Game machine
Patent Information
- Application Number
- JP2023140780
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-08-31
- Publication Date
- 2025-03-13
- Estimated Expiration
- 2043-08-31
AI Technical Summary
【0007】 本発明によれば、複数の部材の取付構造に特徴を持った遊技台を実現できる。
Smart Images

Figure 2025034414000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine represented by a pinball gaming machine (pachinko machine), a slot machine, an enclosed gaming machine, or a medalless slot machine. [Background technology]
[0002] BACKGROUND ART Conventionally, a slot machine is known as one type of gaming machine. Such a slot machine is made up of a plurality of components (see, for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2016-73461 Summary of the Invention [Problem to be solved by the invention]
[0004] However, conventional gaming machines have room for improvement in the mounting structure of multiple components.
[0005] An object of the present invention is to provide a gaming machine having a distinctive mounting structure for multiple components. [Means for solving the problem]
[0006] The gaming machine of the present invention is a gaming machine comprising a first member that can be fixed to a base and a second member that can cover at least a portion of the first member, wherein the first member has a first through hole and a plurality of second through holes different from the first through hole, the second member has a plurality of third through holes, the first through hole is a through hole used when fixing the first member of the first and second members to the base, the second through hole and the third through hole are through holes used when fixing both the first member and the second member to the base, the first through hole and the plurality of second through holes are arranged on the outer periphery of the first member in the order of the second through hole, the first through hole, and the second through hole, and the gaming machine is configured so that when the first member and the second member are fixed to the base, the first through hole of the first member is covered by a certain portion of the second member. [Effects of the Invention]
[0007] According to the present invention, it is possible to realize a gaming machine having a distinctive mounting structure for multiple components. [Brief explanation of the drawings]
[0008] [Figure 1] FIG. 1 is a perspective view of the appearance of a slot machine 100 as seen from the front side (player side). [Figure 2] FIG. 1 is a diagram showing an example of a pay line of the slot machine 100. [Figure 3] 1 is a circuit block diagram of a control unit. [Figure 4] This is a diagram showing the arrangement of symbols on each reel (left reel 110, center reel 111, right reel 112) in a flat layout. [Figure 5] This is a diagram showing the types of winning roles, the names of the condition devices, the symbol combinations corresponding to each winning role, the number of payouts, and notes. [Figure 6] 10 is a flowchart showing the flow of main processing by a main control unit. [Figure 7]10 is a flowchart showing the flow of a main control unit timer interrupt process. [Figure 8] (a) A flowchart of the main processing executed by the CPU 404 of the first sub-control unit 400. (b) A flowchart of the command reception interrupt processing of the first sub-control unit 400. (c) A flowchart of the timer interrupt processing of the first sub-control unit 400. [Figure 9] (a) A flowchart of the main processing executed by the CPU 504 of the second sub-control unit 500. (b) A flowchart of the command reception interrupt processing of the second sub-control unit 500. (c) A flowchart of the timer interrupt processing of the second sub-control unit 500. (d) A flowchart of the image control processing of the second sub-control unit 500. [Figure 10] (a) A time chart of freeze control (Example 1) when the winning combination in the previous game is other than Replay. (b) A time chart of freeze control (Example 2) when the winning combination in the previous game is other than Replay. [Figure 11] FIG. 10 is a diagram showing, in chronological order, an example of the presentation of freeze control (embodiment 1) when the winning combination in the previous game is other than a replay. [Figure 12] FIG. 10 is a diagram showing, in chronological order, an example of the presentation of freeze control (embodiment 1) when the winning combination in the previous game is other than a replay. [Figure 13] FIG. 10 is a diagram showing a time series of an example of the presentation of freeze control (embodiment 2) when the winning combination in the previous game is other than a replay. [Figure 14] (a) A time chart of freeze control (Example 3) when the winning combination in the previous game is other than a replay. (b) A time chart of freeze control (Example 4) when the winning combination in the previous game is a replay. [Figure 15] FIG. 10 is a diagram showing a time series of an example of the presentation of freeze control (Example 3) when the winning combination in the previous game is other than a replay. [Figure 16] FIG. 10 is a diagram showing a time series of an example of the presentation of freeze control (Example 4) when the winning combination in the previous game is a replay. [Figure 17]FIG. 10 is a diagram showing a time series of an example of the presentation of freeze control (Example 4) when the winning combination in the previous game is a replay. [Figure 18] 10(a) is a front view of the reel backlight 264. FIG. 10(b) is a side view of the reel backlight 264. FIG. 10(c) is an external perspective view of the reel backlight 264, with the components thereof disassembled and viewed from the front. [Figure 19] (a) A time chart showing the flow of a game in which an internal win is made on a special replay during normal play (Example 1). (b) A time chart showing the flow of a game in which an internal win is not made on a special replay when a judge performance wins (Example 2). (c) A time chart showing the flow of a game in which an internal win is not made on a special replay when a judge performance loss occurs (Example 4). [Figure 20] This is a diagram showing an example of backlight effects in chronological order in a game (Example 1) in which a special replay is internally won during normal play. [Figure 21] (1) to (8) are diagrams showing examples of backlight effects in chronological order in a game (Example 2) in which the special replay was not internally won when the judge effect was won. [Figure 22] (9)-(10) are diagrams showing examples of backlight effects in a time series in a game (Example 2) in which an internal win for a special replay was not made when the judge effect was won. (1)-(4) are diagrams showing examples of backlight effects in a time series in a game (Example 3) in which an internal win for a special replay was made when the judge effect was won. [Figure 23] (5) to (10) are diagrams showing examples of backlight effects in chronological order in a game (Example 3) in which a special replay is internally won when the judge effect is won. [Figure 24] (1) to (8) are diagrams showing examples of backlight effects in chronological order in a game (Example 4) in which the special replay was not internally won when the judge effect was lost. [Figure 25](9)-(10) are diagrams showing examples of backlight effects in a time series in a game in which the judge effect lost but the special replay did not win internally (Example 4). (1)-(4) are diagrams showing examples of backlight effects in a time series in a game in which the judge effect lost but the special replay won internally (Example 5). [Figure 26] (5) to (10) are diagrams showing examples of backlight effects in chronological order in a game (Example 5) in which a special replay is internally won when the judge effect is lost. [Figure 27] FIG. 1 is a front view showing the slot machine 100 with the front door 102 open. [Figure 28] FIG. 2 is an exploded perspective view of the speaker unit 600. [Figure 29] (a) is a side view of the rear cover 620. (b) is a top view of the rear cover 620. (c) is a side view of the speaker 610. (d) is a top view of the speaker 610. [Figure 30] 1(a) is a top view of the speaker unit 600. FIG. 1(b) is a cross-sectional view of the speaker unit 600 shown in FIG. [Figure 31] 10(a) is a diagram showing a schematic example of a correct installation method for the speaker unit 600. FIG. 10(b) is a diagram showing a schematic example of an incorrect installation method for the speaker unit 600. [Figure 32] 10(a) and 10(b) are diagrams showing another example of an incorrect installation method of the speaker unit 600. [Figure 33] 10 is an exploded perspective view of a speaker unit 700 according to a first modification. FIG. [Figure 34] (a) is a side view of the rear cover 720. (b) is a top view of the rear cover 720. (c) is a side view of the speaker 710. (d) is a top view of the speaker 710. [Figure 35] 10(a) is a top view of the speaker unit 700. FIG. 10(b) is a cross-sectional view of the speaker unit 700 shown in FIG. [Figure 36] 10A to 10C are diagrams showing an example of a method for attaching the speaker unit 700 in chronological order. [Figure 37] 10(a) is an exploded perspective view of a speaker unit 800 according to Modification 2. FIG. 10(b) is an external perspective view showing two speaker units 800 attached to the rear surface of the front door 102. FIG. [Figure 38] 10(a) is a side view of the rear cover 820. FIG. 10(b) is a top view of the rear cover 820. FIG. 10(c) is a side view of the speaker 810. FIG. 10(d) is a top view of the speaker 810. [Figure 39] 8 is a plan view of the speaker 810 housed in the inner space of the rear cover 820, seen from the underside of the speaker 810. FIG. [Figure 40] 10A to 10C are diagrams showing an example of a method for attaching the speaker unit 800 in chronological order. [Figure 41] 9A is an external perspective view of a movable body 900 as seen from the front side, with the members constituting the movable body 900 disassembled; FIG. 9B is an external perspective view of a movable body 950 according to a modified example as seen from the front side, with the members constituting the movable body 900 disassembled; [Figure 42] 1 is a perspective view showing the appearance of a slot machine according to an embodiment of the present invention; [Figure 43] FIG. 2 is a circuit block diagram of a control unit of a slot machine according to an embodiment of the present invention. [Figure 44] 1A is a diagram showing the arrangement of symbols on each reel of a slot machine according to one embodiment of the present invention, expanded in a plane; FIG. 1B is a diagram showing the types of winning roles (including activated roles) of a slot machine according to one embodiment of the present invention, the symbol combinations corresponding to each winning role, the payouts, and the activations. [Figure 45] 10 is a flowchart showing the flow of main processing by a main control unit of the slot machine according to one embodiment of the present invention. [Figure 46] 10 is a flowchart showing the flow of a main control unit timer interrupt process of the slot machine according to one embodiment of the present invention. [Figure 47] This is a flowchart showing the flow of the first sub-control unit main processing, first sub-control unit command reception interrupt processing, and first sub-control unit timer interrupt processing of a slot machine according to one embodiment of the present invention. [Figure 48]This is a flowchart showing the flow of the second sub-control unit main processing, second sub-control unit command reception interrupt processing, second sub-control unit timer interrupt processing, and second sub-control unit image control processing of a slot machine according to one embodiment of the present invention. [Figure 49] FIG. 10 is a diagram illustrating an outline of the effects of a three-coin bet game and a two-coin bet game in Example C1 of the slot machine according to one embodiment of the present invention. [Figure 50] FIG. 10 is a diagram illustrating an outline of the presentation when a three-coin bet game is executed after the slot machine executes a pseudo-bonus determination notification in embodiment C1. [Figure 51] FIG. 10 is a diagram illustrating an outline of the effects when a two-coin bet game is executed after the slot machine executes a pseudo-bonus determination notification in embodiment C1. [Figure 52] FIG. 10 is a diagram illustrating an example of continuous effects in Example C2 of the slot machine according to one embodiment of the present invention. [Figure 53] FIG. 10 is a diagram illustrating another example of the continuous effects in Example C2 of the slot machine according to one embodiment of the present invention. [Figure 54] FIG. 54 is a diagram illustrating a modified example of the continuous performance shown in FIG. 53. [Figure 55] 13 is an example of an effect displayed on the effect image display device in Example C3 of the slot machine according to one embodiment of the present invention. [Figure 56] FIG. 10 is a diagram showing the transition of the presentation mode of the presentation image display device when a two-coin bet game is executed in Example C3 of the slot machine according to one embodiment of the present invention. [Figure 57] 13 is a modified example of an effect displayed on the effect image display device in Example C3 of the slot machine according to one embodiment of the present invention. [Figure 58] FIG. 10 is a diagram showing the transition of the presentation mode displayed on the presentation image display device when a button presentation is executed in Example C4 of the slot machine according to one embodiment of the present invention. [Figure 59] This figure shows the change in the presentation mode of the presentation image display device when, after the button presentation shown in Figure 58 has started, one game of two-coin bet play is played in the next game, and then a three-coin bet game is played. [Figure 60] FIG. 10 is a diagram illustrating the notification period for the two-coin bet notification in Example C5 of the slot machine according to one embodiment of the present invention. [Figure 61] FIG. 61 is a diagram illustrating a modified example of the notification period for the two-coin bet notification shown in FIG. 60. [Figure 62] FIG. 10 is a diagram illustrating a modified example of the effects executed in Example C5 of the slot machine according to one embodiment of the present invention. [Figure 63] In a slot machine according to one embodiment of the present invention, (a) is a time chart of game progress when a power outage occurs while a two-coin bet game is being played after a three-coin bet game has been played in the normal state, and (b) is a diagram showing an example of a presentation displayed on the presentation image display device when a power outage occurs while a two-coin bet game is being played after a three-coin bet game has been played in the normal state. [Figure 64] In a slot machine according to one embodiment of the present invention, (a) is a time chart of game progress when a power outage occurs during a two-coin bet game after a pseudo-bonus confirmation notification has been issued in normal mode, and (b) is a diagram showing an example of a presentation displayed on the presentation image display device when a power outage occurs during a two-coin bet game after a pseudo-bonus confirmation notification has been issued in normal mode. [Figure 65] In a slot machine according to one embodiment of the present invention, after a pseudo-bonus confirmation notification is issued in normal operation, a two-coin bet game, a first three-coin bet game, and a second three-coin bet game are executed in sequence, and this is a time chart of the game progress when a power outage occurs during the first three-coin bet game. [Figure 66] In a slot machine according to one embodiment of the present invention, after a pseudo-bonus confirmation notification is executed in normal mode, a two-coin bet game, a first three-coin bet game, and a second three-coin bet game are executed in sequence, and a power outage occurs during the first three-coin bet game. This figure shows an example of the effects displayed on the effect image display device. [Figure 67]In a slot machine according to one embodiment of the present invention, (a) is a diagram showing the transition of the effect image displayed on the effect image display device in a two-coin bet game, (b) is a diagram showing the transition of the effect image displayed on the effect image display device in a three-coin bet game, and explaining the outline of the first advance notice, and (c) is a diagram showing the transition of the effect image displayed on the effect image display device in a three-coin bet game, and explaining the outline of the second advance notice. [Figure 68] In a slot machine according to one embodiment of the present invention, (a) is a diagram showing the transition of the effect image displayed on the effect image display device when a first advance notice is executed in a three-coin bet game and the next game is a two-coin bet game, and (b) is a diagram showing the transition of the effect image displayed on the effect image display device when a second advance notice is executed in a three-coin bet game and the next game is a two-coin bet game. [Figure 69] In a slot machine according to one embodiment of the present invention, (a) is a diagram showing the change in the presentation mode of the presentation image display device when, after a button presentation is started in a three-coin bet game, no operation is performed on the presentation button, one game of two-coin bet game is played in the next game, and then a three-coin bet game is played; (b) is a diagram showing the change in the presentation mode of the presentation image display device when, after a button presentation is started in a three-coin bet game, an operation is performed on the presentation button, a bonus is awarded, and one game of two-coin bet game is played in the next game. [Figure 70] 1 is a perspective view showing the appearance of a slot machine according to an embodiment of the present invention; [Figure 71] FIG. 2 is a circuit block diagram of a control unit of a slot machine according to an embodiment of the present invention. [Figure 72] 1A is a diagram showing the arrangement of symbols on each reel of a slot machine according to one embodiment of the present invention, expanded in a plane; FIG. 1B is a diagram showing the types of winning roles (including activated roles) of a slot machine according to one embodiment of the present invention, the symbol combinations corresponding to each winning role, the payouts, and the activations. [Figure 73] 10 is a flowchart showing the flow of main processing by a main control unit of the slot machine according to one embodiment of the present invention. [Figure 74]10 is a flowchart showing the flow of a main control unit timer interrupt process of the slot machine according to one embodiment of the present invention. [Figure 75] This is a flowchart showing the flow of the first sub-control unit main processing, first sub-control unit command reception interrupt processing, and first sub-control unit timer interrupt processing of a slot machine according to one embodiment of the present invention. [Figure 76] This is a flowchart showing the flow of the second sub-control unit main processing, second sub-control unit command reception interrupt processing, second sub-control unit timer interrupt processing, and second sub-control unit image control processing of a slot machine according to one embodiment of the present invention. [Figure 77] This is a figure that explains an overview of the operation request presentation and operation response presentation in AT play in Example N1 of one embodiment of the present invention, and is a figure that explains an example of the presentation when the presentation button is operated once. [Figure 78] This is a figure that explains an overview of the operation request presentation and operation response presentation in bonus winning games in Example N1 of one embodiment of the present invention, and is a figure that explains an example of the presentation when the presentation button is operated once. [Figure 79] This is a figure that explains an overview of the operation request presentation and operation response presentation in bonus winning games in Example N1 of one embodiment of the present invention, and is a figure that explains an example of the presentation when the presentation button is pressed and held. [Figure 80] This is a diagram that conceptualizes the outline of the presentation of one game shown in Figures 77 to 79. [Figure 81] This figure shows an overview of a modified example of the operation request presentation and operation response presentation described in embodiment N1, and is a figure showing an example of an image of the presentation image display device for the first game. [Figure 82] This figure shows an overview of a modified example of the operation request presentation and operation response presentation described in embodiment N1, and is a figure showing an example of an image of a presentation image display device for the second game. [Figure 83] FIG. 10 is a diagram illustrating an outline of the operation request presentation and operation response presentation in a bonus winning game in Example N2 of one embodiment of the present invention. [Figure 84]FIG. 10 is a diagram illustrating an outline of an operation request effect and an operation response effect in a bonus winning game in Example N2 of one embodiment of the present invention (modification). [Figure 85] In Example N3 of one embodiment of the present invention, this is a time chart regarding the volume changes of the operation request effects and operation response effects during bonus winning games, and operations on the effect buttons (when operations on the effect buttons are performed before the specified time TA has elapsed). [Figure 86] In Example N3 of one embodiment of the present invention, this is a time chart regarding the volume changes of the operation request effects and operation response effects during bonus winning games, and operations on the effect buttons (when an operation on the effect button is performed after a predetermined time TA has elapsed). [Figure 87] In Example N4 of one embodiment of the present invention, this figure shows the illumination state of the bet button while the operation request display and operation response display are being executed in a bonus winning game, and after the start lever for the next game is operated (when a medal is inserted based on an operation on the bet button). [Figure 88] In Example N4 of one embodiment of the present invention, this figure shows the illumination state of the bet button while the operation request display and operation response display are being executed in a bonus winning game, and after the start lever for the next game is operated (when medal insertion is performed based on the operation of inserting three medals into the medal insertion slot). [Figure 89] 1 is a perspective view showing the appearance of a slot machine according to embodiment A1 of the present invention. [Figure 90] FIG. 1 is a front view of a slot machine according to embodiment A1 of the present invention with the front door open. [Figure 91] FIG. 2 is a circuit block diagram of a control unit of a slot machine according to embodiment A1 of the present invention. [Figure 92] 1A is a diagram showing the arrangement of symbols on each reel of the slot machine according to the embodiment A1 of the present invention, which is developed in a plane, and FIG. 1B is a diagram showing the pay lines of the slot machine according to the embodiment A1 of the present invention. [Figure 93](a) A diagram showing the types of winning roles (including activated roles), the symbol combinations corresponding to each winning role, and the activation or payout of each winning role in a three-coin bet game. (b) A diagram showing the types of winning roles (including activated roles), the symbol combinations corresponding to each winning role, and the activation or payout of each winning role in a two-coin bet game. [Figure 94] 10(a) is a transition diagram of the gaming state of the main control unit 300 of the slot machine 100. FIG. 10(b) is a transition diagram of the gaming state of the AT system of the main control unit 300 of the slot machine 100. [Figure 95] 10A is a diagram showing a lottery table used in the internal lottery process for a winning combination, and FIG. 10B is a diagram explaining the correct operation sequence for a push order combination in the slot machine according to embodiment A1 of the present invention. [Figure 96] 10 is a diagram showing the correspondence between display data and the lighting state of the dispensed coin number display 127. FIG. [Figure 97] (a) An image of a performance table provided in the first sub-control unit 400. (b) A diagram showing an example of a judge state performance table. (c) A diagram showing an example of an LMT state performance table. (d) A diagram showing a modified example of the LMT state performance table. [Figure 98] 10 is a flowchart showing the flow of main processing by a main control unit. [Figure 99] 10 is a flowchart showing the flow of a main control unit timer interrupt process. [Figure 100] (a) A flowchart of the main processing executed by the CPU 404 of the first sub-control unit 400. (b) A flowchart of the command reception interrupt processing of the first sub-control unit 400. (c) A flowchart of the timer interrupt processing of the first sub-control unit 400. [Figure 101] (a) A flowchart of the main processing executed by the CPU 504 of the second sub-control unit 500. (b) A flowchart of the command reception interrupt processing of the second sub-control unit 500. (c) A flowchart of the timer interrupt processing of the second sub-control unit 500. (d) A flowchart of the image control processing of the second sub-control unit 500. [Figure 102](a) (1) to (a) (4) are diagrams showing an example of starting a first effect (total notification) in a continuous hitting effect in a time series. (b) (1) to (b) (3) are diagrams showing an example of starting a second effect (benefit effect) in a continuous hitting effect in a time series. (c) is a diagram showing another example of an operation request display. [Figure 103] (a)(1) to (a)(8) are diagrams showing an example of starting the third effect (result notification effect) in the judgement effect in chronological order. (b)(7) to (b)(8) are diagrams showing an example of a performance when a button image (operation request display) is displayed during the judgement effect but the performance button (first operating means) is not operated. [Figure 104] This is a diagram showing a time series of an example in which a second effect (result notification effect) is started while a first effect (total notification effect) is being executed in a rapid-fire effect. [Figure 105] (a)(1)-(a)(8) are diagrams showing an example of starting an operation response effect after displaying an operation request display in a judge victory effect, in chronological order, and correspond to Figure 103(a)(1)-(a)(8). (b)(1)-(b)(2) are diagrams showing an example of a judge defeat effect (an effect when the AT lottery in the CZ is not won). [Figure 106] This is a diagram showing a chronological example of a presentation in which the operation request display is not displayed during the judge revival presentation (second case). [Figure 107] This is a diagram showing a chronological example of a performance when an operation request display is not displayed in the judge revival performance (second case) and the operating means is operated to start the operation response performance (third case). [Figure 108] This figure shows a timeline of examples of presentations in which an operation request display is not displayed during a judge's defeat presentation (second case), and an operation means is operated but an operation response presentation does not start (fourth case). [Figure 109] This figure shows a chronological example of a performance in which an operation response performance is initiated when the operating means is operated while reels 110 to 112 are spinning, in the case where an operation request display is not displayed during the judge revival performance (second case). [Figure 110]1 is a perspective view showing the appearance of a slot machine according to embodiment A1 of the present invention. [Figure 111] FIG. 1 is a front view of a slot machine according to embodiment A1 of the present invention with the front door open. [Figure 112] FIG. 2 is a circuit block diagram of a control unit of a slot machine according to embodiment A1 of the present invention. [Figure 113] 1A is a diagram showing the arrangement of symbols on each reel of the slot machine according to the embodiment A1 of the present invention, which is developed in a plane, and FIG. 1B is a diagram showing the pay lines of the slot machine according to the embodiment A1 of the present invention. [Figure 114] This is a diagram showing the types of winning roles (including activated roles), the symbol combinations corresponding to each winning role, and the activation or payout of each winning role. [Figure 115] 10(a) is a transition diagram of the gaming state of the main control unit 300 of the slot machine 100. FIG. 10(b) and FIG. 10(c) are transition diagrams of the gaming state of the AT system of the main control unit 300 of the slot machine 100. [Figure 116] 10A is a diagram showing a lottery table used in the internal lottery process for a winning combination, and FIG. 10B is a diagram explaining the correct operation sequence for a push order combination in the slot machine according to embodiment A1 of the present invention. [Figure 117] 10 is a diagram showing the correspondence between display data and the lighting state of the dispensed coin number display 127. FIG. [Figure 118] 10 is a flowchart showing the flow of main processing by a main control unit. [Figure 119] 10 is a flowchart showing the flow of a main control unit timer interrupt process. [Figure 120] (a) A flowchart of the main processing executed by the CPU 404 of the first sub-control unit 400. (b) A flowchart of the command reception interrupt processing of the first sub-control unit 400. (c) A flowchart of the timer interrupt processing of the first sub-control unit 400. [Figure 121](a) A flowchart of the main processing executed by the CPU 504 of the second sub-control unit 500. (b) A flowchart of the command reception interrupt processing of the second sub-control unit 500. (c) A flowchart of the timer interrupt processing of the second sub-control unit 500. (d) A flowchart of the image control processing of the second sub-control unit 500. [Figure 122] 10 is a flowchart showing the flow of an initial setting process. [Figure 123] 10 is a flowchart showing a flow of a power-on setting-related process. [Figure 124] 10A to 10C are diagrams showing examples of various notifications. [Figure 125] (a) A diagram showing an example of the flow of changing settings during normal operation when no errors have occurred on the gaming machine. (b) A diagram showing an example of the flow of checking settings during normal operation when no errors have occurred on the gaming machine. [Figure 126] 10A to 10C are diagrams showing examples of various notifications. [Figure 127] FIG. 10 is a diagram showing an example of a certain effect (pseudo bonus) in which the first effect (first button effect) is executed in chronological order. [Figure 128] FIG. 10 is a diagram showing an example of a certain effect (pseudo bonus) in which the first effect (first button effect) is executed in chronological order. [Figure 129] FIG. 10 is a diagram showing an example of a certain effect (pseudo bonus) in which a second effect (second button effect) is executed in chronological order. [Figure 130] 1 is a perspective view showing the appearance of a slot machine according to an embodiment of the present invention. FIG. [Figure 131] FIG. 1 is a front view of a slot machine according to an embodiment of the present invention with the front door open. [Figure 132] 2 is a circuit block diagram of a control unit of a slot machine according to an embodiment of the present invention. FIG. [Figure 133] This is a diagram showing an example of switching display performed when AT starts in chronological order. [Figure 134] This is a diagram showing an example of information display during switching display performed during AT play in chronological order. [Figure 135]This is a diagram showing an example of information display in chronological order after the switching display performed during AT play has ended. [Figure 136] FIG. 10 is a diagram showing an example of a notification means in a normal game in chronological order. [Figure 137] 10 is a diagram showing an example of a mode of a notification means in a two-stage error notification in time series. FIG. [Figure 138] 10(a) to 10(d) are diagrams showing, in time series, an example of a mode of a notification means when a third error notification is executed in two-stage error notification. FIG. 10(g) is a diagram showing a modified example of the first error notification. [Figure 139] 1 is a perspective view showing the appearance of a slot machine according to an embodiment of the present invention. FIG. [Figure 140] FIG. 1 is a front view of a slot machine according to an embodiment of the present invention with the front door open. [Figure 141] 2 is a circuit block diagram of a control unit of a slot machine according to an embodiment of the present invention. FIG. [Figure 142] FIG. 10 is a diagram showing an example of transition of the inspection pattern in the setting change / setting confirmation mode. [Figure 143] 10A is a diagram showing details of the transition conditions for the test patterns, and FIG. 10B is a diagram showing details of the operation patterns of the performance means in each of patterns 0 to 4. [Figure 144] (a) A diagram showing the state in which the sub LCD 163 has moved to the initial position (fully open state). (b) A diagram showing the state in which the sub LCD 163 has moved to the fully closed state. (c) A diagram showing the state in which the sub LCD 163 has moved to the half-open state. (d) to (f) Diagrams showing the operation patterns of the effect means in pattern 0. (g) to (h) Diagrams showing the operation patterns of the effect means in pattern 1. [Figure 145] 10(a)-(b) are diagrams showing operation patterns of the performance means in pattern 2. FIG. 10(c)-(f) are diagrams showing operation patterns of the performance means in pattern 3. [Figure 146](a) to (b) are diagrams showing operation patterns of the performance means in pattern 1. (c) to (d) are diagrams showing operation patterns of the performance means in pattern 2. (e) to (g) are diagrams showing operation patterns of the performance means in pattern 4. [Figure 147] 10(a) to 10(c) are diagrams showing a continuation of the operation pattern of the performance means in pattern 4. FIG. 10(d) to 10(g) are diagrams showing an example of interrupt 1 of the inspection pattern. [Figure 148] FIG. 10 is a diagram showing an example of an interrupt 2 of a test pattern. [Figure 149] (a) to (c) are diagrams showing operation patterns of the effect means in pattern 0. (d) is a diagram showing operation patterns of the effect means after the setting change is completed. [Figure 150] This figure shows an example of transition from pattern 0 in the setting change / setting confirmation mode to the silence mode. [Figure 151] This figure shows an example of transitioning from pattern 0 of the setting change / setting confirmation mode to the silence mode and then returning to the setting change / setting confirmation mode. [Figure 152] FIG. 13 is a perspective view showing the appearance of a slot machine according to an eighth embodiment of the present invention. [Figure 153] FIG. 13 is a diagram showing the pay lines and effect lines of the slot machine according to the eighth embodiment of the present invention. [Fig. 154] FIG. 13 is a circuit block diagram of a control unit of a slot machine according to an eighth embodiment of the present invention. [Figure 155] FIG. 13 is a diagram showing the arrangement of symbols on each reel of the slot machine according to the eighth embodiment of the present invention, expanded in a plane. [Figure 156] FIG. 13 is a diagram showing types of winning combinations (including operating combinations) of a slot machine according to an eighth embodiment of the present invention, and symbol combinations corresponding to each winning combination. [Figure 157] 13 is a flowchart showing the flow of main processing by the main control unit of the slot machine according to the eighth embodiment of the present invention. [Figure 158] 13 is a flowchart showing the flow of main control unit timer interrupt processing in the slot machine according to the eighth embodiment of the present invention. [Figure 159] A flowchart showing the flow of the first sub-control unit main processing, first sub-control unit command reception interrupt processing, and first sub-control unit timer interrupt processing of the slot machine according to the eighth embodiment of the present invention. [Figure 160] A flowchart showing the flow of the second sub-control unit main processing, second sub-control unit command reception interrupt processing, second sub-control unit timer interrupt processing, and second sub-control unit image control processing of the slot machine according to the eighth embodiment of the present invention. [Figure 161] (a) is a diagram showing an example of the reel display and presentation when a cherry is won during play without an internal bonus win on a slot machine according to the eighth embodiment of the present invention, and (b) is a diagram showing an example of the reel display and presentation when a bonus role is won during play with a slot machine according to the eighth embodiment of the present invention and an internal bonus win. [Figure 162] FIG. 10(a) is a diagram showing an example of the reel display and presentation when a cherry is won instead of a bonus role during play during an internal bonus win on a slot machine according to the eighth embodiment of the present invention; and (b) is a diagram showing a modified example of the reel display and presentation when a cherry is won during play during an internal bonus win on a slot machine according to the eighth embodiment of the present invention. [Figure 163] This figure shows an example of the reel display and presentation when a stop operation takes more than a predetermined time to win a bonus role in a game in which an internal win is won on a slot machine according to the eighth embodiment of the present invention. [Fig. 164] This figure shows an example of the reel display and presentation when a bonus role is won within a specified time period in a game in which a bonus role is internally won on a slot machine according to the eighth embodiment of the present invention. [Figure 165](b) A general table showing the probability of winning each push-order bell when the bells are pressed in the order of play, the maximum number of coins paid out in the case of a correct operation, and the display style and number of coins paid out for each operation. (b) is a table showing the probability of winning each push-order bell for a slot machine according to the ninth embodiment of the present invention, the maximum number of coins paid out in the case of a correct operation, and the display style and number of coins paid out for each operation. [Figure 166] This is a figure that explains an example of the display mode and presentation of the reels in a game in which an internal win occurs on the push order bell in the normal state of a slot machine according to the ninth embodiment of the present invention. [Figure 167] This is a figure that explains an example of the display mode and presentation mode of the reels in a game in which an internal win is made on the push order bell in the AT state of a slot machine according to the ninth embodiment of the present invention. [Figure 168] This is a figure that explains an example of the display mode and presentation mode of the reels in a game in which an internal win is made on the push order bell in the AT state of a slot machine according to the ninth embodiment of the present invention. [Figure 169] This is a figure that explains an example of the display mode and presentation mode of the reels in a game in which an internal win is made on the push order bell in the AT state of a slot machine according to the ninth embodiment of the present invention. [Figure 170] (a) is a diagram showing an example of an internal winning role in the internal lottery process for winning roles of the slot machine related to the 10th embodiment of the present invention, and (b) is a diagram showing the stopping pattern of the reels when an internal winning and correct stopping operation is performed on the push order bell of the slot machine related to the 10th embodiment of the present invention, resulting in the winning of ``Bell L--'', ``Bell C--'', and ``Bell R--''. [Figure 171] A figure showing an example of the display mode of the reels and the presentation mode of the presentation image display device when an internal win occurs on the push order bell in the normal state of the slot machine according to the 10th embodiment of the present invention. [Figure 172] A figure showing the display mode of the reels and the presentation mode of the presentation image display device when an internal win occurs on the push order bell in the AT state of the slot machine according to the 10th embodiment of the present invention (Example 1). [Fig. 173]A figure showing the display mode of the reels and the presentation mode of the presentation image display device when an internal win occurs on the push order bell in the AT state of the slot machine according to the 10th embodiment of the present invention (Example 1). [Fig. 174] A figure showing the display mode of the reels and the presentation mode of the presentation image display device when an internal win occurs on the push order bell in the AT state of the slot machine according to the 10th embodiment of the present invention (Example 1). [Figure 175] A figure showing the display mode of the reels and the presentation mode of the presentation image display device when an internal win occurs on the push order bell in the AT state of the slot machine according to the 10th embodiment of the present invention (Example 1). [Figure 176] A figure showing the display mode of the reels and the presentation mode of the presentation image display device when an internal win occurs on the push order bell in the AT state of the slot machine according to the 10th embodiment of the present invention (Example 2). [Figure 177] A figure showing the display mode of the reels and the presentation mode of the presentation image display device when an internal win occurs on the push order bell in the AT state of the slot machine according to the 10th embodiment of the present invention (Example 2). [Figure 178] A figure showing the display mode of the reels and the presentation mode of the presentation image display device when an internal win occurs on the push order bell in the AT state of the slot machine according to the 10th embodiment of the present invention (Example 2). [Figure 179] A figure showing the display mode of the reels and the presentation mode of the presentation image display device when an internal win occurs on the push order bell in the AT state of the slot machine according to the 10th embodiment of the present invention (Example 3). [Figure 180] 1 is a perspective view showing the appearance of a slot machine according to an embodiment of the present invention; [Figure 181] FIG. 2 is a circuit block diagram of a control unit of a slot machine according to an embodiment of the present invention. [Figure 182] 1A is a diagram showing the arrangement of symbols on each reel of a slot machine according to one embodiment of the present invention, expanded in a plane; FIG. 1B is a diagram showing the types of winning roles (including activated roles) of a slot machine according to one embodiment of the present invention, the symbol combinations corresponding to each winning role, the payouts, and the activations. [Figure 183] 10 is a flowchart showing the flow of main processing by a main control unit of the slot machine according to one embodiment of the present invention. [Figure 184] 10 is a flowchart showing the flow of a main control unit timer interrupt process of the slot machine according to one embodiment of the present invention. [Figure 185] This is a flowchart showing the flow of the first sub-control unit main processing, first sub-control unit command reception interrupt processing, and first sub-control unit timer interrupt processing of a slot machine according to one embodiment of the present invention. [Figure 186] This is a flowchart showing the flow of the second sub-control unit main processing, second sub-control unit command reception interrupt processing, second sub-control unit timer interrupt processing, and second sub-control unit image control processing of a slot machine according to one embodiment of the present invention. [Figure 187] This figure shows an example of a presentation displayed on a presentation image display device in Example A1 of a slot machine according to one embodiment of the present invention, where (A) is a figure explaining the presentation when a recommended stop operation is performed in a game in which a normal state preview presentation is not executed, and (B) is a figure explaining the presentation when a recommended stop operation is performed in a game in which a normal state preview presentation is executed. [Figure 188] This figure shows an example of a presentation displayed on a presentation image display device in Example A1 of a slot machine according to one embodiment of the invention, and explains the presentation that occurs when a stop operation that is not recommended is performed in a game in which a normal preview presentation is not executed. [Figure 189] This figure shows an example of a presentation displayed on a presentation image display device in Example A1 of a slot machine according to one embodiment of the invention, and explains the presentation that occurs when an unrecommended stop operation is performed during a game in which a normal preview presentation is executed. [Figure 190] This figure shows an example of a presentation displayed on a presentation image display device in Example A1 of a slot machine according to one embodiment of the present invention, and together with Figure 191, is a figure that explains the presentation that occurs when an unrecommended stop operation is performed and power is cut off / restored during a game in which a normal state preview presentation is executed. [Figure 191]This figure shows an example of a presentation displayed on a presentation image display device in Example A1 of a slot machine according to one embodiment of the present invention, and together with Figure 190, is a figure that explains the presentation that occurs when an unrecommended stop operation is performed and power is cut off / restored during a game in which a normal state preview presentation is executed. [Figure 192] This figure shows an example of the effects displayed on the effect image display device in example A1 of a slot machine according to one embodiment of the present invention, where (A) is a figure explaining the effects when a bell (push order role) is internally won in the AT state and a stop operation is performed that does not follow the notified operation content in a game in which operation navigation is executed, and (B) is a figure explaining the effects when a two-coin bet game is executed in the normal state and a two-coin bet notification is executed. [Figure 193] This is a table that schematically shows the contents of the AT lottery in Example A2 of a slot machine according to one embodiment of the present invention. [Figure 194] A diagram showing the transition of the gaming state (AT-type gaming state) of Example A2 of the slot machine according to one embodiment of the present invention. [Figure 195] This figure shows an example of a presentation displayed on the presentation image display device in Example A2 of a slot machine according to one embodiment of the present invention, and explains the presentation when the state transitions from normal state → first AT state → chance zone → normal state. [Figure 196] This figure shows an example of the effect displayed on the effect image display device in Example A2 of a slot machine according to one embodiment of the present invention, and together with Figures 197 and 198, is a figure that explains the effect when the state transition is normal state → first AT state → chance zone → specialized zone → second AT state → chance zone → normal state. [Figure 197] This figure shows an example of the effect displayed on the effect image display device in Example A2 of a slot machine according to one embodiment of the present invention, and together with Figures 196 and 198, is a figure that explains the effect when the state transition is normal state → first AT state → chance zone → specialized zone → second AT state → chance zone → normal state. [Figure 198]This figure shows an example of the effect displayed on the effect image display device in Example A2 of a slot machine according to one embodiment of the present invention, and together with Figures 196 and 197, is a figure that explains the effect when the state transition is normal state → first AT state → chance zone → specialized zone → second AT state → chance zone → normal state. [Figure 199] 1 is a perspective view showing the appearance of a slot machine according to an embodiment of the present invention; [Figure 200] FIG. 2 is a circuit block diagram of a control unit of a slot machine according to an embodiment of the present invention. [Figure 201] 1A is a diagram showing the arrangement of symbols on each reel of a slot machine according to one embodiment of the present invention, expanded in a plane; FIG. 1B is a diagram showing the types of winning roles (including activated roles) of a slot machine according to one embodiment of the present invention, the symbol combinations corresponding to each winning role, the payouts, and the activations. [Figure 202] 10 is a flowchart showing the flow of main processing by a main control unit of the slot machine according to one embodiment of the present invention. [Figure 203] 10 is a flowchart showing the flow of a main control unit timer interrupt process of the slot machine according to one embodiment of the present invention. [Figure 204] This is a flowchart showing the flow of the first sub-control unit main processing, first sub-control unit command reception interrupt processing, and first sub-control unit timer interrupt processing of a slot machine according to one embodiment of the present invention. [Figure 205] This is a flowchart showing the flow of the second sub-control unit main processing, second sub-control unit command reception interrupt processing, second sub-control unit timer interrupt processing, and second sub-control unit image control processing of a slot machine according to one embodiment of the present invention. [Figure 206](a) is a schematic diagram (front view) showing the main parts of the slot machine 100. (b) is a diagram showing an example of a display on the menu screen of the liquid crystal display device 157 in the setting change / setting confirmation mode, and an example of a display on the LED board 101a disposed inside the main body 101. (c) is a diagram showing an example of a display when the operation check MC item is provisionally selected on the menu screen. (d) is a diagram showing an example of a display after the OK button 193a is pressed with the operation check MC item provisionally selected. [Figure 207] (a) is a diagram showing an example of a display on the operation check menu screen MCM after the OK button 193a has been pressed with the LED check LC item provisionally selected. (b) is a diagram showing an example of a display on the LED check area menu screen LEM after the OK button 193a has been pressed with an item in the upper area AE provisionally selected. (c) is a diagram showing an example of a display on the LED check area menu screen LEM after the OK button 193a has been pressed with an item in the central area CE provisionally selected. (d) is a diagram showing an example of a display on the ED check area menu screen LEM after the OK button 193a has been pressed with an item in the lower area UE provisionally selected. [Figure 208] (a) is a diagram showing an example of a display after the OK button 193a is pressed with the speaker check item SC provisionally selected on the operation check menu screen MCM. (b) and (c) are diagrams showing a timeline of the flow until the LED check in the upper area is selected with the door open in the setting change / setting confirmation mode. [Figure 209] (a) to (c) are diagrams showing in chronological order the flow until the LED check in the upper area is selected in the setting change / setting confirmation mode with the door open. (c) On the LED check area menu screen LEM, the OK button 193a is pressed with the item in the upper area AE tentatively selected. (d) are diagrams showing in chronological order the flow until the door is closed and the LED check in the upper area is executed after the LED check in the upper area is selected with the door closed. [Figure 210](a) and (b) are diagrams showing the timeline of the flow from when the LED check for the upper area is selected with the door closed until the LED check for the upper area is executed when the door is closed. (c) and (d) are diagrams showing the timeline of the flow from when the LED check for the central area is selected during the LED check for the upper area with the door closed until the LED check for the central area is executed. [Figure 211] (a) and (b) are diagrams showing in chronological order the flow from selecting the LED check for the central area during the LED check for the upper area when the door is closed to executing the LED check for the central area. (c) is a diagram showing the state when the door is open while the LED check for the central area is being executed when the door is closed. (d) is a diagram showing the state when the door is closed while the LED check for the central area is being executed when the door is open. [Figure 212] (a) to (c) are diagrams showing the flow from when the LED check for the lower area is selected to when the LED check for the central area (door closed) is being executed, to when the LED check for the lower area is executed. (d) is a diagram showing the state in which the door is open when the LED check for the lower area is being executed with the door closed. [Figure 213] (a) is a diagram showing a state in which the speaker check SC item is provisionally selected on the operation check menu screen MCM, (b) to (d) are diagrams showing display examples after the OK button 193a is pressed on the operation check menu screen MCM with the speaker check item SC provisionally selected. [Figure 214] (a) is a diagram showing the state in which the door is closed while a speaker check is being performed with the door open. (b) to (d) are diagrams showing the flow from when a lever operation to confirm settings is performed while an LED check (door open) of the central area is being performed, until the front door 102 is closed before the setting key is returned. [Figure 215] 10(a) to 10(c) are diagrams showing the flow from returning the setting key to closing the front door 102 during the execution of the LED check (door open) in the central area. [Figure 216]FIG. 1 is a schematic diagram (front view) showing the main parts of a slot machine 100 in a two-coin bet recommended game. [Figure 217] FIG. 1 is a schematic diagram (front view) showing the main parts of a slot machine 100 in a two-coin bet recommended game. [Figure 218] (a) is a schematic diagram (front view) showing the main parts of the slot machine 100 in a two-coin bet game. (b) to (d) are schematic diagrams (front views) showing the main parts of the slot machine 100 in a three-coin bet recommended game. [Figure 219] FIG. 1 is a schematic diagram (front view) showing the main parts of a slot machine 100 in a three-coin bet recommended game. [Figure 220] (a) A diagram showing the state when the front door 102 is open and the power is turned on with the setting key provided inside the main body 101 turned on. (b) A diagram showing an example of a display when the system volume setting SS item is provisionally selected on the menu screen. (c) A diagram showing an example of a display after the OK button 193a is pressed with the system volume setting SS item provisionally selected. [Figure 221] (a) and (b) are diagrams showing an example of a display when the power saving mode setting EM item is provisionally selected on the menu screen returned from the system volume setting. (c) is a diagram showing an example of a display after the OK button 193a is pressed with the power saving mode setting EM item provisionally selected. (d) is a diagram showing an example of a display when the power saving mode setting on is provisionally selected on the power saving mode setting screen EMM. [Figure 222] (a) is a diagram showing an example of a display when the power saving mode setting is set to ON. (b) and (c) are diagrams showing an example of a display when the system volume setting SS item is provisionally selected on the menu screen returned from the power saving mode setting. (d) is a diagram showing an example of a display after the OK button 193a is pressed with the system volume setting SS item provisionally selected. [Figure 223](a) is a diagram showing an example of the display after the administrator-set volume is changed to volume 1 on the system volume screen SSM and the OK button 193a is pressed. (b) and (c) are diagrams showing an example of the display when the power saving mode setting EM item is provisionally selected on the menu screen returned from the system volume setting. (d) is a diagram showing an example of the display after the OK button 193a is pressed with the power saving mode setting EM item provisionally selected. [Figure 224] (a) is a diagram showing an example of a display when the power saving mode setting off is provisionally selected on the power saving mode setting screen EMM. (b) is a diagram showing an example of a display when the power saving mode setting off is set. (c) and (d) are diagrams showing example displays when the system volume setting SS item is provisionally selected on the menu screen returned from the power saving mode setting. [Figure 225] FIG. 19(a) is a diagram showing an example of a display after the OK button 193a is pressed with the system volume setting SS item temporarily selected. [Figure 226] (a) is a schematic diagram (front view) of the main parts, showing the notification means provided in the slot machine 100. (b) to (f) are diagrams showing examples of various notifications in chronological order from when an operation check and setting change are performed in the setting change mode until the transition to normal play. [Figure 227] FIG. 10 is a diagram showing an example of various notifications in chronological order from when an operation check and setting change are performed in setting change mode until the transition to normal gameplay. [Figure 228] (a)-(c) are diagrams showing an example of various notifications in chronological order from when an operation check and setting change are performed in the setting change mode until the transition to normal play. (d)-(f) are diagrams showing an example of various notifications in chronological order from when an operation check and setting confirmation are performed in the setting confirmation mode until the transition to normal play. [Figure 229] This figure shows a time series of examples of various notifications that are made after an operation check and setting confirmation are performed in setting confirmation mode until the transition to normal gameplay. [Figure 230]This figure shows a time series of examples of various notifications that are made after an operation check and setting confirmation are performed in setting confirmation mode until the transition to normal gameplay. [Figure 231] FIG. 10 is a diagram showing an example of various notifications in chronological order from when a setting change is completed in the setting change mode until the game transitions to the normal game state (demo screen). [Figure 232] (a) is a front view showing the movable body KT having moved to the upper limit position (second position). (b) is a front view showing the movable body KT having moved to the lower limit position (first position). (c) to (f) are diagrams showing in time series an example of a first operation of the movable body KT when the movable body KT is located at the lower limit position (first position) before power is turned on (first case). (g) to (h) are diagrams showing in time series an example of a second operation of the movable body KT. [Figure 233] 10(a) to 10(d) are diagrams showing an example of a second operation of the movable body KT in time series. 10(e) to 10(h) are diagrams showing an example of an operation of the movable body KT when the power is turned on while the movable body KT is in the lower limit position (first position) with the front door 102 in the closed state and the opening / closing sensor in the open detection state (second state). [Figure 234] 1(a) to 1(c) are diagrams showing, in time series, an example of the behavior of the movable body KT when the power is turned on with the movable body KT located at the lowest position (first position) when the front door 102 is closed and the opening / closing sensor is in the open detection state (second state). 1(d) to 1(g) are diagrams showing, in time series, an example of the first behavior of the movable body KT when the movable body KT is not located at the lowest position (first position) before the power is turned on (second case). [Figure 235] 10(a) to 10(f) are diagrams showing, in time series, an example of a first operation of the movable body KT when the movable body KT is not located at the lower limit position (first position) before power is turned on (second case). [Figure 236] (a) to (f) are diagrams showing, in chronological order, an example of the operation of the movable body KT when the power is turned on while the front door 102 is in a closed state, the opening / closing sensor is in an open detection state (second state), and the movable body KT is in a position (third position) other than the lower limit position (first position) and the upper limit position (second position). [Figure 237] 10(a) to 10(e) are diagrams showing an example of the operation of the movable body KT in a time series when the power is turned on while the movable body KT is in the upper limit position (second position) with the front door 102 in the closed state and the opening / closing sensor in the open detection state (second state). [Figure 238] 10(a) to 10(g) are diagrams showing an example of the movement of a movable body KT during normal play in chronological order. [Figure 239] 10(a) to 10(h) are diagrams showing an example of the movement of the movable body KT in time series when the door body is opened while the movable body KT is moving. [Figure 240] 10A is a diagram showing an example of the operation of the movable body KT in a time series when the door body is opened while the movable body KT is in operation, and FIGS. 10B to 10F are diagrams showing modified examples of the operation of the movable body KT in a time series. [Figure 241] FIG. 1 is a front view showing the slot machine 100 with the front door 102 open. [Figure 242] (a) is a schematic diagram (front view) of the main parts showing the notification means provided in the slot machine 100. (b) is a diagram showing an example of a display by the main board display 190. (c) to (e) are diagrams showing an example of an error notification when a door opening error occurs. [Figure 243] 10A is a diagram showing an example of an error notification when a door open error occurs, and FIGS. 10B to 10F are diagrams showing an example of an error notification when a hopper error occurs. [Figure 244] 10(a) to 10(f) are diagrams showing an example of an error notification when a hopper error occurs. [Figure 245] 10(a) to 10(f) are diagrams showing an example of how a hopper error is resolved by resetting the door in chronological order. [Figure 246] 10A to 10F are diagrams showing an example of an error notification of a hopper error in a time series when the mode is changed to the setting change mode. [Figure 247] 10A to 10E are diagrams showing an example of an error notification of a hopper error in a time series when the mode is changed to the setting change mode. [Figure 248]10A to 10F are diagrams showing an example of an error notification of a hopper error in a time series when the mode is changed to the setting confirmation mode. [Figure 249] FIG. 10A is a diagram showing an example of an error notification of a hopper error when the mode is switched to the setting confirmation mode in time series. [Figure 250] 10(a) to 10(f) are diagrams showing an example of a setting change operation in a normal setting change mode in chronological order. [Figure 251] 10A to 10E are diagrams showing an example of a setting change operation in a normal setting change mode in time series, and an example of a setting confirmation operation in a normal setting confirmation mode in time series. [Figure 252] 10A-10E are diagrams showing, in time series, an example of a setting confirmation operation in a normal setting confirmation mode, and in time series, an example of a setting change mode by operating the setting keys after powering on. [Figure 253] 10(a) to 10(f) are diagrams showing an example of a setting change mode by operating the setting keys after power is turned on in chronological order. [Figure 254] 1 is a perspective view showing the appearance of a slot machine according to an embodiment of the present invention; [Figure 255] FIG. 2 is a circuit block diagram of a control unit of a slot machine according to an embodiment of the present invention. [Figure 256] 1A is a diagram showing the arrangement of symbols on each reel of a slot machine according to one embodiment of the present invention, expanded in a plane; FIG. 1B is a diagram showing the types of winning roles (including activated roles) of a slot machine according to one embodiment of the present invention, the symbol combinations corresponding to each winning role, the payouts, and the activations. [Figure 257] 10 is a flowchart showing the flow of main processing by a main control unit of the slot machine according to one embodiment of the present invention. [Figure 258] 10 is a flowchart showing the flow of a main control unit timer interrupt process of the slot machine according to one embodiment of the present invention. [Figure 259]This is a flowchart showing the flow of the first sub-control unit main processing, first sub-control unit command reception interrupt processing, and first sub-control unit timer interrupt processing of a slot machine according to one embodiment of the present invention. [Figure 260] This is a flowchart showing the flow of the second sub-control unit main processing, second sub-control unit command reception interrupt processing, second sub-control unit timer interrupt processing, and second sub-control unit image control processing of a slot machine according to one embodiment of the present invention. [Figure 261] This figure shows an example of a presentation displayed on a presentation image display device in a slot machine according to one embodiment of the present invention, where (A) is a diagram illustrating a game in which a normal state preview presentation is not executed, and (B) is a diagram illustrating a presentation when a recommended stop operation is performed in a game in which a normal state preview presentation is executed. [Figure 262] This figure shows an example of a presentation displayed on a presentation image display device in a slot machine according to one embodiment of the present invention, and explains the presentation that occurs when a stop operation that is not recommended is performed in a game in which a normal preview presentation is not executed. [Figure 263] This figure shows an example of a presentation displayed on a presentation image display device in a slot machine according to one embodiment of the present invention, and explains the presentation that occurs when an unrecommended stop operation is performed during a game in which a normal preview presentation has been executed. [Figure 264] This figure shows an example of a presentation displayed on a presentation image display device in a slot machine according to one embodiment of the present invention, and together with Figure 265, explains the presentation that occurs when an unrecommended stop operation is performed and power is cut off / restored during a game in which a normal preview presentation is being executed (when the preview presentation does not return). [Figure 265] This figure shows an example of a presentation displayed on a presentation image display device in a slot machine according to one embodiment of the present invention, and together with Figure 264, explains the presentation that occurs when an unrecommended stop operation is performed and power is cut off / restored during a game in which a normal preview presentation is being executed (when the preview presentation does not return). [Figure 266]This figure shows an example of a presentation displayed on a presentation image display device in a slot machine according to one embodiment of the present invention, and together with Figure 267, explains the presentation that occurs when an unrecommended stop operation is performed and power is cut off / restored during a game in which a normal preview presentation is being executed (when the preview presentation returns). [Figure 267] This figure shows an example of a presentation displayed on a presentation image display device in a slot machine according to one embodiment of the present invention, and together with Figure 266, explains the presentation that occurs when an unrecommended stop operation is performed and power is cut off / restored during a game in which a normal preview presentation is being executed (when the preview presentation returns). [Figure 268] This figure shows an example of a presentation displayed on a presentation image display device in a slot machine according to one embodiment of the present invention, and together with Figure 269, explains the presentation that occurs when a recommended stop operation is performed and power is cut off / restored during a game in which operation navigation in AT state is executed. [Figure 269] This figure shows an example of a presentation displayed on a presentation image display device in a slot machine according to one embodiment of the present invention, and together with Figure 268, explains the presentation that occurs when a recommended stop operation is performed and power is cut off / restored during a game in which operation navigation in AT state is executed. [Figure 270] (a) to (b) are modified examples of the effect images shown in Figures 269(a) to (b), and (c) to (e) are figures showing an example of an effect displayed on an effect image display device in a slot machine according to one embodiment of the present invention, and together with Figures 271 and 272(a) to (b), these are figures that explain the effect when a recommended stop operation is performed and power is cut off / restored during play in which operation navigation in AT state is executed. [Fig. 271] This figure shows an example of a presentation displayed on a presentation image display device in a slot machine according to one embodiment of the present invention, and together with Figures 270(c) to (e) and 272(a) to (b), explains the presentation that occurs when a recommended stop operation is performed and power is cut off / restored during a game in which operation navigation in AT state is executed. [Fig. 272](a) to (b) are figures showing an example of a presentation displayed on a presentation image display device in a slot machine according to one embodiment of the present invention, and together with Figures 270(c) to (e) and 133, are figures explaining the presentation when a recommended stop operation is performed and power is cut off / restored during play in which operation navigation in AT state is executed, and (c) to (d) are modified examples of the presentation images shown in Figures 133(e) to (f). [Fig. 273] This figure shows an example of a presentation displayed on a presentation image display device in a slot machine according to one embodiment of the present invention, and together with Figure 274, explains the presentation that occurs when an unrecommended stop operation is performed and power is cut off / restored during a game in which operation navigation in AT state is executed. [Fig. 274] This figure shows an example of a presentation displayed on a presentation image display device in a slot machine according to one embodiment of the present invention, and together with Figure 273, explains the presentation that occurs when an unrecommended stop operation is performed and power is cut off / restored during a game in which operation navigation in AT state is executed. [Figure 275] This figure shows an example of a presentation displayed on a presentation image display device in a slot machine according to one embodiment of the present invention, and together with Figure 276, explains the presentation that occurs when an unrecommended stop operation is performed and power is cut off / restored during a game in which operation navigation in AT state is executed. [Figure 276] This figure shows an example of a presentation displayed on a presentation image display device in a slot machine according to one embodiment of the present invention, and together with Figure 275, explains the presentation that occurs when an unrecommended stop operation is performed and power is cut off / restored during a game in which operation navigation in AT state is executed. [Figure 277] This figure shows an example of a presentation displayed on a presentation image display device in a slot machine according to one embodiment of the present invention, and together with Figure 278, explains the presentation that occurs when a recommended stop operation is performed and a power outage / restoration occurs in a game in which operation navigation and preview presentation in AT state are executed. [Fig. 278]This figure shows an example of a presentation displayed on a presentation image display device in a slot machine according to one embodiment of the present invention, and together with Figure 277, explains the presentation that occurs when a recommended stop operation is performed and a power outage / restoration occurs in a game in which operation navigation and preview presentation in AT state are executed. DETAILED DESCRIPTION OF THE INVENTION
[0009] <<Embodiment 1>> Hereinafter, a gaming machine (slot machine) according to a first embodiment of the present invention will be described with reference to the drawings.
[0010] <Overall structure> First, the overall configuration of the slot machine 100 will be described with reference to Figure 1. Figure 1 is an external perspective view of the slot machine 100 as seen from the front side (player side).
[0011] The slot machine 100 shown in Fig. 1 corresponds to an example of a gaming machine of the present invention, and includes a main body 101 and a front door 102 attached to the front of the main body 101 and capable of opening and closing relative to the main body 101. Three reels (left reel 110, center reel 111, and right reel 112) with multiple types of symbols arranged on their outer peripheries are housed inside the center of the main body 101 (not shown), and are configured to be rotatable inside the slot machine 100. These reels 110 to 112 are driven to rotate by a drive device such as a stepping motor.
[0012] In this embodiment, an appropriate number of each symbol is printed at equal intervals on a strip-shaped member, and this strip-shaped member is attached to a predetermined circular cylindrical frame to form each of the reels 110-112 (see FIG. 4). When viewed from the player, the symbols on the reels 110-112 are displayed in approximately three rows vertically through symbol display windows 113 provided in front of each of the reels 110-112, so that a total of nine symbols can be seen.
[0013] By spinning each of the reels 110-112, the combination of symbols visible to the player changes. In other words, each of the reels 110-112 functions as a display device that variably displays a combination of multiple types of symbols. Note that, in addition to reels, electronic image display devices such as liquid crystal display devices can also be used as such display devices. In addition, in this embodiment, three reels are provided inside the center of the slot machine 100, but the number of reels and the installation positions of the reels are not limited to this.
[0014] A backlight 264 (see FIG. 18) is disposed on the back of each of the reels 110 to 112 to illuminate the individual symbols displayed in the symbol display window 113 (details will be described later). Furthermore, an optical sensor (also called an index sensor, not shown) consisting of a light-emitting section and a light-receiving section is provided near each of the reels 110 to 112 inside the slot machine 100, and a light-shielding piece of a certain length provided on the reel passes between the light-emitting section and the light-receiving section of this optical sensor. The rotational position of the symbols on the reel is determined based on the detection results of this sensor, and the reels 110 to 112 are stopped so that the desired symbol is displayed on the pay line.
[0015] The notification lamp 123 is a lamp that notifies the player that, for example, a specific winning combination (specifically, special combination 1 or special combination 2) has been internally won in an internal lottery described below, or that a bonus game is in progress (special combination 1-2 game state). The medal insertion possible lamp 124 is a lamp that notifies the player that a game medal can be inserted. The replay lamp 122 is a lamp that notifies the player that the current game can be replayed (no medal insertion is required) if a replay, which is one of the winning combinations, was won in the previous game. The reel panel lamp 128 is a lamp for presentation purposes.
[0016] The bet buttons (first operating means) 130 to 132 are buttons for inserting a predetermined number of medals (called credits) electronically stored in the slot machine 100. In this embodiment, each time the bet button 130 is pressed, one medal is inserted up to a maximum of three medals, when the bet button 131 is pressed, two medals are inserted, and when the bet button 132 is pressed, three medals are inserted. Hereinafter, the bet button 132 is also referred to as the MAX bet button. The game medal insertion lamp 129 lights up lamps corresponding to the number of inserted medals, and when the specified number of medals have been inserted, the game start lamp 121 lights up to indicate that the game can be started.
[0017] The effect button 156 is an operating means that can be operated by the player. In this embodiment, it is configured as a button that can be pressed by the player and is used for various effects. The operating means used for such effects is not limited to a button, and may be configured as, for example, a lever or a touch panel, or multiple operating means may be provided.
[0018] The medal insertion slot 141 is an insertion slot through which a player inserts medals when starting a game. That is, medals can be inserted electronically using the bet buttons 130 to 132, or actual medals can be inserted (insertion operation) into the medal insertion slot 141, and the term "insertion" includes both.
[0019] The stored number display 125 is a display for displaying the number of medals electronically stored in the slot machine 100. The game information display 126 is a display for displaying various internal information (for example, the number of medals paid out during a bonus game) in numerical form. The payout number display 127 is a display for displaying the number of medals paid out to a player as a result of winning some kind of winning combination, and is also used as an instruction monitor for performing push order effects. In this example, the stored number display 125, the game information display 126, and the payout number display 127 are 7-segment (SEG) displays.
[0020] The start lever (second operating means) 135 is a lever-type switch for starting the rotation of the reels 110 to 112. That is, when the desired number of medals are inserted into the medal insertion slot 141 or the bet buttons 130 to 132 are operated and the start lever 135 is operated, the reels 110 to 112 start to rotate. The operation of the start lever 135 is called the game start operation.
[0021] The stop button unit 136 is provided with stop buttons (stop buttons) 137 to 139. The stop buttons 137 to 139 are button-type switches for individually stopping the reels 110 to 112 that have started to rotate by operating the start lever 135, and are associated with each of the reels 110 to 112. Note that a light emitting element may be provided inside each of the stop buttons 137 to 139, and when the stop buttons 137 to 139 can be operated, the light emitting element can be lit to notify the player.
[0022] Hereinafter, operations on stop buttons 137 to 139 will be referred to as stop operations, with the first stop operation being referred to as the first stop operation (hereinafter also referred to as "first stop" or "first stop"), the next stop operation being referred to as the second stop operation (hereinafter also referred to as "second stop" or "second stop"), and the final stop operation being referred to as the third stop operation (hereinafter also referred to as "third stop" or "third stop").
[0023] The reels that are stopped in response to these stop operations are referred to as the first stop reel, the second stop reel, and the third stop reel, respectively. Furthermore, the order in which the stop buttons 137 to 139 are operated to stop all of the reels 110 to 112 that are spinning is referred to as the operation order (or push order).
[0024] The operation sequence (pressing order) of the stop buttons 137 to 139, when the left stop button 137 is represented as "left or R", the middle stop button 138 as "middle or C", and the right stop button 139 as "right or R", are six types: (1) left-to-middle-to-right operation sequence (left-right-right or LCR), (2) left-to-right-to-middle operation sequence (left-right-center or LRC), (3) middle-to-left-to-right operation sequence (center-left-right or CLR), (4) middle-to-right-to-left operation sequence (center-right-left or CRL), (5) right-to-left-to-middle operation sequence (right-left-center or RLC), and (6) right-to-middle-to-left operation sequence (right-center-left or RCL).
[0025] The medal return button 133 is a button that can be pressed to remove medals that have been inserted and become stuck. The settlement button 134 is a button that can be used to settle medals electronically stored in the slot machine 100 and medals that have been bet, and to dispense them from the medal payout outlet 155. The door key hole 140 is a hole into which a key can be inserted to unlock the front door 102 of the slot machine 100.
[0026] Below the stop button unit 136, there is provided a title panel 162 on which the model name is displayed and various certificate stamps are attached. Below the title panel 162, there are provided a medal payout outlet 155 and a medal tray 161. The sound hole 181 is a hole for outputting sound from a speaker provided inside the slot machine 100 to the outside. The side lamps 144 provided on the left and right sides of the front door 102 are decorative lamps for livening up the game. A performance device 160 is provided above the front door 102, and a sound hole 143 is provided above the performance device 160.
[0027] This presentation device 160 is equipped with a shutter (shielding device) 163 consisting of two shutters, a right shutter 163a and a left shutter 163b, which can be opened and closed horizontally, and a liquid crystal display device 157 (presentation image display device) arranged at the back of this shutter 163, and is configured so that when the right shutter 163a and the left shutter 163b are opened horizontally outward in front of the liquid crystal display device 157, the display screen of the liquid crystal display device 157 appears in front of the slot machine 100 (on the player's side).
[0028] Note that any display device capable of displaying various effect images and various game information may be used, not limited to a liquid crystal display device. For example, a multi-segment display (7-segment display), a dot matrix display, an organic EL display, a plasma display, a reel (drum), or a display device consisting of a projector and a screen may be used. The display screen is rectangular and configured so that the entire screen is visible to the player. In this embodiment, the display screen is rectangular, but it may also be square. Furthermore, decorations (not shown) may be provided around the periphery of the display screen, so that a portion of the periphery of the display screen is hidden by the decoration, making the display screen appear irregularly shaped. In this embodiment, the display screen is flat, but it may also be curved.
[0029] Also provided inside the main body 101 are a setting key that can be turned on and off by a rotation operation, and a setting switch that can be pressed down to change settings (change setting values) or check settings. The setting key is an operating means for starting to change or check setting values (settings 1 to 6 in this example), and the setting switch is one of the setting means that can set one setting value out of multiple setting values.
[0030] <Winning line> Next, the pay lines will be described with reference to Figure 2. Figure 2 is a diagram showing an example of the pay lines of the slot machine 100.
[0031] As explained using Figure 1, when viewed from the player, the symbols on the reels 110 to 112 are displayed in approximately three rows vertically through the symbol display windows 113 provided in front of each reel 110 to 112, so that a total of nine symbols can be seen.
[0032] Specifically, the symbol displayed on the top row of the left reel 110 (position 1 shown in the figure; also called symbol position 1) is called the left reel top row symbol, the symbol displayed on the middle row of the left reel 110 (position 2 shown in the figure; also called symbol position 2) is called the left reel middle row symbol, and the symbol displayed on the bottom row of the left reel 110 (position 3 shown in the figure; also called symbol position 3) is called the left reel bottom row symbol.
[0033] In addition, the pattern displayed on the top row of the middle reel 111 (position 4 shown in the figure; also called pattern position 4) is called the top row of the middle reel pattern, the pattern displayed on the middle row of the middle reel 111 (position 5 shown in the figure; also called pattern position 5) is called the middle row of the middle reel pattern, and the pattern displayed on the bottom row of the middle reel 111 (position 6 shown in the figure; also called pattern position 6) is called the bottom row of the middle reel pattern.
[0034] In addition, the symbol displayed on the top row of the right reel 112 (position 7 shown in the figure; also called symbol position 7) is called the right reel top row symbol, the symbol displayed on the middle row of the right reel 112 (position 8 shown in the figure; also called symbol position 8) is called the right reel middle row symbol, and the symbol displayed on the bottom row of the right reel 112 (position 9 shown in the figure; also called symbol position 9) is called the right reel bottom row symbol.
[0035] In this embodiment, the only winning line provided is the middle winning line L1 (hereinafter sometimes simply referred to as the "winning line L1"), which is composed of the middle pattern of the left reel (pattern position 2), the middle pattern of the middle reel (pattern position 5), and the middle pattern of the right reel (pattern position 8).
[0036] Here, the winning line is a line set at the stop position of the symbols visible through the symbol display window 113, and is a line that determines whether or not a symbol combination corresponding to a winning role, which will be explained using Fig. 5, is displayed (whether or not it is aligned). The winning line that is valid (hereinafter, may be simply referred to as "valid line") is predetermined based on the number of medals bet as gaming media.
[0037] The slot machine 100 of this embodiment is a three-coin bet-only machine, and when the number of inserted medals is less than three, no winning line is active, and when three medals are bet, the winning line L1 is active. When the winning line is active, the start lever 135 can be operated to start the game.
[0038] Hereinafter, in the symbol display window 113, symbol positions 2, 5, and 8 on the winning line L1 may be referred to as "winning positions," and other symbol positions, i.e., symbol positions 1, 3, 4, 6, 7, and 9, may be referred to as "non-winning positions." In other words, a winning position is a position on the winning line where a symbol that constitutes a symbol combination corresponding to a winning combination stops.
[0039] The number of winning lines is not limited to one. For example, in addition to the winning line L1, three lines in total may be set as valid winning lines: an upper winning line consisting of the upper symbols on the left reel, the upper symbols on the middle reel, and the upper symbols on the right reel, and a lower winning line consisting of the lower symbols on the left reel, the lower symbols on the middle reel, and the lower symbols on the right reel. Alternatively, a number of winning lines corresponding to the number of medals bet may be set as valid winning lines.
[0040] <Control unit> Next, the circuit configuration of the control unit of the slot machine 100 will be described in detail with reference to Figure 3. Note that Figure 3 shows a circuit block diagram of the control unit.
[0041] The control unit of the slot machine 100 is broadly composed of a main control unit 300 (first control means) that mainly controls game play, a first sub-control unit 400 (second control means) that mainly controls presentation in response to command signals (hereinafter simply referred to as "commands") sent by the main control unit 300, and a second sub-control unit 500 (second control means) that controls various devices based on the commands sent from the first sub-control unit 400.
[0042] <Main control unit> First, we will explain the main control unit 300 of the slot machine 100. The main control unit 300 is equipped with a basic circuit 302 that controls the entire main control unit 300, and this basic circuit 302 is equipped with a CPU 304, a ROM 306 for storing control program data, lottery data used in the internal lottery for winning combinations, reel stop positions, etc., a RAM 308 for temporarily storing data, an I / O 310 for controlling the input and output of various devices, a counter timer 312 for measuring time, number of times, etc., and a WDT (watchdog timer) 314. Note that other storage devices may be used for the ROM 306 and RAM 308, and this also applies to the first sub-control unit 400 and second sub-control unit 500 described below.
[0043] The CPU 304 of this basic circuit 302 operates by receiving a clock signal with a predetermined cycle output by the crystal oscillator 315b as a system clock. Furthermore, when the power is turned on, the CPU 304 transmits frequency division data stored in a predetermined area of the ROM 306 to the counter timer 312. The counter timer 312 determines an interrupt time based on the received frequency division data and transmits an interrupt request to the CPU 304 at each interrupt time. The CPU 304 monitors the sensors and transmits drive pulses in response to this interrupt request. For example, if the clock signal output by the crystal oscillator 315b is set to 8 MHz, the frequency division value of the counter timer 312 is set to 1 / 256, and the frequency division data in the ROM 306 is set to 47, the reference time for the interrupt is 256 × 47 ÷ 8 MHz = 1.504 ms.
[0044] The main control unit 300 is equipped with a random number generation circuit 316 (which is assumed to have two random number generation circuits built in) that derives a number in the range of 0 to 65535 each time it receives a clock signal output by the crystal oscillator 315a, and a start-up signal output circuit 338 that outputs a start-up signal (reset signal) when power is turned on.When a start-up signal is input from this start-up signal output circuit 338, the CPU 304 starts game control (starts the main processing of the main control unit, which will be described later).
[0045] The random number generation circuit 316 generates random numbers to be used in the basic circuit 302. The random number generation circuit 316 generates random numbers in two ways: counter mode and random number mode. In counter mode, a value that counts up (down) at a predetermined time interval is acquired and the acquired value is used as a random number. The random number mode has two further methods. In the first method, a seed value of the random number is used to perform a calculation using a predetermined function (e.g., a modulus function) and derive the result of this calculation as a random number. In the second method, a value is read from a random number table in which values ranging from 0 to 65535 are randomly arranged, and the read value is used as a random number. The random number generation circuit 316 acquires irregular values by utilizing white noise superimposed on signals input from various sensors 318 to the sensor circuit 320. The random number generation circuit 316 uses the value thus obtained as the initial value for a counter that counts up (down) in counter mode, as a seed for a random number, or when determining the start position for reading from the random number table.
[0046] The main control unit 300 also has a sensor circuit 320, and the CPU 304 monitors the status of various sensors 318 (bet button 130 sensor, bet button 131 sensor, bet button 132 sensor, medal acceptance sensor for medals inserted from medal insertion slot 141, start lever 135 sensor, stop button 137 sensor, stop button 138 sensor, stop button 139 sensor, settlement button 134 sensor, medal payout sensor for medals paid out from medal payout device 180, optical sensor of reel 110, optical sensor of reel 111, optical sensor of reel 112, etc.) at each interrupt time.
[0047] When the sensor circuit 320 detects the H level of the start lever sensor, it outputs a signal indicating this detection to the random number generation circuit 316. Upon receiving this signal, the random number generation circuit 316 latches the value at that timing and stores it in a register that stores random numbers to be used in the lottery.
[0048] Two medal acceptance sensors are installed in the internal passage of the medal insertion slot 141 and detect whether a medal has passed through. Two start lever 135 sensors are installed inside the start lever 135 and detect the start operation by the player. Stop button 137 sensors, stop button 138 sensors, and stop button 139 sensors are installed on each of the stop buttons 137 to 139 and detect the operation of the stop button by the player.
[0049] The bet button 130 sensor, bet button 131 sensor, and bet button 132 sensor are provided on each of the medal insertion buttons 130 to 132, and detect the insertion operation when medals electronically stored in RAM 308 are inserted as medals to be inserted into a game. The settlement button 134 sensor is provided on the settlement button 134. When the settlement button 134 is pressed once, the medals electronically stored are settled. The medal payout sensor is a sensor for detecting medals to be paid out by the medal payout device 180. Note that each of the above sensors may be a non-contact sensor or a contact sensor.
[0050] The optical sensors of reel 110, reel 111, and reel 112 are installed at predetermined positions on the mounting bases of each of reels 110 to 112, and go to L level every time a light-shielding piece provided on the reel frame passes by. When CPU 304 detects this signal, it determines that the reel has made one rotation and resets the rotational position information of the reel to zero.
[0051] The main control unit 300 is equipped with a drive circuit 322 that drives the stepping motors provided in the reel devices 110 to 112, a drive circuit 324 that drives the solenoid provided in the medal selector 170 that selects the inserted medals, a drive circuit 326 that drives the motor provided in the medal payout device 180, and a drive circuit 328 that drives various lamps 336 (winning line indicator lamp 120, notification lamp 123, game medal insertion possible lamp 124, replay lamp 122, game medal insertion lamp 129, game start lamp 121, number of stored medals indicator 125, game information indicator 126, number of paid out medals indicator 127).
[0052] In addition, an information output circuit 334 (external centralized terminal board 248) is connected to the basic circuit 302, and the main control unit 300 outputs game information (e.g., game status) of the slot machine 100 to an information input circuit 652 provided in an external hall computer (not shown) or the like via this information output circuit 334.
[0053] The main control unit 300 also includes a voltage monitoring circuit 330 that monitors the voltage value of the power supply supplied to the main control unit 300 from a power management unit (not shown), and the voltage monitoring circuit 330 outputs a low voltage signal to the basic circuit 302 indicating that the voltage has dropped when the voltage value of the power supply is below a predetermined value (9V in this embodiment).
[0054] In addition, the main control unit 300 is equipped with an output interface for sending commands to the first sub-control unit 400, enabling communication with the first sub-control unit 400. Note that information communication between the main control unit 300 and the first sub-control unit 400 is one-way communication, and the main control unit 300 is configured to be able to send signals such as commands to the first sub-control unit 400, but is configured so that signals such as commands cannot be sent from the first sub-control unit 400 to the main control unit 300.
[0055] <Sub-controller> Next, the first sub-control unit 400 of the slot machine 100 will be described. The first sub-control unit 400 includes a basic circuit 402 that receives control commands sent by the main control unit 300 via an input interface and controls the entire first sub-control unit 400 based on these control commands. This basic circuit 402 is equipped with a CPU 404, a RAM 408 for temporarily storing data, an I / O 410 for controlling the input and output of various devices, and a counter timer 412 for measuring time, number of times, etc. The CPU 404 of the basic circuit 402 operates by receiving a clock signal with a predetermined period output by a crystal oscillator 414 as a system clock. The ROM 406 stores control programs and data for controlling the entire first sub-control unit 400, data for controlling the backlight lighting pattern and various displays, etc.
[0056] The CPU 404 transmits the frequency division data stored in a predetermined area of the ROM 406 to the counter timer 412 via the data bus at a predetermined timing. The counter timer 412 determines an interrupt time based on the received frequency division data, and transmits an interrupt request to the CPU 404 for each interrupt time. The CPU 404 controls each IC and each circuit based on the timing of this interrupt request.
[0057] The first sub-control unit 400 is also provided with a sound source IC 418, which is connected to speakers 272, 277 via an output interface. The sound source IC 418 controls the sound output from the amplifier and speakers 272, 277 in response to commands from the CPU 404. An S-ROM (sound ROM) in which sound data is stored is connected to the sound source IC 418, and the sound data acquired from this ROM is amplified by the amplifier and output from the speakers 272, 277.
[0058] The first sub-controller 400 is also provided with a drive circuit 422, to which various lamps 420 (upper lamps, lower lamps, side lamps 144, title panel 162 lamps, etc.) are connected via an input / output interface.
[0059] The first sub-control unit 400 also has a drive circuit 424 that drives the motor of the shutter 163, and the drive circuit 424 is connected to the shutter 163 via an output interface. This drive circuit 424 outputs a drive signal to a stepping motor (not shown) provided in the shutter 163 in response to a command from the CPU 404.
[0060] The first sub-control unit 400 is also provided with a sensor circuit 426, which is connected via an input interface to a shutter sensor 428 capable of detecting the position of the shutter 163 and an effect button sensor 430 capable of detecting the pressing operation of the effect button 156. The CPU 404 monitors the status of the shutter sensor 428 and the effect button sensor 430 at each interrupt time.
[0061] The CPU 404 also transmits and receives signals to the second sub-control unit 500 via the output interface. The second sub-control unit 500 performs various controls of the performance device 160, including display control of the performance image display device 157 (hereinafter also referred to as the "liquid crystal display device 157"). The second sub-control unit 500 may be configured with multiple control units, such as a control unit that controls the display of the liquid crystal display device 157 and a control unit that controls various performance drive devices (for example, a control unit that controls the motor drive of the shutter 163).
[0062] The second sub-control unit 500 is equipped with a basic circuit 502 that receives control commands sent by the first sub-control unit 400 via an input interface and controls the entire second sub-control unit 500 based on these control commands.This basic circuit 502 is equipped with a CPU 504, a RAM 508 for temporarily storing data, an I / O 510 for controlling the input and output of various devices, and a counter timer 512 for measuring time, number of times, etc.The CPU 504 of the basic circuit 502 operates by inputting a clock signal of a predetermined period output by a crystal oscillator 514 as a system clock.The ROM 506 stores control programs and data for controlling the entire second sub-control unit 500, data for image display, etc.
[0063] The CPU 504 transmits the frequency division data stored in a predetermined area of the ROM 506 to the counter timer 512 via the data bus at a predetermined timing. The counter timer 512 determines an interrupt time based on the received frequency division data, and transmits an interrupt request to the CPU 504 for each interrupt time. The CPU 504 controls each IC and each circuit based on the timing of this interrupt request.
[0064] The second sub-control unit 500 is also provided with a VDP 516 (video display processor), which is connected to the ROM 506 and VRAM 518 via a bus. The VDP 516 reads out image data and the like stored in the ROM 506 based on signals from the CPU 504, generates a display image using the work area of the VRAM 518, and displays the image on the performance image display device 157.
[0065] <Pattern Arrangement> Next, the arrangement of symbols on the reels 110 to 112 will be described with reference to Figure 4. Figure 4 is a diagram showing the arrangement of symbols on each reel (left reel 110, center reel 111, right reel 112) in a flat layout.
[0066] On each of the reels 110 to 112, a predetermined number of symbols (20 symbols numbered 0 to 19 in this embodiment) of various types (9 symbols in this embodiment) shown on the right side of the figure are arranged. The numbers 0 to 19 shown on the left side of the figure are numbers indicating the arrangement positions of the symbols on each of the reels 110 to 112. For example, in this embodiment, a "watermelon symbol" is arranged on the symbol number 0 on the left reel 110, a "bell symbol" is arranged on the symbol number 1 on the center reel 111, and a "replay symbol" is arranged on the symbol number 0 on the right reel 112.
[0067] <Types of winning roles> Next, the types of winning combinations of the slot machine 100 will be described with reference to Fig. 5. Fig. 5 is a diagram showing the types of winning combinations, the names of the condition devices, the symbol combinations corresponding to each winning combination, the payout amounts, and remarks.
[0068] The winning combinations of the slot machine 100 include special combinations (special combination 1, special combination 2) and general combinations (replay combinations 1 to 3, small combinations 1 to 5). The types of winning combinations are not limited to these combinations and can be arbitrarily adopted, and some of the winning combinations are not shown in FIG. 5.
[0069] <Types of winning roles / special roles> Among the winning combinations in this embodiment, special combination 1 and special combination 2 are combinations that transition to a special game state in which a predetermined benefit is awarded to the player. Also, the replay combination is a combination that allows replay without inserting new medals (a combination that awards replay). These winning combinations are sometimes called "operation combinations."
[0070] In addition, "winning" in this embodiment also includes cases where a pattern combination of an operating role that does not involve a medal payout (does not involve the payment of medals) is displayed on the winning line, and includes, for example, winning special role 1, special role 2, and re-play role.
[0071] Special Role 1 and Special Role 2 are winning roles that transition the game state to the Special Role 1-2 internal winning state (RT3) upon internal winning, and then transition the game state to the Special Role 1-2 game state (RT4) upon winning. In addition, if more than the specified number of medals (for example, 200 medals) are paid out in the Special Role 1-2 game state (RT4), the game state transitions to the low replay probability state (RT1). Each game state (RT1 to RT4) will be described later.
[0072] The symbol combination corresponding to special role 1 (BB) is "Seven 1 symbol - Seven 1 symbol - Seven 1 symbol" or "Seven 2 symbol - Seven 2 symbol - Seven 2 symbol", and the symbol combination corresponding to special role 2 (RB) is "BAR symbol - BAR symbol - BAR symbol".
[0073] When special role 1 or special role 2 is internally won, the special role internal win flag corresponding to this internally won role is set to ON (stored in a predetermined area of RAM 308 of the main control unit 300). This flag remains ON until the internally won role is won, making it easier to win that internally won role in subsequent games. In other words, in a game in which special role 1 or special role 2 is internally won, even if the special role is not won, the special role will be internally won in subsequent games, making it easier to win the symbol combination corresponding to the special role.
[0074] <Type of winning combination / replay combination> Replay roles 1 to 3 are winning roles (operating roles) that allow you to play the next game without inserting medals (game media), and medals are not paid out. The corresponding symbol combinations are as shown in Figure 5.
[0075] The replay role may be any role that allows the player to play the next game without inserting medals. Therefore, for example, when a replay role is won, medals may be automatically inserted in the next game (the number of inserted medals is reset in the medal insertion number storage area), or medals inserted in a game that wins a replay role may be carried over and used in the next game. A special replay, which will be described later, is also one type of replay role.
[0076] <Type of winning role / small role> Small winning combinations 1 to 5 are winning combinations in which a predetermined number of medals are paid out (there is a payout number).
[0077] Minor win 1 (watermelon) is a winning combination in which the symbol combination "watermelon symbol-watermelon symbol-watermelon symbol" is stopped and displayed on the winning line L1, and five medals are paid out.
[0078] Minor win 2 (Cherry) is a winning combination in which the symbol combination "Cherry symbol-ANY-ANY" is stopped and displayed on the winning line L1, and two medals are paid out. Note that the symbol combination "Cherry symbol-ANY-ANY" only requires that the symbol on the left reel 110 is a "Cherry symbol," and the symbols on the center reel 111 and right reel 112 can be any symbol.
[0079] Hereinafter, these small prizes 1 (watermelon) and 2 (cherry) may be collectively referred to as "rare prizes", but rare prizes are not limited to these winning prizes, and may be either one of the winning prizes, or may include other winning prizes.
[0080] In addition, if you win a rare role in the AT state described below, a lottery to add the number of games or the number of sets will be executed (making it easier to win the lottery). On the other hand, even if you win a rare role in the ED state, a lottery to add the number of games or the number of sets will not be executed.
[0081] The small prize 3 (push order bell) is composed of six types of winning combinations, small prize 3a to small prize 3f. In this example, by lottery, with a predetermined probability (in this example, about 1 / 6. Common to all settings), one of the winning combinations of small prize 3a to small prize 3f is internally won, and if the operation sequence (push order) of the stop operation by the stop buttons 137 to 139 matches the corresponding winning combination that has been internally won, the prize is won, and 12 medals are paid out. In other words, the small prize 3 (push order bell) is an operation mode result (winning combination) whose advantage varies depending on the operation mode of the stop buttons (stop buttons) 137 to 139.
[0082] Minor win 4 (common bell) is a winning combination in which the pattern combination of "bell symbol-bell symbol-bell symbol" is displayed stopped on the winning line L1, regardless of the order (press order) or timing of the stop operations using stop buttons 137 to 139, and 12 medals are paid out.
[0083] The small combination 5 (a single combination) is a winning combination where, regardless of the operation order (pressing order) or operation timing of the stop operation by the stop buttons 137 to 139, the symbol combination of "Replay symbol - Replay symbol - Blank 1 symbol" is stopped and displayed on the winning line L1, and one medal is paid out.
[0084] <Types of RT-based game states> Next, the types and transitions of the RT-based game states in the slot machine 100 will be described.
[0085] <Replay low probability state (RT1)> The replay low probability state (RT1) is the default RT-based game state (hereinafter also referred to as the "normal game state") that is initially set immediately after the power-on of the slot machine 100, etc., and is a game state that is relatively disadvantageous for the player compared to other game states.
[0086] In this example, in this replay low probability state (RT1), when winning the replay combination 2 (upgraded replay 1) or the replay combination 3 (upgraded replay 2), it transitions to the replay high probability state (RT2) described later. Also, in this replay low probability state (RT1), when internally winning the special combination 1 or the special combination 2, it transitions to the special combination 1·2 internal winning state (RT3) described later.
[0087] <Replay high probability state (RT2)> The replay high probability state is a game state where the internal winning probability of the replay is higher than that in the replay low probability state (RT1).
[0088] In this example, in this replay high probability state (RT2), when internally winning the special combination 1 or the special combination 2, it transitions to the special combination 1·2 internal winning state (RT3) described later.
[0089] <Special combination 1·2 internal winning state (RT3)> The internal winning state (RT3) of special roles 1 and 2 is a state in which the internal winning flag corresponding to special role 1 or special role 2 is set to on. When the player performs a stop operation at a predetermined timing, a symbol combination corresponding to the special role corresponding to this flag can be displayed, which is a gaming state.
[0090] In this example, in this internal winning state (RT3) of special roles 1 and 2, when winning a prize in special role 1 or special role 2, it transitions to the special gaming state (RT4) described later.
[0091] <Special gaming state (RT4)> The special gaming state (RT4) is the most advantageous gaming state for the player among all gaming states. In this example, in the special gaming state (RT4), when a specified number of medals (for example, 200 medals) are paid out, it transitions to the low-probability replay state (RT1).
[0092] Note that in this example, the end condition of the special gaming state (RT4) is not particularly limited. For example, it may be when winning an internal prize in a specified role, when there are winnings a specified number of times (for example, 8 times), or when a specified number of games (for example, 6 times) have been played.
[0093] <Transition of AT-based gaming states> Next, the AT-based gaming states will be described.
[0094] The AT-based gaming states are roughly classified into a low-navigation state and a high-navigation state. The low-navigation state is a state where the probability of executing the operation navigation is low, and is also called the normal mode, non-advantageous section, or normal section. The high-navigation state is a state where the probability of executing the operation navigation is higher than that of the low-navigation state, and is also called the AT mode and advantageous section.
[0095] Here, the operation navigation refers to an effect that notifies the stop operation mode (for example, the correct operation order and the timing of the stop operation) of stop buttons 137 to 139 in order to obtain medals or maintain an advantageous gaming state. For example, an effect that notifies the correct operation order of a pressing order role (for example, a minor role 3 (pressing order bell LCR)) (for example, an effect that displays the characters "left → middle → right") etc. corresponds to this.
[0096] When a player performs a stop operation according to the operation content of the operation navigation, the result is advantageous to the player, so the high navigation state is a gaming state that is more advantageous to the player than the low navigation state. Here, advantageous specifically means that the ratio of the total number of gaming media paid out by the gaming machine to the total number of gaming media used by the player as the number of bets on the gaming machine when playing for a predetermined period of time, that is, the so-called payout rate (ball payout rate), is advantageous.
[0097] In this example, the low navigation state is defined as a state in which the probability of operation navigation being executed is low, and the high navigation state is defined as a state in which the probability of operation navigation being executed is higher than in the low navigation state. However, the low navigation state may also be defined as a state in which operation navigation is not executed, and the high navigation state as a state in which operation navigation is executed.
[0098] Each game state of the AT system is subdivided and managed, and these are called presentation states. In detail, the presentation state of the low navigation state is the normal game state, and the presentation state of the high navigation state includes the normal state, the confirmation notification state, the judgement state, the pullback state, the AT1 state, the AT2 state, and the ED (ending) state. In principle, the AT1 state, the AT2 state, and the ED state are states in which the number of balls released increases.
[0099] In this embodiment, when a certain condition is met in the normal game state in the low navigation state (for example, when a winning combination other than a miss is won), the game transitions to the normal state in the high navigation state. After that, for example, the game transitions in the order of the confirmation notification state → AT1 state → judgement state, and from this judgement state, there is a route to transition to the normal game state or AT2 state via the pull-back state, or a route to transition directly from the judgement state to the AT2 state.
[0100] The AT state (AT1 state, AT2 state) is a state in which AT play is possible a predetermined number of times (for example, 30 games per set), and is a state that is more advantageous for the player than the normal play state in a low navigation state or the normal state in a high navigation state.
[0101] In this AT game, at the start of the AT game, a set continuation lottery (for example, a lottery with a 1 / 4 probability of winning) is held to determine whether or not to continue the AT game, and if the set continuation lottery is won, a predetermined number of AT games (in this example, one set of 30 games) are awarded, and the AT state is extended. Also, if the conditions for transitioning to the normal game state are met in the AT state (in this example, when all games in the AT state have been played), the game will transition to the normal game state from the next game.
[0102] Also, when the number of remaining games in the high navigation state falls below a predetermined number (for example, 20 games), the state transitions to an ED state, and in this ED state, an ED (ending) effect is executed, indicating the end of the high navigation state.
[0103] The condition for transitioning to the ED state is not limited to the number of remaining games in the high navigation state being less than a predetermined number of games (for example, 20 games), but may be, for example, that the predetermined number of games is more or less than 20 games, or that "number of coins won + expected difference in number of coins won > 2000".
[0104] <Main processing of main control unit> First, the main control unit main processing executed by the CPU 304 of the main control unit 300 will be described with reference to Fig. 6. This figure is a flowchart showing the flow of the main control unit main processing.
[0105] As described above, the main control unit 300 is provided with a start signal output circuit (reset signal output circuit) 338 that outputs a start signal (reset signal) when power is turned on. When this start signal is input, the CPU 304 of the basic circuit 302 is reset and started by a reset interrupt, and executes the main processing of the main control unit shown in FIG. 6 in accordance with a control program previously stored in the ROM 306.
[0106] When the power is turned on, first, various initial settings are performed in step S101. These initial settings include setting a stack initial value to the stack pointer (SP) of the CPU 304, setting interrupt prohibition, initial setting of the I / O 310, initial setting of various variables stored in the RAM 308, and setting operation permission and initial values for the WDT 314.
[0107] In step S102, a bet number setting / start operation acceptance process is executed. Here, whether or not medals have been inserted is checked, and preparations are made to send an insertion command indicating that medals have been inserted. If a replay role was won in the previous game, a process is performed to insert the same number of medals as the number inserted in the previous game, eliminating the need for the player to insert medals. Also, a check is made to see if the start lever 135 has been operated, and if the start lever 135 has been operated, the process proceeds to step S103.
[0108] In step S103, the number of inserted medals is determined, and a win line determination process is performed to determine the valid win lines.
[0109] In step S104, the random number generated by the random number generating circuit 316 is obtained, and a winning combination internal lottery process is performed. In the winning combination internal lottery process, the winning combination lottery table stored in ROM 306 is read out according to the current game state, and an internal lottery is performed using this and the obtained random number value, and preparations are made to send an internal lottery command indicating the result of this internal lottery to the first sub-control unit 400. If any winning combination (including an operating combination) is internally won as a result of the internal lottery, the flag for that winning combination is turned on.
[0110] In step S105, a reel stop data selection process is performed to select reel stop data based on the internal lottery result of the winning combination internal lottery process. This reel stop data is stored in the ROM 306 of the main control unit 300. In step S105, preparations are made to send a reel stop data command containing information about the selected reel stop data to the first sub-control unit 400.
[0111] In step S106, a presentation state control process for controlling the game state of the AT system is executed based on the start lever operation. In step S107, a presentation process is executed. In this presentation process, various presentations are controlled.
[0112] In step S108, a reel rotation start process is executed, and all the reels 110 to 112 start rotating.
[0113] In step S109, a reel stop control process is performed. In the reel stop control process, the stop buttons 137 to 139 can be accepted, and when one of the stop buttons is pressed, a stop table of reel stop data is referenced to stop the reel corresponding to the pressed stop button, and one of the reels 110 to 112 is stopped according to the number of reel pull-in frames set in the stop table. When all the reels 110 to 112 have stopped, the process proceeds to step S110. In this step S109, for each stop operation, preparations are made to send to the first sub-control unit 400 a stop button acceptance command (more specifically, a stop button acceptance 1 command for the first stop operation, a stop button acceptance 2 command for the second stop operation, and a stop button acceptance 3 command for the third stop operation) relating to the stop button 137 to 139 that was operated to stop, and for each reel stop, preparations are made to send to the first sub-control unit 400 a reel stop command (more specifically, a reel stop 1 command for the first stopped reel, a reel stop 2 command for the second stop operation, and a reel stop 3 command for the third stop operation) relating to the reel stop position.
[0114] In step S110, a winning determination process is performed to determine whether a player has won a prize. In this winning determination process, if a symbol combination corresponding to a winning role is displayed on the activated winning line 114, it is determined that the player has won that winning role. For example, if "Bell-Bell-Bell" is lined up on the activated winning line, it is determined that the player has won minor role 3 (Bell). In addition, in this step S110, preparations are made to send a winning determination command indicating the result of the winning determination to the first sub-control unit 400.
[0115] In step S111, a medal awarding process is performed. In the medal awarding process, if any winning combination that provides a payout is achieved, medals in the number corresponding to the winning combination are paid out according to the number of winning lines.
[0116] In step S112, a game state control process is performed. In the game state control process, processing related to the transition of each game state of the RT system is performed, and the game state is transitioned when the start condition or end condition is met. In addition, preparations are made to send a game state command including information indicating the current game state of the RT system.
[0117] In step S113, the controller 100 executes a performance state control process for controlling the game state of the AT system described above. In step S114, the controller 100 executes a high-level navigation state termination process for terminating the high-level navigation state.
[0118] This completes one game. After that, the game progresses by returning to step S102 and repeating the above-mentioned process. The various commands prepared in the above steps are transmitted in the command setting and transmission process (step S206 in FIG. 7) of the main control unit timer interrupt process, which will be described later.
[0119] <Main control unit timer interrupt processing> Next, a main control unit timer interrupt process executed by the CPU 304 of the main control unit 300 will be described with reference to Fig. 7. The figure is a flowchart showing the flow of the main control unit timer interrupt process.
[0120] The main control unit 300 is equipped with a counter timer 312 that generates a timer interrupt signal at a predetermined period (approximately once every 2 ms in this embodiment), and this timer interrupt signal is used as a trigger to start main control unit timer interrupt processing at the predetermined period.
[0121] In step S201, a timer interrupt start process is performed, which includes processes such as temporarily saving the values of each register of the CPU 304 in a stack area.
[0122] In step S202, WDT314 is restarted periodically (in this embodiment, once every 2 ms, which is the period of the main control unit timer interrupt) to prevent the count value of WDT314 from exceeding the initial setting value (32.8 ms in this embodiment) and causing a WDT interrupt (to prevent processing abnormalities from being detected).
[0123] In step S203, an input port state update process is performed. In this input port state update process, detection signals from the sensor circuits 320 of the various sensors 318 are input via the input ports of the I / O 310, and the presence or absence of the detection signals is monitored and stored in signal state storage areas partitioned for each of the various sensors 318 in the RAM 308.
[0124] In step S204, various game processes are executed, and processes according to the interrupt status are executed. In step S2005, timer update processing is performed. More specifically, various timers are updated in their respective time units.
[0125] In step S206, a command setting transmission process is performed, and various commands that have been prepared for transmission are transmitted to the first sub-control unit 400. The first sub-control unit 400 is able to determine the presentation control in response to changes in game control in the main control unit 300 based on the command type contained in the received output schedule information, and is also able to determine the content of the presentation control based on the command data information contained in the output schedule information.
[0126] In step S207, an external output signal setting process is performed. In this external output signal setting process, the game information stored in the RAM 308 is output to the information input circuit 652, which is separate from the slot machine 100, via the information output circuit 334.
[0127] In step S208, device monitoring processing is performed. In this device monitoring processing, first, the signal states of the various sensors 318 stored in the signal state storage area in step S203 are read out to monitor for errors related to medal insertion abnormalities, medal payout abnormalities, etc., and if an error is detected (not shown), error processing is executed. Furthermore, depending on the current game status, settings are made for the medal selector 170 (a medal blocker operated by a solenoid provided in the medal selector 170), various lamps 339, and various 7-segment (SEG) indicators.
[0128] In step S209, it is monitored whether the low voltage signal is on or not, and if the low voltage signal is on (if a power cutoff is detected), the process proceeds to step S211, and if the low voltage signal is off (if a power cutoff is not detected), the process proceeds to step S210.
[0129] In step S210, various processes are performed to end the timer interrupt end process. In this timer interrupt end process, the values of each register temporarily saved in step S2001 are set back to the original registers. Then, the process returns to the main process of the main control unit shown in FIG.
[0130] On the other hand, in step S211, specific variables and stack pointers for restoring the state to the state at the time of power outage when power is restored are saved as recovery data in a predetermined area of RAM 308, power outage processing such as initialization of input / output ports is performed, and then the process returns to the main processing of the main control unit shown in Figure 7.
[0131] <Processing of the first sub-control unit> Next, the processing of the first sub-control unit 400 will be explained using Figure 8. Figure 8(a) is a flowchart of the main processing executed by the CPU 404 of the first sub-control unit 400. Figure 8(b) is a flowchart of the command reception interrupt processing of the first sub-control unit 400. Figure 8(c) is a flowchart of the timer interrupt processing of the first sub-control unit 400.
[0132] First, the main processing of the first sub-control unit 400 will be described with reference to FIG. 8(a).
[0133] When the power is turned on, an initialization process is first executed in step S301. In this initialization process, the input / output ports are initially set up, and a storage area in RAM 408 is initialized. In this process, an area for storing internal win information, which is information showing the result of an internal win, and an area for storing RT update information, which is information showing the game status, are provided in RAM 408.
[0134] In step S302, it is determined whether the timer variable is 10 or greater, and this process is repeated until the timer variable becomes 10. When the timer variable becomes 10 or greater, the process proceeds to step S3003. In step S303, 0 is substituted into the timer variable. In step S304, command processing, which is processing corresponding to each command received from the main control unit 300, is executed.
[0135] In step S305, a performance control process is performed. Here, performance preparation is performed in accordance with the performance reservation information stored in the performance reservation area in RAM 408. This preparation includes, for example, reading performance data from ROM 406 and updating the performance data if it needs to be updated.
[0136] In step S306, sound control processing is performed based on the processing result of step S305. For example, if the performance data read in step S305 includes a command for the sound source IC 418, this command is output to the sound source IC 418. In step S307, lamp control processing is performed based on the processing result of step S305. For example, if the performance data read in step S305 includes a command for the various lamps 420, this command is output to the drive circuit 422.
[0137] In step S308, shutter control processing is performed based on the processing result of step S3005. For example, if the performance data read out in step S305 contains a command for the shutter 163, this command is output to the drive circuit 424. In step S309, information output processing is performed to set up sending a command to the second sub-control unit 500 based on the processing result of step S305. For example, if the performance data read out in step S305 contains a command to be sent to the second sub-control unit 500, settings are made to output this control command, and the process returns to step S302.
[0138] Next, using Figure 8(b), we will explain the command reception interrupt processing of the first sub-control unit 400. This command reception interrupt processing is processing that the first sub-control unit 400 executes when it detects a strobe signal output by the main control unit 300. In step S401 of the command reception interrupt processing, the command output by the main control unit 300 is stored as an unprocessed command in a command memory area provided in RAM 408.
[0139] Next, using Figure 8(c), we will explain the first sub-control unit timer interrupt processing executed by the CPU 404 of the first sub-control unit 400. The first sub-control unit 400 is equipped with a hardware timer that generates a timer interrupt at a predetermined period (once every 2 ms in this embodiment), and this timer interrupt triggers the timer interrupt processing to be executed at a predetermined period.
[0140] In step S501, 1 is added to the value of the timer variable storage area of RAM 408 described in step S302 in the first sub-control unit main processing shown in Figure 8(a) and stored in the original timer variable storage area. Therefore, in step S302, the value of the timer variable is determined to be 10 or greater every 20 ms (2 ms x 10). In step S502, commands are sent to the second sub-control unit 500 set in step S309, and the random number value for presentation is updated, etc.
[0141] <Processing of the second sub-control unit> Next, the processing of the second sub-control unit 500 will be explained using Figure 9. Figure 9(a) is a flowchart of the main processing executed by the CPU 504 of the second sub-control unit 500. Figure 9(b) is a flowchart of the command reception interrupt processing of the second sub-control unit 500. Figure 9(c) is a flowchart of the timer interrupt processing of the second sub-control unit 500. Figure 9(d) is a flowchart of the image control processing of the second sub-control unit 500.
[0142] First, in step S601 of Fig. 9(a), various initial settings are performed. When the power is turned on, initialization processing is first executed in step S601. This initialization processing includes initial setting of input / output ports, initialization processing of storage areas in RAM 508, initialization processing of storage areas in VRAM 536, etc.
[0143] In step S602, it is determined whether the timer variable is greater than or equal to 10, and this process is repeated until the timer variable becomes greater than or equal to 10. When the timer variable becomes greater than or equal to 10, the process proceeds to step S603. In step S4003, 0 is assigned to the timer variable. In step S604, command processing is performed. In command processing, the CPU 504 of the second sub-control unit 500 determines whether a command has been received from the CPU 404 of the first sub-control unit 400.
[0144] In step S605, effect control processing is performed. Specifically, if a new command is received in step S604, processing corresponding to this command is performed. For example, processing is executed to read effect data for image control related to the background image from ROM 506. In addition, processing is executed to read other effect data from ROM 506, and if the effect data needs to be updated, processing to update the effect data is also executed.
[0145] In step S606, image control processing (described in detail below) is performed based on the processing result of step S605. For example, if the performance data read in step S605 contains an image control command, image control corresponding to this command is performed. For example, image control related to the display image (announcement image, background image) is executed. When this image control processing is completed, the process returns to step S602.
[0146] Next, using Figure 9(b), we will explain the command reception interrupt processing of the second sub-control unit 500. This command reception interrupt processing is processing that the second sub-control unit 500 executes when it detects a strobe signal output by the first sub-control unit 400.
[0147] In step S701 of the command reception interrupt processing, the command output by the first sub-control unit 400 is stored in a command storage area provided in the RAM 508 as an unprocessed command.
[0148] Next, using Figure 9(c), we will explain the second sub-control unit timer interrupt processing executed by the CPU 504 of the second sub-control unit 500. The second sub-control unit 500 is equipped with a hardware timer that generates a timer interrupt at a predetermined period (once every 2 ms in this embodiment), and this timer interrupt triggers the execution of the timer interrupt processing at a predetermined period.
[0149] In step S801, 1 is added to the value in the timer variable storage area of RAM 508 described in step S602 in the second sub-control unit main processing shown in Figure 9(a) and the result is stored in the original timer variable storage area. Therefore, in step S602, the timer variable value is determined to be 10 or greater every 20 ms (2 ms x 10). In step S802, processing such as updating the random number value for presentation is performed.
[0150] Next, the image control processing of step S606 in the main processing of the second sub-control unit 500 will be described with reference to Figure 9(d). This figure is a flowchart showing the flow of the image control processing.
[0151] In step S901, an instruction to transfer image data is issued. Here, the CPU 504 first swaps the designation of the drawing areas of display area A and display area B of the VRAM 536. As a result, one frame of image stored in a display area not designated as a drawing area is displayed on the performance image display device 157. Next, the CPU 504 sets ROM coordinates (source address in ROM 506), VRAM coordinates (destination address in VRAM 536), etc. in the attribute register of the VDP 534 based on the position information table, and then sets a command to start transferring image data from ROM 506 to VRAM 536. The VDP 534 transfers the image data from ROM 506 to VRAM 536 based on the command set in the attribute register. Thereafter, the VDP 534 outputs a transfer end interrupt signal to the CPU 504.
[0152] In step S902, it is determined whether or not a transfer end interrupt signal has been input from the VDP 534. If a transfer end interrupt signal has been input, the process proceeds to step S903; if not, the process waits for the transfer end interrupt signal to be input.
[0153] In step S903, parameters are set based on the rendering scenario configuration table, attribute data, etc. Here, CPU 504 instructs VDP 534 on information about the image data that constitutes the display image (coordinate axes of VRAM 536, image size, VRAM coordinates (placement coordinates), transparency, etc.) in order to form a display image in display area A or B of VRAM 536 based on the image data transferred to VRAM 536 in step S901. VDP 534 sets parameters in accordance with the attributes based on the command stored in the attribute register.
[0154] In step S904, a drawing instruction is issued. In this drawing instruction, the CPU 504 instructs the VDP 534 to start drawing an image. The VDP 534 starts drawing an image in the frame buffer in accordance with the instruction from the CPU 504.
[0155] In step S905, it is determined whether a generation completion interrupt signal has been input from VDP 534 based on the completion of image drawing. If a generation completion interrupt signal has been input, the process proceeds to step S906; if not, the process waits for the generation completion interrupt signal to be input.
[0156] In step S906, a scene display counter, which is set in a predetermined area of the RAM 508 and counts how many scene images have been generated, is incremented (+1), and the process ends.
[0157] <Freeze Control> Next, the freeze control that can be performed by the slot machine 100 will be described.
[0158] Here, "freeze" refers to a control that directly or indirectly temporarily stops (freezes) the progress of a game. This control includes, for example, stopping, suspending, waiting, disabling, etc., so that the game does not progress even if the player operates the operation means such as the bet buttons 130 to 132, the start lever 135, and the stop buttons 137 to 139. A specific example of freezing is a method of performing a loop process in the main processing of the main control unit or in the timer interrupt processing of the main control unit so that the game does not progress even if the operation means is operated until a predetermined time has elapsed.
[0159] Note that game progress processing based on operation reception of all of the operation means operated to progress the game may not be performed, or game progress processing based on operation reception of some of the operation means operated to progress the game may not be performed.Furthermore, a configuration may be adopted in which game progress processing based on operation reception of some of the operation means operated to progress the game is not performed, while command transmission processing based on operation reception of some of the operation means operated to progress the game is performed.
[0160] By using such a freeze, it is possible to give the player a sense of incongruity due to the fact that processing based on the operation reception of the operating means operated to progress the game is not being carried out, and this sense of incongruity can make the player realize that he is in a special state (for example, a state with a special benefit). Furthermore, it is possible to prevent the effects that the player wants to see from being stopped due to the progress of the game, and it is possible to reliably carry out important effects that suggest an advantage to the player to the end.
[0161] <Freeze Control / Example 1> Figure 10(a) is a time chart of freeze control (Example 1) when the winning role in the previous game is other than a replay, and Figures 11 and 12 are diagrams showing, in chronological order, examples of the presentation of freeze control (Example 1) when the winning role in the previous game is other than a replay.
[0162] <Freeze Control / Example 1 / Game Period T1> The game period T1 shown in Figure 10(a) is the period from when the start lever 135 is pressed in the previous game (the Nth game (N is a positive integer)) to just before the third stop operation of the stop buttons 137 to 139 is accepted.
[0163] The state shown in FIG. 11(1) is a state in which the pressing operation of the start lever 135 has been accepted during the game period T1 of the previous game (Nth game).
[0164] In this state, since the pressing operation of the start lever 135 has been accepted, the internal lottery process for a winning combination (step S105) is performed, and in this example, as a result of the internal lottery, an internal winning combination has been selected as a losing combination.
[0165] In addition, in this state, based on the pressing operation of the start lever 135, a reel rotation start process (step S108) is performed, and all reels 110 to 112 start to rotate, and the display area of the liquid crystal display device 157 starts to display the normal effect corresponding to the normal game (in this example, the display of an image of the lord and the old man sitting inside the castle).
[0166] The state shown in FIG. 11(2) is a state in which the first stop operation of the stop buttons 137 to 139 has been accepted during the game period T1 of the previous game (Nth game).
[0167] In this state, since the stop operation of the stop button 137 is accepted as the first stop operation of the stop buttons 137 to 139, a reel stop control process (step S109) is performed, the left reel 110 corresponding to the stop button 137 is stopped, and the display area of the liquid crystal display device 157 starts to display a normal effect corresponding to normal play (in this example, the display of an image showing the lord and the old man noticing something).
[0168] The state shown in FIG. 11(3) is a state in which the second stop operation of the stop buttons 137 to 139 has been accepted during the game period T1 of the previous game (Nth game).
[0169] In this state, since the stop operation of the stop button 138 is accepted as the second stop operation of the stop buttons 137 to 139, a reel stop control process (step S109) is performed, the middle reel 111 corresponding to the stop button 138 is stopped, and the display of a normal effect corresponding to normal play (in this example, the display of an image showing the man looking up) is started in the display area of the liquid crystal display device 157.
[0170] <Freeze Control / Example 1 / Game Period T2> The game period T2 shown in Figure 10(a) is the period from when the third stop operation of the stop buttons 137 to 139 is accepted in the previous game (Nth game) to just before the pressing operation of the bet button 132 is accepted in the current game (N+1th game).
[0171] The state shown in FIG. 11(4) is a state in which the third stop operation of the stop buttons 137 to 139 has been accepted during the game period T2 of the previous game (Nth game).
[0172] In this state, since a stop operation of the stop button 139 is accepted as the third stop operation of the stop buttons 137 to 139, a reel stop control process (step S109) is performed to stop the right reel 112 corresponding to the stop button 139.
[0173] In addition, in this state, a preview effect is started, which suggests the possibility of granting a bonus to the player in the next game (the current game (N+1th game)). The presentation mode of the preview effect is not particularly limited, but in the preview effect of this example, an image showing the man looking upward is started to be displayed in the display area of the liquid crystal display device 157.
[0174] Also, in this state, a winning determination process (step S110) is performed based on the stopping of all reels 110 to 112, and in this example, as a result of the internal win, an internal win has been performed on a losing combination, so it is determined that the winning combination has not been achieved, and the symbol combination corresponding to the losing combination (in this example, the symbol combination of "replay"-"bell"-"replay") is displayed stopped on the active line of the symbol display window 113.
[0175] The state shown in FIG. 11(5) is a state in which the continuation of the preview effect shown in FIG. 11(4) is being executed during the game period T2 of the previous game (N-th game).
[0176] In this state, as a continuation of the preview effect shown in FIG. 11(4), an effect is executed in front of the liquid crystal display device 157 in which the two right shutters 163a and left shutters 163b of the shutter (shielding device) 163 are closed.
[0177] In this example, a preview effect is executed in the previous game (Nth game) before the start of the hype effect (a certain effect), suggesting that the hype effect (a certain effect) will start, so that the certain effect can be started by the player's most recent operation in the flow of the effect.
[0178] <Freeze Control / Example 1 / Game Period T3> A game period T3 shown in FIG. 10(a) is a period from when the bet button 132 is pressed until immediately before the start lever 135 is pressed in the current game (N+1th game).
[0179] Here, the start time of the gaming period T3, that is, the timing at which the pressing operation of the bet button 132 is accepted, indicated by the symbol Tbet in FIG. 10(a), is referred to as the "bet button operation start time Tbet."
[0180] The state shown in FIG. 11(6) is a state in which the operation of pressing the bet button 132 has been accepted during the game period T3 of the current game (N+1th game).
[0181] In this state, when the bet button 132 is pressed, the specified number of credits is inserted, and then the bet number setting / start operation acceptance process (step S102) is performed, and the state shifts to one in which the game can be started.
[0182] Also, in this state, as a continuation of the preview effect shown in Figures 11 (4) and (5), a provocative effect (a certain effect) is started, suggesting the possibility that the player will be granted a bonus in the current game (N+1th game).
[0183] The provocative effect in this example is an example of a "certain effect" according to the present invention. This "certain effect" is an effect that requires at least a certain effect time, and may be executed in connection with the operation of the first operating means (e.g., the bet button 132) and with a freeze.
[0184] The presentation form of the "certain presentation" according to the present invention is not particularly limited, but the provocative presentation in this example is a continuous presentation executed over the presentation time Tpl (certain presentation time) shown in Figure 10(a) in connection with the operation of the bet button 132 (first operating means), and is composed of the presentations shown in Figures 11(6) to (8) and Figures 12(9) to (10).
[0185] In the state shown in Figure 11 (6), based on the pressing operation of the bet button 132, part of the hype effect (a certain effect) (in this example, the effect of closing the shutter 163 and the effect of displaying the string "High Probability" in the display area of the liquid crystal display device 157 behind the closed shutter 163) is started.
[0186] In addition, in the slot machine of this example, the time for executing the freeze (freeze execution time) may be set to a certain performance time of a certain performance in connection with the operation of the first operating means (e.g., bet button 132).
[0187] In this example, in connection with the operation of the bet button 132 (first operating means), the time for executing the freeze (freeze execution time) is set (provisionally set) to the presentation time Tpl (a certain presentation time) of the hype presentation (a certain presentation).
[0188] <Freeze Control / Example 1 / Game Period T4> The game period T4 shown in Figure 10(a) is the period from the start of freezing based on the acceptance of the pressing operation of the start lever 135 in the current game (N+1th game) to just before the acceptance of the first stop operation of the stop buttons 137 to 139.
[0189] Here, the start time of the game period T4, that is, the timing at which the pressing operation of the start lever 135 is accepted, indicated by the symbol Tstl in FIG. 10(a), is referred to as the "start lever operation start time Tstl."
[0190] In addition, in the current game (N+1th game), the time from when the bet button 132 is operated to when the start lever 135 is operated, that is, the time obtained by subtracting the bet button operation start time Tbet from the start lever operation start time Tstl (=Tstl-Tbet), is referred to as the "elapsed time Tet."
[0191] The state shown in FIG. 11(7) is a state in which freezing has started in connection with the execution of an inciting effect (a certain effect) during the game period T4 of the current game.
[0192] The slot machine of this example may change the time (freeze execution time) for executing a freeze in connection with the operation of a second operating means (e.g., the bet button 132) depending on the time (elapsed time) from when the first operating means (e.g., the bet button 132) is operated to when the second operating means (e.g., the start lever 135) is operated.
[0193] When the elapsed time is less than a certain performance time of a certain performance, the freeze execution time may be reset to a time obtained by subtracting the elapsed time from the certain performance time in relation to the operation of the second operating means, and the freeze may be executed.
[0194] In this example, in the game period T3, in connection with the operation of the bet button 132 (first operating means), the time for executing the freeze (freeze execution time) is set to the presentation time Tpl (certain presentation time) of the provocative presentation (certain presentation).
[0195] However, in this example, the elapsed time Tet from when the bet button 132 (first operating means) is operated until the start lever 135 (second operating means) is operated is less than the presentation time Tpl (a certain presentation time) of the hype effect (a certain presentation), so in connection with the operation of the start lever 135 (second operating means) during the game period T4, the freeze execution time Tfz is reset to the time obtained by subtracting the elapsed time Tet from the presentation time Tpl (a certain presentation time) of the hype effect (a certain presentation) (in this example, Tpl-Tet), and the freeze is executed.
[0196] According to this example, the time (freeze execution time Tfz) for executing the freeze in relation to the operation of the start lever 135 (second operating means) may be changed depending on the time (elapsed time Tet) from when the bet button 132 (first operating means) is operated until the start lever 135 (second operating means) is operated, so that the time for executing the freeze can be adjusted depending on the operation intervals of multiple operating means, providing a novel and unprecedented presentation.
[0197] Furthermore, when the elapsed time Tet is less than the presentation time Tpl (certain presentation time) of the hype presentation (certain presentation), in connection with the operation of the start lever 135 (second operating means), the freeze execution time Tfz may be reset to the time (Tpl-Tet) obtained by subtracting the elapsed time Tet from the presentation time Tpl (certain presentation time), and a freeze may be executed. Therefore, by adjusting the time to execute the freeze, the presentation time of the certain presentation can be guaranteed, thereby increasing the satisfaction of the player.
[0198] In addition, the freeze execution time Tfz is reset to the time (Tpl-Tet) obtained by subtracting the elapsed time Tet from the presentation time Tpl (a certain presentation time) when a replay has not been established in the game before the start of the hype presentation (a certain presentation), so the presentation can be started in accordance with the start of the game, triggered by the operation of the bet button, and the presentation can be started at the optimal timing for the player.
[0199] It should be noted that the "first operating means" and "second operating means" according to the present invention are not limited to the combination of the bet button 132 and the start lever 135, and for example, the "first operating means" may be the bet button 132 and the "second operating means" may be any of the stop buttons 137 to 139, or the "first operating means" may be the start lever 135 and the "second operating means" may be any of the stop buttons 137 to 139, or the "first operating means" may be any of the stop buttons 137 to 139 (for example, a first stop operation) and the "second operating means" may be any of the stop buttons 137 to 139 (for example, a second stop operation).
[0200] In the state shown in Figure 11 (7), during the play period T4 of the current game (N+1th game), the start lever 135 is pressed, and the winning role internal lottery process (step S105) is performed.In this example, as a result of the internal lottery, a certain internal winning role (for example, a rare role) is internally won, and a bonus (in this example, points) is awarded.
[0201] Also, in this state, in connection with the execution of a hype effect (a certain effect), freezing is initiated for the freeze execution time Tfz (= Tpl - Tet), and in this example, the start of rotation of all reels 110 to 112 is temporarily suspended, and all reels 110 to 112 remain stopped.
[0202] Also, in this state, since the performance time Tpl (certain performance time) of the provocative performance (certain performance) has not elapsed, part of the provocative performance (certain performance) (in this example, the performance of closing shutter 163) continues.
[0203] The state shown in FIG. 11(8) is a state in which the freeze and the provocative effect (a certain effect) continue during the game period T4 of the current game (N+1th game).
[0204] In this state, since the freeze execution time Tfz of the freeze has not elapsed, the freeze continues and the start of rotation of all reels 110 to 112 is temporarily suspended, and since the presentation time Tpl (a certain presentation time) of the teasing presentation (a certain presentation) has not elapsed, part of the presentation of the teasing presentation (a certain presentation) (in this example, the presentation of closing the shutter 163 and the presentation of displaying an image of the family crest in the display area of the liquid crystal display device 157 behind the closed shutter 163) continues.
[0205] The state shown in FIG. 12(9) is a state in which the freeze and the provocative effect (a certain effect) continue during the game period T4 of the current game (N+1th game).
[0206] In this state, since the freeze execution time Tfz of the freeze has not elapsed, the freeze continues and the start of rotation of all reels 110 to 112 is temporarily suspended, and since the presentation time Tpl (a certain presentation time) of the teasing presentation (a certain presentation) has not elapsed, part of the presentation of the teasing presentation (a certain presentation) (in this example, the presentation of closing the shutter 163 and the presentation of enlarging and displaying an image of the family crest in the display area of the liquid crystal display device 157 behind the closed shutter 163) continues.
[0207] The state shown in FIG. 12(10) is a state in which the freeze and the provocative effect (a certain effect) have ended during the game period T4 of the current game.
[0208] In this state, the freeze execution time Tfz of the freeze has elapsed, so the freeze ends and all reels 110 to 112 start to rotate, and the promotional effect (a certain effect) has ended since the performance time Tpl (a certain performance time) of the promotional effect (a certain effect) has elapsed.
[0209] Also, in this state, in connection with the start of rotation of all reels 110 to 112, an operation guide (in this example, an image including the string "Aim for the middle reel!") that suggests the order in which to operate the stop buttons 137 to 139 is displayed in the display area of the liquid crystal display device 157.
[0210] <Freeze control / Example 1 / Game period T5> The game period T5 shown in FIG. 10(a) is the period from when the first stop operation of the stop buttons 137 to 139 is accepted to immediately before the second stop operation of the stop buttons 137 to 139 is accepted in the current game (N+1th game).
[0211] The state shown in FIG. 12(11) is a state in which the first stop operation of the stop buttons 137 to 139 has been accepted during the game period T5 of the current game (N+1th game).
[0212] In this state, since the stop operation of stop button 138 is accepted as the first stop operation of stop buttons 137 to 139, a reel stop control process (step S109) is performed, the middle reel 111 corresponding to said stop button 138 is stopped, and the display area of the liquid crystal display device 157 starts to display a success effect (in this example, an image of the boss, an image of a treasure chest with a closed lid, and an image including the string of characters "GOOD!") suggesting that a bonus (in this example, points) will be awarded in the game.
[0213] <Freeze Control / Example 1 / Game Period T6> A game period T6 shown in FIG. 10(a) is a period from when the second stop operation of the stop buttons 137 to 139 is accepted until when the third stop operation of the stop buttons 137 to 139 is accepted in the current game (N+1th game).
[0214] The state shown in FIG. 12(12) is a state in which the second stop operation of the stop buttons 137 to 139 has been accepted during the game period T6 of the current game (N+1th game).
[0215] In this state, since the stop operation of stop button 137 is accepted as the second stop operation of stop buttons 137 to 139, a reel stop control process (step S109) is performed, the left reel 110 corresponding to said stop button 137 is stopped, and the display area of the liquid crystal display device 157 starts to display a success effect (in this example, an image of the boss, an image of a treasure chest with an open lid, and an image including the string of characters "GOOD!") suggesting that a bonus (in this example, points) will be awarded in the game.
[0216] The state shown in FIG. 12(13) is a state in which the second stop operation of the stop buttons 137 to 139 has been accepted during the game period T6 of the current game (N+1th game).
[0217] In this state, since the stop operation of stop button 139 is accepted as the third stop operation of stop buttons 137 to 139, a reel stop control process (step S109) is performed, the right reel 112 corresponding to said stop button 139 is stopped, and the display area of the liquid crystal display device 157 starts to display a success effect (in this example, an image of the boss, an image of a treasure chest with an open lid, and an image including the string "+10P" indicating the number of points to be awarded) suggesting that a bonus (in this example, points) will be awarded in the game.
[0218] In the slot machine according to this example, when a predetermined condition is met (for example, when an internal win is made on a rare combination), a bonus (for example, points) is awarded to the player, and when the bonus meets a certain condition (for example, when the awarded points reach a certain point), the game state (for example, AT state or CZ state) that is advantageous to the player is entered. Note that the game specifications of the slot machine are not limited to this example, and for example, bonuses such as an increase in the number of AT games, an increase in the AT number of difference coins, or a transition to a specialized zone may be awarded.
[0219] <Freeze Control / Example 2> Figure 10(b) is a time chart of freeze control (Example 2) when the winning role in the previous game is other than a replay, and Figure 13 is a diagram showing a time series of examples of the presentation of freeze control (Example 2) when the winning role in the previous game is other than a replay.
[0220] This embodiment 2 shows an example in which the elapsed time Tet2 from when the bet button 132 is operated to when the start lever 135 is operated is longer than the elapsed time Tet in embodiment 1 described using Figure 10(a) (Tet2>Tet).
[0221] Note that the game periods T1 and T2 shown in Figure 10(b) are the same as the game periods T1 and T2 of Example 1 described using Figure 10(a), so explanations of these game periods and corresponding presentation examples will be omitted.
[0222] <Freeze Control / Example 2 / Game Period T3> A game period T3 shown in FIG. 10(b) is a period from when the bet button 132 is pressed until immediately before the start lever 135 is pressed in the current game (N+1th game).
[0223] The state shown in FIG. 13(6) is a state in which the operation of pressing the bet button 132 has been accepted during the game period T3 of the current game (N+1th game).
[0224] In this state, when the bet button 132 is pressed, the specified number of credits is inserted, and then the bet number setting / start operation acceptance process (step S102) is performed, and the state shifts to one in which the game can be started.
[0225] In addition, in this state, a provocative effect (a certain effect) is started, which suggests the possibility of granting a bonus to the player in the current game (N+1th game).
[0226] The provocative effect in this example is an example of a "certain effect" according to the present invention. This "certain effect" is an effect that requires at least a certain effect time, and may be executed in connection with the operation of the first operating means (e.g., the bet button 132) and with a freeze.
[0227] The presentation format of the "certain presentation" according to the present invention is not particularly limited, but the provocative presentation in this example is a continuous presentation executed over the presentation time Tpl (certain presentation time) shown in Figure 10(b) in connection with the operation of the bet button 132 (first operating means), and is composed of the presentations shown in Figures 13(6) to (10).
[0228] In the state shown in Figure 13 (6), based on the pressing operation of the bet button 132, part of the hype effect (a certain effect) (in this example, the effect of closing the shutter 163 and the effect of displaying the string "High Probability" in the display area of the liquid crystal display device 157 behind the closed shutter 163) is started.
[0229] Furthermore, in the state shown in the following Figure 13 (7), since the performance time Tpl (a certain performance time) of the provocative performance (a certain performance) has not elapsed, part of the provocative performance (a certain performance) (in this example, the performance of closing shutter 163) continues.
[0230] In addition, in the slot machine of this example, the time for executing the freeze (freeze execution time) may be set to a certain performance time of a certain performance in connection with the operation of the first operating means (e.g., bet button 132).
[0231] In this example, in connection with the operation of the bet button 132 (first operating means), the time for executing the freeze (freeze execution time) is set (provisionally set) to the presentation time Tpl (a certain presentation time) of the hype presentation (a certain presentation).
[0232] <Freeze Control / Example 2 / Game Period T4> The game period T4 shown in Figure 10(b) is the period from the start of freezing based on the acceptance of the pressing operation of the start lever 135 in the current game (N+1th game) to just before the acceptance of the first stop operation of the stop buttons 137 to 139.
[0233] Here, the start time of the game period T4, that is, the timing at which the pressing operation of the start lever 135 is accepted, indicated by the symbol Tstl in FIG. 10(b), is referred to as the "start lever operation start time Tstl."
[0234] In addition, in the current game (N+1th game), the time from when the bet button 132 is operated to when the start lever 135 is operated, that is, the time obtained by subtracting the bet button operation start time Tbet from the start lever operation start time Tstl (=Tstl-Tbet), is referred to as the "elapsed time Tet2."
[0235] The state shown in FIG. 13(8) is a state in which freezing has started in connection with the execution of an inciting effect (a certain effect) during the game period T4 of the current game (N+1th game).
[0236] The slot machine of this example may change the time (freeze execution time) for executing a freeze in connection with the operation of a second operating means (e.g., the bet button 132) depending on the time (elapsed time) from when the first operating means (e.g., the bet button 132) is operated to when the second operating means (e.g., the start lever 135) is operated.
[0237] When the elapsed time is less than a certain performance time of a certain performance, the freeze execution time may be reset to a time obtained by subtracting the elapsed time from the certain performance time in connection with the operation of the second operating means, and the freeze may be executed.
[0238] In this example, in the game period T3, in connection with the operation of the bet button 132 (first operating means), the time for executing the freeze (freeze execution time) is set to the presentation time Tpl (certain presentation time) of the provocative presentation (certain presentation).
[0239] However, in this example, the elapsed time Tet2 from when the bet button 132 (first operating means) is operated to when the start lever 135 (second operating means) is operated is less than the presentation time Tpl (a certain presentation time) of the hype effect (a certain presentation), so in connection with the operation of the start lever 135 (second operating means) during the game period T4, the freeze execution time Tfz2 is reset to the time (in this example, Tpl-Tet2) obtained by subtracting the elapsed time Tet2 from the presentation time Tpl (a certain presentation time) of the hype effect (a certain presentation), and freeze is executed.
[0240] According to this example, the time (freeze execution time Tfz2) for executing the freeze in relation to the operation of the start lever 135 (second operating means) may be changed depending on the time (elapsed time Tet2) from when the bet button 132 (first operating means) is operated until the start lever 135 (second operating means) is operated, so that the time for executing the freeze can be adjusted depending on the operation intervals of multiple operating means, providing a novel and unprecedented presentation.
[0241] Furthermore, if the elapsed time Tet2 is less than the presentation time Tpl (certain presentation time) of the hype presentation (certain presentation), in connection with the operation of the start lever 135 (second operating means), the freeze execution time Tfz2 may be reset to the time (Tpl-Tet2) obtained by subtracting the elapsed time Tet from the presentation time Tpl (certain presentation time), and a freeze may be executed. Therefore, by adjusting the time to execute the freeze, the presentation time of the certain presentation can be guaranteed, thereby increasing the satisfaction of the player.
[0242] In addition, the freeze execution time Tfz is reset to the time (Tpl-Tet) obtained by subtracting the elapsed time Tet from the presentation time Tpl (a certain presentation time) when a replay has not been established in the game before the start of the hype presentation (a certain presentation), so the presentation can be started in accordance with the start of the game, triggered by the operation of the bet button, and the presentation can be started at the optimal timing for the player.
[0243] In the state shown in Figure 13 (8), during the play period T4 of the current game (N+1th game), the start lever 135 is pressed, and thus the internal lottery process for the winning role (step S105) is performed. In this example, as a result of the internal lottery, a certain internal winning role (for example, a rare role) is not internally won, and no bonus (in this example, points) is awarded.
[0244] Also, in this state, in connection with the execution of a hype effect (a certain effect), a freeze is initiated for a freeze execution time Tfz2 (= Tpl - Tet2), and in this example, the start of rotation of all reels 110 to 112 is temporarily suspended, and all reels 110 to 112 remain stopped.
[0245] Also, in this state, since the performance time Tpl (certain performance time) of the teasing performance (certain performance) has not elapsed, some of the performances of the teasing performance (certain performance) (in this example, the performance of closing the shutter 163 and the performance of displaying an image of the family crest in the display area of the liquid crystal display device 157 behind the closed shutter 163) continue.
[0246] The state shown in FIG. 13(9) is a state in which the freeze and the provocative effect (a certain effect) continue during the game period T4 of the current game (N+1th game).
[0247] In this state, since the freeze execution time Tfz2 of the freeze has not elapsed, the freeze continues and the start of rotation of all reels 110 to 112 is temporarily suspended, and since the presentation time Tpl (a certain presentation time) of the teasing presentation (a certain presentation) has not elapsed, some of the presentations of the teasing presentation (a certain presentation) (in this example, the presentation of closing the shutter 163 and the presentation of enlarging and displaying an image of the family crest in the display area of the liquid crystal display device 157 behind the closed shutter 163) continue.
[0248] The state shown in FIG. 13(10) is a state in which the freeze and the provocative effect (a certain effect) have ended during the game period T4 of the current game (N+1th game).
[0249] In this state, the freeze execution time Tfz2 of the freeze has elapsed, so the freeze ends and all reels 110 to 112 start to rotate, and the promotional effect (a certain effect) has ended since its performance time Tpl (a certain performance time) has elapsed.
[0250] Also, in this state, in connection with the start of rotation of all reels 110 to 112, an operation guide (in this example, an image including the string "Aim for the middle reel!") that suggests the order in which to operate the stop buttons 137 to 139 is displayed in the display area of the liquid crystal display device 157.
[0251] <Freeze control / Example 2 / Game period T5> The game period T5 shown in FIG. 10(b) is the period from when the first stop operation of the stop buttons 137 to 139 is accepted to immediately before the second stop operation of the stop buttons 137 to 139 is accepted in the current game (N+1th game).
[0252] The state shown in FIG. 13(11) is a state in which the first stop operation of the stop buttons 137 to 139 has been accepted during the game period T5 of the current game (N+1th game).
[0253] In this state, since the stop operation of stop button 138 is accepted as the first stop operation of stop buttons 137 to 139, a reel stop control process (step S109) is performed, the middle reel 111 corresponding to said stop button 138 is stopped, and a failure effect (in this example, an image of an old woman and an image including the character string "ishi-shi") is started to be displayed in the display area of the liquid crystal display device 157, indicating that no bonus (in this example, points) will be awarded in the game.
[0254] <Freeze Control / Example 2 / Game Period T6> A game period T6 shown in FIG. 10(b) is a period from when the second stop operation of the stop buttons 137 to 139 is accepted until when the third stop operation of the stop buttons 137 to 139 is accepted in the current game (N+1th game).
[0255] The state shown in FIG. 13(12) is a state in which the second stop operation of the stop buttons 137 to 139 has been accepted during the game period T6 of the current game (N+1th game).
[0256] In this state, since the stop operation of stop button 137 is accepted as the second stop operation of stop buttons 137 to 139, a reel stop control process (step S109) is performed, the left reel 110 corresponding to said stop button 137 is stopped, and a failure effect (in this example, an image of an old lady and an image including the string of characters "Sorry!") indicating that no bonus (in this example, points) will be awarded in the game is started to be displayed in the display area of the liquid crystal display device 157.
[0257] The state shown in FIG. 13(13) is a state in which the second stop operation of the stop buttons 137 to 139 has been accepted during the game period T6 of the current game (N+1th game).
[0258] In this state, since the stop operation of stop button 139 is accepted as the third stop operation of stop buttons 137 to 139, a reel stop control process (step S109) is performed, the right reel 112 corresponding to said stop button 139 is stopped, and a failure effect (in this example, an image of an old lady and an image including the string of characters "Sorry!") is started to be displayed in the display area of the liquid crystal display device 157, indicating that no bonus (in this example, points) will be awarded in the game.
[0259] <Freeze Control / Example 3> Figure 14(a) is a time chart of freeze control (Example 3) when the winning role in the previous game is other than a replay, and Figure 15 is a diagram showing a time series of examples of the presentation of freeze control (Example 3) when the winning role in the previous game is other than a replay.
[0260] This embodiment 3 shows an example in which the elapsed time Tet3 from when the bet button 132 is operated to when the start lever 135 is operated is longer than the presentation time Tpl (a certain presentation time) of the hype presentation (a certain presentation) (Tet3>Tpl), and freeze is not executed.
[0261] Note that the game periods T1, T2, and T6 shown in Figure 14(a) are the same as the game periods T1, T2, and T6 of Example 1 described using Figure 10(a), so explanations of these game periods and corresponding presentation examples will be omitted.
[0262] <Freeze Control / Example 3 / Game Period T3> A game period T3 shown in FIG. 10(b) is a period from when the bet button 132 is pressed until immediately before the start lever 135 is pressed in the current game (N+1th game).
[0263] The state shown in FIG. 13(6) is a state in which the operation of pressing the bet button 132 has been accepted during the game period T3 of the current game (N+1th game).
[0264] In this state, when the bet button 132 is pressed, the specified number of credits is inserted, and then the bet number setting / start operation acceptance process (step S102) is performed, and the state shifts to one in which the game can be started.
[0265] In addition, in this state, a provocative effect (a certain effect) is started, which suggests the possibility of granting a bonus to the player in the current game (N+1th game).
[0266] The provocative effect in this example is an example of a "certain effect" according to the present invention. This "certain effect" is an effect that requires at least a certain effect time, and may be executed in connection with the operation of the first operating means (e.g., the bet button 132) and with a freeze.
[0267] The presentation format of the "certain presentation" according to the present invention is not particularly limited, but the provocative presentation in this example is a continuous presentation executed over the presentation time Tpl (certain presentation time) shown in Figure 14(b) in connection with the operation of the bet button 132 (first operating means), and is composed of the presentations shown in Figures 15(6) to (11).
[0268] In the state shown in Figure 15 (6), during the game period T3 of the current game (N+1th game), based on the operation of pressing the bet button 132, a part of the provocative effect (a certain effect) (in this example, an effect of closing the shutter 163 and an effect of displaying the string "High Probability" in the display area of the liquid crystal display device 157 behind the closed shutter 163) is started.
[0269] Furthermore, in the state shown in the following Figure 15 (7), during the play period T3 of the current game (N+1th game), the performance time Tpl (a certain performance time) of the hype performance (a certain performance) has not elapsed, so part of the performance of the hype performance (a certain performance) (in this example, the performance of closing shutter 163) continues.
[0270] Furthermore, in the state shown in the following Figure 15 (8), since the presentation time Tpl (a certain presentation time) of the hype presentation (a certain presentation) has not elapsed during the play period T3 of the current game (N+1th game), some of the presentations of the hype presentation (a certain presentation) (in this example, the presentation of closing the shutter 163 and the presentation of displaying an image of the family crest in the display area of the liquid crystal display device 157 behind the closed shutter 163) are continuing.
[0271] Furthermore, in the state shown in the following Figure 15 (9), since the presentation time Tpl (a certain presentation time) of the hype presentation (a certain presentation) has not elapsed during the play period T3 of the current game (N+1th game), some of the presentations of the hype presentation (a certain presentation) (in this example, the presentation of closing the shutter 163 and the presentation of enlarging and displaying the image of the family crest in the display area of the liquid crystal display device 157 behind the closed shutter 163) are continuing.
[0272] Furthermore, in the state shown in the following Figure 15 (10), since the presentation time Tpl (a certain presentation time) of the hype presentation (a certain presentation) has not elapsed during the play period T3 of the current game (N+1th game), some of the presentations of the hype presentation (a certain presentation) (in this example, the presentation of closing the shutter 163 and the presentation of an enlarged image of the family crest in the display area of the liquid crystal display device 157 behind the closed shutter 163) are continuing, and an operation navigation indicating the order in which to operate the stop buttons 137 to 139 (in this example, the display of an image including the string of characters "Aim for the middle reel!") has begun.
[0273] Furthermore, in the state shown in the following Figure 15 (11), during the play period T3 of the current game (N+1th game), the presentation time Tpl (a certain presentation time) of the hype presentation (a certain presentation) has elapsed, so the hype presentation (a certain presentation) has ended, while the operation navigation suggesting the order in which to operate the stop buttons 137 to 139 (in this example, the display of an image including the string "Aim for the middle reel!") continues in the display area of the liquid crystal display device 157.
[0274] <Freeze Control / Example 3 / Game Period T4> The game period T4 shown in FIG. 14(a) is the period from when the start lever 135 is pressed down until just before the first stop operation of the stop buttons 137 to 139 is accepted in the current game (N+1th game).
[0275] Here, the start time of the game period T4, that is, the timing at which the pressing operation of the start lever 135 is accepted, which is indicated by the symbol Tstl in FIG. 14(a), is referred to as the "start lever operation start time Tstl."
[0276] In addition, in the current game (N+1th game), the time from when the bet button 132 is operated to when the start lever 135 is operated, that is, the time obtained by subtracting the bet button operation start time Tbet from the start lever operation start time Tstl (=Tstl-Tbet), is referred to as the "elapsed time Tet3."
[0277] The state shown in FIG. 15(12) is a state in which the pressing operation of the start lever 135 has been accepted during the game period T4 of the current game (N+1th game).
[0278] The slot machine of this example may change the time (freeze execution time) for executing a freeze in response to the operation of a first operating means (e.g., bet button 132) depending on the time (elapsed time) from when the first operating means (e.g., bet button 132) is operated to when the second operating means (e.g., start lever 135 or any of stop buttons 137 to 139) is operated.
[0279] If the elapsed time exceeds a certain performance time of a certain performance, the freeze is not executed.
[0280] In this example, the elapsed time Tet3 (=Tstl-Tbet) from when the bet button 132 (first operating means) is operated to when the start lever 135 (second operating means) is operated exceeds the presentation time Tpl (a certain presentation time) of the hype presentation (a certain presentation), so no freeze is executed in connection with the acceptance of the pressing operation of the start lever 135.
[0281] According to this example, the presentation time for a certain effect can be guaranteed without executing a freeze, which reduces the control burden and ensures that the desired effect is shown to the player, thereby increasing player satisfaction.
[0282] <Freeze Control / Example 3 / Game Period T5> The game period T5 shown in FIG. 14(a) is the period from when the first stop operation of the stop buttons 137 to 139 is accepted to immediately before the second stop operation of the stop buttons 137 to 139 is accepted in the current game (N+1th game).
[0283] The state shown in FIG. 15(13) is a state in which the first stop operation of the stop buttons 137 to 139 has been accepted during the game period T5 of the current game (N+1th game).
[0284] In this state, since the stop operation of stop button 138 is accepted as the first stop operation of stop buttons 137 to 139, a reel stop control process (step S109) is performed, the middle reel 111 corresponding to said stop button 138 is stopped, and the display area of the liquid crystal display device 157 starts to display a success effect (in this example, an image of the boss, an image of a treasure chest with a closed lid, and an image including the string of characters "GOOD!") suggesting that a bonus (in this example, points) will be awarded in the game.
[0285] <Freeze Control / Example 4> Figure 14(b) is a time chart of freeze control (Example 4) when the winning role in the previous game is a replay, and Figures 16 and 17 are diagrams showing a time series of examples of the presentation of freeze control (Example 4) when the winning role in the previous game is a replay.
[0286] In the above Examples 1 to 3, examples of freeze control when the winning combination in the previous game was other than a replay were explained, but this Example 4 shows an example of freeze control when the winning combination in the previous game was a replay.
[0287] Note that the game periods T5 and T6 shown in Figure 10(b) are the same as the game periods T5 and T6 of Example 1 described using Figure 10(a), so explanations of these game periods and corresponding presentation examples will be omitted.
[0288] <Freeze Control / Example 4 / Game Period T1> A game period T1 shown in FIG. 10(b) is a period from when the start lever 135 is pressed down until immediately before the third stop operation of the stop buttons 137 to 139 is accepted in the previous game (Nth game).
[0289] The state shown in FIG. 16(1) is a state in which the pressing operation of the start lever 135 has been accepted during the game period T1 of the previous game (Nth game).
[0290] In this state, since the pressing operation of the start lever 135 has been accepted, the internal lottery process for a winning combination (step S105) is being carried out, and in this example, as a result of the internal lottery, an internal win for replay has been made.
[0291] In addition, in this state, based on the pressing operation of the start lever 135, a reel rotation start process (step S108) is performed, and all reels 110 to 112 start to rotate, and the display area of the liquid crystal display device 157 starts to display the normal effect corresponding to the normal game (in this example, the display of an image of the lord and the old man sitting inside the castle).
[0292] The state shown in FIG. 16(2) is a state in which the first stop operation of the stop buttons 137 to 139 has been accepted during the game period T1 of the previous game (Nth game).
[0293] In this state, since the stop operation of the stop button 137 is accepted as the first stop operation of the stop buttons 137 to 139, a reel stop control process (step S109) is performed to stop the left reel 110 corresponding to the stop button 137, and a normal effect corresponding to the normal game (in this example, a display of an image showing the lord and the old man noticing something) is started to be displayed in the display area of the liquid crystal display device 157. In this example, since an internal win has been made for the replay, a replay symbol is stopped and displayed in the middle row of the left reel 110 based on the first stop operation.
[0294] The state shown in FIG. 16(3) is a state in which the second stop operation of the stop buttons 137 to 139 has been accepted during the game period T1 of the previous game (Nth game).
[0295] In this state, since a stop operation of the stop button 138 is accepted as the second stop operation of the stop buttons 137 to 139, a reel stop control process (step S109) is performed to stop the center reel 111 corresponding to the stop button 138, and a normal effect corresponding to the normal game (in this example, a display of an image showing the man looking up) is started to be displayed in the display area of the liquid crystal display device 157. Note that in this example, since an internal win has been achieved for the replay, a replay symbol is stopped and displayed in the middle row of the center reel 111 based on the second stop operation.
[0296] <Freeze Control / Example 4 / Game Period T2> The game period T2 shown in Figure 10(b) is the period from when the third stop operation of the stop buttons 137 to 139 is accepted in the previous game (Nth game) to just before the pressing operation of the start lever 135 is accepted in the current game (N+1th game).
[0297] The state shown in FIG. 16(4) is a state in which the third stop operation of the stop buttons 137 to 139 has been accepted during the game period T2 of the previous game (Nth game).
[0298] In this state, since a stop operation of the stop button 139 is accepted as the third stop operation of the stop buttons 137 to 139, a reel stop control process (step S109) is performed to stop the right reel 112 corresponding to the stop button 139. In this example, since an internal win has been achieved for the replay, the replay symbol is stopped and displayed in the middle row of the right reel 112 based on the third stop operation.
[0299] In addition, in this state, a preview effect is started, which suggests the possibility of granting a bonus to the player in the next game (the current game (N+1th game)). The presentation mode of the preview effect is not particularly limited, but in the preview effect of this example, an image showing the man looking up is started to be displayed in the display area of the liquid crystal display device 157.
[0300] Also, in this state, a winning determination process (step S110) is performed based on the stopping of all reels 110 to 112, and in this example, as a result of the internal win, an internal win has been achieved on a replay, so a symbol combination corresponding to the replay (in this example, "replay-replay-replay") is stopped and displayed on the activated line (in this example, the middle winning line) of the symbol display window 113.
[0301] Next, the main control unit 300 performs the bet number setting / start operation acceptance process (step S102). In this example, since a replay was won in the previous game (Nth game), the main control unit 300 performs a process (automatic insertion) to insert the same number of medals as the number inserted in the previous game (Nth game).
[0302] The state shown in FIG. 16(5) is a state in which the preview effect shown in FIG. 16(4) is being continued at the timing of automatic insertion.
[0303] In this state, as a continuation of the preview effect shown in FIG. 16(4), an effect is executed in front of the liquid crystal display device 157 in which the two right shutters 163a and left shutters 163b of the shutter (shielding device) 163 are closed.
[0304] In this example, a preview effect is executed in the previous game (Nth game) before the start of the hype effect (a certain effect), suggesting that the hype effect (a certain effect) will start, so that the certain effect can be started by the player's most recent operation in the flow of the effect.
[0305] <Freeze Control / Example 4 / Game Period T4> The game period T4 shown in FIG. 10(b) is the period from when the start lever 135 is pressed to immediately before the first stop operation of the stop buttons 137 to 139 is accepted in the current game (N+1th game).
[0306] In the slot machine of this example, when a replay is established in a game before a certain effect is started and the game value for the game in which the certain effect is started is automatically inserted (third case), the freeze execution time may be set to a certain effect time in connection with the operation of the start lever.
[0307] In this example, in the game before the start of the hyping effect (a certain effect) (in this example, the previous game (the Nth game)), a replay was established and the game value (in this example, medals) for the game in which the certain effect was started was automatically inserted, and therefore, in connection with the operation of the start lever 135, the freeze execution time Tfz is set to the effect time Tpl (a certain effect time) of the hyping effect (a certain effect).
[0308] The state shown in FIG. 16(6) is a state in which the pressing operation of the start lever 135 has been accepted during the game period T4 of the current game (N+1th game).
[0309] In this state, as a continuation of the preview effect shown in Figures 16(4) and (5), a provocative effect (a certain effect) is started, suggesting the possibility that the player will be awarded a bonus in the current game (N+1th game).
[0310] In this example, when a replay is established, there is no need to operate the bet button, so instead of operating the bet button, the effect can be started in accordance with the start of the game by operating the start lever, and the effect can be started at the optimal timing for the player.
[0311] Also, in this state, in connection with the execution of a hype effect (a certain effect), freezing is initiated for the freeze execution time Tfz (=Tpl), and in this example, the start of rotation of all reels 110 to 112 is temporarily suspended, and all reels 110 to 112 remain stopped.
[0312] The state shown in FIG. 16(7) is a state in which the freeze and the provocative effect (a certain effect) continue during the game period T4 of the current game (N+1th game).
[0313] In this state, since the freeze execution time Tfz of the freeze has not elapsed, the freeze continues, and the start of rotation of all reels 110 to 112 is temporarily suspended, and since the presentation time Tpl (a certain presentation time) of the hype presentation (a certain presentation) has not elapsed, part of the presentation of the hype presentation (a certain presentation) (in this example, the presentation of closing the shutter 163) continues.
[0314] The state shown in FIG. 16(8) is a state in which the freeze and the provocative effect (a certain effect) continue during the game period T4 of the current game (N+1th game).
[0315] In this state, since the freeze execution time Tfz of the freeze has not elapsed, the freeze continues and the start of rotation of all reels 110 to 112 is temporarily suspended, and since the presentation time Tpl (a certain presentation time) of the teasing presentation (a certain presentation) has not elapsed, part of the presentation of the teasing presentation (a certain presentation) (in this example, the presentation of closing the shutter 163 and the presentation of displaying an image of the family crest in the display area of the liquid crystal display device 157 behind the closed shutter 163) continues.
[0316] The state shown in FIG. 17(9) is a state in which the freeze and the provocative effect (a certain effect) continue during the game period T4 of the current game (N+1th game).
[0317] In this state, since the freeze execution time Tfz of the freeze has not elapsed, the freeze continues and the start of rotation of all reels 110 to 112 is temporarily suspended, and since the presentation time Tpl (a certain presentation time) of the teasing presentation (a certain presentation) has not elapsed, part of the presentation of the teasing presentation (a certain presentation) (in this example, the presentation of closing the shutter 163 and the presentation of enlarging and displaying an image of the family crest in the display area of the liquid crystal display device 157 behind the closed shutter 163) continues.
[0318] The state shown in FIG. 17(10) is a state in which the freeze and the provocative effect (a certain effect) have ended during the game period T4 of the current game (N+1th game).
[0319] In this state, the freeze execution time Tfz of the freeze has elapsed, so the freeze ends and all reels 110 to 112 start to rotate, and the promotional effect (a certain effect) has ended since the performance time Tpl (a certain performance time) of the promotional effect (a certain effect) has elapsed.
[0320] Also, in this state, in connection with the start of rotation of all reels 110 to 112, an operation guide (in this example, an image including the string "Aim for the middle reel!") that suggests the order in which to operate the stop buttons 137 to 139 is displayed in the display area of the liquid crystal display device 157.
[0321] <Freeze Control / Summary> As explained above, the gaming machine according to this embodiment (for example, the slot machine 100 shown in FIG. 1) is a gaming machine equipped with a control means (for example, the main control unit 300 shown in FIG. 3), a first operating means (for example, the bet button 132, start lever 135, and stop buttons 137-139 shown in FIG. 1), and a second operating means (for example, the bet button 132, start lever 135, and stop buttons 137-139 shown in FIG. 1), and the control means may change the time for executing a freeze (hereinafter referred to as a "freeze execution time"; for example, the freeze time Tfz shown in FIG. 10(a)) that is initiated in connection with the operation of the second operating means, depending on the time from when the first operating means is operated to when the second operating means is operated (hereinafter referred to as an "elapsed time"; for example, the elapsed time Tet shown in FIG. 10(a)).
[0322] According to the gaming machine of this embodiment, the time for executing the freeze can be adjusted according to the operation intervals of the multiple operating means, and a novel effect that has never been seen before can be provided.
[0323] The device may also be provided with a performance means (for example, the liquid crystal display device shown in Figure 1, the first sub-control unit 400 and the second sub-control unit 500 shown in Figure 3) that can execute a certain performance (for example, the hype performance shown in Figures 11(6) to (8) and Figures 12(9) to (10)), wherein the certain performance is a performance that may be executed in connection with the freeze, the certain performance is a performance that requires at least a certain performance time (for example, the performance time Tpl shown in Figure 10(a)), the certain performance is a performance that may be started in connection with the operation of the first operating means (hereinafter referred to as the "first case"), and the control means may execute the freeze in connection with the operation of the second operating means when the elapsed time in the first case is less than the certain performance time.
[0324] With this configuration, the presentation time for a certain presentation can be guaranteed, so that the presentation will not be prolonged, and the presentation that is desired to be shown to the player can be reliably shown, thereby increasing the satisfaction of the player.
[0325] In addition, the control means may not execute the freeze in connection with the operation of the second operating means when the elapsed time exceeds the certain performance time in the first case.
[0326] In addition, the control means may set the freeze execution time to the certain performance time in connection with the operation of the first operating means, and the control means may reset the freeze execution time to a time obtained by subtracting the elapsed time from the certain performance time in connection with the operation of the second operating means (hereinafter referred to as the "second case").
[0327] With this configuration, by adjusting the time at which the freeze is executed, it is possible to guarantee the presentation time for a certain effect, thereby increasing the satisfaction of the player.
[0328] In addition, when the certain effect is started in connection with the operation of the first operating means, the freeze may be started in connection with the operation of the second operating means while the certain effect is being executed.
[0329] With this configuration, by adjusting the time at which the freeze is executed in response to the operation of the second operating means, it is possible to guarantee the duration of a certain effect, thereby increasing the satisfaction of the player.
[0330] Furthermore, the first operating means may be a bet button (for example, bet button 132 shown in FIG. 1), and the second operating means may be a start lever (for example, start lever 135 shown in FIG. 1), and when a replay is established in a certain game, game value (for example, medals, electronic information equivalent to medals) may be automatically inserted without operating the bet button, and the second case may occur when a replay is not established in a game before the certain performance is started.
[0331] With this configuration, the operation of the bet button can be used as a trigger to start the effect in time with the start of the game, and the effect can be started at the most optimal timing for the player.
[0332] In addition, the presentation means may be capable of executing a presentation (for example, a preview presentation shown in Figures 11(4) to (5)) that suggests that a certain presentation will begin in a game before the certain presentation begins.
[0333] With this configuration, a certain effect can be started by the player's most recent operation in the flow of the effects.
[0334] In addition, the control means may set the freeze execution time to the certain presentation time in connection with the operation of the start lever (hereinafter referred to as the "third case"), and the third case may be a case where a replay is established in a game before the certain presentation starts, and game value related to the game in which the certain presentation starts is automatically inserted.
[0335] With this configuration, when a replay is established, there is no need to operate the bet button, and instead of operating the bet button, the effect can be started in accordance with the start of the game by operating the start lever, and the effect can be started at the optimal timing for the player.
[0336] In addition, when a replay is established in a game before the start of the certain effect and game value related to the game in which the certain effect starts is automatically inserted, the effect means may be capable of executing an effect that suggests that the certain effect has started in the game before the start of the certain effect.
[0337] With this configuration, a certain effect can be started by the player's most recent operation in the flow of the effects.
[0338] <Backlight effect> Next, the backlight effects that can be performed by the slot machine 100 will be described.
[0339] Here, the backlight effect refers to an effect that uses the backlight 264 disposed on the back of the reels 110 to 112. First, prior to explaining the backlight effect, the backlight 264 will be explained using FIG.
[0340] Figure 18(a) is a front view of the reel backlight 264, (b) is a side view of the reel backlight 264, and (c) is an external perspective view of the reel backlight 264 when the components constituting the reel backlight 264 are disassembled and viewed from the front side.
[0341] The reel backlight 264 is a light-emitting means that illuminates (illuminates) the reel bands of each reel 110 to 112 from the rear side (back), and in this example, is composed of a reflector 266, an illumination board 268 that is detachably attached to the back side of the reflector 266, and a decorative panel 270 that is arranged on the side of the reflector 266.
[0342] In this example, the reflector 266 of the reel backlight 264 is formed from white plastic, but the material of the reflector 266 of the reel backlight 264 is not particularly limited, and may be metal or a material of another color.
[0343] Three openings 266a to 266c that connect from the front side to the back side are formed in the reflector 266. Furthermore, six LEDs 268a are arranged on the illumination board 268 at positions corresponding to the openings 266a to 266c.
[0344] The openings 266a to 266c and the LED 268a of the reflector 266 provided on the middle reel device 260 are arranged at positions corresponding to the symbol positions to be displayed in a stopped state in the symbol display window 113 (the positions of symbol positions 4 to 6 described using Figure 2) when attached to the middle reel device 260.
[0345] The openings 266a to 266c and the LED 266a of the reflector 266 provided on the left reel device (not shown) are arranged at positions corresponding to the symbol positions (symbol positions 1 to 3 described using Figure 2) to be displayed in a stopped state in the symbol display window 113 when attached to the left reel device.
[0346] The openings 266a to 266c and the LED 268a of the reflector 266 provided on the right reel device (not shown) are arranged at positions corresponding to the symbol positions (symbol positions 7 to 9 described using Figure 2) to be displayed in a stopped state in the symbol display window 113 when attached to the right reel device.
[0347] In this example, six LEDs 268a are arranged at positions corresponding to the openings 266a to 266c, so that the light emitted from one opening does not interfere with the light emitted from another opening, thereby enabling the light to be uniformly irradiated onto each of the multiple symbol positions on the symbol display window 113.
[0348] For example, by turning on all the LEDs 268a, all of the symbols visible to the player can be illuminated from behind. Also, by turning on some of the LEDs 268a, some of the symbols visible to the player can be illuminated from behind. Note that the number and positions of the openings and LEDs are not limited to this example.
[0349] In this example, reflector 266 has a plurality of slits (grooves) 266d to 266g provided at predetermined intervals on the bottom surface of upper opening 266a, the top and bottom surfaces of central opening 266b, and the top surface of lower opening 266c. This allows the light emitted from LED 268a to be uniformly irradiated onto the pattern located in front, improving the visibility of the pattern.
[0350] Furthermore, slit 266d provided on the underside of upper opening 266a, slit 266e provided on the top surface of central opening 266b, slit 266f provided on the bottom surface of central opening 266b, and slit 266g provided on the top surface of lower opening 266c are arranged so that the areas where the slits are formed and the areas where the slits are not formed alternate in the vertical direction (so that the positions of the slits do not coincide above and below the partitions of the openings). This structure prevents interference between light beams emitted through the slits from adjacent openings.
[0351] The reel backlight 264 is able to sufficiently and uniformly illuminate the reel band by the reflector 266 and the slits (grooves) 266d to 266g, and therefore does not have a lens cover like the reel front lighting 250, but may have a configuration with a lens cover, which allows the reel band to be illuminated uniformly, and furthermore, since the reel backlight 264 does not need to be looked directly at during reel assembly or maintenance of the gaming machine, glare on the worker can be reduced.
[0352] <Backlight effect / Example 1 (normal game, special reply win)> Figure 19(a) is a time chart showing the flow of a game (Example 1) in which an internal win is made on a special replay during normal play, and Figure 20 is a diagram showing an example of a backlight effect in chronological order in a game (Example 1) in which an internal win is made on a special replay during normal play.
[0353] <Backlight effect / Example 1 (normal game, special rep win) / game period T1> The game period T1 shown in Figure 19(a) is the period from when the first stop operation of the stop buttons 137 to 139 is accepted to when the third stop operation of the stop buttons 137 to 139 is accepted in a certain game of normal play (the Nth game (N is a positive integer)).
[0354] The state shown in FIG. 20(1) is a state in which the pressing operation of the start lever 135 is accepted during a game period T1 of a certain game (N-th game).
[0355] In this state, since the pressing operation of the start lever 135 is accepted, the internal lottery process for the winning combination (step S105) is performed, and in this example, as a result of the internal lottery, a special replay (a certain internal winning combination) is internally won. It goes without saying that the "certain internal winning combination" according to the present invention is not limited to the special replay.
[0356] In addition, in this state, based on the pressing operation of the start lever 135, a reel rotation start process (step S108) is performed, and all reels 110 to 112 start to rotate, and the display area of the liquid crystal display device 157 starts to display the normal effect corresponding to the normal game (in this example, the display of an image of the lord and the old man sitting inside the castle).
[0357] The state shown in FIG. 20(2) is a state in which the first stop operation of the stop buttons 137 to 139 has been accepted during a game period T1 of a certain game (Nth game).
[0358] In this state, since the stop operation of the stop button 137 is accepted as the first stop operation of the stop buttons 137 to 139, a reel stop control process (step S109) is performed to stop the left reel 110 corresponding to the stop button 137, and at the same time, a winning role suggestion effect (in this example, an effect in which a princess appears) is started to be displayed in the display area of the liquid crystal display device 157, which suggests that a special replay (a certain internal winning role) has been internally won.
[0359] The state shown in FIG. 20(3) is a state in which the second stop operation of the stop buttons 137 to 139 has been accepted during a game period T1 of a certain game (Nth game).
[0360] In this state, since a stop operation of the stop button 138 is accepted as the second stop operation of the stop buttons 137 to 139, a reel stop control process (step S109) is performed to stop the middle reel 111 corresponding to the stop button 138, and at the same time, a winning role suggestion effect (in this example, an effect in which the princess stops and smiles) is started to be displayed in the display area of the liquid crystal display device 157, which suggests that an internal win has occurred for a special replay (a certain internal winning role).
[0361] The state shown in FIG. 20(4) is a state in which the third stop operation of the stop buttons 137 to 139 has been accepted during the game period T1 of a certain game (Nth game).
[0362] In this state, since the stop operation of the stop button 139 is accepted as the third stop operation of the stop buttons 137 to 139, a reel stop control process (step S109) is performed, the right reel 112 corresponding to the stop button 139 is stopped, and a winning role suggestion effect (in this example, an effect in which the princess passes in front of the lord) is started to be displayed in the display area of the liquid crystal display device 157, suggesting that a special replay (a certain internal winning role) has been internally won.
[0363] <Backlight effect / Example 1 (normal game, special rep win) / game period T2> The game period T2 shown in Figure 19(a) is the period from when a winning determination is made for a certain game (Nth game) of normal game play to just before the pressing of the bet button 132 for the next game (N+1th game) is accepted.
[0364] The state shown in FIG. 20(5) is a state in which a winning determination is being made during a game period T2 of a certain game (Nth game).
[0365] In this state, a winning determination process (step S110) is performed based on the stopping of all reels 110 to 112, and in this example, as a result of the internal win, an internal win has been achieved on a special replay (a certain internal winning role), so a symbol combination (in this example, the symbol combination of "BAR-replay-replay") corresponding to the special replay (a certain internal winning role) is displayed stopped on the active line of the symbol display window 113.
[0366] In addition, in this state, the backlight effect (first effect) is executed using the backlight 264 described with reference to FIG.
[0367] The backlight effect in this example is an example of the "first effect" according to the present invention, and is "a light-emitting effect for at least a partial area (first area) of the stopped reel."
[0368] The presentation form of the "first presentation" according to the present invention is not particularly limited, but the backlight presentation (first presentation) in this example is a presentation that lights up the valid line of the pattern display window 113 or a line that clearly indicates that a certain internal winning role (in this example, a special replay) has been won.
[0369] Specifically, in the backlight effect (first effect) of this example, the LED 268a of the reflector 266 arranged behind (behind) the pattern position (first area; in this example, the middle pattern LM of the left reel, the middle pattern CM of the middle reel, and the middle pattern RM of the right reel) of the middle winning line where a pattern combination (in this example, the pattern combination "BAR-replay-replay") corresponding to a special replay (a certain internal winning role) is stopped and displayed, flashes in an illuminating color (in this example, green) different from the normal illuminating color (in this example, white). Hereinafter, the backlight effect (first effect) of this example may be referred to as the "Flash 1 effect."
[0370] In this example, in order to make the Flash 1 effect stand out, the LED 268a of the reflector 266 disposed behind (behind) the symbols other than those in the middle winning line symbol position (first area) is turned off.
[0371] It should be noted that the "first area" of the "first effect" according to the present invention is not limited to the symbol position on the middle winning line shown in Figure 20(5). For example, as shown in Figure 20(5'), when a symbol combination (in this example, the symbol combination of "BAR-REPLAY-REPLAY") corresponding to a special replay (a certain internal winning role) is stopped and displayed on a right-downward winning line consisting of the upper symbol LU on the left reel, the middle symbol CM on the middle reel, and the lower symbol RL on the right reel, the LED 268a of the reflector 266 arranged behind (on the back) the symbol position (first area) on the right-downward winning line may flash in a different light color (in this example, green) from the normal light color (in this example, white).
[0372] Also, although not shown in the figures, the "first area" of the "first effect" of the present invention may be the pattern position of the upper winning line consisting of the upper pattern on the left reel, the upper pattern on the middle reel, and the upper pattern on the right reel, the lower winning line consisting of the lower pattern on the left reel, the lower pattern on the middle reel, and the lower pattern on the right reel, and the right-sloping winning line consisting of the lower pattern on the left reel, the middle pattern on the middle reel, and the upper pattern on the right reel.
[0373] Furthermore, the "first effect" according to the present invention is not limited to a mode in which the LED 268a of the backlight 264 flashes in an emitting color (green in this example) different from the normal emitting color (white in this example), but may be, for example, lit in an emitting color (yellow, for example) different from the normal emitting color (white, for example), or may change to another color (red or rainbow colors), or may be an effect in which the "first area" is illuminated from the front side of the reels 110 to 112. Also, it may be an illumination effect for at least a partial area (first area) of the full-screen LCD display.
[0374] <Backlight effect / Example 1 (normal game, special reply win) / Game period T3> The game period T3 shown in Figure 19(a) is the period from when the bet button 132 is pressed in the next game (N+1th game) of a certain game (Nth game) of normal game play to just before the start lever 135 is pressed.
[0375] The state shown in FIG. 20(6) is a state in which pressing of the bet button 132 is accepted in the next game (N+1th game) of a certain game (Nth game) of the normal game.
[0376] In this state, when the bet button 132 is pressed, the specified number of credits is inserted, and then the bet number setting / start operation acceptance process (step S102) is performed, and the state shifts to one in which the game can be started.
[0377] In addition, in this state, the LED 268a of the reflector 266 is turned on based on the pressing operation of the bet button 132 for the next game (N+1th game).
[0378] In this example, a flash 1 effect (first effect) is executed in response to an internal win of a certain internal winning role (in this example, a special replay), but the "first effect" according to the present invention may also be executed in response to a certain internal winning role being won.
[0379] <Backlight effect / Example 2 (Judge wins, special reply not won)> Next, an example of the backlight effect in a game (Example 2) in which the special replay is not internally won when the judge effect is won will be described.
[0380] Figure 19(b) is a time chart showing the flow of a game (Example 2) in which the internal win for the special replay was not made when the judge performance was won, and Figures 21(1) to (8) and Figures 22(9) to (10) are figures showing examples of backlight performances in chronological order in a game (Example 2) in which the internal win for the special replay was not made when the judge performance was won.
[0381] Here, the "judgment effect" according to the present invention refers to an effect that notifies the player whether or not a bonus will be awarded. In this example, as an example of the "judgment effect" according to the present invention, an example of transition from normal game to AT (entering AT) will be described, but it is not limited to this example, and may be, for example, an effect executed when adding during AT, or an effect executed when transitioning to a specialized zone or chance zone.
[0382] Furthermore, the "benefits" according to the present invention include the right to transition to a gaming state that is advantageous to the player (for example, bonus, AT, CZ, etc.), an increase in the number of AT games, etc.
[0383] <Backlight effect / Example 2 (Judge win, special reply not won) / Game period T4> The game period T4 shown in Figure 19(b) is the period from when the first stop operation of stop buttons 137 to 139 is accepted to when the third stop operation of stop buttons 137 to 139 is accepted in a certain game (the Nth game (N is a positive integer)) when the judge performance is won.
[0384] The state shown in FIG. 21(1) is the state immediately before the first stop operation of the stop buttons 137 to 139 is accepted during the game period T4 of a certain game (Nth game) when the judge performance is won.
[0385] In this state, since the pressing operation of the start lever 135 is accepted, an internal lottery process for a winning role (step S105) is performed, and in this example, as a result of the internal lottery, a winning role (in this example, a miss) other than the special replay (a certain internal winning role) is internally won.
[0386] In addition, in this state, based on the pressing operation of the start lever 135, a reel rotation start process (step S108) is performed, and all reels 110 to 112 start to rotate, and the display area of the liquid crystal display device 157 starts to display a judgment effect corresponding to the judgment state (in this example, a continuous effect in which the lord chases his retainers inside the castle).
[0387] The state shown in FIG. 21(2) is a state in which the first stop operation of the stop buttons 137 to 139 is accepted during a game period T4 of a certain game (Nth game) when the judge effect is won.
[0388] In this state, since the stop operation of the stop button 137 is accepted as the first stop operation of the stop buttons 137 to 139, a reel stop control process (step S109) is performed to stop the left reel 110 corresponding to the stop button 137, and the display area of the liquid crystal display device 157 continues to display the judgement effect corresponding to the judgement state (in this example, a continuous effect in which the lord chases his retainers inside the castle).
[0389] The state shown in FIG. 21(3) is a state in which the second stop operation of the stop buttons 137 to 139 is accepted during a game period T4 of a certain game (Nth game) when the judge performance is won.
[0390] In this state, since the stop operation of the stop button 138 is accepted as the second stop operation of the stop buttons 137 to 139, a reel stop control process (step S109) is performed to stop the middle reel 111 corresponding to the stop button 138, and the display area of the liquid crystal display device 157 continues to display the judgement effect corresponding to the judgement state (in this example, a continuous effect in which the lord chases his retainers inside the castle).
[0391] The state shown in FIG. 21(4) is a state in which the third stop operation of the stop buttons 137 to 139 is accepted during a game period T4 of a certain game (Nth game) when the judge performance is won.
[0392] In this state, since the stop operation of the stop button 139 is accepted as the third stop operation of the stop buttons 137 to 139, a reel stop control process (step S109) is performed to stop the right reel 112 corresponding to the stop button 139, and the display area of the liquid crystal display device 157 continues to display the judgement effect corresponding to the judgement state (in this example, a continuous effect in which the lord chases his retainers inside the castle).
[0393] The judgment effect in this example is an effect accompanied by a freeze, and in this state, the freeze is started in association with the start of the judgment effect. The freeze in this example is in association with the stopping of the last reel 112 of the multiple reels 110 to 112, and processing related to the payout of game value (medals in this example) is not performed for a predetermined period (in this example, the judgment effect result display waiting time until the display of the judgment effect result display starts; for example, 10 seconds), and the LEDs 268a of the backlights 264 of the reels 110 to 112 are turned off during the judgment effect result display waiting time (predetermined period; in this example, 10 seconds).
[0394] It should be noted that the "judge effect" according to the present invention is not limited to "an effect involving a freeze," and may be an effect that does not involve a freeze, or may be another effect that uses a timer. Also, in this example, all or part of the backlight 264 is turned off for a predetermined period in conjunction with the execution of the judge effect, so that the judge effect and the flash 2 effect (second effect) described below stand out, but during that period the backlight 264 may be turned on, or an effect in which the backlight 264 blinks (flashes) may be executed.
[0395] Furthermore, the "freeze" according to the present invention is not limited to "no processing related to the payout of gaming value is performed for a predetermined period of time," and may be, for example, a state in which operation means such as the bet buttons 130 to 132, the start lever 135, and the stop buttons 137 to 139 are disabled, or conversely, a state in which operation means such as the bet buttons 130 to 132, the start lever 135, and the stop buttons 137 to 139 are enabled, in which case the freeze may be configured to be stopped (cancelled) when an operation means is accepted.
[0396] Furthermore, the "predetermined period" according to the present invention may be the period from the start of the judge performance until all or at least a portion of the display of the judge performance result becomes visible, or it may be the period from the start of the judge performance until all or at least a portion of the display of a part of the judge performance (for example, the initial promotional part) becomes visible.
[0397] In the state shown in Figure 21 (4), the third stop operation of stop buttons 137 to 139 triggers the start of counting of the result display waiting timer (timer generation) to measure the judge performance result display waiting time (a predetermined period, in this example, 10 seconds).
[0398] Also, in this state, a winning determination process (step S110) is performed based on the stopping of all reels 110 to 112, and in this example, as a result of the internal win, an internal win has not been achieved for the special replay (certain internal winning role), so a symbol combination corresponding to a miss is displayed stopped on the active line of the symbol display window 113, but since an internal win has not been achieved for the special replay (certain internal winning role), the flash 1 effect (first effect) is not executed.
[0399] <Backlight effect / Example 2 / Game period T5> The game period T5 shown in FIG. 19(b) is the period from when the judge effect result display waiting timer starts counting to when the result display timer finishes counting in a certain game (Nth game) when the judge effect is won.
[0400] The state shown in Figures 21(5) to (7) is a state in which the judgement effect and freeze continue during the game period T5 of a certain game (Nth game) when the judgement effect is won, and the judgement effect result display waiting timer is counting.
[0401] In this state, the display area of the liquid crystal display device 157 continues to display the judgement effect corresponding to the judgement state (in this example, a continuous effect showing the lord and his retainers fighting), while the freeze state in which no processing related to the payout of game value (in this example, medals) is performed continues, and the LED 268a of the backlight 264 continues to be turned off.
[0402] <Backlight effect / Example 2 (Judge win, special reply not won) / Game period T6> A game period T6 shown in FIG. 19(b) is a period from when the judge effect result display waiting timer finishes counting to immediately before the bet button 132 for the next game is accepted for pressing.
[0403] The state shown in FIG. 21(8) is a state in which the result of the judgement effect is displayed during a game period T6 of a certain game (N-th game) when the judgement effect is won.
[0404] In this state, the timer for waiting for the display of the judge performance result has finished counting (the waiting time for the display of the judge performance result (10 seconds in this example) has elapsed since the third stop operation of the stop buttons 137 to 139), so the judge performance ends and a victory performance (in this example, an image showing the lord capturing the retainer and the word "captured" indicating that the lord has captured the retainer) is displayed as the result of the judge performance to notify the player that a special prize will be awarded.
[0405] In the slot machine of this example, when a judgement effect notifies that a bonus will be awarded (second case), the slot machine can execute the second effect even if a certain internal winning combination is not won in a certain game. In this example, in the state shown in Figure 21 (8), a special replay (a certain internal winning combination) is not won, but in connection with all of the multiple reels 110 to 112 coming to a halt, a backlight effect (second effect) using the backlight 264 is executed.
[0406] The backlight effect in this example is an example of the "second effect" according to the present invention, and is "a light-emitting effect for at least a partial area (second area) of the stopped reel."
[0407] The presentation form of the "second presentation" according to the present invention is not particularly limited, but the backlight presentation (second presentation) in this example is a presentation (V flash) in which the V-shaped winning line in the pattern display window 113 is illuminated.
[0408] Specifically, in the backlight effect (second effect) of this example, the LED 268a of the reflector 266 arranged on the rear side (back) of the symbol position (second area) of the V-shaped winning line consisting of the upper symbol LU and middle symbol LM of the left reel, the lower symbol CL of the middle reel, and the upper symbol RU and middle symbol RM of the right reel, flashes in an illuminating color (green in this example) different from the normal illuminating color (white in this example). Hereinafter, the backlight effect (second effect) of this example may be referred to as the "Flash 2 effect."
[0409] In this example, in order to make the Flash 2 effect stand out, the LED 268a of the reflector 266 arranged on the rear side (back) of the symbol positions other than the symbol position (first area) of the V-shaped winning line is turned off.
[0410] According to this example, when informing that a bonus will be awarded upon a judge's victory (judge effect), even if a special replay (a certain internal winning role) is not won in a certain game, the Flash 2 effect (second effect) can be executed, so that the player can be clearly informed that a bonus will be awarded.
[0411] The Flash 2 effect (second effect) in this example is an effect (light-emitting effect for the second area) in which the upper pattern LU and middle pattern LM of the left reel, the lower pattern CL of the middle reel, and the upper pattern RU and middle pattern RM of the right reel (second area) flash (i.e., from the rear side), whereas the Flash 1 effect (first effect) in Example 1 described using Figure 20 (5) is an effect (light-emitting effect for the first area) in which the middle pattern LM of the left reel, the middle pattern CM of the middle reel, and the middle pattern RM of the right reel (first area) flash (i.e., from the rear side).
[0412] The middle pattern LM of the left reel, the middle pattern CM of the middle reel, and part of the middle pattern RM of the right reel (first area) shown in Figure 20 (5) (in this example, the middle pattern LM of the left reel and the middle pattern RM of the right reel) and the top pattern LU and middle pattern LM of the left reel, the bottom pattern CL of the middle reel, and part of the top pattern RU and middle pattern RM of the right reel (second area) (in this example, the middle pattern LM of the left reel and the middle pattern RM of the right reel) shown in Figure 21 (8) are the same area, and the Flash 1 effect (first effect) of Example 1 and the Flash 2 effect (second effect) of this example are similar in that the middle pattern LM of the left reel and the middle pattern RM of the right reel are made to flash (flash) from the rear (back).
[0413] The "second area" of the "second effect" according to the present invention is not limited to the symbol position of the V-shaped winning line shown in Figure 21 (8), but may be, for example, the symbol position of an X-shaped winning line consisting of the upper and lower symbols on the left reel, the middle symbol on the center reel, and the upper and lower symbols on the right reel. In other words, it is sufficient that part of the "first area" of the "first effect" according to the present invention and part of the "second area" of the "second effect" according to the present invention are the same area.
[0414] Furthermore, the "first area of the first effect" according to the present invention and the "second area of the second effect" according to the present invention may be illuminated in different colors.
[0415] In this example, the backlight 264 is kept off so that the display of the judge effect result and the flash 2 effect (second effect) stand out, but the backlight 264 may be turned on, or an effect may be executed in which the backlight 264 blinks (flashes). Also, a light-emitting effect may be applied to at least a partial area (first area) of the full-screen LCD display.
[0416] <Backlight effect / Example 2 (Judge win, special reply not won) / Game period T7> The game period T7 shown in Figure 19(b) is the period from when the bet button 132 is pressed in the next game (N+1th game) after a certain game (Nth game) when the judge performance is won, to just before the start lever 135 is pressed.
[0417] The state shown in FIG. 22(9) is a state in which pressing the bet button 132 triggers the start of a game (N+1th game) following a certain game (Nth game) when the judge performance is won.
[0418] In this state, when the bet button 132 is pressed, the specified number of credits is inserted, and then the bet number setting / start operation acceptance process (step S102) is performed, and the state shifts to one in which the game can be started.
[0419] Also, in this state, based on the operation of pressing the bet button 132 for the next game (N+1th game), the LED 268a of the backlight 264, which had been off, is turned on, and the display area of the liquid crystal display device 157 begins to display a bonus award suggestion effect (in this example, an image showing the sliding doors inside the castle opening) indicating that the player has been awarded a bonus.
[0420] <Backlight effect / Example 2 (Judge win, special reply not won) / Game period T8> The game period T8 shown in Figure 19(b) is the period from when the start lever 135 is pressed in the next game (N+1th game) after a certain game (Nth game) when the judge performance is won, to just before the first stop operation of the stop buttons 137 to 139 is accepted.
[0421] The state shown in Figure 22 (10) is a state in which a bonus awarding effect is being performed in the next game (N+1th game) after a certain game (Nth game) when the judge effect is won, triggered by pressing the start lever 135.
[0422] In this state, based on the pressing operation of the start lever 135, a reel rotation start process (step S108) is performed, and all reels 110 to 112 start to rotate, and at the same time, a bonus awarding effect is displayed in the display area of the liquid crystal display device 157 to notify the player that a bonus has been awarded (in this example, an image including the string of characters "Bonus Confirmed!!" is displayed to notify that the awarding of a bonus has been confirmed).
[0423] <Backlight effect / Example 3 (Judge victory, special reply win)> Next, an example of the backlight effect in a game (Example 3) in which an internal win is made on a special replay when the judge effect is won will be described.
[0424] 22(1) to (4) and 23(5) to (10) are diagrams showing examples of backlight effects in chronological order in a game (Example 3) in which a special replay is internally won when the judge effect is won.
[0425] In order to avoid repetitive explanations, only the differences from Example 2 (a game in which the special replay was not internally won when the judge performance was won) will be explained below.
[0426] The state shown in FIG. 22(1) is a state immediately before the first stop operation of the stop buttons 137 to 139 is accepted in a certain game (Nth game) when the judge effect is won.
[0427] In this state, since the pressing operation of the start lever 135 has been accepted, an internal lottery process for a winning role (step S105) is performed, and in this example, as a result of the internal lottery, a special replay (a certain internal winning role) has been internally won.
[0428] The state shown in FIG. 22(4) is a state in which the third stop operation of the stop buttons 137 to 139 is accepted in a certain game (N-th game) when the judge performance is won.
[0429] In this state, since the stop operation of the stop button 139 is accepted as the third stop operation of the stop buttons 137 to 139, a reel stop control process (step S109) is performed to stop the right reel 112 corresponding to the stop button 139, and the display area of the liquid crystal display device 157 continues to display the judgement effect corresponding to the judgement state (in this example, a continuous effect in which the lord chases his retainers inside the castle).
[0430] The judgment effect in this example is an effect accompanied by a freeze, and in this state, the freeze is started in association with the start of the judgment effect. The freeze in this example is in association with the stopping of the last reel 112 of the multiple reels 110 to 112, and processing related to the payout of game value (medals in this example) is not performed for a predetermined period (in this example, the judgment effect result display waiting time until the display of the judgment effect result display starts; for example, 10 seconds), and the LEDs 268a of the backlights 264 of the reels 110 to 112 are turned off during the judgment effect result display waiting time (predetermined period; in this example, 10 seconds).
[0431] Also, in this state, the third stop operation of the stop buttons 137 to 139 triggers the start of counting of the result display waiting timer (timer generation) to measure the judge performance result display waiting time (a predetermined period, in this example, 10 seconds).
[0432] Also, in this state, a winning determination process (step S110) is performed based on the stopping of all reels 110 to 112, and in this example, as a result of the internal win, an internal win has been achieved on a special replay (a certain internal winning role), so a pattern combination (in this example, the pattern combination of "BAR-replay-replay") corresponding to the special replay (a certain internal winning role) is displayed stopped on the active line of the pattern display window 113.
[0433] In Example 1, when an internal winning role (in this example, a special replay) is internally won, an example was shown in which a flash 1 effect (first effect) is executed when all reels 110 to 112 stop. However, in this example, instead of the flash 1 effect (first effect), a flash 2 effect (second effect) is executed at the timing when the result of the judge effect starts to be displayed, as shown in Figure 23 (8) (the flash 1 effect (first effect) is replaced by the flash 2 effect (second effect)), so in the state shown in Figure 22 (4), the flash 1 effect (first effect) is not executed.
[0434] According to this example, the winning of a special replay (a certain internal winning combination) can be made noticeable by providing a different notification, thereby increasing the player's motivation to play.
[0435] In addition, when a bonus is awarded to a player, it can be made to look as if the bonus has been awarded to the player by winning a special replay (a certain internal winning combination), thereby increasing the player's sense of expectation.
[0436] The states shown in the following Figs. 23(5) to (10) are the same as those shown in Figs. 21(5) to (8) and Figs. 22(9) to (10) of the second embodiment, and therefore their explanation will be omitted.
[0437] <Backlight effect / Example 4 (Judge defeat, special reply not won)> Next, an example of the backlight effect in a game where the judge effect is lost but the special replay is not internally won (Example 4) will be described.
[0438] Figure 19(c) is a time chart showing the flow of a game (Example 4) in which the internal win for the special replay was not made when the judge performance was lost, and Figures 24(1) to (8) and Figures 25(9) to (10) are figures showing examples of backlight performances in chronological order in a game (Example 4) in which the internal win for the special replay was not made when the judge performance was lost.
[0439] <Backlight effect / Example 4 (Judge defeat, special reply not won) / Game period T4> The game period T4 shown in Figure 19(c) is the period from when the first stop operation of stop buttons 137 to 139 is accepted to when the third stop operation of stop buttons 137 to 139 is accepted in a certain game (the Nth game (N is a positive integer)) when the judgement performance is lost.
[0440] The state shown in FIG. 24(1) is the state immediately before the first stop operation of the stop buttons 137 to 139 is accepted during the game period T4 of a certain game (Nth game) when the judgement effect is lost.
[0441] In this state, since the pressing operation of the start lever 135 is accepted, an internal lottery process for a winning role (step S105) is performed, and in this example, as a result of the internal lottery, a winning role (in this example, a miss) other than the special replay (a certain internal winning role) is internally won.
[0442] In addition, in this state, based on the pressing operation of the start lever 135, a reel rotation start process (step S108) is performed, and all reels 110 to 112 start to rotate, and the display area of the liquid crystal display device 157 starts to display a judgment effect corresponding to the judgment state (in this example, a continuous effect in which the lord chases his retainers inside the castle).
[0443] The state shown in FIG. 24(2) is a state in which the first stop operation of the stop buttons 137 to 139 is accepted during a game period T4 of a certain game (Nth game) when the judgement effect is lost.
[0444] In this state, since the stop operation of the stop button 137 is accepted as the first stop operation of the stop buttons 137 to 139, a reel stop control process (step S109) is performed to stop the left reel 110 corresponding to the stop button 137, and the display area of the liquid crystal display device 157 continues to display the judgement effect corresponding to the judgement state (in this example, a continuous effect in which the lord chases his retainers inside the castle).
[0445] The state shown in FIG. 24(3) is a state in which the second stop operation of the stop buttons 137 to 139 is accepted during a game period T4 of a certain game (Nth game) when the judgement effect is lost.
[0446] In this state, since the stop operation of the stop button 138 is accepted as the second stop operation of the stop buttons 137 to 139, a reel stop control process (step S109) is performed to stop the middle reel 111 corresponding to the stop button 138, and the display area of the liquid crystal display device 157 continues to display the judgement effect corresponding to the judgement state (in this example, a continuous effect in which the lord chases his retainers inside the castle).
[0447] The state shown in FIG. 24(4) is a state in which the third stop operation of the stop buttons 137 to 139 is accepted during a game period T4 of a certain game (Nth game) when the judgement effect is lost.
[0448] In this state, since the stop operation of the stop button 139 is accepted as the third stop operation of the stop buttons 137 to 139, a reel stop control process (step S109) is performed to stop the right reel 112 corresponding to the stop button 139, and the display area of the liquid crystal display device 157 continues to display the judgement effect corresponding to the judgement state (in this example, a continuous effect in which the lord chases his retainers inside the castle).
[0449] The judgment effect in this example is an effect accompanied by a freeze, and in this state, the freeze is started in association with the start of the judgment effect. The freeze in this example is in association with the stopping of the last reel 112 of the multiple reels 110 to 112, and processing related to the payout of game value (medals in this example) is not performed for a predetermined period (in this example, the judgment effect result display waiting time until the display of the judgment effect result display starts; for example, 10 seconds), and the LEDs 268a of the backlights 264 of the reels 110 to 112 are turned off during the judgment effect result display waiting time (predetermined period; in this example, 10 seconds).
[0450] Also, in this state, the third stop operation of the stop buttons 137 to 139 triggers the start of counting of the result display waiting timer (timer generation) to measure the judge performance result display waiting time (a predetermined period, in this example, 10 seconds).
[0451] <Backlight effect / Example 4 (Judge defeat, special reply not won) / Game period T5> The game period T5 shown in FIG. 19(c) is the period from the start of counting the judgement effect result display waiting timer to the end of counting the result display timer in a certain game (Nth game) when the judgement effect is lost.
[0452] The state shown in Figures 24 (5) to (7) is a state in which the judgement effect and freeze continue during the game period T5 of a certain game (Nth game) when the judgement effect is lost, and the judgement effect result display waiting timer is counting.
[0453] In this state, the display area of the liquid crystal display device 157 continues to display the judgement effect corresponding to the judgement state (in this example, a continuous effect showing the lord and his retainers fighting), while the freeze state in which no processing related to the payout of game value (in this example, medals) is performed continues, and the LED 268a of the backlight 264 continues to be turned off.
[0454] <Backlight effect / Example 4 (Judge defeat, special reply not won) / Game period T9> A game period T9 shown in FIG. 19(c) is a period from when the judge effect result display waiting timer finishes counting to immediately before the bet button 132 for the next game is accepted for pressing.
[0455] The state shown in FIG. 24(8) is a state in which the result of the judgement effect is displayed during a game period T9 of a certain game (Nth game) when the judgement effect is lost.
[0456] In this state, a winning determination process (step S110) is performed based on the stopping of all reels 110 to 112, and in this example, as a result of the internal win, an internal win has been achieved for a winning role (a miss in this example) other than a special replay (a certain internal winning role), so the symbol combination corresponding to the miss is displayed stopped on the active line of the symbol display window 113.
[0457] Also, in this state, the counting of the judge performance result display waiting timer has finished (the judge performance result display waiting time (in this example, 10 seconds) has elapsed since the third stop operation of stop buttons 137 to 139), so the judge performance ends and a defeat performance (in this example, an image showing the servant escaping from the lord and the display of the string "escape" suggesting that the lord was unable to capture the servant) begins to be displayed as the result display of the judge performance to inform the player that no special benefit will be awarded.
[0458] The slot machine in this example is configured not to execute the second effect when the judge effect notifies the player that no bonus will be awarded (first case), and in this example, in the state shown in Figure 24 (8), a defeat effect is executed to notify the player that no bonus will be awarded, so Flash 2 (second effect) is not executed.
[0459] According to this example, since Flash 2 (second effect) is not executed, it is possible to clearly notify the player that no special benefit will be awarded.
[0460] <Backlight effect / Example 4 (Judge defeat, special reply not won) / Game period T10> The game period T10 shown in Figure 19(c) is the period from when the bet button 132 is pressed in the next game (N+1th game) after a certain game (Nth game) when the judgement performance is lost, to just before the start lever 135 is pressed.
[0461] The state shown in FIG. 25(9) is a state in which pressing the bet button 132 triggers the start of a game (N+1th game) following a certain game (Nth game) at the time of losing the judgement performance.
[0462] In this state, when the bet button 132 is pressed, the specified number of credits is inserted, and then the bet number setting / start operation acceptance process (step S102) is performed, and the state shifts to one in which the game can be started.
[0463] Also, in this state, based on the operation of pressing the bet button 132 for the next game (N+1th game), the judgment effect that was being executed in a certain game (Nth game) is ended, while the LED 268a of the backlight 264 that was turned off is turned on, and the display of the normal effect corresponding to the normal game (in this example, the display of an image of the lord and the old man sitting inside the castle) is started.
[0464] <Backlight effect / Example 4 (Judge defeat, special reply not won) / Game period T11> The game period T11 shown in Figure 19(c) is the period from when the start lever 135 is pressed in the next game (N+1th game) after a certain game (Nth game) when the judgement performance is lost, to just before the first stop operation of the stop buttons 137 to 139 is accepted.
[0465] The state shown in Figure 25 (11) is the state in which the start lever 135 has been pressed during the game period T11 of the next game (N+1th game) of a certain game (Nth game) when the judgement performance was lost.
[0466] In this state, as a result of accepting the pressing of the start lever 135, an internal lottery process for the winning combination (step S105) is performed, followed by a reel rotation start process (step S108), which starts the rotation of all reels 110 to 112, and also starts the display of a normal effect corresponding to normal play (in this example, an image of a lord and an old man sitting inside a castle) in the display area of the liquid crystal display device 157.
[0467] <Backlight effect / Example 5 (Judge defeat, special reply win)> Next, an example of the backlight effect in a game (Example 5) in which an internal win is made in a special replay when the judge effect is lost will be described.
[0468] 25(1) to (4) and 26(5) to (10) are diagrams showing examples of backlight effects in chronological order in a game (Example 5) in which a special replay is internally won when the judge effect is lost.
[0469] In order to avoid repetitive explanations, only the differences from Example 4 (a game in which the special replay was not internally won when the judge performance was lost) will be explained below.
[0470] The state shown in FIG. 25(1) is a state immediately before the first stop operation of the stop buttons 137 to 139 is accepted in a certain game (Nth game) when the judgement effect is lost.
[0471] In this state, since the pressing operation of the start lever 135 has been accepted, an internal lottery process for a winning role (step S105) is performed, and in this example, as a result of the internal lottery, a special replay (a certain internal winning role) has been internally won.
[0472] The state shown in FIG. 25(4) is a state in which the third stop operation of the stop buttons 137 to 139 is accepted in a certain game (Nth game) when the judgement effect is lost.
[0473] In this state, since the stop operation of the stop button 139 is accepted as the third stop operation of the stop buttons 137 to 139, a reel stop control process (step S109) is performed to stop the right reel 112 corresponding to the stop button 139, and the display area of the liquid crystal display device 157 continues to display the judgement effect corresponding to the judgement state (in this example, a continuous effect in which the lord chases his retainers inside the castle).
[0474] The judgment effect in this example is an effect accompanied by a freeze, and in this state, the freeze is started in association with the start of the judgment effect. The freeze in this example is in association with the stopping of the last reel 112 of the multiple reels 110 to 112, and processing related to the payout of game value (medals in this example) is not performed for a predetermined period (in this example, the judgment effect result display waiting time until the display of the judgment effect result display starts; for example, 10 seconds), and the LEDs 268a of the backlights 264 of the reels 110 to 112 are turned off during the judgment effect result display waiting time (predetermined period; in this example, 10 seconds).
[0475] Also, in this state, the third stop operation of the stop buttons 137 to 139 triggers the start of counting of the result display waiting timer (timer generation) to measure the judge performance result display waiting time (a predetermined period, in this example, 10 seconds).
[0476] Also, in this state, a winning determination process (step S110) is performed based on the stopping of all reels 110 to 112, and in this example, as a result of the internal win, an internal win has been achieved on a special replay (a certain internal winning role), so a pattern combination (in this example, the pattern combination of "BAR-replay-replay") corresponding to the special replay (a certain internal winning role) is displayed stopped on the active line of the pattern display window 113.
[0477] In Example 1, when an internal winning role (in this example, a special replay) is internally won, the flash 1 effect (first effect) is executed when all reels 110 to 112 stop. However, the slot machine in this example is configured not to execute the first and second effects when the judge effect notifies that no bonus will be awarded (first case), even if a certain internal winning role is won in a certain game. In this example, even if a special replay (a certain internal winning role) is won, the flash 1 effect (first effect) is not executed in the state shown in Figure 25 (4), and the flash 2 effect (second effect) is not executed in the state shown in Figure 26 (8).
[0478] The states shown in the following Figs. 26(5) to (10) are the same as those shown in Figs. 24(5) to (8) and Figs. 25(9) to (10) of the third embodiment, and therefore their explanation will be omitted.
[0479] According to this example, when informing the player that no bonus will be awarded due to a loss in the judge performance (judge performance), even if a special replay (a certain internal winning role) is won in a certain game, the flash 1 performance (first performance) and the flash 2 performance (second performance) are not executed, so the player can be clearly informed that no bonus will be awarded.
[0480] <Backlight effects / Summary> As explained above, the gaming machine according to this embodiment (for example, the slot machine 100 shown in FIG. 1) includes a plurality of reels (for example, reels 110 to 112 shown in FIG. 1) on which a plurality of types of symbols are applied and which are driven to rotate, a plurality of stop buttons (for example, stop buttons 137 to 139 shown in FIG. 1) provided corresponding to each of the plurality of reels and for individually stopping the rotation of the reels, an internal lottery means (for example, the winning combination internal lottery process shown in FIG. 6) for deriving one lottery result from a plurality of types of lottery results, and a performance control means (for example, the internal lottery process for winning combinations shown in FIG. 6). A gaming machine equipped with executable presentation means (for example, the liquid crystal display device 157 shown in FIG. 1, the speakers 272 and 277 shown in FIG. 3, the various lamps 336 shown in FIG. 3, the first sub-control unit 400 and the second sub-control unit 500 shown in FIG. 3), in which the one lottery result derived by the lottery means may include a certain internally won role (for example, a special replay), and the presentation means may, in a normal game, when the certain internally won role is won (in connection with all of the plurality of reels stopping (for example, a third stop When a stop operation is received, a first effect (for example, the flash 1 effect shown in FIG. 20(5)) can be executed, and the first effect is a light-emitting effect (for example, an effect in which the backlight 264 illuminates the back of the reel band of the reels 110 to 112) for at least a part of the area of the stopped reels (hereinafter referred to as the "first area"; for example, the middle symbol LM of the left reel, the middle symbol CM of the middle reel, and the middle symbol RM of the right reel shown in FIG. 20(5)), and the effect means is a certain game (for example, a judge's game) In a certain game in which a win is executed, a certain game during normal play, or a certain game during AT), when a certain condition is met (for example, a state in which a judge effect win is executed, or a state in which it is announced that an AT or additional bonus has been confirmed), if the certain internal winning role is won, a second effect (for example, the flash 2 effect shown in Figure 21 (8)) can be executed (in connection with all of the multiple reels coming to a halt), and the second effect is executed in at least a portion of the area of the stopped reels (hereinafter referred to as the "second area").For example, this is a gaming machine characterized by the light-emitting effect for the upper left reel pattern LU, the middle left reel pattern LM, the lower middle reel pattern CL, the upper right reel pattern RU, and the middle right reel pattern RM shown in Figure 21 (8), and a part of the first area (for example, the middle left reel pattern LM and the middle right reel pattern RM) and a part of the second area (for example, the middle left reel pattern LM and the middle right reel pattern RM) are the same area.
[0481] According to the gaming machine of this embodiment, the winning of a certain internal winning combination can be made noticeable by providing a different notification, thereby increasing the player's motivation to play.
[0482] Furthermore, the certain game is a game in which a judgment effect (for example, a judgment effect win shown in Figures 21(1) to (8), a judgment effect loss shown in Figures 24(1) to (8), an effect executed when transitioning from normal game to AT (entering AT), an effect executed when adding during AT, an effect executed when transitioning to a specialized zone or chance zone, etc.) is executed, and the judgment effect may be an effect that notifies the player whether or not a benefit (for example, granting a bonus or AT, or adding to AT) will be granted.
[0483] With this configuration, when a certain internal winning combination is achieved in a certain game, it can be made to appear as if a special benefit has been granted to the player, thereby increasing the player's sense of expectation.
[0484] In addition, when the presentation means notifies that the benefit will not be awarded by the judge presentation (hereinafter referred to as the "first case"), it may not execute the first presentation and the second presentation even if the certain internal winning role is won in the certain game.
[0485] With this configuration, the player can be informed in an easily understandable manner that no special benefit will be awarded.
[0486] In addition, when the presentation means notifies that the bonus will be awarded through the judge presentation (hereinafter referred to as the "second case"), the second presentation may be capable of executing the second presentation even if the certain internal winning role is not won in the certain game.
[0487] With this configuration, the player can be informed in an easily understandable manner that a special benefit will be awarded.
[0488] Furthermore, the judgment effect is an effect accompanied by a freeze, and the freeze is such that, in connection with the stopping of the last reel of the plurality of reels, no processing is performed regarding the payout of game value (e.g., medals, electronic information equivalent to medals) for a predetermined period (e.g., a judgment effect result display waiting time until the display of the judgment effect result display begins), and during the predetermined period, at least a portion of the backlights of the reels (e.g., backlight 264 shown in FIG. 18) are turned off, and in connection with the lapse of the predetermined period, the result of the judgment effect is announced, and in the first case, the effect means may continue to turn off at least a portion of the backlights even after the lapse of the predetermined period, and in the second case, the effect means may start the second effect in connection with the lapse of the predetermined period.
[0489] With this configuration, it is possible to avoid the player from mistaking that a bonus has been awarded when no bonus has been awarded to the player, and in the case where a bonus has been awarded to the player, it is possible to make it appear as if the bonus has been awarded to the player by winning a certain internal winning combination, thereby increasing the player's sense of expectation.
[0490] The normal game may be a game in which processing related to the payout of game value is performed in association with the stopping of the last reel of the plurality of reels.
[0491] <Speaker mounting structure> Next, the speaker mounting structure in the slot machine 100 will be described.
[0492] FIG. 27 is a front view showing the slot machine 100 with the front door 102 open. The main body 101 is a box-shaped body surrounded by a top panel 261, a left side panel 260, a right side panel 260, a bottom panel 264, and a back panel 242, and is open at the front. Inside the main body 101, a main control board storage case 210 storing a main control board is disposed in a position that does not overlap with the ventilation opening 249 provided at the top of the back panel 242, and three reels 110 to 112 are disposed below this main control board storage case 210. To the side of the main control board storage case 210 and the reels 110 to 112, i.e., on the left side panel 260 as viewed from the front, a sub-control board storage case 220 storing a sub-control board is disposed. Also, on the right side panel 260, an external centralized terminal board 248 is attached, which is connected to the main control board and outputs information about the slot machine 100 to an external device.
[0493] A medal payout device 180 (a device that pays out medals accumulated in a bucket) is disposed on the lower panel 264, and a power supply device 252 having a power supply board is disposed above the medal payout device 180, i.e., below the reels 110 to 112, with a power switch 244 disposed on the front of the power supply device 252. The power supply device 252 converts AC power supplied from an external source to the slot machine 100 into DC, converts it into a predetermined voltage, and supplies it to each control unit and device, such as the main control unit 300 and sub-control units 400 and 500, which will be described later. Furthermore, the power supply device 252 is provided with a power storage circuit (e.g., a capacitor) for supplying power to predetermined components (e.g., the RAM 308 of the main control unit 300) for a predetermined period (e.g., 10 days) even after the external power supply is cut off.
[0494] An auxiliary medal storage 240 is disposed on the right side of the medal payout device 180, and an overflow terminal (not shown) is disposed behind this. The power supply device 252 is provided with a power cord connector for connecting a power cord 264, and the power cord 264 connected to this connector extends to the outside through a power cord hole 262 opened in a back panel 242 of the main body 101.
[0495] The front door 102 is hinged to the left side panel 260 of the main body 101 via a hinge device 276, and above the symbol display window 113 are provided the performance device 160, a performance control board (not shown) that controls this performance device 160, and an upper speaker 272. Below the symbol display window 113 are provided a medal selector 170 for sorting inserted medals, and a passage 266 through which medals pass when the medal selector 170 drops illegal medals and the like into the medal tray 161. Furthermore, a speaker unit 600 is provided at a position corresponding to the sound hole 181.
[0496] <Speaker mounting structure / speaker unit configuration> Next, the configuration of the speaker unit 600 will be described with reference to Fig. 28. Fig. 28 is an exploded perspective view of the speaker unit 600.
[0497] As explained using Figure 27, speaker unit 600 is screwed to the lower left side of the back surface of front door 102, and as shown in Figure 28, it is composed of a speaker 610 (first member) for low-frequency output having a large diaphragm and a back cover 620 (second member) that covers the back side of this speaker 610, and is attached to a speaker pedestal 630 (base) formed on the back surface of front door 102.
[0498] <Speaker mounting structure / speaker base> Speaker base 630 (base) comprises an outer frame 631 formed to fit the roughly rectangular outer shape of flange 614 of speaker 610, mounting sleeves 632 formed at each of the four inner corners of outer frame 631 for screwing speaker 610 and rear cover 620 to front door 102, and a circular inner frame 633 against which the front peripheral edge of frame 612 of speaker 610 abuts.
[0499] A sound hole 161 consisting of multiple holes is formed inside the inner frame portion 633 of the speaker base 630, and the low-pitched sounds output from the speaker 610 are output to the outside of the slot machine 100 through this sound hole 161.
[0500] <Speaker mounting structure / speaker, rear cover> Next, the speaker 610 and rear cover 620 that constitute the speaker unit 600 will be described in detail with reference to FIGS.
[0501] Fig. 29(a) is a side view of rear cover 620, and Fig. 29(b) is a top view of rear cover 620. Fig. 29(c) is a side view of speaker 610, and Fig. 29(d) is a top view of speaker 610. Fig. 30(a) is a top view of speaker unit 600, and Fig. 30(b) is a cross-sectional view of speaker unit 600 shown in Fig. 30(a) taken along line AA.
[0502] <Speaker mounting structure / speaker> Speaker 610 (first member) is a cone-type dynamic speaker, and as shown in Figures 29(c) and 30(b), is generally composed of an electromagnetic circuit 611 consisting of a voice coil and a magnet that vibrates diaphragm 613 (described later) in response to an electric signal, a frame 612 that supports electromagnetic circuit 611, diaphragm 613 that vibrates to generate sound, and a flange 614 to which diaphragm 613 is fixed so that it can vibrate.
[0503] Frame 612 is a cylindrical metal ring frame that widens slightly toward the front, and has a plurality of openings 615 (see FIG. 28) formed in the circumferential direction on its side to allow air to escape around diaphragm 613. That is, a plurality of openings 615 are formed in the circumferential direction on the side of frame 612, and struts 612a are formed in the front-to-rear direction between openings 615. Diaphragm 613 is formed in a cone shape that opens toward the front, using a flexible material such as paper, for example.
[0504] 29(d), dedicated screw holes 616a (first through holes) for screwing the speaker 610 to the front door 102 are formed in the upper left corner and the lower right corner of the flange 614. Also, shared screw holes 616b (second through holes) for screwing the speaker 610 and the rear cover 620 to the front door 102 are formed in the lower left corner and the upper right corner of the flange 614.
[0505] In this example, two dedicated screw holes 616a (first through holes) are arranged diagonally (at the vertices of the ends of the diagonal) at the upper left and lower right corners on the outer edge of the flange 614, and two common screw holes 616b (second through holes) are arranged diagonally (at the vertices of the ends of the diagonal) at the lower left and upper right corners on the outer edge of the flange 614.As a result, the dedicated screw holes 616a (first through holes) and the common screw holes 616b (second through holes) are arranged alternately at a predetermined interval around the periphery of the flange 614.
[0506] According to this example, when the speaker 610 (first member) is fixed to the front door 102 (base) using the dedicated screw hole 616a (first through hole) for positioning, or when only the rear cover 620 (second member) is removed from the front door 102 (base), the speaker 610 (first member) can be stably fixed, thereby improving safety and workability.
[0507] The positions and numbers of the "first through hole" and "second through hole" according to the present invention are not limited to this example, and for example, one dedicated screw hole 616a (first through hole) may be arranged in only one of the upper left corner or lower right corner on the outer edge of the flange 614, and one common screw hole 616b (second through hole) may be arranged in only one of the lower left corner or upper right corner on the outer edge of the flange 614. Furthermore, three or more dedicated screw holes 616a (first through holes) may be arranged on the outer edge of the flange 614, and three or more common screw holes 616b (second through holes) may be arranged on the outer edge of the flange 614, and the numbers of dedicated screw holes 616a (first through holes) and common screw holes 616b (second through holes) do not have to be the same.
[0508] Flange 614 also functions as a member that supports diaphragm 613 so that it can vibrate, and outer edge 613a (see FIG. 30(b)) of diaphragm 613, which passes through the opening in flange 614 and appears on the back side of flange 614, is fixed to the back side of flange 614. The thickness of flange 614 is designed to be greater than the maximum vibration amplitude of diaphragm 613 so as not to inhibit the vibration of diaphragm 613.
[0509] In this example, rear cover 620 is placed on the rear of speaker 610, and when rear cover 620 is fixed to speaker base 630 of front door 102, the minimum distance between rear cover 620 and front door 102 is designed to be longer than the thickness of flange 614 so as not to impede the vibration of diaphragm 613.
[0510] <Speaker mounting structure / rear cover> Rear cover 620 (second member) is a resin member that houses most of speaker 610. More specifically, rear cover 620 has circular opening 621 formed on the rear side that exposes the rear end of speaker 610 (part of electromagnetic circuit 611), and is provided with stepped cylindrical side wall portion 622 that widens slightly toward the front.
[0511] 29(b), rear cover 620 has two protruding pieces 623a and two protruding pieces 623b with screw holes that protrude circumferentially outward from one front end of side wall portion 622. Screw holes 624 (third through holes) are formed in protruding pieces 623b with screw holes, which are arranged diagonally at the lower left and upper right corners (vertices at the ends of the diagonal).
[0512] With this configuration, by aligning the common screw hole 616b (second through-hole) in the flange 614 of the speaker 610 and the screw hole 624 (third through-hole) in the screw-hole protruding piece 623b of the rear cover 620 with the holes in the mounting sleeve 632 of the speaker pedestal portion 630 (base) and fastening them with screws (fixing means), the speaker unit 600 is integrated and fixed to the rear surface of the front door 102. The method of mounting the speaker unit 600 will be described later.
[0513] In addition, the protruding pieces 623a arranged diagonally (at the vertices of the ends of the diagonal line) at the upper left and lower right corners of the rear cover 620 have a thicker shape than the protruding piece 623b with a screw hole, as shown in the side view of Figure 29(a), and inside thereof is formed a screw head accommodating space 623a1 that can accommodate the head (screw head) of a screw (fixing means).
[0514] With this configuration, by aligning dedicated screw holes 616a (first through holes) in flange 614 of speaker 610 with holes in mounting sleeve 632 of speaker pedestal portion 630 (base) and fastening with screws (fixing means), even when rear cover 620 is positioned relative to the rear surface of speaker 610 after only speaker 610 is fixed to the rear surface of front door 102, rear cover 620 can be attached to the rear surface of speaker 610 without protruding piece 623a of rear cover 620 interfering with the screws (fixing means) attached to dedicated screw holes 616a of speaker 610.
[0515] Furthermore, the rear cover 620 (second member) has a point-symmetric shape and can be attached to the speaker pedestal 630 (base) even when rotated 180 degrees, which makes it possible to easily attach the rear cover 620 (second member).
[0516] Box-shaped space 622S is formed to protrude from part of side wall 622, for accommodating lead wires connected to electromagnetic circuit 611 and for leading the lead wires to the outside of speaker unit 600. Side wall 622 also has a plurality of vent holes 625 formed at predetermined intervals in the circumferential direction as openings for releasing air around diaphragm 613.
[0517] <Speaker installation structure / correct installation method> Next, the correct method of mounting the speaker unit 600 will be described with reference to FIG. 31(a).
[0518] FIG. 31(a) is a diagram showing a schematic example of a correct mounting method for the speaker unit 600. In FIG.
[0519] When attaching the speaker unit 600 to the speaker base 630 (base), first, as shown in FIG. 31(a-1), the speaker 610 (first member) is attached to the speaker base 630 (base), and then, as shown in the same figure (a-2), the rear cover 620 (second member) is attached to the speaker base 630 (base).
[0520] More specifically, as shown in FIG. 31(a-1), two dedicated screw holes 616a (first through holes) in the flange 614 of the speaker 610 are aligned with holes in the mounting sleeve 632 of the speaker pedestal part 630 (base) and fastened with screws 634 (fixing means), thereby attaching only the speaker 610 to the speaker pedestal part 630 (base).
[0521] Next, rear cover 620 is positioned relative to speaker base 630 (base) so that it covers the rear surface of speaker 610. However, screw head accommodating space 623a1 is formed in protruding piece 623a of rear cover 620, and rear cover 620 does not interfere with screws 634 (fixing means) attached to dedicated screw holes 616a (first through holes) of speaker 610, so that rear cover 620 can be reliably positioned on the rear surface of speaker 610, as shown in FIG. 31(a-2).
[0522] Finally, with rear cover 620 positioned on the rear surface of speaker 610, screw holes 624 (third through holes) in screw-hole protrusion 623b of rear cover 620 are aligned with two shared screw holes 616b (second through holes) in flange 614 of speaker 610 and with holes in mounting sleeve 632 of speaker pedestal 630 (base), and then fastened with screws 634 (fixing means), thereby attaching rear cover 620 to speaker pedestal 630 (base). As a result, speaker unit 600 is integrated and fixed to the rear surface of front door 102.
[0523] According to this example, when fixing the speaker 610 (first member) and the rear cover 620 (second member) to the speaker pedestal 630 (base) with screws (fixing means), they can be fixed at once with one screw 634 (fixing means) via the shared screw hole 616b (second through-hole) of the speaker 610 (first member) and the screw hole 624 (third through-hole) of the rear cover 620 (second member), which simplifies the work of attaching the members compared to conventional methods. Also, after the speaker 610 (first member) is fixed and positioned on the base using the dedicated screw hole 616a (first through-hole), the rear cover 620 (second member) can be fixed to the speaker pedestal 630 (base). This eliminates the need to position the two members simultaneously, improving work efficiency.
[0524] Furthermore, when the speaker unit 600 is correctly attached, as shown in FIG. 31(a-2), the dedicated screw hole 616a (first through hole) in the speaker 610 (first member) is covered by the protruding piece 623a of the rear cover 620 (second member), so it can be visually confirmed that there is no need to use the dedicated screw hole 616a (first through hole) when fixing the rear cover 620 (second member), and the attachment work of the members can be carried out reliably.
[0525] The rear cover 620 (second member) has a point-symmetric shape and can be attached to the speaker pedestal 630 (base) even when rotated 180 degrees, which makes it easier to attach the rear cover 620 (second member).
[0526] <Speaker installation structure / incorrect installation method> Next, an incorrect method of mounting the speaker unit 600 will be described with reference to FIG. 31(b).
[0527] FIG. 31(b) is a diagram showing a schematic example of an incorrect installation method for the speaker unit 600.
[0528] The example shown in Figure 31 (b-1) shows an example in which the two shared screw holes 616b (second through holes) in the flange 614 of the speaker 610 are mistakenly aligned with the holes in the mounting sleeve 632 of the speaker pedestal part 630 (base) instead of the two dedicated screw holes 616a (first through holes), and the speaker 610 is attached to the speaker pedestal part 630 (base) by fastening with screws 634 (fixing means).
[0529] In this example, as shown in FIG. 31(b-2), when rear cover 620 is positioned relative to speaker base 630 (base) so as to cover the rear surface of speaker 610, the bottom of protruding piece 623b with screw hole of rear cover 620 interferes with screw 634 (fixing means) that has been mistakenly attached to shared screw hole 616b (second through hole) of speaker 610, and therefore rear cover 620 cannot be positioned on the rear surface of speaker 610, and rear cover 620 cannot be attached.
[0530] According to this example, it is possible to easily recognize that the speaker 610 (first member) has been attached in an incorrect manner, and to prevent work errors from occurring.
[0531] 32(a) and 32(b) are diagrams showing another example of an incorrect mounting method for the speaker unit 600. In FIG.
[0532] The example shown in Figure 32(a) is an example in which the speaker 610 (first member) and the rear cover 620 (second member) are attached in the wrong order, with the rear cover 620 (second member) being attached to the speaker base 630 (base) first.
[0533] Since the speaker 610 (first member) cannot be accommodated in the rear cover 620 (second member) when it is attached to the speaker base 630 (base), it is easy to recognize that the speaker 610 (first member) has been attached in an incorrect manner, and work errors can be prevented in advance.
[0534] The example shown in FIG. 32(b) is an example in which the rear cover 620 (second member) is mistakenly rotated by 90 degrees and an attempt is made to position it relative to the speaker pedestal 630 (base).
[0535] The rear cover 620 (second member) has a point-symmetric shape and can be attached to the speaker base 630 (base) even when rotated 180 degrees, but because it does not have an axisymmetric shape, it cannot be positioned relative to the speaker base 630 (base) when rotated 90 degrees.
[0536] Furthermore, because the position of box-shaped space 622S of rear cover 620 is shifted by 90 degrees, speaker 610 cannot be housed in rear cover 620. Therefore, it is easy to recognize that rear cover 620 (second member) has been attached incorrectly, and work errors can be prevented in advance.
[0537] <Speaker mounting structure / Summary> As described above, the gaming machine according to this embodiment (for example, the slot machine 100 shown in FIG. 1) is a gaming machine including a first member (for example, the speaker 610 shown in FIG. 28 or 31) that can be fixed to a base (for example, the speaker base 630 of the front door 102 shown in FIG. 28) and a second member (for example, the rear cover 620 shown in FIG. 28 or 31) that can cover at least a part of the first member, and the first member has a plurality of through holes for fixing the first member to the base, and the plurality of through holes are formed by one or more first through holes (for example, 29(d)) and one or more second through holes different from the first through hole (for example, shared screw hole 616b shown in FIG. 29(d)), the second member has one or more through holes (hereinafter referred to as "third through holes"; for example, screw hole 624 shown in FIG. 28 and FIG. 31) for fixing the second member to the base, the first member is fixed to the base using the first through hole, and the second member is fixed to the base using the third through hole and the second through hole.
[0538] According to the gaming machine of this embodiment, when the first member and the second member are fixed to the base with the fixing means, they can be fixed at once with one fixing means via the second through-hole of the first member and the third through-hole of the second member, which simplifies the work of attaching the members compared to conventional systems. Also, since the second member can be fixed to the base after the first member has been fixed and positioned to the base using the first through-hole, there is no need to position the two members simultaneously, which improves work efficiency.
[0539] It should be noted that the "first member" and "second member" according to the present invention are not limited to a speaker and a back cover, but may be, for example, a board and a board case, a connector and a connector cover, a movable body and a movable body cover, etc. In other words, the "first member" according to the present invention may be any "member that can be fixed to a base," and the "second member" according to the present invention may be any "member that can cover at least a part of the first member."
[0540] Furthermore, after the first member is fixed to the base using the first through hole, when the second member is fixed to the base using the third through hole and the second through hole, the first through hole in the first member may be covered by the second member.
[0541] With this configuration, it is possible to visually confirm that it is not necessary to use the first through-hole when fixing the second member, and the member mounting work can be carried out reliably.
[0542] Furthermore, the first member may have a plurality of the first through holes and the second through holes, and the plurality of first through holes and the plurality of second through holes may be arranged alternately in the circumferential direction of the first member.
[0543] With this configuration, when the first member is fixed to the base using the first through hole for positioning, or when only the second member is removed from the base, the first member can be stably fixed, thereby improving safety and workability.
[0544] In addition, the plurality of first through holes and the plurality of second through holes may be arranged alternately in the outer circumferential direction of the first member, and the plurality of first through holes may be located at diagonal positions on the first member, and the plurality of second through holes may be located at diagonal positions on the first member.
[0545] Furthermore, when the first member is fixed to the base via the second through hole with a fixing means (e.g., screw 634 shown in Figure 31(b)), and then the second member is positioned to be fixed to the base, the third through hole of the second member may interfere with the fixing means.
[0546] With this configuration, it is possible to easily recognize that the first member has been attached in an incorrect manner, and to prevent operational errors before they occur.
[0547] Furthermore, a gaming machine according to this embodiment (for example, the slot machine 100 shown in FIG. 1) is a gaming machine including a first member (for example, the speaker 610 shown in FIG. 28 or 31) that can be fixed to a base (for example, the speaker base 630 of the front door 102 shown in FIG. 28) and a second member (for example, the rear cover 620 shown in FIG. 28 or 31) that can cover at least a portion of the first member, wherein the first member has a plurality of first through holes and a plurality of second through holes different from the first through holes, the second member has a plurality of third through holes, the first through holes are through holes used to fix the first member of the first and second members to the base, the second through holes and the third through holes are through holes used to fix both the first member and the second member to the base, and the plurality of first through holes and the plurality of second through holes are alternately arranged on the outer periphery of the first member.
[0548] Furthermore, a gaming machine according to this embodiment (for example, the slot machine 100 shown in FIG. 1) is a gaming machine including a first member (for example, the speaker 610 shown in FIG. 28 or 31) that can be fixed to a base (for example, the speaker base 630 of the front door 102 shown in FIG. 28) and a second member (for example, the rear cover 620 shown in FIG. 28 or 31) that can cover at least a part of the first member, wherein the first member has a plurality of first through holes and a plurality of second through holes different from the first through holes, the second member has a plurality of third through holes, and the first through holes are formed between the first member and the second member. The gaming machine is characterized in that the first through hole is a through hole used to fix the first member to the base, the second through hole and the third through hole are through holes used to fix both the first member and the second member to the base, the multiple first through holes and the multiple second through holes are arranged alternately on the outer periphery of the first member, and are configured so that when the multiple first through holes and the second through holes on either side of the multiple first through holes are connected by straight lines, a rectangle is formed, and the multiple first through holes are arranged on the diagonals of the rectangle (the vertices at the ends of the diagonals).
[0549] Furthermore, a gaming machine according to this embodiment (for example, the slot machine 100 shown in FIG. 1) is a gaming machine including a first member (for example, the speaker 610 shown in FIG. 28 or 31) that can be fixed to a base (for example, the speaker base 630 of the front door 102 shown in FIG. 28) and a second member (for example, the rear cover 620 shown in FIG. 28 or 31) that can cover at least a part of the first member, and the first member has a plurality of first through holes and a plurality of second through holes different from the first through holes, and the second member has a plurality of third through holes. a first through hole that is used to fix the first of the first and second members to the base, the second through hole and the third through hole that are used to fix both the first and second members to the base, the first through holes and the second through holes that are alternately arranged on the outer periphery of the first member, and the base having a frame portion formed to match the outer shape of the first member.
[0550] According to the gaming machine of this embodiment, when the first member and the second member are fixed to the base with the fixing means, they can be fixed at once with one fixing means via the second through-hole of the first member and the third through-hole of the second member, which simplifies the work of attaching the members compared to conventional systems. Also, since the second member can be fixed to the base after the first member has been fixed and positioned to the base using the first through-hole, there is no need to position the two members simultaneously, which improves work efficiency.
[0551] <Speaker mounting structure (variant 1) / speaker unit configuration> Next, the configuration of speaker unit 700 according to Modification 1 will be described with reference to Fig. 33. Fig. 33 is an exploded perspective view of speaker unit 700 according to Modification 1.
[0552] As shown in FIG. 33, the speaker unit 700 of the first variant is composed of a speaker 710 (first member) for low-frequency output having a large diaphragm, and a rear cover 720 (second member) that covers the rear side of the speaker 710, and is attached to a speaker pedestal 730 (base) formed on the back surface of the front door 102 of the slot machine.
[0553] <Speaker mounting structure / speaker base> The speaker pedestal 730 (base) is configured to include an annular frame support 731 that supports the frame 714 of the speaker 710, a cylindrical cover support 735 that supports the bottom of the rear cover 720, four mounting sleeves 732 for screwing the speaker 710 and rear cover 720 to the front door 102, and a circular sound hole plate 734 that is attached to the inside of the frame support 731. The detailed configuration of the speaker pedestal 730 (base) will be described later using FIG. 36.
[0554] <Speaker mounting structure (variation 1) / speaker, rear cover> Next, speaker 710 and rear cover 720 constituting speaker unit 700 according to Modification 1 will be described in detail with reference to FIGS.
[0555] Fig. 34(a) is a side view of rear cover 720, and Fig. 34(b) is a top view of rear cover 720. Fig. 34(c) is a side view of speaker 710, and Fig. 34(d) is a top view of speaker 710. Fig. 35(a) is a top view of speaker unit 700, and Fig. 35(b) is a cross-sectional view of speaker unit 700 taken along line BB shown in Fig. 35(a).
[0556] <Speaker mounting structure (variation 1) / Speaker> The speaker 710 (first component) is a cone-type dynamic speaker, and as shown in Figures 34(c) and 35(b), is generally composed of an electromagnetic circuit 711 (electrical component) consisting of a voice coil and a magnet, and vibrating a diaphragm 713 (described later) in response to an electric signal, a frame 712 that supports the electromagnetic circuit 711, the diaphragm 713 that vibrates to generate sound, a flange 714 to which the diaphragm 713 is fixed so that it can vibrate, a pair of lead terminals 716 arranged on the right and left sides of the flange 714 when viewed from above, and lead wires (wiring) 717 detachably connected to the lead terminals 716.
[0557] Frame 712 is a cylindrical metal ring frame that widens slightly toward the front, and has a plurality of openings 715 (see FIG. 33) formed in the circumferential direction on its side to allow air to escape around diaphragm 713. That is, a plurality of openings 715 are formed in the circumferential direction on the side of frame 712, and struts 712a (see FIG. 33) are formed in the front-to-rear direction between openings 715. Diaphragm 713 is formed in a cone shape that opens toward the front, using a flexible material such as paper, for example.
[0558] 34(d), dedicated screw holes 716a (first through holes) for screwing the speaker 710 to the speaker pedestal 730 (base) are formed in the upper left and lower right corners of the outer edge of the flange 714. Also, shared screw holes 716b (second through holes)...
Claims
1. a first member securable to a base; a second member capable of covering at least a portion of the first member; A gaming machine equipped with the first member includes a first through hole and a plurality of second through holes different from the first through holes; the second member includes a plurality of third through holes; the first through hole is a through hole used when fixing the first member of the first member and the second member to the base, the second through hole and the third through hole are through holes used when fixing both the first member and the second member to the base, the first through hole and the plurality of second through holes are arranged on an outer periphery of the first member in the order of the second through hole, the first through hole, and the second through hole; a first through-hole of the first member is covered by a portion of the second member when the first member and the second member are fixed to the base; A gaming machine characterized by:
2. 2. The gaming machine according to claim 1, the first member and the second member are configured to be fixable to the base by a fixing means; A storage space capable of storing at least a part of the fixing means is formed in the certain portion. A gaming machine characterized by:
3. 3. The gaming machine according to claim 2, a fixing device configured to fix the first through hole of the first member to the base by the fixing means, and then position the third through hole of the second member relative to the second through hole of the first member, and fix the second through hole of the first member and the third through hole of the second member to the base by the fixing means; A gaming machine characterized by:
4. A gaming machine according to any one of claims 1 to 3, The second member is a member made of a material that allows the first member to be visually recognized from the outside in a state in which the first member is housed therein. A gaming machine characterized by:
5. a first member securable to a base; a second member capable of covering at least a portion of the first member; A gaming machine equipped with the first member includes a first through hole and a plurality of second through holes different from the first through holes; the second member includes a plurality of third through holes; the first through hole is a through hole used when fixing the first member of the first member and the second member to the base, the second through hole and the third through hole are through holes used when fixing both the first member and the second member to the base, the first through hole and the plurality of second through holes are alternately arranged on an outer periphery of the first member; a first through-hole of the first member is covered by a portion of the second member when the first member and the second member are fixed to the base; A gaming machine characterized by:
Citation Information
Patent Citations
Slot machine
JP2016073461A