Game machine
The gaming machine enhances gameplay through auxiliary effects and central management of electronic game media, addressing fraud prevention and cost reduction in smart pachislots and pachinko machines.
Patent Information
- Application Number
- JP2023093682
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-06-07
- Publication Date
- 2024-12-19
- Estimated Expiration
- 2043-06-07
AI Technical Summary
Smart pachislots and pachinko machines lack engaging gameplay mechanisms and require new approaches for managing electronic game media to prevent fraud and reduce design and manufacturing costs.
Incorporating a gaming machine with a start switch, stop switches, sound output means, and display means, along with performance control mechanisms to enhance gameplay through auxiliary effects and images, and managing electronic game media centrally to prevent fraud.
The solution allows for engaging gameplay experiences while reducing design and manufacturing costs and preventing fraud by using electronic game media, enhancing player interaction and game progression.
Smart Images

Figure 2024175734000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] Smart pachislot machines that maintain the playability of slot machines while allowing players to play without using actual medals are under consideration (for example, Patent Document 1). In addition, smart pachinko machines that use enclosed circulation systems that allow players to play without touching the game balls are under consideration (for example, Patent Document 2). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2015-134014 A [Patent Document 2] JP 2020-156551 A Summary of the Invention [Problem to be solved by the invention]
[0004] In such smart pachislots and smart pachinkos, it is no longer necessary to provide a path for distributing game media such as medals and game balls outside the gaming machine, and in smart pachislots, physical game media themselves are no longer necessary. In this way, smart pachislots do not use game media themselves, and smart pachinkos use non-magnetic game balls, making it possible to prevent cheating that assumes the use of metallic game media. In addition, since it is no longer necessary to provide a mechanism for inserting and paying out game media within the gaming machine, it is possible to reduce design costs and manufacturing costs. Furthermore, by centrally managing the lending of game media to players and the counting of acquired game media, it is possible to prevent fraud and suppress gambling.
[0005] It is necessary to improve gameplay by incorporating new initiatives such as the management of electronic gaming media and by implementing new mechanisms for the appropriate progression of games.
[0006] In view of the above problems, the present invention aims to provide a gaming machine that allows a game to be played appropriately. [Means for solving the problem]
[0007] In order to solve the above problems, the gaming machine of the present invention comprises a start switch, a stop switch, a sound output means, a display means, and a performance control means for controlling the performances performed by the sound output means and the display means, and the performance control means causes the sound output means and the display means to perform a predetermined auxiliary performance related to the operation order and operation result of the stop switch, and in the auxiliary performance, the sound output means outputs a plurality of auxiliary voices and a plurality of auxiliary effects, and the display means displays a plurality of auxiliary images, and in the auxiliary performance, the sound output means starts outputting a third auxiliary voice and a third auxiliary effect when the stop switch to be operated second is turned ON, starts outputting a fourth auxiliary effect when the stop switch to be operated third is turned ON, starts outputting a fourth auxiliary voice when the stop switch to be operated third is turned OFF, and In the performance, when the stop switch to be operated second is turned ON, the display means starts a display in which the second auxiliary image that was displayed is gradually erased, and when the stop switch to be operated third is turned ON, the display means starts a display in which the third auxiliary image that was displayed is gradually erased, and when the stop switch to be operated third is turned OFF, the display means starts a display in which the fourth auxiliary image is gradually erased.If the time from when the stop switch to be operated second is turned ON to when the stop switch to be operated third is turned ON in the auxiliary performance does not reach a first predetermined time, the sound output means and the display means interrupt the output of the third auxiliary effect and start the output of the fourth auxiliary effect in response to the stop switch to be operated third being turned ON, interrupt and erase the display in which the second auxiliary image is gradually erased, and start a display in which the third auxiliary image is gradually erased. In the auxiliary performance, if the time from when the second stop switch to be operated is turned ON to when the third stop switch to be operated is turned OFF does not reach a second predetermined time, the sound output means and the display means may, in response to the third stop switch being turned OFF, interrupt the output of the third auxiliary voice and start the output of the fourth auxiliary voice, not interrupt the output of the fourth auxiliary effect, and not interrupt the display of gradually disappearing the third auxiliary image. In order to solve the above problems, another gaming machine of the present invention comprises a start switch, reels, a stop switch, sound output means, display means, and effect control means for controlling effects performed by the sound output means and the display means, and the effect control means causes the sound output means and the display means to perform a predetermined auxiliary effect related to the operation sequence of the stop switch, and in the auxiliary effect, the sound output means outputs a rotation start sound, a plurality of auxiliary voices, and a plurality of auxiliary effects, and the display means displays a plurality of auxiliary images, and in the auxiliary effect, the sound output means starts outputting a first auxiliary voice and a first auxiliary effect when the start switch is turned ON, and starts outputting the rotation start sound when the reel starts to rotate. and in the auxiliary performance, when the start switch is turned ON, the display means begins displaying an enlarged first auxiliary image, a second auxiliary image, and a third auxiliary image, and in the auxiliary performance, if the time from when the start switch was turned ON in a previous game to when the start switch is turned ON in a current game does not reach a third predetermined time, the sound output means and the display means complete the enlargement of the first auxiliary image, the second auxiliary image, and the third auxiliary image after completion of output of the first auxiliary voice and the first auxiliary effect in response to turning ON the start switch, and begin outputting the rotation start sound after completion of enlargement of the first auxiliary image, the second auxiliary image, and the third auxiliary image. The device is provided with a presentation state control means for determining one of presentation states including an AT presentation state in which an auxiliary presentation can be executed, and a non-AT presentation state in which an auxiliary presentation cannot be executed, and the rotation start sound in the AT presentation state and the rotation start sound in the non-AT presentation state may be different, and the volume of the rotation start sound in the AT presentation state may be larger than the volume of the rotation start sound in the non-AT presentation state. In the auxiliary performance, after the enlargement of the first auxiliary image is completed, the display means may start a display that periodically changes the first auxiliary image, and when a stop switch that is to be operated first is turned ON while the first auxiliary image is periodically changing, the display means may stop the change in the first auxiliary image, and when the change in the first auxiliary image has stopped, may start a display that gradually erases the first auxiliary image that was displayed. Effect of the Invention
[0008] According to the present invention, it is possible to appropriately progress a game. [Brief description of the drawings]
[0009] [Figure 1] FIG. 1 is an external view for explaining a schematic mechanical configuration of a slot machine. [Diagram 2] 1 is an external view of the slot machine with the front door open, illustrating the general mechanical configuration of the slot machine. FIG. [Diagram 3] 1 is a diagram illustrating the arrangement of symbols on the reels and the pay lines. [Figure 4] FIG. 2 is a block diagram showing a schematic electrical configuration of the slot machine and the dedicated unit. [Diagram 5] 13 is a flowchart showing the main processing of the main / sub-control board. [Figure 6] 13 is a flowchart showing sub-processing of the sub-control board. [Figure 7] 13 is a flowchart showing medal processing of the medal count control board. [Figure 8] FIG. 13 is an explanatory diagram for explaining a winning combination. [Figure 9] FIG. 13 is a diagram showing a winning type lottery table. [Figure 10] FIG. 11 is an explanatory diagram for explaining the transition of a game state. [Figure 11] FIG. 11 is an explanatory diagram for explaining the transition of the presentation state. [Figure 12] FIG. 2 is an explanatory diagram illustrating layers provided in an audio circuit. [Figure 13] This is a timing chart to explain sound switching in a non-AT performance state. [Figure 14] This is a timing chart to explain the switching of sounds in the AT performance state. [Figure 15] This is a timing chart to explain the switching of sounds in the AT performance state. [Figure 16] This is a timing chart to explain the switching of sounds in the AT performance state. [Figure 17] An explanatory diagram to explain an example of an auxiliary effect in the AT effect state. [Figure 18] A timing chart to explain the switching of sounds and images in the AT performance state. [Figure 19] A timing chart to explain the switching of sounds and images in the AT performance state. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0010] A preferred embodiment of the present invention will be described in detail below with reference to the accompanying drawings. The dimensions, materials, and other specific values shown in the embodiment are merely examples for facilitating understanding of the invention, and do not limit the present invention unless otherwise specified. In this specification and drawings, elements having substantially the same functions and configurations are given the same reference numerals to avoid repeated explanations, and elements not directly related to the present invention are not shown.
[0011] (Mechanical Configuration of Slot Machine 100) There are two types of slot machines 100 as gaming machines: those in which real medals are used to play the game, and those in which no real medals are used to play the game. The latter are sometimes called smart slot machines. Here, we will explain the slot machine 100 by taking a smart slot machine as an example. In smart slot machines, electronic medals are used as electronic game value for playing the game, instead of real medals.
[0012] Fig. 1 is an external view for explaining the general mechanical configuration of the slot machine 100. Fig. 2 is an external view with the front door open for explaining the general mechanical configuration of the slot machine 100, Fig. 2(a) shows the front door as seen from the back side, and Fig. 2(b) shows the cabinet as seen from the player's side.
[0013] 1 and 2, the slot machine 100 is provided with a housing 102 with an open front, and an upper front door 104 and a lower front door 106 which are rotatably arranged vertically side by side at one end of the front of the housing 102. A colorless and transparent symbol display window 108 made of a glass plate, a transparent resin plate or the like is provided at approximately the center of the lower part of the upper front door 104, and a left reel 110a, a center reel 110b, and a right reel 110c are provided at positions corresponding to the symbol display window 108 in the housing 102 so as to be rotatable independently of each other. As shown in the symbol arrangement in Fig. 3(a), multiple types of symbols are arranged on the outer periphery of the left reel 110a, the center reel 110b, and the right reel 110c in 20 equal-divided regions, and the player can see a total of nine symbols, three consecutive symbols on the top, middle, and bottom rows of the left reel 110a, the center reel 110b, and the right reel 110c, through the symbol display window 108. The left reel 110a, the center reel 110b, and the right reel 110c are sometimes collectively referred to simply as reels 110.
[0014] An operation unit installation stand 112 is formed at the top of the front lower door 106, and the operation unit installation stand 112 is provided with a bet switch 116, a start switch 118, stop switches 120a, 120b, 120c, a settlement switch 122, a performance switch 124, a counting switch 126, a game medal count display device 128, a main segment display unit 130, etc.
[0015] The bet switch 116 is composed of a push switch, and detects an operation of inserting (betting) electronic medals that are electronically held in the slot machine 100 and can be used for a game (subtracting from the number of game medals). The bet switch 116 includes a max bet switch that inserts (bet) a specified number of electronic medals required for one game, and a 1 bet switch that additionally inserts one electronic medal within the range of the specified number. Here, the number of game values, which is the total number of electronic medals that are electronically held in the slot machine 100 and can be used for a game, is sometimes called the "number of game medals," and the memory area that holds the number of game medals is sometimes called the "medal holding section." Note that the bet includes both a case where a specified number of electronic medals are inserted from the number of game medals held in the medal holding section through the operation of the bet switch 116, and a case where electronic medals are automatically inserted based on the display of a replay role, which will be described in detail later, on the pay line. The entity that makes such a bet is sometimes called an insertion means.
[0016] The start switch 118 is configured, for example, with a lever capable of detecting a tilt operation, and detects a game start operation by the player.
[0017] The stop switches 120a, 120b, and 120c are push switches that are provided at positions corresponding to the left reel 110a, the center reel 110b, and the right reel 110c, respectively, and detect the player's stop operation. The stop switches 120a, 120b, and 120c may be collectively referred to simply as the stop switches 120. Here, when the stop switch 120 can be stopped, the player first operates any of the stop switches 120a, 120b, and 120c to stop the reels, which is called the first stop operation, the second stop operation operates any of the two stop switches 120 that have not been operated after the first stop operation, and the third stop operation operates the last remaining stop switch 120 after the second stop operation.
[0018] The settlement switch 122 detects an operation of returning all electronic medals bet by operating the bet switch 116 to the medal holding section (adding them to the number of game medals).
[0019] The effect switch 124 is composed of, for example, a push switch or a cross switch, and detects the pushing operation or the rotating operation of the player.
[0020] The counting switch 126 is composed of a push switch, and detects an operation of transferring (subtracting from) a part or all of the number of game medals electronically held in the slot machine 100 to a dedicated unit 300 (to be described later). The operation of the counting switch 126 includes a "short push" in which the push time is less than 500 msec, and a "long push" in which the push time is 500 msec or more. When the counting switch 126 is short pushed, only one electronic medal is counted (transferred) from the number of game medals for each operation, and when the counting switch 126 is long pushed, 50 electronic medals are counted from the number of game medals at the timing of the count notification every 300 msec after the push time of 500 msec. Note that when the number of game medals is less than 50 in the long push state, all the remaining game medals are counted. Note that when the counting switch 126 is operated while play is possible, the counting process is always executed regardless of the game state at that time. Here, "while play is possible" refers to a state in which the slot machine 100 and the dedicated unit 300 are connected and both are powered on (a state in which a series of operations in which a player borrows electronic medals, plays a game on the slot machine 100, and counts the results of the game are possible). Note that when the slot machine 100 is powered on but the dedicated unit 300 is not powered on, or when the slot machine 100 and the dedicated unit 300 are not connected, the slot machine 100 is invalidated and the period is not included in "while play is possible". In addition, the slot machine 100 is not (cannot) play a game by itself during initialization processing after powering on, during setting change and setting confirmation, and during an error state requiring recovery processing by resetting or the like, are not included in "while play is possible".
[0021] The game medal number display device 128 includes a 5-digit or 6-digit 7-segment LED, and displays the total number of electronic medals held in the medal holding section, that is, the number of game medals. However, the electronic medals bet is not included in the number of game medals. Therefore, the game medal number display device 128 displays the number obtained by subtracting the number of electronic medals bet from the number of electronic medals acquired by the player. The numerical range of the game medal number is expressed as 0 to 16382 (16368 medals + maximum number of medals paid out in one game (15 medals) - minimum number of medals inserted (1 medal)) taking into account the maximum number of medals difference in one business day, and if the upper digit of a significant number is 0, the number is displayed as a blank (light off). If the number exceeds a predetermined warning value, for example, 15000, a possession number warning is issued to prompt the player to count, and the lending process of electronic medals described later is restricted, and a test counting signal is output for about 3500 msec. The warning value is not limited to 15000, and various values can be set. However, even if the holding number warning notification is executed, the player can continue playing. Therefore, the number of game medals may increase. If the number becomes a predetermined holding upper limit value, for example, 16369 or more, an error notification (medal over error notification) is executed and a so-called complete function is activated to restrict the progress of the game. Specifically, the bet switch 116, the start switch 118, and the settlement switch 122 are prohibited from being accepted. If such a complete function is activated (a play stop error (error code "Ey") occurs), complete operation information notifying that the complete function is activated is displayed on the liquid crystal display unit 132 described later, and a complete operation sound notifying that the complete function is activated is output from the speaker 134 described later. The game medal number display device 128 reflects and displays the updated game medal number within approximately 300 msec after the game medal number held in the slot machine 100 is updated.
[0022] The main segment display unit 130 is composed of two 7-segment displays arranged side by side, and displays an error code indicating the type of error managed by the main control board 200. For example, when various errors occur, such as a door open error (error code "E8") that occurs when it is detected that at least one of the front upper door 104 or the front lower door 106 is open and that is automatically restored when both the front upper door 104 and the front lower door 106 are closed, an error code is displayed on the main segment display unit 130, error information is displayed on the liquid crystal display unit 132 described later, and an error sound is output from the speaker 134 described later.
[0023] A liquid crystal display unit 132 that displays various images associated with the performance is provided approximately at the center of the upper part of the front upper door 104. Speakers 134 that perform auditory performances using sound effects, musical sounds, etc. are provided at the left and right positions on the back surface of the front lower door 106. Also, performance lamps 136, for example, composed of high-brightness light-emitting diodes (LEDs), and a performance prop device 138 that drives performance props by a motor are provided at the upper part and left and right of the front upper door 104.
[0024] In addition, in the cabinet 102, a setting key and a setting change switch (collectively referred to as a setting value setting means) (not shown) are provided on a main control board 200 described later. In the slot machine 100, when a predetermined key (operation key) is inserted into the setting key and turned from the OFF position to the ON position, the power is turned on via the power switch 144a of the power source 144, and the slot machine 100 transitions to a setting change mode, in which the setting value can be changed (also simply referred to as a setting change). The setting value indicates the degree of advantage (machine odds) of the player in stages, and is expressed in six stages, for example, from 1 to 6. In general, the setting value is set so that the greater the numerical value of the setting value, the higher the degree of advantage in the game as a whole (the higher the expected number of coins to be won). Then, each time the setting change switch is pressed in a state in which the setting can be changed, the setting value is incremented by one, and the setting value is changed to one of the six stages, for example, and when the start switch 118 is operated, the setting value is confirmed, and the setting key is returned to the original position (OFF position), ending the setting change mode and enabling the game to be played. The settings can be changed only for a certain period of time after the power switch 144a is operated to turn on the power.
[0025] In such a slot machine 100, actual medals are not required, so it is possible to prevent cheating by inserting medals artificially or using medals that have been illegally brought in. Also, since it is not necessary to provide a mechanism for inserting and paying out gaming media in the gaming machine, it is possible to reduce design and manufacturing costs. Furthermore, by centrally managing the lending of gaming media to players and the counting of acquired gaming media, it is possible to prevent fraud. Furthermore, by centrally managing data, it is possible to suppress gambling and, ultimately, to strengthen measures against addiction.
[0026] FIG. 4 is a block diagram showing a schematic electrical configuration of the slot machine 100 and the dedicated unit 300. As shown in FIG. 4, the slot machine 100 and the dedicated unit 300 are electrically connected via a game ball etc. dispensing device connection terminal board 280. The slot machine 100 is provided with a plurality of control boards including a main control board 200 for controlling the progress of the game, a sub-control board 240 for controlling the presentation according to the progress of the game, and a medal count control board 260 for controlling the number of electronic medals (game medal count) held in the medal holding section. Note that the transmission of electrical signals between the main control board 200 and the sub-control board 240 is limited to only one direction from the main control board 200 to the sub-control board 240 from the viewpoint of preventing fraud, etc. On the other hand, the transmission of electrical signals between the main control board 200 and the medal count control board 260 is bidirectional.
[0027] (Main control board 200) The main control board 200 has semiconductor integrated circuits including a main CPU 200a which is a central processing unit, a main ROM 200b in which programs and the like are stored, and a main RAM 200c which functions as a work area, and generally controls the entire slot machine 100. Even if the power is cut off, the main RAM 200c retains data without erasing it unless a setting change is made and the RAM is cleared.
[0028] The main control board 200 also has functional sections such as an initialization means 210, a betting means 212, a winning type lottery means 214, a reel control means 216, a judgment means 218, a payout control means 220, a game status control means 222, a presentation status control means 224, and a command transmission / reception means 226, which function by the main CPU 200a working in cooperation with the main RAM 200c based on the program stored in the main ROM 200b.
[0029] The main control board 200 receives various detection signals from the bet switch 116, the start switch 118, the stop switch 120, and the settlement switch 122, and the main CPU 200a executes various processes based on the received detection signals.
[0030] The initialization means 210 executes initialization processing in the main control board 200. The betting means 212 bets electronic medals to be used in games. The winning type selection means 214 performs a winning type selection to determine whether or not a winning combination has been achieved, more specifically, whether or not a winning type including a winning combination has been achieved, based on the operation of the start switch 118, as will be described later in detail.
[0031] The reel control means 216 controls the rotation of the left reel 110a, center reel 110b, and right reel 110c in response to the operation of the start switch 118, and controls the stopping of the corresponding left reel 110a, center reel 110b, and right reel 110c in response to the operation of the stop switches 120a, 120b, and 120c corresponding to the rotating left reel 110a, center reel 110b, and right reel 110c, respectively.
[0032] In addition, the reel control means 216 may extend the time from enabling the operation of the stop switch 120 in the previous game to enabling the operation of the stop switch 120 by the player to display the lottery result of the winning type lottery (disabled by the completion of the operation of the stop switch 120 in the previous game) beyond a specified time in response to the operation of the start switch 118, and during that time, perform a reel effect (freeze effect) that controls the rotation of the reels 110a, 110b, 110c in various ways. The reel effect can be realized by not enabling any switch that should be enabled for a predetermined time, suspending a process that should be executed for a predetermined time, or not transmitting or receiving a signal of any switch that should be transmitted or received for a predetermined time.
[0033] In this embodiment, as a reel effect, the basic game is interrupted in response to the operation of the start switch 118 in the basic game, the progress of the basic game is delayed, and during that time, the reels 110a, 110b, and 110c are controlled to rotate, and the reels 110a, 110b, and 110c corresponding to the stop switches 120a, 120b, and 120c are controlled to temporarily stop in response to the operation of the stop switches 120a, 120b, and 120c, respectively, to perform a pseudo game (simulated game) that resembles the basic game. Here, the basic game refers to a game in which a lottery for a winning type is performed and a one-time payout can be received in response to the winning of a winning combination. The pseudo game ends on the condition that the start switch 118 is operated again or a predetermined time has passed since the temporary stop control, and then the rotation control of the reels 110a, 110b, and 110c in the basic game is resumed. As an example of the pseudo game, the reel control means 216 can automatically temporarily stop a predetermined symbol (for example, a symbol constituting a bonus role) on each of the reels 110a, 110b, and 110c in response to the operation of the stop switches 120a, 120b, and 120c. In such a pseudo game, the performance can be performed with a rotation control and a stop mode similar to or different from that of the basic game, so that the interest of the game can be increased. Note that the temporary stop indicates a state in which the reels appear to be stopped at first glance, but are not completely stopped by continuing to change the phase signal of the stepping motor 152 of the reels 110a, 110b, and 110c within 500 msec, and the temporary stop control indicates a control to temporarily stop the reels 110a, 110b, and 110c. However, unless otherwise specified, both stop and temporary stop are treated simply as stop in the sense that they do not rotate in one direction but maintain their position, and both stop control and temporary stop control are treated simply as stop control in the sense that the rotation of the left reel 110a, center reel 110b, and right reel 110c is controlled in response to the operation of the start switch 118, and the left reel 110a, center reel 110b, and right reel 110c are stopped in response to the operation of the stop switches 120a, 120b, and 120c corresponding to the rotating left reel 110a, center reel 110b, and right reel 110c, respectively.
[0034] A reel drive control unit 150 is also connected to the main control board 200. This reel drive control unit 150 drives a stepping motor 152 based on rotation start signals for the left reel 110a, center reel 110b, and right reel 110c transmitted from the reel control means 216 in response to an operation signal from the start switch 118. The reel drive control unit 150 also stops driving the stepping motor 152 based on stop signals for the left reel 110a, center reel 110b, and right reel 110c and detection signals from the rotation position detection circuit 154 transmitted from the reel control means 216 in response to an operation signal from the stop switch 120.
[0035] The determination means 218 determines whether or not a symbol combination corresponding to a winning combination is displayed on the active line A. Here, the display of a symbol combination corresponding to a winning combination on the active line A may be simply referred to as winning. Here, the active line A is a line for determining whether or not a winning combination has been won, and in this embodiment, there is one active line. As shown in FIG. 3(b), among the nine symbols (three reels × three rows, upper, middle, and lower) facing the symbol display window 108, the active line A is set to a line (one line going up to the right) connecting positions corresponding to symbols stopped on the lower row of the left reel 110a, the middle row of the middle reel 110b, and the upper row of the right reel 110c. The inactive line is a line other than the active line A that is not used for determining whether or not a winning combination has been won, and displays other symbol combinations that make it easier to understand the winning combination when it is difficult to understand the winning combination only from the symbol combination displayed on the active line A, and in this embodiment, four inactive lines B1, B2, B3, and C shown in FIG. 3(b) are assumed. Based on the fact that a symbol combination corresponding to a winning role is displayed on the pay line A (a prize has been won), the payout control means 220 pays out electronic medals to the medal holding section in the number (value) corresponding to the winning role (adding them to the number of game medals).
[0036] The game state control means 222 refers to the result of the winning type lottery and the judgment result of the judgment means 218, and transitions the game state to one of a plurality of game states. As described later, the game states include a non-internal game state, an internal game state to which a player transitions by winning a bonus combination in a non-internal game state, and a bonus game state to which a player transitions by displaying a symbol combination corresponding to a bonus combination on an active line in the internal game state.
[0037] The presentation state control means 224 refers to the result of the winning type lottery, the judgment result of the judgment means 218, and the transition information of the game state, and transitions the presentation state to one of a plurality of presentation states. The presentation state includes an AT (assist time) presentation state in which an auxiliary presentation is executed (to assist the winning of a specific role) that notifies the operation mode (correct operation mode) that is the winning condition of the specific role when a specific role (correct role) and another winning role (incorrect role) overlap in a winning type (selection winning type), and a non-AT presentation state in which the auxiliary presentation is not executed. In addition, there are cases in which the so-called ART game state is executed in which the AT presentation state and the RT (replay time) game state in which the winning probability of the replay role is high proceed in parallel. The specific role that is the target of the auxiliary presentation is a winning role that is more advantageous than other winning roles, including not only the payout of electronic medals due to the winning of the winning role, but also all game profits obtained by the winning of the winning role. In addition, the auxiliary effects are not limited to those that assist in the winning of a specific combination, and it is sufficient for them to inform the player of an operation mode that is advantageous to the player.
[0038] The command transmission / reception means 226 sequentially transmits commands determined in accordance with the operation of the betting means 212, the winning type lottery means 214, the reel control means 216, the judgment means 218, the payout control means 220, the game status control means 222, the presentation status control means 224, etc. to the sub-control board 240 and the medal count control board 260.
[0039] The main control board 200 is also provided with a random number generator 200d. The random number generator 200d sequentially increments a count value, and resets the count value after counting a predetermined number of times (changing the number sequence to determine an initial value), thereby looping the count value within a predetermined numerical range. The main control board 200 obtains a random number value by extracting a count value from the random number generator 200d at a predetermined time point. The random number value (hereinafter referred to as a winning type lottery random number) generated by the random number generator 200d of the main control board 200 is used to determine a gaming profit to be given to a player, for example, a winning type by the winning type lottery means 214. Specific processing in the main control board 200 will be described below based on a flowchart.
[0040] (Main processing of the main control board 200) 5 is a flow chart showing the main processing (main loop processing) of the main control board 200. First, an outline of one game after initialization will be described according to the main processing of the main control board 200. Processing related to the features of this embodiment will be described in detail, and configurations unrelated to the features of this embodiment will not be described. Although detailed description will be omitted, when each process is performed, the switches used in each process (bet switch 116, start switch 118, stop switch 120) are enabled at the start of the process and disabled at the end of the process.
[0041] (Step S100) When the slot machine 100 is powered on via the power switch 144a and enters a power-on state, the initialization means 210 executes an initialization process in preparation for the start of a game. The initialization means 210 can also change the settings. The setting change is to change the setting value that indicates the degree of advantage in stages (for example, six stages). The setting change also includes replaying to the same setting value (processing of changing (overwriting, maintaining) the current setting value to the same setting value as the current setting value). The initialization means 210 generates backup data at any time while the power is on, and stores the backup data in the main RAM 200c. Therefore, even if an unexpected power interruption (power cut) occurs, the initialization process can use the backup data stored before the power interruption to restore the state before the power interruption. For example, even if an unexpected power interruption occurs during the rotation of the reels 110, the game starts from a state in which each reel 110 is rotating again after the recovery operation. Therefore, the initialization process basically does not initialize the main RAM 200c (RAM clear). Moreover, the initialization means 210 generates an initialization command when the power is turned on, and the command transmission / reception means 226 transmits the generated initialization command to the sub-control board 240. Moreover, the initialization means 210 generates a startup command including transmission information required at startup, and the command transmission / reception means 226 transmits the generated startup command to the medal count control board 260.
[0042] (Step S110) Next, in response to the player's operation of the bet switch 116, the betting means 212 bets electronic medals. The betting means 212 also generates an insertion command indicating that the operation has been performed, and the command transmission / reception means 226 transmits the generated insertion command to the sub-control board 240. The betting means 212 also generates a game medal insertion command including transmission information indicating the requested number of medals to be inserted, and the command transmission / reception means 226 transmits the generated medal insertion command to the medal count control board 260.
[0043] (Step S120) Next, when a prescribed number of electronic medals are bet, the winning type lottery means 214 enables the game start operation on the start switch 118 and transitions to a state of waiting for the operation of the start switch 118. Here, the winning type lottery means 214 acquires one winning type lottery random number at the time when the start switch 118 is operated from the winning type lottery random numbers updated by the random number generator 200d of the main control board 200 in response to the operation of the start switch 118 by the player. Then, the winning type lottery means 214 determines one winning type lottery table corresponding to the currently set game state from the winning type lottery table, and determines which winning area in the determined winning type lottery table the acquired winning type lottery random number corresponds to, and determines the winning type or non-winning of the determined winning area as the lottery result. In addition, when a winning type including the winning role "RBB" is determined in the winning type lottery, the game state control means 222 transitions the game state from the non-internal game state to the RBB internal game state. In addition, after the lottery result is determined in response to the operation of the start switch 118, the winning type lottery means 214 generates a winning type command including the lottery result of the winning type lottery (winning type or no winning) and information about the game status, etc., and the command transmission / reception means 226 transmits the generated winning type command to the sub-control board 240.
[0044] (Step S130) When the start switch 118 is operated, the reel control means 216 drives the stepping motor 152 to rotate the left reel 110a, the center reel 110b, and the right reel 110c. In this reel rotation process, when a predetermined time (e.g., 4.1 seconds) has elapsed from the start of rotation of the left reel 110a, the center reel 110b, and the right reel 110c in the previous game (wait), the left reel 110a, the center reel 110b, and the right reel 110c in the game start to rotate, and when all of the left reel 110a, the center reel 110b, and the right reel 110c have reached a steady rotation, the process proceeds to step S140.
[0045] (Step S140) Next, the reel control means 216 activates the stop switches 120a, 120b, and 120c, and when it accepts the operation of the stop switches 120a, 120b, and 120c by the player, it controls to stop any one of the left reel 110a, the center reel 110b, and the right reel 110c corresponding to the operation. In addition, when any one of the stop switches 120a, 120b, and 120c is operated, the reel control means 216 generates a stop command (first stop operation command, second stop operation command, and third stop operation command) indicating information of the operated stop switch 120a, 120b, and 120c each time the operation is performed, and the command transmission / reception means 226 transmits the generated stop commands to the sub-control board 240 in sequence. The reel control means 216 continues such reel stop processing until all of the stop switches 120a, 120b, and 120c are operated.
[0046] (Step S150) Next, the determination means 218 determines which of the predetermined combinations corresponds to the symbol combination displayed on the pay line A shown in FIG. 3(b), and executes various processes required for changing the game state or replaying according to the symbol combination. For example, the determination means 218 updates the net increase number counter if the game is in an advantageous zone and a small winning combination has been won. Here, the advantageous zone is a game zone that is advantageous to the player, including a game zone that has a performance related to the instruction function, that is, a game zone that executes an auxiliary performance (instruction function). In addition, a game zone that is exclusive to the advantageous zone and in which the auxiliary performance cannot be executed is called a non-advantageous zone. Note that the advantageous zone is a game zone in which information indicating the contents of the instruction may be transmitted to peripheral boards such as the sub-control board 240 only when the auxiliary performance is activated as a result of a lottery or the like related to the activation of the auxiliary performance performed by the main control board 200, and the instruction contents are displayed on the notification means so that the main control board 200 can identify the contents of the instruction. In addition, the game state control means 222, in the RBB internal game state, if the symbol combination displayed on the pay line A is a symbol combination corresponding to the winning combination "RBB", transitions the game state from the RBB internal game state to the RBB operating game state. In addition, the determination means 218 generates a winning command including the number of electronic medals to be paid out when the symbol combination displayed on the pay line A or the symbol combination corresponding to the minor role is displayed on the pay line A, and the command transmission / reception means 226 transmits the generated winning command to the sub-control board 240.
[0047] (Step S160) In addition, the payout control means 220 executes a payout process of the electronic medal corresponding to the small prize when a symbol combination corresponding to a small prize is displayed on the active line A based on the symbol combination (stopping state of the reel 110) displayed on the active line A, for example, and executes a process for automatically placing a bet for the next game when a symbol combination corresponding to a replay prize is displayed on the active line A. In addition, when the payout process of the electronic medal is performed, the payout control means 220 generates a payout command indicating that the payout process has been performed, and the command transmission / reception means 226 transmits the generated payout command to the sub-control board 240. In addition, the payout control means 220 generates a payout end command including transmission information indicating the number of payout medals, and the command transmission / reception means 226 transmits the generated payout end command to the medal count control board 260.
[0048] (Step S170) When a predetermined number of electronic medals are paid out in the RBB operating game state, the game state control means 222 transitions the game state from the RBB operating game state to a non-internal game state. The presentation state control means 224 transitions the presentation state and switches between advantageous and non-advantageous zones. When the game state or presentation state is changed, a game transition command including the changed game state or presentation state is generated, and the command transmission / reception means 226 transmits the generated game transition command to the sub-control board 240. In this way, the game transition process S170 ends, and the game ends.
[0049] One game is executed through a series of processes from step S110 to step S170. After that, steps S110 to S170 are repeated. In this way, one game refers to the game from when a portion of the game medals held in the medal holding section is inserted through the operation of the bet switch 116, or when electronic medals are automatically inserted based on the display of a replay role on the active line A, until the left reel 110a, center reel 110b, and right reel 110c are controlled to rotate and a winning type lottery is executed in response to the player's operation of the start switch 118, and the left reel 110a, center reel 110b, and right reel 110c corresponding to the operated stop switch 120a, 120b, 120c are controlled to stop, respectively, in response to the result of the winning type lottery and the player's operation of the multiple stop switches 120a, 120b, and 120c, and if a winning role that may result in the payout of electronic medals is achieved, the payout of the electronic medals is executed. In addition, when a player does not win a prize type that can receive a payout of an electronic medal, or when a player wins a prize but does not win, one game ends when the left reel 110a, the center reel 110b, and the right reel 110c all stop. However, the start of one game may be interpreted as the operation of the start switch 118 by the player instead of the insertion of an electronic medal or the winning of a replay role. In addition, the number of times such one game is repeated is defined as the number of games. Here, whether a basic game, which is one game in which a prize type lottery is executed and one payout can be received, is played alone, or whether the basic game is played in combination with a pseudo game, the completion of the basic game is considered as the completion of one game. Therefore, the completion of the pseudo game does not affect the counting of the number of games in the slot machine 100. However, for the number of games managed by the hall computer (not shown), the pseudo game may or may not be converted into the number of games depending on the specifications.
[0050] (Sub-control board 240) The sub-control board 240, like the main control board 200, has various semiconductor integrated circuits including a sub-CPU 240a which is a central processing unit, a sub-ROM 240b in which programs and the like are stored, and a sub-RAM 240c which functions as a work area, and controls the performance according to the progress of the game based on commands from the main control board 200, and generates, for example, a performance pattern which shows a series of performances. In addition, like the main RAM 200c, the sub-RAM 240c is also connected to a backup power supply (not shown), and data is retained without being erased even if the power supply is cut off. In addition, like the main control board 200, the sub-control board 240 is also provided with a random number generator 240d, and the random number value (hereinafter referred to as the performance lottery random number) generated by the random number generator 240d is mainly used to determine the mode of the performance. In addition, the sub-control board 240 is also provided with an image circuit 240e, an audio circuit 240f, and a performance circuit 240g in order to realize the performance.
[0051] The image circuit 240e includes an image IC, an image ROM, and an image RAM (VRAM). The image IC is also called a VDP (Video Display Processor), and upon receiving an image command capable of specifying image data based on a presentation pattern (data corresponding to an image to be displayed on the liquid crystal display unit 132 among the presentations indicated by the presentation pattern), reads the image data specified by the image command from the image ROM to the image RAM, and sequentially outputs the image data to the liquid crystal display unit 132. The image RAM has a plurality of different layers, and each layer can hold different image data. The image IC then superimposes the image data held in the plurality of layers, and outputs the superimposed image data to the liquid crystal display unit 132. Each layer is assigned a priority, and when an image in a layer with a high priority and an image in a layer with a low priority overlap, the image in the layer with the high priority is superimposed closer to the player than the image in the layer with the low priority, and is visually recognized by the player.
[0052] The audio circuit 240f includes an audio IC and an audio ROM. When the audio IC receives an audio command capable of identifying audio data based on a presentation pattern (data corresponding to a sound including a sound to be output to the speaker 134 among the presentations indicated by the presentation pattern), the audio IC reads out the audio data identified by the audio command from the audio ROM and sequentially outputs sounds based on the audio data to the speaker 134. The audio IC has a plurality of different layers (sometimes called tracks or channels), and can store different audio data in each layer. The audio IC then superimposes the audio data stored in the plurality of layers, and outputs sounds based on the superimposed audio data to the speaker 134. The player can hear each of the superimposed audio data in an overlapping manner.
[0053] When the performance circuit 240g receives a command indicating an illumination pattern (contents indicating a series of lighting modes of the performance lamps 136 among the performances indicated by the performance pattern) and a drive pattern (contents indicating a series of drive modes of the performance props 138 among the performances indicated by the performance pattern) based on the performance pattern, it generates information on light emission (light emission information) and information on motor drive (drive information) according to the command, and transmits the generated light emission information and drive information to the performance lamps 136 and the performance props 138 through serial communication. The serial communication is used here in order to reduce the number of harnesses and simplify handling. In this way, each of the multiple performance lamps 136 is independently controlled to light up, and each of the multiple performance props 138 is independently controlled to drive. The performance circuit 240g also obtains input information (operation presence / absence, operation timing, number of operations, operation time length, etc.) of the performance switch 124 and the like through serial communication.
[0054] Here, a series of functional units such as a sub-CPU 240a, a sub-RAM 240c, a random number generator 240d, an image circuit 240e, an audio circuit 240f, and a performance circuit 240g are integrated into one integrated circuit as a System-on-a-Chip (SoC). However, it is possible to arbitrarily set which functional units are integrated into the SoC.
[0055] In addition, the sub-control board 240 has functional units such as an initialization means 250, a command receiving means 252, and a performance control means 254, which function in cooperation with the sub-RAM 240c, based on the program stored in the sub-ROM 240b, in which the sub-CPU 240a operates.
[0056] The initialization means 250 executes initialization processing in the sub-control board 240. The command receiving means 252 receives commands from other control boards such as the main control board 200, and processes the commands. The performance control means 254 receives a detection signal from the performance switch 124, and determines a performance pattern for the game performed by each device of the liquid crystal display unit 132, the speaker 134, the performance lamp 136, and the performance prop device 138 based on the received command.
[0057] Specifically, the performance control means 254 performs image display control to display an image on the liquid crystal display unit 132. In addition, the performance control means 254 performs audio output control through the speaker 134, controls the lighting of the performance lamp 136, and controls the driving of the performance prop device 138.
[0058] The performances executed by the performance control means 254 include the auxiliary performances described above. Hereinafter, the notification means for executing the auxiliary performances, such as the liquid crystal display unit 132, the speaker 134, and the performance lamp 136, may be referred to as the auxiliary performance execution means (instruction monitor). The performance state control means 224 causes the auxiliary performance execution means to execute the auxiliary performance in the AT performance state.
[0059] (Sub-processing of the sub-control board 240) 6 is a flowchart showing sub-processing of the sub-control board 240. Here, processing related to the features of this embodiment will be described in detail, and a description of configurations unrelated to the features of this embodiment will be omitted.
[0060] (Step S200) When the slot machine 100 is powered on via the power switch 144a and enters a powered state, the initialization means 250 executes an initialization process in preparation for the start of a game. While the power is on, the initialization means 250 generates backup data at any time and stores the backup data in the sub-RAM 240c.
[0061] (Step S210) The command receiving means 252 judges whether or not an input command has been received. As a result, if an input command has been received, the process proceeds to step S212, and if an input command has not been received, the process proceeds to step S220.
[0062] (Step S212) If it is determined in step S210 that an input command has been received, the presentation control means 254 determines a presentation pattern based on the input command, assuming that preparations for starting the next game have been completed.
[0063] (Step S220) Next, the command receiving means 252 determines whether or not a prize type command has been received. As a result, if a prize type command has been received, the process proceeds to step S222, and if a prize type command has not been received, the process proceeds to step S240.
[0064] (Step S222) In step S220, if it is determined that the winning type command has been received, the performance control means 254 determines a performance pattern based on the winning type command. In addition, if the performance state is the AT performance state and the winning type indicated in the winning type command is the selection winning type, the performance control means 254 determines an auxiliary performance that notifies the correct operation mode.
[0065] (Step S240) Next, the command receiving means 252 judges whether or not a stop command has been received. As a result, if a stop command has been received, the process proceeds to step S242, and if a stop command has not been received, the process proceeds to step S250.
[0066] (Step S242) If it is determined in step S240 that a stop command has been received, the presentation control means 254 determines the presentation pattern based on whether the stop command indicates the first stop operation, the second stop operation, or the third stop operation, whether the stop command indicates a stop operation for one of the stop switches 120a, 120b, or 120c, and the rotation positions of the left reel 110a, center reel 110b, or right reel 110c at which the stop operation was performed.
[0067] (Step S250) Next, the command receiving means 252 judges whether or not a winning command has been received. As a result, if a winning command has been received, the process proceeds to step S252, and if a winning command has not been received, the process proceeds to step S260.
[0068] (Step S252) If it is determined in step S250 that a winning command has been received, the presentation control means 254 determines a presentation pattern based on the winning command.
[0069] (Step S260) Next, the command receiving means 252 judges whether or not a dispense command has been received. If a dispense command has been received, the process proceeds to step S262, and if a dispense command has not been received, the process proceeds to step S210, and the process from step S210 is repeated.
[0070] (Step S262) If it is determined in step S260 that a payout command has been received, the performance control means 254 determines a performance pattern based on the payout command, and repeats the process from step S210.
[0071] (Medal count control board 260) The medal count control board 260 is connected to the main control board 200, and has various semiconductor integrated circuits including a medal CPU 260a which is a central processing unit, a medal ROM 260b which stores programs, etc., and a medal RAM 260c which functions as a work area, and manages electronic medals to be used in games. In addition, like the main RAM 200c, the medal RAM 260c is also connected to a backup power source (not shown), and even if the power is cut off, data is retained without being erased. Here, a part of the memory area of the medal RAM 260c serves as a medal holding section. In addition, the medal count control board 260 is integrally formed with a medal segment display section 140. The medal segment display section 140 is composed of one seven-segment display, and displays, for example, an error code indicating the type of error managed by the medal count control board 260. In addition, the medal count control board 260 is connected to the dedicated unit 300 through a game ball etc. lending device connection terminal board 280. Here, the game ball etc. lending device connection terminal board 280 is a connection terminal board for connecting the slot machine 100 and the dedicated unit 300, and receives signals related to lending of electronic medals, transmits the lending receipt result of electronic medals, transmits signals related to counting of electronic medals, and transmits each information of the slot machine 100. For example, the game ball etc. lending device connection terminal board 280 receives a supply of power (VL) from the dedicated unit 300, uses the power as an input of an insulating element such as a photocoupler, generates a VL connection signal indicating the connection state with the dedicated unit 300, and outputs it to the medal count control board 260. The medal count control board 260 can determine that power is being supplied from the dedicated unit 300, in other words, that the dedicated unit 300 is powered on and is properly connected to the dedicated unit 300, by the ON / OFF of the VL connection signal.
[0072] In addition, the medal count control board 260 has functional units such as an initialization means 270, a command transmission / reception means 272, and a medal count update means 274, which function in cooperation with the medal RAM 260c, based on the program stored in the medal ROM 260b, in which the medal CPU 260a operates.
[0073] The initialization means 270 executes initialization processing in the medal count control board 260. The command transmission / reception means 272 receives commands from the main control board 200 and performs reply processing for the commands. The command transmission / reception means 272 also repeats transmission / reception of gaming machine information notices, counting notices, loan notices, and loan receipt result responses to the dedicated unit 300 at 300 msec intervals from the completion of startup. Specifically, the command transmission / reception means 272 transmits gaming machine information notices including gaming machine performance information, gaming machine installation information, and hall control / fraud monitoring information to the dedicated unit 300 as gaming machine information, and transmits a counting notice including the number of counted medals to be counted (the number of electronic medals to be transferred to the dedicated unit 300 at one time) 100 msec after transmitting the gaming machine information notice. The command transmission / reception means 272 receives a loan notification from the dedicated unit 300 170 msec after sending the counting notification, which includes the number of loan medals to be processed for loan (the number of electronic medals transferred at one time from the dedicated unit 300), and then replies to the dedicated unit 300 with the loan receipt result.
[0074] The medal number updating means 274 mainly updates (adds or subtracts) the number of game medals held in the medal holding section in response to commands received from the main control board 200, notifications received from the dedicated unit 300, or operation of the counting switch 126. The medal number updating means 274 also displays the number of game medals thus updated on the game medal number display device 128.
[0075] 7 is a flowchart showing the medal processing (main loop processing) of the medal count control board 260. Here, the processing related to the features of this embodiment will be described in detail, and the description of the configuration unrelated to the features of this embodiment will be omitted.
[0076] (Step S300) When the power of the slot machine 100 is turned on via the power switch 144a and the medal count control board 260 is energized, the initialization means 270 executes an initialization process in preparation for the start of a game. The initialization means 270 generates backup data at any time while the power is turned on, and stores the backup data in the medal RAM 260c. Therefore, even if an unexpected power interruption (power cut) occurs, the initialization process can use the backup data stored before the power interruption to restore the state before the power interruption. For example, even if an unexpected power interruption occurs with the number of game medals stored in the medal holding section, the game starts from a state in which the electronic medals are held after the recovery operation. Therefore, in the initialization process, the medal RAM 260c is basically not initialized (RAM cleared).
[0077] (Step S310) When the initialization process is completed, the medal number update means 274 judges whether or not an update event for the number of game medals held in the medal holding section has occurred, and when an update event for the number of game medals has occurred, executes an update process for updating the number of game medals in response to the update event. First, the medal number update means 274 judges whether or not a game medal insertion command has been received from the main CPU 200a, and if a game medal insertion command has been received, the process proceeds to step S312, and if a game medal insertion command has not been received, the process proceeds to step S320.
[0078] (Step S312) When a medal insertion command is received from the main CPU 200a, the medal number update means 274 judges whether the medal insertion command indicates insertion of electronic medals, and if it indicates insertion of electronic medals, executes insertion processing to subtract the number of medals from the number of medals. Also, if the medal insertion command indicates settlement of electronic medals rather than insertion of electronic medals, the medal number update means 274 executes settlement processing to add the number of inserted electronic medals to the number of medals. Note that although the player's operation is different between the settlement processing and the insertion processing, the processing corresponding to the operation is the same. Therefore, in the following, the parts explained using the insertion processing can be replaced with the settlement processing by interpreting it as inserting negative electronic medals.
[0079] (Step S320) Next, the medal count update means 274 determines whether or not a payout end command has been received from the main CPU 200a, and if a payout end command has been received, it transfers processing to step S322, and if a payout end command has not been received, it transfers processing to step S330.
[0080] (Step S322) When a payout end command is received from the main CPU 200a, the medal number update means 274 executes a payout process of adding the electronic medals paid out based on the payout end command to the game medal number.
[0081] (Step S330) Next, the medal count update means 274 determines whether or not a loan notification of an electronic medal has been received from the dedicated unit 300, and if a loan notification has been received, the process proceeds to step S332; if a loan notification has not been received, the process proceeds to step S340.
[0082] (Step S332) When the loan notification is received from the dedicated unit 300, the medal count update means 274 judges whether the loan process is possible, and if the loan process is possible, executes the loan process of adding the loaned electronic medal to the game medal count, and generates a loan receipt result response including "normal". On the other hand, if the loan process is not possible, that is, if the message length and command value in the loan notification are normal but other information is abnormal, if the gaming machine information notification is abnormal, if the count medal count in the counting notification is "1" or more, if the number of game medals displayed on the game medal count display device 128 is 15,000 or more, if the checksum of the received loan notification is abnormal, if the loan serial number in the received loan notification is not consecutive, if the loan medal count in the received loan notification is "51" or more, or if the gaming machine information notification sent from the medal CPU 260a to the dedicated unit 300 notifies information other than hall control / fraud monitoring information, the medal count update means 274 generates a loan receipt result response including "abnormal".
[0083] (Step S340) Next, the command transmission / reception means 272 determines whether or not the counting switch 126 has been operated by the player, and if the counting switch 126 has been operated, proceeds to step S342, and if the counting switch 126 has not been operated, repeats the processing from step S310.
[0084] (Step S342) When the player operates the count switch 126, the medal number update means 274 notifies the dedicated unit 300 of the count, and executes a counting process of subtracting the counted electronic medals from the number of game medals, and then repeats the process from step S310.
[0085] When a lending notice is received or the counting switch 126 is operated, the medal number update means 274 executes lending processing or counting processing of the electronic medals, and the command transmission / reception means 272 transmits a command to that effect to the main CPU 200a, which in turn transmits a command to that effect to the sub-CPU 240a. Then, in the lending processing or counting processing, the sub-CPU 240a outputs a predetermined lending sound or counting sound representing the movement of the electronic medals from the speaker 134 as the electronic medals are actually lent or counted. In this way, the player can audibly confirm that the lending processing or counting processing is being properly performed. The sub-CPU 240a may notify the fact that the lending processing or counting processing is being performed not only through the speaker 134 but also through each device such as the liquid crystal display unit 132 and the performance lamp 136.
[0086] (300 dedicated units) The dedicated unit 300 is installed near the slot machine 100 and can lend digitalized medals to players and count the digitalized medals that players have acquired. The dedicated unit 300 is provided with a dedicated unit control board 310 that transmits and receives digitalized medals to and from the slot machine 100. A cash insertion section 312, a card insertion section 314, a lending switch 316, a return switch 318, a game switch 320, a point display device 322, and an acquired medal count display device 324 are connected to the dedicated unit control board 310.
[0087] The cash insertion section 312 functions as an insertion slot for inserting cash. The card insertion section 314 allows the insertion and withdrawal of a card medium capable of accumulating electronic medals. The lending switch 316 is composed of a push switch, and detects an operation of transferring electronic medals corresponding to the number of points of cash held in the dedicated unit 300 to the slot machine 100. In response to the operation of the lending switch 316, the medal count control board 260 executes a lending process. The return switch 318 is composed of a push switch, and detects an operation of transferring electronic medals held in the dedicated unit 300 to a card medium and withdrawing the card medium from the dedicated unit 300 through the card insertion section 314. The game switch 320 is composed of a push switch, and detects an operation of transferring electronic medals held in the dedicated unit 300 to the slot machine 100. The number of points display device 322 displays the number of points held in the dedicated unit 300, i.e., the number of points corresponding to the cash inserted from the cash insertion section. The acquired medal count display device 324 displays the acquired medal count, which is the total number of electronic medals held by the dedicated unit 300.
[0088] (Table used in main control board 200) FIG. 8 is an explanatory diagram for explaining the winning combination, and FIG. 9 is an explanatory diagram for explaining the winning type selection table.
[0089] In the slot machine 100, as described in detail later, a plurality of game states and presentation states are provided, and the game states and presentation states are shifted according to the progress of the game. In the main control board 200, a plurality of winning type selection tables and the like corresponding to the game states managed and controlled by the game state control means 222 are stored in the main ROM 200b. The winning type selection means 214 extracts the corresponding winning type selection table from the main ROM 200b according to the current setting value stored in the main RAM 200c and the current game state, and determines which winning type in the winning type selection table corresponds to the winning type selection random number obtained according to the operation signal of the start switch 118, based on the extracted winning type selection table.
[0090] Here, the winning combinations constituting the winning types extracted in the winning type lottery table include a bonus combination, a replay combination, and a small combination. A bonus combination is a combination that can shift the game state managed by the game state control means 222 to a bonus game state (a game state during RBB operation described later) when a symbol combination corresponding to the bonus combination is displayed on the active line A. A replay combination is a combination that allows the player to play the game again without placing a new bet of electronic medals when a symbol combination corresponding to the replay combination is displayed on the active line A. A small combination is a combination that allows the player to receive a payout of a predetermined number of electronic medals according to the symbol combination when a symbol combination corresponding to the small combination is displayed on the active line A.
[0091] As shown in FIG. 8, the winning combination in this embodiment is a bonus combination of the winning combination "RBB". In addition, the winning combinations "Replay 1" to "Replay 23" are provided as replay combinations. In addition, the winning combinations "Small combination 1" to "Small combination 20" are provided as small combinations. In FIG. 8, one or more symbols constituting each winning combination are associated with the left reel 110a, the middle reel 110b, and the right reel 110c. In the following, the winning combinations "Small combination 1" to "Small combination 4" may be abbreviated as "8-coin combination", the winning combinations "Small combination 5" and "Small combination 6" as "3-coin combination", and the winning combinations "Small combination 7" to "Small combination 20" as "1-coin combination".
[0092] Here, in this embodiment, when the stop switch 120 is operated by the player, if the symbols constituting the symbol combination corresponding to a winning combination that can be won are on the pay line A, the reel control means 216 performs stop control so that the symbols stop on the pay line A. Also, when the stop switch 120 is operated, if the symbols constituting the symbol combination corresponding to a winning combination that can be won are not on the pay line A but are within a range (pulling-in range) equivalent to four symbols in the direction opposite to the rotation direction of the reel 110, the reel control means 216 performs stop control so that the number of separated symbols becomes the number of sliding frames, and the symbols constituting the symbol combination that can be won are pulled onto the pay line A and then stopped after maintaining rotation for the number of sliding frames. In addition, when there are a plurality of symbols corresponding to winning combinations that can win prizes on the reel 110 and all of them are within the reel-in range of the reel 110, it is determined which symbol should be drawn onto the pay line A according to a predetermined priority order, and the stop control is performed so that the prioritized symbol is stopped after maintaining rotation for the number of sliding frames so as to be drawn onto the pay line A. When the stop switch 120 is pressed, if a symbol constituting a symbol combination corresponding to a winning combination other than a winning combination that can win prizes is on the pay line A, the reel control means 216 also executes a so-called kicking process in parallel to prevent the symbol from stopping on the pay line A. In addition, as described later, when an operation mode (operation order or operation timing) is set as a winning condition for a winning combination included in a winning type, the reel control means 216 controls the symbol combination corresponding to the winning combination to be displayed on the pay line A according to the operation mode of the player.
[0093] For example, the symbols constituting the symbol combinations corresponding to the winning roles "Replay 1" to "Replay 3", "Replay 11" to "Replay 13", "Replay 16", "Replay 18", "Replay 21" to "Replay 23", and the winning roles "Small Role 1" to "Small Role 4", "Small Role 6" to "Small Role 10", and "Small Role 17" are arranged on each reel 110 by the above-mentioned stop control so that they can always be displayed on the pay line A. Such a winning role may be expressed as PB=1. On the other hand, for example, the symbols constituting the symbol combinations corresponding to the winning roles "RBB", "Replay 4" to "Replay 10", "Replay 14", "Replay 15", "Replay 17", "Replay 19", "Replay 20", and the winning roles "Small Role 5", "Small Role 11" to "Small Role 16", and "Small Role 18" to "Small Role 20" are not necessarily arranged on the pay line A by the above-mentioned stop control in each reel 110 so that they can be displayed, so that so-called missed wins may occur. Such winning roles may be expressed as PB ≠ 1.
[0094] As shown in FIG. 9, in the winning type lottery table, a plurality of winning areas are partitioned, and the winning types to be selected vary depending on each game state, and the presence or absence of non-winning (missing) varies. In FIG. 9, the winning areas (winning types) assigned to each game state (non-internal game state (non-internal), game state during RBB (inside RBB), game state during RBB operation (RBB operation)) are represented by "◎" or "○", but in reality, a winning type lottery table corresponding to each of a plurality of game states is stored in the main ROM 200b. Note that "◎" indicates that the lottery for moving to the advantageous zone can be performed, and that the lottery for the auxiliary performance (instruction function) (for example, the determination of the number of auxiliary performances, the addition (addition) of the number of auxiliary performances, the continuation of the AT performance state, the end of the advantageous zone) is possible, and "○" indicates that the lottery for moving to the advantageous zone cannot be performed, but that the lottery for the auxiliary performance is possible.
[0095] In the winning type lottery table, each partitioned winning area is associated with a predetermined number of pieces (winning range value) which is a numerical value indicating the winning range, and a winning type. The total number of pieces of all winning areas assigned to each game state is the total number of winning type lottery random numbers (65536). Therefore, the probability of each winning type being determined is a value obtained by dividing the number of pieces associated with the winning area by the total number of winning type lottery random numbers. The winning type lottery means 214 acquires the number of pieces of pieces in the winning type lottery table in order from the higher number based on the game state at that time, subtracts the number of pieces from the winning type lottery random number, and if the value after subtraction is less than 0, the winning type associated with the winning area at that time is the lottery result of the winning type lottery. Also, if the number of pieces of all winning areas from winning area 1 or more are subtracted from the winning type lottery random number, and the value after subtraction is 0 or more, the winning type "miss" of winning area 0 is the lottery result of the winning type lottery.
[0096] Here, we will add some details about the winning combination "RBB". A specified first-class special role (RB) is a role that increases the number of combinations of symbols related to winning every specified number, or increases the probability of the condition device related to winning every specified number activating, and is capable of activating in a predetermined case and continuing to operate until the result of the game is obtained not more than 12 times. Here, the condition device is a device whose operation is a necessary condition for the display of a combination of symbols related to winning, replay, the operation of a role, or the operation of a role continuous operation device, and is activated when a winning type lottery (a lottery by a computer executed in the gaming machine) is won, that is, it means a winning flag.
[0097] According to the winning type lottery table in Figure 9, for example, winning area 0 is associated with the winning type "miss", and if such a winning type is won, the pattern combination corresponding to any of the winning roles shown in Figure 8 will not be displayed on the pay line A, and no electronic medals will be paid out, etc.
[0098] 9 is associated with a winning type that includes multiple overlapping winning combinations. When a winning type that includes multiple overlapping winning combinations is won, a winning condition is set for which winning combination is preferentially displayed on the pay line A, for example, the order in which the stop switches 120a, 120b, and 120c are operated, and the operation timing of the stop switches 120a, 120b, and 120c (operation position of the reel 110).
[0099] In the following description, the operation of the stop switches 120a, 120b, 120c that stop the reels in the order of left reel 110a, center reel 110b, and right reel 110c will be referred to as "batting order 1", the operation of the stop switches 120a, 120c, 120b that stop the reels in the order of left reel 110a, right reel 110c, and center reel 110b will be referred to as "batting order 2", and the operation of the stop switches 120b, 120a, 120c that stop the reels in the order of center reel 110b, left reel 110a, and right reel 110c will be referred to as "batting order 3". The operation of stop switches 120b, 120c, and 120a that stop the reels in the order of center reel 110b, right reel 110c, and left reel 110a is designated as "batting order 4," the operation of stop switches 120c, 120a, and 120b that stop the reels in the order of right reel 110c, left reel 110a, and center reel 110b is designated as "batting order 5," and the operation of stop switches 120c, 120b, and 120a that stop the reels in the order of right reel 110c, center reel 110b, and left reel 110a is designated as "batting order 6."
[0100] For example, when the winning type "batting order bell A1" in the winning area 5, which is the selected winning type, is won and the operation is performed in the correct operation mode (batting order 3), the stop control is performed so that the symbol combination corresponding to the winning role "small role 1" (winning role "8-piece role"), which is a correct role with a payout of 8 coins (as a result, the symbols "bell", "bell", and "bell" are aligned in a straight line on the invalid line B1) is preferentially displayed on the valid line A by the so-called number priority control. Also, when the operation is performed in the batting order 1, 2, 4 to 6, the stop control is performed so that the symbol combination corresponding to the winning role "1-piece role", which is an incorrect role with a payout of 1 coin, is preferentially displayed on the valid line A by the so-called number priority control.
[0101] In addition, the winning probability (number of pieces) of the selected winning types in the winning areas 5 to 8 (winning types "batting order bell A1" to "batting order bell A4") and the winning probability of the selected winning types in the winning areas 9 to 12 (winning types "batting order bell B1" to "batting order bell B4") are set to be equal. Since a player usually cannot know which winning type he / she has won, by providing the above-mentioned winning areas, it is made difficult to win a correct combination. Also, as described above, even if the stop switch 120 is operated in an operation mode in which an incorrect combination is preferentially displayed, the symbol combination corresponding to the incorrect combination is not necessarily displayed on the pay line A, so that a miss may occur depending on the operation mode (PB ≠ 1). In the following, the eight winning types in the winning areas 5 to 12 may be simply abbreviated as the winning type "batting order bell".
[0102] When any of the above winning types is won, the internal winning flag corresponding to each winning type is established (ON), and the stop control of each reel 110 is performed according to the establishment status of the internal winning flag. At this time, if a winning type including a small win is won, but the symbol combination corresponding to the winning role cannot be displayed on the active line A during the game, the internal winning flag is turned off after the game ends. In other words, the right to win a small win is limited only to the game in which the winning type including a small win is won, and the right cannot be carried over to the next game. On the other hand, when a winning type including the winning role "RBB" is won, the RBB internal winning flag is established (ON), and the RBB internal winning flag is carried over across games until the symbol combination corresponding to the winning role "RBB" is displayed on the active line A. In addition, when an internal win flag corresponding to a win type including a replay role is established, a symbol combination corresponding to any of the replay roles included in that win type is always displayed on the active line A, and after the processing required to play the next game without needing an electronic medal is performed, the internal win flag is turned off.
[0103] (Game state transition) Here, the transition of the game state will be explained with reference to FIG. 10. Here, multiple game states are prepared, such as a non-internal game state, an RBB internal game state, and an RBB operating game state. As will be described later, each game state transitions according to the winning of a bonus role, winning (operation), and ending. The types of winnings that can be won in each game state are represented by "◎" or "○" in FIG. 9.
[0104] The non-internal game state is a game state that corresponds to an initial state in a plurality of game states. In such a non-internal game state, the winning probability of a replay role is set to about 1 / 7.3. In addition, in the non-internal game state, the winning role "RBB" is determined with a predetermined probability (for example, about 1 / 30). The game state control means 222 transitions the game state in response to the winning of the winning role "RBB". For example, in a game in which the winning role "RBB" is won, when a symbol combination corresponding to the winning role "RBB" is displayed on the pay line A, the game state control means 222 transitions the game state to a game state in which RBB is operating (1).
[0105] In the game state with the RBB in operation, the winning probability of the replay role is set to 0. In this game state with the RBB in operation, the winning type that can be won is set to "small role ALL" in the winning area 1, and "1 piece ALL" in the winning area 2. When the winning type "small role ALL" is won, the stop control is performed so that a symbol combination corresponding to any of the winning roles "small role 1" to "small role 20" is displayed on the effective line A. When the winning type "1 piece ALL" is won, the stop control is performed so that a symbol combination corresponding to any of the winning roles "small role 7" to "small role 20" is displayed on the effective line A. Here, the expected number of coins to be won per unit of play in the game state with the RBB in operation is lowered by the configuration of the small role.
[0106] When the end condition of the RBB operation gaming state is met, that is, when the number of winning coins exceeds a predetermined number (for example, 22 coins), the gaming state control means 222 transitions the gaming state to a non-internal gaming state (2).
[0107] On the other hand, in a game in which the winning combination "RBB" is won, if the symbol combination corresponding to the winning combination "RBB" cannot be displayed on the activated line A, the game state control means 222 transitions the game state to an RBB internal game state (3).
[0108] In the RBB internal game state, the winning probability of the replay role is set to about 1 / 7.3. Also, in the RBB internal game state, the winning type "miss" cannot be won. In other words, if the symbol combination corresponding to the winning role "RBB" cannot be displayed on the effective line A in the winning game of the winning role "RBB", the symbol combination corresponding to the winning role "RBB" cannot be displayed on the effective line A after that, since the minor role and the replay role are controlled to stop on the effective line A in priority to the winning role "RBB". Therefore, once the game state transitions to the RBB internal game state, the RBB internal game state is maintained without any transition of the game state. Here, while maintaining such an RBB internal game state, the AT performance state is realized in the RBB internal game state.
[0109] Here, in the RBB internal game state, multiple types of correct combinations are won without overlapping with each other, so that the chances of winning the correct combination can be increased, and as a result, for example, by performing an auxiliary performance in the AT performance state in the RBB internal game state, it becomes easier to win electronic medals. On the other hand, in the RBB operation game state, multiple types of correct combinations are won overlappingly, and the chances of winning the correct combination are reduced, and the chances of winning the correct combination are reduced compared to the AT performance state in other game states, making it difficult for the player to increase the electronic medals he owns. Therefore, it is possible to realize a specification (accelerator RBB) in which the RBB operation game state is inferior to the RBB internal game state in terms of the ability to win electronic medals, while having the function of the RBB operation game state in which the winning probability of the winning combination related to winning is higher than in the RBB internal game state.
[0110] (Transition of performance state) FIG. 11 is an explanatory diagram for explaining the transition of the presentation state. The following is a detailed description of the presentation state transitioned by the presentation state control means 224 in the main control board 200. Note that the multiple presentation states belong to either the advantageous zone or the non-advantageous zone, which is the game zone. In this embodiment, almost all presentation states belong to the advantageous zone, and the non-advantageous zone is realized in some presentation states (here, the non-advantageous presentation states). Note that while staying in the advantageous zone, a zone indicator (not shown) may be turned on to notify the fact.
[0111] In addition, in the non-advantageous zone, the probability of winning a type of winning can be made different for each set value, but the probability of deciding to transition to a presentation state with auxiliary effects (AT presentation state) for the same winning type must not be made different for each set value. On the other hand, in the advantageous zone, both the probability of winning a type of winning and the probability of deciding to transition (or add) to a presentation state with auxiliary effects (AT presentation state) for the same winning type can be made different for each set value.
[0112] Therefore, the presentation state control means 224 manages the transition between the non-advantageous zone and the advantageous zone in addition to managing the transition of the presentation state. Moreover, the advantageous zone is forcibly terminated when the following termination conditions are met, regardless of such management. For example, in the slot machine 100, the advantageous zone is forcibly terminated based on the value counted in the advantageous zone reaching a predetermined value (for example, the number of stay games reaches 4000 games or MY exceeds 2400). It should be noted that MY indicates the difference in the number of coins since the advantageous zone started. Therefore, if 1000 electronic medals are inserted (consumed) after the advantageous zone started, it is possible to obtain 3400 electronic medals during the advantageous zone. It should be noted that, in the smart pachislot of this embodiment, since there is no need to set a limit on the number of stay games, there is no need to terminate even if the number of stay games reaches 4000 games, and the advantageous zone is forcibly terminated based on MY exceeding 2400 coins in the advantageous zone. In either case, the presentation state control means 224 resets all information updated in the advantageous zone (all variables that affect the performance related to the instruction function) by transitioning the game zone from the advantageous zone to the non-advantageous zone.
[0113] (Non-advantageous area, advantageous area) In the non-advantageous zone, the auxiliary effect is not executed, so that the number of electronic medals that can be acquired is limited. Here, a non-advantageous effect state is provided as the effect state of the non-advantageous zone.
[0114] In the advantageous zone, by having the auxiliary performance execution means execute the auxiliary performance when the selected winning type is won, it becomes possible to acquire many electronic medals while suppressing the consumption of electronic medals. Therefore, by moving to the advantageous zone, the player can proceed with the game more advantageously than in the non-advantageous zone. Here, as the performance states of the advantageous zone, there are provided a normal performance state, a premonition performance state, a normal AT performance state, a distribution performance state, a special premonition performance state, and a special performance state, each of which has a different playability. As shown below, the normal AT performance state and the special performance state can be said to be AT performance states in that the auxiliary performance is executed. In addition, the other performance states, that is, the non-advantageous performance state, the normal performance state, the premonition performance state, the distribution performance state, and the special premonition performance state, can be said to be non-AT performance states in that the auxiliary performance is not executed. Each performance state will be explained below individually.
[0115] (Normal performance state) The normal presentation state belongs to the advantageous zone, and is a presentation state that is likely to remain at the start of the game among multiple presentation states. The presentation state control means 224 performs an AT lottery in the normal presentation state. The AT lottery is a lottery that determines the transition to the normal AT presentation state, and the presentation state control means 224 performs the AT lottery with a probability corresponding to the winning type determined by the winning type lottery. When the AT lottery is won, the presentation state control means 224 transitions the presentation state to a premonition presentation state that corresponds to the previous stage of the normal AT presentation state (1), and causes the presentation control means 254 to execute a premonition presentation that increases the expectation that the transition to the normal AT presentation state has been determined. In addition, even if the AT lottery is not won, the presentation state control means 224 may cause the presentation control means 254 to execute a premonition presentation while maintaining the normal presentation state, so that the player can expect that the transition to the normal AT presentation state has been determined. In addition, the presentation state control means 224 executes a so-called chance zone (CZ), which increases the probability of winning the AT lottery, over multiple games every time a predetermined number of games are played in the normal presentation state. Even if the AT lottery is won in such a chance zone, the presentation state control means 224 transitions the presentation state to a premonition presentation state (1).
[0116] (Premonition performance state) The premonition performance state belongs to the advantageous zone, and is a performance state in which the premonition performance is executed for a predetermined number of games (here, for example, a predetermined number of games of 32 games or less). The premonition performance (real premonition performance) executed in the premonition performance state and the premonition performance (false premonition performance) executed in the normal performance state are similar in display mode and number of continuous games. Therefore, the player cannot tell which performance state he is in just by watching the premonition performance. However, the premonition performance executed in the premonition performance state is different from the premonition performance executed in the normal performance state in that the result that the transition to the normal AT performance state has been decided is finally notified. Therefore, the player will hope that the premonition performance state is one in which the result that the transition to the normal AT performance state has been decided is notified in the premonition performance. Then, the performance state control means 224 always transitions the performance state to the normal AT performance state when the premonition performance state ends (2). In other words, when the premonition effect is being executed in the premonition effect state, the state will always transition to the normal AT effect state. In this respect, the premonition effect state is more advantageous to the player than the normal effect state. Also, the decision to transition to the premonition effect state is synonymous with the decision to transition to the normal AT effect state thereafter.
[0117] (Normal AT performance state) The normal AT presentation state belongs to an advantageous zone, and is a presentation state in which an auxiliary presentation is executed. When the normal AT presentation state starts, the presentation state control means 224 first transitions to a duration determination presentation state, and in the duration determination presentation state, determines the duration of the normal AT presentation state (here, the number of continued plays). The presentation state control means 224 continues the auxiliary presentation until a predetermined end condition is met, for example, until the number of plays that have stayed in the normal AT presentation state reaches the determined number of continued plays (for example, 50 plays). In addition, in the normal AT presentation state, the presentation state control means 224 performs a lottery for adding the number of continued plays with a probability corresponding to the winning type determined by the winning type lottery. When the adding lottery is won, the presentation state control means 224 adds the number of games won to the number of continued plays, which is the end condition. In this way, the end condition of the normal AT presentation state changes. Then, when the predetermined end condition is met, the presentation state control means 224 transitions the presentation state to the normal presentation state (3).
[0118] In this embodiment, the player stays in the normal presentation state and hopes for a transition to the normal AT presentation state, and when the premonition presentation starts, hopes that the premonition presentation is the real premonition, that is, the premonition presentation in the premonition presentation state. Here, if the transition to the normal AT presentation state is not notified in the premonition presentation, the normal presentation state continues, and if the transition to the normal AT presentation state is notified in the premonition presentation, the normal AT presentation state is executed after the premonition presentation state ends.
[0119] When the normal AT presentation state ends, the presentation state control means 224 transitions the presentation state to the normal presentation state (3), but in order to realize gameplay such as continuing the normal AT presentation state, the presentation state may transition to a non-advantageous presentation state (4) and reset the advantageous zone. When the advantageous zone is reset, as described above, the information updated in the advantageous zone (all variables that affect the performance related to the instruction function) is cleared. However, depending on the presentation mode at the time of transition, it is possible to make it impossible for the player to know whether the presentation state has transitioned to the normal presentation state or the non-advantageous presentation state.
[0120] (Non-advantageous performance state) The non-advantageous presentation state belongs to the non-advantageous section and is the initial presentation state. In the non-advantageous presentation state, the presentation state control means 224 determines the transition to the advantageous section with a probability of about 1 / 2 for each play, and when the transition to the advantageous section is determined, the presentation state is always transitioned to the distribution presentation state (5). Therefore, the number of stays in the non-advantageous presentation state is often short-term (a few plays).
[0121] (Distribution performance status) The distribution presentation state belongs to the advantageous zone, and is always passed through when moving from the non-advantageous zone to the advantageous zone, and is a presentation state in which, for example, only one game is stayed. In the distribution presentation state, the presentation state is distributed to either the normal presentation state or the premonition presentation state. Specifically, the presentation state control means 224, for example, determines the transition to the premonition presentation state with a probability of 7 / 10 and transitions the presentation state to the premonition presentation state (6), or determines the transition to the normal presentation state with a probability of 3 / 10 and transitions the presentation state to the normal presentation state (7). By setting such a distribution ratio, the following game properties can be realized. That is, if the advantageous zone is reset before the MY reaches 2400 coins in the advantageous zone (before being forcibly reset), the normal AT presentation state can be continued with a probability of 7 / 10. In this way, it is possible to practically abolish the upper limit of MY. However, the ratio of such distribution is not limited to the premonition presentation state:normal presentation state=7:3 and can be determined arbitrarily. For example, the transition to the premonition selection state may be made with a probability of 100%.
[0122] If the premonition presentation state is determined in the distribution presentation state, the presentation state will always transition to the normal AT presentation state via the premonition presentation state that continues for a predetermined number of games (via the premonition presentation). Also, if the premonition presentation state is not determined in the distribution presentation state, the presentation state will be the normal presentation state. However, in the normal presentation state, the winning probability of the AT lottery is made different depending on the route to the normal presentation state. For example, as described above, when the presentation state transitions directly from the normal AT presentation state to the normal presentation state (3), the presentation state control means 224 performs the AT lottery with a low probability (for example, 1 / 4000) in the normal presentation state that transitioned from the normal AT presentation state (not transitioned from the non-advantageous presentation state).
[0123] On the other hand, when the presentation state transitions from the non-advantageous presentation state and the allocation presentation state to the normal presentation state due to the transition from the non-advantageous section to the advantageous section (7), the presentation state control means 224 performs an AT lottery with a high probability (for example, 1 / 8) in the normal presentation state transitioned from the non-advantageous section. Therefore, in the normal presentation state transitioned from the non-advantageous presentation state (via the non-advantageous section), the AT lottery will be won eventually. Note that here, two patterns of low probability (for example, 1 / 4000) and high probability (for example, 1 / 8) have been given as the winning probability of the AT lottery, but it is also possible to provide three or more patterns for the winning probability, and perform an AT lottery with a relatively high winning probability in the normal presentation state transitioned from the non-advantageous presentation state. Furthermore, the winning probability is not limited to 1 / 8 or 1 / 4000, etc., and it is sufficient if it is easier to determine a transition to the normal AT presentation state in a normal presentation state transitioned from a non-advantageous presentation state than in a normal presentation state not transitioned from a non-advantageous presentation state. For example, if the winning probability of the AT lottery in a normal presentation state transitioned from a non-advantageous presentation state is set higher than the winning probability of the AT lottery in a normal presentation state not transitioned from a non-advantageous presentation state, the winning probability can be set arbitrarily.
[0124] However, in the normal presentation state transitioned from the non-advantageous presentation state, even if the AT lottery is won, the presentation state control means 224 does not immediately transition to the premonition presentation state, but instead keeps the normal presentation state for, for example, a block period of 96 games after the distribution presentation state ends, and prohibits transition to the normal AT presentation state. Specifically, the presentation state control means 224 turns on the present premonition permission flag when the AT lottery is won in the normal presentation state transitioned from the non-advantageous presentation state. The present premonition permission flag is a flag indicating whether or not transition to the premonition presentation state is possible, and turning on permits transition to the premonition presentation state. Once the present premonition permission flag is turned on, it remains in the ON state until transition to the premonition presentation state, so even if the AT lottery is won thereafter, the present premonition permission flag remains in the ON state. Note that, when transitioning from the distribution presentation state to the normal presentation state, the presentation state control means 224 determines the number of games within 96 games by lottery, and sets it as the block period. However, the block period is set so that 96 games are often selected.
[0125] The presentation state control means 224 counts the number of plays after the allocation presentation state ends, and does not transition the presentation state to the premonition presentation state during the block period, regardless of whether the premonition permission flag is ON or not. Then, when the block period has elapsed (reaching a predetermined number of plays corresponding to the block period) and the premonition permission flag is ON, the presentation state control means 224 transitions the presentation state to the premonition presentation state (8) and resets the premonition permission flag. Therefore, in the normal presentation state transitioned from the non-advantageous presentation state, even if the AT lottery is won early, the premonition presentation state will not be transitioned to unless at least 96 plays corresponding to the block period are consumed.
[0126] In this way, if the player goes through the non-advantageous performance state (non-advantageous zone), the player can obtain the following benefits. That is, with a probability of 7 / 10, the player immediately transitions to the premonition performance state, and then transitions to the normal AT performance state via the premonition performance state, or with a probability of 3 / 10, the player transitions to the normal performance state, and then the premonition performance is executed after the block period has elapsed, and then transitions to the normal AT performance state via the premonition performance state. Then, after the non-advantageous performance state and the allocation performance state end, for example, the premonition performance begins after 0 to 96 games have elapsed, and after the premonition performance ends, that is, after the non-advantageous performance state and the allocation performance state end, for example, after 32 to 128 games have elapsed, the player transitions to the normal AT performance state. In this way, winning the AT lottery with a high probability for a predetermined number of games is sometimes called "heaven" or "heaven mode". Therefore, the player will want to transition to the non-advantageous performance state (non-advantageous zone), that is, to reset the advantageous zone.
[0127] Here, when passing through a non-advantageous presentation state, that is, when moving from a non-advantageous zone to an advantageous zone, a normal presentation state that is likely to transition to the normal AT presentation state is adopted, and by providing a block period, the start trigger is biased to 128 games after the non-advantageous presentation state and the allocation presentation state end. In other words, even if the normal AT presentation state ends and is demoted to the normal presentation state, there is a high possibility that the normal AT presentation state will be executed again (pulled back) until 128 games have passed. Therefore, the player will continue playing in the hope of the normal AT presentation state being pulled back after the end of the normal AT presentation state, and the operation rate of the slot machine 100 can be improved.
[0128] In addition, in the normal presentation state transitioned from the non-advantageous presentation state, the presentation state control means 224 executes a chance zone in which the probability of winning the AT lottery is increased over multiple games every time a predetermined number of games are consumed, as in the normal presentation state transitioned from the normal AT presentation state. When the AT lottery is won in such a chance zone, regardless of whether it is in the above-mentioned block period or not, the presentation state control means 224 transitions the presentation state to a premonition presentation state. In addition, in the normal presentation state transitioned from the non-advantageous presentation state, it should be possible to transition to the premonition presentation state after the block period has elapsed. In that case, by deciding to transition to the normal AT presentation state by itself, the normal AT presentation state that should have been acquired will be lost instead, and there is a risk that the player's motivation to play will be reduced. Therefore, when the AT lottery is won by itself in the chance zone in the normal presentation state transitioned from the non-advantageous presentation state, the presentation state control means 224 transitions the presentation state to the non-advantageous presentation state again after the end of the normal AT presentation state (4). In this way, the player can fully receive the gaming profits from having passed through the non-advantageous performance state. Also, since the chance zone starts before the 96 game, which is likely to be selected as a block period, the player can expect to win the AT lottery in the chance zone, that is, the normal AT performance state to be executed at least twice.
[0129] In this embodiment, as described above, when the normal AT presentation state ends, the presentation state control means 224 may directly transition the presentation state to the normal presentation state (3) or transition the presentation state to the non-advantageous presentation state (4). Here, the condition for transitioning the presentation state to the non-advantageous presentation state is that the transition to the normal AT presentation state with a predetermined gaming profit is won in the AT lottery. For example, the normal AT presentation state has a plurality of types of normal AT presentation states with different probabilities of the number of continued plays and the number of difference coins. When a specific normal AT presentation state is won, the presentation state control means 224 always transitions the presentation state to the non-advantageous presentation state after the normal AT presentation state ends (4). In addition, even if a specific normal AT presentation state is not won, the presentation state control means 224 may transition the presentation state to the non-advantageous presentation state with a predetermined probability after the normal AT presentation state ends (4).
[0130] In addition, in this embodiment, as described above, after the normal AT presentation state ends, when the AT lottery is won in the normal presentation state, the presentation state control means 224 transitions the presentation state to the premonition presentation state (1). However, without transitioning to the normal AT presentation state, when the number of stays in the normal presentation state reaches a predetermined number of plays (for example, 1000 plays), and the AT lottery is won in the normal presentation state, the presentation state control means 224 finally decides to transition to a non-advantageous presentation state, and without transitioning the presentation state to the premonition presentation state, performs a premonition presentation (false premonition presentation) to notify that the presentation state has not been directly transitioned to the normal AT presentation state, and then transitions to the special premonition presentation state (9). Here, the predetermined transition condition for determining the transition to the non-advantageous performance state (non-advantageous zone) is described as winning the AT lottery in the normal performance state after the number of games played in the normal performance state reaches a predetermined number of games (for example, 1000 games), but the predetermined transition condition is not limited to this case, and may be winning the AT lottery in the normal performance state after the number of games played in the advantageous zone reaches a predetermined number of games. Also, instead of or in addition to the above, the predetermined transition condition may be winning the AT lottery again in the normal performance state after the number of games played in the normal performance state reaches a predetermined number of games (for example, 1500 games) (so-called ceiling function), or winning the AT lottery again based on not winning the AT lottery in the chance zone (CZ).
[0131] (Special premonition state) The special premonition performance state belongs to an advantageous zone and is a performance state that stays for a predetermined number of games (for example, 10 games), and a special performance state lottery is performed and a premonition performance indicating the expected probability of transition to the special performance state is executed. Here, the special performance state lottery is a lottery for adding the number of continued games, and the transition to the special performance state is determined by adding the number of games one or more times. The performance state control means 224 performs a special performance state lottery with a probability corresponding to the winning type determined by the winning type lottery. Here, the special performance state lottery is designed so that the game profit differs stably and stepwise according to the setting value. For example, in two arbitrarily extracted setting values, the higher setting value is designed to have a higher probability of adding the number of games by the special performance state lottery than the lower setting value. Therefore, for example, the number of games to be added is 30 games at setting 1 and 60 games at setting 6, and it is possible to configure a game characteristic in which it is relatively easy to obtain a game profit with the higher setting value. When the special presentation state lottery is won, the presentation state control means 224 sets the cumulative total number of games added (number of continued games) as the end condition of the special presentation state, and shifts the presentation state to the special presentation state (10). Also, if the special presentation state lottery is not won, the presentation state control means 224 shifts the presentation state directly to the non-advantageous presentation state (11). Here, an example in which the number of continued games is added by the special presentation state lottery has been described, but this is not limited to such a case, and a predetermined number of continued games may be added, or the number of continued games may be added by a lottery when a so-called rare role such as a winning type "reach eye" or a winning type "cherry" is won. Here, an example in which the number of continued games is added in the special presentation state has been described, but this is not limited to such a case, and a difference number, which is the difference between the number of acquired coins (number of paid out coins) or the number of electronic medals inserted (number of bet coins) and the number of paid out coins, may be added.
[0132] (Special performance state) The special performance state belongs to the advantageous zone, and the auxiliary performance is executed until a predetermined end condition is satisfied. The end condition is, for example, that the provision of the game profit determined before the start of the special performance state is completed during the special performance state, such as the number of games that stayed in the special performance state reaching the number of continued games. For example, at the end of the special premonition performance state (the start of the special performance state), the number of continued games is determined by a special performance state lottery in the special premonition performance state. Then, in the special performance state, when the number of games that stayed in the special performance state reaches the number of continued games, the end condition is satisfied, and the special performance state ends. Here, the end condition is not changed in the special performance state, and the additional lottery is not executed. Then, when the predetermined end condition is satisfied, the performance state control means 224 shifts the performance state to a non-advantageous performance state (12).
[0133] If the player wins the AT lottery after the number of plays in the normal presentation state exceeds a predetermined number of plays (for example, 1000 plays), the player will necessarily transition to a non-advantageous presentation state via a special premonition presentation state (11), (12), and as a result, the player can transition to the normal AT presentation state.
[0134] In addition, since the normal presentation state, which is reached by passing through the special presentation state, non-advantageous presentation state, and allocation presentation state, has a higher probability of winning the AT lottery than the normal presentation state which is reached directly from the normal AT presentation state, a predetermined display is made on the liquid crystal display unit 132 to indicate that there is a high possibility of transitioning to the normal AT presentation state so that the player can understand this.
[0135] However, in the case where the number of stay games exceeds a predetermined number of games (for example, 1000 games) in the normal performance state, the game profit is not very different from the viewpoint that the normal AT performance state can be executed once, although the advantageous zone is reset in the case where the AT lottery is won and the AT lottery is won before the predetermined number of games. In addition, in the latter case, the normal AT performance state starts after the end of the premonition performance state, that is, within 32 games, but in the former case, the normal AT performance state may start after waiting for the passage of a further block period. In that case, it can be said that the former case has a smaller game profit in that electronic medals are consumed in the normal performance state until the transition to the normal AT performance state. Therefore, if the AT lottery is won after the number of stay games in the normal performance state exceeds the predetermined number of games, the state transitions to a special premonition performance state, and a special performance state lottery is executed, and if it is won, an additional game profit is given by the special performance state. In this way, if the player wins the AT lottery after the number of stay games in the normal presentation state exceeds the predetermined number of games, the player will receive a larger gaming profit than if the player wins the AT lottery before the number of stay games reaches the predetermined number of games, and the player will feel satisfied. Therefore, if the number of stay games in the normal presentation state increases, the player can expect a larger gaming profit and will continue playing. In this way, the operation rate of the slot machine 100 can be improved.
[0136] In the special performance state executed here, as described above, the higher the set value, the easier it is to obtain a stable gaming profit. Also, only the gaming profit determined before the special performance state is started is awarded in the special performance state, and gaming profit is not added (topped up) during the special performance state. Therefore, in the special performance state, the fluctuation range of the expected number of coins to be won can be suppressed according to the set value. This makes it possible to increase the design value of the expected number of coins to be won in the normal AT performance state.
[0137] In addition, the special performance state is entered after the number of games played in the normal performance state exceeds a predetermined number of games, so the number of times is less likely to fluctuate compared to the normal AT performance state, and it is executed at a stable frequency. In this way, even if the fluctuation range of the expected number of coins to be won in the normal AT performance state becomes large, the special performance state can absorb the fluctuation, and the design value of the expected number of coins to be won in the normal AT performance state can be increased while further suppressing the fluctuation range of the expected number of coins to be won according to the set value.
[0138] Also, when the normal AT presentation state is ended and the number of games played in the normal presentation state reaches a predetermined number of games (for example, 1500 games) without being transferred to the normal AT presentation state, the presentation state control means 224 resets the advantageous section and transfers the presentation state to the non-advantageous presentation state (13). Then, as described above, after the non-advantageous presentation state and the allocation presentation state are ended, for example, after 0 to 96 games have elapsed, the premonition presentation starts, and after the premonition presentation ends, that is, after the non-advantageous presentation state and the allocation presentation state are ended, for example, after 32 to 128 games have elapsed, the presentation state can be transferred to the normal AT presentation state. Therefore, if the game is continued in the normal presentation state without being transferred to the normal AT presentation state, the presentation state will be transferred to the normal AT presentation state within a predetermined number of games (for example, 1628 games). With this ceiling function, the player can have a sense of security that he or she can receive a rescue measure even if the electronic medal is consumed a lot unfortunately. In addition, once the normal presentation state has been played to a certain extent, the expected number of coins to be won if the game is continued increases, and the game will continue up to the ceiling (for example, 1628 games), thereby improving the operating rate of the slot machine 100.
[0139] In addition, the predetermined number of plays (for example, 96 to 1628 plays) in such a ceiling function is determined at the following timing. For example, in the case of directly transitioning from the normal AT presentation state to the normal presentation state (3), the presentation state control means 224 determines the predetermined number of plays (for example, 96 to 1628 plays) of the ceiling function in the normal presentation state at the time of transition from the normal AT presentation state to the normal presentation state. In addition, in the case of transitioning to the normal presentation state via the non-advantageous presentation state and the allocation presentation state (7), the presentation state control means 224 determines the predetermined number of plays (for example, 96 to 1628 plays) of the ceiling function in the normal presentation state at the time of transition from the allocation presentation state to the normal presentation state. However, unlike the case of transitioning from the normal AT presentation state to the normal presentation state, in the case of transitioning to the normal presentation state via the non-advantageous presentation state and the allocation presentation state, there is a high probability of winning the AT lottery, so in many cases the premonition presentation state is transitioned to after the block period has elapsed, and the ceiling function is rarely executed.
[0140] In the above embodiment, the winning probability of the AT lottery in the normal presentation state is high (for example, 1 / 8) when the non-advantage presentation state transitions to the normal presentation state, and low (for example, 1 / 4000) when the normal AT presentation state transitions directly to the normal presentation state, but this is not limited to the above case. For example, when the normal AT presentation state transitions directly to the normal presentation state, the winning probability of the AT lottery at the start of the normal presentation state is low, but it may transition to a high probability by a promotion lottery, or it may transition to a low probability by a demotion lottery. In addition, when the normal AT presentation state transitions directly to the normal presentation state, the winning probability of the AT lottery may become high from the start of the normal presentation state by satisfying a predetermined condition, such as winning the lottery.
[0141] (Sound output mode) Incidentally, the performance control means 254 outputs operation sounds based on the operation of the operation means such as the bet switch 116, the start switch 118, and the stop switch 120 through the speaker 134 in accordance with the progress of the game. Specifically, the performance control means 254 outputs a setting sound (insertion sound indicating insertion) indicating the setting of the bet number (insertion number) when an electronic medal is inserted or when the bet switch 116 is operated, outputs a standby sound (wait sound) indicating the rotation standby of the reel 110 when the start switch 118 is operated, and also outputs a start sound indicating the start of rotation of the reel 110, outputs a stop sound indicating the stop of rotation of the reel 110 corresponding to each stop switch 120 when each stop switch 120 is operated, and outputs a winning sound (payout sound) indicating that a predetermined winning combination has been won when electronic medals are paid out in response to the completion of the operation of all the stop switches 120 (by the OFF of all the stop switches 120). In addition, as for the bet switch 116, the start switch 118, and the stop switch 120, when the switch is turned ON (operated), an ON edge that changes from OFF to ON is detected, and a process corresponding to each switch (for example, output of an operation sound) is effectively executed according to the ON edge. In addition, as for the third stop operation of the stop switch 120, when the switch is turned OFF (operation is released), an OFF edge that changes from ON to OFF is detected, and a predetermined process (for example, output of a winning sound) is effectively executed according to the OFF edge. The performance control means 254 outputs sounds in the following order: first, a setting sound, second, a standby sound, third, a start sound, fourth, a stop sound, and fifth, a winning sound. The setting sound, standby sound, start sound, stop sound, and winning sound related to such basic operations of the game are managed as system sounds accompanying the progress of the game, distinguished from performance sounds and BGM sounds. In addition, the performance control means 254 can output a system sound different from the winning sound in response to the winning and non-winning of a bonus role and a replay role when no electronic medal is paid out, that is, when a small role is not won.
[0142] Here, the output of the sound based on the audio data will be described in detail. As described above, when the performance control means 254 determines the audio data by lottery, the performance control means 254 transmits the determined audio data to the audio circuit 240f, thereby outputting the sound based on the audio data from the speaker 134.
[0143] In the audio circuit 240f, a plurality of pieces of audio data, such as FM tone color data and ADPCM sound data, can be stored in a storage area assigned to each access code (SAC: Simple Access Code). The audio circuit 240f can receive a command indicating an access code from the sub-CPU 240a, and assign the audio data specified by the access code to a layer according to the command, and output the audio data at an appropriate volume through the speaker 134. When a plurality of such access codes are designated, the audio circuit 240f can assign the audio data corresponding to the plurality of access codes to different layers (tracks). The audio circuit 240f starts outputting sound from the timing when the audio data is assigned to the layer, and completes the output of sound when the output time predetermined for the audio data is reached. When the audio circuit 240f assigns audio data to the same layer, it ends the output of the audio data that has been outputted up to that point.
[0144] FIG. 12 is an explanatory diagram for explaining layers provided in the audio circuit 240f. In the audio circuit 240f, audio data corresponding to each access code is read out and assigned to a layer provided in the audio circuit 240f itself. At this time, a plurality of layers are provided in the audio circuit 240f, and the audio data is assigned to one of the layers. The layers are divided into a plurality of layer types, such as system, BGM, performance (SE (Sound Effect)), performance (VO (Voice)), composite, auxiliary performance (VO), auxiliary performance (SE), and one or more layers are associated with each layer type. Here, the system refers to a confirmation sound accompanying the progress of the game. The BGM is background music that is maintained in the background for a relatively long time. The performance (SE) and the performance (VO) are sounds that are mainly generated in conjunction with the performance. The auxiliary performance (VO) and the auxiliary performance (SE) refer to sound effects that accompany the auxiliary performance.
[0145] Here, ten layers related to six layer types, system, BGM, sound effects (SE), sound effects (VO), auxiliary sound effects (VO), and auxiliary sound effects (SE), are explained as shown in Fig. 12. For example, system audio is assigned to layers 0 and 1, BGM audio to layers 2 and 3, sound effects (SE) to layers 5 to 7, sound effects (VO) to layer 8, auxiliary sound effects (VO) to layer 14, and auxiliary sound effects (SE) to layer 15.
[0146] At each opportunity based on the progress of the game, various sound data are assigned to each layer as shown in FIG. 12. For example, when an electronic medal is inserted by the insertion means, that is, when an electronic medal is inserted from the number of game medals held in the medal holding section through the operation of the bet switch 116, or when an electronic medal is automatically inserted based on the winning of a replay role, the performance control means 254 assigns a setting sound to layer 0 of the sound circuit 240f. When the start switch 118 is operated by the player, the performance control means 254 assigns a standby sound to layer 1 of the sound circuit 240f. When the reel 110 starts to rotate in response to the operation of the start switch 118, the performance control means 254 assigns a start sound to layer 1 of the sound circuit 240f. When the stop switch 120 is operated to perform the first stop operation by the player, the performance control means 254 assigns a stop sound to layer 0 of the sound circuit 240f at the start of the stop operation. Also, when the player performs the second stop operation on the stop switch 120, the performance control means 254 assigns the stop sound to layer 0 of the audio circuit 240f at the start of the stop operation. Also, when the player performs the third stop operation on the stop switch 120, the performance control means 254 assigns the stop sound to layer 0 of the audio circuit 240f at the start of the stop operation. Also, when the player releases the third stop operation on the stop switch 120 and the determination means 218 determines that a winning combination involving the payment of electronic medals has been won, the performance control means 254 assigns the winning sound to layer 1 of the audio circuit 240f at the release of the stop operation. Note that audio data is not necessarily assigned to layer 0 or layer 1 at each opportunity based on the progress of the game. For example, in a non-AT presentation state, when the start switch 118 is operated by the player, the presentation control means 254 assigns a standby sound to layer 1 of the audio circuit 240f, but in an AT presentation state, the presentation control means 254 does not assign a standby sound to layer 1 of the audio circuit 240f. Also, instead of not assigning a standby sound, the presentation control means 254 may assign a standby sound but set its volume to 0. With this configuration, the player can easily hear sounds specific to the AT presentation state, such as the first auxiliary voice and the first auxiliary effect, which will be described later, and the presentation effect can be improved.
[0147] As described above, in a non-AT performance state such as a normal performance state, the setting sound, standby sound, start sound, stop sound, and winning sound are output in that order according to each trigger such as switch operation and payout. The relationship of the volume (volume) of each sound is set to be winning sound>start sound>stop sound>setting sound>standby sound. Here, the start sound, stop sound, and winning sound after the reel 110 starts rotating are made louder than the setting sound and standby sound before the reel 110 starts rotating, and the performance effect is gradually increased from the start to the end of one game, thereby improving the player's motivation to play. In addition, by making the setting sound>standby sound before the reel 110 starts rotating, it is possible to emphasize to the player that the game has started. In addition, by making the winning sound > start sound > stop sound after the reel 110 starts to rotate, it is possible to emphasize to the player that the reel 110 has started to rotate, while emphasizing with a louder sound that a winning combination accompanied by the payout of electronic medals has been won, or that a so-called rare combination has been won. In this way, it is possible to make the player feel excited about the profit he or she has won, and to excite the player more effectively.
[0148] In the AT performance state, in addition to the above layers 0 and 1, layers 14 and 15 are assigned sound effects associated with the auxiliary performance. For example, when the start switch 118 is operated by the player, the performance control means 254 assigns the first auxiliary voice to layer 14 of the sound circuit 240f, and assigns the first auxiliary effect to layer 15. Here, the first auxiliary voice, as well as the second auxiliary voice and the third auxiliary voice described later, are performance sounds that indicate the stop switch 120 to be operated, or the position where the stop switch 120 to be operated is located, for example, the sounds of "left", "middle", and "right" that indicate the positional relationship between the stop switches 120a, 120b, and 120c. In addition, the first auxiliary effect is a performance sound that indicates that the start switch 118 has been operated, for example, a sound such as "ping". As described above, in the AT performance state, even if the start switch 118 is operated, a standby sound is not assigned to layer 1. When the stop switch 120 is operated to the first stop by the player, the performance control means 254 assigns the second auxiliary voice to the layer 14 of the sound circuit 240f and the second auxiliary effect to the layer 15 at the start of the first stop operation. Here, the second auxiliary effect assigned to the layer 15 is a performance sound indicating that the stop switch 120 has been operated. Here, the second auxiliary effect and the third auxiliary effect when the stop switch 120 is operated to the first stop or the second stop are short sounds such as "bang", and the fourth auxiliary effect when the stop switch 120 is operated to the third stop is a long sound such as "boom". Also, when the stop switch 120 is operated to the second stop by the player, the performance control means 254 assigns the third auxiliary voice to the layer 14 of the sound circuit 240f and the third auxiliary effect to the layer 15 at the start of the stop operation. Furthermore, when the stop switch 120 is operated to perform the third stop operation by the player, the performance control means 254 assigns the fourth auxiliary effect to the layer 15 at the start of the stop operation.At the timing when the stop switch 120 is operated to perform the third stop operation, there is no further stop switch 120 to be operated, so no auxiliary voice indicating the stop switch 120 to be operated is assigned. Also, when the third stop operation of the stop switch 120 is released by the player and the determination means 218 determines that a winning combination involving the payment of electronic medals has been won, the performance control means 254 assigns a fourth auxiliary voice to the layer 14 of the audio circuit 240f at the time of releasing the third stop operation. Here, the fourth auxiliary voice is a sound that notifies the player of the winning combination, for example, a voice such as "You did it" that notifies the player that the correct combination has been won by operating the stop switch 120 according to the auxiliary performance.
[0149] In addition, regardless of whether the AT presentation state is in effect or not, at each opportunity based on the progress of the game, the presentation control means 254 may assign background BGM to layer 2 of the sound circuit 240f, presentation BGM to layer 3, presentation SE to layers 5 to 7, and presentation VO to layer 8 in addition to layers 0 and 1 of the system. For example, when a winning type of the winning area 33 to 36 is won, and the pattern "white 7" is displayed linearly on the invalid line B1 for two reels 110 in response to the operation of the stop switch 120 (first stop operation, second stop operation) by the player, the presentation control means 254 assigns a stop sound to layer 0 of the sound circuit 240f at the start of the second stop operation, and assigns a presentation sound different from the stop sound (for example, a ready sound) to layers 5 and 8, thereby enhancing the presentation effect for the operation of the stop switch 120.
[0150] Here, the multiple layers in the sound circuit 240f have the following characteristics. First, all sounds assigned to different layers are output in parallel. Regarding sound output, since the sound data of multiple layers can be output in parallel at the same time as described above, there is no priority between layers. Therefore, even if a stop sound is assigned to layer 0, a second auxiliary voice is assigned to layer 14, and a second auxiliary effect is assigned to layer 15 when background BGM is assigned to layer 2, all of the sounds will be output in parallel. The player can simultaneously listen to sounds based on the sound data assigned to each of the multiple layers.
[0151] On the other hand, only one piece of audio data can be assigned to the same layer. Therefore, for example, if background BGM has already been assigned to layer 2, and you try to assign new background BGM, the background BGM will be overwritten and the previous background BGM will be interrupted.
[0152] Therefore, if the effect sound is simply managed in one layer, the output of another sound may start before the output of a specific sound is completed, and the specific sound may be interrupted. On the other hand, if multiple sounds are simply distributed to multiple layers, the sounds may overlap unnecessarily, making it difficult for the player to hear each sound. Therefore, the output mode of the effect sound is appropriately managed to improve the player's motivation to play.
[0153] Incidentally, when the game progresses in this way and electronic medals are acquired, the player may count the acquired electronic medals. The player adjusts the pressing time of the counting switch 126, and selectively executes an operation such as "short press" or "long press". When the counting switch 126 is operated, the command transmitting / receiving means 272 of the medal count control board 260 transmits information that the counting switch 126 has been operated to the main control board 200, and the command transmitting / receiving means 226 of the main control board 200 transmits information that the counting switch 126 has been operated to the sub-control board 240. Thus, in response to the operation of the counting switch 126, the performance control means 254 of the sub-control board 240 displays on the liquid crystal display unit 132 that the counting process is being performed, and outputs a counting sound indicating that the counting process is being performed from the speaker 134.
[0154] Such counting sounds include a counting update sound that is continuously output while the counting process is being executed, such as a "ringing" sound, and a counting completion sound that is output after the counting process is completed, such as a voice saying "Thank you for your hard work." Here, the relationship in loudness (volume) of each sound is set so that the counting completion sound is greater than the counting update sound. Here, by making the counting completion sound louder than the counting update sound, it is possible to emphasize to the player that the counting process has ended, and thus that the game has ended or that the game has come to a conclusion.
[0155] The relationship of the sound volume (volume) between the counting completion sound and the above-mentioned setting sound, standby sound, start sound, stop sound, and winning sound may be set, for example, as counting completion sound>stop sound>setting sound>standby sound. Also, the relationship may be set as counting completion sound>start sound>stop sound>setting sound>standby sound. Furthermore, the relationship may be set as counting completion sound>winning sound>start sound>stop sound>setting sound>standby sound. The above-mentioned setting sound, standby sound, start sound, and stop sound are merely performance sounds during one game, and even the winning sound indicating that a winning combination accompanied by the payment of electronic medals has been won is merely a performance sound indicating the result of one game. In contrast, the counting completion sound indicates a major turning point such as the completion of the counting process, and thus the final determination of the player's game profit. Here, for example, by setting the order of counting completion sound>winning sound>start sound>stop sound>setting sound>standby sound, it is possible to emphasize to the player that the counting process has ended, and thus that the game has ended or that the game has come to a close. Generally, a player does not perform the counting process while the number of game medals is small, and performs the counting process when the number of game medals has increased to a certain extent. In other words, the fact that the counting process has been performed is an indicator that a certain amount of gaming profit has been obtained in the slot machine 100 in which the counting process has been performed. Here, by setting the order of counting completion sound>winning sound>start sound>stop sound>setting sound>standby sound, it is possible to emphasize to the surroundings that the counting process has been performed in the slot machine 100, and other players can easily grasp the slot machine 100 that may have obtained a large gaming profit (consider playing with the slot machine 100).
[0156] As described above, when the counting switch 126 is operated while play is possible, the counting process is always executed. Therefore, regardless of whether the game state is a non-internal game state, an RBB internal game state, or an RBB operating game state, or regardless of whether the presentation state is a normal presentation state, a premonition presentation state, a normal AT presentation state, a distribution presentation state, a special premonition presentation state, a special presentation state, or a non-advantageous presentation state, the player can execute the counting process. However, even if such game states or presentation states are different, the volume (sound volume) of the counting sound (counting update sound, counting completion sound) is set to be the same. Therefore, even if the player operates the counting switch 126 in the normal presentation state or in the normal AT presentation state, the player will hear the counting sound at the same volume. In addition, the player can execute the counting process even under a state in which an error has occurred. However, as in the above, even if an error occurs, the volume (sound volume) of the counting sound (counting update sound, counting completion sound) is set to be the same as when no error occurs. Therefore, even if a player operates the counting switch 126 in a situation where an error such as a door opening error (error code "E8") or a play-stop error (error code "Ey") occurs, the player will hear the counting sound at the same volume as when the player operates the counting switch 126 in a situation where no error occurs. In this way, by not changing the volume of the counting sound depending on the game state (game state or presentation state) or the presence or absence of an error, it is possible to prevent players and managers from feeling uncomfortable about the difference in volume of the counting sound.
[0157] FIG. 13 is a timing chart for explaining the switching of sounds in a non-AT performance state. Here, the switching of sounds of layers 0 and 1 will be particularly explained. For example, when an electronic medal is inserted by the insertion means, a setting sound is assigned to layer 0. Then, when the start switch 118 is operated by the player, a standby sound is assigned to layer 1. Then, when the reel 110 starts to rotate in response to the operation of the start switch 118, a start sound is assigned to layer 1. Then, when the stop switch 120 is operated to perform the first stop operation, a stop sound is assigned to layer 0. Then, when the stop switch 120 is operated to perform the second stop operation, a stop sound is assigned to layer 0. Then, when the stop switch 120 is operated to perform the third stop operation, a stop sound is assigned to layer 0. Then, when a winning combination accompanied by the payment of an electronic medal is won and the third stop operation of the stop switch 120 is released, a winning sound is assigned to layer 1.
[0158] Here, the setting sound and each stop sound are assigned to the same layer 0. Therefore, when a stop sound is already assigned to layer 0, if another stop switch 120 is operated, the stop sound based on the operation of that stop switch 120 is overwritten, and the stop sound before the overwriting is interrupted. Then, the stop sounds can be output exclusively with different timing. In this way, it is possible to effectively prevent stop sounds that have the same nature in terms of the operation of the stop switch 120 from overlapping and sounding annoying. In addition, although they are assigned to the same layer 0, at least a wait time is included between the setting sound and the stop sound, and the two do not overlap. Therefore, the player can properly grasp through his hearing that the insertion of the electronic medal and the operation of the stop switch 120 have been accepted. In this way, by assigning sound data whose output trigger timing is far apart to the same layer, it is possible to prevent an increase in the number of layers.
[0159] Also, here, the standby sound, the start sound, and the winning sound are assigned to the same layer 1. Therefore, when the reel 110 starts to rotate while the standby sound is already assigned to the layer 1, the start sound is overwritten, and the standby sound before the overwriting is interrupted. Then, the standby sound and the start sound can be outputted exclusively at different timings. By doing so, it is possible to effectively prevent the standby sound and the start sound, which are similar in nature in the sense of the start of a game, from overlapping and sounding annoying. If the player is not playing a game in a so-called full wait state, which will be described later, the reel 110 will start to rotate immediately in response to the operation of the start switch 118. In that case, since the start sound starts immediately after the start of the standby sound, the standby sound is outputted for only a short time, and the player can continue playing the game without being aware of the standby sound. Also, although they are assigned to the same layer 1, there is at least a wait time or a time for the player to operate the stop switch 120 between the start sound and the winning sound, and the two do not overlap. Therefore, the player can properly grasp through his hearing that the reel 110 has started to spin and that the operation of the stop switch 120 has been accepted. In this way, by allocating sound data whose output trigger timing is far apart to the same layer, it is possible to prevent an increase in the number of layers.
[0160] Moreover, here, the setting sound is assigned to layer 0, and the standby sound and the start sound are assigned to layer 1. Therefore, even if the output of the standby sound or the start sound starts before the output of the setting sound is completed, the setting sound is not overwritten by the standby sound or the start sound, and the setting sound and the standby sound can be output simultaneously, and the player can appropriately grasp through his / her hearing that the insertion of the electronic medal and the operation of the start switch 118 have been accepted. Also, here, the start sound is assigned to layer 1, and the stop sound is assigned to layer 0. Therefore, for example, even if a performance such as delaying the start sound from the start of the reel rotation (so-called delay) is performed as a performance, and the output of the stop sound starts before the output of the start sound is completed, the start sound is not overwritten by the stop sound, and the start sound and the stop sound can be output simultaneously, and the player can appropriately grasp through his / her hearing that the reel 110 has started rotating and the operation of the stop switch 120 has been accepted. Also, here, the stop sound is assigned to layer 0, and the winning sound is assigned to layer 1. Therefore, even if the output of the winning sound starts before the output of the stopping sound is completed, the stopping sound will not be overwritten by the winning sound, and the stopping sound and the winning sound can be output simultaneously, allowing the player to properly grasp through his hearing that the stop switch 120 has been accepted and that the electronic medal has been paid out.
[0161] 14 to 16 are timing charts for explaining the switching of sounds in the AT performance state. The switching of sounds of layers 0 and 1 is the same as that of FIG. 13 except that the standby sound is not output, so a detailed explanation thereof will be omitted, and here, the switching of sounds of layers 14 and 15 will be particularly explained. For example, when the start switch 118 is operated by the player, the first auxiliary voice is assigned to layer 14, and the first auxiliary effect is assigned to layer 15. Then, when the stop switch 120 is operated to the first stop by the player according to the first auxiliary voice, the second auxiliary voice is assigned to layer 14, and the second auxiliary effect is assigned to layer 15. Then, when the stop switch 120 is operated to the second stop by the player according to the second auxiliary voice, the third auxiliary voice is assigned to layer 14, and the third auxiliary effect is assigned to layer 15. Then, when the stop switch 120 is operated to the third stop by the player according to the third auxiliary voice, the fourth auxiliary effect is assigned to layer 15. Next, when the third stop operation of the stop switch 120 is released by the player and the determining means 218 determines that a winning combination involving the payment of electronic medals has been achieved, the fourth auxiliary voice is assigned to the layer 14.
[0162] Here, the first, second, third, and fourth auxiliary voices are assigned to the same layer 14. Therefore, when an auxiliary voice is already assigned to the layer 14, if another stop switch 120 is operated, the auxiliary voice based on the operation of the stop switch 120 is overwritten, and the auxiliary voice before the overwriting is interrupted. In this way, the auxiliary voices can be output exclusively at different timings. Also, here, the first, second, third, and fourth auxiliary effects are assigned to the same layer 15. Therefore, when an auxiliary effect is already assigned to the layer 15, if another stop switch 120 is operated, the auxiliary effect based on the operation of the stop switch 120 is overwritten, and the auxiliary effect before the overwriting is interrupted. In this way, the auxiliary effects can be output exclusively at different timings.
[0163] For example, as shown in Fig. 15(a), if the player operates the stop switch 120 to perform the first stop operation, the second auxiliary voice is assigned to the layer 14, the second auxiliary effect is assigned to the layer 15, and then the player operates the stop switch 120 to perform the second stop operation before the output of the second auxiliary voice and the second auxiliary effect is completed, that is, if the time from the first stop operation of the stop switch 120 to the second stop operation of the stop switch 120 does not reach a predetermined time (the time until the output of either the second auxiliary voice or the second auxiliary effect is completed), the second auxiliary voice is overwritten (converted) by the third auxiliary voice in the layer 14, and the second auxiliary effect is overwritten (converted) by the third auxiliary effect in the layer 15, and the second auxiliary voice and the second auxiliary effect before being overwritten are interrupted. This makes it possible to effectively prevent the auxiliary voices and auxiliary effects that are the same in terms of the operation result of the stop switch 120 from overlapping with each other and sounding annoying.
[0164] Also, as shown in FIG. 15(b), when the player operates the stop switch 120 to perform the second stop operation, the third auxiliary voice is assigned to the layer 14, and the third auxiliary effect is assigned to the layer 15, and then the player operates the stop switch 120 to perform the third stop operation before the output of the third auxiliary voice and the third auxiliary effect is completed, that is, when the time from the second stop operation of the stop switch 120 to the third stop operation of the stop switch 120 does not reach a predetermined time (the time until the output of the third auxiliary effect is completed), the third auxiliary effect is overwritten by the fourth auxiliary effect in the layer 15, and the third auxiliary effect before being overwritten is interrupted. This makes it possible to effectively prevent the overlapping of auxiliary effects having the same properties in terms of the operation of the stop switch 120, which sounds annoying. However, when the player starts the third stop operation of the stop switch 120, the sound is not overwritten in the layer 14, so the third auxiliary voice continues to be output.
[0165] Also, as shown in FIG. 16(a), after the stop switch 120 is operated to perform the third stop by the player and the fourth auxiliary effect is assigned to the layer 15, if the third stop operation of the stop switch 120 by the player is released before the fourth auxiliary effect is completed, that is, if the time from the third stop operation of the stop switch 120 to the release of the third stop operation of the stop switch 120 does not reach a predetermined time (the time until the output of the fourth auxiliary effect is completed), the fourth auxiliary voice is output in the layer 14. Here, since a new sound is not overwritten in the layer 15, the fourth auxiliary effect continues to be output. Therefore, even if the output of the fourth auxiliary voice is started before the output of the fourth auxiliary effect is completed, the fourth auxiliary effect is not overwritten by the fourth auxiliary voice, and the fourth auxiliary effect and the fourth auxiliary voice can be output simultaneously, and the player can appropriately grasp through his hearing that the operation of the stop switch 120 has been accepted and the electronic medal has been paid out.
[0166] Also, as shown in Fig. 16(b), after the player performs the second stop operation of the stop switch 120, the third auxiliary voice is assigned to the layer 14, and the third auxiliary effect is assigned to the layer 15, if the player performs the third stop operation of the stop switch 120 and releases it before the third auxiliary voice is completed, that is, if the time from the second stop operation of the stop switch 120 to the release of the third stop operation of the stop switch 120 does not reach a predetermined time (the time until the output of either the third auxiliary effect or the third auxiliary voice is completed), first, in response to the start of the third stop operation of the stop switch 120 by the player, the fourth auxiliary effect is overwritten in the layer 15, and the third auxiliary effect before being overwritten is interrupted. Next, in response to the release of the third stop operation of the stop switch 120 by the player, the third auxiliary voice is overwritten with the fourth auxiliary voice in the layer 14, and the third auxiliary voice before being overwritten is interrupted. This makes it possible to effectively prevent the overlapping and annoying sound of auxiliary effects or auxiliary voices that have the same properties in the sense of being the result of operating the stop switch 120. Also, the fourth auxiliary voice, which indicates that the player has gained a profit, can be properly notified to the player.
[0167] However, at least a wait time is included between the first and second auxiliary voices, and between the first and second auxiliary effects, and the two do not overlap. Therefore, the player can properly grasp through his hearing that the operation of the start switch 118 and the operation of the stop switch 120 have been accepted. In this way, by assigning sound data whose output trigger timing is far apart to the same layer, it is possible to prevent an increase in the number of layers.
[0168] Also, the first auxiliary voice, the second auxiliary voice, the third auxiliary voice, and the fourth auxiliary voice correspond to the first auxiliary effect, the second auxiliary effect, the third auxiliary effect, and the fourth auxiliary effect, respectively, and are assigned to layers different from the former and the latter. Therefore, even if the second auxiliary voice and the second auxiliary effect are output at the same time, the player can hear both sounds, and can appropriately grasp through his hearing that there has been a notification of the stop switch 120 that should be operated for the second stop, and that the operation of the stop switch 120 has been accepted.
[0169] It has been explained that the first auxiliary voice and the first auxiliary effect correspond to each other and are assigned to different layers, so that the player can hear both sounds. However, although both the first auxiliary voice and the first auxiliary effect are started by the start switch 118, strictly speaking, the start timing of the first auxiliary voice is set to be later than the start timing of the first auxiliary effect, for example, by about two frames. Therefore, the player first hears the first auxiliary effect, for example, a sound such as "ping", and then hears the first auxiliary voice, for example, "middle", indicating the position of the stop switch 120 to be operated for the first stop. In this way, by outputting both the first auxiliary voice and the first auxiliary effect in response to the operation of the start switch 118 while making the start timings different, the player can clearly recognize the position of the stop switch 120 to be operated for the first stop while grasping that the start switch 118 has been operated. This type of sound output allows the first auxiliary voice to properly fulfill its role as a sound that complements the auxiliary performance.
[0170] In addition, in the AT performance state, the second auxiliary effect corresponds to the stop sound corresponding to the first stop operation of the stop switch 120, and is assigned to a different layer. In addition, the third auxiliary effect corresponds to the stop sound corresponding to the second stop operation of the stop switch 120, and is assigned to a different layer. In addition, the fourth auxiliary effect corresponds to the stop sound corresponding to the third stop operation of the stop switch 120, and is assigned to a different layer. In addition, the fourth auxiliary voice corresponds to the winning sound corresponding to the release of the third stop operation of the stop switch 120, and is assigned to a different layer. Therefore, for example, even if the fourth auxiliary voice and the winning sound are output at the same time, the player can hear both sounds, so that the player can appropriately grasp through his / her hearing that a predetermined winning combination has been won and the winning result of the winning combination.
[0171] It has been explained that the fourth auxiliary voice corresponds to the winning sound, and the fourth auxiliary voice and the winning sound are assigned to different layers, so that the player can hear both sounds. However, although both the fourth auxiliary voice and the winning sound are started by the release of the third stop operation of the stop switch 120, strictly speaking, the start timing of the fourth auxiliary voice is set to be, for example, about two frames later than the start timing of the winning sound. Therefore, the player first hears the winning sound, for example, a sound such as "dadadadadadadada," and then hears the fourth auxiliary voice, for example, the voice "ya ja nai," which notifies the player that the correct answer role has been won by operating the stop switch 120 according to the auxiliary performance. In this way, by winning a predetermined winning role and outputting both the fourth auxiliary voice and the winning sound in response to the release of the third stop operation of the stop switch 120, while making the start timings of the fourth auxiliary voice and the winning sound different, the player can clearly recognize that the correct answer role has been won while grasping that the predetermined winning role has been won. This type of sound output allows the fourth auxiliary voice to properly fulfill its role as a sound that complements the winning sound.
[0172] In the above, an example was given in which the performance control means 254 assigns the start sound to layer 1 of the sound circuit 240f when the reel 110 starts to rotate in response to the operation of the start switch 118, regardless of whether the performance control means 254 is in the AT performance state or the non-AT performance state. Here, the volume of the start sound may be made different between the AT performance state and the non-AT performance state. For example, in the AT performance state, the volume of the background BGM and the performance BGM may be larger than that in the non-AT performance state in order to emphasize that a game advantageous to the player is being performed. In this case, by making the volume of the start sound assigned to layer 1 in the AT performance state larger than the volume of the start sound assigned to layer 1 in the non-AT performance state, the start sound is not buried in the background BGM and the performance BGM, and the player can properly grasp the start sound. With this configuration, for example, even if a so-called delayed performance sound occurs, in which the start sound is intentionally delayed from the actual start of rotation of the reel 110, the player can easily hear the delayed performance sound, thereby improving the playability.
[0173] Also, in the AT performance state, the fourth auxiliary voice corresponds to the winning sound, and the fourth auxiliary voice and the winning sound are assigned to different layers, so that the player can hear both sounds. The relationship between the volume (volume) of the sound of the fourth auxiliary voice and the winning sound is set so that the winning sound is greater than the fourth auxiliary voice. Therefore, the player will hear the winning sound, for example, a sound such as "dada-da-da-da-da-da" at a loud volume. In this way, when a predetermined winning combination is won and the third stop operation of the stop switch 120 is released, both the fourth auxiliary voice and the winning sound are output, but the volume is made different, so that the player can clearly recognize that the correct combination has been won while recognizing that a predetermined number of electronic medals have been acquired as a gaming profit from the volume of the sound and the number of repetitions of the sound ("da"). With such a sound output mode, the winning sound can appropriately play the role of emphasizing the gaming profit.
[0174] Also, here, it has been explained that in the AT performance state, the first, second, third, and fourth auxiliary effects are assigned to the same layer 15. The relationship of the sound volume (volume) between the first auxiliary effect and the other auxiliary effects is set to be the first auxiliary effect>(the second, third, and fourth auxiliary effects). Therefore, the player will hear the first auxiliary effect, for example, a "ping" sound, at a loud volume. In the slot machine 100, a lottery for a winning type is performed based on the operation of the start switch 118. Also, a lottery for transition to the AT performance state is performed based on the operation of the start switch 118. Furthermore, in the AT performance state, when the winning type "batting order bell" is won based on the operation of the start switch 118, it is determined that the auxiliary performance is executed and that a large gaming profit will be obtained by following the auxiliary performance. In this way, whether or not a gaming profit can be obtained in the progress of the game largely depends on the operation of the start switch 118. Therefore, the player can recognize from the volume of the sound that he / she has operated the start switch 118 at the desired timing, where various lotteries are performed. With such a sound output mode, it is possible to appropriately liven up a game from the start of the game.
[0175] In the AT performance state, when the player operates the start switch 118, the first auxiliary voice and the first auxiliary effect are output. Then, when the player operates the stop switch 120 according to the auxiliary performance, the auxiliary voices and the auxiliary effects are output, while the output of each stop sound is limited (silenced or reduced). Specifically, an example is given in which the winning type "batting order bell A1" is won in response to the operation of the start switch 118 by the player, and the performance control means 254 notifies the correct operation mode "batting order 3" as the auxiliary performance. At this time, the first auxiliary voice and the first auxiliary effect are output in response to the operation of the start switch 118 by the player, the second auxiliary voice and the second auxiliary effect are output in response to the first stop operation of the stop switch 120b by the player, the third auxiliary voice and the third auxiliary effect are output in response to the second stop operation of the stop switch 120a by the player, and the fourth auxiliary effect is output in response to the third stop operation of the stop switch 120c by the player. Here, the stop sound is limited in order to relatively emphasize the second, third, and fourth auxiliary effects. However, if the player does not follow the auxiliary performance, the output of the subsequent auxiliary voices and auxiliary effects is limited, and a stop sound is output instead. For example, if the player mistakenly performs the first stop operation on the stop switch 120a, the output of the second auxiliary voice and the second auxiliary effect that should be output in response to the first stop operation is limited as it is an operation mode different from the correct operation mode, and only the stop sound corresponding to the first stop operation that should not be output is output. In this way, by limiting the output of the second auxiliary voice and the second auxiliary effect, the player recognizes that he may have performed an operation different from the correct operation mode and may not have been able to obtain the gaming profit that he should have obtained. Here, it is possible to give the player a sense of regret from the time the stop switch 120 is operated, and to encourage the player to perform an operation according to the correct operation mode. Note that, even in the AT performance state, if the winning type that is the target of the auxiliary performance is not won and the auxiliary performance is not executed, the auxiliary voices and the auxiliary effects are not output, and instead, the stop sounds are output.
[0176] (Display mode) In the AT performance state, the performance control means 254 performs auxiliary performance through the image circuit 240e in addition to the above-mentioned audio circuit 240f.
[0177] 17 is an explanatory diagram for explaining an example of the auxiliary performance in the AT performance state. Here, it is assumed that the winning type "batting order bell A1" of the winning area 5 is determined in the winning type lottery in response to the operation of the start switch 118 by the player. The performance control means 254 notifies the player of the batting order 3, which is the correct operation mode, by the auxiliary performance, and the player can win the winning role "minor role 1", which is the correct role, by operating the stop switch 120 according to the auxiliary performance.
[0178] In the auxiliary performance, the performance control means 254 displays the first auxiliary image 410, the second auxiliary image 412, the third auxiliary image 414, and the fourth auxiliary image 416 on the liquid crystal display unit 132 through the image circuit 240e. Here, the first auxiliary image 410, the second auxiliary image 412, and the third auxiliary image 414 indicate the order in which the stop switch 120 should be operated. Specifically, the first auxiliary image 410 is represented by, for example, a numerical value "1" indicating that the stop switch 120 is to be operated for the first stop, and is arranged in a position on the liquid crystal display unit 132 corresponding to the stop switch 120 (here, for example, the stop switch 120b) that should be operated for the first stop in the correct operation mode. Also, the second auxiliary image 412 is represented by, for example, a numerical value "2" indicating that the stop switch 120 is to be operated for the second stop, and is arranged in a position on the liquid crystal display unit 132 corresponding to the stop switch 120 (here, for example, the stop switch 120a) that should be operated for the second stop in the correct operation mode. The third auxiliary image 414 is represented by, for example, a number "3" indicating that the stop switch 120 is to be operated for the third stop, and is arranged at a position on the liquid crystal display unit 132 corresponding to the stop switch 120 (here, for example, the stop switch 120c) to be operated for the third stop in the correct operation mode. The fourth auxiliary image 416 is an image notifying the winning result of the winning combination, and is, for example, the letters "GET" notifying that the player has operated the stop switch 120 according to the auxiliary performance and has won the correct combination.
[0179] When the start switch 118 is operated by the player, as shown in FIG. 17(a), the performance control means 254 starts displaying the first auxiliary image 410, the second auxiliary image 412, and the third auxiliary image 414, and then enlarges the first auxiliary image 410 to a predetermined first size and enlarges the second auxiliary image 412 and the third auxiliary image 414 to a predetermined second size. Here, the first size is larger than the second size. Therefore, the player can visually recognize the first auxiliary image 410 of the relatively large first size and perform the first stop operation of the stop switch 120. Then, the performance control means 254 varies the first auxiliary image 410, the second auxiliary image 412, and the third auxiliary image 414 until the stop switch 120 is operated. Here, the variation is to periodically swing the front of the first auxiliary image 410, the second auxiliary image 412, and the third auxiliary image 414 left and right without changing the substantial size of the first auxiliary image 410, the second auxiliary image 412, and the third auxiliary image 414. However, this is not limited to the above case, and it is sufficient if the first auxiliary image 410, the second auxiliary image 412, and the third auxiliary image 414 are recognized as not stationary, and various variations can be applied, such as changing the size or shape of the first auxiliary image 410, the second auxiliary image 412, and the third auxiliary image 414, swinging them up and down, rotating them left and right or up and down, rotating or swinging them clockwise or counterclockwise around the center of the image as the central axis, and further combining these.
[0180] As shown in FIG. 17(b), when the stop switch 120b is operated by the player to perform the first stop operation, the performance control means 254 stops the fluctuation of the first auxiliary image 410, the second auxiliary image 412, and the third auxiliary image 414. By stopping the first auxiliary image 410, the second auxiliary image 412, and the third auxiliary image 414, the player can properly understand that the operation of the stop switch 120 has been accepted. Then, the performance control means 254 transitions the first auxiliary image 410 from a display state to a non-display state (a state where it is not displayed). In this way, the transition of the first auxiliary image 410, the second auxiliary image 412, and the third auxiliary image 414 from a display state to a non-display state (gradual erasure) over a predetermined time may be referred to as "non-display". Here, an example of non-display is given in which the transmittance of the first auxiliary image 410 is gradually increased until the transmittance is finally 100%, and the first auxiliary image 410 is erased. In parallel with the non-display of the first auxiliary image 410, the performance control means 254 enlarges the second auxiliary image 412 to the first size while maintaining the size of the third auxiliary image 414. Here, the first auxiliary image 410 corresponding to the operated stop switch 120b is hidden, and the second auxiliary image 412 corresponding to the stop switch 120a to be operated next is enlarged, so that the player can properly grasp the stop switch 120a to be operated without repeatedly operating the stop switch 120b. Note that, here, an example of gradually increasing the transmittance is given as a mode of non-display of the first auxiliary image 410, but this is not the only case, and it is sufficient that the image gradually becomes less noticeable and is finally erased. For example, the size of the image gradually decreases, the shape gradually becomes round, the image splits and becomes smaller overall, the image is switched to another image, or further, various modes such as a combination of these can be adopted. For example, the performance control means 254 may switch the first auxiliary image 410 to another image that abstracts the concept of the slot machine 100, enlarge the other image once, and then gradually increase the transparency. Then, the performance control means 254 changes the second auxiliary image 412 and the third auxiliary image 414 again until the stop switch 120 is next operated.
[0181] As shown in Fig. 17(c), when the stop switch 120a is operated to perform the second stop by the player, the performance control means 254 stops the variation of the second auxiliary image 412 and the third auxiliary image 414. Then, the performance control means 254 gradually increases the transmittance of the second auxiliary image 412 and finally erases it. In parallel with this, the performance control means 254 enlarges the third auxiliary image 414 to the first size. Then, the performance control means 254 causes the third auxiliary image 414 to vary again until the stop switch 120 is operated again.
[0182] 17(d), when the player performs the third stop operation on the stop switch 120c, the performance control means 254 stops the variation of the third auxiliary image 414, gradually increases its transmittance, and finally erases it. Then, when the player releases the third stop operation on the stop switch 120, the performance control means 254 displays the fourth auxiliary image 416 on the liquid crystal display unit 132.
[0183] 18 and 19 are timing charts for explaining the switching of sounds and images in the AT performance state. The switching of sounds of layers 0, 1, 14, and 15 is the same as that in FIG. 14 and FIG. 15(b), so detailed explanations are omitted. Here, the switching of the first auxiliary image 410, the second auxiliary image 412, the third auxiliary image 414, and the fourth auxiliary image 416 will be particularly explained. Here, it is assumed that the player operates the start switch 118 and wins the winning type "batting order bell A1" in the winning area 5 in the winning type lottery. The performance control means 254 notifies the player of the batting order 3, which is the correct operation mode, by the auxiliary performance, and the player can win the winning role "minor role 1", which is the correct role, by operating the stop switch 120 according to the auxiliary performance.
[0184] As shown in FIG. 18, when the bet switch 116 is operated by the player, the performance control means 254 outputs a setting sound from the speaker 134. Next, when the start switch 118 is operated by the player, the performance control means 254 outputs a first auxiliary voice and a first auxiliary effect from the speaker 134 and starts displaying a first auxiliary image 410 on the liquid crystal display unit 132. Then, the performance control means 254 enlarges the first auxiliary image 410, stops the enlargement when the first auxiliary image 410 reaches the first size, and starts displaying a second auxiliary image 412 on the liquid crystal display unit 132. Then, the performance control means 254 enlarges the second auxiliary image 412, stops the enlargement when the second auxiliary image 412 reaches the second size, and starts displaying a third auxiliary image 414 on the liquid crystal display unit 132. Then, the performance control means 254 enlarges the third auxiliary image 414, and when the third auxiliary image 414 becomes the second size and the enlargement of all of the first auxiliary image 410, the second auxiliary image 412, and the third auxiliary image 414 is completed, the performance control means 254 starts to change the first auxiliary image 410, the second auxiliary image 412, and the third auxiliary image 414. At this time, the timing at which the enlargement of all of the first auxiliary image 410, the second auxiliary image 412, and the third auxiliary image 414 is completed is set to be later than the timing at which the output of the first auxiliary voice and the first auxiliary effect is completed. Note that, here, the enlargement completion timing of the first auxiliary image 410 is earlier than the output completion timing of the first auxiliary voice and the first auxiliary effect, but the enlargement completion timing of the first auxiliary image 410 may be set to be later than the output completion timing of the first auxiliary voice and the first auxiliary effect.
[0185] Incidentally, a player cannot start the next game unless a predetermined waiting time (for example, 4.1 seconds) has elapsed since the previous game. Here, the player can play in a so-called full wait mode by shortening the operation intervals of the bet switch 116, the start switch 118, and the stop switch 120 so that the playing time in one game does not exceed the waiting time (4.1 seconds). In this way, when the player plays in a full wait mode, the reel 110 starts to rotate after the first auxiliary image 410, the second auxiliary image 412, and the third auxiliary image 414 have all been enlarged. When the reel 110 starts to rotate, the performance control means 254 outputs a start sound from the speaker 134.
[0186] In this way, when the start switch 118 is operated at the timing of full wait, the performance control means 254 starts outputting the first auxiliary effect and the first auxiliary voice in response to the operation, and starts enlarging the first auxiliary image 410, the second auxiliary image 412, and the third auxiliary image 414. Then, after completing the output of the first auxiliary effect and the first auxiliary voice, the performance control means 254 completes the enlargement of all of the first auxiliary image 410, the second auxiliary image 412, and the third auxiliary image 414 in response to the operation of the start switch 118. The performance control means 254 starts outputting the start sound after completing the enlargement of all of the first auxiliary image 410, the second auxiliary image 412, and the third auxiliary image 414 in response to the operation of the start switch 118. With this configuration, the player can appropriately grasp by hearing and seeing that the start switch 118 has been accepted and the reel 110 has started to rotate in response to the acceptance.
[0187] Next, when the stop switch 120 is operated to perform the first stop by the player, the performance control means 254 outputs the stop sound, the second auxiliary voice, and the second auxiliary effect from the speaker 134, stops the variation of the first auxiliary image 410, the second auxiliary image 412, and the third auxiliary image 414, gradually increases the transmittance of the first auxiliary image 410, and enlarges the second auxiliary image 412 to the first size. Then, the performance control means 254 again varies the second auxiliary image 412 and the third auxiliary image 414. Also, when the stop switch 120 is operated to perform the second stop by the player, the performance control means 254 outputs the stop sound, the third auxiliary voice, and the third auxiliary effect from the speaker 134, stops the variation of the second auxiliary image 412 and the third auxiliary image 414, gradually increases the transmittance of the second auxiliary image 412, and enlarges the third auxiliary image 414 to the first size. Then, the performance control means 254 again changes the third auxiliary image 414. When the stop switch 120 is operated by the player to perform the third stop operation, the performance control means 254 outputs a stop sound and a fourth auxiliary effect from the speaker 134, stops the change of the third auxiliary image 414, and gradually increases the transmittance of the third auxiliary image 414.
[0188] Subsequently, when the third stop operation of the stop switch 120 is released by the player, the performance control means 254 outputs the winning sound and the fourth auxiliary voice from the speaker 134 and displays the fourth auxiliary image 416 on the liquid crystal display unit 132.
[0189] 18, an example has been described in which the transmittance of the second auxiliary image 412 is gradually increased in response to the operation of the stop switch 120, and after the second auxiliary image 412 has become invisible, the transmittance of the third auxiliary image 414 begins to gradually decrease in response to the next operation of the stop switch 120. However, if the interval between operations of the stop switch 120 by the player is short and the next stop switch 120 is operated before the second auxiliary image 412 has become completely invisible, the gradual increase in the transmittance of the second auxiliary image 412 may be interrupted and the image may be immediately made invisible.
[0190] For example, as shown in Fig. 19, after the stop switch 120 is operated to perform the second stop by the player and the transmittance of the second auxiliary image 412 starts to gradually increase, if the stop switch 120 is operated to perform the third stop by the player before the transmittance of the second auxiliary image 412 becomes 100% (becomes invisible), that is, if the time from the stop switch 120 being operated to perform the second stop to the stop switch 120 being operated to perform the third stop does not reach a predetermined time (the time until the display of the second auxiliary image 412 ends), the performance control means 254 stops the variation of the third auxiliary image 414 and starts the gradual increase of the transmittance of the third auxiliary image 414, and interrupts the gradual increase of the transmittance of the second auxiliary image 412 as shown by the dashed circle in Fig. 19, and immediately makes the second auxiliary image 412 invisible. In this way, by immediately making the second auxiliary image 412 corresponding to the operated stop switch 120 invisible, the player can properly grasp the stop switch 120 that was most recently operated. Furthermore, as shown in Figure 19, the stopping sound of layer 0 and the interruption of the third auxiliary effect of layer 15 occur at the same time as the interruption of the gradual increase in the transparency of the second auxiliary image 412, so that a balance can be achieved in the presentation of sound and images.
[0191] However, unlike the case where the stop switch 120 is operated to the first stop or the second stop by the player, when the stop switch 120 is operated to the third stop by the player, the player's operation in one game is completed, and the player does not need to operate another stop switch 120. Therefore, even if the player releases the third stop operation of the stop switch 120 after the stop switch 120 is operated to the third stop by the player and the transmittance of the third auxiliary image 414 starts to gradually increase, before the transmittance of the third auxiliary image 414 becomes 100% (becomes invisible), the performance control means 254 does not interrupt the gradual increase in the transmittance of the third auxiliary image 414, but continues to gradually increase it.
[0192] Note that, here, an example has been given in which the gradual increase in the transmittance of the second auxiliary image 412 is interrupted when the player performs the third stop operation of the stop switch 120; however, this is not limited to the above case, and the gradual increase in the transmittance of the second auxiliary image 412 may continue regardless of the player performing the third stop operation of the stop switch 120.
[0193] In this manner, the slot machine 100 includes the start switch 118, the stop switch 120, sound output means (e.g., the audio circuit 240f, the speaker 134), display means (e.g., the image circuit 240e, the liquid crystal display unit 132), and a performance control means 254 that controls the performances performed by the sound output means and the display means, and the performance control means 254 causes the sound output means and the display means to perform a predetermined auxiliary performance related to the operation sequence of the stop switch 120 (e.g., performances related to the first stop operation, the second stop operation, and the third stop operation) and the operation result (e.g., performance related to the release of the third stop operation). In the auxiliary performance, the sound output means outputs a plurality of auxiliary voices (e.g., a first auxiliary voice, a second auxiliary voice, a third auxiliary voice, and a fourth auxiliary voice) and a plurality of auxiliary effects (e.g., a first auxiliary effect, a second auxiliary effect, a third auxiliary effect, and a fourth auxiliary effect), and the display means displays a plurality of auxiliary images (e.g., a first auxiliary image 410, a second auxiliary image 412, a third auxiliary image 414, and a fourth auxiliary image 416). In the auxiliary performance, when the stop switch 120 to be operated second is turned on, the sound output means outputs the third auxiliary button. When the stop switch 120 to be operated third is turned ON, the display means starts outputting the fourth auxiliary effect, and when the stop switch 120 to be operated third is turned OFF, the display means starts outputting the fourth auxiliary voice. In the auxiliary performance, when the stop switch 120 to be operated second is turned ON, the display means starts displaying the second auxiliary image 412 that was displayed gradually disappearing, and when the stop switch 120 to be operated third is turned ON, the display means starts displaying the third auxiliary image 414 that was displayed gradually disappearing, and when the stop switch 120 to be operated third is turned OFF, the display means starts displaying the fourth auxiliary image 416. In the auxiliary performance, if the time from when the stop switch 120 to be operated second is turned ON to when the stop switch 120 to be operated third is turned ON does not reach the first predetermined time (the time until the notification of the third auxiliary effect or the second auxiliary image 412 that ends first) the sound output means and display means interrupt the output of the third auxiliary effect and start outputting the fourth auxiliary effect in response to the ON of the stop switch 120 to be operated third.The gradually disappearing display of the second auxiliary image 412 is interrupted and the second auxiliary image 412 is disappeared, and the gradually disappearing display of the third auxiliary image 414 is started.
[0194] Also, in the slot machine 100, in the auxiliary performance, if the time from when the stop switch 120 to be operated second is turned ON to when the stop switch 120 to be operated third is turned OFF is less than a second predetermined time (the time until the third auxiliary voice ends when the notification of the fourth auxiliary effect has not ended and the notification of the third auxiliary image has not ended, which is longer than the first predetermined time), the sound output means and display means may interrupt the output of the third auxiliary voice and start the output of the fourth auxiliary voice in response to the OFF of the stop switch 120 to be operated third, without interrupting the output of the fourth auxiliary effect, and without interrupting the display of gradually disappearing the third auxiliary image 414.
[0195] The slot machine 100 further includes a start switch 118, a reel 110, a stop switch 120, a sound output means (e.g., an audio circuit 240f, a speaker 134), a display means (e.g., an image circuit 240e, a liquid crystal display unit 132), and an effect control means 254 for controlling the effects performed by the sound output means and the display means. The effect control means 254 causes the sound output means and the display means to perform a predetermined auxiliary effect related to the operation sequence of the stop switch 120 (e.g., effects related to the first stop operation, the second stop operation, and the third stop operation). In the auxiliary effect, the sound output means outputs a rotation start sound (e.g., a start sound), a plurality of auxiliary voices (e.g., a first auxiliary voice, a second auxiliary voice, a third auxiliary voice), and a plurality of auxiliary effects (e.g., a first auxiliary effect, a second auxiliary effect, a third auxiliary effect, and a fourth auxiliary effect), and the display means displays a plurality of auxiliary images (navigation "1", "2", "3"). In the auxiliary effect, the sound output means controls the sound output means to output a predetermined auxiliary effect related to the operation sequence of the stop switch 120 (e.g., effects related to the first stop operation, the second auxiliary voice, and the third auxiliary voice). When the start switch 118 is turned ON, the stage starts outputting the first auxiliary voice and the first auxiliary effect, and when the reel 110 starts to rotate, starts outputting a rotation start sound, and in the auxiliary performance, when the start switch 118 is turned ON, the display means starts displaying an enlarged first auxiliary image 410, second auxiliary image 412, and third auxiliary image 414, and in the auxiliary performance, if the time from when the start switch 118 was turned ON in the previous game to when the start switch 118 is turned ON in the current game does not reach a third predetermined time (the so-called wait time (4.1 seconds) that becomes full wait), in response to the start switch 118 being turned ON, after completion of output of the first auxiliary voice and the first auxiliary effect, the sound output means and the display means complete the enlargement of the first auxiliary image 410, second auxiliary image 412, and third auxiliary image 414, and start outputting the rotation start sound after completion of enlargement of the first auxiliary image 410, second auxiliary image 412, and third auxiliary image 414.
[0196] In addition, the slot machine 100 is provided with a presentation state control means for determining one of the presentation states including an AT presentation state in which an auxiliary presentation can be executed, and a non-AT presentation state in which an auxiliary presentation cannot be executed, and the rotation start sound in the AT presentation state and the rotation start sound in the non-AT presentation state may be different, and the volume of the rotation start sound in the AT presentation state may be larger than the volume of the rotation start sound in the non-AT presentation state.
[0197] Also, in the slot machine 100, during the auxiliary performance, after the enlargement of the first auxiliary image 410 is completed, the display means may start displaying the first auxiliary image 410 in a periodically varying manner, and when the stop switch 120, which is to be operated first, is turned ON while the first auxiliary image 410 is periodically varying, the variation of the first auxiliary image 410 may be stopped, and when the variation of the first auxiliary image 410 has stopped, the display means may start displaying the first auxiliary image 410 that was displayed gradually disappearing.
[0198] Although the preferred embodiment of the present invention has been described above with reference to the accompanying drawings, it goes without saying that the present invention is not limited to such an embodiment. It is clear that a person skilled in the art can think of various modifications or alterations within the scope of the claims, and it is understood that these also naturally belong to the technical scope of the present invention.
[0199] In the above embodiment, an example has been described in which there are three stop switches 120 and three reels 110 (left reel 110a, center reel 110b, right reel 110c), but the present invention is not limited to this case and can also be applied to a case in which there are four stop switches 120 and four reels 110 (first reel, second reel, third reel, fourth reel) or five or more reels. In this case, the final stop operation is the fourth stop operation, and the processing corresponding to the start and release of the third stop operation in the above embodiment is performed in response to the start and release of the fourth stop operation.
[0200] In addition, in the above-described embodiment, the main control board 200, the sub-control board 240, and the medal count control board 260 are arranged so as to share the functional parts for progressing through the game, but the functional parts of the main control board 200 may be arranged on the sub-control board 240 or the medal count control board 260, the functional parts of the sub-control board 240 may be arranged on the main control board 200 or the medal count control board 260, or the functions of the medal count control board 260 may be arranged on the main control board 200 or the sub-control board 240, or all the functional parts may be arranged together on a single control board.
[0201] In addition, in the above-mentioned embodiment, an example of application to a slot machine 100 has been given, but the present invention can also be applied to a gaming machine, a so-called pachinko machine, that includes a gaming board in which a gaming area is formed through which gaming balls flow, a large prize opening provided in the gaming area through which the gaming balls can enter, an opening / closing member for opening and closing the large prize opening, and a large prize opening control means for controlling the opening / closing member to open and close when a predetermined condition is met, and executing a large role game consisting of multiple rounds of play in which the large prize opening is opened.
[0202] Furthermore, each process performed by the above-mentioned main control board 200, sub-control board 240, and medal count control board 260 does not necessarily have to be processed chronologically in the order described in the flowchart, and may include parallel or subroutine processing. [Explanation of symbols]
[0203] 100 Slot Machines (Amusement Machines) 110 Reels 116 Bet Switch 118 Start switch 120 Stop Switch 200 Main control board 200a Main CPU 222 Game status control means 224 Production state control means 240 Sub-control board 240a Sub CPU 224 Production state control means 254 Production Control Means 260 Medal count control board 260a Medal CPU 274 Medal count update method 300 Dedicated Unit
Claims
[Claim 1] The start switch and Stop switch and A sound output means; A display means; a performance control means for controlling the performance performed by the sound output means and the display means; Equipped with the performance control means causes the sound output means and the display means to perform a predetermined auxiliary performance related to an operation sequence and an operation result of the stop switch, In the above-mentioned supporting performance, the sound output means outputs a plurality of auxiliary voices and a plurality of auxiliary effects; the display means displays a plurality of auxiliary images; In the auxiliary performance, the sound output means When the second stop switch is turned on, the third auxiliary voice and the third auxiliary effect start to be output. When the third stop switch is turned on, the output of the fourth auxiliary effect starts. When the third stop switch is turned off, the fourth auxiliary voice starts to be output. In the auxiliary performance, the display means When the second stop switch is turned on, the second auxiliary image is gradually erased. When the stop switch, which is to be operated third, is turned on, the third auxiliary image that was being displayed starts to be gradually erased, When the third stop switch is turned off, the display of the fourth auxiliary image begins. In the auxiliary performance, the sound output means and the display means If the time from when the second stop switch to be operated is turned on to when the third stop switch to be operated is turned on is less than the first predetermined time, in response to the third stop switch being turned on, Stop outputting the third auxiliary effect and start outputting the fourth auxiliary effect; The gradually disappearing display of the second auxiliary image is interrupted and the second auxiliary image is disappeared; The gaming machine starts displaying the third auxiliary image by gradually erasing it.
Citation Information
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