Game machine
Patent Information
- Application Number
- JP2023129258
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-08-08
- Publication Date
- 2025-02-21
- Estimated Expiration
- 2043-08-08
AI Technical Summary
【0006】 本発明によれば、揺動演出を適切に実行できる。
Smart Images

Figure 2025024892000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] Conventionally, a reel type gaming machine, which is an example of a gaming machine, includes a rocking means that can be rocked by the operation of an actuator such as a motor (for example, Patent Document 1). In the reel type gaming machine including the rocking means, the rocking means rocks to perform a rocking effect. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2021-122384 A Summary of the Invention [Problem to be solved by the invention]
[0004] In a gaming machine configured to be able to execute a rocking effect, it is desirable to execute the rocking effect appropriately. [Means for solving the problem]
[0005] A gaming machine that solves the above problem is capable of executing a variable game using a plurality of reels, and is configured so that the variable game can be viewed through a transparent portion. The gaming machine is equipped with an operation means that can be operated by a player, a swinging means that can swing, and a performance control means that can execute control related to the execution of a performance, and a plurality of types of symbols are arranged on each of the plurality of reels, and the states related to the plurality of reels include a variable state in which at least some of the plurality of reels are rotating and a stopped state in which all of the plurality of reels are stopped, and it is possible to stop a reel that is rotating by operating the operation means, and the variable states include a first variable state in a first period and a second variable state in a second period, and the first period during the execution of the variable game is a stop state in which all of the reels are stopped, and the first period ... The gist of the invention is that even if all the spinning reels come to a stop during the second period, the fluctuation game does not end and the multiple reels can spin again, and when all the spinning reels come to a stop during the second period while the fluctuation game is being executed, the fluctuation game ends, the stopped states include a first stopped state to which the first fluctuation state can be transitioned to and a second stopped state to which the second fluctuation state can be transitioned to, the presentation includes a swinging presentation that can be executed by swinging the swinging means, the transparent part can swing as the swinging presentation is executed, and when a predetermined number of fluctuation games have been executed, the probability that the swinging presentation will be executed when in the first fluctuation state is lower than the probability that the swinging presentation will be executed when in the second stop state. Effect of the Invention
[0006] According to the present invention, a swing effect can be appropriately executed. [Brief description of the drawings]
[0007] [Figure 1] FIG. 1 is a front view showing a reel type gaming machine. [Diagram 2] FIG. 2 is a perspective view showing the slot machine with the front door open. [Diagram 3] FIG. 3 is a schematic diagram showing an example of the arrangement of symbols on each reel. [Figure 4] FIG. 4 is a block diagram showing the electrical configuration of the slot machine. [Diagram 5] FIG. 5 is a flowchart showing the game progress main process. [Figure 6] FIG. 6(a) is an explanatory diagram showing an example of the probability of a pseudo game being played when a favorable lottery is not won and the pattern of the pseudo game, and FIG. 6(b) is an explanatory diagram showing an example of the probability of a pseudo game being played when a favorable lottery is won and the pattern of the pseudo game. [Figure 7] FIG. 7 is a flowchart showing the pseudo game processing. [Figure 8] FIG. 8(a) is a timing chart showing an example of a transition of the state of the reels when a simulated game is not being executed, and FIG. 8(b) is a timing chart showing an example of a transition of the state of the reels when a simulated game is being executed. [Figure 9] FIG. 9(a) is a schematic diagram showing an example of reel displacement in a pseudo-stop state, and FIG. 9(b) is a schematic diagram showing an example of reel displacement in a real stop state. [Figure 10] FIG. 10 is a schematic diagram showing an example of the displacement of the transparent portion when a swinging effect is executed. [Figure 11] FIG. 11 is an explanatory diagram for explaining an example of the execution probability of the swing effect. [Figure 12] Figure 12 is an explanatory diagram for explaining an example of the state of the reels when in the pseudo-changing state, pseudo-stopped state, real changing state, and real stopped state, the state of the transparent parts, the execution probability of the rocking effect, and the execution time of the rocking effect. [Figure 13] Figure 13 is an explanatory diagram for explaining an example of the state of the reels when in the first pseudo-fluctuation state, the first pseudo-stop state, the second pseudo-fluctuation state, the second pseudo-stop state, the main fluctuation state, and the main stop state, the state of the transparent part, the execution probability of the swinging effect, and the execution time of the swinging effect. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0008] (First embodiment) Hereinafter, a first embodiment of a slot machine, which is an example of a gaming machine, will be described. In this specification, the directions of up, down, left, right, front (front), and back (back) indicate the respective directions as seen by a player playing on a slot machine 10 (hereinafter referred to as gaming machine 10).
[0009] 1 and 2, the gaming machine 10 includes a rectangular box-shaped main body cabinet 11. The main body cabinet 11 includes an opening 11a on the front side. The gaming machine 10 includes a front door 12 that covers the opening 11a of the main body cabinet 11. The front door 12 is supported on the main body cabinet 11 so as to be openable and closable. The front door 12 is formed with a substantially rectangular display window 12a so that the player can view the inside of the machine.
[0010] The gaming machine 10 includes a decorative lamp 13. The decorative lamp 13 can perform a light-emitting effect of turning on, off, or blinking a light-emitting body (not shown). The decorative lamp 13 is provided on the front door 12. The gaming machine 10 includes a speaker 14. The speaker 14 can perform an audio effect of outputting sound effects, music, and sounds such as human voices. The speaker 14 is provided on the front door 12. The gaming machine 10 includes a performance display device 15. The performance display device 15 can perform a display effect of displaying images that resemble characters, letters, and the like. For example, the performance display device 15 is a liquid crystal type or organic EL type display. The performance display device 15 is provided on the front door 12 so that an image can be viewed through a transparent portion 17 described later.
[0011] The gaming machine 10 includes a reel unit 16. The reel unit 16 is provided inside the machine so that the player can see it through the display window 12a. The reel unit 16 includes a left reel 16a, a center reel 16b, and a right reel 16c. The reels 16a to 16c are flat, cylindrical members, and are reels also called drums.
[0012] A plurality of symbols are arranged on each of the reels 16a to 16c. Each of the reels 16a to 16c has a symbol row in which a plurality of symbols are arranged along its outer circumferential surface. The symbol row is provided by winding a strip-shaped transparent film (hereinafter referred to as a reel strip) on which a plurality of symbols are printed along the longitudinal direction, around the outer periphery of the reels 16a to 16c. There are a plurality of types of symbols. The plurality of types of symbols include a cherry symbol imitating a cherry, a watermelon symbol imitating a watermelon, a bell symbol imitating a bell, a seven symbol imitating the Arabic numeral 7, a BAR symbol imitating the character string "BAR", and a replay symbol imitating the character string "REPLAY".
[0013] As shown in Fig. 3, the left reel 16a has 20 symbols arranged from symbol number LZ00 to symbol number LZ19. The center reel 16b has 20 symbols arranged from symbol number CZ00 to symbol number CZ19. The right reel 16c has 20 symbols arranged from symbol number RZ00 to symbol number RZ19. Each of the reels 16a to 16c has a plurality of types of symbols arranged thereon.
[0014] The reel unit 16 includes one or more actuators (not shown) capable of rotating and stopping the reels 16a to 16c individually. For example, the actuators are stepping motors. The reel unit 16 includes a left reel sensor SE1, a center reel sensor SE2, and a right reel sensor SE3 (see FIG. 4). The left reel sensor SE1 is a sensor for detecting the rotational position of the left reel 16a. The center reel sensor SE2 is a sensor for detecting the rotational position of the center reel 16b. The right reel sensor SE3 is a sensor for detecting the rotational position of the right reel 16c.
[0015] In the gaming machine 10, when the reels 16a to 16c spin, the symbols visible through the display window 12a are displayed so as to vary. In this way, a variation game is executed in the gaming machine 10. The variation of the symbols is performed in a manner in which the symbol row is scrolled vertically from top to bottom. However, the variation of the symbols may be performed in a manner in which the symbol row is scrolled vertically from bottom to top.
[0016] A plurality of stop positions are set on the reels 16a to 16c as stop positions of symbols that can be visually recognized by the player through the display window 12a. The plurality of stop positions on the reels 16a to 16c include an upper stop position, a middle stop position, and a lower stop position. In the gaming machine 10, a combination of stop positions selected one by one from the plurality of stop positions set for each of the reels 16a to 16c constitutes a combination of effective stop positions that can determine that the combination of symbols displayed is a winning combination. In the following description, a line connecting the plurality of stop positions that constitute a combination of effective stop positions is simply referred to as an "effective line NL". In the gaming machine 10, a straight effective line NL is constituted by the respective middle stop positions of the reels 16a to 16c. Not limited to this, the effective line NL may be a straight line that slopes downward or upward to the right, or may be V-shaped. The effective line NL is not limited to one line, and may be multiple lines.
[0017] The term "winning" as used herein means that a combination of symbols that is predetermined as a combination required for a prize to be awarded is displayed. In the following description, a combination of symbols that is predetermined as a combination required for a prize to be awarded may simply be referred to as a "role". In addition, in this specification, "displayed" for a predetermined combination of symbols means that a combination of symbols stopped on a valid line NL becomes the predetermined combination of symbols. In the following description, a combination of symbols stopped on a valid line NL may simply be referred to as a "stopping eye". In the gaming machine 10, when a winning occurs, a prize (profit) that is predetermined is awarded to the combination of symbols displayed. Note that combinations other than the combination of valid stopping positions are invalid combinations of stopping positions that cannot determine that the combination of symbols displayed is a winning combination (so-called invalid lines). As will be described in detail later, the roles that allow a winning in the gaming machine 10 are determined by an internal lottery (role lottery). Hereinafter, a role that wins in the role lottery may simply be referred to as a "winning role".
[0018] The gaming machine 10 includes a transparent portion 17 and a support portion 17a that supports the transparent portion 17. The transparent portion 17 is supported so as to be displaceable in the vertical direction. The transparent portion 17 and the support portion 17a are provided on the front door 12. The transparent portion 17 covers the front side of the display window 12a and the front side of the performance display device 15. In this embodiment, the transparent portion 17 is an acrylic plate. The transparent portion 17 may be glass. The transparent portion 17 may be a transparent liquid crystal. The gaming machine 10 is configured so that a variable game using the reels 16a to 16c can be viewed through the transparent portion 17. The transparent portion 17 is preferably a member having a high transparency that allows the reels 16a to 16c and the performance display device 15 to be viewed through the transparent portion 17. Note that in FIG. 1 and FIG. 2, the transparent portion 17 is omitted except for a part, but actually covers the entire opening 12b of the front door 12. Therefore, the front side of the display window 12a and the front side of the performance display device 15 are completely covered by the transparent portion 17. The transparent portion 17 functions as a member that protects the reels 16a to 16c and the performance display device 15. For example, the transparent portion 17 prevents a player from touching the reels 16a to 16c and the performance display device 15.
[0019] The gaming machine 10 has a medal insertion port 18 for inserting gaming medals, which are an example of gaming media. The gaming machine 10 has a medal selector (not shown) inside the machine. The medal selector has an insertion sensor SE4 that detects gaming medals inserted through the medal insertion port 18 (see FIG. 4). The gaming machine 10 is configured so that the bet number can be set by inserting gaming medals into the medal insertion port 18.
[0020] Here, the bet number will be explained. The gaming machine 10 is configured to be able to play one variation game by setting a predetermined bet number. The bet number that can be set in the gaming machine 10 is "1" to "3". In the gaming machine 10, among the bet numbers that can be set, "1" is the minimum bet number and "3" is the maximum bet number. In this embodiment, the bet number that can play one variation game (hereinafter, referred to as the specified bet number) is "3". That is, the gaming machine 10 is configured to be able to play one variation game by using three gaming medals. On the other hand, the gaming machine 10 is configured to be unable to play one variation game by using one or two gaming medals. Not limited to this, the gaming machine 10 may be configured to be able to play one variation game by using one or two gaming medals. That is, the specified bet number may be "1" to "3". In the following explanation, a bet of "1" may be referred to as a "1 bet," a bet of "2" may be referred to as a "2 bet," and a bet of "3" may be referred to as a "3 bet."
[0021] The gaming machine 10 includes a 1 bet button 19. The 1 bet button 19 is configured to allow an operation to set a bet from among credits stored internally. Specifically, the 1 bet button 19 can decrease the number of credits (hereinafter referred to as the number of credits) by 1 and increase the bet by 1 with one operation. Note that when the number of credits is 0, the bet will not be increased even if the 1 bet button 19 is operated. Also, when the set bet is the maximum bet, the bet will not be increased even if the 1 bet button 19 is operated.
[0022] The gaming machine 10 includes a MAX BET button 20. The MAX BET button 20 is configured to allow an operation to set a bet from among credits stored internally. Specifically, the MAX BET button 20 can decrease the number of credits up to the maximum bet by one operation, and increase the bet by the amount of the decrease. If the number of credits is 0, the bet is not increased even if the MAX BET button 20 is operated. If the set bet is the maximum bet, the bet is not increased even if the MAX BET button 20 is operated. If the sum of the set bet and the number of credits is not equal to or greater than the maximum bet, the bet is not increased even if the MAX BET button 20 is operated.
[0023] The gaming machine 10 includes a settlement button 21. When a bet is set, the settlement button 21 is configured to be able to pay off the set bet as gaming medals with a single operation. When a bet is not set, the settlement button 21 is configured to be able to pay off internally stored credits as gaming medals with a single operation. When the settlement button 21 is operated to pay off the bet or credit as gaming medals, the gaming machine 10 controls so that gaming medals are paid out from a medal payout outlet 22.
[0024] The gaming machine 10 has a medal payout outlet 22 for paying out game medals. The gaming machine 10 has a receiving tray 23 for receiving game medals paid out from the medal payout outlet 22. The gaming machine 10 has a hopper unit 24 inside the machine. The hopper unit 24 is capable of storing game medals, and pays out the stored game medals from the medal payout outlet 22. Game medals inserted from the medal insertion port 18 can pass through a medal selector and then be stored in the hopper unit 24.
[0025] The gaming machine 10 includes a start lever 25. The start lever 25 is configured to enable a start operation that triggers the rotation of the reels 16a to 16c, i.e., the start of a variable game. The gaming machine 10 can start a variable game when the start lever 25 is operated in a state where a specified bet number is set. On the other hand, the gaming machine 10 cannot start a variable game when the start lever 25 is operated in a state where a specified bet number is not set.
[0026] The gaming machine 10 includes a left stop button 26a, a center stop button 26b, and a right stop button 26c. The stop buttons 26a to 26c correspond to the reels 16a to 16c, respectively, and are configured to enable a stop operation that triggers the rotation of the corresponding reel to be stopped. In the following description, in a situation where all the reels are rotating, the first stop operation using any one of the stop buttons 26a to 26c is indicated as a first stop operation, the next stop operation using any one of the remaining two stop buttons is indicated as a second stop operation, and the final stop operation using the remaining one stop button is indicated as a third stop operation. The stop buttons 26a to 26c correspond to operation means that can be operated by the player. The operation means is composed of the left stop button 26a, the center stop button 26b, and the right stop button 26c.
[0027] The gaming machine 10 includes a rocking device 27. The rocking device 27 is provided on the front door 12. The rocking device 27 is configured to generate rocking by rocking itself. In this embodiment, the rocking device 27 is an eccentric motor. The rocking device 27 includes a weight having an offset center of gravity and a motor. The number of rocking movements (the number of rocking movements) of the rocking device 27 varies depending on the number of rotations of the motor. The number of rocking movements can be regarded as the number of times the same state is repeated per unit time in the rocking phenomenon. The number of rocking movements of the rocking device 27 increases as the number of rotations of the motor increases. The rocking range of the rocking device 27 varies depending on the mass of the weight and the eccentricity (degree of eccentricity). The larger the mass of the weight, the larger the rocking range of the rocking device 27. The larger the eccentricity, the larger the rocking range of the rocking device 27. The oscillation width can be understood as the amount of displacement that the oscillation device 27 can be displaced.
[0028] The gaming machine 10 is configured to be able to execute a swing effect by swinging the swing device 27. The swing device 27 is provided below the transparent portion 17. The swing device 27 is provided at a position close to the lower end of the support portion 17a. The swing device 27 can impart the generated swing to the transparent portion 17 via the support portion 17a. That is, the transparent portion 17 swings as the swing device 27 swings. The gaming machine 10 is configured to be able to execute a swing effect in which the transparent portion 17 swings as the swing device 27 swings. In addition, the swing device 27 is provided behind (at the back side) the stop buttons 26a to 26c. In the gaming machine 10, as the swing device 27 swings, the swing can be transmitted to the stop buttons 26a to 26c via a predetermined member. In this embodiment, the swing device 27 corresponds to a swingable swing means.
[0029] The gaming machine 10 includes an information display unit 30. The information display unit 30 has an insertion availability display unit. The insertion availability display unit displays information that can identify whether or not it is in a state where insertion of a gaming medal from the medal insertion slot 18 is acceptable. The insertion availability display unit displays whether or not it is in a state where insertion of a gaming medal is acceptable, for example, by the lighting state of an illuminator.
[0030] The information display unit 30 has a replay display unit. The replay display unit displays information that can identify whether or not a replay is in progress. The replay display unit displays whether or not a replay is in progress, for example, by the lighting state of an illuminator. In this specification, "replay" refers to a variable game that can be played without using new game medals. When a replay is in progress, the gaming machine 10 is configured to be able to set a multiplier equal to the multiplier set when the previous variable game is started, without setting a new multiplier, and play a variable game.
[0031] The information display unit 30 has a wait display unit. The wait display unit displays information that can identify whether or not the waiting time is in progress. The wait display unit displays whether or not the waiting time is in progress, for example, by the lighting state of an illuminant. The wait time is a waiting time that is set so that the number of times the variable game is executed per unit time does not exceed a predetermined number of times.
[0032] The information display unit 30 has a bet display unit. The bet display unit displays information that can identify the set bet (amount of bet). For example, the bet display unit displays the set bet by the lighting state of a plurality of light-emitting elements.
[0033] The information display unit 30 has a credit display section. The credit display section is configured by arranging a plurality of (e.g., two) seven-segment displays, and is capable of displaying a plurality of (e.g., two-digit) numbers or alphabets. The credit display section displays information that can identify the number of credits stored internally.
[0034] The information display unit 30 has a payout display unit. The payout display unit is configured with multiple (e.g., two) seven-segment displays arranged side by side, and is capable of displaying multiple (e.g., two-digit) numbers or letters. The payout display unit displays information that can identify the number of game medals paid out upon the occurrence of a win. The "number of game medals paid out" in this specification refers to the number by which the number of game medals held by a player increases as a result of a win.
[0035] The payout display unit also serves as a display unit that displays information (hereinafter, referred to as operation information) that can identify the operation mode of the stop buttons 26a to 26c required to generate a winning combination. The operation information is information that can identify at least one of the operation sequence (pressing order) and the operation timing (pressing position) of the stop buttons 26a to 26c. Since the operation information is information that can identify the operation mode of the stop buttons 26a to 26c required to generate a winning combination, it can be said that the gaming machine 10 recommends operating the stop buttons 26a to 26c according to the operation information. In other words, it can be said that the operation information is information that can identify the recommended operation mode of the stop buttons 26a to 26c. The payout display unit may also serve as a display unit that displays error information that can identify an error that has occurred in the gaming machine 10.
[0036] There are six different pressing orders for the stop buttons 26a to 26c, from first to sixth. The first pressing order is a pressing order in which the stop buttons 26a to 26c are operated so that the left reel 16a, the center reel 16b, and the right reel 16c are stopped in this order. The second pressing order is a pressing order in which the stop buttons 26a to 26c are operated so that the left reel 16a, the right reel 16c, and the center reel 16b are stopped in this order. The third pressing order is a pressing order in which the stop buttons 26a to 26c are operated so that the center reel 16b, the left reel 16a, and the right reel 16c are stopped in this order. The fourth pressing order is a pressing order in which the stop buttons 26a to 26c are operated so that the center reel 16b, the right reel 16c, and the left reel 16a are stopped in this order. The fifth push order is a push order for operating the stop buttons 26a to 26c so that the rotation of the right reel 16c, the left reel 16a, and the center reel 16b is stopped in this order. The sixth push order is a push order for operating the stop buttons 26a to 26c so that the rotation of the right reel 16c, the center reel 16b, and the left reel 16a is stopped in this order. The payout display unit displays operation information according to the push order.
[0037] Next, the relationship between the hand (combination of symbols) and the prize will be explained. The gaming machine 10 awards a prize according to the combination of symbols stopped on the pay line NL when the variable game is finished. The gaming machine 10 has a payout role in which the award of gaming media (payout of gaming medals) is determined as a prize. The number of game medals to be paid out is determined in advance according to the payout role. In this embodiment, the payout roles include a cherry role, a watermelon role, a bell role, a bell spill role, and a seven role. In this embodiment, the payout numbers are set as "2" for the cherry role, "5" for the watermelon role, "15" for the bell role, "1" for the bell spill role, and "15" for the seven role. In the following description, a combination of symbols stopped on the pay line NL when the cherry role wins is referred to as a "cherry stop pattern." The cherry stop pattern is, for example, [cherry symbol, cherry symbol, cherry symbol]. A combination of symbols stopped on a valid line NL when a watermelon role wins is referred to as a "watermelon stop". A watermelon stop is, for example, [watermelon symbol, watermelon symbol, watermelon symbol]. A combination of symbols stopped on a valid line NL when a bell role wins is referred to as a "bell stop". A bell stop is, for example, [bell symbol, bell symbol, bell symbol]. A combination of symbols stopped on a valid line NL when a bell spill role wins is referred to as a "bell spill stop". A bell spill stop is, for example, [bell symbol, bell symbol, replay symbol]. A combination of symbols stopped on a valid line NL when a seven role wins is referred to as a "seven stop". A seven stop is, for example, [seven symbol, seven symbol, seven symbol].
[0038] The gaming machine 10 is provided with a replay role in which the award of replay (activation of replay) is set as a prize. For example, if a variable game is played with 3 bets and the replay is activated, the variable game can be played again with 3 bets without setting a bet number. In the following description, the combination of symbols that stops on the pay line NL when the replay role wins is referred to as a "replay stop symbol." The replay stop symbol is, for example, [replay symbol, replay symbol, replay symbol].
[0039] The gaming machine 10 has a plurality of gaming states. The multiple game states include a normal state and an advantageous state. When controlled to the normal state, no operation information is displayed on the payout display unit. When controlled to the advantageous state, operation information can be displayed on the payout display unit. For this reason, the advantageous state is a game state in which it is easier to win a payout role than in the normal state. Therefore, when controlled to the advantageous state, game medals are more likely to be awarded than when controlled to the normal state. Therefore, the advantageous state can be said to be a game state that is more advantageous to the player than the normal state. In this embodiment, being controlled to the advantageous state is an example of being awarded a predetermined benefit. The advantageous state is a so-called AT (assist time) state.
[0040] In the gaming machine 10, if a start condition for an advantageous state (hereinafter referred to as an advantageous start condition) is satisfied while in the normal state, the gaming machine 10 transitions to the advantageous state. In the gaming machine 10, if a termination condition for the advantageous state (hereinafter referred to as an advantageous termination condition) is satisfied while in the advantageous state, the gaming machine 10 transitions to the normal state.
[0041] Next, the electrical configuration of the gaming machine 10 will be described. 4, the gaming machine 10 includes a plurality of control boards. The plurality of control boards include a main board 40 and a sub-board 41. The plurality of control boards are provided in positions that cannot be accessed or seen unless the front door 12 is opened.
[0042] The main board 40 and the sub-board 41 are connected so that one-way communication can be performed from the main board 40 to the sub-board 41. The main board 40 executes predetermined control and outputs control information to the sub-board 41. For example, the control information is a signal, a command, or a message. The sub-board 41 can input the control information output from the main board 40. The sub-board 41 executes predetermined control based on the control information input from the main board 40.
[0043] The gaming machine 10 includes a power supply unit 50 inside the machine. The power supply unit 50 receives power from outside the machine, converts the input voltage into a predetermined voltage, and supplies it to the main board 40 and the sub-board 41. The power supply unit 50 includes a power switch 50a. The gaming machine 10 is configured to be able to be powered on by starting power supply to the power supply unit 50 with the power switch 50a in the on state, or by turning on the power switch 50a while power is being supplied.
[0044] The main board 40 will now be described in detail. The main board 40 includes a CPU 40a, a ROM 40b, and an RWM 40c. The CPU 40a executes a main control program to mainly control the progress of the game. The ROM 40b stores data such as the main control program, judgment values used for various judgments and lotteries, and tables. For example, the judgment values used in the lottery include a role judgment value used in the role lottery, an advantageous transition judgment value used in the advantageous lottery, and a pseudo game judgment value used in the pseudo game lottery. The role lottery is a lottery for determining a role that can win a prize. The advantageous lottery is a lottery for determining whether or not to transition from a normal state to an advantageous state. The pseudo game lottery is a lottery for determining whether or not to execute a pseudo game. Although the details will be described later, the pseudo game is a pseudo game in which the reels 16a to 16c are rotated and stopped, but even if a combination of symbols that will award a prize stops on a pay line NL, the prize is not awarded. The RWM 40c stores various information that is rewritten according to the processing results of the CPU 40a. For example, the information stored in the RWM 40c includes a bet amount (amount of bets) and a credit amount, as well as a flag, a counter, and a timer.
[0045] The main board 40 is configured to be able to generate random numbers. The random numbers may be generated as so-called "hardware random numbers" by mounting a random number generating circuit on the main board 40 that updates the value of the random numbers at predetermined intervals, or may be generated as so-called "software random numbers" by having the CPU 40a update the value of the random numbers at predetermined intervals. The random numbers are used in various lotteries performed on the main board 40.
[0046] The main board 40 is connected to the reel sensors SE1 to SE3. The CPU 40a can input the detection signals output by the reel sensors SE1 to SE3 via a port not shown. The main board 40 is connected to the throw-in sensor SE4. The CPU 40a can input the detection signal output by the throw-in sensor SE4 via a port not shown. The main board 40 is connected to the actuators of the reels 16a to 16c. The CPU 40a can control the operation of the reels 16a to 16c individually via a drive circuit not shown.
[0047] The main board 40 is connected to the 1 bet button 19, the MAX bet button 20, the settlement button 21, the start lever 25, and the stop buttons 26a to 26c. The CPU 40a can input, via a port not shown, each detection signal output when the 1 bet button 19, the MAX bet button 20, the settlement button 21, the start lever 25, and the stop buttons 26a to 26c are operated. The main board 40 is connected to the hopper unit 24. The CPU 40a can control the operation of the hopper unit 24 via a drive circuit not shown. The main board 40 is connected to the information display unit 30. The CPU 40a can control the display contents of the information display unit 30 via a drive circuit not shown.
[0048] Here, the winning numbers and the winning lottery table used in the winning lottery for determining the winning number from among a plurality of winning numbers, which are among the data stored in the ROM 40b, will be described.
[0049] First, the winning numbers will be explained. The winning number is information that determines one or more combinations of symbols that can be displayed (derived) on the pay line NL in a variable game. In other words, the winning number is a condition device identifier (ID) that determines one or more combinations that can be used to win a prize in the gaming machine 10.
[0050] The gaming machine 10 is provided with a plurality of winning numbers including winning numbers 01-11. For the winning number 01, a cherry role is set as a winning combination in the gaming machine 10. When the winning number 01 is won and each of the stop buttons 26a to 26c is operated to stop at a push position where the cherry symbol can be stopped on the pay line NL (hereinafter, referred to as the cherry push position), the reels are stopped so that the cherry role is won, regardless of the push order. On the other hand, when the stop buttons 26a to 26c are operated to stop at a push position other than the cherry push position, no winning combination is won, regardless of the push order.
[0051] For the winning number 02, a watermelon role is set as a winning combination in the gaming machine 10. When the winning number 02 is won and each of the stop buttons 26a to 26c is operated to stop at a push position where the watermelon symbol can be stopped on the pay line NL (hereinafter, referred to as the watermelon push position), the reels are stopped so that the watermelon role is won, regardless of the push order. On the other hand, when the stop buttons 26a to 26c are operated to stop at a push position other than the watermelon push position, no winning combination is won, regardless of the push order.
[0052] For the winning number 03, a bell role is set as a winning combination in the gaming machine 10. When the winning number 03 is won, the reels are stopped so that the bell role is won, regardless of the pressing order and the pressing position.
[0053] For the winning numbers 04 to 09, the bell role and the bell spill role are set as roles that can be won in the gaming machine 10. When any of the winning numbers 04 to 09 is won, and a stop operation is performed in any one of the first to sixth push orders that are predefined, the reels are stopped so that the bell role will be won, regardless of the push position. On the other hand, when a stop operation is performed in a push order different from the one push order (hereinafter, the bell spill role operation), the reels are stopped so that the bell spill role will be won, regardless of the push position.
[0054] For winning number 04, when the reels are stopped in the first push order, the reels will be stopped so that a bell will be awarded. For winning number 05, when the reels are stopped in the second push order, the reels will be stopped so that a bell will be awarded. For winning number 06, when the reels are stopped in the third push order, the reels will be stopped so that a bell will be awarded. For winning number 07, when the reels are stopped in the fourth push order, the reels will be stopped so that a bell will be awarded. For winning number 08, when the reels are stopped in the fifth push order, the reels will be stopped so that a bell will be awarded. For winning number 09, when the reels are stopped in the sixth push order, the reels will be stopped so that a bell will be awarded.
[0055] For the winning number 10, a seven combination is set as a winning combination in the gaming machine 10. When the winning number 10 is won and each of the stop buttons 26a to 26c is operated to stop at a push position where the seven symbol can be stopped on the pay line NL (hereinafter referred to as the seven push position), the reels are stopped so that the seven combination wins, regardless of the push order. On the other hand, when the stop buttons 26a to 26c are operated to stop at a push position other than the seven push position, no combination wins, regardless of the push order.
[0056] The winning number 11 is set to a replay role as a winning combination in the gaming machine 10. When the winning number 11 is won, the reels are stopped so that the replay role can be won, regardless of the pressing order and the pressing position.
[0057] Next, the winning combination table will be described. In the role selection table, each of the multiple winning numbers is associated with a role determination value as numerical data for determining whether or not the number is a win (hereinafter referred to as winning determination). The role determination value does not vary depending on the game state. In other words, the role determination value is the same regardless of the game state. In the winning determination, a win is determined when the value obtained by subtracting the role determination value from the value of the random number for role selection is a negative value. Note that if the value obtained by subtracting the role determination value from the value of the random number for role selection is not a negative value, this calculated value is used to determine whether the next winning number is a win. Incidentally, if none of the winning numbers (roles) are a win, it is a so-called "loss."
[0058] The sub-substrate 41 will now be described in detail. The sub-board 41 includes a CPU 41a, a ROM 41b, and an RWM 41c. The CPU 41a executes a sub-control program to mainly execute control related to the performance. The ROM 41b stores data such as the sub-control program, judgment values used for various judgments and lotteries, and tables. The ROM 41b stores audio performance data used for audio performance, light-emitting performance data used for light-emitting performance, display performance data used for display performance, and rocking performance data used for rocking performance. The RWM 41c stores various information that is rewritten according to the processing results of the CPU 41a. For example, the information stored in the RWM 41c includes flags, counters, and timers.
[0059] The sub-substrate 41 is configured to be capable of generating random numbers. For example, the random numbers may be generated as so-called "hardware random numbers" by mounting a random number generating circuit on the sub-substrate 41 that updates the value of the random numbers at predetermined intervals, or may be generated as so-called "software random numbers" by the CPU 41a updating the value of the random numbers at predetermined intervals. The random numbers are used for various lotteries performed on the sub-substrate 41.
[0060] The sub-board 41 is connected to the decorative lamp 13, the speaker 14, the performance display device 15, and the rocking device 27. The CPU 41a can control the decorative lamp 13, the speaker 14, the performance display device 15, and the rocking device 27 via a drive circuit not shown. The CPU 41a can execute control related to various performances that can be executed in the decorative lamp 13, the speaker 14, the performance display device 15, and the rocking device 27. In this embodiment, the CPU 41a corresponds to a performance control means that can execute control related to the execution of performances.
[0061] Next, the processing executed by the CPU 40a of the main board 40 will be described. The game progress main process executed by the CPU 40a will be described below. As shown in FIG. 5, the game progress main processing executed by the CPU 40a is a series of processes related to the progress of the game, such as execution of a variable game and awarding of prizes.
[0062] In the game progress main process, the CPU 40a executes a game start setting process (step S101). In the game start setting process, the CPU 40a updates a predetermined memory area in the RWM 40c. Next, the CPU 40a judges whether or not the replay is not in operation (step S102). When the replay is not in operation, it corresponds to a time when the replay is not in operation. When the replay is not in operation (step S102: YES), the CPU 40a executes a multiplier setting process to set a multiplier (amount of bet) in the current variable game (step S103).
[0063] In the multiplier setting process, the CPU 40a judges whether or not a detection signal is input from the insertion sensor SE4. When the detection signal is input from the insertion sensor SE4, the CPU 40a may increase the multiplier. Specifically, when the CPU 40a inputs a detection signal output when a game medal is inserted into the medal insertion port 18 and the insertion sensor SE4 detects the game medal, the CPU 40a may increase the multiplier. When the set multiplier is less than the maximum multiplier and a game medal is inserted into the medal insertion port 18, the CPU 40a increases the multiplier. On the other hand, when the set multiplier is the maximum multiplier and a game medal is inserted into the medal insertion port 18, the CPU 40a does not increase the multiplier. In this case, the CPU 40a increases the number of credits by the number of inserted game medals. When the number of credits exceeds the credit upper limit (50 in this embodiment), the CPU 40a returns the game medal inserted into the medal insertion port 18 from the medal payout outlet 22.
[0064] When no detection signal is input from the insertion sensor SE4, the CPU 40a judges whether or not the 1 bet button 19 or the MAX bet button 20 is operated. When the 1 bet button 19 or the MAX bet button 20 is not operated, the CPU 40a ends the bet number setting process.
[0065] The CPU 40a may increase the bet when it receives a detection signal output when the 1 bet button 19 is operated. When the set bet is less than the maximum bet and the number of credits is 1 or more, the CPU 40a increases the bet by 1 when the 1 bet button 19 is operated. When the set bet is the maximum bet, the CPU 40a does not increase the bet even if the 1 bet button 19 is operated. When the number of credits is 0, the CPU 40a does not increase the bet even if the 1 bet button 19 is operated. When the CPU 40a increases the bet based on the operation of the 1 bet button 19, it decreases the number of credits by the increased bet.
[0066] The CPU 40a may increase the bet when the detection signal output when the MAX BET button 20 is operated is input. The CPU 40a may increase the bet when the MAX BET button 20 is operated when the set bet is less than the maximum bet and the number of credits is 1 or more. The CPU 40a does not increase the bet even if the MAX BET button 20 is operated when the set bet is the maximum bet. The CPU 40a does not increase the bet even if the MAX BET button 20 is operated when the number of credits is 0. The CPU 40a increases the bet only when the bet becomes the maximum bet when the MAX BET button 20 is operated. When the set bet is less than the maximum bet and the sum of the set bet and the number of credits is greater than or equal to the maximum bet, the CPU 40a increases the bet so that the bet becomes the maximum bet when the MAX BET button 20 is operated. When the set bet is less than the maximum bet and the sum of the set bet and the number of credits is less than the maximum bet, the CPU 40a does not increase the bet even if the MAX BET button 20 is operated when the sum of the set bet and the number of credits is less than the maximum bet. For example, when the set bet is 0 and the number of credits is less than 3, the CPU 40a does not increase the bet even if the MAX BET button 20 is operated. When the CPU 40a increases the bet based on the operation of the MAX BET button 20, it decreases the number of credits by the increased bet.
[0067] When the odds are increased in the odds setting process, the CPU 40a stores control information (hereinafter, referred to as a bet command) capable of identifying that the odds have been set in the output buffer. The control information (command) stored in the output buffer is output to the sub-board 41 by an information output process executed as a timer interrupt process. The bet command is control information capable of identifying the odds increased by inserting a gaming medal into the medal insertion slot 18, operating the 1 bet button 19, or operating the MAX bet button 20. For example, when the MAX bet button 20 is operated to increase the odds by 3, the CPU 40a stores a bet command capable of identifying that the odds have increased by 3 in the output buffer. After storing the bet command in the output buffer, the CPU 40a ends the odds setting process.
[0068] When the bet setting process is completed, the CPU 40a executes the settlement process (step S104). In the settlement process, the CPU 40a determines whether the settlement button 21 has been operated. If the settlement button 21 has not been operated, the CPU 40a ends the settlement process. If the settlement button 21 has been operated, the CPU 40a may decrease the bet. If the settlement button 21 has been operated, the CPU 40a may decrease the amount of credits. In other words, if the settlement button 21 has been operated, the CPU 40a may settle the bet or credits.
[0069] In the settlement process, the CPU 40a may decrease the bet amount or the number of credits when it receives a detection signal output when the settlement button 21 is operated. When the set bet amount is 1 or more, the CPU 40a decreases the bet amount when the settlement button 21 is operated. When the set bet amount is 0, the CPU 40a does not decrease the bet amount even when the settlement button 21 is operated. When the set bet amount is 0 and the number of credits is 1 or more, the CPU 40a decreases the number of credits when the settlement button 21 is operated. When the set credit is 0, the CPU 40a does not decrease the number of credits even when the settlement button 21 is operated.
[0070] When the CPU 40a decreases the bet amount based on the operation of the settlement button 21, the CPU 40a decreases the bet amount by the set bet amount. In other words, when the settlement button 21 is operated, the CPU 40a decreases the set bet amount so that the bet amount becomes 0. For example, when the set bet amount is 3, the CPU 40a decreases the bet amount by 3 when the settlement button 21 is operated. When the CPU 40a decreases the bet amount, the CPU 40a controls the hopper unit 24 so that game medals are paid out from the medal payout outlet 22 by the amount of the decrease.
[0071] When the CPU 40a decreases the number of credits based on the operation of the settlement button 21, the CPU 40a decreases the number of credits by the number of credits. That is, when the settlement button 21 is operated, the CPU 40a decreases the number of credits so that the number of credits becomes 0. For example, when the settlement button 21 is operated when the number of credits is the credit upper limit, the CPU 40a decreases the number of credits by 50. When the CPU 40a decreases the number of credits, the CPU 40a controls the hopper unit 24 so that game medals are paid out from the medal payout outlet 22 by the amount of the decrease.
[0072] In the settlement process, when the bet amount or the credit amount is decreased, the CPU 40a stores control information capable of identifying that the settlement has been made (hereinafter, referred to as a settlement command) in the output buffer, and then ends the settlement process.
[0073] When the replay is not inactive (step S102: NO), or when the settlement process is completed, the CPU 40a judges whether the set odds (bet amount) coincides with the prescribed odds that allow the variable game to be started (step S105). When the replay is activated, the CPU 40a sets the odds that were set when the previous variable game was started as the odds for the current variable game.
[0074] If the set odds do not match the specified odds (step S105: NO), the CPU 40a proceeds to step S102. That is, in step S105, the CPU 40a determines whether the variable game can be started. On the other hand, if the set odds match the specified odds (step S105: YES), the CPU 40a determines whether the start lever 25 has been operated (start operation) (step S106).
[0075] In the process of step S106, the CPU 40a makes an affirmative determination when a detection signal is input from the start lever 25. On the other hand, the CPU 40a makes a negative determination when a detection signal is not input from the start lever 25. If the start operation is not accepted (step S106: NO), the CPU 40a proceeds to the process of step S102. On the other hand, if the start operation is accepted (step S106: YES), the CPU 40a executes a role selection process (step S107). In this embodiment, the fact that the set odds match the prescribed odds and the start lever 25 is operated corresponds to the establishment of a predetermined condition. The predetermined condition can be understood as a condition for starting a variable game.
[0076] The role selection process will be described. The role selection process is a process for determining a winning number as a role selection. In the role selection process, the CPU 40a acquires a random number for role selection generated by the main board 40. The CPU 40a subtracts the role determination value of the winning number defined in the role selection table from the acquired random number for role selection, and repeatedly performs a determination as to whether or not the winning number is a winning number. In this way, the CPU 40a determines whether any of the winning numbers defined in the role selection table is a winning number, or whether any of the winning numbers is a non-winning number (so-called a loser). For example, the winning numbers 01 and 02 are associated with role determination values so that they win with a 1 / 30 chance. The winning numbers 03 to 09 are associated with role determination values so that they win with a 1 / 10 chance. The winning number 10 is associated with a role determination value so that it wins with a 1 / 300 chance. The winning number 11 is associated with a role determination value so that it wins with a 1 / 7 chance. When any winning number is selected, the CPU 40a stores information (hereinafter referred to as a winning flag) capable of identifying the winning number in the RWM 40c. The winning flag is initialized in the game start setting process (step S101). The CPU 40a stores control information (hereinafter referred to as a winning command) capable of identifying the winning number in the output buffer, and ends the winning lottery process. When the winning lottery process is completed, the CPU 40a executes the advantageous lottery process (step S108).
[0077] The advantageous lottery process will be described. The advantageous lottery process is a process for determining whether or not to transition from the normal state to the advantageous state as an advantageous lottery. In the advantageous lottery process, the CPU 40a executes the advantageous lottery when controlled to the normal state. On the other hand, the CPU 40a ends the advantageous lottery process without executing the advantageous lottery when controlled to the advantageous state.
[0078] When executing the advantageous lottery, the CPU 40a acquires a random number for the advantageous lottery generated by the main board 40. The CPU 40a judges that a win has been made when the value obtained by subtracting the advantageous transition judgment value from the acquired random number for the advantageous lottery is a negative value. The advantageous transition judgment value is associated with a different numerical value for each winning number that has been won in the role lottery process. For example, when the winning number 01 is won, the advantageous transition judgment value is associated so that the advantageous lottery is won with a probability of 1 / 10. When the winning number 02 is won, the advantageous transition judgment value is associated so that the advantageous lottery is won with a probability of 1 / 10. When any of the winning numbers 03 to 09, 11 is won, the advantageous transition judgment value is associated so that the advantageous lottery is not won. When the winning number 10 is won, the advantageous transition judgment value is associated so that the advantageous lottery is won with a probability of 1 / 1. Therefore, the probability of winning the advantageous lottery when controlled in the normal state is 1 / 100. In other words, the probability of not winning the advantageous lottery when controlled in normal conditions is 99 / 100.
[0079] If the advantageous lottery is not won, the CPU 40a judges that the advantageous start condition is not established. The CPU 40a stores control information (hereinafter referred to as advantageous non-winning command) capable of identifying that the advantageous start condition is not established in the output buffer. After that, the CPU 40a ends the advantageous lottery process. On the other hand, if the advantageous lottery is won, the CPU 40a judges that the advantageous start condition is established. The CPU 40a stores information (hereinafter referred to as advantageous winning information) capable of identifying that the advantageous start condition is established in the RWM 40c. The advantageous winning information is initialized in the game start set process (step S101). If the advantageous lottery is won, the CPU 40a sets an initial value of the number of possible wins during advantageous play. The number of possible wins during advantageous play is information capable of identifying the number of payout medals that can be acquired when controlled in an advantageous state, and is information stored in the RWM 40c. The CPU 40a stores control information (hereinafter referred to as advantageous winning command) capable of identifying that the advantageous start condition is established in the output buffer. After that, the CPU 40a ends the advantageous lottery process. If the advantageous start condition is established, the CPU 40a transitions from the normal state to the advantageous state in the game update process (step S119) described later. When the advantageous lottery process is ended, the CPU 40a executes the pseudo game lottery process (step S109).
[0080] The pseudo game lottery process will now be described. The pseudo game lottery process is a process for determining whether or not a pseudo game is to be executed as a pseudo game lottery, and the pattern (type) of the pseudo game to be executed.
[0081] As shown in Figures 6(a) and 6(b), the CPU 40a has different probabilities of deciding to execute a pseudo game depending on whether or not the advantageous lottery has been won. The CPU 40a acquires random numbers for the pseudo game lottery generated by the main board 40. The CPU 40a judges that a win has been made when the value obtained by subtracting the pseudo game judgment value from the acquired random number for the pseudo game lottery is a negative value. The pseudo game judgment value is associated with different values for when the advantageous lottery has not been won and when the advantageous lottery has been won.
[0082] As shown in FIG. 6(a), for example, the pseudo game judgment value is associated such that if the advantageous lottery is not won, there is a 1 / 100 chance of winning the pseudo game lottery. Therefore, if the advantageous lottery is not won, there is a 99 / 100 chance of not winning the pseudo game lottery. As shown in FIG. 6(b), for example, the pseudo game judgment value is associated such that if the advantageous lottery is won, there is a 20 / 100 chance of winning the pseudo game lottery. Therefore, if the advantageous lottery is won, there is an 80 / 100 chance of not winning the pseudo game lottery.
[0083] If the pseudo game lottery is not won, the CPU 40a decides not to execute the pseudo game. The CPU 40a stores control information (hereinafter, referred to as a pseudo non-execution command) capable of specifying that the pseudo game will not be executed in the output buffer. After that, the CPU 40a ends the pseudo game lottery process. On the other hand, if the pseudo game lottery is won, the CPU 40a decides to execute the pseudo game. If it is decided to execute the pseudo game, the CPU 40a decides the pattern of the pseudo game. As shown in FIG. 6(a), if the advantageous lottery is not won, the CPU 40a decides that the pattern of the pseudo game is the pseudo game pattern GP11. Therefore, in the gaming machine 10, if the advantageous lottery is not won, the pseudo game of the pseudo game pattern GP11 is executed with a 1 / 100 chance.
[0084] As shown in FIG. 6(b), when the advantageous lottery is won, the CPU 40a determines one of the pseudo game patterns GP11 and GP12 as the pattern of the pseudo game. The CPU 40a acquires a random number for the pseudo game lottery generated by the main board 40. When the value obtained by subtracting the pseudo game pattern determination value from the acquired random number for the pseudo game lottery is a negative value, the CPU 40a determines that the pattern of the pseudo game is the pseudo game pattern GP12. In other words, when the value obtained by subtracting the pseudo game pattern determination value from the acquired random number for the pseudo game lottery is zero or a positive value, the CPU 40a determines that the pattern of the pseudo game is the pseudo game pattern GP11.
[0085] The pseudo game pattern determination value is set in advance so that if the advantageous lottery is won and the pseudo game lottery is won, the pseudo game pattern GP12 is determined to be selected with a probability of 19 / 20. Therefore, in the gaming machine 10, if the advantageous lottery is won, the pseudo game of the pseudo game pattern GP12 is executed with a probability of 19 / 100. If the advantageous lottery is won and the pseudo game lottery is won, the pseudo game pattern GP11 is determined with a probability of 1 / 20. Therefore, in the gaming machine 10, if the advantageous lottery is won and the pseudo game lottery is won, the pseudo game of the pseudo game pattern GP11 is executed with a probability of 1 / 100.
[0086] When the CPU 40a determines the pattern of the pseudo game, it stores information (hereinafter referred to as pseudo pattern information) capable of identifying the determined pattern of the pseudo game in the RWM 40c. The pseudo pattern information is initialized in the game start setting process (step S101). The CPU 40a stores control information (hereinafter referred to as pseudo execution command) capable of identifying that a pseudo game will be executed and the pattern of the executed pseudo game in the output buffer. After that, the CPU 40a ends the pseudo game lottery process. When the pseudo game lottery process ends, the CPU 40a executes instruction information process (step S110).
[0087] The instruction information determination process of the instruction information process will be described. The CPU 40a executes the command information determination process when controlled to the advantageous state, whereas the CPU 40a ends the command information process without executing the command information determination process when controlled to the normal state.
[0088] In the instruction information determination process, the CPU 40a judges whether the winning flag is any of the winning numbers 04 to 09. If the winning flag is any of the winning numbers 04 to 09, the CPU 40a determines operation information capable of identifying the operation mode of the stop buttons 26a to 26c required to generate the winning of the bell role. On the other hand, if the winning flag is not 01, 02, 03, 10, 11, or any winning number, the CPU 40a does not determine operation information capable of identifying the operation mode of the stop buttons 26a to 26c. For example, if the winning flag is the winning number 04, the CPU 40a determines operation information capable of identifying the first push order. The CPU 40a stores the control information capable of identifying the push order (hereinafter, referred to as the instruction information command) in the output buffer, and ends the instruction information determination process. Then, the CPU 40a executes the instruction information display process.
[0089] The instruction information display process of the instruction information process will be described. In the instruction information display process, the CPU 40a controls the information display unit 30 (dispense display unit) so that the operation information determined in the instruction information determination process is displayed. Then, the CPU 40a ends the instruction information display process. Note that if the instruction information determination process is not being executed, or if the operation information is not determined in the instruction information determination process, the CPU 40a does not execute the instruction information display process. After that, the CPU 40a ends the instruction information process.
[0090] When the instruction information process is completed, the CPU 40a stores control information (hereinafter, referred to as a start bet command) capable of specifying the bet amount when the start operation is accepted in the output buffer. By inputting the start bet amount command, the CPU 41a can specify the bet amount (bet amount) in the current variation game and can specify that the start operation for starting the variation game has been accepted.
[0091] Then, the CPU 40a judges whether the wait time has elapsed (step S111). If the wait time has not elapsed (step S111: NO), the CPU 40a waits until the wait time has elapsed. If the wait time has elapsed (step S111: YES), the CPU 40a sets a wait time for judging whether the wait time has elapsed next time. The set wait time is measured in a count subtraction process executed as a timer interrupt process.
[0092] After setting the wait time, the CPU 40a executes a pseudo game process (step S112). The pseudo game process is a process for executing a pseudo game. The pseudo game is a game in which the reels 16a to 16c are operated during execution of a so-called stagnation control (freeze control). For this reason, the pseudo game process can also be regarded as a stagnation control process (freeze control).
[0093] 7, in the pseudo game processing, the CPU 40a determines whether or not a pseudo game is executed by determining whether or not pseudo pattern information is stored in the RWM 40c (step S201). If no pseudo pattern information is stored in the RWM 40c, the CPU 40a does not execute a pseudo game. If a pseudo game is not executed (step S201: NO), the CPU 40a ends the pseudo game processing.
[0094] When the pseudo pattern information is stored in the RWM 40c, the CPU 40a executes a pseudo game. When executing a pseudo game (step S201: YES), the CPU 40a controls each actuator of the reels 16a to 16c so that the reels 16a to 16c start to rotate (step S202). That is, the CPU 40a starts a pseudo game. In the following description, as a state related to the reels 16a to 16c in the gaming machine 10, a state in which at least some of the reels 16a to 16c are rotating when a pseudo game is being executed is referred to as a "pseudo-variable state".
[0095] In the gaming machine 10, the reels 16a to 16c start to rotate in step S202, thereby starting the variation game and the pseudo game. In this way, the CPU 40a can start the variation game and the pseudo game in response to a start operation. The CPU 40a stores control information (hereinafter referred to as a variation game start command) capable of specifying that the variation game has started in the output buffer. The CPU 40a also stores control information (hereinafter referred to as a pseudo start command) capable of specifying that the pseudo game has started in the output buffer.
[0096] When the rotation speed of the reels 16a-16c reaches a specified speed, the CPU 40a judges whether a stop operation by any of the stop buttons 26a-26c has been received (step S203). In the process of step S203, the CPU 40a judges positively if a detection signal is input from any of the stop buttons 26a-26c corresponding to the reel that is spinning. On the other hand, the CPU 40a judges negatively if a detection signal is input from any of the stop buttons 26a-26c corresponding to an already stopped reel, or if a detection signal is not input from any of the stop buttons 26a-26c. If a stop operation has not been received (step S203: NO), the CPU 40a waits until a stop operation is received.
[0097] When the stop operation is received (step S203: YES), the CPU 40a executes a reel pseudo stop process to stop the rotation of the reel corresponding to the stop button that received the detection signal (step S204). That is, the CPU 40a controls the actuator in response to the stop operation to stop the rotation of the reel corresponding to the stop operation. In this manner, in the gaming machine 10, the reel being rotated can be stopped by operating the stop buttons 26a to 26c. In the following description, the stop of the reel rotation in the pseudo game may be referred to as a "pseudo stop". In the following description, the state of the reels 16a to 16c in the gaming machine 10 in which all of the reels 16a to 16c are pseudo stopped when the pseudo game is being executed is referred to as a "pseudo stop state".
[0098] The pseudo reel stop process will be described. The CPU 40a searches for symbols that are allowed to be pseudo-stopped on the pay line NL according to the pseudo game pattern among symbols within a predetermined pull-in range (five symbols in this embodiment) from the timing (rotation position) when the stop button is operated. The predetermined pull-in range is not limited to five symbols, and may be four symbols or less, or six symbols or more. For example, the search for symbols can be realized by at least one of referring to a stop symbol search table for pseudo stop stored in the ROM 40b and performing a calculation using stop symbol search data for pseudo stop. Then, the CPU 40a stops the rotation of the reel so that one of the searched symbols pseudo-stops on the pay line NL.
[0099] When the first stop operation, the second stop operation, and the third stop operation are performed, the CPU 40a executes a reel pseudo stop process, respectively, to display a combination of symbols according to the pseudo game pattern and the operation mode of the stop buttons 26a to 26c. For example, in the pseudo game pattern GP11, when each of the stop buttons 26a to 26c is stopped at the seven-push position, the seven symbols are pseudo-stopped on the pay lines NL of the reels 16a and 16b, while the replay symbols are pseudo-stopped on the pay lines NL of the reels 16c. For example, in the pseudo game pattern GP11, when each of the stop buttons 26a to 26c is stopped at a push position other than the seven-push position, the replay symbols are pseudo-stopped on the pay lines NL of the reels 16a to 16c. For example, in the pseudo game pattern GP12, when each of the stop buttons 26a to 26c is operated to stop at the seven-push position, the seven symbols are pseudo-stopped on the pay line NL of the reels 16a to 16c. For example, in the pseudo game pattern GP12, when each of the stop buttons 26a to 26c is operated to stop at a push position other than the seven-push position, the replay symbols are pseudo-stopped on the pay line NL of the reels 16a to 16c.
[0100] When the first stop operation is performed, the CPU 40a stores in the output buffer control information (hereinafter referred to as the first pseudo stop command) that can identify the fact that the first stop operation has been performed and the type of symbol that has been pseudo-stopped on the active line NL by the first stop operation. When the second stop operation is performed, the CPU 40a stores in the output buffer control information (hereinafter referred to as the second pseudo stop command) that can identify the fact that the second stop operation has been performed and the type of symbol that has been pseudo-stopped on the active line NL by the second stop operation. When the third stop operation is performed, the CPU 40a stores in the output buffer control information (hereinafter referred to as the third pseudo stop command) that can identify the fact that the third stop operation has been performed and the type of symbol that has been pseudo-stopped on the active line NL by the third stop operation.
[0101] Next, the CPU 40a judges whether or not all of the reels 16a to 16c have been pseudo-stopped (step S205). If some of the reels 16a to 16c have not been pseudo-stopped (step S205: NO), the CPU 40a proceeds to the process of step S203. On the other hand, if all of the reels 16a to 16c have been pseudo-stopped (step S205: YES), the CPU 40a sets a pseudo-stop time for measuring the time that has elapsed since the pseudo-stop state was entered. The set pseudo-stop time is measured in a count subtraction process executed as a timer interrupt process. In this embodiment, the pseudo-stop time is 5 seconds. The pseudo-stop time is not limited to this, and may be less than 5 seconds or may be more than 5 seconds. The CPU 40a also stores control information (hereinafter, referred to as a pseudo-variation end command) capable of identifying the end of the pseudo-variation state in the output buffer.
[0102] After that, the CPU 40a judges whether or not the end condition of the pseudo game is satisfied after the pseudo stop state (step S206). In this embodiment, the end condition of the pseudo game is satisfied when the start lever 25 is operated or when the pseudo stop time has elapsed. If the end condition of the pseudo game is not satisfied (step S206: NO), the CPU 40a waits until the end condition of the pseudo game is satisfied. If a detection signal is input from the start lever 25 or if the pseudo stop time has elapsed (step S206: YES), the CPU 40a ends the pseudo game. The CPU 40a stores control information (hereinafter, referred to as a pseudo game end command) capable of identifying that the pseudo game has ended in an output buffer. Note that the CPU 40a does not end the variable game. Then, the CPU 40a ends the pseudo game process.
[0103] As shown in FIG. 5, when the pseudo game process is ended, the CPU 40a controls each actuator of the reels 16a to 16c so that the reels 16a to 16c start to rotate (step S113). In the gaming machine 10, if the pseudo game is not executed, the reels 16a to 16c start to rotate in step S113, and the variation game starts. In this case, the CPU 40a stores a variation game start command in the output buffer. In this manner, the CPU 40a starts the variation game in response to a start operation. In the gaming machine 10, if the pseudo game is executed, the variation game starts in step S202, whereas if the pseudo game is not executed, the variation game starts in step S113. In the following description, a state in which at least some of the reels 16a to 16c are rotating when the pseudo game is not executed as a state related to the reels 16a to 16c in the gaming machine 10 is referred to as a "main variation state".
[0104] When the rotation speed of the reels 16a-16c reaches a specified speed, the CPU 40a judges whether a stop operation by any of the stop buttons 26a-26c has been received (step S114). In the process of step S114, the CPU 40a judges positively if a detection signal is input from any of the stop buttons 26a-26c corresponding to the reel that is spinning. On the other hand, the CPU 40a judges negatively if a detection signal is input from any of the stop buttons 26a-26c corresponding to the reel that has already stopped, or if a detection signal is not input from any of the stop buttons 26a-26c. If a stop operation has not been received (step S114: NO), the CPU 40a waits until a stop operation is received.
[0105] When the stop operation is received (step S114: YES), the CPU 40a executes a reel main stop process to stop the rotation of the reel corresponding to the stop button that received the detection signal (step S115). That is, the CPU 40a controls the actuator in response to the stop operation to stop the rotation of the reel corresponding to the stop operation. In this manner, in the gaming machine 10, the reel being rotated can be stopped by operating the stop buttons 26a to 26c. In the following description, the stop of the reel rotation when no pseudo game is being performed may be referred to as a "main stop". In the following description, the state of the reels 16a to 16c in the gaming machine 10 in which all of the reels 16a to 16c are main stopped when no pseudo game is being performed is referred to as a "main stop state".
[0106] The reel final stop process will be described. The CPU 40a searches for symbols that are permitted to be stopped on the pay line NL according to the result of the role selection (winning role) among symbols that are within a predetermined pull-in range (five symbols in this embodiment) from the timing (spin position) when the stop button is operated. For example, the search for symbols can be realized by at least one of referring to a stop symbol search table for the main stop stored in the ROM 40b and performing a calculation using stop symbol search data for the main stop. Then, the CPU 40a stops the rotation of the reels so that one of the searched symbols stops on the pay line NL.
[0107] When the first stop operation, the second stop operation, and the third stop operation are performed, the CPU 40a executes the reel main stop process, respectively, to display the result of the current winning combination and the combination of symbols according to the operation mode of the stop buttons 26a to 26c. That is, the CPU 40a can generate a winning combination corresponding to the winning number of the winning flag according to the operation mode of the stop buttons 26a to 26c. For example, when the winning flag is any of 01, 02, and 10, the CPU 40a can generate a winning combination corresponding to the winning number of the winning flag according to the operation timing (pressing position) of each of the stop buttons 26a to 26c. For example, when the winning flag is any of 04 to 09, the CPU 40a can generate a winning combination corresponding to the winning number of the winning flag according to the operation order (pressing order) of the stop buttons 26a to 26c. In addition, when none of the winning numbers are won (when the player loses), the CPU 40a controls so that no winning combination occurs.
[0108] When the first stop operation is performed, the CPU 40a stores in the output buffer control information (hereinafter referred to as the first main stop command) that can specify the fact that the first stop operation has been performed and the type of the symbol that has been actually stopped on the active line NL by the first stop operation. When the second stop operation is performed, the CPU 40a stores in the output buffer control information (hereinafter referred to as the second main stop command) that can specify the fact that the second stop operation has been performed and the type of the symbol that has been actually stopped on the active line NL by the second stop operation. When the third stop operation is performed, the CPU 40a stores in the output buffer control information (hereinafter referred to as the third main stop command) that can specify the fact that the third stop operation has been performed and the type of the symbol that has been actually stopped on the active line NL by the third stop operation.
[0109] Next, the CPU 40a judges whether or not all of the reels 16a to 16c have been stopped for real (step S116). If some of the reels 16a to 16c have not been stopped for real (step S116: NO), the CPU 40a proceeds to the process of step S114. On the other hand, if all of the reels 16a to 16c have been stopped for real (step S116: YES), the CPU 40a ends the variation game and executes a winning judgment process for judging the result of the variation game (step S117). In this way, the CPU 40a ends the variation game in response to the stop operation. In this embodiment, the variation game does not end even if all of the reels are pseudo-stopped, but ends when all of the reels are stopped for real. That is, in the gaming machine 10, the result of the variation game is derived in accordance with the real stop of all of the reels in the variation game. The CPU 40a keeps the reels 16a to 16c stopped for real until the next variation game starts. Therefore, in the gaming machine 10, when the variation game ends, the state of the reels 16a to 16c is in the normal stop state until the next variation game starts. The CPU 40a stores control information capable of identifying that the variation game has ended (hereinafter, referred to as a variation game end command) in the output buffer.
[0110] As described above, in the gaming machine 10, the variation game starts when the reels 16a to 16c start to rotate in step S202, or when the reels 16a to 16c start to rotate in step S113. After that, in the gaming machine 10, the variation game ends when the reels 16a to 16c are stopped in step S116. In this manner, the gaming machine 10 is configured to be able to execute the variation game using the reels 16a to 16c. The pseudo variation state and pseudo stop state, and the real variation state and real stop state can all be transitioned to after the wait time has elapsed.
[0111] The winning determination process will now be described. The CPU 40a performs a winning judgment as to whether or not a winning combination of any winning combination has occurred. That is, the CPU 40a judges whether or not the combination of symbols stopped on the pay line NL is a combination that is predetermined as a combination required for a prize to be awarded. When a winning combination of any winning combination has occurred, the CPU 40a awards a prize that is determined for the winning combination. When no winning combination of any winning combination has occurred, the CPU 40a ends the winning judgment process. In this embodiment, the awarding of a prize is an example of the awarding of a predetermined profit.
[0112] When a payout role is won, the CPU 40a updates the number of credits so that the number of credits increases by the number of game media awarded as a prize (the number of game medals to be paid out). If the increase causes the number of credits to exceed the credit upper limit, the CPU 40a controls the hopper unit 24 so that the excess number of game medals is paid out from the medal payout outlet 22. The CPU 40a stores information that can specify the number of game medals to be paid out (hereinafter referred to as payout number information) in the RWM 40c. The payout number information is initialized in the game start setting process (step S101). The CPU 40a stores control information that can specify the number of game medals to be paid out (hereinafter referred to as payout number command) in the output buffer. Then, the CPU 40a ends the winning determination process.
[0113] When a winning replay occurs, the CPU 40a activates a replay. That is, the CPU 40a sets the same bet as the variable game in which the winning replay occurs. The CPU 40a stores control information (hereinafter, referred to as a replay command) capable of identifying that a replay has been activated in the output buffer. Then, the CPU 40a ends the winning determination process. When the winning determination process ends, the CPU 40a executes the advantage upper limit process (step S118).
[0114] In the gaming machine 10, even if the reels 16a to 16c stop as a result of the operation of the stop buttons 26a to 26c in the pseudo gaming state, no prize is awarded. On the other hand, in the gaming machine 10, if the reels 16a to 16c stop as a result of the operation of the stop buttons 26a to 26c in the real gaming state, a prize may be awarded. Therefore, in a situation where the reels are stopped during rotation by the operation of the stop buttons 26a to 26c, it can be said that the prize that may be awarded according to the operation timing of the stop buttons 26a to 26c is larger when the real variation state is transitioned to the real stop state as a result of the operation of the stop buttons 26a to 26c in the pseudo variation state than when the real stop state is transitioned to the pseudo stop state as a result of the operation of the stop buttons 26a to 26c in the pseudo variation state.
[0115] The advantage upper limit process is a process for determining whether or not to transition from an advantageous state to a normal state. In the advantage upper limit process, the CPU 40a determines whether or not the advantageous state is being controlled. If the advantageous state is not being controlled, the CPU 40a ends the advantage upper limit process.
[0116] When the game is controlled to be in an advantageous state, the CPU 40a may update the number of wins during the advantageous state. Specifically, the CPU 40a subtracts the number of wins during the advantageous state when the payout role is won. The CPU 40a does not subtract the number of wins during the advantageous state when the payout role is not won. When the payout role is won, the CPU 40a subtracts the maximum number of game medals that can be paid out by winning the payout role associated with the winning number that can be specified by the winning flag from the number of wins during the advantageous state. For example, when the winning flag is the winning number 01, the CPU 40a subtracts 2 from the number of wins during the advantageous state. When the winning flag is the winning number 02, the CPU 40a subtracts 5 from the number of wins during the advantageous state. When the winning flag is any of the winning numbers 03 to 09, the CPU 40a subtracts 15 from the number of wins during the advantageous state. When the winning flag is the winning number 10, the CPU 40a subtracts 15 from the number of wins during the advantageous state. In addition, when the number of wins possible during advantageous periods becomes a negative value as a result of subtracting the number of wins possible during advantageous periods, the CPU 40a sets the number of wins possible during advantageous periods to 0. When the CPU 40a updates the number of wins possible during advantageous periods, it stores control information capable of identifying the number of wins possible during advantageous periods (hereinafter, referred to as a number of wins possible during advantageous periods command) in an output buffer.
[0117] Next, the CPU 40a judges whether the favorable end condition is met. Specifically, the CPU 40a judges whether the number of wins possible during favorable times has become 0. Determining whether the number of wins possible during favorable times has become 0 corresponds to determining whether the updated value is 0 as a result of subtraction of the number of wins possible during favorable times. If the number of wins possible during favorable times does not become 0, the CPU 40a judges that the favorable end condition is not met and ends the favorable upper limit processing. If the number of wins possible during favorable times has become 0, the CPU 40a judges that the favorable end condition is met.
[0118] When it is determined that the advantageous end condition is satisfied, the CPU 40a stores information capable of identifying that the advantageous end condition is satisfied (hereinafter referred to as advantageous end information) in the RWM 40c. This enables the CPU 40a to identify that the advantageous end condition is satisfied. The advantageous end information is initialized in the game start set process (step S101). The CPU 40a also stores control information capable of identifying that the advantageous end condition is satisfied (hereinafter referred to as advantageous end command) in the output buffer. Thereafter, the CPU 40a ends the advantageous upper limit process. When the advantageous end condition is satisfied, the CPU 40a transitions from the advantageous state to the normal state in the game update process (step S119) described later.
[0119] When the advantageous upper limit process is completed, the CPU 40a executes the game update process (step S119). In the game update process, the CPU 40a judges whether or not the advantageous start condition is established. If the advantageous start condition is established, the CPU 40a transitions from the normal state to the advantageous state. The CPU 40a stores information that can specify that the game machine 10 is controlled to the advantageous state (hereinafter, referred to as advantageous state information) in the RWM 40c. As a result, the game machine 10 is controlled to the advantageous state. The CPU 40a stores control information that can specify that the game machine 10 is controlled to the advantageous state (hereinafter, referred to as advantageous state command) in the output buffer. As described above, when the advantageous lottery is won, the CPU 40a stores the initial value of the advantageous winable number in the RWM 40c as the advantageous winable number. After that, the CPU 40a ends the game update process.
[0120] If the favorable start condition is not satisfied, the CPU 40a judges whether or not the favorable end condition is satisfied. If the favorable end condition is not satisfied, the CPU 40a ends the game update process. If the favorable end condition is satisfied, the CPU 40a transitions from the favorable state to the normal state. The CPU 40a stores information that can specify that the game machine 10 is controlled to the normal state (hereinafter, referred to as normal state information) in the RWM 40c. As a result, the game machine 10 is controlled to the normal state. The CPU 40a stores control information that can specify that the game machine 10 is controlled to the normal state (hereinafter, referred to as normal state command) in the output buffer. After that, the CPU 40a ends the game update process. When the game update process is ended, the CPU 40a executes a game start set process (step S101).
[0121] In the game progress main process, the CPU 40a is further configured to perform the following controls. The CPU 40a controls the information display unit 30 so as to notify the current state of the gaming machine 10. For example, when an error occurs in the gaming machine 10, the CPU 40a controls the payout display unit to display error information that can identify the error that has occurred.
[0122] Here, the transition of the states related to the reels 16a to 16c of the gaming machine 10 (hereinafter referred to as reel states) will be described. FIG. 8(a) shows the transition of the reel state when the pseudo game is not executed. At time T10, the reels 16a to 16c are stopped by a stop operation in the gaming machine 10, and the variable game is ended. In the gaming machine 10, the reel state transitions from the variable state to the variable state with the regular stop of the reels 16a to 16c. Thereafter, at time T11, the start operation is performed in the gaming machine 10. In this case, since the pseudo game is not executed in the gaming machine 10, the variable game starts in step S113 of FIG. Then, in the gaming machine 10, the reel state transitions from the variable state to the variable state with the start of the variable game. Thereafter, at time T12, the reels 16a to 16c are stopped by a stop operation in the gaming machine 10, and the variable game is ended. In the gaming machine 10, the reel state transitions from the main variable state to the main stopped state in association with the main stop of the reels 16a to 16c. Note that in the gaming machine 10, the reel state does not transition from the main stopped state until the start of the next variable game.
[0123] FIG. 8(b) shows the transition of the reel state when the pseudo game is executed. At time T20, the reels 16a to 16c are stopped by the stop operation in the gaming machine 10, and the variable game is ended. In the gaming machine 10, the reel state transitions from the variable state to the variable state with the real stop of the reels 16a to 16c. Thereafter, at time T21, the start operation is performed in the gaming machine 10. In this case, the pseudo game is executed in the gaming machine 10, so that the variable game starts in step S202 of FIG. 7, and the pseudo game starts. Then, in the gaming machine 10, the reel state transitions from the variable state to the pseudo variable state with the start of the variable game and the pseudo game. Then, in the gaming machine 10, the reels 16a to 16c are stopped pseudo with the stop operation in the gaming machine 10, at time T22. In the gaming machine 10, as the reels 16a to 16c come to a pseudo stop, the reel state transitions from the pseudo-variable state to a pseudo-stop state.
[0124] After that, at time T23, it is assumed that the end condition of the pseudo game is satisfied in the gaming machine 10. In the gaming machine 10, as the end condition of the pseudo game is satisfied, the pseudo game ends and the reel state transitions from the pseudo stop state to the actual variable state. That is, in the gaming machine 10, as the end condition of the pseudo game is satisfied, the reels 16a to 16c spin again. After that, at time T24, it is assumed that the reels 16a to 16c are stopped properly by a stop operation in the gaming machine 10 and the variable game ends. In the gaming machine 10, as the reels 16a to 16c are stopped properly, the reel state transitions from the actual variable state to the actual stopped state. Note that in the gaming machine 10, the reel state does not transition from the actual stopped state until the next variable game starts.
[0125] In this way, the main variable state is a state to which the main stop state can be shifted when the start lever 25 is operated. The main stop state is a state to which the main stop state can be shifted when the stop buttons 26a to 26c are operated. The pseudo game state is a state to which the main stop state can be shifted when the start lever 25 is operated. The pseudo stop state is a state to which the pseudo game state can be shifted when the stop buttons 26a to 26c are operated. The main variable state is a state to which the main stop state can be shifted when the pseudo game end condition is met. The main variable state is a state to which the main variable state is shifted when the variable game is executed, regardless of whether the pseudo game is executed or not. In other words, the main variable state is a state to which the main variable state can be shifted when the variable game starts in the main stop state, either via the pseudo game or without the pseudo game. Therefore, when the bet number set in the main stop state matches the specified bet number and the start lever 25 is operated, the main variable state is entered. In this embodiment, the pseudo-changing state is an example of a changing state and corresponds to the first changing state. The actual changing state is an example of a changing state and corresponds to the second changing state. In this embodiment, the pseudo-stopped state is an example of a stopped state and corresponds to the first stopped state. The actual stopped state is an example of a stopped state and corresponds to the second stopped state.
[0126] In addition, in this embodiment, among the periods during which the variation game is being executed, the period during which the pseudo game is being executed corresponds to the first period. That is, the period from time T21 to time T23 in FIG. 8(b) corresponds to the first period. In this embodiment, among the periods during which the variation game is being executed, the period during which the pseudo game is not being executed corresponds to the second period. That is, the period from time T11 to time T12 in FIG. 8(a) and the period from time T23 to time T24 in FIG. 8(b) correspond to the second period.
[0127] As described above, in the gaming machine 10, the states of the reels 16a to 16c include a variable state in which at least some of the reels 16a to 16c are rotating, and a stopped state in which all of the reels 16a to 16c are stopped. The variable state includes a pseudo variable state in a first period in which the pseudo game is being executed, and a real variable state in a second period in which the pseudo game is not being executed. In the gaming machine 10, even if all the rotating reels stop during the first period in which the variable game is being executed, the variable game does not end, and the reels 16a to 16c can rotate again. On the other hand, in the gaming machine 10, when all the rotating reels stop during the second period in which the variable game is being executed, the variable game ends. The stopped state includes a pseudo stopped state to which the pseudo variable state can be shifted, and a real stopped state to which the real variable state can be shifted.
[0128] In addition, the gaming machine 10 does not transition from the pseudo-changing state to the real changing state without passing through the pseudo-stop state. The gaming machine 10 does not transition from the pseudo-stop state to the real stopping state without passing through the real changing state. The gaming machine 10 does not transition from the real stopping state to the pseudo-stop state without passing through the pseudo-changing state. The gaming machine 10 does not transition from the real stopping state to the pseudo-changing state without passing through the real stopping state.
[0129] Next, the state of the reels 16a to 16c in the pseudo-variable state and the state of the reels 16a to 16c in the real variable state will be described. In this embodiment, the state of the reels 16a-16c in the pseudo-variation state is the same as the state of the reels 16a-16c in the actual variation state. Specifically, the reels 16a-16c in the pseudo-variation state and the reels 16a-16c in the actual variation state rotate in a fixed direction so that the symbol rows are scrolled vertically from top to bottom. Also, the rotation speed of the reels 16a-16c in the pseudo-variation state is the same as the rotation speed of the reels 16a-16c in the actual variation state.
[0130] Next, the state of the reels 16a to 16c in the pseudo stopped state and the state of the reels 16a to 16c in the actual stopped state will be described. FIG. 9(a) shows an example of the state of the reels 16a to 16c in the pseudo-stop state. When the reel unit 16 is viewed from the side, the reels 16a to 16c in the pseudo-stop state operate in such a manner that they alternate between displacement in the clockwise direction and displacement in the counterclockwise direction. As a result, each reel band of the reels 16a to 16c visible through the display window 12a rotates and displaces between a first reel stop position RTa shown by a solid line in the figure and a second reel stop position RTb shown by a two-dot chain line. In the gaming machine 10, displacement from the first reel stop position RTa to the second reel stop position RTb and displacement from the second reel stop position RTb to the first reel stop position RTa are alternately repeated until the end condition of the pseudo game is established. As the reels 16a-16c move, the symbols visible through the display window 12a move between a first symbol position ZTa shown by a solid line in the figure and a second symbol position ZTb shown by a two-dot chain line in the figure. In the gaming machine 10, the same symbol is positioned on the pay line NL when the reels 16a-16c move between the first symbol position ZTa and the second symbol position ZTb.
[0131] In this embodiment, the maximum displacement amount Y1 that the reels 16a to 16c can be displaced from the first reel stop position RTa to the second reel stop position RTb is the same as the maximum displacement amount Y1 that the reels 16a to 16c can be displaced from the second reel stop position RTb to the first reel stop position RTa. In this embodiment, the displacement amount Y1 is 5 mm. The displacement amount Y1 that the reels 16a to 16c can be displaced in the pseudo-stop state corresponds to the first displacement amount. Note that, although FIG. 9(a) shows an example of the pseudo-stop state, the pseudo-stopped reels in the pseudo-variable state are repeatedly displaced by the displacement amount Y1 even if there is a reel that is rotating. That is, in the gaming machine 10, the pseudo-stopped reels in the pseudo-game are repeatedly displaced by the displacement amount Y1 until the pseudo-game ends.
[0132] In this embodiment, the first reel displacement time required for the displacement from the first reel stop position RTa to the second reel stop position RTb to start and end is the same as the second reel displacement time required for the displacement from the second reel stop position RTb to the first reel stop position RTa to start and end. When the pseudo game is ended, even if the displacement of the reels 16a to 16c is in progress, the displacement of the reels 16a to 16c is stopped. Therefore, in the gaming machine 10, if the time of the pseudo stop state is not at least the total time of the first reel displacement time and the second reel displacement time (hereinafter referred to as the total reel displacement time), the pseudo stop state ends without the reels 16a to 16c repeating the displacement of the displacement amount Y1.
[0133] For example, when the end condition of the pseudo game is established by the passage of the pseudo stop time after the third stop operation in the pseudo game, the reel that has been pseudo-stopped by the third stop operation is repeatedly displaced by the displacement amount Y1. On the other hand, when the end condition of the pseudo game is established by the operation of the start lever 25 after the third stop operation in the pseudo game, the reel that has been pseudo-stopped by the third stop operation may not be repeatedly displaced by the displacement amount Y1. As described above, in the pseudo stop state, the reels 16a to 16c may repeatedly displace by the displacement amount Y1.
[0134] FIG. 9(b) shows an example of the state of the reels 16a to 16c in the actual stop state. The reels 16a to 16c do not move in the actual stop state. As a result, the reel bands of the reels 16a to 16c visible through the display window 12a do not move from the first reel stop position RTa. Therefore, the symbols visible through the display window 12a do not move from the first symbol position ZTa. In this way, the reels 16a to 16c do not move when in the actual stop state.
[0135] Next, the processing executed by the CPU 41a of the sub-board 41 will be described. The CPU 41a executes various game effects based on various control information inputted as the game progresses. Here, the "game effects" in this embodiment are effects executed mainly for the purpose of increasing the player's interest by executing an effect by one effect device alone or by combining effects by two or more effect devices according to the progress of the variable game and the transition of the game state.
[0136] The CPU 41a can specify the progress of the variable game and the transition of the game state by inputting the control information output from the main board 40 (CPU 40a). The CPU 41a stores the input control information in the RWM 41c. For example, the CPU 41a can specify that the variable game has started by inputting a variable game start command. The CPU 41a can specify that the variable game has ended by inputting a variable game end command. For example, the CPU 41a can specify that the pseudo game has started by inputting a pseudo start command. The CPU 41a can specify that the pseudo game has ended by inputting a pseudo game end command. For example, the current game state can be specified by inputting a normal state command and an advantageous state command.
[0137] An example of a game presentation executed in the gaming machine 10 will be described below. The gaming machine 10 is configured to be able to execute a swing effect in which the transparent portion 17 swings by swinging the swing device 27. As will be described in detail later, in this embodiment, the swing effect can be executed in the pseudo-changing state, the pseudo-stopping state, the real-changing state, and the real-stopping state.
[0138] As shown in FIG. 10, in the gaming machine 10, when a swing performance is executed, the swing device 27 swings in the vertical direction. As a result, the gaming machine 10 is configured such that the transparent part 17 can be displaced in the vertical direction between a first transparent part position GTa shown by a solid line in the figure and a second transparent part position GTb shown by a two-dot chain line. That is, in the gaming machine 10, the swing device 27 swings, causing the transparent part 17 to swing. In this way, in the gaming machine 10, the transparent part 17 can swing as the swing performance is executed. Note that in FIG. 10, the transparent part 17 is omitted except for a part, but actually covers the entire opening 12b of the front door 12. That is, in the gaming machine 10, the swing device 27 swings, causing the entire transparent part 17 to be displaced in the vertical direction. In this way, the performance that the gaming machine 10 can execute includes a swing performance that can be executed by swinging the swing device 27.
[0139] The transmitting portion 17 is displaced from the first transmitting portion position GTa to the second transmitting portion position GTb as the rocking device 27 is displaced upward. The transmitting portion 17 is displaced from the second transmitting portion position GTb to the first transmitting portion position GTa as the rocking device 27 is displaced downward. The transmitting portion 17 is displaced upward from the first transmitting portion position GTa to the second transmitting portion position GTb, and then displaced downward from the second transmitting portion position GTb to the first transmitting portion position GTa. In this embodiment, the maximum displacement amount Y2 by which the transmitting portion 17 can be displaced upward from the first transmitting portion position GTa to the second transmitting portion position GTb is the same as the maximum displacement amount Y2 (2 mm in this embodiment) by which the transmitting portion 17 can be displaced downward from the second transmitting portion position GTb to the first transmitting portion position GTa. The displacement amount Y2 is smaller than the displacement amount Y1 (5 mm). That is, the displacement amount Y2 by which the transparent portion 17 can be displaced as the rocking performance is executed is smaller than the displacement amount Y1 by which the reels 16a to 16c can be displaced when in a pseudo-stop state. Also, the displacement amount Y2 by which the transparent portion 17 can be displaced as the rocking performance is executed is smaller than the displacement amount by which each symbol visible through the display window 12a when viewed from the front can be displaced in the vertical direction when in a pseudo-stop state. In this embodiment, the displacement amount Y2 by which the transparent portion 17 can be displaced as the rocking performance is executed corresponds to the second displacement amount.
[0140] In this embodiment, the first transparent portion displacement time required for the displacement (upward displacement) from the first transparent portion position GTa to the second transparent portion position GTb to end is the same as the second transparent portion displacement time required for the displacement (downward displacement) from the second transparent portion position GTb to the first transparent portion position GTa to end. In addition, in the gaming machine 10, the upward displacement and the downward displacement are alternately repeated until the swinging performance ends.
[0141] In addition, when the execution of the rocking performance is finished, even if the displacement of the transparent part 17 is in the middle, the displacement of the transparent part 17 is stopped. Therefore, in the gaming machine 10, if the execution time of the rocking performance (hereinafter referred to as the rocking performance time) is not at least the total time of the first transparent part displacement time and the second transparent part displacement time (hereinafter referred to as the total transparent part displacement time), the rocking performance ends without the transparent part 17 repeating the displacement of the displacement amount Y2. As will be described later, in this embodiment, there are multiple types of rocking performance times. The multiple types of rocking performance times include rocking performance times longer than the total transparent part displacement time and rocking performance times shorter than the total transparent part displacement time. In this way, when the rocking performance is being executed, the transparent part 17 may repeat the displacement of the displacement amount Y2.
[0142] Next, a description will be given of a rocking effect processing performed by the CPU 41a to execute a rocking effect. As shown in Fig. 11, in the shaking performance processing, when the CPU 41a inputs either the advantageous non-winning command or the advantageous winning command, it decides whether or not to execute the shaking performance. When the advantageous non-winning command is input, the CPU 41a decides not to execute the shaking performance and ends the shaking performance processing.
[0143] When the advantageous winning command is input, the CPU 41a inputs either the pseudo non-execution command or the pseudo execution command after inputting the advantageous winning command, and specifies whether or not the pseudo game is executed and the pattern of the pseudo game to be executed. The CPU 41a determines in which state of the reel state among the pseudo variation state, the pseudo stop state, the main variation state, and the main stop state the rocking effect is executed based on whether or not the pseudo game is executed and the pattern of the pseudo game to be executed. In other words, the CPU 41a determines the execution timing of the rocking effect. Therefore, in the gaming machine 10, when one rocking game is executed, the rocking effect can be executed in some of the reel states among the pseudo variation state, the pseudo stop state, the main variation state, and the main stop state.
[0144] When the pseudo game is not executed, the CPU 41a decides to execute the rocking performance in the real stop state. When the pseudo game of the pseudo game pattern GP12 is executed, the CPU 41a decides to execute the rocking performance in either the pseudo fluctuation state or the pseudo stop state. The CPU 41a decides whether to execute the rocking performance in either the pseudo fluctuation state or the pseudo stop state by performing a rocking performance lottery. The CPU 41a acquires a random number for rocking performance lottery generated by the sub-board 41. When the value obtained by subtracting a predetermined performance judgment value from the acquired random number for rocking performance lottery is a negative value, the CPU 41a decides to execute the rocking performance in the pseudo fluctuation state. When the value obtained by subtracting the predetermined performance judgment value from the acquired random number for rocking performance lottery is zero or a positive value, the CPU 41a decides to execute the rocking performance in the pseudo stop state.
[0145] When the pseudo game of the pseudo game pattern GP12 is executed, the CPU 41a performs a rocking effect lottery so that the probability of deciding to execute the rocking effect is lower in the pseudo-changing state than in the pseudo-stop state. When the pseudo game of the pseudo game pattern GP12 is executed, the probability of the rocking effect being executed in the pseudo-changing state is 10 / 100. When the pseudo game of the pseudo game pattern GP12 is executed, the probability of the rocking effect being executed in the pseudo-stop state is 90 / 100. Note that "-" shown in the figure indicates that the probability of the rocking effect being executed is 0%. In this specification, the "probability of the effect being executed" means that 0% is included. Also, in this specification, the "probability of the effect being executed" means that 100% is included. In other words, in the specification, the "probability of the effect being executed" is any probability between 0% and 100%.
[0146] When the pseudo game of the pseudo game pattern GP11 is executed, the CPU 41a determines whether to execute the rocking performance in the main variation state or the main stop state. The CPU 41a determines whether to execute the rocking performance in the main variation state or the main stop state by performing a rocking performance lottery. The CPU 41a acquires a random number for rocking performance lottery generated by the sub-board 41. When the value obtained by subtracting a predetermined performance judgment value from the acquired random number for rocking performance lottery is a negative value, the CPU 41a determines to execute the rocking performance in the main variation state. When the value obtained by subtracting the predetermined performance judgment value from the acquired random number for rocking performance lottery is zero or a positive value, the CPU 41a determines to execute the rocking performance in the main stop state.
[0147] When the pseudo game of the pseudo game pattern GP11 is executed, the CPU 41a performs a rocking effect lottery so that the probability of deciding to execute the rocking effect is lower in the main variation state than in the main stop state. When the pseudo game of the pseudo game pattern GP11 is executed, the probability of the rocking effect being executed in the main variation state is 1 / 100. When the pseudo game of the pseudo game pattern GP11 is executed, the probability of the rocking effect being executed in the main stop state is 99 / 100.
[0148] When the CPU 41a determines to execute a rocking performance, it controls the rocking device 27 to execute the rocking performance at the determined execution timing by a process separate from the rocking performance process. When the CPU 41a determines to execute a rocking performance in the pseudo-fluctuation state, it controls the rocking device 27 to start the rocking performance when it inputs a first pseudo stop command. After that, the CPU 41a controls the rocking device 27 to end the rocking performance when the first rocking performance time has elapsed since the start of the rocking performance. Note that, when the CPU 41a inputs a pseudo-fluctuation end command before the first rocking performance time has elapsed since the start of the rocking performance, it controls the rocking device 27 to end the rocking performance.
[0149] When it is decided to execute the rocking performance in the pseudo stop state, the CPU 41a controls the rocking device 27 to start the rocking performance when it inputs a pseudo fluctuation end command. After that, the CPU 41a controls the rocking device 27 to end the rocking performance when the second rocking performance time has elapsed since the start of the rocking performance. Note that, when the CPU 41a inputs a pseudo game end command before the second rocking performance time has elapsed since the start of the rocking performance, it controls the rocking device 27 to end the rocking performance.
[0150] When it is decided to execute the swing performance in the main variation state, the CPU 41a controls the swing device 27 to start the swing performance when the first main stop command is input. After that, the CPU 41a controls the swing device 27 to end the swing performance when the third swing performance time has elapsed since the swing performance started. Note that, when the CPU 41a inputs a swing game end command before the third swing performance time has elapsed since the swing performance started, it controls the swing device 27 to end the swing performance.
[0151] When it is decided to execute the swinging performance in the main stop state, the CPU 41a controls the swinging device 27 to start the swinging performance when the variable game end command is input. After that, the CPU 41a controls the swinging device 27 to end the swinging performance when the fourth swinging performance time has elapsed since the swinging performance started. Note that, when the CPU 41a inputs a start bet number command before the fourth swinging performance time has elapsed since the swinging performance started, it controls the swinging device 27 to end the swinging performance. As a result, in a situation where the swinging performance is being executed in the main stop state, if the set bet number matches the specified bet number and the start lever 25 is operated, the swinging performance ends before the main swing state is entered.
[0152] In this embodiment, the swing performance time, which is the execution time of the swing performance, is in the following order: "third swing performance time" < "first swing performance time" < "second swing performance time" < "fourth swing performance time". The third swing performance time is shorter than the total transparent part displacement time. The first swing performance time is longer than the total transparent part displacement time. The second swing performance time is longer than the total transparent part displacement time. The fourth swing performance time is longer than the total transparent part displacement time.
[0153] Next, we will explain the state of reels 16a to 16c when the reel state is the pseudo-variable state, pseudo-stopped state, real variable state, and real stopped state, the state of transparent portion 17 during a swinging effect, the execution probability of the swinging effect, and the execution time of the swinging effect.
[0154] 12, in the gaming machine 10, when the reel state is in the pseudo-variable state, at least some of the reels 16a to 16c are spinning. In the gaming machine 10, when the reel state is in the pseudo-variable state and a swing effect is executed, the transparent portion 17 swings. The amount of displacement that the transparent portion 17 can be displaced at this time is a displacement amount Y2 (2 mm).
[0155] In the gaming machine 10, when the reel state is in the pseudo-stop state, the reels 16a to 16c are rotationally displaced. As a result, in the gaming machine 10, when the reel state is in the pseudo-stop state, the symbols are swaying. The amount of displacement that the reels 16a to 16c can be displaced at this time is a displacement amount Y1 (5 mm). In the gaming machine 10, when a swing effect is executed in the pseudo-stop state, the transparent portion 17 swings. The amount of displacement that the transparent portion 17 can be displaced at this time is a displacement amount Y2.
[0156] In the gaming machine 10, when the reel state is in the main variation state, at least some of the reels 16a to 16c are spinning. In the gaming machine 10, when the reel state is in the main variation state and a swing effect is executed, the transparent portion 17 swings. The amount of displacement that the transparent portion 17 can be displaced at this time is the amount of displacement Y2.
[0157] In the gaming machine 10, when the reel state is in the main stop state, the reels 16a to 16c are stopped without being displaced. As a result, in the gaming machine 10, when the reel state is in the main stop state, the symbols are definitely stopped. In the gaming machine 10, when the swing effect is executed in the main stop state, the transparent portion 17 swings. The amount of displacement that the transparent portion 17 can be displaced at this time is the amount of displacement Y2.
[0158] In the gaming machine 10, the probability of a rocking effect being executed increases in the order of "lowest" < "low" < "high" < "highest" shown in the figure. The fact that the probability of a predetermined effect being executed in a predetermined state is higher than the probability of a predetermined effect being executed in a state different from the predetermined state is realized by performing various processes in the gaming machine 10. In other words, the comparison of the probability of a predetermined effect being executed is realized by setting the probability of a predetermined effect being executed in each state (each situation) so as to satisfy the relationship. For example, the comparison of the probability of a rocking effect being executed in each reel state is realized by performing various processes including a winning combination lottery, an advantageous combination lottery, a pseudo game lottery, and a rocking effect lottery so as to satisfy the relationship. In other words, the comparison of the appearance rate (occurrence rate) of a rocking effect in each reel state is realized by performing various processes including a winning combination lottery, an advantageous combination lottery, a pseudo game lottery, and a rocking effect lottery so as to satisfy the relationship. Comparison of the frequency of appearance (occurrence frequency) of the rocking effect in each reel state is realized by performing various processes including role selection, advantageous selection, pseudo game selection, and rocking effect selection so as to satisfy the relationship.
[0159] The probability of executing the swing effect can be calculated by the role lottery, the advantageous lottery, the pseudo game lottery, and the swing effect lottery. Specifically, the probability of executing the swing effect can be calculated by multiplying the probability of winning the advantageous lottery according to the role lottery (1 / 100), the probability of determining the pseudo game pattern shown in Fig. 6(b), and the execution probability of the swing effect shown in Fig. 11. For example, the probability of executing the swing effect when in the pseudo-variable state can be calculated by multiplying the probability of winning the advantageous lottery according to the role lottery (1 / 100), the probability of determining the pseudo game pattern GP12 in the pseudo game lottery (19 / 100), and the probability of executing the swing effect when in the pseudo-variable state in the swing effect lottery (10 / 100).
[0160] Therefore, in this embodiment, the probability that the rocking performance is executed when in the pseudo-changing state is about 1 / 5263. The probability that the rocking performance is executed when in the pseudo-stopping state is about 1 / 585. The probability that the rocking performance is executed when in the real-changing state is 1 / 1000000. The probability that the rocking performance is executed when in the real-stopping state is 1 / 123. In addition, the combined probability of the probability that the rocking performance is executed when in the pseudo-changing state and the probability that the rocking performance is executed when in the real-changing state is about 1 / 5235. The combined probability of the probability that the rocking performance is executed when in the pseudo-stopping state and the probability that the rocking performance is executed when in the real-stopping state is about 1 / 102.
[0161] In this way, when a predetermined number of variation games (e.g., 10,000 times) have been played, the probability that the rocking effect is executed when in a variation state (pseudo variation state and real variation state) is lower than the probability that the rocking effect is executed when in a stopped state (pseudo stop state and real stop state). For this reason, assuming that a predetermined number of variation games have been played, the number of times that the rocking effect is executed when in a variation state is likely to be less than the number of times that the rocking effect is executed when in a stopped state. In other words, in the gaming machine 10, it is more difficult to execute the rocking effect when in a variation state than when in a stopped state. In other words, in the gaming machine 10, it is more likely to execute the rocking effect when in a stopped state than when in a variation state.
[0162] When a predetermined number of variation games are executed, the probability that the rocking effect is executed in the pseudo variation state is lower than the probability that the rocking effect is executed in the actual stop state. Therefore, assuming that a predetermined number of variation games are executed, the number of times that the rocking effect is executed in the pseudo variation state is likely to be less than the number of times that the rocking effect is executed in the actual stop state. In other words, in the gaming machine 10, it is more difficult to execute the rocking effect in the pseudo variation state than in the actual stop state. In other words, in the gaming machine 10, it is more likely to execute the rocking effect in the actual stop state than in the pseudo variation state.
[0163] When a predetermined number of variation games have been executed, the probability that the rocking effect is executed in the pseudo-stop state is lower than the probability that the rocking effect is executed in the actual stop state. Therefore, assuming that a predetermined number of variation games have been executed, the number of times that the rocking effect is executed in the pseudo-stop state is likely to be less than the number of times that the rocking effect is executed in the actual stop state. In other words, in the gaming machine 10, it is more difficult to execute the rocking effect in the pseudo-stop state than in the actual stop state. In other words, in the gaming machine 10, it is more likely to execute the rocking effect in the actual stop state than in the pseudo-stop state.
[0164] When a predetermined number of variation games have been executed, the probability that the rocking effect is executed in the main variation state is lower than the probability that the rocking effect is executed in the main stop state. Therefore, assuming that a predetermined number of variation games have been executed, the number of times that the rocking effect is executed in the main variation state is likely to be less than the number of times that the rocking effect is executed in the main stop state. In other words, in the gaming machine 10, it is more difficult to execute the rocking effect in the main variation state than in the main stop state. In other words, in the gaming machine 10, it is more likely to execute the rocking effect in the main stop state than in the main variation state.
[0165] When a predetermined number of variation games are executed, the probability that the rocking effect is executed in the real variation state is lower than the probability that the rocking effect is executed in the pseudo variation state. Therefore, assuming that a predetermined number of variation games are executed, the number of times that the rocking effect is executed in the real variation state is likely to be less than the number of times that the rocking effect is executed in the pseudo variation state. In other words, in the gaming machine 10, it is more difficult to execute the rocking effect in the real variation state than in the pseudo variation state. In other words, in the gaming machine 10, it is more likely to execute the rocking effect in the pseudo variation state than in the real variation state.
[0166] When a predetermined number of variation games have been executed, the probability that the rocking effect is executed in the main variation state is lower than the probability that the rocking effect is executed in the pseudo-stop state. Therefore, assuming that a predetermined number of variation games have been executed, the number of times that the rocking effect is executed in the main variation state is likely to be less than the number of times that the rocking effect is executed in the pseudo-stop state. In other words, in the gaming machine 10, it is more difficult to execute the rocking effect in the main variation state than in the pseudo-stop state. In other words, in the gaming machine 10, it is more likely to execute the rocking effect in the pseudo-stop state than in the main variation state.
[0167] When a predetermined number of variation games are executed, the probability that the rocking effect is executed in the pseudo variation state is lower than the probability that the rocking effect is executed in the pseudo stop state. Therefore, assuming that a predetermined number of variation games are executed, the number of times that the rocking effect is executed in the pseudo variation state is likely to be less than the number of times that the rocking effect is executed in the pseudo stop state. In other words, in the gaming machine 10, it is more difficult to execute the rocking effect in the pseudo variation state than in the pseudo stop state. In other words, in the gaming machine 10, it is more likely to execute the rocking effect in the pseudo stop state than in the pseudo variation state.
[0168] In the gaming machine 10, the execution time of the rocking performance is longer in the order of "shortest" < "short" < "long" < "longest" as shown in the figure. The execution time of the rocking performance when in a pseudo-changing state is shorter than the execution time of the rocking performance when in a real stopped state. The execution time of the rocking performance when in a pseudo-stopped state is shorter than the execution time of the rocking performance when in a real stopped state. The execution time of the rocking performance when in a real changing state is shorter than the execution time of the rocking performance when in a real stopped state. The execution time of the rocking performance when in a pseudo-stopped state is shorter than the execution time of the rocking performance when in a pseudo-stopped state. The execution time of the rocking performance when in a real changing state is shorter than the execution time of the rocking performance when in a pseudo-stopped state. The execution time of the rocking performance when in a real changing state is shorter than the execution time of the rocking performance when in a pseudo-stopped state. The execution time of the rocking performance when in a real changing state is shorter than the execution time of the rocking performance when in a pseudo-stopped state.
[0169] The effects of the first embodiment will be described. (1-1) In the gaming machine 10, in the varying state (pseudo-variable state and actual variable state), the reels can be stopped by operating the stop buttons 26a to 26c. Here, in the gaming machine 10, if the transparent portion 17 wobbles in the varying state, the visibility of the reels rotating may be reduced. Therefore, in the gaming machine 10, if the transparent portion 17 wobbles in the varying state, it becomes difficult to accurately grasp the position of the reels rotating, and the player is prevented from operating the stop buttons 26a to 26c so that the reels stop at the intended stopping position. Meanwhile, in the gaming machine 10, when a predetermined number of variation games are executed, the probability of the wobbly effect being executed in the varying state is lower than the probability of the wobbly effect being executed in the stopped state (pseudo-stop state and actual stop state). In other words, in the gaming machine 10, the frequency of the wobbly portion 17 being wobbled when the reels are rotating is low. As a result, the gaming machine 10 can prevent the visibility of the reels during spinning from decreasing while allowing the player to enjoy the swinging effect, and does not prevent the player from operating the stop buttons 26a to 26c so that the reels stop at the stop positions that the player intends. In this way, the gaming machine 10 can appropriately execute the swinging effect.
[0170] (1-2) In the gaming machine 10, the reels can be stopped in the variable state by operating the stop buttons 26a to 26c. In the pseudo-stop state among the stopped states, the variable game is not over and the reels 16a to 16c can rotate again. On the other hand, in the real stop state among the stopped states, the variable game is over. In the pseudo-stop state, the reels 16a to 16c rotate again without ending the variable game, and the player operates the stop buttons 26a to 26c to stop the rotating reels, so that the player can easily pay attention to the reel operation. On the other hand, in the real stop state, the variable game is over, so that the player can hardly pay attention to the reel operation compared to the pseudo-stop state. In the gaming machine 10, if the transparent portion 17 oscillates in the pseudo-stop state in which the player can easily pay attention to the reel operation, the reel operation may be uncomfortable. Meanwhile, in the gaming machine 10, when a predetermined number of variable games are executed, the probability that the rocking effect is executed in the pseudo-stop state is lower than the probability that the rocking effect is executed in the real stop state. In other words, in the gaming machine 10, when the reels 16a to 16c are stopped, the transparent portion 17 rocks less frequently in a situation where the reels 16a to 16c are about to spin again. As a result, the gaming machine 10 can prevent the reel operation from feeling unnatural while allowing the player to enjoy the rocking effect. In this way, the gaming machine 10 can appropriately execute the rocking effect.
[0171] (1-3) In the pseudo-stop state, the reel may repeat the displacement of the displacement amount Y1. On the other hand, in the actual stop state, the reel stops without displacement. And, when the swinging performance is being performed, the transparent portion 17 may repeat the displacement of the displacement amount Y2. In the gaming machine 10, if the transparent portion 17 repeats the displacement in the actual stop state, there is a risk that it will be mistaken as a pseudo-stop state. In other words, if the transparent portion 17 swings when the reel stops without displacement when the variable game is over, there is a risk that it will be mistaken as a variable game not having ended, even though the variable game has ended. Meanwhile, in the gaming machine 10, the displacement amount Y2 of the transparent portion 17 due to the swinging performance is smaller than the displacement amount Y1 of the reel in the pseudo-stop state. As a result, according to the gaming machine 10, even if the swinging performance is performed in the actual stop state, it is possible to suppress the mistaken as a pseudo-stop state. Therefore, according to the gaming machine 10, it is possible to prevent the player from mistaking that the variable game has not ended, while allowing the player to enjoy the swinging effect.
[0172] (1-4) In the pseudo-variable state, the player is likely to pay attention to the stop positions at which the reels 16a to 16c stop. In other words, in the pseudo-variable state, the player is likely to pay attention to the reel operation from when the reels start to rotate until they stop. On the other hand, in the main stop state, since the reels 16a to 16c are stopped, the player is less likely to pay attention to the reel operation than in the pseudo-variable state. In the gaming machine 10, if the transparent portion 17 swings in the pseudo-variable state, the reel operation may give a sense of incongruity. In the gaming machine 10, when a predetermined number of variation games are executed, the probability of the swing effect being executed in the pseudo-variable state is lower than the probability of the swing effect being executed in the main stop state. In other words, in the gaming machine 10, the frequency of the swing effect of the transparent portion 17 swinging is low in a situation in which at least some of the reels are rotating. As a result, the gaming machine 10 can prevent the reel movement from feeling unnatural while allowing the player to enjoy the swinging effect. In this way, the gaming machine 10 can appropriately execute the swinging effect.
[0173] (1-5) In the gaming machine 10, in the pseudo-variable state, the reels can be stopped by operating the stop buttons 26a to 26c. Here, in the gaming machine 10, if the transparent portion 17 wobbles in the pseudo-variable state, the visibility of the reels may be reduced. Therefore, in the gaming machine 10, if the transparent portion 17 wobbles in the pseudo-variable state, it becomes difficult to accurately grasp the position of the reels that are rotating, and the player is prevented from operating the stop buttons 26a to 26c so that the reels stop at the stop position that he or she intends. Meanwhile, in the gaming machine 10, when a predetermined number of variation games are executed, the probability that the wobbly effect is executed in the pseudo-variable state is lower than the probability that the wobbly effect is executed in the actual stop state. That is, in the gaming machine 10, the frequency with which the transparent portion 17 wobbles is low in a situation in which the reels that are rotating are stopped by operating the stop buttons 26a to 26c. As a result, the gaming machine 10 can provide an enjoyable swinging effect while preventing a decrease in visibility of the spinning reels and does not prevent the player from operating the stop buttons 26a to 26c to stop the reels at the intended stopping position.
[0174] (1-6) In the main variation state, when the reels 16a to 16c stop, the variation game ends. The slot machine is a gaming machine in which a prize is awarded based on the combination of symbols displayed on the pay line of each reel when the variation game ends. Here, in the gaming machine 10, if the transparent portion 17 swings in the main variation state, it becomes difficult to accurately grasp the position of the reel that is rotating, and the player is prevented from operating the stop buttons 26a to 26c so that the reels stop at the intended stopping position. This may affect the acquisition of a prize because the player cannot operate the stop buttons 26a to 26c so that the reels stop at the appropriate stopping position. On the other hand, in the main stop state, the reels 16a to 16c are stopped and it has already been determined whether or not a prize will be awarded, so even if the transparent portion 17 swings, it does not affect the acquisition of a prize. In the gaming machine 10, when a predetermined number of variation games have been executed, the probability of executing the swing effect when in the main variation state is lower than the probability of executing the swing effect when in the main stop state. In other words, in the gaming machine 10, the frequency of the transparent portion 17 swinging when performing the necessary push to win a prize is low. As a result, the gaming machine 10 can enjoy the swing effect while not preventing the player from operating the reels 16a to 16c so that the reels stop at the intended stop position. In this way, the gaming machine 10 can appropriately execute the swing effect.
[0175] (1-7) In the actual variation state, the reels are more likely to attract attention than in the pseudo-stop state because the stop buttons 26a to 26c are operated to stop the reels during rotation. In particular, in the gaming machine 10, if the transparent portion 17 oscillates in the actual variation state, it becomes difficult to accurately grasp the position of the reels during rotation, and the player is prevented from operating the stop buttons 26a to 26c to stop the reels at the intended stop position. This may affect the player's winning of a prize because the player is unable to operate the stop buttons 26a to 26c to stop the reels at the appropriate stop position. On the other hand, in the pseudo-stop state, the stop buttons 26a to 26c are not in a state to be operated, and even if the transparent portion 17 oscillates, it does not affect the winning of a prize. Meanwhile, in the gaming machine 10, when a predetermined number of variation games are executed, the probability of the oscillation effect being executed in the actual variation state is lower than the probability of the oscillation effect being executed in the pseudo-stop state. That is, in the gaming machine 10, the frequency with which the transparent portion 17 swings is low when at least some of the reels are spinning. As a result, the gaming machine 10 can suppress a decrease in the visibility of the spinning reels while allowing the player to enjoy the swinging effect, and can prevent the player from operating the stop buttons 26a to 26c so that the reels stop at the stop positions that the player intends. In this way, the gaming machine 10 can appropriately execute the swinging effect.
[0176] (1-8) Even if the swinging effect is executed when the gaming machine 10 is in the main stop state, the swinging effect is terminated before the main change state is entered thereafter. Therefore, the gaming machine 10 can prevent the transparent portion 17 from swinging when the gaming machine 10 is in the main change state, making it difficult to accurately grasp the position of the reel that is spinning. Also, the gaming machine 10 can prevent the player from operating the stop buttons 26a to 26c so that the reel stops at the stop position that the player intends.
[0177] (1-9) Even if a swing effect is executed during the actual stop state, the gaming machine 10 ends the swing effect before the reels can be stopped by operating the stop buttons 26a to 26c. Therefore, the gaming machine 10 does not prevent the player from operating the stop buttons 26a to 26c to stop the reels at the stop positions intended by the player.
[0178] (1-10) In both the pseudo-variable state and the real-variable state, the player is likely to pay attention to the position at which the reels 16a to 16c stop. In the pseudo-variable state, even if all the reels stop, the variable game does not end. On the other hand, in the real-variable state, when all the reels stop, the variable game ends. The slot machine is a gaming machine in which a prize is awarded based on the combination of symbols displayed on the pay lines of each reel when the variable game ends. Here, in the gaming machine 10, if the transparent part 17 swings in the real-variable state, it becomes difficult to accurately grasp the position of the reel that is rotating, and the player is prevented from operating the stop buttons 26a to 26c so that the reels stop at the stop position that the player intends. This prevents the player from operating the stop buttons 26a to 26c so that the reels stop at the appropriate stop position, which may affect the acquisition of a prize. In the gaming machine 10, when a predetermined number of variation games are executed, the probability that the rocking effect is executed in the real variation state is lower than the probability that the rocking effect is executed in the pseudo variation state. In other words, in the gaming machine 10, the frequency with which the transparent portion 17 rocks when performing the necessary pressing to win a prize is low. As a result, the gaming machine 10 can enjoy the rocking effect while not preventing the player from operating the operating means so that the reel stops at the intended stopping position. In this way, the gaming machine 10 can appropriately execute the rocking effect.
[0179] (1-11) The prize that can be awarded according to the operation timing (so-called eye-pressing) of the stop buttons 26a-26c is larger when the reels 16a-16c stop in the real variation state than when the reels 16a-16c stop in the pseudo variation state. In other words, in the gaming machine 10, the importance of eye-pressing is higher in the real variation state than in the pseudo variation state. According to the gaming machine 10, when a predetermined number of variation games are executed, the probability that the rocking effect is executed in the real variation state is lower than the probability that the rocking effect is executed in the pseudo variation state. As a result, according to the gaming machine 10, it is possible to suppress the obstruction of eye-pressing in a situation where the importance of eye-pressing is high while enjoying the rocking effect.
[0180] Second embodiment The second embodiment will be described below. In the following description, the same components as those in the already described embodiment will be denoted by the same reference numerals, and duplicated descriptions will be omitted or simplified.
[0181] The gaming machine 10 of the first embodiment is configured so that the reels 16a to 16c stop when the stop buttons 26a to 26c are operated in the simulated game. The gaming machine 10 of the second embodiment is different from the first embodiment in that the reels 16a to 16c do not stop even when the stop buttons 26a to 26c are operated in the simulated game. The gaming machine 10 of the second embodiment is different from the first embodiment in that the pseudo-variable state does not transition to the pseudo-stop state when the stop buttons 26a to 26c are operated in the simulated game. This will be specifically described below.
[0182] In step S202 of FIG. 7, when the CPU 40a starts the rotation of the reels 16a to 16c to start the pseudo game, it sets a pseudo variation time for measuring the time that has elapsed since the pseudo variation state was entered. The set pseudo variation time is measured in a count subtraction process executed as a timer interrupt process. In this embodiment, the pseudo variation time is 7 seconds, which is longer than the pseudo stop time. However, the pseudo variation time may be less than 7 seconds or may be more than 7 seconds. The pseudo variation time may be shorter than the pseudo stop time.
[0183] In step S203, when the rotation speed of the reels 16a to 16c reaches a specified speed, the CPU 40a determines whether or not the pseudo-variation time has elapsed, instead of determining whether a stop operation has been received from any of the stop buttons 26a to 26c. The CPU 40a makes a positive determination if the pseudo-variation time has elapsed. On the other hand, the CPU 40a makes a negative determination if the pseudo-variation time has not elapsed. If the pseudo-variation time has not elapsed, the CPU 40a waits until the pseudo-variation time has elapsed.
[0184] When the pseudo variation time has elapsed, the CPU 40a executes a pseudo reel stop process to stop the rotation of all of the reels 16a to 16c. In the pseudo reel stop process, the CPU 40a stops the rotation of the reels to perform a pseudo stop. That is, the CPU 40a stops the rotation of all of the reels 16a to 16c to perform a pseudo stop when the pseudo variation time has elapsed. When the CPU 40a pseudo stops the reels 16a to 16c, it sets the pseudo stop time. After that, the CPU 40a determines whether or not the end condition of the pseudo game is established after the pseudo stop state is reached (step S206).
[0185] In this manner, in the present embodiment, in the pseudo-variable state, the reels cannot be stopped by operating the stop buttons 26a to 26c. In other words, in the pseudo-variable state, stopping the reels is restricted by operating the stop buttons 26a to 26c. On the other hand, in the real-variable state, the reels can be stopped by operating the stop buttons 26a to 26c. In other words, in the real-variable state, stopping the reels is permitted by operating the stop buttons 26a to 26c.
[0186] In this embodiment, the pseudo-changing state is an example of a changing state, and corresponds to a specific changing state in which stopping the reels during rotation by operating the stop buttons 26a to 26c is restricted. This changing state is an example of a changing state, and corresponds to a predetermined changing state in which stopping the reels during rotation by operating the stop buttons 26a to 26c is permitted.
[0187] As shown in FIG. 11, in the gaming machine 10, if the advantageous lottery is not won, the rocking effect is not executed. On the other hand, in the gaming machine 10, if the advantageous lottery is won, the rocking effect can be executed. Even if the advantageous lottery is won, the probability that the rocking effect is executed when in the main variation state is lower than the probability that the rocking effect is executed when the reel state is different from the main variation state. In this way, when in the main variation state, the rocking effect is not executed at least in a situation where it is not controlled to the advantageous state.
[0188] When a predetermined number of variation games have been executed, the probability that a rocking effect will be executed when in a pseudo-variable state is lower than the probability that a rocking effect will be executed when in a pseudo-stopped state. Also, when a predetermined number of variation games have been executed, the probability that a rocking effect will be executed when in a pseudo-variable state is lower than the probability that a rocking effect will be executed when in a real stopped state. When a predetermined number of variation games have been executed, the probability that a rocking effect will be executed when in a pseudo-variable state is different from the probability that a rocking effect will be executed when in a stopped state (pseudo-stopped state and real stopped state).
[0189] The effects of the second embodiment will be described. According to the second embodiment, in addition to the effects (1-1) to (1-4) and (1-6) to (1-11) of the first embodiment, the following effects can be obtained.
[0190] (2-1) In the pseudo-variable state in which the reel stop by the operation of the stop buttons 26a to 26c is restricted among the variable states, the swinging performance is executed, so that it is possible to increase the frequency of the swinging performance and to provide enjoyment without affecting the performance of the eye-pressing. On the other hand, in the real variable state in which the reel stop by the operation of the stop buttons 26a to 26c is permitted among the variable states, the swinging performance is not executed at least in a situation that is not controlled to an advantageous state, so that it is possible to suppress the effect on the performance of the eye-pressing.
[0191] (2-2) In the gaming machine 10, the swing effect can be executed in any of the pseudo-variable state, the pseudo-stop state, and the actual stop state, which are states in which the reels 16a to 16c are restricted from stopping, so that the frequency with which the swing effect is executed can be increased and the player can enjoy the game without affecting the player's ability to press the reels. And, according to the gaming machine 10, even in the reel state in which the reels 16a to 16c are restricted from stopping, the swing effect can be executed with a probability according to the reel state. For example, if the probability of the swing effect being executed in the pseudo-stop state and the actual stop state is higher than the probability of the swing effect being executed in the pseudo-variable state, the player can have more opportunities to enjoy the swing effect without paying attention to the rotation of the reels. In this way, according to the gaming machine 10, the player can expect whether or not the swing effect will be executed depending on the reel state, and the player can increase his / her interest.
[0192] Third embodiment Hereinafter, the third embodiment will be described. In the following description, the same components as those in the already described embodiments will be denoted by the same reference numerals, and duplicated descriptions will be omitted or simplified.
[0193] In the gaming machine 10 of the first embodiment, when the stop buttons 26a to 26c are operated in a pseudo game, the symbols that stop on the pay line NL may differ depending on the operation timing of the stop buttons 26a to 26c. The gaming machine 10 of the third embodiment differs from the first embodiment in that when the stop buttons 26a to 26c are operated in a pseudo game, the symbols that stop on the pay line NL are configured to be the same regardless of the operation timing of the stop buttons 26a to 26c. The gaming machine 10 of the third embodiment differs from the first embodiment in that, in a pseudo game, the stop positions of the reels 16a to 16c are the same regardless of the operation timing of the stop buttons 26a to 26c for stopping the reels 16a to 16c. This will be specifically described below.
[0194] The CPU 40a executes a pseudo reel stop process in step S204 of Fig. 7. The pseudo reel stop process of this embodiment will be described. The CPU 40a stops the rotation of the reels 16a to 16c so that the reels 16a to 16c come to a pseudo stop at a predetermined stop position, regardless of the timing (spin position) at which the stop button is operated. When the first stop operation, the second stop operation, and the third stop operation are performed, the CPU 40a executes a pseudo reel stop process, thereby displaying a combination of symbols according to the pattern of the pseudo game.
[0195] For example, in the pseudo game pattern GP11, regardless of the operation timing of the stop buttons 26a to 26c, seven symbols are pseudo-stopped on the pay line NL of the reels 16a and 16b, while replay symbols are pseudo-stopped on the pay line NL of the reel 16c. In this case, seven symbols with symbol number LZ17 are stopped on the pay line NL of the left reel 16a, seven symbols with symbol number CZ17 are stopped on the center reel 16b, and replay symbols with symbol number RZ18 are stopped on the right reel 16c.
[0196] For example, in the pseudo game pattern GP12, regardless of the operation timing of the stop buttons 26a to 26c, seven symbols are pseudo-stopped on the pay line NL of the reels 16a to 16c. In this case, seven symbols with symbol number LZ17 are stopped on the left reel 16a, seven symbols with symbol number CZ17 are stopped on the center reel 16b, and seven symbols with symbol number RZ17 are stopped on the right reel 16c on the pay line NL.
[0197] In this embodiment, when the reel being rotated is stopped in the pseudo-variable state, the stop position of the reel can be the same regardless of the operation timing of the stop button for stopping the reel. On the other hand, as described above, when the reel being rotated is stopped in the real-variable state, the stop position of the reel can be made different depending on the operation timing of the stop button for stopping the reel. In a situation where the reel being rotated is stopped by the operation of the stop buttons 26a to 26c, the prize that can be awarded depending on the operation timing of the stop buttons 26a to 26c is larger when the reel is shifted to the real-variable state by the operation of the stop buttons 26a to 26c in the pseudo-variable state than when the reel is shifted to the pseudo-stop state by the operation of the stop buttons 26a to 26c in the real-variable state.
[0198] The effects of the third embodiment will be described. According to the third embodiment, in addition to the effects (1-1) to (1-11) of the first embodiment, the following effects can be obtained.
[0199] (3-1) When the reels are stopped in the pseudo-variation state, it is possible to stop the reels at the same position regardless of the operation timing (so-called eye-pressing) of the stop buttons 26a to 26c. On the other hand, when the reels are stopped in the real-variation state, it is possible to stop the reels at different positions depending on the eye-pressing. In other words, in the gaming machine 10, the importance of eye-pressing is higher in the real-variation state than in the pseudo-variation state. According to the gaming machine 10, when a predetermined number of variation games are executed, the probability of executing the rocking effect in the real-variation state is lower than the probability of executing the rocking effect in the pseudo-variation state. As a result, according to the gaming machine 10, it is possible to suppress the obstruction of eye-pressing in a situation where the importance of eye-pressing is high while enjoying the rocking effect.
[0200] The above-described embodiments may be modified as follows: The above-described embodiments and the following modifications may be combined with each other to the extent that no technical contradiction occurs. The state of the reels 16a to 16c in the pseudo-changing state may be different from the state of the reels 16a to 16c in the real-changing state. For example, the reels 16a to 16c in the pseudo-changing state may rotate in different directions from the reels 16a to 16c in the real-changing state. The reels 16a to 16c in the real-changing state may rotate such that the symbol row is scrolled vertically from top to bottom. On the other hand, the reels 16a to 16c in the pseudo-changing state may rotate such that the symbol row is scrolled vertically from bottom to top. For example, the reels 16a to 16c in the pseudo-changing state may rotate at different speeds from the reels 16a to 16c in the real-changing state. The rotation speed of the reels 16a to 16c in the pseudo-changing state may be faster than the rotation speed of the reels 16a to 16c in the real-changing state. The rotation speed of the reels 16a to 16c in the pseudo-variable state may be slower than the rotation speed of the reels 16a to 16c in the actual variable state.
[0201] The state of the reels 16a to 16c in the pseudo-stop state may be the same as the state of the reels 16a to 16c in the actual stop state. For example, the reels 16a to 16c in the pseudo-stop state may not be displaced, just like the state of the reels 16a to 16c in the actual stop state. In this case, each reel band of the reels 16a to 16c visible through the display window 12a is not displaced from the first reel stop position RTa. Each symbol visible through the display window 12a is not displaced from the first symbol position ZTa.
[0202] The probability of executing the rocking effect in each reel state may be changed as appropriate. That is, the execution probability of the rocking effect shown in FIG. 11 may be changed as appropriate. For example, when an advantageous winning command is input and a pseudo game is not executed, the probability of executing the rocking effect in the main stop state is not limited to 100 / 100, and may be a probability different from 100 / 100. For example, when an advantageous winning command is input and a pseudo game of the pseudo game pattern GP12 is executed, the probability of executing the rocking effect in the main stop state is not limited to 0% (shown as "-" in the figure), and may be a probability exceeding 0%. In this modification example, in the gaming machine 10, the probability of executing the rocking effect in each reel state may be higher in the order of "lowest" < "low" < "high" < "highest" shown in FIG. 12.
[0203] When an advantageous non-winning command is input, the CPU 41a may execute a swinging effect. For example, when an advantageous non-winning command is input and a pseudo game of the pseudo game pattern GP11 is executed, the CPU 41a may execute a swinging effect in the main stop state.
[0204] In the above modification, when an advantageous non-winning command is input, the CPU 41a may not execute the swinging performance when in the actual fluctuation state. On the other hand, when an advantageous winning command is input, the CPU 41a may execute the swinging performance when in the actual fluctuation state. In this way, when in the actual fluctuation state, the swinging performance may not be executed at least in a situation that is not controlled to the advantageous state. When an advantageous non-winning command is input, the CPU 41a may execute the swinging performance when in the pseudo fluctuation state. Also, when an advantageous winning command is input, the CPU 41a may execute the swinging performance when in the pseudo fluctuation state. In this way, when in the pseudo fluctuation state, the swinging performance may be executed.
[0205] In the main variation state, the rocking effect may not be executed. For example, when the advantageous winning command is input and the pseudo game of the pseudo game pattern GP11 is executed, the CPU41a may not execute the rocking effect in the main variation state. In other words, the probability that the rocking effect is executed in the main variation state is zero, and the rocking effect may not be executed in the main variation state.
[0206] In the pseudo-changing state, the rocking effect may not be executed. For example, when the advantageous winning command is input and the pseudo-play of the pseudo-play pattern GP12 is executed, the CPU41a may not execute the rocking effect in the pseudo-changing state. In other words, the probability that the rocking effect is executed in the pseudo-changing state is zero, and the rocking effect may not be executed in the pseudo-changing state.
[0207] In the pseudo-stop state, the rocking effect may not be executed. For example, when the advantageous winning command is input and the pseudo-game of the pseudo-game pattern GP12 is executed, the CPU41a may not execute the rocking effect in the pseudo-stop state. In other words, the probability that the rocking effect is executed in the pseudo-stop state is zero, and the rocking effect may not be executed in the pseudo-stop state.
[0208] In both the real fluctuation state and the pseudo fluctuation state, the rocking performance may not be executed. In other words, the probability that the rocking performance is executed in the fluctuation state is zero, and the rocking performance may not be executed in the fluctuation state.
[0209] The probability of executing the oscillation effect when a predetermined number of oscillation games are executed may be different between any one of the pseudo-changing state, the pseudo-stopping state, the main-changing state, and the main-stopping state and another state different from the one state. In this case, the probability of executing the oscillation effect when a predetermined number of oscillation games are executed in the other state may be constant and may be the same in any other state. In other words, when comparing one state with the other state, the probability of executing the oscillation effect may be different. Also, when comparing the other states with each other, the probability of executing the oscillation effect may be the same. For example, when the probability of executing the oscillation effect in the main-stopping state is a predetermined probability, the probability of executing the oscillation effect in the pseudo-changing state, the pseudo-stopping state, and the main-changing state may be lower than the predetermined probability. In this case, the probability of executing the oscillation effect in the pseudo-changing state, the pseudo-stopping state, and the main-changing state may be the same when compared with each other. The probability of executing the oscillation effect in the pseudo-changing state, the pseudo-stopping state, and the main-changing state may all be 0. In other words, in the gaming machine 10, when a predetermined number of fluctuation games have been executed, a rocking effect may be executed when in the actual stop state, but the rocking effect does not have to be executed when in the pseudo-fluctuation state, pseudo-stop state, or actual fluctuation state.
[0210] The execution time of the rocking effect may be different between any one of the pseudo-changing state, the pseudo-stop state, the actual changing state, and the actual stopped state and another state different from the one state. In this case, the execution time of the rocking effect in the other states may be constant and may be the same in any other state. In other words, when comparing one state with another state, the execution time of the rocking effect may be different. Also, when comparing other states with each other, the execution time of the rocking effect may be the same. For example, when the execution time of the rocking effect in the actual stopped state is a predetermined time, the execution time of the rocking effect in the pseudo-changing state, the pseudo-stop state, and the actual changing state may be shorter than the predetermined time. In this case, the execution time of the rocking effect in the pseudo-changing state, the pseudo-stop state, and the actual changing state may be the same when compared with each other. The execution time of the rocking effect in the pseudo-changing state, the pseudo-stop state, and the actual changing state may be close to 0, and may be a time that is difficult for a player to recognize that the rocking effect has been executed. On the other hand, the execution time of the rocking effect in the actual stopped state may be long enough for the player to recognize that the rocking effect has been executed.
[0211] The pseudo game may be a first pseudo game that can transition from a pseudo-changing state to a pseudo-stop state with the operation of the stop buttons 26a to 26c, and a second pseudo game that can transition from a pseudo-changing state to a pseudo-stop state with the passage of a pseudo-changing time. That is, the gaming machine 10 may be capable of executing both the pseudo games in the first and third embodiments and the pseudo game in the second embodiment. For example, when executing the pseudo game of the pseudo game pattern GP12, the CPU 40a may execute the first pseudo game. For example, when executing the pseudo game of the pseudo game pattern GP11, the CPU 40a may execute the second pseudo game. In the following description, the pseudo-changing state in the first pseudo game is referred to as the "first pseudo-changing state", and the pseudo-stop state in the first pseudo game is referred to as the "first pseudo-stop state". In addition, in the following description, the pseudo-changing state in the second pseudo game is referred to as a "second pseudo-changing state", and the pseudo-stopping state in the second pseudo game is referred to as a "second pseudo-stopping state".
[0212] Figure 13 shows an example of the state of reels 16a to 16c when the reel state is the first pseudo-changing state, the first pseudo-stopped state, the second pseudo-changing state, the second pseudo-stopped state, the main changing state, and the main stopped state, the state of the transparent portion 17 during a rocking effect, the execution probability of the rocking effect, and the execution time of the rocking effect.
[0213] In the gaming machine 10, when the reel state is the first pseudo-changing state, at least some of the reels 16a to 16c are rotating. In the gaming machine 10, when the reel state is the first pseudo-changing state and a swing effect is executed, the transparent portion 17 swings. The amount of displacement that the transparent portion 17 can be displaced at this time is the amount of displacement Y2 (2 mm). In the gaming machine 10, when the reel state is the first pseudo-stopping state, the reels 16a to 16c are rotationally displaced. As a result, in the gaming machine 10, when the reel state is the first pseudo-stopping state, the symbols swing. The amount of displacement that the reels 16a to 16c can be displaced at this time is the amount of displacement Y1 (5 mm). In the gaming machine 10, when the swing effect is executed in the first pseudo-stopping state, the transparent portion 17 swings. The amount of displacement that the transparent portion 17 can be displaced at this time is the amount of displacement Y2.
[0214] In the gaming machine 10, when the reel state is the second pseudo-changing state, at least some of the reels 16a to 16c are spinning. In the gaming machine 10, when the reel state is the second pseudo-changing state and a swing effect is executed, the transparent portion 17 swings. The amount of displacement that the transparent portion 17 can be displaced at this time is the amount of displacement Y2. In the gaming machine 10, when the reel state is the second pseudo-stop state, the reels 16a to 16c are stopped without being displaced. In the gaming machine 10, when the swing effect is executed in the second pseudo-stop state, the transparent portion 17 swings. The amount of displacement that the transparent portion 17 can be displaced at this time is the amount of displacement Y2.
[0215] In the gaming machine 10, when the reel state is the regular variation state, at least some of the reels 16a to 16c are spinning. In the gaming machine 10, when the reel state is the regular variation state and a swing effect is executed, the transparent portion 17 swings. The amount of displacement that the transparent portion 17 can be displaced at this time is the amount of displacement Y2. In the gaming machine 10, when the reel state is the regular stop state, the reels 16a to 16c are stopped without being displaced. In the gaming machine 10, when the swing effect is executed in the regular stop state, the transparent portion 17 swings. The amount of displacement that the transparent portion 17 can be displaced at this time is the amount of displacement Y2.
[0216] In the gaming machine 10, the probability of executing the rocking effect increases in the order of "lowest" < "low" < "medium" < "high" < "highest" as shown in the figure. In the gaming machine 10, the execution time of the rocking effect increases in the order of "shortest" < "short" < "medium" < "long" < "longest" as shown in the figure.
[0217] In the above modification, the probability of executing the rocking effect when a predetermined number of game variations are executed may be different between any one of the first pseudo-changing state, the first pseudo-stopping state, the second pseudo-changing state, the second pseudo-stopping state, the main changing state, and the main stopping state and another state different from the one state. In this case, the probability of executing the rocking effect when a predetermined number of game variations are executed in the other state may be constant and may be the same in any other state. In other words, when comparing the one state with the other state, the probability of executing the rocking effect may be different. Also, when comparing the other states with each other, the probability of executing the rocking effect may be the same. For example, when the probability of executing the rocking effect in the main stopping state is a predetermined probability, the probability of executing the rocking effect in the first pseudo-changing state, the first pseudo-stopping state, the second pseudo-changing state, the second pseudo-stopping state, and the main changing state may be lower than the predetermined probability. In this case, the probability of executing the rocking effect in the first pseudo-changing state, the first pseudo-stop state, the second pseudo-changing state, the second pseudo-stop state, and the main changing state may be the same when compared with each other. The probability of executing the rocking effect in the first pseudo-changing state, the first pseudo-stop state, the second pseudo-changing state, the second pseudo-stop state, and the main changing state may all be 0. In other words, in the gaming machine 10, when a predetermined number of rocking games have been executed, the rocking effect may be executed in the main stopping state, while the rocking effect may not be executed in the first pseudo-changing state, the first pseudo-stop state, the second pseudo-changing state, the second pseudo-stop state, and the main changing state.
[0218] The execution time of the rocking performance may be different between any one of the first pseudo-fluctuation state, the first pseudo-stop state, the second pseudo-fluctuation state, the second pseudo-stop state, the main fluctuation state, and the main stop state and another state different from the one state. In this case, the execution time of the rocking performance in the other state may be constant and may be the same in any other state. In other words, when comparing one state with another state, the execution time of the rocking performance may be different. Also, when comparing other states with each other, the execution time of the rocking performance may be the same. For example, when the execution time of the rocking performance in the main stop state is a predetermined time, the execution time of the rocking performance in the first pseudo-fluctuation state, the first pseudo-stop state, the second pseudo-fluctuation state, the second pseudo-stop state, and the main fluctuation state may be shorter than the predetermined time. In this case, the execution time of the rocking performance in the first pseudo-fluctuation state, the first pseudo-stop state, the second pseudo-fluctuation state, the second pseudo-stop state, and the main fluctuation state may be the same when compared with each other. The execution time of the rocking effect in the first pseudo-changing state, the first pseudo-stopping state, the second pseudo-changing state, the second pseudo-stopping state, and the main changing state may be as close to 0 as possible, and may be a time that makes it difficult for a player to recognize that the rocking effect has been executed. On the other hand, the execution time of the rocking effect in the main stopping state may be a time that allows a player to recognize that the rocking effect has been executed.
[0219] When a predetermined number of variation games have been executed, the probability that a rocking effect is executed when in a pseudo-variable state may be higher than the probability that a rocking effect is executed when in a pseudo-stopped state. When a predetermined number of variation games have been executed, the probability that a rocking effect is executed when in a pseudo-variable state may be higher than the probability that a rocking effect is executed when in a real stopped state. When a predetermined number of variation games have been executed, the probability that a rocking effect is executed when in a pseudo-variable state may be different from the probability that a rocking effect is executed when in a stopped state (pseudo-stopped state and real stopped state).
[0220] In the gaming machine 10 in the second embodiment, the swing effect can be executed in any of the pseudo-variable state, the pseudo-stop state, and the actual stop state, which are states in which the reels 16a to 16c are restricted from stopping, so that the frequency with which the swing effect is executed can be increased and the player can enjoy the game without affecting the player's ability to press the reels. According to the gaming machine 10, even in the reel state in which the reels 16a to 16c are restricted from stopping, the swing effect can be executed with a probability according to the reel state. For example, if the probability of the swing effect being executed in the pseudo-variable state is higher than the probability of the swing effect being executed in the pseudo-stop state and the actual stop state, the player can be surprised by the transparent portion 17 swinging when the player is paying attention to the rotation of the reels. In this way, according to the gaming machine 10, the player can expect whether or not the swing effect will be executed depending on the reel state, and the player's interest can be improved.
[0221] The CPU 41a may control the swinging device 27 to end the swinging effect when, instead of or in addition to the start bet number command, a command different from the start bet number command is input before the fourth swinging effect time has elapsed since the start of the swinging effect in the main stop state. For example, the CPU 41a may control the swinging device 27 to end the swinging effect when a bet command is input before the fourth swinging effect time has elapsed since the start of the swinging effect. For example, the CPU 41a may control the swinging device 27 to end the swinging effect when a settlement command is input before the fourth swinging effect time has elapsed since the start of the swinging effect. For example, the CPU 41a may control the swinging device 27 to end the swinging effect when a variable game start command is input before the fourth swinging effect time has elapsed since the start of the swinging effect. As a result, in a situation where a rocking effect is being performed in the main stop state, if the set bet number matches the specified bet number and the start lever 25 is operated, the rocking effect ends before the main fluctuation state is reached and the reels can be stopped by operating the stop buttons 26a to 26c while they are spinning.
[0222] Even if a swing effect is executed during the actual stop state, the gaming machine 10 ends the swing effect before the reels can be stopped by operating the stop buttons 26a to 26c thereafter. Therefore, the gaming machine 10 does not prevent the player from operating the stop buttons 26a to 26c so as to stop the reels at the stop positions intended by the player.
[0223] The timing of starting the rocking performance in the pseudo-fluctuation state may be changed as appropriate. When it is determined to execute the rocking performance in the pseudo-fluctuation state, the CPU 41a may control the rocking device 27 to start the rocking performance in response to input of a command different from the first pseudo-stop command, instead of or in addition to the first pseudo-stop command. For example, when it is determined to execute the rocking performance in the pseudo-fluctuation state, the CPU 41a may control the rocking device 27 to start the rocking performance when the second pseudo-stop command is input. For example, when it is determined to execute the rocking performance in the pseudo-fluctuation state, the CPU 41a may control the rocking device 27 to start the rocking performance when the pseudo-start command is input. The CPU 41a may control the rocking device 27 so that the rocking performance starts and ends during the pseudo-fluctuation state.
[0224] The timing of starting the rocking performance in the pseudo-stop state may be changed as appropriate. When it is decided to execute the rocking performance in the pseudo-stop state, the CPU 41a may control the rocking device 27 to start the rocking performance in response to input of a command different from the pseudo-change end command, instead of or in addition to the pseudo-change end command. For example, when it is decided to execute the rocking performance in the pseudo-change state, the CPU 41a may control the rocking device 27 to start the rocking performance when the third pseudo-stop command is input. The CPU 41a may control the rocking device 27 so that the rocking performance starts and ends during the pseudo-stop state.
[0225] The timing of starting the rocking performance in the main variation state may be changed as appropriate. When it is determined to execute the rocking performance in the main variation state, the CPU 41a may control the rocking device 27 to start the rocking performance in response to input of a command different from the first main stop command, instead of or in addition to the first main stop command. For example, when it is determined to execute the rocking performance in the main variation state, the CPU 41a may control the rocking device 27 to start the rocking performance when the second main stop command is input. The CPU 41a may control the rocking device 27 so that the rocking performance starts and ends during the main variation state.
[0226] The timing of starting the rocking effect in the main stop state may be changed as appropriate. When it is determined to execute the rocking effect in the main stop state, the CPU 41a may control the rocking device 27 to start the rocking effect in response to input of a command other than the variable game end command, instead of or in addition to the variable game end command. For example, when it is determined to execute the rocking effect in the main stop state, the CPU 41a may control the rocking device 27 to start the rocking effect when the payout number command is input. The CPU 41a may control the rocking device 27 so that the rocking effect starts and ends during the main stop state.
[0227] The rocking performance time may be changed as appropriate. For example, the order may be "first rocking performance time" < "third rocking performance time" < "second rocking performance time" < "fourth rocking performance time". For example, the order may be "third rocking performance time" < "first rocking performance time" < "fourth rocking performance time" < "second rocking performance time". For example, the order may be "first rocking performance time" < "third rocking performance time" < "fourth rocking performance time" < "second rocking performance time".
[0228] The third rocking performance time may be longer or shorter than the total transparent portion displacement time. The first rocking performance time may be longer or shorter than the total transparent portion displacement time. The second rocking performance time may be longer or shorter than the total transparent portion displacement time. The fourth rocking performance time may be longer or shorter than the total transparent portion displacement time.
[0229] In the pseudo reel stop process, the symbols to be stopped on the pay lines NL of the reels 16a to 16c may be changed as appropriate. That is, in the pseudo reel stop process, the stop positions of the reels 16a to 16c may be changed as appropriate.
[0230] In step S203 in FIG. 7 in the first and third embodiments, when the rotation speed of the reels 16a to 16c reaches a specified speed, the CPU 40a may determine whether the pseudo-variation time has elapsed in addition to determining whether a stop operation has been received by any of the stop buttons 26a to 26c. The CPU 40a may execute a pseudo-reel stop process so that the rotating reels are pseudo-stopped when the pseudo-variation time has elapsed. The condition for transitioning from the pseudo-variation state to the pseudo-stop state may include one or both of a first condition that a predetermined operation means is operated and a second condition that a predetermined time (e.g., the pseudo-variation time) has elapsed. The predetermined operation means may include one or more of the 1 bet button 19, the MAX bet button 20, the settlement button 21, the start lever 25, and the stop buttons 26a to 26c. For example, the predetermined operation means may include the stop buttons 26a to 26c. In the gaming machine 10, one or both of a first condition and a second condition may be set as a condition for causing a pseudo stop of the spinning reel. The gaming machine 10 may be configured so that the spinning reel is caused to come to a pseudo stop when either the first condition or the second condition is satisfied.
[0231] The condition for ending the pseudo game in step S206 in FIG. 7 may include one or both of a first condition that a predetermined operation means is operated and a second condition that a predetermined time (e.g., a pseudo stop time) has elapsed. In other words, the condition for transitioning from the pseudo stop state to the real variable state may include one or both of the first condition and the second condition. The predetermined operation means may include one or more of the 1 bet button 19, the MAX bet button 20, the settlement button 21, the start lever 25, and the stop buttons 26a to 26c. For example, the predetermined operation means may include the MAX bet button 20 and the start lever 25. In the gaming machine 10, one or both of the first condition and the second condition may be set as a condition for starting the rotation of the reels 16a to 16c. The gaming machine 10 may be configured such that the rotation of the reels 16a to 16c starts when either the first condition or the second condition is established.
[0232] The pseudo game may be in a pseudo stop state without rotating the reels 16a to 16c. That is, in the gaming machine 10, the main stop state may be shifted to the pseudo stop state without passing through the pseudo change state. For example, when executing the pseudo game of the pseudo game pattern GP12, the CPU 40a may shift to the pseudo stop state via the pseudo change state. For example, when executing the pseudo game of the pseudo game pattern GP11, the CPU 40a may shift from the main stop state to the pseudo stop state without passing through the pseudo change state. When shifting from the main stop state to the pseudo stop state without passing through the pseudo change state, the CPU 40a may start timing the pseudo stop time when it is determined in step S201 of FIG. 7 that the pseudo game is executed. The CPU 40a may control the operation of the reels 16a to 16c so that the pseudo stop state is maintained until the pseudo stop time has elapsed. Thereafter, the CPU 40a may end the simulated game when the simulated stop time has elapsed.
[0233] The displacement amount Y1 may be a value less than 5 mm or may be a value greater than 5 mm. The displacement amount Y2 may be a value less than 2 mm or may be a value greater than 2 mm. The displacement amount Y2 is preferably smaller than the displacement amount Y1. The displacement amount Y1 is preferably a displacement amount that does not cause the user to mistakenly recognize that the device is in a permanently stopped state. The displacement amount Y2 is preferably a displacement amount that allows the user to recognize that the transmission section 17 is oscillating.
[0234] The displacement amount Y1 may be an average displacement amount by which the reels 16a to 16c can be displaced. The displacement amount Y2 may be an average displacement amount by which the transparent portion 17 can be displaced in response to the execution of the swinging effect. The displacement amount Y2 may be smaller than the displacement amount Y1.
[0235] The rocking effect is not limited to being performed by the rocking device 27 rocking in the up-down direction. In other words, the rocking effect is not limited to the transparent portion 17 rocking in the up-down direction. The rocking effect may be in a form in which the player can recognize that the transparent portion 17 is moving. For example, the rocking effect may be in a form in which the transparent portion 17 rocks in the left-right direction. For example, the rocking effect may be in a form in which the transparent portion 17 rocks in the depth direction. For example, the rocking effect may be in a form in which the transparent portion 17 rocks in the up-down direction and the left-right direction. The rocking effect may be in a form in which the transparent portion 17 rocks in one or more directions.
[0236] The rocking performance may be executable across some or all of the pseudo-fluctuation state, the pseudo-stop state, the main fluctuation state, and the main stop state. For example, the rocking performance may be executable across the pseudo-fluctuation state and the pseudo-stop state. In this case, after the rocking performance is started in the pseudo-fluctuation state, it may be continued to be executed even when the pseudo-fluctuation state ends and the pseudo-stop state is entered. For example, the rocking performance may be executable across the main fluctuation state and the main stop state. In this case, after the rocking performance is started in the main fluctuation state, it may be continued to be executed even when the main fluctuation state ends and the main stop state is entered.
[0237] The rocking effect may be executable when the gaming state is in an advantageous state. When the CPU 41a inputs an instruction information command, the CPU 41a may control the effect display device 15 to execute a navigation effect that suggests or notifies the user of the operation mode of the stop buttons 26a to 26c that can be specified from the instruction information command. The CPU 41a may set the probability of the rocking effect being executed lower when the navigation effect is executed than when the navigation effect is not executed. That is, the gaming machine 10 may be configured to lower the frequency of the rocking effect being executed during the execution of the navigation effect. For example, the CPU 41a may control the rocking device 27 not to execute the rocking effect when the navigation effect is executed. That is, the gaming machine 10 may be configured not to execute the rocking effect during the execution of the navigation effect. When a predetermined number of variation games are executed, the probability of the rocking effect being executed when the navigation effect is executed may be lower than the probability of the rocking effect being executed when the navigation effect is not executed.
[0238] In the gaming machine 10, the navigation effect that can identify the operation mode of the stop buttons 26a to 26c that is advantageous to the player can be seen through the transparent portion 17. Therefore, in the gaming machine 10, if the transparent portion 17 wobbles when the navigation effect is being executed, there is a risk that the visibility of the navigation effect will be hindered. Meanwhile, in the gaming machine 10 of this modified example, it is possible to suppress the execution of the swing effect when the navigation effect is executed in an advantageous state. As a result, according to the gaming machine 10, it is possible to make the player understand the operation mode of the stop buttons 26a to 26c that is advantageous to the player while enjoying the swing effect and suppressing the obstruction of the visibility of the navigation effect.
[0239] The gaming machine 10 may be configured to display a warning about addiction on the performance display device 15 in some or all of the pseudo-changing state, the pseudo-stopping state, the actual changing state, and the actual stopping state. The warning about addiction may be displayed on the performance display device 15 across some or all of the pseudo-changing state, the pseudo-stopping state, the actual changing state, and the actual stopping state. When displaying the warning about addiction, the CPU 41a may make the probability of executing the rocking performance lower than when the warning about addiction is not displayed. In other words, the gaming machine 10 may be configured to lower the frequency of executing the rocking performance while the warning about addiction is displayed. For example, the CPU 41a may control the rocking device 27 not to execute the rocking performance when displaying the warning about addiction. In other words, the gaming machine 10 may be configured not to execute the rocking performance while the warning about addiction is displayed. When a predetermined number of variable games have been played, the probability that the rocking effect is executed when a warning about addiction is displayed may be lower than the probability that the rocking effect is executed when a warning about addiction is not displayed.
[0240] The gaming machine 10 can warn against excessive addiction to games. In the gaming machine 10, if the transparent portion 17 sways when a warning against addiction is displayed, there is a risk that the warning against addiction may be impeded from being seen. In this regard, the gaming machine 10 of this modified example can suppress the execution of the rocking effect when a warning against addiction is displayed. As a result, the gaming machine 10 can appropriately warn against addiction by suppressing the impediment to seeing the warning against addiction while allowing the player to enjoy the rocking effect.
[0241] In the gaming machine 10, when the power supply is started, the initial operation of the rocking device 27 may be performed or may not be performed. If the power supply is cut off during the execution of the rocking performance, the CPU 41a may control the rocking device 27 to perform the initial operation when the power supply is started thereafter. On the other hand, if the power supply is cut off during the non-execution of the rocking performance, the CPU 41a may not cause the rocking device 27 to perform the initial operation even if the power supply is started thereafter. As a result, in the gaming machine 10, when the power supply is started, the initial operation of the transparent part 17 may be performed or may not be performed. The rocking performance being executed is an example of the execution condition of the initial operation of the rocking device 27 being satisfied. The rocking performance not being executed is an example of the execution condition of the initial operation of the rocking device 27 not being satisfied.
[0242] The execution condition for the initial operation of the rocking device 27 may be satisfied when the number of times the power supply is cut off reaches a predetermined number, instead of or in addition to the rocking performance being performed. In other words, the gaming machine 10 may be configured to be capable of executing the initial operation of the rocking device 27 every time the power supply is cut off a predetermined number of times. The number of times the power supply is cut off reaches a predetermined number is an example of the execution condition for the initial operation of the rocking device 27 being satisfied.
[0243] The execution condition for the initial operation of the rocking device 27 may be satisfied when the RWM 41c is initialized, instead of or in addition to the rocking performance being executed. That is, the gaming machine 10 may be configured to be capable of executing the initial operation of the rocking device 27 when various information stored in the RWM 41c is initialized. The initialization of various information stored in the RWM 41c is an example of the execution condition for the initial operation of the rocking device 27 being satisfied.
[0244] The pseudo game may be executable without waiting time passing. When the instruction information process (step S110) is completed, the CPU 40a may execute the pseudo game process. When the pseudo game process is completed, the CPU 40a may determine whether the wait time has passed. If the wait time has not passed, the CPU 40a waits until the wait time has passed. If the wait time has passed, the CPU 40a sets a wait time for determining whether the wait time has passed next time. After setting the wait time, the CPU 40a controls each actuator of the reels 16a to 16c so that the reels 16a to 16c start to rotate (step S113). In this way, the pseudo variable state and the pseudo stop state may be transitionable without waiting for the wait time to pass. On the other hand, the main variable state and the main stop state may be transitionable after waiting for the wait time to pass. In this case, the simulated game can be regarded as a game different from the variable game.
[0245] In the gaming machine 10, when the reels 16a to 16c are stopped as a result of the operation of the stop buttons 26a to 26c during a pseudo-game state, a predetermined benefit may be awarded. The predetermined benefit may be controlled to an advantageous state. The predetermined benefit may be awarded. The predetermined benefit may be added (so-called topping up) to the number of wins that can be obtained during an advantageous state. For example, in a pseudo-game of the pseudo-game pattern GP12, when a seven symbol is pseudo-stopped on the pay line NL of the reels 16a to 16c, a predetermined benefit may be awarded. On the other hand, for example, in a pseudo-game of the pseudo-game pattern GP12, when a seven symbol is not pseudo-stopped on the pay line NL of the reels 16a to 16c, a predetermined benefit may not be awarded. The predetermined profit that can be awarded when the reels 16a to 16c stop in the pseudo game state may be smaller than the predetermined profit that can be awarded when the reels 16a to 16c stop in the actual game state. In other words, in a situation where the reels are stopped by operating the stop buttons 26a to 26c, the predetermined profit that can be awarded according to the operation timing of the stop buttons 26a to 26c may be larger when the stop buttons 26a to 26c are operated in the actual variation state to transition to the actual stop state than when the stop buttons 26a to 26c are operated in the pseudo variation state to transition to the pseudo stop state. The predetermined profit that can be awarded when the reels 16a to 16c stop in the pseudo game state may be larger than the predetermined profit that can be awarded when the reels 16a to 16c stop in the actual game state. In other words, in a situation where the spinning reels are stopped by operating the stop buttons 26a-26c, the specified benefit that may be awarded depending on the timing of operating the stop buttons 26a-26c may be smaller when the stop buttons 26a-26c are operated in a real fluctuation state to transition to a real stopped state than when the stop buttons 26a-26c are operated in a pseudo fluctuation state to transition to a pseudo stopped state.
[0246] The type of payout role may be changed as appropriate. The number of game medals paid out according to the payout role may be changed as appropriate. There may be multiple types of replay roles. The gaming machine 10 may be equipped with a bonus role (so-called role continuous operation device) in which the award of a bonus game is determined. There may be one type of bonus role, or multiple types. The type of winning number may be changed as appropriate. The role that can be won in the variable game determined for the winning number may be changed as appropriate. For example, the winning numbers 04 to 09 may not be determined to be a bell spill role as a role that can be won in the variable game, and only the bell role may be determined. In this case, when any of the winning numbers 04 to 09 is won and the reel is stopped in any one of the predetermined push orders from the first push order to the sixth push order, the reel is stopped so that the bell role is won, regardless of the push position. On the other hand, when the reel is stopped in a push order different from the one push order, no role may be won, regardless of the push position. The combination judgment value for each winning number may be changed as appropriate. In other words, the probability of winning each winning number in the combination lottery process may be changed as appropriate.
[0247] The CPU 40a may execute the settlement process even when the replay is in operation. The gaming machine 10 may be configured to be able to pay off credits as gaming medals when the settlement button 21 is operated when the replay is in operation. In this case, the gaming machine 10 may be configured to be unable to pay off the multiplied number as gaming medals even when the settlement button 21 is operated when the replay is in operation.
[0248] The value of the advantageous transition judgment for each winning number may be changed as appropriate. In other words, the probability of winning the advantageous lottery may be changed as appropriate. The gaming machine 10 may have a function of setting one of a plurality of set values (for example, 1 to 6). The gaming machine 10 may vary the winning probability of various lotteries performed by the CPU 40a according to the set value. For example, the gaming machine 10 may vary the probability of winning each winning number in the role lottery according to the set value. For example, the gaming machine 10 may vary the probability of winning an advantageous lottery according to the set value.
[0249] The left stop button 26a is configured to enable a stop operation that triggers the rotation of the left reel 16a to stop. The center stop button 26b is configured to enable a stop operation that triggers the rotation of the center reel 16b to stop. The right stop button 26c is configured to enable a stop operation that triggers the rotation of the right reel 16c to stop. Therefore, the left stop button 26a, the center stop button 26b, and the right stop button 26c can each be considered as an operation means that can be operated by a player. In this case, it can be said that the gaming machine 10 is equipped with a plurality of operation means that can be operated by a player, and that the reel that is spinning can be stopped by operating the operation means that corresponds to the reel that is spinning among the plurality of operation means.
[0250] The transmitting portion 17 may be configured to be displaceable together with the supporting portion 17a, or the transmitting portion 17 alone may be configured to be displaceable without the supporting portion 17a being displaceable. The gaming machine 10 may include an elastic member between the transparent portion 17 and the support portion 17a. The support portion 17a and the elastic member may be configured separately. The support portion 17a and the elastic member may be configured integrally. The transparent portion 17 and the elastic member may be configured integrally.
[0251] The gaming machine 10 may include a plurality of rocking devices 27. For example, the gaming machine 10 may be configured to vary the number of rocking operations depending on the number of rocking devices 27 to be rocked. For example, the gaming machine 10 may be configured to vary the number of rocking operations depending on the type of rocking device 27 to be rocked. For example, the gaming machine 10 may be configured to vary the rocking width depending on the number of rocking devices 27 to be rocked. For example, the gaming machine 10 may be configured to vary the rocking width depending on the type of rocking device 27 to be rocked.
[0252] · "Swing" and "vibration" both mean "to move in a swaying manner." Therefore, swinging can be understood as vibrating. Therefore, the swinging device 27 may function as a vibration means capable of vibrating. In this case, the number of swings corresponds to the number of vibrations, and the swing width corresponds to the amplitude. And the swing effect can be understood as a vibration effect. In this way, the gaming machine 10 may be configured so that the transparent section 17 can vibrate as the vibration effect is executed.
[0253] The position where the rocking device 27 is provided may be changed as appropriate. The position where the rocking device 27 is provided may be a position where the rocking device 27 rocks the transparent portion 17. The position where the rocking device 27 is provided may be a position where the rocking device 27 can contact the transparent portion 17 and the rocking device 27 rocks to directly transmit the rocking motion to the transparent portion 17. The position where the rocking device 27 is provided may be a position where the rocking device 27 does not contact the transparent portion 17 but the rocking device 27 rocks to indirectly transmit the rocking motion to the transparent portion 17. For example, the gaming machine 10 may be configured such that a predetermined member is provided between the rocking device 27 and the transparent portion 17 and the rocking motion is transmitted to the transparent portion 17 via the predetermined member. For example, the gaming machine 10 may be configured such that the front door 12 rocks to cause the transparent portion 17 to rock. In other words, the gaming machine 10 is preferably configured so that the transmission section 17 swings as a result of the swinging device 27 swinging.
[0254] The gaming machine 10 may be provided with a presentation operation means operable by a player. The presentation operation means may be a button type that can be pressed, a touch sensor type, or a lever type. The presentation operation means may be provided on the front door 12. The CPU 41a may be capable of inputting a detection signal that is output when the presentation operation means is operated. In the gaming machine 10, a rocking device 27 may be provided near the presentation operation means, or the rocking device 27 may be built into the presentation operation means. The gaming machine 10 may be configured so that the rocking device 27 can rock the presentation operation means in addition to the transparent portion 17.
[0255] The reels 16a to 16c are not limited to being cylindrical members as long as they are rotatable. For example, the reels 16a to 16c may be elliptical cylindrical (elliptical column) members or square cylindrical members.
[0256] The functions of the main board 40 may be divided and realized among multiple boards. Also, the CPU 40a may be composed of multiple CPUs mounted on a single board. The functions of the sub-board 41 may be realized by dividing them into multiple boards. For example, a lamp board exclusively for controlling the decorative lamps 13, a sound board exclusively for controlling the speakers 14, a display board exclusively for controlling the performance display device 15, and a rocking board exclusively for controlling the rocking device 27 may be provided, and a master board for controlling these boards may be further provided. The CPU 41a may be composed of multiple CPUs mounted on a single board.
[0257] The gaming machine 10 may be embodied as a reel type gaming machine in which a virtual medium composed of electronic data is provided when a gaming medium is provided. That is, the above embodiment may be embodied as a reel type gaming machine in which no physical gaming medium is paid out (so-called medalless gaming machine). When a virtual medium is provided in association with the winning of a payout role, such a reel type gaming machine may be capable of setting a bet number from the provided virtual medium by operating a 1 bet button or a MAX bet button. That is, the reel type gaming machine may be configured to be capable of executing a variable game by using the virtual medium.
[0258] The gaming machine 10 may be embodied as a pachinko gaming machine. The pachinko gaming machine may be configured to be capable of starting a special symbol variation game (hereinafter, referred to as a special game) when a gaming ball is shot and enters a predetermined starting hole. The pachinko gaming machine may include a reel unit having multiple reels as a performance device. The pachinko gaming machine may be configured to be capable of executing a variation game using multiple reels in conjunction with the execution of a special game. The pachinko gaming machine may be configured to be capable of stopping a reel that is rotating by operating an operating means that can be operated by a player. The pachinko gaming machine may be configured to end the variation game when the multiple reels stop without being displaced.
[0259] The pachinko gaming machine may be configured to store the number of gaming media (so-called owned balls) owned by the player as data, and to convert the gaming media stored as data into physical gaming media (gaming balls) to launch the gaming balls. In other words, the above modification may be embodied in a pachinko gaming machine (so-called managed gaming machine) that does not dispense physical gaming media. In a pachinko gaming machine as a managed gaming machine, the number of owned balls can be increased when gaming media is lent from a management device (management unit). In a pachinko gaming machine as a managed gaming machine, the management of the owned balls can be transferred from the pachinko gaming machine to the management device, and the number of owned balls can be decreased.
[0260] The technical ideas that can be understood from each embodiment and modification will be described. (Appendix 1-1) A gaming machine capable of executing a variable game using a plurality of reels and configured so that the variable game can be viewed through a transparent portion, the gaming machine comprising: an operation means operable by a player; a swinging means capable of swinging; and an effect control means capable of executing control relating to the execution of an effect, the plurality of reels each having a plurality of types of symbols arranged thereon, the states relating to the plurality of reels including a variable state in which at least some of the plurality of reels are spinning and a stopped state in which all of the plurality of reels are stopped, the reels being able to be stopped while spinning by operating the operation means, the effects including a swinging effect that can be executed by swinging the swinging means, the transparent portion being swingable as the swinging effect is executed, and when a predetermined number of variable games have been executed, the gaming machine is characterized in that the probability of the swinging effect being executed when in the variable state is lower than the probability of the swinging effect being executed when in the stopped state.
[0261] (Appendix 1-2) The fluctuation state includes a specific fluctuation state and a predetermined fluctuation state, the specific fluctuation state being a state in which stopping the reel while spinning by operating the operating means is restricted, and the predetermined fluctuation state being a state in which stopping the reel while spinning by operating the operating means is permitted, and when in the predetermined fluctuation state, the rocking effect is not executed at least in a situation in which a predetermined benefit is not awarded, and when in the specific fluctuation state, the rocking effect can be executed (a gaming machine described in appendix 1-1).
[0262] (Appendix 1-3) The fluctuation state includes a specific fluctuation state, which is a state in which stopping a rotating reel by operating the operating means is restricted, and when a predetermined number of fluctuation games have been played, the probability that the rocking effect will be executed when in the specific fluctuation state is different from the probability that the rocking effect will be executed when in the stopped state. (Appendix 1-1) or (Appendix 1-2) A gaming machine as described in.
[0263] (Additional Note 2-1) A gaming machine capable of executing a variable game using a plurality of reels and configured so that the variable game can be viewed through a transparent portion, the gaming machine is equipped with an operation means operable by a player, a swinging means capable of swinging, and a presentation control means capable of executing control relating to the execution of presentation, the plurality of reels each have a plurality of types of symbols arranged thereon, the states relating to the plurality of reels include a variable state in which at least some of the plurality of reels are spinning, and a stopped state in which all of the plurality of reels are stopped, the reels being rotated can be stopped by operating the operation means, the variable states include a first variable state in a first period and a second variable state in a second period, the first period being during the execution of the variable game. a game machine in which even if all the rotating reels stop during the second period while the variation game is being executed, the variation game does not end and the multiple reels can spin again, and when all the rotating reels stop during the second period while the variation game is being executed, the variation game ends, the stop states include a first stop state to which the first variation state can be transitioned to and a second stop state to which the second variation state can be transitioned to, the presentation includes a swing presentation that can be executed by swinging the swing means, the transparent part can swing as the swing presentation is executed, and when a predetermined number of variation games have been executed, the probability that the swing presentation will be executed when the first stop state is in effect is lower than the probability that the swing presentation will be executed when the second stop state is in effect.
[0264] (Appendix 2-2) A gaming machine as described in (Appendix 2-1), in which, when a predetermined number of fluctuation games have been played, the probability that the rocking effect will be executed when in the second fluctuation state is lower than the probability that the rocking effect will be executed when in the first stop state.
[0265] (Appendix 2-3) A gaming machine as described in (Appendix 2-1) or (Appendix 2-2), wherein when in the first stopped state, the reel may repeat displacement of a first displacement amount, and when in the second stopped state, the reel does not displace, and when the rocking performance is being executed, the transparent portion may repeat displacement of a second displacement amount, the second displacement amount being smaller than the first displacement amount.
[0266] (Additional Note 3-1) A gaming machine capable of executing a variable game using a plurality of reels and configured so that the variable game can be viewed through a transparent portion, the gaming machine is equipped with an operation means operable by a player, a swinging means capable of swinging, and a presentation control means capable of executing control relating to the execution of presentation, the plurality of reels each have a plurality of types of symbols arranged thereon, the states relating to the plurality of reels include a variable state in which at least some of the plurality of reels are rotating, and a stopped state in which all of the plurality of reels are stopped, the rotating reels can be stopped by operating the operation means, the variable states include a first variable state in a first period and a second variable state in a second period, the first period being during the execution of the variable game. a game machine in which even if all the rotating reels stop during the second period while the variation game is being executed, the variation game does not end and the multiple reels can spin again, and when all the rotating reels stop during the second period while the variation game is being executed, the variation game ends, the stopped states include a first stopped state to which the first variation state can be transitioned to and a second stopped state to which the second variation state can be transitioned to, the presentation includes a swing presentation that can be executed by swinging the swing means, the transparent part can swing as the swing presentation is executed, and when a predetermined number of variation games have been executed, the probability that the swing presentation will be executed when in the first variation state is lower than the probability that the swing presentation will be executed when in the second stop state.
[0267] (Appendix 3-2) A gaming machine as described in (Appendix 3-1), in which, when a predetermined number of fluctuation games have been played, the probability that the fluctuation effect will be executed when in the second fluctuation state is lower than the probability that the fluctuation effect will be executed when in the first fluctuation state.
[0268] (Appendix 3-3) A gaming machine described in (Appendix 3-1) or (Appendix 3-2), wherein the first stop state is a state to which a transition can be made from the first variable state in response to the operation of the operating means.
[0269] (Additional Note 4-1) A gaming machine capable of executing a variable game using a plurality of reels and configured so that the variable game can be viewed through a transparent portion, the gaming machine is equipped with an operation means operable by a player, a swinging means capable of swinging, and a presentation control means capable of executing control relating to the execution of presentation, the plurality of reels each have a plurality of types of symbols arranged thereon, the states relating to the plurality of reels include a variable state in which at least some of the plurality of reels are spinning, and a stopped state in which all of the plurality of reels are stopped, the reels being able to be stopped while spinning by operating the operation means, the variable states include a first variable state in a first period and a second variable state in a second period, the first period being during the execution of the variable game. a game machine in which even if all the rotating reels stop during the second period while the variation game is being executed, the variation game does not end and the reels can spin again, and when all the rotating reels stop during the second period while the variation game is being executed, the variation game ends, the stopped states include a first stopped state to which the first variation state can be transitioned to and a second stopped state to which the second variation state can be transitioned to, and the presentation includes a swing presentation that can be executed by swinging the swing means, and the transparent part can swing as the swing presentation is executed, and when a predetermined number of variation games have been executed, the probability that the swing presentation will be executed when in the second variation state is lower than the probability that the swing presentation will be executed when in the second stop state.
[0270] (Appendix 4-2) When a predetermined number of fluctuation games have been played, the probability that the rocking effect will be executed when in the second fluctuation state is lower than the probability that the rocking effect will be executed when in the first stop state, the probability that the rocking effect will be executed when in the second fluctuation state is lower than the probability that the rocking effect will be executed when in the first fluctuation state, and the probability that the rocking effect will be executed when in the first stop state is lower than the probability that the rocking effect will be executed when in the second stop state (Appendix 4-1).
[0271] (Appendix 4-3) A gaming machine described in (Appendix 4-1) or (Appendix 4-2), in which, when a predetermined number of fluctuation games have been played, the probability that the rocking effect will be executed when in the first fluctuation state is lower than the probability that the rocking effect will be executed when in the second stop state.
[0272] (Additional Note 5-1) A gaming machine capable of executing a variable game using a plurality of reels and configured so that the variable game can be viewed through a transparent portion, the gaming machine is equipped with an operation means operable by a player, a swinging means capable of swinging, and a presentation control means capable of executing control relating to the execution of presentation, the plurality of reels each have a plurality of types of symbols arranged thereon, the states relating to the plurality of reels include a variable state in which at least some of the plurality of reels are spinning, and a stopped state in which all of the plurality of reels are stopped, the reels being able to be stopped while spinning by operating the operation means, the variable states include a first variable state in a first period and a second variable state in a second period, the first period being during the execution of the variable game. a game machine in which even if all the rotating reels stop during the second period while the variation game is being executed, the variation game does not end and the reels can spin again, and when all the rotating reels stop during the second period while the variation game is being executed, the variation game ends, the stopped states include a first stopped state to which the first variation state can be transitioned to and a second stopped state to which the second variation state can be transitioned to, and the presentation includes a swing presentation that can be executed by swinging the swing means, and the transparent part can swing as the swing presentation is executed, and when a predetermined number of variation games have been executed, the probability that the swing presentation will be executed when in the second variation state is lower than the probability that the swing presentation will be executed when in the first stop state.
[0273] (Appendix 5-2) A gaming machine as described in (Appendix 5-1), in which when a predetermined condition is met while in the second stop state, the second variable state is entered, and when the predetermined condition is met while the rocking effect is being executed while in the second stop state, the rocking effect ends before entering the second variable state.
[0274] (Appendix 5-3) A gaming machine as described in (Appendix 5-1), in which when a predetermined condition is met while in the second stopped state, the second variable state is entered, and when the predetermined condition is met while the rocking effect is being executed while in the second stopped state, the rocking effect ends before the second variable state is entered and the spinning reel can be stopped by operating the operating means.
[0275] (Additional Note 6-1) A gaming machine capable of executing a variable game using a plurality of reels and configured so that the variable game can be viewed through a transparent portion, the gaming machine is equipped with an operation means operable by a player, a swinging means capable of swinging, and a presentation control means capable of executing control relating to the execution of presentation, the plurality of reels each have a plurality of types of symbols arranged thereon, the states relating to the plurality of reels include a variable state in which at least some of the plurality of reels are spinning, and a stopped state in which all of the plurality of reels are stopped, the reels being able to be stopped while spinning by operating the operation means, the variable states include a first variable state in a first period and a second variable state in a second period, the first period being during the execution of the variable game. a game machine in which even if all the rotating reels stop during the second period while the variation game is being executed, the variation game does not end and the reels can spin again, and when all the rotating reels stop during the second period while the variation game is being executed, the variation game ends, the stop states include a first stop state to which the first variation state can be transitioned to and a second stop state to which the second variation state can be transitioned to, and the presentation includes a swing presentation that can be executed by swinging the swing means, and the transparent part can swing as the swing presentation is executed, and when a predetermined number of variation games have been executed, the probability that the swing presentation will be executed when in the second variation state is lower than the probability that the swing presentation will be executed when in the first variation state.
[0276] (Appendix 6-2) The first stop state is a state to which a transition can be made from the first variable state as a result of the operation of the operating means, and the second stop state is a state to which a transition can be made from the second variable state as a result of the operation of the operating means, and in a situation in which a spinning reel is stopped by operating the operating means, a specified benefit that can be awarded according to the operation timing of the operating means is greater when a transition to the second stop state is made by operating the operating means when the reel is in the second variable state than when a transition to the first stop state is made by operating the operating means when the reel is in the first variable state (Appendix 6-1).
[0277] (Appendix 6-3) The first stop state is a state to which a transition can be made from the first variable state as the operating means is operated, and the second stop state is a state to which a transition can be made from the second variable state as the operating means is operated, and when a spinning reel is stopped in the first variable state, the stop position of the reel can be made the same regardless of the operation timing of the operating means for stopping the reel, and when a spinning reel is stopped in the second variable state, the stop position of the reel can be made different depending on the operation timing of the operating means for stopping the reel. (Appendix 6-1) or (Appendix 6-2) A gaming machine as described in. [Explanation of symbols]
[0278] 10...Amusement machine 11...Main cabinet 11a...Opening 12...Front door 12a...Display window 12b...Opening 13...Decorative lamp 14...Speaker 15...Performance display device 16...Reel unit 16a...Left reel 16b...Middle reel 16c...Right reel 17...Transparent part 17a...Support part 18...Medal insertion slot 19...1 bet button 20...MAX bet button 21...Settlement button 22...Medal payout outlet 23...Receiving tray 24...Hopper unit 25...Start lever 26a...Left stop button 26b...Middle stop button 26c...Right stop button 27...Swing device 30...Information display part 40...Main board 40a...CPU 40b...ROM 40c...RWM 41...Sub board 41a...CPU 41b...ROM 41c...RWM 50...Power supply unit 50a...Power switch GTa...First transparent section position GTb...Second transparent section position RTa...First reel stop position RTb...Second reel stop position SE1...Left reel sensor SE2...Middle reel sensor SE3...Right reel sensor SE4...Input sensor Y1...Displacement amount Y2...Displacement amount
Claims
1. A gaming machine capable of executing a variable game using a plurality of reels and configured so that the variable game can be viewed through a transparent portion, An operation means operable by a player; A swingable swing means; A performance control means capable of executing control regarding the execution of the performance, A plurality of types of symbols are arranged on each of the plurality of reels, The states related to the plurality of reels include a variable state in which at least some of the plurality of reels are rotating, and a stop state in which all of the plurality of reels are stopped, The reel can be stopped by operating the operating means, The fluctuation state includes a first fluctuation state in a first period and a second fluctuation state in a second period, Even if all reels in rotation stop during the first period during which the variation game is being executed, the variation game is not terminated and the plurality of reels can rotate again; When all of the reels that are rotating during the second period during which the variation game is being executed come to a stop, the variation game ends, The stop state includes a first stop state to which the first variable state can be transitioned, and a second stop state to which the second variable state can be transitioned, The performance includes a swing performance that can be executed by swinging the swing means, The transparent portion can be swung as the swaying performance is executed, This gaming machine is characterized in that, when a predetermined number of variation games have been played, the probability that the rocking effect will be executed when in the first variation state is lower than the probability that the rocking effect will be executed when in the second stop state.
2. A gaming machine as described in claim 1, wherein when a predetermined number of fluctuation games have been played, the probability that the fluctuation effect is executed when the second fluctuation state is in a lower state than the probability that the fluctuation effect is executed when the first fluctuation state is in a lower state.
3. 3. The gaming machine according to claim 1, wherein the first stopped state is a state to which a transition can be made from the first variable state in response to an operation of the operating means.
Citation Information
Patent Citations
Slot machine
JP2014124418A
Game machine
JP2017064215A
gaming machines
JP2022031490A
Game machine
JP2023082716A
Game machine
JP2021122384A