 executes the main processing of the variable display game in step S170, draws a random number in accordance with the timing of receiving the start signal, and compares the picked (extracted) random number value with the lottery table of the current internal state (RT or non-RT) to determine whether an internal win has occurred (see explanation in Figure 20).
[0181] The main control unit 100 sends a lottery result command and a game start signal to the sub-control unit 160, and rotates the drum units 2 in unison to start a variable display game in which multiple patterns displayed on the left drum 2a, center drum 2b, and right drum 2c change at a predetermined speed.
[0182] 9 and 10, when a player operates the left stop button 10a, the center stop button 10b, or the right stop button 10c of the stop button unit 10 to stop each symbol row (reel belt), the main control unit 100 performs pull-in control to align symbols corresponding to the internal winning combination on the activated line, or conversely, avoidance control to prevent the symbols from aligning. Furthermore, when the sub-control unit 160 receives a lottery result command and a game start signal from the main control unit 100, it performs a presentation lottery to determine whether or not to display a presentation on the display presentation device 11, the speaker unit 12, and the game status display LED unit 13, and notifies the player of the result of the selection, such as a jackpot (bonus win), a minor combination, a replay, or a loss.
[0183] In each variable display game of general play, if predetermined patterns are displayed in a line on the active line of the window section 3, the main control section 100 determines that a winning combination has been achieved, and pays out game medals from the medal payout device 18 and ejects them from the medal payout outlet 16 according to the payout table shown in Figure 21.
[0184] In a big bonus game (BB game) in which three red 7s line up, the consecutive operation device for the special feature is activated and the BB game mode ends when the number of coins won exceeds 360. In a regular bonus game (RB game) in which three blue 7s line up, the consecutive operation device for the special feature is activated and the RB game mode ends when the number of coins won exceeds 120.
[0185] Then, when the main control unit 100 ends the game main processing in step S170, the process returns to step S130 and repeats the sequential processing. [Example]
[0186] Figure 23 is a table showing the arrangement of symbols on the drum.
[0187] Each of the left drum 2a, middle drum 2b and right drum 2c has a reel band (not shown) with a left drum design, a middle drum design and a right drum design painted on it attached around the outer periphery of each drum.
[0188] Each slot machine band has 21 different patterns drawn on it, including the irregular but bonus-activating patterns "pentagon (red)", "pentagon (blue)", and "pentagon (white)", as well as the various minor winning patterns "red 7", "bell", "square (red)", "square (blue)", and "square (white)", and the replay pattern which activates replays. The three pentagonal patterns also serve as minor winning patterns.
[0189] FIG. 24 is a diagram showing a combination display determination of symbols.
[0190] When all three drums have stopped, the main control unit 100 determines the combination of winning and activation symbols to be displayed on the valid lines of the window unit 3 according to the number of game medals inserted (three medals for general play only).
[0191] Figure 24(B) shows the effective lines when the specified number of game medals, three, is inserted, and four lines are effective in the order of the left drum 2a, the middle drum 2b, and the right drum 2c: the first line (upper, middle, lower: down right), the second line (lower, middle, upper: up right), the third line (upper, middle, upper: V-shaped), and the fourth line (lower, middle, lower: mountain-shaped or inverted V-shaped).In addition, in the bonus game (RB: when the first type special device is activated), the specified number of game medals is two, but the effective lines are exactly the same for the first to fourth lines.
[0192] FIG. 25 is a payout table when the special device is not activated (during normal play, the specified number of coins is 3).
[0193] When all three drums have stopped, the main control unit 100 determines whether a winning or activation symbol combination will be displayed on the pay line (see FIG. 24) corresponding to the number of inserted medals. In this case, the pay line is the same regardless of the number of inserted medals (3 or 2).
[0194] (1) Bonus role (RB: Type 1 special role): This is the role name when any of (pentagon (red), pentagon (blue), pentagon (white)) on the left drum 2a, any of (pentagon (red), pentagon (blue), pentagon (white)) on the middle drum 2b, or any of (pentagon (red), pentagon (blue), pentagon (white)) on the right drum 2c stops on an active line, the number of medals won is 0, and a regular bonus game is awarded afterwards. There are 27 types of bonus role combinations (3 x 3 x 3), and when a single bonus role is internally won, the above-mentioned predetermined bonus role symbol stops on one of the active lines, regardless of the order or timing of the stop button operation 10. This regular bonus game can be played up to 8 times, and ends when 8 medals are won. However, since the number of inserted medals is 2, and 2 small medals are always won, there is no increase or decrease in medals. On the other hand, if the expected value of the increase or decrease in the number of coins in the regular bonus game is set to 0 and the winning small combination is missed, the player will lose medals as in normal play, which can put the player at a disadvantage. In the initial state (RT0 state: replay probability is approximately 1 / 7.3), if a bonus combination (RB) is internally won (condition device activation), the replay winning probability changes from the next game, resulting in a high-probability replay state (RT1 state: replay probability is approximately 1 / 1.8). When the regular bonus game resulting from activation of this bonus combination ends (activation ends), the replay winning probability changes and returns to the initial state (RT0 state). In other words, the player will play the variable display game in one of the following game states: RT0 state, RT1 state, or regular bonus game state. This initial state is the normal general game state in the game (see Figure 26).
[0195] (2) Red 7 minor symbol (FR1: First Target Minor Symbol): This symbol is awarded when the red 7 symbol on the left drum 2a, the bell symbol on the middle drum 2b, and the bell symbol on the right drum 2c all stop on an active line. The number of coins awarded (the number of coins paid out) is 15. When the red 7 minor symbol is internally won in the lottery, one FR1 (Fruit 1) condition device is activated. FR1 has one type of combination symbol. Assuming that it is internally won alone, the symbols are arranged so that the specified red 7 minor symbol stops on one of the active lines and wins, regardless of the order or timing of the stop button operation on the stop button section 10. As will be described later, the red 7 minor symbol can be won simultaneously with any of the push order control single-coin minor symbols 1-3 (left, middle, or right) in the RT0 or RT1 state. The first target small winning combination is a small winning combination that should be won, and is advantageous to the player.
[0196] (3) Bell minor symbol (FR2: second target minor symbol): This symbol is the symbol name when the bell symbol lines up on a valid line, and two coins are awarded. When the bell minor symbol is internally won in the lottery, one FR2 (fruit 2) condition device is activated. FR2 has one type of combination symbol, and assuming that it is internally won alone, the symbols are arranged so that the bell symbol will stop on one of the valid lines and win, regardless of the order or timing of the stop button operation of the stop button unit 10. As will be described later, the bell minor symbol is designed to be won simultaneously with one of the push order control single coin minor symbols 1-3, 1 coin minor symbol middle symbol 1-3, or 1 coin minor symbol right symbol 1-3 in the RT0 or RT1 state. The second target minor symbol is a minor symbol that should win, and is advantageous to the player.
[0197] The one-piece small role for controlling the pressing order is a small role (bonus-drawing small role) for drawing in the above-mentioned bonus role, and there are nine types in this embodiment. If the pressing order of the stop button part is correct, the red 7 small role (first target small role) or bell small role (second target small role) that are simultaneously won will be won, while if the answer is incorrect, the one-piece small role or the simultaneously won bonus role will be won. In addition, if the answer is incorrect, the probability of winning a bonus role is 2 / 3.
[0198] (4) 1-piece Small Win Left 1 (FR3): This is the winning combination when a square (brown) symbol appears on the left drum 2a, one of the following symbols (pentagon (red), pentagon (blue), or pentagon (white)) appears on the middle drum 2b, and one of the following symbols (pentagon (red), pentagon (blue), or pentagon (white)) appears on the right drum 2c (there are nine possible symbol combinations) all stop on an active line, resulting in one winning coin. When the 1-piece Small Win Left 1 symbol is internally selected by lottery, one FR3 (Fruit 3) condition device is activated. Assuming that FR3 has nine possible symbol combinations and is the sole internal winner, operating the left stop button 10a at the timing when the square (brown) symbol is drawn will result in the specified 1-piece Small Win Left 1 symbol stopping on one of the active lines, regardless of the order or timing of the other stop button operations 10. Conversely, if the left stop button 10a is operated at a timing that does not allow the square (brown) symbol to be drawn, it will result in a miss. In addition, the push order data 1, which means that the first stop operation is the left stop button 10a, is stored in association with the 1-piece small win left 1 (01 in 2-bit binary). However, it is possible to use a push order discrimination program to create logic that leads to the left stop button 10a being the first stop operation if the 1-piece small win left 1 is selected, but due to the processing time and data capacity required, push order data is generally stored.
[0199] (5) 1-piece small win left 2 (FR4): This is the same as 1-piece small win left 1 except that the pattern on the left drum 2a has changed to a square (blue) pattern, and the rest is the same, so the explanation will be omitted.
[0200] (6) 1-piece small win left 3 (FR5): This is the same as 1-piece small win left 1 except that the pattern on the left drum 2a has changed to a square (white) pattern, and the rest is the same, so the explanation will be omitted.
[0201] (7) 1-piece small win (FR6): This is the winning combination when any of the following symbols (pentagon (red), pentagon (blue), or pentagon (white)) appears on the left drum 2a, a square (brown) appears on the middle drum 2b, and any of the following symbols (pentagon (red), pentagon (blue), or pentagon (white)) appears on the right drum 2c (there are nine possible symbol combinations) all line up on an active line, resulting in one winning coin. When the 1-piece small win is internally selected by lottery, one FR6 (Fruit 6) condition device is activated. Assuming that FR6 has nine possible combination symbols and is the sole internal winner, operating the middle stop button 10b at the timing when the square (brown) symbol is drawn will cause the specified 1-piece small win symbol to stop on one of the active lines, regardless of the order or timing of the stop button operations on the other stop buttons 10. Conversely, if you operate the middle stop button 10b at a timing when you cannot draw in the square (brown) pattern, you will lose. As mentioned above, the first stop operation is associated with 1 in the small role, and the push order data that means the middle stop button 10b is 2 (10 in 2-bit binary).
[0202] (8) 2 in 1 small win (FR7): This is the same as 1 in 1 small win except that the pattern on the middle drum 2b has changed to a square (blue) pattern. The rest is the same, so the explanation is omitted.
[0203] (9) 3 in 1 small win (FR8): This is the same as 1 in 1 small win except that the pattern on the middle drum 2b has changed to a square (white) pattern. The rest is the same, so the explanation is omitted.
[0204] (10) 1-piece Small Win Right 1 (FR9): This is the winning combination when any of the following symbols (pentagon (red), pentagon (blue), or pentagon (white)) appears on the left drum 2a, any of the following symbols (pentagon (red), pentagon (blue), or pentagon (white)) appears on the middle drum 2b, and a square (brown) symbol (there are nine possible symbol combinations) appears on the right drum 2c, all aligned on an active line; one symbol is awarded. When the 1-piece Small Win Right 1 symbol is internally selected by lottery, one FR9 (Fruit 9) condition device is activated. Assuming that the FR9 symbol has nine possible combinations and is the sole internal winner, operating the right stop button 10c at the timing when the square (brown) symbol is drawn will cause one of the specified 1-piece small win symbols to stop on one of the active lines, resulting in a winning win, regardless of the order or timing of the stop button operations on the other stop buttons 10. Conversely, if you operate the right stop button 10c at a timing when you cannot draw in the square (brown) pattern, you will lose. As mentioned above, the first stop operation is associated with the 1-piece small role right 1, and the push order data that means the right stop button 10c is 3 (11 in 2-bit binary).
[0205] (11) 1-piece small win right 2 (FR10): This is the same as 1-piece small win right 1 except that the pattern on the right drum 2c has changed to a square (blue) pattern. The rest is the same, so the explanation is omitted.
[0206] (12) 1-piece small win right 3 (FR11): This is the same as 1-piece small win right 1 except that the pattern on the right drum 2c has changed to a square (white) pattern. The rest is the same, so the explanation is omitted.
[0207] (13) Replay (replay): This is the name of the combination that occurs when three replay symbols line up on an active line. No medals are awarded for this combination. Instead, an RP flag is set in the flag area. If this combination wins alone or together with other minor or bonus symbols, a replay is always activated. Replays have one type of combination, and the player can start the next game without inserting medals by operating the start lever 9. Note that even if a replay is activated, it does not trigger a change in the RT (probability of winning a replay).
[0208] This embodiment explains the basic configuration, and it is possible to provide not only the winning combinations described above, but also rare small combinations such as cherries and watermelons, other special replay combinations, and red 7 replay combinations that are won only during bonus games (replay combinations in which the red 7 symbols appear to line up on the invalid upper horizontal line, middle horizontal line, or lower horizontal line).When these rare small combinations are internally won, a lottery for ART is held, and when the red 7 replay combination is internally won, ART is confirmed, and multiple sets of ART are awarded by lottery.
[0209] Figure 26 is a conceptual diagram showing the game state transition diagram and the lottery probabilities for various roles. Figure 26(B) shows the lottery probabilities during normal play, Figure 26(C) shows the lottery probabilities inside the RB, and Figure 26(D) shows the lottery probabilities inside the RB.
[0210] In Figure 26(A), the general game (shown as "general game" in the figure) starts from the game following the end of the regular bonus game (RB game) or the game following the replay of the stage setting value. The replay probability (probability of winning a replay) in this general game is approximately 1 / 7.3.
[0211] When RB, which is a bonus role, is internally won and RB is won in that game, the RB game starts from the next play. The RB game ends after 8 games or 8 wins, and from the next play, it enters a normal replay state where the probability of winning a replay role is low. When a player is stuck in a game, the following cycle is repeated: normal play (reduced medals in normal replay state) → RB is internally won → RB win → 8 RB games → RB game ends → normal play.
[0212] On the other hand, even if RB is an internal win in normal play, if the RB win is avoided, the bonus role will be an internal win (inside RB) and the RT state will be entered (see the shaded area in Figure 26(A)). In this RT state, as will be described later, there are no misses (non-wins), so the player can play the variable display game in an advantageous gaming state.
[0213] During normal play (see Figure 26(B)), the number of RBs placed is 12,000, and the winning probability is 12,000 / 65,536. The number of places where RB, bell minor role, and 1-coin minor role are all won at the same time is 6,000, and the winning probability is 6,000 / 65,536. The number of places where red 7 minor role and 1-coin minor role are all won at the same time is 23,000, and the winning probability is 23,000 / 65,536. The number of replays placed is 8,978, and the winning probability is 8,978 / 65,536 (1 / 7.3). On the other hand, the probability of not winning (missing) is 15,558 / 65,536 (1 / 4.2).
[0214] During the RB (see Figure 26(C)), the RB lottery is not performed, so the winning probability is 0. Note that during the RB, the RB flag is set and the RB has already been won. During this RB, the replay win probability changes, resulting in a high-probability replay state (RT state). The lottery area for the RB placement of 12,000 and the previously unwinning placement of 15,558 shown in Figure 26(B) becomes the new replay winning area. Therefore, the original replay placement of 8,978 plus the placements of 12,000 and 15,558 becomes 36,536, and the winning probability of the replay is 36,536 / 65,536 (approximately 1 / 1.8), with the unwinning probability being 0. In other words, during the RB where there are no misses, the AT function is activated and the player is notified of the press order to win the Red 7 minor symbol or the Bell minor symbol, allowing the player to efficiently acquire medals.
[0215] When calculating the expected value within the RB, the probability of winning the Red 7 minor symbol is 23,000 / 65,536, and the increase is 12 coins (15 coins paid out - 3 coins inserted), resulting in 4.2 coins / game. On the other hand, the probability of winning the Bell minor symbol is 6,000 / 65,536, and the increase is -1 coin (2 coins paid out - 3 coins inserted), resulting in -0.09 coins / game. Even if a replay is won, the next play can be played without inserting any coins, so there is no change in the expected value. Therefore, if the AT is activated within the RB and the Red 7 minor symbol and the Bell minor symbol are won, the average increase will be approximately 4.1 coins / game, achieving the highest net increase in coins for a 5th generation machine.
[0216] During RB (see Figure 26(D)), the number of bell minor symbols placed is 65536, and the probability of winning is 100%. Since two symbols are paid out and two symbols are inserted, there is no increase or decrease in the number of medals during this period. However, if multiple types of minor symbols are drawn and the order of pressing the buttons is designed to cause some to be missed, it is possible to intentionally lower the expected number of medals won.
[0217] FIG. 27 is a conceptual diagram showing the simultaneous winning state of multiple winning combinations.
[0218] Figure 27(A) shows a state in which RB, bell minor role (FR2) and 1 coin minor role (FR3) are simultaneously won during normal play (normal time) (see Figure 26(B)). Since the push order data for 1 coin minor role (FR3) is 1, the left stop button 10a is the correct operation order.
[0219] Figure 27(B) shows the state in which the red 7 small role (FR1) and the 1 small role (FR7) are simultaneously won during normal play (see Figure 26(B)). Since the push order data for the 1 small role (FR7) is 2, the middle stop button 10b is the correct operation order.
[0220] Figure 27(C) shows the state where the red 7 small win (FR1) and the 1-coin small win (FR11) are won simultaneously inside the RB (see Figure 26(C)). Naturally, the RB flag is set inside the RB, and the RB is also won without a lottery. The push order data for the 1-coin small win (FR11) is 3, so the right stop button 10c is the correct operation order.
[0221] FIG. 28 is a schematic diagram showing the pattern display state of the window portion in time series.
[0222] For example, during normal play, if the RB, bell minor role (FR2) and one-piece minor role (FR3) shown in Figures 26(B) and 27(A) are simultaneously won by random number lottery, the RB flag, FR2 flag and FR3 flag will be set.
[0223] When the player operates the left stop button 10a at the first stop while all drums of the drum unit 2 are rotating, the main control unit 100 determines that this matches the stored control information (pulling in a bell symbol at the first left stop) (the pressing order is "correct"), and therefore, regardless of the order of the subsequent second and third stop operations, the stop control process ensures that only the bell minor symbol wins and pays out two medals. That is, the main control unit 100 starts a variable display game that varies the three symbol rows, and by lottery (also called "symbol lottery"), the RB, bell minor symbol (second target minor symbol), and the one-coin minor symbol (nine symbol combinations) that is the minor symbol specified by the pressing order are simultaneously internally won. When the stop button unit 10 is operated in the pressing order (left first) stored in correspondence with this one-coin minor symbol, the bell symbol stops on the active line and the bell minor symbol wins. Also, as will be described later, if the button press order is correct, the stop control is performed so that neither the RB nor the 1-piece small winning combination that is internally won at the same time is allowed to win.
[0224] Figure 28(A) shows a state in which all drums of the drum unit 2 are rotating. In this state, if the player operates the left stop button 10a for the first stop when the No. 9 red 7 is in the reference position (a state in which the No. 9 red 7 can immediately stop at the bottom position of the left drum 2a; see Figure 28(B)), the main control unit 100 performs pull-in control so that only one bell symbol stops on any of the pay lines. In this case, the No. 5 bell symbol, which is four frames above, stops at the bottom position of the left drum 2a (see Figure 28(C)). As a result, the left drum 2a slides four frames before stopping. Note that the main control unit 100 could also stop the square (brown) symbol of the simultaneously winning 1-coin minor combination (FR3) on the pay line, but it stops the bell symbol that constitutes the bell minor combination with the largest payout. However, when both the bonus symbol and the small symbol can be drawn, the main control unit 100 performs stop control so that the small symbol is aligned with priority over the bonus symbol.
[0225] FIG. 29 is a schematic diagram showing the pattern display state of the window portion in time series.
[0226] Figure 29(A) is the same as Figure 28(C), and when the left drum 2a has stopped and a bell symbol is displayed in the lower row, if the player operates the center stop button 10b to stop the second stop, the main control unit 100 will stop, for example, the No. 8 bell symbol in the middle row of the center drum 2b (see Figure 29(B)). Note that the five bell symbols on the center drum 2b are spaced at intervals of four frames at the farthest, so it is possible to stop any of the bell symbols in the pull-in range in the middle row of the center drum 2b, resulting in a ready-to-win state. The ready-to-win state in Figure 29(B) is also referred to as the "reach state" of a predetermined winning combination.
[0227] In the ready state shown in Figure 29(B), when the player operates the right stop button 10c at the third stop, the main control unit 100 stops, for example, the No. 7 bell symbol on the upper row of the right drum 2c (see Figure 29(C)). Note that since the six bell symbols on the right drum 2c are arranged within four-frame intervals, it is possible to stop any of the bell symbols on the upper or lower row of the right drum 2c at will and win a prize (the second line in the figure). If it stops on the upper row, it becomes a strong bell, and there is a high probability that an AT lottery will be held.
[0228] FIG. 30 is a schematic diagram showing the pattern display state of the window portion in time series.
[0229] Figure 30(A) is the same as Figure 29(A), and when the player operates the right stop button 10c to stop the left drum 2a with the bell symbol displayed in the lower row, the main control unit 100 stops the No. 7 bell symbol in the upper row of the right drum 2c, as in Figure 29(C) (see Figure 30(B)). Note that, since the six bell symbols on the right drum 2c are arranged within four-frame intervals, it is possible to stop any of the bell symbols in the draw-in range in the upper or lower row of the right drum 2c, resulting in a ready state.
[0230] In the ready-to-play state shown in Figure 30(B), if the player presses the center stop button 10b at the third stop, the main control unit 100 will stop, for example, the No. 8 bell symbol in the middle row of the center drum 2b (see Figure 30(C)). Since the five bell symbols on the center drum 2b are spaced at four intervals at the farthest, it is possible to stop any bell symbol within the reel-in range in the middle row of the center drum 2b and win a prize (the second line in the figure). In other words, if the left stop button 10a is pressed first and any of the RB, bell minor combinations, and left first single-coin minor combinations (FR3-FR5) are simultaneously won, the bell minor combination will win regardless of subsequent operations, but the RB or single-coin minor combinations will not win. As a result, the next and subsequent variable display games will enter a high-probability replay state (RT state) during the RB internal win, allowing the player to play without losing (losing). In the AT state, the sub-control unit 160 uses the display and effect device 11 and the speaker unit 12 to announce the predetermined first order (in this case, left first) for winning the bell minor role.
[0231] FIG. 31 is a schematic diagram showing the pattern display state of the window portion in time series.
[0232] Figure 31(A), like Figure 28(A), shows a state in which all drums of the drum unit 2 are rotating. In this state, if the player operates the middle stop button 10b for the first stop, for example, when the No. 1 pentagon (red) is in the reference position (a state in which the No. 1 pentagon (red) can immediately stop at the bottom position of the middle drum 2b; see Figure 31(B)), the main control unit 100 stops the No. 17 pentagon (white) symbol, which is five frames above, at the middle position of the middle drum 2b where the active line passes (see Figure 31(C)). As a result, the middle drum 2b will slide four frames before stopping. The main control unit 100 can also stop the bell symbol (No. 19) of the simultaneously winning bell minor role (FR2) on the active line, but since the push order data is 1, meaning left first, and the push order is incorrect, it stops the pentagonal (white) symbol of the single minor role (FR3) within the pull-in frame number range on the active line. Also, no matter when the player operates the middle drum 2b at the first stop, it can stop any one of the pentagonal (red), pentagonal (blue), or pentagonal (white) symbols that make up the single minor role (FR3) located at the farthest four-frame interval in the middle position. However, the reason why the main control unit 100 does not draw in the bell symbol is that the number of symbol combinations when a 1-piece small win symbol is drawn is 3 (square (brown), pentagon (white), pentagon (red / blue / white)), while the number of symbol combinations when a bell small win symbol is drawn is 1, and in either case, the 1-piece small win (FR3) has more symbol combinations than the bell small win. In other words, if the push order for the first stop is incorrect, the symbols that make up the 1-piece small win (FR3) can be drawn in and stopped on the valid line. And since this 1-piece small win symbol also doubles as the RB symbol, it ends up drawing in the symbols of both roles.
[0233] FIG. 32 is a schematic diagram showing the pattern display state of the window portion in time series.
[0234] Figure 32(A) is the same as Figure 31(C). When the player operates the right stop button 10c to stop the center drum 2b and the replay symbol is displayed on the bottom, the main control unit 100 stops, for example, the No. 3 pentagonal (red) symbol on the bottom of the right drum 2c (see Figure 32(B)). The pentagonal (red), pentagonal (blue), or pentagonal (white) symbols that make up the 1-piece minor win (FR3) are arranged at 6-frame intervals on the right drum 2c, so it is possible to stop any pentagonal (red / blue / white) symbol within the draw range on the top or bottom of the right drum 2c to create a ready-to-win state. In this case, not only the 1-piece minor win (FR3) but also the RB role is in a ready-to-win state (double ready-to-win state).
[0235] In the double tenpai state shown in Figure 32(B), if the player operates the left stop button 10a at the third stop when the No. 5 bell symbol is in the reference position, the main control unit 100 will stop the No. 4 square (brown) symbol one frame above at the bottom position of the left drum 2a, and a one-coin small win (FR3) will be awarded on the fourth line (see Figure 32(C)). Furthermore, if the left stop button 10a is operated to stop the No. 4 square (brown) symbol on the first line or the fourth line when the No. 10 discard symbol through the No. 4 square (brown) symbol are in the reference position, the No. 4 square (brown) symbol will be stopped on the first line or the fourth line, and a one-coin small win (FR3) will be awarded. In other words, since the player only needs to operate the stop button within a range of 7 of the 21 frames, the probability of winning is 1 / 3. As a result, in the next and subsequent variable display games, the game will be in a high probability replay state (RT state) during an RB internal win, so the player will be able to play without losing (missing).
[0236] FIG. 33 is a schematic diagram showing the pattern display state of the window portion in time series.
[0237] Figure 33(A) shows the same double tenpai state as Figure 32(B), and when the player operates the left stop button 10a at the third stop when the No. 3 discard symbol is in the reference position, the main control unit 100 stops the No. 1 pentagonal (red) symbol two frames above at the lower position of the left drum 2a, and the RB role is awarded on the fourth line (see Figure 33(B)).
[0238] Also, in the state of FIG. 33(A), if the player operates the left stop button 10a at the third stop when the square (blue) No. 11 is in the reference position, the main control unit 100 stops the pentagon (blue) No. 8 symbol three frames above in the lower position of the left drum 2a, resulting in the RB combination winning on the fourth line (see FIG. 33(C)). In other words, if the player operates the left stop button 10a when either the symbols No. 1 to No. 3 or No. 11 to No. 21 are in the reference position, the RB symbol will stop on the first line or the fourth line, resulting in the RB combination winning. In other words, if the player operates the stop button 10a within the range of 14 of the 21 frames, the RB combination will win, and the winning probability is 2 / 3. As a result, the next game will be a bonus game, and the player will play without increasing the number of medals. In addition, even if the left stop button 10a is operated at the second stop, the winning mode will be the same as above, so the explanation will be omitted.
[0239] FIG. 34 is a schematic diagram showing the pattern display state of the window portion in time series.
[0240] For example, during normal play, if the red 7 minor combination (FR1) and the one-piece minor combination (FR7) shown in FIG. 26(B) and FIG. 27(B) are simultaneously won by random number lottery, the FR1 flag and the FR7 flag are set.
[0241] When the player operates the center stop button 10b at the first stop while all drums in the drum unit 2 are rotating, the main control unit 100 determines that the operation matches the stored control information (the bell symbol is drawn at the center first stop) (the press order is "correct"). Therefore, regardless of the order of the subsequent second and third stop operations, the stop control process ensures that only the red 7 minor symbol wins and pays out 15 medals. That is, the main control unit 100 starts a variable display game that varies the three symbol rows, and by lottery, simultaneously wins the red 7 minor symbol (first target minor symbol) and the one-coin minor symbol (nine symbol combinations), which is a minor symbol specified by the press order. When the stop button unit 10 is operated in the press order (center first) stored in association with this one-coin minor symbol win, the bell symbol stops on the pay line, resulting in the red 7 minor symbol winning. Furthermore, as described below, if the press order is correct, the stop control is performed to prevent the one-coin minor symbol, which is also an internal win, from winning.
[0242] Figure 34(A) shows a state in which all drums of the drum unit 2 are rotating. In this state, if the player operates the center stop button 10b for the first stop when the No. 8 bell symbol is in the reference position (a state in which the No. 7 pentagonal (blue) symbol can immediately stop in the middle position of the middle drum 2b; see Figure 34(B)), the main control unit 100 performs pull-in control so that the bell symbol stops on the active line. In this case, the No. 3 bell symbol, which is five frames above, stops in the middle position of the middle drum 2b (see Figure 34(C)). As a result, the middle drum 2b slides four frames before stopping. In this case, the main control unit 100 cannot stop the square (blue) symbol of the simultaneously winning 1-piece minor role (FR7) on the active line because it is not within the pull-in range.
[0243] FIG. 35 is a schematic diagram showing the pattern display state of the window portion in time series.
[0244] Figure 35(A) is the same as Figure 34(C), and when the player operates the right stop button 10c to stop the second stop when the center drum 2b has stopped and the bell symbol is displayed in the middle row, the main control unit 100 will stop, for example, the No. 11 bell symbol in the upper row of the right drum 2c (see Figure 35(B)). Note that the six bell symbols on the right drum 2c are spaced at intervals of three frames at the farthest, so it is possible to stop any bell symbol in the draw-in range in the upper or lower row of the right drum 2c to create a ready state.
[0245] In the ready state shown in Figure 35(B), when the player operates the left stop button 10a at the third stop, the main control unit 100 stops, for example, the No. 2 red 7 symbol on the bottom row of the left drum 2a (see Figure 35(C)). Since the three red 7 symbols on the left drum 2a are arranged at intervals of six frames, it is possible to stop any of the red 7 symbols on the top or bottom row of the left drum 2a and win the red 7 minor prize (FR1) (the second line in the figure). Note that even if the left stop button 10a is operated at the second stop and then the right stop button 10c at the third stop, the red 7 minor prize (FR1) will also be won, and the winning pattern will ultimately be the same, so a description thereof will be omitted.
[0246] FIG. 36 is a schematic diagram showing the pattern display state of the window portion in time series.
[0247] Figure 36(A), like Figure 34(A), shows the state in which all drums of the drum unit 2 are rotating. In this state, if the player presses the left stop button 10a for the first stop, for example, when the No. 7 replay symbol is in the reference position (the No. 7 replay symbol can immediately stop in the lower position of the left drum 2a; see Figure 36(B)), the main control unit 100 stops the No. 1 pentagonal (red) symbol six frames above the upper position of the left drum 2a, where the pay line passes (see Figure 36(C)). As a result, the left drum 2a slides four frames before stopping. The main control unit 100 could also stop the red 7 symbol (No. 2) of the simultaneously winning red 7 minor symbol (FR1) on the pay line, but since the push order data is 2, meaning middle first, and the push order is incorrect, the main control unit 100 stops the pentagonal (red) symbol of the single minor symbol (FR7) within the pay line. Additionally, regardless of the timing of the player's operation to stop the left drum 2a at the first stop, one of the pentagonal (red), pentagonal (blue), or pentagonal (white) symbols that make up the 1-piece minor win (FR7), located at the furthest 6-frame interval, can be stopped in the upper or lower position. However, the reason the main control unit 100 does not pull in the red 7 symbol is that the number of symbol combinations when the 1-piece minor win symbol is pulled is 3 (pentagonal (red), square (blue), pentagonal (red / blue / white)), while the number of symbol combinations when the red 7 minor win symbol is pulled is 1. In either case, the 1-piece minor win (FR7) has more symbol combinations than the red 7 minor win. In other words, if the push order for the first stop is incorrect, the symbols that make up the 1-piece minor win (FR7) can be pulled in and stopped on the active line. Furthermore, this single small winning symbol also doubles as the RB symbol, so if RB is an internal win, you will end up drawing both symbols.
[0248] FIG. 37 is a schematic diagram showing the pattern display state of the window portion in time series.
[0249] Figure 37(A) is the same as Figure 36(C). When the left drum 2a stops and a pentagonal (red) symbol is displayed on the top row, if the player operates the right stop button 10c to stop the second stop, the main control unit 100 will stop, for example, the No. 3 pentagonal (red) symbol on the bottom row of the right drum 2c (see Figure 37(B)). The pentagonal (red), pentagonal (blue), or pentagonal (white) symbols that make up the single-coin minor win (FR7) are arranged at six-frame intervals on the right drum 2c. Therefore, any pentagonal (red / blue / white) symbol within the draw range can be stopped on the top or bottom row of the right drum 2c to create a "Tenpai" state. Since the single-coin minor win symbol also doubles as the RB symbol, if the RB is internally won, both symbols are drawn, resulting in a "Double Tenpai" state.
[0250] In the ready-to-win state for the 1-coin small win (FR7) shown in Figure 37(B), if the player presses the center stop button 10b at the third stop when the No. 16 square (white) symbol is in the reference position, the main control unit 100 will stop the No. 11 square (blue) symbol, located 5 frames above, in the middle position of the center drum 2b, and the 1-coin small win (FR7) will be won on the first line (see Figure 37(C)). Furthermore, if the center stop button 10b is pressed when the No. 16 square (white) symbol through the No. 11 square (blue) symbol are in the reference position, the No. 10 or No. 11 square (blue) symbol will be stopped on the first line, and the 1-coin small win (FR7) will be won. In other words, since the stop operation is required within 6 frames of the 21 frames, the probability of winning is 3 / 7, but operating it at any other time will result in a loss. Furthermore, even if you operate the middle stop button 10b at the second stop and then the right stop button 10c at the third stop, you will either win a small prize (FR7) or lose, and the winning pattern will ultimately be the same, so we will omit the explanation.
[0251] FIG. 38 is a schematic diagram showing the pattern display state of the window portion in time series.
[0252] In the game inside the RB shown in Figure 26(C), the RB flag is set, and in the RB, for example, if the red 7 small role (FR1) and the 1 small role (FR11) shown in Figure 27(B) are simultaneously won by random number lottery, the FR1 flag and the FR11 flag are set. Therefore, as the internal state, the RB flag, the FR1 flag and the FR11 flag are set (see Figure 26(C) and Figure 27(C)).
[0253] When the player operates the right stop button 10c at the first stop while all drums in the drum unit 2 are rotating, the main control unit 100 determines that the operation matches the stored control information (pulling in a bell symbol at the first right stop) (the press order is "correct"). Therefore, regardless of the order of the subsequent second and third stop operations, the main control unit 100 executes a stop control process to ensure that only the red 7 minor symbol wins, and pays out 15 medals. That is, the main control unit 100 starts a variable display game that varies the three symbol rows, and internally wins the RB, red 7 minor symbol (first target minor symbol), and the one-coin minor symbol (nine symbol combinations) that is the minor symbol specified by the press order through a lottery (also called a "symbol lottery"). When the stop button unit 10 is operated in the press order (right first) stored in accordance with this one-coin minor symbol win, the bell symbol that constitutes the red 7 minor symbol wins on the pay line, resulting in the red 7 minor symbol winning. Also, as will be described later, if the button press order is correct, the stop control is performed so that neither the RB nor the 1-piece small winning combination that is internally won at the same time is allowed to win.
[0254] Figure 38(A) shows the state in which all drums of the drum unit 2 are rotating. In this state, if a player operates the right stop button 10c for the first stop while the No. 4 bell symbol is in the reference position (a state in which the No. 4 bell symbol can immediately stop in the lower position of the right drum 2c; see Figure 38(B)), the main control unit 100 performs pull-in control so that only one bell symbol stops on any of the active lines. In this case, the No. 21 bell symbol, located four frames above, stops in the lower position of the right drum 2c (see Figure 38(C)). While it is possible to stop the bell symbol on the upper or lower row of an active line by either a perfect stop or a two-frame slide, the particularly strong "slide red 7 minor symbol" results in the right drum 2c sliding for four frames before stopping. The player seeing this will hope for an ART win. Similarly, there is also a strong "slide 1-card minor symbol" as well. The main control unit 100 can also stop the square (white) symbol of the simultaneously winning 1-piece small role (FR11) at the upper position on the active line, but stops the bell symbol that constitutes the red 7 small role, which has the largest payout number, on the active line. However, when it is possible to draw both the bonus role and the small role, the main control unit 100 performs stop control so that the small role symbol is aligned with priority over the bonus role symbol.
[0255] FIG. 39 is a schematic diagram showing the pattern display state of the window portion in time series.
[0256] Figure 39(A) is the same as Figure 38(C), and when the right drum 2c has stopped and the bell symbol is displayed in the lower row, if the player operates the center stop button 10b to stop at the second stop, the main control unit 100 will stop, for example, the No. 8 bell symbol in the middle row of the center drum 2b (see Figure 39(B)). Note that the five bell symbols on the center drum 2b are spaced at four-frame intervals at the farthest, so no matter when the stop operation is performed, it is possible to stop any of the bell symbols in the draw-in range in the middle row of the center drum 2b, resulting in a ready state.
[0257] In the ready-to-play state shown in Figure 39(B), if the player presses the left stop button 10a at the third stop, the main control unit 100 will stop, for example, the No. 2 red 7 symbol on the top row of the left drum 2a (see Figure 39(C)). Since the three red 7 symbols on the left drum 2a are spaced six frames apart, it is possible to win by stopping any of the red 7 symbols on the top or bottom row of the left drum 2a (the first line in the figure). If the red 7 symbol is aimed at the top row and stops exactly, it will be the strongest red 7 minor symbol, and the AT lottery will be held with a high probability (e.g., a 50% chance of winning). On the other hand, if the red 7 minor symbol is weak, it will slide and stop in the bottom row. Therefore, if the button press sequence is correct, the winning state within the RB will be maintained, allowing the player to play without losing.
[0258] FIG. 40 is a schematic diagram showing the pattern display state of the window portion in time series.
[0259] Figure 40(A), like Figure 38(A), shows the state in which all drums of the drum unit 2 are rotating. In this state, if the player presses the left stop button 10a for the first stop, for example, when the No. 7 replay symbol is in the reference position (the No. 7 replay symbol can immediately stop in the lower position of the left drum 2a; see Figure 40(B)), the main control unit 100 stops the No. 1 pentagonal (red) symbol six frames above the upper position of the left drum 2a, where the pay line passes (see Figure 40(C)). As a result, the left drum 2a slides four frames before stopping. The main control unit 100 could also stop the red 7 symbol (No. 2) of the simultaneously winning red 7 minor symbol (FR1) on the pay line, but since the push order data is 3, meaning right first, and the push order is incorrect, the main control unit 100 stops the pentagonal (red) symbol of the one-piece minor symbol (FR11) within the pay line. Additionally, regardless of the timing of the player's operation to stop the left drum 2a at the first stop, any one of the pentagonal (red), pentagonal (blue), or pentagonal (white) symbols that make up the 1-piece minor win (FR11), arranged at 6-frame intervals, can be stopped in the upper or lower position. However, the reason the main control unit 100 does not draw in the red 7 symbol is that the number of symbol combinations when the 1-piece minor win symbol is drawn is 3 (pentagon (red) - pentagon (red / blue / white) - square (white)), while the number of symbol combinations when the red 7 minor win symbol is drawn is 1 (red 7 - bell - bell). In either case, the 1-piece minor win (FR11) has more symbol combinations than the red 7 minor win. In other words, if the push order for the first stop is incorrect, any one of the symbols that make up the 1-piece minor win (FR11) can be drawn in and stopped on an active line. Furthermore, this single small winning symbol also doubles as the RB symbol, so if RB is an internal win, you will end up drawing both symbols.
[0260] FIG. 41 is a schematic diagram showing the pattern display state of the window portion in time series.
[0261] Figure 41(A) is the same as Figure 40(C), and when the left drum 2a has stopped and the pentagonal (red) symbol is displayed in the upper row, if the player operates the center stop button 10b for the second stop, for example, when the No. 1 pentagonal (red) symbol is in the reference position (a state in which the No. 1 pentagonal (red) symbol can immediately stop in the lower row of the center drum 2b; see Figure 41(B)), the main control unit 100 will stop the No. 17 pentagonal (white) symbol in the middle row of the center drum 2b (see Figure 41(C)). The pentagonal (red), pentagonal (blue), or pentagonal (white) symbols that make up the 1-piece minor winning combination (FR11) are arranged within four-frame intervals on the center drum 2b, so it is possible to stop any of the pentagonal (red / blue / white) symbols in the pull-in range in the middle row of the center drum 2b and create a ready state. In addition, the single small winning symbol that has reached the Tenpai state also doubles as the RB symbol, and since the RB is an internal win, the result is a double Tenpai state in which both symbols have been drawn.
[0262] FIG. 42 is a schematic diagram showing the pattern display state of the window portion in time series.
[0263] Figure 42(A) is the same as Figure 41(C), and when the left drum 2a has stopped and a pentagonal (red) pattern is displayed in the upper row and the middle drum 2b has stopped and a pentagonal (white) pattern is displayed in the middle row, if the player operates the right stop button 10c at the third stop, for example, when the No. 5 replay pattern is in the standard position (a state in which the No. 5 replay pattern can immediately stop at the lower row position of the right drum 2c. See Figure 42(B)), the main control unit 100 will stop the No. 20 square (white) pattern in the upper row of the right drum 2c, and a 1-piece small win (FR11) will be won on the third line (see Figure 42(C)). In addition, if the right stop button 10c is operated to stop when the No. 5 replay symbol to the No. 20 square (white) symbol are in the reference position, the No. 20 square (white) symbol can be stopped on the first or third line, resulting in a 1-coin small win (FR11). In other words, if the stop operation is performed within the range of 7 frames out of 21 frames, the 1-coin small win (FR11) will be won, and the winning probability is 1 / 3. However, if the operation is performed at any other timing, the RB will be won, as described below. In addition, even if the right stop button 10c is operated at the second stop and the center stop button 10b is operated at the third stop, the 1-coin small win (FR7) or the RB will be won in the same way, and the winning pattern will ultimately be the same, so explanation will be omitted.
[0264] FIG. 43 is a schematic diagram showing the pattern display state of the window portion in time series.
[0265] Figure 43(A) is the same as Figure 42(A), and when the left drum 2a has stopped and a pentagonal (red) symbol is displayed in the upper row and the middle drum 2b has stopped and a pentagonal (white) symbol is displayed in the middle row, if the player operates the right stop button 10c at the third stop, for example, when the No. 7 bell symbol is in the reference position (the No. 7 bell symbol can immediately stop at the lower position of the right drum 2c), the main control unit 100 will slide the No. 3 pentagonal (red) symbol four frames and stop it at the lower row of the right drum 2c, causing the RB to land on the first line (see Figure 43(B)). 43(A), if the player operates the right stop button 10c at the third stop, for example, when the No. 16 red 7 symbol is in the reference position (a state in which the No. 16 red 7 symbol can immediately stop at the lower position of the right drum 2c), the main control unit 100 will slide the No. 10 pentagonal (blue) symbol by four frames and stop it at the upper position of the right drum 2c, causing the RB to win on the third line (see FIG. 43(C)). In other words, if the operation sequence of the stop button unit 10 is incorrect, there is a 1 / 3 probability that a 1-coin small combination will be won and the RB internal winning state will be maintained, but there is a 2 / 3 probability that the RB will be won and the RB game will begin, and when it ends, the player will return to regular play and will be stuck in a state where there are losses. In other words, if the red 7 minor symbol (FR1), bell minor symbol (FR2), or 1-piece minor symbol (FR3 to FR11) is won while the RB is internally winning, the next game's variable display game will be in a high probability replay state (RT state) while the RB is internally winning, so the player will be able to play without losing (missing).
[0266] 44 is a flowchart showing the symbol stop processing subroutine. The solid lines indicate the processing executed by the main control unit 100, and the dashed lines indicate the processing executed by the sub control unit 160.
[0267] In the game main processing of step S170 in Figure 22, the main control unit 100 executes a random number lottery (lottery for a role or lottery for a pattern) in response to the player's operation of the start lever 9 (timing of receiving the start signal), and after calling this subroutine, starts the pattern change display game by rotating the drum unit 2.
[0268] In step S200, the main control unit 100 outputs a notification signal (command, data, etc.), notifies the sub-control unit 160 of the lottery results and internal state (bonus flag, normal replay state or RT state, number of games played after bonus, etc.), and proceeds to step S210 described below.
[0269] When the sub-control unit 160 receives the notification signal, it checks in step SS100 using commands, data, etc. to see if any of the composite minor roles (see Figures 25, 26(B) and 26(C)) has been won, and if it has not been won, it performs a performance according to the other winning role and ends the game, but if it has been won, it proceeds to step SS110.
[0270] In step SS110, the sub-control unit 160 checks whether there are any remaining games during the AT, and if there are no remaining games, it proceeds to step SS120, while if there is an AT stock, it proceeds to step SS130.
[0271] In step SS120, the sub-control unit 160 checks whether there is an AT stock and whether the conditions for releasing it (activating the AT function) are met.If the conditions are not met, the process ends, but if the conditions are met, the process proceeds to step SS130.
[0272] The sub-control unit 160 activates the AT function in step SS130, notifies the user of the order in which to press the stop buttons corresponding to the internally won composite minor winning combination, and then ends this process. Specifically, this AT function displays an image on the display and performance device 11 along with a male voice saying "Left," "Center," and "Right," or a female voice saying "Left," "Center," and "Right."
[0273] When the main control unit 100 proceeds to step S210, if the internally winning combination is a composite minor combination and the stop operation is performed in the push order corresponding to that composite minor combination (i.e., if the push order is correct), the main control unit 100 ends the process by winning the target minor combination in step S220, but if the push order is incorrect, it proceeds to step S230. Although not shown in the figure, if the internally winning combination is not a composite minor combination, it ends the process by performing predetermined stop control according to other internally winning combinations.
[0274] When the main control unit 100 proceeds to step S230, it first stops one of the symbols that make up the bonus draw minor combination on the activated line. When the main control unit 100 proceeds to step S240, if the timing of the subsequent stop operation matches, the main control unit 100 will win the bonus draw minor combination in step S250 and end the game, but if the timing of the stop operation does not match, it will proceed to step S260.
[0275] When the main control unit 100 proceeds to step S260, if the bonus is being internally won, it awards a bonus role in step S270, but if the bonus is not being internally won, it stops the drum unit 2 with a losing symbol in step S280 and ends the process.
[0276] FIG. 45 is a schematic diagram of a rendering screen displayed by the display rendering device.
[0277] The sub-control unit 160 switches the effect video displayed on the display and effect device 11 depending on the game state. Figure 45(A) is a daytime stage screen, which is used when the probability of winning the AT is low. Figure 45(B) is a nighttime stage screen, which is mainly used when the probability of winning the AT is high, so when this screen is displayed, the player becomes excited with anticipation of the AT being released. When a rare small combination (e.g., middle cherry, strong watermelon, strong bell, etc.) is won, the sub-control unit 160 then conducts an AT lottery (lottery for releasing an AT bonus) and a high probability lottery. When this high probability lottery is won, the screen switches from the normal daytime screen to the night screen, while a drop lottery is conducted with a predetermined probability every time a replay is won during the high probability of the AT, so that the normal daytime screen and the night screen are displayed alternately at a predetermined frequency during general game play. Generally, these display screens change the time and weather depending on the current mode, such as low probability state, high probability state, or RB internal winning state, in order to give the player the correct indication of the mode, but fake effects can also be used as appropriate to further heighten the player's expectations. In addition, normal notification effects are executed according to various winning combinations.
[0278] FIG. 45(C) shows a nighttime thunderstorm screen. When a player operates the start lever from the nighttime stage screen to start the variable display game, the sub-control unit 160 conducts an assist lottery (AT lottery) whenever a predetermined condition is met, such as when a rare minor win is won. To inform the player of the AT lottery, the sub-control unit 160 displays thunder and lightning strikes on the nighttime stage screen in time with the operation of the stop button unit 10. Furthermore, if the AT is won while the daytime stage is displayed, the screen changes suddenly from the daytime stage to the nighttime stage, and displays at least two consecutive lightning strikes to indicate the AT release. Then, three consecutive lightning strikes are displayed from the daytime stage screen, and if three lightning strikes are displayed in time with the operation of the stop button unit 10, the AT release (AT bonus confirmation) is announced. Therefore, by appropriately displaying thunder and lightning strikes, the player's sense of anticipation can be heightened.
[0279] Another premonition for the release of the AT is the sound effect of "rumbling and banging" followed by a nighttime thunder screen. In particular, during the premonition for regular play shown in FIG. 26, if "RB + bell small symbol + 1-coin small symbol" is internally won, along with the super-hot AT activation effect, the stop button section 10 is temporarily frozen, preventing it from being stopped, and the push order to win the bell small symbol is announced. This allows the player to be guided to a bonus internal win state. Furthermore, during the premonition for the release of the AT bonus, if the "red 7 small symbol and 1-coin small symbol" shown in FIG. 26 is internally won, the push order to win the red 7 small symbol is announced.
[0280] The AT lottery described above is also called the navigation lottery (an abbreviation for "navigation lottery"). When the AT function is activated, the sub-controller 160 announces the operation sequence of the stop button unit 10 to win the push order minor role (target minor role). Furthermore, when a player wins the AT lottery, rather than immediately activating the AT function, the winning medals are stored as AT stock (reserved or saved), and can be released all at once at the desired timing, allowing the player to win a large number of medals. For example, if a special replay of red 7s (a red 7 replay where red 7s appear to be lined up on the upper, middle, or lower invalid horizontal lines), which has an extremely low probability of winning, is won in the RT state (high probability replay state), and all AT stocks for one set of 50 games are released. Furthermore, if the AT lottery is performed during the ART, the ART will continue indefinitely without reducing the number of balls held by the RT, resulting in a large block of balls being released.
[0281] FIG. 46 is a schematic diagram of a rendering screen displayed by the display rendering device.
[0282] When the sub-control unit 160 announces an AT win, it displays the night stage screen again (see Figure 46(A)) in the next variable display game after the lightning effect of Figure 45(C) is performed, and in response to the operation of the stop button unit 10, two bats holding a plate approach from afar, gradually displaying the word "BONUS" so that it can be recognized (see Figure 46(B)), and finally performing the bat announcement effect of the bats flying away.
[0283] Also, when the night stage screen is displayed, the display screen can be scrolled to the right to enlarge the graveyard, and the main character will appear from the excavated grave in the center of the screen accompanied by the butler character's cry of "Oryaaa" and the sound effect of "Tirorororoon", creating a super exciting premium effect for the player (see Figure 46(C)).
[0284] 47 and 48 are schematic diagrams of the rendering screen displayed by the display rendering device.
[0285] As described above, after the sub-control unit 160 notifies the player that an AT bonus has been won, when the first game is started by the player's operation, it displays the number of remaining games and the number of coins won in the upper right corner of the display and presentation device 11, and also displays a preparation status screen before ART is activated (see Figure 47 (A)).
[0286] When the first game during ART preparation starts and a composite minor role (red 7 minor role + 1-coin minor role) is internally won at that time, the sub-controller 160 displays the number 1 to indicate the order in which to press the stop button unit 10 required to win the target minor role, red 7 minor role. In this case, the number 1, which indicates the first stop operation, is displayed in a large circle, and the voice of Dracula or the main character pronounces "Naka" (see Figure 47(B)). The red 7 minor role will be won if the first stop operation is correct, but if the stop operation is incorrect, the 1-coin minor role (bonus draw minor role) will be won or it will be a loss.
[0287] When the player operates the center stop button 10b correctly, the sub-control unit 160 changes the characters in the large circle in the center to OK and makes them a small circle (see FIG. 47(C)).
[0288] When the player operates the right stop button 10c at the second stop and then the left stop button 10a at the third stop in the state shown in Figure 47(C), the sub-controller 160 changes the characters "ANY" in the right circle to "OK" (see Figure 48(A)), and then changes the characters "ANY" in the left circle to "OK". Finally, since a Red 7 minor combination is won, the sub-controller 160 changes the message "15GET" and the number of coins won to "15" (see Figure 48(B)). For example, if the player makes a mistake in the first stop operation and operates the incorrect left stop button 10a, the sub-controller 160 changes the characters "ANY" in the left circle to "X" and notifies the player of the information necessary to win a one-coin minor combination. In this case, the sub-controller 160 enlarges the "blue" signifying the square (blue) on the center drum 2b that should be targeted (see Figure 48(C)). If the middle stop button 10b is operated at the right timing, the square (blue) symbol is drawn and a small prize of one coin is won, so if you are in the bonus zone, you can avoid winning the bonus role. This is a groundbreaking original technology with an advanced feature.
[0289] FIG. 49 is a schematic diagram of a rendering screen displayed by the display rendering device.
[0290] In the state of Figure 48(B), when the next game is started by the player's MAX BET operation, the number of coins to be won is changed to "12." If an internal win occurs with "RB + Bell minor combination + 1 coin minor combination" at that time, the number 1 is displayed to indicate the order in which the stop buttons 10 must be pressed to win the target minor combination, the Bell minor combination. In this case, the number 1, which indicates the first stop operation, is displayed in the large right-hand circle, and the voice of Dracula or the main character pronounces "Right" (see Figure 49(A)).
[0291] When the player operates the right stop button 10c correctly, the sub-control unit 160 changes the characters in the large circle on the right side to OK and makes them a small circle (see FIG. 49(B)).
[0292] In the state shown in FIG. 49(B), when the player operates the left stop button 10a at the second stop and then the center stop button 10b at the third stop, the sub-controller 160 changes the characters "ANY" in the left circle to "OK," and then changes the characters "ANY" in the center circle to "OK." Finally, a bell minor combination is won, and the bonus combination enters an RT state with an internal win (high probability replay state; see FIGS. 26(A) and 26(C)). The sub-controller 160 changes the screen display of the display / effect device 11 to "2GET·ART START," the number of remaining games to "50," and the number of coins won to "14" (see FIG. 49(C)). On the other hand, if the player makes a mistake in the first stop operation and operates the incorrect center stop button 10b, the sub-controller 160 changes the characters "ANY" in the center circle to "X," and notifies the player of the information necessary to win a one-coin minor combination. In this case, the "white" symbol, which represents the square (white) on the right drum 2c that should be aimed at, is enlarged and displayed (not shown, but similar to Figure 48(C)). If the right stop button 10c is operated at the correct timing, the square (white) symbol is drawn in, resulting in a one-piece small win, and the bonus win can be avoided, allowing the player to maintain the bonus internal state. This is a groundbreaking original technology with a progressive approach.
[0293] When the ART starts, (1) "RB + Bell minor combination + 1-coin minor combination" or (2) "RB + Red 7 minor combination + 1-coin minor combination" shown in FIG. 26(C) is an internal win, and the sub-control unit 160 notifies the player of the operation sequence to win the Bell minor combination or the Red 7 minor combination, allowing the player to continue playing while maintaining the RT state and win a large number of medals. Note that if (3) "RB + Replay" is an internal win, one of the multiple types of replays will always win, so there is no need to insert medals in the next game. It is also possible to change the winning replay combination depending on the button press order. For example, when winning a special Red 7 replay (a replay in which the red 7s appear to be lined up side by side) or when avoiding a fall replay, the sub-control unit 160 notifies the player of the button press order, such as reverse button presses or avoidance procedures. [Example]
[0294] Figure 50 is a table showing the arrangement of symbols on the drum.
[0295] Each of the left drum 2a, middle drum 2b and right drum 2c has a reel band (not shown) with a left drum design, a middle drum design and a right drum design painted on it attached around the outer periphery of each drum.
[0296] Each reel band has 21 different patterns drawn on it, including the irregular "Blue 7, Red 7, White Bar" pattern which activates the bonus role (a type 1 continuous role activation device, hereafter referred to as "RBB"), as well as the "Black Bar," "Bell 1," "Bell 2," "Bell 3," "Cherry," "Square (Red)," "Square (Blue)," "Square (White)," "Pentagon (Red)," "Pentagon (Blue)," "Pentagon (White)," "Replay 1," and "Replay 2" patterns which make up the various small roles and replay roles.
[0297] FIG. 51 is a diagram showing the combination display determination of symbols.
[0298] When all three drums have stopped, the main control unit 100 determines the combination of winning and activation symbols to be displayed on the valid lines of the window unit 3 according to the number of game medals inserted (three medals for general play only).
[0299] Figure 51(B) shows the effective lines when the specified number of game medals, three, is inserted, and only one of the first lines (middle, middle, middle: a straight line across the center) is effective, in the order of left drum 2a, middle drum 2b, and right drum 2c. Note that even in the bonus game (RBB: when the first type consecutive game medal operating device is activated), the specified number of game medals is three, and the effective line is exactly the same, only the first line.
[0300] FIG. 52 shows a payout table when the special device is not activated (during normal play, the specified number of coins is 3).
[0301] When all three drums have stopped, the main control unit 100 determines whether a winning or activation combination of symbols will be displayed on the pay line (see Figure 52) corresponding to the number of inserted medals. In this case, the number of inserted medals is three, and the only pay line is the single horizontal line in the center.
[0302] (1) Bonus Role (RBB: Type 1 Special Role Continuous Operation Device): This role occurs when a blue 7 appears on the left drum 2a, a red 7 appears on the center drum 2b, and a white bar appears on the right drum 2c on a pay line. The player receives zero coins, and a big bonus game (RBB game) is then awarded. Only one bonus symbol combination is possible. Even if a single bonus symbol is internally won, if the timing of the stop button 10 is not met, the bonus symbol will not stop on the pay line, resulting in the bonus symbol being carried over to the next game. This RBB game ends when the payout (the number of coins won) exceeds 120. However, since only three coins are inserted and the expected payout per game is less than three (e.g., about two coins), as described below, the player will almost certainly lose coins when the RBB game ends (in other words, the expected increase in coins per RBB game is negative). In other words, the RBB game is unfavorable to the player. In the normal game mode (RT0 mode: the replay probability is approximately 1 / 7.3), if a bonus role (RBB) is internally won (the condition device is activated), the replay probability changes for at least the next game and enters a high-probability replay mode (RT1 mode: replay probability is approximately 1 / 5.5). When this bonus role symbol is displayed (a win occurs) and the RBB game due to the bonus role activation ends (activation ends), the replay probability changes and returns to the initial state (RT0 mode). In other words, the player plays the variable display game in one of the following game modes: RT0 mode, RT1 mode, or RBB mode. Note that this initial mode (the state in which the replay probability does not change) is a transitional state (a game preparation state) before transitioning to the RT1 mode. The RT0 mode is rarely entered in actual gameplay, and the machine is shipped in the RT1 mode at the factory. Similarly, because an internally won bonus role rarely results in a win, players rarely play the BB game (see Figure 53(A)).
[0303] (2) First minor win (FR1: First target minor win): This is the name of the win that occurs when any of the (Bell 1 / Bell 2 / Bell 3) symbols on the left drum 2a, any of the (Bell 1 / Bell 2 / Bell 3) symbols on the middle drum 2b, and any of the (Bell 1 / Bell 2 / Bell 3) symbols on the right drum 2c all stop on an active line, and the number of coins won (number of coins paid out) is 9. When the first minor win is an internal win in the role lottery, the FR1 (Fruit 1) condition device is activated. FR1 has nine types of combination symbols (3x3x3), and assuming that a single combination symbol is an internal win, the symbols are arranged so that the specified bell symbol stops on the active line and a win is guaranteed, regardless of the order or timing of the stop button operation on the stop button unit 10 (the bell symbol is displayed in a straight line across the center). In most cases, the first minor role is won simultaneously with a single minor role (an obstructing minor role) for controlling the pressing order in the RT0 or RT1 state. The first target minor role is a minor role that should be won, and is won if the pressing order is correct, which is advantageous for the player. On the other hand, if the pressing order is incorrect, the obstructing minor role will either win or lose. When the assist function is activated, the operation order of the stop button unit 10 to win the first target minor role is notified.
[0304] (3) Second Minor Role (FR2: Second Target Minor Role): When the second minor role is won, one of the (Bell 1 / Bell 2 / Bell 3) symbols will stop and be displayed on the top row of the left drum 2a, one of the (Bell 1 / Bell 2 / Bell 3) symbols will stop and be displayed on the middle row of the middle drum 2b, and one of the (Bell 1 / Bell 2 / Bell 3) symbols will stop and be displayed on the bottom row of the right drum 2c, and the number of coins won (number of coins paid out) will be 9. However, on the active line, for example, Replay 2 will stop on the left drum 2a, Bell 3 will stop on the middle drum 2b, and a square (blue) will stop on the right drum 2c (see Figure 52(B)). When the second minor role is internally won in the role lottery, the FR2 (Fruit 2) condition device will be activated. FR2 has nine combination symbols (3x3x3), and the symbols are arranged so that, assuming a single internal win, the predetermined symbols will stop on the active line and win regardless of the order or timing of the stop button operation on the stop button unit 10 (the bell symbol is displayed in a straight line downward to the right). As will be described later, in most cases, the second minor role is won simultaneously with a single minor role (an obstructing minor role) for controlling the pressing order in the RT0 or RT1 state. Similarly, the second target minor role is a minor role that should win, and will win if the pressing order is correct, which is advantageous for the player. On the other hand, if the pressing order is incorrect, the obstructing minor role will win or lose. When the assist function is activated, the operating order of the stop button unit 10 to win the second target minor role is notified.
[0305] (4) Third Minor Role (FR3: Third Target Minor Role): When the third minor role is won, one of the (Bell 1 / Bell 2 / Bell 3) symbols will stop and be displayed on the bottom row of the left drum 2a, one of the (Bell 1 / Bell 2 / Bell 3) symbols will stop and be displayed on the middle row of the middle drum 2b, and one of the (Bell 1 / Bell 2 / Bell 3) symbols will stop and be displayed on the top row of the right drum 2c, and the number of coins won (number of coins paid out) will be 9. However, on the active line, for example, a pentagon (white) will stop on the left drum 2a, a Bell 3 will stop on the middle drum 2b, and a Replay 1 will stop on the right drum 2c (see Figure 52(C)). When the third minor role is internally won in the role lottery, the FR3 (Fruit 3) condition device will be activated. FR3 has nine combination symbols (3x3x3), and the symbols are arranged so that, assuming a single internal win, the predetermined symbols will stop on the active line and win regardless of the order or timing of the stop button operation on the stop button unit 10 (the bell symbol is displayed in a straight line from top right). As will be described later, in most cases, the third minor role is won simultaneously with a single minor role (an obstructing minor role) for controlling the pressing order in the RT0 or RT1 state. Similarly, the third target minor role is a minor role that should win, and will win if the pressing order is correct, which is advantageous for the player. On the other hand, if the pressing order is incorrect, the obstructing minor role will win or lose. When the assist function is activated, the operation order of the stop button unit 10 to win the first target minor role is notified.
[0306] (5) 1-coin small role (inhibitory small role for controlling the push order: FR4 to FRn): This is a small role (bonus inhibiting small role) that prevents the above-mentioned bonus role from being drawn, and when it is won, the number of coins won (number of coins paid out) will be 1. Also, if it is won at the same time as any of the 1st to 3rd target small roles and the push order is incorrect, this is a small role (bonus inhibiting small role) that prevents each target small role from being drawn. Note that n is an arbitrary integer and is determined as needed in the design, and as a result, the number of types of 1-coin small roles will be n+3.
[0307] (6) Middle Cherry Role (FRn+1): This is the role name when the cherry symbol on the left drum 2a and (ANY symbol) on the middle drum 2b and right drum 2c stop on an active line, and two coins are won. When the middle cherry symbol is internally won in the lottery, one FRn+1 (fruit n+1) condition device is activated. Even if the middle cherry symbol is internally won while the bonus symbol is internally won and the player operates the left stop button 10a near the blue 7, the blue 7 symbol on the No. 10 does not stop on the active line, but the pentagon (blue) on the No. 7 or the pentagon (white) on the No. 12 stops, resulting in the middle cherry symbol winning, and therefore the bonus symbol will not win.
[0308] (7) Lower Cherry (FRn+2): This is the name of the role that occurs when a black bar (lower cherry) appears on the left drum 2a, one of the (Bell 1 / Bell 2 / Bell 3) symbols appears on the middle drum, and an (ANY symbol) appears on the right drum 2c, all aligned on an active line. The number of coins awarded is two. When the Lower Cherry symbol is internally selected by lottery, one FRn+1 (Fruit n+2) condition device is activated. Even if the Lower Cherry symbol is internally selected while the Bonus symbol is internally selected and the player operates the left stop button 10a near the Blue 7, the Blue 7 symbol No. 10 will not stop on the active line, but the Blue 7 symbol No. 7 (blue) or the White pentagon No. 12 (white) will stop, resulting in the Lower Cherry symbol winning. Therefore, the Bonus symbol will not win.
[0309] (8) Replay (replay): This is the name of the combination that occurs when the Replay 1 or Replay 2 symbols line up on the three drums on an active line, and no medals are awarded for this. When an internal win occurs, an RP flag is set in the flag area, and if this is won alone or simultaneously with a bonus symbol, a replay is always won and activated. There are eight combinations of replay symbols, and by operating the start lever 9, the player can play the next game without inserting medals. Note that even if a replay is activated, it does not trigger a change in the RT (probability of winning a replay).
[0310] (9) Red 7 Replay (Replay): This is the name of the combination that occurs when red 7 symbols line up on three drums on an active line. No medals are awarded for this combination. An internal win raises a red 7 RP flag in the flag area, but it always wins simultaneously with other replay combinations (not shown). The red 7 replay wins only if the button press sequence is correct and the timing is appropriate. However, if the button presses are missed, one of the other replay combinations is guaranteed to win. Even if a bonus combination is won simultaneously, one of the replay combinations is guaranteed to win and be activated. This combination is used to clearly indicate to the player that an assist bonus (commonly referred to as the "third bonus") has been won. The red 7 replay is equivalent to the traditional big bonus. Note that the activation of the red 7 replay does not trigger a change in the RT (probability of winning a replay).
[0311] (10) Blue 7 Replay (Replay): This is the winning combination when a Blue 7 appears on the left drum 2a and a Red 7 appears on the other two drums along a valid line. No medals are awarded for this combination. An internal win raises the Blue 7 RP flag in the flag area, but it always wins together with other replay combinations (not shown). The Red 7 Replay wins only if the button press sequence is correct and the timing is appropriate. However, if the button press is incorrect, one of the other replay combinations will always win. Even if a bonus combination is won simultaneously, one of the replay combinations will always win and be activated. This combination is used to clearly indicate to the player that an assist bonus (commonly referred to as the "third bonus") has been won. The Red 7 Replay is equivalent to the traditional Big Bonus. Note that the Blue 7 Replay does not trigger a change in the RT (replay winning probability).
[0312] This embodiment explains the basic configuration, and it is possible to provide not only the winning combinations described above, but also rare small combinations such as watermelon and chance eyes, other special replay combinations, etc. as needed. When these rare small combinations are internally won, an additional lottery for the AT can be held, or multiple sets of AT can be awarded by lining up red 7 replay combinations during the AT through a lottery by the sub-controller.
[0313] FIG. 52(D) is an explanatory diagram of the push order small prize in which the bell small prize (first to third small prize: target small prize) is won when the two push order is correct.
[0314] The push order small role (middle 1) is a small role that can be won by a bell small role (1st to 3rd small role) that aims to win, a plurality of types of 1-piece small roles that make up a group of 1-piece small roles that aim to prevent the bell small role from winning (for example, red 7-square-pentagon, etc.), and a plurality of types of other 1-piece small roles that make up a group of 1-piece small roles that aim to prevent the 1st small role from winning (for example, red 7-any of bells 1 to 3-pentagon, etc.) (see Figure 52(D)). Note that the explanation of the other 1-piece small roles is omitted in Figure 52(A).
[0315] When the variable display game starts, the main control unit 100 internally selects one of a plurality of push-order minor roles by lottery, and controls the stop of the drum unit 2 so that the left drum 2a, the center drum 2b, and the right drum 2c (multiple symbol rows) stop at predetermined positions according to the result of the lottery and the operation of the stop button unit 10. The ROM 101 stores the operation sequence of the stop switch as operation sequence data (in this case, center → left → right or 2-1-3) in association with the plurality of push-order minor roles selected by lottery. The ROM 101 also stores nine payouts (predetermined number) for the bell minor role, one payout for the one-coin minor role, and one payout for the other one-coin minor role.
[0316] The main control unit 100 recognizes or confirms the operation sequence for winning the bell minor combination among the internally won push order minor combinations (in this case, center → left → right). Furthermore, the main control unit 100 creates a sliding frame number table for all drum units 2 (left drum 2a, center drum 2b, and right drum 2c) until the stop operation becomes possible, and waits for the stop operation (see JP 2012-040355 A). This sliding frame number table is a table for stop control that stores sliding frame number data for moving and stopping the drum unit 2 within a range of 0 to 4 frames relative to the stop operation position.
[0317] For example, when the No. 13 Replay 2 symbol on the center drum 2b is on an active line, if the center stop button 10b in the correct pressing order is pressed for the first stop, the main control unit 100 controls the center drum 2b to move four frames so that the No. 9 Bell 1 symbol stops. When the No. 10 Blue 7 symbol on the left drum 2a is on an active line, if the left stop button 10a in the correct pressing order is pressed for the second stop, the main control unit 100 controls the left drum 2a to move one frame so that the No. 9 Bell 3 symbol stops, and the first minor win is completed. After that, when the right drum 2c is pressed for the third stop, one of the Bell 1 to Bell 3 symbols stops on an active line, and the first minor win (target minor win) is won. When the right stop button 10c in the incorrect pressing sequence is operated for the second time, either a square or pentagon symbol is stopped on the active line of the right drum 2c, and another one-piece minor winning combination is placed in a ready state. After that, the other one-piece minor winning combination wins. The other one-piece minor winning combination can also be set to win or lose. As an example, the second minor winning combination is a replay-bell-square symbol that stops on the active line (see Figure 52(B)). The third minor winning combination is a square-bell-replay symbol that stops on the active line (see Figure 52(C)).
[0318] In contrast, when the drum unit 2 is fully rotating and the No. 10 blue 7 symbol on the left drum 2a is on a winning line, if the left stop button 10a (in the incorrect pressing sequence) is operated as the first stop, the main control unit 100 controls the left drum 2a to move three frames so that the No. 7 pentagon (blue) symbol stops. It is also possible to stop the No. 9 bell 3 symbol on the left drum 2a, but the pentagon (blue) symbol, which has higher priority, stops instead. The subsequent second and third stop operations result in a one-coin minor win or loss. The same applies to the right drum 2c, so explanations are omitted.
[0319] Figures 53 and 54 are conceptual diagrams showing game state transition diagrams and the lottery probabilities for various roles. Figure 53(B) shows the lottery probability during normal play, which is the initial state, Figure 54(B) shows the lottery probability within the RBB, and Figure 54(B) shows the lottery probability during the RBB (during a Type 1 BB game). Note that the game state is maintained even if the stage setting value is re-entered.
[0320] In Figure 53(A), the regular game (shown as "regular game" in the figure) starts from the game following the big bonus game (RBB game). The replay probability (probability of winning a replay) in this regular game is approximately 1 / 7.3 (8978 / 65536 bets) (initial replay state: state in which the replay probability has not changed).
[0321] In a basic game, if the bonus role RBB is internally won and the RBB wins in that game, the RBB game begins from the next play. The RBB game ends when the payout exceeds the predetermined number of 120 medals, and the next play enters a standard replay state with a low probability of winning a replay role. Note that the sequence of "basic game → internal RBB win → RBB win → payout of over 120 medals in the RBB game → RBB game end → basic game" is rare, and players will repeatedly play in the RBB internal state (hereinafter referred to as the "internal game") described below. The basic game can be considered the so-called "preparation state" before transitioning to the internal game. The number of RBBs placed is 2000, and the number of places where an RBB and a 1-coin minor role (a minor role that prevents an RBB win) can be simultaneously won is 2558. Only the former can win an RBB when internally won. However, if the player does not consciously aim for the blue 7 symbol, red 7 symbol, and white bar symbol at the time of the internal win, they will not win, and even if they do win, the number of game medals will only decrease, so there is no benefit for the player to win.
[0322] On the other hand, even if an RBB is internally won in a normal game, if the RBB win is avoided, the bonus role will be internally won (during RBB), resulting in a high probability replay state (RT1) (see the shaded area in Figure 53(A)). In this RT1 state, as will be described later, there are no misses (no wins), so the player can play the variable display game in a very advantageous gaming state. In the RT1 state, the number of misses may be set to around 1 to 10, and when a miss is drawn with a probability of 1 / 65536 to 10 / 65536, a freeze effect may be performed, and a large amount of the assist function may be added. In this case, a miss will be a freeze trigger role or a freeze confirmation role.
[0323] During a standard game (see Figure 53(B)), the total number of RBBs placed is 4558 (2000 + 2558), giving a winning probability of 4558 / 65536. The numbers of the first, second, and third small symbols placed are each 17000, giving a winning probability of 17000 / 65536. The combined winning probability is 51000 / 65536, meaning that any of the first through third small symbols will be an internal win with a probability of approximately 78%. However, while multiple different single symbol symbols are generally allowed to win simultaneously due to button press order control, it is also possible for any of the first through third small symbols to win individually. The number of middle-row cherry symbols placed is 250, the number of lower-row cherry symbols placed is 750, and the number of replay symbols placed is 8978. However, multiple different replay symbols are generally allowed to win simultaneously.
[0324] During the RBB (see Figure 54(A)), the RBB lottery is not performed, so the winning probability is 0. Note that during the RBB, the RBB flag is set and the RBB has already been won and carried over. During this RBB, the replay win probability changes, resulting in a high-probability replay state (RT state). The lottery area with 2000 placements, where the RBB is a single win, as shown in Figure 53(B) becomes the new replay win area. Therefore, the original replay placement number of 8978 plus 2000 placements becomes 10978, and the winning probability of the replay is 10978 / 65536 (approximately 1 / 6), with no loss. In other words, during the RBB where there are no losses, the assist function is activated to notify the player of the push order to win the first to third minor roles (9 target minor roles), allowing the player to efficiently win medals. The number of places in the area where RBB and 1 small win simultaneously win is 2558, which is the winning area for 1 small win only. The rest is the same, so the explanation is omitted.
[0325] When the assist function is activated during an internal game, the expected value is calculated as follows: the probability of winning the first to third small wins is 51,000 / 65,536, and the increase is 6 coins (9 coins paid out - 3 coins inserted), resulting in 4.67 coins / game. On the other hand, the probability of winning two cherry wins is 1,000 / 65,536, and the increase is -1 coin (2 coins paid out - 3 coins inserted), resulting in -0.03 coins / game. The probability of winning one small win is 2,558 / 65,536, and the increase is -2 coins (1 coin paid out - 3 coins inserted), resulting in -0.08 coins / game. Even if a replay is won, the next play can be played without inserting any coins, so there is no change in the expected value. Therefore, if the AT is activated during the internal game and all small symbols including the first to third symbols are won, the average number of coins will increase by approximately 4.56 per game, achieving the highest net increase in coins for a 5th generation machine.
[0326] The biggest difference between the RBB game (see Figure 54(B)) and the internal game is that the first, second, and third small wins can all be won simultaneously, bringing the total number of wins to 17,000. In other words, in the internal game, the winning probability for the combined first, second, and third small wins, which are dispersed across the winning areas, is 51,000 / 65,536. In the RBB game, the winning areas overlap, reducing the winning probability to 1 / 3, or 17,000 / 65,536. Of the remaining 34,000 (51,000-17,000) wins, the 30,000 wins and the 10,978 replay wins are considered misses (misses: 40,978 wins), while the remaining 4,000 wins are areas where a single small win can be won as an additional win. However, a replay win may be set and a lottery may be held. In other words, in the internal game, the winning areas of the 1st small win to the 3rd small win are dispersed, so the target small wins 1 to 3 with a payout of 9 coins do not win at the same time, whereas in the RBB game, the winning areas of the 1st small win to the 3rd small win are the same (or overlap), so the target small wins 1 to 3 with a payout of 9 coins will win at the same time. As a result, in the RBB game, the game medals decrease or do not increase.
[0327] Calculating the expected number of games until the RBB game ends, the probability of simultaneously winning the first, second, and third minor combinations is 17,000 / 65,536, with a payout of 9 coins, resulting in a payout of 2.33 coins per game. The probability of winning two cherry combinations is 1,000 / 65,536, with a payout of 2 coins, resulting in a payout of 0.03 coins per game. The probability of winning a single minor combination is 6,558 / 65,536, with a payout of 1 coin, resulting in a payout of 0.10 coins per game. Adding these together, the expected payout per game is 2.46 coins (resulting in a decrease of 0.54 coins / game). Since an RBB game ends with a payout of over 120 coins, it averages out to about 49 games, resulting in a payout of 26.4 coins per RBB game.
[0328] 55 is a conceptual diagram of the winning area of the small role. Note that the winning areas of the RBB and re-play role are omitted.
[0329] The upper diagram in Figure 55(A) shows the winning areas for small roles in the general game and the game inside the RBB (see Figure 53(A)), and the lower diagram shows the winning areas for small roles in the RBB game (see Figure 53(A)). If the probability of winning a replay role (replay role) in the general game is a predetermined probability (1 / 7.3), the probability of winning a replay role in the game inside the bonus (a symbol display game in which the carryover means carries over the internal winning state of the bonus role) is a high probability higher than the predetermined probability. This game state is called a high probability replay state.
[0330] The random number used to draw the winning combination is in the range of 0 to 65535 and appears only once per cycle. The main control unit 100 selects one random number when the start button is pressed. The diagram above shows that the first small combination is internally selected when the selected random number is in the range of n1 to n2-1, the second small combination is internally selected when the selected random number is in the range of n2 to n3-1, and the third small combination is internally selected when the selected random number is in the range of n3 to n4-1. As mentioned above, the first to third small combinations are each selected simultaneously with multiple single-coin small combinations and multiple other single-coin small combinations to form a push-order small combination (the same applies to the upper diagrams of Figures 55(B) to (D)). If the push-order is correct, the target small combination, a bell small combination (which appears as a straight bell pattern, but can also be a V or inverted V) is selected; if the push-order is incorrect, the single-coin small combination and other single-coin small combinations are selected or lost. In other words, the main control unit 100 executes the lottery for the role in a symbol display game in which the internal winning state of the bonus role is carried over, so that the probability of winning the replay role is higher than a predetermined probability, and so that a plurality of push order roles are won separately.
[0331] The lower diagram of Figure 55(A) shows that the first small win is an internal win when the extracted random number value is in the range of n1 to n2-1, and within that range, the first small win and the second small win, the first small win and the third small win, and all of the first small win to the third small win are won simultaneously. Then, multiple one-coin small wins and multiple other one-coin small wins that do not fall within the range of n1 to n2-1 are pushed out, and the main control unit 100 performs a lottery using a lottery table that increases the probability of a one-coin small win group winning in the range of n2 to n2 + α and losing (not winning) in the range of n2 + α + 1 to n4, and as a result, the expected value of the number of coins paid out per game is less than the number of coins inserted per game. In other words, the main control unit 100 controls the bonus game so that the expected value of the increase in medals (game media) in one bonus game is negative.
[0332] As a feature of the present invention, the lottery table used in the bonus game has the same or a larger number of small roles compared to the lottery tables used in the general game and the RBB internal game, but in the latter, multiple push order small roles are set to win separately (or dispersedly), whereas in the former, the lottery is performed so that at least some of the multiple push order small roles are won simultaneously, and the probability of not winning is increased. In other words, in the latter, a lottery area is formed in which target small roles (small roles for the purpose of winning) do not win simultaneously, whereas in the former, a lottery area in which target small roles are won simultaneously and a lottery area in which they do not win are formed.
[0333] The lower diagram of Figure 55 (B) shows that the first small win of the push order small win is an internal win within the range of n1 to n2-1 extracted random number value, and within that range, the second small win of the first small win and the non-push order small win, the third small win of the first small win and the non-push order small win, and all of the first small win to the third small win are won at the same time. As a result, there is no need to push out multiple one-piece small wins and multiple other one-piece small wins, and it becomes possible to make all the areas where the second small win and the third small win were won non-winning.
[0334] The lower diagram of Figure 55 (C) shows that when the extracted random number value is in the range of n1 to n2-1, the first small role of the push order small role is an internal win, the number of the third small role is equal, and the first small role and the second small role of the push order small role, the third small role and the second small role are won at the same time. It shows that the pushing amount α and the missing area are increasing.
[0335] The lower diagram of Figure 55(D) shows that when the extracted random number value is in the range of n1 to n2-1, the first small role of the push order small role is internally won, and in some of them the second small role is won at the same time, and in some of them the third small role is won at the same time, and in some of the winning areas of the second small role, the second small role and the third small role are won at the same time, and in other areas only the third small role is won. It shows that the α of the pushed-out part and the missing area are increasing.
[0336] 56 is a conceptual diagram of the winning area of the small role. Note that the winning areas of the RBB and re-play role are omitted.
[0337] The upper diagram in Figure 56(A) shows the winning areas for small roles in the general game and the RBB internal game (see Figure 53(A)), while the lower diagram shows the winning areas for small roles in the RBB game (see Figure 53(A)). If the probability of a replay role (replay role) winning in the general game is a predetermined probability (1 / 7.3), the probability of a replay role winning in the bonus internal game (a symbol display game in which the carryover means carries over the internal winning state of the bonus role) is higher than the predetermined probability. This game state is called a high-probability replay state. The random number used for role selection is in the range of 0 to 65535 and appears only once per cycle. The main control unit 100 extracts one random number when the start operation is performed. The upper diagram shows that the first small role is internally won when the extracted random number is in the range of n1 to n2-1, and the second small role is internally won when the extracted random number is in the range of n2 to n3-1.
[0338] The lower diagram of Figure 56(A) shows that the first small win is an internal win when the extracted random number value is in the range of n1 to n2-1, and within that range, the first small win, the second small win, and only the first small win are won. Then, multiple one-coin small wins and multiple other one-coin small wins that do not fall within the range of n1 to n2-1 are pushed out, and the main control unit 100 performs a lottery using a lottery table that increases the probability of a one-coin small win group winning in the range of n2 to n2+α and losing (not winning) in the range of n2+α+1 to n3, and as a result, the expected value of the number of coins paid out per game is less than the number of coins inserted per game. In other words, the main control unit 100 controls the bonus game so that the expected value of the increase in medals (game media) in one bonus game is negative.
[0339] The lower diagram of Figure 56 (B) shows that the first small win of the push order small win is an internal win when the extracted random number value is in the range of n1 to n2-1, and within that range, only the first small win and the second small win of the non-push order small win and the first small win are won. As a result, there is no need to push out multiple one-piece small wins and multiple other one-piece small wins, and it is possible to make all of the areas where the second small win was won non-winning.
[0340] The lower diagram in Figure 56(C) shows that when the extracted random number value is in the range of n1 to n2-1, the first small win of the push order small win is an internal win, and in some of those cases the second small win is also won at the same time, and in some of the winning areas for the second small win, the α of the pushed-out portion and the losing area increase.
[0341] The lower diagram of Figure 56(D) shows that when the extracted random number value is in the range of n1 to n2-1, the first small win of the push order small win is an internal win, and in some of those cases the second small win is won at the same time, and in some of the winning areas for the second small win, the α of the pushed-out portion increases, and there are no losing areas.
[0342] To describe the gaming machine of the present invention in detail, a game can be started by setting three medals (bet amount) per game. Operating the start lever 9 rotates the drum unit 2, and operating the stop button 10 stops the drum unit 2, resulting in a display result, ending one game. Depending on the display result of the drum unit 2, a win of RBB, small prize, or replay prize occurs, but a loss is also possible. Operating the start lever 9 determines in advance whether a prize is allowed, and a win flag is set. When a small prize is won, a predetermined number of medals are paid out. When an RBB symbol is displayed and a win is achieved during a general game or an RBB internal game, the game state transitions to an RBB game (special game state). The total number of medals paid out in the RBB game is accumulated and counted. In this example, a predetermined number of 120 medals is set for the RBB game, and the RBB game ends when it is determined that the total number of medals paid out in the RBB game exceeds 120. If the winning RBB does not win, the next game and onward will be an RBB internal game, and the game will enter an RBB internal winning state. The winning probability of a replay role in a regular game is 1 / 7.3 (predetermined probability), but in an RBB internal game, the game will enter a high probability replay state (higher than the predetermined probability). The multiple push-order minor roles, the first, second, and third minor roles, are composite minor roles in which the target and inhibitor minor roles are simultaneously won, but the winning areas of the first through third minor roles are all different (or at least partially different). This lottery table is used to determine whether or not to allow a win by lottery using random numbers. The lottery table used in the RBB game has at least a portion of the winning areas for the first, second, and third minor roles that are the same, and one of the first, second, or third minor roles will simultaneously win depending on the extracted random number value. In terms of design, it is desirable to make the number of 1st to 3rd small winning combinations the same, make all winning areas different in the general game or RBB internal game, and make all winning areas the same in the RBB game. Then, in the RBB game, the non-winning areas are increased compared to the RBB internal game, and the expected number of payouts per RBB game is made less than the number of coins inserted per game.
[0343] Increasing the probability of winning (number of placements) of small roles in RBB games is a conventional approach. However, in the present invention, the overall winning rate (number of placements) of small roles is the same (or may be slightly increased) in the general game, RBB internal game, and RBB game, and the winning area of the composite small role in the RBB game is overlapped to create a non-winning area. As a result, the main control unit 100 controls the RBB game so that the expected value of the increase in gaming media is negative from the start to the end of one RBB game. Referring to Figures 54(A) and 54(B), the overall winning rate of small roles is calculated as follows: Assuming that the first small role consists of one target small role and four inhibitory small roles 1-3, the number of placements is 17,000. Therefore, the number of target small roles is 17,000, the number of inhibitory small roles 1 is 17,000, the number of inhibitory small roles 2 is 17,000, and the number of inhibitory small roles 3 is 17,000, resulting in a total of 68,000 placements. If the same is true for the second and third small roles, the total number of places will be three times as many, 204,000. In the RBB game, the target small role of the first small role, the target small role of the second small role, and the target small role of the third small role will be won simultaneously. Also, to prevent the same inhibiting small role from overlapping in the same lottery area, inhibiting small roles 1 to 3 of the first small role, inhibiting small roles 1 to 3 of the second small role, and inhibiting small roles 1 to 3 of the third small role will be won simultaneously, and the remaining inhibiting small roles will be pushed to other lottery areas to be placed.
[0344] FIG. 57 is a diagram showing an example of small win specification identification information.
[0345] Figure 57(A) shows only one type of bell symbol as the small win indicating identification information. Figure 57(B) shows three types of bell 1 symbol, bell 2 symbol, and bell 3 symbol as the small win indicating identification information. The small win indicating identification information is identification information to indicate to the player that a small win has been won, and there may be only one type or two or more types (three types in the case of Figure 57(B)). The bell 1 symbol to the bell 3 symbol have the same outer shape of the bell symbol based on yellow, but differ in that the color of the ball part is red, blue, or yellow. Therefore, to the player's eyes, they appear to be the same symbol (also called similar symbols or very similar symbols).
[0346] When a push order bell minor feature (generally a minor feature consisting of a target minor feature and an obstruction minor feature) is internally won, and the stop button unit 10 is operated in the procedure for winning the target minor feature (for example, in the order of center, right, left), the main control unit 100 stops and displays the symbols that make up the target minor feature on the winning line, and also displays the bell symbol (small feature explicit identification information) in a straight line (see Figure 57(C)). In this figure, the winning line and the line that is displayed in a straight line are the same, but the line that displays the bell symbol in a straight line may be made to be upper or lower, diagonally upward or downward, and different from the winning line.
[0347] On the other hand, in Figure 57(D), when the push order bell minor role is an internal win and the stop button unit 10 is operated in the procedure for winning the target minor role (for example, in the order of right, left, center), the main control unit 100 stops and displays the Replay 2, Bell 3, and square (blue) symbols that make up the target minor role on the winning line, and also displays the Bell 1, Bell 3, and Bell 1 symbols (small role specifying identification information) in a straight line diagonally downward to the right (see Figure 57(D)). In other words, the winning symbols for the target minor role appear scattered, but the Bell minor role specifying identification information appears aligned in a straight line, so the player does not feel any discomfort.
[0348] FIG. 58 is a diagram showing an example of replay role specifying identification information.
[0349] Figure 58(A) shows only one type of replay symbol as the replay role identification information. Figure 58(B) shows three types of replay symbol: replay 1 symbol, replay 2 symbol, and replay 3 symbol. The replay role identification information is identification information to inform the player that a replay role has been won, and may be one type or more than one type (three types in the case of Figure 58(B)). The replay 1 symbol to replay 3 symbol are based on a light light blue. The replay 1 symbol and the replay 2 symbol differ in the direction of the character's face and the position of the bubble (i.e., the symbol shapes are different). In the replay 1 symbol, the character faces left and the bubble is on the left, while in the replay 2 symbol, the character faces right and the bubble is on the right. The replay 1 symbol and the replay 3 symbol differ in the color of the "Replay" text, whether black or white (i.e., the colors are different). Therefore, to the player's eyes, the symbols appear to be the same (also called similar symbols or very similar symbols).
[0350] When the replay role is an internal win, if the left stop button 10a is operated as the first stop operation (for example, by pressing left, center, and right in order or by pressing left, center, and right scissors), the main control unit 100 stops and displays the replay symbol on the winning line, and also displays the replay symbol (replay role identification information) in a straight line (see Figure 58(C)). In this figure, the winning line and the straight line are the same, but the line displaying the replay symbol in a straight line may be an upper or lower line, or a diagonal upward or downward line, so as to be different from the winning line. When the replay role wins, the main control unit 100 lights up the number-of-inserted LED 4a. For example, if the number of replay role winning games is three, the same number of LEDs (3) will be lit. Then, when the start lever 9 is operated, the main control unit 100 starts the next game.
[0351] On the other hand, in Figure 58(D), when the replay role is an internal win and the stop button unit 10 is operated in a predetermined operation sequence (the left stop button 10a is operated for the first stop operation, and the left first operation), the main control unit 100 stops and displays a black bar pattern, a square (white) pattern, and a square (blue) pattern on the winning line, and also displays the replay 3 pattern, replay 1 pattern, and replay 2 pattern in a straight line on the top row (see Figure 58(D)). In other words, the winning patterns for the replay role appear scattered, but the replay role explicit identification information appears to be aligned in a straight line, so the player does not feel any discomfort.
[0352] FIG. 59 is a diagram showing an example of replay role specifying identification information.
[0353] Figure 59(A) shows an example of a winning pattern for the so-called bell replay role. When the bell replay role 1 is internally won, and the stop button unit 10 is operated in a predetermined order (the left stop button 10a is operated as the first stop operation, i.e., the left first operation), the main control unit 100 stops and displays a pentagon (white) symbol, a square (white) symbol, and a cherry symbol on the winning line, and also displays a bell symbol (any of the bell 1 symbols through bell 3 symbols) in a straight line on the top row (see Figure 59(A)). In other words, although the winning symbols for the bell replay role appear scattered, the small-prize identifying information appears aligned in a straight line, so the player perceives the winning symbol as a small-prize winning symbol, even though the winning symbol is a replay role. Therefore, the main control unit 100 operates a timer to delay the illumination of the inserted coin number LED 4a, even though the winning symbol is actually a replay role. For example, when the bell replay role 1 wins, the main control unit 100 starts timing (freeze-on), and after 20 seconds (a predetermined time) has elapsed, it lights up the number-of-coins LED 4a. On the other hand, if either the max bet button 8 or the start lever 9 is operated during timing, the main control unit 100 stops timing (freeze-off) and lights up the number-of-coins LED 4a. For example, if the number of coins used in the replay role is three, the same number of three lights up. Then, when the start lever 9 is operated, the main control unit 100 starts the next game. Effectively, when a player who thinks they have won a small role operates the max bet button 8, the main control unit 100 lights up all of the number-of-coins LED 4a, allowing them to play using the same familiar operation procedure as when winning a small role. Furthermore, when the external output signal 3 of the external centralized terminal board 170, which indicates that the assist function is activated, is ON, and a left first operation (left-center-right or left-right-center) results in a bell replay winning combination and the small combination explicit identification information aligns in a straight line, the main control unit 100 turns the external output signal 3 OFF and notifies the hall computer that the assist function has been activated.
[0354] If the bell replay symbol 1 is an internal win, and the stop button unit 10 is operated in another predetermined sequence (the right stop button 10c is operated as the first stop operation, i.e., right-first operation), the main control unit 100 stops and displays the Replay 3, Replay 1, and Replay 2 symbols on the winning line, and also displays similar replay symbols (or the same replay symbols only) in a straight line in the middle row (see Figure 59(B)). In particular, if the left stop button 10a is operated as the second stop operation and the center stop button 10b is operated as the third stop operation after the right-first operation, the main control unit 100 turns on the external output signal 3 of the external centralized terminal board 170 and outputs an AT signal. This indicates that the assist function has been activated. Note that although the similar replay symbols stopped in a straight line in the middle row, they may also stop diagonally downward or upward.
[0355] When the bell replay symbol 1 is internally won, if the stop button unit 10 is operated in a different predetermined operation sequence (the center stop button 10b is operated in the first stop operation, i.e., the center first operation) and a red 7 symbol is present within the reel-in range, the main control unit 100 stops the red 7 symbol on the winning line. If the left stop button 10a is operated in the second stop operation and a red 7 symbol is present within the reel-in range, the main control unit 100 stops the red 7 symbol on the winning line. If the right stop button 10c is operated in the third stop operation and a red 7 symbol is present within the reel-in range, the main control unit 100 stops the red 7 symbol on the winning line and displays the red 7 symbol in a straight line in the middle row (see Figure 59(C)). In other words, if the correct pressing sequence (center left, right) is used and the red 7 symbol is present within the reel-in range, the red 7 replay symbol can be won. Then, the main control unit 100 turns on the external output signal 1 of the external centralized terminal board 170 to output a pseudo BB signal. Meanwhile, if the red 7 symbol is not present in the reel-in range during the third stop operation, one of the bell symbols is stopped (red 7 symbol, red 7 symbol, bell symbol). In this case, a replay win occurs, but the external output signal 1 of the external centralized terminal board 170 is not turned on. With the red 7 symbol stopped in the middle of the middle drum 2b, if the right stop button 10c of the incorrect procedure is operated during the second stop operation and the red 7 symbol is present in the reel-in range, the main control unit 100 stops the red 7 symbol on the pay line. However, if the left stop button 10a is operated during the third stop operation and the red 7 symbol is present in the reel-in range, the main control unit 100 stops one of the bell symbols (bell symbol, red 7 symbol, red 7 symbol) without stopping the red 7 symbol on the pay line. In this case, the replay symbol also wins, but the external output signal 1 of the external central terminal board 170 is not turned ON. When the bell replay symbol 1 is internally won, the stop button unit 10 is operated in the middle first position, and if the red 7 symbol does not exist in the pull-in range, the main control unit 100 stops the replay 3 symbol on the winning line. Subsequent stop operations stop and display the replay 2 symbol in the middle row of the left drum 2a and the replay 1 symbol in the middle row of the right drum 2c, and similar replay symbols (however, it may be just the same replay symbol) in a straight line in the middle row (see Figure 59(D)).
[0356] FIG. 60 is a diagram showing an example of replay role specifying identification information.
[0357] Figure 60(A) also shows an example of a winning mode for the so-called bell replay role. When the bell replay role 2 is internally won, and the stop button unit 10 is operated in the specified order (the left stop button 10a is operated as the first stop operation, i.e., the left first operation), the main control unit 100 stops and displays a square (white), cherry, and pentagon (blue) symbol on the winning line, and also displays a bell symbol (any of the bell symbols 1 through 3) in a straight line at the bottom (see Figure 60(A)). In other words, the winning symbol for the bell replay role appears scattered, but the small symbol identification information appears aligned in a straight line, so the player perceives the winning symbol as a small symbol, even though the winning symbol is a replay symbol. Therefore, the main control unit 100 operates a timer to delay the illumination of the inserted coin number LED 4a, just as with the bell replay role 1 described above. For example, when the bell replay role 1 wins, the main control unit 100 starts timing, and after a predetermined time has passed, lights up the number of inserted coins LED 4a. On the other hand, if either the max bet button 8 or the start lever 9 is operated during timing, the main control unit 100 stops timing and lights up the number of inserted coins LED 4a. For example, if the number of coins in the replay role winning is three, the same number of three will be lit. Then, when the start lever 9 is operated, the main control unit 100 starts the next game. As a result, when a player who thinks they have won a small role operates the max bet button 8, the main control unit 100 lights up all of the number of inserted coins LED 4a, allowing them to play using the familiar operation when winning a small role. Furthermore, when the external output signal 3 is ON, if a left first operation (left-center-right or left-right-center) results in a bell replay winning combination and the small combination explicit identification information aligns in a straight line, the main control unit 100 turns the external output signal 3 OFF and notifies the hall computer that the assist function has been activated.
[0358] When the bell replay symbol 2 is an internal win, if the stop button unit 10 is operated in another predetermined operation sequence (right first), the main control unit 100 will stop and display the Replay 3 symbol, Replay 1 symbol, and Replay 2 symbol on the winning line, and will also display similar replay symbols in a straight line in the middle row (see Figure 60(B)). In particular, if the left stop button 10a is operated as the second stop operation after the right first operation, or the center stop button 10b is operated as the third stop operation, the main control unit 100 will turn on the external output signal 3 of the external centralized terminal board 170 and output an AT signal. This indicates that the assist function has been activated. Note that although the similar replay symbols stopped in a straight line in the middle row, they may also stop diagonally downward or diagonally upward.
[0359] When the Bell Replay symbol 2 is internally won, if the stop button unit 10 is operated in a different predetermined operation sequence (center-first operation) and a red 7 symbol is present within the reel-in range, the main control unit 100 stops the red 7 symbol on the winning line. If the left stop button 10a is operated in the second stop operation and a blue 7 symbol is present within the reel-in range, the main control unit 100 stops the blue 7 symbol on the winning line. If the right stop button 10c is operated in the third stop operation and a red 7 symbol is present within the reel-in range, the main control unit 100 stops the red 7 symbol on the winning line and displays the 7 symbols (blue 7, red 7, red 7) in a straight line in the middle row (see Figure 60(C)). In other words, if the correct pressing sequence (center-left, center-right) is used and a red 7 or blue 7 symbol is present within the reel-in range, the blue 7 replay symbol can be won. Then, the main control unit 100 turns on the external output signal 2 of the external centralized terminal board 170 to output a pseudo RB signal. On the other hand, if the red 7 symbol is not present in the reel-in range during the third stop operation, one of the bell symbols is stopped (blue 7 symbol, red 7 symbol, bell symbol). In this case, a replay win occurs, but the external output signal 2 of the external centralized terminal board 170 is not turned on. When the red 7 symbol is stopped in the middle of the middle drum 2b, if the right stop button 10c of the incorrect procedure is operated during the second stop operation and the red 7 symbol is present in the reel-in range, the main control unit 100 stops the red 7 symbol on the pay line. However, if the left stop button 10a is operated during the third stop operation and the blue 7 symbol is present in the reel-in range, the main control unit 100 stops one of the bell symbols (bell symbol, red 7 symbol, red 7 symbol) without stopping the red 7 symbol on the pay line. In this case, the replay symbol also wins, but the external output signal 2 of the external central terminal board 170 is not turned ON. When the bell replay symbol 2 is internally won, the stop button unit 10 is operated in the middle first position, and if the red 7 symbol does not exist in the pull-in range, the main control unit 100 stops the replay 3 symbol on the winning line. Subsequent stop operations stop and display the replay 2 symbol in the middle row of the left drum 2a and the replay 1 symbol in the middle row of the right drum 2c, and similar replay symbols (however, it may be just the same replay symbol) in a straight line in the middle row (see Figure 60(D)).
[0360] Figure 61 shows the arrangement of the symbols on the drum.
[0361] Each of the left drum 2a, middle drum 2b and right drum 2c has a reel band (not shown) with a left drum design, a middle drum design and a right drum design painted on it attached around the outer periphery of each drum.
[0362] Each reel has 20 different patterns drawn on it, including the seven symbols (7 symbols), bar symbols, upper chili symbols, lower chili symbols, red watermelon symbols, green watermelon symbols, blank symbols, bell symbols, blue lip symbols, and white lip symbols, as shown in the diagram. The winning line (also called the "effective line") is a single horizontal central line, as shown in Figure 51, so its explanation is omitted here.
[0363] Figure 62 is a diagram of the push order minor winning combination, with the 1st in the middle being the correct operation procedure.
[0364] In the pachislot industry, the push order bell role is commonly used as the push order minor role. There are eight types of push order bell roles, from push order bell 1a to push order bell 4b, but there is no push order bell role where the left 1st is the correct operation procedure (however, this may be provided depending on the design specifications). For push order bell 1a, the correct operation procedure (sequence data of center left and right (213)) is stored in correspondence with the ROM. When push order bell 1a is won, FR1 (fruit 1 minor role), FR2, FR3, and FR4 are simultaneously internally won (flags are raised), and any of FR1 to FR4 becomes eligible for winning. FR1 corresponds to the target minor role established for the purpose of winning. The winning symbols for FR1 are a bell symbol on the left drum 2a, a bell symbol on the middle drum 2b, and a bell symbol on the right drum 2c (hereinafter explained in this order of left, middle, and right), and when they appear on the winning line, nine medals or credits (all of which are "game value") can be won. This bell symbol is a small win identifying information with a yellow base (see Figure 57), and when a win occurs, it is displayed in a straight line in the symbol display window. However, instead of just one type of bell symbol, multiple bell 1 to bell n symbols with slightly different shapes and colors may be provided as small win identifying information.
[0365] The winning symbols for FR2 are a red watermelon symbol or a green watermelon symbol, a bell symbol, a blue lip symbol or a white lip symbol, and when they appear on the winning line, one medal or other prize can be awarded. The winning symbols for FR3 are a blue lip symbol, a red watermelon symbol or an upper chili symbol, a 7 symbol or a green watermelon symbol, and when they appear on the winning line, one medal or other prize can be awarded. The winning symbols for FR4 are a white lip symbol, a 7 symbol or a green watermelon symbol, a red watermelon symbol or a lower chili symbol, and when they appear on the winning line, one medal or other prize can be awarded. FR2, FR3, and FR4 are obstruction minor symbols, and are designed to obstruct the winning of target minor symbols.
[0366] The push order bell 1b has the correct operation procedure (the sequence data of the center, left, right (213)) stored in the ROM. When the push order bell 1b wins, FR1, FR2, FR5, and FR6 simultaneously win internally, and any of these four minor winning combinations can be won. The winning symbols for FR1 and FR2, and the number of coins won, are as described above. The winning symbols for FR5 are a blue lip symbol, a red watermelon symbol or an upper chili symbol, and a red watermelon symbol or a lower chili symbol. When they appear on the winning line, one medal or other coin can be won. The winning symbols for FR6 are a white lip symbol, a 7 symbol or a green watermelon symbol, and a 7 symbol or a green watermelon symbol. When they appear on the winning line, one medal or other coin can be won. FR2, FR5, and FR6 are the inhibiting minor winning combinations.
[0367] In this way, the reason why the push order bell 1 with the same correct operation procedure is provided is to prevent players from aiming for a 1-coin small win depending on the stopped symbols. For example, if a blue lip symbol stops on the left drum 2a and a red watermelon symbol stops on the center drum 2b, if there is only the push order bell 1a, the player can intentionally win FR3 by aiming for the 7 symbol or the green watermelon symbol, but because there is FR5 of the push order bell 1b, there is also the possibility of the red watermelon symbol or the under-chili symbol, so the player will not be able to aim for either.
[0368] The push order bell 2a has the correct operation procedure (sequence data of center, right, left (231)) stored in the ROM. When the push order bell 2a wins, FR1, FR2, FR7, and FR8 simultaneously become internal winners, and any of these four minor winning combinations can be won. The winning symbols for FR1 and FR2, and the number of coins won, are as described above. The winning symbols for FR7 are a blue lip symbol, a 7 symbol or a green watermelon symbol, and a 7 symbol or a green watermelon symbol. When they appear on the winning line, one medal or other coin can be won. The winning symbols for FR8 are a white lip symbol, a red watermelon symbol or an upper chili symbol, and a red watermelon symbol or a lower chili symbol. When they appear on the winning line, one medal or other coin can be won. FR2, FR7, and FR8 are the inhibiting minor winning combinations.
[0369] The Push Order Bell 2b stores the correct operation procedure (the sequence data for center, right, left (231)) in the ROM. When the Push Order Bell 2b wins, FR1, FR2, FR9, and FR10 simultaneously win internally, and any of these four minor winning combinations can be won. The winning symbols for FR1 and FR2, as well as the number of coins awarded, are as described above. The winning symbols for FR9 are a blue lip symbol, a 7 symbol or a green watermelon symbol, a red watermelon symbol, or a lower chili symbol. When displayed on the winning line, one medal or other prize can be awarded. The winning symbols for FR10 are a white lip symbol, a red watermelon symbol or an upper chili symbol, a 7 symbol, or a green watermelon symbol. When displayed on the winning line, one medal or other prize can be awarded. FR2, FR9, and FR10 are the inhibiting minor winning combinations. The reason for providing the Push Order Bell 2, which has the same correct operation procedure, is the same as for the Push Order Bell 1.
[0370] Figure 63 is a diagram of the push order minor winning combination, and the right 1st is the correct operation procedure.
[0371] The Push Order Bell 3a has the correct operation procedure (order data of right, left, center (312)) stored in the ROM. When the Push Order Bell 3a wins, FR1, FR11, FR3, and FR4 simultaneously win internally, and any of these four minor winning combinations can be won. The only difference between the Push Order Bell 3a and the Push Order Bell 1a is that FR2 has been changed to FR11. The winning symbols for this FR11 are a red watermelon symbol or a green watermelon symbol, a blue lip symbol or a white lip symbol, and a bell symbol, and when displayed on the winning line, one medal or other prize can be won. F11, FR3, and FR4 are the inhibiting minor winning combinations. The rest are the same as the Push Order Bell 1a, so explanations will be omitted (referenced). The differences for the Push Order Bell 3b, Push Order Bell 4a, and Push Order Bell 4b are similar, so explanations will be omitted (referenced).
[0372] FIG. 64 is a diagram showing the configuration of a replay role.
[0373] In the pachislot industry, a number of different replay 1 to replay n symbols (replay role identifying information), generally based on a light blue color, are displayed in a straight line in the symbol display window to allow the player to recognize the winning of a replay role. However, it does not matter whether the straight line display of the replay role identifying information is on a winning line or not. On the other hand, as a winning mode for a special replay role, it is also often adopted to display a replay symbol, a replay symbol, and a bell symbol or cherry symbol on the right in a straight line.
[0374] In this embodiment, when the left stop button 10a is operated in the first stop operation (left 1st operation, also called a "specific operation"), a prize is awarded and normal replay 1 and normal replay 2 are displayed with the replay pattern displayed in a horizontal line in the center, and when the left stop button 10a is operated in the first stop operation, bell replay 1 and bell replay 2 are displayed with the bell pattern (small winnings identification information) displayed in a horizontal line at the top row or in a downward-sloping line to the right.
[0375] When a normal replay 1 is won, RP1 (REPLAY1 role), RP2, RP3, RP14, and RP15 are simultaneously internally won (flags are raised), and any one of these five REPLAY roles (replay roles) can be won. The winning symbols for RP1 are a blue or white replay symbol on the left drum 2a, a blue or white replay symbol on the middle drum 2b, and a blue or white replay symbol on the right drum 2c (hereinafter explained in this order of left, center, and right). When they are displayed on the winning line, a replay symbol is won (originally simply called a "replay"), and the next game can be played without inserting game medals, etc. (including using game medals for play by operating buttons or other devices related to the storage device). The blue and white replay symbols are replay role identification information (replay role identification information), and when a win is won, they are displayed in a straight line on the horizontal center line of the symbol display window. Normal replay 1 is selected based on a random number extracted by the main control unit 100 in both the initial state (a state in which the replay probability has not changed) and the RT state (high probability replay state) in which a bonus role has been internally won.
[0376] The winning symbols for RP2 are a bell symbol on the left, a blue or white lip symbol in the middle, and a seven symbol, red watermelon symbol, or green watermelon symbol on the right.When these symbols appear on the winning line, a replay role is won, and a blue or white lip symbol (replay role specific identification information) is displayed in a straight line on the upper right diagonal line of the symbol display window.The winning symbols for RP3 are a bell symbol on the left, a red or green watermelon symbol in the middle, and a BAR symbol, a lower chili symbol, or a BRK (blank) symbol on the right.When these symbols appear on the winning line, a replay role is won, and a blue or white lip symbol (replay role specific identification information) is displayed in a straight line on the lower horizontal line of the symbol display window.
[0377] The winning symbols for RP14 are a seven symbol on the left, a seven symbol in the middle, and a seven symbol or a bar symbol on the right; when they appear on the winning line, a replay wins, and seven symbols, seven symbols, seven symbols, or a bar symbol are displayed in a straight line along the horizontal center line of the symbol display window. As will be described later, depending on the operation sequence and timing of the stop button unit 10, only seven symbols, seven symbols, and seven symbols actually win, and due to the kick-off control by the main control unit 100, seven symbols, seven symbols, and bar symbols are not displayed. The winning symbols for RP15 are a seven symbol or a bell symbol on the left, a seven symbol in the middle, and a bell symbol on the right; when they appear on the winning line, a replay wins, but they are displayed as a barrage (miss) in the symbol display window.
[0378] When Normal Replay 2 wins, RP1, RP2, RP14, and RP15 simultaneously become internal wins (flags are raised), making it possible to win one of these four REPLAY symbols (the winning symbols are as described above). As will be described later, depending on the operation sequence and timing of the stop button unit 10, only the Seven, Seven, and BAR symbols actually win RP14. Due to the kick-off control by the main control unit 100, the Seven, Seven, and Seven symbols are never displayed. The main control unit 100 does not initially draw Normal Replay 2, but instead draws symbols based on the extracted random number in the RT state in which a bonus symbol (RBB or CBB of the continuous operation device for the bonus symbol) is internally won. In other words, Normal Replay 2 becomes eligible for drawing when the high-probability replay state is reached.
[0379] When Bell Replay 1 is won, RP1, RP2, RP3, RP4, RP14, and RP15 simultaneously become internal winners (flags are raised), and any one of these six REPLAY symbols can win (the winning symbols for RP1, RP2, RP3, RP14, and RP15 are as described above). The winning symbol for RP4 is a blue or white RIP symbol on the left, a bell symbol in the middle, and a seven symbol, red watermelon symbol, or green watermelon symbol on the right. When displayed on the winning line, a replay symbol wins, and a bell symbol (small symbol identification information) is displayed in a straight line diagonally downward to the right in the symbol display window. When Bell Replay 1 is won, the main control unit 100 will win RP4, provided that the left stop button 10a is operated in the first stop operation to stop the left drum 2a (specific reel drum) (the second and third stop operations can be performed in any order). On the other hand, if any button other than the left stop button 10a is operated in the first stop operation, the main control unit 100 executes stop control so that RP4 is not awarded. For example, if the right stop button 10c is operated in the first stop operation, one of RP1 to RP3 is awarded, and a blue or white replay symbol (replay role identification information) is displayed in a straight line in the symbol display window. If the center stop button 10b is operated in the first stop operation at a timing when a seven symbol can be drawn, a seven symbol is stopped in the center. Similarly, if the left stop button 10a is operated in the second stop operation at a timing when a seven symbol can be drawn, a seven symbol is stopped to the left. Then, if the right stop button 10c is operated in the third stop operation at a timing when a seven symbol can be drawn, a seven symbol is stopped to the right, and a seven symbol, seven symbol, seven symbol is displayed in a straight line along the central horizontal line of the symbol display window (RP14 award). However, if the button is pressed at a timing where the BAR symbol can be drawn but the SEVEN symbol cannot be drawn (the position of the red watermelon symbol No. 7), the BELL symbol will stop to the right and RP15 will be awarded. In other words, even if the pressing order is correct, the SEVEN symbol, SEVEN symbol, and BAR symbol of RP14 will not stop. Also, even if the right stop button 10c is pressed in the second stop operation at a timing where the SEVEN symbol can be drawn, the BELL symbol will stop without stopping the SEVEN symbol to the right. Therefore, if the pressing order is incorrect, RP14 will not be awarded, and RP15 will be awarded.The main control unit 100 does not draw a bell replay 1 in the initial state, and draws a role based on the extracted random number in the RT state where the bonus role is internally won.
[0380] When Bell Replay 2 is won, RP1, RP2, RP3, RP5, RP14, and RP15 simultaneously become internal winners (flags are raised), and any one of these six REPLAY symbols can be won (the winning symbols for RP1, RP2, RP3, RP14, and RP15 are as described above). The winning symbols for RP5 are a blue or white lip symbol on the left, a red or green watermelon symbol in the middle, and an upper chili or BRK symbol on the right. When displayed on the winning line, a replay symbol is won, and a bell symbol (small symbol identification information) is displayed in a straight line across the top horizontal line of the symbol display window. When Bell Replay 2 is won, the main control unit 100 will win RP5, provided that the left stop button 10a is operated in the first stop operation to stop the left drum 2a (specific reel drum) (the second and third stop operations can be performed in any order). On the other hand, if any button other than the left stop button 10a is operated in the first stop operation, the main control unit 100 executes stop control so that RP4 is not awarded. For example, if the right stop button 10c is operated in the first stop operation, one of RP1 to RP3 is awarded, and a blue or white replay symbol (replay role identification information) is displayed in a straight line in the symbol display window. If the center stop button 10b is operated in the first stop operation at a timing when a seven symbol can be drawn, a seven symbol is stopped in the center. Similarly, if the left stop button 10a is operated in the second stop operation at a timing when a seven symbol can be drawn, a seven symbol is stopped to the left. Then, if the right stop button 10c is operated in the third stop operation at a timing when a bar symbol can be drawn, a bar symbol is stopped to the right, and a seven symbol, a seven symbol, and a bar symbol are displayed in a straight line along the horizontal center line of the symbol display window (RP14 award). However, if the button is pressed at a timing when the seven symbol can be drawn but the bar symbol cannot (blank symbol position No. 4), the bell symbol will stop to the right and RP15 will be awarded. In other words, even if the pressing order is correct, the seven, seven, and seven symbols of RP14 will not stop. Also, even if the right stop button 10c is pressed in the second stop operation at a timing when the bar symbol can be drawn, the bell symbol will stop without stopping the bar symbol to the right. Therefore, if the pressing order is incorrect, RP14 will not be awarded, and RP15 will be awarded.The main control unit 100 does not draw a bell replay 2 in the initial state, and draws a role based on the extracted random number in the RT state where the bonus role is internally won.
[0381] FIG. 65 is a schematic diagram showing the pattern display state of the window portion in time series.
[0382] In the game within the RBB shown in Figure 53(A), the RBB flag is set, and during the RBB, which is in the high-probability replay state (see the shaded area in Figure 53(A)), the mainstream of recent slot machines is to alternate between a normal game in which game media decreases and a special game in which game media increases. The reason game media decrease in the normal game is because the player misses out on the internally won push-order minor role. On the other hand, the reason game media increase in the special game is because the player receives a payout greater than the number of coins inserted (3 coins) by being instructed (informed) on the operation sequence (or operation procedure) that will result in the target minor role (for example, a payout range of 8 to 15 coins) of the internally won push-order minor role. As a result, the expected increase in the number of coins per game can be around 3 to 4 coins. The CBB (Type 2 Special Continuous Operation Device) may be set to an internal winning state. In this case, for example, if two coins are inserted, two coins are always paid out, and the CBB ends when the predetermined number is exceeded, so there is no increase or decrease in game media during CBB play. Similarly, during play within the RB shown in Figure 26(C), the RB flag is set, and during the RB in the high-probability replay state, a normal game in which game media decreases and a special game in which game media increases may be repeated. The symbol combinations for the bonus role (RBB, RB, CBB) will be explained as a BAR symbol on the left, a green watermelon symbol in the middle, and a red watermelon symbol on the right.
[0383] When the push order bell 1a shown in FIG. 62 is selected by random number lottery during a game in which a bonus combination is internally selected, the main control unit 100 sets the FR1 flag to the FR4 flag. Therefore, the internally selected state results in the bonus flag and five flags, the FR1 flag to the FR4 flag, being set. The main control unit 100 controls the small win symbol to be pulled and stopped on the winning line with priority over the bonus symbol. In other words, when both the bonus symbol and the small win symbol are internally selected at the same time, and both the bonus symbol and the small win symbol can be stopped on the winning line, the main control unit 100 prioritizes stopping the small win symbol on the winning line.
[0384] The main control unit 100 creates a sliding frame number table based on the stored stop control data and correct operation procedure (center, left, right (213) sequence data) until all drums in the drum unit 2 rotate at a constant speed. For example, suppose the center stop button 10b is operated at the first stop when the No. 7 blue lip symbol is positioned on the pay line. At that time, the reel slides four frames, stopping the No. 3 bell symbol on the pay line. Naturally, if the No. 6 blank symbol is operated on the pay line, the reel slides three frames; the No. 5 blue lip symbol slides two frames; the No. 4 green watermelon symbol slides one frame; and the No. 3 bell symbol slides zero frames. In this way, the number of sliding frames to move the reels is calculated in advance for all operation positions (a total of 60 frame positions), and the reels are moved and stopped immediately after the stop operation.
[0385] When all drums in the drum unit 2 are rotating (see FIG. 65(A)), and the player operates the middle stop button 10b at the first stop (see FIG. 65(B)), the main control unit 100 controls the middle drum 2b to stop based on the sliding frame count data, causing the common bell symbol for FR1 and FR2 to stop on the winning line (see FIG. 65(C)). In this case, since this is the correct operating procedure, when the No. 7 blue lip symbol is operated on the winning line, it slides four frames and causes the No. 3 bell symbol to stop on the winning line. In this state, both FR1 and FR2 have the potential to win, but neither FR3 nor FR4 can win.
[0386] When the player operates the left stop button 10a at the second stop (see Figure 65(D)), the main control unit 100 controls the left drum 2a to stop based on the sliding frame count data, causing the bell symbol in FR1 to stop on the pay line (see Figure 65(E)). In this case, since the operation procedure is correct, when the No. 12 upper chiri symbol is operated on the pay line, it slides two frames and causes the No. 10 bell symbol to stop on the pay line, indicating that FR1, a small winning combination with a large payout, is in a ready state. When the player operates the right stop button 10c at the third stop, the main control unit 100 controls the right drum 2c to stop based on the sliding frame count data, causing the bell symbol in FR1 to stop on the pay line (see Figure 65(F)). In this case, only FR1 has a chance of winning (FR2 is not winnable), but bell symbols are arranged on the right drum 2c at intervals of 4 frames (or at intervals of 0 to 4 frames), and any bell symbol can stop on a winning line (for example, the No. 8 bell symbol), so FR1 will always win. Therefore, when the target small win (FR1) of the push order bell 1a wins, a bell symbol (small win indicating identification information) is displayed in a straight line in the symbol display window. However, instead of just one type of bell symbol, multiple bell 1 symbols to bell n symbols with slightly different shapes or colors may be provided as small win indicating identification information. Furthermore, the small win indicating identification information does not necessarily have to stop on a winning line, and the bell symbol may be displayed in a straight line in the symbol display window even on a non-winning line.
[0387] FIG. 66 is a schematic diagram showing the pattern display state of the window portion in time series.
[0388] Figures 66(A) to 66(C) are exactly the same as Figures 65(A) to 65(C), so the explanations will be used accordingly. When the player operates the right stop button 10c at the second stop (see Figure 66(D)), the main control unit 100 controls the stop of the right drum 2c based on the sliding frame number data, and stops the blue lip symbol or white lip symbol of FR2 on the winning line (see Figure 66(E)). In this case, since the operation procedure was incorrect, when the No. 9 upper chili symbol was operated on the winning line, it slides three frames and stops the No. 6 white lip symbol on the winning line, indicating that FR2, a small winning combination with a small payout number but a large number of pattern combinations, is in a ready state. When the player operates the left stop button 10a at the third stop, the main control unit 100 controls the stop of the left drum 2a based on the sliding frame count data, stopping the blue or white lip symbol of FR2 on the winning line (see Figure 66(F)). In this case, only FR2 can win (FR1 cannot win), but since the blue or white lip symbols are arranged on the left drum 2a at intervals of four frames (or within intervals of 0 to 4 frames), and any blue or white lip symbol can stop on the winning line (for example, the No. 1 blue lip symbol), FR2 will always win. Therefore, FR2 can be said to be a minor role (second obstructing minor role) intended to prevent FR1 from winning if the first stop operation is correct and the second stop operation is incorrect. It is also possible to make FR2 miss with a probability of 1 / 2 to 1 / 4, but the small winning symbols that are simultaneously won become mischievously complicated, and even if you win, it will only be one coin, so it does not have much effect on the payout rate, so the system is designed so that FR2 will always win even if the second stop is operated incorrectly.
[0389] FIG. 67 is a schematic diagram showing the pattern display state of the window portion in time series.
[0390] Since FIG. 67(A) shows the same state as FIG. 65(A), the same explanation will be used.
[0391] When all drums in the drum unit 2 are rotating (see Figure 67(A)), and the player operates the left stop button 10a at the first stop (see Figure 67(B)), the main control unit 100 controls the left drum 2a to stop based on the sliding frame count data, causing either the blue lip symbol in FR3 or the white lip symbol in FR4 to stop on the winning line. In this case, because the operation sequence is incorrect, when the No. 4 red watermelon symbol is operated on the winning line, it slides three frames and stops the No. 1 blue lip symbol in FR3 on the winning line (see Figure 67(C)). This is because the combination symbol in FR3, which has a smaller payout but a larger number of symbol combinations, is prioritized. At this point, only FR3 has the potential to win (FR1, FR2, and FR4 are no longer eligible for winning). While it would normally be possible to slide 4 frames to stop the No. 20 bell symbol on FR1 on the winning line, FR3 prevents FR1 from winning. If the operation timing were different, the white lip symbol on FR4 would stop on the winning line, leaving only FR4 as the winning possibility. Therefore, FR3 and FR4 can be considered minor symbols (first-blocking minor symbols) designed to prevent FR1 from winning if the first-stop operation is incorrect. For FR3 to win, a red watermelon or upper chili symbol must stop on the middle drum 2b, and a seven or green watermelon symbol must stop on the right drum 2c. However, the probability of stopping is 1 / 2 for the middle drum 2b and 1 / 2 for the right drum 2c, so FR3 only wins with a 1 / 4 probability. Similarly, for FR4 to win, the conditions are that a seven or green watermelon symbol stops on the middle drum 2b, and a red watermelon or bottom chili symbol stops on the right drum 2c, but the probability of stopping is 1 / 2 for the middle drum 2b and 1 / 2 for the right drum 2c, so FR3 only wins with a 1 / 4 probability.
[0392] When the player operates the center stop button 10b at the second stop, the main control unit 100 controls the center drum 2b to stop based on the sliding frame count data, and stops the red watermelon symbol or the under chili symbol of FR3 on the winning line with a 50% probability (see Figure 67(D) - in this example, the red watermelon symbol). On the other hand, since the red watermelon symbol and the under chili symbol of FR3 cannot be stopped on the winning line with a 50% probability, they are stopped with a small symbol (see Figure 67(F)). When the player operates the right stop button 10c at the third stop in the state of Figure 67(D), the main control unit 100 controls the right drum 2c to stop based on the sliding frame count data, and stops the seven symbol or the green watermelon symbol of FR3 on the winning line with a 50% probability, and FR3 wins (see Figure 67(E) - in this example, the seven symbol). In other words, if the push order minor prize is an internal win, if the left stop button 10a is operated in the first stop operation, there is only a 1 / 4 probability of winning a single minor prize, making it possible to consume game media. If the player stops anything other than the left drum 2a (specific reel drum) in the first stop operation, a large penalty is imposed, such as not being able to draw for a specific game (for example, an assist game) or not adding the games played to the ceiling game count. Even if the player operates the stop button section 10 in the order of right, center, and left, prepared to accept the penalty, the game media will end up being reduced.
[0393] FIG. 68 is a schematic diagram showing the pattern display state of the window portion in time series.
[0394] Figure 68(A) shows the same state as Figure 65(A), so the same explanation will be used.
[0395] When all drums in the drum unit 2 are rotating (see Figure 68(A)), the main control unit 100 controls the right drum 2c to stop based on the sliding frame count data when the player operates the right stop button 10c at the first stop (see Figure 68(B)). This stops either the seven or green watermelon symbol in FR3, or the red watermelon or under-chili symbol in FR4, on the winning line. Because this is an incorrect operation sequence, when the No. 11 white lip symbol is operated on the winning line, the No. 10 under-chili symbol in FR3 slides one frame and stops on the winning line (see Figure 68(C)). This is because the combination symbol in FR4, which has a lower payout but a larger number of symbol combinations, is prioritized. At this point, only FR4 has the potential to win (FR1, FR2, and FR3 are no longer eligible for winning). Although it would normally be possible to slide three frames to stop the No. 8 bell symbol on FR1 on the winning line, FR4 prevents FR1 from winning. If the operation timing were different, the red watermelon symbol on FR4 or the seven or green watermelon symbol on FR3 would stop on the winning line, meaning that only FR3 or FR4 would win. Therefore, FR3 and FR4 can be considered minor symbols (first inhibiting minor symbols) designed to prevent FR1 from winning if the first stopping operation is incorrect. FR4 only wins if a white lip symbol stops on the left drum 2a and a seven or green watermelon symbol stops on the center drum 2b, so it only wins with a certain probability (in other words, FR3 may be missed).
[0396] When the player operates the center stop button 10b at the second stop, the main control unit 100 controls the center drum 2b to stop based on the sliding frame count data, causing the FR4 seven symbol or green watermelon symbol to stop on the winning line with a 1 / 2 probability (see Figure 68(D) - in this example, the green watermelon symbol). On the other hand, since the FR4 seven symbol and green watermelon symbol cannot stop on the winning line with a 1 / 2 probability, they are stopped with a dimpled mark (see Figure 68(F)). When the player operates the left stop button 10a at the third stop in the state of Figure 68(D), the main control unit 100 controls the left drum 2a to stop based on the sliding frame count data, causing the FR4 white lip symbol to stop on the winning line with a 3 / 4 probability, resulting in FR4 winning (see Figure 68(E)). In other words, when the push order minor role is internally won, if the right stop button 10c is operated in the first stop operation, one minor role will only be won with a predetermined probability (low probability), so it is possible to consume the game media. Note that the main control unit 100 performs similar stop control for the other seven push order bells (push order bell 1b to push order bell 4b), so the explanation will be omitted.
[0397] FIG. 69 is a schematic diagram showing the pattern display state of the window portion in chronological order.
[0398] Normal Replay 1 is subject to lottery in both the regular game and the game inside the RBB shown in Figure 53(A). On the other hand, Normal Replay 2, Bell Replay 1, and Bell Replay 2 are subject to lottery in the game inside the RBB, but are not drawn in the regular game. In other words, when the RBB flag is set and the high probability replay state is entered (see the shaded area in Figure 53(A)), all replay roles are randomly drawn for the first time. Basically, players alternate between normal play and special play in which the assist function is activated while in the game state inside the RBB, but an internally won RBB will win if it is a single win or when the game is in a single win state, and if you aim for a BAR symbol on the left, a green watermelon symbol in the middle, and a red watermelon symbol on the right, you will win, but this state is extremely rare, and not only is a penalty imposed if you win with an RBB, but in the bonus game the medals either decrease or remain the same (they neither increase nor decrease), so players do not intentionally try to win with an RBB. Also, even if you reset the stage setting value, the state inside the RBB is maintained, so players play the game in this game state.
[0399] When a normal replay 1 shown in Fig. 64 is won by random number lottery during a game in which a bonus role has been internally won, the main control unit 100 sets flags RP1 to RP3, RP14, and RP15. Therefore, as an internal winning state, six flags, namely, the bonus flag, RP1 to RP3, RP14, and RP15, are set. Note that the main control unit 100 controls the replay symbols to be pulled onto the winning line and stopped there, prioritizing the replay symbols over the bonus symbols, and one of the replay symbols will always win, so a bonus role will never win when a replay role is won.
[0400] The main control unit 100 creates a sliding frame number table based on the stored stop control data, operation procedures, and operation positions (operation timing) until all drums in the drum unit 2 rotate at a constant speed. For example, suppose the center stop button 10b is operated at the first stop when the No. 15 bell symbol is positioned on the pay line. At that time, the reel will slide four frames, stopping the No. 11 white lip symbol on the pay line. Naturally, if the No. 14 red watermelon symbol is operated on the pay line, the reel will slide three frames. For the No. 13 bottom chili symbol, the reel will slide two frames. For the No. 12 top chili symbol, the reel will slide one frame. For the No. 11 white lip symbol, the reel will slide zero frames. In this way, the number of sliding frames to move the reel is calculated in advance for all operation positions (60 positions in total). After the stop operation, the reel will immediately move and stop.
[0401] When all drums in the drum unit 2 are rotating (see Figure 69(A)), and the player operates the left stop button 10a (either by operating the predetermined operation procedure or by operating the left first button) (see Figure 69(B)), the main control unit 100 controls the left drum 2a to stop based on the sliding frame count data, stopping either the blue lip symbol or the white lip symbol of RP1 on the winning line. In this case, when the first stopping operation is the left stop button 10a (left first button) and the No. 15 bell symbol is operated on the winning line, the No. 11 white lip symbol of RP1 slides four frames and stops on the winning line (see Figure 69(C)). This is because the main control unit 100 is programmed to control the stop so that RP1 wins when the first stopping operation is the left stop button 10a and the left drum 2a stops first. At this point, only RP1 can win.
[0402] When the player operates the center stop button 10b at the second stop, the main control unit 100 controls the center drum 2b to stop based on the sliding frame count data, causing either the blue lip symbol or the white lip symbol of RP1 to stop on the winning line. In this case, the No. 10 blue lip symbol is stopped (see Figure 69(D)). When the right stop button 10c is operated at the third stop, the main control unit 100 controls the right drum 2c to stop based on the sliding frame count data, causing either the blue lip symbol or the white lip symbol of RP1 to stop on the winning line. In this case, the No. 1 blue lip symbol is stopped, and when RP1 wins, a replay role identification information (replay role identification information) is displayed in a straight line across the center horizontal line of the symbol display window (see Figure 69(E)). Figure 69(F) shows the case where the player operates the right stop button 10c (scissors operation) at the second stop and the reels stop in the same way. When RP1 is won, the replay role identification information is displayed in a straight line on the central horizontal line of the pattern display window (see Figure 69(E)).
[0403] FIG. 70 is a schematic diagram showing the pattern display state of the window portion in time series.
[0404] Since FIG. 70(A) shows the same state as FIG. 69(A), the same explanation will be used.
[0405] When the player operates the middle stop button 10b (operated using a specific operation procedure) at the timing when the No. 2 Seven symbol can be drawn in at the first stop (see Figure 70(B)), the main control unit 100 controls the stop of the middle drum 2b based on the sliding frame number data, and stops the Seven symbol common to RP14 and RP15 on the winning line (see Figure 70(C)). When the player operates the left stop button 10a (operated using a specific operation procedure, left 2nd) at the second stop at the timing when the No. 2 Seven symbol can be drawn in, the main control unit 100 controls the stop of the middle drum 2b based on the sliding frame number data, and stops the Seven symbol common to RP14 and RP15 on the winning line (see Figure 70(D)). When the player operates the right stop button 10c at the third stop timing (operated according to a predetermined operating procedure, right 3rd) when the No. 2 Seven symbol can be drawn in, the main control unit 100 controls the stop of the center drum 2b based on the sliding frame number data, stops the Seven symbol of RP14 on the winning line, and wins RP14 (see Figure 70(E)). However, if the third stop operation is performed at a timing when the Seven symbol cannot be drawn in, stops the bell symbol on the winning line, and wins RP15 (not shown). On the other hand, in the state of Figure 70(C), if the left 2nd operation is performed at a timing when the Seven symbol cannot be drawn in, stops the bell symbol of RP15 on the winning line (see Figure 70(F)). 70(D), even if the player operates the right 3rd button at a timing when the No. 5 or No. 20 BAR symbol can be drawn, the main control unit 100 will not stop the BAR symbol of RP14 on the winning line, but will stop a bell symbol such as No. 3 on the winning line. In other words, in the case of normal replay 1, if a specific operation sequence (center, left, right) is performed and a Seven symbol can be drawn, three Seven symbols will be displayed in a straight line and RP14 will win. On the other hand, even if a BAR symbol can be drawn on the third stop, RP14 will not win, and RP15 will win. Furthermore, if the player operates the center stop button 10b on the first stop at a timing when the No. 2 Seven symbol cannot be drawn, the main control unit 100 will stop the center drum 2b based on the sliding frame count data, and stop either the blue or white lip symbol on the winning line (not shown).With subsequent operations, either RP1 or RP2 will be won, and a blue replay symbol or a white replay symbol (replay role identification information) will be displayed in a straight line in the middle of the symbol display window or in a straight line diagonally upward to the right (not shown). Also, when the right 2nd operation is performed in the state of Figure 70 (C), the bell symbol will stop, and with the third stop operation, the bell symbol will stop, and RP15 will be won (the stop display mode is "bell symbol, seven symbol, bell symbol").
[0406] FIG. 71 is a schematic diagram showing the pattern display state of the window portion in time series.
[0407] Since FIG. 71(A) shows the same state as FIG. 69(A), the same explanation will be used.
[0408] When the player operates the right stop button 10c at the timing when the No. 10 bottom chisel symbol is drawn in at the first stop (see Figure 71(B)), the main control unit 100 controls the right drum 2c to stop based on the sliding frame count data, causing the RP3 bottom chisel symbol to stop on the winning line (see Figure 71(C)). In this state, it is no longer possible to win anything other than RP3. When the player operates the middle stop button 10b at the second stop when the No. 12 bottom chisel symbol is located in the upper row, the main control unit 100 controls the middle drum 2b to stop based on the sliding frame count data, causing it to slide four frames and causing the No. 9 red watermelon symbol to stop on the winning line (see Figure 71(D)). Furthermore, if the player operates the left stop button 10a at the third stop when the No. 13 bottom chili symbol is located in the upper row, the left drum 2a is controlled to stop based on the sliding frame count data, sliding four frames and stopping the No. 10 bell symbol on the winning line. When RP3 wins, a blue replay symbol or a white replay symbol (replay role identification information) is displayed in a horizontal line in the lower row of the symbol display window (see Figure 71(E)). Figure 71(F) shows the case where the player operates the left stop button 10a at the same timing at the second stop, and in either case, RP3 will always win.
[0409] Description of normal replay 2 (not shown): When a normal replay 2 shown in Fig. 64 is won by random number lottery during a game in which a bonus role has been internally won, the main control unit 100 sets the RP1, RP2, RP14, and RP15 flags. Therefore, as an internal winning state, five flags, namely, the bonus flag, RP1, RP2, RP14, and RP15 flags, are set. Note that the main control unit 100 controls the replay symbols to be pulled onto the winning line and stopped there, prioritizing the replay symbols over the bonus symbols, and since one of the replay symbols is always won, a bonus role will never be won when a replay role is won.
[0410] When the player operates the left stop button 10a (by pressing it sequentially or scissor-pressing) at the first stop, the main control unit 100 controls the stop of the left drum 2a based on the sliding frame count data, stopping either the blue or white lip symbol of RP1 on the winning line, and subsequent stop operations result in RP1 winning. If the player operates the center 1st stop aiming for a seven symbol, the left 2nd stop aiming for a seven symbol, and the right 3rd stop aiming for a bar symbol, RP14 wins, and (seven symbol, seven symbol, bar symbol) are displayed on the horizontal center line of the symbol display window. If the player misses one symbol, another symbol, RP15 or RP1, wins. If the player operates the right 1st stop operation, RP2 wins, and the replay role identification information (replay role identification information) is displayed in a straight line diagonally upward to the right of the symbol display window.
[0411] FIG. 72 is a schematic diagram showing the pattern display state of the window portion in time series.
[0412] When the bell replay 1 shown in Fig. 64 is won by random number lottery during a game in which a bonus role has been internally won, the main control unit 100 sets flags RP1 to RP4, RP14, and RP15. Therefore, as an internal winning state, seven flags, namely, the bonus flag, RP1 to RP4, RP14, and RP15, are set. Note that the main control unit 100 controls the replay symbol to be pulled onto the winning line and stopped there, prioritizing the replay symbol over the bonus symbol, and since one of the replay symbols is always won, a bonus role will never be won when a replay symbol is won.
[0413] When the player operates the left stop button 10a (either by operating it according to a predetermined operating procedure or by operating the left first button) (see Figure 72(B)), the main control unit 100 controls the stop of the left drum 2a based on the sliding frame count data, stopping either the blue lip symbol or the white lip symbol, which are common to RP1 and RP4, on the winning line. In this case, when the first stop operation is the left stop button 10a (left first button) and the No. 15 bell symbol is operated on the winning line, the No. 11 white lip symbol of RP1 and RP4 is stopped on the winning line after sliding four frames (see Figure 72(C)). This is because the main control unit 100 is programmed to stop either the blue lip symbol or the white lip symbol on the winning line when the first stop operation is the left stop button 10a and the left drum 2a first stops.
[0414] When the player operates the center stop button 10b at the second stop, the main control unit 100 controls the center drum 2b to stop based on the sliding frame count data, causing the bell symbol of RP4 to stop on the winning line. In this case, the No. 8 bell symbol is stopped (see Figure 72(D)). This is because the main control unit 100 is programmed to prioritize RP4 over other replay symbols when the first stop operation is performed using the left stop button 10a (sequential or scissor press). At this point, only RP4 can win. When the right stop button 10c is operated at the third stop, the right drum 2c is controlled to stop based on the sliding frame count data, causing either the 7 symbol of RP4, the red watermelon symbol, or the green watermelon symbol to stop on the winning line. In this case, the No. 2 7 symbol is stopped. When RP4 wins, the small win indicator is displayed in a straight line diagonally downward to the right in the symbol display window (see Figure 72(E)). Figure 72 (F) shows the case where the player operates the right stop button 10c (scissors press) at the second stop, and as with sequential pressing, the RP4 symbol is stopped preferentially, and when RP4 is won, a bell symbol (small winnings identification information) is displayed in a straight line in the symbol display window (see Figure 72 (E)).
[0415] FIG. 73 is a schematic diagram showing the pattern display state of the window portion in time series.
[0416] Since FIG. 73(A) shows the same state as FIG. 72(A), the same explanation will be used.
[0417] When the player operates the middle stop button 10b (operated using a specific operation procedure) at the timing when the No. 2 Seven symbol can be drawn in at the first stop (see Figure 73(B)), the main control unit 100 controls the stop of the middle drum 2b based on the sliding frame number data, and stops the Seven symbol common to RP14 and RP15 on the winning line (see Figure 73(C)). When the player operates the left stop button 10a (operated using a specific operation procedure, left 2nd) at the second stop at the timing when the No. 2 Seven symbol can be drawn in, the main control unit 100 controls the stop of the middle drum 2b based on the sliding frame number data, and stops the Seven symbol common to RP14 and RP15 on the winning line (see Figure 73(D)). When the player operates the right stop button 10c at the third stop timing (operated according to a predetermined operating procedure, right 3rd) when the No. 2 Seven symbol can be drawn in, the main control unit 100 controls the stop of the center drum 2b based on the sliding frame number data, stops the Seven symbol of RP14 on the winning line, and wins RP14 (see Figure 73(E)). However, if the third stop operation is performed at a timing when the Seven symbol cannot be drawn in, stops the bell symbol on the winning line, and wins RP15 (not shown). On the other hand, in the state of Figure 73(C), if the left 2nd operation is performed at a timing when the Seven symbol cannot be drawn in, stops the bell symbol of RP15 on the winning line (see Figure 73(F)). In the state shown in Figure 73(D), even if the player operates the right 3rd button at the timing when the No. 5 or No. 20 BAR symbol can be drawn, the main control unit 100 will not stop the BAR symbol of RP14 on the winning line, but will stop a bell symbol such as No. 3 on the winning line. In other words, in the case of Bell Replay 1, if a specific operation sequence (center, left, right) is performed and a Seven symbol can be drawn, three Seven symbols will be displayed in a straight line and RP14 will win. However, even if a BAR symbol can be drawn on the third stop, RP14 will not win, and RP15 will win. In addition, if the player operates the center stop button 10b on the first stop at a timing when the No. 2 Seven symbol cannot be drawn, the main control unit 100 will stop the center drum 2b based on the sliding frame number data and stop either the blue or white lip symbol on the winning line (not shown).With subsequent operations, either RP1 or RP2 will be won, and a blue lip symbol or a white lip symbol (replay role explicit identification information) will be displayed in a straight line in the middle of the symbol display window or in a straight line diagonally upward to the right (not shown). Also, when the right 2nd operation is performed in the state of Figure 73 (C), the bell symbol will stop, and with the third stop operation, the bell symbol will stop and RP15 will be won (the stop display mode is "bell symbol, seven symbol, bell symbol").
[0418] FIG. 74 is a schematic diagram showing the pattern display state of the window portion in time series.
[0419] Since FIG. 74(A) shows the same state as FIG. 72(A), the same explanation will be used.
[0420] When the player operates the right stop button 10c when the No. 14 blank symbol is positioned on the pay line during the first stop (see Figure 74(B)), the main control unit 100 controls the right drum 2c to stop based on the sliding frame count data, causing the RP2 red watermelon symbol to stop on the pay line (see Figure 74(C)). In this state, the white lip symbol stops in the upper row, and only RP2 or RP4 can win. When the player operates the middle stop button 10b during the second stop when the No. 11 upper chili symbol is positioned on the pay line, the main control unit 100 controls the middle drum 2b to stop based on the sliding frame count data, causing the No. 7 blue lip symbol to slide four frames and stop on the pay line (see Figure 74(D)). Note that while it would be possible to stop the No. 10 blue lip symbol in this case, the stop control is intentionally performed to increase the amount of sliding. In this state, the replay symbol is ready, but no other symbol than RP2 can win. Furthermore, if the player operates the left stop button 10a on the third stop when the No. 14 red watermelon symbol is positioned on the winning line, the left drum 2a is controlled to stop based on the sliding frame count data, sliding four frames and stopping the No. 10 bell symbol on the winning line. When RP2 wins, a blue or white replay symbol (replay role identification information) is displayed in a straight line diagonally upward to the right in the symbol display window (see Figure 74(E)). Figure 74(F) shows the case where the player operates the left stop button 10a at the same timing on the second stop, and RP2 always wins in either case. However, depending on the timing of operation of the right stop button 10c, RP1 (see Figure 69(E)) or RP3 (see Figure 71(E)) will be won, and a blue replay pattern or a white replay pattern (replay role identification information) will be displayed in a straight line in the pattern display window.
[0421] FIG. 75 is a schematic diagram showing the pattern display state of the window portion in time series.
[0422] When the BELL REPLAY 2 shown in FIG. 64 is won by random number lottery during a game in which a bonus role has been internally won, the main control unit 100 sets flags RP1 to RP3, RP5, RP14, and RP15. Therefore, as an internal winning state, seven flags, namely, the bonus flag, RP1 to RP3, RP5, RP14, and RP15 flags, are set. Note that the main control unit 100 controls the replay symbols to be pulled onto the winning line and stopped there, prioritizing the replay symbols over the bonus symbols, and since one of the replay symbols is always won, a bonus role will never be won when a replay role is won.
[0423] As with Bell Replay 1, the main control unit 100 creates a sliding frame number table based on the stored stop control data, operation procedure, and operation position (operation timing) until all drums in the drum unit 2 rotate at a constant speed. When all drums in the drum unit 2 are rotating (see Figure 75(A)), and the player operates the left stop button 10a at the first stop (operating according to the specified operation procedure or operating the left first) (see Figure 75(B)), the main control unit 100 controls the left drum 2a to stop based on the sliding frame number data, causing either the blue lip symbol or the white lip symbol to stop on the winning line (the bell symbol is displayed in the upper row). In this case, when the first stop operation was performed using the left stop button 10a (left first) and the No. 15 bell symbol was operated on the winning line, the white lip symbol No. 11 of RP1 slid four frames and stopped on the winning line (see Figure 75(C)). This is because the main control unit 100 is programmed to perform stop control so that when the first stop operation is the left stop button 10a and the left drum 2a stops first, RP5 will be won. At this point, only RP1 or RP5 can be won, but as will be described later, with the left 1st operation, stop control is performed so that RP1 will not be won.
[0424] When the player operates the center stop button 10b at the second stop, the main control unit 100 controls the center drum 2b to stop based on the sliding frame count data, causing either the red watermelon symbol or the green watermelon symbol of RP5 to stop on the winning line. In this case, the red watermelon symbol No. 9 is stopped (see Figure 75(D)). When the right stop button 10c is operated at the third stop, the main control unit 100 controls the right drum 2c to stop based on the sliding frame count data, causing either the upper chili symbol or the blank symbol of RP5 to stop on the winning line. In this case, the blank symbol No. 4 is stopped, and when RP5 wins, a bell symbol (small winning symbol identification information) is displayed in a straight line in the upper row of the symbol display window (see Figure 75(E)). Figure 75(F) shows the case where the player operates the right stop button 10c (scissors operation) at the second stop and the reel stops in the same way. When RP5 is won, a bell symbol (small winnings identification information) is displayed in a straight line on the top horizontal line of the symbol display window (see Figure 75(E)).
[0425] When Bell Replay 2 is an internal win and the player operates the center 1st wheel aiming for a Seven symbol, the left 2nd wheel aiming for a Seven symbol, and the right 3rd wheel aiming for a BAR symbol, the main control unit 100 wins RP14, displaying (Seven, Seven, BAR symbols) on the horizontal center line of the symbol display window. On the other hand, even if the right 3rd wheel is operated at the timing when the No. 2 SevenR symbol is drawn, the Seven symbol of RP14 does not stop on the winning line, but stops a No. 3 or other Bell symbol on the winning line. If the symbol is missed, another symbol, RP15 (Seven, Seven, Bell symbol), RP1, or RP2, wins. When the right 1st wheel is stopped, RP3 wins, and the replay role identification information (replay role identification information) is displayed in a straight line in the symbol display window. When Bell Replay 2 or Bell Replay 1 is internally won during AT (a special game in which the assist function is activated), the stop operation sequence for the right 1st (right-left-center or right-center-left) is announced to prevent the bell symbol (small role identification information) from being displayed in a straight line. This solves the problem of the bell symbol (small role identification information) being displayed in a straight line even when no medals are paid out, preventing the player from feeling uncomfortable. In other words, a feature of the present invention is that when Bell Replay is internally won, the bell symbol (small role identification information) is displayed in a straight line in the symbol display window on the left 1st, while the bell symbol is not displayed in a straight line in the symbol display window except on the left 1st. In addition, the replay role identification information (replay role identification information) can be displayed in a straight line in the symbol display window on both the center 1st and right 1st.
[0426] Figure 76 is a flowchart showing the processing procedure up to the start of ART.
[0427] The player plays a game (regular game and special game. If the push order role is internally won during a special game, a winning operation procedure advantageous to the player is notified.) in a high probability replay state when the bonus role (RBB or CBB) explained in Figure 53(A) is internally won. On the other hand, it is not assumed that the player will actually win a bonus role at the gaming hall and play a bonus game (RBB game or CBB game), and since this is a penalty state in terms of gameplay, explanation will be omitted.
[0428] When the power is turned on and the stage is set, and the normal game begins ("Game Start" in the figure), the sub-control unit 160 determines by lottery whether the mode will be normal (step S500) or high-probability mode (step S510). If a specific trigger role is internally selected in the random number-based role selection performed by the main control unit 100 in step S520, the sub-control unit 160 executes a lottery for an AT (assist time; a third bonus or pseudo-bonus). If the AT lottery is not selected in step S522, the sub-control unit 160 executes a mode transition lottery in step S524 and proceeds to step S500 or step S510. For example, if a rare minor role (such as a cherry, watermelon, or chance symbol) is selected as the specific trigger role, a lottery for transitioning to the high-probability mode is executed, whereas if a replay is selected, a lottery for transitioning to the normal mode is executed. In this high probability mode, the sub-control unit 160 selects one from a plurality of lottery tables with different AT winning probabilities, and makes the AT win at a probability about 10 to 100 times higher than in the normal mode. As a relief measure, the AT is forcibly won even if the number of games played reaches the ceiling number of games.
[0429] During the normal game, if any operation other than the left first operation is performed, the sub-controller 160 generates a buzzing alarm to alert the player that a penalty operation is being performed. When a push-order minor combination is internally selected, this penalty operation is executed. If a "target minor combination" that constitutes a push-order minor combination that would not normally win is selected, a significant penalty is imposed, such as the AT lottery being suspended for a predetermined number of games. In this case, even if a rare minor combination is selected during the penalty period, the player will not be able to enter the AT lottery and will not receive any game benefits. Therefore, the player performs the left first operation (operation using a specific procedure), which has a low payout rate. Therefore, if a normal replay 1 or normal replay 2 is internally selected, the left first operation will result in a replay combination winning, and the replay combination identification information will be displayed in a straight line in the symbol display window. The main control unit 100 then immediately lights up all three of the inserted coin count LEDs 4a. When the player operates the start lever, a combination lottery is performed and the game begins (however, the reels will spin only after 4.1 seconds have elapsed between games). On the other hand, when Bell Replay 1 or Bell Replay 2 is an internal win, the main control unit 100 calls the Bell Replay processing subroutine when the replay is won by operating the left 1st and the bell pattern (small winnings identification information) is displayed in a straight line in the pattern display window.
[0430] FIG. 77 is a flowchart showing the bell replay processing subroutine.
[0431] When the main control unit 100 calls this subroutine, it starts timing in step S600 (for example, starts a 20-second timer). The main control unit 100 determines whether the start lever 9 has been operated in step S610, and if it has been operated, it ends timing in step S640 and proceeds to step S650, while if it has not been operated, it proceeds to step S620. The main control unit 100 determines whether a coin has been inser...
Claims
[Claim 1] A gaming machine that awards predetermined game points upon the occurrence of a prize as a result of playing a game, wherein the gaming machine is connectable to a gaming device that converts the game points into points, The gaming machine is, A main control unit that controls the execution of the game, A game point control unit that controls communication between the game device and the game point information, It is equipped with, The main control unit is capable of bidirectional communication with the game point control unit and sends request commands to the game point control unit. When the game point control unit receives the request command from the main control unit, The first piece of information regarding the currently stored game points, Second information indicating whether communication with the aforementioned gaming device is normal or not, A third piece of information indicating whether communication with the gaming device became normal at least once after the power of the gaming device was turned on, Send the above to the main control unit as a single response command. A gaming machine characterized by the following.